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June 2nd, 2011, 01:29 Posted By: wraggster

News via http://www.emucr.com/2011/06/sharpboy-v04.html
SharpBoy v0.4 is released. SharpBoy is a new Nintendo Game Boy and Game Boy Color emulator for windows by xdaniel written in C# using SlimDX.
SharpBoy v0.4 Changelog:
- Fixed compatibility regression with GBC DMA transfers, affects ex. Pokemon Puzzle Challenge
Substantially improved MBC7 emulation via GEST's source code, Kirby Tilt 'n' Tumble is now playable
- Improved LCD Status interrupt generation, fixes faked high-color display in certain Game Boy Color games
- Some improvements in handling of disabled LCD; ex. Zelda: Oracle games no longer freeze when leaving the menu
- Improved timer emulation and improved emulation of HALT opcode, fixes ex. Stunt Race FX Demo
- Added Wii Remote support for input and Rumble, button configuration is fixed; MBC7 tilt sensor is controlled by Wii Remote when enabled
- When using keyboard control, MBC7 tilt controls can be changed via the GUI's control settings
- Added crude frame blending via OpenGL; blends currently drawn frame with previous frame to better simulate pseudo-transparency
- Added option to keep aspect ratio intact when resizing window; also double-clicking the game screen maximizes/normalizes the window
- Added drag-and-drop capabilities to GUI, ROMs can now be loaded by dropping them into the program window
- Very minor GUI changes
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June 2nd, 2011, 01:32 Posted By: wraggster
News via http://www.emucr.com/2011/06/crystalboy-v12.html
CrystalBoy v1.2 is released. CrystalBoy is a GameBoy emulator written in C#.
Features:
- Emulated Hardware:
*Game Boy B & W
*Game Boy Color
- Windows Forms UI
*Graphical debugger
*Map Viewer
*Real framerate limiter (Still not accurate enough, as it seems to limit at 62/63 FPS and not 60… But way better than before)
- Rendering methods
*GDI+ (Slow)
*Direct3D (Using Managed DirectX, only works in 32 bits)
*Direct3D 9 (Using SlimDX, should work everywhere provided you install the SlimDX runtime)
This one is compatible with Windows 7 and x64 machines.
May require installation of SlimDX or some tweaking of the configuration file.
The emualtion is now paused while resizing the window, and there is a real frame limiter. (Still needs to be improved)
There is at least one annoying bug in the emulation (affecting only some games, as it seems), which I didn't notice before, this will be fixed in a further release.
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June 3rd, 2011, 01:20 Posted By: wraggster
News via http://www.emucr.com/2011/06/fceux-svn-r2201.html
Fceux SVN r2201 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2195
Fix documentation of movie mnemonics
r2196
web - Added draft for 2.1.5 press release.
r2197
added two items items to the log that were features the plombo added but never got added to the changelog (theres probably more)
r2198
added some gtk changes to draft press release
r2199
sdl - print usage when help arguments are passed even if SDL cannot be initialized
r2200
sdl - fixed "--help" fix introduced with previous revision
r2201
changelog update
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June 5th, 2011, 01:00 Posted By: wraggster
News via http://www.emucr.com/2011/06/fceux-svn-r2202.html
Fceux SVN r2202 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2202
add PUBLIC_RELEASE option to SConstruct; commented out by default
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June 6th, 2011, 00:10 Posted By: wraggster
News via http://www.emucr.com/2011/06/1964-svn-r93.html
1964 SVN r93 is released. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r93
Changes
[-] Remove the TNT Combiner, it should no longer be needed and is not as complete as the pixel shader
[!] Merge in the vertex clipping code used in Surreal64, this fixes the problem where vertex's were being clipped even though they are still on screen.
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June 9th, 2011, 01:10 Posted By: wraggster
News via http://www.emucr.com/2011/06/dsp-emu...-20110608.html
DSP Emulator v0.11b3 WIP (2011/06/08) is released. DSP Emulator is a new version of the ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy emulator.
DSP Emulator v0.11b3 WIP Changelog:
08/06 - DSP Emulator 0.11b3 Released
Released DSP 0.11b3. Windows binary and source available (no WIP this time!).
This has been one of the most interesting versions. Many updates, more speed on all drivers, a system to cache the graphics drivers that change dynamically the palette, better directory system...
Improvements in many drivers, priorities, stability, graphical glitches, but the most significant advances have been the drivers 'Sega System 16A' and 'Irem M72'.
'Shinobi' work at real speed, fixed many graphical glitches.
'R-Type' begins to function better, added controls and fixed sprites.
And added the driver 'Time Pilot' with sound.
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June 11th, 2011, 00:35 Posted By: wraggster
News via http://www.emucr.com/2011/06/fceux-svn-r2205.html
Fceux SVN r2205 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2205
sdl - added "vsync toggle" to TODO list
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June 11th, 2011, 00:39 Posted By: wraggster
News via http://www.emucr.com/2011/06/1964-svn-r95.html
1964 SVN r95 is released. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r95
Changes
[-] Removed all combiners from OGL besides the Fragment Shader
[~] Cleaned up the combiners a bit
[~] Cleaned up the device builder a bit
[~] Removed code no longer needed
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June 11th, 2011, 23:25 Posted By: wraggster
The Gamecube and Wii emulator for Windows has been updated once more, heres whats new:
Changelog for 7593
Windows: Sets the cwd to the folder that dolphin.exe resides in.
Removes the ugliness that was the portable file, and now creating a shortcut or file association is less of a pain
it is still necessary to modify the file association from ".../dolphin.exe" "%1" to ".../dolphin.exe" /e "%1"
http://www.dolphin-emulator.com/download.html?log=7593
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June 12th, 2011, 13:01 Posted By: wraggster
via http://gbatemp.net/t297003-batman-easy
Some users felt that the original NES Batman by SunSoft was too difficult to beat with just 3 lives. Some of the later battles were extremely hard and the game could get a bit repetitive while making your way back towards a failed boss encounter. This hack aims to make the game a bit easier and adds multiple paths to some levels. Give it a try and let us know what you think!
http://www.romhacking.net/hacks/367/
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June 12th, 2011, 14:36 Posted By: wraggster
News via http://www.emucr.com/2011/06/crystalboy-v13.html
CrystalBoy v1.3 is released. CrystalBoy is a GameBoy emulator written in C#.
Features:
- Emulated Hardware:
*Game Boy B & W
*Game Boy Color
- Windows Forms UI
*Graphical debugger
*Map Viewer
*Real framerate limiter (Still not accurate enough, as it seems to limit at 62/63 FPS and not 60… But way better than before)
- Rendering methods
*GDI+ (Slow)
*Direct3D (Using Managed DirectX, only works in 32 bits)
*Direct3D 9 (Using SlimDX, should work everywhere provided you install the SlimDX runtime)
CrystalBoy v1.3 Changelog:
* More accurate CPU emulation (according to the tests, all instructions now compute 100% exact… Only HALT and STOP may need reworking)
* Direct2D render method with SlimDX (March 2011)
* More accurate graphics emulation (dynamic color palette changes, correct sprite priority emulation)
* "Perfect" RTC emulation
* Bugfixes in Mapper emulation (generic mapper bugfixes and some MBCx specific ones)
* Enhanced various areas dealing with game information
* Added support for saving the RAM for games with battery (finally !)
* Saving the RAM also saves the RTC information for games using the RTC
* UI is now localizable
* Added fr-FR localization
* Better detection of invalid plugins, which should prevent crashes.
* Hardware Type can now be changed using UI (Menu items previously did nothing…)
* Various chanegs in emulation for hardware type switching. (Quite logically, changing hardware now requires the emulation to be reset)
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June 20th, 2011, 23:43 Posted By: wraggster
News via http://www.emucr.com/2011/06/gbpablog-v09.html
gbpablog v0.9 is released. gbpablogis a Game Boy Emulator written in C++ with wxwidgets and sdl. Cross-platform: Windows, Linux and MAC. It's only for learning purposes.
gbpablog v0.9 Changelog:
- Added sound (*)
- Added support for savestates
- Improved the way the frames are drawn
- Fixed bug in MBC
- Implemented serial port interruption (needed by some games)
- The SDL library is no more needed to be installed in MacOSX, is included in the app bundle
- Improved accuracy
- Improved compatibility
* Note: The sound in ubuntu with pulseaudio is not good enough:
- Choppy sound with the package libsdl1.2debian-pulseaudio.
- Delayed sound with the package libsdl1.2debian-alsa but with some games can be acceptable.
- The emulator hangs with the package libsdl1.2debian-esd.
Download http://www.mediafire.com/?f1cotu3c9mfdzem
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June 21st, 2011, 00:12 Posted By: wraggster
News via http://www.emucr.com/2011/06/fceux-svn-r2206.html
Fceux SVN r2206 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2206
win32: poll hotkeys while no rom is loaded
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June 21st, 2011, 00:41 Posted By: wraggster
Due to serious lack of Super Mario RPG ROM hacks that display partially unique storylines, Reserve_22// was created solely for that purpose, and to encourage others to start or continue Super Mario RPG ROM hacking with the Lazy Shell editor by giangurgolo & Omega. This hack is to show a little more of what the editor is capable of, utilizing most of the features in Lazy Shell itself.
Relevant Link: (http://www.romhacking.net/hacks/764/)
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June 27th, 2011, 23:16 Posted By: wraggster

[Laurence] was racking his brain coming up with potential birthday gifts for his friend when the idea of a Super Mario Bros. coin block lamp popped into his head. The block is constructed from drain pipe, a few pieces of plywood, some perspex, and a whole lot of awesome.
He wanted the lamp to make sounds when it was turned on and off, so he put together an audio circuit based on [LadyAda’s] WaveShield. His design is similar, though he swapped out the DIP packages for SOIC versions, adding a DAC, Op amp, and an audio buffer to fit his needs.
Once he had his electronics in order, he started construction of the lamp, painting the drain pipe green and mounting it under his light’s base. He built a large perspex box to serve as the coin block itself, printing the familiar graphics on tracing paper which he then glued into place. An arcade button adorns the top of the box, making for a very appropriate and fun light switch.
Be sure to check out the video below to see the lamp in action. We’re just a bit jealous of [Laurence’s] friend, and we sure wouldn’t mind having one of these in our office to sit alongside this mechanical coin block we featured a while back.
http://hackaday.com/2011/06/25/super...eam-come-true/
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June 28th, 2011, 02:36 Posted By: wraggster
The original concept for N64 classic Zelda: Ocarina of Time saw the game play out entirely within the confines of Ganon's castle, according to creator Shigeru Miyamoto.
Speaking in the latest Iwata Asks Q&A on the Nintendo website, he explained that players would then access different areas via portals in its rooms.
"I thought about putting in all kinds of adventures into the different rooms, like making a dark meadow or an ocean - like in Princess Peach's Castle in Super Mario 64.
"In the worst case," he added, "Link wouldn't have been able to go outside the castle!"
Nintendo CEO Satoru Iwata then asked if that decision was fuelled by a lack of confidence in being able to create Hyrule Field with the limitations laid down by the N64 hardware.
"Yes," he replied. "I thought so from the perspective of the hardware's processing abilities while making Super Mario 64. At first, I didn't mind making the game complete within a single building as long as I got to make Link in 3D. In other words, it might have turned out like Zelda II: The Adventure of Link."
The decision to attempt a more ambitious structure and take 3D Link out into the open was born out of Miyamoto's desire to have the game's hero ride a horse.
"Making a broad landform that you could ride a horse across weighed down the processing, so we took it out for a while," he explained. "And after awhile I returned to work with the production team and launched a huge campaign to regain the grassland!
"We started by testing whether we could have two horses out at once. We thought if we could do that, then we could make other forms of play for that grassland. It went well, so we made a demo video with two horses. We showed that at Nintendo Space World, and I was like, 'Now that we've shown this, there's no backing out!'"
The finished game launched to massive critical acclaim in 1998 – a response as good as matched by the 3DS remake released earlier this month.
http://www.eurogamer.net/articles/20...-single-castle
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June 28th, 2011, 15:07 Posted By: wraggster
Fceux SVN r2209 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2209
RBI Baseball script written by me
http://www.emucr.com/2011/06/fceux-svn-r2209.html
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June 28th, 2011, 15:11 Posted By: wraggster
1964 SVN r96 is released. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r96
[~] Tryed and cleaned up the code a bit more
[~] Switched some of our code more over to code RiceVideo Linux UseShadeForConstant
Slowly cleaning up the code -.-
http://www.emucr.com/2011/06/1964-svn-r96.html
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