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MAME GP32 2.2 released
Arcade emulator for GP32.
August 6, 2006MAME GP32 2.2
Featuring sound sample support and new Sega System 16 games including Shinobi and Alien Syndrome!
Sega System 16 - Shinobi Capcom - 1942
* Added initial .SAM sample support. Works best with FS = 0. May implement using "streams" in the next version for smoother playback when FS != 0. Samples archive download below. SAMPLES go in GPMM:/GPMM/MAMEGP32/SAMPLES
* Added Sega System 16: New fully working games: Alien Syndrome (aliensyn), Altered Beast (altbeast), SDI (sdi), Shinobi (shinobi), Wonderboy III - Monster Lair (wb3bl). Currently using 'C' Z80 core for sound, though it also works with DrZ80 core however always seems to crash on exit. This is consistent with the GP2X version which freezes on exit when using the "fast" version. Use "Old Core" to get graphics displaying correctly.
* Added Atari game Liberator. It's a largish resolution game that requires "Old Core" and screen scaling to display correctly.
* Added Atari game Canyon Bomber. Great Nostalgia!
* Added initial version of Punch Out. Severe graphic glitches, and not really playable (yet).
* Major update to 'C' Z80 core. Should be faster with some smart idle-loop detection and more accurate. 1942 and Jungle King now work! Possibly other Z80 games now working.
* Compiled with DevkitARM r18 using GCC 4.10.
* Latest 0.68 Cyclone/68K. Better compatibility.
* Optimized, faster video functions. Thanks to Franxis and Chui.
* Fixed sync problem with SonSon. Music should be played now.
* Increased volume when sound is in accurate mode.
* Changes/optimizations to sound code. New Option for 22050hz and 11025hz modes. Other minor increases optimizations when sound is not emulated. Most games gain from 2-4FPS in the 11025hz modes.
* Updated Bubble Bobble/Tokio driver.
* Updated driver for Berzerk and Frenzy from MAME 0.35b5.
* Updated vector game Quantum. Orientation now portrait, not landscape.
* Updated sound driver for Battlezone. Full sound with no samples required.
* Updated Phoenix sound to use samples.
* Updated Stargate to used improved controls (like Defender).
* Rearrange taito.c sound effects driver to take priority over music channels. Means sound effects play now (Jungle King, Alpine Ski, etc ).
* This is the last time the "fast" versions of the modules will be built. The DrZ80 Z80 core just isn't compatible enough to make it worth the while. Next release will have a single module that will incorporate all the functional DrZ80 games.
>> Get it HERE.
ZeroGS KOSMOS 0.95 - Released!
ZeroGS KOSMOS 0.95 is a Graphics plugin for the PlayStation 2 emulator PCSX2:
ZeroGS KOSMOS 0.95 written by ZeroFrog is out! This is the plugin of choice for people using graphics cards supporting Pixel Shader 2.0 or 3.0.
ZeroGS KOSMOS has greatly improved over it's previous release, it is significantly faster, an example would be 'Final Fantasy XII', which is now 3x faster!
Less graphical flaws are present with many games looking absolutely stunning, and even the least capable PS2.0 supporting cards, such as the nVidia 5xxx series will show little to no loss in quality.
ZeroGS KOSMOS also supports the MTGS (Multi Threaded GS) feature of PCSX2, this allows users with Dual Core or Multi CPU machines to get even more speed out of PCSX2, however until the next release of PCSX2, the current MTGS issues will persist.
ZeroGS KOSMOS supports various features, including video recording, Bilinear Filtering, 2 and 4xAA, wireframe mode and more!
Note that the newest DirectX Runtime is required to run ZeroGS KOSMOS.
:: Visit the Official PCSX2 site here
:: Download ZeroGS KOSMOS 0.95 here
:: Feel free to post shots from ZeroGS KOSMOS here
No$GBA 2.3 released
GBA/DS emulator
4th August 2006 - version 2.3- nds/dos: displays nds button X and button Y in redefine keys setup screen
- gba/bugfix: re-disabled NDS master_bright in GBA mode (port 6Ch is GBA sound2)
- help: uploaded gbatek txt/htm standalone versions (v2.3 news: 3d video, wifi)
- nds/help: firmware header chapter (added timestamp/version/type/unused info)
- wifi/emu: direct boot sets wifi regs (mainly bb) as done by firmware bootcode
- wifi/emu: emulate serial read/write to BB ports, and write to RF ports
- wifi/emu: emulates indirect wifi ram read/write access via ports 050h..076h
- wifi/emu: emulates wifi disable by powcnt2, emulates 8bit/16bit/32bit access
- wifi/emu: allocates/emulates 8K wifi RAM, emulates used/unused wifi io ports
- wifi/help: added write range: w_buf_wr_end (074h) and w_buf_wr_step (076h)
- wifi/help: added missing ports 078h and 09Ch, explained RF index/18bit data
- wifi/help: added random algorithm, added w_us_comparecnt (compare enable)
- wifi/help: added notes on read-mirrors when reading from write-only ports
- wifi/help: added bit-by-bit port descriptions, including unused/always0 bits
- wifi/help: corrected several ®/(W)/(R/W) specifications, added r/w bitmasks
- wifi/help: matched doc to 80 column width, removed too-verbose stuff in iomap
- wifi/help: added wireless chapter (many thanks stephen stair's ds wifi doc)
- nds/xcept: allows NDS7 to access 64K region at 4800000h (wireless wifi ports)
- nds/xcept: allows NDS7 to access 256K mirror at 27C0000h (commercial games)
- nds/xcept: allows ITCM mirror at 1FF8000h..1FFFFFFh (used by commercial games)
- nds/rtc: serial transfer timings firmware-compatible (on other edge than bios)
- nds/firmware: supports 512Kbyte firmware.bin (ie. chinese charset in iQue)
- nds/emu: emulates 512-byte backup eeprom (as used in metroid demo cartridge)
- nds/help: corrected auxspicnt (exchanged bit6/bit13, enable and hold flags)
- 3d/help: cleaned-up 3d matrix chapter (mtx_mode, and clip_mtx descriptions)
- 3d/help: added chapter on 2D scrolling/specialeffects/window used on 3D/BG0
- nds/video: emulates display capture from source A=bg/obj, fixed swap_buf time
- nds/help: added note on capture completion in line 192 (regardless of size)
- nds/iomap/help: corrected display capture read/write offsets (exchanged them)
- 3d/2d: emulates hscroll on 3D layer, prevents mosaic and vscroll on 3D layer
- debug/iomap: fixed position of "W0 W1 Obj Out" and "1st 2nd Target" flags
- 3d/log: automatic comments on separate bits in poly_attr and teximage_param
- 3d: supports transparent rear-planes (for underlaying 2D plane) (metroid menu)
- 3d: enabled GL_NORMALIZE (required for normals when used with scaled matrix)
- nds/slot/dma: executes BURST only on START 0-to-1 (not on clearing MODE bits)
- nds/slot: cart transfer ready irq generated ONLY if enabled in 40001A1h.Bit6
- nds/touchscreen: works also in debug-window (not only in separate game window)
- nds/touchscreen: initializes calibration also when booted via bios/firmware
- nds/div/emu/help: DIV0 or MAX overkill: 32bit result is reversed-sign-expanded
- nds/div/emu/help: reserved mode3 is same as mode1, result/remain sign-expanded
- nds/div/emu/help: DIV0 sets remain=numer, result=+/-1 (sign opposite of numer)
- nds/div/emu/help: (-MAX / -1) overflow error returns (-MAX) (instead +MAX)
- 3d/iomap: added vertex (vtx16), normal vector, light colors, and light vectors
- 3d/iomap: added box test, pos test, pos test result, vec test, vec test result
- 3d/iomap: added edge color table, fog table, toon table, shininess table
- 3d/iomap: added current projection, position, direction, and texture matrices
- debug: disassembler: fixed Rm,Rs operand order for umull/smull/umlal/smlal
- 3d: texture mirror repeat (fully software emulated, pre_opengl_1.4 compatible)
- debug: changed .FNT DefaultChar from 2Eh to FFh (avoids WinXP bug) (jasper)
- 3d/log: log-file for all GX commands (format: PortNNN/CmdNN cmd_name params)
- 3d/log: auto-indent within begin/end, auto-wrap-indent for NxN matrix params)
- nds: re-init fpu-mode for 64bit INTEGER div/sqrt (required after opengl calls)
- 3d: fixed SCALE command (applied only to one matrix even in simultaneous mode)
- 3d: fixed mtx_load_4x3 command (applied to both matrices in simultaneous mode)
- 3d: emu: fixed vec_test (x,y,z,0) (4bit sign, instead 1bit sign+3bit integer)
- 3d: texcoord-transform fully software emulated (without GL_TEXTURE matrix)
- gba/help: added note on more complex invalid tiles with multiple BGs (jasper)
- 3d/help: added decal/modulation/toon/highlight chapter, and texcoord chapter
- 3d: texture 4x4 texel compressed format (incomplete, without interpolation)
- 3d: texture translucent formats, palette formats optionally color0 transparent
- 3d: bugfixed vtx_diff (9bit fraction is meant to be LSBs of 12bit fraction)
- 3d: material0.bit15 directly sets vertex color (for N's "cube" demonstration)
- 3d: light/material/normal with forced begin/end-outbreak on GL_LIGHTING change
- 3d: calls gx_process_fifo to free-up gxfifo (when possible aka no swap active)
- 3d: get framebuf: reverses red/blue by table (for match-up with nds 2D engine)
- 3d: explodes (1)-5-5-5 RGB textures to "unpacked" OpenGL RGBA 8-8-8-8 format
- 3d: supports 16bit I/O-writes (eg. metroid demo: 16bit STRH to CLEAR_DEPTH)
- 3d: textures (metroid demo: "nintendo/actimagine" shown before intro-movie)
- 3d/help: added note on END_VTXS being a dummy command (no effect on hardware)
- 3d/help: added note on depth test, and on POLYGON_ATTR applied at BEGIN_VTXS
- 3d: enabled Depth Test, and emulated Depth Test modes (either Less, or Equal)
- 3d/iomap: displays VertexColor setting (Port 480h aka Cmd20h) in F10 screen
- gba/video: bugfixed rotscal tile-map mode (bugged since v2.2f) (thanks jasper)
- 3d: converts fixed-point-to-float by FMUL 1/1000h (faster than fscale or fdiv)
- 3d/help: added notes about clipping, and about light vectors and normal vector
- 3d: retrieves DIB bitmap data by movsd (glReadPixels doesn't seem to work)
- 3d: supports begin/end quad/triangle/strips and all variants of vtx-commands
- 3d: forwards (software calculated) projection/modelview matrices to opengl
- 3d: supports clear color, clear depth, and applies viewport setting
- 3d: supports vertex color, and polyonattr alpha/wireframe/front/back settings
- 3d: pre-calculates 5bit R,G,B,A float values (for fast conversion via table)
- 3d: calls ChoosePixelFormat (killer-slow) (only if needed, not for 2D games)
- 3d: retrieves gl- and wgl- and PixelFormat proc addresses (quite fast)
- 3d: loads Opengl32.dll (killer-slow) (but, only if needed, not for 2D games)
>> Get it HERE (bottom of page).