Another week - more updates.
This weeks biggie is defiently Retrocade, it arrives. If you haven't
seen the hype - where have you been? All the files are online as well
as the other updates for the week and weekend.
I now have a few single arcade emulators online (about time?). I
intend to update this page soon, maybe adding one or two more emulators.
* Retrocade v1.0
* ZSnes v0.625
* MAME v0.34 Beta 3
* Marble Madness Emulator Beta 2
* CCS64 v2.0 Beta 14th September 1998
* WinUAE Experimental beta (9/11/98)
* Dave's TMNT emulator v0.50
* HU6280 v1.80
* Retrocade v1.0
Yes I finally got around to uploading the fantastic Retrocade
to my page - with all the required files for it. Its a nice
and easy, but fast arcade emulator running a nice 100 games.
Think of it as an optimized and slimmed down MAME, a cracking
emulator, download it and all your favourites games that it
supports. Then wait for more fantastic releases.
* ZSnes v0.625
The Best Snes emulator "IMHO" gets improved, mostly a bug fix
release with a few updates here and there, nothing special. But
a wortwhile download for any Snes emulator user.
- Fixed up a major speed drop bug by just adding some empty space.
- Used an older version of wdosx because the new version sometimes
crashes during compiling
- Executable is now uncompressed. It's 3 megs, but it provides a
much faster start up time.
- Seems like EPACK can only support a maximum of 6 commandlines.
Fixed after executable is decompressed
- Fixed a bug where buttons 7 and 8 of 8 button joystick support
sticks once pressed
- Swapped button 5/6 and 7/8 in the default joystick configuration
for 8 button joysticks
- It seems like 16bit HDMA < 5 was causing problems with some
sound cards. It now reroutes back to 8bit DMA like v0.400
- Implemented a new offset per tile mode engine into the old
graphics engine (mostly transferred from 8bit newgfx engine)
- Implemented Horizontal offset per tile mode in both 8bit and
16 bit old graphics engine (Mode2/8x8 only)
- Implemented Horizontal offset per tile mode in 8bit new graphics
engine (Mode2/8x8 only)
- Tweaked sidewinder routines. Hopefully, this will help those who
have troubles using sidewinder support
- For those with sidewinder pads who has troubles with the tweaked
routines, a 'Sidewinder Fix' option in the GUI is added in the
Config/Options menu
- Commandline -i now uninterleaves an incorrectly interleaved rom
- Tweaked GamePad Pro routines. Not exactly sure if this will help
those with 2 GPP joysticks though
- Fixed up sticky buttons in the GUI cheat menu when no cheat
codes are present
- Fixed a bug where using -1 and -2 in the commandlines didn't
activate the joystick movement/buttons
- Fixed an offset per tile mode wrapping bug
- ZSNES will now not crash when zsnes.cfg and zguicfg.dat are
write protected files
- Fixed up the GUI when 239 y resolution is used in the game
- Optimised some minor mode 7 routines
- SNES Header display in the GUI now displays the filename for
blank headers.
- Inserted an extra reminder in the cheat menu
- Implemented 239 y-resolution support for .PCX snapshots
- Implemented 239 y-resolution support for .BMP snapshots
- Added multiple .SPC saves (Up to 10 saves only)
- Save State Selection Menu (default F3) now highlights used
state boxes in red
- Tweaked 2player/6button/8button joystick routines a bit
- Fixed a cheat code bug where pressing TAB adds an extra character
at the end of the address
- Removed the blank line from the .PCX and .BMP snapshots
- Implemented Joystick Calibration for non digital joysticks
- Fixed a bug where parallel port LPT2 player 2 wasn't selectable
- Stabilized the joystick code a bit
- Fixed up a cheat code bug where using a PAR code that accesses
RAM doesn't freeze when the .cht file is loaded
- Added a small delay to play a note when a key on is issued from
the sound DSP. Not sure if this fixes anything though
- Fixed some sound compatibility problems when RESET is used
- Implemented Movie Record/Playback support.
- Added a small detection for long filenames and prevented users
from
selecting it when it isn't detected
- Fixed a bug where max frame skip didn't save
- Fix a timing bug where running a game off the gui ran 1 less
line in the 65816 than running off the commandline
- Implemented FPS at start option in the Config/Options menu
- Fixed a bug in the newgfx16bit engine where 8bpp tiles displayed
incorrectly
- Reduced the filesize by 1200k through many changes in the code
- Fixed some VIRQ bugs that caused certain games to crash
- Added DMA area execution for IRET
- Added a 'Bugs Section' in the readme.txt
- Show all extensions is now disabled when snes header view is
selected in the GUI
- Implemented partial Direct Color mode in Mode 7 (no transparencies
yet, only works in 16bit old gfx engine)
- Improved header detection a bit
- Fixed up a sprite bug in games which changes the address in
the middle of the screen
* MAME v0.34 Beta 3
The MAME wagon continues, another release pumping the game
count to over 700 sets, here's a basic rundown of the new
games / romsets. For more details consult the real docs.
- Terra Cresta (two sets merged)
- Regulus
- SWAT
- Heavy Metal
- Brain
- Toki no Senshi
- Gardia (not decrypted YET)
- DakkoChan Jansoh (not working due to encryption)
- Ufo Senshi Yohko Chan (not working due to encryption)
- Wonder Boy (three more sets - not decrypted) (merged)
- Pitfall II (encrypted version) (merged)
- Water Ski
- Last Duel (bootleg)
- Lady Bug (bootleg) (merged)
- Lode Runner (set 1) (merged)
- Lode Runner (2 Players version)
- Penguin-Kun Wars (two sets merged)
- Stinger
- Zig Zag (2 sets merged)
- River Patrol / Silver Land
- Jumping (merged with Rainbow Islands)
- 600 (merged with Turtles)
- Area 88 (merged with UN Squadron)
- 720 Degrees (set 2) (merged)
- Crystal Castles (set 2) (merged)
- Kangaroo (bootleg) (merged)
- Klax (set 3) (merged)
- Missile Command (set 2) (merged)
- Pooyan (Konami) (merged)
- Neo Mr. Do
* Marble Madness Emulator Beta 2
This signals the start of me adding single arcade emulation
to the arcade page - more to come to this. For now this
good emulator for the Atari classic Marble Madness, runs at
a nice speed due to Starscream (yes - again). Alot faster
than MAME and has extra features like transparent Marbles.
- Added support for DirectDraw full-screen mode
- Replaced Windows menus and dialogs with an on-screen
display type interface. Invoke it with the [TAB] key.
- Fixed the inter-cpu communications
* CCS64 v2.0 Beta 14th September 1998
Another beta of CCS64 v2.0 (I wonder if it will ever be
complete or v2.1?) but as long as it keeps improving, then
why not?
- Speed-o-meter option in the specials menu. This shows the
speed compared to real C64 and how many frames per second
that are actually drawn to the screen.
- The DOS version now has VESA screen modes like 512x384,
640x480 and 800x600.
- Increased speed
- For the DOS version the syncrate option "Screen" now
syncronizes to the vertical blank.
* WinUAE Experimental beta (9/11/98)
This version adds bsdsocket.library support for using Amiga
network apps, and also proper timing/sound output, general#
bug fixes.
* Dave's TMNT emulator v0.50
The best Teenage Mutant Ninja Turtles emulator gets to 0.50,
more additions including:
- Drums - but they are not truly emulated, kick/snare/hihat
are just hacked in.
- New SoundBlaster code (SBSND) rewritten by yours truly
- SAVE and LOAD functions:
- Virtual arcade machine never loses power (ram is saved
and loaded before/after play)
- Save (F5) and load states (F7). Use F8 to toggle save slot.
- MOVIE recording: Shift-F5 to start/stop record
- DTCFG.TXT has been replaced by DTMNT.INI
- MAME's new ym2151 code, thanks guys!
- These sound effects are a little bit more faithful now
* HU6280 v1.80
- Removed gtmode because it was shit, and it was slowing down.
- Fixed Sprite bug in 'wondermomo'
- Fixed Sprite bug in 'keith courage'
- Paul McGunnigle
madj...@ukonline.co.uk
ICQ #: 8645424
Madjock on EFnet #EMU
http://web.ukonline.co.uk/madjock.m/
================
Systems Emulated
================
Arcade Machines,
Apple II,
Apple Mac,
Amstrad CPC,
Atari 2600,
Atari 800,
Atari Lynx,
Atari ST,
BBC Micro,
Colecovision,
Commodore 16 Plus/4,
Commodore 64,
Commodore Amiga,
Commodore Vic20,
Microsoft MSX,
Nintendo Gameboy,
Nintendo,
Nintendo 64,
Super Nintendo,
Sinclair Spectrum,
Sega Gamegear,
Sega Master System,
Sega Megadrive,
Vectrex
and Wavetable