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June 10th, 2012, 03:07 Posted By: wraggster
via http://www.aep-emu.de/
The Nintendo 64 Emulator 1964 has been updated.
Quote:
1964 r138 01.06.2012
- r138fixed MHz not updating properly 1964Video.ini updated
- r137ini update fixes crashes with Diddy Kong Racing and random resets with South Park Counter Factor re added for some games, fixes issue 74 games tested, comments added took settings from the official ini 1964Video.ini: enabled jigsaw effect for Banjo-Kazooie
- r136rearranged the status bar display ROM internal name in window
- r135Fixed my last commit
- r134VI/s and FPS counter: -fixed build warnings -removed unneeded code (check for regressions) -fixed FPS counter (it hasn´t displayed the correct value in some cases) About box: added more space
- r133more translation fixes...
- r1321964: I spoke too soon about the translations being perfect, now they should be
Hopefully XD
- r1311964: Fix up translation completely this time, there should be no bugs at all. (Fingers crossed) I made some of the areas larger so the text fits a bit nicer. Added a French translation by The Siskoo
- r130 Added German translation removed separators: fixes broken save state menu while using translations
- r1291964Video: Very minor change to blender.cpp, please post if there is any improvement or regressions from this.
- r1281964: Fix loading of languages up, please note this does require all the other languages to be fixed up now :\, so if anyone can make a translation, please submit it as an issue and ill add it. It will be greatly appreciated. 1964Video ini: Fix up some issues with Conkers Bad Fur Day
- r127Quickly fix up some changes done by rapto46 fixes issue 81
- r126Implemented a switch which allows to display either FPS or VI/s refer to Issue 81
- r125Small minor changes based on ratop46´s idea and changes Fixes issue 78 Fixes issue 79
- r124 1964: Fix up the missing counter factor box for rom options dialog Fixes issue 77
- r1231964: Remove the last rom directory feature, a feature i really didn´t think was necessary at all
- r1221964: Just removing unneeded stuff...
- r121Quick build fix. Fixes issue 76
- r1201964: quickly fix up a small mistake of mine
- r119 1964: Rewrite the way we previously had implemented the overclock, the counter factor stuff is still in the code, however the overclock function will override the counter factor and forcing it to a CF of 1.
- r118 1964Video: More code cleaning up, going to try and clean out the source code as much as I can before I start trying to fix things up, should make it easier on me and for others new to the code
- r117 Re add the KailleraClient.dll to the repo
- r1161964: Revert majority of the code back, keep some of the clean ups I have done, still needs a fair bit of work, also needs the 60fps control to be rewritten properly XD
- r115 Fix xInput settings not being loaded thanks to meejvaj Fixes issue 71
- r114Replacing current 1964Video with a newer version Step Two: Add in the newer source code Note this source code is lacking features from the old one due to the fall back to use of DirectX8 since i have the lack of skill to fix the DX9 version. However, this version should run better and be more stable than the DX9 version, also to note this does re-add back in the Xbox code to help easier merger between Surreal64
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June 10th, 2012, 03:06 Posted By: wraggster
via http://www.aep-emu.de/
The experimental N64 emulator completely written in JavaScript 1964js has shown some new screenshots and progress.
For additional information and screens, just read more.
Quote:
This is the first N64 emulator written in JavaScript. It is loosely a port of our N64 emulator for Windows called 1964. 1964 was written in C and C++.
Compatible with Google Chrome and Firefox. Chrome is preferred because it will run 1964js faster.
This project is still in the early stages. The initial goal of this project was to see how well Google Chrome´s V8 JavaScript compiler performs.
I don´t have benchmarks yet but the results look good.
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June 10th, 2012, 02:59 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- UNIF FS304 - fixed, to support "Pet Evolve" dump;
- UNIF KS7057 - newmapper for "Gyruss (FDSConversion) dump;
- mapper 196 - little hack to support "Master Fighter II (UT1374 board)" dump;
- UNIF SSS-NROM - new board for "Famicom Box" support;
- fix input configuration bug.
File: Download
News source: http://cah4e3.shedevr.org.ru
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June 10th, 2012, 02:54 Posted By: wraggster
The FASMARM package is a free ARM cross-assembler add-on for FASM
Runs under Win32 (9x/NT/2K/XP/Vista/7) and LINUX.
Plus a linkable object file for UNIX/LibC.
FASMARM currently supports the full range of ARM processors and coprocessors.
If you want to compile FASMARM yourself you will also need to download FASM
Tested for the gba by krom, who also mentions:
FASMARM is much more stable than the goldroad ARM assembler...
FASMARM will not currently recognize any of the ARM pseudo-instructions like LDR Rd,=
You will need to set up the gba's literal pool yourself, or use a macro to load any 32-bit numeric value into a register:
macro imm32 reg,immediate {
mov reg,immediate and $FF
orr reg,immediate and $FF00
orr reg,immediate and $FF0000
orr reg,immediate and $FF000000
}
Use imm32 Rd,$12345678 in your code etc...
Everything else is perfect in this assembler which includes a full GUI for you to edit your source code. This is easily the best ARM assembler I have used, also the developer revolution has been updating it on a regular basis.
The download includes both the Windows & Linux binaries, including the full source code.
Download: FASMARM_full.ZIP
http://www.gbadev.org/
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June 10th, 2012, 02:53 Posted By: wraggster
This is a puzzle game where you are presented with different rail systems. Trains appear randomly in stations and must be guided to another station. It's up to you to play with junctions in order to safely drive trains to their goal. Sounds easy...
Download: Locomania.zip
http://www.gbadev.org/
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