-
Content Count
5,661 -
Joined
-
Days Won
14
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Trebor
-
Oh, and NESMan changing your first post today to add: "I would like for you all to try out the well known revamped version of RockNESX withc this emulator I'm about to post is a tribute to the RockNESX". Doesn't make anything better. For future reference, this board does tell everyone reading when a post was last modified -Trebor
-
Here's whatsnew: -Added: WPF Host (Windows Presentation Foundation) for better compatibility with Windows Vista -Updated: SDL.dll to version 1.2.11 Get it here: http://emu7800.sourceforge.net/ -Trebor
-
"Based"? The CORE is a BYTE FOR BYTE COPY. A modified UI does NOT make it your own. For those who want to support the real author(s) of the RockNES emulator and its continued development, please see here: http://rocknes.kinox.org/ Use "the real" RockNES and support a "real" author. Additionally, as Scream And Fly mentioned and my personal favorite, you can try the feature rich and most accurate NES emulator, Nestopia, here: http://nestopia.sourceforge.net/ -Trebor
-
NESMan, here's a nail for your coffin: http://nesdev.parodius.com/bbs/viewtopic.php?t=3003 Just to quote it here: "It's a hack of RockNESX 2.0 final. Examination of the core reveals that it's a byte for byte copy. Christian Baker is kind of stupid to put his real name in the about box (if that is his real name)". -Trebor
-
WOW...In fact the more I look they are VERY SIMILAR. Here's an upload of RockNESX 1.42: rocknesx142.zip Ohh...I see your link to "WinNES" Beta 1 was taken down due to a *cough* bug...Here let me upload what you provided for comparison: WinNES_Beta_1.zip -Trebor
-
This appears to be "strongly based" on another well known emulator called RockNES. "Your" emulator even produces the same rockconfig.dat file.
-
Home page has now been updated: http://nestopia.sourceforge.net/
-
The *BEST* NES Emulator has been updated. Here's whatsnew: Additions: - Joystick calibrate button in the input dialog. Changes: - Now possible to make save states (slots only) during netplay. - Some error messages more descriptive. - Log file now enabled by default. - Lazy loading of some resources, notably the launcher file database. - Various aesthetic GUI fixes and improvements. - Refactoring. Fixes: - Lightgun trigger no longer registered if screen is occluded by a window. - Various things, subtle and not-so-subtle. Core: Additions: - Power Glove peripheral support. - Mapper 38, 108 and 173. Info from Ca4He3. - UNIF boards: TF1201, KS7038 and GS-2004. Info from Ca4He3. - Mapper 150 reset-triggered DIP switch toggling. - Database entries. Changes: - Speed optimizations (NO accuracy trade-off). - blargg's nes_ntsc updated to version 0.2.2. - HSB/RGB calculation method. - 8bit video mode rendering removed. - 2xSaI filters removed. Use hqx or ScaleX instead. - Even stricter ANSI/ISO compliance. - More compiler options and detections through the preprocessor. Refer to "NstApiConfig.hpp" as starting point for porting work. - Board names. Info from Pongbashi. - Refactoring. Fixes: - Mapper 234. - Mapper 242. Fixes "Dragon Quest VIII (Ch)". - Database entries. - Various things, subtle and not-so-subtle. See here: http://www.bannister.org/forums/ubbthreads...age=1#Post27091 -Trebor
-
"Handy" is an Atari Lynx Emulator for Windows 95/98/NT/2000/XP Here's whatsnew: Notes: Whats Done, whats to be done, whats broken.... ---------------------------------------------- The General TODO list * Final optimisation to CSusie:PaintSprites(), unroll inner loop case statement * Add support for .BIN files. * Rewrite NetLynx for Client/Server operations to solve problems. Known sprite engine/game issues * Phobyx demo triangle drawtestA.o Revision History ---------------- V0.95 * Interrupt system re-written to make it edge triggered, see Shadow of the beast to see the improvement, also fixes lockups in a number of other games (Loopz/Championship Rally/Fidelity Chess) * Command line filename input supported: handy.exe * Pressing ESC will now exit if you started with command line as above * For all you folks using front-ends, you can now start directly into full-screen mode, the last used mode will be remembered exactly, so setup your desired mode, ALT-F4 to exit, then use your command line * When in command line mode, all screen switching is disabled * Bug fix to ram.cpp & cart.cpp Get it here: http://sourceforge.net/project/showfiles.php?group_id=105313 -Trebor
-
Here's whatsnew: * Fixed Palette file not being used on reset * Changed default palette to Nabuko78's palette * Added joystick support Updated by Brian Berlin Get the binary as well as source here: https://home.comcast.net/~gscottstanton/ -Trebor
-
P E R F E C T ! Works like a charm: Once again Brian - You the man!!! -Trebor
-
I came across an issue with the controller code. I'll try to explain it as clear as possible. Here's a list of how my controllers appear under 'Game Controllers' under XP: They are setup as follows in order listed: Saitek P880 Pad - Store bought retail USB game controller. Saitek P880 Pad - 2nd controller same model/brand as above listed. Retr - 1st RetroUSB adapter NES to USB connect to an orginal model NES gamepad. Retr - 2nd RetroUSB adapter NES to USB connect to another original model NES gamepad. Retr - 3rd RetroUSB adapter Atari/C64 to USB connected to a new cloned original Atari 2600 controller. Retr - 4th RetroUSB adapter Atari/C64 to USB connected to another cloned original Atari 2600 controller. The "Retr" controllers specific for the NES work great under Nestopia and map without any issues. The "Retr" controllers specific for the Atari/C64 work great both under Stella as well as WinVICE without an issues. All controllers listed above map and work perfectly under MAME and MESS without any issues. In the order listed above, the controllers are recognized under those emulators as J1 thru J6 (aka Joysticks/Pad 1 thru Joystick/Pad 6). However, under ProSystem the Retr controllers do not map properly. ProSystem only utilizes the first "Retr" controller (1st NES controller), although all the "Retr" controllers appear listed in the same order under ProSystem Controller setup: No matter which "Retr" I select from the list it always selects the first "Retr" controller (1st NES controller) Here is the Prosystem.ini file with the 1st "Retr" controller (1st NES controller) mapped and working perfectly: ProSystem_Retr1mapped.zip This is a snapshot of how the 'Input' section appears: If I select any of the other "Retr" controllers from the list the above snapshot/files do not change. Is there anyway to correct this thru the current way controller setup is handle, or is there a way to implement the way MAME/MESS handles the controller devices? In other words, instead of select from a list of controllers and then select from a list of inputs a controller is capable of from a list of inputs, you rather select the input you desire, for example: Controller 1 Up, then actually perfom the action on the controller itself (Pressing Up on the desired controller), for it to register. Sorry, for the long winded post, but I hopefully made this as clear and understandable as possible. -Trebor
-
*Extremely* cool. And to Brian: Awesome work as always - thank you -Trebor
-
Ditto. As I said before and say again, Bob (PacManPlus) is a class act and I would buy this product if it even was half-baked. However, this is a professional release and an excellent job of giving you multiple Pac-Man games for much less than you should be paying for it. My cart, manual, bonus CD and more was presented and sent in a professional and timely manner. Once again kudos to AtariAge - Especially Albert - for handling this release and especially *thank you* to PacManPlus for releasing it. If you still haven't purchased this yet - Read the subject line and obey!!! j/k Seriously, you are only doing yourself a great disservice for not purchasing this cartridge. Get it now. -Trebor
-
Yep...This one plays fine. Thanks, Mitch! Anyhow, I had ~10,710 points and 5 ships. I get hit - game freezes, graphics become garbled, score freezes but ship count dropped to 2 left on top. Throughout the game it appears the first (couple of) scanline(s) had flickering problems and scrambled graphics periodically. Nonetheless, a good looking hack so far. I love the graphic changes and the extra ships challenge. Keep up the good work, gambler172! -Trebor
-
Hmmm...Tried loading the file into MESS, the game appears to just loop the Atari logo indefinitely. It goes no further when loaded into MESS. -Trebor
-
Thanks again, Jeff. Much appreciated! -Trebor
-
If Jeff could work his "Mojo" on this hack, I would love to try it out in MESS -Trebor
-
Great work to you both Jeff thanks for porting to the a78 file, and Walter thank you for sharing this level hack with the community. I appreciate it. -Trebor
-
Probably emulator related, as it plays beautifully in MESS. -Trebor
-
It appears Greg has generously provided the source code to his fantastic emulator! See the ProSystem Homepage here: https://home.comcast.net/~gscottstanton/ Source code here: https://home.comcast.net/~gscottstanton/source/ProSystem.zip Any takers? It would be great to see: 1. Nabuko78's Palette as the default (Also if anyone can fix the bug of the palette not saving when exiting the emulator or changing ROMS). 2. JoyPad/Stick support via any available controllers listed under Game Controllers in XP/Direct X. 3. Anything else? -Trebor
-
I think you nailed it on the head. I *always* loved ET for the Atari 2600. One of the most played games as a kid on the 2600, and still one of my favorites today on the 2600. Once you get the controls down (Like how to properly exit the pits, stop from hitting the bottom of the pits, etc), it's great! Another two games in a similar situation is Pac-Man and Donkey Kong. However, I can understand the hatred because of those games being based off of already existing arcade games. On the other hand, I never thought of them as horrible games on their own merits (Or in other words if the arcade games never existed, and Pac-Man or/and Donkey Kong for the Atari 2600 was the only or at least first of it's kind). Not the best of of arcade ports, nevertheless, I like those games as well. Anyway, back to E.T. - Yep, great stuff! Glad to read I'm not the only one -Trebor
-
Another bug...Demon Attack...IGNORE...Sorry... ..Note to self: "Gaming session of Mednafen (Atari Lynx emulator), followed by gaming session of MAME (Arcade Emulation), followed by gaming session of Stella (Atari 2600 emulator) requires reboot in between". Appears Mednafen, MAME and/or Stella do not share libraries nicely. Reboot fixes everything. Although I have a gut feeling Mednafen is(was) the problem. Again, sorry to bother. -Trebor
-
At the risk of sounding ungrateful, any chance of posting a *.a78 file (The binary with header attached)? I would love to try this out in MESS. Thanks. -Trebor
-
I don't think that's the problem here. H.E.R.O. uses HMOVE blanks, but those are disabled by default. Enable them and the problem is gone. Thomas you are the man! That indeed fixes it. Thank you for sharing how to fix it Anyone who needs a "hand hold" for this one: Load H.E.R.O. --> Hit 'Tab' Key --> Select 'Game Properties' --> Click the 'Display' tab --> Change 'Use HMBlanks:' from 'No' to 'Yes' --> Click 'OK'. You need to at least reload the ROM or better yet, exit and relaunch Stella for the changes to take affect. Again, hats off to Thomas - Nice job! -Trebor
