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			<title>Project64 2.0 is now available and open source!</title>
			<link>http://www.ngemu.com/155901/view</link>
			<pubDate>Mon, 01 Apr 2013 05:05:00 GMT</pubDate>
			<description>Project64 2.0 is now available and open source! 
The beta program is now closed. You can now install project64 2.0 and get the clone the source if you want to. 
 
You can download Project64 from: 
www.pj64-emu.com 
 
the source can be cloned via git at:...</description>
			<content:encoded><![CDATA[<div>Project64 2.0 is now available and open source!<br />
The beta program is now closed. You can now install project64 2.0 and get the clone the source if you want to.<br />
<br />
You can download Project64 from:<br />
<a href="http://www.pj64-emu.com" target="_blank">www.pj64-emu.com</a><br />
<br />
the source can be cloned via git at:<br />
<a href="http://www.pj64-emu.com:8090/project64.development" target="_blank">http://www.pj64-emu.com:8090/project64.development</a><br />
<br />
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				Recent changes:<br />
v2.0.0.14:<br />
Changed SLTU and SLT in loop analysis (Fix Perfect dark bug)<br />
Some cleanup related to __int64 to dword<br />
<br />
v2.0.0.13:<br />
cleaned up code related to beta release<br />
Fixed bug with exception in likely delay slot<br />
Fixed bug in DADDU for 64bit<br />
<br />
v2.0.0.12:<br />
Fixed bug related recompiler reading rom<br />
Fixed bug in AND for 64bit
			
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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=23">Project 64 Discussion</category>
			<dc:creator>zilmar</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/155901/view</guid>
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			<title>PPSSPP 0.7 released</title>
			<link>http://www.ngemu.com/155605/view</link>
			<pubDate>Wed, 13 Mar 2013 15:00:00 GMT</pubDate>
			<description><![CDATA[---Quote--- 
PPSSPP has once again improved by leaps and bounds, thanks to plenty of hard work from everyone involved! Compatibility has gone up dramatically, speed has increased drastically (especially on mobile) and everything is just better. There's even horizontal tilt control! Some newly...]]></description>
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				PPSSPP has once again improved by leaps and bounds, thanks to plenty of hard work from everyone involved! Compatibility has gone up dramatically, speed has increased drastically (especially on mobile) and everything is just better. There's even horizontal tilt control! Some newly playable games are God of War (very slow though, but this will probably be fixed in the near future), Virtua Tennis, Megaman: Maverick Hunter X, Saint Seiya and games like Ace Combat X go in game. Enjoy!
			
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</div><a href="http://www.ppsspp.org/" target="_blank">http://www.ppsspp.org/</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>cyclonmaster</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/155605/view</guid>
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			<title>Snex8x emulator now available for Windows 8</title>
			<link>http://www.ngemu.com/154164/view</link>
			<pubDate>Fri, 14 Dec 2012 01:06:00 GMT</pubDate>
			<description>Microsoft approved submission of Snes8X -an SNES emulator- into its Windows 8/RT app store. Snex8X is based on the popular Snes9X (http://www.snes9x.com/), with games controllable using keyboard input or virtual touch controls, and available gratis to Windows 8 and Surface users. 
 
Image:...</description>
			<content:encoded><![CDATA[<div>Microsoft approved submission of Snes8X -an SNES emulator- into its Windows 8/RT app store. Snex8X is based on the popular <a href="http://www.snes9x.com/" target="_blank">Snes9X</a>, with games controllable using keyboard input or virtual touch controls, and available gratis to Windows 8 and Surface users.<br />
<br />
<img src="http://i.imgur.com/xpk4I.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
Supported architectures: x86, x64, ARM (Windows RT)<br />
Get it <a href="http://apps.microsoft.com/windows/en-US/app/snes8x/d0c894c3-67a3-47e0-95df-405fb8eb9e25" target="_blank">from the store</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Hard core Rikki</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/154164/view</guid>
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			<title>ePSXe 1.80 released</title>
			<link>http://www.ngemu.com/152990/view</link>
			<pubDate>Sat, 10 Nov 2012 16:13:00 GMT</pubDate>
			<description>The ePSXE team released an updated Windows build to their PS1 emulator. ePSXe is now also available on Android (https://play.google.com/store/apps/details?id=com.epsxe.ePSXe). 
 
Get it here: 
http://epsxe.com 
 
 
---Quote--- 
As promised, ePSXe 1.8.0 for windows has been released.  
 
You can...</description>
			<content:encoded><![CDATA[<div>The ePSXE team released an updated Windows build to their PS1 emulator. ePSXe is now also <a href="https://play.google.com/store/apps/details?id=com.epsxe.ePSXe" target="_blank">available on Android</a>.<br />
<br />
Get it here:<br />
<a href="http://epsxe.com" target="_blank">http://epsxe.com</a><br />
<br />
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				As promised, ePSXe 1.8.0 for windows has been released. <br />
<br />
You can find it in the downloads section. <br />
<br />
The main changes are: <br />
- Many fixes to the cd-rom decoder and core that fixed almost 150 games <br />
- Improved input devices support <br />
- On the fly memory card change <br />
- Fixed changedisc feature <br />
- Support for SBI subchannel files <br />
- Support for PBP disc images <br />
- Cheat codes support <br />
<br />
We hope you will enjoy this release!<br />
<br />
Regards,<br />
ePSXe Team.
			
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</div>Release notes:<br />
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				- Added cheat codes support. Now ePSXe support Gameshark cheat codes. See the Cheat Code section below to get information on how to use it.<br />
<br />
- Added support for disc images in PBP format. It supports compressed images, and multi-disc images (a list of images is shown when you choose a multi-disc pbp). This doesn't support encrypted files.<br />
<br />
- Added subchannel support using SBI files from redump.org. To get it working with isos the SBI file has to be renamed with the same filename as the image (except the extension, for example .bin to .sbi) and be located in the same folder. To get it working in cdroms, you need to put the SBI file in directory patches, with the PS-EXE name of the game and &quot;.sbi&quot; at the end of the name. (example: SLES_99.999.SBI). Be carefull, &quot;.sub&quot; has priority over &quot;.sbi&quot;, so if you prefer to use the &quot;.sbi&quot; file, remove/move &quot;.sub&quot; to another folder.<br />
<br />
- Fixed changedisc feature, which was broken in 1.7.0, and added fixes to support changedisc in more games that were not previously working.<br />
<br />
- The internal SPU plugin has been updated to the 1.8.0 version. This version includes multiples fixes and add compatibility with a lot of<br />
  sound effects that were not properly supported before. Thanks goes to Shalma and Tikalat.  The following games work better in this release: Um Jammer Lammy, Final Fantasy VII, Final Fantasy Tactics, Xenogears, Vagrant Story, Misadventures of Tron Bonne, Spyro 2 &amp; 3, Vib Ribbon,  Discworld Noir, Tales of Destiny, Extreme Ghostbuster, South Park Chef's Luv Shack, Silhouette, Thousand Arms, Adidas Power Soccer...<br />
<br />
- Added better support to change memcards on the fly (Dragon Warrior 7, Star Ocean 2, Valkyrie Profile ...). This includes a better detection by the games. You can also disable the memcards in the configuration screen (needed in Lifeforce Tenka). Thanks goes to Shalma and Tikalat.<br />
<br />
- Improved dual shock, mouse, guncon, multitap emulation (vibration on multitap not supported). Mouse is working again in the Pad2 (Quake), and multitap is working in more games like Frogger 2, Rampage 2 and Crash Bash.  Thanks goes to Shalma and Tikalat.<br />
<br />
- Better support for CDDA in games, more games which had CDDA in the previous version work now. It also adds better RepPlay, and AutoPause support.<br />
<br />
- Some games with GPU status problems are detected and auto-activate the required options in the GPU. These games don't work if you use PEC. The list of affected games includes: To heart, Ishin No Arashi, Dukes hazzard Racing for Home, Hot wheels: turbo racing, U.P.P. Thanks goes to gladiator.<br />
<br />
- Added support for savestates in some game which didn't work in the previous version because it was unable to find the game code name. It now generates a game code name for the game like SLU_XX.XXX.<br />
<br />
- Fixes to the CD-Rom decoder and the core which made almost 150 more games playable or working better like. For example this fixed Shaman king, Arcade Pack (Rampage), Virtual Pool 3, Heart of Darkness, Eldergate, Blue's Clues - Blue's Big Musical, Carnage Heart EZ, Simple 1500 Series Vol 006 - The hanafuda, Roswell Conspirancies - Level 7, Armored Core - Master of Arena, Digital Figure Iina, My Dream / On Air...<br />
<br />
- Note: for information about compatibility and games's configuration, it is recommended that you visit the &quot;Playstation Datacenter&quot; at <a href="http://psxdatacenter.com/" target="_blank">http://psxdatacenter.com/</a>. We want to thank Gladiator who has been a very important help in betatesting the new version.
			
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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Hard core Rikki</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/152990/view</guid>
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			<title>Sony hiring PS2 emudevs for PS3</title>
			<link>http://www.ngemu.com/152808/view</link>
			<pubDate>Tue, 06 Nov 2012 09:22:00 GMT</pubDate>
			<description>Sony is apparently looking for experienced developpers to take on PS2 emulation on the PS3. This could bode well for either bringing back PS2 backward-compatibility for either disc-based titles or purchases from PSN. 
Curiously, employment is offered at London/liverpool in particular. Wether a...</description>
			<content:encoded><![CDATA[<div>Sony is apparently looking for experienced developpers to take on PS2 emulation on the PS3. This could bode well for either bringing back PS2 backward-compatibility for either disc-based titles or purchases from PSN.<br />
Curiously, employment is offered at London/liverpool in particular. Wether a serious offer or a 'trap', time will tell.<br />
<br />
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				<b>PS2 Emulation Debug Engineer</b><br />
<br />
Job Type: Temporary Booking<br />
Salary/Rate: Dependant upon experience<br />
Date Posted: 05/11/2012<br />
Department: SCEE R&amp;D<br />
Location: Liverpool/London<br />
Closing Date: 16/11/2012<br />
<br />
Required Skills:<br />
- Bachelor's degree in Computer Science or equivalent.<br />
- Proficient in C/C++ programming, and experienced working with assembly code (3+ years)<br />
- PS2 platform experience: Have worked on one or more PS2 titles.<br />
- Some familiarity with MIPS assembler.<br />
- Knowledge of PS2 subsystems such as IOP, VU, VIF. (2+ years)<br />
- Good ability to communicate results from debugging, verbally and in writing.<br />
<br />
Preferred Skills:<br />
- PS3 development experience: Worked on one or more PS3 titles.<br />
- Experience developing under Linux/Unix environment.<br />
- Experience developing on multiple PS2 subsystems.<br />
- Interest in video games and/or emulators.
			
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</div><a href="http://www.playstationjobs.co.uk/vacancy/561-PS2-Emulation-Debug-Engineer&amp;page=1" target="_blank">The good source</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Hard core Rikki</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/152808/view</guid>
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			<title>PS3: LV0 keys leaked, hack unpatchable</title>
			<link>http://www.ngemu.com/152013/view</link>
			<pubDate>Wed, 24 Oct 2012 03:59:00 GMT</pubDate>
			<description><![CDATA[Among other handy uses, availability of the master keys leaked would make it easy to decrypt and tamper with future firmware updates since every PS3 released needs to be able to update. 
 
 
---Quote--- 
 As this was a group effort, we wouldn't normally have lost a word about it ever, but as we're...]]></description>
			<content:encoded><![CDATA[<div>Among other handy uses, availability of the master keys leaked would make it easy to decrypt and tamper with future firmware updates since every PS3 released needs to be able to update.<br />
<br />
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				 As this was a group effort, we wouldn't normally have lost a word about it ever, but as we're done with PS3 now anyways, we think it doesn't matter anymore <a href="http://pastie.org/4462324" target="_blank">http://pastie.org/4462324</a>. Congratulations to the guy that leaked stuff, you, sir, are a 1337 haxx0r, jk, you're an *******.<br />
<br />
                              Try this bytes...<br />
| - [erk=CA7A24EC38BDB45B98CCD7D363EA2AF0C326E65081E063  0CB9AB2D215865878A]<br />
| - [riv=F9205F46F6021697E670F13DFA726212]<br />
| - [pub=A8FD6DB24532D094EFA08CB41C9A72287D905C6B27B42B  E4AB925AAF4AFFF34D<br />
|        41EEB54DD128700D]<br />
| - [priv=001AD976FCDE86F5B8FF3E63EF3A7F94E861975BA3]<br />
| - [ctype=33]<br />
|                              ...and be amazed.<br />
<br />
 People should know that crooked personalities are widespread in this so called 'scene'. Some people try to achive something for fun together and make the wrong decision to trust others and share their results with them, but ofc there got to be the attention seeking fame wh*** that has to leak stuff to feel a little bit better about him-/herself.<br />
 Now the catch is that it works like this in every 'scene', just that in others it usually doesn't come to light.<br />
 The only sad thing is, that the others who worked on this won't get the attention they deserve because they probably want to remain anonymous (also they don't care about E-fame &lt;3).<br />
<br />
 PS: This is neither about drama nor E-fame nor 'OMG WE HAZ BEEN FIRST', we just thought you should know that we're disappointed in certain people. You can be sure that if it wouldn't have been for this leak, this key would never have seen the light of day, only the fear of our work being used by others to make money out of it has forced us to release this now.<br />
<br />
- The Three Musketeers
			
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</div>Details<br />
<a href="http://www.ps3hax.net/2012/10/ps3-lv0-keys-leaked-and-working/" target="_blank">http://www.ps3hax.net/2012/10/ps3-lv...d-and-working/</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Hard core Rikki</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/152013/view</guid>
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			<title>nGlide v1.00 released</title>
			<link>http://www.ngemu.com/150469/view</link>
			<pubDate>Sun, 09 Sep 2012 18:16:00 GMT</pubDate>
			<description><![CDATA[---Quote--- 
nGlide is a 3Dfx Voodoo Glide wrapper. It 'emulates' 3Dfx Glide Library, so you don't need a 3Dfx Voodoo graphics card to play 3Dfx Glide API games. 
All three API versions are supported, Glide 2.1 (glide.dll), Glide 2.4 (glide2x.dll) and Glide 3.0 (glide3x.dll). nGlide translates all...]]></description>
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				nGlide is a 3Dfx Voodoo Glide wrapper. It 'emulates' 3Dfx Glide Library, so you don't need a 3Dfx Voodoo graphics card to play 3Dfx Glide API games.<br />
All three API versions are supported, Glide 2.1 (glide.dll), Glide 2.4 (glide2x.dll) and Glide 3.0 (glide3x.dll). nGlide translates all Glide callings to Direct3D. Glide wrapper also supports high resolution modes.
			
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</div>Why is it on emulation news?! Cuz...<br />
<br />
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				nGlide 1.00 changelog:<br />
<br />
<b>Glide2:</b><ul><li>added support for Barrage</li>
<li>added support for S.C.A.R.S.</li>
<li>fixed Airfix Dogfighter no intro bug</li>
<li>fixed Bio F.R.E.A.K.S. black background issue</li>
<li>fixed Carnivores sky issue</li>
<li>fixed Carnivores 2 sky issue</li>
<li>fixed Carnivores: Ice Age sky issue</li>
<li>fixed CART Precision Racing image quality</li>
<li>fixed Codename: Eagle texturing issue</li>
<li>fixed Descent: Freespace ship lights</li>
<li>fixed Excalibur 2555AD text glitch</li>
<li>fixed F/A-18 Korea garbled debriefing screen</li>
<li>fixed Lands of Lore 3 Alt+Tab crash</li>
<li>fixed Monster Truck Madness 2 image quality</li>
<li>fixed Motorhead lights visible through walls</li>
<li>fixed Py&#322; (with DOSBox + Gulikoza patch) lights visible through walls</li>
<li>fixed Starsiege menu buttons glitch</li>
<li>fixed SWIV 3D platform and shadow glitches</li>
<li>fixed TNN Outdoors Pro Hunter engine crash with 640x480 and above</li>
</ul><br />
<b>Glide3:</b><ul><li><font color="Lime">added support for ePSXe, PS1 Emulator (with Lewpy's Glide plugin)</font></li>
<li>added support for TEXMIRROR extension</li>
<li>fixed Arabian Nights complex shadows bug</li>
<li>fixed Hardwar: The Future is Greedy oblique lines glitch</li>
<li>fixed Hype: The Time Quest blinking character shadows</li>
<li>fixed Lander shadow glitch</li>
<li>fixed realMYST transparency issue in menu</li>
</ul><br />
<b>Miscellaneous:</b><ul><li>fixed Resolution: By desktop setting with DOSBox + Gulikoza patch</li>
<li>improved compatibility with Wine</li>
</ul>
			
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</div><a href="http://www.zeus-software.com/downloads/nglide" target="_blank">[Download]</a> | <a href="http://www.zeus-software.com/forum/viewtopic.php?f=2&amp;t=483" target="_blank">Changelog</a> post with screenies.</div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>KrossX</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/150469/view</guid>
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			<title>ePSXe 1.80 coming soon</title>
			<link>http://www.ngemu.com/150117/view</link>
			<pubDate>Fri, 31 Aug 2012 11:41:00 GMT</pubDate>
			<description><![CDATA[Source:http://www.epsxe.com/index.php 
 
 
After a 4 years hiatus, it is finally time for some news about ePSXe's development. 
 
ePSXe 1.8.0 is almost finished and is currently in testing phase. If all goes well we expect to release it in a few weeks. This version will include compressed iso...]]></description>
			<content:encoded><![CDATA[<div>Source:<a href="http://www.epsxe.com/index.php" target="_blank">http://www.epsxe.com/index.php</a><br />
<br />
<br />
After a 4 years hiatus, it is finally time for some news about ePSXe's development.<br />
<br />
ePSXe 1.8.0 is almost finished and is currently in testing phase. If all goes well we expect to release it in a few weeks. This version will include compressed iso support (PBP), SBI support (such as used by redump.org), updates for multitap, disc change and spu and of course a lot of compatibility related fixes.<br />
<br />
We were thinking of different ways to get funds for the development of ePSXe and finally decided to develop an Android port. If you want to support the ePSXe development please buy the Android port in the Google Play Market. It contains the ePSXe core, the internal SPU plugin, a new experimental internal soft GPU plugin and a new 2 players mode for tablets.<br />
<br />
We would like to give our thanks to Gladiator, from <a href="http://www.psxdatacenter.com" target="_blank">www.psxdatacenter.com</a>, for the thousands of tests he has done in the last 4 years. Without his help creating a version with high compatibility would have been almost impossible. Many thanks to you and your brother :). We would also want to give our thanks to Shalma who worked on ePSXe Shark, several plugins and plugins &quot;repairs series&quot;. He did a wonderful job, some would even consider it &quot;magic&quot;, finding then fixing numerous bugs and deserves our most sincere thanks and admiration.<br />
<br />
Finally we want to thank you the ePSXe users for supporting our 12 years old child &quot;ePSXe&quot; :)<br />
<br />
We have created a twitter account &quot;epsxeteam&quot;, where we expect your impressions about the emulator. Please don't use this account to request support and instead use ngemu.com forums.<br />
<br />
Regards,<br />
ePSXe Team. <br />
<br />
<br />
<br />
<br />
Source:<a href="http://www.epsxe.com/index.php" target="_blank">http://www.epsxe.com/index.php</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>bolevole</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/150117/view</guid>
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			<title>BSNES v091 Released</title>
			<link>http://www.ngemu.com/149541/view</link>
			<pubDate>Fri, 10 Aug 2012 03:38:00 GMT</pubDate>
			<description>*BSNES v091 Released* 
 
 
---Quote--- 
A few issues crept up in the last release, this should take care of them. 
 
First, it seems that the 32-bit runtime on 64-bit versions of Windows have 64-bit time functions; whereas true 32-bit Windows does not. This was causing a DLL error when attempting...</description>
			<content:encoded><![CDATA[<div><font size="4"><b>BSNES v091 Released</b></font><br />
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				A few issues crept up in the last release, this should take care of them.<br />
<br />
First, it seems that the 32-bit runtime on 64-bit versions of Windows have 64-bit time functions; whereas true 32-bit Windows does not. This was causing a DLL error when attempting to load bsnes v090.<br />
<br />
Second, when there were more than 2,000 files in the same folder on Windows, it was lagging the file browser. With OV2's help, I've fixed that and it'll now load the list instantly.<br />
<br />
Lastly, I've included the missing video shaders this time.
			
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</div><br />
<font size="4"><b>BSNES v090 Released</b></font><br />
<br />
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			<hr />
			
				<img src="http://i.imgur.com/svCc1.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" />.<img src="http://i.imgur.com/RtOyY.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
Most notably, this release adds Nintendo DS emulation. The Nintendo DS module was written entirely by Cydrak, so please give him all of the credit for it. I for one am extremely grateful to be allowed to use his module in bsnes.<br />
<br />
The Nintendo DS emulator's standalone name is dasShiny. You will need the Nintendo DS firmware, which I cannot provide, in order to use it. It also cannot (currently?) detect the save type used by NDS games. As such, manifest.xml files must be created manually for this purpose. The long-term plan is to create a database of save types for each game. Also, you will need an analog input device for the touch screen for now (joypad axes work well.)<br />
<br />
There have also been a lot of changes from my end: a unified manifest.xml format across all systems, major improvements to SPC7110 emulation, enhancements to RTC emulation, MSU1 enhancements, icons in the file browser list, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc.<br />
<br />
I've also included kaijuu (which allows launching game folders directly with bsnes) and purify (which allows opening images that are compressed, have copier headers, and have wrong extensions); both of which are fully GUI-based.<br />
<br />
<b>This release only loads game folders, not files. Use purify to load ROM files in bsnes.</b><br />
<br />
Note that this will likely be the last release for a long time, and that I will probably rename the emulator for the next release, due to how many additional systems it now supports.
			
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</div><a href="http://code.google.com/p/bsnes/downloads/list" target="_blank">[ Download ]</a> |  <a href="http://www.byuu.org/" target="_blank">[ Byuu's Homepage ]</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>KrossX</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/149541/view</guid>
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			<title>PCSX2 1.0 Released</title>
			<link>http://www.ngemu.com/149441/view</link>
			<pubDate>Sun, 05 Aug 2012 10:49:00 GMT</pubDate>
			<description>---Quote--- 
After many long years of development, debugging and testing effort, we have reached a point where PCSX2 runs a great majority of the games, and there are no important issues that could possibly be fixed without requiring major modifications to the emulator. 
 
Because of that (and...</description>
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				After many long years of development, debugging and testing effort, we have reached a point where PCSX2 runs a great majority of the games, and there are no important issues that could possibly be fixed without requiring major modifications to the emulator.<br />
<br />
Because of that (and because we already felt it was overdue), we decided to stop thinking of new things to do for a bit, polish the stability, compatibility and existing features and release the result as the first major version of PCSX2!<br />
<br />
There have been tons of changes since the last release, including improvements to Jake Stine's wxWidgets GUI overhaul, cottonvibe's new multithreaded VU core and improvements on the primary plugins.<br />
<br />
This release is a big milestone that marks the way to new features and improvements!
			
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PCSX2 can now utilize 3 cores.<br />
<br />
The emulator has come a very long way, congrats to the dev team. :)<br />
<br />
<br />
<a href="http://pcsx2.net/download.html" target="_blank"><font size="3"><br />
Download</font></a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Phil</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/149441/view</guid>
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			<title>MemcardRex 1.6 released</title>
			<link>http://www.ngemu.com/149038/view</link>
			<pubDate>Sat, 07 Jul 2012 20:10:00 GMT</pubDate>
			<description><![CDATA[Hello everyone. I released the new version of MemcardRex. 
 
Changelog: 
 
* Added Ctrl-C and Ctrl-V shortcuts for "Copy" and "Paste save from temp buffer" options respectively. 
*     Added support for *.VM1 Memory Cards. 
*     Added support for InterAct DexDrive (Thanks to Frédéric Brière for...]]></description>
			<content:encoded><![CDATA[<div>Hello everyone. I released the new version of MemcardRex.<br />
<br />
Changelog:<br />
<ul><li>Added Ctrl-C and Ctrl-V shortcuts for &quot;Copy&quot; and &quot;Paste save from temp buffer&quot; options respectively.</li>
<li>    Added support for *.VM1 Memory Cards.</li>
<li>    Added support for InterAct DexDrive (Thanks to Frédéric Brière for information).</li>
<li>    Icon size for save properties window can now be selected (Inspired by the Kubusleonidas' Memory Card editor).</li>
<li>    Simplified plugin interface (for programmer) but just as powerful.</li>
<li>    Application settings are now stored in the XML file format.</li>
<li>    GUI is now more consistent with the general usage guidelines.</li>
<li>    Updated &quot;SpyroEdit&quot; plugin to version 0.3.</li>
<li>    Bundled &quot;MGSEdit 0.1&quot; plugin, a Metal Gear Solid save editor.</li>
</ul><br />
You can get the application here: <a href="http://shendosoft.blogspot.com/" target="_blank">http://shendosoft.blogspot.com/</a></div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>ShendoXT</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/149038/view</guid>
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			<title>PCSX2 Mac updates</title>
			<link>http://www.ngemu.com/148974/view</link>
			<pubDate>Wed, 04 Jul 2012 23:05:00 GMT</pubDate>
			<description>From pcsx2.net (http://pcsx2.net/242-pcsx2-mac-updates.html) 
 
 
---Quote (Originally by Bositman)--- 
The developer of the Mac port of PCSX2, zedr0n (http://forums.pcsx2.net/User-zedr0n), came back with a bang after some time of silence! He has released a new version of his 0.9.6 port of PCSX2...</description>
			<content:encoded><![CDATA[<div>From <a href="http://pcsx2.net/242-pcsx2-mac-updates.html" target="_blank">pcsx2.net</a><br />
<br />
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				<div>
					Originally Posted by <strong>Bositman</strong>
					
				</div>
				<div style="font-style:italic">The developer of the Mac port of PCSX2, <a href="http://forums.pcsx2.net/User-zedr0n" target="_blank">zedr0n</a>, came back with a bang after some time of silence! He has released a new version of his 0.9.6 port of PCSX2 for Lion with some additional compatibility fixes. Here is what he had to say about it:<br />
<br />
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				    I’m releasing a slightly updated version of pcsx2 0.9.6 – it should crash less because of the audio plugin. 0.9.7 is proving very difficult so no update for now.<br />
<br />
    From this version onwards this becomes a regular .dmg bundle with pcsx2.app separated from the required libraries package – which is still included in the dmg by default.<br />
    You can get it from Downloads or direct link – pcsx2.dmg<br />
<br />
    The package has been cleaned so that all libraries reside in /usr/local/pcsx2 and can be removed easily. The Uninstaller.pkg included in the dmg will do that for you.<br />
    Latest version of XQuartz and CG framework still required
			
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</div>In addition, he released an early 0.9.7 alpha port. This version should be considered unstable and pre-beta but you can give it a try. Here is what was posted about this:<br />
<br />
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				    And the day has come – I’m releasing a very early alpha version of 0.9.7 – it does play some games but you are advised to do a lot of save states.<br />
    I’m going to continue working on this so hopefully will get better as the time goes on.<br />
    You can grab it here: pcsx2 0.9.7.dmg<br />
    The installer includes another mandatory package – WXWidgets.pkg which should be installed after Libraries.pkg. Note that Uninstaller.pkg is going to delete the whole install but otherwise 0.9.6 and 0.9.7 coexist well.
			
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</div><br />
Updated <a href="http://pcsx2.net/download/releases/mac.html" target="_blank">downloads for Mac</a> on the project's home.<br />
Some comparative screenshots of Final Fantasy X, 0.9.6 (left) vs 0.9.7 (right)<br />
<br />
<img src="http://i.imgur.com/8OQwv.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /></div>


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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Hard core Rikki</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/148974/view</guid>
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			<title>@ES - GraFX(Preview build) released!</title>
			<link>http://www.ngemu.com/148306/view</link>
			<pubDate>Wed, 23 May 2012 19:14:00 GMT</pubDate>
			<description><![CDATA[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...]]></description>
			<content:encoded><![CDATA[<div>Hello everyone!<br />
<br />
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.<br />
<br />
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.<br />
<br />
<b>Here is the list of changes since the last version:</b><br />
<br />
- 3D swich effect when switching between layers<br />
- Screen slide(similar to tablets)<br />
- Better grabbing support<br />
- DosBox emulator support<br />
- Better ePSXe and PJ64 support<br />
- Naomi emulator support<br />
- Better Directshow support<br />
- Better ID3 tag support(almost every format except mkv)<br />
- Video tags and cover embedding support(video now has tags just like mp3 and others)<br />
- Roms cover support<br />
- Fullscreen UI support<br />
- Application space layer(slide in the main screen)<br />
- Custom games space layer(slide in the main screen)<br />
- Animated background support<br />
- Youtube layer(experimental)<br />
- Re-worked ID3 tag editor<br />
- Basic lastfm support<br />
- Favorites layer(experimental)<br />
- Better search mechanism<br />
- Deep search(search items inside albums or sub-albums)<br />
- New UI layout(@ES's final version Gray Moon theme base)<br />
- Re-worked settings layer<br />
- Selectable audio renderer for audio and video<br />
- Re-worked listview control<br />
- Better virtualization<br />
- Better multi-threading handling<br />
- Realtime mirror layer(audio controls)<br />
- Spectrum analyzer<br />
- PS3 BD remote control support(auto syncs when @ES starts)<br />
- Emulator preview on screen slider<br />
- Notifications<br />
<br />
<b>Requirements:</b><br />
<br />
- Decent PC(this version isn't for tablets)<br />
- Windows Vista or higher(this version was not made for XP sorry)<br />
- .Net framework 4.0<br />
<br />
<b>Usage:</b><br />
[spoiler]<br />
<img src="http://img6.imagebanana.com/img/z70pgrni/usage.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img6.imagebanana.com/img/kwgu0axw/usage1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/f5i1gs69/usage2.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img6.imagebanana.com/img/hgpbcpen/usage3.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/u961yabw/usage4.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/5zmol6n9/usage5.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/casa8cyl/usage6.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img6.imagebanana.com/img/wwuu7vvs/usage7.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
[/spoiler]<br />
<br />
<br />
Last but not least... this is just a preview build of the last stable version. @ES - GraFX &quot;Gray Moon&quot; is the codename of the final version which in its actual form is better and more optimized than this preview build. However since is in current development isn't as stable as this build is. As mentioned in another thread i made a &quot;sort&quot; of feature freeze a while ago so i'm concentrating right now in optimizations and stability of the current build.<br />
<br />
<b>The main differences between this preview build and the current &quot;Gray Moon&quot; build are:</b><br />
- Vector graphics usage instead of bitmaps for better scalability and performance.<br />
- MVVM coding pattern and better project structure(the current preview one was the result of a lot of tests and old code but still is quite stable)<br />
- Better UI handling and x86 tablets mode(for usage on x86 tablets)<br />
- Overal optimizations and modularisation.<br />
- Advanced UI layout based in MVVM coding pattern.<br />
- Open source(except @ES's core which is going to remain close source)<br />
- More screen spaces and customizations.<br />
- Items repositioning and dragging.<br />
- Smoother UI transitions(due to the heavy optimizations).<br />
- Realtime battery status.<br />
- Notifications and events center.<br />
- Wiimote support.<br />
- Stable God Music layer.<br />
- Better global exception handling(0 crashes)<br />
<br />
<b>Here some screenshots of &quot;Gray Moon&quot; in its current form:</b><br />
<img src="http://img6.imagebanana.com/img/j7pdjdkd/gm.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/blxltzhf/gm1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/tne2bndn/gm2.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<b>Dragging:</b><br />
<img src="http://img7.imagebanana.com/img/e07sfdmw/gm4.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img7.imagebanana.com/img/rtim2wfc/gm3.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<b>Note to beta testers:</b><br />
This version do not include the &quot;God Music&quot; layer for obvious reasons ;)<br />
<br />
Enjoy this build and feel free to post any suggestions or bugs that may appear. I've fixed a lot of things since i completed the preview build as mentioned above but maybe there are some hidden bugs somewhere... who knows :p oh, and remember... this is a preview build so few things may change in the final version or probably aren't working yet... i know i took quite long time to release a nother version but i focus more about quality instead of quantity this days :p<br />
<br />
Over and out<br />
@ruantec<br />
<br />
<br />
<font size="4">Update:</font><br />
<br />
<b>Uploaded a new executable that fixes the following bugs:</b><br />
- Crash on exit after editing ID3 tag.<br />
- VBA M926 was not grabbed by @ES.<br />
<br />
Thanks q_byrd03 for the report!<br />
<br />
<font size="4">Update #2:</font><br />
<br />
<b>Uploaded a new build that fixes the following bugs:</b><br />
- Bug that prevented Dolphin from being grabbed(thanks q_byrd03 for the tests and report)<br />
- But that prevented PJ64 1.7+ from being grabbed(thanks Darksamus for the report)</div>


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	<td><a href="http://forums.ngemu.com/attachment.php?attachmentid=217875&amp;d=1337984447">AES_GraFX_Preview 2.part1.rar</a> (3.97 MB)</td>
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	<td><img class="inlineimg" src="http://forums.ngemu.com/images/attach/rar.gif" alt="File Type: rar" width="16" height="16" border="0" style="vertical-align:baseline" /></td>
	<td><a href="http://forums.ngemu.com/attachment.php?attachmentid=217876&amp;d=1337984447">AES_GraFX_Preview 2.part2.rar</a> (2.72 MB)</td>
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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>@ruantec</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/148306/view</guid>
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			<title>Emulator discovered in Nintendo64 game Goldeneye</title>
			<link>http://www.ngemu.com/147820/view</link>
			<pubDate>Thu, 12 Apr 2012 00:17:00 GMT</pubDate>
			<description>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*...</description>
			<content:encoded><![CDATA[<div>A fully functional emulator for the ZX Spectrum console was recently discovered, hidden inside the code of Nintendo64 game Goldeneye (released in <i>1997</i>). A dozen games from RARE are included as well.<br />
<br />
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				<a href="http://www.therwp.com/forums/showthread.php?t=48139" target="_blank"><b>GoldenEye Spectrum Emulation Unlocked</b></a><br />
<br />
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.<br />
<br />
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.<br />
<br />
The original list of games were previous Rare titles, then known as Ultimate Play the Game.<br />
<br />
...
			
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</div>Full story and instructions on <a href="http://www.therwp.com/forums/showthread.php?t=48139" target="_blank">TheRWP</a><br />
<br />
[youtube]ONJtqf2lIIM[/youtube]</div>

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			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Hard core Rikki</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/147820/view</guid>
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			<title>Desmume 0.9.8. released</title>
			<link>http://www.ngemu.com/147784/view</link>
			<pubDate>Mon, 09 Apr 2012 09:57:00 GMT</pubDate>
			<description>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...</description>
			<content:encoded><![CDATA[<div>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.<br />
<br />
Changelog<br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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			<hr />
			
				General/Core:<br />
bug: fix more IPC FIFO errors<br />
bug: import more save files correctly<br />
bug: don't autopatch already-patched roms<br />
bug: fix bugs in piano and guitar grip<br />
bug: fix ARM7's VRAMSTAT register<br />
bug: fix memory leaks on compact flash emulation<br />
bug: fix reading of rom from low header area<br />
bug: spu: fix some poppy interpolation audio quality issues<br />
bug: improve timing of dma operations by running through normal mem cycle accounting; fixes an annoying number of games and graphical glitches<br />
bug: fix opcode MRC and fake bios CRC16<br />
enh: jitter some related register and irq events to simulate pipeline effects and stimulate some race conditions to other outcomes<br />
enh: fake (deterministic) some tiny jitter from human's hand holding stylus; some games were accidentally depending on this<br />
enh: support nocash-stylep rints from arm<br />
enh: add lua apis for accessing vram<br />
enh: platforms other than windows receive threading optimizations<br />
enh: provide diagnostics when system powers off (useful for homebrewers returning from main())<br />
enh: clarify handling of different console types within the family (ds,dslite,debug)<br />
enh: vfat support for slot-1 devices<br />
enh: emulate temperature register<br />
enh: add paddle emulation<br />
<br />
Graphics:<br />
bug: fix occasional crash from uninitialized blending table<br />
bug: fix some 2d alpha blending cases resulting in white screens<br />
bug: fix VRAM_I B_OBJ mirroring and fix sprites rendering across the end of vram<br />
bug: fix rotoscaled sprites wrapping around screen<br />
bug: dont fix rotscaled bitmap sprites with alpha==0<br />
bug: opengl: fix degradation of toon rendering during loadstate<br />
bug: opengl: alpha blending fixes<br />
bug: many refinements to opengl renderer<br />
bug: opengl: support rear-plane/ClearImage emulation (fixes many graphics)<br />
bug: rasterizer: fix some rare alpha blending cases<br />
bug: fix bug in environment mapping introduced after 0.9.6<br />
bug: fix totally glitched out 3d graphics with several improvements involving matrix stack<br />
bug: fix memory overflows in epx filter<br />
bug: prevent backdrop from blending with ???<br />
enh: opengl: better depth buffering emulation<br />
enh: better support for line segment &quot;polys&quot; by detection and special rendering logic<br />
enh: opengl: support quad primitives directly<br />
enh: add hq4x filter<br />
<br />
Windows:<br />
bug: fix a long-standing loadstate crash<br />
bug: fix lag frame accounting<br />
bug: fix glitches in cheat entry menu<br />
bug: stop compact flash emulation from accidentally scanning c:\ sometimes<br />
enh: add support for game database for improved save type detection<br />
enh: hotkey for limit framerate toggle<br />
enh: remove stop and reset toolbar buttons which were accidentally getting used<br />
enh: additional complexification to desmume's behaviour run from a console prompt. whether it's better is uncertain.<br />
enh: add support for cheats databases<br />
enh: improvements to ram search tool<br />
enh: preliminary support for varying stylus pressure<br />
enh: add [Display] Show Console=1 to ini file<br />
enh: more graceful cheat parsing and add some hotkeys<br />
enh: add 5x window size<br />
enh: add big endian and 20.12 toggle to memview and ramwatch<br />
enh: improve FPS throttle feedback and granularity<br />
enh: add lua menu API<br />
enh: hud font switching<br />
enh: add optional file association for .nds to path config dialog<br />
<br />
Cocoa:<br />
enh: Big update to cocoa frontend. Pretty much entirely new. (rogerman)<br />
<br />
Linux:<br />
bug: gtk: glitches in rom and recent rom loading<br />
bug: glade: normalize savestate slot to hotkey mapping<br />
enh: support soundtouch for use by metaspu<br />
enh: gtk: add SPU mode selection (Tobias Jakobi)<br />
enh: cli: better fps limiting (Thomas Jones)<br />
<br />
Wx:<br />
bug: some small fixes here and there (Jan B&#40670;ken)<br />
enh: lot of code cleanup (Jan B&#40670;ken)
			
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</div>Source<br />
<a href="http://desmume.org/2012/04/09/desmume-0-9-8-released/" target="_blank">http://desmume.org/2012/04/09/desmume-0-9-8-released/</a></div>

]]></content:encoded>
			<category domain="http://forums.ngemu.com/forumdisplay.php?f=29">Emulation News Submissions</category>
			<dc:creator>Linktothepast</dc:creator>
			<guid isPermaLink="true">http://www.ngemu.com/147784/view</guid>
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