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DC lxdream dreamcast emulator aims Android?!
Posted by: nickblame - Yesterday 08:25 AM
64 Views - No Replies

There's a good chance that the lxdream author nkeynes fella is considering a port of lxdream to the Android. There is some recent movement in his mercurial repository over here that point to that direction (but of course we can never be sure).
It wouldn't hurt to have lxdream on Android now would it? Big Grin I'm sure that if nkeynes finds the time he will definetely nail it!

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  WinUAE 2.4.2 Beta 1 Released
Posted by: gilatino - 05-13-2012 08:50 PM
113 Views - No Replies

Windows port of the UAE Amiga Emulator

http://www.winuae.net/
http://eab.abime.net/showpost.php?p=818133&postcount=2

Quote:Beta 1:

- Autovsync 50/60Hz also accepts 100/120Hz modes if available, supports also refresh rates +-1 from nominal.
- CD32: CD command receive DMA emulation correctly emulated, TOC read hack removed.
- CD32: Repeat each CD TOC packet 3 times (same as real CD TOC format) (Universe title screen CDA)
- CD32: CD audio stopped if multiple play requests were sent very quickly (Universe in-game CDA)
- GUI RTG monitor selection implemented.
- Low latency vsync + fastest possible CPU auto adjustment updates.
- Legacy vsync automatic adjustment implemented, hopefully improves stability. (Remember that legacy vsync is only compatible with approximate/ce CPU modes)
- FPS led background flashes yellow if frame was missed in vsync modes.
- Detect display driver forced vsync, switch to double buffered mode if low latency no buffer mode.
- Always call D3D SetMaximumFrameLatency(1) if vsync mode (any vsync) to reduce latency, previously was only called when low latency no buffer mode used. (SetMaximumFrameLatency only available on Vista and later) Usually display driver control panel can be also used to override this value.
- Added auto scale integer scaling method, uses autoscale display size instead of max overscan.
- Integer scale mode filter horizontal and vertical zoom sliders value is now added to native screen size before calculating integer scaling value. (Negative values reduce size of screen = scale to higher multiplier earlier)
- Integer scaling supports non-power of 2 integer upscaling ratios now, downscaling still only supports 1/2, 1/4 and so on to prevent scaling artifacts or blurriness.
- Warp mode now works properly in all vsync modes.
- Most filter modes (autoscale etc..) now fill "invisible" borders with black, for example this removes ugly extra border(s) in autoscale fullscreen or full-window mode when using non-4:3 displays. (In other words anything outside of 4:3 sized window are now blanked in non-4:3 screen/window sizes)
- Low latency vsync displayed blank screen if emulation was restarted using GUI Restart button.
- JIT GUI cache size box was broken.
- Do not return error code if uaehf.device read or write io command has null data pointer and length is also zero.
- Added more Windows error codes to directory filesystem to AmigaDOS error conversion table.

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nes RockNES 5.08 released
Posted by: gilatino - 05-13-2012 08:48 PM
53 Views - No Replies

NES emulator and NSF music player for Windows.

http://rocknes.kinox.org/

Quote:What's new for version 5.08 (05/12/2012)
-----------------------------------------
- Fixed application path string, the config file should be loading/saving ok.
- Fixed IRQs for MMC3 (mapper 4), MMC5 (5) and RAMBO-1 (64).
- Fixed 2002h clearing timing (sprite #0 and sprite overflow flags).
- The emulator now displays PAUSED when inactive

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SNES bsnes v089 Released
Posted by: gilatino - 05-12-2012 12:22 PM
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bsnes is a multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
-Nintendo
-Super Nintendo
-Game Boy
-Game Boy Color
-Game Boy Advance

bsnes also supports the following subsystems:
-Super Game Boy
-BS-X Satellaview
-Sufami Turbo

bsnes focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.

http://byuu.org/

Quote:This release is going to be unique from previous releases. I am only recommending that developers use this version. As such, only the source archive has been posted. I strongly recommend against Linux package maintainers updating to this build. Casual users should wait for the next release.

This release introduces a brand new user interface. It looks and functions exactly like the previous release, but it is built entirely on a declarative model: the GUI does not know about any individual systems that it supports. It pulls all of this information from a vector of emulated system objects instead. With the same amount of functionality, the new GUI is 66% smaller than the old GUI, code-wise.

In fact, it actually does more. You can now easily add (and remove) entire systems from bsnes with only three lines of code. Input mapping is now more advanced and allows multiple bindings per input.

But there is one critical thing it no longer does: the new GUI does not load individual ROM files. It requires the cartridge-folder concept that is still in development. It further requires a manifest to describe the PCB functionality. The code to handle both modes is cumbersome, and I did not wish to write it again.

Right now, the problem is that we don't have user-friendly tools to make using cartridge folders easy. As such, this is why I've chosen not to release binaries this time. It's my hope that in the interim between v089 and v090, we can bring in developers willing to make the process completely transparent.

And now is a perfect stopping point. Tom has just finished the English script translation for Far East of Eden Zero, so my efforts need to focus on reprogramming this game. This will require my absense from emulator programming for a while. Hopefully during that time, appropriate tools can be made for the next release. My hope is for v090 to be as easy to use as the old Qt releases were, with direct loading of compressed archives and headered images.

That said, this release also fixes some reported emulation bugs. Mini Yonku Shining Scorpion was broken for a bit due to incorrect SA-1 register initialization. Air Strike Patrol surprises us with a second mid-scanline raster effect, which disproved an older theory of mine on the BG scroll registers, and is now emulated correctly as well. There is also a world of internal code restructuring. All processor instruction sets are separated from the functionality built on top of them (for instance, the ST018 and GBA can share core ARM instructions.) Now that libsnes has been superceded by libretro, I've moved to a complete emulator abstraction in C++ that works with all of my emulators. And last but not least, there's a new cheats.xml from mightymo bundled in this release as well.

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  Wine 1.5.4 Released
Posted by: gilatino - 05-12-2012 12:15 PM
78 Views - No Replies

Run Windows applications on Linux, BSD, Solaris and Mac OS X.

http://www.winehq.org/

Changes:

Quote: -A new DirectSound resampler.
-A Negotiate authentication provider.
-OpenGL support in the DIB engine.
-Beginnings of support for .NET mixed assemblies.
-Support routines for Internationalized Domain Names.
-Various bug fixes.

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