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step1978Offline
Titel: NES: HDNes 19-7-2013  BeitragVerfasst am: 20.07.2013, 15:09 Uhr
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Anmeldungsdatum: 25. Jun 2005
Beiträge: 4.562

Wohnort: Berlin
Status: Offline

Eine neue version des NES Emulator HDNes wurde veröffentlicht.

Das Besondere an diesem NES Emulator ist dessen Unterstützung für hires Texturen.



A new version from the NES emulator HDNes has been released.

Zitat:
http://www.youtube.com/watch?feature=player_embedded&v=N57ApspYHVE


Mapper 000 - 003 games are now playable and battery back up supported.



1-4-2013
Graphics pack editor is now usable



2-4-2013
i ) Fixed severl bugs
ii) Save state function added



6-4-2013:
1. Added support to some MMC3 games.
2. Improved playing of CHR RAM games.



13-4-2013:

1. Fixed incorrect tiles in MMC3 games (SMB3 map screen)
2. Fixed a out of range PRG address in MMC3 (TMNT-TF)
3. Fixed incorrect path for game save files
4. Fixed a slow down bug
5. Update the game save file when closing the game instead of closing the program
6. Little speed up for repeating background tiles
7. Added support to Bandai FCG boards games.

Many thanks to Quietust for helping with EEPROM of Bandai FCG board



14-4-2013:

1. Added "All" to screen shot combo box on the "Graphics Pack Editor" page. This will show all tiles.
2. The tile list is now ordered by tile ID.
3. Reduced the size of the auto generated images. Having too many tiles on one image makes it difficult to see and choose the correct tile.
4. Change the screen shot format to PNG to reduce the file size of the data generated for the graphics pack editor.

Please note that now using data generation may cause slow down to the emulator. I´m using wxImage to save it in PNG format. Any suggestions of faster way of doing this is welcome.

Also if you have generated some data using previous versions, you must convert all BMP files inside the "edit" folder into PNG before using the graphics pack editor. I used batch conversion of IrfanView for this.



15-4-2013:
1. Fixed a bug with the "cancel selection" button on the graphics pack editor page.
2. When showing a box around the selected custom tile, the box is not visible if it is on top of transparent pixels. Now it is always visible.
3. Updated the BombSweeper graphics pack to the latest version and added it to the download. To use it, copy it from the rom directory and paste it into the actual rom directory. The pack is designed for 4x scale display.



18-4-2013:
1. Fixed a bug that display a wrong tile ID after clicking "Cancel selection" button.
2. Added error log function for initializing the video. The log file will be located inside the log directory.



21-4-2013:
1. Added more detailed log for GLSL errors.
2. Replaced some deprecated code in GLSL.

rainwarrior, sorry to keep you waiting. I think nVidia is more picky with versions and deprecated features, so I updated the shaders. Please, can you try it again? Make sure to replace the files in the shader folder. Thank you.

nesguru, thank you for your encouragement! The graphics pack has the following rules:
1. A folder with the same name as the rom file inside the same directory.
2. Image files in PNG format in the folder. All pixels which are not fully transparent are treated as fully opaque.
3. A text file named "hires.txt" in the folder.
4. The text file contains lines of text and each line begin with a tag surrounded by "".
5. A "scale" tag is followed by a number, which defines the scale factor of the pack. Valid values are 1, 2 or 4. If this tag does not exists, the default scale is 2.
6. A "img" tag is followed by the file name of an image file.
7. A "tile" tag is followed by 8 values separated by comma.
8. The first value is the tile ID in decimal. This is the distance between the first byte of the tile and the beginning of CHR ROM, or the beginning of PRG ROM if it is a CHR RAM game, divided by 16. The data of a 16 pixels tall sprite is counted as 2 tiles.
9. The second value is the index of the image which contains the replacement graphics, also in decimal. The first image listed in this file has an index of 0 and the second image has as index of 1 and so on.
10. The next three numbers are colors of the palette used by the tile, in decimal. The ordering of the 3 colors is significant and each tile can not have multiple replacement tiles for the same colors and ordering.
11. The next 2 numbers are the x coordinate and y coordinate of the top left corner of the replacement tile within the image, measuring from top left corner of the image, in decimal.
12. The last value indicates whether this replacement tile is used as the default(Y) or not(N). If the emulator renders a tile and cannot find a replacement with an exact match (tile ID and 3 colors), then the emulator will use the default tile with a matching tile ID. Each tile can not have more than one default replacement.



28-4-2013:
1. Changed the generate data function so tiles which are partially outside the screen will not be recorded.
2. Fixed a bug with HD pack when a 16 pixel high sprite drop out of the screen (eg big Mario drops into a pit)
3. Added pause and unpause key.
4. Added a run one frame key.
5. Added a manual mode to data generation and added a manual generate data key.
6. When a screen shot is choosen, the emulator will generate HD pack data with tiles matching the actual screen shot. However currently this only works with background tiles as sprite tiles can be flipped and can overlap with other tiles.
7. Fixed a problem with nVidia graphics card. Thank you rainwarrior!

Thank you Macbee for showing me HiSMS.
leosmendes, thank you for your encouragement.



16-5-2013:
Added a function to handle palette swaps if not using auto generate. If you have a sequence of tiles with the same palette and that sequence of tile also have the same palette swaps, then you can use this function to simplify the process.

First, make sure your HD renderings of the same palette are stored in the same image file. The same tile in different palettes must be placed in the same location relative to the first tile of that palette. Then add tile mapping for the first palette as usual. After that, click the ´Batch mapping´ to open a dialog box. Select the image file of the first palette and select the first tile and the last tile of the sequence. Then select the new palette, the image file of the new palette and the location of the first tile within the image file. Click ´Add mappings´ and the program will add mappings to the new palette for all the tiles between the first and the last, using the new location of the first tile as reference.



11-7-2013
1. Fix a save state crashing bug
2. Fix displaying 16 pixel high sprites



19-7-2013
Fixed sprites not showing during gameplay in Kirby´s Adventure


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