https://emulation.gametechwiki.com/api.php?action=feedcontributions&user=176.88.21.109&feedformat=atomEmulation General Wiki - User contributions [en]2024-03-28T18:00:38ZUser contributionsMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=RPCS3&diff=23081RPCS32018-12-07T18:32:38Z<p>176.88.21.109: Undo revision 23067 by LilShootDawg (talk)</p>
<hr />
<div>{{Infobox emulator<br />
|logo = RPCS3-Logo.png<br />
|version = 0.0.5 Alpha<ref group=N name=version>The developers are currently treating version increments as milestones, not as stable builds.</ref><br />
|active = Yes<br />
|platform = Windows, Linux, BSD<br />
|target = [[PlayStation 3 emulators|PlayStation 3]], [[PlayStation emulators|PlayStation Classics]] <small>(PSN versions)</small><br />
|architecture = x86_64<br />
|orig-developer = [https://github.com/DHrpcs3 DH], Hykem<br />
|developer = [https://rpcs3.net/about RPCS3 Team]<br />
|prog-lang = C++<br />
|website = [https://rpcs3.net/ RPCS3.net]<br />
|support = [https://www.patreon.com/Nekotekina Patreon]<br />
|source = [https://github.com/rpcs3/rpcs3 GitHub]<br />
}}<br />
'''RPCS3''' is a very promising open-source [[PlayStation 3 emulators|PlayStation 3 (PS3)]] emulator/debugger written in C++. RPCS3 can run over 1,000 commercial titles without major glitches (see the [https://rpcs3.net/compatibility compatibility list]). It also emulates the PSN versions of the [[PlayStation emulators|PlayStation Classics]]. The emulator is making huge progress, improving every month. (See the [https://rpcs3.net/blog/ progress reports])<br />
<br />
==Download==<br />
[https://rpcs3.net/download Latest builds]<br />
<br />
Originally, you needed to extract the firmware from a modded PS3, but since these files are also distributed with updates, the developers added the ability to extract them from there instead. [https://www.playstation.com/en-us/support/system-updates/ps3/ This is where you would get them.] Then install it by going to File -> Install Firmware.<br />
<br />
Fonts can be found on the [[Emulator Files#PlayStation 3|Emulator Files]] page.<br />
<br />
==Overview==<br />
RPCS3 was started by programmers 'DH' and 'Hykem' (Who began beta-testing and coding for [[JPCSP]] in 2008) in May 23, 2011. The developers initially hosted the project on Google Code and eventually moved it to GitHub later in its development. The emulator was first able to successfully boot and run simple homebrew projects and was then later publicly released in June of 2012. Then-[[Orbital]] founder, Alex Altea, even joined these two developers in the late summer of 2013, and worked on a number of aspects and maintained the project up till early 2015. DH left the project in mid 2016 and started doing [https://github.com/RPCS4 PlayStation 4 related research]. Hykem was forced to leave the emulation scene in mid 2016 for a number of legitimate reasons.<ref>[http://www.emunewz.net/forum/showthread.php?tid=174735 [IMPORTANT] Hykem says goodbye] (August 18, 2016)</ref><br />
<br />
Three years into its development, it could load the intros to some games with sound,<ref>[https://www.youtube.com/watch?v=oOcUcD9y51w Rpcs3 Update Quality Sound - Intro Video - The Guided Fate Paradox] (Mar 26, 2014)</ref> as well as play some portions of Disgaea 3 and The Guided Fate Paradox, but with heavy graphical glitches and no sprites.<ref name="Disgaea3 video">[https://www.youtube.com/watch?v=IQEv6B6fIgA RPCS3 WIP - Disgaea 3 - Ingame!] (Mar 22, 2014)</ref> Today RPCS3 is dubbed one of the most complex video game console emulators of all time with an endless goal to effectively emulate the Sony PlayStation 3 and all of its aspects. The goal of this project is for its programmers to experiment, research, and educate on the topic of PlayStation 3 emulation that can be performed on compatible devices and operating systems.<ref>[https://rpcs3.net/about RPCS3: About Us page]</ref><br />
<br />
Developer Nekotekina opened [https://www.patreon.com/Nekotekina a Patreon campaign] in 2017, with kd-11 joining not long after.<br />
<br />
As of August 2018, RPCS3 has been able to play more than 33% of the PS3 library from start to finish. The emulator is capable of running over 1,000 games at a playable speed with no major glitches<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref>, though it requires very demanding hardware on most games. On June 2018 after a few improvements and fixes, at least most [https://rpcs3.net/blog/2018/07/15/progress-report-june-2018/ PlayStation 1 Classic titles] became playable. Currently, only the PSN versions work (No PS1 discs are able to be loaded in-game yet).<br />
<br />
Since the emulator started getting funded on Patreon, development has been progressing quickly, so more games are expected to be playable in the near future.<br />
<br />
* [https://code.google.com/archive/p/rpcs3/source/default/source Source code] for original RPCS3 code from 2011-2013.<br />
<br />
==Special Features==<br />
<br />
<br />
===Enhancements===<br />
;[https://rpcs3.net/blog/2018/08/08/eliminating-stutter-with-asynchronous-shader-implementation/ Asynchronous Shader Recompilation]:Makes games run [https://www.youtube.com/watch?v=eu-HwEEU5K0 virtually stutter free] at the cost of some [https://www.youtube.com/watch?v=59q7wbeJLOo new shaders/textures popping into existence]. Note: It only gives a [https://www.youtube.com/watch?v=OGWk1p7pCVk tiny performance boost] - a powerful computer and further optimizations from the emulator will be needed to get the more demanding titles to run at full frame rate speeds, i.e. 30 FPS or 60 FPS. Many demanding games may utilize multiple secondary cores plus the primary core of the PS3's CPU so parallelization techniques will be needed, perhaps running on a user's GPU or 8-core and better CPU. This recompilation mode only simulates the shaders coming through the RSX graphics processor.<br />
<br />
;[https://www.youtube.com/watch?v=Sag4SF7dDrw ReShade]:Third-party suite. Makes many games appear [https://www.youtube.com/watch?v=kPcHjnTZC_o more vibrant or saturated], particularly more pronounced in those with dull textures like the Tales of series, Naruto series, and other anime-based titles.<br />
<br />
==Setting up==<br />
===Installing the Firmware===<br />
RPCS3 does not work without firmware. This firmware contains libraries used to interface with the games in different ways, like Bluetooth, PlayStation Eye, and so on. For a long time, it was commonly thought that these libraries could only be extracted from a modded PS3, which would have greatly increased the barrier to entry, however one of the developers discovered all the libraries were actually bundled with each system update, and that [https://www.playstation.com/en-us/support/system-updates/ps3/ Sony also supplies these updates through their website]. This is the preferred method of installing the firmware; download the latest update from Sony, then in RPCS3 go to File -> Install Firmware, and select the downloaded update file.<br />
<br />
===Installing Games and Updates===<br />
The game's serial should be present in the folder or archive name, the download page, and/or the PARAM.SFO file. If it's a retail game, it has the ID on the bottom side edge of the game's case. An internet search for <code>InsertGameNameHere + Region ID</code> should turn it out. It's also important that each game's files and folders are all placed under a single folder named as the correct region ID.<br />
<br />
For '''Blu-ray Disc''' games, i.e. retail games:<br />
<br />
* '''File layout''': PS3_GAME folder, PS3_DISC.sfb, PS3_UPDATE folder (not required)<br />
* '''Game ID''' starts with a <code>B</code>. First-party Sony games use <code>BC</code>, while third-party games use <code>BL</code>. For example: <code>BCAS20071</code> (Demon's Souls Asia retail), <code>BLUS31197</code> (Drakengard 3 USA retail). <br />
* May be dumped through a CFW-enabled PS3, using select compatible Blu-ray drives on PC, or acquired from someone else.<br />
* Game folders for retail games can be put under the <code>\dev_hdd0\disc</code> or ''anywhere'' really... '''except''' the folder used for digital games (<code>\dev_hdd0\game</code>) because some games write there causing really bad conflicts. To open games, use '''File/Boot Game'''.<br />
<br />
For '''PSN''' games, i.e. digital versions downloaded from the PlayStation Store:<br />
<br />
* '''File layout''': TROPDIR folder, USRDIR folder, ICON0.png, PARAM.sfo, etc.<br />
* '''Game ID''' starts with a <code>N</code>, for example <code>NPEB02436</code> (Persona 5 EUR digital)<br />
* May be dumped through a CFW-enabled PS3, Sony's own poorely secured servers (PSNdl then psnpkgdecryptor-extractor), or acquired from someone else.<br />
* May come as a PKG file. RPCS3 has an '''Install .PKG''' option to install these.<br />
* Game folders for digital games must be placed under <code>\dev_hdd0\game</code>, as intended by design on real hardware. Using the '''Install .pkg''' option does that automatically for you.<br />
<br />
'''Paid digital releases''' <u>require</u> a '''.RAP license file''' to decrypt a few important files before they can be booted.<br />
<br />
* Maybe dumped from the <code>\dev_hdd0\home\00000001\exdata</code> directory of a CFW-enabled PS3, or included alongside the download you got from someone else. That someone else might not include the .RAP file, and instead give a "fix" with the pre-decrypted files. In that case, you might have to install the PKG file first (or all of them, if there are multiple ones) and ''then'' copy and overwrite the "fix" files to your game folder.<br />
* If your source doesn't include a RAP or crack instructions, either it's replaced beforehand or it's actually useless. The last resort can be to try searching for a fix for the specific release.<br />
* Must be placed under <code>\dev_hdd0\home\00000001\exdata\</code><br />
<br />
Game and software '''updates''' are handled exactly like '''PSN''' games.<br />
<br />
* Installed using the '''Install .PKG''' option<br />
* The update will be placed in the game or software folder that corresponds to the correct region ID.<br />
* Take care to use '''the same region''' for the base game and the update, otherwise there's a potential risk of irreversible damage to your installed game dumps.<br />
<br />
'''Files under the <code>.66600x</code> extensions''' are split files that accommodate for the 4-gigabyte file size limit on volumes formatted as FAT32; the PS3 does not support other types of filesystems that pass this limit, such as NTFS or the ext family. Use a tool like PS3merge to recombine these files.<br />
<br />
===Updating RPCS3===<br />
Note that RPCS3's official Discord server can also be a good resource for bringing up issues or learning about major breakthroughs or updates if any further information is required.<br />
<br />
====Windows====<br />
RPCS3 is compiled to 7z files using AppVeyor. To update RPCS3, [[{{PAGENAME}}#Download|download the latest build]], and replace the necessary files.<br />
<br />
For most minor updates, you only need to extract and replace the <code>RPCS3.exe</code> executable for them to take effect, but it's recommended that you backup old builds so that you can revert to the older ones if new problems crop up, or you can extract the whole 7z archive file and replace files to their respective folders.<br />
<br />
====Linux====<br />
RPCS3 is compiled to AppImages using Travis. To update RPCS3, [[{{PAGENAME}}#Download|download the latest build]], and replace your previous AppImage with the new one. Reenable executable permissions if they were disabled during the update. Most file managers can let you change it from their properties window.<br />
<br />
==Basic troubleshooting==<br />
Issues are to be expected since the emulator is still early (even though the project was started in 2011).<br />
<br />
===Audio Stutter===<br />
Cannot be completely eliminated in most cases, but you can at least try to mitigate it by playing around with the "Preferred SPU Thread" setting as well as the "lower SPU thread priority" and "Bind SPU thread" to secondary core settings. <br />
<br />
In addition, manually adjusting the priority and affinity of the RPCS3 process can affect it independently of the other internal settings. On Windows, this is done via the Task Manager. On Linux, CLI and GUI tools exist like System Monitor and Task Manager that can change the priority. It varies by distribution. This can influence audio stutter and performance in general but especially for Ryzen users.<br />
<br />
===Unavailable Setting(s)===<br />
If you can't find a specific setting in RPCS3, you could be using an old build, and should probably update it.<br />
<br />
<!--==Netplay==<br />
* RPCS3 uses Kaillera clients.<br />
--><br />
==Notes==<br />
<references group=N /><br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==External links==<br />
*[https://wiki.rpcs3.net/ Official wiki]<br />
*[https://www.youtube.com/channel/UCz3-0QxNr4S4gK0xaWy7exQ Official YouTube channel]<br />
*[https://discordapp.com/invite/EWMQZ8 Official Discord server]<br />
*[https://forums.rpcs3.net/ Official forums]<br />
*[http://www.youtube.com/user/B1ackDaemon B1ackDaemon] (RPCS3 Developer)<br />
<br />
[[Category:Emulators]]<br />
[[Category:PlayStation emulators]]<br />
[[Category:PlayStation 3 emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
<!--[[Category:Netplay]]--></div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Achievements_support&diff=23079Achievements support2018-12-07T18:29:45Z<p>176.88.21.109: </p>
<hr />
<div>If you want to play older games with achievements there are a couple of ways. Either by playing with a modified emulator and fan-created achievements, or games that have been re-released on Steam.<br />
<br />
==Retroachievements.org==<br />
This is the [http://retroachievements.org/download.php download page] for customized emulators made by folks at Retroachievements.org based on GPL-licensed emulators with achievement support included. They will appear as overlays during gameplay. The source code is available [http://github.com/RetroAchievements/RASuite here].<br />
<br />
Shame however that the achievements proper that can be got from the site aren't that interesting (supposedly due to limitations with the emulator's achievement system), but you can develop ones yourself. The list of achievements is [http://retroachievements.org/gameList.php here].<br />
<br />
: '''RAFCEUX''' - NES emulator, note RANES has changed to RAFCEUX <br />
: '''RASnes9x''' - SNES emulator (based on Snes9x)<br />
: '''RAVisualBoyAdvance''' - Game Boy/Color/Advance emulator (based on VBA-M)<br />
: '''RAGens''' - Mega Drive/Genesis emulator (based on Gens)<br />
: '''RAOotake''' - PC Engine emulator, note RAPCEngine has changed to RAOotake<br />
: '''RAMeka''' - Master System emulator<br />
: '''RAProject64''' - N64 emulator (based on Project64)<br />
: '''RAHandy''' - Atari Lynx emulator<br />
<br />
Common Issues:<br />
: RANes: If you have a black screen at startup, change DirectDraw to Hardware Acceleration for Full Screen.<br />
: RASnes9x and RAVisualBoyAdvance: The achievement overlay only currently supports DirectDraw output.<br />
<br />
==RetroArch==<br />
[[RetroArch]] integrates with the RetroAchievements service to provide a trophies unlocking mechanism similar to modern web consoles. Keep in mind that not every RetroArch core is compatible with RetroAchievements. [https://docs.libretro.com/guides/retroachievements/#cores-compatibility Check this list to see which one to choose]. Also [https://www.retroarch.com/index.php?page=achievements check out this page for easy set-up instructions].<br />
<br />
==Steam Re-releases==<br />
Some older games get re-released on Steam with achievement support, like the [http://store.steampowered.com/sale/final-fantasy/ Final Fantasy] games.<br />
<br />
One recent re-release of N20 for the PS1 on Steam was found out to be an emulated PS1 ISO bundled with a modified build of [[PCSX-Reloaded]] (using HLE BIOS) to support Steam Achievements. Tweaked, it could be the basis for a new build of PCSX-R with achievement support. The source can be found [http://mega.co.nz/#!iIJ1VSwD!ZhcSHqejMGecopiqMfHnUsNhx_LRuUv4k3zrXrHNqUo here].<br />
<br />
[[Category:FAQs]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Apply_ROM_hacks_and_translations&diff=23078Apply ROM hacks and translations2018-12-07T18:28:09Z<p>176.88.21.109: /* IPS and UPS */</p>
<hr />
<div>There are games which were never translated officially. Some talented people (this might include you) took these untranslated ROM images and altered them in a process known as ROM Hacking. They produced, in the end, a working English ROM (or whatever their language is).<br />
<br />
But how would they distribute it? While Chinese ROM hackers don't give a shit and just upload the translated ROM as-is, the rest of the world is another matter. Anyone doing this, especially ROM hackers since they're more... under the vengeful watchful eye of the publishers for the first legal slip, would be asking for legal hell. The ROM data is copyrighted data to the original company, and them not selling their product here doesn't mean they'll let someone pirate their games.<br />
<br />
ROM hackers not dumb enough to risk having their asses sued resort to another solution.<br />
<br />
They upload just a patch. It's a file containing only the modifications, and nothing else. When applied to the original Japanese ROM, it produces the English-translated ROM the hacker has on their computer. Only a few megabytes generally, so very practical for sharing. This patch on its own is legal, it's meaningless without a copy of the ROM/ISO and hence harmless on its own.<br />
<br />
To apply a patch you'll need to do the following steps:<br />
<br />
=Get the ROM / ISO=<br />
You need to read the readme included with the patch to know what ROM version you exactly need:<br />
* '''The game name'''<br />
* '''The region:''' Japanese, US, Europe...<br />
* '''The revision'''<br />
* '''The dump:''' [!] means a good dump, but you can get a No-Intro dump for that.<br />
<br />
Either download it off a search engine or dump it yourself if you can.<br />
<br />
==NES Games==<br />
Considering iNES headers are needed for emulation, you might want to look for NES ROMs including them (aka most regular NES ones, but not your personal dumps assuming you go through such trouble).<br />
<br />
==SNES Games and headers==<br />
In the early days of SNES emulation, headers were appended to SNES roms to help the emulator doing what it should do. However in these days, they're not needed and hence aren't expected to be included in ROMs nowadays.<br />
<br />
The patch needs to be either on a headered ROM (with a header) or a headerless ROM (without a header). Readme file should clarify this. It's really important because if you get it wrong, the patch corrupts everything in-game.<br />
<br />
Keep a backup ROM and try applying the patch on a headered ROM than a non-headered ROM. You can change whether the ROM is headered or not using [http://www.romhacking.net/utilities/608/ the tush utility].<br />
<br />
=Apply the Patch=<br />
It depends on which format the patch is in. '''Make a backup copy of the original untouched ROM just in case!'''<br />
<br />
Also if you're on Android, try [http://www.romhacking.net/utilities/959/ this IPS/UPS/BPS/PPF patcher] with SNES header / MD checksum fixes!<br />
<br />
==IPS and UPS==<br />
IPS is a very common patching format for third and fourth generation ROMs. It replaces bytes at specific addresses in the file with bytes from the translation, so it's not suited to cases where the translation swaps huge quantities of data around (xdelta would be better) because then it would just include the data as-is in the patch and you might then as well distribute the ROM. <br />
<br />
IPS doesn't work properly with ROM sizes bigger than 16MB, in which cases it deletes the parts of the file past the 16MB mark. <br />
<br />
UPS works just like IPS, though it doesn't have the 16MB ROM size limitation. Not as nearly as common and supported though, aside from GBA projects.<br />
<br />
Due to how UPS and IPS work, assuming many patches alter different things (as in, they don't conflict and modify the same areas in the ROM) and work on the same base rom, you can apply them in succession. For example, a patch changing only the character sprites, and another changing only the text, should be okay to apply in succession. It's a very bad idea to apply two patches altering the same thing unless you know it's a fix (like a change to an ugly font or a nasty bug). Avoid applying in succession two patches which both change the programming and/or re-arrange the ROM contents (example: more than one fan-translation or hack) since they will conflict. Just use common sense.<br />
<br />
===Emulators Supporting IPS/UPS patching on the fly===<br />
Some emulators are compatible with IPS patches. You just need to put the untranslated game ROM in the same folder as the IPS patch, with both of them sharing the same filename sans file extension. When you play the game, the emulator applies the translation automatically during gameplay. Some of these emulators include:<br />
* '''NES:''' FCEUX<br />
* '''SNES:''' bsnes, Snes9x, ZSNES<br />
* '''GB:''' VBA<br />
* '''GBA:''' VBA, VBA-M, mGBA<br />
<br />
As for UPS, however, it's not as widely supported. Here's a bunch of emulators supporting it:<br />
* '''SNES:''' bsnes<br />
* '''GBA:''' VBA-M, mGBA<br />
<br />
The ROM itself remains unaltered (untranslated, etc) during this process.<br />
<br />
===Applying the Patch directly on the ROM===<br />
Not all emulators support patching ROMs on the fly with IPS/UPS patches. Also, you might prefer a single ROM file with the translation. So you can do it the proper way and generate the English-translated ROM!<br />
<br />
'''IPS - Tool Used:''' LunarIPS<br />
<br />
* Open IPS file. Select "Apply IPS Patch". (You can create IPS patches to using LunarIPS.)<br />
* Choose IPS file.<br />
* Choose original untranslated ROM file.<br />
'''* LunarIPS overwrites the original ROM with the translated ROM.'''<br />
<br />
'''UPS - Tool Used:''' [http://www.romhacking.net/utilities/519/ Tsukuyomi UPS]<br />
<br />
There are three fields to fill. The first is for the UPS patch file. The second is for the unmodified ROM. The third is for where you want to save '''a copy''' of the ROM with the translation applied. Once you fill them all, click "Apply Patch".<br />
<br />
==xdelta==<br />
One of the main IPS/UPS format shortcomings is how they couldn't handle unchanged data moving around, and would just treat the whole data as "changes" and include all of it in the patch. xdelta solves this issue, bringing the size of the patch down considerably. Thus, it's very popular for recent translations on the PSP and DS.<br />
<br />
Almost no emulators support xdelta patching on the fly.<br />
<br />
===Applying the Patch directly on the ROM===<br />
'''xdelta - Tool Used:''' [http://www.romhacking.net/utilities/704/ Delta Patcher] (Lite version)<br />
<br />
Note the program will throw an error when the unmodified ROM isn't exactly what it expects it to be so that you know that you got the wrong ROM for patching.<br />
<br />
==PPF (PlayStation Patch Format)==<br />
Old format for patching game ISOs on disc-based systems, originally conceived for PS1 patches but also expanded for other systems.<br />
<br />
'''PPF - Tool Used:''' [http://www.romhacking.net/utilities/354/ PPF-O-Matic]<br />
<br />
==BPS (Beat Patching Format)==<br />
The newest patching format in the scene. It aims to fix the shortcomings of both xdelta and IPS/UPS patches.<br />
<br />
In addition to modifications, beat patches can detect data insertions and deletions. Patch formats that can only detect modifications will fail completely, producing file sizes equal or larger to the original file sizes in these cases. This allows for substantially smaller patches on non-ROM based systems and certain ROM types (eg Mystic Ark is half the size this way.) beat patches can be used to patch either a single file or an entire directory full of files and subfolders, thus allowing the format to handle ROMs, CDs, PC games, etc..<br />
<br />
===Emulators Supporting BPS patching on the fly===<br />
* '''SNES:''' bsnes<br />
* mednafen<br />
<br />
===Applying the Patch directly on the ROM===<br />
'''BPS - Tool Used:''' [http://www.romhacking.net/utilities/893/ beat]<br />
<br />
=After Applying the Patch=<br />
==Checksums==<br />
Applying the patches sometimes result, if the patch author isn't careful enough (which is often the case) in the checksum being wrong. While in the case of SNES games this isn't really a problem with emulators, MD/GEN games will crash to a red screen.<br />
<br />
To fix the checksum of MD/GEN ROMS, use [http://www.romhacking.net/utilities/342/ this tool]. You can also fix SNES checksums if you so wish but it doesn't make a difference in emulators.<br />
<br />
[[Category:FAQs]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Game_problems_FAQ&diff=23077Game problems FAQ2018-12-07T18:26:58Z<p>176.88.21.109: </p>
<hr />
<div><br />
Here's a list of notable games that can be problematic. Solutions are provided to the best of our ability.<br />
<br />
==Nintendo==<br />
===Game Boy / Color===<br />
;Pinball Deluxe:This game hangs on every single emulator except for inaccurate ones, except for SameBoy.<br />
<br />
===Game Boy Advance===<br />
;Wario Ware Twisted, Yoshi Topsy Turvy, Koro Koro Puzzle:Motion control emulation for these games were not implemented until myBoy and mGBA added them. Patched ROMs exist that allowed playing Wario Ware Twisted with the D-Pad.<br />
;Boktai series:Relies on a solar sensor to recharge an in-game gauge that affects gameplay. ROM patches were made to change the solar sensor level with the D-Pad but proper emulation was not implemented until NO$GBA and mGBA added it.<br />
;Famicom/Classic NES Series:Throws a Gamepak Error at start-up. It was actually an anti-piracy/emulation tactic. Emulation of the needed behavior was implemented in mGBA.<br />
<br />
===Nintendo DS===<br />
;[[Nintendo_DS_emulators#iQue_DS_Region_Lock|iQue (Chinese DS) games]]:Throws a glowing error at start-up "Only for iQue". It's a rudimentary form of regional lock that can only be circumvented by opening the ROM with a hex editor and changing one byte at a specific address at the moment.<br />
;DSi:Some games outright crash, or show the wrong text (like Shantae showing "Localisation not found"). This is solved by using a NAND dump. The Camera is still not emulated.<br />
;Mag Slide Kid:Has an add-on that no emulator has implemented. Wait for a fix.<br />
;Slot-2 (GBA bonuses) not working:Some games like Lunar Knight and Mega Man Star Force removed this feature during localization, so play the Japanese versions instead. Solar sensor bonus in Lunar Knight (aka Boktai DS) in particular is still not emulated. <br />
<br />
====Pokémon issues====<br />
Specifically Gen 4 (3), Gen 2 remakes (2), and Gen 5 (4).<br />
<br />
*These games rely on cartridge reading speeds more than usual for other games. This causes crashes at start-up that can be circumvented with ARDS cheats in [[No$|No$GBA]], or cause frequent freezes every half hour or so on [[DeSmuME]] (meaning the in-game battery save feature is far more preferable to save states). [[melonDS]] recently solved the cartridge reading speed emulation and his fixes were ported to other emulators.<br />
*There's also anti-piracy for good measure, which can be disabled with Action Replay codes, and graphical glitches.<br />
*Unemulated features like the Pokewalk, the Typing with the Pokemon bluetooth keyboard and Download Play event cards.<br />
*The emulation runs in standard DS clock speed mode on most DS emulators, meaning it doesn't take advantage of the DSi enhancements, though No$GBA recently implemented that partially.<br />
*The Wi-Fi connectivity features remained under-developed as the devs wanted with their ''creative differences''. Local multiplayer needed for trading monsters between two copies (but also used in other games) isn't possible. This recently got resurrected as a functional WIP feature in melonDS.<br />
*Online multiplayer was functional in as early as 0.9.7, but the devs spread rumors about a Nintendo letter stating that all forms of multiplayer (even local) were illegal, meaning forks were spread on file sharing sites more than through fork developers themselves. Despite Nintendo's servers going down in 2014, alternative servers covering only the downloadable content still exist. On the bright side, save editors still exist.<br />
<br />
DeSmuME-libretro is currently playing catch-up with graphical fixes and some freezing bugs here and there.<br />
<br />
===Super Nintendo Entertainment System===<br />
;Tengai Makyou Zero:The Japanese version of the regular and limited edition releases used to require external graphical packs. This requirement is no longer present in all emulators but ZSNES and an obscure Snes9x Android port used for a Chinese fan-translation. It's fairly supported on all emulators. The game will run a cartridge check the first time it boots. Press either A or B depending on what it shows on screen, and then when it shows you a new message in Japanese, soft reset the emulator. You'll need to do 2 checks like this. After that, an .rtc file is created, and all subsequent boot-ups of the games will play normally.<br />
:The English fan-translation so far runs on higan / bsnes, requiring an xml file named the same as the patched ROM, and a manifest.bml file, all under the same directory. The game can be opened from the ROM on standalone higan, and from manifest.bml from RetroArch. Modified builds of Snes9x for [http://www.mediafire.com/file/q8hqh0cdfwy48sd/snes9x_tmz.rar Windows (1.5.4)] and [http://www.dropbox.com/s/7r1kwcjathngppr/spc7110-patch.zip?dl=1 GX Wii] ([http://github.com/dborth/snes9xgx/releases/tag/4.3.7 Source]) can boot the ROM alone.<br />
<br />
===GameCube===<br />
;Star Wars<nowiki>:</nowiki> Rogue Leader/Rebel Strike:The games are playable, but suffer from some random hangs and other issues. Click [https://wiki.dolphin-emu.org/index.php?title=Star_Wars_Rogue_Squadron_II:_Rogue_Leader here] for Rogue Leader info, and [https://wiki.dolphin-emu.org/index.php?title=Star_Wars_Rogue_Squadron_III:_Rebel_Strike here] for Rebel Strike info.<br />
<br />
===Wii===<br />
;Zelda<nowiki>:</nowiki> Skyward Sword:Recommended to use a real Wiimote and Motion Plus to emulate. [https://wiki.dolphin-emu.org/index.php?title=Skyward_Sword#Wii_MotionPlus See details here.]<br />
:It is possible to use a conventional controller with [https://forums.dolphin-emu.org/Thread-emulated-motion-plus-unofficial this build].<br />
<br />
==Sony==<br />
===PS1===<br />
;Metal Gear Solid:Rewrites BIOS commands in order to work; a simulated one won't cut it. Do not use the simulated BIOS in PCSX-R. These will just give a blank screen. If you are using a real BIOS and it is still not working, [[Emulator Files|try different ones]].<br />
:If the game stutters, enable the relevant fix in your sound plugin.<br />
:Trying to fight Psycho Mantis on an emulator that can't change controller ports? Die enough times and you will be given another method: [http://youtu.be/vHVf_ZvdUkE shooting statues].<br />
<br />
===PS2===<br />
:''Note: If the game is not set in options to 60Hz it might lead to graphic problems from the get go, some examples being God Hand, Metal Slug, Tekken 5 and Destroy All Humans.''<br />
<br />
;Play!: Any issues you encounter with Play cannot be resolved effectively at this time. Use PCSX2.<br />
;Ace Combat 4/5/Zero: All three are perfectly playable in software mode, but have major graphical issues in hardware mode. Use software mode if your PC is up to the task. This series used to have hit detection issues, but the latest GIT version, with automatic game fixes turned on, will work.<br />
;Jak and Daxter series: Suffers from crazy visual errors like blacked out eyes. Run the game in software mode, or activate the alpha hack to fix the shadows.<br />
:Blacked out eyes can't be fixed without using software mode.<br />
:Jak X can now be booted with a [http://forums.pcsx2.net/Thread-Jak-X-Patched-NTSC-and-PAL cheat file patch]<br />
;Lemony Snicket's A Series of Unfortunate Events: EE/IOP EE/FPU Clamping Mode needs to be set to Full in PCSX2, otherwise the button prompt in the first level (i.e. the orphans' room in Count Olaf's mansion) will outright refuse to work.<br />
<br />
;Metal Gear Solid 2 and 3: Needs a very [[Computer specs|high end CPU]] to run at full speed and will run slowly on most. All of the various blades of grass in MGS3 are one cause of its slowdown. Also, various shader effects will only work correctly in software mode.<br />
;Ratchet and Clank series: Games have bad visual glitches in hardware mode due to lack of custom mipmap support, and run slowly due to that. Most issues are fixed with software mode.<br />
;Shadow of the Colossus: Needs a very [[Computer specs|high end CPU]] to run at full speed.<br />
;Time Crisis 2: The lightgun add-on isn't implemented in any current emulators at the moment.<br />
;Zone of the Enders 1 and 2: Needs a very [[Computer specs|high end CPU]] to run at full speed.<br />
;Sly 2 and 3: Needs a very [[Computer specs|high end CPU]] to run at full speed. Shares similar hardware mode issues found in other Kinetica based games such as Ratchet and Clank and Jak and Daxter.<br />
<br />
===PSP===<br />
;DanganRonpa:Use the latest version of [[PPSSPP]] to resolve any problem its had before.<br />
:Go to Game Settings > Graphics. Users of Nvidia GPUs should select "Read Framebuffers to Memory (GPU)" under "Rendering Mode". If you use an AMD GPU or Android device, select "Read Framebuffers to Memory (CPU)".<br />
;Metal Gear Solid<nowiki>:</nowiki> Peace Walker:In the level "Peace Walker battle 2", one of the last bosses in the game, the boss's life cannot be depleted from the last 2 bars, making it unbeatable. Use the latest version of PPSSPP to resolve this.<br />
;Test Drive Unlimited: Needs a very high-end device to run it decently on Android.<br />
<br />
[[Category:FAQs]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Emulation_on_Fedora&diff=23076Emulation on Fedora2018-12-07T18:25:21Z<p>176.88.21.109: /* From Repositories */</p>
<hr />
<div>The following guide explains how to install emulators on Fedora, a distribution of GNU/Linux.<br />
<br />
[https://fedoraproject.org/ Fedora Website]<br />
==From Repositories==<br />
Fedora will never have emulators in the official repository, as this is against their software policy. However, a number of them are hosted at RPMFusion's repositories. To install RPMFusion's software repositories, use the following commands as root:<br />
yum --nogpgcheck install http://download1.rpmfusion.org/free/fedora/rpmfusion-free-release-stable.noarch.rpm<br />
<br />
yum --nogpgcheck install http://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-stable.noarch.rpm<br />
<br />
yum update<br />
The second RPM is where you get proper video drivers for Nvidia/AMD cards. Install either "kmod-nvidia" or "kmod-catalyst". The following emulators can be found from the RPMFusion repositories (note that not all packages are fully up-to-date):<br />
{| class="wikitable"<br />
|-<br />
! scope="col"|Console<br />
! scope="col"|Emulator<br />
|-<br />
|[[Nintendo Entertainment System emulators|NES]]<br />
|[[Nestopia]]<br />
|-<br />
|[[Super Nintendo emulators|SNES]]<br />
|[[higan|bsnes]], [[Snes9x]], [[ZSNES]]<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy/Color]]/[[Game Boy Advance emulators|Advance]]<br />
|[[VisualBoy Advance#VBA-M|VBA-M]]<br />
|-<br />
|[[Nintendo DS emulators|Nintendo DS]]<br />
|[[DeSmuME]]<br />
|-<br />
|[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]]<br />
|[[Dolphin]]<br />
|}<br />
Can't find your emulator in the repository? We get to compile them!<br />
<br />
==Compiling Emulators==<br />
This could be considered a generic guide for all GNU/Linux distributions, but we will be using Fedora as our base for this tutorial.<br />
<br />
First, in order to successfully compile software, libraries are required. You can generally find a list of dependencies with the emulator's source, but often those are listed for Ubuntu. So instead, enjoy this blanket list of programs and libraries to install:<br />
# Compiler Stuff<br />
<br />
yum install cmake gcc gcc-c++ scons<br />
<br />
# Assorted Libraries<br />
<br />
yum install libx86 nasm openal-soft SDL*<br />
<br />
# Development Headers<br />
<br />
yum install alsa-lib-devel bluez-libs-devel glew-devel glibc-devel.i686 glibmm24-devel gtkglextmm-devel gtkmm-utils-devel libao-devel libglademm24-devel openal-soft-devel portaudio-devel pulseaudio-libs-devel SFML-devel SOIL-devel wxGTK-devel<br />
The reference text for the above list can be found [http://www.flibitijibibo.com/fedora/Fedora.txt here.]<br />
<br />
If you want automated emulator compiling, a Mupen64Plus build/update/install package exists [http://www.flibitijibibo.com/fedora/flibitMupen64Plus.tar.gz here], just run the script for the function you require.<br />
<br />
It is highly recommended that you read the scripts/readmes before running these so you understand what is going on.<br />
<br />
As for compiling the emulators themselves, you're better off looking at the emulator's website/forum for specific tutorials. Emulator developers like to use a lot of different environments, from basic Makefiles to CMake to SCons to who knows what. The library list above and the automated scripts should help you get started if you're entirely unfamiliar with compiling, though.<br />
<br />
If you still want help, feel free to ask in Emulation General.<br />
[[Category:FAQs]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Using_RetroArch&diff=23075Using RetroArch2018-12-07T18:21:32Z<p>176.88.21.109: /* Mupen64Plus */ ParaLLEl --> paraLLEl</p>
<hr />
<div>==Basic Usage==<br />
{{Main|Dummies Guide: RetroArch}}<br />
After downloading [[RetroArch]],[[File:Rgui.png|thumb|205px|RGUI, RetroArch's original interface. XMB and GLUI follow the same basic structure.]] start up retroarch.exe.<br />
<br />
To launch a game, select the libretro core you'd like to use under '''Load Core''', and select a ROM under '''Load Content>Select File'''. Alternatively, you can use '''Load Content>Select File And Detect Core''' to be presented with a list of cores detected based on the file extension of the content.<br />
<br />
For more convenient ROM selection, setup your browser directory under '''Settings>Directory'''.<br />
<br />
==Installing RetroArch on Linux==<br />
===Ubuntu based===<br />
First, add the PPA for <code>ppa:libretro/stable</code> or <code>ppa:libretro/testing</code> for stable builds and dev builds respectively (instructions [[Emulation on Ubuntu|here]]), then type the following into a terminal:<br />
sudo apt-get update<br />
<br />
sudo apt-get install retroarch<br />
<br />
sudo apt-get install <corename><br />
<br />
Replace <corename> with the name of the package the core is available in. You can see all of the cores available to you either in your package manager (e.g. Synaptic, Software Center) or by visiting [https://launchpad.net/~libretro/+archive/ubuntu/stable Launchpad]. To install all (or at least most) of the cores in one go, run<br />
sudo apt-get install libretro*<br />
<br />
====Initial setup (Ubuntu)====<br />
This section applies to most distros of Linux, but the paths referenced may be Ubuntu-specific.<br />
<br />
Before you can use the cores you've downloaded in Retroarch, you need to set the path to the libraries in '''retroarch.cfg''', the configuration file for Retroarch. Run Retroarch at least once to create a skeleton retroarch.cfg. By default, retroarch.cfg will be created in the directory '''$HOME/.config/retroarch''', where $HOME is your home directory. If retroarch.cfg is not found at that location, run Retroarch and choose the '''Save Config''' option - Retroarch will save a new configuration file and display its path on screen. Alternatively, you can use the '''find''' command:<br />
find ~ -name "retroarch.cfg"<br />
<br />
Next you need to locate the directory in which the libretro cores are stored. They should have been saved in the directory '''/usr/lib/libretro'''. You can check this by entering the command<br />
ls /usr/lib/libretro<br />
You should see a list of all the cores you downloaded. If the directory does not exist, you can find where the cores were saved with the find command:<br />
sudo find / -name "libretro"<br />
find may return several directories. Use '''ls''' to check each one until you find the downloaded cores.<br />
<br />
Once you've located the libretro cores, it's time to open retroarch.cfg using your editor of choice. Look for the option '''libretro_directory''', which may be located near the bottom of the file. Insert the path to the libretro cores between the quotation marks on the right hand side. Assuming the cores are located in <code>/usr/lib/libretro</code>, the line in the configuration file should look like<br />
libretro_directory = "/usr/lib/libretro"<br />
<br />
You can also set the libretro path using the menu. In Retroarch, go to Settings -> Path Options -> Core Directory and navigate to the appropriate folder. If you set everything up correctly, you should see the cores when you select the ''Core'' option in the menu.<br />
<br />
===Installation on Gentoo===<br />
<br />
First, install an overlay manager with git support: <br />
<br />
# USE="git" emerge layman<br />
<br />
Add the abendbrot repository for straightforward installation through RetroArch's git repository:<br />
<br />
# layman -a abendbrot<br />
# echo "source /var/lib/layman/make.conf" >> /etc/portage/make.conf<br />
<br />
Now, change portage to pull from the RetroArch git repository:<br />
<br />
# echo "games-emulation/retroarch-9999 **" >> /etc/portage/package.accept_keywords<br />
<br />
Set USE flags that you want, it is not required to enable every single one (you only need at least one audio and video output device; defaults are suitable enough). It is recommended to add udev for joystick support and netplay for netplay support.<br />
<br />
<br />
Build and install RetroArch from the git repository<br />
<br />
# emerge retroarch<br />
<br />
No cores are added by default, you will need to emerge them.<br />
<br />
# emerge <corename>-libretro<br />
<br />
Alternatively, you can set USE flags through <code>/etc/portage/package.use</code> libretro-meta package to choose what cores you wish; small all USE flags are on.<br />
<br />
Syntax:<br />
games-emulation/libretro-meta <USEFLAG> <USEFLAG> ...<br />
<br />
bsnes has USE flags for its balanced, performance and accuracy profiles:<br />
games-emulation/bsnes-libretro profile_accuracy ...<br />
<br />
The cores will be installed under /usr/lib/libretro/<br />
<br />
<br />
===Other Distros===<br />
You will have to compile from source. For Arch Linux, there are AUR packages that simplify this process, although it is not incredibly difficult otherwise. The most important part is making sure you have all the dependencies.<br />
<br />
Dependencies: (refer to your distro's wiki or package manager for exact package names)<br />
<br />
*pkgconfig<br />
<br />
*OpenGL headers (should be on most distros by default, if not try installing libgl/mesa development package<br />
====Optional====<br />
*libxml2 - For XML shaders and cheat support<br />
*freetype - TTF font rendering<br />
*ffmpeg/libavcodec - FFmpeg recording<br />
*nvidia-cg-toolkit - Cg shaders<br />
===Using RetroArch===<br />
RetroArch has a robust CLI for those who prefer the command line, there are also many pages which should have been installed by default for <code>retroarch</code>, <code>retroarch-joyconfig</code> and others. If you use the CLI be sure to configure your <code>retroarch.cfg</code> file before first use. This config is well commented so each option can be fully understood. Use <code>retroarch-joyconfig</code> command for simplified input setup. RetroArch can auto-detect inputs, which is a great feature to simplify playing with multiple/different controllers (refer to <code>man retroarch-joyconfig</code> for details). The <code>retroarch.cfg</code> file should be located in <code>/etc/retroarch.cfg</code>, your home folder or the directory where RetroArch was installed depending on your distro and compilation setup.<br />
<br />
==General Setup/Usage==<br />
===Menu Controls===<br />
<br />
Default keys for the keyboard are: x (confirm), z (back) and the arrow keys. If you're using an XInput (xbox 360) controller, your controller should already be set-up.<br />
===BIOS===<br />
<br />
If you are going to play in a system that needs a BIOS (e.g. PS1), place the [[Emulator_Files#Multi-System|BIOS files]] in RetroArch's 'system' directory.<br />
<br />
Mednafen is very picky about which BIOS to use. The ones that you might need are:<br />
<br />
<ul><br />
<li class="de2"><code>scph5500.bin</code></li><br />
<li class="de2"><code>scph5501.bin</code></li><br />
<li class="de2"><code>scph5502.bin</code></li><br />
</ul><br />
<br />
===Disc images===<br />
<br />
[[Mednafen]] requires you to load games through CUE sheets. Ensure that the CUE sheet is properly set up in order for the game to run. See the [[Cue sheet (.cue)]] for more.<br />
<br />
===Mupen64Plus===<br />
This core has the option to choose between four graphics plugins and two RSP plugins:<br />
<br />
*Glide64 is the most recommended general use graphics plugin, as it is very compatible and reasonably accurate while still being decently fast.<br />
<br />
*Rice is much faster than Glide64, but it also suffers from a lot more issues. Only use if your device is too slow to handle Glide64.<br />
<br />
*gln64 has even more problems than Rice, while not being much faster. Not recommended. Will likely be replaced with GLideN64 in the near future.<br />
<br />
*Angrylion is ultra accurate, but is too slow for most people to use. Requires the CXD4 RSP to work. Resolution must be set to 640x480 or higher.<br />
<br />
*paraLLEl is a Vulkan renderer based on Angrylion. It is much faster than Angrylion, but is still incomplete and has more issues. Turning Synchronous RDP off results in a speed boost, but also breaks many things.<br />
<br />
*The HLE RSP plugin is very fast and will work fine for most games.<br />
<br />
*The CXD4 RSP is more accurate, and is needed for a few games to work correctly.<br />
<br />
A good general purpose setup is Glide64 with the CXD4 RSP. If it's a tad slow for your setup, switch to the HLE RSP.<br />
<br />
There is currently a bug in Glide64 that makes it so texture filtering is applied to everything, even when the Texture Filtering setting is set to Automatic. To make it display textures correctly, go to Core Options, toggle the setting to something other than Automatic, then set it back to Automatic. Glide64 will display textures correctly now, using the 3-point Bilinear method.<br />
<br />
If you get strange texture issues while using Glide64, such as textures partially disappearing or popping over polygons, mess around with the Polygon Offset Factor setting in Core Options until the issue goes away. Keep in mind some games may require a more aggressive setting than others, so experiment until you get a good balance that works for most games. The optimal setting tends to be GPU-specific.<br />
<br />
A few games, such as Star Fox 64, suffer from looking too dark due to a lack of gamma correction, which was done on real hardware. Short of implementing this in a plugin, a decent workaround is to use the image-adjustment.cg shader, and set the Target Gamma setting to 1.0. This will make such games look as they ought to.<br />
<br />
===Super Game Boy===<br />
<br />
Using recent builds of the bsnes libretro cores, you can load Game Boy games in a fully emulated Super Game Boy. As this feature is not currently usable from the menu, you must do so using a command line. <br />
Start RetroArch with the following command to load GB games in SGB mode using bsnes:<br />
<br />
retroarch "path to Super Game Boy SNES cartridge ROM" --libretro "path to bsnes libretro" --subsystem sgb "path to Game Boy cartridge ROM"<br />
<br />
Put the actual paths to the ROMs in double quotes if there are spaces in the paths. For example:<br />
<br />
retroarch "C:\Games\SNES\Super Game Boy 2 (Japan).sfc" --libretro ".\cores\bsnes_balanced_libretro.dll" --subsystem sgb "C:\Games\Game Boy\Kirby's Dream Land (USA, Europe).gb"<br />
<br />
You will need <code>sgb.boot.rom</code> (CRC: ec8a83b9) in your System folder, this can be found on the [[Emulator Files]] page in the SNES file pack if you do not have it. If it is named "sgb_bios.bin" then rename it to "sgb.boot.rom".<br />
<br />
CRC of Super Game Boy SNES cartridge roms:[http://wiki.libretro.com/index.php?title=Bsnes#Super_Gameboy_Support]<br />
*Super Game Boy (Japan, USA) (Rev 1).sfc (CRC: 27a03c98)<br />
*Super Game Boy (World) (Rev 2).sfc (CRC: 8a4a174f)<br />
*Super Game Boy 2 (Japan).sfc (CRC: cb176e45)<br />
<br />
You can also use the RetroArch-Phoenix launcher to load them, but YMMV since it is not being updated anymore. Also, you can create a batch file like [http://pastebin.com/raw.php?i=yLm3HuDT this] to be able to drag and drop Game Boy ROMs onto it and launch them in SGB mode.<br />
<br />
Also, if you are using nightly build or Linux build it might just hang at black screen, even if you have all correct requirements.<br />
<br />
===Dual Analog Controllers===<br />
PS1 games often used a set of default remappings if they didn't support it directly. Some games used both analogs as the D-pad, RetroArch doesn't support that though. Dual analogs only work in games that fully supported them, such as Ape Escape. To use dual analog for such games, start a game with mednafen/beetle_psx then go to Input Options, and change Device Type to '''DualShock'''. Also make sure you're using a [[RetroArch#PC_Versions|recent version]] of RetroArch and the mednafen/beetle_psx core.<br />
<br />
===Transfer PS1 Memory Card Files===<br />
Mednafen creates memory card files for each individual game, in contrast to PCSX-R/ePSXe where all game saves are stored into 2 memory card files. To transfer memory card files from PCSX-R/ePSXe to RetroArch:<br />
<br />
*Start game in RetroArch.<br />
<br />
*Go to system folder. Copy the names of the .mcr files created for the game.<br />
<br />
*Delete them.<br />
<br />
*Rename the files you want to transfer with the names of the RetroArch memcard files.<br />
<br />
*Place the new ones in the system folder.<br />
<br />
===Disk Changing===<br />
To changes disks in-game, go to Core Disk Options > Disk Image Append.<br />
<br />
Some games like Metal Gear Solid require the disk tray to be opened before changing disks. To do this, change 'Disk Index' to 'No Disk' first.<br />
<br />
=== FDS Disk Side Changing ===<br />
Just press the configured "Y" button. RetroArch won't display any OSD message to confirm the change.<br />
<br />
=== Gambatte GB custom palettes ===<br />
It is possible to use the custom palettes created with the standalone Qt GUI version of [[Gambatte]].<br />
<br />
First set the "gb_colorization" core option as "custom". Then create a "palettes" subdirectory in the system directory and copy the custom palettes there.<br />
<br />
The custom palettes will be searched in this order:<br />
* Your Rom Filename.pal<br />
* YOUR_ROM_INTERNAL_NAME.pal<br />
* default.pal<br />
You can download the set of standard SGB and GBC palettes [http://eadmaster.tk here] (look for "goomba2gambatte palette converter in python").<br />
<br />
===Audio DSP Plugins===<br />
RetroArch supports loading audio DSP plugins to add effects such as reverb to the audio output. This has been in RetroArch for a long time, but was recently reworked to be easier to use and more accessible from the menu, and are available in the main RetroArch repository now. Now you can load DSP filters in the menu under Settings>Audio>Audio DSP Plugin, where you can load a DSP preset with .dsp extension, which is a text file similar to a shader preset that lets you chain DSP filters and specify their options. The DSP filters themselves are dynamic libraries that are loaded according to the .dsp file. Each DSP filter has a standalone preset that documents the default options, and there are some example presets that combine more than one filter.<br />
<br />
Note that some of these filters may reduce volume a bit, so you may want to boost RA's volume level to compensate. If you want to remove the filter, press Start when the DSP Filter option is highlighted.<br />
<br />
The filters and their presets can be found [https://github.com/libretro/RetroArch/tree/master/audio/audio_filters here], which the DSP filters can be built for your platform with the makefile. These files should be included in nightly builds from the buildbot.<br />
<br />
===SoftFilters===<br />
Classic emulator filters like SuperEagle or Blargg's NTSC have been available as bsnes filter plugins in the past, which is no longer supported in bsnes/higan but was still available in RetroArch. However, this filter format was recently replaced with the SoftFilter spec, which has been upgraded to support more platforms, multi-threading and SIMD usage. The filters are dynamic libraries which are loaded in the menu under Settings>Video>Video Filter, which will apply the filter before any shaders are applied. <br />
<br />
The filters are found [https://github.com/libretro/RetroArch/tree/master/gfx/video_filters here], which can be built for your platform with the makefile. These files should be included in nightly builds from the buildbot.<br />
<br />
Note that these filters are WIP and may not work with all cores as they need to have codepaths for the pixel format the core uses (either 32bpp XRGB8888 or 16bpp RGB565). Blargg's NTSC is currently limited to 16bpp cores for example (bsnes is 32bpp so it won't work, but Snes9x is 16bpp so it works there). Cores that use Libretro GL for 3D like Mupen64Plus can not use these filters.<br />
<br />
===Outputting log to a file===<br />
An easy way to get RetroArch to output logs to file for easy copy/pasting:<br />
<br />
retroarch --menu --verbose >> log.txt 2>&1<br />
<br />
It will load up to the menu as if you just double clicked the executable, but it will redirect standard output and standard error to a text file called <code>log.txt</code> in your RetroArch folder. The command above will append to the log and not overwrite existing information, if you want it to overwrite, change ">>" into ">". This can be put into a .bat file to easily run it when desired.<br />
<br />
==Building from source==<br />
{{Main|Building RetroArch}}<br />
Libretro-super is a series of scripts used to ease the compilation and installation of each and every libretro emulation core and RetroArch itself. Thus this is the simplest route to a fully functional installation. If you need or want to build each core individually then you can refer to the [https://github.com/libretro/libretro-super/blob/master/libretro-build-common.sh build-common.sh] script for direction.<br />
git clone git://github.com/libretro/libretro-super.git<br />
cd libretro-super<br />
sh libretro-fetch.sh<br />
sh libretro-build.sh<br />
sh libretro-install.sh <path where you'd like RetroArch installed><br />
<br />
If you want to build cores individually with the script instead of all of them at once, you can do this<br />
<br />
sh libretro-build.sh build_libretro_<corename><br />
<br />
to call one core's build function directly instead of calling them all.<br />
<br />
==Hotkeys==<br />
<br />
*F1 - Open menu<br />
*F2 - Save state<br />
*F4 - Load state<br />
*F6 - Input save state slot decrease<br />
*F7 - Input save state slot increase <br />
*F8 - Take Screenshot<br />
*F9 - Mute Audio<br />
*F11 - Hide Cursor<br />
*Space - Turn off Frame Limiter<br />
*Esc - Exit game<br />
*f - Fullscreen<br />
<br />
==Problems and Solutions==<br />
<br />
===Menu runs too fast===<br />
<br />
If Vsync is disabled for any reason, the menu may run unthrottled and scroll too fast to be usable. To fix this, enable ''Limit Maximum Run Speed'', and set ''Maximum Run Speed'' to 1.0x in ''Settings''→''Frame Throttle''. In the config file, these options are called <code>fastforward_ratio_throttle_enable</code> and <code>fastforward_ratio</code>. However, this will make fast forward not work, you will need to increase the ''Maximum Run Speed'' higher than 1.0x for that to work.<br />
<br />
This tends to happen when you first start up RetroArch and not after loading a game. This is because without a core loaded, the menu is only throttled by Vsync when ''Limit Maximum Run Speed'' is disabled, while cores are able to throttle on audio as well. Fastforward disables both Vsync and audio sync, which allows the core to run unthrottled unless it is specifically limited by the ''Limit Maximum Run Speed'' setting.<br />
<br />
In newer RetroArch versions, you can just enable ''Throttle Menu Framerate'' under ''Settings''→''Frame Throttle'' to specifically limit the menu to 60fps without impacting fastforward speed.<br />
<br />
===Command prompt running and closing itself upon running retroarch.exe===<br />
<br />
If this only happens on certain cores, then you should check to see if you have all the required BIOS and other files available in the "system" folder or in the folder where the game is located.<br />
<br />
If it happens on all cores with a clean config file, then try changing <code>video_driver</code> setting from <code>gl</code> to <code>d3d</code> or <code>sdl2</code>, if you have a particularly ancient GPU.<br />
<br />
===Performance issues while using the GL driver===<br />
<br />
Windows users with Nvidia hardware may find that even while idle, RetroArch CPU usage is upwards of 12% or above while using the GL video driver. If this is the case, go into the Nvidia Control Panel, and under Manage 3D Settings, check to see if the Threaded Optimizations option is set to Auto or On. If so, add retroarch.exe to the list of programs, and then toggle it to Off. This should lower CPU usage drastically.<br />
<br />
===Stuttering due to inaccurate refresh rate estimation===<br />
<br />
RetroArch uses [[Vsync#Dynamic_Rate_Control|Dynamic Rate Control]] to synchronize both audio and video rates of the emulated game to those of your system. It relies on the refresh rate setting being accurate to your display. By default, it is set to sync to 59.95Hz, which is the standard rate for NTSC video. However, if your display runs at a different rate than what , it can cause problems with synchronization, so you should make sure that setting accurately reflects your display's actual refresh rate. If you don't know your display's exact refresh rate, RetroArch provides a couple of ways of accurately estimating it.<br />
<br />
The first method is to go into ''Settings''→''Video'' in the menu, and go to ''Estimated Monitor Framerate''. You'll probably see it already counting up frames as soon as you enter that menu. In order to get an accurate reading, press '''Start''' button or '''Spacebar''' key to reset the counter, then let it run for 2048 frames (about 34 seconds at 60fps), then press '''A''' button or '''Enter''' key to have the estimation set as the refresh rate for synchronization. A lower deviation is better for accurate estimation, using exclusive fullscreen can help with that.<br />
<br />
The second method is to simply launch RetroArch from the command line in verbose logging mode, by doing <code>retroarch --menu --verbose</code>, and let it run for at least 4096 frames (about 1 minute at 60fps). When you close RetroArch, it will report the estimation results in the log. Again, running in exclusive fullscreen gives more accurate results. Example estimation output:<br />
<br />
RetroArch [INFO] :: Average audio buffer saturation: 49.84 %, standard deviation (percentage points): 11.99 %.<br />
RetroArch [INFO] :: Amount of time spent close to underrun: 0.70 %. Close to blocking: 1.04 %.<br />
RetroArch [INFO] :: Average monitor Hz: 60.006001 Hz. (27.568 % frame time deviation, based on 2048 last samples).<br />
<br />
The refresh rate given there should be very accurate, and you can copy it into <code>video_refresh_rate</code> in your config file.<br />
<br />
===Stuttering on multi-monitor setups===<br />
<br />
Further testing is needed, but on multi-monitor setups on Windows using the GL driver, it appears RetroArch will only sync smoothly when outputting to the Windows-designated primary monitor. Outputting to a secondary monitor will often result in occasional stutter, even in exclusive fullscreen and after accurate refresh rate estimation, [https://mollyrocket.com/casey/blog_0032.html possibly due to a WGL oversight]. Short of switching primary and secondary designations prior to opening RetroArch, increasing audio latency and/or using only video sync seems to help mitigate this to an extent. Switching to either the D3D or Vulkan (if available) driver appears to eliminate this problem completely.<br />
<br />
==External links==<br />
*[http://wiki.libretro.com/index.php?title=Main_Page Libretro Wiki]<br />
*[http://forum.themaister.net/viewtopic.php?id=467 Windows Compilation Guide]<br />
*[http://www.libretro.com/index.php/wiki/compilation/linux/ Linux Compilation Guide]<br />
*[https://github.com/libretro/RetroArch/wiki/RGUI RGUI Documentation]<br />
*[http://www.libretro.com/index.php/wiki/configuration/general-configuration/ General Configuration]<br />
<br />
[[Category:FAQs]]<br />
[[Category:RetroArch]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Using_RetroArch&diff=23074Using RetroArch2018-12-07T18:20:03Z<p>176.88.21.109: /* SoftFilters */</p>
<hr />
<div>==Basic Usage==<br />
{{Main|Dummies Guide: RetroArch}}<br />
After downloading [[RetroArch]],[[File:Rgui.png|thumb|205px|RGUI, RetroArch's original interface. XMB and GLUI follow the same basic structure.]] start up retroarch.exe.<br />
<br />
To launch a game, select the libretro core you'd like to use under '''Load Core''', and select a ROM under '''Load Content>Select File'''. Alternatively, you can use '''Load Content>Select File And Detect Core''' to be presented with a list of cores detected based on the file extension of the content.<br />
<br />
For more convenient ROM selection, setup your browser directory under '''Settings>Directory'''.<br />
<br />
==Installing RetroArch on Linux==<br />
===Ubuntu based===<br />
First, add the PPA for <code>ppa:libretro/stable</code> or <code>ppa:libretro/testing</code> for stable builds and dev builds respectively (instructions [[Emulation on Ubuntu|here]]), then type the following into a terminal:<br />
sudo apt-get update<br />
<br />
sudo apt-get install retroarch<br />
<br />
sudo apt-get install <corename><br />
<br />
Replace <corename> with the name of the package the core is available in. You can see all of the cores available to you either in your package manager (e.g. Synaptic, Software Center) or by visiting [https://launchpad.net/~libretro/+archive/ubuntu/stable Launchpad]. To install all (or at least most) of the cores in one go, run<br />
sudo apt-get install libretro*<br />
<br />
====Initial setup (Ubuntu)====<br />
This section applies to most distros of Linux, but the paths referenced may be Ubuntu-specific.<br />
<br />
Before you can use the cores you've downloaded in Retroarch, you need to set the path to the libraries in '''retroarch.cfg''', the configuration file for Retroarch. Run Retroarch at least once to create a skeleton retroarch.cfg. By default, retroarch.cfg will be created in the directory '''$HOME/.config/retroarch''', where $HOME is your home directory. If retroarch.cfg is not found at that location, run Retroarch and choose the '''Save Config''' option - Retroarch will save a new configuration file and display its path on screen. Alternatively, you can use the '''find''' command:<br />
find ~ -name "retroarch.cfg"<br />
<br />
Next you need to locate the directory in which the libretro cores are stored. They should have been saved in the directory '''/usr/lib/libretro'''. You can check this by entering the command<br />
ls /usr/lib/libretro<br />
You should see a list of all the cores you downloaded. If the directory does not exist, you can find where the cores were saved with the find command:<br />
sudo find / -name "libretro"<br />
find may return several directories. Use '''ls''' to check each one until you find the downloaded cores.<br />
<br />
Once you've located the libretro cores, it's time to open retroarch.cfg using your editor of choice. Look for the option '''libretro_directory''', which may be located near the bottom of the file. Insert the path to the libretro cores between the quotation marks on the right hand side. Assuming the cores are located in <code>/usr/lib/libretro</code>, the line in the configuration file should look like<br />
libretro_directory = "/usr/lib/libretro"<br />
<br />
You can also set the libretro path using the menu. In Retroarch, go to Settings -> Path Options -> Core Directory and navigate to the appropriate folder. If you set everything up correctly, you should see the cores when you select the ''Core'' option in the menu.<br />
<br />
===Installation on Gentoo===<br />
<br />
First, install an overlay manager with git support: <br />
<br />
# USE="git" emerge layman<br />
<br />
Add the abendbrot repository for straightforward installation through RetroArch's git repository:<br />
<br />
# layman -a abendbrot<br />
# echo "source /var/lib/layman/make.conf" >> /etc/portage/make.conf<br />
<br />
Now, change portage to pull from the RetroArch git repository:<br />
<br />
# echo "games-emulation/retroarch-9999 **" >> /etc/portage/package.accept_keywords<br />
<br />
Set USE flags that you want, it is not required to enable every single one (you only need at least one audio and video output device; defaults are suitable enough). It is recommended to add udev for joystick support and netplay for netplay support.<br />
<br />
<br />
Build and install RetroArch from the git repository<br />
<br />
# emerge retroarch<br />
<br />
No cores are added by default, you will need to emerge them.<br />
<br />
# emerge <corename>-libretro<br />
<br />
Alternatively, you can set USE flags through <code>/etc/portage/package.use</code> libretro-meta package to choose what cores you wish; small all USE flags are on.<br />
<br />
Syntax:<br />
games-emulation/libretro-meta <USEFLAG> <USEFLAG> ...<br />
<br />
bsnes has USE flags for its balanced, performance and accuracy profiles:<br />
games-emulation/bsnes-libretro profile_accuracy ...<br />
<br />
The cores will be installed under /usr/lib/libretro/<br />
<br />
<br />
===Other Distros===<br />
You will have to compile from source. For Arch Linux, there are AUR packages that simplify this process, although it is not incredibly difficult otherwise. The most important part is making sure you have all the dependencies.<br />
<br />
Dependencies: (refer to your distro's wiki or package manager for exact package names)<br />
<br />
*pkgconfig<br />
<br />
*OpenGL headers (should be on most distros by default, if not try installing libgl/mesa development package<br />
====Optional====<br />
*libxml2 - For XML shaders and cheat support<br />
*freetype - TTF font rendering<br />
*ffmpeg/libavcodec - FFmpeg recording<br />
*nvidia-cg-toolkit - Cg shaders<br />
===Using RetroArch===<br />
RetroArch has a robust CLI for those who prefer the command line, there are also many pages which should have been installed by default for <code>retroarch</code>, <code>retroarch-joyconfig</code> and others. If you use the CLI be sure to configure your <code>retroarch.cfg</code> file before first use. This config is well commented so each option can be fully understood. Use <code>retroarch-joyconfig</code> command for simplified input setup. RetroArch can auto-detect inputs, which is a great feature to simplify playing with multiple/different controllers (refer to <code>man retroarch-joyconfig</code> for details). The <code>retroarch.cfg</code> file should be located in <code>/etc/retroarch.cfg</code>, your home folder or the directory where RetroArch was installed depending on your distro and compilation setup.<br />
<br />
==General Setup/Usage==<br />
===Menu Controls===<br />
<br />
Default keys for the keyboard are: x (confirm), z (back) and the arrow keys. If you're using an XInput (xbox 360) controller, your controller should already be set-up.<br />
===BIOS===<br />
<br />
If you are going to play in a system that needs a BIOS (e.g. PS1), place the [[Emulator_Files#Multi-System|BIOS files]] in RetroArch's 'system' directory.<br />
<br />
Mednafen is very picky about which BIOS to use. The ones that you might need are:<br />
<br />
<ul><br />
<li class="de2"><code>scph5500.bin</code></li><br />
<li class="de2"><code>scph5501.bin</code></li><br />
<li class="de2"><code>scph5502.bin</code></li><br />
</ul><br />
<br />
===Disc images===<br />
<br />
[[Mednafen]] requires you to load games through CUE sheets. Ensure that the CUE sheet is properly set up in order for the game to run. See the [[Cue sheet (.cue)]] for more.<br />
<br />
===Mupen64Plus===<br />
This core has the option to choose between four graphics plugins and two RSP plugins:<br />
<br />
*Glide64 is the most recommended general use graphics plugin, as it is very compatible and reasonably accurate while still being decently fast.<br />
<br />
*Rice is much faster than Glide64, but it also suffers from a lot more issues. Only use if your device is too slow to handle Glide64.<br />
<br />
*gln64 has even more problems than Rice, while not being much faster. Not recommended. Will likely be replaced with GLideN64 in the near future.<br />
<br />
*Angrylion is ultra accurate, but is too slow for most people to use. Requires the CXD4 RSP to work. Resolution must be set to 640x480 or higher.<br />
<br />
*ParaLLEl is a Vulkan renderer based on Angrylion. It is much faster than Angrylion, but is still incomplete and has more issues. Turning Synchronous RDP off results in a speed boost, but also breaks many things.<br />
<br />
*The HLE RSP plugin is very fast and will work fine for most games.<br />
<br />
*The CXD4 RSP is more accurate, and is needed for a few games to work correctly.<br />
<br />
A good general purpose setup is Glide64 with the CXD4 RSP. If it's a tad slow for your setup, switch to the HLE RSP.<br />
<br />
There is currently a bug in Glide64 that makes it so texture filtering is applied to everything, even when the Texture Filtering setting is set to Automatic. To make it display textures correctly, go to Core Options, toggle the setting to something other than Automatic, then set it back to Automatic. Glide64 will display textures correctly now, using the 3-point Bilinear method.<br />
<br />
If you get strange texture issues while using Glide64, such as textures partially disappearing or popping over polygons, mess around with the Polygon Offset Factor setting in Core Options until the issue goes away. Keep in mind some games may require a more aggressive setting than others, so experiment until you get a good balance that works for most games. The optimal setting tends to be GPU-specific.<br />
<br />
A few games, such as Star Fox 64, suffer from looking too dark due to a lack of gamma correction, which was done on real hardware. Short of implementing this in a plugin, a decent workaround is to use the image-adjustment.cg shader, and set the Target Gamma setting to 1.0. This will make such games look as they ought to.<br />
<br />
===Super Game Boy===<br />
<br />
Using recent builds of the bsnes libretro cores, you can load Game Boy games in a fully emulated Super Game Boy. As this feature is not currently usable from the menu, you must do so using a command line. <br />
Start RetroArch with the following command to load GB games in SGB mode using bsnes:<br />
<br />
retroarch "path to Super Game Boy SNES cartridge ROM" --libretro "path to bsnes libretro" --subsystem sgb "path to Game Boy cartridge ROM"<br />
<br />
Put the actual paths to the ROMs in double quotes if there are spaces in the paths. For example:<br />
<br />
retroarch "C:\Games\SNES\Super Game Boy 2 (Japan).sfc" --libretro ".\cores\bsnes_balanced_libretro.dll" --subsystem sgb "C:\Games\Game Boy\Kirby's Dream Land (USA, Europe).gb"<br />
<br />
You will need <code>sgb.boot.rom</code> (CRC: ec8a83b9) in your System folder, this can be found on the [[Emulator Files]] page in the SNES file pack if you do not have it. If it is named "sgb_bios.bin" then rename it to "sgb.boot.rom".<br />
<br />
CRC of Super Game Boy SNES cartridge roms:[http://wiki.libretro.com/index.php?title=Bsnes#Super_Gameboy_Support]<br />
*Super Game Boy (Japan, USA) (Rev 1).sfc (CRC: 27a03c98)<br />
*Super Game Boy (World) (Rev 2).sfc (CRC: 8a4a174f)<br />
*Super Game Boy 2 (Japan).sfc (CRC: cb176e45)<br />
<br />
You can also use the RetroArch-Phoenix launcher to load them, but YMMV since it is not being updated anymore. Also, you can create a batch file like [http://pastebin.com/raw.php?i=yLm3HuDT this] to be able to drag and drop Game Boy ROMs onto it and launch them in SGB mode.<br />
<br />
Also, if you are using nightly build or Linux build it might just hang at black screen, even if you have all correct requirements.<br />
<br />
===Dual Analog Controllers===<br />
PS1 games often used a set of default remappings if they didn't support it directly. Some games used both analogs as the D-pad, RetroArch doesn't support that though. Dual analogs only work in games that fully supported them, such as Ape Escape. To use dual analog for such games, start a game with mednafen/beetle_psx then go to Input Options, and change Device Type to '''DualShock'''. Also make sure you're using a [[RetroArch#PC_Versions|recent version]] of RetroArch and the mednafen/beetle_psx core.<br />
<br />
===Transfer PS1 Memory Card Files===<br />
Mednafen creates memory card files for each individual game, in contrast to PCSX-R/ePSXe where all game saves are stored into 2 memory card files. To transfer memory card files from PCSX-R/ePSXe to RetroArch:<br />
<br />
*Start game in RetroArch.<br />
<br />
*Go to system folder. Copy the names of the .mcr files created for the game.<br />
<br />
*Delete them.<br />
<br />
*Rename the files you want to transfer with the names of the RetroArch memcard files.<br />
<br />
*Place the new ones in the system folder.<br />
<br />
===Disk Changing===<br />
To changes disks in-game, go to Core Disk Options > Disk Image Append.<br />
<br />
Some games like Metal Gear Solid require the disk tray to be opened before changing disks. To do this, change 'Disk Index' to 'No Disk' first.<br />
<br />
=== FDS Disk Side Changing ===<br />
Just press the configured "Y" button. RetroArch won't display any OSD message to confirm the change.<br />
<br />
=== Gambatte GB custom palettes ===<br />
It is possible to use the custom palettes created with the standalone Qt GUI version of [[Gambatte]].<br />
<br />
First set the "gb_colorization" core option as "custom". Then create a "palettes" subdirectory in the system directory and copy the custom palettes there.<br />
<br />
The custom palettes will be searched in this order:<br />
* Your Rom Filename.pal<br />
* YOUR_ROM_INTERNAL_NAME.pal<br />
* default.pal<br />
You can download the set of standard SGB and GBC palettes [http://eadmaster.tk here] (look for "goomba2gambatte palette converter in python").<br />
<br />
===Audio DSP Plugins===<br />
RetroArch supports loading audio DSP plugins to add effects such as reverb to the audio output. This has been in RetroArch for a long time, but was recently reworked to be easier to use and more accessible from the menu, and are available in the main RetroArch repository now. Now you can load DSP filters in the menu under Settings>Audio>Audio DSP Plugin, where you can load a DSP preset with .dsp extension, which is a text file similar to a shader preset that lets you chain DSP filters and specify their options. The DSP filters themselves are dynamic libraries that are loaded according to the .dsp file. Each DSP filter has a standalone preset that documents the default options, and there are some example presets that combine more than one filter.<br />
<br />
Note that some of these filters may reduce volume a bit, so you may want to boost RA's volume level to compensate. If you want to remove the filter, press Start when the DSP Filter option is highlighted.<br />
<br />
The filters and their presets can be found [https://github.com/libretro/RetroArch/tree/master/audio/audio_filters here], which the DSP filters can be built for your platform with the makefile. These files should be included in nightly builds from the buildbot.<br />
<br />
===SoftFilters===<br />
Classic emulator filters like SuperEagle or Blargg's NTSC have been available as bsnes filter plugins in the past, which is no longer supported in bsnes/higan but was still available in RetroArch. However, this filter format was recently replaced with the SoftFilter spec, which has been upgraded to support more platforms, multi-threading and SIMD usage. The filters are dynamic libraries which are loaded in the menu under Settings>Video>Video Filter, which will apply the filter before any shaders are applied. <br />
<br />
The filters are found [https://github.com/libretro/RetroArch/tree/master/gfx/video_filters here], which can be built for your platform with the makefile. These files should be included in nightly builds from the buildbot.<br />
<br />
Note that these filters are WIP and may not work with all cores as they need to have codepaths for the pixel format the core uses (either 32bpp XRGB8888 or 16bpp RGB565). Blargg's NTSC is currently limited to 16bpp cores for example (bsnes is 32bpp so it won't work, but Snes9x is 16bpp so it works there). Cores that use Libretro GL for 3D like Mupen64Plus can not use these filters.<br />
<br />
===Outputting log to a file===<br />
An easy way to get RetroArch to output logs to file for easy copy/pasting:<br />
<br />
retroarch --menu --verbose >> log.txt 2>&1<br />
<br />
It will load up to the menu as if you just double clicked the executable, but it will redirect standard output and standard error to a text file called <code>log.txt</code> in your RetroArch folder. The command above will append to the log and not overwrite existing information, if you want it to overwrite, change ">>" into ">". This can be put into a .bat file to easily run it when desired.<br />
<br />
==Building from source==<br />
{{Main|Building RetroArch}}<br />
Libretro-super is a series of scripts used to ease the compilation and installation of each and every libretro emulation core and RetroArch itself. Thus this is the simplest route to a fully functional installation. If you need or want to build each core individually then you can refer to the [https://github.com/libretro/libretro-super/blob/master/libretro-build-common.sh build-common.sh] script for direction.<br />
git clone git://github.com/libretro/libretro-super.git<br />
cd libretro-super<br />
sh libretro-fetch.sh<br />
sh libretro-build.sh<br />
sh libretro-install.sh <path where you'd like RetroArch installed><br />
<br />
If you want to build cores individually with the script instead of all of them at once, you can do this<br />
<br />
sh libretro-build.sh build_libretro_<corename><br />
<br />
to call one core's build function directly instead of calling them all.<br />
<br />
==Hotkeys==<br />
<br />
*F1 - Open menu<br />
*F2 - Save state<br />
*F4 - Load state<br />
*F6 - Input save state slot decrease<br />
*F7 - Input save state slot increase <br />
*F8 - Take Screenshot<br />
*F9 - Mute Audio<br />
*F11 - Hide Cursor<br />
*Space - Turn off Frame Limiter<br />
*Esc - Exit game<br />
*f - Fullscreen<br />
<br />
==Problems and Solutions==<br />
<br />
===Menu runs too fast===<br />
<br />
If Vsync is disabled for any reason, the menu may run unthrottled and scroll too fast to be usable. To fix this, enable ''Limit Maximum Run Speed'', and set ''Maximum Run Speed'' to 1.0x in ''Settings''→''Frame Throttle''. In the config file, these options are called <code>fastforward_ratio_throttle_enable</code> and <code>fastforward_ratio</code>. However, this will make fast forward not work, you will need to increase the ''Maximum Run Speed'' higher than 1.0x for that to work.<br />
<br />
This tends to happen when you first start up RetroArch and not after loading a game. This is because without a core loaded, the menu is only throttled by Vsync when ''Limit Maximum Run Speed'' is disabled, while cores are able to throttle on audio as well. Fastforward disables both Vsync and audio sync, which allows the core to run unthrottled unless it is specifically limited by the ''Limit Maximum Run Speed'' setting.<br />
<br />
In newer RetroArch versions, you can just enable ''Throttle Menu Framerate'' under ''Settings''→''Frame Throttle'' to specifically limit the menu to 60fps without impacting fastforward speed.<br />
<br />
===Command prompt running and closing itself upon running retroarch.exe===<br />
<br />
If this only happens on certain cores, then you should check to see if you have all the required BIOS and other files available in the "system" folder or in the folder where the game is located.<br />
<br />
If it happens on all cores with a clean config file, then try changing <code>video_driver</code> setting from <code>gl</code> to <code>d3d</code> or <code>sdl2</code>, if you have a particularly ancient GPU.<br />
<br />
===Performance issues while using the GL driver===<br />
<br />
Windows users with Nvidia hardware may find that even while idle, RetroArch CPU usage is upwards of 12% or above while using the GL video driver. If this is the case, go into the Nvidia Control Panel, and under Manage 3D Settings, check to see if the Threaded Optimizations option is set to Auto or On. If so, add retroarch.exe to the list of programs, and then toggle it to Off. This should lower CPU usage drastically.<br />
<br />
===Stuttering due to inaccurate refresh rate estimation===<br />
<br />
RetroArch uses [[Vsync#Dynamic_Rate_Control|Dynamic Rate Control]] to synchronize both audio and video rates of the emulated game to those of your system. It relies on the refresh rate setting being accurate to your display. By default, it is set to sync to 59.95Hz, which is the standard rate for NTSC video. However, if your display runs at a different rate than what , it can cause problems with synchronization, so you should make sure that setting accurately reflects your display's actual refresh rate. If you don't know your display's exact refresh rate, RetroArch provides a couple of ways of accurately estimating it.<br />
<br />
The first method is to go into ''Settings''→''Video'' in the menu, and go to ''Estimated Monitor Framerate''. You'll probably see it already counting up frames as soon as you enter that menu. In order to get an accurate reading, press '''Start''' button or '''Spacebar''' key to reset the counter, then let it run for 2048 frames (about 34 seconds at 60fps), then press '''A''' button or '''Enter''' key to have the estimation set as the refresh rate for synchronization. A lower deviation is better for accurate estimation, using exclusive fullscreen can help with that.<br />
<br />
The second method is to simply launch RetroArch from the command line in verbose logging mode, by doing <code>retroarch --menu --verbose</code>, and let it run for at least 4096 frames (about 1 minute at 60fps). When you close RetroArch, it will report the estimation results in the log. Again, running in exclusive fullscreen gives more accurate results. Example estimation output:<br />
<br />
RetroArch [INFO] :: Average audio buffer saturation: 49.84 %, standard deviation (percentage points): 11.99 %.<br />
RetroArch [INFO] :: Amount of time spent close to underrun: 0.70 %. Close to blocking: 1.04 %.<br />
RetroArch [INFO] :: Average monitor Hz: 60.006001 Hz. (27.568 % frame time deviation, based on 2048 last samples).<br />
<br />
The refresh rate given there should be very accurate, and you can copy it into <code>video_refresh_rate</code> in your config file.<br />
<br />
===Stuttering on multi-monitor setups===<br />
<br />
Further testing is needed, but on multi-monitor setups on Windows using the GL driver, it appears RetroArch will only sync smoothly when outputting to the Windows-designated primary monitor. Outputting to a secondary monitor will often result in occasional stutter, even in exclusive fullscreen and after accurate refresh rate estimation, [https://mollyrocket.com/casey/blog_0032.html possibly due to a WGL oversight]. Short of switching primary and secondary designations prior to opening RetroArch, increasing audio latency and/or using only video sync seems to help mitigate this to an extent. Switching to either the D3D or Vulkan (if available) driver appears to eliminate this problem completely.<br />
<br />
==External links==<br />
*[http://wiki.libretro.com/index.php?title=Main_Page Libretro Wiki]<br />
*[http://forum.themaister.net/viewtopic.php?id=467 Windows Compilation Guide]<br />
*[http://www.libretro.com/index.php/wiki/compilation/linux/ Linux Compilation Guide]<br />
*[https://github.com/libretro/RetroArch/wiki/RGUI RGUI Documentation]<br />
*[http://www.libretro.com/index.php/wiki/configuration/general-configuration/ General Configuration]<br />
<br />
[[Category:FAQs]]<br />
[[Category:RetroArch]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=ROM_hacking_resources&diff=23073ROM hacking resources2018-12-07T18:17:50Z<p>176.88.21.109: /* Emulators */</p>
<hr />
<div>This page lists concepts, tools and general information on ROM hacking. See [[Mods, Hacks and Fan-Translations]] for more information.<br />
<br />
==Overview==<br />
===Numeral systems===<br />
====Decimal====<br />
Our normal counting system uses the [[wikipedia:Decimal|decimal base]], or base 10, and goes in the following sequence: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, and so on. The number ten can be mathematically represented in decimal as <code>(1 * 10) + (0 * 1)</code> or <code>(1 * 10^1) + (0 * 10^0)</code>. So if we have a number like 234, it can be represented as <code>(2 * 100) + (3 * 10) + (4 * 1)</code> or <code>(2 * 10^2) + (3 * 10^1) + (4 * 10^0)</code>.<br />
<br />
====Hexadecimal====<br />
On the other hand, the [[wikipedia:Hexadecimal|hexadecimal base]] is base 16 and goes in the following sequence: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A (a single "digit" meaning ten in decimal), B (eleven), C (twelve), D (thirteen), E (fourteen), F (fifteen), then finally 10 (sixteen, <code>(1 * 16) + 0</code> or <code>(1 * 16^1) + (0 * 16^0)</code>), 11 (seventeen, <code>(1 * 16) + (1 * 1)</code>), 12 (eighteen, <code>(1 * 16) + 2</code>), and so on. Typically, hexadecimal numbers are written with the prefixes <code>0x</code> or <code>h</code> so that they are not confused with decimal equivalents (e.g., <code>0x10</code>, decimal <code>16</code>). If this sounds too complicated, you can load Calculator in programmer mode to do conversions between decimal and hexadecimal.<br />
<br />
====Binary====<br />
The [[wikipedia:Binary number|binary base]] is base 2 and goes in the following sequence: 0, 1, then 10 (<code>(1 * 2) + 0</code>, two in decimal), 11 (<code>(1 * 2) + 1</code>, three), then 100 (<code>(1 * 2 * 2) + (0 * 2) + (0 * 1)</code>, four), 101 (<code>(1 * 2 * 2) + (0 * 2) + (1 * 1)</code>, five), and so on. As you can see, it gets long and impractical very quickly.<br />
<br />
====Comparisons====<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
!Decimal<br />
!Hex<br />
!Binary<br />
|-<br />
| align="right" |5<br />
| align="right" |5<br />
| align="right" |101<br />
|-<br />
| align="right" |6<br />
| align="right" |6<br />
| align="right" |110<br />
|-<br />
| align="right" |7<br />
| align="right" |7<br />
| align="right" |111<br />
|-<br />
| align="right" |8<br />
| align="right" |8<br />
| align="right" |1000<br />
|-<br />
| align="right" |9<br />
| align="right" |9<br />
| align="right" |1001<br />
|-<br />
| align="right" |10<br />
| align="right" |A<br />
| align="right" |1010<br />
|-<br />
| align="right" |11<br />
| align="right" |B<br />
| align="right" |1011<br />
|-<br />
| align="right" |12<br />
| align="right" |C<br />
| align="right" |1100<br />
|-<br />
| align="right" |13<br />
| align="right" |D<br />
| align="right" |1101<br />
|-<br />
| align="right" |14<br />
| align="right" |E<br />
| align="right" |1110<br />
|-<br />
| align="right" |15<br />
| align="right" |F<br />
| align="right" |1111<br />
|-<br />
| align="right" |16<br />
| align="right" |10<br />
| align="right" |1 0000<br />
|-<br />
| align="right" |17<br />
| align="right" |11<br />
| align="right" |1 0001<br />
|-<br />
| align="right" |36<br />
| align="right" |24<br />
| align="right" |10 0100<br />
|-<br />
| align="right" |94<br />
| align="right" |5E<br />
| align="right" |101 1110<br />
|-<br />
| align="right" |256<br />
| align="right" |100<br />
| align="right" |1 0000 0000<br />
|-<br />
| align="right" |1000<br />
| align="right" |3E8<br />
| align="right" |11 1110 1000<br />
|-<br />
| align="right" |4096<br />
| align="right" |1000<br />
| align="right" |1 0000 0000 0000 <br />
|-<br />
| align="right" |64206<br />
| align="right" |FACE<br />
| align="right" |1111 1010 1100 1110<br />
|}<br />
<br />
===Bits and bytes===<br />
Everything in game ROMs — be it programming, graphics, sound, text, assets, and anything else — is written in bits (zero or one), with each group of eight bits called a byte. Out of convenience, bytes are written using the hexadecimal base (any values using this will be noted with the prefix <code>0x</code>), rather than an inconvenient succession of eight bits using the binary system.<br />
<br />
The value for each byte ranges from <code>0x00</code> (bits: <code>0000 0000</code>, decimal: <code>0</code>) to <code>0xFF</code> (bits: <code>1111 1111</code>, decimal: <code>255</code>).<br />
<br />
===Editing text with hex editors===<br />
Hexadecimal editors, also called hex editors or binary data editors, can open any file and display its contents as bytes written using the hexadecimal base. You can also edit said bytes.<br />
<br />
Hex editors usually come with three elements: the part with the binary data, an address (also called offset) on the far-left which tells us the location of this byte in the file (and is useful), and...<br />
<br />
The third area in the window is where "text data" is supposed to appear. It tries to interpret the hex data as text by matching each byte value to a specific character in the ASCII set. So if there's the <code>0x41</code> byte for example, the matching character on the right side would be upper-case Latin <code>A</code>.<br />
<br />
For practice, go and check the US version of Link's Awakening (either the GB or GBC version). Open the ROM with any hex editor available online, and try modifying Marin's dialog at the very beginning. You'll have to search for a while, but you'll eventually find it.<br />
<br />
However, the text data area is usually gibberish, nonsensical symbols. This is often because:<br />
<br />
* The specific portion of the file/ROM you're viewing isn't actually text data but something else. So you'll have to use the search feature or browse further down the file.<br />
* The text is encrypted. Sometimes, the developers do this on purpose to make the ROM unreadable by hex editors, as is the case for encrypted 3DS ROMs or games with anti-modding measures like God Eater 2 (PSP, JP) and Youkai Watch save files. Fortunately, this is impractical and mostly uncommon.<br />
* The text is compressed. Compression is a data transformation operation intended to save space. There are numerous schemes, and some games have their own unique flavors. You'll need to figure out the actual compression pattern either by studying the file structure blindly or by reverse-engineering the game's programming during runtime as it uses the compressed file. Once accomplished, you can decompress the text so that it can be edited then recompress it and feed it back to the game.<br />
<br />
But sometimes, none of the above may apply. Instead, a custom character encoding is used that doesn't conform to the ASCII standard. Why is this the case? Because many of these games were made in Japanese using Japanese characters, the developers had no reason to respect the ASCII standard but were more concerned about how to make the best out of the limited memory available. So you could have the letter A at <code>0x00</code>, <code>x01</code>, <code>0x0A</code>, <code>0x10</code>, <code>0x21</code>, <code>0x41</code>, <code>0x81</code>, or elsewhere depending on the game and what the developers felt like. <br />
<br />
This poses a problem. None of the mainstream hex editors really give a damn about this enough to account for cases other than the ASCII standard, so you'll have to find a specialized hex editor geared more towards ROM hacking. The feature you'll need here is the ability to load custom character sets, stored in what's called table files (extension .tbl, though they're actually just renamed regular .txt files).<br />
<br />
A table file for a game using the ASCII standard would look like this:<br />
<br />
<pre><br />
41=A<br />
42=B<br />
43=C<br />
44=D<br />
45=E<br />
46=F<br />
47=G<br />
48=H<br />
49=I<br />
4A=J<br />
4B=K<br />
...and so on<br />
</pre><br />
<br />
For many games, you'll need to figure out their table files using table file building tools, also commonly referred to as "relative search" tools. Choice ones are [http://www.romhacking.net/utilities/998/ RSEARCH] and [http://www.romhacking.net/utilities/513/ Monkey-Moore]. For example, The Legend of Zelda has "IT'S DANGEROUS TO GO ALONE", so you load the ROM in Monkey-Moore and search for the word "DANGEROUS". It will give you many options (assuming the text is uncompressed, and the programmers at least had the decency to respect alphabetic order -otherwise you'll need to use the "custom set" option, which you'll need in case your game is in Japanese). One of these options should guess the rest of the words of that sentence, with some unknown characters in between (like the spaces). Check that option and create your table with it.<br />
<br />
Using [http://www.romhacking.net/utilities/291/ WindHex], a hex editor with TBL support, open the ROM. Next, load the table file you just created with the relative search tool, and then the text will be visible and editable if you scroll to that area of the ROM. You can see the byte equivalents for the missing characters (spaces, punctuation) and then add them to the TBL file with Notepad (or WindHex's table editor). Similar programs include [http://www.romhacking.net/utilities/818/ Crystal Tile 2], (supports Shift-JIS and UTF-8 encodings) and [http://www.romhacking.net/utilities/817/ Tinke].<br />
<br />
Make sure to identify the control codes as well. These are bytes used to define special text properties (text color, text display speed, displaying the hero's name, line breaks, end-of-text, etc.) and add them to the TBL file too. Sometimes, the game will use a dictionary to make the game's text shorter in order to save space, so some byte values will replace letter combinations or entire words. Add those to the TBL file too.<br />
<br />
Don't be afraid to experiment, even if this corrupts your ROM, so that you confirm any of your observations! Of course, you'll need to keep a safe backup copy of the unaltered ROM along with the ROM revisions with your main hacking progress.<br />
<br />
====Text dumping and insertion tools====<br />
Editing or translating a whole game with a hex editor is tiresome. You can't even exceed the original length because the extra text would just overwrite the next not-text data and corrupt the game. The solution is to find the game's pointers. You can note down the address on the left side of the hex editor to know where you are in the ROM. The game does just like that, using pointers to tell it where the text is. But pointers don't look the same way the address in your hex editor does. Each system has its quirks and rule for calculating the pointers, so look it up.<br />
<br />
For example, GBA pointers for a specific address are 4-byte. Replace the leftmost byte with <code>08</code>, and invert the order of the bytes so that <code>(byte 1)(byte 2)(byte 3)(byte 4)</code> becomes <code>(byte 4)(byte 3)(byte 2)(byte 1)</code>. Why invert? Because the GBA is a [[wikipedia:Endianness#Little-endian|little endian system]]. Open a GBA Pokémon game, find Professor Oak's dialog in the hex editor, find its starting address (you click on the first letter and then see its address for that byte in the sidebar of your hex editor) and calculate the pointer as detailed above. Use WindHex's feature for searching hex data to find that pointer. It should appear in the hex data and look just like what you calculated. You may modify it to an address in the very end of the ROM in an empty area where you'll try writing new text. If you can pull this off, this means you can repoint that text pointer!<br />
<br />
With the command-line tool [http://www.romhacking.net/utilities/647/ Cartographer], you can indicate a ROM and TBL file, and then tell the program to start extracting text. You could tell it to extract bulk text and garbage data alike from and until given addresses (RAW mode). But if you found a pointer — or even better, a succession of pointers (called pointer tables), like in the Pokémon example above — you can extract text data in a more organized manner to a text file.<br />
<br />
With another command-line tool called [http://www.romhacking.net/utilities/224/ Atlas], you may re-insert that text file (after modifying it) in the ROM, and the tool will take care of updating the pointers. You can, for example, tell it to start inserting text in an empty yet accessible location at the end of the ROM. The possibilities are endless.<br />
<br />
Command-line tools may sound scary, with their black MS-DOS dialog boxes flashing quickly and disappearing. They're actually easy to use. Just put all the needed files in the same folder, make a new .txt file where you write the command detailed in the tool's readme, and save that file as one with the .bat extension. If you double-click on it, it will execute that tool the way you wanted it with little effort. <br />
<br />
===Editing graphics with tile editors===<br />
Hex editors interpret binary data as raw bytes or text. Tile editors do something similar, but instead they interpret binary data as graphics. Of course, this means if you're using the wrong mode or looking at an area that's not supposed to be graphical data or the graphics are compressed, you'll just see garbage.<br />
<br />
Among the best tile editors out there are TileMolester and Crystal Tile 2. For newer 3D-based systems, however, specialized graphical converters may be required.<br />
<br />
In older systems, in order to save space, graphics were usually stored in parts. First, there's the tile data, or the actual drawings that you may edit with tile editors. They're divided into small pieces that, when assembled, make a big picture. The instructions to build the big picture are tile maps (in the case of backgrounds) or sprite attribute tables for sprites. <br />
<br />
The tile data uses indexed colors. Using Mario's shirt as an example, it isn't colored "red" but rather colored with "color 1". NES Mario games, like most NES games, happen to use the NES 2BPP mode (that is, two bits per pixel). A bit is either zero or one. With two bits, we can write <code>00</code>, <code>01</code>, <code>10</code> and <code>11</code>. This technically gives us four possible colors in total. However, there are actually three colors since "color 0" is transparency, used around Mario's sprite so that the backgrounds behind him are visible and unobstructed.<br />
<br />
How can we tell what actual color Mario's shirt is instead of just "color 1"? We do this through [[wikipedia:Palette_(computing)|palettes]]. Palettes are hex data consisting of several bytes (3 for the NES 2BPP mode), and each byte is the ID for a specific color: "red", "blue", "yellow", "purple", "light blue", and so on. (There are just under 60 valid choices in the NES, but later systems have a much larger selection of colors.) We know Mario's clothes change color after eating various items, but the tile data drawings are stored just once in the ROM. There are separate palettes telling the game to colorize the same drawing differently for different situations.<br />
<br />
For more convenient tile editing, tile editors offer a custom palette option so that you can fix the colors individually and have the graphics show correctly. Some emulators can export palette data from runtime memory for use with the tile editor (for example VBA-M and Crystaltile), and some tile editors can import save states from some emulators and use the palettes found inside (like Tilemolester).<br />
<br />
===Editing game programming===<br />
Game developers used to write directly in machine language which is, again, bytes. Technically you could memorize what each specific byte calls among the different programming instructions availabe in that hardware's processor, and write your code directly in the hex editor. But generally that would be madness.<br />
<br />
Let's consider one example, from 6502 assembly used in the NES processor: the instruction which loads a special memory register (called the "accumulator") with a value. We'll choose the value 0x00 here. If you encountered such an instruction in a NES program, it will be written as the two-byte sequence A9 00, where A9 is the opcode for this specific instruction, and 00 is the operand -- the value we chose for this instruction.<br />
<br />
What game developers did was to write in plain text documents their game's code using keywords that are more or less readable for humans. <br />
<br />
So, in the (often commented) code they're writing when developing the game, they'd write LDA #00 -- conveniently, LDA stands for "LoaD Accumulator with memory", which is a far more helpful description of the instruction than its raw hex form. (The # means it's a value, otherwise if it's the byte at an address that's affected we'd use $)<br />
<br />
Game developers start from text files with human-readable opcodes and comments, which they then pass through tools called "assemblers" to get the binary form of the code.<br />
<br />
The inverse is possible, and is called disassembling:<br />
* In debugging emulators with breakpoint and disassembly support, you can cause the game to pause whenever some memory address is interacted with (read, write or execute). You can get the emulator to show you which programming instruction executed right now did said interaction, in binary form, then "disassembled" and translated to some English-sounding instruction.<br />
* Debugging emulators with trace features can disassemble all programming instructions executed between two instants if you so desire.<br />
* CheatEngine and IDA Pro can disassemble some programs at runtime, including games and emulators.<br />
* IDA Pro with some user-made plugins can also take a ROM file from the system covered in said plugin, and try to disassemble its binary to a text file. Some emulators offer the option to do this if you give them which address in the ROM (or RAM) you want to disassemble from.<br />
<br />
However, disassembly can easily fail, and you end up with garbage nonsensical code in the text file. Why? Just like hex editors with text display, or tile editors, when disassemblers try to interpret stuff that's not programming as such, it's a recipe for disaster. Another extra problem is that after reading garbage data, even if the disassembler stumbles upon some legit programming bits after that, it will no longer tell where instructions begin and end (remember they're all just bytes) and so there will be even more erroneous interpretations.<br />
<br />
That is, not to mention the numerous cases where the developers DON'T want you to look at their code: so it's either protected against disassembler tools during runtime (Denuvo on PC games), compressed then the game uncompresses just what it needs to the RAM and executes from there (Ys 5 for the Super Famicom), or most of the programming is written in another arbitrary programming language and the remaining 10% recognizable assembly code for that hardware is just the part which translates that arbitrary languages and not much else - this is also called bytecode and is used in many RPGs, with a quite infamously complicated variant being present in Earthbound (Mother 2) for example. <br />
<br />
What you'll need to mod game programming, a.k.a. assembly hacking, is:<br />
* a documentation of the hardware you're working on (including the various registers, hardware registers for stuff like the VRAM, the memory addressing...)<br />
* an opcode list for that hardware, which includes all the instructions allowed on that hardware which you'll encounter (in the game's original code) and probably will use (in the code you'll write as a replacement)<br />
* an assembler tool, to transform the text file with your innovating hack's code to binary format to be inserted later with a hex editor in the game proper. If you're especially good at regular computer programming, you could write one yourself for your personal use.<br />
* a hex editor<br />
* optionally, knowing how to use a cheat engine, since the RAM addresses it finds can lead to the instructions we need to find and eventually mod, in case those instructions affect those RAM addresses.<br />
* any of the aforementioned disassembly solutions, as long as they can help you pinpoint which instructions in the original interest you and could be changed to achieve the effect you desire.<br />
<br />
Having the new code being too long can be troublesome since you wouldn't want to overwrite irrelevant parts of the rom and thus corrupt it. The popular solution is to insert a JUMP instruction (as always, which instruction it depends on the hardware) pointing your code to some faraway empty place where you can comfortably put all the code you want -- of course, within the limitations of that specific system. You can see it's the same idea as text editing.<br />
<br />
If you're more interested, check SMWCentral's boards for tutorials introducing you to SNES hacking with Super Mario World. Then if you feel more comfortable tackling harder stuff, you could learn PS1/PS2 assembly and translate/mod/fix some games.<br />
<br />
By the way, more recent systems no longer have a big data blob with all data types mixed, but use neatly arranged file trees with recognizable (yet proprietary) file formats. This goes for programming too: all systems now have the executable in a separate file, and it's often the one loaded first. Some people even claim they had success running those through third-party disassemblers like IDA Pro. Some examples:<br />
* PS1: SLUS_*** or some variation<br />
* PSP: EBOOT.BIN, BOOT.BIN<br />
* GC/Wii: .elf files<br />
* DS: ARM9.BIN, more rarely ARM7.BIN<br />
<br />
Looking at the game's programming as it runs can also help you figure out tons of stuff, from how the game does the decompression for that insanely obscure compression scheme it uses, to how it loads level data, manages enemy stats and damage, display stuff and story events onscreen, and so on. <br />
<br />
Studying the game's programming, coupled with some corrupting (random hex editing of select memory areas) to confirm observations, has led to most of the game specific level editors and similar tools out there. So instead of lamenting why your favorite game doesn't have a dedicated tool, you can figure this out all on your own and create (in case you know some computer programming language) a good tool serving exactly your needs and which can be adjusted in whatever way you want.<br />
<br />
==Emulators for ROM hacking==<br />
Not all emulators are made equal. Often, you'll need to study the game as it runs, for the following reasons:<br />
<br />
* '''Cheats:''' You modified some text and graphics in the final stage but can't be bothered to replay the whole game legitimately. In case the emulator doesn't support this natively, you might want to consider using [http://www.cheatengine.org/ Cheat Engine].<br />
* '''Save states, rewinding, fast forward, frame advance, pause:''' You modified something appearing in a very narrow timeframe, or you just want to take clean screenshots of the game.<br />
* '''Debuggers''' with the following features:<br />
** '''Breakpoints:''' A breakpoint throws a fit and pauses the game if a specific address is tampered with. Of course, to know which address it is, you need to find it first with a cheat/RAM search.<br />
** '''Conditional Breakpoints:''' Breakpoints that only trigger when another condition is also met. For example: Dragon Quest 1 keeps track of the monster ID (during battles) and the floor type (outside battles) in the same RAM variable. Which means every single step the hero makes will trigger the breakpoint, so if you're only interested in the monster ID code, you can weed out all other BPs by simply adding the condition "only trigger when the battle status RAM variable is on". Conditions can be about RAM or hardware register status. <br />
** '''Disassembler:''' Translates the last few lines of programming executed from hex code to known opcodes telling which instruction is which (LDA/LDR/LD (load to accumulator/register), STA/STR/ST (store to accumulator/register), NOP (do nothing), and so on). After a breakpoint, it gives you the programming line (in assembly) directly responsible for altering the address the breakpoint was guarding against reading/writing/executing attempts. This is incredibly invaluable to understand the game's programming.<br />
** '''Assembler:''' Allows the user to write their new lines of programming, which are then converted to the corresponding hex data. It's rare that emulators include this. Assemblers are often separate tools affecting the ROMs or to be inserted manually by users in ROMs.<br />
** '''Tracers:''' The emulator logs all programming lines executed, from since you started logging, to a text file. It can get huge pretty quickly, so it's best used with breakpoints and frame advance features to better locate what you're looking for.<br />
* '''Memory viewers''' with the following features:<br />
** '''Hex editors:''' Views the RAM (and possibly other memory areas like SRAM, VRAM, ROM, and so on) as the game is being executed. Either the window is read-only, or it can be edited.<br />
** '''Tile editors:''' Views the VRAM (and possibly other memory areas) and interprets its content as visual data. Emulators of 3D systems can also have model viewers and texture viewers.<br />
* '''Background/OAM viewers/dumpers:''' View the graphics as they are arranged in-game, often used for dumping graphics by sprite rippers. This can be useful occasionally.<br />
<br />
===Emulators===<br />
{| class="wikitable" style="text-align:center;"<br />
|+NES<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Save states<br />
! scope="col"|Cheat support<br />
! scope="col"|Frame options<br />
! scope="col"|Breakpoint<br />
! scope="col"|Conditional Breakpoint<br />
! scope="col"|Disassembler<br />
! scope="col"|Assembler<br />
! scope="col"|Tracer<br />
! scope="col"|Memory view<br />
! scope="col"|Tile view<br />
! scope="col"|BG/OAM view<br />
! scope="col"|Useful?<br />
|-<br />
|[[FCEUX]]<br />
|Windows, Linux, macOS, Solaris, BSD<br />
|2.2.3<br />
|High<br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓<br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓✓<br />
|}<br />
<br />
* '''FCEUX''' is the golden standard for emulator debuggers, it's a fully featured one and very newbie friendly. So please check it out even if you're not interested in NES games as it's an excellent starting point for game modding. It's one of the few emulators, alongside PCSX2 and PPSSPP, to include conditional breakpoints.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+SNES<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Save states<br />
! scope="col"|Cheat support<br />
! scope="col"|Frame options<br />
! scope="col"|Breakpoint<br />
! scope="col"|Conditional Breakpoint<br />
! scope="col"|Disassembler<br />
! scope="col"|Assembler<br />
! scope="col"|Tracer<br />
! scope="col"|Memory view<br />
! scope="col"|Tile view<br />
! scope="col"|BG/OAM view<br />
! scope="col"|Useful?<br />
|-<br />
|[[Snes9x]]<br />
|Multi-platform<br />
|Gieger's r1.51<br />
|High<br />
|✓ <br />
|✓ <br />
|✓ <br />
|Address<br />
|✗ <br />
|✓ <br />
|✗ <br />
|✓ <br />
|✓ <br />
|✗ <br />
|✗ <br />
|✓✓<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|Main<br />
|Cycle<br />
|✓ <br />
|✓ <br />
|✓ <br />
|Range<br />
|✗ <br />
|✓ <br />
|✗ <br />
|Read-only<br />
|✓ <br />
|✓ <br />
|✗ <br />
|✓<br />
|-<br />
|[[No$|NO$SNS]]<br />
|Windows, [[86/286/386/486/Pentium|DOS]]<br />
|1.6<br />
|Mid<br />
|✗ <br />
|✗ <br />
|✗ <br />
|Address<br />
|✗ <br />
|✓ <br />
|✗ <br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓ <br />
|✓<br />
|}<br />
<br />
* Older '''bsnes''' versions, and many of its forks - notably BizHawk and Marmelade, have an extensive VRAM viewer, some versions having ones topping NO$SNS, as well as a memory viewer. byuu says he wants to make a proper debugger himself called Loki (citing this as the reason for putting on hiatus the FEOE:Zero translation) but don't hold your breath for it. <br />
<br />
* Geiger's custom build of an older version of Snes9x also is very useful. While the base emulator only has a background layer disabling hotkeys, cheat codes and frame advance features, this build adds a debugger, a tracer (to a log file), as well as a memory viewer/editor with the option to dump to external files to open with hex editors. There's also the very useful "What's Used" feature which colors areas in the memory viewer depending on what's onscreen (controllable with the BG layer hotkeys). However, it doesn't play nicely with nonstandard SNES cartridges. There's another custom Snes9x build by FuSoYa for Super FX2 games.<br />
<br />
* As for '''NO$''' emulators, right off the bat when you start it, they have a fully editable debugger (upper-left), RAM memory viewer (lower-left), hardware register (upper-right) and stack (lower-right). You can set breakpoints on addresses or programming lines (opcodes). You can view I/O status (for stuff like sound and DMA) with the F10 hotkey. <br />
<br />
And most importantly, you can view the contents of the VRAM in real-time. It's particularly useful in the case of the SNES (though there's no Mode-7 mode), as there's detailed info about tilemap tiles (the other alternative was to get a ZSNES save state and then load it in an external viewer tool to get that info). It also has sprite information. It's not ideal but far more rom modding oriented than other tools which don't even display 16 tiles per line thus often scrambling the view.<br />
<br />
NO$PSX and NO$GBA's special debugger build (regular build doesn't have the debugger) also show 3D textures, and in the case of NO$GBA the 3D models too.<br />
<br />
However, the main flaw these have is the lack of decent frame advancing, save state, and cheat options. You'll need CheatEngine, and importing SRAM files from other files most probably. Also, the base emulation isn't without its flaws (for example, NO$SNS crashes with Quintet games because sound isn't emulated).<br />
<br />
<br />
<br />
* '''DeSmuME''' has some older builds on gbatemp with interesting modder-friendly options:<br />
** Custom build allowing searching for unused RAM areas. If you want to change the game's programming you'll need to find an empty place in memory to put your new code, so this is extremely useful.<br />
** Custom build allowing to select a DEBUG option under Slot-1. The console window will show every single file loaded off the cartridge in real time, and it's also logged to a text file. If you're, say, looking for the title screen to change it, you can this way narrow down which files you need to look for.<br />
<br />
==General resources==<br />
*[http://romhacking.net ROMHacking.net] – This is like a hub where the various hacking communities meet. It hosts a large variety of major ROM hacks and translations. Also hosts numerous FAQs and tools to help aspiring hackers get started.<br />
*[http://datacrystal.romhacking.net/ Data Crystal] – A wiki hosted by ROMHacking.net. While it is a bit outdated at this point, it's still a good resource for information about different editors and links to a handful of prominent hacks.<br />
*[http://fusoya.eludevisibility.org/ FuSoYa's Niche] – Site of the creator of the popular Super Mario World editor, Lunar Magic. Also hosts a set of tools for ROM expansion, patching, compression, etc.<br />
*[http://www.zophar.net Zophar's Domain] – A site that hosts lots of smaller patches, such as spoofs, as well as a significant amount of major ones. It hosts a lot of content that can't be found on ROMHacking.net<br />
<br />
==Programs==<br />
===General purpose 2D graphics/tile editor===<br />
* [http://www.romhacking.net/utilities/109/ Tile Molester] – Works with Java, practically can edit any game.<br />
<br />
===Hex editors===<br />
* [http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm XVI32]<br />
* [http://www.romhacking.net/utilities/219/ Translhextion]<br />
<br />
==Game-specific==<br />
===EarthBound===<br />
* Starmen.net's [https://forum.starmen.net/forum/Community/PKHack PK Hack board] – Home of the hacking utility [https://forum.starmen.net/forum/Community/PKHack/CoilSnake-v1-0-Cool-Fish-Type-Edition/first CoilSnake], a tool that dumps data from the USA release of EarthBound into an editable format (mainly config files, plain text, and PNG spritesheets) and compiles everything back into the ROM.<br />
<br />
Threads for completed hacks are listed, as is the original PK Hack tool, which was adequate for making hacks when it first came out, but is now infamous for corrupting ROMs when pushed too far.<br />
<br />
===Final Fantasy VI===<br />
* [https://www.ff6hacking.com/forums/portal.php FF6Hacking] – Home to a large community of Final Fantasy VI hackers, complete with active forums, patches, FAQs and guides for those looking to get into hacking the game.<br />
* [https://www.ff6hacking.com/wiki/doku.php FF6Hacking Wiki] – The most complete Final Fantasy VI hacking wiki with information on the SNES version but also on Final Fantasy VI Advance (GBA).<br />
<br />
===Final Fantasy Tactics===<br />
* [http://ffhacktics.com/ Final Fantasy Hacktics] – Community for FFT hacking with a variety of completed hacks, patches, and resources.<br />
<br />
===Fire Emblem===<br />
* [http://www.feshrine.net/hacks.html Fire Emblem Shrine] – An active and prominent Fire Emblem hacking community. Hosts a variety of completed hacks and FAQs to get you started.<br />
* [http://serenesforest.net/forums/index.php?showforum=8 Serenes Forest] – Another active and prominent Fire Emblem hacking community, though perhaps a bit more active than Fire Emblem Shrine.<br />
<br />
===The Legend of Zelda: A Link to the Past===<br />
* [http://forum.metroidconstruction.com/index.php/board,27.0.html?PHPSESSID=c83e531bb78ed7c6a3a4de5b45756595 Zelda Construction] – Despite its huge popularity, the hacking community for ALttP is relatively small. This is mainly due to the lack of a truly good editor, though one is in the works. This community is a spin-off of Metroid Construction devoted to hacking of ALttP and other games in the series.<br />
<br />
===Pokémon===<br />
* [http://www.pokecommunity.com/forumdisplay.php?f=37 The PokéCommunity] – Very active (and helpful) Pokémon hacking community.<br />
<br />
===Sonic the Hedgehog===<br />
* [http://info.sonicretro.org/Sonic_hacks Sonic Retro] – The largest resource for hacks and modifications of the Sonic series (primarily focused on the Genesis games).<br />
<br />
===Super Mario World===<br />
[[File:MainLunarMagic-1-.png|thumb]]<br />
* [http://www.smwcentral.net Super Mario World Central] – The largest site dedicated to SMW hacking. Hosts hundreds of hacks and is a resource for SMW hacking utilities and knowledge. Also has a very active community and forums.<br />
* [http://www7.atpages.jp/smw/view.cgi X-Mario] – Prominent Japanese site that hosts a variety of hacks. Worth noting is that Japanese hacks are usually more reliant on creating challenging gameplay and are less flashy or graphically modified than their Western cousins.<br />
* [http://talkhaus.raocow.com/ Raocow's Talkhaus] – The community for the most prominent let's player in SMW hacking. Whether or not you enjoy his commentary, this site remains a great resource for discovering hacks, as the community here is generally focused on hacks that the SMW Central community doesn't cover.<br />
* [http://www18.atwiki.jp/sm4wiki_mix/ VIP Wiki] – Japanese wiki dedicated to the development of 2channel's series of popular hacks, the VIP & Wall Mix series. Hosts the 5 current installments and news about the sixth, currently a work in progress.<br />
<br />
===Super Mario World 2: Yoshi's Island===<br />
* [http://www.smwcentral.net Super Mario World Central] – In addition to Super Mario World, smwcentral is a budding hub for Yoshi's Island hacking. While it only hosts a few complete hacks, the community is very active, and new content is being produced at a consistent pace.<br />
* [http://yihacking.wikia.com/wiki/Yoshi%27s_Island YI Hacking Wiki] – A knowledge base for Yoshi's Island hacking.<br />
<br />
===Super Metroid===<br />
[[File:Fetch-1-.png|thumb]]<br />
* [http://metroidconstruction.com Metroid Construction] – The most prominent and active Super Metroid hacking community currently. Hosts a large variety of hacks, resources, FAQs, and an active community and forum. Originated in m2k2 before becoming its own dedicated site.<br />
* [http://wiki.metroidconstruction.com/doku.php Metroid Construction Wiki] – As its name implies, a wiki created by the Metroid Construction community.<br />
* [http://www.metroid2002.com/ Metroid 2002] – The former most prominent and active Super Metroid hacking community previously. While it has since been foregone in favor of Metroid Construction, it can still be a valuable resource for knowledge about the more advanced mechanics and inner workings of Super Metroid (as well as other games in the series).<br />
<br />
==Downloads==<br />
* [https://mega.nz/#F!R8RCnZZY!Zxyqoynu9GVWIwFHCISK2Q!og53jJJL ROM Hacks]<br />
<br />
[[Category:FAQs]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=RAINE&diff=23069RAINE2018-12-07T18:06:52Z<p>176.88.21.109: /* Overview */</p>
<hr />
<div>{{Infobox emulator<br />
|title = RAINE<br />
|logo = Raine.png<br />
|version = 0.64.15<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|target = Multiple [[Arcade emulators|arcade systems]]<br />
|developer = zelurker, Tux, RAINE Team<br />
|website = [http://raine.1emulation.com/ RAINE Website]<br />
|source = [https://github.com/zelurker/raine RAINE Git]<br />
}}<br />
'''RAINE''' is an open-source, multi-[[Arcade emulators|arcade emulator]].<br />
<br />
A list of compatible games can be found [http://rainemu.swishparty.co.uk/games/ here] (This page is broken. The main page is active.).<br />
<br />
==Download==<br />
* [http://raine.1emulation.com/download/latest.html Latest version]<br />
* [http://www.emu-france.com/emulateurs/6-arcades/61-multi-games/615-raine-win/ Emu-France] (French language)<br />
<br />
==Overview==<br />
RAINE emulates some M68000 and M68020 arcade games and is mainly focused on Taito and Jaleco games<br />
hardware. It started as an experiment with the Rainbow Islands<br />
romset, dumped by Aracorn/Romlist. Raine can emulate many<br />
more now, including new additions from Cave and other<br />
companies.<br />
<br />
Emulating CPU's and sound chips takes quite a lot of coding<br />
time, so, like most of the current emulators, Raine uses<br />
emulation engines already available when possible.<br />
<br />
==Requirements==<br />
Pentium II Processor<br />
64Mb - 128 of ram<br />
Win9x and up<br />
<br />
[[Category:Emulators]]<br />
[[Category:Arcade emulators]]<br />
[[Category:Multi-emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Linux emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Arcade_emulators&diff=23068Arcade emulators2018-12-07T18:04:18Z<p>176.88.21.109: /* Converted Home Console Hardware */</p>
<hr />
<div>[[File:1676971-ms_pac_man_arcade_machine.jpg|thumb|156px|Example of a Ms. Pac-Man arcade cabinet.]]Arcades were venues in which many games were played at, often containing thousands of games. Arcades often got their revenue from players who paid to play games. Most arcade emulators focus on emulating many systems in one program, the scope of which varies between projects.<br />
<br />
== Machines ==<br />
Machines often varied by their design and, unlike consoles, were often tailored to just one game. Games were designed to eat as many quarters as possible, which is emulated with the "Coin" key. Some games have a service mode (mapped to F2 in MAME) with menus meant for the arcade owner to set dipswitches for difficulty, censorship, language, and most importantly a "Free Play" mode that allows players to continue as many as they want without requesting more coins. Sometimes, similar menus meant for developers (labeled debug or test usually, sometimes requiring a developer BIOS like with some Neo Geo games) are left in the game too.<br />
<br />
Three main types of arcade machines can be distinguished:<br />
<br />
===Arcade Original Hardware===<br />
Hardware made specifically for the arcade to provide for graphics and performance unseen on home consoles. Extremely common in the golden age of arcades but became much less frequent as companies used modified existing hardware instead to save on R&D costs and easier cross-platform development, or tried to differentiate between the home and arcade experience with control scheme gimmicks instead.<br />
<br />
MAME's purpose is to cover most of these. Older arcades as well as select popular arcade machines, the Neo Geo and Capcom's CPS series, in particular, received their own standalone emulators. Sometimes, they received their own console versions but those are mostly ports, not emulation, with very few exceptions.<br />
<br />
===Converted Home Console Hardware===<br />
Those arcade boards share most of the hardware specifications with existing home consoles, with the addition of a coin slot and occasionally DRM and some changes. While MAME supports most of those, standalone emulators for the base home console are more mature and often (but not always) support the arcade variants.<br />
{{Main|http://www.system16.com/base.php System16's arcade museum}} ''(See more examples here)''<br />
* '''[[Nintendo Entertainment System emulators|NES]]:''' Nintendo PlayChoice-10 ([[FCEUX]], [[Mesen]]), Nintendo VS System<br />
* '''[[Super Nintendo emulators|SNES]]:''' Nintendo Super System<br />
* '''[[Nintendo 64 emulators|N64]]:''' Aleck-64 ([[Project64]] + modded images)<br />
* '''[[GameCube emulators|GameCube]]:''' Triforce ([[Dolphin]] fork)<br />
* '''[[Sega Saturn emulators|Saturn]]:''' STV ([[SSF]])<br />
* '''[[Sega Dreamcast emulators|Dreamcast]]:''' Atomiswave ([[DEmul]]), Naomi 1/2 ([[DEmul]])<br />
* '''[[Xbox emulators|Xbox]]:''' Chihiro ([[Cxbx-Reloaded]], [[XQEMU]] <small>(WIP)</small>)<br />
* '''[[PlayStation emulators|PlayStation]]:''' Konami System 573, Namco System 10/11/12, Sony ZN-1/ZN-2<br />
* '''[[PlayStation 2 emulators|PlayStation 2]]:''' Namco System 246/256/Super System 256<br />
* '''[[PlayStation 3 emulators|PlayStation 3]]:''' Namco System 357/369<br />
<br />
===Converted PC Hardware===<br />
Based on normal PC architecture with a variation of Windows 7 Embedded or Linux installed and tons of DRM and custom drivers. These can still be run on computers using the right launchers (Game loader All RH, SpiceTools, idmacx tools, TekParrot..) but most likely won't be emulated by MAME anytime soon, and not just because of their policies on what hardware is too recently commercialized to cover.<br />
{{Main|http://www.system16.com/base.php#11 System16's arcade museum}} (See more examples here)<br />
<br />
* '''Windows XP Embedded:''' [[wikipedia:Taito_Type_X#Taito_Type_X.2FX.2B|Taito Type X/X+]], [[wikipedia:Taito_Type_X#Taito_Type_X7|Taito Type X7]], [[wikipedia:Taito_Type_X#Taito_Type_X.C2.B2|Taito Type X²]]<br />
* '''Windows 7 Embedded:''' [[wikipedia:Taito_Type_X#Taito_Type_X_Zero|Taito Type X Zero]], Namco System ES2 PLUS, Namco System ES3<br />
* '''Windows 7 Embedded (64-bit):''' [[wikipedia:Taito_Type_X#Taito_Type_X.C2.B3|Taito Type X³]]<br />
* '''Linux Debian 4.0''': Namco System N2 ("Linux 32-bit"), Namco System ES1 ("arcadelinux 32-bit")<br />
<br />
====Emulation====<br />
The games first need to run on an operating system equivalent to that of the machine, which may imply WINE use on Linux or having to upgrade to 64-bit editions. Some GPUs or wrappers may be required. Additionally, the following need to be installed:<br />
* '''Microsoft Visual C++ Runtimes:''' A one-in-all link for all editions from 2005 to 2015 may be found [https://www.sereby.org/site/All%20in%20One%20Runtimes here].<br />
* '''Microsoft .NET Frameworks:''' Any version from 1.0 to 4.5 may be required, the newer, the better.<br />
* '''Microsoft DirectX 9.0:''' Offline installer [https://www.microsoft.com/en-us/download/details.aspx?id=8109 here].<br />
* '''PC Video Codecs:''' Grabbing the standard K Lite Codec pack from [https://www.codecguide.com/download_kl.htm here] is recommended.<br />
<br />
Remember to backup data from the downloaded scene release before trying to fix it to run.<br />
<br />
* '''Launcher:''' The game needs this to work at all. There are many: Jconfig, Teknoparrot... and each game requires a specific launcher. If you got the dump from elsewhere, not in a clean state that doesn't work, it may be because of conflicting launchers and you will have to delete all of them (typically <code>Detoured.dll, Game loader Rh.exe, Typex_config.exe, Typex_loader.exe, TTXconfig 2.0, TTX-moniter.dll</code>...)<br />
* '''iDmacDrv32.dll:''' Needed in Nesica games. If present, do not delete it, copy Jconfig.exe and the replacement iDmacDrv32.dll from the Jconfig package, then double-click NesicaXlive.reg to import keys to your registry, and use the game executable to run the game. If not present, copy Jconfig.exe, JVSemu.dll, and jvs_loader.exe from the Jconfig package, and use jvs_loader.exe to run the game.<br />
* '''Save Fixes:''' Some games can't save scores and data at all. For a bunch of machines, there are fixes (called "loaders pack") that enable that, but some machines (nesica) handle saving purely using official servers in which case there's not much (yet) to do about it.<br />
* '''Extra Fixes:''' Varies per game. Check the readme with the game scene release.<br />
<br />
You can set your controls in Jconfig.exe, and it's recommended to disable Dsound and D3D Wrapper.<br />
<br />
Some games can have DirectX related problems. For some, deleting the existing d3d9.dll or opengl.dll files can help. For others, they expect the older D3D8 codec and have bugs (crashes, uneven speed) that can be fixed with Reshade's d3d8to9 plugin.<br />
<br />
== Emulators ==<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|# of Emulated systems<br />
! scope="col"|Open-Source<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|-<br />
!colspan="8"|PC<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|Thousands of electronics<ref>http://mamedb.com/history</ref><br />
|{{✓}}<br />
|{{✓}}<ref group=N name=MAMEVer>RetroArch cores: [https://github.com/libretro/mame mame] (latest), [https://github.com/libretro/mame2016-libretro mame2016] (0.174), [https://github.com/libretro/mame2014-libretro mame2014] (0.159), [https://github.com/libretro/mame2010-libretro mame2010] (0.139), [https://github.com/libretro/mame2003-libretro mame2003] (0.78), [https://github.com/libretro/mame2000-libretro mame2000 aka mame4all] (0.37b5)</ref><br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|Hundreds<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[http://adamulation.blogspot.com/ DICE]<br />
|Windows, Linux, macOS<br />
|[http://sourceforge.net/projects/dice/files/DICE/ 0.9]<br />
|20<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[Daphne]]<br />
|Windows, Linux, macOS<br />
|[http://www.daphne-emu.com/ 1.0.12]<br />
|1 <br /><small>([[Arcade LaserDisc emulators|LaserDisc]])</small><br />
|{{✓}}<ref group=N name=OpenDaphne>[https://github.com/DavidGriffith/daphne Open-Source Daphne] - new fork with an open-source frontend for 64-bit Linux.</ref><br />
|{{~}} <small>(WIP)</small><br />
|{{~}}<br />
|{{✓}}<br />
|-<br />
|[[TeknoParrot]]<br />
|Windows<br />
|[https://teknoparrot.com/ {{TeknoVer}}]<br />
|7 <br /><small>(PC based)</small><br />
|{{✓}}<ref group=N name=OpenParrot>[https://github.com/teknogods/OpenParrot OpenParrot] - new open-source core distinct from TeknoParrot.</ref><br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[ZiNc]]<br />
|Windows, Linux<br />
|[http://www.1emulation.com/forums/files/file/37-zinc/ 1.1]<br />
|3 <br /><small>(ZN-1, ZN-2, Namco System 11)</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[http://calice.emuunlim.com/ Calice]<br />
|Windows<br />
|[http://www.emulator-zone.com/doc.php/arcade/calice.html 0.6.4]<br />
|6 <br /><small>(Capcom, Sega, SNK, Gaelco)</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[Raine]]<br />
|Windows, Linux, macOS<br />
|[http://raine.1emulation.com/download/latest.html 0.64.15]<br />
|1063<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✗}}<br />
<br />
|-<br />
|[[Kawaks]]<br />
|Windows<br />
|[http://cps2shock.emu-france.info/download.html 1.65]<br />
|3 <br /><small>([[Neo Geo emulators|Neo Geo]], CPS1, CPS2)</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|CPS3 Emulator<br />
|Windows<br />
|[http://nebula.emulatronia.com/descargas.php 1.0a]<br />
|1 <br /><small>(CPS3)</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[https://mamemaniaforever.forumfree.it/?t=64082339 VivaNonno]<br />
|Windows<br />
|[https://vivanonno.vg-network.com/ 22.0.3]<br />
|1 <br /><small>(Namco System 22)</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Sega-only<br />
|-<br />
|Model 2 Emulator<br />
|Windows<br />
|[http://nebula.emulatronia.com/descargas.php 1.1a]<br />
|1 <br /><small>([[Sega Model 2]])</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[Supermodel]]<br />
|Windows, Linux, macOS<br />
|[http://supermodel3.com/Download.html 0.2a]<br />[http://www.emucr.com/search/label/Supermodel SVN]<br />
|1 <br /><small>([[Sega Model 3]])</small><br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[DEmul]]<br />
|Windows<br />
|[http://forum.emu-russia.net/viewtopic.php?p=26178&sid=9d186ca9c444883bceeed6f185ed3fa9#p26178 0.7 Build 180428]<br />
|6 <br /><small>([[Sega NAOMI and variants]])</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Yabause|Kronos]]<br />
|Windows, Linux<br />
|[http://www.emutalk.net/forums/56-Sega-Saturn-Emulation {{KronosVer}}]<br />
|1 <br /><small>(STV)</small><br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|[[Nova]]<br />
|Windows<br />
|[https://www.patreon.com/nova_emu/posts 0.4]<br />
|1 <br /><small>(STV)</small><br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✗}}<br />
|}<br />
<br />
{| class="wikitable sortable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|# of Emulated systems<br />
! scope="col"|ROM Set<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="8"|Consoles<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|?<br />
|Various<ref group=N>Includes games from publishers such as Namco, Sega, Tecmo and Capcom, also Neo Geo</ref><br />
|?<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|NJEMU<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[https://github.com/phoe-nix/NJEMU 2.3.5]<br />
|4 <br /><small>(CPS1, CPS2, Neo Geo, Neo Geo CD)</small><br />
|MAME 0.152<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|Unofficial Mod<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://wololo.net/talk/viewtopic.php?t=27733 2.3.1]<ref group=N name=cache>Generate cache with included <code>romcnv</code> utility.</ref><br />
|4 <br /><small>(CPS1, CPS2, Neo Geo, Neo Geo CD)</small><br />
|MAME 0.120<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|FBA4PSP<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[[sourceforge:projects/fba4psp/files/FBA4PSP_Formal/|v12.4.0]]<br />
|1 <br /><small>(CPS1)</small><br />
|MAME 0.141<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
!colspan="8"|Mobile<br />
|-<br />
|[[MAME]]<br />
|[[Android emulators|Android]]<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<ref group=N name=libretro>Only available on mobile as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Countless<br />
|Depends on core<br />
|{{✓}}<ref group=N name=MAMEVer /><br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|MAME4droid (0.139u1)<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.seleuco.mame4droid 1.12]<br />
|Countless<br />
|MAME 0.139u1<br />
|{{✓}} <br /><small>(mame2010)</small><br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|MAME4droid (0.37b5)<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.seleuco.mame4all 1.5.3]<br />
|Countless<br />
|MAME 0.37b5<br />
|{{✓}} <br /><small>(mame2000)</small><br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|[[Android emulators|Android]]<br />
|[http://buildbot.libretro.com/nightly/android/latest/ SVN]<br />
|Hundreds<br />
|FBA 0.2.97.42 <br /><small>(based on MAME 0.187)</small><br />
|{{✓}}<br />
|{{✓}} <small>(libretro)</small><br />
|{{✓}}<br />
|}<br />
<br />
<references group=N /><br />
<br />
=== Comparisons ===<br />
<br />
;[[MAME]]:Very extensive in scope, with the majority of arcade system boards from the 1970's, 1980's and early 1990's supported. Do not expect support for more recent boards, such as Atomiswave. MAME focuses on [[Emulation Accuracy|accuracy]] and preservation, meaning usability comes second for the end user. Only the most up to date ROM dumps will work in the latest MAME.<br />
<br />
;[[Final Burn Alpha]]:Supports many boards, such as [[Neo Geo emulators|Neo Geo]], Capcom CPS1-3, and others. It is very good for the boards it supports. The Neo Geo X system, in fact, uses FBA. It offers much better speeds on lower-end hardware than MAME and has been ported to many different devices, such as [[PlayStation 3 emulators|PlayStation 3]], [[Xbox emulators|Xbox]], [[Xbox 360 emulators|Xbox 360]], [[Sega Saturn emulators|Sega Saturn]], [[Android emulators|Android]], [[Wii emulators|Wii]], Dingoo, and many others.<br />
<br />
;DICE:Emulates old arcade machines from the early 1970's <!--(including Coleco Telstar Arcade)--> at a very high level of accuracy. Since these machines had no CPU, the emulator instead emulates discrete logic components in the circuit board. This method is very system-intensive, and getting full speed requires at least a mid-range gaming PC along with the 64-bit version of the emulator.<br />
<br />
;[[Supermodel]]:Emulates [[Sega Model 3|Sega's Model 3]] arcade platform focusing on accuracy. Presently, Supermodel is in a very early "alpha" stage of development, meaning it lacks many planned features. It does not yet have a user-friendly graphical interface, and all CPUs are emulated using straightforward (and slow) interpretation rather than fast just-in-time translation. Game compatibility is quite good. It has an experimental multi-player network build.<br />
<br />
;Model 2 Emulator:Emulates, as per its name, [[Sega Model 2|Sega's Model 2]] arcade platform with a focus on speed over accuracy. Despite this, however, it still manages to play games for that hardware with far higher accuracy than MAME currently can.<br />
<br />
;[[Virtual Console]]:Emulates Sega, Namco, Capcom and Tecmo arcade games, in addition to Neo Geo. It is a viable method for official emulation, but forces you to play like you would on a real arcade machine.<br />
<br />
== References ==<br />
<references/><br />
<br />
[[Category:Consoles]]<br />
[[Category:Arcade emulators|*]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Exodus&diff=23065Exodus2018-12-07T17:48:42Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = exodus.png<br />
|version = 2.1<br />
|active = Yes<br />
|platform = Windows<br />
|target = [[Sega Genesis emulators|Sega Genesis/Mega Drive]]<br/><small>and more</small><br />
|developer = Nemesis<br />
|website = [http://www.exodusemulator.com/ ExodusEmulator.com]<br />
|source = [https://bitbucket.org/exodusemulator/exodus Bitbucket]<br />
}}<br />
'''Exodus''' is a work-in-progress, [[Emulation Accuracy#Cycle accuracy|cycle accurate]] [[Multi-system emulators|multi-system emulator]]. Despite being initially developed with the [[Sega Genesis emulators|Sega Genesis/Mega Drive]] in mind (hence the Exodus name, which is a play on the biblical Genesis and the book of Exodus after it), the project's goal has since been changed into an emulation ''platform'', rather than an emulator for a particular system, similar to [[MAME]] and its sister project [[MESS]].<br />
<br />
== Downloads == <br />
* [http://www.exodusemulator.com/index.php/downloads/current-release '''Official release''']<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=BlastEm&diff=23064BlastEm2018-12-07T17:45:47Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|version = {{BlastEmVer}}<br />
|active = Yes<br />
|platform = Windows<br/>Linux<br/>macOS<br />
|architecture = [[wikipedia:x86|x86]]<br />
|target = [[Sega Genesis emulators|Sega Genesis/Mega Drive]]<br />
|developer = Mike Pavone<br />
|website = [https://www.retrodev.com/blastem/ Official homepage]<br />
|download = [https://www.retrodev.com/blastem/changes.html Official release]<br />
|source = [https://www.retrodev.com/repos/blastem Mercurial repository]<br />
}}<br />
'''BlastEm''' is a [[Sega Genesis emulators|Sega Genesis/Mega Drive emulator]] developed primarily for Linux (though it's also available for macOS and Windows). BlastEm aims for [[Emulation Accuracy#Cycle_accuracy|cycle accuracy]] while also hitting lower [[computer specs|system requirements]] than [[Exodus]]; it is one of the only emulators to properly run Overdrive 2, a demoscene production by the group Titan meant to showcase the capabilities of the Genesis through digital art.<ref group=N>Though [https://www.retrodev.com/repos/blastem/file/b96f9fae757f/README#l499 the readme states that he had assistance from Titan themselves].</ref> The first Overdrive demo runs perfectly which only [[Genesis Plus GX]] can also claim. Commercial game compatibility is close to, but not quite at, 100%. It is the only emulator other than Exodus that can properly display direct color DMA demos and to pass all of the tests in Nemesis' VDP FIFO Testing ROM.<br />
<br />
<h2 width="100%">Notes</h2><br />
<references group=N /><br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Genecyst&diff=23063Genecyst2018-12-07T17:44:20Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Genecyst.gif<br />
|version = x.xx<br />
|active = No<br />
|platform = [[86/286/386/486/Pentium|DOS]]<br />
|target = [[Sega Genesis emulators|Sega Genesis/Mega Drive]]<br />
|developer = [http://bloodlust.zophar.net/ Bloodlust Software]<br />
|website = [http://bloodlust.zophar.net/gen/genecyst.html Genecyst]<br />
}}<br />
'''Genecyst''' was a [[Sega Genesis emulators|Sega Genesis/Mega Drive emulator]] for [[86/286/386/486/Pentium|DOS]].<br />
<br />
==Download==<br />
* [https://web.archive.org/web/20070205202050/http://www.zophar.net/genecyst/gcystxxx.zip Latest release (x.xx)]<br />
<br />
==Review==<br />
For its time, it was a decent emulator. It was even used to help develop the last commercially-released Genesis game, Frogger.<ref>http://gdri.smspower.org/wiki/index.php/Blog:Frogger_%28Genesis%29</ref> Modern emulators are much, much better, however. It is not very [[Emulation Accuracy|accurate]] due to needing to run on much weaker systems than currently available. Use only for curiosity purposes in [[DOSBox]].<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==External links==<br />
* [http://segaretro.org/Genecyst Sega Retro article]<br />
* [https://www.youtube.com/watch?v=uo_MLmfpwzw Video of Genecyst 0.20, the first version with sound support]<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:DOS emulation software]]<br />
[[Category:Sega Genesis emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=GENS&diff=23062GENS2018-12-07T17:43:24Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Gens.gif<br />
|version = 2.14<br />
|active = No<br />
|platform = Windows, Linux, BeOS<br />
|target = [[Sega Genesis emulators|Sega Genesis/Mega Drive]], Sega/Mega CD, Sega 32X<br />
|developer = Stéphane (Stef)<br />
|website = [http://www.gens.me/ Gens.me]<br />
|source = [http://sourceforge.net/projects/gens/files/Gens%20Source%20Code/ SourceForge]<br />
}}<br />
'''Gens''' is an open-source [[Sega Genesis emulators|Sega Genesis/Mega Drive]], Sega/Mega CD and Sega 32X emulator.<br />
<br />
==Download==<br />
* [http://www.gens.me/download/gens-win32-bin-2.14.zip Gens 2.14]<br />
* For Gens/GS, see [http://segaretro.org/Gens/GS Sega Retro]<br />
* [http://www.dusers.drexel.edu/gitweb/gitweb.cgi?p=~korth/gens-gs-ii.git;a=summary Gens/GS II Git Repository]<br />
<br />
==Netplay==<br />
You can also use a P2P [http://p2p.kaillera.ru/ Kaillera client] with Gens for netplay.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable" width="100%"<br />
! colspan=2 |Review<br />
|-<br />
| '''PROS''' ||<br />
*Support for up to 4 (5??) simultaneous people<br />
*No fiddling with router settings and port forwarding<br />
*Netplay traffic is handled by a central dedicated server that helps keep things synched<br />
*Private game chat support and public chat to speak people outside your game room<br />
*Being able to drop out of a game at any time without disrupting (much) your teammate(s).<br />
*Kicking/banning/muting people from your room<br />
*It's a matchmaking service where you can join other people's rooms, too<br />
|-<br />
| '''CONS''' ||<br />
*Supports only Genesis/Mega Drive, Sega/Mega CD, and Sega 32X games<br />
*Dropping out of a game is a bit different than with standard emulators<br />
*Everyone needs to have the exact same ROM version or Netplay won't work (if it somehow does, it'll desynch rather quickly)<br />
*Everyone needs to have the exact same save file, or no save file at all. Else, it desynchs<br />
*You need to constantly switch focus back and forth between chat and emulator window in order to chat.<br />
*You will hear no sound while the window is unfocused.<br />
*It's slightly (significantly still) prone to freezing/crashing/BSOD (in that order)<br />
*Random, inconsistent FPS drops due to the server trying to keep everyone synched, sometimes stuttering. It's annoying, but rarely does it make it unplayable<br />
|}<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Netplay]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=GENS&diff=23061GENS2018-12-07T17:42:40Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Gens.gif<br />
|version = 2.14<br />
|active = No<br />
|platform = Windows, Linux, BeOS<br />
|target = [[Sega Genesis emulators|Sega Genesis/Mega Drive]]<br/>Sega/Mega CD<br/>Sega 32X<br />
|developer = Stéphane (Stef)<br />
|website = [http://www.gens.me/ Gens.me]<br />
|source = [http://sourceforge.net/projects/gens/files/Gens%20Source%20Code/ SourceForge]<br />
}}<br />
'''Gens''' is an open-source [[Sega Genesis emulators|Sega Genesis/Mega Drive]], Sega/Mega CD and Sega 32X emulator.<br />
<br />
==Download==<br />
* [http://www.gens.me/download/gens-win32-bin-2.14.zip Gens 2.14]<br />
* For Gens/GS, see [http://segaretro.org/Gens/GS Sega Retro]<br />
* [http://www.dusers.drexel.edu/gitweb/gitweb.cgi?p=~korth/gens-gs-ii.git;a=summary Gens/GS II Git Repository]<br />
<br />
==Netplay==<br />
You can also use a P2P [http://p2p.kaillera.ru/ Kaillera client] with Gens for netplay.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable" width="100%"<br />
! colspan=2 |Review<br />
|-<br />
| '''PROS''' ||<br />
*Support for up to 4 (5??) simultaneous people<br />
*No fiddling with router settings and port forwarding<br />
*Netplay traffic is handled by a central dedicated server that helps keep things synched<br />
*Private game chat support and public chat to speak people outside your game room<br />
*Being able to drop out of a game at any time without disrupting (much) your teammate(s).<br />
*Kicking/banning/muting people from your room<br />
*It's a matchmaking service where you can join other people's rooms, too<br />
|-<br />
| '''CONS''' ||<br />
*Supports only Genesis/Mega Drive, Sega/Mega CD, and Sega 32X games<br />
*Dropping out of a game is a bit different than with standard emulators<br />
*Everyone needs to have the exact same ROM version or Netplay won't work (if it somehow does, it'll desynch rather quickly)<br />
*Everyone needs to have the exact same save file, or no save file at all. Else, it desynchs<br />
*You need to constantly switch focus back and forth between chat and emulator window in order to chat.<br />
*You will hear no sound while the window is unfocused.<br />
*It's slightly (significantly still) prone to freezing/crashing/BSOD (in that order)<br />
*Random, inconsistent FPS drops due to the server trying to keep everyone synched, sometimes stuttering. It's annoying, but rarely does it make it unplayable<br />
|}<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Netplay]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PicoDrive&diff=23060PicoDrive2018-12-07T17:41:18Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = PicoDrive.png<br />
|version = 1.92<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Master System emulators|Sega Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]], Sega CD, 32X, Pico<br />
|developer = notaz<br />
|website = [http://notaz.gp2x.de/pico.php notaz's Site]<br />
|source = [https://github.com/notaz/picodrive GitHub]<br />
}}<br />
'''PicoDrive''' is an open-source [[Master System emulators|Sega Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]], Sega/Mega CD, 32X and Pico emulator. It was originally developed for the UIQ2, before moving onto the GP2X, [[PlayStation Portable emulators|PSP]], and other handheld devices.<br />
<br />
==Versions==<br />
The most actively developed version was for the GP2X, as well as being the best port, due to higher levels of optimization.<br />
<br />
PicoDrive is also available as a [[libretro]] core for [[RetroArch]].<br />
<br />
==Review==<br />
PicoDrive is designed to run well on toasters like the GP2X, so it sacrifices a lot of accuracy for speed. It can emulate most Genesis and Sega CD games without any serious issues, but SMS emulation is somewhat buggy and Game Gear emulation is completely broken. 32X emulation works but is not as well developed as [[Kega Fusion]] (you can find a list of incompatible games [http://wiki.libretro.com/index.php?title=Sega_32X_Core_Compatibility here]).<br />
<br />
It's recommended that you only use PicoDrive if your preferred device is too weak to run anything better, or if you absolutely need a 32X and Pico emulator that isn't Kega. However, consider that PicoDrive is the only core that emulates the 32X and Pico when using RetroArch.<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Genesis_Plus_GX&diff=23059Genesis Plus GX2018-12-07T17:40:32Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Genplus-GX.png<br />
|logowidth = 153<br />
|version = {{GenPlusGXVer}} <small>(GameCube & Wii)</small><br/>{{GenPlusGXVerLibretro}} <small>(libretro)</small><br />
|active = Yes<br />
|platform = [[Wii emulators|Wii]], [[GameCube emulators|GameCube]], [[libretro]]<br />
|target = [[SG-1000 emulators|Sega SG-1000]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]], Sega/Mega CD<br />
|developer = eke-eke<br />
|source = [https://bitbucket.org/eke/genesis-plus-gx/ BitBucket]<br />
}}<br />
'''Genesis Plus GX''' is an open-source [[SG-1000 emulators|Sega SG-1000]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]] and Sega/Mega CD emulator developed by eke-eke. It's developed for the [[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] (as homebrew) and is only available on other platforms using the [[libretro]] core. However, there exists an unofficial Windows SDL (32-bit) port of the emulator that can be downloaded from [http://www.emutopia.com/index.php/emulators/item/296-sega-megadrive-genesis/271-genesis-plus-gx here], but there are some differences though: <br />
<br />
* The UI is basically based on the original Genesis Plus, but it contains some backported additions and features based on v1.6.0 of Genesis Plus GX. <br />
* It seems that it is unstable, that's why you will notice some bug-ridden events (like the emulator breaking when closing it, emulation inaccuracies with the Sega SG-1000 and Sega Master System, etc.). <br />
* Apparently, the author of this rare port goes by the name of Clownacy, and he maintains the code in [https://github.com/ekeeke/Genesis-Plus-GX/tree/master/sdl here] for "the purpose to show how to use the Genesis Plus GX core & interface in SDL in particular."<br />
<br />
==Download==<br />
* [https://bitbucket.org/eke/genesis-plus-gx/downloads '''Official releases'''] ([[Wii emulators|Wii]], [[GameCube emulators|GameCube]], and [[libretro]] core only)<br />
<br />
==Compatibility==<br />
It is claimed that Genesis Plus GX achieves 100% compatibility with all commercial games released on platforms it supports, all while being made primarily to run on Wii/Gamecube. It is recommended to use this version instead of the original Genesis Plus where possible.<br />
<br />
Additional details on compatibility are [https://bitbucket.org/eke/genesis-plus-gx/src/master/wiki/Compatibility.md?fileviewer=file-view-default here].<br />
<br />
<h2 style="width:100%">Genesis Plus</h2><br />
{{Infobox emulator<br />
|title = Genesis Plus<br />
|last-version = 1.2a<br />
|active = No<br />
|platform = Windows, macOS, [[86/286/386/486/Pentium|DOS]]<br />
|target = [[Sega Genesis emulators|Sega Genesis]]<br />
|developer = Charles MacDonald<br />
|website = [http://cgfm2.emuviews.com/genplus.php emuviews.com]<br />
|source = [http://cgfm2.emuviews.com/zip/gp-062203-src.zip Zip]<br />
}}<br />
'''Genesis Plus''' is a [[Sega Genesis emulators|Sega Genesis emulator]] for Windows, macOS and [[86/286/386/486/Pentium|DOS]] developed by Charles MacDonald, and was the base for Genesis Plus GX's development.<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:SG-1000 emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:DOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Genesis_Plus_GX&diff=23058Genesis Plus GX2018-12-07T17:39:55Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Genplus-GX.png<br />
|logowidth = 153<br />
|version = {{GenPlusGXVer}} <small>(GameCube & Wii)</small><br/>{{GenPlusGXVerLibretro}} <small>(libretro)</small><br />
|active = Yes<br />
|platform = [[Wii emulators|Wii]], [[GameCube emulators|GameCube]], [[libretro]]<br />
|target = [[SG-1000 emulators|Sega SG-1000]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]], Sega/Mega CD<br />
|developer = eke-eke<br />
|source = [https://bitbucket.org/eke/genesis-plus-gx/ BitBucket]<br />
}}<br />
'''Genesis Plus GX''' is an open-source [[SG-1000 emulators|Sega SG-1000]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators emulators|Genesis]] and Sega/Mega CD emulator developed by eke-eke. It's developed for the [[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] (as homebrew) and is only available on other platforms using the [[libretro]] core. However, there exists an unofficial Windows SDL (32-bit) port of the emulator that can be downloaded from [http://www.emutopia.com/index.php/emulators/item/296-sega-megadrive-genesis/271-genesis-plus-gx here], but there are some differences though: <br />
<br />
* The UI is basically based on the original Genesis Plus, but it contains some backported additions and features based on v1.6.0 of Genesis Plus GX. <br />
* It seems that it is unstable, that's why you will notice some bug-ridden events (like the emulator breaking when closing it, emulation inaccuracies with the Sega SG-1000 and Sega Master System, etc.). <br />
* Apparently, the author of this rare port goes by the name of Clownacy, and he maintains the code in [https://github.com/ekeeke/Genesis-Plus-GX/tree/master/sdl here] for "the purpose to show how to use the Genesis Plus GX core & interface in SDL in particular."<br />
<br />
==Download==<br />
* [https://bitbucket.org/eke/genesis-plus-gx/downloads '''Official releases'''] ([[Wii emulators|Wii]], [[GameCube emulators|GameCube]], and [[libretro]] core only)<br />
<br />
==Compatibility==<br />
It is claimed that Genesis Plus GX achieves 100% compatibility with all commercial games released on platforms it supports, all while being made primarily to run on Wii/Gamecube. It is recommended to use this version instead of the original Genesis Plus where possible.<br />
<br />
Additional details on compatibility are [https://bitbucket.org/eke/genesis-plus-gx/src/master/wiki/Compatibility.md?fileviewer=file-view-default here].<br />
<br />
<h2 style="width:100%">Genesis Plus</h2><br />
{{Infobox emulator<br />
|title = Genesis Plus<br />
|last-version = 1.2a<br />
|active = No<br />
|platform = Windows, macOS, [[86/286/386/486/Pentium|DOS]]<br />
|target = [[Sega Genesis emulators|Sega Genesis]]<br />
|developer = Charles MacDonald<br />
|website = [http://cgfm2.emuviews.com/genplus.php emuviews.com]<br />
|source = [http://cgfm2.emuviews.com/zip/gp-062203-src.zip Zip]<br />
}}<br />
'''Genesis Plus''' is a [[Sega Genesis emulators|Sega Genesis emulator]] for Windows, macOS and [[86/286/386/486/Pentium|DOS]] developed by Charles MacDonald, and was the base for Genesis Plus GX's development.<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:SG-1000 emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:DOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PicoDrive&diff=23057PicoDrive2018-12-07T17:38:44Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = PicoDrive.png<br />
|version = 1.92<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Master System emulators|Sega Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis]], Sega CD, 32X, Pico<br />
|developer = notaz<br />
|website = [http://notaz.gp2x.de/pico.php notaz's Site]<br />
|source = [https://github.com/notaz/picodrive GitHub]<br />
}}<br />
'''PicoDrive''' is an open-source [[Master System emulators|Sega Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis]], Sega/Mega CD, 32X and Pico emulator. It was originally developed for the UIQ2, before moving onto the GP2X, [[PlayStation Portable emulators|PSP]], and other handheld devices.<br />
<br />
==Versions==<br />
The most actively developed version was for the GP2X, as well as being the best port, due to higher levels of optimization.<br />
<br />
PicoDrive is also available as a [[libretro]] core for [[RetroArch]].<br />
<br />
==Review==<br />
PicoDrive is designed to run well on toasters like the GP2X, so it sacrifices a lot of accuracy for speed. It can emulate most Genesis and Sega CD games without any serious issues, but SMS emulation is somewhat buggy and Game Gear emulation is completely broken. 32X emulation works but is not as well developed as [[Kega Fusion]] (you can find a list of incompatible games [http://wiki.libretro.com/index.php?title=Sega_32X_Core_Compatibility here]).<br />
<br />
It's recommended that you only use PicoDrive if your preferred device is too weak to run anything better, or if you absolutely need a 32X and Pico emulator that isn't Kega. However, consider that PicoDrive is the only core that emulates the 32X and Pico when using RetroArch.<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Rustation&diff=23052Rustation2018-12-07T15:29:14Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = Rustation<br />
|logo =<br />
|logowidth =<br />
|version = 0.0.3<br />
|active = No<br />
|platform = Windows, Linux, macOS<br />
|target = [[PlayStation emulators|PlayStation]]<br />
|developer = simias<br />
|prog-lang =<br />
|website =<br />
|source = [https://github.com/simias/rustation GitHub]<br />
}}<br />
'''Rustation''' is an open-source [[PlayStation emulators|PlayStation emulator]] that doesn't require a plugin-based system.<br />
[[Category:Emulators]]<br />
[[Category:PlayStation emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Rustation&diff=23051Rustation2018-12-07T15:26:53Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = Rustation<br />
|logo =<br />
|logowidth =<br />
|version = N/A<br />
|active = No<br />
|platform = Windows, Linux, macOS<br />
|target = [[PlayStation emulators|PlayStation]]<br />
|developer =<br />
|prog-lang =<br />
|website =<br />
|source =<br />
}}<br />
'''Rustation''' is an open-source [[PlayStation emulators|PlayStation emulator]] that doesn't require a plugin-based system.<br />
[[Category:Emulators]]<br />
[[Category:PlayStation emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Mednafen&diff=23045Mednafen2018-12-07T15:06:00Z<p>176.88.21.109: /* Supported systems */</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Newlogo-1-.png<br />
|logowidth = 280<br />
|version = {{MednafenVer}}<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Atari Lynx emulators|Atari Lynx]], [[WonderSwan emulators|Bandai WonderSwan/Color]], [[Game Boy Advance emulators|Nintendo Game Boy Advance]], [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], [[Super Nintendo emulators|Super Nintendo Entertainment System]], [[Virtual Boy emulators|Virtual Boy]], [[PC Engine (TurboGrafx-16) emulators|NEC PC Engine (TurboGrafx-16)]], [[PC-FX emulators|PC-FX]], [[Neo Geo Pocket emulators|SNK Neo Geo Pocket/Color]], [[PlayStation emulators|Sony PlayStation]], [[Master System emulators|Sega Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis (Mega Drive)]], [[Sega Saturn emulators|Saturn]]<br />
|developer = Ryphecha, Mednafen Team<br />
|website = [https://mednafen.github.io/ mednafen.github.io]<br />
|source = [http://sourceforge.net/projects/mednafen/files/latest/download?source=files SourceForge]<br />
}}<br />
'''Mednafen''' (an acronym for '''My Emulator Doesn't Need A Frickin' Excellent Name''') is an open-source, [[Multi-system emulators|multi-system emulator]], driven from the command-line. Many of its cores are ports of other emulators, but many of them are also original. Its [[PlayStation emulators|Sony PlayStation]], [[Sega Saturn emulators|Sega Saturn]], [[Virtual Boy emulators|Nintendo Virtual Boy]], and [[PC Engine (TurboGrafx-16) emulators|NEC PC Engine (TurboGrafx-16)]] original cores are notable for their high quality, compatibility and accuracy.<br />
<br />
==Downloads==<br />
* [{{MednafenURL|releases/}} Mednafen] Official releases.<br />
<br />
==Supported systems==<br />
{| class="wikitable"<br />
|-<br />
! scope="col"|System<br />
! scope="col"|Based on code from:<br />
|-<br />
|[[Atari Lynx emulators|Atari Lynx]]<br />
|[[Handy]]<br />
|-<br />
|[[WonderSwan emulators|Bandai WonderSwan/Color]]<br />
|[[Cygne]]<br />
|-<br />
|[[Game Boy Advance emulators|Nintendo Game Boy Advance]]<br />
|[[VisualBoy Advance]]<br />
|-<br />
|[[Nintendo Entertainment System emulators|Nintendo Entertainment System (Family Computer)]]<br />
|[http://freecode.com/projects/fceultra FCE Ultra]<br />
|-<br />
|[[Super Nintendo emulators|Super Nintendo Entertainment System (Super Family Computer)]]<br />
|[[higan|bsnes v059]]<br />
|-<br />
|[[Virtual Boy emulators|Nintendo Virtual Boy]]<br />
|Original. NEC V810 CPU core based on [http://www.goliathindustries.com/vb/ Reality Boy].<br />
|-<br />
|[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine (TurboGrafx-16)]]<br />
|Original. CD-ROM interface based on [http://www.geocities.co.jp/SiliconValley-Bay/9975/PC2E/english.html PC2E].<br />
|-<br />
|[[PC-FX emulators|NEC PC-FX]]<br />
|Original. NEC V810 CPU core based on [http://www.goliathindustries.com/vb/ Reality Boy].<br />
|-<br />
|[[Neo Geo Pocket emulators|SNK Neo-Geo Pocket/Color]]<br />
|[[NeoPop]]<br />
|-<br />
|[[PlayStation emulators|Sony PlayStation]]<br />
|Original<br />
|-<br />
|[[Master System emulators|Sega Master System]] and [[Master System emulators|Game Gear]]<br />
|[http://www.techno-junk.org/smsplus.php SMS Plus]<br />
|-<br />
|[[Sega Genesis emulators|Sega Genesis (Mega Drive)]]<br />
|[[Genesis Plus GX#Genesis Plus|Genesis Plus]]<br />
|-<br />
|[[Sega Saturn emulators|Sega Saturn]]<br />
|Original<br />
|}<br />
<br />
==Overview==<br />
Mednafen only has a command line interface, so its interface might be hard to use to new users.<br />
<br />
The best cores in Mednafen are those that are original - which are the Sony PlayStation, NEC PC Engine, PC-FX, Sega Saturn and Nintendo Virtual Boy cores. The NEC PC Engine core is one of the best emulators for that system, with a Fast and Accurate version. The PlayStation core is native resolution only and features a high degree of accuracy and compatibility.<ref>[http://forum.fobby.net/index.php?t=msg&th=1114 Mednafen PSX bugs reports]</ref> The Nintendo Virtual Boy core is one of the best for the system.<br />
<br />
Other cores improve upon emulators that have been long abandoned and rarely updated. These include the SNK Neo Geo Pocket/Color, Bandai WonderSwan/Color, and Atari Lynx cores.<br />
<br />
Other cores are less useful, as there are better options in stand-alone emulators (Nintendo Entertainment System, Sega Genesis, Master System, and Super Nintendo Entertainment System). These cores might even be based on out-dated versions. For instance, the Super Nintendo Entertainment System core is based on an old outdated version of bsnes. This is before the performance/accuracy/balanced cores — 0.50x territory — with a couple of changes by Ryphecha.<br />
<br />
It is unknown at this time whether Mednafen's Nintendo Game Boy Advance core is better than [[VisualBoy Advance#VBA-M|VBA-M]].<br />
<br />
[[RetroArch]] uses the Sony PlayStation, NEC PC Engine, SNK Neo Geo Pocket/Color, Nintendo Virtual Boy, Sega Saturn and Bandai WonderSwan/Color cores of Mednafen, so it might make sense to use that instead.<br />
<br />
==Using Mednafen==<br />
Mednafen is pretty easy to get up and running. You can use a frontend like medgui. However, a good text editor like [http://www.notepad-plus-plus.org/ Notepad++] is all you need if you need to change settings.<br />
<br />
===BIOS===<br />
Most cores do not require any BIOS except for the Sony PlayStation, NEC PC Engine CD, PC-FX, and Sega Saturn cores. [[Emulator_Files#Multi-System|BIOS files]] need to be placed into a folder called "firmware" in your Mednafen directory. Mednafen is very picky about which BIOS to use. The ones that you might need are:<br />
<br />
'''Sony PlayStation'''<br />
* SCPH5500.bin - (NTSC-J) Required for Japan-region games.<br />
* SCPH5501.bin - (NTSC-U) Required for North America/US-region games.<br />
* SCPH5502.bin - (PAL) Required for Europe-region games.<br />
<br />
'''NEC PC Engine CD'''<br />
* syscard3.pce<br />
<br />
'''NEC PC-FX'''<br />
* pcfx.bios<br />
<br />
'''Sega Saturn'''<br />
* sega_101.bin<br />
* mpr-17933.bin<br />
<br />
All of these come with the [[Emulator_Files#Multi-System|RetroArch BIOS pack]] and are correctly named.<br />
<br />
===CUE===<br />
For most systems, Mednafen only needs the ROM file; but to load PlayStation games, Mednafen requires CUE sheets to know where the music data is. Ensure that the CUE sheet is properly set up in order for the game to run. See the [[Cue sheet (.cue)]] page for more info.<br />
<br />
===Loading a game===<br />
To load a game in Mednafen, simply drag and drop your ROM or CUE file onto mednafen.exe, or if you prefer, you can use the command line. Mednafen requires no special commands, such as the desired system. For example, in Windows, the command would look like C:/Emulators/Mednafen/mednafen.exe C:/Roms/Nintendo/battletoads.nes<br />
<br />
===m3u playlist files===<br />
[[File:M3u_example.png|thumb|right|206px|An example of a .m3u for Valkyrie Profile]]<br />
To automatically load the next disc of a game, you will need a .m3u file. To make one, simply create a text file and name it after your game. Within the text file, write the names of the .cue sheets for your game discs as such:<br />
<br />
Game (Disc 1).cue<br />
<br />
Game (Disc 2).cue<br />
<br />
Game (Disc 3).cue<br />
<br />
Save the .txt file and then change the file extension to .m3u. Run the .m3u, rather than the .cue of the first disc and the first disc will load. When you get to the end of that disc, the next disc will be automatically loaded.<br />
For this method to work, shared memory cards (see below) must be used for the games in the playlist.<br />
<br />
===Dual analog controllers with PlayStation===<br />
To enable analog sticks and rumble on DualShock controllers, open the mednafen-09x.cfg file, search for "psx.input.port1" and change gamepad to DualShock. Do this for port2 if you wish to play multiplayer games with the features of DualShock controllers.<br />
<br />
===Configuring controls===<br />
Once in-game, to configure your controller at any time, press Alt+Shift+1 and it will guide you through the setup. Press Alt+Shift+2 and so on for each additional controller for multiplayer.<br />
<br />
===Graphical enhancements===<br />
====Sprite limit====<br />
This is a feature on older systems, due to hardware limitations, that makes it only display so many sprites could be on screen at the same time. Most systems got around this limitation by alternating which sprites were on the screen each refresh, causing the sprite to flicker. Mednafen's default settings are true to the original system limits, but this can be disabled in the .cfg file. Here is the list of options from the .cfg file to change from 0 to 1 if you don't wish to have the limit.<br />
<br />
* [{{MednafenURL|documentation/nes.html#nes.no8lim}} nes.no8lim]<br />
* [{{MednafenURL|documentation/pce.html#pce.nospritelimit}} pce.nospritelimit]<br />
* [{{MednafenURL|documentation/pce_fast.html#pce_fast.nospritelimit}} pce_fast.nospritelimit]<br />
* [{{MednafenURL|documentation/pcfx.html#pcfx.nospritelimit}} pcfx.nospritelimit]<br />
<br />
===Cheats===<br />
Mednafen supports the usual cheats such as GameShark, Code Breaker, and Action Replay. The cheats menu can be accessed (or quit back to normal gameplay) with '''ALT+C'''.<br />
<br />
The cheat engine interface is command-based but still easy to use. Each time a menu appears, you have a bunch of options with a number (or key) before each choice. You're supposed to write the number (# just means to choose the number for the line you want) or letter standing for your choice. Occasionally, when asked to input some values or names, a value appears between brackets after the question - if that's what you want to write down, you can simply leave the entry field empty and press Enter.<br />
<br />
To add an existing GS/AR/PAR/CB cheat code, use "Gameshark Codes". Else, if you have a memory address and a given value for it, choose "Search Code" then "Add Code", then put in the address (as $XXXXXXXX), the byte range depending on the values your variable can take (1 is 0-255, 2 is 0-65535, etc), and the numeric value proper (in decimal, or hexadecimal if followed by a lower-case h). Various cheat types exist too (S(substitute on read), C(substitute on read with compare) or R(replace value before vblank) -- R being the default recommended option).<br />
<br />
Searching for new cheat codes is also possible. The general idea being comparing variables, going back to gameplay so that this variable changes then back to the cheat engine searching for any variables that changed in that particular way. For example:<br />
* '''Infinite Health / Ammo / Time / Money:''' you start with 5 hearts, reset search (in the cheat engine, not reset the game you silly!), you get hurt to 4 hearts, search variables that decreased, get healed back to 5 hearts, search variables that increased, and so on. For the money, you can start with 0 when you have 0 gold and try earning/spending money. You could try using save states as well when you don't have as much freedom changing the value. <br />
* '''Infinite Lives:''' It's game over when the internal variable for "Lives" is 0. So in some cases, when it shows "REST/LEFT=1" in-game and you lose a life then it becomes 0 but you're still allowed to play on your last life, that means the internal counter for lives has actually changed from 2 to 1 and not from 1 to 0, but in other games (where if you die on "LIVESx1" it's game over) it's not the case. In the case of lives, you actually know the exact value: reset search initially, then (if you have 2 lives on a game that allows you to play on "LEFT=0") search for variables with values equal to 3. Lose a life, search for variables equal 2, and so on.<br />
* '''Character Modifier / Level Modifier / Having an Item:''' reset search, play without changing whatever you're searching for (let's say the stage), do lots of searches for new value equals old value. In-game, change it, then do a new value doesn't equal old value. And so on.<br />
* '''Walk Through Walls / Invincibility / In-game Cheats & Features:''' you need to find the value that tells the character if he can move or not (he can't really move when walking against a wall) / if he's blinking or being invincible right now after getting hurt. Same methods as before, but there are hints that could be useful here -- both states could be 0/1, or something else... for example, one could assume 0 is not enabled and 1 is enabled.<br />
* '''Debug Modes:''' stuff that stays 0 no matter what, extra off-screen inaccessible options in menus, extra dialogue... you name it. Have fun experimenting.<br />
<br />
The goal of these searches is to narrow down the list of results to a single or handful of addresses (variables) pertinent directly to whatever we're searching for. The search always starts with "Reset Search", going back in-game (Alt+C) to play and change stuff, then back to the cheat engine to compare the "Original" value with the "Current" value. Then you check the results page which must get smaller and smaller (if it's 0 results, you screwed up and need to reset search to try again). The comparing options offered by Mednafen are as follow, with O being the Original value, and C being the Current value (when you reset a search, they're the same):<br />
<br />
# '''O==V1 && C==V2''' if you know the explicit numerical values for the variable you write it here. The first time, just write the same value in both. Subsequent times, leave O blank and press Enter so that you don't write the old value again, and write the current value under C.<br />
# '''O==V1 && |O-C|==V2''' same, but instead of writing the current value you write by how much it changed (0 if old value equals new value)<br />
# '''|O-C|==V2''' you write by how much it changed (0 if old value equals new value)<br />
# '''O!=C''' if old value doesn't equal new value<br />
# '''Value decreased''' if new value smaller than old value<br />
# '''Value increased''' if new value bigger than old value<br />
<br />
===Further reading===<br />
* {{MednafenURL|documentation/}}<br />
<br />
==Memory cards==<br />
===Shared memcards===<br />
Use this so that there is a shared memory cards for all games:<br />
<br />
Create '''psx.cfg''', and add the line: '''filesys.fname_sav %s.%X'''<br><br />
Here's the full documentation: {{MednafenURL|documentation/fname_format.txt}}<br />
<br />
Emulation bugs, crashes, and save states can corrupt your memory card data.<br />
<br />
===Transfer===<br />
To transfer memory cards, follow this guide. Also, in games with multiple discs with saves that carry over, you have to follow the same procedure.<br />
<br />
Mednafen creates memory card files for each individual game, in contrast to [[PCSX-Reloaded]]/[[ePSXe]] where all game saves are stored into 2 memory card files. To transfer memory card files from PCSX-Reloaded/ePSXe to [[RetroArch]]:<br />
<br />
* Start the game in RetroArch.<br />
* Go to the system folder. Copy the names of the .mcr files created for the game.<br />
* Delete them.<br />
* Rename the files you want to transfer with the names of the RetroArch memcard files.<br />
* Place the new ones in the system folder.<br />
<br />
==Frontends==<br />
* [http://sourceforge.net/projects/medgui/ Medgui] (Windows)<br />
* [http://forum.fobby.net/index.php?t=msg&th=924&start=0& MedGui Reborn] (Windows)<br />
* [https://medlaunch.info MedLaunch] (Windows)<br />
* [https://github.com/AmatCoder/mednaffe Mednaffe] (Multi-platform)<br />
<br />
==Netplay==<br />
Cores that work with netplay:<br />
<br />
* NEC PC Engine (TurboGrafx-16)/PCE-CD (TG-CD)/SuperGrafx (option for both accuracy and fast cores)<br />
* NEC PC-FX<br />
* Nintendo Entertainment System<br />
* Sega Genesis<br />
* Sega Master System<br />
* Super Nintendo Entertainment System<br />
* Sony PlayStation<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable" style="width: 100%;"<br />
! colspan=2 |Review<br />
|-<br />
| '''PROS''' ||<br />
* You can make and load save states<br />
* Netcode allows for people to join a game that's already in session<br />
* In-game chat<br />
* Playing it full-screen works (sometimes)<br />
|-<br />
| '''CONS''' ||<br />
* Command-line only (you can use a frontend, though)<br />
* Weird, convoluted settings (or lack thereof)<br />
* Super Nintendo Entertainment System emulation will be slow to you if you're on a low-end computer (uses bsnes core)<br />
* Sony PlayStation core is accurate but slow<br />
* Only supports 2 players on Genesis<br />
* Frontend doesn't always save settings correctly<br />
* Frontend defaults to detecting compressed ROM archives instead of the actual ROMs (you can still load uncompressed ROMs by selecting "All files *.*" from the drop-down menu)<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable" style="width: 100%;"<br />
! colspan=1 |How to<br />
|-<br />
|<br />
It's recommended that you [http://sourceforge.net/projects/medgui/ download a frontend].<br />
<br />
# Run MedGui.exe<br />
# You'll get a small window. On your left, you'll see two arrow buttons with a console/handheld icon in between. Choose your desired platform.<br />
# Click the button with the blue lightning icon and look for the folder that contains your game(s). The emulator looks for compressed archives by default, but you can still load uncompressed files by clicking on the drop-down menu.<br />
# Pick your game.<br />
# Click the button with a checkered red ball and joystick to start the game.<br />
# You'll then (very likely) get a message an update prompt. Click Yes, and wait.<br />
# Start the game. If it asks you to update again, ignore it and restart the emulator.<br />
# While the game is loaded, press ALT + SHIFT + 1 to map your controller. You'll get several options per button (for example, UP 1, UP 2, UP 3, etc.). Just map the first one to your controller, and the rest to a key you'll never press. You will have to repeat this step for every emulator core.<br />
# Close the emulator.<br />
# Click the arrow button on the right side of the window. It should expand it.<br />
# Click Advanced Mode.<br />
# Click the tab called Media/Network/Utility.<br />
<br />
'''For Hosting:'''<br />
# In the Netplay-Server section, you have the following options:<br />
#* "Max Clients", as in, the number of people that can connect to your server (not necessarily players; theoretically you can use this as a makeshift stream)<br />
#* "Conn. Timeout" which is the number of seconds you'll allow for your clients to attempt establishing a connection<br />
#* "Port" where you'll choose one an open TCP/UDP one<br />
#* "Password" which you can establish or leave blank<br />
# When you're done fiddling with your settings, click Create standard.conf<br />
# Click Create Server. A cmd window will appear.<br />
# Click My IP to obtain your external IP address and share it along with your port to your friend(s).<br />
# Launch the game.<br />
# Press T, and type /server localhost.<br />
# Wait for other people to connect.<br />
<br />
'''If you're Connecting:'''<br />
# In the Netplay-Client section, you have the following options:<br />
#* "Host", which is the server's IP you'll connect to<br />
#* "Port, which is the one used by the server (which you should also have open on your end).<br />
#* "Password", blank if there is none.<br />
#* "Nickname" where you type whatever you want.<br />
#* "Local player" is the number of players that will also be playing on one computer.<br />
#* "Small font" which makes the chat font smaller.<br />
# When you're done fiddling with your settings, launch the game.<br />
# Press T, and type /server IP_goes_here.<br />
<br />
You can chat in-game by pressing T. Also, remember that you can drop in and out of the game at any time, so you don't need to reset the game if someone accidentally disconnects.<br />
There are way too many settings, commands, and features to list, so take a look at the emulator's documentation.<br />
|}<br />
<br />
==External links==<br />
* [http://fantasyanime.com/emuhelp/emuhelp_mednafen.htm Mednafen tutorial]<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Emulators]]<br />
[[Category:Multi-emulators]]<br />
[[Category:Atari consoles]]<br />
[[Category:Nintendo Entertainment System emulators]]<br />
[[Category:Super Nintendo emulators]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators]]<br />
[[Category:PC-FX emulators]]<br />
[[Category:Game Boy/Game Boy Color emulators]]<br />
[[Category:Game Boy Advance emulators]]<br />
[[Category:PlayStation emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Sega Saturn emulators]]<br />
[[Category:Virtual Boy emulators]]<br />
[[Category:Netplay]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Rustation&diff=23027Rustation2018-12-07T12:14:43Z<p>176.88.21.109: </p>
<hr />
<div>'''Rustation''' is an open-source [[PlayStation emulators|PlayStation emulator]] that doesn't require a plugin-based system.<br />
[[Category:Emulators]]<br />
[[Category:PlayStation emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=DeSmuME&diff=23023DeSmuME2018-12-07T11:56:56Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Desmume.png<br />
|logowidth = 100<br />
|version = 0.9.11 <small>(Stable)</small><br/>0.9.12 <small>(Development)</small><br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME Team]<br />
|website = [https://desmume.org/ DeSmuME.org]<br />
|source = [https://github.com/TASVideos/desmume GitHub]<br />
}}<br />
'''DeSmuME''' is an open-source [[Nintendo DS emulators|Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed by YopYop156. It can be run from the command line directly or as a graphical program.<br />
<br />
The regular version now allows for increasing internal resolution.<br />
<br />
It is also available as a libretro core for [[RetroArch]].<br />
<br />
==Download==<br />
*[https://desmume.org/download/ DeSmuME Dev Builds]<br />
<br />
==Issues==<br />
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an [[Xbox 360 emulators|Xbox 360]] controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.<br />
<br />
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current philosophy and ''creative differences'', so don't hold your breath for them or pester the developers about them. They include:<br />
*DS Download Play<br />
*DS Local Play (local multiplayer)<br />
*DS Wi-Fi Play (online multiplayer) - ''working, fork-only, removed from main due to creative differences''<br />
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)<br />
*DS/Wii Connectivity<br />
<br />
StapleButter was working on some of these features and left the project due to ''creative differences'' directly related to these features, to eventually start his own Nintendo DS emulator, [[melonDS]]. A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed due to ''creative differences'', is available and has been improved to allow for limited dumping of online data software prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.<br />
<br />
At some point in 2010, development on these features was permanently discontinued due to ''creative differences'', and the developers distanced themselves from the above-mentioned forks. The official team stance on this is as follows, and is as clear as it can get:<br />
<br />
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the Wi-Fi menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''<br />
::''Officially, DeSmuME DOES NOT support the use of builds with Wi-Fi support.''<br />
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''<br />
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''<br />
<br />
Also due to ''creative differences'' it was deemed that the Dynamic JIT recompiler (which adds a significant speed-up) to be a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise on these ''creative differences'' was reached and a slightly different implementation was since included in the main project after 0.9.11.<br />
<br />
==Troubleshooting==<br />
If the game is slow:<br />
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.<br />
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.<br />
*Use frameskip as the absolute last resort.<br />
*If your graphics card was designed by Nvidia and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.<br />
If the sound is distorted.<br />
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.<br />
If the 3D is messed up.<br />
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.<br />
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.<br />
<br />
==Graphical Enhancement==<br />
*In 3D games, you can use '''DeSmuME X432R''' as linked below or any recent official build to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.<br />
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.<br />
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.<br />
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.<br />
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.<br />
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.<br />
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.<br />
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off. <br />
<br />
===Internal Resolution and DeSmuME X432R===<br />
====X432R Fork==== <br />
Mainline DeSmuME didn't offer any options for higher internal resolution than native, at first, due to ''creative differences''. However, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run [[Dolphin]] and [[PCSX2]] at a perfect pace but can't run this at full speed using increased internal resolution, however newest versions are much faster.<br />
<br />
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.<br />
<br />
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.<br />
<br />
*http://shikaver01.webcrow.jp<br />
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html<br />
*http://www.geocities.jp/gponys/desmume_aa.html<br />
<br />
====Official Implementation====<br />
After the increased internal resolutions were implemented in the X432 fork (originally contributed to main but rejected due to ''creative differences''), as well as in [[DraStic]] and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider their ''creative differences'' and include their own implementation of higher internal resolution.<br />
<br />
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.<br />
<br />
The latest development version of [[RetroArch]] DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.<br />
<br />
==Review==<br />
DeSmuME is currently the best available [[Nintendo DS emulators|Nintendo DS emulator]] on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either No$GBA or emulated DraStic) and many features are not supported.<br />
<br />
==Gallery==<br />
<gallery><br />
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)<br />
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.<br />
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.<br />
</gallery><br />
<br />
==Guides and Info==<br />
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]<br />
<br />
==References==<br />
<references/><br />
[[Category:Emulators]]<br />
[[Category:Nintendo DS emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=DeSmuME&diff=23022DeSmuME2018-12-07T11:56:29Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Desmume.png<br />
|logowidth = 100<br />
|version = 0.9.11 <small>(Stable)</small></br>0.9.12 <small>(Development)</small><br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME Team]<br />
|website = [https://desmume.org/ DeSmuME.org]<br />
|source = [https://github.com/TASVideos/desmume GitHub]<br />
}}<br />
'''DeSmuME''' is an open-source [[Nintendo DS emulators|Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed by YopYop156. It can be run from the command line directly or as a graphical program.<br />
<br />
The regular version now allows for increasing internal resolution.<br />
<br />
It is also available as a libretro core for [[RetroArch]].<br />
<br />
==Download==<br />
*[https://desmume.org/download/ DeSmuME Dev Builds]<br />
<br />
==Issues==<br />
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an [[Xbox 360 emulators|Xbox 360]] controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.<br />
<br />
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current philosophy and ''creative differences'', so don't hold your breath for them or pester the developers about them. They include:<br />
*DS Download Play<br />
*DS Local Play (local multiplayer)<br />
*DS Wi-Fi Play (online multiplayer) - ''working, fork-only, removed from main due to creative differences''<br />
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)<br />
*DS/Wii Connectivity<br />
<br />
StapleButter was working on some of these features and left the project due to ''creative differences'' directly related to these features, to eventually start his own Nintendo DS emulator, [[melonDS]]. A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed due to ''creative differences'', is available and has been improved to allow for limited dumping of online data software prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.<br />
<br />
At some point in 2010, development on these features was permanently discontinued due to ''creative differences'', and the developers distanced themselves from the above-mentioned forks. The official team stance on this is as follows, and is as clear as it can get:<br />
<br />
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the Wi-Fi menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''<br />
::''Officially, DeSmuME DOES NOT support the use of builds with Wi-Fi support.''<br />
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''<br />
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''<br />
<br />
Also due to ''creative differences'' it was deemed that the Dynamic JIT recompiler (which adds a significant speed-up) to be a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise on these ''creative differences'' was reached and a slightly different implementation was since included in the main project after 0.9.11.<br />
<br />
==Troubleshooting==<br />
If the game is slow:<br />
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.<br />
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.<br />
*Use frameskip as the absolute last resort.<br />
*If your graphics card was designed by Nvidia and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.<br />
If the sound is distorted.<br />
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.<br />
If the 3D is messed up.<br />
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.<br />
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.<br />
<br />
==Graphical Enhancement==<br />
*In 3D games, you can use '''DeSmuME X432R''' as linked below or any recent official build to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.<br />
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.<br />
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.<br />
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.<br />
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.<br />
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.<br />
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.<br />
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off. <br />
<br />
===Internal Resolution and DeSmuME X432R===<br />
====X432R Fork==== <br />
Mainline DeSmuME didn't offer any options for higher internal resolution than native, at first, due to ''creative differences''. However, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run [[Dolphin]] and [[PCSX2]] at a perfect pace but can't run this at full speed using increased internal resolution, however newest versions are much faster.<br />
<br />
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.<br />
<br />
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.<br />
<br />
*http://shikaver01.webcrow.jp<br />
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html<br />
*http://www.geocities.jp/gponys/desmume_aa.html<br />
<br />
====Official Implementation====<br />
After the increased internal resolutions were implemented in the X432 fork (originally contributed to main but rejected due to ''creative differences''), as well as in [[DraStic]] and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider their ''creative differences'' and include their own implementation of higher internal resolution.<br />
<br />
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.<br />
<br />
The latest development version of [[RetroArch]] DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.<br />
<br />
==Review==<br />
DeSmuME is currently the best available [[Nintendo DS emulators|Nintendo DS emulator]] on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either No$GBA or emulated DraStic) and many features are not supported.<br />
<br />
==Gallery==<br />
<gallery><br />
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)<br />
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.<br />
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.<br />
</gallery><br />
<br />
==Guides and Info==<br />
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]<br />
<br />
==References==<br />
<references/><br />
[[Category:Emulators]]<br />
[[Category:Nintendo DS emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Rustation&diff=22972Rustation2018-12-07T05:38:34Z<p>176.88.21.109: Created page with "Playstation emulator Category:Emulators Category:PlayStation emulators"</p>
<hr />
<div>[[Playstation]] emulator<br />
[[Category:Emulators]]<br />
[[Category:PlayStation emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PCSX-Reloaded&diff=22971PCSX-Reloaded2018-12-07T05:18:10Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = PCSXR<br />
|logo = Pcsx.jpg<br />
|logowidth = 147<br />
|version = 1.9.94<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|developer = [http://pcsxr.codeplex.com/team/view PCSX-Reloaded Team]<br />
|target = [[PlayStation emulators|PlayStation]]<br />
|website = [https://pcsxr.codeplex.com/ CodePlex.com]<br />
|source = [https://github.com/iCatButler/pcsxr GitHub] <small>(Active)</small><br />[https://github.com/pcsxr/PCSX-Reloaded/tree/master/pcsxr GitHub] <small>(Old mirror)</small><br />
}}<br />
'''[[wikipedia:PCSX-Reloaded|PCSX-Reloaded]]''', also known as '''PCSX-R''' or '''PCSXR''', is an open-source, plugin-based [[PlayStation emulators|PlayStation emulator]].<br />
<br />
==Downloads==<br />
* [http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP fork]([https://github.com/iCatButler/pcsxr Source])<br />
* [http://www.emucr.com/search/label/PCSX-Reloaded/ Windows Dev Builds]<br />
* [http://consoleemu.com/emulator/pcsx-reloaded macOS Dev Builds]<br />
* [https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial Launchpad Repo (Ubuntu)]<br />
* [https://wiki.archlinux.org/index.php/PCSX-Reloaded Arch Linux builds] (Several different types of builds)<br />
<br />
'''Mobile devices:'''<br />
* [https://github.com/notaz/pcsx_rearmed PCSX-ReARMed] (For ARM devices - see [[libretro]]. Source code only.)<br />
* [http://repo.openpandora.org/?page=detail&app=package.pcsx_rearmed.notaz PCSX-ReARMed] (For Pandora handheld PC's made between 2010-2013)<br />
<br />
==Overview==<br />
PCSX-Reloaded is a plugin-based PlayStation emulator created in mid-2009. It was based on PCSX-df 1.9, with, in its early times, support for Windows, GNU/Linux and macOS as well as many bugfixes and improvements. The old PCSX-df branch is a fork of the PCSX PlayStation emulator designed specifically for GNU/Linux (and probably other similar systems). It has a completely reworked and modernized GTK2/Glade GUI, integrated plugins, an improved system for classic PSEmu plugins, better configuration tools, support for translation, easy installation, and support for AMD64.<br />
<br />
The initial base of the current emulator, PCSX, was first released for the PC on August 31, 2000. Official development ceased on September 17, 2003, and development shifted to the new PlayStation 2 emulator, [[PCSX2]]. Coder linuzappz<ref name="linuzappz">{{cite web|url=http://www.emulation64.com/spotlights/1/|title=Spotlight on linuzappz|publisher=Emulation64|accessdate=2018-12-07|date=February 04, 2004, article from January 24, 2003}}</ref> from Argentina worked on both PCSX & PCSX2 and co-founded at least the latter one with another team member named Shadow<ref name="Shadow">{{cite web|url=http://www.emulation64.com/spotlights/8/|title=Spotlight on Shadow|publisher=Emulation64|accessdate=2018-12-07|date=February 11, 2004}}</ref> from Greece.<br />
* [http://pcsx-df.sourceforge.net/ Official PCSX-df website]<br />
* [https://sourceforge.net/projects/pcsx-df/ PCSX-df's SourceForge]<br />
<br />
PCSX-Reloaded is the best choice if you want to play 3D games at higher resolutions. If you encounter glitches or you're emulating a 2D game, use [[Mednafen]] instead.<br />
Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
The PGXP fork<ref name="RetroCollect">{{cite web|url=http://www.retrocollect.com/News/perspective-correction-comes-to-sony-playstation-emulation-via-pcsxr-pgxp.html|title=Perspective Correction Comes To Sony PlayStation Emulation Via PCSXR-PGXP|publisher=RetroCollect|accessdate=2018-08-10|date=2016-05-17}}</ref> adds texture perspective correction, reduced polygon culling, and reduced polygon jitter (more so than mainline PCSX-Reloaded's GTE hack). Mainline has a major issue where a hack written for WipeOut causes slowdowns in many games. This is fixed by making the hack an option (in CPU settings; off by default), and also adds an option for CPU overclocking. It is recommended to use this fork until mainline fixes this issue.<br />
<br />
===Features===<br />
*Support for [http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ PeteOpenGL2Tweak]<br />
*Native multitrack [[Cue sheet (.cue)|Cue sheet]] support<br />
*Disk tray opening and closing for games that require it<br />
*A widescreen hack in the CPU options (3D games only)<br />
*Controller plugin support<br />
*Compatibility with anti-jitter options in graphics plugins, such as '''GTE accuracy''' in the default Peops OpenGL plugin, or '''Improved coordinate accuracy''' in Edgbla gpuBladeSoft and it also supports Pete OpenGL2 plugin.<br />
*Support for ECM files (currently only macOS and Linux version)<br />
*Support for Libarchive (currently only macOS and Linux version)<br />
*Save Rewind feature (currently only macOS and Linux version)<br />
*Snapshot feature (Currently only Windows version)<br />
<br />
==Keybinds==<br />
*F1: Save state<br />
*F2: Switch to next save slot<br />
*F3: Load state<br />
*F4: Display state screenshot<br />
*F5: Toggle SIO IRQ<br />
*F6: Toggle Black & White decoders<br />
*F7: Toggle XA<br />
*F8: Take a game screenshot (Windows Version only)<br />
*F9: Open the Disc tray<br />
*F10: Close the Disc tray<br />
*ESC: Return to the main window<br />
<br />
*Ctrl 1 to 5: Save state 1 to 5<br />
*Alt 1 to 5: Load state 1 to 5<br />
*Alt 0: Load state from last ESC quit<br />
<br />
==Issues==<br />
===Keybinds in LilyPad===<br />
To get hotkeys to work, like using the ESC key: in the keyboard Input API (radio buttons in the top left of the LilyPad options), choose raw input.<br />
<br />
===Default plugin on Windows===<br />
The default GPU plugin that comes with PCSX-Reloaded mostly doesn't work on Windows. Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
===Changing discs===<br />
Some games (like Final Fantasy) allow you to save in the "Disc Change screen". For games that don't allow that (like Metal Gear Solid), disc switching can be a bit tricky:<br />
# Press F9 to open Disc tray<br />
# Press Esc to go to PCSX-Reloaded menu<br />
# Emulator → Switch ISO...<br />
# Emulator → Run<br />
# Press F10 to close the Disc tray<br />
<br />
===macOS disc switching===<br />
The process for switching discs on macOS is slightly different:<br />
# Go to File → Eject…<br />
# For physical CDs:<br />
## The physical CD will eject.<br />
## Replace the CD that was ejected.<br />
## Close the drive: PCSX-Reloaded will wait for a new CD to be inserted and resume when a new one is available. '''NOTE:''' The current release version ''does not wait'' for a new CD. An SVN build will work better.<br />
# For ISOs:<br />
## A file selection window will come up.<br />
## Select your new ISO.<br />
## Click the "Open" button.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:PlayStation emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PCSX-Reloaded&diff=22970PCSX-Reloaded2018-12-07T05:13:21Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = PCSXR<br />
|logo = Pcsx.jpg<br />
|logowidth = 147<br />
|version = 1.9.94<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|developer = [http://pcsxr.codeplex.com/team/view PCSX-Reloaded Team]<br />
|target = [[PlayStation emulators|PlayStation]]<br />
|website = [https://pcsxr.codeplex.com/ CodePlex.com]<br />
|source = [https://github.com/iCatButler/pcsxr GitHub] <small>(Active)</small><br />[https://github.com/pcsxr/PCSX-Reloaded/tree/master/pcsxr GitHub] <small>(Old mirror)</small><br />
}}<br />
'''[[wikipedia:PCSX-Reloaded|PCSX-Reloaded]]''', also known as '''PCSX-R''' or '''PCSXR''', is an open-source, plugin-based [[PlayStation emulators|PlayStation emulator]].<br />
<br />
==Downloads==<br />
* [http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP fork]([https://github.com/iCatButler/pcsxr Source])<br />
* [http://www.emucr.com/search/label/PCSX-Reloaded/ Windows Dev Builds]<br />
* [http://consoleemu.com/emulator/pcsx-reloaded macOS Dev Builds]<br />
* [https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial Launchpad Repo (Ubuntu)]<br />
* [https://wiki.archlinux.org/index.php/PCSX-Reloaded Arch Linux builds] (Several different types of builds)<br />
<br />
'''Mobile devices:'''<br />
* [https://github.com/notaz/pcsx_rearmed PCSX-ReARMed] (For ARM devices - see [[libretro]]. Source code only.)<br />
* [http://repo.openpandora.org/?page=detail&app=package.pcsx_rearmed.notaz PCSX-ReARMed] (For Pandora handheld PC's made between 2010-2013)<br />
<br />
==Overview==<br />
PCSX-Reloaded is a PlayStation emulator created in mid-2009. It was based on PCSX-df 1.9, with, in its early times, support for Windows, GNU/Linux and macOS as well as many bugfixes and improvements. The old PCSX-df branch is a fork of the PCSX PlayStation emulator designed specifically for GNU/Linux (and probably other similar systems). It has a completely reworked and modernized GTK2/Glade GUI, integrated plugins, an improved system for classic PSEmu plugins, better configuration tools, support for translation, easy installation, and support for AMD64.<br />
<br />
The initial base of the current emulator, PCSX, was first released for the PC on August 31, 2000. Official development ceased on September 17, 2003, and development shifted to the new PlayStation 2 emulator, [[PCSX2]]. Coder linuzappz<ref name="linuzappz">{{cite web|url=http://www.emulation64.com/spotlights/1/|title=Spotlight on linuzappz|publisher=Emulation64|accessdate=2018-12-07|date=February 04, 2004, article from January 24, 2003}}</ref> from Argentina worked on both PCSX & PCSX2 and co-founded at least the latter one with another team member named Shadow<ref name="Shadow">{{cite web|url=http://www.emulation64.com/spotlights/8/|title=Spotlight on Shadow|publisher=Emulation64|accessdate=2018-12-07|date=February 11, 2004}}</ref> from Greece.<br />
* [http://pcsx-df.sourceforge.net/ Official PCSX-df website]<br />
* [https://sourceforge.net/projects/pcsx-df/ PCSX-df's SourceForge]<br />
<br />
PCSX-R is the best choice if you want to play 3D games at higher resolutions. If you encounter glitches or you're emulating a 2D game, use [[Mednafen]] instead.<br />
Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
The PGXP fork<ref name="RetroCollect">{{cite web|url=http://www.retrocollect.com/News/perspective-correction-comes-to-sony-playstation-emulation-via-pcsxr-pgxp.html|title=Perspective Correction Comes To Sony PlayStation Emulation Via PCSXR-PGXP|publisher=RetroCollect|accessdate=2018-08-10|date=2016-05-17}}</ref> adds texture perspective correction, reduced polygon culling, and reduced polygon jitter (more so than mainline PCSX-R's GTE hack). Mainline has a major issue where a hack written for WipeOut causes slowdowns in many games. This is fixed by making the hack an option (in CPU settings; off by default), and also adds an option for CPU overclocking. It is recommended to use this fork until mainline fixes this issue.<br />
<br />
===Features===<br />
*Support for [http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ PeteOpenGL2Tweak]<br />
*Native multitrack [[Cue sheet (.cue)|Cue sheet]] support<br />
*Disk tray opening and closing for games that require it<br />
*A widescreen hack in the CPU options (3D games only)<br />
*Controller plugin support<br />
*Compatibility with anti-jitter options in graphics plugins, such as '''GTE accuracy''' in the default Peops OpenGL plugin, or '''Improved coordinate accuracy''' in Edgbla gpuBladeSoft and it also supports Pete OpenGL2 plugin.<br />
*Support for ECM files (currently only macOS and Linux version)<br />
*Support for Libarchive (currently only macOS and Linux version)<br />
*Save Rewind feature (currently only macOS and Linux version)<br />
* Snapshot feature (Currently only Windows version)<br />
<br />
==Keybinds==<br />
*F1: Save state<br />
*F2: Switch to next save slot<br />
*F3: Load state<br />
*F4: Display state screenshot<br />
*F5: Toggle SIO IRQ<br />
*F6: Toggle Black & White decoders<br />
*F7: Toggle XA<br />
*F8: Take a game screenshot (Windows Version only)<br />
*F9: Open the Disc tray<br />
*F10: Close the Disc tray<br />
*ESC: Return to the main window<br />
<br />
*Ctrl 1 to 5: Save state 1 to 5<br />
*Alt 1 to 5: Load state 1 to 5<br />
*Alt 0: Load state from last ESC quit<br />
<br />
==Issues==<br />
===Keybinds in LilyPad===<br />
To get hotkeys to work, like using the ESC key: in the keyboard Input API (radio buttons in the top left of the LilyPad options), choose raw input.<br />
<br />
===Default plugin on Windows===<br />
The default GPU plugin that comes with PCSX-R mostly doesn't work on Windows. Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
===Changing discs===<br />
Some games (like Final Fantasy) allow you to save in the "Disc Change screen". For games that don't allow that (like Metal Gear Solid), disc switching can be a bit tricky:<br />
# Press F9 to open Disc tray<br />
# Press Esc to go to PCSX-R menu<br />
# Emulator → Switch ISO...<br />
# Emulator → Run<br />
# Press F10 to close the Disc tray<br />
<br />
===macOS disc switching===<br />
The process for switching discs on macOS is slightly different:<br />
# Go to File → Eject…<br />
# For physical CDs:<br />
## The physical CD will eject.<br />
## Replace the CD that was ejected.<br />
## Close the drive: PCSX-R will wait for a new CD to be inserted and resume when a new one is available. '''NOTE:''' The current release version ''does not wait'' for a new CD. An SVN build will work better.<br />
# For ISOs:<br />
## A file selection window will come up.<br />
## Select your new ISO.<br />
## Click the "Open" button.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:PlayStation emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PCSX-Reloaded&diff=22969PCSX-Reloaded2018-12-07T05:11:03Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = PCSXR<br />
|logo = Pcsx.jpg<br />
|logowidth = 147<br />
|version = 1.9.94<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|developer = [http://pcsxr.codeplex.com/team/view PCSX-Reloaded Team]<br />
|target = [[PlayStation emulators|PlayStation]]<br />
|website = [https://pcsxr.codeplex.com/ CodePlex.com]<br />
|source = [https://github.com/iCatButler/pcsxr GitHub] <small>(Active)</small><br />[https://github.com/pcsxr/PCSX-Reloaded/tree/master/pcsxr GitHub] <small>(Old mirror)</small><br />
}}<br />
'''[[wikipedia:PCSX-Reloaded|PCSX-Reloaded]]''', also known as '''PCSX-R''' or '''PCSXR''', is an open-source, plugin-based [[PlayStation emulators|PlayStation emulator]].<br />
<br />
==Downloads==<br />
* [http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP fork]([https://github.com/iCatButler/pcsxr Source])<br />
* [http://www.emucr.com/search/label/PCSX-Reloaded/ Windows Dev Builds]<br />
* [http://consoleemu.com/emulator/pcsx-reloaded macOS Dev Builds]<br />
* [https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial Launchpad Repo (Ubuntu)]<br />
* [https://wiki.archlinux.org/index.php/PCSX-Reloaded Arch Linux builds] (Several different types of builds)<br />
<br />
'''Mobile devices:'''<br />
* [https://github.com/notaz/pcsx_rearmed PCSX-ReARMed] (For ARM devices - see [[libretro]]. Source code only.)<br />
* [http://repo.openpandora.org/?page=detail&app=package.pcsx_rearmed.notaz PCSX-ReARMed] (For Pandora handheld PC's made between 2010-2013)<br />
<br />
==Overview==<br />
PCSX-Reloaded is a PlayStation emulator created in mid-2009. It was based on PCSX-df 1.9, with, in its early times, support for Windows, GNU/Linux and Mac OS X as well as many bugfixes and improvements. The old PCSX-df branch is a fork of the PCSX PlayStation emulator designed specifically for GNU/Linux (and probably other similar systems). It has a completely reworked and modernized GTK2/Glade GUI, integrated plugins, an improved system for classic PSEmu plugins, better configuration tools, support for translation, easy installation, and support for AMD64.<br />
<br />
The initial base of the current emulator, PCSX, was first released for the PC on August 31, 2000. Official development ceased on September 17, 2003, and development shifted to the new PlayStation 2 emulator, [[PCSX2]]. Coder linuzappz<ref name="linuzappz">{{cite web|url=http://www.emulation64.com/spotlights/1/|title=Spotlight on linuzappz|publisher=Emulation64|accessdate=2018-12-07|date=February 04, 2004, article from January 24, 2003}}</ref> from Argentina worked on both PCSX & PCSX2 and co-founded at least the latter one with another team member named Shadow<ref name="Shadow">{{cite web|url=http://www.emulation64.com/spotlights/8/|title=Spotlight on Shadow|publisher=Emulation64|accessdate=2018-12-07|date=February 11, 2004}}</ref> from Greece.<br />
* [http://pcsx-df.sourceforge.net/ Official PCSX-df website]<br />
* [https://sourceforge.net/projects/pcsx-df/ PCSX-df's SourceForge]<br />
<br />
PCSX-R is the best choice if you want to play 3D games at higher resolutions. If you encounter glitches or you're emulating a 2D game, use [[Mednafen]] instead.<br />
Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
The PGXP fork<ref name="RetroCollect">{{cite web|url=http://www.retrocollect.com/News/perspective-correction-comes-to-sony-playstation-emulation-via-pcsxr-pgxp.html|title=Perspective Correction Comes To Sony PlayStation Emulation Via PCSXR-PGXP|publisher=RetroCollect|accessdate=2018-08-10|date=2016-05-17}}</ref> adds texture perspective correction, reduced polygon culling, and reduced polygon jitter (more so than mainline PCSX-R's GTE hack). Mainline has a major issue where a hack written for WipeOut causes slowdowns in many games. This is fixed by making the hack an option (in CPU settings; off by default), and also adds an option for CPU overclocking. It is recommended to use this fork until mainline fixes this issue.<br />
<br />
===Features===<br />
*Support for [http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ PeteOpenGL2Tweak]<br />
*Native multitrack [[Cue sheet (.cue)|Cue sheet]] support<br />
*Disk tray opening and closing for games that require it<br />
*A widescreen hack in the CPU options (3D games only)<br />
*Controller plugin support<br />
*Compatibility with anti-jitter options in graphics plugins, such as '''GTE accuracy''' in the default Peops OpenGL plugin, or '''Improved coordinate accuracy''' in Edgbla gpuBladeSoft and it also supports Pete OpenGL2 plugin.<br />
*Support for ECM files (currently only macOS and Linux version)<br />
*Support for Libarchive (currently only macOS and Linux version)<br />
*Save Rewind feature (currently only macOS and Linux version)<br />
* Snapshot feature (Currently only Windows version)<br />
<br />
==Keybinds==<br />
*F1: Save state<br />
*F2: Switch to next save slot<br />
*F3: Load state<br />
*F4: Display state screenshot<br />
*F5: Toggle SIO IRQ<br />
*F6: Toggle Black & White decoders<br />
*F7: Toggle XA<br />
*F8: Take a game screenshot (Windows Version only)<br />
*F9: Open the Disc tray<br />
*F10: Close the Disc tray<br />
*ESC: Return to the main window<br />
<br />
*Ctrl 1 to 5: Save state 1 to 5<br />
*Alt 1 to 5: Load state 1 to 5<br />
*Alt 0: Load state from last ESC quit<br />
<br />
==Issues==<br />
===Keybinds in LilyPad===<br />
To get hotkeys to work, like using the ESC key: in the keyboard Input API (radio buttons in the top left of the LilyPad options), choose raw input.<br />
<br />
===Default plugin on Windows===<br />
The default GPU plugin that comes with PCSX-R mostly doesn't work on Windows. Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
===Changing discs===<br />
Some games (like Final Fantasy) allow you to save in the "Disc Change screen". For games that don't allow that (like Metal Gear Solid), disc switching can be a bit tricky:<br />
# Press F9 to open Disc tray<br />
# Press Esc to go to PCSX-R menu<br />
# Emulator → Switch ISO...<br />
# Emulator → Run<br />
# Press F10 to close the Disc tray<br />
<br />
===macOS disc switching===<br />
The process for switching discs on macOS is slightly different:<br />
# Go to File → Eject…<br />
# For physical CDs:<br />
## The physical CD will eject.<br />
## Replace the CD that was ejected.<br />
## Close the drive: PCSX-R will wait for a new CD to be inserted and resume when a new one is available. '''NOTE:''' The current release version ''does not wait'' for a new CD. An SVN build will work better.<br />
# For ISOs:<br />
## A file selection window will come up.<br />
## Select your new ISO.<br />
## Click the "Open" button.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:PlayStation emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PCSX-Reloaded&diff=22955PCSX-Reloaded2018-12-06T18:50:50Z<p>176.88.21.109: Undo revision 22813 by LilShootDawg (talk) It says PCSXR</p>
<hr />
<div>{{Infobox emulator<br />
|title = PCSXR<br />
|logo = Pcsx.jpg<br />
|logowidth = 147<br />
|version = 1.9.94<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|developer = [http://pcsxr.codeplex.com/team/view PCSX-Reloaded Team]<br />
|target = [[PlayStation emulators|PlayStation]]<br />
|website = [https://pcsxr.codeplex.com/ CodePlex.com]<br />
|source = [https://pcsxr.codeplex.com/SourceControl/latest CodePlex.com]<br />
}}<br />
'''PCSX-Reloaded''', also known as '''PCSX-R''' or '''PCSXR''', is an open-source, plugin-based [[PlayStation emulators|PlayStation emulator]].<br />
<br />
==Downloads==<br />
*[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP fork]([https://github.com/iCatButler/pcsxr Source])<br />
*[http://www.emucr.com/search/label/PCSX-Reloaded/ Windows Dev Builds]<br />
*[http://consoleemu.com/emulator/pcsx-reloaded macOS Dev Builds]<br />
*[https://launchpad.net/~rebuntu16/+archive/pcsx-reloaded-svn+unofficial Launchpad Repo (Ubuntu)]<br />
<br />
==Overview==<br />
PCSXR is the best choice if you want to play 3D games at higher resolutions. If you encounter glitches or you're emulating a 2D game, use [[Mednafen]] instead.<br />
Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
The PGXP fork<ref name="RetroCollect">{{cite web|url=http://www.retrocollect.com/News/perspective-correction-comes-to-sony-playstation-emulation-via-pcsxr-pgxp.html|title=Perspective Correction Comes To Sony PlayStation Emulation Via PCSXR-PGXP|publisher=RetroCollect|accessdate=2018-08-10|date=2016-05-17}}</ref> adds texture perspective correction, reduced polygon culling, and reduced polygon jitter (more so than mainline PCSXR's GTE hack). Mainline has a major issue where a hack written for WipeOut causes slowdowns in many games. This is fixed by making the hack an option (in CPU settings; off by default), and also adds an option for CPU overclocking. It is recommended to use this fork until mainline fixes this issue.<br />
<br />
===Features===<br />
*Support for [http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ PeteOpenGL2Tweak]<br />
*Native multitrack [[Cue sheet (.cue)|Cue sheet]] support<br />
*Disk tray opening and closing for games that require it<br />
*A widescreen hack in the CPU options (3D games only)<br />
*Controller plugin support<br />
*Compatibility with anti-jitter options in graphics plugins, such as '''GTE accuracy''' in the default Peops OpenGL plugin, or '''Improved coordinate accuracy''' in Edgbla gpuBladeSoft and it also supports Pete OpenGL2 plugin.<br />
*Support for ECM files (currently only macOS and Linux version)<br />
*Support for Libarchive (currently only macOS and Linux version)<br />
*Save Rewind feature (currently only macOS and Linux version)<br />
*Snapshot feature (Currently only Windows version)<br />
<br />
==Keybinds==<br />
*F1: Save state<br />
*F2: Switch to next save slot<br />
*F3: Load state<br />
*F4: Display state screenshot<br />
*F5: Toggle SIO IRQ<br />
*F6: Toggle Black & White decoders<br />
*F7: Toggle XA<br />
*F8: Take a game screenshot (Windows Version only)<br />
*F9: Open the Disc tray<br />
*F10: Close the Disc tray<br />
*ESC: Return to the main window<br />
<br />
*Ctrl 1 to 5: Save state 1 to 5<br />
*Alt 1 to 5: Load state 1 to 5<br />
*Alt 0: Load state from last ESC quit<br />
<br />
==Issues==<br />
===Keybinds in LilyPad===<br />
To get hotkeys to work, like using the ESC key: in the keyboard Input API (radio buttons in the top left of the LilyPad options), choose raw input.<br />
<br />
===Default plugin on Windows===<br />
The default GPU plugin that comes with PCSXR mostly doesn't work on Windows. Check [[Recommended PS1 Plugins]] for plugin configurations.<br />
<br />
===Changing discs===<br />
Some games (like Final Fantasy) allow you to save in the "Disc Change screen". For games that don't allow that (like Metal Gear Solid), disc switching can be a bit tricky:<br />
# Press F9 to open Disc tray<br />
# Press Esc to go to PCSXR menu<br />
# Emulator → Switch ISO...<br />
# Emulator → Run<br />
# Press F10 to close the Disc tray<br />
<br />
===macOS disc switching===<br />
The process for switching discs on macOS is slightly different:<br />
# Go to File → Eject…<br />
# For physical CDs:<br />
## The physical CD will eject.<br />
## Replace the CD that was ejected.<br />
## Close the drive: PCSXR will wait for a new CD to be inserted and resume when a new one is available. '''NOTE:''' The current release version ''does not wait'' for a new CD. An SVN build will work better.<br />
# For ISOs:<br />
## A file selection window will come up.<br />
## Select your new ISO.<br />
## Click the "Open" button.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:PlayStation emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Neo_Geo_Pocket_emulators&diff=22949Neo Geo Pocket emulators2018-12-06T15:21:53Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox console<br />
|title = SNK Neo Geo Pocket/Color<br />
|logo = neogeopocket.png<br />
|developer = SNK<br />
|type = [[:Category:Consoles|Handheld game console]]<br />
|generation = [[:Category:Fifth-generation video game consoles|Fifth generation]]<br />
|release = 1998<br />
|discontinued = 1999<br />
|emulated = {{✓}}<br />
}}<br />
The '''Neo Geo Pocket''' (NGP) and '''[[gametech:Neo Geo Pocket Color|Neo Geo Pocket Color]]''' (NGPC) are handheld consoles produced by [[wikipedia:SNK|SNK Playmore]] in 1998. The NGP was only released in Japan, due to its low popularity, however the NGPC was released worldwide. It was the last handheld console produced by SNK.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|[[Libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|NGP<br />
! scope="col"|NGPC<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
! colspan="8"|PC<br />
|-<br />
|[[Mednafen]]<br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|vdmgr<br />
|Windows<br />
|[http://www.geocities.jp/g_lsluk/download.html 0.1.8]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|NeoGPC<br />
|Windows<br />
|[https://code.google.com/p/neogpc/downloads/list 1.1]<br />
|{{✗}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[NeoPop]]<br />
|Windows<br />
|[http://www.emulator-zone.com/doc.php/misc/neopop.html 1.06b]<br />
|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}<br />
|}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Fifth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=NEC_PC-9800_series&diff=22948NEC PC-9800 series2018-12-06T15:00:21Z<p>176.88.21.109: </p>
<hr />
<div>[[File:PC98RS.jpg|thumb|The PC-98]]<br />
The '''[[wikipedia:PC-9800 series|NEC PC-9800]]''', also known as the '''PC-98''', were a family of computers made by [[wikipedia:Nec|NEC]] throughout 1982 to 2000. They were not released or marketed outside of Japan, but still useful for playing early Touhou games.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="11"|PC<br />
|-<br />
|Neko Project 21/W<br />
|Windows, Linux<br />
|[https://sites.google.com/site/np21win 0.86 rev47β2]<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|Neko Project II<br />
|Windows, macOS <small>(PPC)</small><br />
|[http://www.yui.ne.jp/np2 0.86]<br />
|Mid<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[https://web.archive.org/web/20100323104752/http://hp.vector.co.jp:80/authors/VA015680/ax/axindex2.htm Anex86]<br />
|Windows<br />
|[https://www.zophar.net/pc98/anex86.html e1]<br />
|Low-Mid<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|Low<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|SL9821<br />
|Windows<br />
|[http://www.satotomi.com/sl9821/sl9821_dl.html 0.3.0.3]<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[DOSBox|DOSBox-X]]<br />
|Windows, Linux, macOS<br />
|[https://github.com/joncampbell123/dosbox-x/releases 0.82.10]<br />
|Low<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="11"|Mobile<br />
|-<br />
|[https://sourceforge.net/projects/np2android Neko Project II]<br />
|[[Android emulators|Android]]<br />
|[https://sourceforge.net/projects/np2android 20120217]<br />
|Unknown<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[http://akiyuki.boy.jp/android J98]<br />
|[[Android emulators|Android]]<br />
|[http://akiyuki.boy.jp/android J98-b]<br />
|Unknown<br />
|{{✗}}<br />
|{{✓}}<br />
|}<br />
<br />
===Comparisons===<br />
;Neko Project II:The best PC-98 emulator out there that's still under active development. Its major drawback is the non-remappable controls.<br />
;Neko Project 21/W:Based on Neko Project II but focus on simulating PC-9821 with support for LAN board, PC-9801-96 expansion board, various Window Accelerators, additional disk image format and so on.<br />
;Anex86:Another decent PC-98 emulator, but is older and less powerful. It allows key rebinding.<br />
;DOSBox-X:A very active fork of DOSBox that, among other things, adds support for the PC-98 as a target system. While it's very easy to set up, its PC-98 compatibility is still in its early stages.<br />
;MAME:It has drivers for various revisions but as of version 0.189, all of them are reported as <font color="darkred">Not Working</font>. Support for the first batch or so of PC-98 games have started to be added to MAME in [https://www.mamedev.org/?p=460 0.201] (Aug 2018).<br />
<br />
==Playing Games==<br />
:<small>''Note: This tutorial was adapted from [http://46okumen.com/pc-98-emulation/ this resource.]''</small><br />
<br />
The PC-9800 series of personal computers had floppy disk drives (FDD) and hard drives (HDD) which contained the actual games and software to be loaded. Besides the emulator, you'll need a set of floppy disk images (in the following formats: FDI, FDM, NFD, D88...) ''or'' a hard disk image (in the following formats: HDI, HDM, NHD...)<br />
<br />
You'll need a font if you want text characters to display properly in most cases. Put it in the same directory as the emulator executable, and select it (on NP2: Emulate/Font, on Anex86: Config/Font).<br />
<br />
You'll need to configure the emulator as well. In NP2's case, you want to go with the recommended configuration here:<br />
<br />
* Emulate/Configure/CPU: Number of cores to something like 32.<br />
* Emulate/Configure/Sound: Rate to 44k or 88k for better sound quality.<br />
* Device/Memory: 13.6MB<br />
* Screen/Screen Option: Check "Use skipline revisions", and change Ratio to 255. This gets rid of the existing scan line implementation, in case you want a better one with shaders from external programs. Keep in mind PC-98 games, more than any other system, are often graphically designed with scanlines in mind.<br />
<br />
To play the games:<br />
* If using a floppy disk based game: Plug the first disk (FDI) into '''FDD1''', and the second disk (FDI) into '''FDD2'''.<br />
* If using a hard drive based game: Plug the hard drive (HDI) into '''Harddisk/IDE #0''' (if using Anex86, use the HDD1 and HDD2 fields and check the box '''HDD>FDD''').<br />
<br />
Then hit Emulate/Reset, and most games automatically launch from there.<br />
<br />
Neko Project II's controls are not remappable. They're 2, 4, 6, and 8 on the numpad, arrow keys, enter, space, ctrl, z, and x. For games using the mouse, hit F12 to enable or disable mouse input. Use programs like Joy2Key to rebind other keys.<br />
<br />
==Resources==<br />
* [http://fullmotionvideo.free.fr/phpBB3/viewtopic.php?f=1&t=954 Overview of PC-98 emulators]<br />
* [https://www.youtube.com/watch?v=pOYh92usnhk Policenauts running under SL9821]<br />
<br />
[[Category:Computers]]<br />
[[Category:NEC personal computers]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Genesis_Plus_GX&diff=22947Genesis Plus GX2018-12-06T14:11:42Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Genplus-GX.png<br />
|logowidth = 153<br />
|version = {{GenPlusGXVer}} <small>(GameCube & Wii)</small><br/>{{GenPlusGXVerLibretro}} <small>(libretro)</small><br />
|active = Yes<br />
|platform = [[Wii emulators|Wii]], [[GameCube emulators|GameCube]], [[libretro]]<br />
|target = [[SG-1000 emulators|Sega SG-1000]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]], Sega/Mega CD<br />
|developer = eke-eke<br />
|source = [https://bitbucket.org/eke/genesis-plus-gx/ BitBucket]<br />
}}<br />
'''Genesis Plus GX''' is an open-source [[Sega Genesis emulators|Genesis]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[SG-1000 emulators|SG-1000]] and Sega/Mega CD emulator developed by eke-eke. It's developed for the [[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] (as homebrew) and is only available on other platforms using the [[libretro]] core. However, there exists an unofficial Windows SDL (32-bit) port of the emulator that can be downloaded from [http://www.emutopia.com/index.php/emulators/item/296-sega-megadrive-genesis/271-genesis-plus-gx here], but there are some differences though: <br />
<br />
* The UI is basically based on the original Genesis Plus, but it contains some backported additions and features based on v1.6.0 of Genesis Plus GX. <br />
* It seems that it is unstable, that's why you will notice some bug-ridden events (like the emulator breaking when closing it, emulation inaccuracies with the Sega SG-1000 and Sega Master System, etc.). <br />
* Apparently, the author of this rare port goes by the name of Clownacy, and he maintains the code in [https://github.com/ekeeke/Genesis-Plus-GX/tree/master/sdl here] for "the purpose to show how to use the Genesis Plus GX core & interface in SDL in particular."<br />
<br />
==Download==<br />
* [https://bitbucket.org/eke/genesis-plus-gx/downloads '''Official releases'''] ([[Wii emulators|Wii]], [[GameCube emulators|GameCube]], and [[libretro]] core only)<br />
<br />
==Compatibility==<br />
It is claimed that Genesis Plus GX achieves 100% compatibility with all commercial games released on platforms it supports, all while being made primarily to run on Wii/Gamecube. It is recommended to use this version instead of the original Genesis Plus where possible.<br />
<br />
Additional details on compatibility are [https://bitbucket.org/eke/genesis-plus-gx/src/master/wiki/Compatibility.md?fileviewer=file-view-default here].<br />
<br />
<h2 style="width:100%">Genesis Plus</h2><br />
{{Infobox emulator<br />
|title = Genesis Plus<br />
|last-version = 1.2a<br />
|active = No<br />
|platform = Windows, macOS, [[86/286/386/486/Pentium|DOS]]<br />
|target = [[Sega Genesis emulators|Sega Genesis]]<br />
|developer = Charles MacDonald<br />
|website = [http://cgfm2.emuviews.com/genplus.php emuviews.com]<br />
|source = [http://cgfm2.emuviews.com/zip/gp-062203-src.zip Zip]<br />
}}<br />
'''Genesis Plus''' is a [[Sega Genesis emulators|Sega Genesis emulator]] for Windows, macOS and [[86/286/386/486/Pentium|DOS]] developed by Charles MacDonald, and was the base for Genesis Plus GX's development.<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:SG-1000 emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:DOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Genesis_Plus_GX&diff=22946Genesis Plus GX2018-12-06T14:07:21Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Genplus-GX.png<br />
|logowidth = 153<br />
|version = {{GenPlusGXVer}} <small>(GameCube & Wii)</small><br/>{{GenPlusGXVerLibretro}} <small>(libretro)</small><br />
|active = Yes<br />
|platform = [[Wii emulators|Wii]], [[GameCube emulators|GameCube]], [[libretro]]<br />
|target = [[SG-1000 emulators|Sega SG-1000]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]],[[Sega Genesis emulators|Genesis/Mega Drive]], Sega/Mega CD<br />
|developer = eke-eke<br />
|source = [https://bitbucket.org/eke/genesis-plus-gx/ BitBucket]<br />
}}<br />
'''Genesis Plus GX''' is an open-source [[Sega Genesis emulators|Genesis]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[SG-1000 emulators|SG-1000]] and Sega/Mega CD emulator developed by eke-eke. It's developed for the [[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] (as homebrew) and is only available on other platforms using the [[libretro]] core. However, there exists an unofficial Windows SDL (32-bit) port of the emulator that can be downloaded from [http://www.emutopia.com/index.php/emulators/item/296-sega-megadrive-genesis/271-genesis-plus-gx here], but there are some differences though: <br />
<br />
* The UI is basically based on the original Genesis Plus, but it contains some backported additions and features based on v1.6.0 of Genesis Plus GX. <br />
* It seems that it is unstable, that's why you will notice some bug-ridden events (like the emulator breaking when closing it, emulation inaccuracies with the Sega SG-1000 and Sega Master System, etc.). <br />
* Apparently, the author of this rare port goes by the name of Clownacy, and he maintains the code in [https://github.com/ekeeke/Genesis-Plus-GX/tree/master/sdl here] for "the purpose to show how to use the Genesis Plus GX core & interface in SDL in particular."<br />
<br />
==Download==<br />
* [https://bitbucket.org/eke/genesis-plus-gx/downloads '''Official releases'''] ([[Wii emulators|Wii]], [[GameCube emulators|GameCube]], and [[libretro]] core only)<br />
<br />
==Compatibility==<br />
It is claimed that Genesis Plus GX achieves 100% compatibility with all commercial games released on platforms it supports, all while being made primarily to run on Wii/Gamecube. It is recommended to use this version instead of the original Genesis Plus where possible.<br />
<br />
Additional details on compatibility are [https://bitbucket.org/eke/genesis-plus-gx/src/master/wiki/Compatibility.md?fileviewer=file-view-default here].<br />
<br />
<h2 style="width:100%">Genesis Plus</h2><br />
{{Infobox emulator<br />
|title = Genesis Plus<br />
|last-version = 1.2a<br />
|active = No<br />
|platform = Windows, macOS, [[86/286/386/486/Pentium|DOS]]<br />
|target = [[Sega Genesis emulators|Sega Genesis]]<br />
|developer = Charles MacDonald<br />
|website = [http://cgfm2.emuviews.com/genplus.php emuviews.com]<br />
|source = [http://cgfm2.emuviews.com/zip/gp-062203-src.zip Zip]<br />
}}<br />
'''Genesis Plus''' is a [[Sega Genesis emulators|Sega Genesis emulator]] for Windows, macOS and [[86/286/386/486/Pentium|DOS]] developed by Charles MacDonald, and was the base for Genesis Plus GX's development.<br />
<br />
{{Sega Genesis emulators}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:SG-1000 emulators]]<br />
[[Category:Master System emulators]]<br />
[[Category:Sega Genesis emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:DOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=SG-1000_emulators&diff=22945SG-1000 emulators2018-12-06T13:58:19Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox console<br />
|title = Sega SG-1000 <br />
|logo = Sega-SG-1000-Console-Set.png<br />
|developer = [[:Sega]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Third-generation video game consoles|Third generation]]<br />
|release = 1983<br />
|discontinued = 1985<br />
|successor = [[Master System emulators|Master System]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''SG-1000''', also known as '''Sega Game 1000''', was a third-generation 8-bit home video game console released by [https://en.wikipedia.org/wiki/Sega Sega] in 1983. This system marked Sega's first entry into the home video game hardware business. The SG-1000 didn't see much success in its home country, mostly due to competition from the technically superior [[Nintendo Entertainment System emulators|Famicom]]; it did however enjoy a brief period of popularity in Taiwan, prior to the latter market being inundiated by unlicensed Family Computer clones.<br />
<br />
Sega's use of off-the-shelf components in developing the console, which was also shared with the [[ColecoVision emulators|ColecoVision]], led to at least one unauthorized clone of the SG-1000, manufactured and sold by Taiwan-based Bit Corporation as the Dina 2-in-1. Indeed, the Dina had support for SG-1000 games and ColecoVision titles to a certain extent.<br />
<br />
The '''SC-3000''' (also known as '''Sega Computer 3000''') was its home computer counterpart and has a built-in keyboard.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|SG-1000<br />
! scope="col"|SC-3000<br />
! scope="col"|SF-7000<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|[[Genesis Plus GX]]<br />
|Multi-platform*<br />
|{{GenPlusGXVer}}<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Kega Fusion]]<br />
|Windows, Linux, macOS<br />
|[http://www.carpeludum.com/kega-fusion/ 3.64]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|?<br />
|?<br />
|?<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[blueMSX]]<br />
|Windows, Multi-platform**<br />
|[http://bluemsx.com/download.html 2.8.2]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|CoolCV<br />
|Multi-platform<br />
|[http://atariage.com/forums/topic/240800-coolcv-emulator-for-mac-os-x-linux-windows-and-raspberry/ 0.6.6]<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[http://sourceforge.net/projects/twombit/ TwoMbit]<br />
|Windows, Linux, macOS<br />
|[http://sourceforge.net/projects/twombit/files/ 1.0.5]<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|Meka<br />
|Multi-platform<br />
|[http://www.smspower.org/meka/ 0.80]<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|vdmgr<br />
|Windows<br />
|[http://www.geocities.jp/g_lsluk/vdmgr.html 0.1.8]<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|}<br />
<br />
<nowiki>*</nowiki>Only available on PC as a libretro core (e.g. [[RetroArch]]).<br />
<br />
<nowiki>**</nowiki>Only available outside of Windows as a libretro core (e.g. [[RetroArch]]).<br />
<br />
<br />
{{Sega}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Sega consoles]]<br />
[[Category:SG-1000 emulators|*]]<br />
[[Category:Third-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Higan&diff=22943Higan2018-12-06T13:40:32Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = higan<br />
|logo = Icon.png<br />
|logowidth = 160<br />
|developer = byuu et al.<br />
|version = {{higanVer}}<br />
|active = Yes<br />
|platform = Windows, macOS, Linux, FreeBSD, [[libretro]]<br />
|target = [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], [[Super Nintendo emulators|Super Nintendo Entertainment System]], [[Game Boy/Game Boy Color emulators|Game Boy/Color]], [[Game Boy Advance emulators|Game Boy Advance]], [[WonderSwan emulators|WonderSwan/Color]], [[Master System emulators|Master System]], [[Master System emulators|Game Gear]], [[Sega Genesis emulators|Genesis/Mega Drive]], [[PC Engine (TurboGrafx-16) emulators|PC Engine (TurboGrafx-16)]]<br />
|compatibility = <small>100% for commercial titles<br/>Some homebrew may have small defects</small><br />
|accuracy = System-dependent<br />
|website = [http://byuu.org/emulation/higan/ byuu.org]<br />
|support = [https://www.patreon.com/byuu Patreon]<br />
|source = [https://gitlab.com/higan/higan GitLab]<br />
}}<br />
'''higan''' (formerly '''bsnes''') is an open-source, [[Multi-system emulators|multi-system emulator]]. It was created in response to inaccurate SNES emulators such as [[ZSNES]] and shoddy ROM hacks. It is also available as a [[libretro]] core for [[RetroArch]].<br />
<br />
==Downloads==<br />
* [http://byuu.org/emulation/higan/ higan]<br />
* [http://github.com/devinacker/bsnes-plus/releases bsnes-plus v0.73+3a]<br />
* [http://github.com/sharknnth/bsnes-classic/releases bsnes-classic (GitHub builds)]<br />
* [http://www.emucr.com/search/label/bsnes-classic bsnes-classic (EmuCR builds)]<br />
* [https://github.com/hex-usr/nSide/releases nSide v0.09r16]<br />
<br />
==Supported systems==<br />
{| class="wikitable"<br />
! scope="col"|System<br />
! scope="col"|Accuracy<br />
|-<br />
|[[Nintendo Entertainment System emulators|NES]] (Famicom)<br />
|Cycle<br />
|-<br />
|[[Super Nintendo emulators|SNES]] (Super Famicom)<br />
|Cycle<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy]]<br />
|Mid<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy Color]]<br />
|Mid<br />
|-<br />
|[[Game Boy Advance emulators|Game Boy Advance]]<br />
|Cycle<br />
|-<br />
|[[WonderSwan emulators|WonderSwan/Color]]<br />
|?<br />
|-<br />
|[[Master System emulators|Master System]]<br />
|?<br />
|-<br />
|[[Master System emulators|Game Gear]]<br />
|?<br />
|-<br />
|[[Sega Genesis emulators|Genesis]]<br />
|?<br />
|-<br />
|[[PC Engine (TurboGrafx-16) emulators|PC Engine]]<br />
|?<br />
|}<br />
<br />
==Overview==<br />
===bsnes versions===<br />
higan's SNES emulator, '''bsnes''', has 3 different profiles: Performance, Balanced, and Accuracy. The Balanced version is recommended for modern PCs. Use the Accuracy profile only for extreme cases. The Balanced profile was previously known as "Compatibility" in versions before v0.92.<br />
<br />
The main concession to performance in the Balanced core is the PPU (graphics) emulation – rather than render a pixel at a time as real hardware must do, it renders an entire scanline at a time. Because Nintendo told SNES programmers not to mess with the PPU while scanline rendering was in progress, this has no effect in most games – but some programmers deliberately broke the rules and these games will have problems in the Balanced core.<br />
<br />
There are two games known to manipulate the PPU mid-scanline; “A.S.P. – Air Strike Patrol (USA)” and “Uniracers (USA)”. Uniracers works because it’s the only game that tries to manipulate OAM mid-scanline, and bsnes just happens to behave exactly the way that Uniracers expects. Air Strike Patrol is missing the shadow beneath the plane, which makes the game harder to play.<br />
<br />
v0.98 is the last release of higan which includes the Balanced and Performance profiles. Future releases will only include the Accuracy profile.<br />
<br />
===bsnes (Official Release)===<br />
'''[https://board.byuu.org/viewtopic.php?f=29&t=2102 bsnes]'''is a '''[https://byuu.org/emulation/bsnes/ subset]''' project of higan, and focuses on performance, features, and ease of use. It returns to the Qt GUI that it abandoned before its merger with higan and has a much faster multi-threaded PPU renderer, giving it the performance of the old bsnes-balanced core while retaining the accuracy of the bsnes-accurate core.<br />
<br />
===bsnes-mercury===<br />
There is a fork of bsnes known as '''[https://github.com/libretro/bsnes-mercury bsnes-mercury]''', which aims to restore functionality like HLE DSP chip emulation and SGB emulation using Gambatte that was removed in later versions of bsnes, as well as to have some optimizations that don't affect emulation accuracy. It also has an option to overclock SuperFX. Default options make it exactly the same as regular bsnes, with LLE DSP chip emulation enabled. This fork is only available as a [[libretro]] core, though it is possible to build it with Ethos (byuu's frontend) instead.<br />
<br />
This fork is developed by Alcaro, who developed [[ZSNES#ZMZ|ZMZ]] and is also developing his own [[libretro]] frontend, [https://github.com/Alcaro/minir minir].<br />
<br />
===bsnes-classic===<br />
'''[https://github.com/awjackson/bsnes-classic bsnes-classic]''' is a fork of bsnes v0.73 that aims to backport emulation improvements from current higan while keeping the features of the older version's Qt GUI. There is also another fork based on bsnes-classic known as '''[https://github.com/devinacker/bsnes-plus bsnes-plus]''' that focuses on adding debugging features to the GUI.<br />
<br />
===bsnes-mcfly===<br />
'''[https://board.byuu.org/viewtopic.php?f=4&t=2061&p=54005 bsnes-mcfly]''' bsnes-mcfly is a port of the Qt GUI from bsnes v0.73 to higan v0.106.<br />
<br />
===nSide===<br />
'''[https://github.com/hex-usr/nSide nSide]''' is a fork of higan that, among other things, adds support for more boards as well as peripherals and the VS. UniSystem to the NES core. It also retains the SNES Balanced core and thus makes available new improvements to higan, such as the WASAPI driver and the IIR-Biquad interpolation filter, to users whose computers cannot run the Accuracy core-only releases from higan v0.98 onwards with full speed.<br />
<br />
===List of forks===<br />
* [[BizHawk]]: bsnes v0.87 fork with added TAS features. Multi-system. Used for tool-assisted speedruns and has a debugger.<br />
* [http://www.bannister.org/software/bsnes.htm bsnes macOS]: bsnes v0.68 fork for macOS. Discontinued.<br />
* [https://github.com/awjackson/bsnes-classic bsnes-classic]: bsnes v0.73 fork.<br />
* [https://github.com/Themaister/bsnes-Qt bsnes-Qt]: bsnes v0.73 fork to maintain Qt GUI.<br />
* [https://github.com/LuigiBlood/bsnes-sx2 bsnes-sx2]: bsnes fork with added Satellaview features. Discontinued. Merged with bsnes-plus.<br />
* [https://github.com/devinacker/bsnes-plus bsnes-plus]: bsnes v0.73 fork with added superior debugging features.<br />
* [https://github.com/libretro/bsnes-libretro-cplusplus98 bsnes-cplusplus98]: bsnes v0.85 port to C++98. For Win9x-compatible [[RetroArch]] versions.<br />
* [https://github.com/AndreaOrru/bsnes-gilgamesh bsnes-gilgamesh]: bsnes-mercury fork with added SQL database for CPU instructions.<br />
* bsnes-hle: bsnes fork with HLE regressions.<br />
* [https://github.com/libretro/bsnes-libretro bsnes-libretro]: higan v0.94 fork for [[RetroArch]].<br />
* [https://github.com/libretro/bsnes-mercury bsnes-mercury]: higan v0.94 fork with speed hacks and HLE regressions.<br />
* bsnes-rr: bsnes fork with re-recording features.<br />
* [https://github.com/grim210/defimulator/tree/master/defimulator defimulator]: bsnes v0.74 fork.<br />
* [https://github.com/quequotion/higan-qq higan-qq]: higan v0.94 fork.<br />
* [http://repo.or.cz/w/lsnes.git lsnes]: bsnes fork with added TAS features.<br />
* [https://github.com/hex-usr/nSide nSide]: higan fork with added preliminary Atari 2600 emulation and improved Famicom emulation.<br />
* [https://github.com/OpenEmu/BSNES-Core OpenEmu/BSNES-Core]: bsnes v0.89 fork for macOS.<br />
* [https://github.com/bozalina/snesbox SnesBox]: bsnes port to C#.<br />
* [https://github.com/juliangoracke/xSnes-Diverted-from-Higan-094 xSnes]: higan v0.94 fork to remove non-SNES systems.<br />
* [https://board.byuu.org/viewtopic.php?f=4&t=2061&p=54005 bsnes-mcfly]: bsnes-mcfly is a port of the Qt GUI from bsnes v0.73 to higan v0.106.<br />
* [https://board.byuu.org/viewtopic.php?f=29&t=2102 bsnes official]: It is a subset project of higan, and focuses on performance, features, and ease of use.<br />
* [https://board.byuu.org/viewtopic.php?f=2&t=2131 csnes]: Made from scratch, a product for commercial use, focusing on performance and reasonable (though not excessive) accuracy.<br />
<br />
Discontinued forks: honou, IronSNES, SSNES (which became RetroArch). [[Mednafen]] has a bsnes v0.59 fork as its SNES core.<br />
<br />
===Game folders===<br />
higan is unique among emulators for introducing the concept of game folders. Game folders were about accurately representing the game cartridge and its metadata. Things like SRAM, cheats, input settings, emulator metadata get stored with the game.<br />
<br />
==Review==<br />
higan's bsnes and bgba cores are it's most developed/accurate. The Nintendo 8-bit cores are very early in development, and are inferior to other existing emulators; alternatives include [[Gambatte]], [[BGB]], [[Mesen]], [[puNES]], and [[Nestopia]]. Bgba has made amazing strides from v0.95 on, getting very close to mGBA accuracy. higan also features a WonderSwan/WonderSwan Color core as of v0.98, which yields satisfactory results. The library-based GUI is not for everyone, though, and doesn't support drag and drop like a lot of other emulators do.<br />
<br />
Version 0.73 is an older, but easier to use, version of bsnes. There is also the aforementioned bsnes-classic, which is v0.73 with emulation improvements from newer versions. Another alternative is to use one of the bsnes cores in [[RetroArch]] to get around some of the less user-friendly designs in higan.<br />
<br />
{{lowercase title}}<br />
[[Category:Emulators]]<br />
[[Category:Multi-emulators]]<br />
[[Category:Super Nintendo emulators]]<br />
[[Category:Nintendo Entertainment System emulators]]<br />
[[Category:Game Boy/Game Boy Color emulators]]<br />
[[Category:Game Boy Advance emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=GpSP&diff=22941GpSP2018-12-06T13:18:59Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox emulator<br />
|title = gpSP<br />
|last-version = 0.9<br />
|active = No<br />
|platform = [[PlayStation Portable emulators|PlayStation Portable]]<br />
|target = [[Game Boy Advance emulators|Game Boy Advance]]<br />
|developer = Exophase<br />
|website = [http://gpsp-dev.blogspot.com/ Blogspot]<br />
|source = [http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,46,102 Zip]<br />
}}<br />
'''gpSP''' is an open-source [[Game Boy Advance emulators|Game Boy Advance emulator]] created by Exophase for the [[PlayStation Portable emulators|PlayStation Portable]]. Compatibility is very good and is recommended for using GBA ports of SNES games rather than [[Super Nintendo emulators|SNES emulators]] themselves due to poor focus on the PSP. Its open-source nature makes it a good candidate for porting to similar lightweight platforms like the Raspberry Pi.<br />
<br />
__TOC__<br />
==Downloads==<br />
* '''[http://downloads.exophase.com/346/gpsp-09/ gpSP]''' 0.9<br />
* [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod] (2009-07-20)<br />
* [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.html gpSP-J] (2012-06-16)<br />
* [http://filetrip.net/psp-downloads/homebrew/download-gpsp-kai-34-test-3-build-152-f31137.html gpSP Kai] 3.4 Test 3 Build 152<br />
* [https://github.com/notaz/gpsp/tree/master/pandora gpSP] [http://repo.openpandora.org/?page=detail&app=package.gpsp.notaz 0.9.2.8] (App for Pandora's open-source handheld PC.)<br />
<br />
gpSP 0.9 is the last official release by Exophase. It has since been forked and improved upon by other developers, like gpSPmod and gpSP-J. While gpSP-J has more compatibility, gpSPmod has more options for customization (full screen, cheats, etc), but both are better options than Kai.<br />
<br />
===gpSPmod===<br />
The variant '''gbSPmod''' is a fork of gbSP for the PSP. It is generally recommended to use either gpSPmod or gpSP-J (Rather than original gbSP or gPSP Kai).<br />
<br />
:[https://github.com/bibanon/android-development-codex/wiki/gPSP Guide on GitHub]<br />
:[http://emulation-general.wikia.com/wiki/gpSP Emulation General wikia] (Download links for all gbSP forks for PSP)<br />
:[https://psp.brewology.com/downloads/download.php?id=9929 Brewology] (PSP applications site)<br />
:[https://www.emucr.com/2009/07/gpsp-mod-20090720.html EmuCR.com] (Download)<br />
<br />
==TempGBA==<br />
TempGBA was a Game Boy Advance emulator written for the Supercard DSTWO, a third-party flash cart where GBA ROMs can be installed on to play on the GBA. An open-source BIOS file (Based on [[VisualBoy Advance#VBA-M|VBA-M]]'s high-level BIOS emulation) made by Normmatt was bundled with this emulator. Though, a legal GBA BIOS should offer better compatibility. The latest version was 1.45, dated 2013-09-14.<br />
<br />
It is based on:<br />
<br />
:gameplaySP (gpSP) 0.9 by Exophase, with help from various GBA developers<br />
:gpSP Kai unofficial 3.3 by Takka<br />
:The [[CATSFC]] GUI by ShadauxCat and Nebuleon (improving over BAGSFC) with language files contributed by the GBAtemp community for CATSFC<br />
<br />
*[https://github.com/Nebuleon/TempGBA GitHub]<br />
*[https://gbatemp.net/threads/tempgba-ndsgba-revival.343210/ GBAtemp's thread] by the author, Nebuleon<br />
*[https://wiki.gbatemp.net/wiki/TempGBA_Compatibility Compatibility wiki]<br />
*[https://emulationrealm.net/downloads/file/2712-tempgba Download] (The Emulation Realm)<br />
*[https://github.com/libretro/TempGBA-libretro Libretro port] (Works on PSP only)<br />
<br />
===PSP version===<br />
{{Main|Emulators on PSP#Game Boy Advance}}<br />
<br />
There is also a version likewise based on the gbSP built for Sony's PlayStation Portable called '''TempGBA4PSP'''. A [http://wololo.net/talk/viewtopic.php?f=47&t=38577#p350588 Japanese coder] [https://gbatemp.net/threads/tempgba4psp.361298/#post-4903805 modeled it after TempGBA] for the NDS. It may work with problematic titles like ''Golden Sun'' and ''Kingdom Hearts''. However, it and another emulator named '''gPSP-J''' have mixed performance results on the PSP. One alternative that has good performance is '''gPSP Kai''' that can be used in exchange for bad sound quality. So in the end, a little known gbSP variant called '''gpSPmod 20090720''' has great performance and sound, although it may not be able to run some problematic games.<ref name="gpSPmod_20090720">{{cite web|url=https://www.reddit.com/r/PSP/comments/5ioysx/a_great_fork_of_gpsp_you_might_not_have_heard_of/|title=A great fork of gPSP you might not have heard of|publisher=Youtube|accessdate=2018-08-16|date=2016-12-17}}</ref><br />
<br />
*[https://github.com/phoe-nix/TempGBA4PSP-mod TempGBA4PSP-mod's GitHub] (Updated 2016 releases based on older version. Has cleaned up menus and the X/O buttons work correctly, but it also removed the cheat function and fullscreen scaling. It will also require frameskipping set to auto/2 to get acceptable speed.)<br />
*[https://www.reddit.com/r/PSP/comments/2euqu3/tempgba4psp_emulator/ Reddit thread] (Aug 29, 2014)<br />
<br />
;Downloads:<br />
:[https://gbatemp.net/download/tempgba4psp.33545/ GBAtemp]<br />
:[https://mega.nz/#!BksQEATb!UdK3ZmxnEcvxr8ncu6XeKJBDy9qkxEie5pov6SQKSmk Mega.nz]<br />
:[https://filetrip.net/dl?w4kpaAO20k Filetrip.net] (Latest version without GitHub's mod)<br />
:[http://blog.livedoor.jp/kotetujun/archives/51437876.html Japanese blog] (Old download files for PSP & NDS here)<br />
:[http://www2.axfc.net/u/3063963 Axfc UpLoader] (Japanese site. Old files.)<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
{{lowercase title}}<br />
[[Category:Emulators]]<br />
[[Category:Game Boy Advance emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22938PC Engine (TurboGrafx-16) emulators2018-12-06T13:04:43Z<p>176.88.21.109: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine (TurboGrafx-16)<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The SuperGrafx.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22937PC Engine (TurboGrafx-16) emulators2018-12-06T13:04:01Z<p>176.88.21.109: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine (TurboGrafx-16)<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The SuperGrafx.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22935PC Engine (TurboGrafx-16) emulators2018-12-06T13:01:45Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine (TurboGrafx-16)<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The SuperGrafx.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{~}} <small>(WIP)</small> ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22934PC Engine (TurboGrafx-16) emulators2018-12-06T13:00:00Z<p>176.88.21.109: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine/TurboGrafx-16<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The TurboGrafx-16.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{~}} <small>(WIP)</small> ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22933PC Engine (TurboGrafx-16) emulators2018-12-06T12:59:19Z<p>176.88.21.109: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine/TurboGrafx-16<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The TurboGrafx-16.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{~}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22932PC Engine (TurboGrafx-16) emulators2018-12-06T12:58:51Z<p>176.88.21.109: Undo revision 22931 by ObiKKa (talk) Higan supports TG-CD but no games working.</p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine/TurboGrafx-16<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The TurboGrafx-16.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PC_Engine_(TurboGrafx-16)_emulators&diff=22929PC Engine (TurboGrafx-16) emulators2018-12-06T12:52:16Z<p>176.88.21.109: /* Emulators */ higan now emulates tg-cd!!!</p>
<hr />
<div>{{Infobox console<br />
|title = PC Engine/TurboGrafx-16<br />
|image = PC-Engine-Console-Set.png<br />
|image2 = SuperGrafx-Console-Set.jpg<br />
|imagecaption = '''Above''': The PC Engine.<br/>'''Below''': The TurboGrafx-16.<br />
|developer = [[:Category:NEC consoles|NEC Home Electronics, Hudson Soft]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1987<br />
|discontinued = 1994<br />
|successor = SuperGrafx, [[PC-FX emulators|PC-FX]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:TurboGrafx-16/PC Engine|PC Engine]]''' ('''PCE''') was a 16-bit system released jointly by [[wikipedia:Nec|NEC]] and [[wikipedia:Hudson Soft|Hudson Soft]] in Japan in 1987. When it came time to seek other potential markets, the two companies eventually caved to a limited American release in 1989 under a completely different model and name: the '''TurboGrafx-16'''. The European versions varied throughout the countries, being the western version in Spain and United Kingdom and Japanese models in Benelux regions.<br />
<br />
The joint venture, formed in North America as TTI, made an add-on called the '''PC Engine CD''' ('''PCE-CD''') / '''TurboGrafx-CD''' ('''TG-CD''') that loaded games from discs instead, much like the Sega CD but better supported. The '''PC Engine Duo''' / '''Turbo-Duo''' combined the add-on into the unit with more RAM as yet another failed attempt to relaunch the failing console in the West.<br />
<br />
When it first launched in North America, the TurboGrafx-16 was largely seen as a failure blamed on poor marketing by the manufacturers. The PC Engine, on the other hand, was a whole different story, beating out the [[Nintendo Entertainment System emulators|Famicom]] when it first came out long enough to compete against [[Super Nintendo emulators|its rival's own successor]] and gave little focus for the [[Sega Genesis emulators|Mega Drive]] who was instead posing more of a threat to Nintendo in North America.<br />
<br />
NEC planned to enhance the system further, announcing the "PC Engine 2" that would later become the '''PC Engine SuperGrafx'''. However, it was rushed to a 1989 market in Japan lacking much of its promised features with only seven titles exclusively made for it, ending up a commercial failure to be binned and discontinued not long after. The '''PC Engine GT''' / '''Turbo-Express''' was a very rare handheld model of the original hardware, in the same vein as the Sega Nomad (a portable [[Sega Genesis emulators|Sega Genesis / Mega Drive]]). It did include some exclusive features like the TurboLink multiplayer feature (used in a flight sim called ''Falcon'') but wasn't widely supported.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|PCE-CD (TG-CD)<br />
! scope="col"|PCE2 (SG)<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[Mednafen]] <small>(PCE-Accurate)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Turbo Engine]]<br />
|Windows<br />
|[http://aamirm.hacking-cult.org/www/turbo.html 0.32]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||High ||{{✗}} ||{{✗}}<br />
|-<br />
|[[MagicEngine]]<br />
|Windows, macOS<br />
|[http://www.emuparadise.me/emulators/files/user/Magic-Engine_1.1.3-952.rar 1.1.3]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ootake]]<br />
|Windows<br />
|[http://www.ouma.jp/ootake/ 2.91]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|pcejin <small>(Mednafen 0.8.x)</small><br />
|Windows<br />
|[https://github.com/TASVideos/pcejin Git]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|Neco<br />
|Windows<br />
|0.11<br />
|{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://takeda-toshiya.my.coocan.jp/ ePCEngine]<br />
|Windows<br />
|[http://takeda-toshiya.my.coocan.jp/common/index.html 8/12/2017]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS <br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://zeograd.com/ Hu-Go!]<br />
|Windows, Linux<br />
|[http://zeograd.com/hugo_download.php 2.12]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|PCE.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.PceEmu 1.5.34]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|N/A ||{{✓}} ||{{✗}} ||{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Mednafen]] <small>(PCE-Fast)</small><ref group=N>Only available on consoles as a libretro core (e.g. [[RetroArch]]).</ref><br />
|Multi-platform<br />
|{{MednafenVer}}<br />
|{{✓}} ||{{✓}} ||{{✓}} ||Mid ||{{✓}} ||{{✓}}<br />
|-<br />
|HuE<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-hue-for-psp-070-f28312.html 0.70]<br />
|{{✓}} ||? ||{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[Mednafen]]:Much like its other original cores, it does very well, even having two profiles: PCE-Accurate and PCE-Fast. Despite being CLI-based, a fork of an older version that has a GUI has emerged called pcejin. [[RetroArch]] uses the PCE-Fast core for its beetle fork.<br />
;[[Ootake]]:It's okay for general purposes.<br />
;[[MAME]]:Has a <code>pce</code> driver <small>(and a child driver called <code>tg16</code>)</small>. In all revisions it emulates, MAME reports it as working and the graphics as okay, but the sound is imperfect.<br />
;[[MagicEngine]]:Unfortunately trialware that costs €15 euro. There are better options available for free.<br />
<br />
[[Category:Consoles]]<br />
[[Category:PC Engine (TurboGrafx-16) emulators|*]]<br />
[[Category:NEC consoles]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Neo_Geo_and_variants&diff=22926Neo Geo and variants2018-12-06T12:50:29Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox console<br />
|title = SNK Neo Geo<br />
|logo = Neo_Geo_full_on.png<br />
|image = Neo-Geo-AES-Console-Set.jpg<br />
|image2 = Neo-Geo-CD-Console-Set.jpg<br />
|developer = SNK<br />
|type = [[:Category:Consoles|Home video game console]], [[:Category:Arcade|arcade system board]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1990<br />
|discontinued = 2004<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:Neo_Geo_(system)|Neo Geo AES]]''' (Advanced Entertainment System) home console and the '''[[gametech:Neo-Geo|Neo Geo MVS]]''' (Multi Video System) arcade system was first released by [[wikipedia:SNK|SNK Playmore]] on January 1990 in Japan. MVS and AES are technically the same systems, but their cartridges are not compatible with each other due to a different layout. <br />
<br />
Neo Geo CD (NG-CD) was the CD version of the AES (not compatible with the game cartridges)<br />
<br />
Hyper Neo-Geo 64 (HNG-64) was the successor to the Neo-Geo with 3D graphics, no home console release.<br />
<br />
When emulating Neo-Geo games with RetroArch, the Neo-Geo BIOS files need to be in the game directory.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|NG<br />
! scope="col"|NG-CD<br />
! scope="col"|HNG-64<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
! colspan="9"|PC<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{~}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<ref group=N>As 0.153 (2014), 0.139 (2010), 0.78 (2003)</ref> ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Raine]]<br />
|Windows, Linux, macOS<br />
|[http://raine.1emulation.com/download/latest.html 0.64.15]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[https://web.archive.org/web/20141105014113/http://www.xe-emulator.com/ Xe]<br />
|Windows, Linux<br />
|[https://web.archive.org/web/20141022230129/http://www.xe-emulator.com/index.php?m=download 2.16.2]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Kawaks]]<br />
|Windows<br />
|[http://cps2shock.emu-france.info/download.html 1.65]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|GnGeo<br />
|Linux<br />
|[https://salsa.debian.org/coringao-guest/gngeo Git]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
! colspan="9"|Consoles<br />
|-<br />
|GxGeo<br />
|[[Wii emulators|Wii]]<br />
|[https://code.google.com/archive/p/gxgeo r23]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|UOmvspsp<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/?2qzaz2089f99cvk 2.3.1]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|UOncdzpsp<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/?883tfd76v4qckz2 2.3.1]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|n/a<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|}<br />
<br />
<references group=N /><br />
<br />
==Emulation issues==<br />
* Hyper Neo-Geo 64 is poorly emulated.<br />
<br />
[[Category:Consoles]]<br />
[[Category:Fourth-generation video game consoles]]<br />
[[Category:Arcade]]<br />
[[Category:Arcade emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Neo_Geo_and_variants&diff=22925Neo Geo and variants2018-12-06T12:49:11Z<p>176.88.21.109: </p>
<hr />
<div>{{Infobox console<br />
|title = SNK Neo Geo<br />
|logo = Neo_Geo_full_on.png<br />
|image = Neo-Geo-AES-Console-Set.jpg<br />
|image2 = File:Neo-Geo-CD-Console-Set.jpg<br />
|developer = SNK<br />
|type = [[:Category:Consoles|Home video game console]], [[:Category:Arcade|arcade system board]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1990<br />
|discontinued = 2004<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:Neo_Geo_(system)|Neo Geo AES]]''' (Advanced Entertainment System) home console and the '''[[gametech:Neo-Geo|Neo Geo MVS]]''' (Multi Video System) arcade system was first released by [[wikipedia:SNK|SNK Playmore]] on January 1990 in Japan. MVS and AES are technically the same systems, but their cartridges are not compatible with each other due to a different layout. <br />
<br />
Neo Geo CD (NG-CD) was the CD version of the AES (not compatible with the game cartridges)<br />
<br />
Hyper Neo-Geo 64 (HNG-64) was the successor to the Neo-Geo with 3D graphics, no home console release.<br />
<br />
When emulating Neo-Geo games with RetroArch, the Neo-Geo BIOS files need to be in the game directory.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|NG<br />
! scope="col"|NG-CD<br />
! scope="col"|HNG-64<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
! colspan="9"|PC<br />
|-<br />
|[[Final Burn Alpha]]<br />
|Windows<br />
|[http://www.fbalpha.com/downloads/ 0.2.97.43]<br />
|{{✓}} ||{{✓}} ||{{~}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<ref group=N>As 0.153 (2014), 0.139 (2010), 0.78 (2003)</ref> ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Raine]]<br />
|Windows, Linux, macOS<br />
|[http://raine.1emulation.com/download/latest.html 0.64.15]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[https://web.archive.org/web/20141105014113/http://www.xe-emulator.com/ Xe]<br />
|Windows, Linux<br />
|[https://web.archive.org/web/20141022230129/http://www.xe-emulator.com/index.php?m=download 2.16.2]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Kawaks]]<br />
|Windows<br />
|[http://cps2shock.emu-france.info/download.html 1.65]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|GnGeo<br />
|Linux<br />
|[https://salsa.debian.org/coringao-guest/gngeo Git]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
! colspan="9"|Consoles<br />
|-<br />
|GxGeo<br />
|[[Wii emulators|Wii]]<br />
|[https://code.google.com/archive/p/gxgeo r23]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|UOmvspsp<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/?2qzaz2089f99cvk 2.3.1]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|UOncdzpsp<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/?883tfd76v4qckz2 2.3.1]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]]<br />
|n/a<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|}<br />
<br />
<references group=N /><br />
<br />
==Emulation issues==<br />
* Hyper Neo-Geo 64 is poorly emulated.<br />
<br />
[[Category:Consoles]]<br />
[[Category:Fourth-generation video game consoles]]<br />
[[Category:Arcade]]<br />
[[Category:Arcade emulators]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=PlayStation_emulators&diff=22923PlayStation emulators2018-12-06T12:35:35Z<p>176.88.21.109: /* Emulators */ Listed PCSXR and Epsxe platforms.</p>
<hr />
<div>{{Infobox console<br />
|title = PlayStation<br />
|logo = sony-1.png<br />
|developer = [[:Category:Sony consoles|Sony]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fifth-generation_video_game_consoles|Fifth generation]]<br />
|release = 1994<br />
|discontinued = 2006<br />
|successor = [[PlayStation 2 emulators|PlayStation 2]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:PlayStation_(console)|PlayStation]]''' (frequently referred to in shorthand as the '''PS1''' or '''PSX''') is a fifth generation console released by [[wikipedia:Sony Computer Entertainment|Sony Computer Entertainment]] in 1994. It was a commercial success, partly due to being relatively easy to program for compared to others at the time, and because its CD based media was cheaper than the competition.<br />
<br />
__TOC__<br />
==Emulators==<br />
{| class="wikitable" style="text-align: center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Version<br />
! scope="col"|Plugins<br />
! scope="col"|Open-Source<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|<abbr title="Resizable Internal Resolution">RIR</abbr><br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
! colspan="10"|PC<br />
|-<br />
|[[Mednafen]]<br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|<abbr title="Exclusive to Libretro, but comes with significant slowdown.">{{✓}}</abbr><br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[XEBRA]]<br />
|Windows<br />
|[http://drhell.web.fc2.com/ps1/ 10/27/2018 Build]<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[PCSX-Reloaded|PCSXR-PGXP]]<br />
|Windows<br />
|[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP build] ([https://github.com/iCatButler/pcsxr Git])<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|[[Recommended_PS1_Plugins|Plugin dependent]]<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|PSXACT<br />
|Windows<br />
|[https://gitlab.com/beannaich/psxact Git]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}} <small>(WIP)</small><br />
|-<br />
|Rustation<br />
|Windows, Linux, macOS<br />
|[http://github.com/simias/rustation Git]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✗}}<br />
|{{✗}} <small>(WIP)</small><br />
|-<br />
|[[Avocado]]<br />
|Multi-platform<br />
|[https://github.com/JaCzekanski/Avocado Git]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}} <small>(WIP)</small><br />
|-<br />
<br />
|[[No$|NO$PSX]]<br />
|Windows<br />
|[http://problemkaputt.de/psx.htm 2.0]<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Mid<br />
|{{~}}<br />
|{{✗}}<br />
|-<br />
|[[pSX]]<br />
|Windows, Linux<br />
|[http://www.emulator-zone.com/doc.php/psx/psx_em.html 1.13]<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[https://sourceforge.net/projects/hpsx64/ hpsx64]<br />
|Windows<br />
|[https://sourceforge.net/projects/hpsx64/files/Source/ 0232] ([http://www.emucr.com/search/label/hpsx64?&max-results=16 Alt])<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}} <small>(WIP)</small><br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}} <small>(WIP)</small><br />
|-<br />
|[[PCSX2]]<br />
|Windows, Linux, macOS<br />
|[http://buildbot.orphis.net/pcsx2 Git]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[Bleem!]]<br />
|Windows<br />
|1.8b<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Low-Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[ePSXe]]<br />
|Windows, Linux, macOS<br />
|[http://www.epsxe.com/download.php 2.0.5]<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|[[Recommended_PS1_Plugins|Plugin dependent]]<br />
|{{✓}}<br />
|{{✗}}<br />
<br />
|-<br />
|[[PCSX-Reloaded|PCSXR]]<br />
|Windows, Linux, macOS<br />
|[http://www.emucr.com/search/label/PCSX-Reloaded/ Windows]<br/>[http://consoleemu.com/emulator/pcsx-reloaded macOS]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|[[Recommended_PS1_Plugins|Plugin dependent]]<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|SSSPSX<br />
|Windows<br />
|[http://www.emulator-zone.com/doc.php/psx/ssspsx.html 0.0.34]<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|[[Recommended_PS1_Plugins|Plugin dependent]]<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
! colspan="10"|Console<br />
|-<br />
|[[Official Sony Emulators]]<br />(POPS)<br />
|[[PlayStation Portable emulators|PSP]], [[PlayStation 2 emulators|PS2]], [[PlayStation 3 emulators|PS3]], [[PlayStation Vita emulators|PSVita]]<br />
|6.60 (PSP)<br />r13 (PS2)<br />4.82 (PS3)<br />2.60 (PSVita)<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Mid-High<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[Bleem!|Bleemcast]]<br />
|[[Sega Dreamcast emulators|Dreamcast]]<br />
|1.8b<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Low-Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[https://code.google.com/p/pcsxgc/downloads/list WiiSX]<br />
|[[Wii emulators|Wii]], [[GameCube emulators|GameCube]]<br />
|2.1 beta<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
! colspan="10"|Mobile<br />
|-<br />
|[[Mednafen]]<ref group=N name=libretro>Only available on mobile as a libretro core (e.g. [[RetroArch]]).</ref><ref group=N>Needs a high-end phone/tablet to run at full speed.</ref><br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|PCSX-ReARMed<ref group=N name=libretro/><br />
|[[IOS emulators|iOS]], [[Android emulators|Android]]<br />
|r22<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|PCSX-ReARMed<br />
|ARM Devices<br />
|[http://repo.openpandora.org/?page=detail&app=package.pcsx_rearmed.notaz r22]<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[ePSXe]]<ref group=N name=payware>Payware, recommended that you use patched versions.</ref><br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.epsxe.ePSXe 2.0.8]<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[http://www.fpsece.net/faq.html FPse]<ref group=N name=payware /><br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.emulator.fpse 0.11.198]<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[XEBRA]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra 05/01/2018]<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
====PC====<br />
* [[Mednafen]]'s PlayStation emulation is focused on [[Emulation Accuracy|accuracy]], which makes it very compatible, and it's been known to outperform Sony's official PSone emulator in accuracy tests. <!-- Do note if you find an exception, though. --> However, there are a few small hurdles to using it; it requires a very specific BIOS for each region, and the program itself interfaces from the terminal/command-line only; it has no GUI. You can still drag-and-drop cue files on the executable to load games, and the program logs errors to a text file called <code>stdout</code> whenever a crash happens. There are external GUI launchers available like Mednaffe. Both [[RetroArch]] and [[BizHawk]] have cores based on this emulator, and they're easier to use because they have frontends.<br />
** Beetle PSX is the name of the RetroArch fork of Mednafen PSX. It has several experimental modifications and enhancements that aren't present in the standalone version, including a widescreen hack, CPU overclocking for smoother framerates, and increasing the internal resolution up to 8x. Increasing the resolution carries a ''heavy'' performance cost, however, since graphics are rendered in software; an alternative core exists for hardware rendering.<br />
<br />
* [[PCSX-Reloaded|PCSX-R]] is an open-source [[Recommended_PS1_Plugins|plugin]]-based emulator. The main reason to use this over Mednafen is that its internal resolution can be raised with little to no performance hits.<br />
** '''PGXP''' is a fork of PCSX-R that adds texture correction, polygon wobble reduction, and polygon culling reduction. It also adds CPU overclocking and allows a hack that was originally disabled in PCSX-R.<br />
** PCSX-ReARMed is an ARM port of PCSX-R, sharing a similar core, but optimized for portable handheld devices. The biggest draw is its NEON software renderer, which is both fast and accurate and has the ability to render at higher resolutions without resorting to HLE plugins.<br />
<br />
* [[ePSXe]] is a fairly standard [[Recommended_PS1_Plugins|plugin]]-based emulator like PCSX-R, and as such the accuracy is typically about the same between the two. Its closed-source nature has had it constantly lagging behind in features, which is why it's not recommended. <small>A developer had also edited the [[PS1 Tests]] page in preparation for version 2.0.0, representing a conflict of interest.</small> Since version 1.8.0, ePSXe has also been commercially available on Android, but it's also not recommended.<br />
<br />
* [[XEBRA]] is a <abbr title="Because of this, there are no known UI mods at this time.">Japanese</abbr> emulator, but it has very high compatibility. Games that require subchannel data are not supported, but most other games run flawlessly.<br />
<br />
* [[No$|NO$PSX]] has two versions, but standard users will want to use the cut-down gaming version. Made in the same style as [[No$|NO$GBA]], where it handles the PocketStation, it offers decent compatibility with very low spec requirements – the programmer's philosophy is to deliver a working application out of the box. It is still being actively developed.<br />
<br />
* [[PSX]]fin is a simpler emulator with a lot of compatibility issues,<ref name="psXcompat">http://psx.silvanthalas.com/psx.html</ref> especially when using different BIOSes. Development has been halted and it remains closed-source. It's really only useful for very old toasters.<br />
<br />
* [[Avocado]] is one of the few open-source PS1 emulators that does not require a plugin-based system. It is relatively new on the scene.<br />
<br />
* [[MAME]] is a very broad emulator known to support thousands of systems. It has a focus for accuracy, much like Mednafen, but when it comes to the "Sony PlayStation" driver (<code>psj</code>), the developers still call it "preliminary", and have marked it as "Not Working". It can boot to the BIOS and launch games, but much like they say, you can expect bugs, especially between hardware revisions. The MAME project as a whole remains active, but don't expect it to work any time soon.<br />
<br />
* [[PCSX2]] is a PlayStation 2 emulator, but emulation of a hardware feature has been merged into the main project that allows the same backward compatibility with PS1 games. However, one thing to note is that backward compatibility in the original PS2 hardware didn't cover all games in the PS1 library, and these limitations still extend to PCSX2's emulation.<br />
<br />
For an in-depth analysis of each emulator on a technical level, check out [[PS1 Tests]].<br />
<br />
It's generally recommended to use Mednafen or PCSX-R (or one of its forks). Many use Mednafen for its accuracy at native resolution, and PCSX-R for 3D games (that don't use prerendered backgrounds) because of support for plugins which allow for better graphics quality than original hardware. Unfortunately, the best plugins for increasing internal resolution and shader support (Pete's OpenGL2 v2.9 and Edgbla gpuBladesoft v1.42a) are closed-source and haven't been updated in years.<br />
<br />
'''Detailed round-ups of the best PS1 emulators:'''<br />
* [https://www.digitaltrends.com/gaming/best-ps1-emulators-for-androd-and-pc/ The best PS1 emulators for Android and PC] (October 16, 2018. Reviews may be subjective.)<br />
<br />
'''List of recommended PS1 emulators for Android:'''<br />
* [https://www.androidauthority.com/best-playstation-emulators-android-694579/ 5 best PlayStation emulators for Android] (SEPTEMBER 3, 2018. Includes some emulators not found in above charts. Reviews may be subjective.)<br />
<br />
====Consoles====<br />
<br />
* POPS (short for PlayStation On PSP System) is Sony's official PSone Classics emulator for their PlayStation Store releases. It utilizes [[PSP Eboots|EBOOTs]], a form of binary file for PSP, instead of bin/cue disc dumps, which can be made using a converter if desired. Compatibility is very high due to similar hardware design; although the GPU is emulated, the CPU is close to the PSX and would naturally speed up performance on its own. It includes support for multi-disc games (within the one EBOOT). Only the native PS1 resolution is supported, with games being stretched to fit the screen as the user wishes.<br />
<br />
* PS2PSXe is an unofficial PS1 emulator for the PS2. However, compatibility is very low. Double disc swapping (using the same method as a real PS1) is required for PS2s with model numbers SCPH-100xx - SCPH-390xx.<br />
<br />
* The PlayStation 3 has a built-in software emulator with very high compatibility, which is used for PSone Classics releases on the PlayStation Store as well as for handling PlayStation discs.<br />
<br />
* WiiSX is a port of PCSX to the Wii. Compatibility is fairly low due to the weak power of the Wii and differing hardware designs that make PowerPC requirements a little stronger. It's generally not worth using since it doesn't get updated.<br />
<br />
==Emulation issues==<br />
===Rendering Quirks===<br />
[[File:Cheryl_compared.png|thumb|left|300px|'''Left''': Native resolution and unblended dithering.<br/>'''Right''': Higher internal resolution and no dithering.]]<br />
[[File:Ps1_jitter.gif|thumb|Jittering in games can stick out more when using higher internal resolutions. <small>This full-color GIF may require you to view its page to see the animation.</small>]]<br />
The PlayStation takes shortcuts when rendering as a result of making most of the hardware available, and this can cause some quirks that become even more noticeable when the internal resolution increases.<br />
<br />
Polygons may jitter as a result of low-precision fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that have the ability to increase the internal resolution have attempted to fix this.<br />
<br />
There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs on Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.<ref name="forum.emu-russia">{{cite web|url=https://translate.google.com/translate?sl=ru&tl=en&u=http://forum.emu-russia.net/viewtopic.php?p=17237|title=Plugin info, news. / Information about the plugin, news. (gpuBladeSoft discussion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}</ref><br />
<br />
When perspective correction isn't applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. ''Tenchu: Stealth Assassins'' is particularly infamous for texture distortion, most noticeably in the [https://www.youtube.com/watch?v=5oBeO-cui_c training level] where floor textures appear wavy at oblique angles; developers typically mitigate this by adding polygons to walls, floors, and other scenery, though at the cost of filling the PlayStation's geometry rate. This has been solved in at least one emulator.<br />
<br />
Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement, since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons. The emulators that use software rendering and can increase the internal resolution are capable of retaining dithering for the shading and texturing aspect, and it's made more subtle by shrinking the artifacts.<br />
<br />
===Less-notable games using special peripherals===<br />
ZXE-D: Legend of Plasmalite requires the use of a special peripheral to play the game. It is a robot that has connectable parts and plugs into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons:<br />
<br />
*It's not a common game.<br />
*No third-party controller and memory card connector has gotten support by emulators the same way that Nintendo's official GameCube controller adapter has.<br />
*To emulate this purely in software means it has to be reverse engineered, which can take a bit of time.<br />
<br />
===CD format===<br />
<br />
PSX games use the CD-ROM XA (eXtended Architecture) format which is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disc.<ref name="PSX_CD-DA_CDs">[https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/List_of_PlayStation_games_with_CD_audio_tracks.html List of PlayStation games with CD-DA] (From deprecated Wikipedia article - dated 11/27/2016)</ref><br />
<br />
Certain image formats and CD dumping methods don't support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio. The ISO format in particular only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all so it's generally a very bad idea to use ISO for PSX games (even though it should work for games which are single track). Even running an ISO file based on a PSX game (i.e. ''Ridge Racer, Tomb Raider 1-2'') with CD-DA audio may often cause an emulator such as '''ePSXe''' and other peers to freeze and/or hang up, especially during loading of a saved data or in-game levels and transactions.<br />
* However, a mounted image (Using '''Daemon Tools'''), running from a CD-ROM or using the '''Mooby2''' plugin can solve these CD-DA problems. The mds/mdf format is good for backing up the CD-DA audio-equipped PSX games, although the best Image format for any PSX game is the cue/bin format, the reason being that almost all of the burning programs can read it and the relevant patching programs (i.e. '''PPF-O-Matic''') are designed for that format. '''Clone CD''' images in img/ccd format provide another ideal option as it has virtually the same structure as cue/bin format (The img file is the same data as a bin file at the hex level), although the available burning programs are largely not able to read Clone CD's format. '''ISObuster''' and '''ImgBurn''' are good tools for some of the aforementioned notes.<ref name="ECM-APE_Guide">{{cite web|url=https://www.epforums.org/showthread.php?57757-ECM-And-APE-Guide|title=ECM And APE Guide |publisher=www.epforums.org|accessdate=2018-Oct-05|date=2011-Feb-16; Last edited: 2017-Jan-15}}</ref><br />
<br />
* The European regional versions of many PSX games tended to have a copy protection embedded, so they could cause problems with backing up images in that these game backups could cause hangs or show a black screen infinitely in a typical emulator. A basic way to avoid that problem is to try the US regional versions. Another way is to just run a game backup from a BIN and CUE file format. You can use '''Clone CD''' to make an image in .ccd/.img/.sub format or patch it with a .ppf patch to bypass the protection.<br />
::The perfect solution possible, at least for the '''ePSXe''' emulator (and perhaps other similar plugins-based emulators) would be (No virtual drive mounting needed):<br />
::1. Use '''Mooby2 2.8''' cdrom plugin, uncheck 'subchannel reading' in the settings of that plugin.<br />
::(Just in case: also make sure 'repeat all cdda' is checked, and 'cdda volume' is set to something like 50 or 60. Or else you won't hear anything.)<br />
::2. Launch the game with File -> Run CDrom (browse, find and select your cd image as the window pops up.)<br />
::Recommended to use '''Eternal 1.41''' sound plugin with default settings along with this. '''SaPu''' CDRom Plugin v.1.0/1.3 is good if running official CDs (Especially works well with '''Daemon Tools Lite''' or '''Alcohol 120%''' when mounting an image).<br />
<br />
* If running '''ePSXe''' or a similar emulator on an old '''Windows''' OS (Eg. 9x, ME, 2000, XP), use [http://radified.com/ASPI/forceaspi.htm ForceASPI] to initialize the ASPI layer (For your disc drive) and a plugin like '''P.E.Op.S.''' CDR Version 1.4 plugin or similar. Then set the plugin to "W2K/XP IOCTL scsi commands" before running your PSX CD's.<br />
<br />
<!-- Much of these notes on the troubleshooting and issues for CD images were based off collections of information at www.epforums.org and www.ngemu.com's threads --><br />
<br />
==Accessories==<br />
===''Densha De Go!'' Controller===<br />
Also available for the [[Nintendo 64 emulators|Nintendo 64]], ''Densha De Go!'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller.<ref name="Youtube">{{cite web|url=https://www.youtube.com/watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with controller - Playstation PS1|publisher=Youtube|accessdate=2018-04-03|date=2017-05-05}}</ref> No emulator is known to support it.<br />
<br />
==Resources==<br />
* [http://ns348841.ip-91-121-109.eu/psxdata/sitenews.html PlayStation DataCenter] - Tons of PS1 related things. Emulator files like plugins, game manuals, game configurations, and many tutorials are just some of the things you'll find here.<br />
*[https://archive.org/details/psx_redump_usa_20141221 ReDump PS1] USA set.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Sony consoles]]<br />
[[Category:Fifth-generation_video_game_consoles]]<br />
[[Category:PlayStation emulators|*]]</div>176.88.21.109https://emulation.gametechwiki.com/index.php?title=Template:Hoxs64Ver&diff=22922Template:Hoxs64Ver2018-12-06T12:29:53Z<p>176.88.21.109: </p>
<hr />
<div>1.0.12.0</div>176.88.21.109