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O2EM v1.15 Released

O2EM, a multi-platform Odyssey2 and VideoPac emulator, has been updated. Below are the changes (all platforms affected).
- Added support for 12kb and 16kb games. Trans American Rally+ works now.- Added fixes to the VP+ gfx emulation made by Soeren Gust. Flashpoint works properly now.
- Fixed a bug in the Windows-specific emulation timing code that caused the emulator to crash when run on a Windows machine which was on for a few days without a reboot.
- Fixed a bug in the emulation of the DAA instruction, which caused bugs in the score of several games (Le Tresor Englauti, Cosmic Conflict, etc.).
- Fixed instruction timings (patch by Soeren)
- Modified the palette to use values calculated from the Videopac+ RGB encoder specs by René van den Enden, instead of guessed values.
- Other minor fixes.
RockNES/Win32 v4.01 Released

RockNES has been doing a lot of fixes and updating lately, below is information on the update from today.
- Fixed pAPU output divisor, making a clean sound again;- Fixed 4017h register issue (SMB3 dash & cracking block sounds);
- Enabled proper gfx shutdown (was disabled due to debug);
- Changed default blitter to 256x240, plus minor config fixes;
- Recompiled 'alleg41.dll' module, fixing compiling warnings.
bsnes v0.0.003 WIP1 Released

Byuu has been hard at work on his Super NES emulator. Below is a quotation of what he's said about this version (the WIP) on his site.
- Today, I fixed quite a few things. First was an issue with VRAM reads, I wasn't copying the reads to a buffer, instead I was returning the immediate results. This caused a lot of issues, resulting in screen sections appearing to move to the left as things were drawn / redrawn.- Next, I fixed the sprites to start on scanline 1 instead of 0. Fixes paths clearing in Super Mario World. On the same line, I fixed the clipping of windows and color windows to be pixel perfect. I also removed the top scanline from the display (and two scanlines from interlaced modes 5/6). There's still a strange issue where every few hundred frames, there's one frame of garbled data. I also optimized the renderer by removing multiple passes over layers for each priority, and implemented a z-buffer instead. Sadly, there's no noticeable speed increase as a result.
- I also modified $4210 reads to not transition the NMI pin from low to high until the register is read twice. I don't know if this is the correct behaviour, but it does allow my Der Langrisser translation that relies on $4210 to work.
- I also fixed a bug where SRAM was not being written to a file when not in debug mode.