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Zsnexbox 2.96 released
Source: http://www.xbox-scene.com/xbox1data/sep/EE...VyZAkoDINrz.php
ZsnexBox v2.96>> Nes6502 released a new version of ZsnexBox(info), a port of the Zsnes Super Nintendo emulator to Xbox.
What's new/fixed:
* Added a "Tips and Tricks" database. This includes information on hundreds of games on topics such as boss fight strategies, level select button sequences, and level passwords.
* Changed the rumble type description and added several more rumble types. These are:
1) Rumble on value change and stop rumbling when the timer expires
2) Rumble on value decrease and stop rumbling when the timer expires
3) Rumble on value increase and stop rumbling when the timer expires
4) Rumble on value change and stop rumbling when the value changes
5) Rumble on value change and stop rumbling when the value decreases
6) Rumble on value change and stop rumbling when the value increases
7) Rumble on value decrease and stop rumbling when the value changes
Rumble on value decrease and stop rumbling when the value decreases
9) Rumble on value decrease and stop rumbling when the value increases
10) Rumble on value increase and stop rumbling when the value changes
11) Rumble on value increase and stop rumbling when the value decreases
12) Rumble on value increase and stop rumbling when the value increases
So, in other words, you can have rumbles that only last a set amount of time, or you can have rumbles that last until something changes. This is useful for games like F-Zero where you may run over the gravel and want the rumble. However, there is no way to tell how long you may be on the gravel, so a timer will not work. In this example, F-Zero sets the value to 10 when you are on the gravel, and 0 when you are off the gravel. So for this rumble, you would pick: "Rumble on value increase and stop rumbling when the value decreases" to have rumble the entire time. These combinations should enable the creation of rumbles for any situation and last any desired amount of time.
Mame 0.108u5 related releases
Ootake 0.67 released
TG16/PCE emulator
2006/09/22 0.67 released- Tone quality and the volume of the "PSG noise" were modeled on a real machine.
- The volume balance of "PSG, ADPCM, and CD-DA" was thoroughly modeled on a real machine.
- The time of "fade-in & fade-out" of the CD-DA sound was modeled on a real machine. (When "Ys Book I&II" or "Tengai Makyo II",etc. was played, the switch operation of BGM was modeled on a real machine more.)
>> Get it HERE.
CPS2PSP 1.0 released
CPS2 emulator for PSP
The test versions are done with, now it's a real release!
>> Get it HERE.
- romcnv.exe was renewed to ver.5. Referring to details converter/readme.txt.- The mask processing of sfa2 and progear re-correction.
- Correcting the mask processing of the opening demonstration of sfa3.
- Correcting the trouble which the character name of msh is indicated to the rear of the character.
- Because with mmatrix it has frozen after the name entry, correction.
- Decreasing the size of cash file of mmatrix.
- Correcting the mask processing of the ending of dimahoo.
- The prayer number of people which are set with [sabisumeniyu], value of the coin input port just in the input button
- Way it reflects, correction.
- The specification of zipname.dat a little modification.
- Empty memory approximately 1MB increase. (As for Kernel Mode edition approximately 1.5MB increase)
- Initial value of AUTO Flameskip modification to OFF.
Thanks to e-lation for the changelog!