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    Rebirth of DSEmu!

    Alpha
    By Alpha,

    Two9A has informed us here that he has finally decided to continue the project for DSEmu!

    It would seem that the project lives once again. I took up the idea recently of using C++ to create a massively modular plugin structure, and it seems to be pulling itself off. As of right now, I have a small amount of an ARM7 core in one plugin, a mode3/4 GPU in another plugin, and a memory plugin tying them together.

     

        Not only that, but the whole lot is portable cross-platform, thanks to the FLTK user interface plugin. And that means I can run this thing on Windows, Linux, yea even on OSX (if it would compile there).

     

        As of right now, the simplest of mode3 demos run, and mic's afire also seems to work fine. Anything else refuses to output. That may be due to missing instructions in the core, or missing graphics; either way, there's a long way to go.

     

        I am, of course, providing the source. Eventually, this'll make its way into the official DSemu repository as a (huge) patch, replacing nigh-on the whole repository with new source files. But for now, you can grab the source at the link below. (You will need fltk's includes and libraries; the Unix makefile checks for them, the Windows one doesn't.)

    »» Download files @ http://www.dsemu.org [Official Website]

    »» http://dsemu.1emulation.com [Official Forum]


    Nestopia v1.20 released!

    Robert
    By Robert,
    Some of the new features:

     

    * DirectDraw kicked out and replaced by Direct3D (DirectX 9.0c now required)

    * More video filtering options

    * More multitasking friendly

    * Configurable menu keys

    * Less cumbersome to take screenshots and no more GDI+ requirement

    * Selectable auto-fire speed

    * Recent directories

    * Ability to lock and clear the recent files and directories lists

    * Selectable LED source for FDS disk access

    * Alternative emulation speed via assignable key/button

    * Ability to change the menu color

    * Changes to brightness/saturation/hue takes effect immediately

    * More logfile (disabled by default now) diagnostics

    * Cursor gets auto-hidden

    * Many hard-coded strings now moved into the resource section

    * Image info for FDS and NSF files

    * Can make IPS files out of changes to FDS disk files

    * Can edit iNes file headers

    * Hq2x/Hq3x filter support

    * Additional GUI improvements

     

    New iNes mappers:

     

    53, 56, 142, 158, 164, 165, 193, 203, 204, 205, 206, 207, 208, 209, 210, 211, 212, 213, 215, 217

     

    Fixed iNes mappers:

     

    *many*

     

    New UNIF boards:

     

    Mario 1 Malee 2, Novel Diamond 9999999-in-1, Super Game 8237, Super 24-in-1, WS 40-in-1

     

    New controllers:

     

    Oeka Kids Tablet, Hyper Shot, Crazy Climber, Mahjong, Exciting Boxing, Top Rider, Pokkun Moguraa

     

    Other emu core related things:

     

    * More standard conformant C++ code

    * Easier to port to other platforms using a new written API

    * Many speed optimizations (but at NO cost of emulation accuracy)

    * Save state and movie file formats rewritten, old files will no longer work

    * More accurate APU and PPU emulation thanks to RE work by Blargg, Kevtris and Quietust

    * Perfectly time-aligned sound sample output by using a common clocking rate

    * Uses new updated palette by Matrixz

    * Better (but not perfect) NTSC color generation algorithm based on tweaks by AWJ

    * ROM database fixes and additions

    * Support for phantom stereo sound output

    * More accurate FDS emulation

    * Better sound quality with the external sound chips

    * Auto-selects between Famicom and NES 4-player adapter based on game CRC

    * More accurate emulation for several controllers

    * More accurate hard/soft reset behaviour

    >> Get it HERE

     

    Credits: RetroGuru


    MAME v0.100u4

    iq_132
    By iq_132,
    0.100u4

    -------

     

     

    MAMETesters Bugs Fixed

    ----------------------

    acrobatm0100u3gra [Mamesick]

     

     

     

    Source Changes

    --------------

    More NSS updates. This is mostly for MESS's benefit but nss_ncaa improves

    from it too. [R. Belmont]

    * SPC700: Fixed operand order for SBC to memory

    * SNESHW: Implemented unknown DMA & HDMA modes

    * SNESHW: Fixed SRAM sizing (used as protection in some games)

    * SNESHW: Boosted interleave

    * Fixed scroll registers to work like real hardware

    * Fixed timing of OAM address reset and range/time over reset to better

        match real hardware

    * Fixed missing "break" for HDMA mode 5

    * Fixed behavior of OLDJOYx registers when auto-read is enabled

     

    Added filters back into the Scramble driver. [Hans Andersson]

     

    Changed break/watchpoints in the new debugger to display in hex.

    [Anonymous]

     

    Updated usrintrf.c to work better with MESS. [Nathan Woods]

     

    Merged ctribe machine driver with ddragon3. [Mamesick]

     

    Improved Zip & Zap DIP switches. [brian Troha]

     

    Improved Egg Hunt DIP switches. [brian Troha]

     

    Fixed flipscreen in TC0100, which improves Liquid Kids. [bryan McPhail]

     

    Improved Metal Saver DIP switches. [brian Troha]

     

    Cleaned up merging of Jolly Card sets. [Roberta Fresca]

     

    Updated 65816 and 37710 cores: [R. Belmont]

    * Fixed both CPUs to set the data bank register to the destination on

        an MVN/MVP

    * Some minor tweeks so the debugger works properly when the 65816 is

        executing out of a read handler (as it always is for the SNES)

     

    Filled in missing asteroids DIP switches. [Kevin Jonas]

     

    Updates to the I386 core: [Ville Linde]

    * Added i486, Pentium and Cyrix MediaGX CPUs

    * Replaced the opcode tables with a dynamically built one

    * Rewrote the cycle counting to support different CPUs

    * Added page translation

    * Tons of bugfixes

    Also updated the SPI driver to work with these changes.

     

    Cleaned up the taito_f2 driver: [brian Troha]

    * Converted what I could to port_include and port_modify

    * Fixed a few rom names and standardized names add a PCB layout.

    * Changed the sound CPU to 240000/6 and the YM2610 to 240000/3 as there

        is no 16MHz OSC on the PCB.  Only a 26.686 & 24.000 MHz chips.

     

    Fixed inputs in vliner: [Mamesick]

     

    Added some basic zooming support to the gstriker/twcup94 driver.

    [David Haywood]

     

    Improved accuracy of joystick types reported in -listxml. [buddabing]

     

    Added "Uptime" to the bookkeeping info displayed in the UI. [Aaron Giles]

     

    Added new driver flag: GAME_SUPPORTS_SAVE, to indicate drivers which have

    save state support that is supposed to work. Attempting to save state on

    a game without this flag will give a warning. Save state-related bugs may be

    filed against drivers with this flag set. [Aaron Giles]

     

    Removed the GAMEX and GAMEBX macros. The flags parameter has been moved into

    the GAME and GAMEB macros and these are used for all games. [Aaron Giles]

     

    Converted a few more drivers over to using the new memory_configure_bank

    calls. [Aaron Giles]

     

    Added save state support to the Cinematronics vector sound hardware and to

    the Z80 CTC system. Also fixed QB3 banking when used with save states.

    Marked all the games in cinemat.c with GAME_SUPPORTS_SAVE.

    [Aaron Giles]

     

    Added save state support to the TMS5220 chip. Added missing registers to

    the 6800 core's save state. Cleaned up 6821 PIA initialization and save

    state registration. Marked all the games in mcr.c with GAME_SUPPORTS_SAVE.

    [Aaron Giles]

     

    Changed ui_popup to display longer by default for longer messages.

    [Aaron Giles]

     

    Added new option -autosave which automatically loads a game at startup and

    saves it at exit time for any game which is explicitly marked with

    GAME_SUPPORTS_SAVE. For other games, this option has no effect. [Aaron Giles]

     

     

     

    New games added or promoted from NOT_WORKING status

    ---------------------------------------------------

    Magic's 10 [Pierpaolo Prazzoli]

    Alpine Racer 2 (Ver. 97/01/10 17:10:59) [R. Belmont]

    Dark Edge [Anonymous]

    Metal Saver [David Haywood, Corrado Tomaselli]

     

     

     

    New clones added

    ----------------

    Bonanza Bros (Japan, Floppy) [David Haywood, Team Japump]

    Scramble Spirits (Japan, Floppy) [David Haywood, Team Japump]

    Ninja Kids (US) [brian Troha]

     

     

     

    New games marked as GAME_NOT_WORKING

    ------------------------------------

    Magic's 10 2 [Pierpaolo Prazzoli]

     

    As always check it out at http://www.mamedev.org

     

    Seems to be quite a lot of changes, have fun compiling kids ;)

     

    MAME32 released!

    »» Official Site

     

    MAMEinfo.dat released!

    »» Official Site

     

    MAME32 Version and Alltime inifiles Released!

    »» Official Site

     

    MAME32FX released!

    »» Official Site

     

    MAMEplus released!

    »» Official Site

     

    MAME32HP4 released!

    »» Official Site


    Wada talks DS

    Wizard
    By Wizard,
    At a time where the Xbox 360 has been stealing all the limelight with the X05 event, no one would've thought that Nintendo would step up and take the spotlight back...but they did! Today, Nintendo held a "NINTENDO DS Conference!2005, Fall" event in Japan to talk a bit about some new titles coming up. Here are some further details on the Square Enix announcements.

     

    The conference opened with Square Enix president Youichi Wada talking about Square Enix's stance on the DS, starting with an announcement of Mario Basket 3 on 3, which Square Enix will be developing and Nintendo will be publishing. "When we were planning games that would fit the DS, we thought we should do something that would transmit the feel of touching," says Wada, "And so in our pile of ideas we thought about doing a basketball game set in the Mario world and approached Nintendo about it". From here, Wada went on to say that the game will feature Mario, Luigi, Peach, and many other recognizable Mario characters. Courts will all be sporting the Mario Motif and an example he gave was that one court is Boo's Castle and during the match your opponents might get changed into coins. In closing, he commented that the 'feel' aspect will be passed through the touch pad where you'll be able to recreate the feel of dribbling with the unique controls of the game.

     

    Wada then went on to talk about Final Fantasy III for the DS. Planned for a winter 2006 release, the characters, field, and other objects will all be rendered in complete 3D polygons rather than the sprites of the original. The team is hard at work on making sure the game has a fresh appearance but at the same time, they want to be careful not to ruin the appeal of the original.

     

    Before he left the stage, Wada mentioned that after the release of the upcoming Final Fantasy IV for GBA, FFV and FFVI will be following the tradition and appearing on the GBA. He promised that FF games will never just be straight ports, but rather will always contain new elements. We're definitely interested in seeing how these FF games are coming along and how Square Enix's first basketball game turns out...so hopefully there will be a media update soon.

    >>1up

     

    Weee, offically translated FF3 game coming to DS(FF3j folks), and being pretty!


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