@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.
Once again another multi-news post coming up.....2 weeks of salvaging what news we had, we get downpoured by 5 news stories in a 3 day span. I am pushing for at least some more newsposters, so stay tuned for more details ;)
More Yabause 0.8 WIP screenshots
More shots from the 0.8 version have been posted in the screenshot page of this Saturn emulator. Take a look.
DarkFader has leaked a two week old copy of my emulator. Any plans for a public release in the near future have been cancelled.
UPDATE
It looks like more than one version of my emulator has been leaked. In any case, they do not support commercial games and most of the homebrew demos either do not run or experience graphical problems. Please do *NOT* e-mail me with questions regarding these leaked versions. I would hereby also like to ask emulation sites not to link to, or host, any version of HyperDS.
EDIT #1 (6.1.0b): Rebuild to version 6.1.0b to disable the vertex shader option.
EDIT #2 (6.1.0c): Rebuild with a minor fixes for the DirectX depth problem with some games, and to further disable frame buffer features for opengl
VBA needs your help. Without more people helping VBA, it will no longer be updated. If you can compile the code and have a passion for finding bugs, please say so in the ngemu VBA forum. We are couting on you to help VBA stay alive.
VBA team
» VisualBoy Advance Homepage » Post all of your help notifications here
Satourne is alive! v2.0 Alpha
Even though Satourne's activity has been low for a while, this hasn't stopped Fabien Autrel to work intensively on his Saturn emulator... mostly on wiping out major bugs and working on the new interface which is much easier to use :
Satourne now support multiple languages; all you need to do is add your translation of the interface in a text file and thats it. The new language will be automatically detected and added to the list of available languages. Currently, there is a french, english and smurfs language file.
The plugins have also been simplified. There are only 4 now: one for the Video, one for Controllers, one for Sound and one for CD.
A configuration wizard has also been added to help people configure the emulator. It asks to choose and configure the plugins and also the path to the bios...
New feature also: you will be able to dump textures from a game but you'll be able to also replace them with reworked or higher quality ones. Plugin development will also be easier than the previous versions, hoping that more people will try and make some...
While we wait for the next version, there will be a public test release. If you think you can help Satourne than give us a sign.
One of our own members, mikeshoup, reopened his emulation site dedicated to linux emulators. Here is what he said about the reopening:
I now declare TuxEmu.com officially re-opened. What does this mean? This means that I've worked out most of the bugs in the site, and am ready for the general public to view. Apart from the announcement, those already visitng won't notice any difference.
So, spread the words out to your buddies and tell your other favorite emulation sites about the new one in town!
And please, remember, start your chatting in the Forums!
Lots of small news pieces these days, so I'll quickly summon these all up in this news post:
Zelda Wind Waker with textures in Dolphin Over in this thread, you can see some impressive shots of Zelda: Wind Waker, which is now running at it's full glory in Dolphin - just don't expect it to run smooth after all :)
PCSX2 translations The configuration guide for PCSX2 has recently been translated to several other languages, including greek, spanish and portuguese. You can find all guides over at pcsx2.net.
Official Good-utilities homepage And last but not least, there's now an official page for Cowering's GoodTools. This should help a lot in solving the version chaos for these great utilities. You can find the page at http://allgoodthings.us/.
Big thanks to CKEmu, Jeil and Mykas0 for the news!
Sorry for the infrequent posting of news lately....I was gonna catch up this past weekend, but we ended up having that 2 feet blizzard and I spent the weekend digging out :P Anyways, 4 news stories to report:
Saturnin WIP Update
I messed a bit with the RAM cart setup, allowing more games to boot !
Unfortunately only Metal Slug is "playable" (ie 20 fps without backgrounds, you don't wanna know with it enabled :P), the others just die or crash before getting ingame ...<
» Screenshots can be found at the Saturnin homepage
Dolwin Patch Pack 0.10.1
This pack includes patches that will make games go further in Dolwin 0.10.
Some games like 1080 Avalanches, Mario Kart Double Dash, Zelda: Wind Waker are now bootable. Also included is an updated games.ini and .map files to make memcards work with MK: DD.
This is totally unrelated to NGEmu but your chance to get ahold of some cool accesoires from the NGEmu shop (the thing you see rotating right above the news on the mainpage): I need people from several countries around the world for a translation.
We're talking about roughly 100 pieces of text here, give or take a few. If you translate that text for us and your version gets chosen, we'll send you a N64/PSX/DC/GC/whatever adapter of your choice.
I'm looking for people speaking the following languages:
Russian
Polish
Danish
Norwegian
Finnish
You need roughly 30 minutes of time and decent english skills - if you feel like this all applies to you, don't hesitate to contact me by clicking here.