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    SquidgeSNES Released

    olaf
    By olaf,

    retroguru.com reports that SquidgeSNES, a new Super NES emulator for the GP2x, has been released. As of this version, the author considers it to be only a technical demo. Below are the release notes and reasons why.

     

    Just in case your wondering what I've been up to  :P

     

    http://www.squidgey.plus.com/squidgesnes.zip

     

    Still very basic, but it runs some roms quite well, like Super mario world. To use it you need to unzip the contents to the root of your sd card, and the rom you want to use needs to be called "snes.smc" and be in the same directory. To exit the emulation press the 'start' button.

     

    At the moment, it's in 100% C apart from the cpu core, which is in asm (taken from yoyo's little john palm). Once it's usable, I plan to implement more asm and speedups.

     

    Note that this is classified as a 'techdemo' - it's not currently playable. The only button that will do anything is 'start', which exits the emulation.

     

    Things still to do:

     

    Change from my own sdk to Rlyeh's SDK

    Implement controls

    Implement sound

    Improve compatibility

    Scaling/centering of image

    More speed

    File selector

    and lots more...

    This news originates from GP32x.com Board, and this individual post can be viewed here.


    MAME GP2X v1.3 Released

    olaf
    By olaf,

    retroguru.com reports that MAME GP2X, the open source GP2x port of MAME (the Multiple Arcade Machine Emulator), has been updated to version 1.3. Below are the changes in this version.

     

    - Improvements in Cyclone compatibility.

    - All Neo·Geo games are running perfectly now, but no Metal Slug with activated sound yet due to lack of RAM :P.

    - Some bugs corrected in CPS-1 games (taken from MAME 0.35b2). Knights of the Round is running ok now, King of Dragons does not get locked after first level, Willow have music, you can insert credits to continue the game, etc... Also there are new supported games (0.35b2): ffightu, sf2a, sf2b, sf2e, 3wonders, 3wonderj, kodj, captcomu, captcomj, knightsj, sf2ce, sf2cej, varthj, sf2t, sf2tj.

    - Configurable controls, analog controls sensitivity and inverted X and Y axis.

    - You can fire now with volume controls in rotated screen mode.

    - Relative paths used now in the emulator, you can put the emulator in the folder you want in the SD card.

    - Thanks to all paypal donators: gp32x.de, Federico Mazza, Nandove, Videogame Stuff, Denis Evans, Ricardo Cabello, Elías Ballesteros, J.Antonio Serralvo Martín, bagmouse7, Suj, funkyferdy, Gieese, Vincent Cleaver, William Burnett, Bleeg, Martin Dolphin, Ilarri, Glen Stones, Dr.Konami, Augusto Carlos Pérez Arriaza, Charles Box, Borochi, Kayday, George Tavoulareas, Timofonic, Fabrice Canava, Redox, Javitotrader, remowilliams, Scott Contrera, Jinhyun Seo, Hardcore Gamer (Chapas H-G), Craigx (gp2x.co.uk), Shane Monroe.

    You can visit the official homepage here, or simply download it here.


    Bryan McPhail MAME Wip

    Diso
    By Diso,

    Bryan McPahil, a MAMEdev, has recently updated his wip page.

     

    Double Dragon has a crash which sometimes occurs at the very end of the game (right before the final animation sequence). It occurs because of a jump look up table:

     

    BAD3: LDY  #$BADD

    BAD7: JSR  [A,Y]

     

    At the point of the crash A is 0x3e which causes a jump to 0x3401 (background tile ram) which obviously doesn't contain proper code and causes a crash. The jump table has 32 entries, and only the last contains an invalid jump vector. A is set to 0x3e as a result of code at 0x625f - it reads from the shared spriteram (0x2049 in main cpu memory space), copies the value to 0x523 (main ram) where it is later fetched and shifted to make 0x3e.

     

    So.. it's not clear where the error is - the 0x1f value is actually written to shared RAM by the main CPU - perhaps the MCU should modify it before the main CPU reads it back? Perhaps 0x1f should never be written at all? If you want to trace this further please submit a proper fix! In the meantime I have patched the error by making sure the invalid jump is never taken - this fixes the crash (see ddragon_spriteram_r).

     

    Double Dragon

     

    Visit his Homepage to see a screen shot of Double dragon and to download a patch for 103u1.

     

    Credits: Mameworld


    ZetaMAME 0.103u1 released

    Robert
    By Robert,

    Yes it's back!

     

    (January 8, 2006) 

    ZetaMAME32 v0.103u1 Updated

    Updated to MAME 0.103u1 - MAME32 0.103

    ZetaMAME32 v0.103u1 Changed

    Added 'Capture Snapshot' feature. (USE_CAPTURE_SNAPSHOT macro)

    Shortcut key: [Right shift + F12].

    It saves and captures all snapshot of visible screen. (Captured file saved snap or preview/snap folder)

     

    Changed source codes of 'Safe Exit' feature. (USE_EMULATION_CLOSE macro)

    Force exit key: [shift + ESC], [Alt + F4] or [Close Game] key in Extra Controls setting.

    Official Release Build

    English build: UI Font included 2 fonts in Advanced tab. (12pt height, 8pt height)

    General build: UI Font included 6 fonts in Advanced tab. (12pt, 8pt height, korean, japanese, Simplified and Traditional Chinese fonts)

    About included command list files for new style (0.103 or higher)

    I'll update English command list files for New style. (but update slow)

    Added command list (4 games).

    1941 (cps1.c): 1941 - Counter Attack

    3wonders (cps1.c): Three Wonders / Wonder 3 (Japan)

    captcomm (cps1.c): Captain Commando

    cawing (cps1.c): Carrier Air Wing / U.S. Navy (Japan)

    >> Get it HERE


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