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DASSHINY



dasShiny is an experimental free video game emulator for the Nintendo DS, created and developed by Cydrak and licensed under the GNU GPL v3. dasShiny was originally included as a Nintendo DS emulation core in the multi-system Nintendo emulator higan, but was taken out in v092 and now exists as its own, separate project. dasShiny is written in C++ and C and is available for Windows, OS X and GNU/Linux.

DESMUME






The original emulator was in French, with user translations to English and other languages. It supported many homebrew Nintendo DS ROM demos, and a handful of Wireless Multiboot demo ROMs.
The original author, YopYop156, stopped developing DeSmuME at version 0.3.3 due to a change of laws regarding emulation in France, which was later discovered to be an April Fool's joke. After receiving feedback he eventually decided to quit anyway, and the source code was released.

VISUAL BOY ADVANCE

Profil
Nama Emulator      : Visual Boy Advance
Versi Terakhir         : 1.7.2 (Windows) / 1.7.4 (OS X) / 1.7.1 (Linux)
Update Terakhir     : May 25, 2004
Emulator                : Game Boy, Game Boy Color, Game Boy Advance
Operasi Sistem      : Windows, OS X, Linux, BeOS


Deskripsi
The VisualBoyAdvance project was started by "Forgotten". When this person left the development of the emulator, the project was handed over to a team named "VBA Team", led by Forgotten's brother. Development on the original VisualBoyAdvance stopped in 2004 with version 1.8.0 beta 3, and a number of forked versions were made by various developers in the years since then, such as VisualBoyAdvance-M.


Download
VisualBoyAdvance-1.7.2.zip

MGBA



 
Profil
Nama Emulator      : MGBA
Versi Terakhir         : 0.4.1
Update Terakhir     : February 2, 2016
Emulator                : Game Boy, Game Boy Advance
Operasi Sistem      : Windows, Linux, OS X, FreeBSD
 
 
Deskripsi
mGBA is a new Game Boy Advance emulator written in C.

The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally play without problems. It is loosely based on the previous GBA.js emulator, although very little of GBA.js can still be seen in mGBA.

Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulators may not support.

mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub.


Download

PCSX2

MEDNAFEN

EPSXE

PPSSPP

JPCSP

JPCSP v0.8 (???):

-> Added support for an external software rendering engine;

-> Added a Java implementation for the audio decoding (Atrac3, Atrac3+, MP3 and AAC)
   which is improving the compatibility and makes the use of an external audio
   decoder obsolete.

-> Added network configuration settings;

-> A ProOnline server is now built-in within Jpcsp.
   It can be used to play in a local network;

-> Added support for the loading of demo games (large encrypted EBOOT.PBP)

-> Several improvements in networking support:
   Compatibility of ProOnline network.
   Auto-detection of port shifting for running 2 Jpcsp on the same computer;

-> Added an experimental xBRZ plugin for improved 2D texture scaling

-> Added support of kernel module so that many chinese patched game are worked



JPCSP v0.7 (June 28, 2013):

-> Added support for rendering in software mode, not using the GPU;

-> Added Game Pad support;

-> Major performance improvements in the graphic processing (see new Video options);

-> Automatic decoding of stereo ATRAC3+ audio using SonicStage;

-> Rendering of fonts using "sceFont". OpenSource fonts are provided as a replacement
   for the PSP fonts. But the PSP original fonts can be used for maximal compatibility;

-> Automatic decryption of encrypted EBOOT.BIN and PGD files.
   Savedata files can also be loaded/saved in an encrypted form, like on a real PSP;

-> Added the configuration of regional settings
   under "Options" > "Configuration" > "Region";

-> Configuration settings can be changed "on the fly",
   i.e. the changes are effective immediately;

-> Draft implementation for the support of Video UMDs;

-> Basic network support:
   Infrastructure network is almost complete.
   Adhoc network is only working between two Jpcsp, not with a real PSP.
   Port shifting is available to support running two Jpcsp instances on the same computer.
   Signin to the PlayStation Network is not supported at all;

-> A lot of compatibility improvements in almost all of the PSP modules;

-> Major code cleanup in the module architecture (now using Java reflection);

-> New method used for computing FPS. The FPS value is now more reliable but usually lower
   than on previous releases. It doesn't mean that the Jpcsp performance is now worse,
   but just that the previous FPS counter was over-optimistic;

-> Added Frame skipping option;

-> Added cheat import from cheat.db;

-> Added export function for the current 3D scene in Wavefront .obj/.mtl format,
   including the textures;

-> Added texture modding;

-> Added functions to clear the texture and vertex caches;

-> Added option to change the PSP clock speed;

-> Improved integrated Debugger;




JPCSP v0.6 (September 18, 2010):

-> Included compilation of several "Allegrex" instructions in dynarec for a
   much better performance;

-> Performed major code cleanups and reorganization;

-> Fixed and improved module loading:
 - Corrected import and export's mapping;
 - Implemented newly discovered loading methods.

-> Updated all modules with the most recent findings;

-> Added all new save/load (savedata) modes;

-> Reviewed and improved all kernel object managers:
 - Implemented each kernel object manager's attributes;
 - Added full LwMutex support in a dedicated kernel object manager
 - Provided corrections for mutex, semaphore and event flag managers;
 - Properly implemented VPL and FPL handling.

-> Improved graphics' handling:
 - Splitted rendering into a new RE (rendering engine);
 - Cleaned up and optimized VideoEngine;
 - Fully implemented, corrected and organized main GE commands;
 - Improved shaders' usage and stability;
 - Introduced a geometry shader for increased speed in rendering;
 - Fixed display list processing;
 - Improved the performance of several GE commands.
 - Implemented the VideoEngine processing in a parallel thread,
   to take advantage of dual-core processors and
   match the PSP dual-core architecture.

-> Implemented a MediaEngine for video and audio playback (based on FFMPEG):
 - Added video playback support in sceMpeg and scePsmfPlayer;
 - Added ATRAC3 audio playback support in sceAtrac3plus;
 - Improved "UMD Browser" to display images, load videos and play sounds
   from the UMD data.

-> Improved main GUI and debug tools:
 - Added a "Cheats" menu with CWCheat support;
 - Provided a cleaner organization and display of settings;
 - Removed "Emulation" menu;
 - Improved the "Logger" tool;
 - Added a new "Image Viewer" tool.




JPCSP v0.5 (March 09, 2010):

-> Lots of code cleanups;

-> Graphical improvements:
 - Shader improvements;
 - VideoEngine optimizations;
 - Textures handling fixes;

-> Implementation of interrupts' management:
 - Implemented Alarm, VTimer and VBlank interrupts;

-> Saving/Loading improvements:
 - Implemented LIST_LOAD and LIST_SAVE modes;
 - Improved mode 8 (MODE_TRY);
 
-> Improvements for faked MPEG functionalities:
 - Implemented partial YCbCr mode support;
 - Implemented partial PSMFPlayer faking;
 
-> Inclusion of multi-language packs:
 - Added English, French, German, Spanish, Catalan and Lithuanian packs;

-> Beginning of threaded IOAsync operations implementation;

-> General fixes for module loading;

-> Small improvements of HLE functions.
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