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    HazeMD 0.05a

    James
    By James,
    Haze Megadrive Emu 0.05a

    ————————

     

    Added some extra sets, mostly unlicensed titles, many don’t work because they’re

    protected and I haven’t looked at the protection

     

    Also replaced the following sets

    NHL 94 (UE) [!]

    James Pond II - Codename RoboCod (UE) [!]

     

    with real dumps, these are byteswapped compared to the roms used by the all

    standard Genesis emulators, but this byteswapped format is correct, if you look

    in MAME you’ll see that practically every single program rom 68k game is like

    this. Also preserved the rom label information from the carts. Thanks to Chris

    Hardy.

     

    I view using correct dumps as important, regardless of if they function in other

    emulators or not, I also view preserving the rom labels and cartridge information

    as equally important.

     

    Nothing to write home about, no real improvements to the Genesis or SMS emulation,

    although I may look into trying some things to improve the timing soon, time

    permitting. Source + Standard and Debug Binary Here

     

    http://haze.mameworld.info/2006/08/26/hazemd-005a/

     

    Cheats can be found here


    nullDC news update

    Gryph
    By Gryph,

    Bobbi of NGEmu posted a nice update on the Dreamcast emulator, nullDC.

    But let's start with some real facts directly from the authors this time: The authors are ZeZu, known from the never released Icarus project, and drk||Raziel. The emu, unlike mentioned in some other news posts, will not be open source. It uses plugins for emulating video / sound / input and gdrom functionality, so other authors will be able to contribute to the project easily.

     

    During the development, the authors decided to set compatibility above speed. This resulted in a nice compatibility, but requires better hardware to emulate the games at full speed (an Athlon64 3000+ with a GeForce 6600 produces great results).

     

    I like that they are focusing on compatibility. The Dreamcast emulation scene has seemed a bit quiet for a while so I hope things will change now. I can't wait to see what they have been working on.

     

    >> Click here for full news post with pictures.


    MAME Plus! 0.108u1 / HazeMD Plus! 0.04a released

    Robert
    By Robert,
    MAME Plus! 0.108u1 / HazeMD Plus! 0.04a 2006-08-25

     

    * added new compiling TARGET=hazemd

    * removed neogeo CD to MVS conversion games

    * removed pong / gensync cpu support

    * updated unofficial catlist [s_bastian]

    * GUI: use TreeView in property pages [original code from EKMAME, misc changes by regret]

    * fixed ninjaw0104u2gre bug [robiza]

    >> Get them HERE.


    Daedalus PSP R8 released

    Robert
    By Robert,

    N64 emulator for PSP

     

    Friday, August 25, 2006

    Something for the weekend - R8

     

    I got back from my trip yesterday and I've spent a few hours today putting together the final changes for Daedalus PSP R8.

     

    Here's the changelist:

     

    [^] Replaced all uses of sceCtrlReadBufferPositive with sceCtrlPeekBufferPositive.

    [^] Various known value optimisations for the dynamic recompilation engine.

    [^] Various texture cache optimisations and rendering optimisations.

    [+] Implemented a new clipping method which is more efficient and gives better results.

    [-] Removed 'tesselate large triangles' setting.

    [+] Added option to reset emulator to the main menu.

    [^] No longer use index buffers for rendering.

    [^] Implement matrix multiplication using VFPU.

    [^] Implement vertex transform and lighting code using VFPU.

    [^] Implement clipping code using VFPU.

    [^] Minor AddTri optimisations.

    [^] Free background and font textures while emulator is running to free VRAM.

    [!] Fixed bug in default controller config (c-down and dpad-down were broken)

     

    It should be pretty obvious that most of the changes in R8 are optimisations. This build is significantly faster than R7, which is a significant achievement considering how much R7 had achieved in this area.

     

    With the previous release, I also mentioned a list of things I had planned for R8. I decided to put them on hold while I pursued the various optimisations in R8, so I'll be looking at working on them for the next release.

     

    Have fun - I'm going to wade through the past couple of weeks worth of emails that have built up while I've been putting this build together :devilboy:

    >> Get it HERE


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