MelonDS is an upcoming DS emulator that aims to take on Desmume and No$GBA, it's really early in development at the moment, but it might be the saviour of DS emulation on PC one day!
An emulator developer usually focuses on emulating an entire platform, not a specific game. Implementing or improving things, even if they seem completely unrelated, may have allowed Oblivion to work as well as it does. This happens all the time. Semi-recently, in MAME, by fixing the keyboard emulation on a seemingly unrelated home computer, the devs coincidentally improved a much more demanded arcade game substantially (see http://mamedev.org/?p=440; second to last paragraph).
The developers might not have spent any time working on specifically getting Oblivion to run. It may be a byproduct of general emulation improvements. Besides, even if they did, that's their own choice. They're not our employees nor do they owe us anything and we're incredibly lucky there are people giving us the opportunity to re-live our past for fucking free. I don't want to come off as rude, but I think it should be pointed out that no one here is entitled to anything.
Yeah, Learn C, This kind of complexity doesn't come in a high level language like ruby. High level is about abstraction, You want control in this regard. Also, I'm sure there was some assembly used in Xenia, But most of it was likely in C/C++. You can learn from a variety of sources, As always, Google anything you don't know, Anything you see and don't recognize. Ignorance isn't shameful if you correct it, Don't be afraid to learn out of fear of judgment for not knowing in the first place, We aren't born with much of any knowledge, We all have to learn or figure it out.
Wikipedia can help, Check out the Wikipedia page for C. Also there is http://www.cprogramming.com/tutorial/c/lesson1.html
http://www.tutorialspoint.com/cprogramming/
There are many more, You can just google it. You'll soon learn how programming languages, And specifically C works. You can always google function names and operators and such if you forget, It isn't a big deal, We all do it, we don't permanently memorize everything necessarily.
Also, Writing test programs to learn about functions and how the language works and such is fine, But it will likely not capture your attention and such like actually working on something you want. It doesn't matter what it is, Just make something. Make some cool ASCII rogue like or whatever you want, It isn't hard.
Remove "hard" from your vocabulary and just do stuff. Some stuff is more complicated and may take longer, But you can do anything. I very much believe that difficulty mostly comes from emotional barriers and such. I'm learning classical Latin on my own and afterwards I'll learn Ancient Greek because I've removed such barriers and cultural norms of it being "hard". You are just a human doing things, Learning, Programming, Etc, There is nothing else to it. If you're really serious about this, PM me and I'll even help you.
Notice how the Imgur reupload on the Demon Souls screenshot made it lose a substantial amount of quality.
Not to shit on OP because the production quality is very good and obviously a lot of time was spend on this, and with good intentions. However video setup guides are problematic. First of all our initial pupup explicitly says not to watch youtube videos which may be incorrect, and certainly will be outdated after a while. And here we see how the checkbox "I have read the quickstart guide" is literally ticked when it's not mentioned at all in the video.
There are actually, as usual, factual errors here:
PPU LLVM is not the most accurate PPU decoder. Only the fastest.
Preferred SPU threads is shown on auto which is usually the worst setting for performance. For example Persona 5 as used in this video will be faster with one or two SPU threads, as well as SPU loop detection turned on.
Resolution is set to 1080p, but most PS3 games are not 1080p and this can cause some games to crash on startup.
And there are important questions not answered like how to use different controllers and such. Therefore I think it's better to always look at the updated quickstart guide instead. I suppose a video can be seen as an introduction maybe, but the written quickstart is mandatory. 9/10 support questions we get are from people who didn't read it. It's that simple.
This video does get bonus points for pointing at the compatibility database! So many people try to run games that don't work yet.
Seeing a lot of folks citing Capcom as being the party responsible for this product (understandable since the product is a big ol Capcom logo), but I'm not certain they played an active role, here. They licensed out to Koch Media GmbH. If anything, it looks like Koch Media reached out to Barry Harris, who granted the license, despite the clear prohibitions in FB Alpha's license.
Relevant in that license are the explicit statements:
> You may not sell, lease, rent or otherwise seek to gain monetary profit from FB Alpha
and
> FB Alpha would not exist without a lot of code from the MAME project. The MAME project is subject to it's own license, which can be found at http://mamedev.org/legal.html. Due to the use of MAME code in FB Alpha, FB Alpha is also subject to the terms of the MAME license.
It's pretty clear that no one person has the authority to alter FBA's license to grant its use in a commercial product. The non-commercial statement makes that that evident.
It also relies on code from MAME, which likely predates its move to a GPL license. In order to come under GPL, MAME had to talk to reach out to all contributors to get approval and jettison and rewrite code to make it compliant. If something like that had happened with FBA, contributing developers would know about it. That doesn't appear to have happened.
Good question. I suggest reading the monthly progress reports, they break down in simpler terms who did what. So for the last month Nekotekina reworked the PPU recompiler to significantly increase performance and compatibility, while kd-11 fixed a lot of graphics related issues (many examples are given). Blog link with progress reports and more: https://rpcs3.net/blog/
This isn't a very good measurement but there are some statistics here: https://github.com/RPCS3/rpcs3/pulse/monthly However major recompiler improvements or fixing one typo are counted equally in the diagram.
Regarding other contributors, I can only speak for myself, but I do not want any of the Patreon money, and I do not need it either. Nekotekina, and soon hopefully also kd-11, work on RPCS3 full time and do things most other people are not capable of. I did some minor developments but mostly work with the public facing things like editing almost everything on the YouTube channel, writing all the progress reports and other blog posts, moderating forums, /r/rpcs3, Discord and so on.
I think, in the end everyone involved just want to see a great PS3 emulator, and so they contribute in one way or another. Some donate $5 on Patreon, other people write code, test games and check for regressions, and so on.
Edit: Also before the Patreon launched in January RPCS3 was basically dead for a while. There was almost no progress, and there certainly were not many playable games except for some very simple titles, most of them 2D.
I remember learning about this trick when mGBA implemented this. F-Zero's GBA entry uses this flashing effect to produce the transparent mini-maps you see on the screen.
Here's the article: https://mgba.io/2020/01/21/mgba-0.8.0/. Endrift doesn't go into much technical detail here because it's just a feature highlight, but you can see it side by side with the same scene not implementing the effect.
OpenEmu by far.
Easy to use - It might be the easiest to use emulator out there, at least the easiest I've ever tried in my 15+ years of emulator usage.
Great looking - It's the most good looking emulator GUI I've ever seen. Actually makes it fun and enjoyable to look at a ROM collection, somewhat similar to having a real cartridge collection.
Playlist - The playlists are great, kind of like organizing your game collection in a book shelf with specific shelfs for your favorit games or your Zelda collection.
Multi-system - having different emulators for all systems is a lot of extra work. You have to invest time in getting to know the specific settings for each emulator, you have to keep each emulator updated and so on.
The bad: only OS X.
Retroarch is the frontend, Libretro is the backend.
There's some alternative frontends, Ludo for example, among others.
"https://sourceforge.net/p/desmume/code/5345/log/?path=/trunk/desmume/src/windows/winpcap.h
https://sourceforge.net/p/desmume/code/3602/tree/trunk/desmume/src/windows/winpcap.h
r3602 zeromus renamed one of the pcap imports to something that doesn't exist (pcap_sendpacket -> pcap_send), which wasn't mentioned at all in the commit message.
r3636 was me thinking that there were pcap versions that actually had pcap_send.
r3639 was zeromus confirming that pcap_send doesn't exist and that he was just silently trying to sabotage code."
They were effectively 'competing' with Nintendo while using their IP. Online services especially, not to mention making money off emulation, are already grey areas.
They also said "To use the online service, you need an active yuzu Early Access subscription to connect to Raptor Network" - that's their $5/month Patreon tier, meaning that it's 3x more expensive than just paying Nintendo for their own Online. It also only supported Mario Maker 2 and Odyssey at launch, and Odyssey's online features specifically are things that are free with the game. A C&D on something like this, these features for games + a console that they're still actively moving units for and selling Online services for, would absolutely be 100% justified.
Read the original article and the comments on the original Reddit post. Whoever greenlit the idea clearly didn't think it through. https://web.archive.org/web/20201103042150/https://yuzu-emu.org/entry/yuzu-x-raptor/
> While medusa is still an alpha quality software, it will be versioned separately from mGBA. Releasing hopefully soon will be mGBA 0.6.0, and on a separate schedule, medusa 0.1.0 will release. Sometime after mGBA 1.0 is released, the medusa branch will be merged back into mGBA and the combined product will become medusa 2.0. This will likely happen sometime in 2018, but that’s still up in the air.
Managed to find it on the medusa announcement post so glad to see my mind isn't playing tricks on me!
If you want some more stuff like that (specifically about Game Boy emulation, too) I’d recommend endrift’s “Holy Grail” articles and also LIJI32’s post on emulating Pinball Deluxe properly.
You shouldn't use clock speeds as measurement. GFlops is a more accurate measurement.
Nintendo DS has 0.6 GFlops (600 MFlops) of power (source: http://kyokojap.myweb.hinet.net/gpu_gflops) whereas Raspberry Pi B + has 41 MFlops* (source: http://hackaday.com/2015/02/05/benchmarking-the-raspberry-pi-2).
One can still probably emulate it there, keep an eye on new DS emulation projects popping up, specially Medusa and MelonDS if you can't get Drastic to work*
Be careful buying old server hardware. Some are only good at converting electricity to heat. With emulators the CPU is very important especially single thread performance. 50+ cores wont do much for most emulators, a couple sure but not many. Depending on the emulators you are shooting for I'd just build a system around a Intel Pentium G3258.
Some benchmarks to give you an idea what to look for. http://www.cpubenchmark.net/singleThread.html
I wasn't being aggressive, I was being blunt and honest. I'm not always a PR person that peppers all my posts with pleads and apologies. I just told it like it is: without this ROM, it's too risky to make required changes to fix issues like in Magical Drop ( see https://mgba.io/2017/07/31/holy-grail-bugs-2/ ). We'll be a lot more likely to break much more in trying.
I didn't insult anyone. I'm more to blame than most for losing this file, because I did have it at some point. It's how I was able to implement my own DSP based off of blargg's with the knowledge that it was cycle-accurate like his. But it's not as though he made this test and then only sent it to me and no one else.
Those products have been on shelves for years. They are not new competition.
Here's an Amazon listing for one from last year: https://www.amazon.com/SEGA-Genesis-Ultimate-Portable-Player-Built-/dp/B017S4B554/
Title's a bit clickbait-y for my taste. I haven't looked into the issue too much (posting this just before I have to get ready for work) but from what I can tell Capcom <em>did</em> license Final Burn Alpha for the Home Arcade. However, FBA's license prohibits this sort of use.
Thing is, I can't imagine Capcom not running this by their lawyers first. The license seems pretty iron-clad ("You may not sell, lease, rent or otherwise seek to gain monetary profit from FB Alpha;") but if Capcom's willing to use it I can assume their lawyers either looked over the license and gave the OK, or just weren't consulted at all.
The reviews for that product on amazon aren't very good. These types of things are usually made from last gen cell phone chips and whatever else they're unable to sell. You're probably much better off just getting a controller for your phone.
I'm just basing this off an mGBA article and various comments byuu has said that stuck with me.
From the mGBA article:
> Because higan is the best-known example of a cycle-accurate emulator, it has led to the misconception that cycle accuracy is necessarily extremely slow. However, much of higan’s performance issues are because the emulation is not optimized for speed. This was an intentional decision on byuu’s part to make sure that the code is ultimately readable and understandable, as byuu maintains a strict code as documentation policy.
One such comment from byuu I could readily find:
> There are endless amounts of speed optimizations that won't affect accuracy if done right, but will complicate the code, making it harder to read and harder to reason about, and harder to fix emulation bugs in. And nobody is perfect so all these speedups very often result in bugs in emulators. You see them fixed all the time in changelogs.
It's difficult to give a proper answer to this in a Reddit comment - but we try to cover the challenges in our blog posts on https://yuzu-emu.org/. However, we really have not discussed optimization much. In general, it just hasn't been a huge focus - we try to emulate things "performant enough", such that performance is not limiting our ability to develop/debug/test.
We of course have a larger focus on accuracy and simplicity (of the code and our implementations) as we're still working out how everything works, leaving rooms for optimizations to come later. However, there are some non-negotiables here, you need fast CPU emulation (an interpreter won't cut it), you need to cache in your renderer, etc. - otherwise your emulator would be a slide show - and there are challenges with these. Turns out, you don't need more than a single thread, at least not yet.
Happy to discuss further on Discord, IRC, etc. if you have specific questions :)
Those specs are too low for nextgen emus and no amount of optimizing will change that. Set your expectations accordingly.
Lakka is probably the best emulation distro tuned for low overhead.
This is the first time I hear about gambatte so I have no idea how they set up their licence and contributions rules, but for example yuzu has a CLA which basically gives them the right of the code you PR to them, so they can do whatever they want without requiring your approval.
A real PS3 has one PPU core with SMT, so it can run two threads. The physical chip has 8 SPU cores but one is disabled to increase yields in manufacturing, and one is OS reserved and not available to games. So in total 2 PPU threads and 6 SPU threads. It is then up to the game to make use of this. Some simpler games like Atelier Ayesha in the video on the blog do not, they run everything on the PPU and only do some minor audio decoding and such on the SPU. Other games like Persona 5 spawn six SPU worker threads and throw everything at them, resulting in CPU load that looks like this. Other games like Uncharted and similar truly impressive AAA games do graphics and physics calculations on the SPU cores presumably pushing them to their limits.
Furthermore you have additional threads like the RSX threads (GPU emulation), HLE audio and video decoders etc. So in the end, many advanced games will likely always benefit from more cores.
However this is a little simplified because the SPU cores are not ordinary CPU cores, and on your Intel/AMD CPU AVX is used to a lot in emulating these. Moreover it's likely that many games are in practice on the real hardware held back by the tiny ram (256 mb) and the GPU, therefore not really maxing out the Cell CPU all the time.
I'd advise against getting the Hori left joycon, as it has many major drawbacks compared to a Nintendo one, namely
If you want a good dpad on the Switch, I'd recommend an 8bitdo controller like one of these, I have this exact one and it works great. It even pairs with 4 different devices, 1 per input mode, so I have it paired to my NES classic, Switch, and PC all at once and can pick which to connect to with a different button combo on startup.
For what it's worth, we use https://stripe.com for the payment processing. They're one of the largest processors currently and your card goes straight there, we never see it.
Stripe I believe recently added support for the new payment API standard (which I believe Google pay, Apple pay, etc. all use) - I can look into support for that.
I would of thought so, the saturn emulator ssf has been in development for a considerable time for example and i've seen many other emulators by japanese developers. So yeah plus looking at stats on some popular emulation sites, japan makes up 20% of the visitors
Heres and old topic discussing it to get some ideas on how they view it!
https://yuzu-emu.org/game/the-legend-of-zelda-breath-of-the-wild/
Breath of the Wild is not playable, it's too early to make performance judgments anyway.
Actually, there are more than four "PS2 emulators", using the words as loosely or tightly based as you wish:
1.NeutrinoSX2 (plays a few commercial games, I think). ☆
http://www.emulator-zone.com/doc.php/ps2/neutrinosx2.html (only Windows)
2.PCSX2 (plays over 2,000 commercial games). ☆☆☆☆
http://pcsx2.net/download/releases.html (stable; multi-platform)
3.Hpsx64 (or something like that; it can run several commercial games). ☆☆
(newest binaries are hosted mostly on risky sites, so search and beware)
4.Play! (can run FFX and a few other popular games quite well; is making progress with Dark Cloud too). ☆☆
(same as hpsx64)
5.Emotionless (has some potential; nothing far yet). ☆
(in immature stages; not worth downloading yet in most cases)
6.PS2EMU (never heard of it before, but do now). ?????
(I asked the developer if they'll let me test it; I'll report back here if they do; otherwise IHNI)
There have actually been A LOT of updates to DOSbox since version 0.74. They just aren't available via the "official" branch. You have to download a compiled SVN build. Here's a list of some on the DosBox wiki: https://www.dosbox.com/wiki/SVN_Builds
I would highly recommend that you download v1.6 from Jabo's homepage, as well as patch v1.6.1 which, in his words, "includes the majority of the plugin fixes from Project64 1.7 beta". No crapware with either installer, and for most purposes this will work better than either stock 1.6 or 2.1.
Multiple people have already replied to you about the Dark Souls: Prepare To Die PC port but if you need an actual source, here are some:
Dark Souls PC port being a rushed job PCGamingWiki Article on Dark Souls
EKA2L1 has been bumped up to version 0.0.4 and is updated on Google Play Store.
What's new
You can get the most recent release, which is a year old, from Sourceforge. It works very well. Can't really say there's anything wrong with it to warrant a new version.
Well the only thing the MAME team can tell you not to do is use 'MAME' in the name of your program.
By calling it ia-mame it looks like it is in some way associated with the MAME project, which it is not. You can see already that some people have confused this for a derivative of MAME itself.
Due to the high risk nature of the piece of software you're offering there is no way that the development team / trademark owner for MAME is going to approve of the use of 'MAME' in the name of your software.
http://mamedev.org/legal.html "MAME® is a registered trademark of Gregory Ember. The "MAME" name and MAME logo may not be used without first obtaining permission of the trademark holder. "
So while nobody from the team can stop you producing this software (even if I personally think it's a terrible idea with no possible good outcomes and the 'least bad' outcome being archive.org no longer host these) they can request that you do not include 'MAME' in the title of your software as it is harmful to the actual MAME brand.
Add two more to the mix...
Nox also won't run with Hyper-V active. I'm not sure why I'm wasting my time explaining this to you, but here you go.
https://www.bignox.com/blog/enable-vt-virtualization-technology-to-get-better-performance/
If by ultra extreme you mean running all the demanding games at 30/60 stable FPS, yes. But that's exactly why you should choose something that will run these better if you're planning on playing demanding games.
Again, you've completely missed the point, it's not about overclocking, the 9900KS is just an example there is a recorded video of GoW 3's ending for. You can easily surpass its performance with current gen i7-11700K without any OC as shown in the RDR CPU Benchmarks Chart.
The point is that you can emulate these games better with Intel CPUs when compared to the equivalent AMD counterparts, which is true. Buying an i7-11700K instead of an R7 5800X or an i9-11900K instead of an R9 5900X/5950X gives you substantially better performance in RPCS3, which is the most demanding emulator right now.
If you don't care about these differences in performance, then we could also argue that i5-11400H or R5 5600H are fine depending on what you want to play and that you don't need the i7-11700H or R7 5800H counterparts, but then why even discuss differences in architectures at all? Just buy any modern CPU with 6 cores or more and you'll be fine overall.
About 10 days ago they fitted out in the main branch support this architecture You can download latest beta for Android (.apk) and IOS (ipa) http://purei.org/downloads/play/weekly/ The perfomance now up to ~25% better.
It really depends on the game. If you're looking to play a specific game, you should look up to see if that game came out for GameCube or PS2. Then check the Dolphin and PCSX2 compatibility lists. That will give you an idea of how your game will run in each emulator.
You should also be aware that GameCube and PS2 versions may not be exactly the same. One version might be superior due to missing content or bonus features, or they may be completely different games.
And finally, the best experience with a specific game might even be on a PS3 or PS4 HD remaster or a PC version.
3DNes V1.4 change log:
[New Feature][Shape Editor] multi shape processing (adjust, delete), multi shape merging
[New Feature][Shape Editor] manually select tiles to create new shape.
[Facility] Add 79 pre build 3dn file of popular nes games
[New Feature][Pro] Vive - Oculus - 3D Monitor support
[Change][Window][Linux] 3dn files will be managed at $3dnes_path/3dn
[Bug Fix] Fix texture rendering bug in some nvidia cards. This is a regression bug.
Full change log: https://itch.io/t/78771/version-14-release
Full change log:
https://itch.io/t/50041/version-12-release-virtual-reality-first-person-view-and-more#post-77443
Please don't use Wikia/Fandom. It turned terrible a few years ago.
That said, your main concern should be that you don't own the data. I believe this goes against one of the goals of emulation – preserving things for the future. Page content can be exported, but not files such as images, and the dumps take a while to regenerate.
I believe this may be a serious threat, because you have pictures of game boxes and the wiki is small so one DMCA from a big corporation is probably all it takes. They've deleted wikis before without a care for data loss. You're at their mercy. Get away while it's still easy.
Instead host the wiki yourself. A 5€ or 10€ VPS from someone like Linode should do. For software use MediaWiki, which is the thing that Wikipedia uses. Wikia actually uses it too, but a fairly old and heavily modified version, so it's much less flexible.
Just to give you some context, this is like saying "I only know English, but I want to learn about romance languages, so I'm going to start by translating poetry from Spanish into Italian". It's not impossible, and if you have the patience to keep at it you are going to learn a lot, very quickly, but you're going to need to put in quite a bit of effort before you see any results at all. If you want to take that on, good luck, but I think a lot of people would prefer starting with something simpler.
If you're here, I recommend playing with 2D game engines like Game Maker, PICO-8 or LÖVE and try to recreate the simplest games you can think of: rolling a die and displaying the result, guess-the-number, Towers of Hanoi, Solitaire, Tetris, Space Invaders...
You mean development-wise or a comparison between the currently available emulators?
If its the former, the author of no$gba has a pretty extensive documentation of the hardware, though I don't know how accurate everything is (and the debug build of the emulator is really nice for testing stuff) -> http://problemkaputt.de/gba.htm
If its the latter, this wiki is pretty good and seems to be maintained fairly regulary -> http://emulation.gametechwiki.com/index.php/Nintendo_DS_emulators
But here, the author of the desmume-reloaded fork (who takes credit, alongside the original contributors for the local/online wifi desmume... attempts) suggests he's working on local as well.
Please check out the Bottlenose readme file for more info and screenshots! Ask me any question you have about the app. I'm very excited (and nervous) to release this to the emulation community after months of work. Let me know what you like/dislike about the app so far and which of the planned features interests you the most! :) https://github.com/quinton-ashley/bottlenose/blob/master/README.md
Get the latest development build here: http://pcsx2.net/download/development/git.html
Assuming you chose the GSdx plugin, the settings you're looking for are on Config > Video (GS) > Plugin Settings...
I personally use the OpenGL (Hardware) renderer because it's currently the most accurate. I'm running it at 3x Native resolution, Blending Unit Accuracy is on Medium - I have a quad core CPU and a beefy GPU and can't go above this setting without my FPS dropping and the audio getting time stretched.
I also have "Enable HW Hacks" and have TC Offset X/Y set to 320 because some postprocessing effects on games would otherwise be offset.
Hope it helps.
I'm running one of the SVN releases of PCSX2 with great success. The latest official release doesn't support multithreading, and it makes a huge difference. I'm currently about 15 hours into Final Fantasy XII, and it's run rock solid at 1080p the entire time.
I took a few comparison shots of the game running at 2880x1620 internal rendering resolution, and the PS2 native of 512x384.
A word of advice; disable anti aliasing, run with a large internal rendering resolution, and just let it scale the image to size. The 3D models look great either way, but 2D images with transparency (fence rails, etc) will look jagged as hell unless you run in a very high internal resolution.
No CMYK support. It's useless if you want to print anything. The UI isn't as good. If you're going to learn to use one program, why not learn photoshop? The tools and filters aren't as good.
See here for a list.
Also, they've been working on their next generation engine GEGL for 17 years now. It was added to the development version 11 years ago. It's supposed to bring all the new functionalities that are missing, but it seems stuck in a black hole of never-ending development.
WinUAE for emulating Amiga is an absolute beast. It includes emulation for so many different hardware and software configurations, and emulation of so many different peripherals that were released throughout the Amiga's lifetime.
It's really stunning how many features it has
Basicly any os except windows have stores/repos by default where any app gets automaticly updated.
for windows there is chocolatey to install and update many stuff (also emulators) but i don't know how up-to-date the chocolatey repos are.
I was the one who played Sly 1 from start to finish and also recorded the footage. I have an overclocked 1700 (4GHz) Sly 1 needs a 60fps frame limiter or else it will run super fast in some spots, but apart from that works with defaults. Though for the most performance you'll want recompilers, auto spu threads, Vulkan, no gpu additional options. IIRC SPU LLVM (Experimental) doesn't work with it.
You can always check forum threads for settings/specs, e.g if you go here: https://rpcs3.net/compatibility?g=sly then click on the game id for sly 1 it takes you to the thread and you can see my report. If the poster wasn't nice enough to write the basic run-down on needed settings then just download his/her log and check it there. And Ani just added wiki integration so when someone (I guess i'll do it now...) adds a wiki page for the game the name of the game in the compatibility database will turn blue and if you click on it, you'll be directed to a wiki entry for the game which should have up to date settings etc needed.
It reminded me of this RPCS3 blog where iGPUs were twice as performant than dGPUs because the GPU and CPU cache were closer to each other and was more similar to what the native console used. Neat to see it here too!
They should probably update their website then, because they say right on the front page that the project is open source. https://yuzu-emu.org/
It's even on Github.
>Download: https://cemu.info/index.html#download
Vulkan: Async shader and pipeline compilation is now multi-threaded This speeds up background compilation and shortens the duration of missing visuals
mmu: Emulate the scratch memory region at the end of the address space (0xFFFFFFE0 - 0xFFFFFFFF) Fixes a crash that would occur during some loading screens in Fatal Frame 5 (#347)
input: Fixed an issue where WGI (Windows.Gaming.Input) would sometimes cause Cemu to not close properly
input: Generally improved robustness of WGI
input: Improved performance when using GC controller API (#513)
gfxPacks: Added a new option to rules.txt: default=true If specified, the graphic pack will be enabled by default This is intended to be used for workaround packs when there are no side-effects
logging: There is now a logging option to toggle log output for coreinit logging (OSReport, OSConsoleWrite and similar)
Note: (#xx) refers to resolved bug tracker issues. See http://bugs.cemu.info/projects/cemu/
>The emulator haven't been updated since a year
> my PC can't run Ratchet and Clank games near to a playable speed
Ratchet & Clank is one of the more resource-intensive PS2 games to run. If you still can't run it after updating to the PCSX2 release from 4.5 hours ago then the only thing that can really be done is to update your CPU/GPU.
> it could run Battlefield 4 at high setting with no problems.
Emulation is completely different from running a PC game, don't compare them again.
The DOSBox Wiki lists some current and outdated builds and what is changed. DOSBox ECE just does not deliver pre-build Linux-versions so you have to compile that yourself.
There are many reasons why you could switch to another DOSBox version. See the Wiki or the DOSBox ECE feature list. It depends on your games.
Here's to hoping someone makes a spot on PI case like the SNES/MD from Retroflag https://www.amazon.com/Retroflag-MEGAPi-Functional-Shutdown-Raspberry/dp/B07JMLHVQN/ref=pd_sim_147_2?_encoding=UTF8&pd_rd_i=B07JMLHVQN&pd_rd_r=b0cd726c-f2fa-11e8-8068-c76aa33ad5df&pd_rd_w=dpn7W&pd_rd_wg=xNlXE&pf_rd_i=desktop-dp...
And a passing glance at RetroArch's Google Play reviews are enough to make clear why Broglia's emulators are still so popular.
RA's foundation is objectively superior- that much is pretty unequivocally obvious. But the Android UI is about as divisive as they come- people either put up with it, or hate it.
Using Broglia's emulators, on the other hand, is a matter of tapping "Install", opening the app, tapping "Load ROM", and selecting what you want to play. RA isn't really comparable- it's a more advanced piece of software.
People don't tend to care about accuracy so long as a certain base level's been reached- hence why Snes9x remains the most popular SNES emulator, despite Higan/bsnes having been around for years. What people care about is usability- and RA's Android version is still too far behind on that to overcome Broglia et al's head start and established brand.
I don't doubt that RetroArch (or a libretro-based solution) will win out in the long term- the devs are clearly putting in a ton of work- but there are obvious reasons why it's not spent the past few years at the top of the Play Store's downloads list.
You do know these releases happen usually in the according distribution repository, right? (e.g arch)
And its very easy to compile it yourself on Linux, so there's really no point in complaining about that.
You generally have to go with custom themes in order to get that dark on dark look, Windows 10's nightmode is mostly a disappointment with tons of default UI elements still just large white spaces.
DeviantArt is a good starting point, but any custom theme is going to require modifying some system files, which will occasionally break on updates (it won't ruin anything but your theme won't work entirely until you patch it again.
I'd make sure that any theme you use is meant to be used on the current version of Windows before you try it out.
Just to give some clarity - The Patreon releases are automatically released to the public around 10 days after they are released to the public. This one will be released on Friday, July 12th. The last (June) Patreon release was released to the public already.
However, we usually have the new changes merged into the public Canary release channel days before the Patreon releases are public. These are the most up-to-date builds and usually have additional fixes and improvements. As such, we tend to recommend users who are not Patrons just use that instead, rather than advertise that Patreon builds are now public. Unlike Cemu, we have a release channel that's updated daily, so by the time that week or so has elapsed, Patreon builds are now obsolete.
Hope that helps!
The PS3 and 360 emulators aren't even close to running a game like this, so that really only leaves the PS2 version.
PCSX2 is basically "the" Playstation 2 emulator for Windows.
The git code itself is distributed, and could be uploaded as is, synced or downloaded whole. I suppose import scripts would import history and non-code content more or less completely.
Gitlab.com maps Github's featerest the closest, but for smaller projects Gogs could work better for a selfhosted instance than Gitlab's community edition.
u/sergio-br2 does the recipes/packaging for the libretro PPAs and was responsible for getting those packages pushed into the Debian repos when possible. He might be willing to lend a hand.
He also maintains this PPA with several non-libretro emulators, if you'd be into including RPCS3 in it, otherwise, spinning up a new dedicated PPA is pretty easy, too.
> I have no reason to believe they can be trusted just because they are "new".
No, you can trust them because uBlock Origin doesn't block them, they're not listed in malwaredomains.com, Google no longer lists them as dangerous, and you should scan anything you download with an AV tool and/or Malware bytes. And stop relying on MSE, it's terrible.
As for fosshub, well... it's not particularly well known compared to sourceforge. I don't see what it being 2016 has to do with it. I mean, ranking-wise, hardly anyone knows of fosshub when compared with sourceforge.
http://www.alexa.com/siteinfo/fosshub.com
http://www.alexa.com/siteinfo/sourceforge.net
Also, why trust fosshub over sourceforge? Use your brain and scan anything executable.
What's the point in paying for it? The website doesn't make it super clear what the Premium version has that the free version does not. Furthermore...what makes this worthwhile as opposed to say Playnite which is what I'm currently using.
Jabo's final release of Project64 (aka 1.6.1) has proven to be more reliable than 1.6 and 1.7 for me. 2.0 and 2.1 run too fast for me for some reason, so I tried 1.6.1. Still not perfect emulation, obviously, but runs the games I use quite well.
It also doesn't have the annoying adware that comes with 1.6 from the project64 website.
Martin Korth was back from a long hiatus and published the recent No$gba v2.8b on June 1, 2015. It's the only obscure one I know of, because of how many people not knowing about this.
Desmume is an emulator with less devs behind, slowing the development down for years and lacking features and optimizations. The high resolution rendering is a relatively recent addition, so at the pace Desmume is developed you can expect it's not fully mature either.
In addition to that, the DS architecture 3D graphics are unconventional by normal standards, harder to emulate despite its low processing power and therefore, slower.
MelonDS is a much younger, yet faster, DS emulator. You should try it, you'll notice the difference in performance.
Latest stable: http://melonds.kuribo64.net/downloads.php
Latest nightly builds: http://www.emucr.com/search/label/melonDS?&max-results=16
No. That site is likely either hosting malware or adware, or otherwise is a scam set to make the creators money.
Check the sidebar for resources on different emulators available.
Currently the only working emulator for 3DS is Citra. Experimental builds are currently only available for desktop. http://citra-emu.org/
WARNING: Save states created with version 0.9.7 (or older) will no longer work in 0.9.8.
New Features:
Dip switches: Dip switches can now be configured for all cartridges that use them (instead of being limited to VS System games.) ** Bug Fixes:**
APU: Fixed frame counter bug that caused audio to sometimes be paced slightly incorrectly.
APU: Fixed DMC power on state to match hardware test results.
PPU: Prevent palette updates during horizontal blank when rendering is enabled (to match expected hardware behavior.)
Namco 163: Fixed problems with battery save data.
Bandai FCG: Added support for EEPROM save data.
MMC5: Fixed incorrect attribute data when using fill mode.
VRC7: Updated audio instrument values to match the values recently dumped from hardware.
AOROM: Fixed power on mirroring state.
Misc: Fixed minor bugs in a variety of mappers (including mappers 112, 176, 320 and UNROM512.)
Well, you were certainly the ones who made these reports popular, but you definitely weren't the first. MAME beat you to it by over a decade; they put out WIP reports from 02/1999 to 07/2004 -- see: http://mamedev.org/oldwip/wip9902.html.
Yours are a lot more thorough and informative (and enjoyable :D) but saying you were the first to do progress reports is incorrect.
Oh man, a ton of things. Dodonpachi II, PGM improvements, Raiden II and Raiden DX (these were huge), many new Cave games, more STV games, more Data East games, a bunch of 3D Konami games, rewritten cores, 7-zip support, improved sound in almost every driver and most importantly, assloads of bugs fixed, probably on the order of thousands. Hell, they even added Pong back in. You can take a look at the individual whatsnew.txt files or read some end-of-year retrospectives at Haze's blog.
For older consoles like the Genesis or the SFC I think there were a few comercial cart readers. Still, I imagine most dumpers create their own tools, like this guy:
http://hackaday.com/2009/06/19/usb-reader-for-snes-game-carts/
If the system uses CD / DVDs, a regular computer drive should able to convert them to ISO or similar with the adequate software. I remember back in the PSX days most burning programs adapted to be able to replicate PSX discs.
What do you mean by works?
Has the best compatibility but
is being actively developed and is rapidly improving.
edit: It turns out that PPSSPP actually runs quite a few games way better than JPCSP, which is awesome. It even runs a few that JPCSP can't run, which surprised me. Still some games only run/run better on JPSCSP so do some research if you are having trouble with a particular game.
We use https://stripe.com for the payment processing. They're one of the largest processors currently and your card goes straight there, we never see it - they just send us a confirmation that the payment went through.
>If someone were to recompile it I would trust it.
I obtained the source code and compiled the mouse injector myself using mingw and the command "gcc -std=c99 -o MouseInjector main.c" executed in the Mouse Injector v1.5a directory. (For those who wanna know how to do it themselves. The end product is missing an icon, but it works. I can't recall how to incorporate an icon off the top of my head.) Someone savvier than me might want to look over the source code to see whether it has any nasty surprises hidden in plain sight.
https://mega.nz/#!5wQAyYZT!_iEkpEWCjUzjwm0fpNlZ5EiHG0jMuB-SPbusZt1oTRo
Now I am wondering whether I should put together an updated GE\PD mouse injector bundle using GLideN64 instead of Glide64 and also using an updated version of Azimer's. GLideN64 is far more accurate than Glide64, and doesn't suffer the nastier issues such as framebuffer effects breaking the Combat Simulator.
Yes, hopefully soon. We needed to rewrite several large components of our GPU emulation before we tackled resolution scaling again. The reason for this is because these rewrites fundamentally change how our GPU emulation works, and therefore the old resolution scaler would have been unmaintainable while this work was ongoing.
These rewrites include the texture cache rewrite (which has been completed and merged), the buffer cache rewrite (which has also been completed in merged), the shader recompiler rewrite (which is currently in progress and hopefully should land soon), and then lastly reimplementation of the resolution scaler.
We know resolution scaling is on everyone's minds and we appreciate the patience our users have had -- the good news is that we are maybe 75% there and when it lands our GPU emulation will be better than ever. No promises, but I personally am optimistic this will land in the Spring :)
That's definitely not true.
Always make sure to download from the emulator's official site. http://www.pj64-emu.com/downloads/project64/binaries/ is the site for project 64. You can find a directory of official sites in /r/emulation wiki.
The only time you're going to get malware from downloading an emulator is if you try to get an emulator for a recent system like the PS3 or 3DS. No commercial emulators exist for recent systems yet so people put up fake sites. Though progress is slowly being made.
Also when downloading roms, if you have the option between "direct download" and "download using our download manager" always choose the direct download. If it tries to download an exe file, cancel it. This is only an issue on sites like cool rom.
According to this ePSXe FAQ, the interpreter core has not been functional since version 1.2.0 (14 years ago.) I doubt the program would corrupt itself... Maybe check your system logs in the Event Viewer, specifically looking for DEP (Data Execution Prevention) problems.
Wanted to share a neat program a user on GBATemp posted. You can do whatever style you want, bottom doesn't need to cover top. You may be able to switch between the two but haven't tested it yet. Download: http://www.airesoft.co.uk/windowwatcher
Uploaded to Gamefront: http://www.gamefront.com/files/24572673/border.zip
Unpack into your retroarch directory. Point Retroarch to one of the .cfg (there are three) files in the "overlay" settings.
To achieve the same look I have, in this particular screenshot I used the NESTopia core with BLARGG NTSC COMPOSITE filter turned on in Core Options then a single shader "crt-geom-curved.cg" with both options set to "don't care". Scaling is set to Integer in the video options with aspect ration set to "core provided".
Slightly off topic, but I hope the devs are aware of Google's Flutter https://flutter.io/
There is a very good chance Google will be pushing Fuchsia OS instead of Android in the next two to three years and Flutter development is cross platform between the two OSes.
I'm mainly using RetroArch, Dolphin and PCSX2.
Savegames are going directly into a folder on my onedrive on PC and are being synced by a nice little Android app called OneSync.
Now Playable:
>X-Men vs Street Fighter
>Mr. Bones
>Virtua Fighter Kids
>Virtual Hydlide
That is not official though, and on the Play Store these games blacklist everything not Shield. That pretty much locks out 99% of the paying audience and makes it pretty much something they can control.
https://play.google.com/store/apps/details?id=jp.konami.mgs2hd.shield
And as you can see by the sales figures on MGS2 for Shield, its sales are between 1.000 and 5.000. So yeah, not a lot of money, I think it's more a loss leader to try to get Shield more firmly entrenched.
Also, I think it's safe to say these games are not coming to the west for Shield, only to China.
Why not just download RetroArch and just used the cores that are available? I don't personally use RetroArch, but from what I've heard the emulators they have are usually the best or one of the best, and should be easy to swap cores out to try different ones out.
Imagine the accuracy of DICE, but with programmable hardware.
FPGA emulation has the capacity to be 100% perfect today, whereas 100% accuracy in software (at the transistor level), would require much more powerful CPUs than are available today.
Like software emulation, FPGA emulation accuracy depends solely on the implementation of the actual core, although FPGA emulation is much more likely to have a goal of 100% accuracy, as speed of the users' computers doesn't matter.
For more information on accuracy, you can check out the page on the wiki: http://emulation.gametechwiki.com/index.php/Emulation_Accuracy
pSX 1.13 was shaping up to be an excellent emulator that rivaled Dolphin in quality but unfortunately it's been long since abandoned and lost into obscurity.
https://web.archive.org/web/20131030004136/http://psxemulator.gazaxian.com/
Reading the manuals, especially in old games, should be extra emphasized. More often than not those didn't include any kind of on-screen tutorial, and it's not rare to complete most of the game only to find out you need to do a certain action only explained in the instructions.
I wrote this small compendium of manual / walkthrough websites for another board, I think it's worth a look:
Best compatibility, best documented, and most clean "plugin" for psx is actually the vulkan renderer for beetle/mednafen core. Like hizzlekizzle said, the limitation of fixed-function is the problem (non present in vulkan). From my understanding, the main problem is that on opengl (<4.0 at least), you can not read and write to the same texture, where this is exactly what psx does with its main buffer. To overcome this limitation, the coders developed many special cases, and there is where game-specifick hacks enter the party. Meanwhile, iCatButler developed PGXP, the biggest improvment noticable from users in years. PGXP is a set of functions for getting high precision geometry from the jittering mess that is GTE: this mean swhoobly geometries and distorted textures of original hardware are (mostly) gone. It's present in the vulkan renderer, but its current edge devoloping is made here https://github.com/iCatButler/pcsxr and discussed here http://ngemu.com/threads/pcsxr-pgxp.186369/ The actual goal (with better compatibility, of course) is get a precise depth-buffer, allowing depth-shaders like ssao and dof, and in the future per-pixel lightining instead of original per-vertex. Very strangely, nobody seams to know it or care! For me, once you use it you can not come back (otherwhise using original resolution that I hate in 3d games).
> It's Emulation Station and probably RetroArch. The hardware could be just about anything, though considering it's running some advanced shaders for the screen distortion it's likely not a Pi as it's a bit weak for that.
pi can run shaders like that: https://retropie.org.uk/docs/Shaders-and-Smoothing
it's also definitely using emulationstation as a UI, so yeah, probably raspberry pi + retropie, and infringing a bunch of licenses.
http://pcsx2.net/270-june-2015-progress-report.html
> As promised in last month's update, welcome to PCSX2's very first monthly progress report! Sorry that it's a bit later than I had said - totally my fault! Let's start things off with a bang, shall we? A question that often gets asked on the forum to a surprising degree is a variation of the following: “How can I get XYZ Snowblind engine game working in hardware mode?” the answer up until very recently was “You can't, use software mode and expect it to be ridiculously demanding.” For those of you unfamiliar with it, the Snowblind engine was used for games like Baldur's Gate: Dark Alliance, Champions of Norrath, Champions: Return to Arms, and a few miscellaneous others. The Snowblind engine does some pretty crazy stuff on the PS2, like using 2x Super Sample Anti Aliasing! Because of that, it's very demanding and even ultra powerful rigs would have issues running these games in software mode. Running them in hardware mode would result in only half the screen being visible because of the way the engine achieves the 2x SSAA.
> GSdx: Hardware rendering Snowblind Game fix by Gregory & Refraction.
> However the situation has changed drastically thanks to Gregory. Snowblind engine games are now supported in hardware mode! Now these popular games can be enjoyed in HD resolutions and without owning a super computer! It is important to note however that they are still relatively demanding, just not quite as much as before.
PCSX2 and Dolphin both do a good job at emulating their respective hardware. PCSX2 is absolutely capable of playing God of War 1 and 2 at high resolutions. I do feel Dolphin is a better emulator than PCSX2. Dolphin emulates the Gamecube and the Wii wonderfully. If you have a Bluetooth adapter you can even use real Wii Remotes! Sadly the XBOX is lacking a working emulator.
Higan and Snes9x both support local multiplayer, You can bind both controllers to the keyboard or separate game pads. If your computer has a fast CPU, I'd recommend Higan over Snes9x. I don't know of any emulators that support networked multiplayer, but I do know that it would be a laggy unpleasant experience unless you are both on the same LAN.