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Jitway

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Posts posted by Jitway

  1. VisualBoyAdvance v: 1.8.1-beta1 Build: 890 is a gameboy advanced emulator.

     

    Looks like someone picked this project back up after forgotten left the scene.

     

    Get it HERE

     

    Unofficial Release Version

    VisualBoyAdvance (GBA) Emulator - Project Revived!

    by: Laterza-Legacy,Inc. & the ThG Team

    with the contribution of Rik78

    Version: 1.8.1-beta1 Build: 890

    Release Date: May 15th, 2008.

    -----

    NOTES:

    -----

    This is the Unofficial Release! In the "about" section, it says vba.ngemu.com,

    but we have to change that soon... cause we don't have a site yet! But, we might

    also keep it, because they are the original owners of course.

    This project, called "Revived", started up where the last version (1.8.0-beta3) left

    off! So, we will just continue to do it for you! ;)

    Since the original owner "Forgotten" left the project, we decided to boot-it

    up again and restart doing updates and new features...

    Anyway, we hope you will enjoy this "Unofficial Release" (yep, that's the new name,

    because I can't say it's official. ONLY "Forgotten" has the rights to that!) :(

    -----

    VERSION HISTORY/CHANGES (Since Last Version):

    -----

    v1.8.1-beta1 (build: 890):

     

    -AGB image bug fixed

    -GBA speed optimized

    -loadROM data compressed

    -loadKernel mode bug fixed

    -GSA code format fixed

    -removed 08x cheat code address (caused cheats to not work)

    -removed 0x float-point (better speed)

    -added extra compression data

  2. UPDATE

     

    An aftershock brought new havoc to the earthquake-stricken region of China on Friday, as it struggled to bury some of its estimated 50,000 dead, dig out more survivors and help thousands of injured and homeless.

     

    President Hu Jintao flew to the battered province of Sichuan and Premier Wen Jiabao said the quake damage could exceed that of the devastating 1976 tremor in the northeastern city of Tangshan, which killed up to 300,000 people.

     

    Wen called on officials to ensure social stability as frustration and exhaustion grew among survivors, many of whom have lost everything and are living in tents or in the open.

     

    China put the known death toll at just over 22,000 on Friday but has said it expects it to eventually exceed 50,000. About 4.8 million people have lost their homes.

     

    Thousands of men, women and children were heading on foot for Mianyang, a city near the epicenter, saying they were abandoning their ruined villages for good.

     

    Anger has focused on the state of school buildings, many of which crumpled in Monday's 7.9 magnitude quake, burying thousands of children and prompting the Housing Ministry to order an investigation.

     

    Hu and Wen stressed that searching for survivors remained the top priority.

     

    "We cannot talk about giving up too easily," Wen said. "Life should go on. I believe people in the quake area can definitely build their hometowns even better with their own hands. That is also the biggest consolation for the dead."

     

    The country is on precautionary alert against possible radiation leaks, according to a government Web site.

     

    The disaster area is home to China's chief nuclear weapons research lab in Mianyang, as well as several secretive atomic sites, but no nuclear power stations.

     

    Thousands of residents from Beichuan, one of the places worst hit, streamed away from the town carrying babies, bags and suitcases.

     

    The town was a scene of devastation, with virtually every building either demolished or damaged beyond habitation.

     

    To the south, in the village of Houzhuang, residents said they were coping on their own, aid and troops yet to reach them.

     

    "We ate some corn, but now we are suffering from diarrhea after drinking water from the ditch for two days," one said.

     

    BUCKLED ROADS, LANDSLIDES

     

    The aftershock, measuring 5.9 on the Richter scale, hit Lixian, to the west of the epicenter in Wenchuan, cutting newly repaired roads and telecommunications.

     

    "A number of vehicles were buried in landslides. The casualties were not known," Xinhua news agency said, adding four of its reporters narrowly escaped death when a house collapsed.

     

    China has mobilized 130,000 troops to the disaster area, but with buckled and blocked roads, supplies and rescuers have struggled to reach the worst-hit areas.

     

    Offers of help have also flooded in. The first foreign rescue teams, from Japan, Russia, Taiwan, South Korea and Singapore have arrived in Sichuan province.

     

    At China's request, the World Food Program said it was sending enough ready-to-eat meals for 118,000 people.

     

    UN Secretary-General Ban Ki-moon announced emergency funds of up to seven million dollars and said more would be available.

     

    The United States said it had provided China with satellite images of earthquake-stricken areas, and would send two planeloads of relief for victims this weekend.

     

    Xinhua said 33 people were dug out of the rubble in Beichuan still alive on Friday.

     

    Peng Zhijun, 46, had eaten cigarettes and paper napkins and had drunk his urine to survive. A 50-year-old worker was rescued from a collapsed fertilizer plant after being trapped for 100 hours, a witness told Reuters.

     

    Many survivors were on the move, desperately seeking food, shelter or medical treatment. Ning Feng told Reuters he had spent two hungry days limping out of the town of Yingxiu after deciding that waiting to be rescued could be more dangerous than risking landslides and exhaustion on the trek out.

     

    "I had to do it on my own. Who was there to help me?" the 19-year-old painter of traditional Tibetan art said, as he stopped to rest on the winding mountain path.

     

    ANGER OVER SCHOOL DEATHS

     

    In Dujiangyan, a school collapse buried 900 students. In Wufu, nearly every building in the village withstood the quake but for a primary school, whose collapse killed about 300.

     

    "Our child wasn't killed by the earthquake. She and the others were killed by a derelict building. The officials knew it was unsafe," said Bi Kaiwei, whose daughter, 13, was killed.

     

    Rescuers found two girls, one in a coma and the other dead, holding hands in the ruins of their school, Xinhua said.

     

    Housing Minister Jiang Weixin said the schools had not been designed to withstand such a powerful earthquake, but added that corruption may have led to substandard construction.

     

    "At this stage we cannot rule out the possibility that there has been shoddy work and inferior materials," Jiang told a news conference in Beijing.

     

    There were also concerns about epidemics if the dead were not soon buried or cremated.

     

    "A lot of tourists have been killed. We don't know how to deal with the bodies, some of which have been highly decomposed, but their relatives will come to look for them," an army officer in the badly hit Yinmugou resort in Pengzhou told Sichuan TV.

     

    "I am really worried about epidemics," he said.

     

    Hundreds of damaged dams have also raised fears of collapse and flooding of areas struggling to recover from the quake.

     

     

     

     

    This is just sad. So many dead and who knows really how many there are. All the lives lost is just sad.

     

    Source HERE

  3. Looking to keep up the current string of positive news, Sony on Friday detailed its game lineup for the rest of the year and into 2009.

     

    Part of the announcement also revolved around games intended to take advantage of the PlayStation Network, Sony's online gaming service. While the service is said to have eight million registered users, it still is seen by many as inferior to Xbox Live.

     

    Sony's own studios plan to release at least 15 games during the period, including several highly anticipated titles which it hopes will help the console catch up to its competitors in sales.

     

    "For the second half of 2008 and beyond, we will see a spectacular line up of triple-A titles and original gaming content that will satisfy PlayStation fans across the board," SCEA's marketing chief Scott Steinberg said in a statement.

     

    According to NPD, Sony has only sold about 4.1 million consoles in the US as of March, compared with 8.8 million for the Wii and 10 million for Microsoft's Xbox 360. Part of the criticism against the PS3 has always been the gaming selection.

     

    The PS3 titles announced Friday include SOCOM: US Navy SEALs Confrontation, the oft-previewed LittleBigPlanet, NBA 09 (also releasing for the PS2 and PSP), MotorStorm Pacific Rift, and the highly anticipated Killzone 2.

     

    Several PlayStation Network titles are also en route: wipEout HD, PixelJunk, and Siren: Blood Curse. The PSP will not be forgotten, with Hot Shots Golf: Open Tee 2 and Secret Agent Clank are slated for release later this year.

     

    If the game charts are any indication, Sony may need a little in-house help to jumpstart video game sales for its brand. Data for the month of March -- before Grand Theft Auto shipped -- showed that the best a PS3 game could do was 10th (Army of Two), while the Wii had three games in the top ten, and the Xbox 360 had five.

     

    PSP

    Hot Shots Golf: Open Tee 2 - June 3, 2008

    Secret Agent Clank - June 17, 2008

    NBA 09 - Fall 2008

    BUZZ! Master Quiz - Fall 2008

     

    PLAYSTATION Network

    wipEout HD - Summer 2008

    Elefunk - Summer 2008

    PixelJunk Eden - Summer 2008

    SIREN: Blood Curse - Summer 2008

    SOCOM: US Navy SEALs Confrontation - September 16, 2008

     

    PS3

    Singstar - May 20 2008

    SOCOM: US Navy SEALs Confrontation - September 16, 2008

    LittleBigPlanet - October 2008

    NBA 09 - Fall 2008

    BUZZ! Quiz TV - Fall 2008

    MotorStorm Pacific Rift - Fall 2008

    Resistance 2 - Fall 2008

    Killzone 2 - February 2009

     

    Oh, and June 12th, Metal Gear Solid of course.

     

     

     

    This sound great but they sure got a long way to catch Xbox. Still I got both so I get my fill off both gaming networks.

     

    Source HERE

  4. Latest Game Informer spills beans on cymbal-enabled drum kit, character and guitar creation, song-creation toolset, and music sharing.

     

    Earlier this week, rumors surfaced that the the June issue of Game Informer would be jam-packed with details of Activision's Guitar Hero 4, due out this fall. That issue has since arrived in subscribers' mailboxes, confirming the accuracy of the original post and providing more details on developer Neversoft's second crack at the rhythm gaming franchise.

     

    As initially revealed by Activision CEO Bobby Kotick in a recent interview, Guitar Hero 4 will add drums and vocals a la Rock Band. Game Informer's feature includes a shot of the referenced drum kit, which includes three pads, two elevated cymbals, and a pedal (as opposed to Rock Band's four pads and a pedal). For those keeping track, that means the Guitar Hero 4 kit has one extra input than the Rock Band equivalent, raising compatibility questions for the two series' instruments yet again. The developer is going wireless with Guitar Hero 4's drum pads, and will be making them pressure-sensitive so the game can tell if players are wailing on the drums or meekly tapping them.

     

    The details in Game Informer also clear up the mystery surrounding the "innovation" which Activision promised was coming to the Guitar Hero series in a recent earnings report conference call. The article outlines the game's studio mode, which will give users a variety of ways to create their own songs. Players will be able to jam along with one of the game's existing tracks, record songs as they're played, or meticulously detail note charts.

     

    As rumored, the game will also allow users to share the songs they create. Players will initially only be able to upload five songs for others to enjoy, but if those tracks are rated highly by other users, the creators might "get signed," raising the cap to 10 songs or more.

     

     

     

     

    Sounds good especially about the drums being able to tell how hard you are hitting them. I wonder if Rock Band will follow?

     

    Source HERE

  5. iNES is 3.6 is a Nes emulator for windows, Linux and other platforms.

     

    Get it HERE

     

    Change Log

    * Ported iNES to Unix using the new EMULib framework. I will try to compile the new iNES-Unix for as many Unix flavors as possible. At the moment, only Ubuntu Linux binaries are available.

    * Ported iNES to Maemo OS2008 used in N800 and N810 internet tablets from Nokia. iNES-Maemo is specifically optimized for internet tablets using assembler modules from iNES-Symbian.

    * Optimized 6502 emulation by collapsing infinite empty loops.

    * Introduced more accurate per-scanline cycle counting.

    * Once again, extended time before VBlank flag going up by 2 scanlines. This fixes F1 Race, Elite, etc.

    * Moved mapper initialization after default initialization. This should fix MMC5 screen corruption that occurred in iNES 3.1.

    * Fixed MMC3 scanline counter to remove garbage scanlines in Crystalis, GIJoe 2, Cartoon Workshop, etc.

    * Finally fixed light gun ("zapper") emulation!

    * Fixed FamiBASIC keyboard support on all platforms.

    * Fixed FIRE-A autofire option in built-in menu.

    * Fixed command line options for enabling/disabling sound.

    * Added support, editing, and display for VS System DIP switches. Also see -dip command line option.

    * Added -soft/-nosoft command line option and made softening, scanline simulation, and synchronization options work on all relevant platforms (Unix, Maemo, MSDOS).

    * Removed -vperiod and -hperiod command line options, as these values are now computed automatically and do not need adjustment.

    * Removed last occurances of #define SOUND. Sound support is always compiled in anyway.

    * Made [F8] toggle scanline simulation, while [sHIFT]+[F8] toggles softening.

    * Added standard VS System palette files to the package.

    * Now drawing light gun aim and DIP switches using NES palette to avoid problems at different screen depths.

    * Removed -novsync and -200 options from iNES-MSDOS, and added a new -480 option for 640x480 VESA screen mode.

    * Fixed iNES-MSDOS light gun aim in 640x480 screen mode.

    * The UIQ version of iNES-Symbian now uses 6502 emulation optimized in ARM assembler (this option has been left out in the last release).

    * iNES-Symbian display routines rewritten in ARM assembler for speed. This should mainly affect UIQ3 users but S60 users will also benefit.

    * Split iNES-Symbian configuration menu into four tabs, making "Video" and "Audio" settings separate.

    * Added "Audio Latency", "Skip Frames", and "Sync Updates" settings to iNES-Symbian.

  6. Mupen64Plus revision 452 is a Nintendo 64 emulator.

     

    Get it HERE

     

    We're making progress towards the 1.4 release; tonight I merged the branch with the On Screen Display feature into the trunk of our SVN repository. I made both 32-bit and 64-bit binary packages from rev 452 so that we could get a broader test audience. These are the latest builds from the trunk and include quite a few new features and fixes.

     

    Thanks go to Richard42 over at Emutalk.net for this one.

  7. Stella release 2.6 is a Atari emulator

     

    Get it HERE

     

    Change Log

    May 16, 2008

    Stella release 2.6 for Linux, Mac OSX and Windows is now available. Ports to other operating systems will be released as they become available.

     

    * Added AtariVox support using a real AtariVox device, where Stella sends data directly to the AtariVox. For now, this is supported in Linux/UNIX, OSX, and Win32 only. You'll obviously need a real AtariVox, and a serial<->USB adaptor to connect it to your system. Added '-avoxport' commandline argument used to set the serial port to which the AtariVox is connected. Special thanks to Al Yarusso and Richard H. for providing sample hardware.

    * Added AtariVox and SaveKey EEPROM emulation. This reads/writes data to a 32KB file, not to the actual hardware. Very useful for testing EEPROM support without actually wearing out the real device. Special thanks to J. Payson for providing the EEPROM emulation code, and A. Herbert for answering many driver-related questions.

    * Added support for CX-22, CX-80, and AmigaMouse trackball controllers.

    * Improved debugger symfile handling so that addresses accessed as read-only won't use write-only labels (and vice-versa). More work is still needed in this area.

    * Added M6532/RIOT tab to the debugger. This will be expanded on in a future release.

    * Added TIA emulation fixes for graphical glitches in Escape from the Mindmaster, Mission Survive, Solaris, and SWOOPS!

    * Fixed bug where fullscreen OpenGL scaling wasn't working on 4:3 monitors.

    * Further improvements to the M6532/RIOT emulation, which unfortunately have broken old state files (again).

    * Added deadzone setting, for adjusting the deadzone amount for analog joysticks. This can be set using the commandline argument '-joydeadzone' or dynamically within the UI.

    * Make ROM disassembly in debugger take advantage of a wide window.

    * Fixed bug in 6507 BCD handling introduced in the last release.

    * For the Win32 port; Win9x should be fully supported again.

  8. GameEx 9.28 is a front end for many emulators and some pc games.

     

    Get it HERE

     

    Change Log

    15th May, 2008 - GameEx 9.28

     

    * Only playing favorites in screensaver now also works for emulators

    * Fixes not playing videos and Karaoke in some configurations

    * Fixes not playing selected playlist when Jukebox set to play at startup

    * Fixes aspect ratio of system logos in favorites

  9. In a demonstration to The Chronicle, the music industry group discloses it uses the same software client as file sharers to catch pirates.

     

    No university is singled out above another, and LimeWire is used as RIAA's software of choice. The process begins with a search on the service for song titles owned by its member organizations.

     

    Click Here

    From there, once a track is located, the group uses the features of the software to determine who is sharing it. LimeWire will provide a list of files available for download from the host, as well as his or her IP address.

     

    Once this information is obtained, RIAA then determines the ISP with that particular IP using Media Sentry, and then which of those file sharers are located on college and university networks.

     

    This seems time consuming, but with Media Sentry the process is automated, including notification of the RIAA of the IPs with infringing files.

     

    RIAA will first send a DMCA notice to the the university asking for removal of the file, and rarely will download the file themselves unless human intervention is required in order to confirm the file is indeed the copyrighted song in question.

     

    The official -- who refused to be identified in the Chronicle's story out of fear of receiving hate mail -- said that RIAA typically will only send out pre-litigation settlement letters to the people in more serious cases. Unlike the above investigation, these files are always downloaded to verify their content for legal purposes.

     

    While the group cannot tell who is downloading the songs, they can uncover who is sharing them. The process also differs from that of commercial ISP's, where the investigation is completely manual.

     

    The official said that ISP's are already aware of the piracy problem, so there is no need for such a system at that level. However, colleges are apparently still coming to terms with the problem if RIAA is to be believed.

     

     

     

    See how easy they get ya. And to all you out there that use LimeWire you have been warned.

     

    Source HERE

  10. Nuvalo has released an update to his port of MAME to the Nintendo Wii, heres the details:

     

    Get it HERE

     

    It is still a bit buggy but give it a try it does work on smaller roms.

     

    I uploaded a new version, that solves pronblems like resets on small roms (bigger ones still might reset the console, but that is another problem) or the savestate.
  11. JavaCPC v 4.2 is a Amstrad CPC emulator in JAVA

     

    Get it HERE

     

    Change Log

    new feature: ROM-settings

    You can choose now your own ROM images with a selector.

    Press "Home" to open thie ROM-files dialog.

    Type in the full ROM-name in it's field...

    P.E.:

    Type in Lower ROM - OS6128.zip

     

    If you enter "none" or erase a field, the ROM will be removed from this place.

     

    new web-parameters:

     

    SKINNED = true/false - Tells the emulator, if you want to use a skin or not

    SKINB = true/false - Use second skin or not, if SKINNED is set to true

    MEMORY = 64,128,256,512 or SILICON - Sets the desired memorysize of emulated model. (If not set, 512k is used)

  12. uBee512 v2.6.0 is a microbee emulator

     

    Get it HERE

     

    Change Log

    uBee512 v2.6.0

     

    New for this release:

    * Joystick emulation added. Emulates the standard Microbee Joystick. The

    joystick is also able to be mapped to Microbee keys permitting games and

    other applications to use joystick controls.

    * Added joystick select and enable option --js.

    * Added Microbee joystick options: --js-clear, --js-mbee, --js-up,

    --js-right, --js-down, --js-left, --js-fire, --js-play1, --js-play2,

    and --js-spare.

    * Added joystick to keys mapping options: --js-klist, --js-kbd, --js-kk,

    --js-kb, --js-kset and --js-ksel.

    * Added EMUKEY+J+K (or EMUKEY+J <K>) hot keys to select a joystick key map

    set. K is 'A'-'Z'. First 26 sets are selectable from keyboard, 256 sets

    are available in total.

    * Added EMUKEY+J+0 (EMUKEY+J <0>) disables Microbee and keyboard mapping for

    joystick. EMUKEY+J+1 (EMUKEY+J <1>) enables Microbee joystick.

    * Z80 CPU speed improvements to better regulate the execution rate rather

    than just per each Z80 code frame executed. This improves sound quality

    but may vary between installations.

    * Full screen toggle using the mouse now requires a double clicking action.

    * Added --dclick option to set double click speed for mouse events.

    * Added --status option to customize the status line in the title bar.

    * Additional status information displayable now includes joystick, tape in,

    title, sys, serial, print, short/long drive and others.

    * Added --title option to set a custom title name.

    * Added --spad option to set padding between status information.

    * Added --basram option to use SRAM instead of ROM at 0xA000-0xBFFF.

    * Added --pakram option to allow a PAK location to use SRAM instead of ROM

    at 0xC000-0xDFFF.

    * Added --netram option to use SRAM instead of ROM at 0xE000-0xEFFF.

    * Added PAK1-PAK7 ROM PAKs for 2mhz model emulation. Use OUT 10,n followed

    by an EDASM command to select.

    * All PAKs are now preloaded when emulator starts up.

    * Added function_joystick() functions.

     

    Fixed:

    * File name matching in win32 fixed in a function that returns the next

    directory entry. Was only able to match file names that used all lower

    case. CP/M support program HOST2CPM should now work.

    * Options --rom2 and --rom3 overrides did not load any ROM images.

    * Teleterm model keys are now associated with the Teleterm keyboard.

    * Added two missing compile conditionals '#ifdef USE_LIBDSK' around where

    disk.dg.dg_secsize is used in fdc.c. Needed when compiling with LibDsk

    disabled.

    * Fixed an endianess issue in function_stdio() function for the 'putchar

    function'.

    * PIO potential mode set problem discovered when adding joystick code.

  13. D-Fend Reloaded v0.4.0 is a graphical interface for DosBox makes setting up DosBox easy.

     

    Get it HERE

     

    Change Log

    Version 0.4.0 (05/14/2008)

     

    * Simplified Chinese language file (thanks to muzuiget)

    * The new profile wizard has been completely redesigned. With the new auto setup templates new profiles (for games known by the D-Fend Reloaded database) can be setup by only entering the game name and the filename.

    * ScummVM based advantures can be configurated and listed together with the DOSBox based profiles now.

    * If you define a QBasic interpreter in the setup dialog, you can define bas files as normal program files for games. When executing a bas file profile D-Fend Reloaded will automatically execute it in QBasic in DOSBox.

    * A new first run wizard makes setting up language and updates for new users much easier.

    * The content of image files can be extracted to a folder now.

    * You can build a floppy image from the content of a folder now.

    * If you copy prof files to the "Confs" folder while D-Fend Reloaded is running they will be added to the games list immediately.

    * Icons form outside the "IconLibrary" folder can now also be used as profile icons (and can be transfered with the profile and included to installers just like the icons in the default icons folder).

    * If you delete a profile file while D-Fend Reloaded is running it will ask you if you want to restore the deleted file.

    * Now you can setup a codepage to be used in DOSBox for each profile. Additionally there is a default codepage stored in each language file which will be used if the codepage is set to "default" in the profile.

    * Now you can (optionally) define a key mapper file for each profile. (If no key mapper file is defined, the DOSBox default key mapper file will be used.)

    * A list of batch commands which DOSBox will run after the end of the game can be defined now (some kind of complement of the Autoexec.bat commands).

    * Now you can also make installer packages from your profile templates.

    * The templates dialog now has an option to change multiple templates at once (like the multi profile editor for normal profile).

    * More option to configurate low-level access to mounted CDROMs.

    * When creating floppy images you can choose to make the image bootable now.

    * The tray icon has a context menu for direct starting and adding of profiles.

    * The transfer profiles function can create a portable version of D-Fend Reloaded (by copying files from the current installation and modifing the configuration) in the destination folder before copying the profile data.

    * Now you can define if the path to the game and the setup exe file should be interpreted absolute (in the physical file system) or relative (to the file system in DOSBox).

    * Now you can configurate in the setup dialog if D-Fend Reloaded should show configuration options in the profile editor which can only be used with DOSBox CVS builds (like multiple floppy images per drive, PhysFS support, setting the number of text mode lines, VGA chipset and video RAM, Glide emulation and printer support).

    * When changeing multiple profiles, creating installers etc. now you can select and unselect profiles also by any user defined information. (Until now selecting was only possible by the predefined fields like language, developer, year, etc.)

    * Profiles (conf and prof files), screenshots and captured sound can be imported by drag&drop now. Dragging program files to the D-Fend Reloaded program window will open the new profile wizard with the chosen file.

    * Within the multi profile editor you can add, change and delete user-defined information fields now.

    * For each profile you can define some extra files which will be transfered, uninstalled and packed into installer packages together with the other game files (like it is already possible with the extra directories).

    * The profile editor will show a warning if the user trys to create a new profile with no game program filename (and is not using a boot image option).

    * When opening the select game exe or select setup exe dialog from the profile editor or the wizard the path of the setup exe or the game exe (if already defined) will be used as initial directory instead of the games base directory.

    * When a checksum error (changed or exchanged game program file) is detected, D-Fend Reloaded now also offers the option to turn off checksums for the profile (until now only keep old checksum or create new checksum).

    * The checksum driven game file change detection can be turned off in the setup dialog now.

    * The mount dialog will show a warning if the users trys to use the same drive letter for two mounted drives.

    * The mount dialog will show a warning message if the users trys to mount the the root directory of a drive.

    * The dialog for playing captured game sounds has been improved: You can jump to any position in the file via a slider and the captured wave sound can be encoded to mp3 or ogg directly from the dialog now.

    * The screenshot view dialog has been improved: You can cycle though the screenshots of a profile via two new toolbar buttons (or by using the cursor keys or the mouse wheel) without closing the dialog. Additionally the zoom level is set to 100% when a new image is loaded.

    * The import conf file function now trys to make mount records from the mount commands of the autoexec section.

    * Now you can setup which icons should be visible on the toolbar.

    * The tooltips in the games list now also show the last modification time of each profile.

    * Some new icons in the modern and classic profile editor (thanks to Banjo).

    * [Fix] Even if you choose "Restore profile on disk with version from memory" when a file conflict occures the profile on disk will not be changed and the version in memory will be lost as long as you do not make any changes to the profile in memory before closing D-Fend Reloaded.

    * [Fix] The boot from floppy image function did not work if you used a single image file.

    * [Fix] When using D-Fend Reloaded in portable mode the path to the DOSBox language file was not updated properly what could DOSBox prevent from starting.

    * [Fix] The main activation of DOSBox IPX support is not written to the DOSBox conf file when starting a profile with IPX support enabled.

    * [Fix] When installing D-Fend Reloaded in user directory mode (the default installation mode) the templates were only created for the user account the installer was run from.

    * [Fix] The column visible status was not saved when closing the setup dialog if the columns were not in default order.

    * [Fix] When changing the filename of a profile all character after the first "." in the new filename were removed.

    * [Fix] The capture folder settings were ignored when importing conf files.

    * [Fix] User defined fields were ignored when exporting a games list.

    * [Fix] Wrong language in dialogs after changing the program language but closing the setup dialog with "Cancel".

    * [Fix] When using the "Minimize to tray" option together with "Start minimized" the application is minimized to the taskbar instead of the tray area on programm start-up.

    * [Fix] When adding a new profile via the wizard the information fields (genre, developer, etc.) of the new profile always showed "Not set" until restart of the program.

    * [Fix] Wrong default icon in the profile select dialog which opens when clicking on "Template from profile" in the templates dialog.

  14. An Australian driver has been fined for putting a seatbelt around a carton of beer instead of a five-year-old passenger, police said Tuesday.

     

    Constable Wayne Burnett told reporters he was "shocked and appalled" to discover the driver's priorities when he pulled a sedan over on the Ross Highway south of the desert town of Alice Springs.

     

    "I haven't ever seen something like this before," he said.

     

    "There were four adults in the car, two in the front seat and two in the back seats and in between those adults there was the carton of beer strapped in with the belt," he said.

     

    "The child was sitting in the lump in the centre, unrestrained."

     

    The driver was fined 750 dollars (707 US) for driving an unregistered and uninsured vehicle and failing to ensure a child was wearing a seatbelt.

     

     

     

     

    I always knew them aussies were strange. Must have been some Fosters...hmm good beer. Hey Robert was this you? :banghead:

     

    Source HERE

  15. Snes9x v1.43 improvement 12 beta 12 is a SNES Emulator based on Snes9x

     

    Get it HERE

     

    Change Log

    Newest changes in 1.43+ v12 (beta):

     

    * Lua scripting (by DeHackEd).

    * Fixed bugs around input macro.

    * Improved joypad/background input around.

    * Win32: Fixed 1-frame lag in memory watch.

    * Win32: Sync Sound routine for AVI output (experimental).

  16. Snes9x v1.51+ Improvement 2 beta 9 is a SNES Emulator based on Snes9x.

     

    Get it HERE

     

    Change Log

    Snes9x 1.51+ v2 (beta)

    - Changed default to disable old sound hack (FixFrequency).

    - Win32: Sync Sound routine for AVI output (experimental).

    - Win32: Improved joypad/background input around.

    - Win32: Fixed full-screen switching bug (hopefully).

    - Win32: Improved "Text In Image" option.

    - Win32: Fixed macro vanishing bug.

    - Win32: Added an experimental option "NotifySoundDSPRead"

    - Win32: Added temporary solution for random sound desync.

    - Win32: Fixed 1-frame lag in memory watch.

  17. Ootake v1.50 is a SuperGrafx, TurboGrafx 16, PC Engine emulator based on PC2E

     

    Get it HERE

     

    2008/05/14 1.50 released

    + Please let me do a little an important talk for the game field. It is

    continuation of the story (Input Delay(Lag) problem) written last time.

    + The delay influences people who do not feel the delay, too. Even if you

    cannot feel the delay, the difficulty of the game goes up certainly, and

    the pleasure of the game certainly falls. As a result, there might be a

    case that goes away from the game (Or, the played frequency decreases.

    Without recognizing the cause for myself).

    + "Golf game" is the most remarkable to feel the delay. Please play

    "Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for

    easy to watch). And, watch the power meter(small circle) of the screen

    seriously when you swing. In the state, push the button of the pad when

    the power meter(small circle) came right above person's head. When playing

    with the display monitor where delay hardly exists, in "Ootake", the meter

    (small circle) stops at once if the button is pushed.

    But, in "MagicEngine(input-lag is large)", the meter(small circle) stops

    in the place that shifted to the right a little.

    If you do not push the button (do not shot) after this, this test can be

    repeated. Please try repeatedly. And, you must feel the difference of

    "Play Sense".

    + When you recognize the input-lag, if you push the button ahead of time, it

    becomes a temporary solution. However, you will not feel good feelings

    in the method. True interest of the action game is ruined.

    Though it is not desirable, the timing of the golf game can become

    accustomed. However, the timing of the baseball and tennis game becomes

    unnatural late. Because up, down, left, and right movement is necessary.

    Even the timing of other actions and shooting games is similar.

    + As a result, I strongly worry about the misunderstanding (difficult and

    not interesting for the delay) of the game.

    * Example of measures on emulator author side

    -> http://www.ouma.jp/ootake/delay.html

    * Measures on user side PC environment

    -> http://www.ouma.jp/ootake/delay-solution.html

    + Therefore, please read above-mentioned "Measures on user side PC

    environment", and make a good PC environment if possible. And, in

    "Ootake", enjoy playing "PC Engine(TG16)" games sincerely.

    + Thank you for reading. Hereafter, they are update details of v1.50.

    - "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one

    second)" is displayed on the screen(left-bottom). When the personal

    computer is an enough speed, this keeps almost 60(occasional 59). When

    this frequently falls below 60, the processing speed of the personal

    computer is insufficient. In that case, please lighten the setting(

    FullScreen[F12] or "Volume->Light PSG" menu).

    - In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug

    that the voice had become interrupted (generated by v1.49) was corrected.

    - When source is compiled with gcc, the part that was not able to be

    compiled correctly according to the version of gcc was corrected.

    - Additionally, a detailed part has been improved and corrected.

     

    * The happiness of the game is the world human race commonness. It longs for

    peace.

    * I think that it cannot do improvement & correction of the above-mentioned

    if there are many neither operation report nor defect report. Thank you

    really for you who reported.

  18. EmuLoader v5.5 is a Front End for MAME

     

    Get it HERE

     

    Change Log

    Fixed

    When exiting MAWS view, games list focus was not restored

    MAME ini files not being generated when setting emulator options from "Emulator Setup" screen, making settings all messed up

    Error when loading image background in treeviews and listviews if file does not exist

    Bug that did not always minimized the front-end when running games (when feature is enabled)

    Weird bug when running Model 2 emu. Front-end window is now restored correctly

    Vista taskbar / Vista Flip3D previews now show correctly when the front-end is minimized... yay!

    Game name in status bar not properly set when switching between games filters

    Minor visual bugs

     

    Changed

    All MAME WAV/MNG files are now created in the same folder: "mamesnaps\multimedia_files\"

    No more folder restrictions for MAME playback/record input and save state files

    Improved

    No need for the arrow in drop-down buttons anymore (tool bar buttons)

    Feature "select parent game" does nothing if parent is not found or is hidden

    Save file dialogs merged and simplified

     

    Removed

    "Delete .wav / .mng Files" popup menus

    Custom MAME wave output folder (preferences screen)

     

    Added

    Support for LCD screen type when creating MAME games lists (no support in screen type filter though)

    Incremental search by game name now works for view modes that use EasyListView

    Support for MAME 0.125

  19. I just got an error whilst trying to register.

     

    IPB WARNING [2] fopen(./_mail/May-13-2008,0439-PMjitway+jitway.net.txt) [function.fopen]: failed to open stream: No such file or directory (Line: 430 of /sources/classes/class_email.php)

    IPB WARNING [2] fputs(): supplied argument is not a valid stream resource (Line: 431 of /sources/classes/class_email.php)

    IPB WARNING [2] fclose(): supplied argument is not a valid stream resource (Line: 432 of /sources/classes/class_email.php)

     

    EDIT: it seems to have registered all the same.

     

    Ya told ya this place is dead. Guess I have to update IPB man and that will be a pain with the mods I got..crap. Well ya it gives error but still does register. So for now it is ok maybe this weekend I will try to update it.

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