Emulicious to nowy, przynajmniej dla mnie, projekt multiemulatora systemów SEGA (master system, game gear) i Nintendo (Gameboy BW/Color) napisany w Javie. Celem emulatora jest dołączenie do aplikacji typu cycle exact, jednak po drodze do tego multiemulatora dodano parę ciekawych narzędzi - podgląd spritów, kafelków i całkiem użyteczny debugger.
This new version of Emulicious enables you to load your own source files into the debugger. This means that you no longer have to step through a disassembly of your code when developing a game. Instead, you can step through the code you wrote.
Additionally the outline has been improved and now shows different icons for code and data. You can even decide if you want to hide code or data labels from the outline. The Reference Hierarchy also uses the new icons now.
A full list of changes can be found below:
The debugger now allows to load sourcefiles so you can work with your own code now
The disassembler now groups consecutive runs of equal bytes with dsb directives
Added Volume levels to Sound menu
The Outline can hide code or data now
Outline and Reference Hierarchy use icons now to differentiate between code and data
Coverage data is now persisted
The memory editor now allows to save the current selection as a binary file
On Mac OS when Emulicious is closed via Cmd+Q it will now also save its settings
Fixed issues with symbols loaded from SDCC map files
Fixed wrong position of current address in overview ruler
Added VDP and PSG tabs for Mastersystem/Game Gear to the Memory Editor
Added OAM and HRAM tabs for Game Boy (Color) to the Memory Editor
Added Memory Tracer support for Game Boy (Color)
Added Watchpoints for the Memory Editor tabs
Improved the UI of the disassembler table
Improved Go To dialogs by adding auto-completion
Improved Find dialogs by adding a history and several search options
Fixed cropped images in screenshots taken from Game Boy games
This update comes with several additions and improvements. One of these addition is the emulation of the FM chip of the SEGA Mastersystem. When it is enabled in the menu Options->Emulation->Master System then games supporting this chip will play music on it.
People interested in developing, hacking or researching games will be happy to see the new tabs in the Memory Editor. For the Master System and Game Gear a tab for VDP register and a tab for PSG registers have been added. For the Game Boy and Game Boy Color a tab for OAM and a tab for HRAM have been added. All systems received a Palettes tab in the Memory Editor.
Additionally, the memory tracer (previously only available for Master System and Game Gear) now also supports the Game Boy and Game Boy Color.
Furthermore, the UI of the disassembler table of the debugger has been improved. Its first column now spans the whole width of the table.
Last but not least, the Go To dialogs and the Find dialogs have been improved. The Go To dialogs are now enhanced by auto-completion facilities and the Find dialogs received a history and several search options.
Added "Chat with the community" menu item to join Emulicious's Discord Server
Added Expressions.txt with explanations and examples on how to use expressions
Fixed a bug in the disassembler where it used labels located in wrong slots (Thanks to Wafer for pointing this out)
Minor bugfix in procedure profiler
Fixed an issue with automatic updates
Added the possibility to set a message to log when a breakpoint is hit
These messages can consist of multiple expressions separated by commas. An example is "Entered WaitForVBlank at scanline ", scanline (The quotation marks need to be there to indicate a string) This will yield log messages such as the following: Entered WaitForVBlank at scanline 100
Fixed an issue with the outline when sources are loaded
VRAM Watchpoints can now be added in the Memory Editor and in the Breakpoint Window using the prefix 'v' so entering "v0" would add a VRAM watchpoint on the VRAM address 0. The Whats New file has been added to the project to let you keep track on what's new more easily.
It comes with serveral new features and some improvements to existing tools.
BIOS files for all supported systems can be selected now. For casual users this can help to improve the authenticity of the emulated system. But also developers can benefit from it because they can test if their rom will be rejected by the BIOS. Additionally, the state of the system after the BIOS will be faithfully reproduced. Appropriate BIOS files can be found on the web.
The Master Everdrive and the Everdrive GG can be emulated now. This feature as well can help to improve the authenticity of the emulated system. Developers can test if their rom is compatible with an Everdrive and also the state of the system after the Everdrive will be faithfully reproduced. To enable Everdrive emulation you need an Everdrive OS file. These can be found on the official website of the Everdrive. You can select a 1bpp font to use with the Everdrive but you can also let Emulicious derive a 1bpp font from the system font. Recent versions of the Everdrive OS come with their own font. They ignore the selected font.
The Memory Editor got expanded by a context menu and its interaction with the Debugger has been improved. Table files can now be manually selected in the Memory Editor and symbol files can now be manually selected in the Debugger. Furthermore, the Memory Editor now supports multi-selection and copy&paste. The Coverage Analyzer also got expanded by a context menu. It allows to exclude selected addresses from the analysis or to reset the collected data for selected addresses.
The disassembler now also identifies accesses to ports and creates labels for them as well.
Profiler data is now persisted between runs of Emulicious.
When hovering a sprite in the Sprite Editor it now also gets highlighted in the main window.
New errors have been added to expressions that should help with writing correct expressions.
Savestates. Savestates can now be used with hotkeys. The number keys 1-9 load the savestate from the corresponding slot. Holding the CTRL key while pressing the number keys saves into the corresponding slot. If you accidentally loaded a state instead of saving to it you can just undo the load and return to state before loading.
A RAM Search tool (also known as Cheat Search) has been added to Emulicious. It filters RAM addresses based on the comparison of the current value with its previous value. It helps to identify variables within RAM such as the number of lives, the current position, and so on.
A plotter has been added that can plot the data of a specified range in ROM. It can help to identify tables such as sine/cosine tables or other pattern data.
A RAM Watch tool has been added. It keeps track of the values of specified variables / values in RAM and plots them.
Finally the tools previously only available for the Master System and the Game Gear are now also available for the Game Boy and Game Boy Color. That means that all the viewers, i.e., the Palette Viewer, the Tile Viewer, the Tilemap Viewer and the Sprite Viewer are now also available for the Game Boy and the Game Boy Color. Furthermore, the debugger including the smart disassembler with automated code/data separation and all of its additional tools are also usable for Game Boy and Game Boy Color debugging. These additional tools are the Tracer, the Profiler and the Coverage Analyzer. The only tool that isn’t supported for the Game Boy and the Game Boy Color is the Memory Tracer.
Additionally, the accuracy of Game Boy and Game Boy Color emulation has been improved greatly.
A major update of Emulicious has been released!
It comes with a lot of improvements and additions:
The overall performance has been improved.
The impact of the debugger on the performance has been reduced significantly.
A bug has been fixed that could cause crashes on Linux based systems.
A bug has been fixed that could cause Emulicious to run even slower when it couldn’t reach 100%
Additions to Emulation
Light Phaser Emulation
Emulation of 3 and 6 button Mega Drive Controllers
Additions to Tooling
Hovering over a RAM addresses in the debugger shows its current value
The Memory Editor now indicates labels by underlining the corresponding bytes
When the Tracer is enabled the debugger now also visualizes the trace
The trace in the debugger can now be followed CTRL+Left and CTRL+Right
Port Watchpoints can now be added in the Breakpoint Window using the prefix ‚p‘ so entering „pdd“ would add a port breakpoint on port dd.
A completely new tool has been added called „Coverage“. It records all accesses to any address. It uses different colors to encode relative numbers of accesses. It uses 3 base colors at different levels of brightness. Yellow means it is accessed significantly more often than green and red means it is accessed significantly more often than yellow. The brightness indicates the relation to other values with the same base color. A brighter color means that it has more accesses than the one with the darker color. The Coverage tool can be used to identify hotspots but also to identify dead code, unused data or unused RAM. In conjunction with breakpoints and stepping it can also be used to identify which code/data/ram is used from one point of the execution to another.
An overview ruler has been added to the debugger which is a 1 dimensional representation of the whole file of the debugger. It also shows the colors of the tracer and the coverage tool. It can be clicked to directly scroll to the corresponding address.
Nowy projekt i nowe nadzieje - być może melonDS, którego autor StapleButter (lolSnes, blargSNES) kiedyś pokona hegemonie w DeSmuMe i No$GBA w emulacji Nintendo DS.
Warto zerknąć na stronę domową - dużo dodatkowych informacji i ciekawostek z etapów pracy nad emulatorem.
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Emulicious is a free to use multi-system Emulator for Windows, Linux, MacOS(X) and any other operating system supporting Java SE. Emulicious emulates the following systems: Nintendo Game Boy Nintendo Game Boy Color Sega Master System Sega Game Gear