Szukam fail

Dalthon @ 09/10/2000 10:23

Będzie bardzo krótko, bo lista zmian dłuuuuuuga... Doskonały emulator konsoli Snes (win) - Snes9x v1.32a: - The delay loading of the OpenGL DLLs on the Windows port was causing the OpenGL initialisation code to fail. Reverted back to normal DDL loading but with the side effect that Windows 95 users must visit the Microsoft web site and download the OpenGL addon before Snes9x will work for them. - Corrected the OpenGL bump-map display option - my attempt to get the bi-linear OpenGL display option to work with Voodoo card's limited texture size had broken the bump-map mode. - Changed the Windows port to delay load the two OpenGL DLLs, so now they're only loaded if you switch to OpenGL mode. The original version of Windows 95 didn't include the OpenGL DDLs, so Snes9x wouldn't even start on that platform; now it » więcej

Dalthon @ 04/10/2000 10:50

A już myślałem, że autorowi najczęściej wypuszczanego emulatora coś się stało - od paru dni nie było nowej wersji... Nie było, ale już jest - Final Burn v0.23 do pobrania! Jak zwykle liczba poprawek jest oszałamiająca :)))))) v0.023 - Optimised After Burner I and II emulation by about 20% v0.022 - Made the DirectDraw code automatically retry with system memory if video memory fails. - Reversed the throttle control, so it should be the right way round now.

Dalthon @ 03/10/2000 09:56

Ciągle rozwijany (a jest co poprawiać :))) - w tej chwili chyba jedyny ;( - emulator super konsolki NeoGeo Pocket, czyli NeoPocott doczekał się nowej (Sonic ;-) Release) wersji oraz dłuuuuugaśnej listy zmian:) - MANY MANY GAMES WORK NOW !!! ;-) - Check initialization functions (Gollum) - Change keyboard handler to avoid confusing with Allegro (Anarko) - Initialization functions now returns a boolean when malloc fails (Anarko/Richard Bannister) - Add special DIV opcode (Gollum) - Add 16-bit shift opcodes (Gollum/David McEwen) - Add LDCF/STCF opcodes (Gollum/David McEwen) - Add LDDR opcode (Gollum) - Add MINC1 opcode (Gollum) - Optimize some opcodes (Gollum) - Split main emulation function (Gollum) - Rewrite entirely the cpu core to eliminate all stupid bugs (Gollum) - Change KEY_XXX into NGPKEY_XXX to » więcej

Faust @ 11/09/2000 01:36

Huh... bardzo szybko musieli uwinąć się betatesterzy, sokoro praktycznie w ciągu dwóch dni pojawiła się nowa, oficjalna wersja najbardziej rozbudowanego emulatora komputerów AMIGA - WinUAE [a w zasadzie jest to li tylko port emulatora UAE pod linuksa, to tak gwoli przypomnienia]. Sporo zmian, ponoć poprawiona kompatybilność [zaraz sprawdzę na niechodzącej od zawsze grze WARHEAD]:), jednym słowem trzeba znów sięgnąć po płytki;). - FIXED: When WinUAE is full-screen, the Message dialog-box no longer "hides" and locks up WinUAE. Instead, WinUAE will automatically minimize itself and display the dialog-box on the Windows Desktop. - FIXED: log-file no longer fills up with blit failure reports. - FIXED: Some resources (critical-sections, threads) weren't being cleaned-up. - FIXED: [Load From...] » więcej

Faust @ 08/09/2000 04:16

Grrr... ledwo co człowiek napisał o 0.010 a już mamy 0.011, kurcze mają tempo:). + Fixed a crash if DirectSound fails for any reason. If you don't have a sound card installed, and previously couldn't play After Burner, this should fix the problem.

Dalthon @ 30/08/2000 10:37

Coś cicho ostatnio było z frontend'ami do Mame - czas to zmienić: EmuLoader v1.3 to dzieło niejakiego Ciro. Wszystkich chętnych zapraszam do ściągnięcia :))- Added a slideshow feature for pictures (preliminary) - Fix an error when try to run a game. It was generating a "creation file" error only when Emu Loader and MAME were installed in the "root" of a drive - Changed the "Trackball" column to "Control Type". Now it shows the controller type for each game - Fixed the "Access Violation" error when you configure Emu Loader for the first time - The audit feature now has new colors for different results: Blue -> ROM is Ok Red -> ROM has wrong size or wrong crc Black -> ROM not found - Added ability to cancel the creation process of database (on 1st time) If you want to cancel the building, just press the "Cancel" button and Emu Loader » więcej

Faust @ 14/08/2000 07:05

Następna nazwa, która może nas zaskoczyć to nic innego jak znany nam od dawna emulatorek X68000 WinX68. Hmmm... to jakaś nowa moda aby stare projekty przemianowywać? Nie ważna fani japońskich literek i tak napewno dokładnie przetestują nową wersję tego programiku:) [Bil, do dzieła;)]. - Added Auto-Stretch mode - Enable strech mode selection in the full-screen mode - Fixed Window-size bug when menu has 2 or more rows - Fixed Window-size bug when restore from minimized-window - Fixed dirty-flag bug for the graphic VRAM - Disables DirectSound mixing - Support DirectSound 48kHz sampling mode - Fixed the timer a little bit - Changed OPM routine - Hopefully fixed a bug which ADPCM drums slips - Added progress bar for the font image creation - Added the function to make new FD image (XDF only) - Added the function to » więcej

Dalthon @ 17/07/2000 09:48

Nie przesypało się dużo piasku w klepsydrze (co ja bredzę???) od czasu MEME32 i mamy windozowy port (multi)emulatora MESS!- The MESS32 executable and DLL is now UPXed (Ultimate Packer for eXecutables) - Fixed a stupid bug that caused opening writable images (like floppies) to fail. [Nate Woods] - Added new icons and graphics. [Ohso] - Added standard command line options for images. [Nate Woods] - Directory category for screenshots is now called Pictures (even if the directory defaults to images). [Nate Woods] - Fixed a bug that could cause opening non-zipped images to fail [Kev Thacker] - Removed samples directory and corresponding UI since no MESS drivers use samples. [Nate Woods] - Switched to using the C 68k CPU core so that the Mac Plus driver works. [Nate Woods] - » więcej

Dalthon @ 13/07/2000 09:36

Zgodnie z obietnicą pojawiła się najnowsza wersja (Win) emulatora "podręcznej" konsolki Atari Lynx - Handy v0.80. Nie będe się długo rozwodził, tylko podam listę zmian:- Fixed command line file argument crash, caused by failure to check passed filename for existance - Added new screen mode for Lynx LCD emulation with the dodgy RGB stripes - Added Eagle mode - Rewrote display mode handling to make it more generic for addons, all rendering types now say if they are full screen - Rewrote display menu handling code, much simplified - Display type is saved in registry - For all those who've asked Handy now has auto frame skipping. Handy will calculate the right frameskip to give the desired speed - Complete overhaul of the throttling code, improved stability - Bug fix to new sleep cycle counting code added » więcej

Dalthon @ 27/06/2000 13:54

Troche mnie nie było (po tym urlopie jestem straaaaasznie zmęczony :)), ale wracam z dobrymi wieściami: pojawiła się nowa wersja rewelacyjnego (najlepszego!!!!) emulatora MSX pod windozę - RuMSX v0.21 Oprócz rozbudowanej wersji MSX'a - Turbo R (lepszy procek - R800) w tej wersji dodano Arabic MSX2, Korean MSX oraz MSX2 znane jako Brasilian MSX 2+. Nawet nie wspomnę (bo i po co?) o wyborze nowych języków przy instalacji.- Palette warning, Load/Save-state warnings are now persistent (saved after terminating RuMSX) - Cheat-dialog updated (displayed percent-value changes according to currently set CPU-speed) - Reorganized Performance- and Cheat-Dialog (coincidence-check and VDP-frequency moved) - State-information dialog added - Every(!) failed attempt to restore a saved RuMSX memory-state was reported as » więcej

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The release of Epoch’s Cassette Vision (カセットビジョン) console on July 30th, 1981 was a true milestone in Japan’s video game history. While not the first Japanese game console, it can be argued it was the first programmable one to have any major success, which paved the way for the Famicom. The Famicom’s release naturally led to the demise of the aging Cassette Vision, with Epoch’s Super Cassette Vision failing to take up that spot in the market it once held. The original had a solid four year run moving an estimated 500,000 units – a success when Japan’s console market was in its infancy. The system originally retailed for ¥13,500. There was also a revised version of the console called the “Jr.” shipped just days after the Nintendo Famicom at a very cheap ¥5000 price tag, which extended the console’s lifespan.

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PVB Coding Competition 2010 « Forum « Planet Virtual Boy

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Welcome to the third dimension! On this site you will learn everything about Nintendo's Virtual Reality experiment, the Virtual Boy. Released back in 1995 only in Japan and North America, the system failed all along the line and disappeared from the market less than a year later, quietly and without any official word. Only 22 games were released for the Virtual Boy during its short lifespan. Here we want to build a memorial for this unique oddity of videogame history. Dedicated to its brilliant creator, Gunpei Yokoi.

Classic Amiga Workbench

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Once Amiga emulation (UAE) started to mature two prominent pre-installed Workbench packages emerged, offering users an easy pathway to this unique operating system. First came the commercial package from the copyright holders Cloanto, fittingly named Amigaforever. Overall many users have found it a very useful complete package that meets their needs. After undergoing several updates, this is still available today and currently the only method of legally obtaining Workbench and ROM images you don't already own. Secondly, James 'jaybee' Battle spent a considerable amount of time perfecting the first major free downloadable Workbench in the form of Amiga in a Box (AIAB). Concentrating on the 3.0/3.1 versions of the operating system running in a UAE setting, he created a powerful and visually pleasing environment showing just what a high end Amiga system can achieve in the right hands. He really should be credited for getting the ball rolling in the area of free Workbench packs. His install routines, required due to copyright issues with Workbench disks, were a great help when releasing my own packs to the general public. Problem is, although these are fantastic Workbench set-ups for emulators such as WinUAE, they fail to target running on a real Amiga! Unless you've got one kick-ass machine and ideally a graphics card, you're going to end up with a 20 minute response time and some ugly looking icons, especially at 640x256. I've tried other set-ups found around the net but to no satisfaction. The icons weren't always proportioned correctly; the install wasn't optimised; important files were missing and they're not refined for simplicity and usability. Since the vast majority of Workbench (WB) 3.0/1 runners are using A1200's I decided to create set-ups specifically for us!

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