PrimalHero

joined 2 years ago
 

New MAME 0.265 touch UI / artwork implementation

 

DSi Menu replacement for DS/DSi/3DS/2DS

Includes nds-bootstrap v1.5.1

Check here on how to update TWiLight Menu++:

Flashcard
DSi
3DS

What's new?

You've asked, we listened, and now after nearly 4 years, the Wood UI theme returns to TWiLight Menu++! Thank you for your longtime patience!
@mentusfentus, @DieGo367, and @edo9300: DS Classic Menu has been improved to closely resemble the original DS/DS Lite menu as possible, with additions such as analog clock, calendar, name display, and more!
Added a feature to change where DS(i) save files are placed. By default, they are placed in the saves folder in the same location as the ROMs, but can be changed to place them straight in the ROM folder, or in a saves folder within the TWiLightMenu folder (similar to RetroArch).
    Placing the saves in the ROM folder will disable save slots in order to not slow down loading the ROM folder too much.

Bug fixes

Fixed a long-standing bug where the icon palettes would sometimes appear glitched in the R4 theme and DS Classic Menu.
Some minor fixes.

Known issues

As the Wood UI theme has been re-written using the R4 theme as the base (as a way to work around the SD corruption bug), elements of the R4 theme have been left over, such as the message box (used by per-game settings and cheat menus, as well as general messages), English-only text, and the code which loads the game icons and infos (scrolling speed may vary, as a result).
Pressing START in Wood UI will open DS Classic Menu.
5px-wide clock colon images will not display properly in Wood UI.

 

BGB is a GameBoy emulator/debugger which runs on Windows and Wine.

New in BGB 1.6.3 (2024-05-05)

Added "MGB reality" (gameboy pocket) colorscheme and frame blend and doubler, and setting to automatically switch between DMG and MGB colorscheme and border
Fixed a number of bugs

New in BGB 1.6.2 (2024-03-01)

Fixed a number of stability related bugs
Improved accuracy of joypad timing

New in BGB 1.6.1 (2024-02-01)

Fixed a bug where the game state could get corrupted in a rare edge case

 

In late 2012, Dolphin moved to a brand new website - dolphin-emu.org. With complete control of our own home and infrastructure for the first time, we noticed the accessibility to users that it gave us. Not only did we get a new home, but we also got a platform, one that allowed us to communicate directly to our users! We used it to great effect, explaining big changes to the emulator such as tev_fixes_new, getting ahead of controversy when we removed the popular D3D9 graphics backend, calling out broken drivers, and more! The Dolphin Blog was born! However, we quickly realized that while single dedicated articles were great for big changes, Dolphin was improving all the time and tons of important and/or interesting changes were being overlooked simply because they weren't "big enough" to warrant a feature article. We needed something that would let us cover the continuing development of the emulator. Something like, a periodical article filled with a collection of notable changes, so we could report on the progress of Dolphin within a set window of time. And after much experimentation, we built a format to fulfill this role, and released the first of its kind to the world on the 30th of April, 2014. Ten years ago today, the first Dolphin Progress Report was launched! Since then, our blog has exploded in popularity, and tens of thousands of people read every Report! And in that time, we've made 79 Dolphin Progress Reports, with 797 Notable Changes, 54 special sections, and 301,807 words! Thanks for reading! As the writers of the Dolphin blog, we are proud of what we have accomplished here. We've highlighted tons of cool changes, educated our users (and ourselves!) on how Dolphin works, we've helped reel in fresh talent for the emulator, we've helped people get into universities and launch their careers, and even helped a few people meet their life partners! Progress Reports have been so impactful, that they have reached far beyond Dolphin. The once novel concept of emulator Progress Reports has become a standard means of user communication throughout emulation! But of course, ten years is a long time, and we've changed along the way and will continue to change over time. The Reports may grow or shrink, become more or less frequent, structure and style may change, and writers may come and go. And truth be told, this is hard, and we nearly reached the breaking point a few times along the way. But no matter what happens, as the writers of the Dolphin Blog, it is our goal and our hope that for as long there are Notable Changes being made to Dolphin, there will be Progress Reports to feature them! Speaking of which, anniversary or not, this is a Progress Report. We have Notable Changes to cover! So without further ado, please enjoy the Tenth Anniversary Dolphin Progress Report, and the last Dolphin Progress Report of the 5.0 era.

 

A Nintendo 3DS Emulator. Contribute to Gamer64ytb/Citra-Enhanced development by creating an account on GitHub.

 

Yet another Yuzu fork. Contribute to litucks/torzu development by creating an account on GitHub.

 

Compilation of games that received fan translation in April 2024. Some of them got released exactly in April while the others aren't but received notable upd...

2
BigPEmu Version: 1.13 (www.richwhitehouse.com)
 

BigPEmu, an Atari Jaguar emulator.

 

Gopher2600 is an emulator for the Atari 2600 games console

Changes from v0.30.1

Television

    Added colour controls

Improvements

    Logging is less noisy
    Less memory churn from ARM emulation

Bug fixes

    ROM selection works again on Windows
        bug introduced in v0.30.0
    Fixed loading of ELF and ACE wrapped ELF files
    Frame Queue Length initialised correctly on first use

The last bug fix is a very important fix. Previous to this version, the frame queue was initialised to be zero length on first use. Unless the user had changed this in the preferences window (unlikely) then the display would likely be very choppy. This would create a very bad impression of the emulator.

If you've been disappointed in Gopher2600 in the past, then this version may very well improve your experience.

 

Play! is a PlayStation2 emulator for Windows, macOS, UNIX, Android, iOS & web browser platforms.

Play! v0.65 is now available. Here's what's new in this build:

  • Minor optimizations.
  • Compatibility improvements (Fatal Frame 2/3).
  • Fixed map rendering in Oneechambara games.
  • Reorganized Namco System 147 arcadedefs and added some new ones.
 

What’s new in this release:

Mono engine updated to version 9.1.0.
IDL-generated files use fully interpreted stubs.
Improved RPC/COM support on ARM platforms.
Various bug fixes.

 

PS3 emulator/debugger

cellGame: Fix PPU deadlocks on concurrent execution by @elad335 in #15004
init_mutex.hpp: Fixup by @elad335 in #15275
macOS CI: Don't upgrade installed dependents by @nastys in #15276
Increase VBlank Frequency hertz setting by @Ordinary205 in #15277
Update submodules by @Megamouse in #15278
More fixes by @elad335 in #15279
rsx/cpu_thread: Fix cpu_thread::get_name() for RSX by @elad335 in #15280
SPU LLVM: Improve SPU code precompilation by @elad335 in #15282
SPU LLVM: Postpone cache writes until compiled by @elad335 in #15285
[Experimental] SPU LLVM: More compilation threads by @elad335 in #15284
Qt: don't deleteLater the progress_dialog by @Megamouse in #15288
Qt: Try to fix some edge cases related to the progress dialogs by @Megamouse in #15292
LV2: Much longer thread creation delay for low prio threads by @elad335 in #15293
RSX: Fix Visual studio debug runtime by @Megamouse in #15304
Cleanup and set -Werror=delete-non-virtual-dtor by @RipleyTom in #15305
Visual Studio: Fix debug builds by @Megamouse in #15300
VS: Fix 3rdparty library output paths by @Megamouse in #15307
appimage: Do not bundle libvulkan.so by @AniLeo in #15273
Qt: more game list progress dialog fixes by @Megamouse in #15311
Fix sceNpScoreGetRankingByNpId by @RipleyTom in #15312
Qt: replace refresh progress slot with timer by @Megamouse in #15314
Qt: add search bar to save manager by @Megamouse in #15317
HLE: clear lower bits of Free Disk Space value by @elad335 in #15313
Enable WOLFSSL_ALT_CERT_CHAINS by @RipleyTom in #15326
PPU LLVM: Get rid of "Applying PPU Code" Stage, use smart symbol resolver function instead by @elad335 in #15333
PPU LLVM: Remove one external symbol resolve for BLR by @elad335 in #15338
GUI/SaveState: Progress Dialog On Save State Creation, Saving Fixes And Speed Improvement by @elad335 in #15345
Fixup Savestate Progress by @elad335 in #15346
Fixup a race in emulation stopping, More SaveState fixes by @elad335 in #15348
Update submodules by @Megamouse in #15352
cellMic: fix access violation in cellMicRead by @Megamouse in #15354
cellAudio: log some more audio backend info by @Megamouse in #15355
Savestates: More fixes by @elad335 in #15356
Qt 6.6.3 by @Megamouse in #15351
Remove Windows 7 reference from Building.md by @Megamouse in #15366
GL: fix segfault in GLGSRender::flip by @Megamouse in #15363
rsx: Move SPIRV stuff into common code by @kd-11 in #15367
Savestates: Fixes Maxima by @elad335 in #15364
audio: allow to choose channel layouts by @Megamouse in #15359
rsx: Maintenance fixes by @kd-11 in #15370
fix: compiler warnings, MSVC CMake build by @oltolm in #15331
LV2: Make the log cleaner by @elad335 in #15372
rsx: Fix loading savestates captured during draw calls by @kd-11 in #15374
SaveStates: User-Experience fixes by @elad335 in #15375
[TESTERS NEEDED] LLVM: New pass manager by @oltolm in #14877
PPU LLVM: Fix memory leaks and protect against the rise of CPU threads in the coming years by @elad335 in #15377
PPU Loader: Fix unload of HLEd PRX modules by @elad335 in #15385
Updater: Add RPCS3's Patreon link to update dialog by @elad335 in #15390
SPU LLVM: Fix store elimination within common blocks and MFC commands by @elad335 in #15392
Fix updater message by @RipleyTom in #15394
Savestates/Network: Feign connection failure on startup by @elad335 in #15395
Fix changelog size hack by @RipleyTom in #15398
Extremely important typo fix by @elad335 in #15399
Update submodules by @Megamouse in #15400
cellGame: Enable disc insert/eject based on disc mount state by @Megamouse in #15401
lv2_socket: reset queue after move by @Megamouse in #15406
cellCamera: fix config from_string by @Megamouse in #15405
cellGame: add some more error checks by @Megamouse in #15402
Remove git brew package from macOS CI script by @nastys in #15407
cellRtc: some improvements by @Megamouse in #15408
SPU Analyzer: Do not terminate blocks on BRA by @elad335 in #15413
cellRtc: tick conversion improvements by @capriots in #15425
Handle R16G16B16X16_FLOAT / Fix Super Hero Squad output by @Florin9doi in #15431
PPU/reservations: send thread notification only if data changed by @elad335 in #15432
SPU: Use bitset to reduce memory for compiler instance by @elad335 in #15434
Initialize CB in cellSysutilAvc2Load by @RipleyTom in #15435
cellSysutilAvc2Load: param checks by @Megamouse in #15439
fix CellSysutilAvc2InitParam by @RipleyTom in #15442
RSX: Multi-context support [part 1] by @kd-11 in #15421
Default constructor for avc2_settings by @RipleyTom in #15443
Savestates: Some improvements by @elad335 in #15438
Savestates: Fixup by @elad335 in #15446
LINUX: Explicitly bundle QtWayland plugins by @hcorion in #15447
rsx: Fixups by @kd-11 in #15453
Set a unique System Name by @Florin9doi in #15454
fix some warnings by @Megamouse in #15460
Buzz cleanup by @Florin9doi in #15456
rsx: Fix intra-draw-call barrier queueing by @kd-11 in #15465
Fix OVL patching by @cipherxof in #15463
Fix typo in System.cpp by @eltociear in #15466
[NVIDIA TESTERS NEEDED] rsx: Improve ROP output rounding precision by @kd-11 in #15471
uDraw GameTablet device emulation by @Florin9doi in #15457
cellSysutilAvc2: improve unload and some more stuff by @Megamouse in #15441
overlays/osk: Don't use meta out key code in the osk overlay by @Megamouse in #15480
Qt: try to fix sound effects by @Megamouse in #15482
PPU LLVM: Fix crash in Unity games (regression) by @elad335 in #15477
Keyboard improvements by @Megamouse in #15481
Silence some warnings by @Megamouse in #15486
cellMusic: add missing error check by @Megamouse in #15487
Update spurs test by @RipleyTom in #15485
cellRtc: implement remaining parsers, improve formatters by @capriots in #15451
Move freopen to console.h by @Megamouse in #15488
Don't create perf map files in linux unless enabled by @Megamouse in #15490
Don't crash the game if only a LDD controller is present by @Florin9doi in #15493
Cleanup templates by @oltolm in #15494
Compile AUDIT on release builds by @elad335 in #14967
rsx: optimize some loops by @Megamouse in #15492
Split normal sockets and p2p sockets handling by @RipleyTom in #15497
PPU LLVM: Do not crash on linkage of garbage code by @elad335 in #15508
Logging improvements by @RipleyTom in #15505
input: use keyboard consumers to seperate cell and overlay logic by @Megamouse in #15506
Revert "Split normal sockets and p2p sockets handling" by @RipleyTom in #15511
cellRtc: misc. improvements, set to HLE by default by @capriots in #15496
Camera: optimize some loops by @Megamouse in #15491
SPU LLVM: Remove wrong zero sign fixup by @elad335 in #15523
Clamp spu_fi results by @RipleyTom in #15526
syscall: Register syscall 149 sys_time_get_system_time by @AniLeo in #15530
GunCon 3 device emulation by @Florin9doi in #15528
rpcs3_version: Bump to 0.0.32 by @AniLeo in #15541

[–] [email protected] 3 points 10 months ago (4 children)

Like I have said in other comment they nowhere near to the hell that facebook has.
Also inviting more toxic people will make situation worse not better

[–] [email protected] 3 points 10 months ago (6 children)

No we take that into perspective but the good does not outweigh the damage that all the toxic people will do.

[–] [email protected] 1 points 10 months ago

I am not sure it can be fixed because that is just how federation works else the activity pub would have to rewriten from scratch.
I don't see the fork being compatible because that is the reason to fork it in the first place, people not agreeing with what should be federated or not.

[–] [email protected] 5 points 10 months ago (8 children)

I am not saying we should completely isolate us. As I said I open with bridging with other protocols. But I am against fedeting with Facebook because yes we are not a pure land but in comparison to the hell that is Facebook it's better here.
Defederating with other instances can only do so much if not everyone does it

[–] [email protected] 6 points 10 months ago (2 children)

I get what you say but Facebook is full of toxic users it's not suckerberg the problem. And defederating will not help because you will have to defenderate also with instances that want to federate with Facebook or else the messages will eventually come through. At least that how I
understand federation works. So eventually you would have to fediverses.
I would love to have a unifiying protocol but I really don't think it will work. It will split people eventually someone will fork the protocol so that it can not federate with Facebook, splitting it.

[–] [email protected] 21 points 10 months ago

Freedom doesn't mean tolerating racism and hatred.

[–] [email protected] 16 points 10 months ago (14 children)

I can't see anything good coming from a company that actively spreads hatred and racism. Most of came here to get away from reddit and I keep everyone saying fuck spez, fuck reddit but hey let's invite someone who 100 worse than spez to the fediverse. Someone who has no morals at all, someone who admits he doesn't care about privacy. Why? Just so that fediverse can grow? Is it really worth it? So you can speak with friends on threads? Make a threads account and use an ad blocker to talk to them.
I don't mind bridging with other protocols like bluesky but I don't not see any value in federsting with threads it will only fil the the fediverse with so much crap that we will not able to block it.
Well that is my opinion anyway

[–] [email protected] 1 points 10 months ago

I remember my childhood very well. With lots of details going back to a very young age.

[–] [email protected] 1 points 10 months ago

Unfortunately I do not know

[–] [email protected] 1 points 11 months ago

Ok I didn't know that.

[–] [email protected] 1 points 11 months ago

Because Nintendo would have dragged them to the court repeatedly and bled them dry that way.

[–] [email protected] 3 points 11 months ago (1 children)

Finally. I thought it's never going to happen.

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