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    CAPCOM CPS2 Emulator for PSP (test ver.5) released

    Robert
    By Robert,

    Get CAPCOM CPS2 Emulator for PSP (test ver.5) HERE.


    GameEx 6.55 released

    Robert
    By Robert,

    Front End

     

    14th August, 2006 - GameEx 6.55

     

    * Fixes create MAME videos.

    * Uses up to 2MB less RAM.

     

    13th August, 2006 - GameEx 6.54

     

    * Should now support merged rom sets

    * Enhanced image quality of icons/snaps/previews and backgrounds

    * Several memory usage optimisations related to images

    * Thanks to Headkaze's help, theme editor themes can be displayed in windowed mode and at different resolutions

    * Theme editor themes can be rotated dynamically

    * Theme editor themes now work via remote desktop

    >> Get it HERE.


    Zsnexbox v2.6 released

    Robert
    By Robert,

    Source: http://www.xbox-scene.com/xbox1data/sep/EE...VplOaHXwvdj.php

     

    Zsnexbox v2.6

     

    >> Nes6502 released a new version of ZsnexBox(info), a port of the Zsnes Super Nintendo emulator to Xbox with lots of new and fixed stuff!

     

    What's new/fixed (since v2.4):

    * Added support for enabling/disabling all 4 background layers (v2.6)

    * Added support for enabling/disabling the sprite layer (v2.6)

    * Added support for enabling/disabling all 8 sound channels (v2.6)

    * Added a higher quality Zelda animation (higher resolution and more frames) to the Zelda skin (v2.5)

    * Fixed a bug that was causing garbage to be written to the ZsnexBox.ini. Hopefully this will fix the problem some people were getting with changing the skin (v2.5)

    * Fixed a savestate loading bug that would cause a crash in Super Mario Kart and Pilotwings (v2.5)

    * Added skin previews for the skin selection menu (v2.5)

    * Tweaked the GUi a little (v2.5)

    * Updated the FAQ (v2.5)

    * Added the ability to specify exactly how many frames the rombrowser animation is. This can only be set in the ini and not in the GUI. Each skin will only load the exact amount of frames specified. This cuts down on the memory usage for the Metroid and Zelda skins. Animations up to 18 frames are supported (v2.5)


    Haze MAME WIP

    iq_132
    By iq_132,
    I’ve decided to start adding some Master System support to the MegaDrive Emu. This will be needed by MAME for improved emulation of the Megatech Menu, and the SMS games running on Megatech hardware. It’s still in a prelminary state, but I have this title screen from Fantastic Dizzy, one of my favourite games on the SMS. IMO this is the best version of the game because despite having weaker graphics than the 16-bit versions it has a far superior interface / control system, anyway, for now it doesn’t get any further than the title screen and the scrolls are missing.

     

    As a side note this game is incredibly sensitive to frameskipping, so much so that it doesn’t really work properly in Kega. If Kega skips a frame because something else takes focus, or steals some CPU cycles (or if you put it into full-throttle mode) the whole game crashes. According to Charles Macdonald this is because the game checks the collision flag rather often, and if the results aren’t right it will crash. This means to emulate it properly in MAME the video must be fully emulated every frame, regardless of frameskipping (as was the case with the Megadrive).

     

    http://haze.mameworld.info/


Portal by DevFuse · Based on IP.Board Portal by IPS
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