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ZSNES WIP 27-Feb-06 available
* ALL: Fixed loading of SD F-1 Grand Prix Sample (uses sa-1). [Nach]* ALL: DMA fix for Tetris Attack (and probably other games). [grinvader]
* ALL: Fixed typo, fixes SA-1 games. [pagefault]
* ALL: Changed NTSC sync value [pagefault]
* ALL: Removed EWJ2 hack [grinvader]
* W_S: Updated the Browser Launch code [Nach]
* W_S: Added a "Documentation" button in the about box [Nach, ipher]
* MOV: Movie encoding using mencoder!. [Nach]
* MOV: Rates other than 32KHz now recorded properly too. [Nach]
* MOV: Audio and Video files now saved in ZSNES launch directory [Nach]
* GUI: Added more movie options [Nach]
* GUI: Made error message appear if mencoder is not found [pagefault]
* PSR: Allow more than one per app [Nach]
* PSR: Overhauled Unified PSR. [grinvader]
* TOL: Updated source counter tool a bit. [grinvader]
* SRC: Directory /cvsroot/zsnes/zsnes/src/psrhead added to the repository [grinvader]
* SRC: Unused CL param dropped and cleanup. [grinvader]
>> Get it HERE
Tekken Tag - SMF and R.Belmont!
Look what the cat dragged inAnother WIP I had nothing to do with, but am happy to show it anyway since it’s one more PSX-hardware game that at least boots (I think the final holdout is NBA Jam Extreme. It tasks me…)
Anyway, reverse-engineering by Olivier Galibert based on drunken long-ago work by Duddie with MAME implementation by smf gets you this:
Before everyone hyperventilates, the game is 100% unplayable - only parts of the characters appear, the camera moves seemingly at random, and lots of other weird screwups occur. In other words, there’s still more protection.
Since variety is the spice of life, smf has a few different shots of his own to taunt the Guru.
http://rbelmont.mameworld.info/
Sorry Guru. I couldn’t resist it, I’ll get back to what I should be working on right now.
In case anyone is wondering, it isn’t playable. Hopefully the encryption fairy can start looking at the real hard stuff now.
Aaron Giles MAME WIP
Been sitting on this one for quite a while. It’s another redemption game that runs on the same hardware as Double Cheese and Lotto Fun 2. The main issue was that the sound and graphics ROMs were twice as big as the other games, so I had to figure out the banking. It took way longer than I think it should have, but sometimes these things are a little tricky.
Mednafen 0.5.2 released
0.5.2:* Modified the PCE code to only include header files that are needed.
* Fixed a memory leak in the state saving code.
* PCE: Closing HES music files will no longer produce battery-backed RAM files. x_x
* Fixed a memory leak in the state loading code.
* Reduced memory slightly in the text rendering code by using all the bits available in the array(instead of the lower bit of each byte) that tells if a glyph is available or not.
* Modified the internal message display code to allocate and free space for the message being displayed, rather than using a rather small static array.
* PCE: Fixed a small bug that would cause 1/75 second or less of the old CDDA track to play when switching to a new CDDA track.
* PCE: Changed how reads from $0000 are handled, and made vblank occur slightly later in the frame, to fix Valis 1.
* PCE: The CD reset function of $1804 now clears more variables, fixing problems with lockups when using the START+SELECT soft reset in the middle of a data read.
* Finally fixed the endian conversion code so that save states(and netplay) are compatible between big-endian and little-endian systems.
**NOTE** Save states created in previous versions of Mednafen on big endian platforms(such as OS/X PPC) will no longer work in this version.
* Removed the tech documentation from the source code distribution.
* Truncated the ChangeLog to the first Nintencer release.
>> Get it HERE.