@ES - GraFX 'Gray Moon' small status update
By: @ruantec
December 15th, 2011
6:13 am
Hello my dear friends!!!
Today i decided to post a small status update and with it explain few things about the progress of a project that isn't dead, was never dead and probably never will die(at least not that easy). the reason for this thread is to clarify few things and show some small progress that will show that the project is still alive but progressing slowly due to my very busy life.
first of all i want to apologize once again for all the drama, confusion and dissapointment about the progress of my project. i just want to make clear that this is a one man project which means am actually the only one writing the thousands lines of code to make it happen while having some awesome guys testing it.
second i would like to thank Strike for testing the current version as well as schumi even if he hasn't got his hands on the current version since i wanted to re-add some important features that he likes and also to all those true followers of my project. eitherway you guys rock!!!
Now lets go back to @ES - GraFX.... as mentioned the progress have been painfuly slow due to the fact that i do not have enough time to spend on it and also due to the layout re-design which i wanted to do since long time. all core features and previous features are available but since am re-designing the UI things need to get linked back again to the different layers. Thanks God i managed to get some free hours of my busy life and managed to fix lots of bugs, add some core features back as well as even add new ones that many of you may like such as PS3 bluetooth remote control support.
@ES - GraFX holds a new codename as i skipped a version which should've been called "AmpheX". that version was basically the same as the old "MorphX" but after testing i just realized that landscape mode is just better and fits well. because of that i started a re-design in the UI(not a re-write so don't misunderstand that) and made what is now called "GraFX". the new codename also has a theme name which is "Gray Moon" a name that fits well for the new UI theme.
Feature-wise few things has changed such as the grabbing mechanism which now use the advanced mode that wasn't used in the past just to keep XP compatibility. another feature is Android-like stack icons as well as animated background support for those that still love Dreamscenes which were introduced with Windows Vista. @ES - GraFX allows you to set any type of video as your background or almost any type of picture. however you're responsible for the resouce usage depending on the size and quality of the video added.
last but not least another big change is the settings file which was somehow terribly bad structured and people had some bad time editing it. tbh that's the reason why i didn't choosed XML right away for that task since i knew lot of people will manually edit the settings file 
the new structure goes like this:
[SettingItemName]
Description=
Value=
Icon=
As many of you know i quit my job recently and will start a new one in january. my new job will require me to travel so i will have less time to code. however i am free till 2nd january and i will do my best to try to have a new public build ready for all those that had to wait that long.
If for any reason am unable to work in the project anymore in the future i've prepared the code to be made open source. by doing that am hopping that the project will progress faster and new stuff could be added or fixed easily in case people request stuff.
anyways enough talking... here is my new video that shows some of the changes i've made so far:
[youtube]2BlGwPniiJQ[/youtube]
Note:
Animations and transitions are very smooth but sadly due to the overhead of the screen capture code some lags are present in the video. in reality the whole experience is as smooth as butter
Stay tune since i will have enough time till january to add all the stuff back so that we can have the most advanced version of @ES i've ever released.
Over and out
@ruantec
PCSX2: a farewell from cottonvibes
By: Hard core Rikki
November 10th, 2011
10:10 pm
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Originally Posted by cottonvibes
As of today I am officially retiring from the PCSX2 emulation project.
I am being offered a great job opportunity which will not only utilize my programming skills, but will provide an environment which allows them to further grow and improve. The decision to leave was not an easy one, and I would not leave the project for just any job, but this career opportunity is too good to let it slide. I have learned a great deal in my years coding for PCSX2, and I want to thank the team for allowing me to work with them on this great project. I hope the project continues to improve in my absence, and I look forward to the future PCSX2 v1.0 release. So to the PCSX2 team, thanks and good luck! And thank you to the users who appreciated my work. -cottonvibes |
Wish him good luck.
PCSX2 updates (21/10/2011)
By: Hard core Rikki
October 25th, 2011
7:04 am
Straight from PCSX2.net
|
Originally Posted by Bositman
It's been some time since the last news post so this will help bring everyone up to date with what we've been up to.
-For those of you who haven't heard, the latest SVN builds of PCSX2 have a new speed hack thanks to cottonvibes, named MTVU (multi threaded VU) which enables PCSX2 to use 3 threads now! (4 if you count the minor GUI thread). The speed hack has very high compatibility and provides a big speed boost in most games, especially for triple and quad core CPUs (but even on dual cores). -We have a new page on our site, which you can view by clicking 'SVN' at the top menu. You will find the 20 latest SVN builds there, courtesy of Orphis' build bot so you will be always up to date with the bleeding edge changes in PCSX2! Do keep in mind that these builds might be a bit buggier than the official releases since they are all work in progress. -The configuration guide has been updated for the 0.9.8 release (a bit late ) and a new quick start guide has been created by avih aiming to be much more compact and easy to read. As always you can apply for translating in this thread. Check them both out! -A new input plugin named Nuvee and developed by Shalma came to our attention, which is the first to support Lightguns and USB Mice! It seems it already works with almost all games supporting Lightguns so be sure to check it out HERE. -New PCSX2 wiki hosted on our server, you can find it here!. With your input, the wiki will eventually become a huge knowledge base for individual game settings and known workarounds for bugs, so those of you willing, start contributing your findings -Our youtube channel already has over 150,000 video views and almost 2,000 subscribers! You can visit it by clicking HERE. Check out a small sample of our videos there (select 1080p for max quality) [youtube]Kxv_yFjcRy4[/youtube] [youtube]jKRnP59ejkQ[/youtube] [youtube]g0bFuj9DIW4[/youtube] [youtube]8KfRBXp6Yv4[/youtube] |
Arcadeflex - Java port of Mame
By: shadowpcsx2
October 16th, 2011
1:18 pm
Just for fun , a new portable emulator based on mame.
It is based on an old mame version (0.28) but it is capable to run more than 160 games.
Preview of the emu can be found here :
www.arcadeflex.com
and emulator code if someone interest is on :
http://code.google.com/p/arcadeflex-emu/
Help is welcome if anyone's interest
Gekko news...
By: Chrono Archangel
October 3rd, 2011
8:53 pm
Well, I've been talking back and forth with ShizZy for the last few months. I was either trying to get him motivated to pick up Gekko again or to start up new projects. Seems like the latter was more exciting for both of us...
Might as well just quote his post on gekko-emu.com, he has a knack for well formulating stuff like this!
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Originally Posted by Shizzy
So I was thinking today – It’s been nearly four years since I’ve updated Gekko. And it pains me to say (and even think) it, but I don’t think I’m going to update it in the next four years either. (Heck – if I wanted to start touching it, I’d be compelled to rewrite the whole thing because I’ve grown so much as a programmer since 2006).
That doesn’t mean the project is dead – it’s not. I think it’s just in a deep, deep sleep. As with Lightning, the work I have done with Gekko has done tons for me professionally, and I really want to thank everyone who became part of our community here and motivated me to keep working on the project. Don’t be shocked if in a few years from now I hop back in for a Wii U emulator. If you’re wondering, I’m not exactly going anywhere, and have plans to continue to be very active in the scene. Chrono and I have started a new gaming and emulation site – Sixbit – that we hope will grow to be a refreshing new community to help revive the emulation and homebrew scene. Please stop by and say hello! I hope to see many of you over there in the future Regards, ShizZy (Eric) http://sixbit.net |
Cheers!
PS: This doesn't mean I'm leaving!!! I'll still be around to pop in once or twice a week to ban a few spam bots
Pokopom PSX/PS2 Pad Plugin
By: KrossX
September 17th, 2011
8:47 pm
Pokopom PSX/PS2 Pad Plugin
A very simple input plugin that uses XInput to emulate a DualShock controller for PS1 emulators, and a DualSock2 controller for PCSX2. There's also now custom build that emulates a Guitar Hero controller, to be used with XInput Guitars.
- Supports rumble, with a nice custom curve.
- Extended analog sticks range on corners. (for games like Ape Escape)
- Guitar build for XInput Guitars on Guitar Hero games.
To switch between digital or analog mode, use the Scroll Lock key.
------------------------------------------------------------------------------- Old Changelog ------------------------------------------------------------------------------- 1.12 - 2012-03-09 Fixed/improved the analog toggle key. 1.11 - 2012-02-23 After gathering some analog stick data I saw the corner cases where always beyond the ideal circle, so I now extend only when that happens. This means, almost no range is lost in order to reach the corners. =D Also an extra check to stop vibration on pause. Analog data: http://www.mediafire.com/?7bk7udrd8e5d3mt 1.10 - 2012-02-23 Some guesswork at command 0x40, and some bugfix at command 0x4F. That fixed some games not detecting the Dualshock2 controller. Also, fixed the deadzone which was bugged. 1.9 - 2012-02-20 New vibration curve, tested specially to feel nice on Chrono Cross's intro. Also, a guitar build for X360 Guitar owners that wanna play Guitar Hero in PCSX2. (really WIP) 1.8 - 2012-02-19 Vibration effects will last at least 150ms now to compensate for motor delay. Makes some instant effects noticeable. And was about time to change the version number. XD 1.7d - 2012-02-18 Follow up on the previous change, now the Scroll Lock led will be on if either pad is with the analog mode on. If you try to switch it off but cannot, that's because the pad is on lock mode. 1.7c - 2012-02-15 Changed the Space key for analog toggle, to the Scroll Lock key. 1.7b - 2011-12-26 Fixed a bunch of bugs from the new "features". Changed Dualshock1 ID for the one used on DualShock2. (Ape Escape) Default to Xinput#2 device for second pad. 1.7 - 2011-12-26 Added GUI and settings are saved to an INI file. The file is saved besides the plugin for PSX emulators and on the INI folder for PCSX2. 1.6 - 2011-08-12 Some internal changes to DualShock1. Also, now when in digital mode the analog sticks can be used as dpad and face buttons respectively. 1.5 - 2011-08-11 Fixed a DualShock2 bug that caused Ar Tonelico to crash on startup. 1.4 - 2011-08-09 Fixed tons of bugs on DualShock2, that solves many issues. Thus, it no longer requires the previous FF12 hack either. -. Added "pressure" emulation, dunno if it works well though. -. Added Hot plug/unplug, which seems to work alright. 1.3 - 2011-08-09 Added DualShock2 support for PCSX2 and other whatnots for that emu. Also, added some vibration stuff from Harakiri's update. http://www.geocities.co.jp/Playtown-Rook/2087/dualshock.html There's also a hacky auto_analog to avoid some issue with FF12. It kept reverting back to digital mode. -. Changed analog/digital toggle to the spacebar. 1.2 - 2011-08-08 Initial PCSX2 support. 1.1 - 2011-08-08 Minor changes to rumble, added readme on package. Now it stops the rumbling on close. 1.0 - 2011-08-06 Initial release.
#NOTICE: Now you can get it from here: http://code.google.com/p/magical-tools/downloads/list
Official News: Stop of development of Dxbx
By: shadow_tj
September 1st, 2011
5:25 am
For some people this news is something that hat to come sooner or later.
But now its official.. I also stop with developing Dxbx.
If people are interested in the source.. be free to use it.
Make new xbox emulators with it or other things... thats the beauty of open source development.
But i wanted to make it official., so everyone knows that Shadow_tj also is stopping to work on the Dxbx project.
Things has been changed personally.. so its time to set a point to the project.
No health issues and stuff. but need to concentrate on new things and oppertunities.
It was a plessure to work on the project, will remember it as a wonderfull time working on it.
Specially the people i have met during the project... but its time to move on.
Greetings,
Shadow_tj
Supermodel v0.2 Preview - Scud Race with SOUND!!!
By: rodiabloalmeida
August 31st, 2011
6:40 pm
[youtube]5Q98fnlBll4[/youtube]
[youtube]_dOu5KGcetQ[/youtube]
"
Source: http://www.trzy.org/Supermodel/WhatsNew.html
BSnes v082 released
By: Stewie
August 20th, 2011
7:28 am
New Bsnes is out
which focuses on Super Game boy

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Changelog: * added new DSP audio engine; supports sample-averaging for the Game Boy's high frequency rate * GB: MMM01 images with boot loader at bottom of ROM can now be loaded * GB: EI is delayed one cycle; fixes Bubble Bobble [Jonas Quinn] * GB: fixed window -7 offset behavior; fixes Contra 3 first boss [Jonas Quinn] * GB: disable LCD interrupts when rendering is off; fixes Super Mario Land 2 [Jonas Quinn] * GB: fixed noise channel LFSR; fixes Zelda: LA lightning sound [Jonas Quinn] * GB: square channels use initial_length like the noise channel [Jonas Quinn] * UI: added BPS patching support; removed UPS patching support * UI: when loading BS-X/Sufami Turbo/Game Boy games; display game title instead of BIOS title * UI: modified timestamps on screenshots for Windows/NTFS (which disallows use of ':') |
32bit (Compatibility)
http://code.google.com/p/bsnes/downl...it.7z&can=2&q=
64bit (Accuracy)
http://code.google.com/p/bsnes/downl...it.7z&can=2&q=
D PSP Emulator r301
By: soywiz
July 26th, 2011
11:03 am
After a year since the last release, I have released a new version of my emulator. Now it can run some commercial games.
http://pspemu.soywiz.com/2011/07/fou...pemu-r301.html

