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July 10th, 2007, 01:17 Posted By: wraggster
Heres an entry into the GBAX Coding Comp 2007.
Release from Lordus
"jEnesisDS" is a Sega MegaDrive/Genesis Emulator for the Nintendo DS.
It started as a port of my Java Genesis/32X emulator jEnesis. By now, the code has been
completely rewritten and many parts (CPU core, parts of GPU) are written in ARM assembler.
It didnt quite want to release it yet, but decided to do so entering it in the GBAX competition.
There is no sound emulation yet, just some code to fake the Z80 and make more games boot.
Unfortunately this can affect some games, that use the Z80 for timing, but should be O.K for most
games.
Compatibility is already quite good, but not anywhere near the Java version, due to the missing
Z80 emulation and some "shortcuts" taken to speed up the emulation.
jEnesisDS has a quite accurate software renderer, which i decided to disable for this release,
because it is a compile time option atm and cannot be choosen in the settings yet.
The hardware renderer is not complete and shows certain glitches with some games, but is already
quite usable with most games. If a game is missing sprites (Eliminate DOwn) try disabling
H-INT emulation.
You have to play a bit with the settings to make some games boot or work better.
Some games work faster with "Idle Loop Detection", others without (Castlevania, Gunstar Heroes),
and some games just boot if it is disabled.
The same goes for H-INT emulation. If a game doesnt boot just try changing those options.
Very few games will just boot, if checksum autofixing is disabled (Dynamite Heady, Thunder Force IV).
Currently i see no way to include scaling into the HW renderer, so you have to live
with parts of the screen being cut off or use the SW renderer (once it is enabled in a future release).
Changelog:
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v0.4 * Initial Preview Release
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- Custom ARM asm Motorola68000 CPU core
- Hardware and Software renderer (this release defaults to the HW renderer and the SW
renderer can not yet been choosen through the settings.
- VDP emulation with all DMA modes
- Horizontal & Vertical Interrupts
- Support for PAL/NTSC and all country codes (all games will run at 60Hz though)
- .smd, .bin & .gen support
- partial SRAM save/load support (doesnt work for all games yet)
- Line based renderer
- Scroll Layers A+B & Window rendering with priorities (horizontal Windows arenot emulated in the
HW renderer yet)
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