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	<channel>
		<title><![CDATA[EmuNewz Network - All Forums]]></title>
		<link>http://www.emunewz.net/forum/</link>
		<description><![CDATA[EmuNewz Network - http://www.emunewz.net/forum]]></description>
		<pubDate>Thu, 17 May 2012 18:21:46 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[arcadeflex (arcade emu)]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=52346</link>
			<pubDate>Thu, 17 May 2012 13:50:50 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=52346</guid>
			<description><![CDATA[Arcadeflex emulator monitor has been added to auto builds <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[Arcadeflex emulator monitor has been added to auto builds <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[stella(Atari2600 emu)]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=52312</link>
			<pubDate>Thu, 17 May 2012 10:50:02 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=52312</guid>
			<description><![CDATA[From now on stella is available in both window versions x32 and x64 <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[From now on stella is available in both window versions x32 and x64 <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Yu-Gi-Oh! 5D's Tag Force 6 on JPCSP!]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=52167</link>
			<pubDate>Wed, 16 May 2012 21:57:31 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=52167</guid>
			<description><![CDATA[Hey all!<br />
I know that these game have a big talk!<br />
so, these game recently is playable at new JPCSP builds, but many problems are still. anyway, these is a list about problems in these game WHEN you play it on JPCSP:<br />
<br />
1- "Mystical Space Typhoon" card is not playable because the game will be crush after activation, majority when you play Tag duel. but in some cases you can continue without crashes.<br />
2-Aporia[/size][/font]'s first heart have a big problem! when you tag duel if the first turn for Aporia the game will crush when he try to activate any effect. the only way to resolve it to play but when your partner start at 2nd turn.<br />
3-when any player activate "Pandemonium" card the game will be crush.<br />
4-Swap Deck and Recipe Viewer will not work and the game will be crush if you play more than 1 hour on these game. (usually the Recipe Viewer from Main Menu will not work even if play no thing from these hour!)<br />
5-try to not spend more than hour on play because the game will be crush if you Duel,edit your Deck or Partner Deck,go to another places and select any other item from Database plus the previous problem.<br />
6-The game also crush if you try to Load Recipe and you was in Deck Edit a long time.<br />
7-the cards will not shown correctly except during the duel and Deck Edit with her accessories(Recipe Viewer,load Recipe,etc).<br />
8-The videos will not shown correctly and the sound will be replaced with another one or it's not sync with the video.<br />
9-Akilzayoi scene at the first of Duel will crush your game! skip it immediately.<br />
10-at the 2nd leo's or lune's (i don't remember) heart the game ONLY hang in sometimes to resolve that press SHIFT+S(Save Snapshot) then SHIFT+L(Load Snapshot) and you continue without any problems!<br />
11-Save Snapshot and Load Snapshot in rare cases will work!<br />
12-In too rare cases the games will not respond (NOT HANG) for any thing during the End Phase usually when you play with Jack or when you Load Snapshot.<br />
13-If you exit the shop then you select Save Game the game will not respond for any thing such as the previous problem.<br />
14-In general, the game crushes if you play card(s) that draw a card(s) then Play a card allow to you to destroy one or more card and vice-versa.<br />
15-If you clear a character's story the game will crush after that.<br />
<br />
OK, i use JPCSP 2542 32-bit version and if you get another problems you can email me or post here!<br />
eventually, thanks for reading and please subscribe.<br />
and...sorry for my English!http://www.emunewz.net/forum/images/smilies/wink.gif[font=Arial][size=medium]<hr />Hey again!<br />
yesterday, i was thinking about the first post and i found it not complete (i.e it's not clear)<br />
so this post will complete the first:<br />
First of all, any thing i post yesterday it's only the problem when i play game on JPCSP.<br />
and not bugs from these game!<br />
also these i a list about bugs on the game:<br />
1-"Jester Queen" will destroy all of your spells and traps and NOT attack directly such as their effect.<br />
2-"Holding-Hands Majin": you can control more than one on the field. also, the DEF of the card will be come crazy if there is more than one!<br />
3-"T.G. Blade Blaster" animation will not register on your gallery.<br />
4-cards are revealed from the Deck are seen as another cards.<br />
<br />
these is not all but if these bugs faced you maybe you think it's from emulator.<br />
<br />
also, the text of these game not shown correctly (but not at all).<br />
<br />
sometimes the text bugs isn't from emulator, it's from the patch such as there is 2 cards named "Uria, Lord Of Searing Flames" and 2 cards named "Premature Burial" and more.<br />
please note that, in some cards text you find "this card 192" it's instead from "or more ATK" i don't know if it bug,from emulator or from patch because it was found on previous Tag Force games (TF4 , TF5)<br />
<br />
finally, you can find me:<br />
Homam60@hotmail.com<br />
hyper.man60@yahoo.com<br />
<br />
Thank you for reading, too!]]></description>
			<content:encoded><![CDATA[Hey all!<br />
I know that these game have a big talk!<br />
so, these game recently is playable at new JPCSP builds, but many problems are still. anyway, these is a list about problems in these game WHEN you play it on JPCSP:<br />
<br />
1- "Mystical Space Typhoon" card is not playable because the game will be crush after activation, majority when you play Tag duel. but in some cases you can continue without crashes.<br />
2-Aporia[/size][/font]'s first heart have a big problem! when you tag duel if the first turn for Aporia the game will crush when he try to activate any effect. the only way to resolve it to play but when your partner start at 2nd turn.<br />
3-when any player activate "Pandemonium" card the game will be crush.<br />
4-Swap Deck and Recipe Viewer will not work and the game will be crush if you play more than 1 hour on these game. (usually the Recipe Viewer from Main Menu will not work even if play no thing from these hour!)<br />
5-try to not spend more than hour on play because the game will be crush if you Duel,edit your Deck or Partner Deck,go to another places and select any other item from Database plus the previous problem.<br />
6-The game also crush if you try to Load Recipe and you was in Deck Edit a long time.<br />
7-the cards will not shown correctly except during the duel and Deck Edit with her accessories(Recipe Viewer,load Recipe,etc).<br />
8-The videos will not shown correctly and the sound will be replaced with another one or it's not sync with the video.<br />
9-Akilzayoi scene at the first of Duel will crush your game! skip it immediately.<br />
10-at the 2nd leo's or lune's (i don't remember) heart the game ONLY hang in sometimes to resolve that press SHIFT+S(Save Snapshot) then SHIFT+L(Load Snapshot) and you continue without any problems!<br />
11-Save Snapshot and Load Snapshot in rare cases will work!<br />
12-In too rare cases the games will not respond (NOT HANG) for any thing during the End Phase usually when you play with Jack or when you Load Snapshot.<br />
13-If you exit the shop then you select Save Game the game will not respond for any thing such as the previous problem.<br />
14-In general, the game crushes if you play card(s) that draw a card(s) then Play a card allow to you to destroy one or more card and vice-versa.<br />
15-If you clear a character's story the game will crush after that.<br />
<br />
OK, i use JPCSP 2542 32-bit version and if you get another problems you can email me or post here!<br />
eventually, thanks for reading and please subscribe.<br />
and...sorry for my English!http://www.emunewz.net/forum/images/smilies/wink.gif[font=Arial][size=medium]<hr />Hey again!<br />
yesterday, i was thinking about the first post and i found it not complete (i.e it's not clear)<br />
so this post will complete the first:<br />
First of all, any thing i post yesterday it's only the problem when i play game on JPCSP.<br />
and not bugs from these game!<br />
also these i a list about bugs on the game:<br />
1-"Jester Queen" will destroy all of your spells and traps and NOT attack directly such as their effect.<br />
2-"Holding-Hands Majin": you can control more than one on the field. also, the DEF of the card will be come crazy if there is more than one!<br />
3-"T.G. Blade Blaster" animation will not register on your gallery.<br />
4-cards are revealed from the Deck are seen as another cards.<br />
<br />
these is not all but if these bugs faced you maybe you think it's from emulator.<br />
<br />
also, the text of these game not shown correctly (but not at all).<br />
<br />
sometimes the text bugs isn't from emulator, it's from the patch such as there is 2 cards named "Uria, Lord Of Searing Flames" and 2 cards named "Premature Burial" and more.<br />
please note that, in some cards text you find "this card 192" it's instead from "or more ATK" i don't know if it bug,from emulator or from patch because it was found on previous Tag Force games (TF4 , TF5)<br />
<br />
finally, you can find me:<br />
Homam60@hotmail.com<br />
hyper.man60@yahoo.com<br />
<br />
Thank you for reading, too!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PSVita D:]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=52088</link>
			<pubDate>Wed, 16 May 2012 16:10:19 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=52088</guid>
			<description><![CDATA[First of all,i kinda know this will be a noob question but...will Jpcsp have compatibility (in a future XD) with PSVita Games? or it's imposible??<br />
<br />
PD: Like i say, it's a noob question but i need to know lol]]></description>
			<content:encoded><![CDATA[First of all,i kinda know this will be a noob question but...will Jpcsp have compatibility (in a future XD) with PSVita Games? or it's imposible??<br />
<br />
PD: Like i say, it's a noob question but i need to know lol]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[lxdream dreamcast emulator aims Android?!]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=52013</link>
			<pubDate>Wed, 16 May 2012 08:25:40 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=52013</guid>
			<description><![CDATA[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 <a href="http://www.lxdream.org/hg/lxdream" target="_blank">over here</a> that point to that direction (but of course we can never be sure).<br />
It wouldn't hurt to have lxdream on Android now would it? <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> I'm sure that if nkeynes finds the time he will definetely nail it!]]></description>
			<content:encoded><![CDATA[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 <a href="http://www.lxdream.org/hg/lxdream" target="_blank">over here</a> that point to that direction (but of course we can never be sure).<br />
It wouldn't hurt to have lxdream on Android now would it? <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> I'm sure that if nkeynes finds the time he will definetely nail it!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[mameplus]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51893</link>
			<pubDate>Tue, 15 May 2012 23:02:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51893</guid>
			<description><![CDATA[mameplus is now available from auto build <br />
<br />
Both x86 and x64 windows versions are available]]></description>
			<content:encoded><![CDATA[mameplus is now available from auto build <br />
<br />
Both x86 and x64 windows versions are available]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Metal Gear AC!D , AC!D 2]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51832</link>
			<pubDate>Tue, 15 May 2012 18:34:17 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51832</guid>
			<description><![CDATA[Hello Everyone - could somebody tell me the right build of JPCSP to use and settings to use to get rid of flashing screens that are very annoying, and ruining all the gameplay. Thank you in advance!]]></description>
			<content:encoded><![CDATA[Hello Everyone - could somebody tell me the right build of JPCSP to use and settings to use to get rid of flashing screens that are very annoying, and ruining all the gameplay. Thank you in advance!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kingdom hearts birth by sleep low fps pleaase help!]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51625</link>
			<pubDate>Tue, 15 May 2012 01:34:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51625</guid>
			<description><![CDATA[okay, i currently am trying to play kingdom hearts birth by sleep on jpcsp 64 bit, i started with 32 bit and it was annoyingly slow   so i wanted to see if the 64 bit would work better, theres no change. here are my computer specs <span style="font-size: medium;"><span style="text-decoration: underline;"><br />
Windows 7 home premium <br />
Manufacture:sony <br />
 Model: vaio computer<br />
Processor:Intel &reg; Core&#153; i3 cpu M350 @2.27GHz 2.27GHz<br />
Installed RAM: 4.00 GB (3.67 Usable)<br />
System type: 64 bit os<br />
Graphics card: Intel &reg; Graphics Media Accelerator HD<br />
Chip type: Intel&reg; Graphics media accelerator (core I3)<br />
Total available graphics memory: 1751 MB<br />
Dedicated video memory: 128mb<br />
system video memory: 0MB<br />
Here are my settings for jpcsp:<br />
General: save window positions on exit<br />
Region: language english x for enter<br />
Video: Only GE graphics<br />
Audio: none<br />
Memory: ignore invalid memory acces<br />
Media: use media engine, extract media files to tmp folder decode audio files with sonic stage<br />
Compiler: use compiler, max method size:50<br />
Crypto:Handle savdata in crypto mode<br />
Display:nothing changed.<br />
please helpppp</span></span><br />
also heres the fps i get when it starts up like 50-60fps when it plays the opening scenes 30fps, when it gets to the scene where ven is falling in the white coat it drops to 3 and stays there]]></description>
			<content:encoded><![CDATA[okay, i currently am trying to play kingdom hearts birth by sleep on jpcsp 64 bit, i started with 32 bit and it was annoyingly slow   so i wanted to see if the 64 bit would work better, theres no change. here are my computer specs <span style="font-size: medium;"><span style="text-decoration: underline;"><br />
Windows 7 home premium <br />
Manufacture:sony <br />
 Model: vaio computer<br />
Processor:Intel &reg; Core&#153; i3 cpu M350 @2.27GHz 2.27GHz<br />
Installed RAM: 4.00 GB (3.67 Usable)<br />
System type: 64 bit os<br />
Graphics card: Intel &reg; Graphics Media Accelerator HD<br />
Chip type: Intel&reg; Graphics media accelerator (core I3)<br />
Total available graphics memory: 1751 MB<br />
Dedicated video memory: 128mb<br />
system video memory: 0MB<br />
Here are my settings for jpcsp:<br />
General: save window positions on exit<br />
Region: language english x for enter<br />
Video: Only GE graphics<br />
Audio: none<br />
Memory: ignore invalid memory acces<br />
Media: use media engine, extract media files to tmp folder decode audio files with sonic stage<br />
Compiler: use compiler, max method size:50<br />
Crypto:Handle savdata in crypto mode<br />
Display:nothing changed.<br />
please helpppp</span></span><br />
also heres the fps i get when it starts up like 50-60fps when it plays the opening scenes 30fps, when it gets to the scene where ven is falling in the white coat it drops to 3 and stays there]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How can I play game on JPCSP ?]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51607</link>
			<pubDate>Mon, 14 May 2012 23:08:57 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51607</guid>
			<description><![CDATA[I don,t know how I can use the JPCSP and use game on this and I need Sonic Rivals 2 on JPCSP.<br />
<br />
Please awnser me]]></description>
			<content:encoded><![CDATA[I don,t know how I can use the JPCSP and use game on this and I need Sonic Rivals 2 on JPCSP.<br />
<br />
Please awnser me]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[VisualBoyAdvance-M (vba)]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51538</link>
			<pubDate>Mon, 14 May 2012 18:29:37 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51538</guid>
			<description><![CDATA[New build of VisualBoyAdvance-M<br />
<br />
( <a href="http://http://sourceforge.net/projects/vbam/" target="_blank">http://http://sourceforge.net/projects/vbam/</a> ) added.<br />
<br />
Available versions are :  window-x86-32-mfc]]></description>
			<content:encoded><![CDATA[New build of VisualBoyAdvance-M<br />
<br />
( <a href="http://http://sourceforge.net/projects/vbam/" target="_blank">http://http://sourceforge.net/projects/vbam/</a> ) added.<br />
<br />
Available versions are :  window-x86-32-mfc]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[mess (arcade emu)]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51513</link>
			<pubDate>Mon, 14 May 2012 17:02:22 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51513</guid>
			<description><![CDATA[From today , x64 window builds are also available from emunewz autobuild]]></description>
			<content:encoded><![CDATA[From today , x64 window builds are also available from emunewz autobuild]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CAN ANYONE HELP ME HERE.!!!]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51428</link>
			<pubDate>Mon, 14 May 2012 08:23:15 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51428</guid>
			<description><![CDATA[Is there anyone knows how can I get into recovery mode on psp fat my custom firmware is 6.35 pro-b.. PLEASE ANYONE HELP ME THANKS..]]></description>
			<content:encoded><![CDATA[Is there anyone knows how can I get into recovery mode on psp fat my custom firmware is 6.35 pro-b.. PLEASE ANYONE HELP ME THANKS..]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Anyone able to play monster hunter portable 3rd?]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51399</link>
			<pubDate>Mon, 14 May 2012 05:10:49 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51399</guid>
			<description><![CDATA[Does anyone able to play monster hunter portable 3rd? If yes, please tell me which version, 32 bit or 64 bit and all the configurations settings. <br />
<br />
Thank You]]></description>
			<content:encoded><![CDATA[Does anyone able to play monster hunter portable 3rd? If yes, please tell me which version, 32 bit or 64 bit and all the configurations settings. <br />
<br />
Thank You]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[WinUAE 2.4.2 Beta 1 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51307</link>
			<pubDate>Sun, 13 May 2012 20:50:15 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51307</guid>
			<description><![CDATA[Windows port of the UAE Amiga Emulator<br />
<br />
<a href="http://www.winuae.net/" target="_blank">http://www.winuae.net/</a><br />
<a href="http://eab.abime.net/showpost.php?p=818133&amp;postcount=2" target="_blank">http://eab.abime.net/showpost.php?p=818133&postcount=2</a><br />
<br />
<blockquote><cite>Quote:</cite>Beta 1:<br />
<br />
- Autovsync 50/60Hz also accepts 100/120Hz modes if available, supports also refresh rates +-1 from nominal.<br />
- CD32: CD command receive DMA emulation correctly emulated, TOC read hack removed.<br />
- CD32: Repeat each CD TOC packet 3 times (same as real CD TOC format) (Universe title screen CDA)<br />
- CD32: CD audio stopped if multiple play requests were sent very quickly (Universe in-game CDA)<br />
- GUI RTG monitor selection implemented.<br />
- Low latency vsync + fastest possible CPU auto adjustment updates.<br />
- Legacy vsync automatic adjustment implemented, hopefully improves stability. (Remember that legacy vsync is only compatible with approximate/ce CPU modes)<br />
- FPS led background flashes yellow if frame was missed in vsync modes.<br />
- Detect display driver forced vsync, switch to double buffered mode if low latency no buffer mode.<br />
- 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.<br />
- Added auto scale integer scaling method, uses autoscale display size instead of max overscan.<br />
- 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)<br />
- 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.<br />
- Warp mode now works properly in all vsync modes.<br />
- 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)<br />
- Low latency vsync displayed blank screen if emulation was restarted using GUI Restart button.<br />
- JIT GUI cache size box was broken.<br />
- Do not return error code if uaehf.device read or write io command has null data pointer and length is also zero.<br />
- Added more Windows error codes to directory filesystem to AmigaDOS error conversion table.</blockquote>
]]></description>
			<content:encoded><![CDATA[Windows port of the UAE Amiga Emulator<br />
<br />
<a href="http://www.winuae.net/" target="_blank">http://www.winuae.net/</a><br />
<a href="http://eab.abime.net/showpost.php?p=818133&amp;postcount=2" target="_blank">http://eab.abime.net/showpost.php?p=818133&postcount=2</a><br />
<br />
<blockquote><cite>Quote:</cite>Beta 1:<br />
<br />
- Autovsync 50/60Hz also accepts 100/120Hz modes if available, supports also refresh rates +-1 from nominal.<br />
- CD32: CD command receive DMA emulation correctly emulated, TOC read hack removed.<br />
- CD32: Repeat each CD TOC packet 3 times (same as real CD TOC format) (Universe title screen CDA)<br />
- CD32: CD audio stopped if multiple play requests were sent very quickly (Universe in-game CDA)<br />
- GUI RTG monitor selection implemented.<br />
- Low latency vsync + fastest possible CPU auto adjustment updates.<br />
- Legacy vsync automatic adjustment implemented, hopefully improves stability. (Remember that legacy vsync is only compatible with approximate/ce CPU modes)<br />
- FPS led background flashes yellow if frame was missed in vsync modes.<br />
- Detect display driver forced vsync, switch to double buffered mode if low latency no buffer mode.<br />
- 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.<br />
- Added auto scale integer scaling method, uses autoscale display size instead of max overscan.<br />
- 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)<br />
- 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.<br />
- Warp mode now works properly in all vsync modes.<br />
- 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)<br />
- Low latency vsync displayed blank screen if emulation was restarted using GUI Restart button.<br />
- JIT GUI cache size box was broken.<br />
- Do not return error code if uaehf.device read or write io command has null data pointer and length is also zero.<br />
- Added more Windows error codes to directory filesystem to AmigaDOS error conversion table.</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RockNES 5.08 released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51306</link>
			<pubDate>Sun, 13 May 2012 20:48:08 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51306</guid>
			<description><![CDATA[NES emulator and NSF music player for Windows.<br />
<br />
<a href="http://rocknes.kinox.org/" target="_blank">http://rocknes.kinox.org/</a><br />
<br />
<blockquote><cite>Quote:</cite>What's new for version 5.08 (05/12/2012)<br />
-----------------------------------------<br />
- Fixed application path string, the config file should be loading/saving ok.<br />
- Fixed IRQs for MMC3 (mapper 4), MMC5 (5) and RAMBO-1 (64).<br />
- Fixed 2002h clearing timing (sprite #0 and sprite overflow flags).<br />
- The emulator now displays PAUSED when inactive</blockquote>
]]></description>
			<content:encoded><![CDATA[NES emulator and NSF music player for Windows.<br />
<br />
<a href="http://rocknes.kinox.org/" target="_blank">http://rocknes.kinox.org/</a><br />
<br />
<blockquote><cite>Quote:</cite>What's new for version 5.08 (05/12/2012)<br />
-----------------------------------------<br />
- Fixed application path string, the config file should be loading/saving ok.<br />
- Fixed IRQs for MMC3 (mapper 4), MMC5 (5) and RAMBO-1 (64).<br />
- Fixed 2002h clearing timing (sprite #0 and sprite overflow flags).<br />
- The emulator now displays PAUSED when inactive</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Crisis Core keeps crashing....]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51284</link>
			<pubDate>Sun, 13 May 2012 18:24:33 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51284</guid>
			<description><![CDATA[As the title says, Crisis Core keeps crashing on me. I started a new game today (never have played it) and it made it past the first cut scene but then JPCSP just closed out completly. No warning or anything. Then I tried to play it again and as soon as I click "New Game" it closes. It does it everytime I click new game. Can anyone help me out here?]]></description>
			<content:encoded><![CDATA[As the title says, Crisis Core keeps crashing on me. I started a new game today (never have played it) and it made it past the first cut scene but then JPCSP just closed out completly. No warning or anything. Then I tried to play it again and as soon as I click "New Game" it closes. It does it everytime I click new game. Can anyone help me out here?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[jpcsp 32bit and 64bit]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51183</link>
			<pubDate>Sun, 13 May 2012 05:16:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51183</guid>
			<description><![CDATA[hi guys,<br />
<br />
i was wondering about this, since i was usually playing on my computer with 32bit windows xp and wanted to transfer my save file to a 64bit windows 7.<br />
<br />
will the save files function correctly?<br />
<br />
i hope anyone could answer this. thanks in advance <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[hi guys,<br />
<br />
i was wondering about this, since i was usually playing on my computer with 32bit windows xp and wanted to transfer my save file to a 64bit windows 7.<br />
<br />
will the save files function correctly?<br />
<br />
i hope anyone could answer this. thanks in advance <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Utawarerumono - [ULJM05458]]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51140</link>
			<pubDate>Sat, 12 May 2012 23:38:28 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51140</guid>
			<description><![CDATA[Game is fully playable, achieving 50-60 fps with an average computer build.<br />
<br />
r2548, with attached configuration<br />
-disabling audio threads breaks the game<br />
-recommends "Ignore invalid memory access" and "Use Media Engine"<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=8541" target="_blank">umUY.png</a> (Size: 48.27 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8542" target="_blank">ue64.jpg</a> (Size: 84.03 KB / Downloads: 14)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8543" target="_blank">uiPC.jpg</a> (Size: 93.18 KB / Downloads: 12)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8544" target="_blank">ujiw.jpg</a> (Size: 58.69 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8545" target="_blank">uiPG.jpg</a> (Size: 73.07 KB / Downloads: 6)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Game is fully playable, achieving 50-60 fps with an average computer build.<br />
<br />
r2548, with attached configuration<br />
-disabling audio threads breaks the game<br />
-recommends "Ignore invalid memory access" and "Use Media Engine"<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=8541" target="_blank">umUY.png</a> (Size: 48.27 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8542" target="_blank">ue64.jpg</a> (Size: 84.03 KB / Downloads: 14)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8543" target="_blank">uiPC.jpg</a> (Size: 93.18 KB / Downloads: 12)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8544" target="_blank">ujiw.jpg</a> (Size: 58.69 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=8545" target="_blank">uiPG.jpg</a> (Size: 73.07 KB / Downloads: 6)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[bsnes v089 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51014</link>
			<pubDate>Sat, 12 May 2012 12:22:39 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51014</guid>
			<description><![CDATA[bsnes is a multi-system emulator that began development on 2004-10-14. It currently supports the following systems:<br />
    -Nintendo<br />
    -Super Nintendo<br />
    -Game Boy<br />
    -Game Boy Color<br />
    -Game Boy Advance<br />
<br />
bsnes also supports the following subsystems:<br />
    -Super Game Boy<br />
    -BS-X Satellaview<br />
    -Sufami Turbo<br />
<br />
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.<br />
<br />
<a href="http://byuu.org/" target="_blank">http://byuu.org/</a><br />
<br />
<blockquote><cite>Quote:</cite>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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.</blockquote>
]]></description>
			<content:encoded><![CDATA[bsnes is a multi-system emulator that began development on 2004-10-14. It currently supports the following systems:<br />
    -Nintendo<br />
    -Super Nintendo<br />
    -Game Boy<br />
    -Game Boy Color<br />
    -Game Boy Advance<br />
<br />
bsnes also supports the following subsystems:<br />
    -Super Game Boy<br />
    -BS-X Satellaview<br />
    -Sufami Turbo<br />
<br />
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.<br />
<br />
<a href="http://byuu.org/" target="_blank">http://byuu.org/</a><br />
<br />
<blockquote><cite>Quote:</cite>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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wine 1.5.4 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=51012</link>
			<pubDate>Sat, 12 May 2012 12:15:47 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=51012</guid>
			<description><![CDATA[Run Windows applications on Linux, BSD, Solaris and Mac OS X.<br />
<br />
<a href="http://www.winehq.org/" target="_blank">http://www.winehq.org/</a><br />
<br />
Changes:<br />
<blockquote><cite>Quote:</cite>    -A new DirectSound resampler.<br />
    -A Negotiate authentication provider.<br />
    -OpenGL support in the DIB engine.<br />
    -Beginnings of support for .NET mixed assemblies.<br />
    -Support routines for Internationalized Domain Names.<br />
    -Various bug fixes.</blockquote>
]]></description>
			<content:encoded><![CDATA[Run Windows applications on Linux, BSD, Solaris and Mac OS X.<br />
<br />
<a href="http://www.winehq.org/" target="_blank">http://www.winehq.org/</a><br />
<br />
Changes:<br />
<blockquote><cite>Quote:</cite>    -A new DirectSound resampler.<br />
    -A Negotiate authentication provider.<br />
    -OpenGL support in the DIB engine.<br />
    -Beginnings of support for .NET mixed assemblies.<br />
    -Support routines for Internationalized Domain Names.<br />
    -Various bug fixes.</blockquote>
]]></content:encoded>
		</item>
	</channel>
</rss>
