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- Local Wifi
- Host game on DS
- SDL port for PC
- Lots of changes in the code
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EmuZGL Preview (09.06.2008) Released!

The ZX Spectrum 128 / ZX Spectrum 48 emulator EmuZGL has been updated again.
09.06.2008- Virtually nothing new, only corrected emulation floppy disk: zashkalival timer and a shift to a negative value, which after 15 minutes of the floppy disk no longer worked. At the same time memorizing correct in config state maximized.
»» http://zx.pk.ru/showthread.php?t=7527 [Release Thread]
Thanks to our affiliate, AEP-Emulation, for the news!
Mednafen v0.8.9 Released!

"Mednafen is a portable, utilizing OpenGL and SDL, argument(command-line)-driven multi-system emulator with many advanced features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES, PC Engine(TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color), PC-FX, and WonderSwan (Color) are emulated. "
Updated the included gettext library to 0.17 to fix a MinGW build issue.
GB: Corrected a lack of address masking in most of the cart RAM emulation code. Fixes a few Chinese GameBoy
Color games.
NES: (Re?)-added support for mapper 240(it was erroneously listed in the documentation as being supported...).
GBA: Fixed a buffer overflow in the ROM image loading code.
PC-FX: Several variables related to subchannel reading weren't being saved in save states. Fixed. (This fixes
save states made within the BIOS' CD-DA player)
PCE: Altered how the ADPCM read and write addresses are set.
Fixes the Super CD version of "Tengai Makyou Ziria", and "CD Mahjong Bishoujo Chuushinha".
Thanks to Exophase and ChrlyMac for the tips.
***(This change may potentially cause regressions. If it does, please report them at http://forum.fobby.net )***
PC-FX: Fixed a few deprecated const string to char* conversions in v810_cpuD.cpp.
PCE: Fixed a bug with Arcade Card emulation with a tip from Exophase. The ADPCM sound effects
in Garou Densetsu II work correctly now.
PCE: Reads from the timer count register the cycle it is set to reload after expiring will now return 0x7F.
Fixes "Battle Royale".
Micko's WIP Update


According to Robert, "Micko is the author of some MESS drivers, mostly old Russian computers".
8080 fix and new driversDuring last week a new drivers have been added :
Apogee BK-01:
[pic on website]
Mikrosha :
[pic on website]
Yesterday I have done some fixes on 8080 cpu implementation, since flags were not set correctly, and after that more things become to work:
Radio-86K :
UT-88:
(Only available game now works fine)
[pic on website]
»» Information
Tetattds v3.0 Released!


"Tetattds is a game for Nintendo DS based on the game Tetris Attack by Nintendo / Intelligent Systems. The aim is to line up three or more panels in a stack to make them 'pop'. The game is over when the stack reaches the top of the screen. If more than three blocks are removed it is called a 'combo'. If pieces falling down lines up it is called a 'chain'."
What's new in 3.0:
It's been a long time since there was any news on Tetattds. Two big things has happened. The first is that we ported Tetattds to SDL so that it can run on PC during the last year. The purpose for this was that we wanted to be able test new features with access to a debugger. If we ever would add a big feature like AI players this would be very useful, although we probably never will. Another reason was to see if it was even possible. It was but the code is now in a mess.
You can play the SDL version against other DS players, but as I said it is only meant to be used for development. One problem is that the GUI is exactly the same as the DS version, and not suited for PC. I have provided a compiled version for Windows. If you want to have instructions for compiling on Linux or Mac OS X please post a comment.
The other big thing, local wifi, was added during christmas. It is now possible to play multiplayer player games without an access point. This was made possible using liblobby, which is a work-in-progress library, but development seems to have stopped.
One reason I didn't release Tetattds 3.0 back then was that I meant to refactor the network code in to make efficient use of the bandwidth of local wifi. One problem with liblobby is that it sends packets reliably, and when too many packets is pouring in they start to pile up.
The network code in Tetattds is implemented using UDP, with reliable packets on top of that. That gave us much better response times than TCP since TCP is cached. This also means we don't need liblobby's reliable implementation. If it was possible to send packet directly, and skipping the "lobby" part of liblobby, we could send field updates a lot more often, since these are sent unreliably. There is a function to broadcast packages unreliably which would be perfect for this, but I need to refactor the code to make use of this.
Unfortunately the christmas vacation was over and I lost interest in the project, so I never investigated that further. I'm releasing what I have now so that it will not go to waste. Be warned that it is somewhat unstable.