https://emulation.gametechwiki.com/api.php?action=feedcontributions&user=Cleaner&feedformat=atomEmulation General Wiki - User contributions [en]2024-03-28T19:45:51ZUser contributionsMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&diff=11853Super Nintendo emulators2016-09-14T04:19:06Z<p>Cleaner: fixed some spelling and removed redundancies</p>
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<div>[[File:SNES-and-controller.jpg|thumb||250px|The Super Nintendo Entertainment System (SNES)]]The '''[https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System Super Nintendo Entertainment System]''' (SNES) is a 16-bit, 4th generation console released on 1990 in North America. In Japan, it was known as the Super Famicom. The '''Satellaview''' was a subscription based add-on released only in Japan that streamed content to the Super Famicom. The '''Super Game Boy''' was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo. Both the Satellaview and the Super Game Boy are supported by [[higan]].<br />
<br />
Emulation for the SNES is robust, with several high quality emulators for various systems, with some even being [[cycle accurate]].<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Higan]] (formerly bsnes)<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://www.s9x-w32.de/dl/testbuilds/?C=M;O=A/ 1.53]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[BizHawk]] (bsnes)<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Mednafen]] (bsnes)<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://mednafen.sourceforge.net/releases/ {{MednafenVer}}]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[http://tasvideos.org/Lsnes.html lsnes]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|rr2-β23<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align:center;"|[[MESS]]<br />
| style="text-align:center;"|Multi-platform<br />
| style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
| style="text-align:center;"|✓<br />
| style="text-align:center;"|Low<br />
| style="text-align:center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Silhouette]]<br />
| style="text-align: center;"|Macintosh<br />
| style="text-align: center;"|1.0<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[ZSNES]]<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://zsnes.com 1.51]<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|CATSFC<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[No$|NO$SNS]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://problemkaputt.de/sns.htm 1.6]<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Medium<br />
| style="text-align: center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Mobile<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Snes9x]] Next<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|Snes9x EX+<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|1.5.28<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|Snes9x EX<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|1.5.28<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|SuperGNES<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|r89<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|CATSFC<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[https://www.microsoft.com/en-us/store/apps/snes8x/9wzdncrfjc6b/ Snes8x]<br />
| style="text-align: center;"|Windows Phone<br />
| style="text-align: center;"|2.15.3<br />
| style="text-align: center;"|?<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Console<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Virtual Console]]<br />
| style="text-align: center;"|Wii and Wii U<br />
| style="text-align: center;"|n/a<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Mid-High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]] Next<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[http://173210.server-queen.com/autoindex/index.php?dir=PSP/Snes9xTYLcm_Mod/ Snes9xTYL(me)cm Mod]<br />
| style="text-align: center;"|[[PlayStation Portable]]<br />
| style="text-align: center;"|r26<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|CATSFC<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|blargSNES*<br />
| style="text-align: center;"|3DS<br />
| style="text-align: center;"|1.3<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|}<br />
<br />
<nowiki>*</nowiki>This emulator is in beta stages at the moment, but it does run quite a few games. It doesn't support any cart-chips (SuperFX, DSP-1, Cx4, and so on), but for the Old 3DS, it's the best option so far. If using a New 3DS, use CATSFC with RetroArch.<br />
A compatibility list is available [http://wiki.gbatemp.net/wiki/BlargSnes_Compatibility_List here].<br />
<br />
===Comparisons===<br />
1. [[Higan]] (formerly bsnes)<br />
* The most [[accurate]] of the bunch. Should play all commercially released games without trouble, assuming you have the power.<br />
* ROM hacks designed around emulator quirks will most likely not work. Same as with real hardware.<br />
* LLE audio sounds amazing.<br />
<br />
2. [[Snes9x]]<br />
* Compatible with most games, even many romhacks that make use of emulator quirks.<br />
* Fast enough for pretty much any toaster (think Pentium 1 or 2, yes I tested!)<br />
* LLE audio, same as bsnes's.<br />
* Often buggy graphical output and shader support in standalone<br />
** Driver/GPU dependent.<br />
** Remember those diagonal lines of offset across older 3D games on certain graphics cards? Yeah. ''Finding a picture.''<br />
* Hit and miss controller support, especially when it comes to XInput devices.<br />
<br />
3. [[RetroArch]], which has bsnes, and Snes9x cores.<br />
* The same points as the emulators themselves<br />
* Amazing graphical output<br />
** At any resolution<br />
** At any fullscreen resolution and refresh rate<br />
** Vast [[Shaders_and_Filters|shader]] support<br />
* Dynamic rate control kills off most audio distortion, such as crackling.<br />
* Does not require Game Folders or anything like higan standalone.<br />
* Has a fork of Snes9x known as Snes9x Next that is based on a WIP of Snes9x between 1.52 and 1.53 with some extra speedhacks so it runs full speed on a Wii, as well as a SuperFX overclock option.<br />
* Has a fork of bsnes known as 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 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. <br />
<br />
5. [[BizHawk]]<br />
* Useful for TAS (Tool Assisted Speedruns)<br />
* Written in C#, requires .NET 4.0<br />
* Support for [[Libretro]] SNES cores<br />
* Windows-only<br />
<br />
5. [[Mednafen]]<br />
* The SNES core is based on bsnes v059 which is rather old from 2010. It pre-dates the performance/balanced/accuracy builds. This version is much faster than the current version.<br />
* Missing many of the LLE audio improvements that newer versions of Snes9x and higan use currently.<br />
* The version of bsnes that Mednafen is using is missing out on many accuracy updates that particularly impacts a few edge case games such as Air Strike Patrol. The significance of this game is it was one of two games known to manipulate the PPU mid-scanline and is notoriously difficult to emulate. Some of the problems Mednafen has versus newer cores is poorly rendered text, flickering lines near the bottom of the screen, and missing shadow during flight.<br />
* While acceptable for many games its recommended to use Snes9x, higan, or RetroArch instead.<br />
<br />
6. [[ZSNES]]<br />
* Will run full speed on very old x86 systems such as an early Pentium 1.<br />
* Romhacks were often designed around its speedhacks and many won't work properly on anything else.<br />
* Though fans have modded this, it is basically a dead emulator with no future.<br />
* Many bugs and lacked functions for many games, see [[ZSNES#Review|ZSNES review]]<br />
* Polarizing graphical user interface (loved by some, hated by others)<br />
* Much like older versions of Snes9x, relies on external pre-decompressed graphical packs to emulate some games with elaborate chips. Assuming you get the (now really hard to find) graphical packs for the SPC7110 (like from [http://other.ipherswipsite.com/gpacks/ here]) and Star Ocean (todo), and you put them in folders you then set under "Paths" in ZSNES, they can be playable without missing graphics. Same for older versions of Snes9x (like 1.43).<br />
<br />
'''NOTE:''' ZSNES has a '''serious vulnerability''' allowing for '''executing arbitrary code''' (potentially malware), if made to load '''a ROM tampered with''' to allow so. Using ZSNES with SNES ROMs gotten from unknown sources is thus not recommended. Viable alternatives are BZSNES (if you want to load ZSNES-compatible hacks), ZMS (if you want the UI), NO$SNS or older versions of Snes9x (for speed on old computers) or any of the other emulators like bsnes/higan and Snes9x (for better compatibility).<br />
<br />
==Satellaview Emulation==<br />
BS-X or Satellaview software was being broadcast to a special Japan-only hardware as temporary data to be deleted shortly after. As such, a wealth of games went undumped and lost forever.<br />
<br />
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some data, but these have been lost forever, outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it's not the same thing.<br />
<br />
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators as regular emulators, you may face issues for many of these games (no font appearing, hangs with black screen...). You'll need Satellaview emulation to properly emulate those.<br />
<br />
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it though - SNESGT had the option to modify the clock, but it wasn't updated for a while and isn't really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for romhackers and translators) but falls behind the others when it comes to general emulation.<br />
<br />
You'll need the BS-X BIOS to properly emulate the Satellaview. It goes as BS-X.bin under the BIOS folder when using snes9x-sx2. It has many variants - you'll want the translated one (with English text) with removed DRM (so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware). <br />
<br />
Whenever you open a BS-X compatible ROM (that wasn't modified to behave like a normal SNES game, like most BS Zelda translations were), you'll be greeted by the BIOS software - asking you to choose your name and avatar, which you can control in a city. Of course the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a "Hello Satellaview" test broadcast (you may be interested though in seeing how Nintendo used to do loading screens: to get to enjoy them without them shutting down instantly, open BSX0001-47.bin (bsxdat folder) in a hex editor and change at offset 0x06 that 0x30 to 0x00.) and most houses will be closed.<br />
<br />
You'll want to enter the little red house you start in front of, and load the stored data. In some cases, you may have to wait a while before actual gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).<br />
<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|BS-X Emulation <br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes]] <br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 v0.09] (based on v082)<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Windows x86, x64<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[NO$SNS]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://problemkaputt.de/sns.htm 1.5 (2013)]<br />
| style="text-align: center;"|Mid <br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[SNESGT]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://www.zophar.net/snes/snesgt.html 2.18 (2007)]<br />
| style="text-align: center;"|Mid <br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[bsnes]] (higan)<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.96]<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[BizHawk]] (bsnes)<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Mednafen]] (bsnes)<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://mednafen.sourceforge.net/releases/ {{MednafenVer}}]<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✗<br />
|}<br />
<br />
==Data Pack Emulation==<br />
Also known as DLC for the Super Famicom - not only the old Mega Drive could do its lock-on thing! (incredible, isn't it?) <br />
<br />
Data Packs are Satellaview 8M Memory Packs which have data meant to be used as expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, Data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical retail form in stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Packs.<br />
<br />
The games which were compatible with Data Packs are: Same Game, Derby Stallion 96, RPG Tsukuru 2, Sound Novel Tsukuru, Ongaku Tsukuru Kanaderu, Joushou Mahjong Tenpai, SD Gundam G-NEXT, and Shigesato Itoi no Bass Tsuri No. 1. <br />
<br />
These Data Packs are available in rom sites, named as regular sfc files, but their actual nature couldn't be farther than that. Anyways, they won't load in SNES emulators alone, that's for sure.<br />
<br />
Two emulators support this feature:<br />
<br />
* '''Snes9x:''' Under "File/Load Multi Cart...", choose the base game for "Slot A" and the expansion pack for "Slot B", and then the BS-X BIOS file. The combined game variant should open. Most Memory Pack games should work this way but some are unemulated for various reasons - it's one of the last overlooked areas in SNES emulation after all.<br />
* '''bsnes-sx2:''' Under "File/Load Slotted BS-X Cartridge". However, due to how the emulator doesn't have a "Show files from all extensions" option, and an oversight during development, the expansion pack file can't be selected. Due to this, current versions can't go in-game.<br />
<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|Data Pack Emulation <br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes]] <br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 v0.09] (based on v082)<br />
| style="text-align: center;"|Incomplete<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Windows x86, x64<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|}<br />
<br />
<br />
==SNES-CD Revival and Emulation==<br />
===SNES-CD===<br />
It's well-known enough that the Super Famicom was to get a CD add-on, the SNES-CD, developed by Sony who already helped with the sound chip for the SNES. However, Sony got greedy and tried to include a clause in the contract to give them all rights to any software developed on the device - and Nintendo acted like assholes in retaliation by publicly humiliating the Sony execs present in the SNES-CD announcement by claiming they'll partner with Phillips instead. Talks between Sony and Nintendo still resumed afterwards as late as 1993, but couldn't salvage the project. Nintendo lost interest in the CD peripheral seeing how the Sega-CD failed in the US (though the PC-Engine CD enjoyed some relative success). They cancelled the Phillips collaboration on yet another SNES-CD prototype, but allowed them in return to use some of their properties for their Phillips CD-i console. Later, they collaborated with the St. Giga radio service to create the Japan-exclusive Satellaview add-on for the Super Famicom which played broadcasts of SFC games using streamed audio. As for Sony, they basically created their own CD-based SNES-successor console, the first PlayStation. Nintendo wouldn't support CD format afterwards besides a shy attempt as the N64DD that failed due to the third-parties (Square, Enix, Hudson) that were supposed to support it jumping ship to the PS1 like almost everyone else. And the rest is history.<br />
<br />
Some prototype units of the Sony SNES-CD were indeed made, and games developed for it but they were reworked as regular SNES cartridge games with lots of content gutted (like Square's Secret of Mana/Romancing Saga 2, and Nintendo R&D's Marvelous), ported to other consoles (like Hook for the Sega-CD), or outright cancelled. They were to have much bigger worlds, streamed music, cutscenes, and even FMVs according to various interviews. However that never happened, and even most of the stuff developed for these consoles, as well as their various manuals/specifications, were lost. <br />
<br />
Lately, an actual Sony SNES-CD prototype has been uncovered and repaired. It had various weird hardware restrictions (number of saves, CD size limit, no coprocessors) with much of it likely having to do with its unfinished nature (for example, it had a planned Audio CD support that doesn't actually work), which means the MSU-1 is a much more attractive alternative for hacks aiming to restore what SNES-CD should have been like.<br />
<br />
No$SNS 1.6 supports the Sony SNES-CD add-on. This was made possible after some reverse engineering and analysis of the leaked BIOS file. Get the leaked Super Disc BIOS, circulating on the net as "SDBR_v0.95.sfc". Under the same directory as the no$sns executable, make a "BIOS" folder, put the BIOS file there and rename it to "SFX-100.bin".<br />
<br />
The available SNES-CD games online right now are a BIOS for one of the discovered prototypes, and homebrew games (Magic Floor, Super Boss Gaiden - both have alternate versions as regular SNES roms) which come as BIN+CUE files. NO$SNS 1.6 supports only one CD mode, so it doesn't actually read the CUE but just the BIN file.<br />
<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|SNES-CD (Sony)<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[No$|NO$SNS]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://problemkaputt.de/sns.htm 1.6]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Medium<br />
| style="text-align: center;"|✓<br />
|}<br />
<br />
===MSU-1===<br />
Come the MSU-1, which aims to add some of these features to the SNES. It's a custom fan-made hardware specification for an additional chip (eventually made available and working with real SNES hardware, as the SD2SNES flashcard), and the closest to SNES-CD you'll ever get. No more 12MB maximal cartridge size limitation!<br />
<br />
One inconvenient is that this specification isn't really supported by most emulators. It's currently supported by the SD2SNES flashcard, BSNES 075 onwards and higan 094 onwards. These hacks simply won't work at all in other emulators, or their developers will implement a MSU-1 check to let the game run in these emulators without the MSU-1 enhancements.<br />
<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|MSU-1<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes|higan]]<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.96]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[bsnes]]<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.75]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|}<br />
<br />
* To load the MSU-1 patched games with higan or bsnes, patch the original SNES rom with the ips patch, make sure to copy manifest.bml and the .pcm files (generated with create_pcm.bat, often found ready in the sound pack) in the same directory as the rom (make sure it's %USERPROFILE%\Emulation\Super Famicom\ in the case of higan, and follow the readme included to know what names to use) and launch with higan/bsnes.<br />
<br />
Notable hacks for the MSU-1 include:<br />
* Mega Man X<br />
* Mega Man X3 with Saturn/PC audio<br />
* Zelda A Link to the Past (with optional patch adding FMVs)<br />
* Super Mario World<br />
* Rock 'n 'Roll Racing<br />
* Super Road Blaster (port of FMV Arcade game)<br />
* Donkey Kong Country 2<br />
* Chrono Trigger<br />
* BS Zelda - a restoration of how the streamed audio played in the Satellaview game!<br />
* BS Zelda Inishie no Sekiban<br />
* Secret of Mana<br />
<br />
==Resources==<br />
*[http://wiki.superfamicom.org/snes/show/HomePage SNES Development Wiki] - SNES Development Wiki for you know, SNES Development.<br />
*[http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html SNES Accuracy Tests (TASVideos)] - Test results on various emulators using test ROMs<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Super Nintendo emulators|*]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=11397Game Boy Advance emulators2016-09-14T04:05:11Z<p>Cleaner: spelling fixes</p>
<hr />
<div>[[File:Gameboy-glacier.jpg|thumb|The Game Boy Advance handheld console]]The '''[https://en.wikipedia.org/wiki/Game_Boy_Advance Game Boy Advance]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://endrift.com/mgba/downloads.html 0.4.1]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://github.com/visualboyadvance-m/visualboyadvance-m GitHub] [http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[higan]]<br />
|style="text-align:center;"|Windows, OS X, Linux<br />
|style="text-align:center;"|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|iDeaS<br />
|style="text-align:center;"|Windows, Linux<br />
|style="text-align:center;"|[http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[GBE+]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://github.com/shonumi/gbe-plus GitHub]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[MAME]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|Meteor<br />
|style="text-align:center;"|Linux<br />
|style="text-align:center;"|[https://github.com/blastrock/meteor 1.4]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[No$GBA]]<br />
|style="text-align:center;"|Windows, MS-DOS<br />
|style="text-align:center;"|[http://problemkaputt.de/gba.htm 2.8d]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Mobile<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[https://www.microsoft.com/en-us/store/apps/vba8/9wzdncrfjc69/ VBA8]<br />
|style="text-align:center;"|Windows Phone 8/8.1<br />
|style="text-align:center;"|2.27<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[https://www.microsoft.com/en-us/store/apps/vba10/9nblggh2k04v/ VBA10]<br />
|style="text-align:center;"|Windows 10/Mobile<br />
|style="text-align:center;"|1.22<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Consoles<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|[[Wii]]<br />
|style="text-align:center;"|[https://s3.amazonaws.com/mgba/mGBA-nightly-latest-wii.7z SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|VBA GX]]<br />
|style="text-align:center;"|[[Wii]], [[Gamecube]]<br />
|style="text-align:center;"|[https://gbatemp.net/threads/new-vba-gx-fork-2-3-0.371284/ 2.3.2]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (as VBA-Next)<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|TempGBA4PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[gpSP]]<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|0.9<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
==Comparisons==<br />
* [[mGBA]] is a GBA emulator that aims to be accurate while maintaining speed. It's actively developed and has features that VBA-M lacks such as Solar/Tilt Sensor.<br />
* [[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]] is a fork of VBA with additional improvements. It is not updated as often these days and is falling behind in terms of accuracy and performance compared to mGBA.<br />
** RetroArch's VBA-Next is based off an older revision of VBA-M with added speedhacks and tweaks, making it useful for lower-end devices. It is a bit less accurate in some respects, though it fixes a few games such as Advance Wars 2. <br />
* [[gpSP]] last official version was 0.9 by Exophase. There are, however, two superior forks: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod] and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
* [[higan]]'s GBA core is cycle-accurate, but up to v094 it was very much a WIP and not as compatible as VBA-M or mGBA. v095 made amazing strides, resulting in compatibility on par with mGBA.<br />
<br />
'''NOTE:''' There's '''a huge vulnerability''' in '''the original VBA emulator''' (and most of its forks bar VBA-M) that could be used to '''run malware''', similarly to ZSNES with malformed ROM files, but this time with '''cheat code files'''. The option under ''"Import > Gameshark code file"'' doesn't check if the cheat code file size is within 1024Kb, and this oversight can lead to parts of the file being exploited to run arbitrary code (which can be malware) if your cheat code file was tampered with to allow so, or you got it online from dubious sources. Fortunately, while VBA-M (the current actively developed fork based off VBA) still doesn't do sanity checks for those files, it just crashes immediately instead of the code running havoc. So, either:<br />
# Avoid importing cheat code files bigger than 1024Kb you got online from untrustworthy sources<br />
# Avoid using the Import GameShark code file feature<br />
# Avoid using the old VisualBoyAdvance altogether, and settle for other options like mGBA and VBA-M. SRAM save files are compatible between all of them.<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|Left showing the default game, and right showing [[VBA-M]] in "Gameboy Colors" mode]]<br />
The original GBA screen was not backlit, so the screen would appear to be rather dark. To compensate for this, games would have very saturated and bright colors. The bright, overly saturated colors would appear rather normal on the GBA. In emulation, however, the appearance of these colors are undesirable. Some games made after 2003 may look better with the backlit colors, however, as they were designed with the GBA SP in mind. For everything else, there are several ways to deal with this:<br />
<br />
'''No$GBA'''<br />
<br />
Under "Emulation Options", select "GBA Mode. There are four modes.<br />
<br />
- GBA (no backlight) = strong desaturation<br />
<br />
- GBA SP (backlight) = strong desaturation<br />
<br />
- Nintendo DS in GBA mode = some desaturation<br />
<br />
- VGA Mode (poppy bright): no desaturation<br />
<br />
'''VBA-M'''<br />
<br />
(VBA-M for Windows only) Under "Options->Gameboy" you will find the options:<br />
<br />
- "Real Colors": no desaturation<br />
<br />
- "Gameboy Colors": strong desaturation<br />
<br />
'''higan'''<br />
<br />
Under Settings->Video Filter, you will find the "Color Emulation" checkbox.<br />
<br />
- Color Emulation off: no desaturation<br />
<br />
- Color Emulation on: gamma correction and adjusted color range.<br />
<br />
'''Shaders'''<br />
<br />
There are Cg [[shaders]] which can be used in [[OpenEmu]] or [[RetroArch]] that adjust the colors to those of a real GBA screen, as well as other screen types. <br />
<br />
For GBA, there is <code>gba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/gba-color.cg</ref>, which simulates the color profile of a GBA screen under an external light source more accurately than VBA-M or No$GBA color options. If you prefer the darker color options that those emulators have, then use <code>vba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/vba-color.cg</ref> instead. <br />
<br />
There is also <code>nds-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/nds-color.cg</ref> and <code>psp-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/psp-color.cg</ref>, which simulates the color profiles of the original Nintendo DS frontlit screen and the PSP-1000/PSP-2000 backlit screen, respectively.<br />
<br />
===Save file issues===<br />
There are a number of different save formats for GBA games. With raw save data, it's very hard to detect what save type it is just by looking at it. Visual Boy Advance tries to autodetect save type but often is incorrect and this causes issues. A fix to this issue is to use a file called "vba-over.ini" to tell VBA what each game's proper save type is, which eliminates most issues regarding save type. Current VBA-M versions come with vba-over.ini by default, but older versions of VBA like VBA 1.7.2 and VBALink did not.<br />
<br />
The libretro versions of VBA, libretro-VBA-Next and libretro-VBA-M, come with vba-over.ini baked into the binary so it is able to load raw .sav files, but also changes the save file output to be a 136KB .srm file for every save type, with save type info contained within the file. This completely avoids any save type issues, but makes its save files incompatible with standalone VBA and most other emulators.<br />
<br />
Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command line tool] to convert libretro-VBA .srm save files to raw .sav save data for other emulators. You can just drag and drop a .srm onto the executable and it will output raw .sav. The same can be done in reverse. A precompiled Windows 64-bit binary of this tool can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
* VBA-M: This doesn't work with old VBA versions. <br />
<br />
Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as much times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
<br />
* VBA Link + e-Reader<br />
A combined version of VBA Link and VBA e-Reader is useful if you want to use the Pokémon Battle-e Cards. Downloads and instructions reside [http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER here].<br />
<br />
* mGBA<br />
While running mGBA, select "New multiplayer window" from the menu. As you load your ROMs into each window, "Player [X] of [Y]" will appear across the title bar. This can be done for up to four players. However, multiple instances of the same ROM will share a save file.<br />
<br />
* No$GBA: This method also works with DS ROMs, and that's the actual way to see the incomplete non-functional local Wi-Fi DS multiplayer implementation. (todo)<br />
<br />
===GameCube Connectivity===<br />
The GBA unit can connect to a GameCube.<br />
<br />
====Dolphin and VBA-M====<br />
<br />
Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of a GBA BIOS.<br />
<br />
'''Connect 1~4 GBA Unit Without Game to GC Game'''<br />
<br />
First Part!<br />
* Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
* '''Dolphin:''' Start your game and play until you get to the in-game menu where you're asked to connect a GBA. Under the GC controller options (earlier "Config, Gamecube", now it's with the GC/Wii controller options). You have 4 GC controller ports: change how much you need to "GBA". Leave the game and its music running :)<br />
* '''VBA-M:''' You'll need to uncheck "Options, Emulator, Pause When Inactive". Then, under "Options, Link, Joybus Options", Make sure to enable "Enable Joybus Connection" and set "IP/Hostname" to use default settings, that is (127.0.0.1) or (localhost) - without the brackets. <br />
* THEN, Dolphin will freeze. You'll want to not have the system sound too high if you're using headphones. <br />
<br />
Second Part!<br />
* '''VBA-M''': Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. There will be that splash screen but it will stutter a bit. <br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Notable games that work:<br />
* The Legend of Zelda Four Swords Adventures: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
* Final Fantasy Crystal Chronicles<br />
* Billy Hatcher: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
* Kururin Squash<br />
* Sonic Adventure 2 (buggy)<br />
<br />
Don't work:<br />
* The Legend of Zelda Wind Waker: Tingle Trainer connection always fails, though some messages do display on VBA-M.<br />
* Drill Land<br />
* Any Pokémon game<br />
* lots more<br />
<br />
'''Connect GBA Game to GC Game'''<br />
<br />
* '''VBA-M''': Under "Emulator, Bios Files" set the GBA BIOS file directory, and have the emulator use it. This will cause each regular GBA ROM you load in VBA-M to show the BIOS splash screen then proceed to the game. It has higher compatibility too.<br />
* You do the all the steps above in the '''first part''' of the previous section (connecting a GBA unit without Game to a GC game) until the line with Dolphin freezing when you enable Joylink in VBA-M.<br />
<br />
Then:<br />
* '''VBA-M''': Open the regular GBA ROM to be connected with the GC game in VBA-M as if it were a regular GBA ROM. <br />
* There will be that splash screen, but if you do nothing the GBA game starts as usual and the connection doesn't actually happen. What you must do is to hold '''Select+Start''' while the BIOS is loading. This will cause the BIOS animation to stop and wait for connections, and the regular GBA ROM game won't boot immediately. If it goes as intended, VBA-M will stutter a bit and the connection will be initiated.<br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Please note e-Reader functionality with GC games isn't emulated as of yet.<br />
<br />
====Dolphin and other emulators====<br />
Dolphin devs are working at rewriting the entire GBA connectivity code in a far better way from scratch with more accurate emulators. They did a video using the higan emulator. Nothing of the sort is published at the moment.<br />
<br />
===GBA/DS Connectivity===<br />
Inserting a GBA card in Slot-2 in a Nintendo DS unit (that's not a DSi) while a DS game is running could unlock various gameplay features in some DS games. DeSmuME can emulate this: while playing the DS ROM, go to "Config, Slot 2 (GBA Slot)" and select "GBA Cartridge". Now select the GBA ROM file, and make sure its sav file is in the same folder. You may need to reset the game sometimes to see the effect in-game.<br />
<br />
===e-Reader===<br />
A device that connects to the GBA, which can read content off e-Card paper stripes either as standalone content, or additional content to GBA games (or even GC ones). Also known as the GBA's DLC.<br />
<br />
''Main Page: [[GBA e-Reader emulators]]''<br />
<br />
==Special Hardware==<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like Lunar IPS (mostly from [http://bubbz.pocketheaven.com/?system=gba&section=patch No Frills]), but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
===Solar Sensor===<br />
====Emulation====<br />
This feature has been emulated in mGBA, VBA-M and no$gba 2.6 onwards:<br />
* mGBA: In the shortcuts editor, shortcuts can be configured to raise/lower the solar level incrementally or to set any particular brightness level. <br />
* VBA-M: This emulator uses the keys of the lateral motion controls to change the Solar Sensor levels. You can find those keys and modify them in Options -> Input -> Configure... -> "Special" tab.<br />
* no$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
<br />
====ROM Patches====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
===Motion Control===<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Kirby Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game. But VBA-M does not support motion controls for GBA games yet.<br />
====Emulation====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
====ROM Patches====<br />
Fixes applied directly to the ROM (with the Lunar IPS utility, or at runtime using mGBA or VBA-M and naming them the same as the ROM in the same directory) by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* Warioware Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
===Rumble Feature===<br />
There are various rumble features found in GBA/GBC cards:<br />
* '''GBC Rumble:''' GBC games which came on special cartridges with additional hardware for the rumble feature. It was actually used by dozens of releases, and some games like Tarzan 2 GBC were programmed to have rumble support but shipped on regular cartridges. Emulated by VBA-M GX (Wii-only), which also cover the dummied-out rumble games. Not emulated anywhere else.<br />
* '''GBA Gyro Rumble:''' WarioWare Twisted was shipped on a cart with rumble support. It would rumble when you tilt to one "extreme". Emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.<br />
* '''GBA Variable Rumble:''' Drill Dozer has rumble support, with variable force and speed depending on the rock type you drill through ingame. Partially emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.<br />
* '''Game Boy Player Rumble:''' Many regular GBA games, shipped on regular cartridges, enable rumble during gameplay when played on GB Player hardware (which is essentially GBA hardware). These include Super Mario Advance 4, Summon Night Hajimari no Ishi, Mario & Luigi 1, Shikakui Atama wo Marukusuru Advance (both releases), Pokémon Pinball, as well as Drill Dozer which disables its original cartridge rumble scheme and enables this one instead. None of the emulators support this, though it's being under development for the mGBA emulator.<br />
<br />
===Figurine Readers===<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6.<br />
<br />
==Notes==<br />
<references /><br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Game Boy Advance emulators|*]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=RetroInvader&diff=11767RetroInvader2016-09-13T16:55:02Z<p>Cleaner: changed a link to https</p>
<hr />
<div>{{lowercase title}}<br />
'''retroInvader''' is an open-source tool for [[RetroArch]] written by romjacket.<br />
<br />
==Features==<br />
* Quickly download, install & configure emulators & RetroArch from the [[libretro]] buildbot for over 30 systems and 2 joysticks with a key mapper<br />
* Leverages the ROM libraries of the Internet Archive<br />
* Intelligent drag-and-drop system to launch ROMs, install BIOS files, create playlists and generate per-game configuration deltas<br />
* Quickly customize RetroArch options and many cores<br />
* Automate netplay hosting and client connections<br />
<br />
==External links==<br />
* [https://github.com/romjacket/retroinvader GitHub]<br />
* [http://romjacket.mudlord.info/INVADER/index.html Homepage]<br />
* [http://romjacket.mudlord.info/retroInvader.zip Download latest version]<br />
<br />
[[Category:Tools]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Input_lag&diff=11453Input lag2016-09-10T00:23:57Z<p>Cleaner: kept polishing and removed redundant parts</p>
<hr />
<div>'''Input lag''' is the delay between pressing a button and seeing the game react.<ref>http://www.anandtech.com/show/2803</ref> The potential causes for "input lag" are described below (steps which have negligible contributions to the input lag have been omitted). Each step in the process increases "input lag", however the net result may be unnoticeable if the overall "input lag" is low enough.<br />
<br />
==Causes==<br />
===Display lag===<br />
<br />
This is the lag caused by the digital televisions and monitors. Image processing (such as upscaling, 100&nbsp;Hz, motion smoothing, edge smoothing) takes time and therefore adds some degree of input lag. It is generally considered that input lag of a television below 30ms is not noticeable.<ref>http://www.bit-tech.net/hardware/monitors/2009/02/06/the-dark-side-of-overdrive/4</ref> Discussions on gaming forums tend to agree with this value. Once the frame has been processed, the final step is the pixel response time for the pixel to display the correct color for the new frame.<br />
<br />
[[Display FAQ#CRT TVs|CRT TVs]] and monitors have no display lag.<br />
===Windows Aero===<br />
If you're using Windows Vista/7, having [https://en.wikipedia.org/wiki/Windows_Aero Aero] enabled will add a noticeable amount of input lag because it forces vertical synchronization at the OS-level.<br />
<br />
===GPU driver latency===<br />
<br />
There is video latency caused by the GL drivers in Windows/Linux. Both the GLX X11 and Windows GL/D3D drivers are are full of hacks, codepaths, and buffer schemes that cater to benchmarking applications and games. This is counter productive when the aim is low-latency audio and video synchronization for emulators. You don't want all this stuff going on in the background.<br />
<br />
Hard GPU sync options in some emulator frontends can reduce or remove latency from buffering at the possible expense of performance.<br />
<br />
This can be avoided by using [https://en.wikipedia.org/wiki/Mode_setting KMS] and [https://en.wikipedia.org/wiki/Direct_Rendering_Manager DRM]/[https://en.wikipedia.org/wiki/EGL_(API) EGL], specifically on Linux. By using these modes, the user is in control of front and back buffers and don't have to rely on APIs, so that they can find where and when a frame was dropped and how to act accordingly with that in mind. It is advisable to get the latest driver to improve performance, as notable graphics chip manufacturers (e.g. AMD, Nvidia) do not find KMS a priority. Intel graphics chips, however, should be fine regardless, but it is still advisable to update drivers.<br />
<br />
Low-level APIs such as Vulkan give the user control over buffering, and may lower latency without resource-heavy solutions like hard GPU sync. However, there is evidence that OpenGL has lower latency than Vulkan in some instances.<ref>http://libretro.com/forums/showthread.php?t=5428&page=30&p=44578&viewfull=1#post44578</ref><br />
<br />
===Controller===<br />
<br />
For wired controllers, this lag is negligible. For wireless controllers, opinions vary as to the effect of this lag. Some noticed extra lag when using a wireless controller, while others didn't.<ref>http://www.lockergnome.com/uncategorized/2011/08/26/wireless-controller-latency-is-it-a-problem/</ref><br />
<br />
==Typical overall response times==<br />
<br />
Testing has found that overall "input lag" (from controller input to display response) times of approximately 200ms are distracting to the user.<ref>http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article?page=2</ref> It also appears that (excluding the monitor/television display lag) 133ms is an average response time and the most sensitive games achieve response times of 67ms (again, excluding display lag).<br />
<br />
==Ways to reduce input lag==<br />
<br />
Use:<br />
*Wired controller<br />
*CRT TV or monitor<br />
*Linux OS in KMS mode<ref>https://wiki.archlinux.org/index.php/kernel_mode_setting</ref><ref>https://github.com/libretro/RetroArch/wiki/KMS-mode</ref><br />
<br />
To disable Windows Aero under Windows Vista/7, select the Basic or Classic theme under Control Center > Personalization, or disable desktop composition under .exe properties > Compatibility. Some emulators and frontends allow you to disable desktop composition without having to switch themes. Desktop composition will also be disabled by playing under non-windowed full screen. In Windows 8 and later, desktop composition cannot be disabled manually.<br />
<br />
Some emulator frontends like RetroArch or GroovyMAME have the option to delay processing of emulation for a few milliseconds until right before a vsync occurs, which causes inputs to be polled immediately before your display refreshes instead at the beginning of the 16.7ms (for 60 fps) vsync period. The amount of time you can use frame delay without dropping frames is dependent on the performance of the emulator on your machine.<br />
<br />
If you don't have a CRT or can't be bothered with one, you can mitigate input lag on LCDs by setting the display to game mode if available. This turns off some post-processing effects that introduce lag.<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
[[Category:FAQs]]<br />
[[Category:Video hardware]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Shaders_and_filters&diff=11827Shaders and filters2016-09-09T23:54:04Z<p>Cleaner: </p>
<hr />
<div>Shaders and filters can be applied to video games to achieve some kind of visual effect. These can be from attempting to replicate [[Recommended Displays|aperture grille]] displays, NTSC signals, or something more exotic.<br />
<br />
==Emulator support==<br />
{| class="wikitable"<br />
! scope="col" style="text-align: center;"|Name<br />
! scope="col" style="text-align: center;"|Shader file types<br />
! scope="col" style="text-align: center;"|Notes<br />
|-<br />
| style="text-align: center;"|[[RetroArch]]<br />
|.cg, .cgp, .glsl, .glslp, .slang, .slangp, .dll/.so<br />
|<br />
Old bsnes XML shaders (.shader) and old bsnes filter plugins (.filter) are no longer usable in current versions of RetroArch.<br />
SoftFilters are dynamic libraries, the extension depends on platform.<br />
<br />
.cgp stacks several .cg files on top of one another. Same thing with .glslp and .slangp.<br />
|-<br />
| style="text-align: center;"|[[DOSBox]]<br />
|.fx<br />
|Only on special builds such as [http://ykhwong.x-y.net/ SVN Daum].<br />
|-<br />
| style="text-align: center;"|[[Higan]]<br />
|.filter, .shader, folders<br />
|<br />
.shader removed in future higan releases in favor of Quark shader folders.<br />
<br />
.filter works in old [[higan|bsnes]] versions (circa v82) but not current in current versions of higan.<br />
|-<br />
| style="text-align: center;"|[[HqMAME]]<br />
|.fx<br />
|xBRZ and HQx<br />
|-<br />
| style="text-align: center;"|[[OpenEMU]]<br />
|.cg,<br />
|<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
|.cg, .shader<br />
|<br />
|-<br />
| style="text-align: center;"|[[Project64]]<br />
|.fx<br />
|Only with a [http://www.lanpartyguide.com/zelda/shaders.html custom Rice Video plugin].<br />
|-<br />
| style="text-align: center;"|[[PCSX-R]]<br />
|.slv/.slf, .vp/.fp<br />
|Requires Pete's OpenGL2 or gpuBladeSoft.<br />
|-<br />
| style="text-align: center;"|[[ePSXe]]<br />
|.slv/.slf, .vp/.fp<br />
|Requires Pete's OpenGL2 or gpuBladeSoft.<br />
|-<br />
| style="text-align: center;"|[[PCSX2]]<br />
|.fx<br />
|Must be named shader.fx and be in the main directory. PageUp to activate.<br />
|-<br />
| style="text-align: center;"|[[Dolphin]]<br />
|.txt<br />
|Can only be used with OpenGL backend.<br />
|-<br />
| style="text-align: center;"|Mobile<br />
|.glsl<br />
|GLSL is the shader language used by default on mobile (Android/iOS/Blackberry).<br />
|-<br />
| style="text-align: center;"|Mobile<br />
|.glslp<br />
|GLSL equiv. of cgp - possible to stack several shaders with this.<br />
|}<br />
<br />
==Types==<br />
{{Main|List of shaders and filters}}<br />
[[File:Crt-geom.png|thumb|190px|crt-geom-flat.cg, a popular CRT shader. ]]<br />
===CRT Shaders===<br />
{{Main|CRT Shaders}}<br />
<br />
Most of these replicate aperture grille CRTs, which have sharp images and strong scanlines. Only a few replicate shadow mask CRTs, often requiring much higher resolutions.<br />
===NTSC Filters===<br />
{{Main|NTSC filters}}<br />
<br />
These replicate the signals that consoles output to the TV. They vary in quality, with the lowest being RF, then composite, then s-video and RGB (scart) being the highest quality. Many emulators have NTSC filters built into them. They can also be separately downloaded in filter plugin format.<br />
<br />
===LCD Shaders===<br />
[[File:Lcd-grid.png|thumb|256px|cgwg's lcd-grid-v2 shader with GBA colors.]]<br />
These replicate the look of a low resolution LCD common on handhelds. These can range from a simple grid drawn around the pixels to a detailed recreation of each pixel's RGB subpixels. May also include motion blurring to simulate ghosting and washed out color gamuts.<br />
<br />
===GameBoy Shader===<br />
[[File:Gb.png|thumb|189px|GameBoy Shader with default palette. Other palettes are available.]]<br />
<br />
This .cgp shader replicates the dot matrix screen of a Game Boy, complete with the ghosting problems to reproduce certain visual effects. Made by Harlequin. Requires [[RetroArch]].<br />
<br />
===Smoothing shaders===<br />
<br />
These shaders, such as 2xSai, Super Eagle, Super 2xSai, scaleX , HQx , xBR and xBRZ attempt to reduce the pixelation by smoothing and rounding. They can cause a lot of false positives and distortions, however, scaling the image 2x or 3x using nearest neighbor, then applying the smoothing shader will reduce the intensity of the smoothing by keeping the pixel shapes intact, eliminating most distortions while keeping a fairly smooth look.<br />
<br />
===Dithering===<br />
<br />
These are shaders designed to detect and smooth [[dithering]]. [https://github.com/libretro/common-shaders/tree/master/dithering mdapt] is a popular one. There is also newer gdapt.<br />
<br />
===Pixellate===<br />
<br />
This shader is supposed to appear the same as nearest neighbor (aka "unfiltered"), except with minor corrections when using a non-integer scale that are increasingly less noticeable the higher it is scaled. This shader is useful to anyone who wants to keep things as sharp as possible without worrying about scale factors. Available in [https://github.com/hizzlekizzle/quark-shaders/tree/master/Pixellate.shader Quark] and [https://github.com/libretro/common-shaders/blob/master/retro/shaders/pixellate.cg Cg] shader formats.<br />
<br />
===Border===<br />
<br />
A [https://github.com/libretro/common-shaders/tree/master/borders shader] that applies a border overlay to the game image. Can be used to fill empty areas on widescreen monitors with artwork, display a CRT or handheld bezel, or simulate [https://github.com/libretro/common-shaders/tree/master/borders/gameboy-player Game Boy Player] and [https://github.com/libretro/common-shaders/tree/master/borders/sgb Super Game Boy] output.<br />
<br />
===Image Adjustment===<br />
<br />
Image adjustment shaders allow you to adjust the color levels of an image, including gamma, luminance, contrast, saturation, and so on, for personal preference, accuracy, or compensating your display. Often, these are used alongside other shaders. There are also [https://github.com/libretro/common-shaders/tree/master/handheld/shaders/color shaders] that simulate the color profiles of specific displays, such as the GBA or DS.<br />
<br />
==Shaders on real CRTs==<br />
<br />
On 31+kHz PC CRT monitors displaying in high resolution modes, most filters/shaders should work fine as is, as most were intended for output scaled 3x or higher. <br />
<br />
However, CRT monitors (and 15kHz CRTs) displaying in low resolution modes like 240p or 480p, you will find many of them won't work correctly due to the low output resolution. In these cases you should use shaders that are applied only on the horizontal axis, only make changes to color output without scaling, or those that add scanlines/interlacing for 480p output. <br />
<br />
You can combine those things with these two shader presets: [https://github.com/libretro/common-shaders/blob/master/cgp/tvout/tvout.cgp tvout.cgp] for 240p and [https://github.com/libretro/common-shaders/blob/master/cgp/tvout%2Binterlacing/tvout%2Binterlacing.cgp tvout+interlacing.cgp] for 480p. Both of these allow you to have adjustable signal resolution blur applied horizontally, as well as color controls like gamma, saturation, and the option to use TV color range (16-235) instead of PC color range (0-255), while the 480p version provides a scanline shader that is interlaced on 480-line content. The signal resolution blur works best if you use a large horizontal resolution (1280 or higher recommended) while keeping your vertical resolution at 240 or 480, and setting the aspect ratio of the emulator to stretch to fit. The higher horizontal resolution will make it look natural and convincing, avoiding banding issues. Can be combined with NTSC filters/shaders for maximum authenticity, check out the shader presets in [https://github.com/libretro/common-shaders/tree/master/cgp/tvout /cgp/tvout] and [https://github.com/libretro/common-shaders/tree/master/cgp/tvout%2Binterlacing /cgp/tvout+interlacing] for some examples.<br />
<br />
==Downloads==<br />
<br />
[https://github.com/libretro/common-shaders Libretro Cg shader repository]<br />
<br />
[https://github.com/hizzlekizzle/glsl-shaders Libretro GLSL shader conversion repository]<br />
<br />
[https://github.com/libretro/slang-shaders Libretro Vulkan (.slang) shader repository]<br />
<br />
[https://mega.nz/#!OJc0DZwT!I_ulxfrXeNuOUxpE2eSKktSxdIktOxx4uzKMyTNdJYs Border Shaders by EndUser]<br />
<br />
[http://www.emu-france.com/emulateurs/5-consoles/51-nintendo-super-nintendo/3677-snes9x-cg-shaders/ Snes9x Cg shader pack]<br />
<br />
[http://www.emucr.com/2013/04/epsxe-shaders-pack-20130427.html ePSXe/PCSX-R shaders]<br />
<br />
[http://www.mediafire.com/?icqpvoc65omra75 PCSX2 shaders]<br />
<br />
==Further reading==<br />
[http://filthypants.blogspot.com/search/label/pixel%20shader All things shaders and filters]<br />
<br />
[https://github.com/Themaister/Emulator-Shader-Pack/blob/master/Cg/README Cg shader spec].<br />
[[Category:FAQs]]<br />
[[Category:Shaders/Filters]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Vectrex_emulators&diff=11883Vectrex emulators2016-09-07T05:06:23Z<p>Cleaner: </p>
<hr />
<div>[[image:Vectrex-Console-Set.jpg|thumb|The Vectrex]]<br />
The '''Vectrex''' was a vector-based graphics console released by General Consumer Electronics (GCE) in 1982. The screen was built into the console and it was packed with one game inside it called Mine Storm. It was considered revolutionary for it's time, but the Video Game Crash of 1983 and lack of support (and color) doomed the system.<br />
<br />
==Emulators==<br />
<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[MESS]]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html 0.154]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[ParaJVE]]<br />
|style="text-align:center;"|Windows, OS X, Linux<br />
|style="text-align:center;"|[http://www.vectrex.fr/ParaJVE/ 0.7.0]<br />
|style="text-align:center;"|X<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|-<br />
|}<br />
<br />
[[Category: Consoles]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Need_Games%3F&diff=10931Need Games?2016-07-17T18:25:53Z<p>Cleaner: a few case fixes</p>
<hr />
<div>==Downloads==<br />
===No limit===<br />
*Archive.org:<br />
**[https://archive.org/details/messmame?sort=-publicdate MAME and MESS] sets.<br />
**[https://archive.org/details/No-Intro-Collection_2016-01-03_Fixed No-Intro (2016-01-03)] for cartridge based systems.<br />
**[https://archive.org/details/psx_redump_usa_20141221 ReDump PS1] USA set. <span title="Login: emugen@cock.li | Password: emugen" style="border-bottom: 1px dotted">Requires login.</span><br />
**[https://archive.org/details/gamecubenaiso ReDump GameCube] USA set. <br />
**[https://archive.org/details/tosec?sort=-publicdate TOSEC] (The Old School Emulation Center) sets.<br />
**[https://archive.org/details/vintagesoftware Vintage Software] Many DOS collections and older games.<br />
**[https://archive.org/details/@retrotvdan#uploads-title Retrotvdan PSP set] A lot of PSP games.<br />
*[http://www.atarimania.com/rom_collection_archive_atari_2600_roms.html Atarimania] Contains a complete Atari 2600 ROM set.<br />
*[http://www.theisozone.com/ The ISO Zone] Many systems and PC<br />
*[http://www.planetemu.net Planet Emulation] Very old, weekly updated and classy French ROM site, full MAME CHDs, also good for GBA ROMs. Just click on "Telecharger" for download.<br />
*[http://emuparadise.me/ Emuparadise] Good for [http://www.epforums.org/showthread.php?56293 No-Intro sets (Require registration).] Hosts a lot of bad disc rips with no indication.<br />
*[http://www.doperoms.com Doperoms] Has some ReDump PSX/GCN among other things.<br />
*[http://romhustler.net/ ROM Hustler] Has Renascene PSP dumps. Various platforms, mostly handhelds.<br />
*[https://kat.cr Kickass Torrents] Useful for Wii/PS3 games.<br />
*[http://www.nyaa.se/?cats=6_24 Nyaa Torrents] Useful for Japanese games.<br />
*[http://worldofspectrum.org/ World of Spectrum] For ZX Spectrum games and applications as well magazines, cover art, booklets, and much more.<br />
*[http://mamedev.org/roms/ MAME] Directly from the MAME site. Games that were released with permission for free and non-commercial use.<br />
*[http://nicoblog.org/ Nicoblog] A site where people can share their games.<br />
*[http://psndl.net/packages PSNdl] PSN Packages direct from Sony. Can get official psx eboots here. Decrypt the files with [https://sites.google.com/site/theleecherman/psnpkgdecryptor-extractor psnpkgdecryptor-extractor]<br />
*[http://www.portalroms.com/en Portal Roms] Torrent site for ROMs and ISOs. Mostly Nintendo stuff. Especially good for Wii U, Wii, and no-intro 3DS.<br />
*[https://romtohome.com/ RomToHome] Slow free downloads for ISOs and ROMs from a variety of consoles including (but not limited to) PS2, Wii, 3DS, DS and PSP.<br />
<br />
===Download Limit===<br />
*[http://rutracker.org/forum/viewforum.php?f=548 RuTracker] Account required for some stuff, site entirely in Russian, use [https://translate.google.com/ translate] if you really need to.)<br />
**Redump PS1 sets: [magnet:?xt=urn:btih:6C5088295FAE49B5F2D92EF70B31F0377C05D824 USA], [magnet:?xt=urn:btih:DD381766675FBCE1204CFB4A260B2D97D43AD403 JAP], [magnet:?xt=urn:btih:3D41D4E6024AA4AB905BF0E6354D57F680C654F3 PAL]<br />
**[magnet:?xt=urn:btih:4F8D3549E1B536D5B2B183592DC574404A9C5135 TOSEC Dreamcast set]<br />
**[magnet:?xt=urn:btih:6CCAAF9A361C6D2A0B79A1009322C0F8853BFB1D TOSEC 3DO set]<br />
**[magnet:?xt=urn:btih:EE6BB932A4C451FD8DEB1B2C85CCDD3347C7C63A TOSEC CDi set]<br />
**[magnet:?xt=urn:btih:0E7DE4C2E472ECB20265C95D4056BF6ACDEED442 Tru-Rip TurboGrafx-CD set]<br />
**[magnet:?xt=urn:btih:8681F7465E7372E938BED103D3AE60C46254C706 DS/DSi 2014 Fullset]<br />
*[http://nitroroms.com/ Nitro ROMs] Good for Redump PSX rips. (1 GB daily limit)<br />
*[http://www.romulation.net Romulation] Useful for Wii, GameCube, NDS etc, may be no-intro rips. (Account required)<br />
*[http://www.pleasuredome.org.uk Pleasuredome] Great private tracker for getting full sets of many systems (No-Intro, Goodsets, Trurip, Redump, TOSEC). Does not allow newer systems. Strict ratio site that requires you to maintain a positive upload to download ratio.<br />
<br />
===User Uploaded Direct-Download (Forum post) Sites*=== <br />
Use some common sense while downloading!<br />
*[http://pspiso.com/ pspiso.com] PSP and PS1 games<br />
*[http://wiiso.com/ wiiso.com] Mostly Wii games, but also other Nintendo games<br />
*[http://www.ps3iso.com/forum.php ps3iso.com] Many 'premium-only' links.<br />
*[http://www.3dsiso.com/forum.php 3dsiso.com] 3DS games<br />
*[http://www.warez-bb.org/viewforum.php?f=112 warez-bb.org] General warez site.<br />
*[http://www.romshepherd.com Rom Shepherd] Great site to request or fill requests for ROMs. Also has an invite only tracker, but do not ask for an invite on the forums, only privately.<br />
<nowiki>*</nowiki>All require registration.<br />
<br />
===Onion Sites===<br />
Use the [https://www.torproject.org/projects/torbrowser.html.en Tor Browser] to view, and [https://addons.mozilla.org/en-US/firefox/addon/downthemall/ DownThemAll!] to download. Download speeds wont be great.<br />
*[http://4afdxnefa3mjgbor.onion/ Decrypted 3DS Roms]<br />
<br />
==Verifying Good Dumps==<br />
{{Main|File_Hashes#Determining_Good_Game_Dumps}}<br />
<br />
==Game Recommendations==<br />
Game recommendations are highly subjective, but big lists like these usually cover the worthwhile games for each system.<br />
*[http://vsrecommendedgames.wikia.com/wiki//v/%27s_Recommended_Games_Wiki /v/'s Recommended Games Wiki] <br />
*[http://retro-sanctuary.com/Top%20Games%20Main.html Retro-Sanctuary's Top 100 Lists]<br />
*[http://www.racketboy.com/guide/games-that-defined-retro-gaming-machines Racketboy's Defining Games]<br />
*[http://www.racketboy.com/guide/hidden-gems Racketboy's Hidden Gems]<br />
[[Category:Recommendations]]<br />
<br />
==Searching for ISOs==<br />
A lot of the above sites have ISOs for disc-based games, but some of the more obscure titles can be hard to find. If you want to find these games, searching for their ID number is generally more effective than searching for their title. Both Mobygames and GameFAQs will list these under the game's release information. This number is region specific and is very useful if you want to find an ISO from a specific region.<br />
<br />
==Downloaders==<br />
These can sometimes come in handy when you need download lots of links and you can't be bothered to manually deal with 13 different parts every 20 minutes, they are also sometimes a necessity when you're faced with a .DLC file, you will then need something like JDownloader to download what you're after. Below are just some of the more popular Downloaders.<br />
<br />
NOTE: '''DO NOT''' install JDownloader with the web installer, it contains toolbars, adware, malware, etc. Use the offline installers.<br />
<br />
[http://jdrch.wordpress.com/2013/10/01/where-to-get-the-full-adware-free-jdownloader-offline-installer/ JDownloader]<br />
<br />
[http://pyload.org/ pyLoad] - An alternative for JDownloader that does not require Java to be installed, it's open-sourced too.</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=PuNES&diff=10930PuNES2016-07-17T18:24:09Z<p>Cleaner: minor fixes. needs more work.</p>
<hr />
<div>{{Infobox<br />
|imagewidth = 93<br />
|first = 0.100<br />
|second = Yes<br />
|third = Windows, Linux<br />
|fourth = FHorse<br />
|fifth = [http://forums.nesdev.com/viewtopic.php?t=6928 NESDev Forums]<br />
|sixth = [https://github.com/punesemu/puNES GitHub]}}<br />
<br />
'''puNES''' is an open source (GPLv2), [[Nintendo Entertainment System emulators|Famicom (NES)]] emulator. It is noted for its high [[accuracy]] in tests. <br />
<br />
==Download==<br />
[http://forums.nesdev.com/viewtopic.php?t=6928 puNES]<br />
<br />
==Overview==<br />
<br />
puNES is ranked as the second most accurate NES emulator, with a score of 96.2%.<ref>http://tasvideos.org/EmulatorResources/NESAccuracyTests.html</ref>. However these test ROMs, unfortunately, don't test everything that matters for accurate emulation (and in some cases, test stuff that doesn't matter for emulating any games). So the test results may be a bit misleading, but that does not mean it is not a high accuracy emulator.<br />
<br />
Like many other Famicom emulators (such as [[Nestopia]]), it has [[Emulation Accuracy|cycle-accurate]] CPU emulation. <br />
<br />
In addition to its high accuracy, puNES also has some nice, standard emu options, including a good input configuration UI.<br />
<br />
==Hardware support==<br />
===Mappers===<br />
0, 1, 2, 3, 4, 5, 7, 9, 10, 11, 12, 13, 15, 16, 18, 19, 21, 22, 23, 24, 25, 26, 28, 31, 32, 33, 34, 37, 38, 40, 41, 42, 44, 45, 46, 47, 49, 50, 51, 52, 53, 56, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 99, 105, 107, 108, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 132, 133, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 147, 148, 149, 150, 152, 153, 154, 156, 158, 159, 163, 164, 165, 171, 172, 173, 175, 176, 177, 178, 180, 182, 183, 184, 185, 186, 189, 191, 192, 193, 194, 195, 199, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 211, 212, 213, 214, 215, 216, 217, 221, 222, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 240, 241, 242, 243, 244, 245, 246, 249.<br />
<br />
===UNIF boards===<br />
NROM, NROM-128, NROM-256, Sachen-74LS374N, A65AS, UOROM, TC-U01-1.5M, SA-NROM, SLROM, 22211, TLROM, TBROM, TKROM, Sachen-8259C, SA-016-1M, Sachen-8259D, ANROM, FK23C, FK23CA, D1038, MARIO1-MALEE2.<br />
<br />
==Palettes==<br />
<br />
==References==<br />
{{Reflist|2}}<br />
<br />
<br />
{{lowercase title}}<br />
[[Category:Emulators]]<br />
[[Category:Nintendo Entertainment System emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=JPCSP&diff=10913JPCSP2016-07-15T01:29:17Z<p>Cleaner: Left the content, but removed some of the salt. Made some case fixes.</p>
<hr />
<div>{{Infobox<br />
|image = Jpcsplogo.png<br />
|first = 0.8<br />
|second = Yes<br />
|third = Windows, Linux, OS X<br />
|fourth = [https://code.google.com/u/hykem.the.demon/ Hykem], [https://code.google.com/u/103168303267543125602/ gid15]<br />
|fifth = [http://jpcsp.org JPCSP.org]<br />
|sixth = [https://github.com/jpcsp/jpcsp GitHub]}}<br />
'''JPCSP''' is a [[PlayStation Portable]] emulator written in Java. It requires Java Runtime environment to be installed.<br />
<br />
==Download==<br />
'''[http://buildbot.orphis.net/jpcsp/ JPCSP Dev Builds]'''<br />
<br />
==Review==<br />
<br />
It requires the Jave Runtime Environment to be installed, which has a history of security issues. Because it uses Java, it is also much slower than [[PPSSPP]]. It is recommended to use PPSSPP instead, and only to use JPCSP if a game does not work. Development of PPSSPP is rapid, and it will soon overtake JPCSP in terms of game compatibility.<br />
<br />
The developers of JPCSP never intended for it to become a standard emulator. It was created to better understand the PSP's inner workings. Thanks to the JPCSP team, PPSSPP is developing quickly. Both teams communicate and contribute with each other.<br />
<br />
==Audio==<br />
For most audio, you'll need some method of decoding ATRAC3+. FFmpeg plans to cover that, but for now you need [http://www.mediafire.com/download.php?2zqd88fq7n4ybxn at3tool] or [http://forums.sonyinsider.com/files/file/95-sonicstage-43-ultimate-edition/ SonicStage].<br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:OS X emulation software]]<br />
[[Category:PlayStation Portable emulators]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Black_frame_insertion&diff=10912Black frame insertion2016-07-15T01:23:18Z<p>Cleaner: case fixes and cleanup</p>
<hr />
<div>'''Black frame insertion''' is a method of displaying games running at 60 FPS on 120Hz monitors.<br />
<br />
It simulates CRT flicker, which is necessary for the human eye to perceive fluid motion. Without it, the sample-and-hold method used by LCDs manifests as motion blur to our eyes. For LCDs, running at 120Hz with black frame insertion every other frame gives you 60Hz CRT motion quality on 60fps content. This is especially effective on strobe-backlight gaming monitors (e.g. Nvidia LightBoost, EIZO Turbo240, BenQ XL2720Z Blur Reduction) that often only enable motion blur reduction backlight strobing only at 120 Hz.<br />
<br />
CRT monitors can use a 120Hz refresh rate to sync to 30kHz (240p) resolutions. However, 240p at 120Hz can create motion blur, due to having twice as many frames being drawn on screen and overlapping. The solution is to draw a black frame every other frame. At 120Hz that essentially brings it back down to proper 60Hz. The issues are that brightness is halved and any frame drops or synchronization issues are very noticeable, so you may need to adjust your display's controls to compensate.<br />
<br />
In [[RetroArch]], there is an option for black frame insertion in the video options in the menu. This makes it draw an extra black frame for every frame and it succeeds in making the motion smooth at 120Hz. There is an option to set the vsync swap interval if you want to double frames instead. The "refresh rate" setting should be set to 60Hz (monitor refresh rate/2) for accurate dynamic rate control in these cases.<br />
<br />
120Hz with software inserted black frames has less latency than doing so on the display's hardware. It also has less latency vs. displaying straight 60Hz due to the decreased frame times between vsync in emulators. It also doubles the performance requirements of an emulator to maintain vsync for the same reason.<br />
<br />
==External Links==<br />
*[http://www.blurbusters.com/ Blur Busters] - Articles and FAQs about motion blur reduction.<br />
<br />
[[Category:FAQs]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Emulators_on_DS&diff=10911Emulators on DS2016-07-15T01:17:51Z<p>Cleaner: </p>
<hr />
<div>How you can turn your tiny DS handheld into an emulation device. DS is underpowered compared to PSP, but here's what you can take out of it.<br />
<br />
==Arcade==<br />
MAME ports:<br />
* DSPack: Multiple Arcade Machine Emulator (MAME).<br />
* Mame4All: Port of MAME 0.37b5 emulator for Supercard DS Two only.<br />
* SDL MAME<br />
<br />
Game specific:<br />
* 1942 DS: emulates 1942 (all sets).<br />
* 1943 DS: emulates 1943 (3 sets).<br />
* AemioDA: Acronym for "Arcade Emulator Made In One Day", Asteroid.<br />
* BombJack DS: BombJack arcade game emulator.<br />
* Canyon DS: Canyon Bomber (prototype set also) emulator.<br />
* DSInvaders: A Space Invaders Arcade emulator.<br />
* Ghosts'n Run: Arcade emulator for one game: Ghosts'n Goblins.<br />
* GreenBeretDS: Green Beret, Rush'n Attack & Mr. Goemon Arcade emulator.<br />
* MarcaDS: An arcade emulator.<br />
* MrDo DS: Mr.Do!, Mr.Do's Castle, Do!Run Run & Mr.Do's Wild Ride arcade emulator.<br />
* Pang DS: Pang and Super Pang Arcade emulator.<br />
* PuzzleKlax: Arcade emulator for Klax and Tetris.<br />
* SnowBrosDS: Snow Bros.,Nick & Tom (all sets), Arcade Games.<br />
* Solomon's Key DS: Solomon's Key (US and Japan) Arcade Emulator.<br />
<br />
==Personal Computers==<br />
===Apple II===<br />
* A2DS<br />
* PomDS<br />
===Amstrad===<br />
* AmeDS: Amstrad CPC 664, CPC 6128.<br />
* CrocoDS: Amstrad CPC 6128.<br />
===Atari===<br />
* PenkoDS: Atari 800XL.<br />
* PokeyDS: Atari 800XL.<br />
* StyxDS: Atari ST.<br />
===Commodore===<br />
* FrodoDS: Commodore 64.<br />
===DOS===<br />
* DSx86: PC emulator that can run old DOS games. Has a custom configuration variant, DSx86Cfg.<br />
===Mac===<br />
* Mini vMac DS<br />
===MS-X===<br />
* FmsxDS: MS-X2.<br />
* MSX DS: MSX, MSX2, MSX2+.<br />
===Oric===<br />
* DSOric<br />
===ScummVM===<br />
* ScummVM DS<br />
===Sinclair===<br />
* DS81: Sinclair ZX81<br />
* DSpec: Sinclair ZX Spectrum.<br />
* SpeccyDS: Sinclair ZX Spectrum (48k model only).<br />
* SpectrumDS: Sinclair ZX Spectrum (48k model only).<br />
* ZXDS: Sinclair ZX Spectrum with WiFi multiplayer.<br />
===Other===<br />
* ThomDS: Thomson MO5 Computer emulator.<br />
* XRoar: Dragon 32/64 emulator.<br />
* Xyds: XY-MINI emulator.<br />
<br />
==Console==<br />
===Atari===<br />
* A5200DS: Atari 5200 emulator.<br />
* A7800DS 1 & 2: Atari 7800 emulator.<br />
* StellaDS: Atari VCS 2600 emulator.<br />
===ColecoVision===<br />
* ColecoDS<br />
===Vectrex===<br />
* VectxDS<br />
===Sega Master System / Game Gear===<br />
* Apprentice MinusDS: GG/MS emulation.<br />
* DSMasterplus: GG/MS.<br />
* DSMS: GG/MS.<br />
* S8DS: GG/MS/SG-1000 emulation.<br />
===Sega Megadrive / Genesis===<br />
* jEnesisDS<br />
* PicoDriveDS<br />
===PC-Engine===<br />
* NitroGrafx<br />
===NES===<br />
* Midori<br />
* NesDS<br />
* NesterDS: and its enhanced version NesterDS+.<br />
===SNES===<br />
* BAG SFC<br />
* CAT SFC<br />
* SnEmulDS<br />
* SnesDS<br />
* SnezziDS: port of the GBA-based SNES emulator Snezziboy (in its GBA incarnation, while functional it's less than ideal).<br />
===Neo Geo===<br />
* NeoDS: AES/MVS emulation.<br />
===Multi-Console===<br />
* RetroBoxDS: Port of Retrobox, multi-console emulator.<br />
<br />
==Handhelds==<br />
===Game Boy===<br />
* DS Boy: B&W GB.<br />
* DS_GBC: GB/GBC.<br />
* Lameboy: GB/GBC<br />
* Gameyob: GB/GBC<br />
<br />
===Game Boy Advance===<br />
Included by default in non-DSi models. GBA exploder (or iPlayer GBA Emulator, for iPlayer only) can be used to run GBA code for those.<br />
===Pokémon Mini===<br />
* PokeMini DS<br />
===WonderSwan===<br />
* DualSwan<br />
===Neo Geo Pocket (Color)===<br />
* RACE !: NGP/NGPC.<br />
===Watara Supervision===<br />
* Watari<br />
<br />
=Links=<br />
[https://gbatemp.net/threads/list-of-all-emulators-for-ds.255764/ Curated list of emulators]<br />
<br />
[http://filetrip.net/nds-downloads/emulators/emulators-for-nds/ Emulators from Filetrip]<br />
<br />
[http://gamebrew.org/wiki/List_of_DS_homebrew_emulators Rather out-of-date list of emulators]<br />
<br />
[[Category:Emulators on consoles]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Emulators_in_games&diff=10910Emulators in games2016-07-15T01:14:31Z<p>Cleaner: spelling and case fixes</p>
<hr />
<div>This is page is about licensed games that have interesting emulators in them that were exploited to play other games not originally intended.<br />
<br />
==Nintendo 64 Games==<br />
===007 GoldenEye (ZX Spectrum Emulator)===<br />
In 007 GoldenEye for N64, there is a fully-functioning ZX Spectrum 48x emulator that nobody knew about until 2012. The game also has 10 ROMs in it too, all of which were made by RARE. [http://www.assemblergames.com/forums/showthread.php?38222-GoldenEye-%28N64%29-Spectrum-Emulation-Unlocked You can read more about it here.]<br />
<br />
Download: [http://www.mediafire.com/download/6bnashajw41n5p5/Spectrum.zip Patch] (Replace with pre-patched version if you can)<br />
<br />
==Dreamcast Games==<br />
===Sega Smash Pack Volume 1 (Megadrive Emulator)===<br />
This was a compilation of Genesis games for the Dreamcast. It featured a Genesis emulator and a plain-text document on how to use it. [http://dcemulation.org/phpBB/viewtopic.php?f=34&t=97250 You can read the full story about it here.]<br />
<br />
Download: [http://romhustler.net/rom/dreamcast/sega-smash-pack-volume-1-usa-dc-echelon Sega Smash Pack - Echelon]<br />
<br />
==GameCube Games==<br />
===The Legend of Zelda Collector's Edition (NES / Nintendo 64 Emulator)===<br />
This was a compilation disc including the NES and N64 Zelda games in emulated form, albeit with occasional crashes and analog sensitivity being a tad more than what it should have been like.<br />
<br />
NES emulation was present in Animal Crossing too, with modified FDS bios images and no iNES headers and only support for some mappers. The real interesting part is the N64 emulator. It was extracted in standalone format and a custom rom injector made for it.<br />
<br />
Compatibility is very low, with only these games confirmed working: Super Mario 64, Mario Kart 64, Star Fox 64, Kirby 64 (partially working), Zelda: Majora's Mask, Zelda: Ocarina of Time, Zelda: OoT Master Quest, Duke Nukem 64, Mace: The Dark Ages, Wave Race, Star Soldier, Pilot Wings. Possibly other games too.<br />
<br />
Download: [http://128bit.me/index.php?topic=181.0 Nintendo 64 Emu]<br />
<br />
===Pokemon Channel (Pokemon Mini Emulator)===<br />
This is a game for GameCube that contained a emulator for playing Pokemon Mini games. Hackers removed the emulator to make a stand-alone Pokemon Mini emulator for GameCube, and because of their efforts later Pokemon Mini emulators were made by reverse engineering it.<br />
<br />
Download: [http://scene.org/file.php?file=%2Fparties%2F2005%2Fbreakpoint05%2Fwild%2Fshizzle.zip&fileinfo SHizZLE's Pokemon Mini Emulator]<br />
[[Category:Official Emulators]]<br />
<br />
===Pokemon Box: Ruby and Sapphire / Naruto Collection (GBA Emulator)===<br />
These compilations try to convince users that they stream GBA games through a Link Cable to play them on a GC screen. They require the GBA cartidges too, however in fact the full data for all the cartridges needed is in the GC disc, as well as a working GBA emulator, developed by Nintendo even for third-party games using it.<br />
<br />
Compatibility is shit though - both the ROM files and the emulator are heavily modified. When the extracted ROMs are played on regular GBA emulators, or regular GBA ROMs are injected in the compilation (it doesn't support 32MB ROMs), games do play but suffer a variety of glitches mostly involving sound.<br />
<br />
==PSP==<br />
===Twinbee Collection (SNES Emulator)===<br />
Pop'n Twinbee, originally a SNES game, was included in this compilation. It was emulated. However, the emulator itself is hacky. While the game ROM hasn't been altered, it was instead fragmented to four individual pieces. This practice was used with the "I Love Mickey Mouse" emulated Saturn re-releases of Mickey/Donald Megadrive games, with the ROMs similarly divided. <br />
<br />
Going through the trouble of taking a regular ROM from the exact same size and replacing it in the compilation (for example Tiny Toons Adventures) reveal the emulator can handle it well with occasional graphical glitches, and controller problems.</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=PCem-X&diff=10909PCem-X2016-07-15T01:11:34Z<p>Cleaner: expanded dates and OS that makes it sound better</p>
<hr />
<div>{{Infobox<br />
|first = Git<br />
|second = No<br />
|third = Windows, Linux<br />
|fourth = [https://github.com/OBattler OBattler]<br />
|fifth = N/A<br />
|sixth = [https://github.com/OBattler/PCem-X Git]}}<br />
<br />
'''PCem-X''' is an LLE PC emulator. It focuses on PC hardware from the 1980's and 1990's. A variety of operating systems can be installed in the emulator, which can then be used to launch programs. Some parts are HLEd, however, such as the Game Blaster and Sound Blaster, and the keyboard.<br />
<br />
PCem-X is now out of date, as OBattler is now focusing on contributing back to mainline PCem. He does still maintain an Experimental build, however, which has some additional features and bugfixes over mainline, albeit being a bit less tested.<br />
<br />
==Overview==<br />
PCem-X is a fork of [[PCem]] that emulates hardware from the 1980's and mid-1990's. It does not emulate the operating systems as well however. To run any program, an operating system needs to be installed in PCem-X first.<br />
<br />
==Operating System Support==<br />
{Note: List is incomplete}<br />
<br />
List of operating systems that can be installed on it:<br />
<br />
*DOS<br />
*Windows 3/3.11<br />
*Windows 95<br />
*Windows 98<br />
*Windows ME<br />
*Windows NT 3.1/3.51/4<br />
*Windows 2000<br />
*Windows XP (BSODs on emulated Pentium 2.)<br />
*Windows Server 2003<br />
*Some older flavors of Linux. (There's a bug that was introduced between 2.6.18 and 2.6.26 that crashes PCem-X.)<br />
*BeOS<br />
<br />
==Video Card Support==<br />
*MDA<br />
*Hercules<br />
*CGA<br />
*EGA<br />
*VGA<br />
*A couple of Trident cards<br />
*A metric ton of Cirrus cards<br />
*Tseng ET4000AX<br />
*Tseng ET4000/W32p<br />
*ATI Mach 64<br />
*S3 Trio64<br />
*S3 ViRGE (The only working 2D and 3D card on this list.)<br />
*3dfx Voodoo (need another card that does VGA for this, just like the real deal.)<br />
*nVidia RIVA 128 (only does VESA, not ready for general use.)<br />
<br />
There's also a branch that has preliminary nVidia RIVA TNT emulation as well, if you feel like emulating a video card with 16 MB of VRAM.<br />
<br />
==Sound Card Support==<br />
*Game Blaster or Creative Music System<br />
*Adlib<br />
*Adlib Gold<br />
*Sound Blaster 1.0 through AWE32<br />
*Gravis Ultrasound<br />
*Windows Sound System<br />
*Innovation SSI-2001 (essentially a PC version of the SID)<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=PCSX2&diff=10908PCSX22016-07-15T01:07:35Z<p>Cleaner: case fixes</p>
<hr />
<div>{{Infobox<br />
|image = PCSX2-Logo.png<br />
|imagewidth = 265<br />
|first = 1.4.0<br />
|second = Yes<br />
|third = Windows, Linux, OS X<br />
|fourth = [https://code.google.com/p/pcsx2/people/list PCSX2 Team]<br />
|fifth = [http://pcsx2.net/ PCSX2.net]<br />
|sixth = [https://github.com/PCSX2/pcsx2 GitHub]}}<br />
<br />
'''PCSX2''' is an open source, plugin-based [[PlayStation 2]] emulator. Its purpose is to mimic the PS2 hardware using a combination MIPS CPU [https://en.wikipedia.org/wiki/Interpreter_%28computing%29 interpreters], [https://en.wikipedia.org/wiki/Dynamic_recompilation recompilers] and a [https://en.wikipedia.org/wiki/Virtual_machine virtual machine] which manages hardware states and PS2 system memory.<br />
<br />
==Downloads==<br />
* [http://buildbot.orphis.net/pcsx2/ PCSX2 Dev Builds]<br />
* [http://www.mediafire.com/download/9420k0m03qezpdw/PS2_Bios.7z PS2 BIOS]<br />
* [http://pcsx2mac.net/ Mac version]<br />
<br />
==Recommended Specs==<br />
*Windows Vista / Windows 7 32-bit/64-bit<br />
*CPU: Intel Core i7 @ 3.2 GHz or better<br />
*GPU: 8600 GT or better<br />
*4GB RAM (6GB if on Vista / Windows 7)<br />
For those with DualShock 3 controllers, use the new [[SCP Driver Package]].<br />
<br />
==Setup==<br />
===Gamepad===<br />
[[File:New_God_Hand_Config.jpg|thumb|Get God Hand running on a laptop]][http://www.mediafire.com/view/115130h5rc6qe6b/LilyPad-SCP.lily Native DS3 controls with LilyPad-SCP] - Import this with the 'Load Bindings' button in LilyPad's config.<br />
<br />
Either that, or you can use [http://forums.pcsx2.net/Thread-Pokopom-KrossX-s-Pad-Plugin the Pokopom XInput Plugin.] If you use a DualShock controller running under an XInput wrapper such as SCP Server, then this plugin is a no-brainer. It's very customizable, and you don't have to configure it beforehand. All of the buttons are bound at startup.<br />
<br />
===Video Setup===<br />
Now, most of the video options are very straight-forward. However, there is one that probably bears explaining: The interlacing modes. Now, many games can run fine without interlacing modes. You can just select "None" and everything will be fine. However, some games, such as Gran Turismo 3 and Dark Cloud, will have a "jitter" effect if you don't have interlacing modes enabled. The "Sawtooth" interlacing method is not recommended at all. Artifacting is far too heavy to be usable. The "Bob" interlacing method has the least artifacts out of all of them, but it can still let some jittering pass through. The "Blend" interlacing method has the least amount of jitter. However, that comes with a pretty hefty side-effect: blurriness. Yes, the Blend interlacer does frame-blending. This is also known, more colloquially, as motion blur. This means that if there is heavy jitter, the video output will be extremely blurry since the two jittering frames will blend together. Only use this interlacing method as a last resort.<br />
<br />
Another method to get around this is by running GSdx in hardware rendering, doubling the vertical resolution (if a game displays 640x480 on the emulator window, set vertical res to 960) and selecting bob-tff for interlacing. This can eliminate interlacing artifacts in most cases, although issues with upscaling, as well as using hardware emulation over software, can arise.<br />
<br />
==Issues==<br />
===Automatic gamefixes===<br />
Whenever you encounter any kind of bug that isn't graphical in nature, objects going through other objects, untargetable objects that should be targetable or A.I. freezing for example, make sure that the automatic gamefixes option from the system menu is activated.<br />
<br />
===Major graphical glitches===<br />
Whenever a game has graphical problems such as garbage texture, missing effects, light sources visible through wall, burn in or transparent objects being opaque, the easiest fix is generally to switch to software mode either by pressing F9 in-game or via the configuration panel of the GSdx plugin.<br />
<br />
===Poor performance in software mode===<br />
Many games will require you to switch to software mode to fix various issues, albeit at the cost of a significant performance loss. However, an easily overlooked setting in the graphical plugin configuration panel, extra rendering threads, might help lessen the performance loss if you have a quad-core or higher CPU. It is recommended to set it to the number of cores in your CPU minus one if you aren't using the the MTVU speed-hack, or minus two if you are (ex: if you are using a quad core CPU you should set this number to 3 without MTVU and 2 with MTVU).<br />
<br />
===Multi-threaded microVU===<br />
Multi-threaded microVU (MTVU), while generally a very useful speed-hack, might sometime cause minor problem like hanging and absence of performance gain or more severe ones like massive performance hits, save-states corruption and crashes to desktop.<br />
<br />
===Crashes===<br />
Crashes could be the results of several things. <br />
If the log warns you one or several time about being out of memory or the emulator crashes without warning several times in a row after playing for around the same amount of time you will need to apply a patch to make the executable large address aware, its more commonly referred to as the [http://www.ntcore.com/files/4gb_patch.zip 4GB patch]. <br />
If the log warns you about TLB miss you are either:<br />
*Using a bad dump of a game - in which case you'll need to [[Ripping Games|re-rip your disc]] or [[Need_Games%3F|re-download the game]] you are trying to play.<br />
*Playing the game directly from your DVD drive - in which case you should [[Ripping Games|rip the game]] and play using the .iso instead (it's not advised to play directly from your DVD drive).<br />
*Trying to play a game that isn't supported by the emulator - in which case you cannot do anything except trying another version of the game (PAL or NTSC-J for example).<br />
If PCSX2 still crashes after doing all of the above, check that you aren't using any speed-hacks and that your system is stable and not overheating especially if you are overclocking.<br />
<br />
===Blurry===<br />
It's either interlacing or a filter in the game itself. For the former, switching the de-interlacing mode with F5 may help, and may cause flicker or screen shaking. For the latter, hacks are required. Either Aggressive-CRC if the game is listed there, or skipdraw (toy with the number, 1-100) might work otherwise.<br />
<br />
===Black lines===<br />
Those lines are caused by scaling to a non-integer internal resolution (anything other than XxNative), texture filtering (Check that shit off or to half at most), improperly offset textures(TC offset hack, Wild Arms hack), or improperly handled texture edges(Sprite hack). Native resolution for the most part fixes those. But software rendering may be required as well.<br />
<br />
==Special Hardware==<br />
===Pressure Sensitive Buttons===<br />
The DualShock 2 joypad which comes with the PS2 has all buttons and sticks with variable pressure states. <br />
<br />
While most PS2 games don't require this feature (instead preferring variable trigger / stick pressure, like in Chulip where to get past a sleeping dog you need to move the left stick more slowly), a select few do. Some examples: All three attack buttons in the Bouncer do different attacks based on whether the press was light, medium or strong. Same goes for the musical game Mad Maestro. Star Ocean 3 has a musical item that plays different melodies depending on pressure and they're required for progressing. Metal Gear Solid 2 also needs pressure sensitive buttons to get past some sections.<br />
<br />
Games requiring variable trigger pressure need physical controllers with analog sticks, but rare are third-party controllers which support variable pressure buttons. To know if your controller supports it, open the LilyPad plugin settings by going to the PCSX2 menu and selecting "Config", "Controllers (PAD)", and "Plugin Settings". At the LilyPad plugin popup, select your gamepad from the list of detected controllers in the "Device Diagnostics" box in the lower left then click the "Test Device" button.<br />
<br />
A small popup window will appear, showing a list of all the gamepad's buttons as well as their current state. 0.000 = indicates unpressed, 1.000 = indicates fully depressed. Roll either analog stick around. See how the values change from 0.000 to 0.xyz, with the .xyz values shifting incrementally. These changing .xyz values show how the plugin detects different changes in angle as you move the analog stick around.<br />
<br />
Now press any of the buttons normally used by games, i.e. the triangle/square/cross/circle buttons. See how the values immediately shift from 0.000 = unpressed, directly to 1.000 = pressed. If your gamepad truly has pressure sensitive buttons you will see gradual 0.xyz changes as you slowly press each button, just like the different changes in angle as you move the analog sticks around.<br />
If the buttons change from 0.000 directly to 1.000 this proves that your gamepad buttons are not pressure sensitive and are merely tracking the pressed/unpressed state. <br />
<br />
The solution would be to either buy an official DualShock 2 controller and an adapter, or mapping the button to a rarely used trigger/stick in LilyPad this way:<br />
<br />
An additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the gamepad plugin configuration and choosing a rarely used key - for example the lower shoulder button L2 - and remapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In the game, merely use the remapped L2@circle button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
==Guides and Info==<br />
*[http://pcsx2.net/247-official-pcsx2-configuration-guide-video.html Official PCSX2 Setup Guide]<br />
*[http://neogaf.com/forum/showthread.php?t=427321 NeoGAF Guide]<br />
*[http://wiki.pcsx2.net/index.php/Main_Page PCSX2 Wiki]<br />
*[[How To Play PCSX2 Online]] (See [[Online PS2 Games]] for what games still have servers up)<br />
*[http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=271674#pid271674 PCSX2 Widescreen Game Patches] and [http://ps2wide.net/ PS2 Widescreen Hacks]<br />
<br />
[[Category:Emulators]]<br />
[[Category:PlayStation 2 emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:OS X emulation software]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Pioneer_LaserActive&diff=10907Pioneer LaserActive2016-07-15T01:02:57Z<p>Cleaner: Unencrytped to encrypted links. Added USD to price. Added a link.</p>
<hr />
<div>[[File:LaserActive.jpg|thumb|The Pioneer LaserActive]]The '''Pioneer LaserActive''' is a converged device and fourth-generation capable of playing Laserdiscs, Compact Discs, console games, and LD-G karaoke discs. It was released by [https://en.wikipedia.org/wiki/Pioneer_Corporation Pioneer Corporation] in 1993. In addition to LaserActive games, separately sold add-on modules (called "PACs" by Pioneer) accepts Sega [[Mega Drive]] and [[PC Engine]] ROM cartridges and CD-ROMs.<br />
<br />
Pioneer released the LaserActive model '''CLD-A100''' in Japan on August 20, 1993 at a cost of ¥89,800, and in the United States on September 13, 1993 at a cost of $970 USD. NEC later released a cloned version of the system, the NEC PDE-LD1, which also accepted Pioneer's PAC modules. The LaserActive was a commercial failure.<br />
<br />
==Emulators==<br />
===Emulation issues===<br />
Currently there are no emulators for LaserActive games. <br />
<br />
The LaserActive Project wishes to document all LaserActive media. On their FAQ page, they have this to say about the possibility of creating a LaserActive emulator:<br />
<br />
<blockquote> Emulation of the LaserActive, if attempted at all, would be an incredibly difficult task – due to the hybrid nature of the system’s hardware (utilizing Sega/NEC hardware in synchronization with the unique LD player hardware) and the analog-digital composite image (analog video background, digital in-game graphics generated by said Sega/NEC hardware)<ref>https://laseractive.wordpress.com/faq/</ref></blockquote><br />
<br />
Emulation Developer Nemesis has made an effort to dump the games for the system (except for porn games). <ref name="Nemesis">https://gendev.spritesmind.net/forum/viewtopic.php?t=1647&postdays=0&postorder=asc&start=0</ref> Copies of the games will be sent to him and then sent back.<ref name="Nemesis"/><br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
==External links==<br />
* https://laseractive.wordpress.com/<br />
* https://www.youtube.com/user/LAPProject<br />
<br />
[[Category:Consoles]]<br />
[[Category:Not Emulated Yet]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Frontends/Archive_1&diff=10891Frontends/Archive 12016-07-10T21:30:45Z<p>Cleaner: removed all "very"s, spelling fixes, case fixes, and other nitpicking</p>
<hr />
<div>'''Frontends''' are programs that allow a user to execute an emulator program, usually a command-line one, using a graphical interface. Examples of such are shown below. <br />
<br />
Note: "Frontend" can be a somewhat confusing term since it is sometimes used to refer to an emulator's internal frontend that handles video, audio, and input interaction with the user and OS, while this page refers to the "Launcher" or "Executor" kind of "frontend".<br />
<br />
==Attract-Mode==<br />
Attract-Mode is a graphical frontend for command line emulators such as MAME, MESS, and Nestopia. It hides the underlying operating system and is intended to be controlled with a joystick, gamepad or spin dial, making it ideal for use in arcade cabinets. Attract-Mode is open source and runs on Linux, OS X and Windows. [http://attractmode.org [Link]]<br />
<br />
==Emulation Station==<br />
{{main|EmulationStation}}<br />
A graphical and themeable emulator front-end that allows access to games in one place, even without a keyboard. It can import custom themes to use, but it doesn't have a large community so there are not an abundance of these. This is the one emulator on here that is made for the Raspberry Pi and is bundled with Retro Pie. Comes with a metadata scraper. It is a great front end but is no longer receiving updates. [http://emulationstation.org/#home Official Web Site] ; [https://github.com/Herdinger/EmulationStation Fork on GitHub].<br />
<br />
==GameEx==<br />
GameEx is a front end that does a lot. It is also used for commercial applications. It has a powerful in-program editor that allows you to customize the front-end's visuals to all lengths. It also has a built in media player. It has a free version and a registered version. It is a powerful front end. [http://www.gameex.com/ [Link]]<br />
<br />
==HyperSpin==<br />
{{main|Hyperspin}}<br />
Hyper Spin is a front end aimed primarily for arcade cabinets. Next to Launch Box it is the most personalizable front end on the list. The community for Hyper Spin is gigantic! There is a huge fanbase for hyper spin that is constantly coming out with new creations and programs that make it better. If you are looking for a front end for your arcade cabinet i would recommend this one for sure. [http://www.hyperspin-fe.com/ [Link]]<br />
<br />
==Ice==<br />
Ice isn't really a front end, but it's more of a way to add you're old retro and arcade games as executable files that steam can run as it would a regular steam game. It lets you add your ROMs as steam games basically. [http://scottrice.github.io/Ice/ [Link]]<br />
<br />
==Launch Box==<br />
LaunchBox was originally built as an attractive frontend to DOSBox, but has since expanded to support both modern PC games and emulated console platforms. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games. Probably the most customizable emulator on here, alongside HyperSpin, if you buy a license. You can customize the interface to how ever you like and the metadata of each game and comes with a metadata scraper. Has integrated support for launching from Kodi (XBMC). There is one version free, but also has a premium version that gives you access to Big Box which is a HTPC version of Launch Box along with some other features. [https://www.launchbox-app.com/about [Link]].<br />
<br />
==MaLa==<br />
An arcade emulator that seems to be good for cocktail arcade cabinets. It has on-the-fly screen orientation and great support for hot keys. Has lots of great plugins available. [http://malafe.net/ [Link]]<br />
<br />
==mGalaxy==<br />
mGalaxy is a minimalistic front end aimed at arcade cabinets. It does however have some really good features such as picking a random game out of your library, background music, favorites, top ten most played and more. [http://www.mgalaxy.com/index.html [Link]]<br />
<br />
== RetroFe ==<br />
{{main|RetroFE}}<br />
A good frontend, open source and available for Windows and Linux : [http://www.retrofe.com/ RetroFE].<br />
<br />
==RoM-Jacket==<br />
{{main|RoM-Jacket}}<br />
RoM-Jacket is an open-source ROM-Library management tool for Windows that automates the setup of over 50 emulators, 80+ consoles, and 9 HTPC frontends. Actively developed and in beta. [http://dl.dropboxusercontent.com/u/413403/index.html [Link]] [http://romjacket.mudlord.info/ [mirror]]<br />
<br />
[[Category:FAQs]]<br />
[[Category:Tools|*]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Controllers&diff=10890Controllers2016-07-10T16:28:59Z<p>Cleaner: case fixes and irregular case usage fixes</p>
<hr />
<div>A guide of controllers for emulation.<br />
<br />
==Gamepads==<br />
===Original controllers===<br />
The best way to emulate a console is by using the actual controller for that console. Here are some different adapters that'll let you use those controllers on your PC:<br />
*[http://amzn.to/1awfjsN Mayflash adapters] work well and are relatively cheap.<br />
*[http://bliss-box.net/Bliss-Box/ Bliss-Box] is made to order and probably the best adapters you can buy, but they don't come cheap.<br />
*[http://4-play.bliss-box.net/ Bliss-Box 4-Play] is a mass-produced version of the Bliss-Box. It supports up to 4 controllers at the same time and it uses custom cables with an HDMI connector.<br />
*[http://www.retrousb.com/ RetroUSB], good adapters, not the best prices.<br />
*[http://www.raphnet.net/electronique/index_en.php#1 RaphNet] for making your own controller adapters, can also be purchased pre-made.<br />
<br />
===PlayStation DualShock===<br />
The [[DualShock 3]] has a very good d-pad, which is something that's hard to find nowadays. Very useful for older consoles. It also has 10-bit precision analog sticks, pressure sensitive buttons, and it can be used wired or wirelessly with a Bluetooth adapter.<br />
<br />
The Dual Shock 3 requires special software to work on a pc. In Windows, an external program needs to be installed to use DS3 controllers. Use the new [[SCP Driver Package]]. Do not use [[MotioninJoy]] if you can. On Linux, [http://qtsixa.sourceforge.net/ QtSixA] is available, but if you run into problems try [http://pingus.seul.org/~grumbel/xboxdrv/ xboxdrv]. See the [[DualShock 3#Troubleshooting]] page if you run into problems.<br />
<br />
The [[DualShock 4]] also requires a wrapper to get full functionality on Windows, like [[Dual_Shock_4#Using_on_a_PC|DS4Windows]] or [[SCP Driver Package]].<br />
<br />
===Xbox One===<br />
The Xbox One controller is mostly similar to the 360 controller except noticeably higher quality overall. Especially in regards to the d-pad which has gone from abysmal to pretty great, even using four mechanical switches for it.<br />
<br />
Can simply be plugged in with any Micro B cable and it works as an standard XInput controller with no need for batteries.<br />
<br />
===Xbox 360===<br />
The 360 controller does offer good ergonomics and many prefer its analog stick layout -though there are a lot who feel otherwise- over other controllers. However, the poor D-pad means it is lackluster when it comes to emulating older consoles.<br />
<br />
For the wired 360 controller simply is plug in, install the drivers, and play. For wireless, you will need a [http://amzn.to/1eNeeLP wireless adapter] to use a wireless controller on a PC.<br />
<br />
===Logitech USB Gamepad===<br />
Logitech also makes good XInput gamepads that plug directly into the USB port on your computer. Their layout is similar to PlayStation DualShock. There is both a wired and wireless one.<br />
<br />
The quality of these isn't too great, and the d-pad is only slightly better than the 360 controller, but they are most likely the best you can get in their price ranges.<br />
<br />
*[http://amzn.to/1b6sF9S Logitech Gamepad F310] Cheaper wired one<br />
*[http://amzn.to/1iJpVXZ Logitech Gamepad F710] Uses wireless 2.4 GHz<br />
<br />
===GameCube (GCN) Controller===<br />
Arguably the best controller for Smash Bros, and some people just like it generally. Various third-party adapters exist for using this on PC, for example [http://amzn.to/12H2JnV Mayflash] adapters. If you want that official feel, though, try the [http://amzn.to/1BkBkXl Official Wii U GameCube adapter]. While it's made mainly for Wii U compatibility, the community has made unofficial USB drivers for it.<br />
<br />
*[https://bitbucket.org/elmassivo/gcn-usb-adapter/src Windows]<br />
*[https://github.com/ToadKing/wii-u-gc-adapter Linux]<br />
<br />
===Miscellaneous USB Gamepads===<br />
There are also [http://amzn.to/1jtzRF1 cheaper gamepads] made by various other companies. However their build quality may not be as good as Logitech. Some of them are made to be duplicates of console controllers which may be useful when emulating consoles controllers with non standard layouts like the [http://amzn.to/1k4KoEx N64 controller].<br />
<br />
==Arcade Sticks==<br />
<br />
Arcade sticks mimic arcade controls. They are typically used by fighting game fans, but can be used for emulation as well.<br />
<br />
===X-Arcade===<br />
http://www.xgaming.com X-Arcade sticks are designed primarily for MAME users but the controls can be easily mapped to any button. Generally considered tacky to use a prebuilt control panel with a home made MAME cabinet but is acceptable to use as a standalone controller. Prices range from $99 to $200<br />
<br />
===Mad Catz===<br />
http://store.madcatz.com Mad Catz sell a wide variety of arcade sticks for the Xbox 360 but function perfectly well with most operating systems with a little configuration and behave like a normal wired XInput controller.<br />
<br />
==Mobile Gamepads==<br />
Pretty much any [http://amzn.to/1iJqhhe Bluetooth controller] will work with an Android or iPhone for emulation. Some recommended controllers:<br />
* [[DualShock 3]] ($40) Good quality controller<br />
* [http://amzn.to/MsJLtf Nyko Playpad Pro] ($20) Cheap controller. Has similar layout as DualShock 3.<br />
* [http://amzn.to/1nhbue7 Moga Controller] ($20) Cheap controller, comes with a clip to attach phone.<br />
* [http://amzn.to/1eZ9ukJ Gametel] ($30) Smaller controller, comes with a clip to attach phone. Has similar to layout to NES controller<br />
* [http://www.amazon.com/s/ref=nb_sb_noss_1?url=search-alias%3Daps&field-keywords=ipega Ipega] ($20-$30) A series of cheap but sturdy Bluetooth controllers, in various styles ranging from small iControlPad style controllers to basically Xbox 360 controllers with clips. No or unnoticeable latency. Can be paired in four modes--keyboard, controller, iCade, and mouse. Optional, difficult to find, poorly translated Chinese app allows them to emulate Moga input at the cost of adding latency.<br />
<br />
==Motion Controller==<br />
===Wiimote===<br />
For emulating Wii games, this is an option if you want to use the real controller. You can connect your Wiimote to your PC using [https://dolphin-emu.org/docs/guides/configuring-controllers/#Real_Wiimote this guide]. If your computer does not have Bluetooth you will need to get a compatible [http://wiibrew.org/wiki/List_of_Working_Bluetooth_Devices USB Bluetooth adapter], [http://amzn.to/1fb1xJo this one] has been known to work. In order for the Wiimote pointer to be detected, you'll need a [http://www.amazon.com/Monoprice-Wireless-Sensor-Bar-Wii/dp/B004C4XNI6/ wireless sensor bar] or 2 candles.<br />
<br />
==Light Gun==<br />
Traditional light guns rely on the behavior of CRT monitors and TVs to function. There are light guns that do not rely on the monitor for positioning but behave more like Wiimotes using IR light.. The accuracy is not as good but most people can adjust fairly quickly. Within most emulators the sensor in the light gun behaves like a mouse and usually require no special drivers for setup.<br />
===AimTrak===<br />
http://www.ultimarc.com/aimtrak.html<br />
<br />
Works with all monitors including CRT, LCD, and plasma. The package comes with both the USB gun (an infrared receiver) & a USB-to-infrared transmitter bar that sits on top of the screen. The calibration software for Windows XP/Vista/7 is available on the Ultimarc website, but it's also been confirmed to work on Windows 8 (no drivers are required; the unit works as a mouse). The gun kit is also designed to work on PlayStation 2 & 3 consoles as well as in Linux (again, as a mouse,) though there are no official calibration programs for Linux.<br />
<br />
==Racing wheels==<br />
<p class="parseasinTitle ">[http://gaming.logitech.com/en-us/product/driving-force-gt-gaming-wheel Logitech Driving Force GT Racing Wheel]</p><br />
<br />
<p class="parseasinTitle ">[http://gaming.logitech.com/en-us/product/g27-racing-wheel Logitech G27]</p><br />
<br />
<p class="parseasinTitle ">[http://eu.fanatec.com/index.php?route=module/configurator Fanatec Racing Sim Kit]</p><br />
<br />
[[Category:Controllers]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=10888Game Boy Advance emulators2016-07-10T05:05:21Z<p>Cleaner: changed all lowercase "rom" to match the rest of the page as ROM</p>
<hr />
<div>[[File:Gameboy-glacier.jpg|thumb|The Gameboy Advance handheld console]]The '''[[gametech:Game Boy Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://endrift.com/mgba/downloads.html 0.4.0]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://github.com/visualboyadvance-m/visualboyadvance-m GitHub] [http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[higan]]<br />
|style="text-align:center;"|Windows, OS X, Linux<br />
|style="text-align:center;"|[http://byuu.org/emulation/higan/ v098]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|iDeaS<br />
|style="text-align:center;"|Windows, Linux<br />
|style="text-align:center;"|[http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[GBE+]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://github.com/shonumi/gbe-plus GitHub]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[MAME]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|Meteor<br />
|style="text-align:center;"|Linux<br />
|style="text-align:center;"|[https://github.com/blastrock/meteor 1.4]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[No$GBA]]<br />
|style="text-align:center;"|Windows, MS-DOS<br />
|style="text-align:center;"|[http://problemkaputt.de/gba.htm 2.8c]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Mobile<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[https://www.microsoft.com/en-us/store/apps/vba8/9wzdncrfjc69/ VBA8]<br />
|style="text-align:center;"|Windows Phone 8/8.1<br />
|style="text-align:center;"|2.27<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[https://www.microsoft.com/en-us/store/apps/vba10/9nblggh2k04v/ VBA10]<br />
|style="text-align:center;"|Windows 10/Mobile<br />
|style="text-align:center;"|1.22<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Consoles<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|[[Wii]]<br />
|style="text-align:center;"|[https://s3.amazonaws.com/mgba/mGBA-nightly-latest-wii.7z SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|VBA GX]]<br />
|style="text-align:center;"|[[Wii]], [[Gamecube]]<br />
|style="text-align:center;"|[https://gbatemp.net/threads/new-vba-gx-fork-2-3-0.371284/ 2.3.2]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (as VBA-Next)<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|TempGBA4PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[gpSP]]<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|0.9<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
==Comparisons==<br />
* [[mGBA]] is a GBA emulator that aims to be accurate while maintaining speed. It's actively developed and has features that VBA-M lacks such as Solar/Tilt Sensor.<br />
* [[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]] is a fork of VBA with additional improvements. It is not updated as often these days and is falling behind in terms of accuracy and performance compared to mGBA.<br />
** RetroArch's VBA-Next is based off an older revision of VBA-M with added speedhacks and tweaks, making it useful for lower-end devices. It is a bit less accurate in some respects, though it fixes a few games such as Advance Wars 2. <br />
* [[gpSP]] last official version was 0.9 by Exophase. There are, however, two superior forks: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod] and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
* [[higan]]'s GBA core is cycle-accurate, but up to v094 it was very much a WIP and not as compatible as VBA-M or mGBA. v095 made amazing strides, resulting in compatibility on par with mGBA.<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|Left showing the default game, and right showing [[VBA-M]] in "Gameboy Colors" mode]]<br />
The original GBA screen was not backlit, so the screen would appear to be rather dark. To compensate for this, games would have very saturated and bright colors. The bright, overly saturated colors would appear rather normal on the GBA. In emulation, however, the appearance of these colors are undesirable. Some games made after 2003 may look better with the backlit colors, however, as they were designed with the GBA SP in mind. For everything else, there are several ways to deal with this:<br />
<br />
'''No$GBA'''<br />
<br />
Under "Emulation Options", select "GBA Mode. There are four modes.<br />
<br />
- GBA (no backlight) = strong desaturation<br />
<br />
- GBA SP (backlight) = strong desaturation<br />
<br />
- Nintendo DS in GBA mode = some desaturation<br />
<br />
- VGA Mode (poppy bright): no desaturation<br />
<br />
'''VBA-M'''<br />
<br />
(VBA-M for Windows only) Under "Options->Gameboy" you will find the options:<br />
<br />
- "Real Colors": no desaturation<br />
<br />
- "Gameboy Colors": strong desaturation<br />
<br />
'''higan'''<br />
<br />
Under Settings->Video Filter, you will find the "Color Emulation" checkbox.<br />
<br />
- Color Emulation off: no desaturation<br />
<br />
- Color Emulation on: gamma correction and adjusted color range.<br />
<br />
'''Shaders'''<br />
<br />
There are Cg [[shaders]] which can be used in [[OpenEMU]] or [[RetroArch]] that adjust the colors to those of a real GBA screen, as well as other screen types. <br />
<br />
For GBA, there is <code>gba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/gba-color.cg</ref>, which simulates the color profile of a GBA screen under an external light source more accurately than VBA-M or No$GBA color options. If you prefer the darker color options that those emulators have, then use <code>vba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/vba-color.cg</ref> instead. <br />
<br />
There is also <code>nds-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/nds-color.cg</ref> and <code>psp-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/psp-color.cg</ref>, which simulates the color profiles of the original Nintendo DS frontlit screen and the PSP-1000/PSP-2000 backlit screen, respectively.<br />
<br />
===Save file issues===<br />
There are a number of different save formats for GBA games. With raw save data, it's very hard to detect what save type it is just by looking at it. Visual Boy Advance tries to autodetect save type but often is incorrect and this causes issues. A fix to this issue is to use a file called "vba-over.ini" to tell VBA what each game's proper save type is, which eliminates most issues regarding save type. Current VBA-M versions come with vba-over.ini by default, but older versions of VBA like VBA 1.7.2 and VBALink did not.<br />
<br />
The libretro versions of VBA, libretro-VBA-Next and libretro-VBA-M, come with vba-over.ini baked into the binary so it is able to load raw .sav files, but also changes the save file output to be a 136KB .srm file for every save type, with save type info contained within the file. This completely avoids any save type issues, but makes its save files incompatible with standalone VBA and most other emulators.<br />
<br />
Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command line tool] to convert libretro-VBA .srm save files to raw .sav save data for other emulators. You can just drag and drop a .srm onto the executable and it will output raw .sav. The same can be done in reverse. A precompiled Windows 64-bit binary of this tool can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
* VBA-M: This doesn't work with old VBA versions. <br />
<br />
Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as much times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
<br />
* VBA Link + e-Reader<br />
A combined version of VBA Link and VBA e-Reader is useful if you want to use the Pokémon Battle-e Cards. Downloads and instructions reside [http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER here].<br />
<br />
* mGBA<br />
While running mGBA, select "New multiplayer window" from the menu. As you load your ROMs into each window, "Player [X] of [Y]" will appear across the title bar. This can be done for up to four players. However, multiple instances of the same ROM will share a save file.<br />
<br />
* No$GBA: This method also works with DS ROMs, and that's the actual way to see the incomplete non-functional local Wi-Fi DS multiplayer implementation. (todo)<br />
<br />
===GameCube Connectivity===<br />
The GBA unit can connect to a GameCube.<br />
<br />
====Dolphin and VBA-M====<br />
<br />
Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of a GBA BIOS.<br />
<br />
'''Connect 1~4 GBA Unit Without Game to GC Game'''<br />
<br />
First Part!<br />
* Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
* '''Dolphin:''' Start your game and play until you get to the in-game menu where you're asked to connect a GBA. Under the GC controller options (earlier "Config, Gamecube", now it's with the GC/Wii controller options). You have 4 GC controller ports: change how much you need to "GBA". Leave the game and its music running :)<br />
* '''VBA-M:''' You'll need to uncheck "Options, Emulator, Pause When Inactive". Then, under "Options, Link, Joybus Options", Make sure to enable "Enable Joybus Connection" and set "IP/Hostname" to use default settings, that is (127.0.0.1) or (localhost) - without the brackets. <br />
* THEN, Dolphin will freeze. You'll want to not have the system sound too high if you're using headphones. <br />
<br />
Second Part!<br />
* '''VBA-M''': Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. There will be that splash screen but it will stutter a bit. <br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Notable games that work:<br />
* The Legend of Zelda Four Swords Adventures: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
* Final Fantasy Crystal Chronicles<br />
* Billy Hatcher: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
* Kururin Squash<br />
* Sonic Adventure 2 (buggy)<br />
<br />
Don't work:<br />
* The Legend of Zelda Wind Waker: Tingle Trainer connection always fails, though some messages do display on VBA-M.<br />
* Drill Land<br />
* Any Pokémon game<br />
* lots more<br />
<br />
'''Connect GBA Game to GC Game'''<br />
<br />
* '''VBA-M''': Under "Emulator, Bios Files" set the GBA BIOS file directory, and have the emulator use it. This will cause each regular GBA ROM you load in VBA-M to show the BIOS splash screen then proceed to the game. It has higher compatibility too.<br />
* You do the all the steps above in the '''first part''' of the previous section (connecting a GBA unit without Game to a GC game) until the line with Dolphin freezing when you enable Joylink in VBA-M.<br />
<br />
Then:<br />
* '''VBA-M''': Open the regular GBA ROM to be connected with the GC game in VBA-M as if it were a regular GBA ROM. <br />
* There will be that splash screen, but if you do nothing the GBA game starts as usual and the connection doesn't actually happen. What you must do is to hold '''Select+Start''' while the BIOS is loading. This will cause the BIOS animation to stop and wait for connections, and the regular GBA ROM game won't boot immediately. If it goes as intended, VBA-M will stutter a bit and the connection will be initiated.<br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Please note e-Reader functionality with GC games isn't emulated as of yet.<br />
<br />
====Dolphin and other emulators====<br />
Dolphin devs are working at rewriting the entire GBA connectivity code in a far better way from scratch with more accurate emulators. They did a video using the higan emulator. Nothing of the sort is published at the moment.<br />
<br />
===GBA/DS Connectivity===<br />
Inserting a GBA card in Slot-2 in a Nintendo DS unit (that's not a DSi) while a DS game is running could unlock various gameplay features in some DS games. DesMume can emulate this: while playing the DS ROM, go to "Config, Slot 2 (GBA Slot)" and select "GBA Cartridge". Now select the GBA ROM file, and make sure its sav file is in the same folder. You may need to reset the game sometimes to see the effect in-game.<br />
<br />
===e-Reader===<br />
A device that connects to the GBA, which can read content off e-Card paper stripes either as standalone content, or additional content to GBA games (or even GC ones). Also known as the GBA's DLC.<br />
<br />
''Main Page: [[GBA e-Reader emulators]]''<br />
<br />
==Special Hardware==<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like LunarIPS (mostly from [http://bubbz.pocketheaven.com/?system=gba&section=patch No Frills]), but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
===Solar Sensor===<br />
====Emulation====<br />
This feature has been emulated in mGBA, VBA-M and no$gba 2.6 onwards:<br />
* mGBA: In the shortcuts editor, shortcuts can be configured to raise/lower the solar level incrementally or to set any particular brightness level. <br />
* VBA-M: This emulator uses the keys of the lateral motion controls to change the Solar Sensor levels. You can find those keys and modify them in Options -> Input -> Configure... -> "Special" tab.<br />
* no$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
<br />
====ROM Patches====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
===Motion Control===<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Kirby Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game. But VBA-M does not support motion controls for GBA games yet.<br />
====Emulation====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
====ROM Patches====<br />
Fixes applied directly to the ROM (with the LunarIPS utility, or at runtime using mGBA or VBA-M and naming them the same as the ROM in the same directory) by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* Warioware Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
===Rumble Feature===<br />
There are various rumble features found in GBA/GBC cards:<br />
* '''GBC Rumble:''' GBC games which came on special cartridges with additional hardware for the rumble feature. It was actually used by dozens of releases, and some games like Tarzan 2 GBC were programmed to have rumble support but shipped on regular cartridges. Emulated by VBA-M GX (Wii-only), which also cover the dummied-out rumble games. Not emulated anywhere else.<br />
* '''GBA Gyro Rumble:''' WarioWare Twisted was shipped on a cart with rumble support. It would rumble when you tilt to one "extreme". Emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.<br />
* '''GBA Variable Rumble:''' Drill Dozer has rumble support, with variable force and speed depending on the rock type you drill through ingame. Partially emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.<br />
* '''Game Boy Player Rumble:''' Many regular GBA games, shipped on regular cartridges, enable rumble during gameplay when played on GB Player hardware (which is essentially GBA hardware). These include Super Mario Advance 4, Summon Night Hajimari no Ishi, Mario & Luigi 1, Shikakui Atama wo Marukusuru Advance (both releases), Pokémon Pinball, as well as Drill Dozer which disables its original cartridge rumble scheme and enables this one instead. None of the emulators support this, though it's being under development for the mGBA emulator.<br />
<br />
===Figurine Readers===<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6.<br />
<br />
==Notes==<br />
<references /><br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Game Boy Advance emulators|*]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Arcade_emulators&diff=10887Arcade emulators2016-07-10T04:57:28Z<p>Cleaner: made all instances of Neo Geo the same spelling and other case corrections</p>
<hr />
<div>[[File:1676971-ms_pac_man_arcade_machine.jpg|thumb|156px|Example of a Ms. Pac-Man arcade cabinet.]]Arcades are not a single console, but rather hundreds of separate arcade system boards. Most arcade emulators focus on emulating many systems in one program, with some focusing on a few systems, and others attempting to emulate every system.<br />
<br />
== Emulators ==<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s) <br />
! scope="col"|Latest Version<br />
! scope="col"|# of Emulated systems<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[MAME]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|style="text-align:center;"|Thousands<ref>http://mamedb.com/history</ref><br />
|style="text-align:center;"|✓*<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Final Burn Alpha]]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://www.fbalpha.com/downloads/ 0.2.97.37]<br />
|style="text-align:center;"|Hundreds<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[http://adamulation.blogspot.com/ DICE]<br />
|style="text-align:center;"|Windows, Linux, OS X<br />
|style="text-align:center;"|[http://sourceforge.net/projects/dice/files/DICE/ 0.9]<br />
|style="text-align:center;"|18<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|Supermodel<br />
|style="text-align:center;"|Windows, Linux, OS X<br />
|style="text-align:center;"|[http://supermodel3.com/Download.html 0.2a]<br />
|style="text-align:center;"|1 (Sega Model 3)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Raine]]<br />
|style="text-align:center;"|Windows, Linux, OS X<br />
|style="text-align:center;"|[http://raine.1emulation.com/download/latest.html 0.64.10]<br />
|style="text-align:center;"|1058<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[Kawaks]]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://cps2shock.emu-france.info/download.html v1.64]<br />
|style="text-align:center;"|3 (Neo Geo, CPS1, CPS2)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|-<br />
|style="text-align:center;"|Model 2 Emulator<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://nebula.emulatronia.com/descargas.php 1.1a]<br />
|style="text-align:center;"|1 (Sega Model 2)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|-<br />
|style="text-align:center;"|CPS3 Emulator<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://nebula.emulatronia.com/descargas.php 1.0a]<br />
|style="text-align:center;"|1 (CPS3)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|-<br />
|style="text-align:center;"|[[DEmul]]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://demul.emulation64.com/downloads/ 0.7A]<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|-<br />
|style="text-align:center;"|[[Daphne]]<br />
|style="text-align:center;"|Windows, Linux, OS X<br />
|style="text-align:center;"|[http://www.daphne-emu.com/ 1.0]<br />
|style="text-align:center;"|? (Laserdisc)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|}<br />
<nowiki>*as MAME </nowiki>({{MAMEVerLibretro}})<nowiki>,MAME 2014 (0.159), MAME 2010 (0.139) and MAME 2003 (0.78)</nowiki><br />
{| class="wikitable"<br />
|+Consoles<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s) <br />
! scope="col"|Latest Version<br />
! scope="col"|# of Emulated systems<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Virtual Console]]<br />
|style="text-align:center;"|[[Wii]]<br />
|style="text-align:center;"|n/a<br />
|style="text-align:center;"|Various Namco, Sega, Tecmo and Capcom boards, plus Neo Geo<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|UO CPS1PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/?14qo3g1y81ayfyb 2.3.1]<br />
|style="text-align:center;"|1 (CPS1)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|UO CPS2PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/?7xg7vn7oqpo3nti 2.3.1]<br />
|style="text-align:center;"|1 (CPS2)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|UO MVSPSP <br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/?2qzaz2089f99cvk 2.3.1]<br />
|style="text-align:center;"|1 (Neo Geo)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|UO NCDZPSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/?883tfd76v4qckz2 2.3.1]<br />
|style="text-align:center;"|1 (Neo Geo CD)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Mobile<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s) <br />
! scope="col"|Latest Version<br />
! scope="col"|# of Emulated systems<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[MAME]]*<br />
|style="text-align:center;"|Android<br />
|style="text-align:center;"|0.157<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|Mame4droid<br />
|style="text-align:center;"|Android<br />
|style="text-align:center;"|[https://play.google.com/store/apps/details?id=com.seleuco.mame4droid 1.6.1]<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|aFBA<br />
|style="text-align:center;"|Android<br />
|style="text-align:center;"|[http://forum.xda-developers.com/showthread.php?t=1932280 2.1]<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|}<br />
<nowiki>*Only available on mobile as a libretro core</nowiki> (e.g. [[RetroArch]]).<br />
<br />
<br />
=== Comparisons ===<br />
* [[MAME]] is very extensive, 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 [[accuracy]] and archiving arcade games, which means it does not always focus on usability for the end user. Only the most up to date romdumps will work in the latest MAME. There are many MAME front-ends available.<br />
<br />
* [[Final Burn Alpha]] supports a many boards, such as 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, Xbox 360, Original Xbox, Sega Saturn, Android, Wii, Dingoo, and many others.<br />
<br />
* DICE is made for emulating old arcade machines from the early 1970's 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's Model 3 arcade platform focusing in 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, game compatibility remains low, and all CPUs are emulated using straightforward (and slow) interpretation rather than fast just-in-time translation.<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>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Xbox_emulators&diff=10886Xbox emulators2016-07-10T04:51:07Z<p>Cleaner: expanded the word devs and made instances of Nvidia match case</p>
<hr />
<div>[[File:Xbox-and-Controller-S.png|thumb|250px|The Xbox console and controller]]The '''Xbox''' is a 6th generation console produced by Microsoft in 2001. Known originally as the DirectXbox, this console is notable for essentially being a PC, as a result of using components from both Intel and Nvidia, as well as being [https://en.wikipedia.org/wiki/X86 x86]-based. It is the most powerful console from the 6th Generation.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Cxbx]]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://www.emucr.com/search/label/Cxbx Git]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[XQEMU]]<br />
|style="text-align:center;"|Windows, Linux, OS X<br />
|style="text-align:center;"|[https://github.com/espes/xqemu Git]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[http://dxbx-emu.com/ Dxbx]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://sourceforge.net/projects/dxbx/files/dxbx/ 0.5]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[http://xenoborg-emu.blogspot.com/ Xenoborg]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|r19<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|Xeon<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://www.emulator-zone.com/doc.php/xbox/xeon.html 1.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
{| class="wikitable"<br />
|+Consoles<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|Xbox 360<br />
|style="text-align:center;"|Xbox 360<br />
|style="text-align:center;"|Patch based<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|}<br />
<br />
===Comparisons===<br />
*Cxbx can boot around 61 games, with around a dozen in a playable state ([http://shogun3d-cxbx.blogspot.com/2009/11/cxbx-compatibility-list-updated.html List])<br />
*XQEMU is an LLE emulator which is gradually advancing. As of now, it can emulate the BIOS and many games at very slow speeds.<br />
*Xeon can emulate Halo CE to the point where the first stage is semi-playable. The walls and ground are pitch black and the game crashes after you complete first stage (or right after you select the difficulty on modern versions of Windows.)<br />
<br />
'''Consoles'''<br />
*The Xbox 360 is backwards compatible, but it is not fully accurate. While some games work off the bat, many need patches downloaded to play properly. This requires one's Xbox 360 to have system storage. Even then there are still issues with many games from graphical glitches and slowdown to errors that can make gameplay impossible.<br />
<br />
==Emulation issues==<br />
Due to a lack of interest, or in some case very toxic behavior or potential legal threats towards developers, the Xbox emulation scene has remained dormant until recently.<br />
<br />
There is a high barrier to entry for the effort involved: emulating a complex (and partially undocumented) x86 CPU from scratch, undocumented Nvidia graphical and sound components (the Nouveau project for Linux may be of help, but the GeForce architecture is notoriously complicated), and obscure BIOS for each hardware revision posing problems with many things, including video rendering ([http://ngemu.com/threads/why-is-xbox-emulation-premature.132032/ More]). Progress is beginning to pick up, though.<br />
<br />
<!--<br />
==References==<br />
{{reflist}}<br />
--><br />
<br />
[[Category:Consoles]]<br />
[[Category:Microsoft consoles]]<br />
[[Category:Very Early Emulation]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=GameCube_emulators&diff=10885GameCube emulators2016-07-10T04:45:50Z<p>Cleaner: spelling corrections</p>
<hr />
<div>[[File:GCN.jpg|thumb|250px|The Nintendo Gamecube (GCN)]]<br />
The '''[[gametech:Nintendo GameCube|GameCube]]''' (GCN) is a 2001 console produced by Nintendo. Due to how similar the architecture is between the GameCube, Triforce and Wii, many GameCube emulators offer support for them.<br />
<br />
The Triforce is an arcade system board developed jointly by [https://en.wikipedia.org/wiki/Namco Namco], Sega, and Nintendo, with the first games appearing in 2002. The system hardware is based on the Nintendo GameCube with several differences, like provisions for add-ons such as Sega's GD-ROM system and upgradeable RAM modules. <br />
<br />
Due to having very similar (albeit more powerful) hardware, the Wii is able to natively play GameCube games rather than emulating them.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GCN<br />
! scope="col"|Wii<br />
! scope="col"|Triforce<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Dolphin]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://dolphin-emu.org/download/list/master GIT]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|*<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align: center;"|Ishiiruka-Dolphin<br />
|style="text-align: center;"|Windows<br />
|style="text-align: center;"|[https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version GIT]<br />
|style="text-align: center;"|✓<br />
|style="text-align: center;"|✓<br />
|style="text-align: center;"|✓<br />
|style="text-align: center;"|✗ <br />
|style="text-align: center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Dolphin (Nintendo)]]<br />
|style="text-align:center;"|Windows<br />
|style="text-align:center;"|[http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[https://code.google.com/p/gekko-gc-emu/ Gekko]<br />
|style="text-align:center;"|Windows, Linux<br />
|style="text-align:center;"|[http://www.emucr.com/search/label/Gekko SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
<nowiki>*</nowiki>WIP, currently non-functioning<br />
{| class="wikitable"<br />
|+Mobile<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GCN<br />
! scope="col"|Wii<br />
! scope="col"|Triforce<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Dolphin]]<br />
|style="text-align:center;"|Android<br />
|style="text-align:center;"|[https://dolphin-emu.org/download/list/master GIT]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|}<br />
<br />
===Comparisons===<br />
* [[Dolphin]] is the only real emulator you should use; Gekko is still in very early development after being on hiatus for many years, and is nowhere near achieving Wii emulation either. In addition, for Triforce emulation, MAME is not optimized for 3D systems yet, nor is the emulation of the system in question very good either. Dolphin is updated on a near daily basis and has very good emulation of almost everything. System requirements are high, moreso for Wii games than GameCube.<br />
* [http://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version Ishiiruka-Dolphin] is a fork of Dolphin optimized towards performance while potentially lowering accuracy and stability in the process. Its most important features are:<br />
**Async shader compilation (Avoiding shader compilation time)<br />
**Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)<br />
**Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4<br />
**Dolby Pro Logic II support for XAudio and OpenAL<br />
**Custom Texture improvements to allow direct compressed texture loading including mipmaps<br />
**DSP - Time Stretching Option (Improve sound output to avoid sound skipping on slow machines)<br />
**DX9 support for old machines<br />
**Modified Post Processing interface to support:<br />
***Multiple Stages allowing more complex effects.<br />
***Depth and native gamma as inputs.<br />
***Custom version of DolphinFX that work under dx11 and ogl<br />
***SSAO and DOF.<br />
***Texture Scaling Support<br />
***Bump Mapping with advanced material properties<br />
***Phong Specular reflection to improve lighting quality<br />
***Tessellation and Displacement Mapping<br />
***Rim Lighting<br />
***Bump auto generation to improve lighting<br />
<br />
<br />
* [[Dolphin (Nintendo)]] is an official emulator by Nintendo of the same name as the recommended Dolphin emulator. The two are unrelated; the official Nintendo emulator does not run commercial games.<br />
<br />
==Running BIOS==<br />
If you want to open games through the GameCube's original BIOS in Dolphin, first make sure that "External Framebuffer" is enabled and "Skip BIOS" is unchecked in the GameCube options. When the game window opens and the GCN startup animation begins, hold whatever key you've assigned to the A button from the first controller and the intro will be skipped, sending you into the GameCube's menu instead of booting the game. You can then switch to whatever game you really wanted to play with Change Disc, or explore the BIOS.<br />
<br />
==Connectivity==<br />
* The GC/GBA Link feature is partially emulated. You'll need to enable DSP-LLE, along with the files ripped from a real GC for that, as well as VBA-M (see the GBA emulator page for more details). That said, e-Reader support isn't implemented, neither is the DS/Wii Wi-Fi connection.<br />
<br />
==Triforce Arcade Board==<br />
The [https://en.wikipedia.org/wiki/Triforce_%28arcade_system_board%29#Triforce Triforce] is an arcade system board developed jointly by [https://en.wikipedia.org/wiki/Namco Namco], [https://en.wikipedia.org/wiki/Sega Sega], and Nintendo, with the first games appearing in 2002. The system hardware is based on the Nintendo GameCube with several differences, such as provisions for add-ons such as Sega's GD-ROM system and upgradeable RAM modules. Wii emulators can also play Triforce games.<br />
<br />
You'll need the [https://dolphin-emu.org/download/list/Triforce/ Triforce branch] of Dolphin. The main branch doesn't even emulate it.<br />
<br />
However, compatibility is abysmal and there are lots of unemulated features preventing the games from even booting without patches like in the case of both Mario Kart GP games (obviously thus requiring "Enable Cheats"). Check the Dolphin Wiki for more info. Various features including the NamCam camera, the save transfer functionality, and the multiple Triforce board networking, are simply not emulated.<br />
<br />
For the games that do emulate with Dolphin Triforce (that is, the Mario Kart GP games and little else):<br />
* Under "Config/GameCube" (or more recently "Controllers"), "SP1" and "Port 1" need to be assigned to "AM-Baseboard".<br />
* "Enable Cheats" must be activated. Mario Kart GP1 and GP2 have patch codes that need to be added to their gameini file to fix the showstopping emulation bugs and to change the coins value to something else than 0, to play it at all.<br />
* The keys used are the same as the GameCube controls in Dolphin. The Z button supposedly emulates "Insert Coin", but it doesn't seem to work.<br />
<br />
==Resources==<br />
* [https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - For checking if you games work and any fixes/tweaks/settings you should know before hand.<br />
*[https://archive.org/details/gamecubenaiso ReDump GameCube] USA set.<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Netplay&diff=10884Netplay2016-07-10T04:35:04Z<p>Cleaner: encrypted links and spelling errors</p>
<hr />
<div>This is a hub for various information about NetPlay. Most info was gathered from the guys over at /vr/, so if you have any question, or you need someone to play retro games with, visit their [https://en.wikipedia.org/wiki/Irc IRC] channel at: #/vr/_Netplay on [https://www.rizon.net/chat rizon.net] & and their official website [http://www.finalstarmen.net here]<br />
<br />
Before you begin, here's some things to consider:<br />
* Emulator netplay is NOT perfect. Desynchs WILL occur very often. Choppy/stuttery gameplay is also very common, and sometimes there is controller input lag. It comes with the experience.<br />
* It sometimes takes several consecutive tries for the game to stay synched well enough to enjoy some multiplayer action. Do not be discouraged and try again until it works.<br />
* When netplaying, make sure not to have anything downloading (torrents, YouTube videos, etc.)<br />
* Try not to move the emulator window around, or switch focus to windows other than the chat/kaillera window and emulator, or you risk desynching the game.<br />
* It's highly recommended to use a controller. Some emulators still register input from keyboards while you're chatting on separate chat windows.<br />
<br />
==Port Forwarding==<br />
<br />
Before you get started, you should note that some emulators and clients will require you to forward your ports. To do that, follow the [[Port Fowarding Guide For Netplay]].<br />
==NES==<br />
===[[RetroArch#NetPlay|RetroArch]]===<br />
*FCEU[http://wiki.libretro.com/index.php?title=FCEUmm], QuickNES[http://wiki.libretro.com/index.php?title=QuickNES], or [[Nestopia]][http://wiki.libretro.com/index.php?title=Nestopia] cores support netplay. Savestate cannot be used during NetPlay, and bringing up the menu screen will cause disconnection.<br />
<br />
===[[VirtuaNES#NetPlay|VirtuaNES]]===<br />
===[[Mednafen#NetPlay|Mednafen]]===<br />
*FCEU core<br />
<br />
===[[Nestopia#NetPlay|Nestopia]]===<br />
===RockNESX 2.0===<br />
*A very old NES emulator. Has a very nice interface but the documentation doesn't indicate what ports it uses, so you're limited to using a VPN like hamachi. The author did away with Netplay in more recent versions.<br />
===Jnes===<br />
*Still shows signs of being updated, but it absolutely HATES anything other than stock Kaillera. I'm not sure if it's possible to get it to work.<br />
<br />
==SNES==<br />
===[[RetroArch#NetPlay|RetroArch]]===<br />
*[[Snes9x]] or [[Higan|bsnes]] cores.<br />
===[[Snes9x#NetPlay|Snes9k]]===<br />
<br />
===[[Mednafen#NetPlay|Mednafen]]===<br />
*[[Higan|bsnes]] core<br />
===[[ZSNES#NetPlay|ZSNES]]===<br />
==Sega Consoles==<br />
<br />
===[[KegaFusion#NetPlay|KegaFusion]]===<br />
*Concerning Sega emulators, this is really the only one worthwhile option to netplay with. It emulates practically every single console and peripheral prior to the Saturn, all while allowing for some decent Netplay capabilities on the side.<br />
<br />
===[[Gens#NetPlay|Gens]]===<br />
*An acceptable alternative. While it only emulates Genesis/Megadrive, Sega CD and 32x, it uses Kaillera for online multiplayer, which is helpful in case you get consistent desynchs while using KegaFusion.<br />
===[[Mednafen#NetPlay|Mednafen]]===<br />
*Genesis core is experimental but mostly functional; 2 Players only. Also has Master System core.<br />
==Nintendo 64==<br />
===[[Project64#NetPlay|Project64k]]===<br />
===[[Project64#NetPlay|Project64 v1.7]]===<br />
<br />
==Playstation 1==<br />
===[[Mednafen#NetPlay|Mednafen]]===<br />
===[[EPSXe#NetPlay|ePSXe 1.60]]===<br />
<br />
==Arcade==<br />
The many platforms that conform the term "Arcade" has got to be considered the most extensively researched and emulated platforms in existence. Choosing the right emulator is quite a daunting task, since there are so many different versions that accomplish the same thing in almost imperceptible different ways. Branching off from a standard official emulator that, by itself, is commonly regarded to leave much to be desired.<br />
===[[MAME#NetPlay|Mame 32 Plus Plus]]===<br />
===[[Kawaks#NetPlay|Kawaks 1.63]]===<br />
<br />
===GGPO===<br />
* Arcade emulator built around netplay. Widely considered to have the best netcode for only multiplayer available. It's so great that its used in some more recent commercial games. Only disadvantage is that you need to open ports to use it, and it's severely limited to games that were made or modified specifically to use this technology.<br />
<br />
* Built on the same emulator is FightCade which can be found here: https://www.fightcade.com/<br />
<br />
===MameHUB===<br />
* Said to have a comparable netcode to GGPO, it's also capable of emulating console games through MESS. However, using MameHUB requires registration, and the frontend, being coded in Java, is an absolute resource-hog which heavily impairs your gaming experience if you're using a low-end computer. You can join a game that's already in session. Newer versions of MAMEHub use much less resources.<br />
==Amiga==<br />
[http://fs-uae.net/download FS-UAE] ([http://fs-uae.net/online-play Netplay] [http://fs-uae.net/net-play Guides])<br />
==PC Engine (TurboGrafx-16)==<br />
===[[Mednafen#NetPlay|Mednafen]]===<br />
*Option for both accuracy and fast cores.<br />
==PC-FX==<br />
===[[Mednafen#NetPlay|Mednafen]]===<br />
==GameBoy/Color==<br />
===[[TGB Dual#NetPlay|TGB Dual Vol. 8.3.1]]===<br />
<br />
==Dolphin==<br />
[http://wiki.dolphin-emu.org/index.php?title=Netplay_Guide This guide should help], although it should be noted that netplay is not perfect. This is for playing with other Dolphin emulators.<br />
<br />
For in-game WiFi...<br />
<br />
Because Nintendo shut down it's servers for WiFi, it can't be connected to. Wiimmfi is the only option, but Dolphin will not be able to connect normally, as you require a normal Wii's files. [[How To Play Dolphin Online|This guide]] has instructions on how to get the certificates needed to connect to their servers, but do note, you cannot connect if you cannot run the game full speed. This also includes lag spikes that may occur. Your emulator will be banned from the servers if the game is unable to run full speed.<br />
<br />
It's more recommended to connect via your Wii since you require files from it to play it on Dolphin, and it's risky to try with Dolphin regardless. CFG and USB Loader GX both support Wiimmfi without patching the game, and do it on the fly.<br />
<br />
== PCSX2==<br />
[http://www.mediafire.com/?r3c1ejv5m85ekrv Unofficial Netplay Build]<br />
* Netplay has never officially been added to [[PCSX2]], but someone tried making their own branch a few years ago to implement it. Only about seven fighting games work and the project has been abandoned.<br />
<br />
Note: You can connect to Sony's own servers though: [[How To Play PCSX2 Online]] (See [[Online PS2 Games]] for what games still have servers up)<br />
<br />
==PPSSPP==<br />
[[PPSSPP]] can use ColdBird's proOnline Adhoc. See [http://forums.ppsspp.org/showthread.php?tid=3595&pid=59241 this thread (might be outdated)] and [http://forums.ppsspp.org/forumdisplay.php?fid=34 this forum] for setup and game compatibility.<br />
<br />
[[Category:NetPlay|*]]<br />
[[Category:FAQs]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Wine&diff=10882Wine2016-07-10T04:19:07Z<p>Cleaner: redundant line</p>
<hr />
<div>{{Infobox<br />
|image = Wine.png<br />
|first = 1.7.37<br />
|second = Yes<br />
|third = Unix<br />
|fourth = Alexandre Julliard, others<br />
|fifth = [https://winehq.org/ WineHQ.org]<br />
|sixth = [https://wiki.winehq.org/SourceCode WineHQ.org]}}'''Wine''' (known recursively as '''Wine Is Not an Emulator''') is an open-source compatibility layer for Unix-like systems (e.g. Linux, BSDs, and Mac OS X) to run programs originally created for Microsoft Windows. Originally created by Alexandre Julliard, it is now sponsored by corporate entity CodeWeavers, who use it as a base to create an enhanced, proprietary version, known as [https://www.codeweavers.com/products/ CrossOver].<br />
<br />
==Use==<br />
Wine is especially useful for older Windows games, as compatibility with these is typically higher than if the same game were run on modern Windows versions.<br />
<br />
Wine can also run any Windows program, including emulators. Compatibility may not be perfect however, and there can be various glitches introduced.<br />
<br />
==Download==<br />
[https://winehq.org/download/ Binaries] or [https://www.playonlinux.com/en PlayOnLinux] (via repositories) for Linux distributions<br />
<br />
[http://winebottler.kronenberg.org/ WineBottler] or [https://www.playonmac.com/en/ PlayOnMac] for Mac OS X<br />
<br />
==Issues==<br />
With some programs, official Windows DLL files are required. Most of these are available to download via the (usually) included script, [https://code.google.com/p/winetricks/ winetricks]. Compatibility lists for most programs can be found on the [https://appdb.winehq.org/ AppDB].<br />
<br />
Games which use DirectX/Direct3D APIs later than 9.0 may not run at all on Wine, as support for DX10 and 11 are preliminary at best. Also, applications and games that use kernel-mode drivers e.g. for copy protection or anti-cheat middleware may and/or will not be supported on Wine due to the way they access low-level/ring 0 system functions, such as those Asian MMOs bundled with GameGuard.<br />
<br />
[[Category:Emulators]]</div>Cleanerhttps://emulation.gametechwiki.com/index.php?title=Wine&diff=10881Wine2016-07-10T04:15:36Z<p>Cleaner: encrypted links</p>
<hr />
<div>{{Infobox<br />
|image = Wine.png<br />
|first = 1.7.37<br />
|second = Yes<br />
|third = Unix<br />
|fourth = Alexandre Julliard, others<br />
|fifth = [https://winehq.org/ WineHQ.org]<br />
|sixth = [https://wiki.winehq.org/SourceCode WineHQ.org]}}'''Wine''' (known recursively as '''Wine Is Not an Emulator''') is an open-source compatibility layer for Unix-like systems (e.g. Linux, BSDs, and Mac OS X) to run programs originally created for Microsoft Windows. Originally created by Alexandre Julliard, it is now sponsored by corporate entity CodeWeavers, who use it as a base to create an enhanced, proprietary version, known as [https://www.codeweavers.com/products/ CrossOver].<br />
<br />
It can run older Windows only games and Windows only emulators.<br />
<br />
==Use==<br />
Wine is especially useful for older Windows games, as compatibility with these is typically higher than if the same game were run on modern Windows versions.<br />
<br />
Wine can also run any Windows program, including emulators. Compatibility may not be perfect however, and there can be various glitches introduced.<br />
<br />
==Download==<br />
[https://winehq.org/download/ Binaries] or [https://www.playonlinux.com/en PlayOnLinux] (via repositories) for Linux distributions<br />
<br />
[http://winebottler.kronenberg.org/ WineBottler] or [https://www.playonmac.com/en/ PlayOnMac] for Mac OS X<br />
<br />
==Issues==<br />
With some programs, official Windows DLL files are required. Most of these are available to download via the (usually) included script, [https://code.google.com/p/winetricks/ winetricks]. Compatibility lists for most programs can be found on the [https://appdb.winehq.org/ AppDB].<br />
<br />
Games which use DirectX/Direct3D APIs later than 9.0 may not run at all on Wine, as support for DX10 and 11 are preliminary at best. Also, applications and games that use kernel-mode drivers e.g. for copy protection or anti-cheat middleware may and/or will not be supported on Wine due to the way they access low-level/ring 0 system functions, such as those Asian MMOs bundled with GameGuard.<br />
<br />
[[Category:Emulators]]</div>Cleaner