Jump to content

    SNESGT 0.230 beta 1 released

    Robert
    By Robert,

    SNES emulator

     

    >> Get it HERE.


    ScummVM DS 0.11.1 released

    Robert
    By Robert,

    This is the DS port of ScummVM.

     

    29/02/08 - ScummVM DS 0.11.1

     

    Bugfix release - no new features for the DS port

    >> Get it HERE.


    Meisei 1.1 released

    Robert
    By Robert,

    MSX emulator

     

    01-03-08: 1.1

    - gfx: fixed DDraw renderer border refresh bug

    - input: corrected keyboard matrix quirk

    - changed power-on timing, to prevent "A Life M36 Planet" from locking up

    - added movie time code view option on play/record (hh:mm:ss;ff)

    - vdp: you can now disable/enable sprite and tile layers

    - vdp: added unlimited sprites option. This eliminates sprite flickering on most games, without affecting core accuracy: collision and overflow bits still work the same. Games that use overflow as a trick to hide sprite lines, like Athletic Land when falling into the water, will show glitches.

    - sound: added "triple buffering" to prevent overflows on longer frames

    - timing: speed up setting is now in percentage instead of integer multiply

    - timing: added slowdown feature, working similar to speed up (default: F10)

    - gfx: auto save palette didn't work

    - input: added "invert" function for axes

    - input: limited the speed of DInput reads, instead of always at every vblank. It sometimes returned wrong values in fast forward mode.

    - timing: added direct control over frame speed/reverse with an analogue axis, by default mouse Y axis while holding F10 + F12. I call it DJ scratching, since it kind of resembles that.

    - added AMD flash memory emulation, and Matra's INK mapper. One INK cartridge died in the process (no, not inkjet), curses were heard as far away as planet Gradius.

    - fixed crash when opening an SCC game by drag-dropping, while that same SCC game was already running

    >> Get it HERE.


    PSP Emulator 2008-03-01 released

    Robert
    By Robert,

    Thanks to AEP Emulation for bringing this to our attention! :)

     

    This is a proof of concept I made of a PSP Emulator with a debugger using D programming language and DFL library. Currently, the emulator only emulates a few instructions and a few BIOS calls.

     

    2008/03/01:

     

    - Partial (and buggy) lighting support.

    - Some cleanups.

    - Starting gui for breakpoints and gpu (not working yet).

    - Corrected callstack.

    - Some fixes; more homebrew demos supported.

    - Temporally skinning broken.

    - Temporally shaders disabled.

    - Updated binaries.

    - Reduced size of the font used in dissasembler and memory viewer.

    - Allowing reduce dissasembler window size; now imports won't overlap).

    - Initial support of opening files (not working fine yet).

    - Threading support currently disabled (I have to fix some issues).

    - mstick and reflection demos not supported yet

     

    2008/02/24:

     

    - Buggy skinning support.

    - Implemented guLogic

     

    2008/02/23:

     

    - Now using shaders (opengl >= 2.0).

    - Very fast clut.

    - Now I will be able to emulate sprite behaviour (sprite.pbp) with vertex shaders.

    - And probably hardware morphing and skining.

     

    2008/02/22:

     

    - cleanups

    - clut support

    - y-axis correction.

     

    2008/02/21:

     

    - more 3d support and more fpu instructions supported

    - texture mapping

     

    2008/02/20:

     

    - Now can run a lot of integer instruction and some of the FP ones.

    - Also emulates a little of the GPU with new opengl support and support more library imports.

    - Fixed some bugs.

    - I found mips specs so it will be more easy to implement cpu (except for allegrex-specific instructions).

     

    2008/02/14:

     

    - First Attempt (Buggy)

    >> Get it HERE.


Portal by DevFuse · Based on IP.Board Portal by IPS
×
×
  • Create New...