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Dienstag - 02.09.2008


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Linux Port: Gens 2.15.4 um 19:19:44 von kallez
Den Linux-Port von Gens gibts in einer neuen Version: 2.15.4.
    This is a good release for ATi users. You can now enjoy openGL support!

    [ 1488458 ] opengl: optimization for ati card


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Dolphin SVN r58 um 21:20:57 von Nemu
Beim GameCube-Emulator Dolphin gibts es folgende Änderungen :

    r58
    fixed compiling for windows... Please remove the SDL stuff from this plugin. Port njoy to linux (write your own GUI or disable the GUI)

    r57
    nJoy: Shoulder button fixed, I forgot to set a value for the pressure. Currently it set at max (0xFF)

    r56
    nJoy: small fix...

    » weiterlesen


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nJoy v0.3: Multi-controller support um 12:08:26 von AEnEmY
Für den Open Source gegangenen Emulator Dolphin ist ein Plug-In erschienen, dass die Nutzung mehrerer Controller ermöglicht.

Zitat Falcon4ever:

"Hi!,

I just finished updating my input plugin nJoy.

nJoy v0.3 now features multi-controller support! Because this version is linked with the 32b version of SDL, it only supports the 32b version of Dolphin.

-...

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Mittwoch - 14.05.2008


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Ootake v1.50 um 12:39:25 von kallez
Ootake ist ein PC Engine, SuperGrafx und TurboGrafx 16 Emulator für Windows und hat diese Neuerungen:
    + Please let me do a little an important talk for the game field. It is
    continuation of the story (Input Delay(Lag) problem) written last time.
    + The delay influences people who do not feel the delay, too. Even if you
    cannot feel the delay, the diffi...

    » weiterlesen


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Ootake v1.49 um 09:39:57 von kallez
Ootake ist ein PC Engine, SuperGrafx und TurboGrafx 16 Emulator für Windows und hat diese Neuerungen:
    + This will be an important talk for the future of "PC Engine(TG16)"
    emulator. Please read though it is my not good English Language.
    + "Ootake" is not satisfied with "the game was able to be started".
    "The game can enjoy even ending" is a target. T...

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Sonntag - 04.05.2008


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igpSP v0.9.2Xb um 17:44:28 von kallez
ipgSP ist ein GBA Emulator für Apple iPod.
    After doing source code diffs with Zaphod's original gpSP port and zacaj's later port, I did a full and proper re-port of the Exophase's latest version of gpSP. My current version is mostly changes from Zaphod's original port (via hotdog and iBoy code) with the usage of the COP through zacaj's changes. The result is a patch file ...

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Montag - 03.03.2008


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PVCS Reloaded v0.1 um 09:21:16 von kallez
PVCS Reloaded ist eine weiterentwickling des Atari 2600 Emulator PVCS für die Playstation 2.
    PVCS Reloaded attempts to bring PVCS 1.3 (Atari 2600 emulator by BraveDog) back to life! It now
    supports following devices:

    :. Memory Card
    :. USB Devices
    :. CD/DVD
    :. HDD

    This version was converted to PS2SDK/GsKit by bootsector.

    Thanks to...

    » weiterlesen


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PSMS Reloaded v0.3 um 08:33:13 von kallez
PSMS Reloaded ist eine Weiterentwicklung des Master System/Game Gear Emulators PSMS von Sjeep.
    Hi folks!

    PSMS Reloaded attempts to bring PSMS 1.2 (a SEGA Master System/Game Gear emulator by Sjeep) back to life! It now supports following devices, without relying on any special "FILES.TXT" index:

    :. Memory Card
    :. USB Devices
    :. CD/DVD
    :. HDD <...

    » weiterlesen


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Tales of Phantasia PSX v1.0 Translation um 13:19:53 von kallez
Nun ist es soweit Gemini und throughhim413 haben die final Version ihrer Übersetzung zur Sony Playstation Version des Rollenspiels Tales of Phantasia.
    Merry Christmas from Absolute Zero!

    We proudly present v1.0 of the Tales of Phantasia PSX translation patch!

    All you need to supply is your .bin or .img rip of Tales of Phantasia and the attached custom patcher will take care of the rest. Since it would seem this cannot be overstated, the patched game is fully compatible with real hardware. Please be sure to check the readme, which, among a complete patching procedure and other useful notes, also contains important information regarding emulator and PSP-emulation specific glitches (these are emulator glitches, not patch bugs).

    Please consult the readme before asking specific questions about patching or related topics.

    We thank you for your support and hope that you enjoy Tales of Phantasia PSX!



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Bochs v2.3.6 um 21:43:23 von kallez
Bochs ist ein Open Source x86 PC-Emulator für DOS/Windows und Linux und ist nun in Version 2.3.6 erschienen.
    - CPU
    - Added emulation of SSE4.2 instruction set, to enable use
    --enable-sse=4 --enable-sse-extension configure options
    to enable POPCNT instruction only use configure option
    --enable-popcnt
    - Implemented MTRR emulation,...

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Samstag - 22.12.2007


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Makaron Test 9 um 08:52:04 von kallez
dknute hat eine neue Testversion des Sega Dreamcast Emulators Makaron freigegeben.
    Here is Makaron Test 9 for your pleasure. There are lots of internal changes, but nothing revolutionary - so don't expect it to be much better/faster compared to earlier versions. From user point of view, it's almost the same as T8. Quite frankly the only reason I'm releasing it is to test ...

    » weiterlesen


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Genesis Plus WIP um 21:22:24 von kallez
Zum Sega Mega Drive/Genesis Emulator hat eke-eke neue News in seinem blog veröffentlicht.
    After a lot of beta testing, a new version of Genesis Plus for Gamecube/Wii is about to be released… Even if there are no really revolutionary features, I’m quite satisfied with this one since I’ve been working a lot on emulation accuracy, which is one of the most interesting challenge about writing an emulator, in my opinion.

    Beside correcting some bugs and cleaning some parts of the source, my goal this time was mainly to:

    1) Emulate Genesis timings as accurately as possible

    Some games are very timing sensitive and expect some events (VDP writes, DMA, HV Interrupts, HBLANK and VBLANK) to happen at very precise times, or for a very specific period. I will not go deeply into details but one of the key to correctly emulate several CPU running in parallel and accessing shared memory resources, is to emulate also the latency of those devices.

    For example, on real hardware, switching interrupts ON through VDP registers do not trigger an interrupt immediately, but, more probably, the CPU will have the time to run one single instruction before jumping to the interrupt routine. Not emulating this tiny timing latency could cause some bad programmed games to hang, which was indeed the case of Sesame’s Street Counting Cafe, not really the best game in the world, but a good challenge to test emulation accuracy.



    In some way, I finally found timings that should work with any sensitive games, without need anymore for specific games “hacks” but also without disturbing any previous working game. The goal behind this is that the emulator now achieves a near perfect compatibility rate (I only found some unlicensed games not working properly, mostly due to some unemulated cartridge hardwares)

    2) Get a “pixel accurate” aspect on screen

    The first idea was to emulate the colored overscan area which indeed exists all around the active display (generally 320×224 pixels) . Emulating the full display height (243 lines for NTSC) and width (based on the VDP Pixel Clock and scanline period), gives an accurate screen aspect ratio, much more similar to what a real Genesis/Megadrive displays. Below is a screenshot example of the full overscan area, rendered on a line basis (when displayed on TV, this area is generally hidden with vertical borders being only visible when the system runs in PAL mode)



    The second idea was to add support for original Genesis rendering modes. Indeed, as many old consoles, it originally uses a ~ 240 lines progressive mode, which means that in a regular NTSC screen (always ~480 lines), only the even lines were displayed, odd lines remaining black (this is sometime recreated as “scanline effect” in emulators).

    Additionally, the “interlaced mode 2″ support (double resolution interlaced mode used in Sonic 2 “vs-mode”) was also improved, with a better rendering quality using both 240i/480i TV modes.



    Finally, I also add optional support for original PAL video modes which means that the Gamecube/Wii could automatically switch into a PAL video modes (287p, 287i or 574i) when the virtual Genesis is running in PAL mode…

    The results, compared side-by-side with my old switched Megadrive II, is pretty accurate in term of rendering or aspect ratio, and I hope every fellow retrogamers would enjoy this nostalgic feeling as much as I do.

    What should be next…

    Next step would be to improve the sound emulation, especially FM core emulation. I already improved the samples rendering and FM timers accuracy which (I believe) produce some more accurate sound effects in some games but I still need to add support for original YM2612 samplerate/frequency and also investigate about some undocumented features (or bugs ?) of the original hardware which make some musics sound totally weird (Flashback, Spiderman, Comix Zone…) under emulators.

    Anyway, I’m planning to release soon the new version of Genesis Plus (SMSPlus coming also along, with similar additions) since it’s always more enjoyable to share his work with other people and get some feedback…more to come at tehskeen.


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Wonder Project J2 v1.0 Translation um 00:33:12 von kallez
Ryu hat eine neue Version seiner Englisch Übersetzung zum Nintendo 64 Spiel Wonder Project J 2 freigegeben.
    It’s been several months since I last posted any news about this project. Well, it’s time to post some news again, and the reason is simple: it’s done. I’ve just made version 1.0 of my English Wonder Project J 2 (Nintendo64) translation available for download. It can be called a complete patch, with the exception of a few graphics, everything’s translated. You can grab it over here.

    I can’t stress enough how important it is to read the readme.txt before you start playing. N64 emulation is not quite like the emulation of platforms like the SNES. There is a lot to know about the emulation, especially with this game. The readme should answer about 95% of the question you might have, so read it, your gaming experience will only profit from it.

    So what else is to say? Those who’ve played the first game know what to expect. The game mechanics are very similar. It’s still a game that can get really tedious at times. But they did improve some things, for example the whole annoying stat leveling is gone. Also, you’re now free to decide in which order you do things. You don’t need to go through chapter after chapter like in the predecessor. And for those who haven’t played the first game, fear not, having played it is not really necessary. What kind of game is this? Some people may call this a RPG, but what it comes the closest to is a graphic adventure. Overall, I can’t really draw a comparison to any other game besides the first, but if you like the two anime ‘Nadia the Secret of Blue Water’ and ‘Kiki’s Delivery Service’, you will love this game.

    Well, that’s all, I hope you enjoy the translation.



Danke an Romhacking.net für die News.


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PCSX2 News um 10:32:10 von kallez
Vom Playstation 2 Emulator PCSX2 gibt es folgende News.
    Release fixes and stuff

    Just a quick one, now i'm not suffering so badly from post traumatic release disorder, I thought I better just make a note saying to you guys the release builds were updated yesterday (if you didnt realise there was edit's) due to a bug making the TLB release extremely slow. This has ...

    » weiterlesen


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PCSX2 v0.9.4 um 13:04:17 von Hammel
PCSX2 ist ein Playstation 2 Emulator für Windows und Linux. Die wichtigsten Änderungen sind:
  • ZeroSPU2
  • new SPU2 plugin from zerofrog. It is the most stable SPU2 plugin. Also has a time-scaling feature which slows down sound when the frame rate is too low (instead of hearing popping sounds). The time-scaling feature works best under Windows, but is also implemented...

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Donnerstag - 11.10.2007


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GlideHQ v1.1 um 19:22:00 von kallez
GlideHQ ist ein Grafik Plugin basierend auf Glide64 für N64 Emulatoren.
    Hello everybody,

    The second major version of GlideHQ, the texture enhancements module for Glide64, is ready for public release. Project description, taken from GlideHQ readme file by KoolSmoky:

    "This is a realtime texture enhancer library with hi-resolution texture
    pack support f...

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Mupen64g Alpha r43 um 18:51:57 von kallez
Mupen64g ist ein Nintendo 64 Emulator basierend auf Mupen für die Gamecube & Wii.

New things to see:
  • GX Basic implementation (things still missing)


General Usage example:
  • Have some N64 roms in .z64 format (big endian) on a SD Card under the rom dir "N64ROMS"
  • Place the SD card in the SD gecko and have it in sl...

    » weiterlesen


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GlideHQ v1.0 um 18:03:40 von kallez
GlideHQ ist ein Grafik Plugin basierend auf Glide64 für N64 Emulatoren.
    Hello everybody,

    The second major version of GlideHQ, the texture enhancements module for Glide64, is ready for public release. Project description, taken from GlideHQ readme file by KoolSmoky:

    "This is a realtime texture enhancer library with hi-resolution texture
    pack support f...

    » weiterlesen



Freitag - 28.09.2007


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Mupen64g Alpha r40 um 17:40:30 von kallez
Mupen64g ist ein Nintendo 64 Emulator basierend auf Mupen für die Gamecube & Wii.
    This is not even considered a beta, more like a alpha.. we already know the bugs so don't bother saying "hey game X doesn't work", or things like "i got game Y to boot the intro". Please only post back constructive feedback such as "You're doing this wrong with the core" etc.. you can find t...

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Dolphin Final v1.03.2 x64 Public Beta um 19:12:28 von kallez
Nach langem hinundher wurde nun die 64-Bit Version des Gamecube Emulators Dolphin im Emutalk-Forum veröffentlicht.
    Dolphin Final 1.03.2 x64 Public Beta (single/dualcore support)
    I guess some guys thought we never would update this page again ...

    Last year the Dolphin Beta testing team (CKemu/Chaoscode/Knuckles) already posted shots of Dolphin 1.03.2 x64 whi...

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