@ES - GraFX(Preview build) released!

By: @ruantec
May 23rd, 2012
12:14 pm

Hello everyone!

It's been a long time since i released a new version of @ES... sadly due to the lack of time i've been unable to keep up with the project but since last year i started to test and learn a lot of new technologies, techniques and coding patterns. Because of that in the final version of @ES few things are going to change in its structure that will allow people to change and also improve the @ES experience.

This version is the result of all those tests and changes and it includes most of the features i wanted for this version. As many of you know i started to learn C# many years ago and a big portion of the code was old so i decided to optimize that old junk and with it build a new version. The preview build contains the features but do not contains all the optimizations i've done so far... still is the last stable build i made before optimizing things for future releases and development. Anyways my goal with this project is to test new technologies as well as improve myself but most important to provide better experience with each release.

Here is the list of changes since the last version:

- 3D swich effect when switching between layers
- Screen slide(similar to tablets)
- Better grabbing support
- DosBox emulator support
- Better ePSXe and PJ64 support
- Naomi emulator support
- Better Directshow support
- Better ID3 tag support(almost every format except mkv)
- Video tags and cover embedding support(video now has tags just like mp3 and others)
- Roms cover support
- Fullscreen UI support
- Application space layer(slide in the main screen)
- Custom games space layer(slide in the main screen)
- Animated background support
- Youtube layer(experimental)
- Re-worked ID3 tag editor
- Basic lastfm support
- Favorites layer(experimental)
- Better search mechanism
- Deep search(search items inside albums or sub-albums)
- New UI layout(@ES's final version Gray Moon theme base)
- Re-worked settings layer
- Selectable audio renderer for audio and video
- Re-worked listview control
- Better virtualization
- Better multi-threading handling
- Realtime mirror layer(audio controls)
- Spectrum analyzer
- PS3 BD remote control support(auto syncs when @ES starts)
- Emulator preview on screen slider
- Notifications

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Emulator discovered in Nintendo64 game Goldeneye

By: Hard core Rikki
April 11th, 2012
5:17 pm

A fully functional emulator for the ZX Spectrum console was recently discovered, hidden inside the code of Nintendo64 game Goldeneye (released in 1997). A dozen games from RARE are included as well.

Quote:
GoldenEye Spectrum Emulation Unlocked

Little benownst to the world all this time, GoldenEye (N64) has a fully-functional ZX Spectrum 48x emulator built into it. By feeding it a proper Spectrum monitor program and calling menu 25 to load a snapshot, any Spectrum 48x program can be run.

The emulator started life as a side project to see if Spectrum emulation was possible on N64 and was hooked into GE, the current game in development. It was supposed to be removed before release but was only made inaccessible and inoperable. All the registers, dependancies, and script required to run the emulator still reside in retail GoldenEye carts.

The original list of games were previous Rare titles, then known as Ultimate Play the Game.

...
Full story and instructions on TheRWP

[youtube]ONJtqf2lIIM[/youtube]

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Desmume 0.9.8. released

By: Linktothepast
April 9th, 2012
2:57 am

Yes, it’s been a while since the last release, but we haven’t been completely idle. There’s a brand new top shelf Cocoa frontend to make life far more pleasant for OSX users, and a host of compatibility fixes.

Changelog

Quote:
General/Core:
bug: fix more IPC FIFO errors
bug: import more save files correctly
bug: don't autopatch already-patched roms
bug: fix bugs in piano and guitar grip
bug: fix ARM7's VRAMSTAT register
bug: fix memory leaks on compact flash emulation
bug: fix reading of rom from low header area
bug: spu: fix some poppy interpolation audio quality issues
bug: improve timing of dma operations by running through normal mem cycle accounting; fixes an annoying number of games and graphical glitches
bug: fix opcode MRC and fake bios CRC16
enh: jitter some related register and irq events to simulate pipeline effects and stimulate some race conditions to other outcomes
enh: fake (deterministic) some tiny jitter from human's hand holding stylus; some games were accidentally depending on this
enh: support nocash-stylep rints from arm
enh: add lua apis for accessing vram
enh: platforms other than windows receive threading optimizations
enh: provide diagnostics when system powers off (useful for homebrewers returning from main())
enh: clarify handling of different console types within the family (ds,dslite,debug)
enh: vfat support for slot-1 devices
enh: emulate temperature register
enh: add paddle emulation

Graphics:
bug: fix occasional crash from uninitialized blending table
bug: fix some 2d alpha blending cases resulting in white screens
bug: fix VRAM_I B_OBJ mirroring and fix sprites rendering across the end of vram
bug: fix rotoscaled sprites wrapping around screen
bug: dont fix rotscaled bitmap sprites with alpha==0
bug: opengl: fix degradation of toon rendering during loadstate
bug: opengl: alpha blending fixes
bug: many refinements to opengl renderer
bug: opengl: support rear-plane/ClearImage emulation (fixes many graphics)
bug: rasterizer: fix some rare alpha blending cases
bug: fix bug in environment mapping introduced after 0.9.6
bug: fix totally glitched out 3d graphics with several improvements involving matrix stack
bug: fix memory overflows in epx filter
bug: prevent backdrop from blending with ???
enh: opengl: better depth buffering emulation
enh: better support for line segment "polys" by detection and special rendering logic
enh: opengl: support quad primitives directly
enh: add hq4x filter

Windows:
bug: fix a long-standing loadstate crash
bug: fix lag frame accounting
bug: fix glitches in cheat entry menu
bug: stop compact flash emulation from accidentally scanning c:\ sometimes
enh: add support for game database for improved save type detection
enh: hotkey for limit framerate toggle
enh: remove stop and reset toolbar buttons which were accidentally getting used
enh: additional complexification to desmume's behaviour run from a console prompt. whether it's better is uncertain.
enh: add support for cheats databases
enh: improvements to ram search tool
enh: preliminary support for varying stylus pressure
enh: add [Display] Show Console=1 to ini file
enh: more graceful cheat parsing and add some hotkeys
enh: add 5x window size
enh: add big endian and 20.12 toggle to memview and ramwatch
enh: improve FPS throttle feedback and granularity
enh: add lua menu API
enh: hud font switching
enh: add optional file association for .nds to path config dialog

Cocoa:
enh: Big update to cocoa frontend. Pretty much entirely new. (rogerman)

Linux:
bug: gtk: glitches in rom and recent rom loading
bug: glade: normalize savestate slot to hotkey mapping
enh: support soundtouch for use by metaspu
enh: gtk: add SPU mode selection (Tobias Jakobi)
enh: cli: better fps limiting (Thomas Jones)

Wx:
bug: some small fixes here and there (Jan B點ken)
enh: lot of code cleanup (Jan B點ken)
Source
http://desmume.org/2012/04/09/desmume-0-9-8-released/

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bsnes v087 released

By: Tyo
March 7th, 2012
10:08 am

new bsnes release

Quote:
This release adds ST018 emulation. As this was the final unsupported SNES coprocessor, this means that bsnes v087 is the first SNES emulator to be able to claim 100% known compatibility with all officially released games. And it does this with absolutely no hacks.

Again, I really have to stress the word known. No emulator is perfect. No emulator ever really can be perfect for a system of this complexity. The concept doesn't even really exist, since every SNES behaves subtly different. What I mean by this, is that every single game ever officially sold has been tested, and zero bugs (of any severity level) are currently known.

It is of course extremely likely that bugs will be found in this release, as well as in future releases. But this will always be a problem for every emulator ever made: there is no way to test every possible codepath of every single game to guarantee perfection. I will, of course, continue to do my best to fix newfound bugs so long as I'm around.

I'd really like to thank Cydrak and LostTemplar for their assistance in emulating the ST018. I could not have done it without their help.

The ST018 ROM, like the other coprocessor ROMs, is copyrighted. This means I am unable to distribute the image.

Changelog:
emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2
fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2
fixed saving and loading of Super Game Boy save RAM
NEC uPD7725,96050 ROMs now stored in little-endian format for consistency
cartridge folder concept has been reworked to use fixed file names
added emulation of serial USART interface (replaces asynchronous UART support previously)
[source]

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Gekko emulator relaunched

By: Hard core Rikki
March 4th, 2012
10:31 pm

After a hiatus, development of the gamecube emulator Gekko has resumed.

Quote:
Wasn't Gekko dead?!?!

After about 3 years of inactivity, ShizZy started a new build of Gekko in early 2012. The project is unofficially named Project Cafe after Nintendo's successor to the Wii. The goal of the project is primarily to revive Gekko and its community, but also to help bring some life back to the emulation scene This build of the project is planned to include a OpenGL 3.3-based video core, XML-based configuration manager, dual-core support, and better cross-platform support. The project is also intended to be a platform to eventually expand to Wii (and future Nintendo system) emulation.

The Gekko Project Cafe build is currently actively maintained here, while the project website and forums are hosted on http://6bit.net.

The latest "bleeding-edge" release of Gekko Project Cafe is publicly available and licensed under the GNU GPL v2.
Source
Project age

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no$sns released (Martin is back)

By: nash67
February 26th, 2012
4:48 pm

This is a snes emulator from Martin Korth (author of no$gba and other no$ emulators)



Versions

no$sns v1.0 - initial release
no$sns v1.1 - same as v1.0, plus GSU and SA-1 coprocessor emulation

Features

The program is 100% assembler code. Accuracy should be quite high (if not: bug are reports welcome).
Controllers: 1-2 Joypads, Mouse, Lightguns (via mouse), NTT Data Pad, X-Band Keyboard
Coprocessors: SA-1 (in v1.1), GSU (in v1.1), DSP, ST010/11, CX4, OBC1, S-DD1, SPC7110, S-RTC, RTC-4513
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
(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...?)
ST018 and SFC-Box aren't supported (because their BIOSes aren't yet dumped)
(although dumping them should be exceptionally simple, without needing to decap the chips)
GUIs of Copiers and Cheat Devices should be working (but without actually emulating FDDs or Patches)


http://nocash.emubase.de/

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Regarding KEEP (Keeping Emulation Enviroments Portable)

By: KrossX
February 25th, 2012
10:07 am

Just spreading the rant...

Quote:
[...]

So, what's this connection I mentioned? Well, I got a link to a document from KEEP. It stands for "KEEPING EMULATION ENVIRONMENTS PORTABLE" and it's EU-funded project aimed at preserving old games (well, multimedia in general). In theory it's great news that there are organizations like that and at least some politicians and/or civil servant could be convinced to fund them. In reality though the situation looks pretty grimm still.

Here's a link: http://www.keep-project.eu/ezpub2/in...s/Newsletter-4

I wrote about this several times already but I feel like I need to keep reminding you, and myself, every now and then - so that you don't take things for granted. I urge you people to read this document, it's not all that long. After I did, I came to realise three things:

1) These guys have money.
Apparently got more than 3 million euro so far. You can tour the world with it and have open, free meetings for people. Make no mistake, I'm not saying it's bad, far from it - we need people to understand what's at stake and what the problems are. I just hope this is not the only thing the money were used for.

2) All they did is code UI in JAVA.
Yes, the greatest achievement so far is some silly-looking UI for a couple of open-source emulators. I mean, seriously, most of the document praises this... thing... as if it was the ultimate solution to game preservation. I've seen high-school projects more ambitious than this. Are the authors of WinUAE or VICE aware that KEEP is using their work? I'm not sure so I might be somewhat out of line here, but it really angers me when open-source projects are used like this, just because these are free. Free as in free beer in this case.

3) They are fully aware it's illegal.
At least they worked that out. Even went as far as to specifically point out legal status of bypassing copy protection in Germany and France, and the fact that there are no exceptions, whatsoever, for individuals doing research. I'm willing to bet there were games for Amiga and C64 that were copy-protected, and that authors of WinUAE and VICE had to study those in order to properly emulate. Now, if you can play a game in emulator that was stored on a floppy or a tape in a way that prevented copying, then surely this system has now been bypassed. So, it's illegal. And yet... no-one cares if it's KEEP? I mean, if I was to throw a conference like this and show Makaron working, then I'd most likely have lawyers (and possibly police) knocking on my door the next morning.



Please spread this little rant of mine. I'd like to have these KEEP people made aware of my own existence, and all the other people that were doing emulation and preservation long before they even had the idea. And we are all individuals working for free in our spare time, to beat the clock. Because some of the systems are becoming dust as we speak and soon there won't be anything left to preserve. Whether it's dumping or emulation, we often have to bypass original protection systems to get results, which is illegal. As is storing software you're not licensed to have, even if it's the last copy on Earth. We have the skills and knowledge to do these things and must keep a low-profile, whereas organizations like KEEP do very little to actually change the law but have no problems boasting success when using existing emulators.

If you think I'm overreacting then just answer yourself this little question: What would KEEP be able to show during these meetings if they did not use free emulators? That's right, nothing. Not even that UI since there would be no point to it without actual emulation. And systems and games that were researched and dumped long before they started. I really love the idea of raising awareness on horrible laws we have and all, but to me it feels like KEEP is trying to grab the money while reinventing the wheel. Rather than try and help/fund/coordinate existing projects, they take what is free and claim to have done all the dirty work. As if.
Source @ Deunan's Blog

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mGalaxy v2.1 released

By: mgalaxy
February 17th, 2012
9:14 am

Major news and updates in this release:

• 'mGalaxy Runway' is back, compatible with mGalaxy v2.1
With it you can cutomize the keys used by mGalaxy.

• Background music feature added.
Place mp3/wav files in 'mGalaxy_music' folder, they will be played randomly!

• 'Menu' window updated with 'Background Music' settings and extended 'Mame Volume' settings

• ...and more

Spread the news !!
More info and download on www.mgalaxy.com

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bsnes v086 released

By: ShizZy
February 13th, 2012
5:27 pm

In just over a month, byuu has managed to get us a new version of his fantastic Super Nintendo emulator Bsnes v086 was released today. With this new release, the main focus was Laevateinn, which is the new bsnes debugger.

  • created ui-debugger target (Laevateinn)
  • fixed multitap ports 2-4 [quequotion]
  • fixed ui-libsnes target compilation
  • fixed a crashing issue with NSS XML markup
  • improved cartridge-folder loading support
  • NES can now load .fc (headerless NES) or .prg+.chr (split NES) images
  • fixed cursor being visible in fullscreen mode when using Linux/Metacity window manager [ncbncb]
  • show normal cursor when using Linux/SDL video driver [ncbncb]
  • added menu accelerators
  • fixed a bug in performance profile SMP incw/decw instructions
  • SNES core can now optionally be built without Game Boy emulation core
  • added 2012-02-04 cheats.xml database [mightymo]

Via SixBit

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BSnes v085 released

By: OminaeYu
January 2nd, 2012
7:47 pm

BSnes v085 released

A new release for the new year.
Changelog:

fixed auto joypad polling edge case; fixes Ys 5 controls
fixed Justifier polling code; Lethal Enforcers should be fully responsive once again
rewrote SNES S-SMP processor core (~20% code reduction)
fixed Game Boy 8x16 sprite mode; fixed some sprites in Zelda: Link's Awakening
treat Game Boy HuC1 RAM enable flag as writable flag instead; fixes Pokemon Card GB
created far faster XML parser; bsnes can now load XML files once again
updated to mightymo's most recent cheat code database
internal color calculations now performed at 30-bits per pixel
gamma slider now acts as fine-tuned gamma ramp option
Linux OpenGL driver will output at 30bpp on capable displays
Linux port defaults to GTK+ now instead of Qt (both are still available)

[Source]
[Download]

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