- 1 reply
- 2,911 views
- Add Reply
- 2 replies
- 2,443 views
- Add Reply
- 0 replies
- 1,525 views
- Add Reply
- 0 replies
- 1,530 views
- Add Reply
No$GBA 2.5 released

GBA and NDS emulator
04 October 2007 - version 2.5
- help: updated gbatek standalone version 2.5 (about one hundred news since 2.3)
- vram viewer: supports extended palettes in bg map windows (eg. magnetica demo)
- nds/help: added ds 3d overview chapter (basics on geometry/rendering engines)
- nds/help: added ds technical data chapter (containing some basic overview)
- nds/help: replaced ds various chapter by new ds memory control/timing chapter
- nds/sound: fixed major unreported bug in 80x86 code sound_bias SWI function
- nds/3d/help: corrected shininess formula (ie. fixed that max cos 2 angle mess)
- nds/3d/help: added caution: specular reflection WON'T WORK on camera rotation
- nds/3d/help: maths basics of vector-by-vector multiply (and purposes thereof)
- nds/3d/softlight: allows light+color nonsense double def (eg castlevania clip)
- nds/3d/softlight: much better light-accuracy, and now supports shininess_table
- nds/3d/softlight: lighting fully calculated by software (without opengl light)
- nds/timing: split timings for nds7 (fast access) and trashy nds9 (slow access)
- nds/timing: split addr_clks_table to CODE/DATA addr_clkc_table/addr_clkd_table
- nds/timing: emulates "half" cycles on 66MHz/nds9 (tcm/cache and n32/2 thumb)
- nds/timing: emulates nds7 exmemstat gba-slot timing bits (like nds9 exmemcnt)
- nds/timing/help: added detailed/tested nds7/nds9 code/data memory-timing chart
- nds/timing/cache: allows more CPU load on bios/mainram when cache is enabled
- nds/timing: emulates shared N32 access time for two NDS9 thumb 16bit opcodes
- cpu/speedup: precalculates opcode-timings on interseg-jumps (usually faster)
- cpu/speedup: faster conditional opcode handling (maybe yet another 3% faster)
- cpu/speedup: thumb: uses 16bit reads (3% faster on non-32bit-aligned addr's)
- cpu/speedup: replaced dumb jmp exec_opcode by exec_opcode_mac (ca. 10% faster)
- cpu/speedup: added more code alignments in cpu-core (not significantly faster)
- nds/help: added note that 66MHz-nds9 actually runs MUCH SLOWER than 33MHz-nds7
- nds/cpu: emulates superslow nds9 memory access time (bios,wram,vram,oam,etc)
- nds/cpu: emulates operand-independend ARM9 multiply time (eg. slow thumb time)
- nds/wram: emulates wramcnt mapping (no idea if it's used by any games though)
- nds/3d: adjusted z-rounding (avoid opengl-clip-plane in club house games demo)
- cpu: emulates cp15-trace-id, debug: disass auto-comments on trace-id and bist
- nds/help: fixed key1 [scratch] writeback lsw/msw are exchanged (thanks simon)
- nds/help: cp15 info on trace-id, bist, cache debug/test, supported cache cmds
- cheat: fixed occassional crash on delete cheat (push/pop) (thanks Hiei Youkai)
- thanks: rockmanrotties for submarine (timing) and clubhouse (clip) bugreports
>> Get it HERE.
Mjolnir 0.2 released

System 21 and 22 emulator
Mjolnir 0.2 - October 3, 2007- added protection for out-of-bounds memory read from pointram (System21)
Mjolnir 0.1 - October 1, 2007
Phil Stroffolino
Mjolnir is a MAME (http://www.mamedev.org) derivative work, based on a branch of MAME0100.
Mjolnir supports a subset of games released for Namco's System 21, System 22, and Super System 22 harware.
The focus to date has been on Prop Cycle and Starblade, though other titles work to various extents and bug reports are welcome.
Mjolnir's primry purpose is to provide a framework for experimenting with rendering abstractions that provide a bridge between traditional arcade video hardware and modern APIs like OpenGL and Direct3d.
Mjolnir's secondary purpose is to explore the benefits of targeted patches and recompilation techniques to eliminate performance bottlenecks.
Known Issues:
- MAME's "UI" layer is functional, but invisible
- System21: gradient-style backdrops are not yet working
- System21: incomplete near-plane clipping
- System21: incomplete near-plane clipping
- System21: Air Combat & Cybersled: graphics glitches
- System21: Winning Run: missing bitmap layer
- System22: Prop Cycle locks up after entering a high score
>> Get it HERE.
PSP2600 v1.1.0 released

Atari 2600 emulator for PSP
Hi All,
For those who has missed the beginning, Stella is on of the best emulator of Atari 2600 game console, running on many different systems, such as Linux, Solaris, Windows, MacOS/X, WinCE, OS/2, GP2X.
It has been written initially by Bradford Mott, see Stella site for details.
PSP2600 is a port on PSP of the version v2.2 of Stella. It's based on the work of Aenea who was the first to port Stella to PSP, and David Voswinkel who's now in charge of the PSP port in Stella team.
It has been developped on linux for Firmware 3.x-OE and for PSP-slim.
What's new in this version (i hope the last) ?
- Display and save thumbnail images for each save state
- New graphics
- Option to prevent the blue led to be displayed when L or R are pressed
>> Get it HERE.
Unofficial command.dat 2007-10-02 released

2007-10-02
Command List Update
Corrected: Art Of Fighting 3, Asura Buster, Cyberbots, Fatal Fury 3, JoJo's Venture, JoJo's Bizarre Adventure, Marvel Super Heroes, Mortal Kombat, Mortal Kombat 2, Mortal Kombat 3, Ninja Master's, Real Bout Fatal Fury 2, Real Bout Fatal Fury Special, Red Earth, Rival Schools, SNK vs. Capcom, Street Fighter Alpha, Street Fighter Alpha 2, Street Fighter Alpha 3, Street Fighter EX, Street Fighter EX2, Street Fighter EX2 Plus, Street Fighter EX Plus, Street Fighters II, Street Fighter II - Champion Edition, Street Fighter II - Hyper Fighting, Street Fighter III 2nd Impact, Street Fighter III 3rd Strike, Street Fighter: The Movie, Street Fighter Zero 2 Alpha, Tekken 3, The King of Fighters '94, The King of Fighters '95, The King of Fighters '99, The King of Fighters 2000, The King of Fighters 2002, The Last Blade, The Last Blade 2, Ultimate Mortal Kombat 3, Vampire Savior, Virtua Fighter, Waku Waku 7
Added: cheat codes (if available) for all games.
>> Get it HERE.