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May 22nd, 2008, 12:18 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
------------------------------------
01815: [Save/Restore] All Sets: Saved machine states do not properly adjust to changes in -samplerate (Aaron Giles)
01671: [Interface] every set with PORT_MODIFY used for DIPs (e.g. arknoidj): the modified dipswitches are always listed at the bottom of the list (Aaron Giles)
01814: [Sound] YM2608 games (tail2nos, sformula, wc90, mechatt): Only basic music, no more samples (couriersud)
01497: [Graphics] numanath, numanatj: Graphics corruption on title screen. (Phil Stroffolino)
01804: [Core] carnevil, sfrush: Seattle games crash on startup (Aaron Giles)
Source Changes
------------------------
Fixed long-standing bug with Emeralda text colors. A sprite attribute exists which signals an alternate interpretation of palette ram. Fixed priority for the bitmap layer used in Numan Athletics. [Phil Stroffolino]
Restructured input port internals and cleaned up inptport.c: [Aaron Giles]
* Input ports are now maintained hierarchically. At the top level are input ports, which contain a list of fields. Each field represents one or more bits of the port. Certain fields such as DIP switches and configuration switches contain a list of settings, which can be selected. DIP switch fields can also contain a list of DIP switch locations.
* Normalized behavior of port overrides (via PORT_INCLUDE or by defining multiple overlapping bits). All fields within a port are kept in strict increasing bit order, so altered DIP switches are now kept in the appropriate order. This addresses MAMETesters bug 01671.
* Live port state is now fully separate from configured state. This is manifested in a similar way to devices, where a const list of ports can be managed either offline or live. Each port has a pointer to an opaque set of live state which is NULL when offline or valid when live. Each port also has a running_machine * which is also NULL when offline.
* Because of this new arrangement, the conversion from tokens to a list of ports now requires reasonably complex memory allocation, so these port lists must be explicitly allocated and freed (they are not mantained by automatic resource allocation).
* Custom and changed callbacks now take a pointer to a field config instead of a running machine. This provides more information about what field triggered the change notification. The machine can be found by referenced field->port->machine.
* The inptport.c module has been cleaned up and many ambiguities resolved. Most of this is internal, though it did result in osd_customize_inputport_list() being changed to osd_customize_input_type_list(). The parameter to this function is now a linked list instead of an array, and the structures referenced have been reorganized somewhat.
* Updated config.c to pass machine parameters to its callbacks.
* Updated validity checks, XML output, and UI system to handle the new structures.
* Moved large table of default input settings to a separate include file inpttype.h.
* Removed gross hacks in trackfld and hyperspt NVRAM. These may be broken as a result.
Further Namco NA-1 changes: [Phil Stroffolino]
* Adjusted alternate palette handling weights to more accurately match real hardware - text anti-aliasing is much more noticable.
* Adjustment to roz layer priority - prevents roz layer from incorrectly being displayed over backgrounds in some games (i.e. numanathj)
* Added a mask when processing the roz tilemap to avoid defects in emeraldj
Fixed black pixel patches present in the TC0100SCN fg layer of undrfire and groundfx. [Philip Bennett]
Universal DRC system updates and improvements: [Aaron Giles]
UML:
* Added back-end validation mechanism, and a handful of tests as examples. This will be expanded in the future.
* Added several new opcodes:
- SAVE dumps the entire virtual machine state to a struct
- RESTORE applies the data in a struct to the live state
- LZCNT counts leading zeros in an operand
- XTRACT extracts a bitfield to another register (rlwinm)
- INSERT inserts a bitfield into a register (rlwimi)
* Added new back-end function get_info() which returns information from the back-end about how many actual registers will be mapped.
x86 back-end:
* Implemented all new opcodes.
* Implemented get_info() function.
* Fixed several bugs relating to shifts/rotates and optimizing out cases incorrectly.
x64 back-end:
* Implemented all new opcodes.
* Implemented get_info() function.
* Added defines for new Penryn opcodes to x86emit.h.
* Added support for ROUNDSS and ROUNDSD on Penryn architectures. This hasn't been tested. If you have a Penryn-based system, give it a try.
* Fixed several bugs relating to shifts/rotates and optimizing out cases incorrectly.
C back-end:
* Implemented all new opcodes.
* Implemented get_info() function.
* Cleaned up operand sizing.
* Fixed several errors that made it not work on bigendian systems
MIPS DRC:
* Added some instrumentation for the MMU. To enable it, turn on PRINTF_MMU at the top of the file.
* Fixed front-end so that virtual no-op instructions are still targeted as branch targets.
* Fixed front-end to mark the beginning of each sequence as needing TLB validation, since any sequence can be jumped to from anywhere.
* Redid the MIPS3 TLB implementation. Fixed the exception vector and type handling. Changed the bitfields to directly map from the MIPS TLB format. Added distinction between TLB fill and TLB valid/modified exceptions.
* Added separate modes for user, supervisor, and kernel modes. Each mode does proper verification of addresses now and generates address errors for invalid accesses.
* Fixed several bugs in the TLB implementation; not everything works yet but it's a lot closer.
* Made COP0 access checking mandatory in non-kernel modes.
* Fixed several crashes when recompiling virtual no-ops.
* Fixed TLB bug where entries for virtual address 0 were present by default.
* Fixed bug in the map variable implementation that would sometimes result in incorrectly recovered values.
* Implemented IDT instructions. All invalid instruction asserts are now runtime-only.
* Added support to map a few common registers to machine registers if the machine supports it. Currently only x64 on Windows has enough free registers to do so, though PowerPC will almost certainly be able to take advantage of this. Gives a minor speedup.
* Updated to use INSERT and XTRACT where appropriate.
* Cleaned up register usage to free up one machine register for x64 on Linux.
Added World Rally wheel support. [Mirko Mattioli]
Fixed spikes91 sprite colours without resorting to hacks. [David Haywood]
Fixed N64 rendering on big-endian targets. [R. Belmont]
Fixed CDP1869 character memory access, and Cidelsa sprite flashing. [Curt Coder]
Fixed 80286 databus widths. [Wilbert Pol]
Added proper interpolation sub-cycles to the TMS5110 and TMS5220 ('PC' cycles and A/B subcycles of each) and updated comments. [Lord Nightmare]
Fixed World Rally MCU comms on big-endian. [R. Belmont]
Changed defaults so that joysticks are enabled standard. [Aaron Giles]
Some improvements to Sandii' games: [Roberto Fresca, f205v]
- Confirmed the CPU clock after some PCB measurements.
- Changed the SND clock to 1MHz to match the PCB measurement.
- Corrected the internal OKI6295 frequency turning the pin 7 state to HIGH.
- Inputs: Eliminated all pulse limitations. Affected buttons have a rattled sound in the real thing too.
- Updated technical notes.
Corrected several bugs in the emulation of the saturn CPU. These corrections are needed to make new HP48 drivers (to be submitted to MESS imminently) work. [Antoine Mine]
Eliminated a large number of global Machine references. Added machine parameters to IRQ callbacks throughout the system to help remove more. Reduced the number of files needing deprecat.h by ~200. [Atari Ace]
Some work on lwings.c: Input clean up, added dip locations, fixed lwingsb life DIP switches, and merged machine drivers. [Sonikos]
Updated Gorf sample volume to match new samples from Chris Law. [Chris Law]
Added built-in overlay for Moon Shuttle. [Deacon Blue]
New games added or promoted from NOT_WORKING status
------------------------------------------------------------------------------
1991 Spikes (Italian bootleg) [robiza]
New clones added
---------------------------------
Last Fortress - Toride (Korea) [The Guru]
Miss Puzzle (Clone of Gumbo) [The Guru]
Gals Panic SU (Korea) [The Guru]
New games marked as GAME_NOT_WORKING
-----------------------------------------------------------
Beauty Block [David Haywood]
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May 21st, 2008, 17:22 Posted By: JKKDARK
New version of the BBC emulator for PC.
Changelog:
- Acorn Z80 tube emulation
- Various fixes to video and sound
- New bandpass sound filter - recommended! (sounds very BBC-ish)
- Fixed crash bug on exit.
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May 21st, 2008, 17:19 Posted By: JKKDARK
New version of Xpadder. It simulates keypresses and mouse movements using a gamepad.
Changelog:
- Improved boot and startup code
- Improved graphical bit-depth (now uses 32bit imaging - 10% faster)
- Improved some slow graphical operations (mostly icon-related)
- Improved creation of popupmenu imagelists
- Improved creation of bitmap arrays
- Improved SetSelector list by sorting by set instead of method
- Improved controller settings stick tab (added tabs and new standard size icons, added "Enabled" text clicking to toggle)
- Improved Controller Settings window size to fit minimum 600x480
- Improved speed of controller settings activity scanning
- Improved speed of displaying controller if theme image is used
- Improved assignment keyboard display memory usage
- Improved speed of sample theme image gradient displays
- Improved speed of colour negating and vista gradient creation
- Improved bitmap image opening for future improvements
- Improved invalid image messages (added "theme" or "controller" to text)
- Improved boot resolution checker speed
- Improved boot error dialog button text (replaced "OK" with "Exit")
- Improved controller settings image tab layout (split into sub-tabs)
- Improved theme tab layout
- Improved some error dialog text for translation
- Improved checkbox text (replaced "Enable" with "Enabled")
- Improved Clear Controller Image dialog text
- Added One-Way SetSelector option
- Added SetSelector options to Assignment PopUp Menu
- Added custom pause slots
- Added Keyboard options tab and test
- Added Help button window toggling (re-click a Help button to close the Help window)
- Added executable name check (must be "Xpadder*.exe" - for example "Xpadder.exe" or "Xpadder5-1.exe")
- Added "Assignment" text to assignment window title (thanks to SGTCableDog)
- Added Clear confirmation windows when Clearing controller or theme images
- Added clicking of "Enabled" text for DPad and Triggers tabs
- Fixed a bug where connecting controllers out of sequence while Xpadder was running caused it to crash
- Fixed a bug where altering known controller list entry positions with only one controller connected caused crash
- Fixed a bug where ending session with Xpadder minimized did not save INI (thanks to SGTCableDog)
- Fixed a bug where ending session with Xpadder running did not cleanly exit coreloop
- Fixed a bug where CoreKeyScan checked for mouse buttons
- Fixed a bug where Stick2 Enabled text was not disabled when Stick1 was unavailable
- Fixed a bug where basic assignment checkboxes were not perfectly aligned
- Fixed a bug where right trigger failed to respond to manual axis selection if left trigger was set to none
- Fixed a bug where a permanently activated button (eg; mode switch) prevented button detection (thanks to Jezz)
- Fixed a bug where changing background colour did not work if scan animation was showing
- Fixed a bug where interface buttons (settings,help,controller,profile,abc,sets) did not use theme button style
- Fixed a bug where Minimize/Close window via Xpadder mouse emulation did not work (thanks to GrimResistance)
- Fixed a bug where 1 second delay occurred if moving Xpadder window via Xpadder mouse emulation
- Fixed a bug where DirectX libraries did not release memory if "User32.dll" was missing
- Fixed a bug where failed retrieval of DirectX exported function addresses caused error
- Fixed a bug where "User32.dll" did not release memory if function did not exist
- Fixed a bug where complete language files displayed "This language file 100% translated" (That's not 100% good English!)
- Fixed a bug where bitmaps saved in PhotoShop could not be used (thanks to TBD2007)
- Fixed a bug where pressing a button in controller settings window caused button to select and update name box repeatedly
- Fixed a bug where assignment window could not colour letters of assignments with more than 255 slots
- Fixed a bug where scanning for mouse assignments could not check assignments fully with more than 255 slots
- Fixed a bug where emulated keys could alter controller settings axis selection
- Fixed a bug where three-colour gradients did not set alpha value for first half
- Fixed a bug where core loop start delay was using all CPU for less than a millisecond
- Fixed a bug where "Fatal Error" text should have been "Error" (thanks to Zwaf)
- Fixed a bug where associated explorer icons resized badly
- Fixed potential freezing bugs in Assignment and Controller Settings windows
- Fixed bugs where Russian text did not fit in some Controller Settings labels, comboboxes and buttons (thanks to I Takaev)
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May 21st, 2008, 17:14 Posted By: JKKDARK
New version of the PC-Engine emulator for Windows 2000, XP and Vista.
Changelog:
- In the start demo of "Pop'n Magic", the problem that the screen has fallen into disorder was corrected. (Timing of CD-ROM access processing)
- At the display of frame-rate with "Info->Show FPS" menu, the bug that had not been occasionally displayed by the environment was corrected.
- In the continue-screen of "Paranoia(Psychosis)", the problem that some characters had shaken was corrected. (Correction of timing)
- Additionally, a detailed part has been improved and corrected.
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May 21st, 2008, 17:12 Posted By: JKKDARK
New version of AGEMAME
Changelog:
Not a lot here (just a skeletal mpu3 driver), but I do have some ROM dumps to sort through that may prove interesting...
If you want the binaries, download it here.
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May 21st, 2008, 03:25 Posted By: wraggster
ASUS has been running around demoing Eee PCs with built-in WiMAX for a while now, but a new report in the always-salacious DigiTimes says that we won't be able to get our hands on similarly-equipped units until after 2008 because the company feels the WiMAX market won't reach "maturity." Fair enough -- and ASUS is still planning on shipping the wireless tech in its larger laptops -- but something tells us that WiMAX isn't going to mature if popular devices aren't available with the tech built-in. Something about a chicken and an egg, you know?
http://www.engadget.com/2008/05/20/i...-anytime-soon/
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May 20th, 2008, 21:58 Posted By: Shrygue
via Computer and Video Games
Age of Conan: Hyborian Adventures might be breaking all manner of beta sign-up and pre-order records that we didn't know existed (until Eidos told us, that is) but Vista users might be about to get in a flutter over the omission of DirectX 10 at launch.
According to developer Funcom, the DirectX 10 version of Age of Conan has been delayed for an indefinite period.
A preview showing it off will feature at the Leipzig Games Convention this August, to give you an idea of how long we're talking about here.
Funcom hopes the postponement will allow even more features in the DirectX 10 version of Age of Conan than originally planned.
We hope that the Age of Conan team isn't so bogged down in DirectX 10 stuff that they don't forget to keep adding new stuff to the game. We don't have a clue about Funcom's development schedule, but overhauling a graphics engine while simultaneously keeping a persistent world going is no easy feat.
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May 20th, 2008, 01:13 Posted By: JKKDARK
Xfire was updated today.
Changelog:
Added support for Polish language--discuss translation errors in this forum thread.
Launched new, wider web site with your personal activity report about your friends.
Added Xfire In-Game support to 64-bit games: Crysis, Hellgate: London, and Half-Life 2.
Added the ability to see who is talking in a group voice chat in Xfire In-Game.
Fixed audio sync issue with some video conversion issues.
Added ability to bind push-to-talk for voice chat to a mouse button.
Increased Xfire startup speed when you have many games installed.
Added Xfire In-Game 2.0 with mouse support to:
Boiling Point, Chronicles of Riddick: Escape from Butcher Bay, Counter Organic Revolution (COR), Europa Universalis III. EverQuest II, Fortress Forever, Frag Ops. Ghost Recon Advanced Warfighter, Kingpin Life of Crime, Last Chaos USA, Madden NFL 2005, Medal of Honor Pacific Assault, NHL 2005, Ninja Reflex, Rising Eagle, SimCity 4 Source SDK Base, Sourceforts, The Office, Tremulous Troopers: Dawn of Destiny, Warsow, World of Padman.
New games supported:
Melty Blood: Act Cadenza, Seal Online USA, Magic Online III, Ultimate Doom, Master Levels of Doom, Final Doom, Doom 2, Cabela's Dangerous Hunts 2, Turok, Clive Barker's Undying, Lumines, Europa Universalis: Rome, Planescape: Torment, Dirty Dancing: The Video Game, Age of Conan: Hyborian Adventures, The House of the Dead 3, The House of the Dead 2, Iron Man, Sherlock Holmes: Nemesis, Galactic Civilizations II: Twilight of the Arnor, Imperialism II, Star Wars: Battle for Naboo, Grand Prix 4,Tomb Raider II.
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May 19th, 2008, 20:40 Posted By: Shrygue
via Computer and Video Games
The MMO genre has never really taken off on consoles in the same way as on PC. It's a puzzle for developers, but if anyone can figure it out, Nintendo can, says EA Mythic creative director, Paul Barnett.
The huge influence of World of Warcraft is the first creative problem for console MMOs, says Barnett, who currently busy working on Warhammer Online: Age of Reckoning.
"The number-one problem of a developer of an MMO these days is it's very hard to be creative and keep your eye on the target when almost everyone has only ever played one of these games and it dominates their thinking," he told CVG.
A successful console MMO would have to different, he says. "You would have to build something very console centric from the get-go. I think probably the best chance of someone doing something like that is Nintendo - doing
something crazy that no one expects."
He went on to say that the secret to a good console MMO lies somewhere within Rock Band. "The best example I can find for a perpetual online console game is Rock Band, with it Xbox Live community store. It's somewhere in there. I don't know what it is, but that's perhaps the closest I've seen to convincing console people to do things together, to do things online, to do things that cost money, to earn income.
Why doesn't he give it a go? Simple: "I wouldn't know how to do it," admits Barnett.
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May 19th, 2008, 19:59 Posted By: Shrygue
via Eurogamer
As covered in our launch event report, Funcom has revealed that it will take around 250 hours of play to reach the level cap of 80 in Age of Conan: Hyborian Adventures.
Speaking at last week's launch event game director Gaute Godager said, "We have budgeted - because that's what you do, you budget people's time when you make these types of games - a levelling curve which is on average 250 hours of gameplay."
Godager pointed out that for the first three quarters of that curve, levelling will be a lot faster than is common in MMOs - partly so he himself can get some progress in.
"I'm not really a hardcore player, I pretend to be," said Godager. "I said that I want to make a game that I can enjoy. When I sit down for a gaming session, I use two to three hours, and in that time I would like to gain a level."
Age of Conan is out on Friday, and Eurogamer MMO is marking the event with a dedicated Age of Conan week. Stay tuned to find out more about how you'll be spending those 250 hours in Hyboria.
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May 19th, 2008, 18:41 Posted By: JKKDARK
New update of the front end for PC.
Info and changelog:
Join Date: Nov 2002
Location: Austria (originally from the most beautiful island of the caribbean "Dominican Republic")
Posts: 1,220
@ES Codename "Evolution" public beta 5 is out!!
@ES Beta 5 is now released
Please start your package fresh (Easy Set-up will make this easy)
(Just drag and drop your covers into the covers folder of Beta 5)
@ES Beta 5 Change-log
* CRC Bugs fixed entirely(Thanks goes to ECC for the tips and links )
* GBA, NES, SMS, GameGear, Genesis, 32X, SNES and N64 roms will need to be added to @ES one last time to be able to use the cover-packs that are now available for download(roms need to be scanned).
* Model2, ePSXe and SSF support is now included
* Can now have both ePSXe and pSX set-up to use at the same time (Press F9 in the rom list to switch emu's)
Same goes for VirtuaNES and NESTOPIA
* The executable size was reduced again from 630kb to 616kb!
* Better Skin support(still not complete tho.)
* Daemon Tools support(please edit the settings file manually and look for "DT=" as i forgot to remove my path.. so aes will not prompt you to look for the executable)
Daemon Tools is needed for ePSXe and SSF support.
Please set these emu's to use the FIRST Daemon Tools drive
-----
Required settings for the new emu's are
SSF
---
Must set SSF to 1,5x screen size. Also go to option, options again, screen and change force aspect ratio to on.
Set the CD drive as your First Daemon Tools drive.
ePSXe
-----
Must set the GPU screen res to 512 x 384, set the CDrom plugin to one of the CDR ones. Settings of the CDrom plugin MUST be set to your FIRST Daemon Tools drive.
Note: only Pete´s D3D GPU plugin has been tested and is the only gpu plugin that may work for now.
Download it here
After downloading the new package, the cover packs in this post will be usable!!
Have fun!!
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May 17th, 2008, 23:55 Posted By: JKKDARK
New version of the Pocketstation emulator for PC.
Information:
PK201 is an experimental PocketStation emulator.
Before starting, you have to ...
(1)rip the Kernel ROM image from your own real PocketStation and rename it to "KROM".
(2)rip the Flash ROM image from your own real PocketStation and rename it to "FROM".
(3)put "PK201.EXE", "KROM" and "FROM" in the same folder.
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May 17th, 2008, 23:54 Posted By: JKKDARK
New version of the Amiga emulator for PC.
Changelog:
- lha/lzh archives with directory entries ("-lhd-") crash fix
- GUI chip ram 8M option was unavailable (b17)
- joyportx and input panel parameters (except input mappings) supported via uae-configuration
- less useless logging in fullscreen alt-tab
- GUI autoscroll fixed when using fullscreen mode smaller than 640x480 on non-primary monitor
- non-AR cartridge emulation problems fixed
- dont emulate chip ram mirroring if JIT direct is enabled at startup (OS can detect wrong chip ram size, JIT does not support mirroring)
- emulate "bus noise" (very far from real thing currently) when ECS Agnus but only 512M RAM configuration (512k chip ram, 512k bus noise, 512k chip ram, 512k bus noise) In theory 1M/2M Agnus configuration should be implemented because 1M Agnus + 1M chip = 1M chip ram + 1M chip ram mirror but 2M Agnus + 1M chip = 1M chip ram + 1M of "bus noise" (for example A500Plus) Later..
- Picasso96 state file support fixed (not compatible with old states)
- development PC CPU updated to Q9450 quad core CPU, 3.2GHz currently, more/less overclock later (old CPU was E6600)
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May 17th, 2008, 12:08 Posted By: wraggster
With its minute keyboard, the Eee PC can be tough to use in the dark. Imagine, then, if yours had a backlit keyboard. The folks at Popsci have come up with -- and explained -- a way to add one of your own. And get this: you can do it in 3 hours for just $13.50. But before you go ripping apart your new Eee PC, mind this: this isn't the easiest mod in the world. You have to be cool with removing the keyboard, slipping some wires, and doing some light soldering. In addition, the hack plops a Techno Flash luminescent wire inverter on the outside of the case, so if you're big on minimalism, this might be a skip.
http://www.engadget.com/2008/05/16/e...pinner-rims-o/
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May 17th, 2008, 01:09 Posted By: JKKDARK
New release of the NES emulator for Windows, Linux and other operative systems.
Changelog:
* Ported iNES to Unix using the new EMULib framework. I will try to compile the new iNES-Unix for as many Unix flavors as possible. At the moment, only Ubuntu Linux binaries are available.
* Ported iNES to Maemo OS2008 used in N800 and N810 internet tablets from Nokia. iNES-Maemo is specifically optimized for internet tablets using assembler modules from iNES-Symbian.
* Optimized 6502 emulation by collapsing infinite empty loops.
* Introduced more accurate per-scanline cycle counting.
* Once again, extended time before VBlank flag going up by 2 scanlines. This fixes F1 Race, Elite, etc.
* Moved mapper initialization after default initialization. This should fix MMC5 screen corruption that occurred in iNES 3.1.
* Fixed MMC3 scanline counter to remove garbage scanlines in Crystalis, GIJoe 2, Cartoon Workshop, etc.
* Finally fixed light gun ("zapper") emulation!
* Fixed FamiBASIC keyboard support on all platforms.
* Fixed FIRE-A autofire option in built-in menu.
* Fixed command line options for enabling/disabling sound.
* Added support, editing, and display for VS System DIP switches. Also see -dip command line option.
* Added -soft/-nosoft command line option and made softening, scanline simulation, and synchronization options work on all relevant platforms (Unix, Maemo, MSDOS).
* Removed -vperiod and -hperiod command line options, as these values are now computed automatically and do not need adjustment.
* Removed last occurances of #define SOUND. Sound support is always compiled in anyway.
* Made [F8] toggle scanline simulation, while [SHIFT]+[F8] toggles softening.
* Added standard VS System palette files to the package.
* Now drawing light gun aim and DIP switches using NES palette to avoid problems at different screen depths.
* Removed -novsync and -200 options from iNES-MSDOS, and added a new -480 option for 640x480 VESA screen mode.
* Fixed iNES-MSDOS light gun aim in 640x480 screen mode.
* The UIQ version of iNES-Symbian now uses 6502 emulation optimized in ARM assembler (this option has been left out in the last release).
* iNES-Symbian display routines rewritten in ARM assembler for speed. This should mainly affect UIQ3 users but S60 users will also benefit.
* Split iNES-Symbian configuration menu into four tabs, making "Video" and "Audio" settings separate.
* Added "Audio Latency", "Skip Frames", and "Sync Updates" settings to iNES-Symbian.
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