2009-04-08

Snes9x 1.43-ReRecording SVN r63

EmuCR: Snes9xSnes9x 1.43-ReRecording SVN r63 is released.Snes9x 1.43-ReRecording is the re-recording branch of Snes9x 1.43.This is the development project for this branch of Snes9x. Its primary function is to expand features related to the creation of Tool-Asssisted movies.

Snes9x 1.43-ReRecording SVN changelog:
r62
add gcc binary (for some asm files)
r63
added "TV Width Pixels" video menu option, added scanline-free "bright" versions of Blargg's NTSC filter, and fixed NTSC filter modes showing garbage in the rightmost 1 pixel column

Download:Snes9x 1.43-ReRecording SVN r63

Snes9X v1.51 re-recording r47

EmuCR: Snes9xSnes9X v1.51 re-recording r47 is released.Snes9x1.51-re-recording is the re-recording branch of Snes9x 1.51.This is the development project for this branch of Snes9x. Its primary function is to expand features related to the creation of Tool-Asssisted movies.

Snes9X v1.51 re-recording changelog:
r47
added "TV Width Pixels" video menu option, added scanline-free "bright" versions of Blargg's NTSC filter, and (probably) fixed NTSC filter modes showing garbage in the rightmost 1 pixel column

Download:Snes9X v1.51 re-recording r47

M+GUI 1.4rc1

EmuCR:MameUIM+GUI 1.4rc1 is released.M+GUI new GUI is a stand alone front-end, with similar functionality and interface as MAMEUI.Currently available for Windows and Linux/x11 platforms.M+GUI can automatically download ROMs from FTPs, moreover, it merely downloads the missing roms inside a zip file, resulting a much lower bandwidth consumption.

Download:M+GUI 1.4rc1

Cologne V0.8

Cologne V0.8 V0.1 is released.Cologne is a new version of his Colecovision emulator for the GBA and Nintendo DS

Cologne V0.8 changelog:
*Fixed initializing of all CPU regs on reset.
*Fixed timing of HALT instruction.
*Fixed pushing and poping of AF register (BC Quest for Tires II).
*Optimised tile rendering.
*Optimised all Z80 memory reads, one instruction and cycle shorter.
*Optimised DAA opcode.
*Optimised DEC opcodes.
*Optimised SBC A/HL opcode.
*Optimised one of the SRA opcodes.
*Optimised CPI, CPD, CPIR & CPDR opcodes.

Download:Cologne V0.8

StepMania 4 alpha 3

EmuCR:StepManiaStepMania 4 alpha 3 is released.StepMania is a music/rhythm game. The player presses different buttons in time to the music and to note patterns that scroll across the screen. Features 3D graphics, visualizations, support for gamepads/dance pads, a step recording mode, and more! -StepMania is a music / rhythm game. The player presses different buttons in time to the music and to note patterns that scroll across the screen. Features 3D graphics, visualizations, support for gamepads / dance pads, a step recording mode, and more!

StepMania 4 alpha 3 changelog:
- fix many edit mode theme glitches
- include Texture Font Generator.exe program (Windows only)
- default "Keep All Textures In Memory" to off (will affect new installations only)
- show tabs in debug overlay (F3)
- default to widescreen if monitor is widescreen (themers: make sure that your themes work with widescreen)
- in windowed mode, automatically adjust the window width to make pixels square

Download:StepMania 4 alpha 3

DeSmuME SVN r1845

EmuCR:DeSmuMEDeSmuME SVN r1845 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).

DeSmuME SVN changelog:
r1840
Attempted to take out GDI+ shit using the Notepad. Tell me if the project breaks (normally shouldn't) or if some GDI+ shit remains, I'll take care of it.
r1841
Remeber what I did with the VS2005 project file? Did the exact same thing with the Intel one.
r1842
And finally removed all the GDI+ include files. GDI+ shit is now gone for good.
BTW, it is better for us to remove them. Zeromus told me we aren't supposed to redistribute them. (I hate Microsoft more and more)
r1843
set svn:ignore to Makefile and Makefile.in for a few dirs
r1845
Some changes to fix "make dist"

Download: DeSmuME SVN r1845

Jpcsp SVN r993

EmuCR:JPcspJpcsp SVN r993 is released.JPCSP is a PlayStation Portable(PSP) emulator which is written in JAVA. JPCSP is the first PSP emulator that is written in JAVA. Most people think java is too slow. But Shadow and his team has proven us wrong. The newest Java versions are almost as fast as C which makes it very interesting for emu dev's. Shadow and his team are working day and night with pleasure on the emu, many coders have dedicated to the project. Because it's written in java many young devs find it interesting to learn how the emulator works.

JPcsp SVN changelog:
r993
fixed kernel start module (undocumented return value is actually the module id)

Download: Jpcsp SVN r993

PCSX2 SVN r922

EmuCR:PS2 emulatorPCSX2 SVN r922 is released.PCSX2 is a PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 SVN Changelog:
r916
Did some testing on the V3_# unpacks, they do some strange stuff for what goes in the W vector every 6qw of original data. Also fixed the use of the size variable so Xmen works again.
Note: Nobody will notice this as SSE unpacks are forced on (for now)
r917
Emitter renovations of a large scale sort (only up to phase 1). Intel's 'group 1' instructions now use a completely new ModRM/SIB encoder, along with a nicely object-oriented interface. I created some macros to retain backward compat for now, and will continue implementing the rest of the instructions later as I have time.
Also: Removed x86/64 instructions from the emitter.
r918
Linux compiles again. Added back in potentially obsolete code, since it's still
called.
r919
Switched the emitter over to using Thread-Local storage (TLS), which removes all the templates and brings us back to a more traditional-looking, macro-free, and intellisense-friendly implementation. Plus it's a lot less prone to errors and will make debugging easier down the road. (next commit will rename the files back to .cpp and get them out of the header includes)
r920
couple of changes, very minor speedup
r921
Reverted the emitter back to a c/cpp form from inl files (probably wasn't necessary, but I don't like having code in header/inl files when I can help it).
Also:
* Fixed a couple potential bugs in some Rm forms of MMX instructions.
* Improved compilation times by isolating BaseBlockEx.h to the files the needed
it (it uses STL junks).
* Removed some dead code form emitters and BaseBlockEx.
r922
Implemented the 16 bit forms of Group 1 instructions into the new emitter.

Download: PCSX2 SVN r922
Download: PCSX2 Plugins

Guru's ROM Dump News

the author said:
More stuff from Japan just arrived today!
Otenami Haiken (G-Net card)
Shanghai Sangokuhai Tougi (G-Net card)

Plus some other items...
Hana Jingi PCB (to decap/trojan CPU internal ROM)
Mahjong Cafe Doll CPU (to decap/trojan internal ROM)
Legend of Hero Tonma 8751 MCU and PAL
Pound for Pound M85 PALs and BPROMs
Great Sluggers '94 C369 KEYCUS

Thanks to a member of Team Japump for helping to locate the G-Net cards and sending the other chips for decapping. Also thanks to Tokrot for buying my Taito G-Net Super Puzzle Bobble card so that we actually had enough money to buy the two G-Net items.

Also, here's a pic of the last Japanese haul...
I forgot to mention a couple of items in the news below. In this lot were also two Konami boards that were not working that we obtained for free, Cows Boys of Moo Mesa and Mystic Warriors. It turns out that Mystic Warriors is the JAA version which is not dumped so we have a nice bonus!
The last item I want to mention is at the very top left. It's a NAOMI Virtua Golf panel to fit my Sega Astro City cab. There's an extra I/O board under the panel containing a ROM that is currently not dumped. That should help some way towards getting it booting in MAME.

[bsnes] SA-1 support

EmuCR:bsnes Emulatorsthe developer said:I was planning to keep this a secret until I got at least one game running correctly, but it didn't take long at all.

So far, Kirby's Dream Land 3 and Dragon Ball Z: Hyper Dimension are fully playable. Marvelous has graphical issues. Super Mario RPG and Parodius 3 lock up. Mostly because I've only emulated the core SA-1 CPU, the Super MMC and the ALU. Still have to implement interrupts and timers, bitmap<->bitplane character conversion, variable bit-length reading, DMA, RAM protection, etc. I plan to support the entire chip, even if most games don't use much of it.

Speed isn't nearly as bad as I thought it was going to be. I get about ~88fps in Kirby 3 in the most intensive parts on an E8400 @ 3GHz. This is compared to ~148fps in Zelda 3. Speed may drop a bit more, especially after supporting the H/V timer, but I'm hoping my theory on how the counters work is correct; such that most games won't need these to be active most of the time.

Overall, it's easily the lowest-level SA-1 emulator around. It's bus-cycle accurate, and syncs immediately with the S-CPU. So even if the S-CPU modifies RAM in the middle of an SA-1 opcode, the SA-1 will immediately detect this 'just-in-time', and vice versa. I even have rudimentary bus-conflict timing support. Eg when both the S-CPU and SA-1 attempt to access game pack ROM at the same time, the SA-1 will stall to allow the S-CPU unfettered access. It isn't perfect, but it should average out to almost exactly the same speed as the real processor. I can improve it easily enough, but it would cause a speed hit in all games. We previously estimated that this level of accuracy would require at least 10GHz. Then again, perhaps it does on the Pentium IV architecture :P

I'm really happy I was able to get this running at a semi-decent speed. Given it's the only co-processor to actually have real timing, and I get to use the cycle-perfect S-CPU core with almost no modifications, I intend to get this as bit-perfect as possible.

Speaking of which, the speed hit for adding SA-1 to other games is roughly ~3-5%. This is because the core timing mechanism of the emulator needs to support a co-processor thread. There's just no easy way to avoid adding co-processor checks to the most CPU-intensive part of the emulator.

Lastly, this isn't an invitation to harass me about adding SuperFX support :P
I recently re-wrote the S-CPU opcode macro processor to use a more generic approach, and decided to abstract the opcodes to share them with an SA-1 core. Needless to say, I was quite surprised to get at least two games fully playable with only two days' worth of effort.
EmuCR: [bsnes] SA-1 support
EmuCR: [bsnes] SA-1 support
EmuCR: [bsnes] SA-1 support
EmuCR: [bsnes] SA-1 support
EmuCR: [bsnes] SA-1 support
EmuCR: [bsnes] SA-1 support

The Typing Of The Dead - NAOMI

the author said:
Last week my friend Gareth sent me a faulty “The Typing Of The Dead” NAOMI Cartridge
EmuCR: The Typing Of The Dead - NAOMI
He said the cart was not working, in adition the cart arrived pretty destroyed (one of the connectors was totally destroyed), so i desoldered the Mask ROMSEmuCR: The Typing Of The Dead - NAOMI
After 8 hours of soldering (i still dont have a SOP44 socket) i dumped the 18 maskromsEmuCR: The Typing Of The Dead - NAOMI
Unfortunally one of the roms seems faulty (i tried to redump it 4 times (desoldering it and soldering it again) and allways got the same crc)

Anyways the game works pretty well at Makaron emulator, so i had a look into the damaged rom and noticed that only sound that was there.
EmuCR: The Typing Of The Dead - NAOMIEmuCR: The Typing Of The Dead - NAOMIEmuCR: The Typing Of The Dead - NAOMIEmuCR: The Typing Of The Dead - NAOMIEmuCR: The Typing Of The Dead - NAOMI
So IC15 needs to be redumped

GameEx v10.01

GameEx v10.01 is released.GameEx is a graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators, along with being a good Home Theatre PC solution. It also makes a good CarPC and touchscreen frontend. The original goal was for it to be used on Windows XP Media Center and Arcade Cabinets although it will run on any version of Windows 98, ME, 2000, XP and Vista.For just $25 (USD) you can too unlock the full potential of the front end.

the developer said:
Well, here it is folks - GameEx version 10. I wanted to do more for this release, but there will be more to come. Finally with this release probably the most requested feature is now available. Complete menu customization is now possible. Organize the layout, structure and appearance of the GameEx pages, and create your own menu system. Unfortunately there is no GUI tool for this yet, but I plan to work on one shortly. In addition, I have idiot proofed things a little. Errors with an emulator configuration are now reported directly in the front end, and when a theme wont load due to a resolution difference GameEx will switch to the default theme. GameEx will also search for a MAME executable if the path is correct but the executable is not. Finally theres various minor bug fixes and optimizations.

Download:GameEx v10.01

Raine v0.51.5

RaineRaine v0.51.5 is released.RAINE is an Emulator for Arcade games.Raine is a M68000 and M68020 arcade game emulator.Raine emulates some M68000 and M68020 arcade games and is mainly focused on Taito and Jaleco games hardware.It started as an experiment with the Rainbow Islands romset, dumped by Aracorn/Romlist. Raine can emulate many nice games now, and new games (previously unemulated) are appearing weekly.

Raine v0.51.5 Changelog:
- Fix the bad display of initial screen when using a low resolution in ms windows
- console: After 100 traces (step, next, etc...), we had a very nice buffer overflow. It's fixed now...
- F3 now displays wether the save slot is free or the date and time of the savegame if it's already used (default key for next save slot)
- Now the console calls automatically m68kdis when it needs disassembling.It has a cache system to keep the process very fast, and it's much more convinient than calling it manually from outside raine.
- When running a game from the command line in fullscreen with yuv overlays enabled, windows was producing a very psychadelic screen at start, which could crash some systems (vista...). It's now fixed (windows specific).
- double buffer : the option gets a new setting in the video option dialog :"Even with overlays" to force double buffer when using yuv overlays. The default in the previous versions was to force double buffer as much as possible, but it was producing some bad things with overlays on some setups (screen flickering, emulation slowing down...). So unless you absolutely want to force double buffer, leave this option on its default value: "when possible", it should improve yuv overlays.
- Reset game in "Game Options" in the gui now immediately returns to the game
- gui: The font size is checked every time the video mode changes now, which avoids a glitch where the dialogs might be unreadable after changing the video mode.
- Improvements to the gui, fixes some display bugs, and the file/dir selector gains a title.

Download: Raine v0.51.5(Windows binary)

NeoRaine v1.2.6

EmuCR:Neo Geo CD emulatorNeoRaine v1.2.6 is released. NeoRaine is a fast Neo Geo CD emulator. NeoRaine is a fast emulator for the old Neo Geo CD game console, based on neocdpsp.It does not try to emulate the raster effects. As a result, "Riding Hero" is unplayable because it simulates 3D effects using raster interrupts.All other Neo Geo CD games should work.Similar like what MESS is to MAME, NeoRaine shares code with the main project Raine and is developed alongside, so the source code is distributed together.

NeoRaine v1.2.6 changelog:
- There was again a bug in the crc calculation of the cache, which prevented neoraine to load a file it should have loaded from the game in some cases. Since I really had too many bugs of this kind, I completely disabled the optimization and thus fixed this bug for good this time. You should get much more reliable savegames now, especially with games which load tons of files like king of fighters. (It also affects normal play, when loading files between rounds).
- See raine 0.51.5 changelog for generic changes in this version (gui,double bufer, etc...).

Download:NeoRaine v1.2.6