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Infuse is a Qualcomm BREW subsystem reimplementation and Zeebo high-level emulator written from scratch, based purely on clean reverse engineering attempts. Currently it is using dynarmic ARM JIT core and boots some Zeebo commercial games as well as BREW samples.

Event handling as well as input is implemented, however HID devices are not responding properly in games, on which I'm currently working on. Sound is partially implemented, however no backend is available yet.

Infuse can be currently built for the x86_64 and aarch64 platforms, supporting macOS, GNU/Linux as well as Windows operating systems. It achieves more than full-speed Zeebo emulation on Macbook Pro 2020 M1 based notebook with non-optimized debug build.

Additionally, it was written in a way that allows it to be built as a fully native application on supported 32-bit ARM devices, so it is possible to easily port it to the Nintendo 3DS with native execution without ARM emulation being used.

Rendering interfaces are wrapped then translated to the native APIs using external renderers with multiple backends being possible such as Vulkan, due to that some glitches are still existing as Infuse OpenGL stack implementation is not finished yet.

All BREW interfaces are reimplemented from scratch and are using internal API exposed by Infuse HAL that covers stuff such as but not limited to filesystem access, synchronization and pool memory allocation.

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FRESH INSTALL RECOMMENDED

YOU SHOULD STILL EXPECT SOME ROUGH EDGES IT'S BETA SOFTWARE

Hey! this adds a new connection method. The traversal connection method allows you to join session using host codes with the help of an intermediary server ran by me. This method should remove the need to use external VPNs or other methods to connect for most people.

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BigPEmu Version: 1.07 (richwhitehouse.com)

BigPEmu, an Atari Jaguar emulator.

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Once again, I apologise for the lack of posts here; going forward I will set reminders and commit to bi-annually updates/progress reviews of what has happened with every project I touch; but there may be bonus posts in-between, if a single event is noteworthy.

For those who have been following for a long time, you will know that I work on many emulation and game preservation related projects, the main ones being:

Cxbx-Reloaded: A HLE xbox emulator for Microsoft Windows
Insignia: A free replacement server for Xbox Live for the Original Xbox
ares: A cross-platform, multi-system emulator; of which I became the project lead back in 2021.

Due to the sheer amount of work involved in recreating an online service, Insignia is currently taking up the majority of my time, with ares being second, and Cxbx-Reloaded being the lowest on the scale at present, although I do have some ideas on how to kickstart development again, more on this in a later post.

Cxbx-Reloaded:

This project has had the least activity over all the other projects we will discuss in this post. Owing to my day job, the ares emulator and Insignia taking up the majority of my time, and other developers being mostly busy with real-life, progress is very slow, with the latest build of the emulator (containing emulation changes) dating all the way back to March.

So far in 2023, Cxbx-Reloaded has seen the following changes:

  • The emulator will no longer auto region-patch loaded games; this was causing many games to fail to boot, instead, a warning message will be displayed giving the user a choice to continue, or a chance to change their emulated Xbox region.
  • A bug was fixed that could prevent the emulator for correctly determining if it was already running in another process
  • The symbol database was updated, this brought in a significant improvement to symbol detection/scanning which should improve compatibility.
  • A bug was fixed in thread priority handling which fixed a deadlock in Metal Slug 3, the GTA games, and improves stability of Halo 2, although it is not yet playable.
  • A bug was fixed with object handling which prevented a crash in Area 51
  • A bug was fixed that could lead to infinite recursion of DPC routines, this fixed another issue that caused Halo 2 to crash on boot.
  • A regression in D3D symbol handling was fixed, improving GTA: San Andreas
  • A bug was fixed that was preventing non-ascii file paths from working in multi-xbe games, fixing NASCAR Heat 2002.

Unfortunately, due to the lack of active testers, we are unsure how this has impacted the overall compatibility numbers; as the majority of games still remain untested on the latest release. If you notice something incorrect or missing in the compatibility database, please reach out on the Cxbx-Reloaded discord server, so that we can update it.

Insignia

After several years of development, Insignia finally launched to as an invite only beta in November 2022; with a total of 25 games being available on the network.

Since then, we have grown to have 8,000 registered Xbox consoles, 7,000 registered gamertags (user accounts), and we now support a total of 110 games; approximately a quarter of the entire online library of the original Xbox; while we are still considered a beta project, we are no longer invite only; and registration codes are sent immediately upon registering your interest on the website.

It's been a long time coming; but we are just a few weeks away from completing our implementation of the Presence server; after which friend requests and game invites will work just like back in the day!

ares

The best way to keep up to date with ares is to read the news articles/release notes over at the website.

The last time I spoke about ares on Patreon we were at v124; as we have currently launched v133 there has been a lot of changes in this time. The most of which being that at time of writing we are quite possibly one of the most accurate Nintendo 64 emulators currently available; our contributors have spent an immense effort hardware testing and ensuring all improvements are hardware correct, and we can finally run some traditionally hard to run games without issue; and more importantly, without any hacks.

ares currently supports the emulation of 27 systems, 17 of which are considered among the best emulators for those platforms, which is quite an impressive achievement considering all emulator cores are custom; developed by the ares team and not based on existing emulators *although the Nintendo 64 core does make use of Parallel-RDP.

As for the future of ares? I am currently working on fleshing out Sega Saturn emulation, that will be made available once it is able to run games successfully. Near always expressed an interest in emulating the Sega Saturn; in fact, that is why ares has a Sega 32X core; to make sure the SH2 processors could be accurately emulated before moving on to the rest of the hardware; unfortunately, Near was not available to finish this work, but we (the ares team, and myself) plan on honouring this wish and bringing Sega Saturn emulation to ares: attached is an early screenshot of ares running the Sega Saturn bios; ugly and incomplete at this time, but things are starting to come together!

As always, thank you for your continued support for my work on video game preservation and emulation.

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The goal of the emulator is to research the hardware features of GameCube and reverse engineer technologies used to develop games for this platform. GameCube is the hardware masterpiece of Nintendo/ArtX engineers and it's a pleasure to explore this device and discover something new for yourself.

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Accurate N64 Emulator. Contribute to simple64/simple64 development by creating an account on GitHub.

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  • Compiled with latest devkitPPC/libogc
    
    
  • Updated to newer Snes9x (bladeoner)
    
    
  • Switch to chosen video mode on first load if not automatic
    
    
  • Added frameskip option and added PAL 576p support (Tanooki16)
    
    
  • Added SNES Hi-Res Mode ON/OFF and Sprite Limit ON/OFF (Tanooki16)
    
    
  • Disabled peripheral devices by default if not selected in controller settings (Tanooki16)
    
    
  • Added support for BML-format .cht files and text scrolling for cheat names (InfiniteBlueGX)
    
    
  • Added a B/1 button press to cancel the button remapping prompt (InfiniteBlueGX)
    
    
  • Fixed default game selection menu "jump" upon startup w/classic controller (InfiniteBlueGX)
    
    
  • Fixed a crash when selecting Cancel after removing an SD/USB device and re-opening the app (InfiniteBlueGX)
    
    
  • Added option to mute game audio (InfiniteBlueGX)
    
    
  • Added 1+2+Plus menu toggle option for Wiimote (InfiniteBlueGX)
    
    
  • Added new controller configuration options for the SNES Mouse (InfiniteBlueGX)
    
    
  • Added option to choose which button/combo is used to toggle the menu (InfiniteBlueGX)
    
    
  • Added option to remap the ABXY buttons to the right analog stick (InfiniteBlueGX)
    
    
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FCE Ultra GX - Port of FCEUX NES Emulator for Wii

  • Compiled with latest devkitPPC/libogc
    
    
  • Switch to chosen video mode on first load if not automatic
    
    
  • Added support for mapper 126 for Power Joy 84-in-1 (Tanooki16)
    
    
  • Added a toggle to hide/show the "Save RAM" button (InfiniteBlueGX)
    
    
  • Added Other Mappings submenu and move Enable Turbo Mode toggle into it (InfiniteBlueGX)
    
    
  • Added turbo mode remap option to Other Mappings (InfiniteBlueGX)
    
    
  • Added B button back trigger to submenus (InfiniteBlueGX)
    
    
  • Added the menu toggle option to Other Mappings (InfiniteBlueGX)
    
    
  • Fixed a crash upon relaunching after removing a SD/USB device (InfiniteBlueGX)
    
    
  • Added 1+2+Plus menu toggle option (InfiniteBlueGX)
    
    
  • Added B/1 cancel trigger to window prompts (InfiniteBlueGX)
    
    
  • Fixed initial game selection menu "jump" when using classic controller (InfiniteBlueGX)
    
    
  • Added B/1 button press to cancel button remapping prompt (InfiniteBlueGX)
    
    
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Emulicious update 3 (emulicious.net)
  • The full list of changes follows:

  • Added Cartridge variable to investigate the current state of the cartridge hardware (thanks to ISSOtm and ax6)
    
    
  • Fixed a deadlock issue that could be caused by Reset while profiling (thanks to ISSOtm)
    
    
  • Fixed the symbol listed for the bank operator in the expressions manual (thanks to superdisk)
    
    
  • Fixed a regression in sound quality of Game Boy emulation (thanks to superdisk)
    
    
  • Fixed an issue with Game Boy window emulation (thanks to Kabcorp and sukus)
    
    
  • Fixed an issue with Step Out when C debugging
    
    
  • Fixed that the debugger could show a port name for an SRAM address
    
    
  • Fixed that No Disk for MSX’s Disk B could not be selected
    
    
  • Improved Copy address in the Memory Editor’s status bar (thanks to Antígeno)
    
    
  • Improved mapper detection for SEGA Mastersystem (thanks to tbsp)
    
    
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Please note that our version increases are landmarks and not stable builds Always download the latest build from https://rpcs3.net/download Note: These are NOT stable builds. RPCS3 is a rolling rel...

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Technically not the first of such project I'm doing, but I imagine OneDrive sheets are easier to manage and format than Fandom/Wikia, have bigger scope than Retropie and GOG's forums, and are much lighter than Google's sheets.

I'll update it as I get more info and have free time.

Emulation

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Emulation across the ages

founded 1 year ago