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Dienstag - 01.07.2008


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Demul 0.4.1 WIP um 22:21:49 von Nemu
Der russische Dreamcast Emulator Demul ist in neuer Version erschienen. Ein deutsches/englisches Changelog fehlt, aber vielleicht kann sich jemand einen Reim daraus bilen:

    Внимание!
    Пришло время представ...

    » weiterlesen



Freitag - 09.05.2008


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Glitch64 Wrapper Update 14 um 12:52:43 von kallez
Eine neue Version des GPU Plugin für N64 Emulatoren ist freigegeben worden.
    - corrected texture memory size calculation (KoolSmoky)
    - minor fixes (KoolSmoky)



Sonntag - 04.05.2008


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Glitch64 Wrapper Update 13 um 17:40:55 von kallez
Eine neue Version des GPU Plugin für N64 Emulatoren ist freigegeben worden.
    -textures load optimizations (KoolSmoky)
    -various fixes (KoolSmoky)
    -fix for widescreen monitors. The GL view port is centered to the screen. (KoolSmoky)



Mittwoch - 23.04.2008


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DeSmuME v0.8 um 06:16:49 von kallez
Der Nintendo DS Emulator DeSmuME hat in der aktuellen Version diese Neuerungen:
    0.7.3 -> 0.8
    Cocoa:
    - Save State As function now works. [Jeff B]
    - Recent Items menu now works. [Jeff B]
    - Opening NDS files from Finder now works. [Jeff B]
    - Added screenshot feature. [Jeff B]
    - Added preferences. [Jeff B]
    - Many more strings are translatabl...

    » weiterlesen



Montag - 21.04.2008


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Glide64 Wrapper Update 12 um 19:02:41 von kallez
Eine neue Version des GPU Plugin für N64 Emulatoren ist freigegeben worden.
    -fixed "CreateGLWindow() crashes without the initialization" issue (KoolSmoky)
    -textures load optimizations (KoolSmoky)


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Glide64 Wrapper Update 11 um 09:27:11 von kallez
Eine neue Version des GPU Plugin für N64 Emulatoren ist freigegeben worden.
    -manual VRAM size set is replaced by an automatic one, by mudlord. DX API is used for that, so it is Windows only solution. Still experimental, so keep older versions too.



Donnerstag - 17.01.2008


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MAME v0.122u6 um 23:59:47 von kallez
Im neusten Sourceupdate des Arcade Emulators gibt es folgende Neuerungen:
    MAMETesters Bugs Fixed
    ----------------------
    pangpoms098u3ora [Brian Troha]
    cuebrckj0102u5gre [Zsolt Vasvari]
    astinvad0106u11gre [Aaron Giles]
    victory137b4gre [Zsolt Vasvari]
    victory37b16gre [Zsolt Vasvari]
    dcs057ora [Aaron Giles]
    pleiads0111u4gre [Robbert]
    armwr...

    » weiterlesen


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Makaron Test 9.1 um 18:58:18 von kallez
dknute hat eine neue Testversion des Sega Dreamcast Emulators Makaron freigegeben.
    First I'd like to dedicate these two picture to people who claim that so-called 2D games should run better and require less resources to emulate than 3D ones. This is Bangai-O:



    As you can see, if there is a 3D hardware then 2D games will use it. Why? Because it's faster to have another processor (GPU in that case) rasterize things for you - with alpha blending and transparency, and even filtering if needed. This is full-blown 3D, just that the third dimension is used for composing multiple layers, including background and text messages.
    Many such games not only use 3D - they abuse it. Use thousands of small triangles with most of those having individual, unique textures (which are probably not only palletized, but also compressed in some way). And change that a lot every frame - that is 50/60 times per second. Now try to keep up with that!
    This is not an 8-bit console calculating and writing every pixel to VRAM (although it does happen, true 2D is still used from time to time; SEGA logo is one example). I may not need to keep things cycle-correct here, but I've my own problems handling graphics.

    Okay, now some more fog (you'll find it's used in quite many places actually):



    Ah, but that's not all. Here are some more interesting uses of fogging:

    Case 1 - fog used as a special effect to light up parts of objects that are being hit by player. And yes, that could've been done in several other (easier?) ways...



    Case 2 - now this is grand, Bangai-O uses fogging to show selected buttons :)

    There's a special today - a frontend to Makaron donated by slrhui - you can get it here. Please contact the author about it should you need any changes done. And be sure to thank him if you find it usefull.

    Here's Makaron Test 9/1. The main purpose of this release it to fix some issues T9 had, but there are other changes as well.
    Firstly there's the new AEG code in AICA - not entierly correct mind you, but it will get better in time. I belive I've explained it enough before but just to be sure: It makes AICA module somewhat slower. Nothing is free you know. It should be offset by ARM7 code being recompiled this time.
    Second major change is the addition of fog processing. You will need at least Pixel Shader 2.0 for this to work, and it better be fast (worst case scenario, that is palletized & filtered texture with fog and color clamping, is 9 textures lookups + some 50 other instructions per pixel).
    This also causes Makaron to lag a bit at startup now, as it has to recreate some 200 PS programs to cover all possible cases.

    I tried not to touch SH4 code much, but I did change how HOLLY handles DMA transfers. This might break quite a number of things but was necessary to fix couple of games. Mostly CAPCOM ones, go figure. Some people out there should really learn how to use DMA... There are games that start the DMA and assume it's going to finish before the program advances to the point where it has to use the transferred data - without actually checking that. The easiest way around this problem is to complete the transfers the moment they are started - but of course there are other games that get confused by immediate end-of-transfer interrupt, or miss it, and hang. Yet other games require that the transfer at least advances a bit once started, or the unchaged counter will make them think it's already done. All this is also very timing-related, might work or not depending how fast the emulator goes and when the interrupts actually arrive. Not funny.
    I solved this by forcing DMA transfers to take time to finish - just like on the real hardware. The difference is a DMA in progress will slow SH4 (because it's blocking memory bus or HOLLY) and Makaron doesn't account for that. Not to mention I can't exactly check for interrupts every instruction, like SH4, as this would kill performance. I came up with timings that should work well on both slow and fast systems - but it might still need some tweaking.

    As a side effect you now get to experience loading times. Just like on your good old Dreamcast. Yay! :) So be patient when staring at blank or "Please wait" / "Now loading" screens. I know this feature will not get good press but I like it. So it stays :)
    By the way, fixes to DMA engine (although not timing-related) made "Soul Calibur" and "Dead or Alive 2" dialogs re-appear.

    Emulation speed/statistics information is no longer displayed. If you want it, re-enable it in F12 menu.

    On a special request from Yuki I've looked into MakaronPAD plugin. It is now possible to assign normal digital buttons to POV directional pad. The plugin version has been bumped up - not a big deal, but it won't work in T8/T9 unless you hex-edit it. You shouldn't be using those anymore :)

    Enough Makaron for this year. Silmeria still needs to be rescued and I want some strong monsters to test out triple Nibelung Valesti combo (Hrist->Lenneth->Alicia) :]


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Rice Video v6.1.4 um 18:31:57 von kallez
mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben. Die Neuerungen sind:
  • New: Added HQ/LQXxS post processing filters
  • Updated: 64x and 32x scaling factors are now useable.

Danke an aep-emu.de für die News.


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ZeroGS KOSMOS v0.97.1 um 23:05:19 von kallez
ZeroGS ist ein GPU Plug-In für den Playstation 2 Emulator PCSX2.
    here is zerogs 0.97.1 that solves the xenosaga missing text problem

    make sure the advanced option "relaxed depth" is enabled

    or in your xenosaga pnach file, add this:
    zerogs=08000000



Samstag - 27.10.2007


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Rice Video v6.1.3.3 um 00:30:32 von kallez
mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben. Die Neuerungen sind:
    This release was done in response to reports made by undertaker 666 and Iconoclast relating to a bug on my part in relation to saving screenshots. Now PNG screen shots now iterate properly and increment in filename like they should.

    I apologise for the inconvenience ...

    » weiterlesen


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Rice Video v6.3.1.2 um 19:19:13 von kallez
mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben. Die Neuerungen sind:
    Here’s a very, very minor update for the plugin.

    It fixes a bug with screenshot saving. Thanks to ZethAlkar (for finding it noticable) and Iconoclast (for first telling me this), for helping me squash this small PNG RGBA texture saving bug. Solution was to simply sav...

    » weiterlesen


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Rice Video v6.1.3.1 um 19:24:29 von kallez
mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben. DIe Neuerungen sind:
    I decided to release this new version now, considering that things for me in real life in general are getting quite hectic and involving. Only major new things in the builds are 8x and 16x texture rescaling support for hi-resolution textures, and revisions to the texture pack...

    » weiterlesen


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Glide64 wrapper with hardware frame buffer emulation Build 20.09.2007 um 06:02:29 von kallez
Mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben.
    Includes AF source code patch for Gonetz and others, fixed a possible crash bug with the filter on my ATI card, and plus I made the wrapper around 50-60Kb smaller, without resorting to EXE packers. Modified VC6 project files included as well. Also did a little tidying to the config code, too.
    » weiterlesen


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Glide64 wrapper with hardware frame buffer emulation um 06:46:05 von kallez
Mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben.
    Long time no see...

    Anyway, I have wrote a patch for the wrapper to support anisotropic filtering.
    Could be useful to some.

    This is based off glide3x-ziggy-ati4.


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Glide64 wrapper with hi res patches um 05:58:27 von kallez
Mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben.
    Hello,

    here is newest Glide64 wrapper with ziggy's fixes for Glide64HQ (yours truly finding the culprit texture format) on ATI Radeons and my code for hi resolutions

    Could be useful, to some...


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Rice Video v6.1.2 um 19:05:09 von kallez
mudlord hat eine neue Version des GPU Plugin für N64 Emulatoren freigegeben. DIe Neuerungen sind:
    Okay, here’s a new release.

    Okay, to elaborate on the releasing details.

    I figured now, due to the updates, I think the new release warrants a new version number. This is because I beleive these builds I do are now release-grade and for public use, mainly du...

    » weiterlesen


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GMenu2X v0.9 um 20:40:40 von kallez
GMenu2X ist ein alternatives Frontend für den GP2x und ist in einer neuen Version erschienen.
    Added gamma setting (global and per-link)
    Added option to tweak ram timings
    Added skins support
    Added link to activate tv-out
    Added support for multiple wallpapers
    Color of message dialogs changeable by skins
    Automatic icon association for links with icons...

    » weiterlesen


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Glide64 Wrapper ziggy RC4 um 08:47:30 von kallez
Ziggy hat eine neue Test Version des GPU Plugin für N64 Emulatoren wie z.B. Project64, 1964 oder Mupen64 Glide64 für Windows freigegeben.
    Ok, so a new release that should fix the problem of depth bias behaving differently across different models / vendors.

    Legend, we're talking about the eye of the pig carving , which is rendered in front of its nose (depth bias ...

    » weiterlesen


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Glide64 Wrapper ziggy RC1 um 07:40:06 von kallez
Ziggy hat eine neue Test Version des GPU Plugin für N64 Emulatoren wie z.B. Project64, 1964 oder Mupen64 Glide64 für Windows freigegeben.
    Again a new release. It fixes one problem with FBO option (now dynamic shadow in CBFD is back when using this option), and another one when there aren't GL auxiliary buffers. I feel optimistic so I'm going to call this release RC1
...

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