FluBBa has released a new version of his PC Engine emulator for the DS, heres whats new: Finally added CD-ROM audio through the use of .bin/.cue files, make sure to read the CDROM_readme.txt file for how to rip your CD games correctly. *Added support for CD-ROM images in .bin/.cue format. *Added support CD audio playing.
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News via http://ideasemu.biz/
Actarus has released a new version of the DS Emulator for Windows
Final version 1.0.3.5, here's the changelog :
Fixed a bug in debug window. Fixed a bug in dmas latency. Fixed a bug in cpu emulation. Fixed a bug in OAM rendering. Fixed a bug in Mode0 rendering. Added Use DMAs latency option.
Pate has posted some new WIP news of his excellent Dos emulator for Windows, heres the details:
Last week I decided to finally look into the INT03 anti-debugger technique used by games like Castle Master. It took a lot of debugging and comparing the emulation progress opcode by opcode between DOSBox and DSx86, but I finally figured out the problem in DSx86. The major issue was that I did not support the Trap Flag properly, and after I added that (which was not all that simple), there still remained some issues with the possible hardware IRQ happening in the middle of a trap interrupt etc, but I finally managed to implement all the features that anti-debugger trick needs to work. Thus, Castle Master should be running in the next version, same as many other games that have so far given "Unsupported Opcode" errors where the opcode is "INT 03".
This weekend was spent fixing various bugs and adding missing graphics opcodes and some INT functions. Nothing major, but a lot of minor fixes. I did start work on supporting VGA 640x480x16 mode, though, and I remembered that my earlier tests with Windows 2.03 halted when it wanted to use that graphics mode. So, I coded just the essentials for that mode and used the 640x200 -mode screen refresh routine (so only the top part of the 640x480 screen will be visible) and then tested how far I can get with Windows 2.03. Somewhat to my surprise, after adding a couple of new EGA graphics opcodes I got Windows to load!
It was interesting that Windows did not actually need any more files than what you see in the picture above (the TEST.COM is my own small tester program that I use with the actual test programs), so I could test it in No$GBA with the bundled version of DSx86. I doubt Windows will run in any usable way yet in the next version, but it should start at least. Certainly it sounds funny to state that "I can run Windows on my Nintendo DS"! :-)
After I got Windows to start I decided to study the SB digital audio problems in Master of Orion. I got the audio to play correct data instead of noise (I had assumed a certain order of the DMA commands that start the SB digital audio DMA transfer, and MOO used a different order, so the start address got corrupted) and I also spent quite a bit of time getting the Port I/O problem fixed. The game actually reads the DMA ports to determine how far the current DMA transfer has progressed, so after some thought I decided that it might be best if I use the FIFO to send that information from ARM7 (which actually performs the the SB DMA audio transfer emulation) back to ARM9 at some suitable intervals. That was a bit difficult to get working reliably, but now it seems to work. There is still a strange problem where MOO stops the animation in DSx86 waiting for the complete audio to finish, while in DOSBox it starts new digital audio playing as soon as the animation reaches the suitable phase. I suspect it has something to do with the DMA progress check, but that works fine now as far as I can tell. This I still need to debug further.
I have also received many new debug logs, thanks for those! Many of the issues will be fixed in the next version, but some will still remain for future versions.
http://dsx86.patrickaalto.com/DSblog.html
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Alekmaul has released a new version of his Amstard CPC emulator for Nintendo DS
Changes: - updated DevKit and libnds; - updated emulator's engine; - minor interface changes.
Source emurussia
Pate has released a new version of his Dos emulator for the Nintendo DS:
Heres whats new:
This version includes the major changes mentioned in the previous blog post, and also various other improvements and fixes. Here is a list of the changes:
Mouse emulation using the touchpad. If you have not mapped the SELECT key to a PC key, it works as a toggle to swap the screens so that you can use the stylys as a mouse directly on the emulated PC screen. EMS memory increased to 1.5MB. Problems in the EMS memory access have not been fixed yet, so this version might run certain games (for example Wing Commander 2) worse than the previous version. Proper DOS "System File Table" handling. This was needed for the file handle duplication functions, and this is also a requirement for improved DOS device handling (including console I/O) in upcoming versions. This also fixes problems with the 4DOS @select function. Preliminary support for EGA mode 0x0E (640x200x16). Not properly tested, but some games might work in this mode. Fixed a bug in Mode-X MOVSB opcode (MOO). Fixed a bug in DOS CONSOLE INPUT function (Ultima V). Fixed DUNE 2 save game problem. Added opcode "repe scasw" down (for real this time!) Ignore port 0xB8B I/O (GOBLINS, MOO INSTALL). Support input from port 0x3CE (FD, MOO). Added Mode-X opcodes LODSB and LODSW (MOO). Several new EGA opcodes supported (BL, CARRIER, START, WARET, SH, WC1, B2, CALGAMES). Support DOS functions 0x45 and 0x46 (DUP - DUPLICATE FILE HANDLE) (4DOS). Support DOS functions 0x27 and 0x28 (RANDOM BLOCK I/O FROM FCB FILE) (Ultima II).
There are still a lot of issue in my TODO list which I did not have time to fix for this version, so I will continue working on these. Please send me again log files for this version for games that have issues!
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