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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. source: http://yaneseland.com.ar/ download: Yanese x32 0.13 download: Yanese x64 0.13
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Description: Yanese is Yet Another NES Emulator Change log: Version 0.11 Now you have the option to change between Direct3d 9 and DirectDrawStates 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.source: http://yaneseland.com.ar/download: Yanese x32 0.11 download: Yanese x64 0.11
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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 filesNow 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 issueAdded Mapper #58Fixed BxROM. Now a53games works fine. Thanks to tepples for telling me the bugRender Engine chnged a little.Window now isn't sizable since rendering now uses Point SamplingOptimized CPU coreVersion 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. Fixed other/minor bugs.source: http://yanese.co.nf/download: Yanese x32 0.10 download: Yanese x64 0.10
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Description: Yanese is Yet Another NES Emulator Change log: Yanese now use Direct3d 9 instead of DirectDrawAddeded 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/
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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 scriptingFCEUX 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. CommonProperly savestate NSF files"Auto-resume old play session" now also works with NSFs EmulationFixed mappers 178, 28, 53, 154, 43, 253, 19, 2Mapper 012 - added hardware dip for language selectUNIF PEC-586 - fixed render, added 512K cartridges suppportFixed UNIF 8157, UNIF T-262, UNIF DANCE2000Palette RAM reading fix for Old PPUBring some improvements to New PPU from BizHawk, fix vtoggle5/6 back to vtoggleFixed mmc5 savestates LuaFix wrong frequency calculation in sound.get() functionNew Lua functions:tobitstring()memory.readword()memory.readwordsigned()debugger.hitbreakpoint()debugger.getcyclescount()debugger.getinstructionscount()debugger.resetcyclescount()debugger.resetinstructionscount()New scripts:JumpingFCEUXWindow.lua Win32Added "Square pixels" option to Video Config"TV Aspect" ratio can be customized, by default it's 4:3Changed "Disable hardware acceleration" checkbox to a drop-down list with 3 optionsMovie recording: remember last Author name when creating a new movieMovie recording: added ability to record "Insert coin" command (for VS games)When no script is currently running, Shift+L loads the most recent Lua scriptDynamic link to lua51.dll instead of static linking, because some external libraries might crash without lua51.dllUpdated 7z.dll to v9.22A couple of fixes which deal with "multiple ROMs in a single archive" caseAuto-disable "Game Genie ROM" feature when no "gg.rom" file is foundFixed "Single Instance Mode" TAS EditorComply with Lua movie.rerecordcounting() settingFixed workflow with "Auto-adjust Input according to Lag" disabled DebuggerSmart scrolling up/down by whole instructions - ported from an obscure version of FCEUXD 1.1Scrolling maintains relative position of the ">" pointer inside the Disassembly windowHighlight PC pointer line when a breakpoint is hitdebuggerFontSize can be specified in fceux.cfgFixed storing and loading .deb files when working with archived ROMsFixed Cycles counter reset when loading an earlier savestateAdded Symbolic Debug naming by right-clicking any address or nameSymbolic names behave the same way as usual addressesNewly created Bookmarks inherit existing symbolic name by defaultAdded CDL data column to the left from Disassembly, to distinguish executed branches of code from not executedAdded 'T' condition for breakpoints (it checks the bank of the accessed data, see docs) Trace LoggerThe dialog window can be resizedDo not clear window log when stopping the loggingAdded "Log Cycles count" and "Log Instructions count" optionsAdded Symbolic Debug naming by right-clicking any address or nameClicking any address select the addressDouble-clicking any address brings Debugger at the addressAdded mouse wheel supportOnly output "from $XXXX" when the subroutine was called by JSR PPU ViewerAdded "Mask unused graphics" feature (needs Code/Data Logger running)Fixed window layout when using big fonts Hex EditorAdded "Highlighting" submenu and "Highlight Activity" featureAdded Symbolic Debug naming by right-clicking any addressSpecify Data bank condition when adding a Breakpoint by context menuFixed bugs when saving files while working with ROMs in archiveshexeditorFontSize 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 dataSDL"--periodicsaves" command line option"--4buttonexit" command line option"--loadstate X" and "--savestate X" command line optionsAdded Unity desktop supportAdded otion to use system-provided LUA library instead of statically linked LUAFix 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/
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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, 255SRAM save support (no save states however)Game Genie and Action Replay cheat code supportAccurate sound coreFast video code with NTSC filter (filter is still slow)Full screen supportCross-platform portableAdded 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 cartridgeChanged sprite DMA timings (fixes Battle Chess again) source: https://code.google.com/p/halfnes/download: halfnes 055
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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)
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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/ download: MoarNES 0.13.8.21 Alpha
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Version 0.13.8.21 Alpha
506 downloads
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. -
From the author: Quote 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)
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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 colorsFixed VRC 7 Vibrato, no longer cracklesImproved speed of NTSC filter some moreGeneral code cleanups (more are still necessary)Provided a more helpful error on stdout when the jInput library is missingremoved the .sh package from the archive since it didn't work when I tested it source: https://code.google.com/p/halfnes/download: halfnes 054
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Version 057
1,079 downloads
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 -
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. source: http://sourceforge.net/projects/mynes/download: My NES GTK
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Version 6.1.2
653 downloads
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. May NES doesn't employ any game specific hacks or hash checks (Aside from filling in pot holes left behind by the iNES file format). -
From the author: Change log: Implemented showing leftmost 8 pixels of screen (bit 1 and 2 of PPU register $2001)Implemented colour emphasis (not accurate) source: http://forums.nesdev.com/viewtopic.php?f=3&t=9935download: HDNes (2013/08/04)
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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:Additions:Added the ability to switch FDS disks for multi-disk gamesxBR filter optionsSupport for more archive formats through libarchiveDifferentiated Soft/Hard ResetChanges:Removed internal zip and 7zip decoders in favour of libarchiveReplaced gtk_key_snooper with key_press_event and key_release_eventFixes:7zip CRC check segfaultWindows Shell:Additions:xBR filter optionsChanges:Redundant TV Aspect checkbox removed from NTSC filter dialogModified default sound settings to avoid desynclibretro:Additions:blargg's NTSC filter core optionL/R now insert coins on Vs. System gamesCore:Additions:xBR filter added - Hyllian, notBaldFixes:Triangle volume bug in Dendy mode - emu-russiaNTSC filter background colour fix - blargg source: http://0ldsk00l.ca/nestopia.htmldownload: Nestopia UE 1.45
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Version 0.61 Beta 1
563 downloads
NESten actually started as a fruit & vegetables emulator. Titled M.U.R.D.E.R (My unnamed rodent didn't eat rice), this was a test to see how long it would be before cavities would develop in the human mouth. Actually, wait, no. The term "NESten" is a Norwegian word for "almost". Therefore, NESten is "Almost NES". Get it? Didn't think so. The project began as a test to see how well emulation of the NES could be done in Delphi. Amazingly enough, the emulator can run full speed on a P166 MMX (with sound enabled, a decent video card is recommended). If you don't like the emulator, you're welcome to try out other emulators, such as N'tendo, iNES and Pretendo. -
Version 5.142
509 downloads
This is a 32bit application for Windows. RockNES is a Nintendo Entertainment System (NES) videogame emulator. It's fully coded in C and uses the Allegro library for audio, video and input devices, plus the zLib library for compressed files ZIP or GZ. Other ports are not available. -
Version 1.40
373 downloads
Nestopia is an open source NES/Famicom emulator written in standard C++, focused on delivering as accurate emulation as possible. Development began in mid 2002, initially released for the Windows platform a year later. It has since been ported to other platforms, including Linux and Mac OS X. -
Version 1.46
1,853 downloads
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. -
Version 1.1.1
567 downloads
Jnes is a NES emulator for Windows and Android platforms. Its emulation capabilities include graphics, sound, controllers, zapper, and many memory mapping boards found in most USA games and a few popular Japanese boards adding international delight. Jnes boasts an intuitive user interface with instant saves and movie recording to making playing NES games more enjoyable. One of the coolest features is the included database of Pro-Action-Replay and Game Genie cheats, courtesy of Gent. Jnes supports Kaillera for online gaming. There is also a forum at Emutalk for talking about Jnes with a larger community of users. -
Version 0.975_10.13.2014
501 downloads
Nintendulator started out as NinthStar NES, written by David "Akilla" De Regt. Written in C++, it was a reasonably accurate (and slow) NES emulator which used NESten 0.61's mapper DLLs. Numerous other systems were planned to be emulated within NinthStar (as well as complex debuggers for each of them), but somewhere along the line, the project was abandoned. At that point, I took the existing NES sources and started improving them. First, the PPU was rewritten to be much more accurate than before, running cycle-by-cycle according to documentation that had been released at the time. After that, the CPU was rewritten to execute instructions more accurately. Then the APU was mostly completed, giving the emulator proper sound. Somewhere along the line, it was determined that the C++ usage in the code was very poorly done and was slowing the program down, so I converted it to plain C and named the program "Nintendulator". The eventual goal of Nintendulator is to be *the* most accurate NES emulator, right down to the hardware quirks. In the meanwhile, it can certainly be used to test NES code with confidence that if it works properly in Nintendulator, it will probably work properly on the real hardware as well. -
Version 0.970
452 downloads
Nintendulator started out as NinthStar NES, written by David "Akilla" De Regt. Written in C++, it was a reasonably accurate (and slow) NES emulator which used NESten 0.61's mapper DLLs. Numerous other systems were planned to be emulated within NinthStar (as well as complex debuggers for each of them), but somewhere along the line, the project was abandoned. At that point, I took the existing NES sources and started improving them. First, the PPU was rewritten to be much more accurate than before, running cycle-by-cycle according to documentation that had been released at the time. After that, the CPU was rewritten to execute instructions more accurately. Then the APU was mostly completed, giving the emulator proper sound. Somewhere along the line, it was determined that the C++ usage in the code was very poorly done and was slowing the program down, so I converted it to plain C and named the program "Nintendulator". The eventual goal of Nintendulator is to be *the* most accurate NES emulator, right down to the hardware quirks. In the meanwhile, it can certainly be used to test NES code with confidence that if it works properly in Nintendulator, it will probably work properly on the real hardware as well. -
From the author: Recent Change logs: 2013/05/16 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. 2013/07/11 1. Fix a save state crashing bug 2. Fix displaying 16 pixel high sprites 2013/07/19 Fixed sprites not showing during gameplay in Kirby's Adventure source: http://forums.nesdev.com/viewtopic.php?f=3&t=9935download: HDNes (2013/07/19)