3DO emulator for Windows updated. Quote from the author.
| Features: - Added support for high-resolution (640×480) rendering. You can find the option for the in the “4DO Options” screen, under the “Advanced” tab. This is only of value for 3D games. Additionally, since each frame takes 4 times as long to process, it will cost a lot of CPU! I recommend increasing your audio buffer as well if you enable this. I’d finally gotten enough control over the timing nuances and audio behavior to look into and enable these advanced features from the later revisions of FreeDO. I must stress that, like in FreeDO, this option hogs the CPU quite a bit. This is due to the fact that all graphics processing is essentially software rendering. Not many games handle this well. For the record, I found that Road Rash and Star Fighter both performed well. So, that wraps up a big block of feature-related changes I intended to knock out. For a while, I intend to take a break from adding new features for a bit and concentrate again on bug fixes. |
Download it here or at http://www.fourdo.com
3DO emulator for Windows updated.
Changes:
- fixed bugs and slowdowns in some games;
- fixed fonts in Wicked 18;
- improved FPS in games.
Download it here or at http://3doplay.do.am/
Atari 7800 for Windows updated
Changes:
- EMU7800 now available on Windows Phone Marketplace!
- Fixed emulation regressions from prior release that were known to impact KLAX, Ace of Aces, Pitfall, and Grandprix.
- Restored Keypad controller input for 2600.
Download it here or at http://emu7800.sourceforge.net/
3DO emulator for Windows updated. Changes:
Features:
- As reported last time, staff has been working on the audio stuttering issue. It appears that it was dependent on audio hardware and most likely its driver behavior. So, I have rewritten the audio output yet again.
- Also including a fix for a freeze in at least Gex and Super Street Fighter II!A
Other changes:
- 4DO now uses DirectSound for audio playback. This gave me gave me more control over the audio playback and it should remove the stuttering issues that some machines were experiencing.
- Also, SlimDX.dll is now being included in the 4DO release ZIP files, so this should help the situations in which the SlimDX runtimes weren’t installing on machines properly.
Download here or at http://www.fourdo.com
NES emulator for Linux and Windows updated.
Changes:
- implemented mappers VRC6 (24 and 26) and VRC7 (85) including their extra audio channels;
- added extra audio on the mapper Sunsoft 5B (69).
Download it here (Windows), here (Linux), or at http://nesdev.parodius.com/bbs/viewtopic.php?t=6928
Japanese TG16/TGCD emulator updated.
Changes:
- - At setting of \"Option\" button in the start window, \"MiddleLight\" button
- was added. If your PC power isn't enough, please use this.
- - At \"TV Mode\" and \"Horizonal Scanlined\" mode (Setting->Screen menu), the
- image quality setting of default was changed. The density of scanlines was
- changed to 70% from 30%.
- - At 640x480FullScreen, Horizonal Scanlined (& TV Mode) and Full-Stretched
- Mode, the image quality was improved. * At this mode, a stretch of screen
- isn't performed. The FullScreen is drawn with drawing of overscan area.
- - The speed and timing were brought close to the movement of a real machine.
- In \"Circuslide\", The problem that BGM occasionally fell into disorder was
- solved.
- - The processing of switching to full-screen has been improved. (correspondence to older PC environment)
- - Additionally, a detailed part has been improved and corrected.
Download it here or at http://www.ouma.jp/ootake/
NES emulator for Gamecube and Wii updated
Changes
- Fixed zapper support
Download it here (GC), here (Wii), or at http://code.google.com/p/fceugc/
MSX/MSX2 emulator for Windows updated:
Changes
MSX device support:
Bug fixes:
- - (regression) sprite colors in screen 7/8 (visible in Ikari for instance)
- - VDP emulation bug, which was visible in Psycho World's 3x3 power up matrix
- - Y8950 (MSX-AUDIO) when using NOP Real Motion
- - MoonSound FM 4op mode
- - crash in YM2151 (in Yamaha CX5M)
- - sample playing in Nettou Yakyuu
- - several small issues in existing MSX machine configurations
Accuracy improvements:
- - MSX-MUSIC (YM2413 (Okazaki)): implemented SETTLE (or DUMP) phase
- - MoonSound (YMF278): fixed x-tal frequency and some other details
- - GFX9000: added basic support for set adjust registers
- - Added support for several laserdisc features to be able to run the Lascommate Junior High School Mathematics LD's, including a dummy Lascom Kanji cartridge implementation
- - Added emulation of the following mapper types:
- - Baby Dinosaur Dooly
- - Manbow 2 2nd release
- - Best of Hamaraja Night
- - Added emulation of memory based I/O for MSX RS-232C, making emulation of Sony
- HBI-232 possible
- - Added Sony HB-F9S and Sony HB-G900P machine
- - Added support for JoyMega: Mega Drive joy pad with 6 buttons
New or improved emulator features:
- - Video output:
- - Faster laserdisc rendering
- - Added horizontal stretch for SDL renderer (useful for Dingoo for instance). As horizontal stretching is enabled by default, the CPU usage of openMSX when using the SDL renderer will now be higher than before. Set horizontal_stretch to 320 to disable it and gain some performance (but have a less accurate aspect ratio of the screen).
- Sound generation:
- - Sync sound to EmuTime (greatly improves sample playback in e.g. Real Motion and TRAX Player
- - Added new sound driver based on libao
- - Fixed sound quality of blip resampler
- MSX developer features:
- - Added vdpcmdinprogress_callback setting, which can be used to trigger a script when a write to the VDP command engine registers is detected while there is still a VDP command in progress.
- - Fixed memory usage issue when using step_back (e.g. via debugger)
- - Greatly improved performance for step_back
- - Fixed bug with watchpoints that triggered too late sometimes
- Command line options/support:
- - Added recognition of .tcl extension as extra start up scripts
- - Fixed recognition of OMR/OMS files which were re-gzipped
- - Added command line option -replay to load and view a replay and also support dropping replays (OMR files) on openMSX to view them
- - Added command line option -savestate to load a savestate and also support dropping savestates (OMS files) on openMSX to view them
- OSD menu improvements (mostly useful for hand held users):
- - added connector submenu
- - added support for running tapes
- - added support for horizontal stretch setting
- Joystick support:
- - Allow joystick axis motion events to be bound, as the manual promises
- - Made real joystick support a bit more flexible: read all axes
- Channel recorder:
- - Fixed record_channels command to record to the soundlogs directory
- - Added option to record all channels of all sound chips with record_channels
- Platform specific improvements:
- - Fix Caps lock behaviour on Mac OS X
- - Add support for MIDI output to a virtual endpoint for Mac OS X
- Comfortable machine configurations:
- - Added new fantasy machine: Boosted MSX2+ JP, based on Panasonic FS-A1WSX
- - Added basic compiler to Boosted MSX2 EN
- Miscellaneous:
- - Updated all scripts to make full use of Tcl 8.5 (and clean them up in the process) to improve performance
- - Support in the hardware config XML format for using a single ROM image (i.e. a physical (EP)ROM dump) which is used by several devices
- - Make PgUp/PgDn reverse step depend on the speed setting
- - Reverse bar now indicates recording (red) and replaying state
- - The 'about' console command can now also be used to find settings
- - Fixed 64k ROM mapper detection
Build system, packaging, documentation:
- - Upgraded Tcl dependency to Tcl 8.5
- - Upgraded 3rd party libs
- - Optional additional dependency on libao
- - Added support for the Clang compiler
- - Make our ARM inline asm routines compile in Thumb2 mode
- - Moved Dingux port to OpenDingux: openMSX now only compiles for OpenDingux
- - Added lto flavour to enable Link-Time Optimization
And of course the usual various bug fixes.
Download it here or at http://openmsx.sourceforge.net/
The Russian 3DO emulator for Windows has been updated.
Changes:
- Fixed \"Bad Slack Calc\"
- Setting up control of up to 7 controllers
- Games run faster
Download here or at http://3doplay.do.am/
The 3DO emulator for Windows is updated.
Changes:
- 4DO can now fall back to its original “windows-based” (GDI) rendering if it fails to initialize DirectX rendering. This shows up in the log (Temp\DebugLog.txt) as “Video Render – DirectX canvas initialization failed! Will attempt to fall back to windows(GDI) rendering.”. This will allow more machines to run 4DO, but this GDI rendering is more CPU intensive (which will result is “skipped frames”, and and does not have V-Sync.
- In the (default) DirectX rendering, the game screen is no longer drawn at maximum speed. Previously, this was causing unnecessary load on a machine’s GPU. 4DO will only render the screen as often as needed.
Download it here or at http://fourdo.com/
Final Burn Alpha updated to v0.2.97.21
Changes:
- Updated the H6280 core and interface to support multiple CPUs [iq_132]
- Added multiple-CPU support to debug tracking in the H6280 core and interface [Barry]
- Updated Final Romance 2 in the Neo Geo driver to use Razoola's updated version [Barry]
- Tidied World Cup '90 driver and fixed video timing and save states [Barry]
- Fixed negative sound samples causing an app crash in some PC-Engine games [lantus]
- Big-endian fixes for Capcom CPS-1/2/3, Cave, Irem, Psikyo and Megadrive drivers [lantus]
- Big-endian fixes for the NEC CPU core [lantus]
- Fixed excessive CPU usage when FB Alpha isn't doing anything [Barry]
- Fixed non-Ascii output in the gamelist translation template export [doomking]
- Hopefully fixed gamelist translation on Chinese systems [Barry]
- Changed gamelist localisation to use the system codepage by default [Barry]
- Some small localisation fixes [Barry, reported by Benjamin Siskoo]
- Reduced the OSD text size to fit in the cliparea [Barry]
- Fixed dat file writing from the command-line and added command-line options for PC-Engine dats, as found by MSVC SYMBOL build [Barry]
- Fixed bug in game selection dialog with not allocating enough memory for gamenames when scanning sets [Barry]
- Updated the default rom path to be the last path again (ie, 20 instead of 8) [Barry]
- Updated helpfile with command-line changes [Barry]
Download it here or at http://www.barryharris.me.uk/
The MAME Frontend has been updated.
Changes:
• Totally rewritten application. Speed gains everywhere.
• No need anymore for an external database file. mGalaxy creates it directly from any new Mame version.
(On new Mame version, delete the "old" 'mame.exe' AND 'xmlout.xml' files.
Place the "new" 'mame.exe' in the folder.
The new 'xmlout.xml' file will be generated on mGalaxy's first run)
• You now can hide categories of games from the main list (i.e: mature, bios, electromechanical, quiz, ...)
• The full game name is now displayed in the bottom left corner.
• 'Menu' window is now interactive. Changes made inside it are reflected in real-time.
• 'Search' window is now interactive. Changes made inside it are reflected in real-time.
• No more black stripes on 16/9 screens. The background image now fills the whole monitor.
• Cosmetic changes...even nicer than before.
More info and download on http://www.mgalaxy.com
Atari 2600 for Windows/DOS updated
Changes:
- Stella is now DonationWare! Please see the DonationWare link on the main webpage for more information.
- Added several improvements to the joystick management code. Joystick event mapping is now saved per device, meaning that if you map events to a certain joystick device, remove the device and then later insert it again, Stella will remember the original mapping.
- The total number of joysticks present and their associated properties (number of axes, buttons and hats) is now dynamic. That is, there's no longer a hard-coded limit on the number of joysticks that Stella can use, or the number of buttons, etc that it contains. This fixes a serious bug with PS3 controllers with 27 buttons, whereby adding a mapping for joystick 0 would inadvertantly change settings for joystick 1, and could potentially lead to a program crash.
- Added 'mcontrol' commandline argument, which can specify to use each mouse axis as a separate paddle. The old (and default) behaviour can be activated by setting this argument to 'auto'. Related to this, removed redundant 'usemouse' argument.
- Huge restructuring of the OpenGL code, making it compatible with OpenGL 2.x+ features (such as vertex buffer objects), while at the same time keeping compatibility with OpenGL 1.5 / OpenGL ES. Because of the required changes, TV effects were removed (they will be added again for the next release).
- Improvements to audio handling, particularly for certain cases of Windows, ATI video cards, and OpenGL mode. The sound device is now opened only once when Stella starts, and is paused between loading different ROMs. This fixes a problem whereby sound could possibly not be functional after loading the first ROM. Related to this, removed the 'audiofirst' commandline argument as it's now redundant.
- Fixed bug with displaying the ROM launcher in Windows XP; the initial load was sometimes taking up to 30 seconds to complete.
- Added logging facility, whereby the output of the application is available within Stella itself. This can still be printed to the console, or also saved to a file. Add the 'loglevel' and 'logtoconsole' commandline arguments which control these settings, and removed the 'showinfo' argument as it's now redundant.
- Updated DPC+ bankswitching scheme to latest code provided by SpiceWare.
- Added MAMCR handling to the Thumb ARM emulation code. Note that MAMCR isn't actually emulated, it is just ignored for now. This fixes a bug whereby accessing MAMCR would crash the ARM emulation.
- Added 'thumb.trapfatal' commandline argument, which causes the Thumb ARM emulation to either trap on a fatal error (throw an exception to the debugger and exit emulation) or simply log the error and continue. This should normally always be enabled, but can be disabled by developers for testing reasons.
- Updated default snapshot directory to be much saner and easier to find. For most systems, it now defaults to the users 'Desktop'. Note that the commandline argument has changed to 'snapdir'.
- The debugger 'print' command now indicates \"special\" addresses if they are read-only (R), write-only (W) or read-write (R/W).
- Fixed a bug where scrolling the mouse-wheel in certain debugger UI items would cause the program to crash; scrolling now works as expected.
- Fixed minor display issue in the debugger RAM area; some addresses were being displayed as '...'.
- Fixed compile issues in the latest versions of Ubuntu and Debian, and fixed UNIX desktop file so that Stella will launch with a ROM when selected from its icon. Thanks go to Stephen Kitt for this code.
- Updated included PNG library to latest stable version.
- Updated the credits list in the documentation, listing people that have donated hardware to the Stella team.
Download it here or at http://stella.sourceforge.net/
Sega Saturn emultor has been updated
Changes:
- fixed errors in 68000 and SCU-DMA emualtion;
- added scanlines, emulation speed, SH2 cache and parameters settings;
- fixed bug in savestates saving/loading;
- minor changes and fixes.
Download it here or at http://www7a.biglobe.ne.jp/~phantasy/ssf/index.html
PCEngine/Turbo Grafx 16/PCE CD/TG16 CD6 emulator for Windows have been updated recently.
Changes:
- The performance of these days' PC improved. So the default setting was made high-definition setting.
- At the menu space of \"Save State\" and \"Load State\", \"the elapsed time from the game start\" is indicated.
- If the save file is started with the old version (before v1.14), the elapsed time isn't indicated.
- If the game is reset by [F1] key, it's possible to reset the elapsed time. Or, after state file of the old version is read, if you carry out the \"File->Set Resume\" menu, the elapsed time is reset.
- A severe indication restriction mode of Sprite (at width 336 pixel mode) was mounted.
- When the check is put at \"CPU->Perform SpriteLimit\" menu, it's effective. In \"R-TYPE Complete CD\", a flicker of sprite (character) becomes the same motion (intense flicker more the \"R-Type I\" of Hu-CARD) as a real machine.
- The speed and timing were brought close to the movement of a real machine.
- In \"Metal Angel\", the problem which cannot start a game (from v2.58) was solved.
- Additionally, a detailed part has been improved and corrected.
Download it here or at http://www.ouma.jp/ootake/
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