PS3-Nes ist ein weiterer Nintendo NES Emulator für die Playstation 3.
PS3-NES u0.1
Updates:
+menu code cleaned
+menu file sizes now take longest file name to determine positioning
+filesize now shown in KB
+file selection color now lined up properly with filename
+top bar now fitted to top (not jsut below top)
+memory usage move slightly t...
Madmab hat eine Version des Atari 800/5200/130/320/XL/XE Emulators Atarixlbox für die Xbox freigegeben mit diesen Änderungen.
What's new/fixed (Atari core related changes):
* Fixed new pokey sound issues. Using a modified new_pokey engine by foft, author of the GP2x port of atari800.
* Core updated to ver 2.03 with the exception of the pokey engine.
* New NTSC...
Eine neue Beta des bekannten Amiga Emulators. Neu ist:
- fixed wrong input device GUID format in config files
- 'friendlyname' mapping didn't work if device name had trailing whitespace (like USB ProComp 'USB 2A4K GamePad ')
- C00000 and F00000 relocated beta/special KS roms supported (200000 already supported long time ago)
- A3000 official confirmed 2.04 ROM...
Rominator ist ein Nintendo DS ROM Manager für Windows, Linux und MacOSX.
Complete Code Overhaul! Rominator is now better than ever! Much faster, more compact, more features, just overall pure awesomeness :)
Rominator now has a sporty new icon ;)
Data is now stored in a folder called Rominator Data, which resides in the SAME FOLDER as Rominator -- This means you can put it on a USB stick and take it with you, preserving your settings. It also means you must start your library FRESH, so don't try and copy your old one over--It WILL crash!
Main window is more compact, details has been placed in a separate optional window. Details window will hug main window though when moved or resized.
Flash cards auto-mount, no more scanning for them
Space available on library/card is now shown in the games list
Action buttons have been removed, replaced by a Actions Button with a dropdown menu.
Message Bar is a lot more robust now, and easier seen. Plus, when you select a list, it'll show how many games are in the list, as well as how much space they used. When you highlight games, it will show the total amount selected.
Game Saves are now separate files, with a new save manager.
Box Art is now separate as well (not in a database), so you can choose your own box arts if wanted.
Find field now hidden, and activated through Edit -> Find.
Biggest new feature: Rominator Toolbox! The toolbox features multiple Rom Utilities, and can be expanded to as many tools as needed! The following tools are available in the toolbox to start:
Save Manager
Game Reviews
Box Art Manager
Statistics
Rom Queue
Rom Validator
And by popular request, Rom Trimmer
As a result of the Rom Trimmer being in Rominator now, DSClippers has been discontinued.
Vom Rom-Verwaltungs-Tool emuControlCenter gibt es mal wieder neue WIP News.
Ok, its done again. This is one of the biggest WIP-Version ever made by me :-)
First you can take a look at the new screenshots here
Mainly this adds rom audit / CtrlMAME support features but also added some new cool featurese like "reparse all". The romlist now shows the state of an arcade rom (like in MAME). Also you can now hit ALT+F5 to reparse all folders for new roms.
In emulator config, you can now start the emulator direct without an rom for setup and test. The colors and fonts now could be also changed for the romlist.
New shortcuts will make the work with ecc more easier. I´ve again added many language-strings, so the most ecc features could be translated by you.
Changelog (Short version)
added Rom Audit (multirom)
added "reparse all found" option. Select platform or "all found" and hit ALT+F5
added "start emulator" button in emulator configuration to make settings in the emu.
added error popup to file operations, if rename could not done! (file is allready in place)
added new Shortcuts
added new parameter to ecc_ARCADEPLATORM_system.ini for automatic mame sourcefile matching!
added more translation strings...
fixed an big bug in the auditing multifile roms. !!!
fixed "Notepad++ cannot create scripts with relative paths"
fixed "Glitch in compare layout"
fixed "File/games ZIP notice"
fixed missing "view" translation
fixed both bugs in "ECC config more translated"
fixed "Choice of Fonts and Colors" in main romlist
removed context menu "add new roms" (romlist) if no platform is selected
removed UTF-8 support SWITCHED BACK TEMPORARILY TO CP1250(!)
Der Atari ST Emulator für Windows und Linux wurde aktualisiert und bietet diese Neuerungen:
This release brings you basic Atari TT and Falcon emulation! Please note that both new emulation modes are still highly experiemental, some few games and demos work, but most still have more or less big problems.
Basic emulation of Falcon video shifter (Videl), NVRAM ...
Bei diesem Emulator handelt es sich um einen Snes Emulator für den Nintendo Gamecube. Snes9x wurde von dem gleichnamigen PC-Emulator portiert. Die letzten Änderungen sind unten aufgeführt!
- README is back! The updates to it aren't complete, but there's some useful info in it. Still do provide feedback on it. Tell me what else I should include and/or what needs improvemen...
Zum Acorn Archimedes Emulator gibt es folgende WIP News.
There's been a fair bit of progress on the recompiler in the last month.
The recompiler now runs at twice the speed of the interpreter on my machine.
Quake is now dangerously close to being playable now, and you can play it properly if you're in a good mood. Benchmarks suggest Quake runs at about 75% of the speed it runs on a 202mhz StrongARM.
Vom Rom-Verwaltungs-Programm EmuControlCenter ist eine neue Version erschienen. Die Komplette Liste der Neuerungen jeder einzelner WIP Versionen könnt ihr auf dem Homepage-Link nachlesen.
The biggest update in emuControlCenter history has been done. This release contains many new features, requested by the users of ecc and fixes the most known bugs.
You can download emuControlCenter 0.9 at http://www.camya.com/ecc/
The biggest features are the complete new and faster imageHandling, a new ImageCenter including image drag-n-drop for easier adding images from your roms. (A converter of the ecc images is included!) The new simple search filter make searching for equal roms easier. Also the Autocompletion for Developers and Publishers will make adding and searching meta-informations much easier and faster!
Phoenix have added new platforms to ecc. Now ecc can also handle Fairchild Channel F, Game Park 32, MGT Sam Coupé, MSX 2, Nintendo Virtual Boy and Oric Atmos/Telestrat Roms and emulators. Also phoenix added a first version of the documentation explaining the functions of the ecc-tools.
Btw... if you have installed emuControlCenter allready, you can use eccLive to update direct.
Vom N64 Emulator Daedalus gibt es folgende WIP News.
I had planned on posting this update on Monday, but I've spent the last couple of nights catching up on a few games that I've not had chance to play since they were released (Crackdown on the 360 and Afterburner : Black Falcon on the PSP for the curious :)
For R11 I'm hoping to fix the Expansion Pak support for...
Zum Acorn Archimedes Emulator RPCemu gibt es folgende WIP News.
Beginnings of dynamic recompiler for RPCemu, already some speed increases!
Fishtank2 now runs much faster than before. So far RPCemu has what is actually called a threaded interpreter, which is essentially the first step in a full dynamic recompiling emulator.
!Fquake runs better as well. All tests so far suggest that RPCemu is now running at half the speed of a StrongARM, and at least twice as fast as an ARM710.
!SICK also claims that RPCemu is a 120mhz StrongARM.
Vom Super Nintendo Emulator 'bsnes' gibt es folgendes WIP Update:
Ok, this is a very important WIP release. Note that this file is rather large, please mirror it if you must link to it elsewhere.
Included are two executables:
bsnes_adsp.exe - This version uses anomie's S-DSP emulator, clocked at 32khz
bsnes_bdsp.exe - This version uses blargg's S-DSP emul...
Vom N64 Emulator Daedalus gibt es folgende WIP News.
R10 Plan of Action
Before I went away on holiday I asked you what you thought I should look at working on for the next release of Daedalus. Over 200 of you replied, and I've greatly enjoyed reading what you've had to say. There were some brilliant suggestions, so many thanks for your contributions.
It seems pretty clear to me that speed is the single biggest issue that most people want to see addressed. Many people also mentioned compatibility and savestate or save game support, but in nowhere near the same kind of numbers as those wanting speed improvements.
Based on your feedback my current plan is to release Daedalus R10 at the end of March, focusing mostly on speed improvements. If I can fit in any easy compatibility fixes, I'll do this too*.
Several people have asked what possibilities remain for optimisation. Here's a short list of things I know need more work:
In many games, a lot of the time spent executing dynamically recompiled code is doing things which can potentially be emulated at a high level. For instance, over 5% of the time spent executing dynarec code in Mario64 is just converting matrices from floating point to fixed point format. Another 4-5% of the time is spent in a loop invalidating areas of the data cache (which is irrelevent in an emulator.)
Some of the most expensive fragments are those which branch to themselves (i.e. those doing many loops). I can optimise for this to avoid loading and flushing cached registers on each iteration through the loop.
I can implement a frameskip option (I had intended to implement this for R9, but forgot!)
I can make use of the Media Engine (as Exophase suggested in conversation, as the ME can't access VRAM, it might make more sense to execute Audio and Display Lists on the main CPU, and run the N64 CPU emulation on the PSP ME)
There are certain situations where I fail to create fragments in the dynamic recompiler - for instance if the code being recompiled writes to a hardware register, this triggers an interrupt and causes fragment generation to be aborted. I should be able to deal with situations such as this more gracefully.
The fragment generator can do a lot more to improve register caching, and eliminating redundant 64-bit operations.
There are many situations where N64 roms busy wait. I detect very simple occurances of this, but not all of them. If I manually identify more complex examples I can have the fragment generator optimise them away.
Some roms are causing the dynarec fragment cache to be repeatedly dumped and recreated (I think Banjo Kazooie is one example of this). Fixing this may just involve tweaking a couple of magic numbers.
I currently optimise memory accesses under the assumption that most accesses are in the range 0x80000000 - 0x80800000, which is incorrect in the case of roms that make heavy use of virtual memory, or access RAM through the mirrored range at 0xa0000000. I can improve the trace recorder to collect information on which range a memory access fell in, and generate code to speculatively optimise for this.
Now that the dynarec engine is producing much better code, the cost of display list processing is becoming more significant, and may finally be worth profiling and optimising.
That's quite a big list, so I doubt I'll be able to work on these things before the end of March, but I think it shows there's still a lot of scope for further optimisation.
-StrmnNrmn
*Just this morning, I figured out why the Expansion Pak support was broken, so Majora's Mask and a couple of other games relying on this are booting correctly now :)