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    Ootake 1.40 released

    Robert
    By Robert,

    TG16 / PCE emulator

     

    2008/03/01 1.40 released

    - The noise of the sampling voice of the wave memory sound reduced. As a result, the tone quality has been improved.

    - The ADPCM sound processing was brought close to a real machine.

    - The processing speed and timing were elaborately brought close to a real machine. In the third stage of "Soldier Blade", the problem that one frame screen fell into disorder occasionally was solved. In "Racing Damashii", the problem that race screen shook occasionally etc. were solved.

    - While playing CD-DA, when a game is reset with "SELECT+RUN" button, the bug that had been occasionally freezed was corrected.

    - Additionally, a detailed part has been improved and corrected.

    >> Get it HERE.


    Various devkitpro releases

    Robert
    By Robert,

    All available HERE.

    They were released within the last week.

     

    - devkitpro updater 1.4.5

     

    - buildscripts 20080229

     

    - devkitPPC release 14

     

    - libogc-20080228

     

    - gcube 0.4.0 (this is a 3-year-old GameCube emulator, so don't get excited)

     

    - gamecube examples 20080228

     

     

    Some more information has come to hand from the operators of devkitpro.org...

    The 14th release of the gamecube toolchain is now final and available for download. This version brings Wii support now that we have the ability to run code on Wii thanks to the efforts of Team Twiizers and their Twilight Hack.

     

    Those of you used to the old build system with prior versions of devkitPPC and gamecube programming will need to review the updated examples and templates. libogc has now been removed from inside the toolchain and is installed in a separate directory in the same way we maintain the gba and ds support libraries for devkitARM. This allows us more leeway to update the toolchain and libraries separately and avoid dependency issues which have been causing problems for users in the past.

     

    Several packages have been updated and some new ones added, notably the addition of Monk’s gcube emulator which appears to provide most compatibility with devkitPPC compiled code, including the ability to run code intended for Wii. We don’t advise using the emulator exclusively for development testing but it should be convenient for quick test builds prior to running on hardware. A windows native binary has been provided but currently lacks the debug features of the OSX and linux versions, hopefully we will be able to provide this with a future update. Currently there are no builds for other platforms but we will be happy to host prebuilt versions should someone volunteer to provide them.

     

    Windows users should use the devkitPro installer updater to obtain devkitPPC and the support libraries, this ensures that everything is installed properly. For other platforms instructions are provided on the wiki Getting Started page which includes links for the windows install package.


    Makaron Test 9-2 released

    Robert
    By Robert,

    Dreamcast emulator. There's no changelog as such, we only have the author's comments on his blog.

     

    Here's Makaron Test 9/2 with MMU support in recompiler.

    If you have any problems with it, go back to T9/1. This version is pretty broken (lots of unfinished modifications) but I want to know how badly :devilboy:

    Again, too many changes to list. Some bug fixes (to SH4 recompiler as well). PAD plugin now enforces 5% dead zone in analog stick center position - this should cure "cursor keeps running away" problem in some games. New AICA/ARM code (back to interpreter for now) sounds much better, no DSP yet. More messages will now appear in English, in future it will be possible to support many languages (via translation files or something like that).

     

    There's new system of identifying GD-ROMs and MIL-CDs - it's main purpose is to enable MMU where necessary. The database is far from complete though, so some GDs will not be recognized. Please report those, but do make sure to provide proper title, MD5 sum computed by Makaron, region, and whether it is Windows CE game or normal one. DO NOT REPORT PIRATED SOFTWARE. I will ignore/delete such reports on sight. Same goes for dubious ones, with spelling errors and such.

    If you happen to stumble upon WinCE game that is not recognized you'll need to enable MMU manualy in the ini file. And let me repeat that again - MMU requires a damn fast CPU. 2,4GHz Core2 Duo is the absolute minimum - the faster the better.

     

    The multi-threaded GD reading is not yet finished. You might want to enable it anyway, see GDROM.ini for that, but be advised that some games will refuse to boot or hang with this option enabled. Most should work.

    >> Get it HERE.

     

    >> Get the MKFro front-end HERE.


    fMSX PSP 3.5.1 released

    Robert
    By Robert,

    MSX emulator for PlayStation Portable

     

    Version 3.5.1 (February 29, 2008):

     

    - PSP version brought up to par with Marat's official version

    - Sound should now function correctly following a state load (in previous versions, sound would often stop)

    - MSX MUSIC bug fixed - FMPAC should now be loaded correctly (earlier versions attempted loading from an incorrect location, and thus failed)

    - When switching games, latest save state will be automatically highlighted

    >> Get it HERE.


Portal by DevFuse · Based on IP.Board Portal by IPS
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