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    HazeMD 0.02a released

    Robert
    By Robert,

    MegaDrive emulator.

     

    Haze has decided to release his own emulator based on code intended for a future release of MAME.

     

    HazeMD 0.02a

     

    Some minor bugfixes.. should prevent a crash or two.

     

    Still looking at a couple of crashes I’ve noticed, but as I’m going to rewrite the rewrite anyway, with cleaner code, they’ll probably vanish anyway.

     

    Not sure if there is more than meets the eye to the Super Bubble Bobble protection either, unless I’m missing something I see no way to kill the enemies at the top of the screen on 2-2

     

    *edit* no, there isn’t, if you hold the fire button then you hold your breath and float up..

     

    HazeMD 0.01a

    HazeMegaDrive Emu 0.01a

     

    Based on Mame 0.107u3 sources

     

    hazemd.exe is a standard build

    hazemdd.exe is a debug build

     

    Both are command line builds, not mame32 based.

    If somebody wants to do a Mame32 Port I have no objections.

     

    This is just a test build, more of a personal backup.

     

    The gamelist metadata is mostly incomplete

     

    There are many issues, and it really needs a cleanup and a rewrite with the knowledge gained from working on it.

     

    Reasons you might want to use this:

     

    1. It runs Sun Mixing’s Super Bubble Bobble (actually maybe this should be in the other list..)

    2. It runs Dino Dini’s Soccer Properly

    3. It runs the Realtec titles

    4. The Star Wars scroller text is present in Monster World 4 (but backup ram isn’t, yet)

    5. You can probably use MAME’s INP recording to record some cool replays

    6. You can use MAME’s cheat engine

    7. It’s based on MAME, you can modify it very easily

    8. The MAME debugger (although there seems to be a small bug in the .107 releases causing the scanline counters to fail when in the debugger)

    9. It works better than the current MAME / MESS MegaDrive / Genesis drivers :)

     

    Reasons you might not want to use this:

     

    1. Emulation is incomplete, while most games work several have glitches, one or two don’t work at all

    2. No support for more than 2 players, 6-button pads etc.

    3. Bugs, there are bound to be some

    4. No Save States

    5. No 32X / Sega CD support

    6. Backup RAM support is missing in most games (it’s handled manually based on what is in the carts, not what is in the headers)

    7. It’s much slower than the other Megadrive emus out there

    8. Gens and Kega are for the most part better emulators.

     

    The eventual goal is to get this to a standard I’m happy with so that it can be used for emulation of the Megadrive based Arcade systems in MAME. As things stand I’m far from happy with it, many things need doing, especially real HV & DMA timing.

    >> Get it HERE.


    Sega Saturn Controller to XBOX 360 Adapter Prototype!

    Alpha
    By Alpha,
    Anyone who's been playing the recently released Street Fighter II on XBLA has undoubtedly noticed the Xbox 360's D-pad seriously cramps your combos. Fear not DIY-friendly gamers, there is a solution: Don't use the Xbox 360 gamepad. Remember the Sega Saturn, geared for 2D in a world of 3D consoles? The good news is the Saturn's gamepad has a well respected D-pad and, with some soldering skills, you can start rocking it on Xbox Live.Here's how it works: Saturn controller gets plugged into a breadboard connected to a gutted Xbox 360 controller, so the whole thing is wireless (sort of). Fine, so this isn't the most attractive hack, but it illustrates a demand for an alternative gamepad. How long before some enterprising peripheral company makes a wireless Xbox Live Arcade pad?

     

    Thanks to JoyStiq for the news as we have found this to be especially important for the emulation community as well. Many of us emulation fans enjoy purchasing products like the X-Arcade, Hori Fighting Stick for PS2, and even a Super JoyBox 9. All these products have reverse compatiblity to other gaming consoles (XBOX, PS2, DREAMCAST, etc.) or even a PC. Unfortunately, you won't be seeing any of these products working with an XBOX 360 any time soon. The reason for this is because "Only accessory makers that get Microsoft's blessing and fork over a slice of their sales to the software maker will be able to produce Xbox 360 game pads, steering wheels, joysticks and other controllers. In addition, in order to ensure that only authorized products connect to the new console, Microsoft is adding a security mechanism that will be available exclusively to those who sign a deal with the company, according to documents from a peripheral company filed with the SEC." (CNET News)Lastly, the only reason why this guy was able to get his Sega Saturn controller working on the XBOX was because he used parts from the XBOX 360 controller. If he were to sell his "adapter", he would be sued immediately for reverse engineering the XBOX 360 controller and reselling Microsoft parts in the adapter. Even if he makes his own adapter, he still needs to get it approved by Microsoft first.

     

    Good ol' Billy Gates and his money hunger.

     

    EDIT: Thanks to ShibaTheDog, there is already a tutorial on how to create your own Sega Saturn to XBOX360 adapter (as in the video). However, be prepared to tear apart a few controllers in the process! [Click Here]


    Ootake 0.60 released

    Robert
    By Robert,

    PCE/TG16 emulator

     

    2006/08/11 0.60 released

     

    - When using it with the personal computer in multi core CPU(Athlon64x2 etc.), the bug from which the CD-DA sound had not been occasionally played was corrected.

    - The noise of ADPCM sound is made to disappear, and tone quality has been improved.

    - When "Varis II" and "Urusei Yatsura",etc. were played, the problem that the CD-DA sound repeats in the first track was solved.

    - "Resolution change in each line" used by "Asuka120%" was mounted.

    Therefore, the display similar to a real machine can be done.

    - When "Ojousama Densetsu Yuna" were played, the problem that the screen becomes pitch-dark when starting was solved.

    - When "State Save data before v0.56" was read since v0.57, the bug to which the resolution of the screen had not been correctly occasionally changed was corrected.

    >> Get it HERE.


    Zsnexbox 2.4 released

    Robert
    By Robert,

    Source: Xbox-scene

     

    ZsnexBox 2.4

     

    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:

    * ZsnexBox now comes with two excellent (Zelda and Metroid) skins to choose from by Neverwill. Be sure to try them both.

    * Added an animation to the Metroid skin

    * Skin switching supported. Up to 15 skins are supported. Add additional skins to the skins folder. In each folder put a copy of the ZsnexBox.ini that has the correct text/image placement in this folder. It must be named the same as the folder name. For example, the Metroid skin is in the D:\skins\Metroid folder and contains a Metroid.ini

    * Added more text placement options. Virtually all the text can be adjusted.

    * Changed the main menu, controller, and emulator options text to be centered.

    * Added a Help/FAQ Menu option. This screen contains information about the use of ZsnexBox as well as an updated FAQ. Please look here "before" posting a question on the forums.

    * Added option to adjust the clipping window for the Help text.

    * Added a new Help background image for the Help screen

    * Tweaked the timing and animation code. The animations now run much smoother.

    * Fixed the HD corrupt graphics problem some users were getting. ZsnexBox should display correctly in 720p and 1080i for all Xbox versions (regardless of the dashboard used to launch it)

    * Fixed Player 3 and 4 controls

    * Added the ability to change the Rombrowser text clipping. The width can now be increased or decreased.

    * Created a new menu called GUI Options and moved the Text and Image Options to this menu.

    * Added a GUI transition between screens. The fade effect duration can be adjusted

    * Added support for a zooming logo/graphic for the rombrowser.

    * Fixed a bug where some text was too far to the right in HD modes.

    * Fixed the invisible digit bug on the cheat menu in HD modes.

    * Changed all GUI images to PNG format. JPG's are no longer supported anywhere. This alone frees up around 4MB of RAM and as a result, all of the previous HQ previews work again. The GUI looks even better as well.

    * Changed the "Show ROM Info" option to be off by default.

    * Fixed a bug where the Option screen would be dimmed if screen resizing was done outside of the emulation.

    * Fixed a bug where the preview border values were not being saved correctly.

    * Added a confirmation screen for exiting ZsnexBox.

    * Added options to change the zooming logo animations on the main menu and rombrowser. The values that can be changed are minimum size, maximum size, and speed of animation.

    * Decreased the amount of time before the rombrowser animation repeats.

    * Added option to change the distance the rombrowser animated character moves (if it moves at all). The default value is 100. So a value of 50 would cause it to repeat in half the time.


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