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sypherce

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Posts posted by sypherce

  1. Description:

    BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.

    Supported Systems

    • Nintendo Entertainment System / Famicom / Famicom Disk System (NES/FDS)
    • Super Nintendo (SNES)
    • Gameboy
    • Gameboy Color
    • Super Gameboy
    • Sega Master System
    • SG-1000
    • Game Gear
    • PC-Engine (TurboGrafx-16) / CD-ROM
    • SuperGrafx
    • Atari 2600
    • ColecoVision
    • TI-83 Calculator

    Unofficially Released

    • Sega Genesis (Experimental)
    • Gameboy Advance

    Change log:
    • Rewrite of Cheats, Ram Watch and Ram search
      • adds support for float, and fixed point types
      • more performance and less ram consumption
      • multi-byte cheat support
      • more features, and better design

     

     

    • NESHawk
      • Add ability to set initial register states from movies
        • Currently supported by mapper 228 (Action52)
      • Support more FDS bios files

     

    • SGBHawk
      • New memory domains

     

    • TI83Hawk
      • Added the ability to load programs into a TI-83 calculator. Also reworked the TI-83 link interface to more accurately represent hardware specs.
      • Added support for TI83 group files

     

    • Multiclient
      • Movies -fix multitrack recording
      • N64 Virtual Pad - add reset and power buttons
      • refactor to not repaint more than necessary (helps idling cpu power, and performance)
      • fix turbo hotkey behavior
      • add a "Close and Clear SRAM" context menu option that is visible when the game has an existing sram file
      • tighten up RomGame file loading and in particular for n64 to avoid some buffer copies and re-dearchiving operations
      • Path Config - fix folder browse behavior
      • Default controls - XBox defaults - nintendo A = xbox B, and vice versa
      • Fix saveram to have the .SaveRAM extension
      • solve an apparent threading datastructure conflict bug in input binding vs input poll thread, fixes non-working gamepads on some computers
    • fix pthe --dump-close commandline option

     

    • Hex Editor
      • fix increment/decrement logic with frozen addresses.
      • support increment/decrement on all highlighted addresses at once
      • support poking of multiple addresses

     

    • Lua
      • New functions
        • memory.readfloat(), mainmemory.readfloat()
        • memory.writefloat(), mainmemory.writefloat()
        • mainmemory.getname()
        • client.opentracelogger()
        • client.reboot_core()
  2. Description:

    Dolphin is a Gamecube and Wii emulator. Most games run perfectly or with minor bugs. Games are playable at HD quality, with 1080p and more. This is a remarkable feature the actual Gamecube and Wii consoles are not capable of. As an open source project everyone can commit improvements. The code is hosted on code.google.com. Dolphin is actively developed and almost every day new features are added and bugs fixed as well. Dolphin is a multiplatform project and many operating systems are supported. Dolphin runs on Windows 7 (x86 and x64), Mac OSX andLinux.

    Change log:

    • Fixed single core mode crashes in 64 bit Windows builds
    • Fixed missing music in Super Monkey Ball 2
    • Added missing DirectX runtime installer files
    • Fixed some graphics issues for Metroid: Other M, Skies of Arcadia and Call of Duty: Black Ops
    • Fixed various other minor issues

     

    source: https://dolphin-emu.org/


    download: Dolphin x32 4.0.1

    download: Dolphin x64 4.0.1

  3. Description:


    Yanese is Yet Another NES Emulator


    Change log:




    • VSync support: Games scroll is smoother and screen tearing went away. Anyway it's done syncing with DirectSound. It wasn't a easy task at least for me. So you may expect some sound glitches. I don't want to include any third party .DLL.
    • Removed DirectDraw support:. Yanese now will use Direc3D 9 and can run in basic graphics cards.
    • Removed Disassembler: I think i should make a more powerfull one. Anyway thanks to Blargg for the zip file.
    • Save State Format Changed: Sorry the inconvenient, but it had to be that way.
    • Fixed other bugs.



    download: Yanese x32 0.13


    download: Yanese x64 0.13


  4. Description:

    Yanese is Yet Another NES Emulator

    Change log:

     

    Version 0.11

    • Now you have the option to change between Direct3d 9 and DirectDraw
    • States Saved to disk. Yanese will create /savestates dir and save the states for each rom there. There are 4 slots.
    • 2 joypad support.
    • Added File-> Rescan Rom path. You don't need to restart to fill the rom list.
    • Rom UI removed .nes extension. Only the game name is shown now.
    • When the emu has the focus it will prevent the Screen Saver and Monitor Power to get active.
    • Fixed/Changed other bugs.

    download: Yanese x32 0.11

    download: Yanese x64 0.11

  5. Introduction:
    For those of you who do not know DS2Key is an application for Nintendo DS that simulates a PC Keyboard/Gamepad.
    Status of the project:
    Recently I've converted the entire application from C to C++. Most of the code has been rewritten and hopefully has less, or no bugs, but we'll see. If anyone is interested bug reports are more than welcome, if you can think of any thing to implement I'm looking to finally polish this project and release a final version.
    Features:
    • PPJoy support
    • Turbo Mode
    • Touchpad mouse emulation
    • Linux/Windows Console
    • Windows GUI
    • Multiple Profiles
    Missing old Features:
    • Guitar Hero Pad support
    • Linux mouse support
    • Automatic server IP search
    • PPJoy is supported untested. It should work, configuring from the GUI is not supported at this time so You'll have to manually edit the ini files.

    Change log:

    r52
    • Added Turbo Mode
    • Lots of syntax and code structure changes, expect more.
    • Access point test code, nothing actively implemented though.
    • Maybe other things, not sure.
    r51
    • Finished converting the main and keypad windows to classes. Still need to clean up the namespaces
    r50
    • Complete conversion to C++. Everything supported in previous versions, other than Guitar Hero Gamepad are supported.

     

    Project Page: https://code.google.com/p/ds2key/

    Download: https://ds2key.googlecode.com/files/DS2Key%20r52.zip

  6. Description:

    Yanese is Yet Another NES Emulator

    Change log:

    Version 0.10

    • Dirct3d 9 uses Texture Quads now, according to microsoft there is a performance degree when you "blit" to secondary buffer directly. Should run faster now.
    • Sound and video sync. Games that uses special effects for tearing images look well.
    • APU is working perfectly. Any bugs please tell me.
    • Added MMC2 PunchOut!. The game is fully playable with no graphics distorsion nor glitches.
    • Changed default palette to a NTSC compliant one.
    • Now you can load .PAL files
    • Now top 8 scanline and bottom 8 scanlines are clipped to feel like a NTSC NES.
    • Becouse scanlines are clipped i added 4X window, so 1920x1080 resolution can be used.

    Version 0.09

    • Fixed Save State issue
    • Added Mapper #58
    • Fixed BxROM. Now a53games works fine. Thanks to tepples for telling me the bug
    • Render Engine chnged a little.
    • Window now isn't sizable since rendering now uses Point Sampling
    • Optimized CPU core

    Version 0.08

    • Added 4 "Quick Save States", this means while you play, save states won't be saved to a file on disk.
    • Mapper 226: "42 in 1" runs, "74 in 1" doesn't i dont know why, i have to check. Why? i had 42 in 1 in my pirate Famicom integrated in it.
    • Mapper 187: Thunder Warrior and Master Fighter II support. Why? I had MF2 when i was a child.
    • Changed "Pause" to spacebar.
    • Optimizated cpu core a little.
    • Windows XP,7,8 Look and Feel. :-P
    • Fixed other/minor bugs.

    download: Yanese x32 0.10

    download: Yanese x64 0.10

  7. Description:

    Yanese is Yet Another NES Emulator

    Change log:

    • Yanese now use Direct3d 9 instead of DirectDraw
    • Addeded command line options (in response to tepples), just pass the path in the command line and Yanese will load the rom.
    • Fixed APU bugs. Duty Cycle and Sweep Unit re-written. I think now it sounds well.
    • Added Mute APU, this couse to mute all the sound.
    • Added keyboard accelerators for common options.
    • Fixed other/minor bugs.

    source: http://yanese.co.nf/
    download: http://www.1emulation.com/forums/files/file/59-yanese/

  8. Description:

    Wine (originally an acronym for "Wine Is Not an Emulator") is a compatibility layer capable of running Windows applications on several POSIX-compliant operating systems, such as Linux, Mac OSX, & BSD. Instead of simulating internal Windows logic like a virtual machine or emulator, Wine translates Windows API calls into POSIX calls on-the-fly, eliminating the performance and memory penalties of other methods and allowing you to cleanly integrate Windows applications into your desktop.

    Wine began in 1993 under the initial coordination of Bob Amstadt as a way to support running Windows 3.1 programs on Linux. Very early on, leadership over Wine's development passed to Alexandre Julliard, who has managed the project ever since. Over the years, as the Windows API and applications have evolved to take advantage of new hardware and software, Wine has adapted to support new features, all while being ported to other OSes, becoming more stable, and providing a better user-experience.

    An ambitious project by definition, work on Wine would steadily continue for 15 years before the program finally reached v1.0, the first stable release, in 2008. Several releases later, Wine is still under active development today, and although there is more work to be done, millions of people are estimated to use Wine to run their Windows software on the OS of their choice.

    Change log:

    • New version of the Gecko engine based on Firefox 24.
    • Preparation work for the Direct3D command stream.
    • Window management fixes in the Mac driver.
    • Support for IPHLPAPI functions on Android.
    • Various bug fixes.

     

  9. Description:

    FCEUX is a Nintendo Entertainment System (NES), Famicom, and Famicom Disk System (FDS) emulator. It supports both PAL (European) and NTSC (USA/JPN) modes. It supports both Windows and SDL versions for cross compatibility.
    The FCEUX concept is that of an "all in one" emulator that offers accurate emulation and the best options for both casual play and a variety of more advanced emulator functions. For pro users, FCEUX offers tools for debugging, rom-hacking, map making, Tool-assisted movies, and Lua scripting
    FCEUX is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many distinct branches.
    The concept behind FCEUX is to merge elements from FCEU Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, FCEUXDSP CE, and FCEU-mm into a single branch of FCEU.
    As the X implies, it is an all-encompassing version of the FCEU emulator that provides the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.

    Change log:

    The 2.2.2 release fixes a number of emulation bugs and adds many new features, most of which are related to debugging and reverse engineering.
    Common
    Properly savestate NSF files
    "Auto-resume old play session" now also works with NSFs
    Emulation
    Fixed mappers 178, 28, 53, 154, 43, 253, 19, 2
    Mapper 012 - added hardware dip for language select
    UNIF PEC-586 - fixed render, added 512K cartridges suppport
    Fixed UNIF 8157, UNIF T-262, UNIF DANCE2000
    Palette RAM reading fix for Old PPU
    Bring some improvements to New PPU from BizHawk, fix vtoggle5/6 back to vtoggle
    Fixed mmc5 savestates
    Lua
    Fix wrong frequency calculation in sound.get() function
    New Lua functions:
    tobitstring()
    memory.readword()
    memory.readwordsigned()
    debugger.hitbreakpoint()
    debugger.getcyclescount()
    debugger.getinstructionscount()
    debugger.resetcyclescount()
    debugger.resetinstructionscount()
    New scripts:
    JumpingFCEUXWindow.lua
    Win32
    Added "Square pixels" option to Video Config
    "TV Aspect" ratio can be customized, by default it's 4:3
    Changed "Disable hardware acceleration" checkbox to a drop-down list with 3 options
    Movie recording: remember last Author name when creating a new movie
    Movie recording: added ability to record "Insert coin" command (for VS games)
    When no script is currently running, Shift+L loads the most recent Lua script
    Dynamic link to lua51.dll instead of static linking, because some external libraries might crash without lua51.dll
    Updated 7z.dll to v9.22
    A couple of fixes which deal with "multiple ROMs in a single archive" case
    Auto-disable "Game Genie ROM" feature when no "gg.rom" file is found
    Fixed "Single Instance Mode"
    TAS Editor
    Comply with Lua movie.rerecordcounting() setting
    Fixed workflow with "Auto-adjust Input according to Lag" disabled
    Debugger
    Smart scrolling up/down by whole instructions - ported from an obscure version of FCEUXD 1.1
    Scrolling maintains relative position of the ">" pointer inside the Disassembly window
    Highlight PC pointer line when a breakpoint is hit
    debuggerFontSize can be specified in fceux.cfg
    Fixed storing and loading .deb files when working with archived ROMs
    Fixed Cycles counter reset when loading an earlier savestate
    Added Symbolic Debug naming by right-clicking any address or name
    Symbolic names behave the same way as usual addresses
    Newly created Bookmarks inherit existing symbolic name by default
    Added CDL data column to the left from Disassembly, to distinguish executed branches of code from not executed
    Added 'T' condition for breakpoints (it checks the bank of the accessed data, see docs)
    Trace Logger
    The dialog window can be resized
    Do not clear window log when stopping the logging
    Added "Log Cycles count" and "Log Instructions count" options
    Added Symbolic Debug naming by right-clicking any address or name
    Clicking any address select the address
    Double-clicking any address brings Debugger at the address
    Added mouse wheel support
    Only output "from $XXXX" when the subroutine was called by JSR
    PPU Viewer
    Added "Mask unused graphics" feature (needs Code/Data Logger running)
    Fixed window layout when using big fonts
    Hex Editor
    Added "Highlighting" submenu and "Highlight Activity" feature
    Added Symbolic Debug naming by right-clicking any address
    Specify Data bank condition when adding a Breakpoint by context menu
    Fixed bugs when saving files while working with ROMs in archives
    hexeditorFontSize can be specified in fceux.cfg
    RAM Search/RAM Watch
    Added "Hex Editor" button to RAM Search (right-clicking an address works as well)
    Fixed RAM Watch bug when contents of old .wch file were mixed with the newly saved data
    SDL
    "--periodicsaves" command line option
    "--4buttonexit" command line option
    "--loadstate X" and "--savestate X" command line options
    Added Unity desktop support
    Added otion to use system-provided LUA library instead of statically linked LUA
    Fix issue where battery backup save was not being saved when using "Quit" hotkey

    Fixed bug where FCEUX would take exclusive grab of input in windowed mode when resuming from pause

     

    source: http://www.fceux.com/
    download: http://www.1emulation.com/forums/files/file/18-fceux/

  10. Description:

    Dolphin is a Gamecube and Wii emulator. Most games run perfectly or with minor bugs. Games are playable at HD quality, with 1080p and more. This is a remarkable feature the actual Gamecube and Wii consoles are not capable of. As an open source project everyone can commit improvements. The code is hosted on code.google.com. Dolphin is actively developed and almost every day new features are added and bugs fixed as well. Dolphin is a multiplatform project and many operating systems are supported. Dolphin runs on Windows 7 (x86 and x64), Mac OSX andLinux.

    Change log:

    Beta support for the Wii official online multiplayer
    This is a feature that has been coming for a long time. More than two years ago, Matthew Parlane and Shawn Hoffman started working on emulating the Wii Wi-Fi networking API in order to run Wii online multiplayer games inside Dolphin. While it was not an easy change in itself, it also required a lot of modifications to core components of the emulator to be implemented properly (for example asynchronous IPC HLE) and a lot of debugging. It is now working well enough that we are releasing it to the public as a beta: don't expect everything to work, but popular games like Mario Kart Wii or Super Smash Bros Brawl can be played online right now.
    Alpha support for ARM/Android
    About two years ago, Ryan Houdek began the implementation of an ARM port of Dolphin, designed to run on powerful mobile phones and other ARM devices in the future. After a long time spent making Dolphin work well on both ARM and x86, Dolphin can now emulate GameCube and Wii games on recent Android phones. This support is still in early alpha stages: crashes happen, it's slow on Qualcomm hardware because of graphics drivers issues, and it is still missing a ton of features. Nowadays, Dolphin on Android is a two man project: Mathew Maidment is helping Ryan with the UI and making the Android version actually usable.
    Global User directory on Windows
    This is not exactly a major feature, but it is a big change in how Dolphin works on Windows, and requires user interaction to move from the old configuration system to the new one. Before 4.0, Dolphin configuration was stored next to Dolphin.exe, often causing issues when upgrading to a new version of Dolphin. New versions of Dolphin use a centralized location to store the configuration for all builds, usually My Documents\Dolphin Emulator. The documentation article linked above explains the details of this move, as well as what you need to do to migrate your old configuration to the new system (if you were using Dolphin before).
    New AX DSP HLE emulation code
    DSP HLE is the main audio emulation technique used in Dolphin. Before 4.0, it was extremely inaccurate and full of bugs, mostly due to how it was implemented. Dolphin 4.0 introduces a full rewrite of the audio emulation used in 99% of games, fixing hundreds of audio related bugs in Dolphin. On the flip side, it is now required to run a game at full speed to get full speed audio out of it, which is a direct consequence of fixing these bugs.
    A lot of more minor changes were also integrated in that new Dolphin release:
    New look
    A new look has been designed by MaJoR for Dolphin (new icon, new icon theme) and implemented on a new version of the Dolphin website by Pierre Bourdon.
    Wii Balance Board and GC Steering Wheel support
    Support for these two devices was added respectively by Matthew Parlane and skidau. The Wii Balance Board is not emulated and requires the real device to be used.
    Wii Remote support improvements
    Wii Remote background scanning was implemented to more closely match how a real Wii detects remotes, and support for -TR (Wii Motion Plus Inside) remotes was implemented for Mac OS X. A new documentation guide about Wii Remotes on Dolphin was also written by MaJoR to help Windows users with Wiimote issues.
    Fastmem support for Linux and OS X
    Fastmem is an optimization for Dolphin's CPU emulation, which was previously only implemented on Windows. Adding Fastmem support on Linux and OS X boosted the performance by 15 to 20% on these platforms.
    New OpenAL audio backend
    This audio backend, written by skidau, supports three important features that are not implemented in other backends yet: configurable audio latency, surround sound using the information contained in the Dolby Pro Logic II encoding used by most GameCube and Wii games, and support for sound stretching to make audio slow down when a game does not run at full speed.
    OpenGL video backend rewrite
    The Dolphin OpenGL video backend was rewritten by Markus Wick in order to use newer features of OpenGL and be GLES3 compatible. As a result, the OpenGL backend is now the fastest Dolphin video backend on NVIDIA cards.
    NetPlay stability and usability improvements
    Before Dolphin 4.0, GameCube NetPlay was at best a curiosity. 4.0 added a lot of NetPlay related changes which makes it actually usable for most games, but sometimes with performance issues. Super Smash Bros Melee players are now using Dolphin for regular online NetPlay tournaments, and it just works. Read the official NetPlay guide for more information.
    Mac OS X support enhancements
    This release also adds a few small OS X improvements: the Dolphin DMG bundles are now signed by a valid developer ID and do not require you to disable Gatekeeper to be used. The emulator is also Retina Display aware and handles the logical scaling better on these screens.
    Icon themes support
    In addition to shipping with a new default icon theme, Dolphin now allows you to make your own themes and share them with other people.

    source: https://dolphin-emu.org/


    download: Dolphin x32 4.0

    download: Dolphin x64 4.0

  11. Description:

    Ootake is a PC-Engine emulator for Windows.

    Change log:

    • With Windows8, when the dialog was displayed, the bug that the error had occasionally gone out by some PC environment was fixed.
    • When using it in an old PC environment (model to which a graphic chip did not support shader 3.0), the bug of which the initialization error of Direct3D had gone out was fixed.
    • With a little power PC environment, at the reload of a game, the bug that the first sound did not occasionally play a little was fixed.
    • The execution file for "Windows 98/Me" was opened to the public. The operation test is not done. Please see "Readme98.txt" in the ZIP file about details and notes, etc. http://www.ouma.jp/file/Ootake271-for98.zip This v2.71 is the last file for Windows98/Me.
    • I began Twitter. (Japanese language) http://twitter.com/kitao_n
    • 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.

    source: http://www.ouma.jp/ootake/
    download: Ootake 2.71

  12. Description:

    Wine (originally an acronym for "Wine Is Not an Emulator") is a compatibility layer capable of running Windows applications on several POSIX-compliant operating systems, such as Linux, Mac OSX, & BSD. Instead of simulating internal Windows logic like a virtual machine or emulator, Wine translates Windows API calls into POSIX calls on-the-fly, eliminating the performance and memory penalties of other methods and allowing you to cleanly integrate Windows applications into your desktop.

    Wine began in 1993 under the initial coordination of Bob Amstadt as a way to support running Windows 3.1 programs on Linux. Very early on, leadership over Wine's development passed to Alexandre Julliard, who has managed the project ever since. Over the years, as the Windows API and applications have evolved to take advantage of new hardware and software, Wine has adapted to support new features, all while being ported to other OSes, becoming more stable, and providing a better user-experience.

    An ambitious project by definition, work on Wine would steadily continue for 15 years before the program finally reached v1.0, the first stable release, in 2008. Several releases later, Wine is still under active development today, and although there is more work to be done, millions of people are estimated to use Wine to run their Windows software on the OS of their choice.

    Change log:

    • Right-to-left text layout improvements.
    • NTLM and Negotiate authentication for RPC over HTTP.
    • More glyphs in the built-in Wingdings font.
    • Better system tray support in the Mac driver.
    • Activation context improvements.
    • Various bug fixes.

     

  13. Description:

    HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it is available as a standalone Java SE application.

    Current Features:

    • Joystick support through both Direct Input and xInput (thanks Zlika)
    • Supports Mapper 0, 1, 2, 3, 4, 5, 7, 9, 10, 11, 15, 19, 21, 22, 23, 24, 25, 26, 33, 34, 38, 41, 48, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 75, 76, 78, 79, 86, 87, 88, 89, 92, 93, 94, 97, 107, 112, 113, 118, 119, 140, 152, 154, 180, 182, 185, 200, 201, 203, 206, 212, 213, 214, 225, 226, 229, 231, 240, 241, 242, 244, 246, 255
    • SRAM save support (no save states however)
    • Game Genie and Action Replay cheat code support
    • Accurate sound core
    • Fast video code with NTSC filter (filter is still slow)
    • Full screen support
    • Cross-platform portable
    • Added options dialog for remapping of keys

    Change log:

    • Added support for NSF music files. (All expansions are supported except FDS.)
    • Added mapper for Super Spike V'Ball/Nintendo World Cup combo cartridge
    • Changed sprite DMA timings (fixes Battle Chess again)

     

  14. Description:

    Wine (originally an acronym for "Wine Is Not an Emulator") is a compatibility layer capable of running Windows applications on several POSIX-compliant operating systems, such as Linux, Mac OSX, & BSD. Instead of simulating internal Windows logic like a virtual machine or emulator, Wine translates Windows API calls into POSIX calls on-the-fly, eliminating the performance and memory penalties of other methods and allowing you to cleanly integrate Windows applications into your desktop.

    Wine began in 1993 under the initial coordination of Bob Amstadt as a way to support running Windows 3.1 programs on Linux. Very early on, leadership over Wine's development passed to Alexandre Julliard, who has managed the project ever since. Over the years, as the Windows API and applications have evolved to take advantage of new hardware and software, Wine has adapted to support new features, all while being ported to other OSes, becoming more stable, and providing a better user-experience.

    An ambitious project by definition, work on Wine would steadily continue for 15 years before the program finally reached v1.0, the first stable release, in 2008. Several releases later, Wine is still under active development today, and although there is more work to be done, millions of people are estimated to use Wine to run their Windows software on the OS of their choice.

    Change log:

    • Support for keyed event objects.
    • Support for the "init once" synchronization mechanism.
    • Activation context support for DLLs, typelibs, and COM classes.
    • Support for loading 32-bit typelibs on 64-bit.
    • Various Mac driver fixes.
    • Some fixes for serial port devices.
    • Various bug fixes.

     

  15. Description:

    Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort.

    Change log:

    • Improved parsing of the DASM lst file for the debugger disassembly; it sometimes missed constant declarations.
    • Changed 'usemouse' argument from a true/false option to accept 'always', 'analog' and 'never'. This allows to use the mouse as a controller under more specific circumstances. The default is 'analog', which means the mouse is only used to emulate analog-like devices (paddles, trackball, etc).
    • Added ability to use bold fonts within the debugger window, which can be set with the 'dbg.fontstyle' commandline argument as well as in the debugger UI Settings dialog. This is useful for those that find the current font too narrow.
    • Renamed 'debuggerres' argument to 'dbg.res'. All future debugger- specific options will start with 'dbg.'.
    • The TIA 'zoom' area in the debugger now supports scrolling the mouse wheel (currently up/down only, as I don't have a sideways scrolling mouse to test with).

    source: http://stella.sourceforge.net
    download: Stella 3.9.2

  16. Description:

    BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.

     

    Supported Systems

    • Nintendo Entertainment System / Famicom / Famicom Disk System (NES/FDS)
    • Super Nintendo (SNES)
    • Gameboy
    • Gameboy Color
    • Super Gameboy
    • Sega Master System
    • SG-1000
    • Game Gear
    • PC-Engine (TurboGrafx-16) / CD-ROM
    • SuperGrafx
    • Atari 2600
    • ColecoVision
    • TI-83 Calculator

    Unofficially Released

    • Sega Genesis (Experimental)
    • Gameboy Advance

     

    Change log:
    • Fix exception when attempting to record a movie from a SNES ROM in an archive
    • Fix crashing when attempting to load a GBC, SGB, or Saturn Game
    • Fix bug in firmware resolution when firmware isn't present in the default firmwares folder or when the user's selection is missing altogether
    • Support additional FDS BIOS files
    • Fix Screenshot and SaveRam paths being in the base path instead of system path
    • Add separate path options for Dual Gameboy (and fix dual Gameboy paths)
    • Dual Gameboy - fix screenshots (probably)
    • DiscoHawk - cue-fix error in parsing empty lines
    • Fix Atari 7800 from crashing on load ROM
    • Fix Coleco and Atari 7800 BIOS detection
    • Fix Rewind setting aside memory for a buffer even when not enabled (fixes Out of memory exceptions in N64Hawk)
    • Fix possible exceptions regarding cheats being thrown when using Ram Watch and some other tools
    • Fix bug that was preventing binding joypad buttons on some machines
    • N64 - Fix default setting in Glide64mk2 which can result in blank video
    • Allow Virtualpad to control the main form's hotkeys
    • Single Instance Mode - Fix exception thrown on close
    • SGB - Fix Memory Domains
    • N64 VirtualPad - right-click enables autofire
    • VirtualPads - Always on Top feature
    • Paths - fix bug where GB files could be saved to SNES paths
    • Fix resgression where SRAM files had no file extension

     

  17. Hi, I recently resumed working on my emulator and now I think I have enough to show. The gimmick of the emulator is the ability to display custom true colour tiles at up to 4x resolution.
    BombSweeper is used as an example and a simple 2x graphics pack is included in the files which replace the number tiles. You need to download and put BombSweeper.nes inside the rom folder. You can play around with the png files inside the BombSweeper folder and see the results. The emulator is still in early stage and so lacks many standard features. Please read the readme for the limitations before using it. Feel free to comment and please let me know if you have trouble running the emulator on your machine.

    Change log:

    • Reduced the slow down of capturing the screen.
    • Added the audio pack function. Currently I know how to make one for SMB only. (It can also be used for adding cheat!)


    source: http://forums.nesdev....php?f=3&t=9935
    download: HDNes (2013/08/27)

  18. Description:

    MoarNES is an emulator for the classic Nintendo Entertainment System video game console. It is relatively new, and currently still in alpha. It is being continuously worked on an improved with the goal of being among the best NES emulators available. Is it there yet? Not quite, but it's a very useable and fairly compatible emulator still at this point. It is written from scratch in C, with no code taken from existing NES emulators.

    source: http://sourceforge.net/projects/moarnes/

  19. Description:

    Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort.

    Change log:

    • Note: because of TIA/6502 changes, the state file format has changed again, and old state files will not work with this release.
    • Several bugfixes and improvements to the debugger:
      • Improved display of debugger when using larger video modes. There are now three font sizes, which are automatically selected when the debugger is sized accordingly. When using larger fonts, the extra space is now used more efficiently.
      • Fixed bug in disassembly when the mirror used for the current PC didn't match the mirror for the current bank. In this case, the disassembler became confused and didn't properly track the PC address.
      • Fixed bug in display of current TIA frame number in the UI; depending on how breakpoints were set, it was sometimes off by one.
      • Fixed RAM widget Search/Compare textboxes; entering any data and then pressing 'Enter' / clicking 'OK' locked the UI until exiting and re-entering the debugger.
      • Changed display for various TIA position counters to decimal (from hex) in the TIA tab. Related to this, all data input widgets in the UI now have the ability to enter binary, decimal or hex values by using the proper leading character (\, #, $, respectively).
      • Added 'INTIM Clks' to the 'I/O' tab. which shows the number of clocks between each 'step' of the INTIM timer.
      • Added ability to modify 'tiadriven' commandline argument to the 'TIA' tab, and 'ramrandom' to the 'I/O' tab. These options were available for quite some time, but they weren't exposed in the UI.
      • Added 'cpurandom' commandline argument, and associated UI item to the 'I/O' tab. This works similar to 'ramrandom', and randomizes the contents of the CPU registers on ROM startup.
      • Added 'uhex' debugger prompt command, which toggles all hexadecimal display between upper/lower case. This setting is also saved in the settings file as argument 'dbg.uhex'.
      • Removed 'loadsym' command from the debugger prompt, since the DASM symbol file is always loaded anyway, making the command redundant. Related to this, fixed loading symbols with ###.name convention; the leading number is now stripped.
      • Added support for DASM lst files (created with the -l option). For now, the contents are only partially used, to detect constants vs. symbolic addresses in the symbol file. Eventually, further information from the lst file may be used.
      • The GRPx and PFx registers in the TIA output now show inactive background pixels as either blanked or with the underlying object colour, instead of always being black. This gives a more accurate representation of how the registers are actually drawn onscreen. Thanks to Tjoppen of AtariAge for this idea and sample code.
      • The 'Source Address' locations for the CPU registers now show labels where appropriate.
    • Renamed 'Override properties' dialog (accessible from the ROM launcher by a right-mouse-button click) to 'Power-on options', with the following new options:
      • Set start-up state for both joysticks as well as console select/ reset buttons. Related to this, added 'holdjoy01' and 'holdjoy1' commandline arguments, and removed 'holdbutton0' argument.
      • The ability to load the ROM directly from this dialog, after changing any settings, and also to start in the debugger.
      • Added more detailed information as to how to use this functionality to the UI.
      • Buttons held down are reset approx. 0.5 seconds after starting the ROM, to simulate pressing and releasing the buttons on a real console.
    • Fixed bug when using event remapping; changes were being saved only when launching a ROM from the launcher, not in standalone mode.
    • Improved bankswitch autodetection for newer EF and EFSC ROMs generated by batari Basic, thanks to RevEng of AtariAge.
    • Added properties database info for "Princess Rescue" ROM.
    • For the Linux/UNIX port:
      • Fixed bug whereby a maximize button was always present in the window title bar. Stella could not be expanded in this way, so the button was removed.
      • Added Startup notification protocol patch to the .desktop file from Dan Fandrich.
    • Updated included PNG library to latest stable version.

     

    source: http://stella.sourceforge.net
    download: Stella 3.9.1

  20. Description:

    PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.
    Even on modern Android phones and tables, you can often run at double the original resolution.

    From the author:

    0.9 was a big release and a couple of bad bugs slipped through, including a crash bug in the settings menu and a bug that turned on error reporting for everyone, which is a bit much for our server. So 0.9.1 is just a boring bugfix release, but please install it! :)

     

    source: http://www.ppsspp.org/

    • Like 1
  21. Description:

    PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.
    Even on modern Android phones and tables, you can often run at double the original resolution.

    Change log:

    • Much improved control mapping, and autoconfig for a few devices like Shield
    • Large speed boosts in many games
    • Huge improvements to our internal PSP debugger by Kingcom!
    • A number of new games became compatible, such as Final Fantasy Tactics which just has some audio issues left.
    • A completely redesigned user interface, unlike the previous static one this one can grow with the emulator and has keyboard/controller navigation support, for the full lean-back experience!
    • Improved frameskipping, increasing playability on slower devices.

    source: http://www.ppsspp.org/

    download: PPSSPP x32 0.9
    download: PPSSPP x64 0.9
  22. From the author:
    Quote

    Hi, I recently resumed working on my emulator and now I think I have enough to show. The gimmick of the emulator is the ability to display custom true colour tiles at up to 4x resolution.
    BombSweeper is used as an example and a simple 2x graphics pack is included in the files which replace the number tiles. You need to download and put BombSweeper.nes inside the rom folder. You can play around with the png files inside the BombSweeper folder and see the results. The emulator is still in early stage and so lacks many standard features. Please read the readme for the limitations before using it. Feel free to comment and please let me know if you have trouble running the emulator on your machine.

    Change log:

    • Fixed HD pack for 16 pixel high sprites.
    • Fixed DMC channel.
    • Implemented grayscale function.


    source: http://forums.nesdev....php?f=3&t=9935
    download: HDNes (2013/08/16)

  23. Description:


    higan is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:


    • Famicom
    • Super Famicom
    • Game Boy
    • Game Boy Color
    • Game Boy Advance

    higan also supports the following subsystems:


    • Super Game Boy
    • BS-X Satellaview
    • Sufami Turbo


    Change log:


    • added Cocoa target; higan can now be compiled for OS X Lion [Cydrak, byuu]
    • SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ]
    • fixed a slight bug in SNES/SA-1 VBR support caused by a typo
    • added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+)
    • added game library path selection (used by ananke -> Import Game) to Settings->Advanced
    • system profile, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share/higan on Linux)
    • all configuration files are in BML format now, instead of XML
    • main window supports drag-and-drop for game folders
    • audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver)
    • a substantial amount of code clean-up

    source: http://byuu.org/



    download: higan x32 093

    download: higan x64 093

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