Jump to content

    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.


    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.


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