Changelist:
- new GPU plugin gpuDXv3 (DirectX 9 with shaders). Naomi1/Dreamcast/Atomiswave need PS 2.0 compatible video cards, Naomi2 needs PS 3.0 compatible cards
- new GPU plugin gpuDXLegacy (DirectX 9 without shaders). For Old and Intel videocards
- new SPU plugin spuOAL (uses OpenAL api). Can be used instead of directsound plugin
- new texture cache, new coord calculation system
- many fixes in GPU and SPU
- added many romsets. All romsets (except GDROM) are fully compatible with MAME
- added custom decrypted rom loading routine. Push “Load Decrypted rom” inside romset selection dialog. Atomisware roms may need to increase loading rom size by 2
Changelist:
- fixed multithread and cpu errors
- add new NAOMI/NAOMI2/ATOMISWAVE romsets, improved compatibility
- emulator can start approximately 90% of arcades. More than a half are playable
- add NAOMI2 support
- add analog input for NAOMI/NAOMI2/ATOMISWAVE, including lightgun (push F11 ingame)
- added DC lighgun support
- added DC mice
- GPU plugin is improved (thanks DreamZzz)
- added clipping (cars mirrors, Soul Calibur menu etc)
- improved shadow and fog emulation
Changelist:
- vertical shooters screen rotate
- screen filter shaders similar to Pete OGL2 plugins (find examples at gpu)
- spu sync and buffer options
- added all NAOMI/NAOMI2 dumps (not tested at all)
- autosave SRAM/EEPROM settings
- FLASH file autocreation
- fixed sound in most arcade games
- added multiple ROM path support
Changelist:
- Atomisware support
- optional multithread SPU & GPU support
- implemented render-to-texture technique (fixed REZ, RE:CV, CT, ILLBLEED)
- smooth texture palettes
- fixed AICA DMA
- added new DMA for PVR2 (fixed Sonic Shuffle)
- fixed errors in the GD-ROM DMA, fixed launch WINCE GD-ROM
- optional SPU DSP
- video framelimit
- x64 binaries
Changelist:
New OpenGL plugin (gpuOGLv3). For proper plugin functionality - you should install latest video drivers (especially if you are ATI card owner).
gpuOGLv3 features:
- better polygon sort methods (still not provide perfect results). You can disable this feature for whole list and transparent polygons cause several games still works better without sort
- blend and shade functions
- fragment and vertex shader (offload calculation from CPU to GPU)
- apply fog per textures
- multiple screen resolution (needs restart)
- screeshots (PNG, JPG)
- mipmap textures
Fixes in other plugins:
- buggy polygon cache
- texture cache rewritten
- polygon params passes through TA with Intensity mode 1, 2 (Thrigger Heart Exelica)
- invisible polygons culling
- removed redundant GPU calls
General changes:
- GDR read synchronized with CPU and reduced to 1mb/sec (RE:CV "tiger head" fixed, credits to drkIIRaziel)
- fixed invisible bullets error in second chapter of Ikaruga (another credits to drkIIRaziel)
- added recent NAOMI romsets (all old handmade romsets are gone)
- fixed different dynarec, code invalidation and counters bugs
- fixed most of memory leaks
New GDR plugin gdrCHD. It supports Comressed Hunk of Data format (great thanks to MAME project). ".GDI" images can be converted to CHD with "chdman" tool from MAME project (e.g. "chdman -createcd my.gdi my.chd"). This conversion will add some redundant sectors between image tracks so it`s better to write your own ".TOC" description and feed it to "chdman" utility. Both methods will produce functional images the difference is only in size (quick ".gdi" to ".chd" conversion is a bit larger than handmade ".toc" to ".chd").
Not implemented & bugs (TODO list):
- render to texture (we already know how to implement it. but still fights with FBO on ATI cards. if we loss battle with FBO then we will switch to pBuffer technique)
- render framebuffer
- wrong texture filter in shader (noticable in Ikaruga. we investigate this issue)
- multisampling
And now for something completely different: DEmul WIP. There are so many changes compared to previous release so let`s describe only key points:
- alpha naomi support
- better compatibility
To resolve run/tune/"where-is-bios" problems - open FAQ link.
Better late than never! ;) By numerous requests we have added support of old gamepads, which don't support Event Notification, to the PAD plugin.
We hope that all PADs can now be used with our emulator.
Of course, not a big change for "long-awaited" new build, but this is better than nothing. ;)
To install, just replace default padDemul with new one.
Besides compatibility status and game screenshots please report information about game's region (PAL, NTSC/JAP, NTSC/USA), size and checksum (e.g. MD5) of file 1ST_READ.BIN from the disc (or checksums of all files from the root directory), and also, if release group name is known, an nfo or full release name for further search. This will help us make up the compatibility list and search for mistakes.
Hello from Russia!
We are very proud to introduce you new DC emulator DEmul! We have been trying
to write new emulator that will be able to run commercial games since first
and only real DC emulator Chankast so far is stopped to develop.
Emulator was started to development early in 2004 year by Wind, but just canceled
after Chankast released. About half a year it has been in hibernating, but
Chanka was still imperfect and emu was continued to developing. About a year
it takes before it shows up BIOS spiral, then early in 2006 year Wind found
some emu-russia members and run his first most desired commercial game Resident
Evil: Code Veronica. Next progress was very fast and last six of seven month
took improvements and debugging.
Now emulator is able to run most commercial releases by various groups all along
with homebrew demos and free software. We hope you enjoyed it.
Emulator still imperfect and incomplete. A lot of work still
needed. Sound, timing and graphics need improvement and speed up. Since main
developer is going to be little busy to do something with DEmul next year,
we do not promise fast promoting and emulation progress. We try our best to
fix as many bugs as we can and improve emulation.
Compatibility list with advanced features will be later all along with plugins
SDK, docs and faqs. Anyway, you can ask your questions (not dumb, please;)) by
e-mail, report about some bugs or progress, please, read README.TXT file before.
If you interest in development, we will glad to see you on IRC channels or forums
that will be available later too. ;)