Emulators News


More then a year is passed since previous official release of Glide64. The project is still alive, but I don’t have much time to work on it. I made some improvements, nice but not revolutionary. It’s just another plus to the famous ‘Wonder’ version. Main results:

  • Improvements in hardware frame buffer emulation for Banjo Kazooie, Banjo Tooie, Mickey’s Speedway USA
  • Added support for highlighted objects in Perfect Dark. Added support for coronas in this game (requires software depth buffer rendering). Both features are very important for correct emulation. Now Glide64 emulates PerfectDark nearly perfect, only sky is still missing. Needless to say, that all frame buffer based effects work too (there are many of them in this game).
  • Fixed combiners in several games.

    Hacktarux’s glide wrapper was improved too, and its modifications can be named revolutionary. First of all, it now supports hardware frame buffer emulation! This feature was previously available for 3dfx users only, and now owners of Direct9X cards can enjoy it too. My thanks to mudlord, who helped us to solve several problems during testing of this feature. Note: OpenGL implementation of texture frame buffer is not as efficient as Glide3x one, and it requires much more video memory. Thus, at least 128mb Direct9x video card is required for hardware frame buffer emulation. Please run mudlord’s gltest.exe, placed in wrapper’s folder, to check compatibility of your video card with the wrapper. Second, Hacktarux fixed several old problems in the wrapper:

  • fixed dithered alpha emulation on ATI cards
  • fixed chromakey functions
  • fixed Lens of Truth problem in Zelda MM
  • added some missing combine modes
  • Amstrad CPC6128Amstrad CPC ScreenshotDizzy Amstrad CPC Game

    A fair amount has changed Amstrad-wise since this page was first built. CaPriCe 32 still seems to be the emulator of choice, though I now find my version 1.11 (from 1998) has broken down and the latest version (3.61) refuses to run at anything like normal pace. Should it ever end up working properly, it looks like it will be the CPC’s answer to the Spectaculators, Spins and ZX32s of the Spectrum world. I have also been recommended to use Arnold, though a test of that reveals the most horrific sound problems you’ll ever hear. It also seems that Arnold has no way of switching off the irritating scanline display which appears to be becoming a common trait amongst later 8-bit emulators. Here’s some basic operating instructions for CaPriCe 32 v1.11, for those who can find a copy. To run a game, press F6 to enter the disk selection menu. Highlight either RICKD.DSK or RICKD2.DSK (as they should be named) - press ENTER and nothing happens. To load the disk, type cat to first see the contents of the disk. The file required should have a .BAS extension. If this is FILE.BAS or marked with a star then type run”file (no other quote needed) to start the game. To cut a long story short, run”rick and run”rick2, respectively, is what you need to type in each case. CaPriCe 32 has a save-snapshot facility. Press CTRL+F4 to enter the snapshot menu, press INSERT to add a new snapshot to the list. CTRL+F2 will load the snapshot again. In both cases here, the “Go to the site” links to the NVG’s FTP server, as the versions on classicgaming.com had no cheats and were prone to crashing. Their version of Rick 2 completely left out the Fat Guy’s Headquarters… 

    If you want to remember old times and play with the beautiful 8 bits Amstrad CPC, you can download it here: http://caprice32.cybercube.com/

    Here is a new version of PSPAtari the emulator of Atari 800,
    800XL, 130XE and 5200 series.

    For those who haven’t seen previous versions, Atari800 is an emulator
    for the 800, 800XL, 130XE and 5200 models of the atari personal computer.
    It can be used on console, FrameBuffer or X11.
    See http://atari800.sourceforge.net/ for further informations.

    PSPATARI is a port on PSP of the version 2.0.2 (April 08 2006) of Atari800
    from Petr Stehlik.

    What’s new in version 1.0.6 :

    - Multiple keyboard mapping feature (Thanks to Pou-chan) :
    You can now toggle between 3 different keyboard mapping using
    LTrigger and RTrigger keys
    - Add help menu
    - New background image
    - Bug fix in Rom file requester
    - Bug fix in screenshots
    - Bug fix in keyboard handler

    How to use it ? Everything is in the README.txt file.

    Sources are included, and this package is under the GNU public license,
    read COPYING.txt file for more information about it.

    A new version of the Gameboy Advance emulator No$gba is now available. Here is what is new in this release:  

    - nds/2d: adjusted window width (nds=256, instead gba=240) (famicom wars demo)
    - nds/memory: allows to execute code in vram (used by mariokart demo on nds7)
    - iomap: replaced various “vals” by “io10seg” (matching to nds9/nds7 pages)
    - nds/wifi/xcept: allows nintendo to write 00h/55h/AAh/FFh to read-only BB-ports
    - nds/3d/irq: emulates gxfifo irq (used by lara/brainage demos)
    - nds/3d/help: added notes on how/when to acknowledge gxfifo irq (see gxstat)
    - nds/3d/dma: emulates gxfifo dma (used by submarine demo and possibly others)
    - nds/dma: renamed/renumbered $profiler_id_dma (supporting the eight ds-modes)
    - nds/3d/help: added GXFIFO DMA Overkill on Packed Commands Without Parameters
    - setup: added gba-solar-sensor setting (now also in freeware version setup)
    - setup: removed experimental rear-alpha option (tested / always enabled now)
    - nds/backup: bugfix: forces no nds-backup in gba-mode (fixes fatalunexpected)
    - nds/xboo: added upload-wait/timeout (for remote secure_area_extra_decryption)
    - nds/dma: prevents gba-style dma3-capture on nds (fixes submarine demo freeze)
    - nds/dma: simplified different dma mode bits by dma_kick_mask at mount_system
    - nds/3d/help: added 3d-lockup note (on swapbuffers with incomplete vertex list)
    - a22i: supports “NOT” operator (more or less, crashes on faulty priority order)
    - a22i/bugfix: long/negative multiply in numeric expression (swapped lsw2/msw2)
    - nds/3d: handles 8bit ldrb reads from 3d ports (4000320h and up)
    - gba/nds-cartloader: fixed crash on loading GBA-carts from inside NDS7-mode
    - thanks: RockmanRotties and Diablow for bugreports on demos and fatalunexpected
    Like promised, the author of sixtyforce, a Nintendo 64 emulator for Mac, has released a new version earlier this week. Here’s what he had to say :
    What’s new in 0.9.0b1 since 0.8.5 –  

    - A new high quality audio option to process audio with full low-level emulation on Intel machines. (This feature has been ported over and upgraded from the PowerPC version.)
    - Zelda now shows indoor backgrounds correctly on Intel machines.
    - Diddy Kong Racing will now save games properly.
    - Mario Kart with no longer crash after the 4th Race.
    - Other minor bug fixes throughout the application.

    The new high quality audio option is a full low-level emulator for the dsp that processes sound. That’s why it took a while! You can turn it on in the ‘Preferences’.

    While it won’t fix every single problem with sound (skipping is next on the hit list) it greatly increases sound compatibility because it should work in any game and improves the quality because it produces sound that exactly matches the original. (Minor bugs in this beta release aside!)

    In short: A number of games that didn’t have sound before work fine with the new audio processing. (For ex: Paper Mario.) A number of games that had sound, now sound much better. (In particular reverb effects in games like Zelda.)

    It is significantly slower than the audio plugin sound, but it’s more than fast enough on my 1.83GHz Mac Book Pro and sounds much better!

    Sound skipping is the first project for the next release, and hopefully will be the last of mucking about trying to work magic in real time.

    Enjoy the new version!
    A new version of the Nintendo DS emulator, DeSmuME, has been released. Here is what is new in this release:  

    arm:
    - Fixed MSR with immediate value opcode.
    - Fixed LSR_0 thumb opcode (C flag is correctly set now).
    - Fixed LDR*/STR* opcodes.
    - Fixed unaligned memory access on THUMB Core.
    - Added relocating SWI routines.
    bios:
    - Added decompression functions.
    - Added GetPitchTable function.
    - Added GetVolumeTable function.
    - Added GetCRC16 function.
    - Added experimental SoundBias function.
    - Added GetSineTable function.
    cart:
    - Added CompactFlash/FAT emulation.
    - Added Get ROM chip ID cartridge command.
    gpu:
    - Added framebuffer emulation.
    - Fixed a bug in GPU (xfin could be greater than LG causing a segfault).
    - Added support for Display Mode 0(Display Off).
    - Added the basic framework for Display Mode 3(Display from Main Ram).
    spu:
    - Added sound emulation.
    - Added sound core system.
    - Added WAV write core.
    - Added dummy core.
    - Added Direct Sound core.
     linux port:
    - Added GTK+ GUI.
    - Added command line interface.
    - Added stylus and arm9 keypad support in CLI version.
    - Added FPS display.
    - Added basic frameskip.
    windows port:
    - Fixed a bug when displaying a ROM’s information.
    - Added key configuration.
    - Removed the debug key.
    - Added new experimental auto frameskip/frame limit code.
    - Added sound settings dialog.
    - Added a few menu options for accessing the website, forums, and for
    submitting bugs.
    general:
    - Rewrote code in C.
    - Fixed warnings.
    - Used defines and typedef’s to make things more portable and easier to
    read.
    - Added autotools stuff.
    - Changes to logging system.
    - Added screenshot function.
    - Translated most french to english.
    - Added savestate support.
    - Added firmware reading support(needs work).
    - Added Backup Memory support with autodetection.
    - Fixed some endianess issues.
    - Fixed things so Visual C++ can compile code.
    - Added bsd support.
    - Reworked ROM loading so you can load a different rom without any problems.
    - Finished NDS_Reset. Now the emulation can be reset even while running.

    The world’s most famous emulator is without a doubt MAME! Just imagine that it plays more or less around 3000 games and it keeps going! With it you can play the most classic games that you loved so long ago.
    Below you can find the command line version of MAME along with one of the best frontends(use it only if you like frontends) or you can always use MAME32! MAME32 has an intergrated frontend and it’s much easier to use.
    Whether you like emulators or not if you are a fan of all those old games then MAME might be your last chance to play them again.

    PCSX2 0.9.2 R2 is now available

    This fixes an assortment of issues found briefly after 0.9.2’s original launch. It is strongly advised that people get this build of 0.9.2 over the initial release.

    • Compatibility regression with Vampire Night resolved.
    • Final Fantasy X now works for most regions.
    • Fixes Crash when using config>patches
    • Frame Limiting is now more accurate.
    • Improved zeroGS, Disgaea 2 menus are now solid.
    • P.E.Op.S SPU2 updated to include threaded mode (usefull for video recording).
    • Screen Saver / Power Saving now disabled when running PCSX2.

    Just to cure our collective headaches “warnings about default.xml” being blank, or “patches not found”, are mearly information, they do not in any way effect PCSX2’s compatibility or performance.


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