July 7th, 2012
Hello everyone. I released the new version of MemcardRex.
- 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 information).
- Icon size for save properties window can now be selected (Inspired by the Kubusleonidas' Memory Card editor).
- Simplified plugin interface (for programmer) but just as powerful.
- Application settings are now stored in the XML file format.
- GUI is now more consistent with the general usage guidelines.
- Updated "SpyroEdit" plugin to version 0.3.
- Bundled "MGSEdit 0.1" plugin, a Metal Gear Solid save editor.
You can get the application here: http://shendosoft.blogspot.com/
By: Hard core Rikki
July 4th, 2012
The developer of the Mac port of PCSX2, 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 for Lion with some additional compatibility fixes. Here is what he had to say about it:
&amp;amp;quot;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.
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.&amp;amp;quot;
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.
Updated downloads for Mac on the project's home.
Some comparative screenshots of Final Fantasy X, 0.9.6 (left) vs 0.9.7 (right)
May 23rd, 2012
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.
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.
Here is the list of changes since the last version:
- 3D swich effect when switching between layers
- Screen slide(similar to tablets)
- Better grabbing support
- DosBox emulator support
- Better ePSXe and PJ64 support
- Naomi emulator support
- Better Directshow support
- Better ID3 tag support(almost every format except mkv)
- Video tags and cover embedding support(video now has tags just like mp3 and others)
- Roms cover support
- Fullscreen UI support
- Application space layer(slide in the main screen)
- Custom games space layer(slide in the main screen)
- Animated background support
- Youtube layer(experimental)
- Re-worked ID3 tag editor
- Basic lastfm support
- Favorites layer(experimental)
- Better search mechanism
- Deep search(search items inside albums or sub-albums)
- New UI layout(@ES's final version Gray Moon theme base)
- Re-worked settings layer
- Selectable audio renderer for audio and video
- Re-worked listview control
- Better virtualization
- Better multi-threading handling
- Realtime mirror layer(audio controls)
- Spectrum analyzer
- PS3 BD remote control support(auto syncs when @ES starts)
- Emulator preview on screen slider
By: Hard core Rikki
April 11th, 2012
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.
GoldenEye Spectrum Emulation Unlocked
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.
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.
The original list of games were previous Rare titles, then known as Ultimate Play the Game.
April 9th, 2012
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.
bug: fix more IPC FIFO errors
bug: import more save files correctly
bug: don't autopatch already-patched roms
bug: fix bugs in piano and guitar grip
bug: fix ARM7's VRAMSTAT register
bug: fix memory leaks on compact flash emulation
bug: fix reading of rom from low header area
bug: spu: fix some poppy interpolation audio quality issues
bug: improve timing of dma operations by running through normal mem cycle accounting; fixes an annoying number of games and graphical glitches
bug: fix opcode MRC and fake bios CRC16
enh: jitter some related register and irq events to simulate pipeline effects and stimulate some race conditions to other outcomes
enh: fake (deterministic) some tiny jitter from human's hand holding stylus; some games were accidentally depending on this
enh: support nocash-stylep rints from arm
enh: add lua apis for accessing vram
enh: platforms other than windows receive threading optimizations
enh: provide diagnostics when system powers off (useful for homebrewers returning from main())
enh: clarify handling of different console types within the family (ds,dslite,debug)
enh: vfat support for slot-1 devices
enh: emulate temperature register
enh: add paddle emulation
bug: fix occasional crash from uninitialized blending table
bug: fix some 2d alpha blending cases resulting in white screens
bug: fix VRAM_I B_OBJ mirroring and fix sprites rendering across the end of vram
bug: fix rotoscaled sprites wrapping around screen
bug: dont fix rotscaled bitmap sprites with alpha==0
bug: opengl: fix degradation of toon rendering during loadstate
bug: opengl: alpha blending fixes
bug: many refinements to opengl renderer
bug: opengl: support rear-plane/ClearImage emulation (fixes many graphics)
bug: rasterizer: fix some rare alpha blending cases
bug: fix bug in environment mapping introduced after 0.9.6
bug: fix totally glitched out 3d graphics with several improvements involving matrix stack
bug: fix memory overflows in epx filter
bug: prevent backdrop from blending with ???
enh: opengl: better depth buffering emulation
enh: better support for line segment "polys" by detection and special rendering logic
enh: opengl: support quad primitives directly
enh: add hq4x filter
bug: fix a long-standing loadstate crash
bug: fix lag frame accounting
bug: fix glitches in cheat entry menu
bug: stop compact flash emulation from accidentally scanning c:\ sometimes
enh: add support for game database for improved save type detection
enh: hotkey for limit framerate toggle
enh: remove stop and reset toolbar buttons which were accidentally getting used
enh: additional complexification to desmume's behaviour run from a console prompt. whether it's better is uncertain.
enh: add support for cheats databases
enh: improvements to ram search tool
enh: preliminary support for varying stylus pressure
enh: add [Display] Show Console=1 to ini file
enh: more graceful cheat parsing and add some hotkeys
enh: add 5x window size
enh: add big endian and 20.12 toggle to memview and ramwatch
enh: improve FPS throttle feedback and granularity
enh: add lua menu API
enh: hud font switching
enh: add optional file association for .nds to path config dialog
enh: Big update to cocoa frontend. Pretty much entirely new. (rogerman)
bug: gtk: glitches in rom and recent rom loading
bug: glade: normalize savestate slot to hotkey mapping
enh: support soundtouch for use by metaspu
enh: gtk: add SPU mode selection (Tobias Jakobi)
enh: cli: better fps limiting (Thomas Jones)
bug: some small fixes here and there (Jan B點ken)
enh: lot of code cleanup (Jan B點ken)
March 7th, 2012
new bsnes release
This release adds ST018 emulation. As this was the final unsupported SNES coprocessor, this means that bsnes v087 is the first SNES emulator to be able to claim 100% known compatibility with all officially released games. And it does this with absolutely no hacks.
Again, I really have to stress the word known. No emulator is perfect. No emulator ever really can be perfect for a system of this complexity. The concept doesn't even really exist, since every SNES behaves subtly different. What I mean by this, is that every single game ever officially sold has been tested, and zero bugs (of any severity level) are currently known.
It is of course extremely likely that bugs will be found in this release, as well as in future releases. But this will always be a problem for every emulator ever made: there is no way to test every possible codepath of every single game to guarantee perfection. I will, of course, continue to do my best to fix newfound bugs so long as I'm around.
I'd really like to thank Cydrak and LostTemplar for their assistance in emulating the ST018. I could not have done it without their help.
The ST018 ROM, like the other coprocessor ROMs, is copyrighted. This means I am unable to distribute the image.
emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2
fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2
fixed saving and loading of Super Game Boy save RAM
NEC uPD7725,96050 ROMs now stored in little-endian format for consistency
cartridge folder concept has been reworked to use fixed file names
added emulation of serial USART interface (replaces asynchronous UART support previously)
By: Hard core Rikki
March 4th, 2012
After a hiatus, development of the gamecube emulator Gekko has resumed.
Wasn't Gekko dead?!?!
After about 3 years of inactivity, ShizZy started a new build of Gekko in early 2012. The project is unofficially named Project Cafe after Nintendo's successor to the Wii. The goal of the project is primarily to revive Gekko and its community, but also to help bring some life back to the emulation scene This build of the project is planned to include a OpenGL 3.3-based video core, XML-based configuration manager, dual-core support, and better cross-platform support. The project is also intended to be a platform to eventually expand to Wii (and future Nintendo system) emulation.
The Gekko Project Cafe build is currently actively maintained here, while the project website and forums are hosted on http://6bit.net.
The latest "bleeding-edge" release of Gekko Project Cafe is publicly available and licensed under the GNU GPL v2.
February 26th, 2012
This is a snes emulator from Martin Korth (author of no$gba and other no$ emulators)
no$sns v1.0 - initial release
no$sns v1.1 - same as v1.0, plus GSU and SA-1 coprocessor emulation
The program is 100% assembler code. Accuracy should be quite high (if not: bug are reports welcome).
Controllers: 1-2 Joypads, Mouse, Lightguns (via mouse), NTT Data Pad, X-Band Keyboard
Coprocessors: SA-1 (in v1.1), GSU (in v1.1), DSP, ST010/11, CX4, OBC1, S-DD1, SPC7110, S-RTC, RTC-4513
Add-ons: Satellaview, Turbofile (TFII and STF)
Debugger: Assembler, Disassembler, Xboo-Upload Function (for testing code on real SNES).
Requirements: Win95 and up, around 8MB RAM, around 200MHz
(on 1GHz computers, most games can run 5-10 times faster as on real hardware).
Interlace Mode (vertical hires) isn't yet supported (used only by 3 games or so)
Offset-Per-Tile Mode isn't yet supported (used by Starfox... and probably by some further games...?)
ST018 and SFC-Box aren't supported (because their BIOSes aren't yet dumped)
(although dumping them should be exceptionally simple, without needing to decap the chips)
GUIs of Copiers and Cheat Devices should be working (but without actually emulating FDDs or Patches)
February 25th, 2012
Just spreading the rant...
So, what's this connection I mentioned? Well, I got a link to a document from KEEP. It stands for "KEEPING EMULATION ENVIRONMENTS PORTABLE" and it's EU-funded project aimed at preserving old games (well, multimedia in general). In theory it's great news that there are organizations like that and at least some politicians and/or civil servant could be convinced to fund them. In reality though the situation looks pretty grimm still.
Here's a link: http://www.keep-project.eu/ezpub2/in...s/Newsletter-4
I wrote about this several times already but I feel like I need to keep reminding you, and myself, every now and then - so that you don't take things for granted. I urge you people to read this document, it's not all that long. After I did, I came to realise three things:
1) These guys have money.
Apparently got more than 3 million euro so far. You can tour the world with it and have open, free meetings for people. Make no mistake, I'm not saying it's bad, far from it - we need people to understand what's at stake and what the problems are. I just hope this is not the only thing the money were used for.
2) All they did is code UI in JAVA.
Yes, the greatest achievement so far is some silly-looking UI for a couple of open-source emulators. I mean, seriously, most of the document praises this... thing... as if it was the ultimate solution to game preservation. I've seen high-school projects more ambitious than this. Are the authors of WinUAE or VICE aware that KEEP is using their work? I'm not sure so I might be somewhat out of line here, but it really angers me when open-source projects are used like this, just because these are free. Free as in free beer in this case.
3) They are fully aware it's illegal.
At least they worked that out. Even went as far as to specifically point out legal status of bypassing copy protection in Germany and France, and the fact that there are no exceptions, whatsoever, for individuals doing research. I'm willing to bet there were games for Amiga and C64 that were copy-protected, and that authors of WinUAE and VICE had to study those in order to properly emulate. Now, if you can play a game in emulator that was stored on a floppy or a tape in a way that prevented copying, then surely this system has now been bypassed. So, it's illegal. And yet... no-one cares if it's KEEP? I mean, if I was to throw a conference like this and show Makaron working, then I'd most likely have lawyers (and possibly police) knocking on my door the next morning.
Please spread this little rant of mine. I'd like to have these KEEP people made aware of my own existence, and all the other people that were doing emulation and preservation long before they even had the idea. And we are all individuals working for free in our spare time, to beat the clock. Because some of the systems are becoming dust as we speak and soon there won't be anything left to preserve. Whether it's dumping or emulation, we often have to bypass original protection systems to get results, which is illegal. As is storing software you're not licensed to have, even if it's the last copy on Earth. We have the skills and knowledge to do these things and must keep a low-profile, whereas organizations like KEEP do very little to actually change the law but have no problems boasting success when using existing emulators.
If you think I'm overreacting then just answer yourself this little question: What would KEEP be able to show during these meetings if they did not use free emulators? That's right, nothing. Not even that UI since there would be no point to it without actual emulation. And systems and games that were researched and dumped long before they started. I really love the idea of raising awareness on horrible laws we have and all, but to me it feels like KEEP is trying to grab the money while reinventing the wheel. Rather than try and help/fund/coordinate existing projects, they take what is free and claim to have done all the dirty work. As if.
February 17th, 2012
Major news and updates in this release:
• 'mGalaxy Runway' is back, compatible with mGalaxy v2.1
With it you can cutomize the keys used by mGalaxy.
• Background music feature added.
Place mp3/wav files in 'mGalaxy_music' folder, they will be played randomly!
• 'Menu' window updated with 'Background Music' settings and extended 'Mame Volume' settings
• ...and more
Spread the news !!
More info and download on www.mgalaxy.com