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Showing results for tags 'Nintendo'.
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Version 1.40
367 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 1.1.1
515 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 0.970
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)