The Emulator Thread
Posted 13 April 2012 - 07:53 PM
The website http://www.theoldcomputer.com has a section dedicated to the PC98, including magazines, multimedia and operating systems. It also has some stuff on it, relating to the 'no links to roms' rules, which prohibits a direct link to the PC98 section.
Posted 19 April 2012 - 04:52 PM
Posted 20 April 2012 - 12:30 PM
It's one of the reasons I've long given up on it...more trouble than its worth TBH.
The official forums carry the best setup for the most popular games.
Posted 20 April 2012 - 08:24 PM
Hikaru emulator, anyone?
I have been working for some time on a sega hikaru emulator, valkyrie. You may have seen a couple of screenshots on R.Belmont's blog, but there have not been any official news; so I figured I should write a status report of some sorts.
A short introduction: valkyrie is an incomplete, slow, primitive, crude and sometimes hacky sega hikaru emulator, written from scratch by reversing the few existing hikaru dumps, in my very limited spare time. Only linux is currently supported (it should be rather easy to port to windows/osx, but I can't do the porting myself, as I use linux boxes only.)
At the time of writing, valkyrie is able to run the bootrom almost fully, including the simple 3D triangle strips making up the bootrom menu. Furthermore it can display the bitmap layers used to render 2D stuff on screen: planet harriers and airtrix up reach the title screen; sega nascar arcade also shows the intro screen; brave fire fighters is trying desperately to display the title screen, but given that there are no dumps for most of the texture data, it renders garbage. So there is some promise here.
(An appetizer: the 3D intro in pharrier is actually being pushed to the GPU, the problem is that I don't know yet how to render it. I mean, valkyrie _can_ render the meshes somewhat using a canonical orthographic viewport, but I don't know how to make use of the viewport and modelview matrices uploaded by the game. At some point the game just uploads NaNs, though.)
However there is still a ton missing stuff: AICA and input emulation (I'm using an ugly hack to fake them; probably missing AICA/input IRQs are the main cause of current emulation errors), my understanding of the graphics hardware is still rather limited (I _think_ I figured out most of the GPU ISA; but many instructions are still unknown), and the exact ROM mapping of some games (sega nascar arcade, and likely podrace) is unclear.
I'll take some time in the next few weeks to fix the obvious warts in the code, and then upload a git tree to github, so that people can start looking at it and possibly contribute some man power. The ETA is likely 2-4 weeks.
The code will be licensed under the GPL2 or GPL3 (I have yet to pick one.), so it's free and open source, and yours to improve upon (or port to MAME.)
Arbee's blog (which Stefano refers to) is here: http://rbelmont.mameworld.info/?p=726
Posted 29 April 2012 - 03:15 PM
Any tips for settings or another C64 emulator?
Posted 29 April 2012 - 04:06 PM
Posted 29 April 2012 - 05:09 PM
However, I can't get it to work in the 2 C64 emulators I tried (CCs-64 and Vice). Vice sees it but only inputs junk ( no response and constantly up-left input), CCS-64 seems to ignore it all together.
Any tips for settings or another C64 emulator?
It's to do with how Windows 7 assigns the different directional options on the 360 pad, the Dpad is classed as a 'Point Of View' input, like what you get on the top of Flight Sim Joysticks, which allow you look around with a 360 view, so emulators have to be programmed to take account of this, CCS-64 isn't, so like mr_pickle said, map the keyboard cursor keys to the U,D,L,R position's within CCS64, and with Xpadder, assign the DPad on your 360 controller to those same keys in Xpadder.
Hope that makes sense...
Posted 29 April 2012 - 07:08 PM
Posted 29 April 2012 - 08:01 PM
Posted 15 May 2012 - 08:28 AM
Running Windows 7, by the way.
Posted 15 May 2012 - 09:40 AM
was really enjoying f zero gx on dolphin over the weekend but slowdown became a big issue eventually making it largely unplayable =(
Posted 15 May 2012 - 09:43 AM
If you use bsnes, use the 32bit version (even if you have x64) as it runs waaaaay faster.
That said, although I recently moved to bsnes, I used zsnes prior to that and played SMK with no issues. I did however, get the problems you allude to, until I changed my rom. I used verified goodsets.
Posted 15 May 2012 - 10:05 AM
Posted 15 May 2012 - 02:22 PM
I've seen videos of it running perfectly through ZSNES, which confused me. I'll try a different ROM then, cheers.
You will need the newest DSP Rom dumps to play some SNES games perfectly on BSNES.just put them (unzipped) into your main Snes Rom folder for BSNES to find.
..not sure if Mario Kart is one of the games that needs them though...suspect it does.
Posted 18 June 2012 - 06:31 PM
Well it now appears that the Dolphin devs have hooked up the patch to the latest (unsupported) version for Mario Kart GP2. The controls aren't yet implemented, but apparently this isn't going to take much time. Confirmed as working by me; although it's only Mario Kart GP2 at present.
Here's some screens:
Posted 04 August 2012 - 06:20 PM
Posted 09 August 2012 - 04:32 PM
Posted 31 August 2012 - 11:10 PM
Posted 01 September 2012 - 09:26 PM
Now, if i can get my homemade card reader working...
Posted 05 September 2012 - 11:59 PM
Improvements in processing power really hit home when you see an eBook reader playing PlayStation games. Sure, we’re talking about a system which launched more than 15 years ago (the original PlayStation launched way back in 1995), but this is a $99 device which seems to be playing the games at full speed!
[Sean] wrote in to share the project with us. After rooting the device he installed System 7 (aka Mac OS 7) using Mini vMac for Android. He uses Free PlayStation Emulator (FPSE) to run the games. There is an Android version which provides the touch-screen controls you see above. We figured the graphics would be awful, but the video after the break proves us wrong. Other than being in black and white we think the graphics are fantastic. Just one hack was necessary to make this happen. [Sean] uses NoRefresh to keep the Nook from refreshing the screen which is what causes the film-negative type of flashing after several page turns.
Posted 09 September 2012 - 08:12 PM
Posted 19 September 2012 - 03:21 PM
Posted 21 September 2012 - 08:17 AM
PSP Snes emulation? What's the best emu? I imagine most games are pretty playable!?
Last time i tried the emulation was quite crap. I could get super Mario World to play with sound disabled at full speed
Posted 11 October 2012 - 01:01 PM
Posted 11 October 2012 - 01:29 PM
RE: Dolphin. Has anyone had problems with stuttering sound and if so is there an obvious fix?
On some games you need to use the LLE recompiler option which in turn means you'll need the DSP roms (dsp_coef.bin & dsp_rom.bin placed in your main Dolphin directory) for it to work, but it is slower than the HLE setting, so you'll need a top end CPU (more than you already do!)
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users