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olaf

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Posts posted by olaf

  1. I've released version 0.2.0 of olafnes, my Nintendo Entertainment System emulator, finally. This release is an absolute restart of the olafnes project. This release is based on basicnes v1.5 [debug level 1], previous releases of olafnes were based on v1.5 [debug level 2]. Below are the changes in this version from the BASE up. Also, olafnes has a different homepage now, you can visit it here (http://olaf.efewe.com).

     

    - added various amounts of support for the following mappers: 12, 26, 41, 46, 51, 53, 61, 73, 74, 79, 85, 86, 87, 95, 99, 107, 113, 115, 130, 151, 158, 184, 185, 188, 200, 201, 226, 229, 231, 232, 234, 245, 255

    - added more support for the following mappers: 1, 4, 22, 23, 24, 64, 66, 68

    - added mapper # substitution support

    - added game genie support (6 letter codes only)

    - added 2 player support

    - added audio channel disabling

    - added rewinding (up to 10 seconds)

    - added multiple sram support

    - added snapshot support (bitmap)

    - added higher frame skips (4 through 9)

    - added an "auto saver"

    - added detection of emulation when close button is clicked, it will now stop emulation if clicked while emulating

    - added directory memorization to the 'load rom' dialog, it will now go to the directory last accessed

    - added ability to recenter the window on screen

    - added command line input support (rom filename only, no switches yet)

    - added gamepad support

    - added a palette editor

    - added a midi instrument configuration window

    - added video mode for ntsc (and a switch for ntsc or pal)

    - added an automatic frame skip option

    - added video layer disabling

    - added one screen b mirroring (thanks disch)

    - added screen stretching

    - added column clipping to the ppu core

    - changed key configuration window

    - changed configuration loading/saving to windows registry accessing (also, it now saves all configurations, not just controls)

    - changed audio output to stop after emulation is stopped

    - changed how resets are handled

    - changed default palette to my averaged palette (averaged palette of 3 different palettes)

    - changed the executable's icon

    - changed the way palette selection is performed (it is now a dialog)

    - changed default palette to be hardcoded (no.pal file needed)

    - changed the rom information window

    - changed the way mapper numbers were calculated

    - removed execution speed toggling/code

    - removed 'new scroll code' toggling/code

    - removed 'tilebased' toggling/code

    - removed the status bar

    - removed the "unsafe" optimization option

    - removed compression/decompression of save states

    - removed clearing of wram before it's saved

    - removed the initializing of the 6502 processor every time a rom is loaded

    - removed preliminary support for certain mappers: 5, 8, 18

    - removed the black border from the emulated screen

     

    thanks to disch for help and code on the following mappers: 1, 4, 22, 23, 24, 26, 66, 85

    You can visit the NEW official homepage: here (http://olaf.efewe.com).

  2. retroguru.com reports that eSCV, the open source EPOCH Super Cassette Vision emulator for Microsoft Windows, has been updated. Below are the changes in this version (quoted and corrected from retroguru.com).

     

    - added support for some cartridges bankswitched by PC6

    - modified pcm command (continuous play)

    - modified play command (timbre/detune parameter)

    - added support for wide screen (aspect ratio 3:2)

    - modified color palette

    You can visit the official homepage here, or simply download it here.

  3. Emu#dreams reports that Stella, the multi-platform Atari 2600 emulator, has been updated to version 2.1. Below are the changes in this version.

     

    - Added phosphor effect, similar to z26. Useful on ROMs which alternate sprites from one frame to another, resulting in an annoying flicker. When using phosphor mode, a pixels colour is mixed with its previous value, resulting in a blended image that doesn't flicker, emulating the phosphoresence effect on a real television.

    - Added 'pp' developer commandline argument to set the "Display.Phosphor" property, and 'ppblend' to set the amount to blend pixels in phosphor mode. Also added 'Alt p' key to enable/disable phosphor effect while ROM is emulated. By default, phosphor mode is only used when necessary, as specified in the stella.pro file.

    - Renamed 'cheetah' commandline argument to 'cheat'.

    - Added per-frame cheatcodes (4 characters long), which are evaluated each frame.

    - Added cheatcode GUI, where cheats can be named, edited, saved, etc.

    - Cheat codes are now saved to stella.cht file and are automatically reloaded when Stella starts.

    - Improved 'joymouse' functionality. While in GUI mode, any axis will simulate mouse movement, and any button will simulate a mouse click. So the GUI can be completely navigated without a mouse.

    - Improved CommandDialog and LauncherDialog wrt joymouse functionality. These dialogs are used more than any other on devices without a mouse, so joystick axis movement switches between GUI objects, rather than simulating the mouse. This leads to much faster selection of objects.

    - Added mapping of multiple SDL joystick axis to Event Mapping.

    - Added joystick hat support, and mapping of multiple hats to Event Mapping.

    - Added remapping of paddle emulation to the keyboard or joystick axis (the mouse is still used by default for paddles).

    - Related to this, use more precise analog values when analog axis are mapped to analog-type events (such as paddles). Treat joystick events as other types of controllers based on the virtual port entry in stella.pro. This means that mappings for a joystick will emulate other devices when necessary.

    - Added 'sp' developer commandline argument, which sets the "Console.SwapPorts" property and swaps the arrangement of the virtual ports. Useful for games like "Raiders of the Lost Ark", where the joysticks are normally swapped.

    - Added ability to set which Stelladaptor device emulates which virtual joystick port ('sa1' and 'sa2' commandline arguments, which accept 'left' or 'right').

    - Fixed issues with jittering joysticks/mice causing weird events when starting Stella.

    - Added 'freq', 'tiafreq' and 'clipvol' commandline arguments, which affect the sound subsystem (see manual for further info).

    - Made state files completely cross-platform, both in terms of endianness as well as CPU size (32 vs. 64 bit).

    - Fixed crash with using 'cheat' and 'break' from the commandline.

    - Implemented dynamic loading of OpenGL library.

    You can visit the official homepage here, or simply download it here.

  4. Emu#dreams reports that Ville Linde has been working on adding more hardware support to MAME, the Multiple Arcade Machine Emulator. Below is Ville Linde's post from his/her official development log homepage.

     

    Forbidden fruit

     

    Something to keep me sidetracked came up. Don't get your hopes up though, the driver won't be added to MAME in the near future.

    You can visit Ville's Development log here for screenshots and more.

  5. Emu#dreams reporst that My First Alice32 Emulator, the Matra & Hachette Alice32 computer emulator for Microsoft Windows, has been updated to version 0.040. Below are the changes in this version.

     

    - It's mostly working and has all the features that Virtual MC-10 0.69c and Virtual Aquarius 0.72 have.

    - Fixed one full screen bug, and put the EXEC address in the right place.

    - Now supports K7 multi-file cassette images.

    - Plays most 40-column games.

    You can visit the official homepage here, or simply download it here.

  6. Emu#dreams reports that Pasofami, the Japanese multiple Nintendo console emulator for Microsoft Windows, has been updated to version 1.5g. Below are the changes in this version (quoted from Emu#dreams).

     

    - The reading function from a RAM cassette (only for PASODISUKU)

    - Sucking from the RAM cassette (only for PASODISUKU) of PASODISUKU is possible.

    You can visit the official homepage here, or simply download it here.

  7. AEP Emulation Page reports that GameEx, the "graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators", has been updated to version 5.46. Below are the release notes this version.

     

    28th January 2006 - GameEx 5.46

     

    - Fixes not returning to GameEx after exiting MAME Game on some systems.

    - Fixes favourites not showing when MAME not being used.

    You can visit the official homepage here, or simply download it here.

  8. retroguru.com reports that gp2xmess, the open source GP2x port of MESS (the Multiple Emulator Super System), has been updated to version 0.8-beta. Below are the changes in this version.

     

    - Made use of sdl_gfx only used when compiling for gp2x *and* the target is xmess.  This allows me to use scaling code when host debugging.

    - Added.gpe launcher for odyssey2.  Driver works but compatibility with the current mess source low.  I was able to get golf, hockey, bowling, skiing, and few others to work fine.  KC Munchkin and Pick Axe Pete do not.  Collision detection seems to be spotty also.  I have downloaded the specs for the intel 8048 and other related odyssey2 docs and hope to work on the actul driver.

    - Added support for launching the "pre" file selection dialog for the odyssey2 which needs a cart inserted before starting the emulation.

    - Added coco2, apple2e, and apple2c to the drivers list.

    - Added keyboard support for coco2, coco3, apple2, apple2c, and apple2e  drivers.

    - Added code for scaling image down if driver's resolution is larger than 320x240.  This allows apple2 and coco3 to display now.  It's a wicked CPU hog and there are some slight palette issues but I'm hoping going to HW surfaces will speed this up.

    - Added SDL_gfx lib for stretch blits (quite slow in SW), will only be used on gp2x host.

    - Added makefile define for GP2X

    - Switch to a newer gp2x libs package from theoddbot.  This one includes SDL_gfx and SDL_ttf so I can add scaling and also a better (smaller) font for the virtual keyboard.  I'm also hoping this will fix the timer and vol down button issues I'm having.

    - Added Odyssey 2 objects, CPUS, and driver info.  Compatibility seems to be low.  driver is marked as non-working.  Baseball seemed to work fine for me.

    You can visit the official homepage here, or simply download it here.

  9. Emu#dreams reports that Ville Linde has been working on adding new hardware support to MAME, the Multiple Arcade Machine emulator. Below is Ville Linde's post from his/her official development log.

     

    Some MAME progress

     

    Magical Tetris Challenge now shows the standard Capcom test menu, and Eleven Beat shows its own test menu with a bit more broken graphics.

    You can visit Ville's Development Log here for screenshots and more.

  10. Recently, I've been working on olafnes, my Nintendo Entertainment System emulator for Microsoft Windows. There have been a lot of changes since the last version, at least "under the hood", so I've decided to open up a blog for the project. You can visit the official olafnes blog here. Today marks the first post on the blog. You can see screenshots and learn more about the latest version. Below are some of the things "tackled" recently.

     

    - Konami's VRC2a/b

    - Konami's VRC4e (iNES mapper #23)

    - Konami's VRC6a/b

    - Konami's VRC7b

    - Nintendo's MMC3

  11. Emu#dreams reports that vSNES, the open source Super NES "representation", has been updated to version 2.51. vSNES is not an emulator, but is technically a Super NES that doesn't execute. Below are the changes in this version.

     

    - GUI: added some cartridge buttons to the main window

    - SRC: changed SceneViewer updating from "brute-force" to "structured"

    - SRC: changed rendering engine to use normal rendering for H-512 mode

    - SRC: (hopefully) fixed some file link issues of the main window menus

    - SRC: fixed stupid oversight in HDMA direction detection

    You can visit the official homepage here, or simply download it here.

  12. Emu#dreams reports that Goomba Color, the open source Nintendo GameBoy/GameBoy Color emulator for Nintendo DS/GameBoy Micro, has been updated to "alpha 4". Below are the changes in this version.

     

    - If the SRAM is full on bootup, the user can now delete files to avoid losing the latest save, or hit B to cancel.

    - Fixed the Zelda Oracles games

    This news originated here at Pocket Heaven. You can download Goomba Color here.

  13. AEP Emulation Page reports that Nestopia, the open source Nintendo Entertainment System emulator for Microsoft Windows, has been updated to version 1.25. Below are the changes in this version.

     

    Windows Fixes

    - Configuration file parse error after cheats were saved.

    - Unquoted executable name on the command line.

    - Archive filenames using non-ascii characters.

    - File association bug.

    - Katakana characters when using the ´clipboard-to-NES-screen´ feature.

    - Slight texel-to-pixel mapping inaccuracy.

     

    Emulator Additions

    - NTSC composite video emulation. Requires a fast computer. Implementation by Blargg and NewRisingSun.

    - Mapper 27.

     

    Emulator Changes

    - Took out the database names. Too many errors.

     

    Emulator Fixes

    - Mapper 16 IRQ timing. Fixes SD Gundam Gaiden - Knight Gundam Monogatari 2 - Hikari no Kishi.

    - King of Fighters 99 (no-frame-IRQ hack).

    - Save state errors with MMC3 games.

    - Blitter producing garbage on screen (rare occasions).

    - Some ISO C++ misstakes.

    You can visit the official homepage here, or simply download it here.

  14. Emu#dreams reports that eSCV, the Japanese open source EPOCH Super Cassette Vision emulator for Microsoft Windows, has been updated today. Below are the release notes for this version (translated).

     

    Processing of the carry flag of INR/INRW/DCR/DCRW order of the UPD7801 was corrected.

     

    The trouble where with BASIC introduction overflow error occurs the execution time of sprite order is corrected,

     

    The trouble where the screen scrolling does not go well with the バルダーダッシュ is corrected,

     

    The trouble where the game picture is not indicated in normally with the minor 2049er is corrected,

    The trouble where with elevator fighting spirit the キャラ is not arranged when reopening after the failing is corrected,

    The trouble where the tournament does not start with the super soccer is corrected,

    The trouble which batting and throwing a ball keep flying to with anywhere with the super baseball is corrected,

    The trouble where lower half of the 牌 of upside-down direction transforms with super mah-jongg is corrected,

    It is what, it has reached the point where the various software operates.

     

    The dragon ball which has not been sucked out still properly, pole position, the y y monster land, scuffle professional wrestling and,

    The star speeder which is frozen midway -, as for the software other than the マッピー and shogi introduction,

    As for difference of the picture transforming that ど, as for playing once in that appearance it seems that it is possible.

     

    In addition, PCM playback function was supported.

    If you verified with the thermal blood kung fu load, with, it seems like the 1bit PCM of the 512bytes.

    Because the corresponding software the other than this has not sucked out yet, there is a possibility trouble occurring with the other software.

    You can visit the official homepage here (for screenshots, etc.), or simply download it here.

  15. AEP Emulation Page reports that GameEx, the "graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators", has been updated to version 5.40. Today also saw the releases of 5.39 and 5.38, and those fixes are included below in the description of changes.

     

    - Fixes other applications and html applications not available if no emulators defined in recent versions. This was due to undocumented (I forgot to mention) in recent versions where if mame and emulators not used at all then GameEx would show a flat start page, with all game related items not visible on the start page, such as random game, and most played.

    - Fixes Games list and menu issues when return from attract mode in 5.37 and 5.38

    - Fixes GameExtender Viewer not reading any settings and only using default values, IE you could not change Display On Sencondary, and IP

    You can visit the official homepage here, or simply download it here.

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