May 23, 2011

Emulation News 054: Updates for 5-23-11


Here are today's updates. I have also combined all the updates missed in the past three days so think of this as the three-day update. Lets begin!



WinVZ300 (2011/05/20)

A new version of WinVZ300 is out. Be sure to check it out.

Source


QMC2 v0.2.b20 SVN r2768

"- imp: MESS targets: improved MESS devive folder auto-selection: when a sub-folder named as the currently selected machine exists in the 'general software folder', it will be selected automatically"

Source


Jpcsp SVN r2143

"r2143
sceFont: avoid NullPointerException when debug.jpft is not present.
sceMpeg: fixed sceMpegMallocAvcEsBuf() when resetting Jpcsp.
scePsmf: fixed reading of EP-Map."

Source

Stella DS v1.0


"* Initial release based on Stella 1.4.2
* Compiled with last version of Devkitpro/libnds, so DSi compatible \o/
* Sound engine written from scratch
* Video engine modified to refresh screen after each line
* New palette (better colors) added to stella
* New menu added to stella
* Add support for colour / B&W TV switch (from Stella 2.2)
* Add support for more cards recognition (3E)
* Add support for PAL/NTSC palette"

How to use Stella DS
"YOU NEED PERHAPS TO PATCH THE NDS FILE WITH THE DLDI PATCH BEFORE USING IT.
Unzip StellaDS.nds from the StellaDS.zip archive in a directory of your flash / (micro) SD
/ MMC card.
Put the a26/bin files where you want on your flashcard.

That's all, StellaDS can be use now :) !

When the emulator starts, click on the cartridge slot to choose a file. you are use Up/Down
to select a file, then use A to load it.

Controls :
* Direction pad : the joystick ...
* A : Fire button
* SELECT : SELECT Trigger

Use stylus on buttons for other actions on bottom screen."

Source

PCSX2 SVN r4660

"r4658
GSdx: Small change to the Dragon Ball Z Budokai Tenkaichi 3 hackfix, no more flickering for the PAL version and no more missing/transparent body parts.
r4659
GSdx: Small change to the small change to the Dragon Ball Z Budokai Tenkaichi 3 hackfix... space stage had blur still.
Commented out the Rez hackfix code, seems it's not needed anymore.
r4660
microVU: Fixed a bug I had in the handling of indirect jumps that are placed in a branch delay slot. This fixes the game "The Thing" and I think makes it playable although I didn't test it much.
Might fix problems in other games that were doing this too.
The bug was kind-of funny, it was an old line of code I had forgotten to delete xD

I also improved the console message for branch in branch delay slots to actually say the names of the branches."

Source

WinArcadia & AmiArcadia v15.8

"* "View|Coverage report" command.
* Miscellaneous improvements and bug fixes."

Source

Lambnes v0.0.4

"- separated background sprite tile drawing from main draw scanline method.
- corrected background tile MSB.
- worked on sprite 0.
- improved the design and efficiency of gui source code."

Source

SSNES v0.5

"- Fix "missing buttons" input handling. Previous versions seemed to handle certain key presses in GUI, but didn´t always in CLI. This should be fixed, if some buttons still don´t respond, please report.
Added a notifying message to GUI about this.
- Fix bug in XML cheat handling on Win32.
- Reworked aspect ratio calculations for windowed mode. If force_aspect is enabled, xscale and yscale are calculated with respect to the aspect ratio. If not, it will be calculated with respect to the native SNES base resolution 256x224.
- Added new frame counter uniforms to XML shader and Cg shader interfaces for dynamic shaders.
(XML: uniform int rubyFrameCount;, Cg: float IN.frame_count).
- Added Makefiles and libraries to Github for building with Win64.
- Added possibility of booting Super Gameboy/BSX/Sufami roms from GUI.
- Added possibility to crop overscanned SNES frames (256x239 and interlaced variants) to regular resolution.
- Added .bmp screenshot support.
- Introduced new external plugin APIs. SSNES can now utilize video, audio, input drivers written using an external API. Audio DSP plugins are also supported with an external API.
The header definitions can be found on Github.
- Update DSP API a bit. Supports configuration callback (mapped to a keybind) which can easily support a GUI-ified plugin.
- Purged all default joypad buttons and axes from default config. Should fix that weird "why does some random button do this?" D:
- Added preliminary support for lookup textures in XML shaders. So far non-standard, semantics need to be discussed further. It currently supports plain TGA without extra libs, but can support "everything" through imlib2 if compiled in.
- GUI now checks if ssnes.cfg and ssnes-phoenix.cfg can be found in directory it resides in. If so, use that config. Should support completely portable folders. Since the behavior has changed now somewhat, if you have problems with weird config behavior, please delete or move configs.
- Fixed an awkward bug in Win32, where configs wouldn´t always write to disk. (Relative paths are bad, mmkay?)
- Should fix some keys, notably tilde (SDLK_BACKQUOTE).
- Added an SSE3-optimized IIR filter as an example for DSP plugin.
- Fixed default config path in certain Linux distros where $XDG_CONFIG_HOME isn´t even defined (wtf?!?!).
- Fixed more bugs regarding config handling in GUI in general.
- Included ssnes.cfg and ssnes-phoenix.cfg (empty) in Win32 release. The setup is thus portable from the get-go!
- Added Cg build possibilities to Makefile.win32/64."

Source

Atari800macX v4.4.0

"Features Added/Changed:
- Added support for 512 byte sector SpartaDos X ATR disk images.
Bugs Fixed:
- Fixed bug where erroneously long frame sleeps caused emulator to lock up.
- Fixed issue with window miniaturization buttons.
- Fixed issues with some special characters not being able to be entered in the emulator as well as some international key sequences.
- Fixed issue with super/subscript modes in Epson Printer emulation.
- Fixed issue with R: network emulation and incoming connections, BBS Software will now work."

Source

Ootake v2.55

"- The library of VisualStudio2008 (tool that developed Ootake) was renewed
a little newly. As a result, I think that the tone quality of the sound
improved.
- The speed and timing were brought close to the movement of a real machine.
In the visual scene of "Tenshi no Uta 2", the problem that the screen
stops (generated by v2.54) was solved.
- The volume setting processing of the wave memory sound chip was fixed. In
"Atomic Robo-Kid Spacial", the problem that BGM had not played (generated
from v2.52) was solved.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake255-for98.zip
+ I began Twitter. (Japanese language)
http://twitter.com/kitao_n"

Source

Project64k v0.23

"-Kailleraclient fixed "|" letters.

-Kailleraclient same font as Pj64k

-Rom directories and refresh rom list is now under settings

-Fixed strange pop up error(0.22)

-Kailleraclient now has "Server name", "Server IP", and "ping" to organize server local server list.

-Kailleraclient only uses Numerical characters for "ping", "ip of server", "Max users", "Max ping"."

Source

SPU2-X SVN r4662

"r4661
SPU2-X: Configuration for the output volume in the settings dialog. And it works, too! :P
r4662
SPU2-X:
- Replaced the reverb boost control with a selector for normal reverb or a new mode we call "fake reverb".
- This new mode (coded by gigaherz) is intended as an alternative for the only partially working "normal reverb".
- The new mode will have to be tuned yet to sound good."

Source

QMC2 v0.2.b20 SVN r2773

"- fix: don't assume that a software list that is referred to in the
-listxml output really exists"

Source

WiiHandy/SDL v0.4

"- Pretty close to a full "re-port" based on the original Handy 0.95 sources.
- Cartridge database for storing cart-specific settings (screen orientation,
maximum frame rate).
- Rewrite of display layer, GX based scaler
- Ability to adjust horizontal and vertical screens to any size/dimensions
via "Screen Size" options under "Display". If these are entered after
loading a cartridge, the last frame will be displayed to assist in
sizing.
- Rewrite of sound layer
- Audio skipping has been fixed
- Audio plays at correct rate when the maximum frame rate is adjusted
- Rewrite of timing loop
- Support for Nunchuk and Classic Controller Pro
- Analog stick support (Classic/Pro, Nunchuk)
- USB support
- SDHC support
- Updated menu system"

Source

My NES v2.4

"* Added mapper # 5, 43, 45 and 46.
* Fixed mapper # 19, 21, 23, 24, 33, 41, 42 and 68.
* Added MMC 5 sound channels.
* Added sound dynamic buffer. (the old buffer caused glitches in windows 7)
* Added video debugger (nametables)"

Source


VGMToolbox SVN r808

"r808
[PSF MAKER] Update Mark Grass Driver to v.3.0.0."

Source

Fuse-PS3 v1.0.0.1 Alpha 1

"Release Notes:
This is a test release, not all features have been thoroughly tested. Please report any issues and feedback.
Issues should NOT be reported to the FUSE project, this port is unofficial and the fuse team will not be able to provide support.

Usage:
Install the Fuse package on your jailbroken ps3 using normal means.
Either use FTP to store games on hard drive or place them on a FAT formated USB device.
Games should be either uncompressed, or stored as gzip archives. Zip files are not supported.

Controls:
To get started press L2 (by default) to open the Fuse menu.

Input Modes:
While running hold L3 or R3 for a brief period to change input modes, modes include joystick, mouse (the default) and keyboard.
While in joystick mode the game pad will act as a typical joystick.
While in keyboard mode the game pad can be used to send key presses as well as re-map the button usage for mouse mode.
While in mouse mode the left stick can be used to move the mouse cursor and buttons can be used to send key presses mapped in keyboard mode.

On Screen Keyboard:
Use the left stick to move the cursor and select keys, press Cross to press the key.
To remap the keys, move the cursor into the upper-right corner and press Cross to toggle Mapping Mode, the button will be shaded green to indicate the mode is active.
Highlight any key on the keyboard and press the game pad button you wish to map to it, an image of the button will appear on the screen to indicate the change.
The changed mappings will be saved and reloaded on the next session.
The key mapping while the Fuse menu is open is fixed and may not be redefined.

During the menu:
The following default controls are mapped while the menu is open, and currently can not be changed.
Dpad: Navigate
L1-R1: Page Up and Page Down
Cross: Select (Enter)
Circle: Cancel (Escape)
Square: Toggle (Space)

When attempting to change a setting, press Square to toggle it, pressing cross will save the settings and exit the menu.
In order to save your changes between sessions be sure to select 'Save' from the options menu.

Physical Keyboards:
A USB keyboard (and mouse if needed) can be attached and used. However sdcell currently lacks key mappings for most keys not found on US keyboards.
If your keyboard has a key that produces no (or incorrect) input please leave an issue about the keyboard type and non-working key and they will be added in later versions."

Source

TempAR v1.63 Beta (2011/05/21)

"[+] User can now change the number of cheats/code lines which can be loaded.
[+] Added support for loading codes from PSPAR .bin files (checksum not validated).
[+] Added support for loading codes from NitePR .txt files (converted to PSPAR on load).
[+] Added 0xC1 code type (call function with arguments) to PSPAR extended engine.
[+] Added 0xC2 code type (run code from cheat list) to PSPAR extended engine.
[+] Added 0xC4 code type (safe data store) to PSPAR extended engine. Depending on
usage this code type could interfere with auto-off feature.
[+] Added 0xC5 code type (counter) to PSPAR extended engine.
[+] Can add search results in CWCheat format by pressing SQUARE on the search result
instead of CROSS.
[-] Removed thread list and module list from lite version to reduce size.
[-] Removed copy to text file from Disassembler.
[!] Fixes to the conditional code types and 0xD0 code type (thanks HARO)
[?] Temporary data buffers are only allocated when needed to reduce memory usage.
[?] Rewrote cheat file parser, now it is ~1/3 faster.
Old Parser: 57.2MB / ~43 seconds.
New Parser: 57.2MB / ~30 seconds.
[?] Removed autooff version, auto-off functionality is merged with both tempar.prx and
tempar_lite.prx. To enable auto-off change "Enable Autooff" from False to True in
the [PRX] tab, Save Settings and reload the cheat file. (once you reload a game
auto-off functionality will be enabled by default).
[?] On PSP-2000 to PSPgo cheats are now allocated in the slim extended memory.
[?] PSPAR/PSPAR extended cheats MUST be in "real addressing", using fake addressing
won't work properly anymore. This was done to (a) make some of the new code types
possible and (b) force people to make PSPAR codes properly so they will work on
the official PSPAR."

Source

WinVZ300 (2011/05/22)
Here is yet another new version of WinVZ300

Source

Jpcsp SVN r2144

"r2144
Added Java options "-XX:MaxPermSize=64m -XX:ReservedCodeCacheSize=64m""

Source

multiMAN v2.00.02

"* Fixed: handling of themes_dir and covers_dir options in options.ini (broken in .01)
* Fixed: handling of NETHOST definitions in options.ini (broken in .01)
* Changed: Remember user font selection on exit (prevents reverting to theme font at each startup)

File Manager related:
* Added: Context menu in File Manager (similar to right-click) with CIRCLE button (all other shortcuts are removed)
* Changed: Removed File Manager from mode list (L1/R1 skips it)
* Changed: File size in File Manager shown with 2 decimal precision
* Added: "File Manager Access" option in SETTINGS XMMB column - PIN protected - to disable FileManager mode
* Changed: Key to select multiple files/folders: [SQUARE] (was [select])
* Left pane shows up to 60 characters and right up to 55 for file/folder names (was 26/22)

XMMB related:
* Added: "Poster and Cover Alteration" option in XMMB Settings column
* Added: "Button Assignment" option in XMMB Settings column
* Added: Current selection in Settings column remembered
* Fixed: Applying themes now changes text colors immediately in XMMB mode (clock, option names, game column title)

* Added: Video thumbnails for XMMB VIDEO column (3264x3264 max res):
- for external (non-XMB) video files: Example:
--- movie name: my_video.avi
--- thumbnail : my_video.avi.jpg, my_video.avi.JPG, my_video.jpg, my_video.JPG
- for internal (XMB) videos - .STH thumbnail generated by the PS3 is used

* Added thumbnail support for AVCHD, BDMV and DVD video structures (POSTER.JPG, COVER.JPG)
* Added thumbnail support for AVCHD, BDMV (multiAVCHD compatible /HDAVCTN/BDMT_O1.jpg, /BDMV/META/DL/HDAVCTN_O1.jpg)
* Added thumbnail support for PHOTO column (for JPEG images with resolution up to 3264x3264)
* Added: Last game selection is remembered in XMMB mode after restart and after switching to other display modes
* Improved: No more reloading of XMMB columns each time you leave/enter XMMB mode or game/system submenu
* Changed: Scanning for content while in XMMB doesn't show the ugly "Scanning..." screen
* Removed: File extensions for known media files in MUSIC/PHOTO/VIDEO XMMB columns
* Added: Download Themes application in WEB XMMB column (thanks to S4BRE and condorstrike for hosting)
* Added: Visit multiMAN forum link in WEB XMMB column
* Graphics fixed: Downloading files via web browser while in XMMB mode
* New option in options.ini/options_default.ini: themes_web_dir (to store downloaded themes)
# Option: Directory to store downloaded multiMAN themes
themes_web_dir=/dev_hdd0/game/BLES80608/USRDIR/themes_web

* Visualization improvement (good news for users with 720p/576p/480p TVs, too):
* No more jagged edges of the textures (ICONS) during enlargement/shrinking
* 576p looks good now, not to speak of 720p
* Smoothing also applied to OVERSCAN modes
* Added: Support for srt/ssa/ass subtitles when caching video for Showtime from NTFS drive
* Removed: AC3 playback from file manager
* Optimized memory management (90MB free during mM operation)
* More optimizations: multiMAN executable (RELOAD.SELF) size down to 496KB"

Source

PCSX2 SVN r4663

"r4663
Small PCSX2 speedup due to less flushing in the eerec. Thanks pseudonym :p"

Source


nullDC SVN r134

"r134
NAOMI:
-. Added command line support for default image loading.

Similar to ImgReader:LoadDefaultImage and DefaultImage, but under the Naomi section. "

Source

nullDC optimized SVN r134

"r134
NAOMI:
-. Added command line support for default image loading.

Similar to ImgReader:LoadDefaultImage and DefaultImage, but under the Naomi section."

Source

nullDC-Naomi SVN r134

"r134
NAOMI:
-. Added command line support for default image loading.

Similar to ImgReader:LoadDefaultImage and DefaultImage, but under the Naomi section."

Source

nullDC-Naomi optimized SVN r134

"r134
NAOMI:
-. Added command line support for default image loading.

Similar to ImgReader:LoadDefaultImage and DefaultImage, but under the Naomi section. "

Source

Altirra 2.0 Test 3

"- Multiple memory and watch windows for the debugger, plus fixes for disk formatting issues"

Source

Dolphin SVN r7554


"r7554
Fix a minor translation issue in the video config dialog."

Source

D2X-XL v1.15.215

"- Fixed: The program hung on Linux after loading the game data and before displaying the main menu"

Source


Whew, that was a lot of updates but at least we are up to date! Till next time!



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