Yabause ReRecording SVN r180 is released.Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.Yabause ReRecording is the rerecording branch of Yabause which adds rerecording and other tools for making assisted speedruns.
Yabause ReRecording SVN Changelog:
r175
fixup other build types for embedded dxsdk files
r176
[No log message]
r177
make fastbuild building less dysfunctional
r178
undo that big accidental checkin
r179
added lag frame counter to new movie system
r180
fiddle around with vcproj some more
Download: Yabause ReRecording SVN r180
Source:Here
2009-05-25
Fceux SVN r1302
Fceux SVN r1302 is released.FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches.The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r1299
Win32 - fceux.chm is copied to the output folder on a release build
r1300
Win32 - Debugger - Step type functions now update all the other debugging dialogs such as ppu, nametable, trace logger, code/data logger
r1301
Win32 - "Disable screen saver" gui option should now disable the monitor power save as well
r1302
forgot the changelog!
Download:Fceux SVN r1302
Source:Here
Fceux SVN changelog:
r1299
Win32 - fceux.chm is copied to the output folder on a release build
r1300
Win32 - Debugger - Step type functions now update all the other debugging dialogs such as ppu, nametable, trace logger, code/data logger
r1301
Win32 - "Disable screen saver" gui option should now disable the monitor power save as well
r1302
forgot the changelog!
Download:Fceux SVN r1302
Source:Here
PCSX2 SVN r1257
PCSX2 SVN r1257 b 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:
r1247
R3000air:
* Used some operator[] indexers to clean up iopReg.GPR references.
* Redid register mapping logic again -- only about half done. >_<[this commit probably doesn't work, I've just changed too much stuff and need an svn rollback spot].r1248Zeropad: Fix a glitch in the new esc code, and the hat code should not save in the same spots as the axis code.r1249Zeropad: All around my hat...
r1250
GSdx: dx9 hw mode got a vertex buffer too (as dx10), it was an old TODO...
r1251
ZeroGS: Strictly in the interests of maintainability, I'm moving these functions to a separate file.
r1252
Some quick fixes.
r1253
R3000air:
* Finished up the bulk of register mapping logic.
* Cleaned up the Diagnostic system.
* Fixed some branch-handling cases in the IR / First-pass interpreter.
r1254
microVU:
- Implemented an idea by Jake to use a GPR as a reg-offset index to save a few bytes from reg-moves (only did it for VI regs, didn't have enough free GPR's to do it for VF regs)
- Fixed a minor problem with micro-program logs
r1255
R3000air: Couple minor cleanups and bugfixes.
r1256
Zeropad: Yes it's a bunch *more* cleanup work on Zeropad.
r1257
Path3 Masking mystery solved, Simpsons ( Issue 24 ) GT4 ( Issue 211 ), tenchu and many many other path3 masking games should be fixed. This will only work on MTGS.
Also semi-removed my gifsplit thing to resolve the tekken 5 menus Issue 209
Note: GT4 is still missing its logo, this is down to a really bizzare timing issue i cant pinpoint.
Removed redundant path3hack
Download: PCSX2 SVN r1257
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
Source:Here
PCSX2 SVN Changelog:
r1247
R3000air:
* Used some operator[] indexers to clean up iopReg.GPR references.
* Redid register mapping logic again -- only about half done. >_<[this commit probably doesn't work, I've just changed too much stuff and need an svn rollback spot].r1248Zeropad: Fix a glitch in the new esc code, and the hat code should not save in the same spots as the axis code.r1249Zeropad: All around my hat...
r1250
GSdx: dx9 hw mode got a vertex buffer too (as dx10), it was an old TODO...
r1251
ZeroGS: Strictly in the interests of maintainability, I'm moving these functions to a separate file.
r1252
Some quick fixes.
r1253
R3000air:
* Finished up the bulk of register mapping logic.
* Cleaned up the Diagnostic system.
* Fixed some branch-handling cases in the IR / First-pass interpreter.
r1254
microVU:
- Implemented an idea by Jake to use a GPR as a reg-offset index to save a few bytes from reg-moves (only did it for VI regs, didn't have enough free GPR's to do it for VF regs)
- Fixed a minor problem with micro-program logs
r1255
R3000air: Couple minor cleanups and bugfixes.
r1256
Zeropad: Yes it's a bunch *more* cleanup work on Zeropad.
r1257
Path3 Masking mystery solved, Simpsons ( Issue 24 ) GT4 ( Issue 211 ), tenchu and many many other path3 masking games should be fixed. This will only work on MTGS.
Also semi-removed my gifsplit thing to resolve the tekken 5 menus Issue 209
Note: GT4 is still missing its logo, this is down to a really bizzare timing issue i cant pinpoint.
Removed redundant path3hack
Download: PCSX2 SVN r1257
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
Source:Here
Dolphin SVN r3283
Dolphin SVN r3283 is released.Dolphin is the first Gamecube emulator able to run commercial games! Even at its early stage some games manage to load and run but not perfectly. Please remember that Dolphin is an experimental GameCube emulator so many games might not run and for the ones that do run you will need a strong PC.
Dolphin SVN changelog:
r3280
Found out why I was getting unexpected IMM writes. I'm retarded, thank you very much
r3281
Fix Windows compiling and some other slight things
r3282
Quick commit so I can run to the Windows side. It's a slight bugfix and some comments. The first packet is still malformed, but now only in one place, which is great
r3283
Many Fixes. Commercial games refuse to write to the NWAYC register, so it never negotiates it's fake connection. The sockettest works fantastically though, and gets stuck in an infinite loop reading the BBA's interrupt registers, trying to see if it received a packet.
Download:Dolphin SVN r3283 x86
Download:Dolphin SVN r3283 x64
Source:Here
Dolphin SVN changelog:
r3280
Found out why I was getting unexpected IMM writes. I'm retarded, thank you very much
r3281
Fix Windows compiling and some other slight things
r3282
Quick commit so I can run to the Windows side. It's a slight bugfix and some comments. The first packet is still malformed, but now only in one place, which is great
r3283
Many Fixes. Commercial games refuse to write to the NWAYC register, so it never negotiates it's fake connection. The sockettest works fantastically though, and gets stuck in an infinite loop reading the BBA's interrupt registers, trying to see if it received a packet.
Download:Dolphin SVN r3283 x86
Download:Dolphin SVN r3283 x64
Source:Here
GSdx SVN r1250
GSdx SVN r1250 is released.GSdx is a GPU plugin for PCSX2.
GSdx SVN r1250 Changelog:
GSdx: dx9 hw mode got a vertex buffer too (as dx10), it was an old TODO...
Download: GSdx SVN r1250
Source:Here
GSdx SVN r1250 Changelog:
GSdx: dx9 hw mode got a vertex buffer too (as dx10), it was an old TODO...
Download: GSdx SVN r1250
Source:Here