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An open source NES Emulator for Windows and Unix. It features solid emulation accuracy and state of the art tools for power users.

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  0 reviews  |  2 users  |  172,075 lines of code  |  13 current contributors  |  Analyzed over 2 years ago
 
 

JnesBR Another-Yet-NES-Emulator-DebuggerAnother project about coding a NES (Famicom) emulator. This project have been developed using Java as language. A debug system is one of goals from this project too. The PPU documentation (still WIP) http://docs.google.com/Doc?id=dgkczz7v_8cwncmfcn . News ... [More] You can check it out the earlier screenshots http://code.google.com/p/jnesbr/wiki/screenshots The ideas behind the JNesBR CuriosityWith the beauty title OO - The other end of the spectrum you can read some opinions at address http://forums.thedailywtf.com/forums/p/11143/193235.aspx and they're think my project could be claimed as one WTF. (if you have some time read it,is realy good, people discussing about oo is always great) Linkshttp://nesdev.parodius.com http://code.google.com/p/jnesbr http://en.wikipedia.org/wiki/Picture_processing_unit http://bobrost.com/nes/lectures/ http://mdb.classicgaming.gamespy.com/m1/lvldata.htm http://emutalk.net/ http://forums.ngemu.com/ http://nocash.emubase.de/everynes.htm http://nesdev.parodius.com/NESDoc.pdf http://www.brgames.org/tutoriais/nesasmbyOdin.pdf (portuguese) http://en.wikibooks.org/wiki/NES_Programming http://nesdev.parodius.com/nesgfx.txt http://nesdev.parodius.com/NES%20emulator%20development%20guide.txt http://nesdev.parodius.com/2C02%20technical%20reference.TXT http://code.google.com/p/juicynes/ http://6502.org/ http://6502.org/tutorials/compare_instructions.html Logging04-12-2009 15:03 The OAM (sprite ram) viewer. Sprite DMA and normal sprite handling. General fixes (absolute indexed store.). Better colors for name table/attribute table. 04-09-2009 15:03 The palette viewer was implemented. The multi pattern table was implemented. (reading pattern tables from rom too!) The name table was implemented. 04-05-2009 21:41 All legal opcodes and opcoes were implemented. PPU emulations starts with force. Palette Windows already shows the first drafts. 04-04-2009 14:34 Almost all opcodes and some illegal opcoes were implemented. 03-28-2009 16:12 Addition of special comment at IO mapped memory (ppu, apu, joystick). 03-23-2009 10:36 Refactoring and reviewing all instructions classes. 03-07-2009 15:34 Unique way to handle memory. Dec and inx instructions, a lot of fix for comparison instruction. Run n steps implemented on debug system. 02-24-2009 11:25 More refactorings. All branches relatives implemented. Ppu status and more debugger gui for ppu state view. Pallete location on memory map. 02-16-2009 22:56 Gui icons. Start ppu debug windows. Ppu registers now change the state of ppu. 02-07-2009 15:01 Pattern Table viewer & Video Memory Viewer. 01-30-2009 23:20 Simpler and functional debugger. Memory viewer now is working. More instructions implemented (btw the addressing modes too). General fixes, around wraparound, endianess, signed byte ... 01-25-2009 21:30 Rom reader , shows the header of iNes rom. Memory viewer is visible and seems to works (at least with no mapper games). Some few (around three) insctructions was implemented. The base architecture is already done. The initial debug system was started. [Less]

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  1 review  |  1 user  |  16,187 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 

__ __ __ _ __ _ __ __ __ \ \/ / /\ \ \/_\ / _\ |__ __ _ _ __ _ __ /\ \ \/__\/ _\ \ / / \/ //_\\ \ \| '_ \ / _` | '__| '_ \ / \/ /_\ \ \ / \/ /\ / _ \ _\ \ | | | (_| | | | |_) / /\ //__ _\ \ ... [More] /_/\_\_\ \/\_/ \_/ \__/_| |_|\__,_|_| | .__/\_\ \/\__/ \__/ |_| the first NES emulator for the Xbox 360 and XNA The project page for this project is at: http://code.google.com/p/xnasharpnes/ The latest release can be downloaded from: http://code.google.com/p/xnasharpnes/downloads/list You can get the latest source from our subversion repository at: http://code.google.com/p/xnasharpnes/source The development mailing list for the project is at: http://groups.google.com/group/xnasharpnes You'll need to put your roms in the SharpNES360\bin\Xbox 360\Debug directory and then run the emulator to deploy them to the xbox. When the emulator runs it first pops up the prompt for storage devices, this is so that it knows where to load and save your savegames. It runs at 60% or 70% of normal speed while being debugged, but runs at full speed when not running with a debugger on the 360. This requires a creators club account which runs $99 a year or $49 for four months. You'll also need the free Visual C# Studio Express and the XNA bits. To run on windows you'll need the Microsoft XNA Framework Redistributable 1.0: http://www.microsoft.com/downloads/details.aspx?familyid=2E136A1F-F187-478C-9DA5-AAEB0904782B&displaylang=en and may also need the DirectX End-User Runtime Web Installer: http://www.microsoft.com/downloads/details.aspx?familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en Controls: A = A B = X or B Start = Start Select = Back Up, Down, Left, Right = D-Pad or Left Thumbstick * With the first controller: Return to Rom Menu = RB (Right Shoulder Button) + Back Exit Emu from Rom Menu = Back Supported Mappers: Mappers 1 (mostly), 2, 3, 4 (mostly), 7 (partial), 9 (mostly), 10, 11 (partial), 22 (partial), 34, 64 (partial), 66 What's Still Missing: Sound (Might I suggest humming along or retro game music from the 360) Full Mapper Support NES State Saving and Loading A Note About Sound: Josh Dersch, author of DotNES (another NES emu written in C#, http://yahozna.dhs.org/projects/NES/index.html) has given us permission to use his sound rendering classes when he releases the source code. Unfortunatly, they won't do us any good. The Audio API's in XNA do not allow for writing to sound buffers. THIS MEANS THAT NO EMU OR MEDIA PLAYER CAN HAVE SOUND SUPPORT ON XNA IN ITS CURRENT STATE. I've talked with MS about this and they said it is not intentionally blocked but is just a side effect of using the XACT system. It's something that they didn't get to, which is understandable considering how fast they built XNA for us. Please feel free to complain loudly to xna@microsoft.com. Change Log: Release 3 (3-8-2007) Rom Loading Menu - Contributed by Thomas Aylesworth Font classes from XNA Extras by Gary Kacmarcik at http://blogs.msdn.com/garykac/articles/749188.aspx Several bug fixes by Kerry McCullough New logo designed by Matt Turnbull Windows executables are now included in the release. No need to compile it yourself to run on windows. New mailing list setup for dev talk at http://groups.google.com/group/xnasharpnes Release 2 (1-28-2007) Second controller fixed (Yea for Luigi fans!) Made thumbstick work as an alternate control Battery saves are stored to disk (Be sure to exit the emu or it won't save) Crude rom navigation Emu remembers which rom was last loaded and will load it up Minor performance improvements Emu runs at full speed when not being debugged Release 1 (1-26-2007) Initial Release Contributors: Bryan Livingston - Lone Coder - Developer & Project Manager Thomas Aylesworth - SwampThingTom - Developer Kerry McCullough - SubOneND - Developer Matt Turnbull - BigBaconAndEggs - Logo Designer Jonathan Turner - Original Sharp NES author http://jturner.tapetrade.net/sharpnes/index.html Shoutouts: Jonathan Turner, Dilvie of http://KnobTweakers.net, Sambena, Fenrx, Chia Pet of Borg and Acius of http://www.SparkArts.org/, Victor of http://FlatRedBall.com, Shawn Hargreaves (Allegro rocked!), The crew at http://NinjaBee.com and Greg Squire of http://UtahIndieGames.org My other sites and projects: http://CoolText.com http://GlobalCombat.com http://vectorstudio.com http://dreamroll.com [Less]

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  0 reviews  |  0 users  |  16,174 lines of code  |  0 current contributors  |  Analyzed 9 days ago
 
 

A NES emulator written by a novice coder in C++ - originally written in C#, but in the process of re-write. Don't expect miracles.

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  0 reviews  |  0 users  |  508 lines of code  |  0 current contributors  |  Analyzed 2 days ago
 
 

"Olafnes Rebuild" based on olafnes v0.2.1,instead the codename "RC". Developed by FantasyNoFF(com.gmail # fantasynoff ######################################################## about olafnes olafnes is an enhanced unofficial continuation of the basicnes 2000 project (as ... [More] of version 1.5 level 1), a nintendo entertainment system emulator by don jarrett, david finch, and tobias strömstedt. the majority of source code in olafnes was not written by me, therefore i take no credit for the appropriate portions. however, all additions/alterations to the source code of basicnes 2000 v1.5 level 1 are entirely by me (unless stated otherwise) in olafnes. the original set of releases of olafnes were based on basicnes 2000 v1.5 level 2, but i have since moved to v1.5 level 1. this release was much faster on older pcs, and i fixed it up to have the best of original olafnes releases and v1.5 level 2. these releases won't appear too different from the original set of releases, but it's all "under-the-hood" work and menu changes basically. legal olafnes (c) 2004-2006, kevin miller (olaf). basicnes (c) 1996-2006, don jarrett (portions (c) 2000-2006, david finch). m6502 (c) 1997-2006, don jarrett & tobias strömstedt. nintendo entertainment system (r) and references to "nintendo" (c) 1997-2006, nintendo of america inc. all rights reserved. [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 3 days ago
 
 

vNES is a Nintendo Entertainment System emulator, programmed in Java. It currently supports over 1,000 games in various mappers. The aim of this is to provide an OSS Java program that emulates the NES in a reasonably fast manner. An upload of the vNES code will be done in late April.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 3 days ago
 
 

ChronoNES is a NES emulator coded in C#. This project is the next step for me after making a quick Chip8 emu.

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  0 reviews  |  0 users  |  514 lines of code  |  0 current contributors  |  Analyzed 7 days ago
 
 

basicNES is an NES emulator for the Windows platform written in Visual Basic. It supports many mappers and runs many games accurately. Sound is MIDI.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 8 days ago
 
 

NES Emulator for iAppli

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  0 reviews  |  0 users  |  0 current contributors
 
 

NESEMUThe unnamed NES emulator, also extremely portable. Breaking News - 05/05/2009nesemu2 has begun, nesemu is on the backburner, while pceemu is right beside nesemu2 on the front burners! nesemu2 is a complete rewrite reusing very little code, focusing on more accurate timing in the cpu, and ... [More] mid-line updates on the ppu. i decided it would be too much work to accomplish what i want to do, so the rewrite has begun. also, there is a new gui being coded, the successor to gui2: gui3. portability will also be a goal, also a client/server thing for internet gaming...hopefully... Latest NewsNew emulation project started, PCEEMU. Previous Latest NewsPS2 support will be removed when the new PPU core is completed. The core will most likely be too much for the PS2 to handle. Also, when the new PPU core is put into place, I should have migrated from Matt Conte's APU to blargg's APU. My motivation for working on this project is strong even with my new side project starting to roll. Mappers are also at the bottom of my priority list because, honestly, I'm just sick of writing them, tracking down hard to find games, etc... Old NewsI've been secretly working on nesemu with a mini-itx Intel Atom board, not much time to do any real work but the Wii version is now working perfectly without SDL, and some new PPU engine tweaks make less graphics emulation errors. Dirty iNES headers are now detected, so the correct mapper is loaded now. Small ROM database is also internal in the code, for a specific few games (notably the VRC mappers). Splash screen, and probably other things added as well. Finally, NSF player working great along with a more compatable HLE FDS BIOS. Not enough work for a new release though... FeaturesMega fast on all targets, around 900 FPS on this computer I am writing with. Superb compatability. Awesome mapper support. Amazingly free and open sores, released under GPL v2. Supported TargetsWin32: Finished. Linux: Near finished... OSX: Near finished... PS2: Near finished... Wii: Near finished... Linux binary releases will be discontinued, it's too easy to run "make linux". OSX binaries need to be updated. UsageUsage is the same on all platforms, an incomplete but usable ZSNES look alike GUI. To get started, click Game then Load. Browse directories on the right, files on the left. This is accomplished by double clicking the directory you want to browse into, or '..' choosing to go to the previous directory. If the emulator finds any usable images, they will appear on the left. Single click a file to show its info at the bottom of the load dialog. Double click a file to load it into the emulator and exit the GUI. Once the emulator is running the default keys are the same on all PC platforms; PS2 and Wii have nicer controls. Default keys for PCs: Directional Pad = Arrow Keys Start = S Select = A Button A = X Button B = Z Menu = Escape Fast Forward = 1 Disk Flip = F1 Save State = F5 Load State = F8 Default keys for PS2: Directional Pad = Directional Pad Start = Start Select = Select Button A = Square or Circle Button B = Cross or Triangle Menu = R 2 Move Menu Cursor = Left Analog Default keys for Wii: Classic controller can also be used, keys are perfect with it. Wiimote is being held sideways. Directional Pad = Directional Pad Start = + Select = - Button A = 2 Button B = 1 Disk Flip = B Menu = A Move Menu Cursor = Flip Wiimote vertically, and use point and click method with B. There are many GUI options, those will be documented later, before the 'final' release. Just explore, there is a lot! Code NotesThe emulator is coded in C, nothing fancy. It should build under any environment. I usually use GCC for all targets other than Windows, Visual Studio 2005 with Windows, and KDevelop on Linux. PS2 NotesFeedback is needed on the PS2 port. If the emulator ISN'T working for you, please either email or post an issue containing the following information: PS2 kind (either slim or fat). Which devices are in the controller ports. Memory card slot contents (memcard type and manufacturer). Ethernet controller connected? (fat ps2 only) Hard drive connected? Where NESEMU was ran from (network, hard drive, etc.). NESEMU version. BugsPlease report all bugs found to the Issues section of this site. Your feedback is needed to make the emulator better! [Less]

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  0 reviews  |  0 users  |  61,502 lines of code  |  1 current contributor  |  Analyzed 2 days ago
 
 
 
 

Creative Commons License Copyright © 2013 Black Duck Software, Inc. and its contributors, Some Rights Reserved. Unless otherwise marked, this work is licensed under a Creative Commons Attribution 3.0 Unported License . Ohloh ® and the Ohloh logo are trademarks of Black Duck Software, Inc. in the United States and/or other jurisdictions. All other trademarks are the property of their respective holders.