JEmu2 online again

[quote]Now just de-obfuscate 8bit games and we’l be good…
[/quote]
It uses the same binary (only another game list), so 8bit games should work too…

[quote]16 bit works fine as does CPS, and dam its fast!
[/quote]
It is, isn’t it? 8)
The new 68k core isn’t fully compatible yet, but yeah, it’s fast. Also using 1.6 helps a lot.

I hope to be able to obfuscate again, though, if only to reduce the risk of cheating high scores.

This is seriously weird…

8bit still doesn’t work while all the others do…Maybe its a JNLP file difference or something?

DP

Weird…
The only difference in the JNLP is that the 8bit games use lazy downloading.
I’ll remove the lazy download, and see how it goes. Lazy downloading doesn’t work the way I initially hoped anyway…

Right…formated the pc n everything just to pay JEmu2 again :-*

Installed b59 (latest from time of download) and it was the lazy download. I left it for 10 or so minutes then it started up. 10 whole minutes! :o

Lazy downloading isn’t what I hoped it would be like…

DP

Ah yeah, I forgot to take out lazy downloading. :slight_smile:
I will soon, there’s now so many 8bit games that it takes too long…

It is, isn’t it? 8)
The new 68k core isn’t fully compatible yet, but yeah, it’s fast. Also using 1.6 helps a lot.

I hope to be able to obfuscate again, though, if only to reduce the risk of cheating high scores.
[/quote]
Did you change this out again? The score additions had started working after you said this. But now they have reverted back to not working.(Adding higher than it should and displaying not numeric characters)

Yes I screwed up the BCD opcodes in the new cpu core.
Right now it’s of lower priority, though, since there are more serious problems in the cpu emulator which causes SF2 to reboot sometimes… :’(

I just released a new version of JEmu2. Changes include:

  • Removed most CottAGE code from JEmu2. Most hw drivers were rewritten and the resulting code is much cleaner.
  • Added support for Jr. Pacman, Diamond Run (Boulder Dash clone on Ghosts 'n Goblins hardware), Pacman Plus and Zig Zag (a Dig Dug clone on Galaxians hardware).
  • Some performance improvements in rendering, resulting in a nice >50% speed increase in some games.
  • Sound in Space Invaders is fixed (loops were not playing).
  • Updated LWJGL to the latest version (which hopefully fixes some ‘pixel format’ errors)
  • Fixed brightness/contrast in the rendering of some hardware drivers.
  • Fixed Ghosts 'n Goblins driver to support Y-Scrolling and fixed the video glitches.
  • Numerous other fixes and enhancements.

Later I’ll release the full source code.

BTW, I’m using 1.6 these days, and I’m bitten by some JWS bug which led me to remove the dns jar from the JRE to make it work. However, I’m not quite sure it will work for everyone, since there also seem to be other bugs plaguing JWS. For example, I had to restart JEmu2 more than once to make JWS download the new games. If you got the time, I would appreciate it if you could confirm if it still works and if not, what the problems are.

worked like a charm…first time round

Im using the latest mustang beta thingies

DP

JEmu2 can now play MSX games like Nemesis, Salamander etc.
However, I’m experiencing a really strange problem and I’m wondering if I’m the only one (installing a Java6 snapshot seemed to have screwed things up heavily):

The MSX works on 50FPS, but the emulator seems to run at 100Hz instead of 50Hz. This seems to happen on java 1.5.0_06 and java6, but not on
1.4; If I force the emulator to run on 1.4.2, it runs fine.
The strange thing is, even though the emulator seems to be running on 100Hz (way too fast), the FPS counter says 50.
However, on my laptop , it seems to work fine running on 1.5.0_05.
Do you notice the same thing? Has something changed with System.currentTimeMillis or Thread.sleep or something?

http://www.gagaplay.com/jemu2/img/ab2WIP.JPG

Well, if that isnt Afterburner… What a surprise :wink:
Is that 100fps for real?
Anyway, great work!

Yes it’s 100fps on my laptop (which is faster than my home desktop), and running on 1.6 server. Actually at the moment it’s >120fps; at the time of the screenshot I accidently had the 2 main CPUs from AB2 overclocked (now that’s a pleasant bug to find ;)).
But I still have the tile planes to implement so it won’t be as fast as it is now (currently only the text plane and sprite plane are emulated).

I just released a new version with support for After Burner 2.
I just got a report that it doesn’t work correctly (nor do any 16 bit game now). However, it works just fine on my PC but the description I got from what’s going wrong, it sounds like he’s running 1.6 beta although he said he also tried 1.5. (I know because of a 1.6 client JVM bug, the 68000 core doesn’t work correctly).

Could you please give it a try and report if it works for you? Thanks!

http://www.gagaplay.com/jemu2/jemu2_16.jnlp

1.5.0_06 snowbros and afterburner working fine.

Both work fine here. v1.5.0_06

I just updated JEmu2 again with support for Sega Y-Board hardware (Galaxy Force II, Power Drift, Rail Chase, G-LOC)

It’s the most powerful hardware emulated by JEmu2 yet, running 3 68000 CPUs at once, a Z80, a YM2151 FM chip, a 16 channel PCM sound chip and 2 layers of sprite with zoom of which one layer can be completely rotated.

Because of this, the system requirements are VERY high, even though I optimized a lot already (I even did some idle loop removal). Mainly the rendering takes a huge performance hit.
I’m guessing the reason why JEmu2 is so much slower than the C based emulators is that they are not bothered by java’s array bounds checking and they often use assembly based CPU emulators… (not sure, maybe there’s other reasons this is slower in java).

If you try it, I would be interested to know how it runs on your hardware (please specify).

I tried all 4 games in fullscreen mode. They all ran at 58-59FPS(I assume you selected 60hz refresh). The only real difficulty I had is that I don’t have an analog joystick, so it was hard to control.

Windows XP SP2 full update
AMD64 3000+
512MB DDR RAM (2x256MB)
ASUS Radeon 9600PRO 128MB(AGP)
80MB 7200 RPM SATA Seagate hard drive
ASUS A8V motherboard

Thanks for the feedback.
You’re right that the current keyboard implementation in the YBoard games is not ideal. The games can also be played with the mouse, though, which makes things easier in some games.