February 11th, 2009
- PLFO processing of SCSP was corrected.
- Recompile processing of SH2 was corrected.
- SMPC processing was modified regularly.
- Fixed the clock switching process.
- BIOS emulating processing was corrected.
- Saved version of the state is not changed,
- BIOS is not used to load data to emulate the program changes
February 7th, 2009
The migration to the new homepage has broken ALL download links provided on the 'old' frontpage. We are currently setting up a new system for download management.
Our new database should be up and running in the coming weeks.
We apologize for the inconvenience
February 4th, 2009
This has been considered for a long time and after the two teams met, we have come to a merge. The new talented coders have already done great work on the emulator and will now be joined by refraction and Saqib for an even better coding team!
This means that:
1)The PCSX2 - Playground project will be renamed and will from now on be the official PCSX2 project
2)The whole PCSX2 - Playground team will be added to the existing official PCSX2 team
3)The next PCSX2 release will replace the 0.9.4 version and the 0.9.5 beta which we provide will be replaced by new betas after the new release. This means that the current PCSX2-Playground build will not be provided as a download (since it will actually be an older version of the released PCSX2)
4)Our forum structure will be re-organized to match these changes after a new release has been made.
On other news,we now host the PCSX2 Mac port made by Zendr0n in our forums here. Head there for the latest compiled build and try it on your Mac!
January 31st, 2009
PCSX-Reloaded is a fork of the PCSX-df Project, with several bugfixes & improvements, as well as a Windows port.
Changes in Alpha 2 release:
- Added ability to run CD images directly.
- Added ability to switch CD images.
- GNU/Linux port: Integrated P.E.Op.S OpenGL Driver into the build tree. Ported the configuration utility to GTK2.
- GNU/Linux port: Added Cheat Code manager (Cheat Search is still not implemented).
- GNU/Linux port: Improved compatibility with x86_64 systems.
- GNU/Linux port: Supported translation of plugin configuration utilities.
- Tweaked UI.
Changes to the original PCSX-df 1.9 in the Alpha 1 Release:
- Backported to Windows.
- PCSX-df XVideo Plugin: Don't allow screen saver in fullscreen mode.
- PCSX-df XVideo Plugin: Don't show the GNOME panels in fullscreen mode.
- Minor bugfixes for UI.
- Fixed a bug which caused crash in FF8 Final Boss Fight.
- GCC 4.3 support.
PCSX-Reloaded - Home
January 31st, 2009
raine (0.51.0) unstable; urgency=low
* Upgrade cps1 & cps2 romsets to finally be compatible with mame (I took the
0.129 sources). In the process I adapted the video config to use the
amazing work they did in dumping all these video chips which were the
causes of all the kludges which have been in the cps1/cps2 emulation
during all these years. So in clear there is a possibility that some
drivers are broken, because I can't test them all obviously, but I'll try
my best to avoid obvious bugs.
- It's around 210 more clones to play with
- this time the game genre is taken from maws instead of being "misc"
everywhere (for cps1 & cps2)
- Use less ram for most drivers
- emulation slightly faster for cps1 sprites, and slightly better for
cps2 (I don't really call this bug fixes, but...).
* If you tried to use the gui to rotate the screen in the middle of playing
then you were very likely to get a crash if the game used priority bitmaps
(like all cps1/cps2 games !!!). It's fixed now, you can rotate the screen
whenever you want, the priority bitmap will survive !
* Various bugs fixed for the console again...
* When switching to fullscreen and you have not asked to set the video mode
from the game resolution in the gui, the resolution taken is now the
desktop's resolution. It makes much more sense than switching a 22'' lcd
screen to 640x480 just because the window size was 640x480 and we switched
to fullscreen. Also when returning from fullscreen the previous size of
the window is correctly restored even if you restarted raine before
returning to windowed mode.
* You can now compile raine from a 64 bit environment. Actually it is very
easy to do, and I should have done it earlier, it's just about using the
-m32 gcc switch. Just make sure you have the 32 bit version of all the
libraries needed. I just updated the guide about how to compile raine.
The detection is now automatic, you just have to launch make without
* Finally add a dialog to configure the rom directories, you can access it
from Change Game/Options (1st line of the game list). By the way, rom
directories become unlimited. A friend of mine asked this feature about 2
years ago... Oh well he didn't know I had planned to rewrite completely
the gui before doing that ! ;-)
* GUI : try to choose a better font size when displaying dialogs
* cheats : if there are no cheats for the current game, and there are some
for the parent, then load the cheats of the parent. It allows to have
cheats for the 210 new clones, and it's very likely that they will be all
correct (and anyway it's better than nothing !).
* Raine and neoraine finally share the same makefile. To compile neoraine,
you must uncomment the line "NEO=1" at the top of the makefile, or you can
type as before "make -f makefile.neocd" which now includes the normal
* Misc bugs fixed, for example a memory leak in the taito f3 sound emulation
was suddenly found because the link order made it to crash the program.
neoraine (1.2.2) unstable; urgency=low
* Sound sample rate can only be 44 Khz in neoraine because of the audio cd
tracks, so the sound options don't allow to change this.
* When stopping sound emulation in the middle of a game the sound now stops
* See raine changelog for version 0.51.0 for changes not specific to
neoraine (gui, console, video...).
January 31st, 2009
Alot of people have been waiting for this! Go get it if you love Sega arcade games!!
Pues si, finalmente está aquí! Y la espera sin duda ha merecido la pena:
ElSemi @ nebula.emulatronia.com wrote:
Lots of changes in this version:
- Fixed TGP emulation bugs and added missing opcodes. Virtua Fighter 2 and Virtua Cop 2 are now
playable. There is still a bug with VF2 hair/body collisions, probably another TGP bug, but it's
quite hard to find...
- Fixed I960 bug that caused daytona invisible walls/holes in the road.
- Fixed timer bug that caused missing hair in Fighting vipers, tails in sonic and slow cars in
Sega Rally (although they still don't work properly).
- Added support for "return to neutral". Enable it with HoldGears=1 option in emulator.ini. This
setting will cause the emu to return to neutral when no gear button is pressed.
- Redone rasterizer color decoding and texture mapping. Now it works the same way the real hardware
does, performing all the same table lookups and calculations, so color should be accurate now. The
color decoding is now done at pixel shader level so you'll need a PS 2.0 capable video card in order
to run the emulator now.
- Fixed white borders in some transparent textures.
- Redone texture caching code. Improved dirty texture detection. Fixes wrong textures in some
games when a new texture overlaps partially with an existing one.
- Changed ManxTT sound roms to the Twin ones. The previous romset was using the Deluxe ones that
have 2 sound boards. Fixes the "japanese speech when braking" bug .Set the machine to Twin.
- Added 2 mice support for shooting games. Enable it with RawInput=1 in emulator.ini. Read some
other options there to tell the emu how to map a mouse to a player. When using RawInput the mouse
will be locked to the emulator window. In order to switch to another window, either press Alt to
bring the menu and unlock the mouse or use Alt-Tab to switch to another application.
- Fixed Alt key not activating the window menu.
- Fixed MB86235 bug when handling denormalized numbers that caused top skater and overrev lock the
- Fixed corrupt textures sometimes when loading a savestate
- Fixed frameskipping bug that caused some data not being updated in the TGP memory when
frameskipping (daytona windows not updating windows after entering/leaving the tunnel)
- Added an option to hide the crosshair in shooting games (DrawCross=0 in emulator.ini)
- Fixed Daytona to the maxx rom loading that caused wrong and missing graphics.
- Improved FM emulation support to the SCSP for some HOTD tunes requiring it.
- Fixed various bugs in the new MultiPCM sound emulation, causing some wrong loops and sounds.
- Fixed meshed transparencies size. Now they will scale to the selected resolution.
- Fixed specular highlights calculation.
- Added Daytona USA '93 edition and Daytona USA: GTX 2004.
- Added Rail Chase 2
- Added Virtua Cop 2
- Added Virtua Fighter 2, Rev A, Rev B and 2.1
- Added Sega Water Ski. The current sound rom dump seems to be bad so the game will run without
sound. This game will start in Japan region mode. To change the region, enter Test menu (F2) and
press the sequence up,up,down,down,service (f1),test (f2)
- Added Indianapolis 500 Rev A
- Changed romsets to match MAME as much as possible.
Aparte de lo ahí comentado también se ha añadido el clon USA del Top Skater (y quizás alguna cosilla mas que ya comentasemos en el tema WIP). Como siempre si encontrais algún problema que se haya pasado por alto comentadlo aquí y dependiendo de la importancia se preparará o no la revisión "a", que ya son un clásico en este tipo de releases colosales.
Por otro lado, todas las roms salvo el Daytona USA GTX 2004 están disponibles en la red, puesto que MAME las soporta. En el caso de este juego podeis descargarlo haciendo click en el siguiente botón:
..y tampoco os olvideis del model2.zip, que en muchos sitios lo tienen mal (la versión de 42 Kb es ERRONEA):
January 31st, 2009
Here's the changelog:
* Added a driver for games on Galaxian hardware, 177 new sets [Barry]
* Added support for insane sample Galaxian sound sample hardware and the various AY8910 interfaces in the Galaxian driver [Barry]
* Moved PPI8255 module to the burn folder so it can be accessed by all drivers [Barry]
* Added support for a third PPI8255 [Barry]
* Added driver for Aquarium [iq_132]
* Added driver for Dark Seal [iq_132]
* Added driver for games on Deniam hardware [iq_132]
* Added driver for games on Midas hardware [iq_132]
* Changed the left and right sound channels in the CPS-3 driver [Barry]
* Fixed the speed-up hacks for Jojo's Venture [Barry]
* Improved analog controls in the Sega drivers when used with analog devices [Captain CPS-X]
* Added some clones to the Toaplan2 driver [Barry]
* Added some new Phoenix sets to the CPS-2 driver (provided by bonky0013) [Barry]
* Some renames of roms in Neo-Geo decrypted sets as reported by pmc2 [Barry]
* Fixed the aspect ratio in the Arkanoid driver [Captain CPS-X]
* Added support to the Game Information dialog for Select, Versus, How To, Scores, Bosses and Game over previews [Barry]
* Added configurable path support for the above new previews [Barry]
* Fixed issue with selection dialog when clicking filters too fast [Captain CPS-X]
* Added buttons to the selection dialog for tasks in the context-sensitive menu [Captain CPS-X]
* Moved the options in the selection dialog to their own tab [Captain CPS-X]
* Tidied the selection dialog [Captain CPS-X]
* Tidied the rom and support path dialogs and made them less cumbersome [Captain CPS-X]
* Changed the PNG load functions to use PNGlib [Captain CPS-X]
* Added support for loading support files from zips [Captain CPS-X]
* Added filter for Galaxian hardware to the selection dialog [Barry]
* Matched all set to MAME 0.129u3 [Barry]
* nb, the source is now doule-zipped similar to MAME for better compression
January 31st, 2009
Today Lino has released the new version of IdeaS.
Here's the changelog :
* Fixed bugs in OAM Bitmap rendering.
* Fixed bug in GXSTAT register.
* Fixed bug in SWAP_BUFFER register.
* Fixed bug in Rendereing for Mode3 e Mode4.
* Fixed bug in AlphaBlend Rendering.
* Fixed bug in Increase CPU speed.
* Fixed bug in Path Selection in Properties Page.
* Fixed bug in Enable/Disable layers.
* Fixed bug in Pause Emulator Option.
You can grab it here
January 27th, 2009
You have probably already noticed our new homepage since we are going live as I write this. We have decided to give NGEMU a much better look and feel than the old software was capable.
Our system (CrowdReport) is a seamless integration of Vbulletin and WordPress that allows us to share discussions in the same way that the old frontpage did, but it also gives us the opportunity to select any member created thread and publish it to the homepage. This way, the best content from the community is showcased in addition to the editorial provided by our tireless news team.
We realize that some of the features you are used to like forum stats and latest threads are no longer accesible, but we are developing widgets that will allow us to restore that functionality. It will take us a little bit of time to do this, but all of that data is still accessible on the forum index.
Please feel free to voice your comments. I realize that forum members can be grumpy about change, but we are deploying this system across all of our forums and so far members have been very happy!
We are still working on a simple to use file transfer system in order to make emulator downloads more efficient, but if you can think of other features that are specific to this community thne please let us know and we will put it in the development queue.
Questions? Comments? Bugs? Please feel free to play around and let us know your thoughts.
January 23rd, 2009
...because I was bored waiting for a disc burning at 4X ^_^;;
1. Insert the PSX disc in your Burner (NOT the regular CDROM, as chances are it won't read subchannel info)
2. Fire up CloneCD, preferably 22.214.171.124 and up.
3. Click on the "Read to Image File" Button (the one with the glasses)
4. Now select your burner from the drives listed.
5. You'll now see a couple of profiles. We'll need to create a custom one though. Right click on the white area and select "New".
6. Name your new profile "PlayStation Disc" or "PSX Backup" or "PIRACY RULZ!!!111!" or whatever.
7. Input the following settings into the profile:
Data Read Settings
Read Speed Data: Max
Read Subchannel Data from Data Tracks: Checked
Regenerate Data Sectors: Checked
Audio Read Settings
Read Speed Audio: Max
Audio Extraction Quality: Medium(Fast)
Read Subchannel Data from Audio Tracks: Checked
Only Read the First Session: Unchecked
Fast Error Skip Settings: Off
Abort on Read Error: Off
Don't Report Read Errors: Off
Intelligent Bad Sector Scanner: Off
After setting all that, click "Next.
8. Now you name your .ccd file. If you want to have a .cue sheet file, check the appropriate box for it.
9. CloneCD will now make your ISO, or Disc image. Grab something to eat while waiting, or browse for porn, or post at Emuforums, it's up to you.
10. Alright! that stupid clinkety-clink reminder has sounded... Reading has finished. Now get your original disc and put your blank in the tray and close it.
11. Click the "Write from Image file" Button (the one with the pencil)
12. Browse for your file. You can also make the program to delete the image file after a successful burn, just check the appropriate box. Click on Next.
13. Choose the CDRW drive. Click Next.
14. You'll now see a set of profiles for writing. You'll also see the write profile you made earlier, but it's not yet set. Input the following settings:
Write Speed: 4x (yes, 4x)
Weak Sectors: Ignore
Don't Repair Subchannel Data: Checked
Always close last session: Checked
15. Click on Ok. The write session will now start. This will take ~20 minutes, so maybe you can watch an anime ep or listen to 5 songs while waiting. Don't worry, it's worth the wait.
Ok, some of you might ask, "Why burn at 4X when my 1337 burner can burn at 500X?" Because in my experience, the PSX console has a lot of problems reading discs burned at a high speed, like 16X or so, and 4X in my experience is the fastest way to burn them without generating a lot of errors. I've wasted many a blank that way, but after a while I finally stumbled upon the right combination. Those of you who won't use it on an actual PSX console might want to burn it at a high speed, and your CDROM drive might read them well enough, but still, it pays to be on the safe side of experience. It'll save you a lot of money and more importantly a lot of frustration. Besides, burning backups this way also makes my PS2 recognize them for some weird reason.
I hope this has helped you somewhat. If you still encounter problems after following this to the letter, well, I really have no idea what fscks it up. I've used it for ~50 Japanese Import games, and it has worked every time for me. You should use good-quality branded media though, and not those lousy silver generic discs.