Jump to content


Staff Members
  • Posts

  • Joined

  • Last visited

  • Days Won


Posts posted by sypherce

  1. Description:

    NO$GBA (pronounced "no cash GBA") is a free Nintendo DS and Game Boy Advance emulator for Microsoft Windows & DOS. It is capable of running commercial and homebrew Game Boy Advance and Nintendo DS ROMs, many at full speed. It is the first Nintendo DS emulator running commercial ROMs. However, this claim has been disputed by many in the emulation community. NO$GBA was developed by Martin Korth.

    Change log:

    • No$gba v2.7 various gba/nds/cpu/gui improvements and details
    • No$gba v2.7a fullscreen, fixes/details, started DSi research


    download: No$gba 2.7

    donation page: No$gba 2.7a

  2. 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.

    Change log:

    • Changed NES color palette to match NTSC filter colors
    • Fixed VRC 7 Vibrato, no longer crackles
    • Improved speed of NTSC filter some more
    • General code cleanups (more are still necessary)
    • Provided a more helpful error on stdout when the jInput library is missing
    • removed the .sh package from the archive since it didn't work when I tested it


  3. Description:

    My NES is a portable, open source, low level NES/Famicom emulator written in C#. The compatibility of My NES is very high, running most games without any bugs. The aim of the project is to reproduce any hardware quirks that games may rely on as elegantly as possible. My NES doesn't employ any game specific hacks or hash checks (Aside from filling in pot holes left behind by the iNES file format).

    Change log:

    • Added NesCore 5 (updated core from version 4 to 5) compatibility.
    • Added MyNes Renderers system compatiblity.
    • Added more options for renderers, video, sound, input, palette, paths and emulation system.
    • Added game genie code editor.
    • Added sound recorder.


  4. From the author:

    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:

    • Implemented showing leftmost 8 pixels of screen (bit 1 and 2 of PPU register $2001)
    • Implemented colour emphasis (not accurate)



  5. Description:

    ePSXe (enhanced PSX emulator) is a popular Playstation emulator, available for Windows, Linux and recently Android.
    It is extensible through plugins compliant with the PSemuPro plugin architecture

    Change log:

    • Many fixes to the core and cdrom decoder (Fixed/improved 30+ games)
    • More cheat code support
    • Updated internal SPU plugin
  6. Description:

    MAME4droid Reloaded is developed by David Valdeita (Seleuco), port of MAME 0.139 emulator by Nicola Salmoria and TEAM.

    MAME4droid Reloaded emulates arcade games supported by original MAME 0.139.

    This MAME4droid version is targeted to Dual-Core devices (1GHz and 512MB RAM minimum), because it is based on a high specs 2010 PC MAME build.
    Anyway don't expect arcade games of the 90 to work at full speed. With some games that are really bad optimized (like outrun or mk series) you will
    need at least a 1.5 ghz dual-core device (Cortex A15). This is related to MAME build used, since it is targeted to high specs PC's as i said before.
    This version doesn't have an UML back-end ARM dynamic recompiler, which means drivers based on high specs arcade CPUs won't be playable
    (it has not sense since this games will be slow in any case).

    Change log:

    • Added tap on touchscreen as a lightgun device (only must be enabled for light gun games like operation wolf).

    • Added Tilt sensor option to tap anywhere on screen to fire.

    • Added game filterering (clones, favorites, year, category, manufacturer, driver source...).

    • Some bug fixes.


  7. 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 vertical text in the Postscript driver.
    • Version 2 of liblcms used now instead of version 1.
    • Unicode data updated to Unicode 6.2.0.
    • Hyperlink controls supported in installers.
    • Improved support for XML attributes.
    • Various bug fixes.


  8. Question, whats the difference between this and say all the other emulators already out there? The user interface?


    and my anti virus didn't let me download it, said it was a virus of some sort

    If I remember correctly some of his other emulator releases had the same issue. If it helps at all I can verify that other than having my antivirus complain there's no other effects on my system.

  9. Description:

    Nestopia is an emulator for the Nintendo Entertainment System/Famicom (and Famicom Disk System). It is a computer program that acts like a physical piece of hardware. In other words, this is a method of preserving videogame history, with the welcome side effect of allowing you to play NES games on a modern computer.

    Change log:

    Unix Shell:
    • Added the ability to switch FDS disks for multi-disk games
    • xBR filter options
    • Support for more archive formats through libarchive
    • Differentiated Soft/Hard Reset
    • Removed internal zip and 7zip decoders in favour of libarchive
    • Replaced gtk_key_snooper with key_press_event and key_release_event
    • 7zip CRC check segfault
    Windows Shell:
    • xBR filter options
    • Redundant TV Aspect checkbox removed from NTSC filter dialog
    • Modified default sound settings to avoid desync
    • blargg's NTSC filter core option
    • L/R now insert coins on Vs. System games
    • xBR filter added - Hyllian, notBald
    • Triangle volume bug in Dendy mode - emu-russia
    • NTSC filter background colour fix - blargg
  10. 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
    • Nintendo DS

    higan also supports the following subsystems:

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


    Change log:

    I'm posting higan v092.10 as a beta release.
    This release adds multi-pass shaders, SNES hires blending improvements, OS X Lion support, and more. Most importantly, after polling on the issue on my forum, popular opinion was to default to the most optimal video/audio drivers, rather than the safest. Notably, this means you'll need official video card drivers for OpenGL 3.2 support. By defaulting to OpenGL across the board, we can treat video shaders as ubiquitous. However, it's sure to not work on some systems. If you have trouble with video or audio, be sure to go to Settings->Configuration->Advanced, change the drivers, and restart the emulator.
    I'd like for v093 to be a solid release out of the door, but a lot has changed. So if you could all please test this release as thoroughly as possible, and report any bugs on my forum, it would be greatly appreciated.
    Included is the source, and Windows 64-bit binaries. If you need binaries for Windows 32-bit, OS X, or Linux, you'll need to compile the source yourself, sorry.
  11. Description:

    no$sns © Martin Korth
    nocash SNES/SFC emulator/debugger for windows


    • The program is 100% assembler code. Accuracy should be quite high (if not: bug are reports welcome).
    • Controllers: 1-2 Joypads, Multitap, Mouse, Lightguns (via mouse), NTT Data Pad, X-Band Keyboard, Twin Tap's, Barcode Battler, Pachinko Dial, Exertainment Bike
    • Coprocessors: SA-1, GSU, DSP, ST010/11, CX4, OBC1, S-DD1, SPC7110, S-RTC, RTC-4513, SFC-Box, NSS arcade cabinet
    • Add-ons: Satellaview, Turbofile (TFII and STF)
    • Debugger: Assembler, Disassembler, Xboo-Upload Function (for testing code on real SNES).
    • Requirements: Win95 and up, around 8MB RAM, around 200MHz (tested) (on 1GHz computers, most games can run 5-10 times faster as on real hardware).

    Known Problems

    • Interlace Mode (vertical hires) isn't yet supported (used only by 3 games or so)
    • Offset-Per-Tile Mode isn't yet supported (used by Starfox... and probably by some further games...?)
    • GUIs of Copiers and Cheat Devices should be working (but without actually emulating FDDs or Patches)
    • ST018 isn't yet supported
    • Actraiser 2 hangs in intro (unknown why)

    Change log:

    • help: added note on starting multiple hdma's midframe in different scanlines
    • bugfix: mirror SRAM from 700000h to F00000h, but NOT to F08000h (thanks byuu)
    • midframe hdma: init "snes_hdma_not_pause_flgs" during vblank (super ghouls)
    • help: cleaned up memory/dma chapters, added basic LoROM/HiROM mapping chapters
    • emu: added support for rare LoROM games with more than 32K SRAM (eg. Dezaemon)
    • help: added cx4 pinouts (thanks qwertymodo) and cx4 memory map (thanks byuu)
    • commandline: looks in current directory before 'slot' directory (for lidnariq)
    • video/zoom: fullscreen option (toggle via context menu; by right mouse button)
    • video/zoom: software: supports odd ratios, mmx-based horizontal blur/resample
    • video/zoom: opengl: SwapBuffers, SubImage2d, DblBuffer, PixFmtScoring, Speedup
    • gui: created own help engine (instead of microcrap's suicidal windows .hlp)
    • game window: displays current zoom factor in caption (during sizing)
    • game window: optionally square pixels, or real PAL/NTSC pixel aspect ratios
    • game window: allows free sizing (with snapping near N*100% zoom factors)
    • sfcbox: removed dummy OSD font (real SFC-Box character set is dumped now)
    • controls: divides snes-mouse resolution by game-window-zoom-factor
    • icon: simplified snes button/logo icon, at 12x12,16x16,32x32,48x48 pix sizes
    • help/emu: sfcbox: added io-port-mirrors and values for unknown/unused io-bits
    • help/emu: sfcbox: osd character zoom, osd background/outline styles
    • help/emu: sfcbox: cpu hd64180 traps (most) invalid hd64180 opcodes
    • help/emu: gsu mirrors/openbus, gsu multiply speed, r15+irq on stop opcode
    • a22i: added argonaut gsu assembler (via .argonaut and .native/.nocash syntax)
    • emu: avoids break on nested event-handling within hdma (for buggy kof2000)
    • cartloader: clips corrupt sram/xram/flash header values to reasonable sizes
    • cartloader: fixed crash upon missing cx4 bios (thanks epguy35 for bugreport)
    • help: added GSU-1 and GSU-2 pinouts (based on GSU schematics drawn by magno)
    • help: added pinouts for SA-1 chip, BSX-FLASH connector, partial BSX-EXT port
    • help: added MAD-R logic table+more MAD-1 details (thanks SkinnyV for dumping)
    • help/emu: added some new nss details (vsync, mirrored/unused bits)
    • help: added some new xband keyboard details (thanks to Benjamin Eriksson)
    • help/emu: added copy-protected bootlegs (bitswap, constant, and alu/flipflop)
    • help/emu: added super20hab (korean multicart with 20 small nes-port games)

    download: no$sns v1.5

  12. 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 and Linux.


    Change log:

    • Clear patches on shutdown.
    • Revert "[Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released."
    • [Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released.
    • Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.
    • Fix Mali-T604 shader compilation
    • Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.


  13. From the author:


    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.



    Recent Change logs:



    Added a function to handle palette swaps if not using auto generate. If you have a sequence of tiles with the same palette and that sequence of tile also have the same palette swaps, then you can use this function to simplify the process.

    First, make sure your HD renderings of the same palette are stored in the same image file. The same tile in different palettes must be placed in the same location relative to the first tile of that palette. Then add tile mapping for the first palette as usual. After that, click the 'Batch mapping' to open a dialog box. Select the image file of the first palette and select the first tile and the last tile of the sequence. Then select the new palette, the image file of the new palette and the location of the first tile within the image file. Click 'Add mappings' and the program will add mappings to the new palette for all the tiles between the first and the last, using the new location of the first tile as reference.



    1. Fix a save state crashing bug
    2. Fix displaying 16 pixel high sprites



    Fixed sprites not showing during gameplay in Kirby's Adventure
  14. I personally still want one of these things. Since months before it came out I thought it would be amazing to install it into an old NES and utilize all the built in ports, the controllers, power adapter, power buttons. http://lifehacker.com/rebuild-a-broken-nes-with-a-raspberry-pi-489799308 the guy on this page did it.


    For actual functional uses, it has Nes, Snes, and XBMC, that's all I use my tv for already, for only $25 it's a steal.

  15. The link to download and documentation says this:


    You do not have permission to access /ds2key on this server."

    Help please?

    The last post made here was about 6 years ago so I'm sure the site has changed a bit. I found the link: http://erix.lu/?SECTION=5&LANG=EN but the download doesn't seem to work. You could message the owner of the site I suppose. From the looks of the screen shots you'd also need a date DS2Key build, which won't work on DSLites or anything newer.

  16. I too have fantasized about mounting my android to my old ds phat, and I don't believe it would be too difficult to implement the server on android. I could have outdated facts but I don't believe dswifi is capable of connecting to hotspots, so you'd still require a router. Sadly I don't believe I'll release a server for android, it's been months since I've been able to work on it, but it might happen. If anyone wants the source code of the last released versions, they are still on google code.

  17. **Beta release**


    Note: This is a beta release and by no means perfect quality.

    1. PPJoy support was added
    2. I have included relative mouse support that simulates a laptop touchpad.
    3. There is no gui in this version.
    4. I've rewritten the protocol, should have no lagging anymore.
    5. Lid button support, ie if you close the lid to the ds your game can pause.
    6. 3DS/DSi should be supported.
    7. Source code included in src.rar



    Please remember this is a beta version and it has not been heavily tested. I would enjoy any bug reports and comments to be posted here. To change settings you'll have to modify configuration files by hand. To use PPJoy support you will have to install PPJoy separately and there are many wonderful guides on the internet for it. To assign PPJoy buttons in the profile configuration files (ds2key.p0.ini) the format is:





    I do hope to continue and release a final polished version but as always this is a work in progress and I have less and less time to put into the project. I hope to hear that a few people enjoy this release.



    1. Fixed PPJoy support.
    2. Removed DLL requirements.


  18. Is it possible? I'm wanting to use the D-Pad to make set mouse-jumps per press, as opposed to controlling it with the Stylus.


    I've tried mapping the D-Pad buttons to the buttons that Mousekeys uses, but that doesn't seem to work. Any other ideas?


    Thanks :thumbsup1:


    I'm not going to be much help, but, it's definitely not possible with the current, limited, server. Hopefully I can get some time soon and finish my work on the new server, but for now it's not going to work.

  19. Any plans on doing the analog you did at version 0.6 (client)?


    My laptop uses MSVista and PPJoy does not work at all, is there a way to use the gamepad mode you design without this [PPJoy]?

    Possibly in the future, but the only option that I know of would be to use PPJoy again, although I haven't looked for new options, there may be some at this point.


    I would love the Taito Paddle too, but as you said I am aware that is hard programming the use for it without the actual hardware.
    Perhaps in the future you could help me test the code to implement it?


    Any documentation on the order of the profiles text?
    Are you asking how to edit the profiles by hand? I can't remember off hand, but I can figure it out for you if that's what you're asking.
  20. Initially, I had assumed this lag was either a bug that needed ironing out in your program, or a limitation of the DS's wireless capability. I had also imagined that the ds was just going directly to my wireless dongle going into my PC. Is there any way to actually get it to do this? After all, you can go direct to a PC with the official Nintendo DS dongle...

    Sorry about the late reply. Only way you can connect directly to your wireless dongle is if the dongle has the ability to run as a software access point. WifiMax is one that I know of that can, so can the official Nintendo dongle that you mentioned, with hacked drivers. Currently dswifi doesn't contain the ability to connect in ad-hock mode either, there is another library that enables some form of direct communication between multiple DS's but I don't believe it can communicate with a PC.

  21. Well the Pressure control would be used for a tablet feature, which would be the mouse because of the ease of stylus, pressure giving it depth, I myself have a tablet, but those who don't would benefit, and I know what it's like not to have a tablet, it really sucks.


    I know all the stuff I included in my pictures arent going to all be in the next update, but it's something to maybe shoot for.


    The panels are left to right then top to bottom.


    1. - 3. This is the top screen in different modes, the only difference is the 'Mode' Label. This is where all the settings are here. To use the Top screen click on the bottom right of the bottom screen, this will switch the screens back and forth.


    4. This is the main Mouse / Button mode. Options that affect this mode are: Mouse Selection (Should have modes relative and the other(dunno the name) and Mouse/Buttons (Dictates weather the mouse and buttons [or both] are active, touching a mouse zone will activate the mouse then the user will be allowed to slide into a button space without activating the button, this is curently available).


    5. This is a Media Player consisting of Play/Pause, Stop, Next and Previous (and possibly a system volume, but when I tried to assign it in the config it didn't register). Options that affect this mode are: Media Player (This allows the selection of Windows Media Player and other common players).


    6. This is the Pressure Calibration Screen. Here under Max you push as hard as you would, safely, while drawing. Under Min you press moderatly, when you reach this pressure your screen in mouse mode acts as a left click, anything bellow this level will only move the cursor. Options that affect this mode are: Pressure Sensitive (This allows no pressure, pressure and pressure only to click).


    7. Is a sample of what the mouse / button mode would/should look like with some keys assigned to NONE.


    8. Is a sample of a dropdown menu, the dropdown disapper when click, activating the selected. The 'Mode' dropdown will automatically switch the screens back.


    Hope you like it. :unsure: If theres anything I didn't explain, ask, but I think I covered everything.

    Sorry for not replying, I've been feeling dead for most of the week with work and all. Everything looks good to me, at least for a concept/basis to work from. About the pressure capabilities. I do agree that it would be useful at least in theory, but the actual pressure abilities of the DS I'm unsure of, in the past I've attempted using them and have had no accuracy with it. But I will look into it, I don't know if it's been improved in the libraries. Anyways, hopefully I get some time in the next month or so to work on DS2Key.

  • Create New...