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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>Sun, 05 Feb 2012 08:43:27 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[help couple of problems]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=25212</link>
			<pubDate>Sat, 04 Feb 2012 23:04:30 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=25212</guid>
			<description><![CDATA[When i first downloaded the latest version of JPCSP i put the games in the umd image and they showed up on the list. then when i tried loading them i get the critical error about the display setting and now the isos wont show up on the list at all. and yes these are my own isos not pirated ones]]></description>
			<content:encoded><![CDATA[When i first downloaded the latest version of JPCSP i put the games in the umd image and they showed up on the list. then when i tried loading them i get the critical error about the display setting and now the isos wont show up on the list at all. and yes these are my own isos not pirated ones]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[pspudb project]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=25163</link>
			<pubDate>Sat, 04 Feb 2012 14:06:04 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=25163</guid>
			<description><![CDATA[Emunewz network is proud to host the new psp project , pspudb. <br />
<br />
pspudb is a rewrite of pcsp-udb this time using advanscene database. Atm it only stands as database viewer but many capabilities are planned. <br />
<br />
Have a look at  <a href="http://www.pspudb.com" target="_blank">http://www.pspudb.com</a> and d/l the first preview release.]]></description>
			<content:encoded><![CDATA[Emunewz network is proud to host the new psp project , pspudb. <br />
<br />
pspudb is a rewrite of pcsp-udb this time using advanscene database. Atm it only stands as database viewer but many capabilities are planned. <br />
<br />
Have a look at  <a href="http://www.pspudb.com" target="_blank">http://www.pspudb.com</a> and d/l the first preview release.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Online Modus enabled and working! Amazing Discovery!]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24958</link>
			<pubDate>Fri, 03 Feb 2012 07:12:37 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24958</guid>
			<description><![CDATA[first, hello all, ive been reading this forum for about a week testing jpcsp..<br />
great work on the emu, its been forever since the psp released and finally you guys managed to emulate it, cheers to that!<br />
<br />
so back to topic, i couldnt believe what i just saw, so i had to create account here and report!<br />
<br />
so ive been testing several titels, today i tried FF Type-0 again since it has very good speed for me, way better than duodesim.. im not very familar with the game (all japanese) so im not really sure what happend...<br />
<br />
first i tried to enter multiplayer modus, as expected it didnt work, complaining about psp1000 (you can only play this title in multiplayer with psp2000 and up)<br />
<br />
so i enter mission modus and load a lvl 99 complete savegame just to mess around with some of the skills, items and spells... but befor i could enter the mission the menu asked for some stuff, i dont know what since the translation spredsheet doesnt have these menus covered.<br />
<br />
but what i know, it once again gave the error message about psp1000<br />
<br />
so it finally loaded the mission, unfortunatly, mission one (lol ive played this like 3 times already untill i figured the main menu to save xD )<br />
<br />
but you will never believe what happened next...<br />
<br />
one of my chars changed to a black shadow and his name stating: GUEST 1<br />
<br />
he was running towards me and i was like wooooaaaaahhhhhtt!<br />
<br />
then i tried running around him try to interact with him, but he disconnected. shortly another two joined the game while i was trying to grab a nice screen shot.<br />
<br />
this people even got SPP for beeing in my game...<br />
<br />
also this bring alot of questions:<br />
<br />
how could they connect with my game, no firewall alert, no open ports, my router should block everything..<br />
<br />
i try to recreate the event and look at my tcp connections to see whats going on...<br />
<br />
could ff type-0 not use ad hoc to connect ?<br />
<br />
also not sure what caused the grafic glitches, maybe the multiplayer..<br />
it got worse when someone connected.. never had them befor.<br />
<br />
oh and f5 for screenshot seems a little out of place <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7884" target="_blank">NPJH50444-Shot-2.jpg</a> (Size: 280.41 KB / Downloads: 30)
<!-- 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=7885" target="_blank">NPJH50444-Shot-4.jpg</a> (Size: 279.75 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[first, hello all, ive been reading this forum for about a week testing jpcsp..<br />
great work on the emu, its been forever since the psp released and finally you guys managed to emulate it, cheers to that!<br />
<br />
so back to topic, i couldnt believe what i just saw, so i had to create account here and report!<br />
<br />
so ive been testing several titels, today i tried FF Type-0 again since it has very good speed for me, way better than duodesim.. im not very familar with the game (all japanese) so im not really sure what happend...<br />
<br />
first i tried to enter multiplayer modus, as expected it didnt work, complaining about psp1000 (you can only play this title in multiplayer with psp2000 and up)<br />
<br />
so i enter mission modus and load a lvl 99 complete savegame just to mess around with some of the skills, items and spells... but befor i could enter the mission the menu asked for some stuff, i dont know what since the translation spredsheet doesnt have these menus covered.<br />
<br />
but what i know, it once again gave the error message about psp1000<br />
<br />
so it finally loaded the mission, unfortunatly, mission one (lol ive played this like 3 times already untill i figured the main menu to save xD )<br />
<br />
but you will never believe what happened next...<br />
<br />
one of my chars changed to a black shadow and his name stating: GUEST 1<br />
<br />
he was running towards me and i was like wooooaaaaahhhhhtt!<br />
<br />
then i tried running around him try to interact with him, but he disconnected. shortly another two joined the game while i was trying to grab a nice screen shot.<br />
<br />
this people even got SPP for beeing in my game...<br />
<br />
also this bring alot of questions:<br />
<br />
how could they connect with my game, no firewall alert, no open ports, my router should block everything..<br />
<br />
i try to recreate the event and look at my tcp connections to see whats going on...<br />
<br />
could ff type-0 not use ad hoc to connect ?<br />
<br />
also not sure what caused the grafic glitches, maybe the multiplayer..<br />
it got worse when someone connected.. never had them befor.<br />
<br />
oh and f5 for screenshot seems a little out of place <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7884" target="_blank">NPJH50444-Shot-2.jpg</a> (Size: 280.41 KB / Downloads: 30)
<!-- 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=7885" target="_blank">NPJH50444-Shot-4.jpg</a> (Size: 279.75 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Any plans for a Mac port?]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24951</link>
			<pubDate>Fri, 03 Feb 2012 05:58:46 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24951</guid>
			<description><![CDATA[On an iMac right now.]]></description>
			<content:encoded><![CDATA[On an iMac right now.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Black screen problem with sound]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24882</link>
			<pubDate>Thu, 02 Feb 2012 18:28:00 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24882</guid>
			<description><![CDATA[<span style="font-family: Arial;">Hi there... i downloaded all the build for jcpsp and no matter what build i used the game the screen in only black... but the frame per second is around 30... it has sounds too... i know the game is running but it has no video... plz help me... tnx</span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Arial;">Hi there... i downloaded all the build for jcpsp and no matter what build i used the game the screen in only black... but the frame per second is around 30... it has sounds too... i know the game is running but it has no video... plz help me... tnx</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Second Novel Kanojo no Natsu 15 fun no Kioku - NPJH50279 [Encrypted] ]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24804</link>
			<pubDate>Thu, 02 Feb 2012 07:36:11 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24804</guid>
			<description><![CDATA[Games that doesn't display anything.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7880" target="_blank">jpcsp.jpg</a> (Size: 57.94 KB / Downloads: 18)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/tar.gif" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=7881" target="_blank">jpcsp2450_NPJH50279_log.rar</a> (Size: 318.06 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Games that doesn't display anything.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7880" target="_blank">jpcsp.jpg</a> (Size: 57.94 KB / Downloads: 18)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/tar.gif" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=7881" target="_blank">jpcsp2450_NPJH50279_log.rar</a> (Size: 318.06 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Black/White Screen when loading game]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24768</link>
			<pubDate>Thu, 02 Feb 2012 01:20:43 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24768</guid>
			<description><![CDATA[So i can get the game to load up and start and get to the menu and all that but whenever i try to load my game or start a new game the whole thing just freezes at 3FPS. Any solution? I would appreciate thx.]]></description>
			<content:encoded><![CDATA[So i can get the game to load up and start and get to the menu and all that but whenever i try to load my game or start a new game the whole thing just freezes at 3FPS. Any solution? I would appreciate thx.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Instant Pause Problem]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24759</link>
			<pubDate>Thu, 02 Feb 2012 00:04:28 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24759</guid>
			<description><![CDATA[Every time I try to play my Final Fantasy Dissidia 012 it automatically pauses and wont let me do anything! I have the JPCSP-AMD the newest version im pretty sure. If anyone could help me out id appreciate it alot.]]></description>
			<content:encoded><![CDATA[Every time I try to play my Final Fantasy Dissidia 012 it automatically pauses and wont let me do anything! I have the JPCSP-AMD the newest version im pretty sure. If anyone could help me out id appreciate it alot.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HELP ME please]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24738</link>
			<pubDate>Wed, 01 Feb 2012 20:59:52 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24738</guid>
			<description><![CDATA[<span style="font-weight: bold;">I am Venezuelan greetings speaks very good English not forgive mistakes, I have a problem with the emulator does not grab DRAGONNEr  aria 2450 jpcsp, parasite eve 3 grips well but the introduction of the video becomes slow when playing support</span> <img src="images/smilies/huh.gif" style="vertical-align: middle;" border="0" alt="Huh" title="Huh" /><img src="images/smilies/huh.gif" style="vertical-align: middle;" border="0" alt="Huh" title="Huh" /><img src="images/smilies/huh.gif" style="vertical-align: middle;" border="0" alt="Huh" title="Huh" /><br />
<br />
<span style="font-weight: bold;">my pc<br />
intel dual core  2ram  </span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">I am Venezuelan greetings speaks very good English not forgive mistakes, I have a problem with the emulator does not grab DRAGONNEr  aria 2450 jpcsp, parasite eve 3 grips well but the introduction of the video becomes slow when playing support</span> <img src="images/smilies/huh.gif" style="vertical-align: middle;" border="0" alt="Huh" title="Huh" /><img src="images/smilies/huh.gif" style="vertical-align: middle;" border="0" alt="Huh" title="Huh" /><img src="images/smilies/huh.gif" style="vertical-align: middle;" border="0" alt="Huh" title="Huh" /><br />
<br />
<span style="font-weight: bold;">my pc<br />
intel dual core  2ram  </span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MESS v0.144u7 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24528</link>
			<pubDate>Tue, 31 Jan 2012 13:21:18 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24528</guid>
			<description><![CDATA[Multi Emulator Super System<br />
<br />
<a href="http://mess.redump.net/" target="_blank">http://mess.redump.net/</a><br />
<br />
Changes :<br />
<br />
<a href="http://mess.redump.net/_media/downloads:messnew_0144u7.txt" target="_blank">http://mess.redump.net/_media/downloads:...0144u7.txt</a><br />
<br />
<blockquote><cite>Quote:</cite>0.144u7<br />
<br />
New System Drivers Supported:<br />
-----------------------------<br />
(none)<br />
<br />
Systems Promoted from GAME_NOT_WORKING:<br />
---------------------------------------<br />
(none)<br />
<br />
Skeleton drivers:<br />
-----------------<br />
- Wang Professional Computer [Anna Wu]<br />
- Boris Diplomat [Sean Riddle, Justin Kerk]<br />
- Apricot FT//ex 486 (J3 Motherboard) [Kaylee]<br />
- Apricot FTs (Panther Rev F 1.02.26) [Kaylee]<br />
<br />
System Driver Changes:<br />
----------------------<br />
-nespal: fixed bug #1394, the driver is back to the correct speed. [Fabio Priuli]<br />
-bullet: Implemented Wave Mate Bullet Revision F hardware, a ROM dump is missing though. [Curt Coder]<br />
-nes: fixed longstanding regression in 4screen mirroring games (e.g. Gauntlet) [Fabio Priuli]<br />
-vic20: Implemented the expansion port. You can now plug in an IEEE-488 <br />
 cartridge and any of the CBM IEEE floppy/hard drives. <br />
 (e.g. mess vic20p -exp ieee488 -exp:ieee488:ieee9 c4040 <br />
 -flop2 diskimage.d64; SYS 45065; LOAD "&#36;",9) [Curt Coder]<br />
-vic20: Emulated the VIC-1110 8K RAM Expansion cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1210 3K RAM Expansion cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1111 16K RAM Expansion cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1211A Super Expander with 3K RAM cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1010 Expansion Module. You can now connect up to 6 <br />
 cartridges using this expander. (e.g. mess vic20p -exp exp -exp:exp:slot1 ieee488 <br />
 -exp:exp:slot2 8k -exp:exp:slot3 8k -exp:exp:slot4 8k) [Curt Coder]<br />
-lynx: timer changes (fixes a palette change bug in viking child) [Huygens]<br />
 xor sprites check if collision processing is enabled (fixes todd's adventures intro flicker and xenophobe) <br />
 added rendering to a secondary bitmap to fix tearing (there's probably a better way to do this)<br />
<br />
Software Lists:<br />
----------------<br />
-tiki100.xml: Added software list. [Curt Coder]<br />
-a2600.xml: added a couple of dumps and region compatibility. [Kaylee]<br />
<br />
Source Changes:<br />
----------------<br />
-i386: Various improvements of cpu core, mostly protected mode related [Carl,Barry Rodewald]<br />
-SoundBlaster: added DMA timer for more realistic IRQ acks, added 0xD0 stop DMA command,<br />
 cleaned up DRQ semantics. [R. Belmont]<br />
-floppy: Do specific UI handling [O. Galibert]<br />
-ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli]<br />
-m68fpu: Accept some more variants of fsave/frestore [O. Galibert]<br />
-flopimg.h: docbookified documentation [balrog]<br />
-floppy: libertarian relicensing [O. Galibert]<br />
-m4510: initialize the input callback too [O. Galibert]</blockquote>
]]></description>
			<content:encoded><![CDATA[Multi Emulator Super System<br />
<br />
<a href="http://mess.redump.net/" target="_blank">http://mess.redump.net/</a><br />
<br />
Changes :<br />
<br />
<a href="http://mess.redump.net/_media/downloads:messnew_0144u7.txt" target="_blank">http://mess.redump.net/_media/downloads:...0144u7.txt</a><br />
<br />
<blockquote><cite>Quote:</cite>0.144u7<br />
<br />
New System Drivers Supported:<br />
-----------------------------<br />
(none)<br />
<br />
Systems Promoted from GAME_NOT_WORKING:<br />
---------------------------------------<br />
(none)<br />
<br />
Skeleton drivers:<br />
-----------------<br />
- Wang Professional Computer [Anna Wu]<br />
- Boris Diplomat [Sean Riddle, Justin Kerk]<br />
- Apricot FT//ex 486 (J3 Motherboard) [Kaylee]<br />
- Apricot FTs (Panther Rev F 1.02.26) [Kaylee]<br />
<br />
System Driver Changes:<br />
----------------------<br />
-nespal: fixed bug #1394, the driver is back to the correct speed. [Fabio Priuli]<br />
-bullet: Implemented Wave Mate Bullet Revision F hardware, a ROM dump is missing though. [Curt Coder]<br />
-nes: fixed longstanding regression in 4screen mirroring games (e.g. Gauntlet) [Fabio Priuli]<br />
-vic20: Implemented the expansion port. You can now plug in an IEEE-488 <br />
 cartridge and any of the CBM IEEE floppy/hard drives. <br />
 (e.g. mess vic20p -exp ieee488 -exp:ieee488:ieee9 c4040 <br />
 -flop2 diskimage.d64; SYS 45065; LOAD "&#36;",9) [Curt Coder]<br />
-vic20: Emulated the VIC-1110 8K RAM Expansion cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1210 3K RAM Expansion cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1111 16K RAM Expansion cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1211A Super Expander with 3K RAM cartridge. [Curt Coder]<br />
-vic20: Emulated the VIC-1010 Expansion Module. You can now connect up to 6 <br />
 cartridges using this expander. (e.g. mess vic20p -exp exp -exp:exp:slot1 ieee488 <br />
 -exp:exp:slot2 8k -exp:exp:slot3 8k -exp:exp:slot4 8k) [Curt Coder]<br />
-lynx: timer changes (fixes a palette change bug in viking child) [Huygens]<br />
 xor sprites check if collision processing is enabled (fixes todd's adventures intro flicker and xenophobe) <br />
 added rendering to a secondary bitmap to fix tearing (there's probably a better way to do this)<br />
<br />
Software Lists:<br />
----------------<br />
-tiki100.xml: Added software list. [Curt Coder]<br />
-a2600.xml: added a couple of dumps and region compatibility. [Kaylee]<br />
<br />
Source Changes:<br />
----------------<br />
-i386: Various improvements of cpu core, mostly protected mode related [Carl,Barry Rodewald]<br />
-SoundBlaster: added DMA timer for more realistic IRQ acks, added 0xD0 stop DMA command,<br />
 cleaned up DRQ semantics. [R. Belmont]<br />
-floppy: Do specific UI handling [O. Galibert]<br />
-ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli]<br />
-m68fpu: Accept some more variants of fsave/frestore [O. Galibert]<br />
-flopimg.h: docbookified documentation [balrog]<br />
-floppy: libertarian relicensing [O. Galibert]<br />
-m4510: initialize the input callback too [O. Galibert]</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DS2x86 version 0.32 released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24526</link>
			<pubDate>Tue, 31 Jan 2012 13:18:56 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24526</guid>
			<description><![CDATA[DSx86 is a PC emulator for Nintendo DS. It's purpose is to allow you to run old DOS games on your Nintendo DS game console. DSx86 is the winner of GBATemp's Homebrew Bounty 2011 competition.<br />
<br />
<a href="http://dsx86.patrickaalto.com/" target="_blank">http://dsx86.patrickaalto.com/</a><br />
<br />
<blockquote><cite>Quote:</cite>Jan 29th, 2012 - DS2x86 version 0.32 released!<br />
<br />
This version only has a few minor improvements. I have only had a couple of days to work on DS2x86 during the previous two week period. As it will probably take me another two weeks to get the graphics blitting improved, I decided to release a new version today, even though it has not had much work done compared to the previous version. This is what is new:<br />
<br />
    Mouse emulation has been implemented, it should now work similarly to DSx86.<br />
    Screen mode "Scale" in high-resolution modes scales also in Y-direction.<br />
<br />
The lack of progress is mostly due to an extended electrical blackout that occurred on last Monday, and which (indirectly) caused two of my three computers to die. My laptop (which is almost 9 years old and still had the original battery) ran it's battery empty during the blackout, and it looks like this finally caused the battery to fail completely. The machine does not run without a battery, so I had to order a new battery for it. Somewhat surprisingly some online stores still sell (and have in stock) batteries suitable for a laptop that old!<br />
<br />
The bigger problem was that the motherboard in my HTPC also died. It was less than two years old, so it should have lasted longer, but of course it only had a one-year warranty. So, I had to spend all my free time last week with first familiarizing myself with the current status of suitable hardware for a HTPC machine, then online shopping for parts, modifying my silent cooling system to fit a new socket type, and then finally building and configuring the new machine. That left no time for me to work on DS2x86, as I only got the new machine up and running yesterday evening.<br />
<br />
I hope to finally get back on track with working on DS2x86 during the next week. I first want to improve the screen blitting speed and quality in the higher-resolution modes, and then I really need to re-implement the SoundBlaster digital audio support. Sorry that it will take so long for me to get around to these, but sometimes unexpected complications arise.</blockquote>
]]></description>
			<content:encoded><![CDATA[DSx86 is a PC emulator for Nintendo DS. It's purpose is to allow you to run old DOS games on your Nintendo DS game console. DSx86 is the winner of GBATemp's Homebrew Bounty 2011 competition.<br />
<br />
<a href="http://dsx86.patrickaalto.com/" target="_blank">http://dsx86.patrickaalto.com/</a><br />
<br />
<blockquote><cite>Quote:</cite>Jan 29th, 2012 - DS2x86 version 0.32 released!<br />
<br />
This version only has a few minor improvements. I have only had a couple of days to work on DS2x86 during the previous two week period. As it will probably take me another two weeks to get the graphics blitting improved, I decided to release a new version today, even though it has not had much work done compared to the previous version. This is what is new:<br />
<br />
    Mouse emulation has been implemented, it should now work similarly to DSx86.<br />
    Screen mode "Scale" in high-resolution modes scales also in Y-direction.<br />
<br />
The lack of progress is mostly due to an extended electrical blackout that occurred on last Monday, and which (indirectly) caused two of my three computers to die. My laptop (which is almost 9 years old and still had the original battery) ran it's battery empty during the blackout, and it looks like this finally caused the battery to fail completely. The machine does not run without a battery, so I had to order a new battery for it. Somewhat surprisingly some online stores still sell (and have in stock) batteries suitable for a laptop that old!<br />
<br />
The bigger problem was that the motherboard in my HTPC also died. It was less than two years old, so it should have lasted longer, but of course it only had a one-year warranty. So, I had to spend all my free time last week with first familiarizing myself with the current status of suitable hardware for a HTPC machine, then online shopping for parts, modifying my silent cooling system to fit a new socket type, and then finally building and configuring the new machine. That left no time for me to work on DS2x86, as I only got the new machine up and running yesterday evening.<br />
<br />
I hope to finally get back on track with working on DS2x86 during the next week. I first want to improve the screen blitting speed and quality in the higher-resolution modes, and then I really need to re-implement the SoundBlaster digital audio support. Sorry that it will take so long for me to get around to these, but sometimes unexpected complications arise.</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Window size issue]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24520</link>
			<pubDate>Tue, 31 Jan 2012 12:38:19 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24520</guid>
			<description><![CDATA[Just changed to new build and to 64bit and the configuration window which cannot be resized has an option that can't be seen (there is nothing there for the previous build) <br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7875" target="_blank">config.jpg</a> (Size: 115.45 KB / Downloads: 34)
<!-- end: postbit_attachments_attachment --><br />
<br />
And the umd loading window is apparently smaller. This one isn't really a problem as the window can be resized and there is nothing really lost.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7876" target="_blank">umd.jpg</a> (Size: 75.41 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Just changed to new build and to 64bit and the configuration window which cannot be resized has an option that can't be seen (there is nothing there for the previous build) <br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7875" target="_blank">config.jpg</a> (Size: 115.45 KB / Downloads: 34)
<!-- end: postbit_attachments_attachment --><br />
<br />
And the umd loading window is apparently smaller. This one isn't really a problem as the window can be resized and there is nothing really lost.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=7876" target="_blank">umd.jpg</a> (Size: 75.41 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[JPCSP - how to change disc?!! URGENT!]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24480</link>
			<pubDate>Tue, 31 Jan 2012 03:28:53 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24480</guid>
			<description><![CDATA[As subject, for PSP games that have more than one disc, like &lt;Gakuen Heaven&gt; &amp; &lt;Clannad&gt;, how to change to disc 2? I searched online for so long and can't believe that I can't find a clue as to how!!!<br />
<br />
PLEASE HELP!!! Any reply will be much appreciated!]]></description>
			<content:encoded><![CDATA[As subject, for PSP games that have more than one disc, like &lt;Gakuen Heaven&gt; &amp; &lt;Clannad&gt;, how to change to disc 2? I searched online for so long and can't believe that I can't find a clue as to how!!!<br />
<br />
PLEASE HELP!!! Any reply will be much appreciated!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Display Error]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24464</link>
			<pubDate>Mon, 30 Jan 2012 23:20:17 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24464</guid>
			<description><![CDATA[When I want to start a game with JPCSP an error appears<br />
"critical error: your display format is not compatible with Jpcsp or the anti-aliasing settings is not supported by your display"<br />
<br />
I have: <br />
OS: Windows 7 32-bit<br />
Processor: Intel ® Pentium® 4CPU 3.20GHz 3.19GHz<br />
RAM: 2,50GB<br />
Resolution: 1280x1024<br />
<br />
The JPCSP Display Settings are on Native...<br />
<br />
Can somebody help?]]></description>
			<content:encoded><![CDATA[When I want to start a game with JPCSP an error appears<br />
"critical error: your display format is not compatible with Jpcsp or the anti-aliasing settings is not supported by your display"<br />
<br />
I have: <br />
OS: Windows 7 32-bit<br />
Processor: Intel ® Pentium® 4CPU 3.20GHz 3.19GHz<br />
RAM: 2,50GB<br />
Resolution: 1280x1024<br />
<br />
The JPCSP Display Settings are on Native...<br />
<br />
Can somebody help?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[JPCSP + AMD cards]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24434</link>
			<pubDate>Mon, 30 Jan 2012 17:58:11 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24434</guid>
			<description><![CDATA[I've been searching around but I haven't found anything interesting so I figured I'd post here instead. Every youtube video that runs JCPSP in great speed have been with Nvidia cards so my question is this:<br />
<br />
I have:<br />
<br />
Intel® Core™ i5-2500K CPU﻿ @ 3.30GHz<br />
<br />
8.0 GB RAM<br />
<br />
AMD Radeon HD 6970<br />
<br />
I have between 10-20 FPS in Dissidia. What to do? I've followed all the settings etc etc. You think the emulator just hates AMD Cards?]]></description>
			<content:encoded><![CDATA[I've been searching around but I haven't found anything interesting so I figured I'd post here instead. Every youtube video that runs JCPSP in great speed have been with Nvidia cards so my question is this:<br />
<br />
I have:<br />
<br />
Intel® Core™ i5-2500K CPU﻿ @ 3.30GHz<br />
<br />
8.0 GB RAM<br />
<br />
AMD Radeon HD 6970<br />
<br />
I have between 10-20 FPS in Dissidia. What to do? I've followed all the settings etc etc. You think the emulator just hates AMD Cards?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MAME v0.144u7 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24368</link>
			<pubDate>Mon, 30 Jan 2012 08:48:30 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24368</guid>
			<description><![CDATA[Multiple Arcade Machine Emulator<br />
<br />
<a href="http://mamedev.org/" target="_blank">http://mamedev.org/</a><br />
<br />
Changes :<br />
<br />
<a href="http://mamedev.org/updates/whatsnew_0144u7.txt" target="_blank">http://mamedev.org/updates/whatsnew_0144u7.txt</a><br />
<br />
<blockquote><cite>Quote:</cite>0.144u7<br />
-------<br />
<br />
<br />
MAMETesters Bugs Fixed<br />
----------------------<br />
- 04610: [Crash/Freeze] Multiple sets in cave.c: Segfaults in various<br />
         places; sprites clipped in middle of screen. (Aaron Giles)<br />
- 04268: [Crash/Freeze] All sets using OKI6295 audio: Use of save<br />
         states eventually crashes MAME upon loading (R. Belmont)<br />
- 04629: [Crash/Freeze] topgunnr: [debug] Assert after OK <br />
         (Aaron Giles)<br />
- 04630: [Crash/Freeze] skyraid: [debug] Assert after OK (Aaron Giles)<br />
- 03761: [Graphics] edrandy and clones: Do not see the clouds in the<br />
         background (hap)<br />
- 04508: [Graphics] charlien: Little graphic garbage (David Haywood)<br />
- 04623: [Timing] drivers that use SCREEN_VBLANK: change from<br />
         SCREEN_EOF to SCREEN_VBLANK regressed timing (hap)<br />
- 04637: [Graphics] chukatai: Garbage sprites on the left side of the<br />
         screen. (David Haywood)<br />
- 04633: [Graphics] rollerg and clones: Graphics corruption on right<br />
         side of screen (Aaron Giles)<br />
- 04638: [Graphics] All sets in hng64.c: Missing 3D graphics. <br />
         (Aaron Giles)<br />
- 04639: [Graphics] wheelfir: Missing foreground layer. (Aaron Giles)<br />
- 04643: [Crash/Freeze] All sets in chsuper.c: [debug] Exception after<br />
         OK with debug build (Aaron Giles)<br />
- 04620: [Documentation] j6cpalb: In according with ACE flyer, the<br />
         exact release year is 1998.<br />
- 04606: [Graphics] mach3, cobram3: Missing and/or corrupted graphics<br />
         (Aaron Giles)<br />
- 04624: [Graphics] blswhstl, detawin: Missing graphics (hap)<br />
- 03600: [Gameplay] gberet: 30fps framerate seems abnormal (hap)<br />
- 04618: [Documentation] All sets in taito.c: All sets in this driver<br />
         are made by "Taito do Brasil".<br />
- 04617: [Documentation] rally: According to ipdb.org reports, the<br />
         exact release year is 1980.<br />
- 04616: [Documentation] radcl_l1 and clones: The correct description<br />
         is "Radical!..." with the exclamation point.<br />
- 04615: [Documentation] rackempp: The correct description is "Rack<br />
         'em Up! (Pinball)".<br />
- 04613: [Graphics] pballoon: Scrolling problem (hap)<br />
- 04612: [Crash/Freeze] All sets in aleck64.c: Crash before OK<br />
         (MooglyGuy)<br />
- 04611: [Crash/Freeze] galpanis galpanisj: both sets freeze on region<br />
         information (hap)<br />
- 04595: [Crash/Freeze] cryptklr: Crashes MAME before it can display<br />
         the disclaimer. (Curt Coder)<br />
<br />
Source Changes<br />
--------------<br />
Rewrote tilemap.c as a C++ class. For now kept the global functions<br />
and just inline mapped them to the class. Will do a pass soon to<br />
actually update drivers to use the C++ methods directly. Also, the<br />
tilemap callbacks are now delegates which should make for cleaner<br />
integrating into modern devices and drivers going forward. <br />
[Aaron Giles]<br />
<br />
Add libjpeg; converted Sliver to decompress pictures on the fly<br />
[David Haywood, R. Belmont]<br />
<br />
Remove support for 4bpp packed graphics. These only manifested for<br />
drivers that used GFX_RAW support for 4bpp systems, and yet we had a<br />
bunch of extra code to support it. Updated these drivers to do without<br />
it and removed all the extra code for supporting it. [Aaron Giles]<br />
<br />
tagmap is just a C++ template now. Added iterators to it as well.<br />
Updated a few outlying uses. [Aaron Giles]<br />
<br />
VGA: Fixed Double Scan / Maximum Scan Lines condition, and removed a<br />
bunch of kludges [Angelo Salese]<br />
<br />
CGA: fixed display disable read flag [Angelo Salese]<br />
<br />
i386: BTR and page fault fixes [Carl]<br />
<br />
i386: basic implementation of FIST and FBLD FPU instructions. [Barry<br />
Rodewald]<br />
<br />
i386: Fixed BSR/BSF and CMPS based on test-i386 output. [Barry Rodewald]<br />
<br />
VGA: first attempt at adding proper refresh rates [Angelo Salese]<br />
<br />
i386: Fixed STR and SLDT instructions. [Barry Rodewald]<br />
<br />
Added Intersil IM6402 UART emulation. [Curt Coder]<br />
<br />
Added documentation (pinout/dips/chip ID) for popobear based on PCB<br />
picture and manual.  [Tafoid]<br />
<br />
i386: fixed a bug with JCXZ opcode [Carl]<br />
<br />
Changes for GCC 4.7 compatibility [Belegdol]<br />
<br />
Added FLAC (lossless audio) codec support plus experimental hooks in<br />
samples and chdman.  Bumped up CHD-CD hunk size to get better<br />
compression ratios on both zlib and flac. [David Haywood, R. Belmont]<br />
<br />
i386: Made stack limit checks better handle the difference between 16<br />
and 32-bit stacks in IRET and RETF. [Barry Rodewald]<br />
<br />
i386: Stopped IOPL from being changed by IRET when CPL is zero. [Barry<br />
Rodewald]<br />
<br />
ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli]<br />
<br />
Further Stepper clean-ups [J. Wallace]<br />
<br />
floppy: Do specific UI handling [O. Galibert]<br />
<br />
Added Pluto 5 technical notes about clocks, EPROM config, and<br />
addresses/data scrambling for different EPROM types on 16-bit mode.<br />
[Roberto Fresca]<br />
<br />
Move devices into a proper hierarchy and handle naming and paths<br />
consistently for devices, I/O ports, memory regions, memory banks, and<br />
memory shares. [Aaron Giles]<br />
<br />
Fixed pcap network device search [Carl]<br />
<br />
Converted Lemmings, Wizard Fire, Desert Assault, Rohga and Schmeiser<br />
Robo to use deco generic sprite device [David Haywood]<br />
<br />
Major overhaul of VGA memory handlers, added CGA, monochrome emulation and<br />
fixed text banking while at it [Angelo Salese]<br />
<br />
Rewrote i386 x87 emulation: [Phil Bennett]<br />
 * Use SoftFloat arithmetic functions<br />
 * Implemented tag word updates<br />
 * Implemented status word/exception flag updates<br />
 * Implemented stack underflow/overflow behaviour<br />
<br />
i386: Various protection mode fixes. [Carl]<br />
<br />
Fixed some dipswitch defaults and added diplocations to many Konami<br />
and Namco games. [kanikani]<br />
<br />
i386: added 32-bit operand size version of SMSW [Barry Rodewald]<br />
<br />
Fixed bad assumption by the (pre)GX video mixer [R. Belmont]<br />
<br />
ksys573: fix disk regions, games boot again [R. Belmont]<br />
<br />
taitogn: fix card region, games boot again [R. Belmont]<br />
<br />
Verified and corrected the Sega Security CPU number (317-xxxx) for one<br />
of the two unknown Turbo Out Run sets. [Brian Troha]<br />
<br />
oki6295: force creation of banks so loading a state from after the<br />
game has set a bank before the game sets the bank doesn't die<br />
[R. Belmont]<br />
<br />
SDL: don't show misleading message for .BDF UI fonts<br />
[R. Belmont, The Flying Ape]<br />
<br />
i386: Major update to segment limit and protection checking. [Carl]<br />
<br />
Fixed VGA memory map writes [Grull Osgo]<br />
<br />
<br />
<br />
New games added or promoted from NOT_WORKING status<br />
---------------------------------------------------<br />
Steal See (&amp; Get Land) [N. A. Jimenez, M. Krug, ShiggsUnderground, C.<br />
  Stefano, Ted Bailey, R. Mucciarelli, Smitdogg, The Dumping Union]<br />
<br />
<br />
New clones added<br />
----------------<br />
Carrier Air Wing (bootleg) [Bonky0013] (not working)<br />
Flying Shark (bootleg, set 2) [Bonky0013]<br />
Arcana Heart [Dumping Union]<br />
Rapid Fire v1.1 (Build 238) [Brian Troha, The Dumping Union]<br />
<br />
<br />
New games marked as GAME_NOT_WORKING<br />
------------------------------------<br />
Ichi Ban Jyan [Guru]<br />
Mushiking The King Of Beetle 2K3 2nd [f205v, The Dumping Union]<br />
Virtua NBA (prototype) [Arzeno Fabrice]<br />
Popo Bear [R. Mucciarelli, N. Francfort, Smitdogg, The Dumping Union]</blockquote>
]]></description>
			<content:encoded><![CDATA[Multiple Arcade Machine Emulator<br />
<br />
<a href="http://mamedev.org/" target="_blank">http://mamedev.org/</a><br />
<br />
Changes :<br />
<br />
<a href="http://mamedev.org/updates/whatsnew_0144u7.txt" target="_blank">http://mamedev.org/updates/whatsnew_0144u7.txt</a><br />
<br />
<blockquote><cite>Quote:</cite>0.144u7<br />
-------<br />
<br />
<br />
MAMETesters Bugs Fixed<br />
----------------------<br />
- 04610: [Crash/Freeze] Multiple sets in cave.c: Segfaults in various<br />
         places; sprites clipped in middle of screen. (Aaron Giles)<br />
- 04268: [Crash/Freeze] All sets using OKI6295 audio: Use of save<br />
         states eventually crashes MAME upon loading (R. Belmont)<br />
- 04629: [Crash/Freeze] topgunnr: [debug] Assert after OK <br />
         (Aaron Giles)<br />
- 04630: [Crash/Freeze] skyraid: [debug] Assert after OK (Aaron Giles)<br />
- 03761: [Graphics] edrandy and clones: Do not see the clouds in the<br />
         background (hap)<br />
- 04508: [Graphics] charlien: Little graphic garbage (David Haywood)<br />
- 04623: [Timing] drivers that use SCREEN_VBLANK: change from<br />
         SCREEN_EOF to SCREEN_VBLANK regressed timing (hap)<br />
- 04637: [Graphics] chukatai: Garbage sprites on the left side of the<br />
         screen. (David Haywood)<br />
- 04633: [Graphics] rollerg and clones: Graphics corruption on right<br />
         side of screen (Aaron Giles)<br />
- 04638: [Graphics] All sets in hng64.c: Missing 3D graphics. <br />
         (Aaron Giles)<br />
- 04639: [Graphics] wheelfir: Missing foreground layer. (Aaron Giles)<br />
- 04643: [Crash/Freeze] All sets in chsuper.c: [debug] Exception after<br />
         OK with debug build (Aaron Giles)<br />
- 04620: [Documentation] j6cpalb: In according with ACE flyer, the<br />
         exact release year is 1998.<br />
- 04606: [Graphics] mach3, cobram3: Missing and/or corrupted graphics<br />
         (Aaron Giles)<br />
- 04624: [Graphics] blswhstl, detawin: Missing graphics (hap)<br />
- 03600: [Gameplay] gberet: 30fps framerate seems abnormal (hap)<br />
- 04618: [Documentation] All sets in taito.c: All sets in this driver<br />
         are made by "Taito do Brasil".<br />
- 04617: [Documentation] rally: According to ipdb.org reports, the<br />
         exact release year is 1980.<br />
- 04616: [Documentation] radcl_l1 and clones: The correct description<br />
         is "Radical!..." with the exclamation point.<br />
- 04615: [Documentation] rackempp: The correct description is "Rack<br />
         'em Up! (Pinball)".<br />
- 04613: [Graphics] pballoon: Scrolling problem (hap)<br />
- 04612: [Crash/Freeze] All sets in aleck64.c: Crash before OK<br />
         (MooglyGuy)<br />
- 04611: [Crash/Freeze] galpanis galpanisj: both sets freeze on region<br />
         information (hap)<br />
- 04595: [Crash/Freeze] cryptklr: Crashes MAME before it can display<br />
         the disclaimer. (Curt Coder)<br />
<br />
Source Changes<br />
--------------<br />
Rewrote tilemap.c as a C++ class. For now kept the global functions<br />
and just inline mapped them to the class. Will do a pass soon to<br />
actually update drivers to use the C++ methods directly. Also, the<br />
tilemap callbacks are now delegates which should make for cleaner<br />
integrating into modern devices and drivers going forward. <br />
[Aaron Giles]<br />
<br />
Add libjpeg; converted Sliver to decompress pictures on the fly<br />
[David Haywood, R. Belmont]<br />
<br />
Remove support for 4bpp packed graphics. These only manifested for<br />
drivers that used GFX_RAW support for 4bpp systems, and yet we had a<br />
bunch of extra code to support it. Updated these drivers to do without<br />
it and removed all the extra code for supporting it. [Aaron Giles]<br />
<br />
tagmap is just a C++ template now. Added iterators to it as well.<br />
Updated a few outlying uses. [Aaron Giles]<br />
<br />
VGA: Fixed Double Scan / Maximum Scan Lines condition, and removed a<br />
bunch of kludges [Angelo Salese]<br />
<br />
CGA: fixed display disable read flag [Angelo Salese]<br />
<br />
i386: BTR and page fault fixes [Carl]<br />
<br />
i386: basic implementation of FIST and FBLD FPU instructions. [Barry<br />
Rodewald]<br />
<br />
i386: Fixed BSR/BSF and CMPS based on test-i386 output. [Barry Rodewald]<br />
<br />
VGA: first attempt at adding proper refresh rates [Angelo Salese]<br />
<br />
i386: Fixed STR and SLDT instructions. [Barry Rodewald]<br />
<br />
Added Intersil IM6402 UART emulation. [Curt Coder]<br />
<br />
Added documentation (pinout/dips/chip ID) for popobear based on PCB<br />
picture and manual.  [Tafoid]<br />
<br />
i386: fixed a bug with JCXZ opcode [Carl]<br />
<br />
Changes for GCC 4.7 compatibility [Belegdol]<br />
<br />
Added FLAC (lossless audio) codec support plus experimental hooks in<br />
samples and chdman.  Bumped up CHD-CD hunk size to get better<br />
compression ratios on both zlib and flac. [David Haywood, R. Belmont]<br />
<br />
i386: Made stack limit checks better handle the difference between 16<br />
and 32-bit stacks in IRET and RETF. [Barry Rodewald]<br />
<br />
i386: Stopped IOPL from being changed by IRET when CPL is zero. [Barry<br />
Rodewald]<br />
<br />
ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli]<br />
<br />
Further Stepper clean-ups [J. Wallace]<br />
<br />
floppy: Do specific UI handling [O. Galibert]<br />
<br />
Added Pluto 5 technical notes about clocks, EPROM config, and<br />
addresses/data scrambling for different EPROM types on 16-bit mode.<br />
[Roberto Fresca]<br />
<br />
Move devices into a proper hierarchy and handle naming and paths<br />
consistently for devices, I/O ports, memory regions, memory banks, and<br />
memory shares. [Aaron Giles]<br />
<br />
Fixed pcap network device search [Carl]<br />
<br />
Converted Lemmings, Wizard Fire, Desert Assault, Rohga and Schmeiser<br />
Robo to use deco generic sprite device [David Haywood]<br />
<br />
Major overhaul of VGA memory handlers, added CGA, monochrome emulation and<br />
fixed text banking while at it [Angelo Salese]<br />
<br />
Rewrote i386 x87 emulation: [Phil Bennett]<br />
 * Use SoftFloat arithmetic functions<br />
 * Implemented tag word updates<br />
 * Implemented status word/exception flag updates<br />
 * Implemented stack underflow/overflow behaviour<br />
<br />
i386: Various protection mode fixes. [Carl]<br />
<br />
Fixed some dipswitch defaults and added diplocations to many Konami<br />
and Namco games. [kanikani]<br />
<br />
i386: added 32-bit operand size version of SMSW [Barry Rodewald]<br />
<br />
Fixed bad assumption by the (pre)GX video mixer [R. Belmont]<br />
<br />
ksys573: fix disk regions, games boot again [R. Belmont]<br />
<br />
taitogn: fix card region, games boot again [R. Belmont]<br />
<br />
Verified and corrected the Sega Security CPU number (317-xxxx) for one<br />
of the two unknown Turbo Out Run sets. [Brian Troha]<br />
<br />
oki6295: force creation of banks so loading a state from after the<br />
game has set a bank before the game sets the bank doesn't die<br />
[R. Belmont]<br />
<br />
SDL: don't show misleading message for .BDF UI fonts<br />
[R. Belmont, The Flying Ape]<br />
<br />
i386: Major update to segment limit and protection checking. [Carl]<br />
<br />
Fixed VGA memory map writes [Grull Osgo]<br />
<br />
<br />
<br />
New games added or promoted from NOT_WORKING status<br />
---------------------------------------------------<br />
Steal See (&amp; Get Land) [N. A. Jimenez, M. Krug, ShiggsUnderground, C.<br />
  Stefano, Ted Bailey, R. Mucciarelli, Smitdogg, The Dumping Union]<br />
<br />
<br />
New clones added<br />
----------------<br />
Carrier Air Wing (bootleg) [Bonky0013] (not working)<br />
Flying Shark (bootleg, set 2) [Bonky0013]<br />
Arcana Heart [Dumping Union]<br />
Rapid Fire v1.1 (Build 238) [Brian Troha, The Dumping Union]<br />
<br />
<br />
New games marked as GAME_NOT_WORKING<br />
------------------------------------<br />
Ichi Ban Jyan [Guru]<br />
Mushiking The King Of Beetle 2K3 2nd [f205v, The Dumping Union]<br />
Virtua NBA (prototype) [Arzeno Fabrice]<br />
Popo Bear [R. Mucciarelli, N. Francfort, Smitdogg, The Dumping Union]</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Help] I can't get sound to work]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24317</link>
			<pubDate>Sun, 29 Jan 2012 23:48:04 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24317</guid>
			<description><![CDATA[Hi sorry for being a bother, but I've googled and read old threads for hours and I haven't been able to fix my problem.<br />
<br />
None of the BGM/voices/anything is working in the game I'm playing. I installed SonicStage but that only restored audio in video sequences, and par the opening movie the rest of the game has no sound whatsoever apart from a clicking noise when I scroll through menus.<br />
<br />
I tried the method listed in this thread <a href="http://www.emunewz.net/forum/showthread.php?tid=5293" target="_blank">http://www.emunewz.net/forum/showthread.php?tid=5293</a> too but no Atrac folder shows up in the game's tmp folder while I'm playing. So I'm guessing either that method won't work for me or I have to do something to get the Atrac folder to appear?<br />
<br />
I'm using the latest version of JPCSP, and I've played a few games before with perfect sound/no problems at all. Any help would be much appreciated.]]></description>
			<content:encoded><![CDATA[Hi sorry for being a bother, but I've googled and read old threads for hours and I haven't been able to fix my problem.<br />
<br />
None of the BGM/voices/anything is working in the game I'm playing. I installed SonicStage but that only restored audio in video sequences, and par the opening movie the rest of the game has no sound whatsoever apart from a clicking noise when I scroll through menus.<br />
<br />
I tried the method listed in this thread <a href="http://www.emunewz.net/forum/showthread.php?tid=5293" target="_blank">http://www.emunewz.net/forum/showthread.php?tid=5293</a> too but no Atrac folder shows up in the game's tmp folder while I'm playing. So I'm guessing either that method won't work for me or I have to do something to get the Atrac folder to appear?<br />
<br />
I'm using the latest version of JPCSP, and I've played a few games before with perfect sound/no problems at all. Any help would be much appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ootake v2.64 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24245</link>
			<pubDate>Sun, 29 Jan 2012 12:54:53 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24245</guid>
			<description><![CDATA[PC Engine (TurboGrafx 16) emulator<br />
<br />
<a href="http://www.ouma.jp/ootake/" target="_blank">http://www.ouma.jp/ootake/</a><br />
<br />
<blockquote><cite>Quote:</cite>  2012/01/29 2.64 released<br />
  - At setting of "Option" button in the start window, "MiddleLight" button<br />
    was added. If your PC power isn't enough, please use this.<br />
  - At "TV Mode" and "Horizonal Scanlined" mode (Setting-&gt;Screen menu), the<br />
    image quality setting of default was changed. The density of scanlines was<br />
    changed to 70% from 30%.<br />
  - At 640x480FullScreen, Horizonal Scanlined (&amp; TV Mode) and Full-Stretched<br />
    Mode, the image quality was improved. * At this mode, a stretch of screen<br />
    isn't performed. The FullScreen is drawn with drawing of overscan area.<br />
  - The speed and timing were brought close to the movement of a real machine.<br />
    In "Circuslide", The problem that BGM occasionally fell into disorder was<br />
    solved.<br />
  - The processing of switching to full-screen has been improved. (<br />
    correspondence to older PC environment)<br />
  - Additionally, a detailed part has been improved and corrected.</blockquote>
]]></description>
			<content:encoded><![CDATA[PC Engine (TurboGrafx 16) emulator<br />
<br />
<a href="http://www.ouma.jp/ootake/" target="_blank">http://www.ouma.jp/ootake/</a><br />
<br />
<blockquote><cite>Quote:</cite>  2012/01/29 2.64 released<br />
  - At setting of "Option" button in the start window, "MiddleLight" button<br />
    was added. If your PC power isn't enough, please use this.<br />
  - At "TV Mode" and "Horizonal Scanlined" mode (Setting-&gt;Screen menu), the<br />
    image quality setting of default was changed. The density of scanlines was<br />
    changed to 70% from 30%.<br />
  - At 640x480FullScreen, Horizonal Scanlined (&amp; TV Mode) and Full-Stretched<br />
    Mode, the image quality was improved. * At this mode, a stretch of screen<br />
    isn't performed. The FullScreen is drawn with drawing of overscan area.<br />
  - The speed and timing were brought close to the movement of a real machine.<br />
    In "Circuslide", The problem that BGM occasionally fell into disorder was<br />
    solved.<br />
  - The processing of switching to full-screen has been improved. (<br />
    correspondence to older PC environment)<br />
  - Additionally, a detailed part has been improved and corrected.</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Jpcsp Slow on 2500k 560 Ti Pc???]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24235</link>
			<pubDate>Sun, 29 Jan 2012 11:00:19 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24235</guid>
			<description><![CDATA[Hi guys I thought I would get into the jpcsp scene since I am almost done with skyrim and need something to play. I'm computer savy and built my pc, but confused on why the emulator runs slow. I get about 3-5 FPS.<br />
<br />
The game I am trying to play is FF Dissidia and Crisis Core. I have tried without tweaking the settings and tweaking. I used the tweaks from this video since specs are similar<br />
<div class="am_embed"><iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/vZgSMj4TRSw" frameborder="0" allowfullscreen></iframe></div>
<br />
Is there something I'm doing wrong? I tried doing 64 bit full and change compatibility to 32 bit from what I read in the READ ME. Thanks for any help!!<br />
<br />
My specs<br />
i5 2500k<br />
Nvidia Frozr 560 Ti<br />
12Gb ram<br />
Windows 7 ultimate 64 bit.]]></description>
			<content:encoded><![CDATA[Hi guys I thought I would get into the jpcsp scene since I am almost done with skyrim and need something to play. I'm computer savy and built my pc, but confused on why the emulator runs slow. I get about 3-5 FPS.<br />
<br />
The game I am trying to play is FF Dissidia and Crisis Core. I have tried without tweaking the settings and tweaking. I used the tweaks from this video since specs are similar<br />
<div class="am_embed"><iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/vZgSMj4TRSw" frameborder="0" allowfullscreen></iframe></div>
<br />
Is there something I'm doing wrong? I tried doing 64 bit full and change compatibility to 32 bit from what I read in the READ ME. Thanks for any help!!<br />
<br />
My specs<br />
i5 2500k<br />
Nvidia Frozr 560 Ti<br />
12Gb ram<br />
Windows 7 ultimate 64 bit.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[WinUAE v2.4.0 Beta 14 Released]]></title>
			<link>http://www.emunewz.net/forum/showthread.php?tid=24223</link>
			<pubDate>Sun, 29 Jan 2012 08:50:31 +0000</pubDate>
			<guid isPermaLink="false">http://www.emunewz.net/forum/showthread.php?tid=24223</guid>
			<description><![CDATA[Windows port of the UAE Amiga Emulator<br />
<br />
<a href="http://eab.abime.net/showpost.php?p=799037&amp;postcount=160" target="_blank">http://eab.abime.net/showpost.php?p=7990...tcount=160</a><br />
<br />
<blockquote><cite>Quote:</cite>Beta 14:<br />
<br />
- Input panel qualifier key/button support. I think this was requested many many years ago.<br />
(I didn't originally plan to do this now but someone reminded me few days ago..)<br />
* - Any key or button can be configured as a qualifier (like a shift or control key that modifies behavior of other keys)<br />
* - Any Input Target can be configured to require qualifiers. Input Target only triggers if it's Input Source and all configured qualifiers are active at the same time.<br />
* - If multiple slots are configured, only slot(s) that have matching qualifier will be triggered, for example if slot 1 has qualifier and slot 2 has none: Only slot 2 triggers if Input Source matches without qualifier active and only slot 1 if Input Source matches with active qualifier.<br />
* - Same qualifer code (1-8) can be configured to more than one key/button.<br />
* - Qualifier(s) set to any other types than keys or buttons is currently undefined.<br />
* - End ("*" in GUI), Shift, Alt and Control keys are mapped to built-in qualifiers.<br />
* - Most previously hardwired key mappings (END+F1 etc..) are now implemented using Input qualifier system<br />
* -- Exceptions: F12 so that there is no way for users to accidentally disable GUI access. END+&lt;number&gt; and END+&lt;numpad number&gt; disk swapper and statefile shortcuts, I didn't want to add 30+ new mostly pointless input targets.. Disabled if END-key's qualifier flag is removed.<br />
* - Qualifiers and custom events: slots 1 to 4 and 5 to 8 can have different qualifiers.<br />
<br />
- Doubled number of input target slots (4 to 8)<br />
- "Copy from"-button corrupted memory.<br />
- Added keyboard default options to "Copy from"-button. Can select either Amiga or PC default mapping.<br />
- TODO: restore only single input target to default.<br />
<br />
- Less than 35Hz vsync display refresh rate: show only every other frame.<br />
- Workaround for strange Windows feature or a bug. First call raw input RegisterRawInputDevices() to unregister HID devices and then immediately call to register them again: Windows randomly stops reporting HID events.<br />
- Windows to Amiga clipboard sharing wrong string size if string contained cr/lf line endings.<br />
- Low latency VSync screen mode switch fixes and updates.<br />
- Native code execution (winlauch.alib etc..) is not anymore allowed by default. Option in misc panel.</blockquote>
]]></description>
			<content:encoded><![CDATA[Windows port of the UAE Amiga Emulator<br />
<br />
<a href="http://eab.abime.net/showpost.php?p=799037&amp;postcount=160" target="_blank">http://eab.abime.net/showpost.php?p=7990...tcount=160</a><br />
<br />
<blockquote><cite>Quote:</cite>Beta 14:<br />
<br />
- Input panel qualifier key/button support. I think this was requested many many years ago.<br />
(I didn't originally plan to do this now but someone reminded me few days ago..)<br />
* - Any key or button can be configured as a qualifier (like a shift or control key that modifies behavior of other keys)<br />
* - Any Input Target can be configured to require qualifiers. Input Target only triggers if it's Input Source and all configured qualifiers are active at the same time.<br />
* - If multiple slots are configured, only slot(s) that have matching qualifier will be triggered, for example if slot 1 has qualifier and slot 2 has none: Only slot 2 triggers if Input Source matches without qualifier active and only slot 1 if Input Source matches with active qualifier.<br />
* - Same qualifer code (1-8) can be configured to more than one key/button.<br />
* - Qualifier(s) set to any other types than keys or buttons is currently undefined.<br />
* - End ("*" in GUI), Shift, Alt and Control keys are mapped to built-in qualifiers.<br />
* - Most previously hardwired key mappings (END+F1 etc..) are now implemented using Input qualifier system<br />
* -- Exceptions: F12 so that there is no way for users to accidentally disable GUI access. END+&lt;number&gt; and END+&lt;numpad number&gt; disk swapper and statefile shortcuts, I didn't want to add 30+ new mostly pointless input targets.. Disabled if END-key's qualifier flag is removed.<br />
* - Qualifiers and custom events: slots 1 to 4 and 5 to 8 can have different qualifiers.<br />
<br />
- Doubled number of input target slots (4 to 8)<br />
- "Copy from"-button corrupted memory.<br />
- Added keyboard default options to "Copy from"-button. Can select either Amiga or PC default mapping.<br />
- TODO: restore only single input target to default.<br />
<br />
- Less than 35Hz vsync display refresh rate: show only every other frame.<br />
- Workaround for strange Windows feature or a bug. First call raw input RegisterRawInputDevices() to unregister HID devices and then immediately call to register them again: Windows randomly stops reporting HID events.<br />
- Windows to Amiga clipboard sharing wrong string size if string contained cr/lf line endings.<br />
- Low latency VSync screen mode switch fixes and updates.<br />
- Native code execution (winlauch.alib etc..) is not anymore allowed by default. Option in misc panel.</blockquote>
]]></content:encoded>
		</item>
	</channel>
</rss>
