March 31st, 2013
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:
the source can be cloned via git at:
Changed SLTU and SLT in loop analysis (Fix Perfect dark bug)
Some cleanup related to __int64 to dword
cleaned up code related to beta release
Fixed bug with exception in likely delay slot
Fixed bug in DADDU for 64bit
Fixed bug related recompiler reading rom
Fixed bug in AND for 64bit
March 13th, 2013
|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!|
By: Hard core Rikki
December 13th, 2012
Microsoft approved submission of Snes8X -an SNES emulator- into its Windows 8/RT app store. Snex8X is based on the popular Snes9X, with games controllable using keyboard input or virtual touch controls, and available gratis to Windows 8 and Surface users.
Supported architectures: x86, x64, ARM (Windows RT)
Get it from the store
By: Hard core Rikki
November 10th, 2012
As promised, ePSXe 1.8.0 for windows has been released.
You can find it in the downloads section.
The main changes are:
- Many fixes to the cd-rom decoder and core that fixed almost 150 games
- Improved input devices support
- On the fly memory card change
- Fixed changedisc feature
- Support for SBI subchannel files
- Support for PBP disc images
- Cheat codes support
We hope you will enjoy this release!
- Added cheat codes support. Now ePSXe support Gameshark cheat codes. See the Cheat Code section below to get information on how to use it.
- 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.
- 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 ".sbi" at the end of the name. (example: SLES_99.999.SBI). Be carefull, ".sub" has priority over ".sbi", so if you prefer to use the ".sbi" file, remove/move ".sub" to another folder.
- Fixed changedisc feature, which was broken in 1.7.0, and added fixes to support changedisc in more games that were not previously working.
- 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
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 & 3, Vib Ribbon, Discworld Noir, Tales of Destiny, Extreme Ghostbuster, South Park Chef's Luv Shack, Silhouette, Thousand Arms, Adidas Power Soccer...
- 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.
- 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.
- 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.
- 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.
- 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.
- 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...
- Note: for information about compatibility and games's configuration, it is recommended that you visit the "Playstation Datacenter" at http://psxdatacenter.com/. We want to thank Gladiator who has been a very important help in betatesting the new version.
By: Hard core Rikki
November 6th, 2012
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 serious offer or a 'trap', time will tell.
PS2 Emulation Debug Engineer
Job Type: Temporary Booking
Salary/Rate: Dependant upon experience
Date Posted: 05/11/2012
Department: SCEE R&D
Closing Date: 16/11/2012
- Bachelor's degree in Computer Science or equivalent.
- Proficient in C/C++ programming, and experienced working with assembly code (3+ years)
- PS2 platform experience: Have worked on one or more PS2 titles.
- Some familiarity with MIPS assembler.
- Knowledge of PS2 subsystems such as IOP, VU, VIF. (2+ years)
- Good ability to communicate results from debugging, verbally and in writing.
- PS3 development experience: Worked on one or more PS3 titles.
- Experience developing under Linux/Unix environment.
- Experience developing on multiple PS2 subsystems.
- Interest in video games and/or emulators.
By: Hard core Rikki
October 23rd, 2012
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.
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 http://pastie.org/4462324. Congratulations to the guy that leaked stuff, you, sir, are a 1337 haxx0r, jk, you're an *******.
Try this bytes...
| - [erk=CA7A24EC38BDB45B98CCD7D363EA2AF0C326E65081E063 0CB9AB2D215865878A]
| - [riv=F9205F46F6021697E670F13DFA726212]
| - [pub=A8FD6DB24532D094EFA08CB41C9A72287D905C6B27B42B E4AB925AAF4AFFF34D
| - [priv=001AD976FCDE86F5B8FF3E63EF3A7F94E861975BA3]
| - [ctype=33]
| ...and be amazed.
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.
Now the catch is that it works like this in every 'scene', just that in others it usually doesn't come to light.
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 <3).
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.
- The Three Musketeers
September 9th, 2012
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 Glide callings to Direct3D. Glide wrapper also supports high resolution modes.
nGlide 1.00 changelog:
August 31st, 2012
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 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.
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.
We would like to give our thanks to Gladiator, from www.psxdatacenter.com, 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 "repairs series". He did a wonderful job, some would even consider it "magic", finding then fixing numerous bugs and deserves our most sincere thanks and admiration.
Finally we want to thank you the ePSXe users for supporting our 12 years old child "ePSXe"
We have created a twitter account "epsxeteam", where we expect your impressions about the emulator. Please don't use this account to request support and instead use ngemu.com forums.
August 9th, 2012
BSNES v091 Released
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 to load bsnes v090.
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.
Lastly, I've included the missing video shaders this time.
BSNES v090 Released
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.
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.)
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.
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.
This release only loads game folders, not files. Use purify to load ROM files in bsnes.
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.
August 5th, 2012
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 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!
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.
This release is a big milestone that marks the way to new features and improvements!
PCSX2 can now utilize 3 cores.
The emulator has come a very long way, congrats to the dev team.