The ecc team released a second rebuild for version 0.9.8 or EmuControlCenter. This release includes the eccLive updates 00316 to 00332 and contains several bugfixes, new platforms and new features (the full changelogs can be consulted here)
EmuControlCenter 0.9.8.R2 (2008.12.02)
- Added platforms:
- Apple 2GS
- Camputers Lynx
- Coleco Adam
- Híradástechnika Szövetkezet HT-1080Z
- Interact Home Computer System
- Jupiter Cantab - Jupiter Ace
- Microsoft XBox 360
- Added Scripts:
- PALE (Camputers Lynx)
- VINTER (Interact Home Computer System)
- DCMOTO v10.1 (Thomson MO5)
- Small updates
- Fixed bug where Xpadder always ask where to save the setting, by adding a INI file.
(if you already configured Xpadder, the original .ini will be renamed to .bak)
- Fixed the 'error reporting' notices and warnings, they where set in php.ini
but didn't help because it was re-configured in the PHP files.
- Cleaned the system informations by removing most of the Wikipedia
references in-page, like:
- [1] t/m [50]
- [citation needed]
- [verification needed]
- [dead link]
- [...]
- DAT file updates:
- MAME: v0.124b to v0.128
- CPS-1: v2007.09.22 to v2008.10.18
- CPS-2: v2007.11.09 to v2008.10.18
- Neo-Geo: v2008.01.01 to v2008.10.18
- Model2: v2008.01.03 to v2008.06.05
- ECC Startup
v2.3.1.2
- Fixed a small bug where ECC startup did create the userfolders everytime when
one or more platforms were disabled.
v2.3.1.1
- ECC Startup will now scan your userfolder and create userfolders if nessesary
and if the platform is set active!, this way when new platforms are inserted,
the userfolders for those added platforms will be automaticly created!
(thanks to Andreas for the 'create userfolder' implementation!)
v2.3.1.0
- Made the splashscreen configurable & customizable
- You can edit ecc-themes[THEMENAME]splashscreen.ini to fit your needs.
- When 'splashscreen.ini' is not found in a ECC theme it uses the settings
from the "ecc-themesdefaultsplashscreen.ini" file.
v2.3.0.5
- Let ECC start in fullscreen again.
- Found a better way to 'by-pass' the PHP-GTK window bug.
- Many small tweaks and improvements.
The folks at Camya have released a quickfix relese for their EmuControlCenter application (a nice 'emulator and rom start center' for retro and nextgen arcade, console, handheld and computer systems).
Version 0.9.8b brings a couple fixes to the earlier 0.9.8 stable release, whose full changelog can be viewed here.
@ruantec has released another updated beta for his @ES application.
Beta 6 comprises of the following changes:
Slider bug fixed (finally)
Faster slider scroll
Covers scroll speed ups
Messenger display the correct icon now (game or audio)
Lot of bugs that caused some emulators not to work propertly
Bug fixed in the covers(drag and drop from pics)
Bug fixed adding folders(@ES was unable to add folders with a dot in the filename)
Added sounds for each menu, icons, background and intro!
Multi-stream playing(100% complete but not used at all atm... more comming soon)
Speed ups in the grabbing code
Small fixes in the ePSXe grabbing code
Small fixes in the PJ64 grabbing code
Fixed problems switching to fullscreen(ePSXe and PJ64)
Shortcuts added (for use with TV-Cards Remote control)
Gamepad support (complete but not 100% implemented due the lack of time)
The following shortcuts are now available.
ALT+P = Play
ALT+N = Next song
ALT+B = Last song
ALT+R = Scroll forward
ALT+L = Scroll back
ALT+X = Select item
ALT+Q = Quit(buggy)
ALT+Up = Up(console menu)
ALT+Down = Down(console menu)
ALT+S = Switch emulators(pSX, ePSXe etc.)
ALT+Y = Back to previous menu
ALT+F = Fullscreen/Back to normal
ALT+1 = Call Consoles menu
ALT+2 = Call Albums menu
ALT+3 = Call Video menu
ALT+ESC = exit emu(or just press ESC as always)
ALT+M = Gamepad mapping(not complete yet and therefore not fully functional)
CTRL + W will bring up the Emulators menu tabs. (This will not work in fullscreen mode yet )
CTRL + E will hide them again
Right mouse-click on any cover to use the slider.
New added skin sound info:
Add a folder called "Sound" and store your audio files in .mp3 format
there.. doing that your skin will have custom sounds for almost every
menu aswell as background and intro sounds.
A sample can be downloaded here
Note from @ruantec:
"Last but not least I would like to announce the @ruantec´s forums...
First of all I want to make clear that by no means I am leaving the NGemu
forums.. The new forum will also hold personal projects that am
planning for my future as well as @ES of course so stay tuned "
» Download @ES beta 6 from here » Download the @ES soundtrack here » Check out @ruantec's forum here here or at NGemu » Visit @ruantec's websites here or at NGemu
Regular visitors might already have noticed, that the news on the front page are getting updated these days. We are currently catching up on the happenings from the past month (and there have been lots of news worth while being posted), but as we're also updating our database at the same time, this is quite a time intensive job.
To keep things organized a bit (and not have all news within two or three days), we've decided to use the original date of the news posts instead of todays date. This means if you scroll down, you'll find lots of news items in june and may which haven't been there before - so make sure to check out the whole news page!
@ruantec released another public beta of @ES. Beta 5 features the following changes
CRC Bugs fixed entirely (thanks goes to ECC - from EmuControlCenter - for the tips and links).
GBA, NES, SMS, GameGear, Genesis, 32X, SNES and N64 roms will need to
be added to @ES one last time to be able to use the cover-packs that
are now available for download(roms need to be scanned).
Model2, ePSXe and SSF support is now included.
Can now have both ePSXe and pSX set-up to use at the same time (Press F9 in the rom list to switch emu's). Same goes for VirtuaNES and NESTOPIA.
The executable size was reduced again from 630kb to 616kb!
Better Skin support (still not complete though).
Daemon Tools support(please edit the settings file manually and look
for "DT=" as i forgot to remove my path.. so @ES will not prompt you to
look for the executable).
Daemon Tools is needed for ePSXe and SSF support.
Reading the accompanying readme file is very recommended.
@ruantec released another update to his advanced multiemu frontend. This one brings a number of bugfixes and new features. Screenshots of @ES in action can be viewed in this thread.
New features:
Fullscreen mode (Won't work for PJ64 though in the update as it is
harder to add for PJ64 then originally thought, but will be added at a
later time!)
Fullscreen Video mode.
Volume knob in Video controls(Ctrl+W to show the menu, Ctrl+E to hide the emu)
Ctrl+F = Switch to fullscreen.
Ctrl+D = Switch back to @ES screen
NESTOPIA support (Works perfectly!)
CRC check for rom covers (Works for all cartridge based consoles)
Arcade emu's can now use the titlescreen packs that mame has available for download.
Bug fixes in the Audio/Video and Games menu which caused @ES to crash sometimes.
No more menu flickering in Windows XP!!!
Full Media keys support.
MSN Scrolling text
MSN display the game name and the game icon while playing
Features to expect in the future:
Easy setup.
PJ64 and soon ePSXe fullscreen mode.
ZIP support.
Cover scroller fix.
Fullscreen controls.
SSF support.
a way to delete items.
UPDATE: A quickfix build has been released, that adresses some errors while adding games in the PSX, PS2, GC sections. If you downloaded @ES beta 4 before the update fix, you may download the updated @ES beta 4 (Fix 1) from the same link.
Our good friend @ruantec has released an update to his @ES application.
@ES is an frontend supporting many popular emulators, and featuring innovative design concepts for this software category. @ES also includes a significant number of multimedia capabilities.
It is highly recommended to read the readme.txt document included.
Changes in Public Beta 3:
Slowdowns with nullDC and many other emus when using a low-end PC or Laptop
Added a better background pic which looks better than the last one
Fixed some random bugs i found in the source code that caused @ES to crash sometimes.
The scroller was activated even if not visible causing sometimes some random crashes (still not 100% complete though)
Fixed audio bug which appear when tried to play new albums after playing a game.
Changes in Public Beta 2:
NullDC bug fixed (thanks to darkIIraziel)
The following Beta 4 update should feature the following, so stay tuned:
While looking through our message board, I came across an interresting post from our friend @ruantec-Man where he announced his latest development project called A.E.S.!
A.E.S. is basicly a frontend, but works in a totally different way: It takes control over various emus and embeds the output into it's own window - this is great for people who wish to have a single and easy interface for all their emus, for example when using set top boxes connected to a TV. Take a look at some screenshots showing the tool in action:
No date has been given yet for when to expect a first release, but you can watch the progress and find LOTS of additional screenshots over in this thread!
Even though most of us thought v1.0 would be the final release of Emu-Raptor, Shendo has released an updated v1.1 of this great NG frontend. Let's see what changed in this version:
Fixed minor issues with the font change feature.
Emulator database updated.
Keyboard shortcuts added:
- Ctrl + B - Browse.
- Ctrl + W - Switches.
- Ctrl + S - Skins.
- Ctrl + O - Options.
- Ctrl + C - Configs.
Some additional skins were made for Emu - Raptor:
- Windows Classic skin.
- Industrial skin.
- Mac skin.
Please note that the skins are not included in the main package, you can download these directly from the Emu-Raptor forum.
Shendo was kind enough to inform us about a new release of Emu-Raptor, which has been updated to v1.0! The skin system has been changed again, so old skins might not work any more. Anyway, the changes are:
Fixed error with the SSSPSX config dialog opacity.
Fixed error with skin trimming and framebar text position.
- It was working all right in 0.8, seems like i screwed it up in 0.9, anyway it is fixed now.
Upgraded skin support.
- skins from 0.8/0.9 might work, though it is not recommended to use them.
Fixed bug with the test procedure for Cdrom plugins in SSSPSX.
Seems it's about time to update the mainpage again with some news (~3 weeks to catch up?) again. First in the list is a new release of Emu-Raptor, a front-end utility which allows you to keep your emulators for all kind of next-gen systems organized under one simple, skinable GUI. Here are the changes in version 0.75:
Fixed error with "Show splash screen" checkbox.
Fixed error with the "New profile dialog" (the framebar text was always black regardless of the skin).
Few more fixes for "hiding windows".
Added "Relative paths" support (portable version ONLY).
We've missed two important releases last week. Here they are just to keep you up to date :
SSF 0.08 Alpha''
SSF has finally changed version number! After passing almost all its life on version 0.07, going from prototype to alpha and then to beta, we now have 0.08. You can find the translated changelog in this thread. Thanks linlhutz and Borisz for their translations.
While we try and figure out the answer to our newsposting woes, here is a collection of news updates during the past 3 weeks.
Desmume WIP News
Well, today I'll talk a bit about how the ds texture compression works
and what I've accomplished with it (not that much, really). It's
actually quite simply, if I understood it correctly (not sure I did).
Well, a compressed texture is theorically, quite simple. We use one
texture slot (even if not fully) for actual texture data, being it
texture slot 0 or slot 2 (there're 4 possible slots in the DS).
For every 4x4 pixels block, we'll use one 32bit number from slot0 or
slot2, that'll define the actual pixel data, 8bit a row per 4 columns,
makes the total 32bit. So we define every pixel with a 2bit number,
that'll use after for palette indexing. Now we need some more data, a
16bit value: the palette offset and a mode how this will be used,
that'll will be located in texture slot1.
So, the general idea is quite simple in the end. Read a 32bit value
from either slot0 or slot2, read a 16bit value from slot1. Then, use
the 16bit value to determine the mode (there 4 possible modes, each
filling each row in different manners) and palette index. With this
palette index, go through each of the 2bit values, contained in the
32bit, and add each of them (separately, of course, for each colour) to
the palette index, to get the final palette index to be used for each
pixel. Then, with this value, you can just index in the normal palette
data to get the colour. Depending on the mode, colours will be (or not)
treated in different manners. Seems it's not that simple :P
My implementation is far from complete, I've severe bugs that just show lots of garbage. I'll try to fix it tomorrow.
I also have been doing some severe register hacking, that is just, that
some memory locations are mapped to specific hardware of the DS. So,
for example, writing to 4000490h will push a new 10b vertex to the
render queue. So, I've just hacked a few of the registers so make
games/demos work better, even if it's not correct emulation
Execution Processing of the SH2 was modified.
Due to this, (the emulator) now exclusively uses Dynamic Recompilation.
End Code of the VDP1 was updated.
The characters in Code R are now displayed.
Drawing Processing of the VDP1 was modified.
Due to this, the MaximumSpriteNumber option was removed.
Stellar Assault SS now works.
The mirrored memory space is now also mapped (not sure about this line).
Although there is some doubtful software of operation from R9
This version must be near by the system.
It would move by chance (timing suiting) until now --
If the space is pushed until a window becomes large after SSF starting
The value of SH2 Instruction Numbers is temporarily lowered to 60 percent.
It may operate, if the stopping software carries out this.
Since it is not necessary to change a setup, it may be convenience.
New screen resize option (Ymin/Ymax) to reduce the size of the screen and then speed up the emulation. This works best in car games such as V-rally 3. It's simple but it hopes to win up to 5% on CPU speed.
Press Start+Select to return to the emulator menu (whatever the key mapping you have set). This feature overcomes the issue encountered in previous versions, wherein players couldn't go back in the emulator menu because the assigned key isn't responding.
Added the save battery feature. This is already available in the original VBA source code, but it hasn't been tested in the new version.
Tune in at 16:00 GMT+0 (New York 11:00 GMT-5) via radioshow.1emulation.com (links to feed will be posted 20 minutes prior to the show).
This
live radioshow will discuss current topical issues in the emulation
community, from PSP, DS, PS2, and onwards.. Also will be featuring a
large collection of various 'well known' people from the emulation and
related communities:
David R. Foley [GMT-8]
Owner of UltraCade,
Attempted to Trademark MAME
PaWsTicK [GMT+1]
Team PSP-DEV (psp-dev.1emulation.com)
Linuz [GMT-3]
Author of PCSX2 (pcsx2.net)
WntrMute [GMT]
DevkitARM (the gcc toolchain for gba/ds)
DevkitPPC (gamecube)
libgba
Tools in devkitARM/PPC
ZeZu [GMT-5]
Icarus
Zinc frontend
CDi emulator
RDP plugin
CKemu [GMT+0 (UK)]
Betatester for PCSX2
GSmax
Satourne
PSXeven
...and many more!
You can tune in via winAMP, Windows Media Player and other streaming source supporting players.
Don't miss this fantastic opportunity to listen to various devs and other people involved in the 'scene'.
More WIP news from iDeaS.....all Linux fans will like this one :P
I'm currently testing DSLinux together with the author, pepsiman.
It does work but still has a few problems.
This is a screenshot of the current status
What begins you might ask??? I'll let this pic explain everything:
Still guessing you might ask??? Well this pic here is the start of PSP emulation! Shown here is a Gameboy game being played on one of those spankin new PSPs. Here are some words from the PS2Dev forums:
Ladies and gentlemen, hello. I am Japanese who one of the PSP fans. GB emulator for PSP was released by Mr. MIRAKICHI in 2ch that was the most famous forum in Japan a little while ago. It links with the file. http://psp.holybell.to/uploader/upload/gbemu1.zip screen shot *posted above* Please rename a GAME ROM to ROM.GB and put it to the same folder as EBOOT.PBP. In the firm only version 1.00, operation is confirmed. Please enjoy it!!!
I'm so happy :cry: Also some real-time videos are avaliable at the PS2Dev link, and also at PSP Hacker
After the successful launch in Japan and the USA, Sony today announced a release date for their latest product, the Playstation Portable (PSP) in europe: Local gamers will have to wait until the 1st of september to get ahold of the new device, as Sony wanted to make sure that there're enough units available for the launch in the USA.
Furthermore, Sony announced that the PSP will sell for 249 Euros (179 pounds). For this price, the gamer will get a neoprene case, a wrist strap, a 32MB Memory Stick Duo and some other small goodies. The contents are the same as in the "value pack" from the USA, which ships for only 249$ (~ 195 €).
To expensive? Worth the wait? Feel free to leave your comments in our forums.