ELCOR2B Posted June 11, 2016 Posted June 11, 2016 Créé par Near (ex byuu), Ares est un émulateur multi-systèmes dont le développement a commencé le 14 octobre 2004. C’est un descendant de higan et bsnes. Il se concentre sur la précision et la préservation. Ares émule les machines suivantes: – Famicom + Famicom Disk System – Super Famicom + Super Game Boy – Nintendo 64 – Game Boy + Game Boy Color – Game Boy Advance + Game Boy Player – SG-1000 + SC-3000 – Master System + Game Gear – Mega Drive + Mega 32X + Mega CD – Playstation – PC Engine + PC Engine CD + SuperGrafx – MSX + MSX2 – ColecoVision – Neo Geo Pocket + Neo Geo Pocket Color – Neo Geo AES – WonderSwan + WonderSwan Color + SwanCrystal + Pocket Challenge V2 bsnes/higan restent maintenu (byuu, l'émulateur, est arrêté au profit de Ares) et suivront les améliorations que propose Ares. Ares v.132: derniere version stable Ares v.13X : Nightly Builds (pre-release) Site officiel Site de dev Jeux et systemes compatibles Change Log : 2022-12-27 Révélation User Interface Debugger: set per-processor trace history depth [invertego] Debugger: store 64-bit addresses in trace history [invertego] Debugger: use a hashset to track visisted addresses [invertego] Move Audio Driver settings onto a new line, to prevent large device names overflowing the container [LukeUsher] Implement 'Reload Current Game' hotkey/menu option [LukeUsher] Controllers: bind analog inputs only on motion away from center [invertego] Build System Avoid code-signing when building from PRs [rasky] Use widnres from build environment if defined [invertego] Add support for Windows AArch64 [invertego] Guard SSE usage with a pre-processor [invertego] Add mame RGB utils for all architectures [invertego] Enable debugging of self-signed builds on macOS [invertego] Remove libgtksourceview2.0-dev from dependencies [LukeUsher] Make LTO the default option again, the performance boost is worth the extra build time [LukeUsher] Support building with MSVC/microsoft clang (still requires GNU make for now) [invertego] Define _WIN32_WINNT in makefile rather than headers [invertego] Prefer clang on all platforms [invertego] Nall (Standard Library / Runtime) Detect and support PowerPC64 [invertego] Fix LTO with PowerPC64 [invertego] Recompiler: simplify carry flag usage [invertego] Prevent AppKit from handling file opens [LIJI32] Recompiler: implement bit rotates [invertego] Recompiler: implement masked shifts [invertego] Use snprintf to avoid build warnings [rasky] Split implementations into .cpp files [invertego] Hiro (GUI Framework) Store Windows settings in application directory, making ares truly portable [LukeUsher] Atari 2600 Correct pixel aspect ratio to 12:7 [LukeUsher] Bandai WonderSwan Fix incorrect handling of color mode bit [asiekierka] Fix PPU addressing of 1024 tiles in 2bpp color mode [asiekierka] Update PPU Planer, packed, depth and grayscale methods to be correct to real hardware [asiekierka] Tweaked APU code to properly treat it as a 24000 Hz digital chip, as opposed to a 3072000 Hz analog chip [asiekierka] Fixed APU channel 2 "half-volume" bits being ignored. [asiekierka] Tentatively tweaked low-pass filter value based on GuyPerfect's research. [asiekierka] Implemented a less stubby serial I/O stub. This properly emits TX/RX interrupts. [asiekierka] Added support for Bandai 2003's 16-bit banking ports [asiekierka] Added stubby support for NMI register 0xB7, as found and documented by FluBBa in the NitroSwan emulator. [asiekierka] Appropriately gate WSC-mode I/O ports from Mono mode. [asiekierka] Fixed behavior of the HBlank/VBlank PPU timers when the reload value is 1, but the timer is not enabled. [asiekierka] Fixed APU internal speaker output logic. [asiekierka] Added support for the Pixel Accuracy toggle; significant performance increase when pixel accuracy is disabled. [asiekierka] Fixed keypad interrupt emulation to match hardware quirks. [asiekierka] Fixed handling the interrupt base port on WSC. [asiekierka] Added PPU SCREEN1, SCREEN2 and tiles to the Graphics debug view. [asiekierka] Added PPU, APU, cartridge, serial and SoC I/O ports to the Properties debug view. [asiekierka] Exposed the ability to use internal speaker output in the UI. [asiekierka] ColecoVision Correct pixel aspect ratio to 8:7 [PikaSamus] MSX / MSX2 Correct pixel aspect ratio to 8:7 [PikaSamus] Nintendo NES / Famicom Improve MMC5 frame detection [encoded-byte] Improve MMC5 RAM management [encoded-byte] Fix ram banking on MMC5 [encoded-byte] Fix MMC5 expansion audio [encoded-byte] Fix incorrect resetting of MMC5 scanline register on NMI [encoded-byte] Correct MMC5 scanline detection [encoded-byte] Increment scanlines before comparing on MMC5 [encoded-byte] Implement namco163 expansion audio [encoded-byte] Boost audio output to be inline with other cores [LukeUsher, encoded-byte] Merge APU, Cartridge and CPU emulation to a single co-thread; improving performance with no accuracy impact [LukeUsher] Nintendo SNES / Super Famicom Add Star Fox EX to the game database [DerekTurtleRoe] Nintendo Game Boy Fix RTC emulation [invertego] Fix MBC1 mapper implementation for 8/16Mbit cartridges [asiekierka] Nintendo Game Boy Color Fix secondary obj pallettes when running in DMG mode [LukeUsher] Nintendo 64 Fix 1-bit precision errors in mame RDP [rasky] Emulate VI guardband [rasky] Improve generation of FPU flags and exceptions [rasky] Trigger FPU exceptions also via CTC1 [rasky] Implement FPU flags and exceptions for FCVT_x [rasky] Fix roundings and flags for conversion functions [rasky] Fix FPU round-to-even using intrinsics [rasky] Add DCTC1 and DCTFC1 [rasky] Reset FPU cause bits for every FPU operation [rasky] Correct denormal bandling in FCTV_S_D [rasky] Implement correct denormal flush for each rounding mode [rasky] Prevent compiler from incorrectly re-ordering code using noinline [invertego] Replace cmath functions with intrinsics [invertego] Improve unimplemented exceptions on underflow [invertego] Remove spurious round mode change in FPU implementation on aarch64 [rasky] Fix conversion bounds off-by-one issues in FPU [rasky] Do no clear flags on FMOV [rasky] Raise unimplemented exceptions instead of invalid exceptions for FPU conversions [invertego] Replace lround with round, lrint with rint [invertego] Do not clear FPU flags on LWC1/LDC1/SWC1/SDC1 [rasky] Fix analog stick inputs on Aarch64 [invertego] Add PC address to FPU exception logs [rasky] Implement correct PI open bus behavior [rasky] Improve behavior in case of RDP crash [rasky] Implement hardware limit of LOAD_BLOCK RDP command [rasky] Fix 32bit / 64bit address space confusion [rasky] Sega Game Gear Correct pixel aspect ratio to 6:5 [PikaSamus] Sega Master System / Mark III Serialize cartridge ram [invertego] Sega Mega Drive / Genesis Fix cartridge rom banking for roms upto 32MB [TascoDLX] Fix a build issue where bus functions were not inlined as intended [LukeUsher] Reduce sync between components, boosting performance without any observable loss in accuracy [LukeUsher] Refactor VDP to use templating to reduce comparisons in tight inner loops [LukeUsher] Sega 32X Fix PWM fifo [TascoDLX] Implement DREQ1and fix PWM IRQ [TascoDLX] Fix RLE rendering [TascoDLX] Sony PlayStation Reduce pause command duration, fixing a race condition in early game bootup [LukeUsher] Component Improvements Changes to these components are not specific to cores/systems, but rather they impact all systems that use the updated component. CPU: MOS 6502 fix adc/sbc flags in decimal mode [invertego] CPU: NEC HuC6280 fix adc/sbc flags in decimal mode [invertego] CPU: NEC V30MZ Do not ignore immediate operand in AAD/AAM calls [asiekierka] Fixed low-hanging CPU timing fruit, based on WSTimingTest. There's still some tests not passing, most notably jumps. [asiekierka] Fixed IN/OUT opcode decoding in the CPU tracer. [asiekierka] Fixed emulation of undocumented opcode 0xD6 as well as 0xF7 subop 1 [asiekierka] 1
AlexxC Posted June 11, 2016 Posted June 11, 2016 Un core I3 pour faire tourner un simple emulateur snes, c'est qu'il n'est pas bien programmé. En 1998 je fesais deja tourner les emulateurs snes sur des pentium mmx, et ça marchait du feu de dieu
Deunan Posted June 11, 2016 Posted June 11, 2016 Higan, c'est une usine à gaz, je l'ai essayé mais pas adopté. D'ailleur, je ne le recommande pas. Pour la snes, j'utilise snes9x, autant sur pc que sur android.
cartok Posted June 11, 2016 Posted June 11, 2016 Moi je combine snes 9x ainsi que znes,j'ai même une légère preference pour ce dernier. Si higan est une usine a gaz c'est aussi car c'est celui qui est le plus précis au niveau de l'émulation que ce soit niveau graphique et sonore.Et oui snes9x et znes sont très loin d'emuler la super nes a la perfection malgrés ce que tout le monde pense!
AlexxC Posted June 11, 2016 Posted June 11, 2016 J'ai tjrs cru que c'etait bsnes qui emulait la snes a la perfection
julie4k Posted June 11, 2016 Posted June 11, 2016 (edited) Un core I3 pour faire tourner un simple emulateur snes, c'est qu'il n'est pas bien programmé. En 1998 je fesais deja tourner les emulateurs snes sur des pentium mmx, et ça marchait du feu de dieu tu confonds avec les merde de snes9x/znes qui émulent mal les jeux, Higan permet de faire tourner tout les jeux a 60fps pour une remenance et un imput lag proche de la console résultat avec hagan quand tu avances c’est net comme sur snes , pas comme la merde de snex9x qui floute l'image. Higan est largement plus précis que Sne9x/znes, et aujourd’hui plus personne a des pentium mmx Le seul inconvénient de Higan impossible de jouer en plein écran , c'est bizarre Edited June 11, 2016 by julie4k
AlexxC Posted June 11, 2016 Posted June 11, 2016 Perso, sur ma snes originale europeenne, je suis en 50hz. Apres la plupart des emulateurs sont reglable. Si tu utilise tout par defaut ...
cartok Posted June 11, 2016 Posted June 11, 2016 @AlexxC HIGAN est tout simplement le nouveau nom de BSNES !!! Je n'utilise pas HIGAN car j'ai mon full-set super famicom sur un dvd que je met dans mon lecteur F mais impossible d'aller cher chercher une rom avec HIGAN qui s'obstine a chercher dans le disque dur C./ !!! J'ai beau changer le chemin dans HIGAN il ne trouve rien!!
ELCOR2B Posted June 11, 2016 Author Posted June 11, 2016 @cartok ta transformé toute tes roms avec le logiciel fourni avec higan ? ici tout passe et higan et vraiment top proche de la SNES réel son seul defaut : yes julie4k , c son manque de FULLSCREEN !! mais bon aller j'y retourne , it"s me TotoFF ;-)
ELCOR2B Posted June 12, 2016 Author Posted June 12, 2016 @lolo40 MDR f11 yes mais je parlait De la vidéo sur toute la surface du monitor Et non pas ds un mouchoir poche MDR Mais merci pour ceux qui ne savait pas
lolo40 Posted June 12, 2016 Posted June 12, 2016 (edited) Fallait préciser lol et même la tu parles de toute la surface, mais tu veux dire quoi 16/9, 4/3 Car pour ma part j'ai bien une fenêtre 4/3 mais bien sur tout l’écran en fullscreen et non en timbre poste. Je n'utilise pas HIGAN car j'ai mon full-set super famicom sur un dvd que je met dans mon lecteur F mais impossible d'aller cher chercher une rom avec HIGAN qui s'obstine a chercher dans le disque dur C./ !!! J'ai beau changer le chemin dans HIGAN il ne trouve rien!! Tu as modifier directement avec notepad le fichier settings.bml. Pour ma part ça fonctionne, ça garde bien en mémoire le chemin modifié. Mais j'ai mes roms sur un autre disque dur. Pas testé via un lecteur dvd. Ce fichier se trouve par défaut sur Seven dans le dossier C:\Users\****\AppData\Local\higan Tu peux le déplacer dans le dossier d'installe de higan. Edited June 12, 2016 by lolo40
julie4k Posted June 12, 2016 Posted June 12, 2016 Fallait préciser lol et même la tu parles de toute la surface, mais tu veux dire quoi 16/9, 4/3 Car pour ma part j'ai bien une fenêtre 4/3 mais bien sur tout l’écran en fullscreen et non en timbre poste. Tu as modifier directement avec notepad le fichier settings.bml. Pour ma part ça fonctionne, ça garde bien en mémoire le chemin modifié. Mais j'ai mes roms sur un autre disque dur. Pas testé via un lecteur dvd. Ce fichier se trouve par défaut sur Seven dans le dossier C:\Users\****\AppData\Local\higan Tu peux le déplacer dans le dossier d'installe de higan. suffit juste de changer le raccourcie dans advanced/location
ELCOR2B Posted June 13, 2016 Author Posted June 13, 2016 @tous Pour f11 fullscreen sur win10pro on a pas la totalitée de l'écran. Qui peut trouver une soluce?? Merki ;-)
ELCOR2B Posted August 12, 2017 Author Posted August 12, 2017 (edited) slt higan depuis le temp ;-) version 104 dispo ici : ---> https://download.byuu.org/higan_v104-windows.7z Edited August 12, 2017 by totoff28
julie4k Posted August 18, 2017 Posted August 18, 2017 (edited) pour Higan pas besoin d'un i3 au minimum j'ai fait deux tests avec un Intel dual core 8400 3ghz a 10€ sur eBay sa fonctionne sans soucis a 60fps sous seven avec un E2200 2,2ghz acheté a 3€ sa rame entre 50 et 60fps. Pour ma part je joue sur CRT pour émulation 2D ( trouver dehors ), la qualité est nettement meilleur que sur mon écran asus Rog qui m'a couter 750€ Je joue aussi a des jeux récent en pixel 2d sur CRT Edited August 18, 2017 by julie4k
ELCOR2B Posted January 22, 2018 Author Posted January 22, 2018 Higan v0.106 dispo à ce jour Ici: https://download.byuu.org/higan_v106-windows.7z Bon test 💪
JeromeCorsica Posted January 22, 2018 Posted January 22, 2018 Salut merci totoff28 je vais testé cette nouvelle version car niveau qualité Graphique snes9x suis un peu déçus avec un i7-4770k 780 ti msi 3Go 8Go en Ram enfin je parle pour mon Jeux Bruce Lee The Dragon Story ca ce vois que ses loint d'être parfait sur snes9x bref merci pour la news ^^
Team 7zxkv Posted January 22, 2018 Team Posted January 22, 2018 Snes9x comme n'importe qu'elle ému propose de l'image native et nativement c'est pixelisé surtout sur des écrans moderne et c'est totalement logique. Souvent un filtre en motion blur (ou hardware blit) est appliqué par défaut mais c'est tout. Si tu veux améliorer l'image, il y a des filtres (dépendant du CPU) en interne de l'émulateur mais surtout des Shaders (le pack de shaders de retroarch en cg shader est compatible, voir emufrance) qui dépendent du GPU (donc moins de ressources allouées au CPU ce qui lui permet un peu de respirer) et qui sont en grand nombres: lissage d'image avec du xbr/z, scanline propre H ou V, scanline dégueulasse, ntsc, prise RF, rgb, combinaison , cel shing etc...y'en a pour des années de tests. Après jérome je te conseil une chose: Avant de poser des tas de questions sache qu'on n'est pas le support officiel des ému et que la plus part de tes questions ont leurs réponses dans le readme officiel de l'ému, donc je t'encourage à commencer par là (et google traduit assez bien si besoin) et à venir APRES poser une question si tu en chie de trop, tu verras c'est con mais en fait on apprend beaucoup de chose en lisant ce qui est filé (chose que je ne fais pas toujours non plus^^)
ELCOR2B Posted July 21, 2018 Author Posted July 21, 2018 (edited) Aller pour commencer ce week , un sacree avancée que ce HIGAN v 106_50 : log: Changelog:- emulator/video,audio: various cleanups- emulator/audio: removed reverb effect (it breaks very badly onhigh-frequency systems)- emulator/audio: the Nyquist anti-aliasing lowpass filter is nowgenerated automatically instead of set per-core- at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to22KHz; at 96KHz, it's set to 25KHz- this filter now takes the bsnes emulation speed setting intoaccount- all system/video.cpp files removed; inlined in System::power() andInterface::set() instead- sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsne release v106r50 ici ---> https://mega.nz/#!GrQk0IoC!7hvFz48YVKeLM1nlXBvUATJWg4aURZT97Tn2zw09EpE bon jeu Super Nintendo Edited July 21, 2018 by totoff28
ELCOR2B Posted September 6, 2019 Author Posted September 6, 2019 (edited) voici le remplaçant et en 200% mieux bsnes v109 Released 2019-09-06 LE TOP DE L"EMULATION SUPER NINTENDO (connu sous le nom SNES ) Changelog: greatly improved macOS support, fixing all obvious bugs and adding fullscreen support added libretro target [Themaister, rtretiakov] much smarter automatic HD mode 7 perspective correction support [DerKoun] added CPU and SA-1 overclocking support added fast forward speed limiting added a new "hotfixes" option to fix critical (deadlocking) bugs that also occur on real hardware (eg for Dirt Racer) added options to emulate bugs in ZSNES and older Snes9X releases to increase compatibility: "No VRAM blocking" for older fan translations "Echo shadow RAM" for older Super Mario World ROM hacks "CPU fast math" for older homebrew "Entropy: none" technically counts as well, for demoscene software made for SNES copiers added dialog for IPS patching to choose whether they were made for headered or unheadered ROMs lowered volume during fast forwarding and rewinding to reduce audio distortion added option to mute sound during fast forwarding and rewinding added an option to deinterlace all SNES games by rendering at 480p (almost no speed hit; highly recommended) added multi-monitor support to Windows, Linux, and BSD improved pause and frame advance support improved mosaic emulation for the fast PPU added entropy (randomness) settings; default to no randomness for movie recording (guarantees consistent playback) improved MLT_REQ Super Game Boy emulation; fixes Killer Instinct to default to player 1 instead of player 2 [endrift] added option to disable video dimming during pausing (useful for screenshots with window decorations) redesigned the settings and tools windows to use lists instead of tabs redesigned the input and hotkey settings windows to be easier to use and with clearer naming + icons added option to make hotkeys combinatorial (eg Ctrl+F) instead of separate (eg F11 or Gamepad L-shoulder) restructured the settings menu to be more intuitive fixed path selection dialog from sometimes appearing offscreen added wildcard search support to the file loading window fixed the --fullscreen command-line option redesigned the thread scheduler to allow enhanced compatibility with SA-1 and SuperFX overclocking fixed the pseudo-hires blur emulation support with the accuracy PPU removed template integer classes from the fast PPU to make the code more portable removed icarus from bsnes and merged the heuristics directly into bsnes itself ~5% speedup by optimizing CPU memory accesses and the PPU counters fixed an out-of-bounds memory access in the DSP core [Sour] enhanced the snow effect with depth-of-field and alpha blending support double-clicking a cheat finder result will now add the new cheat code directly added "[HLE]" indicator to the title bar when coprocessor HLE is being used simplified game titles with multi-carts (eg omit "Super Game Boy +" in SGB mode) the emulator now pauses on Windows when navigating the menus added SNES support for decoding Game Genie and Pro Action Replay codes added Game Boy support for decoding Game Genie and Game Shark codes added many more tooltips to explain GUI functionality minor speedups to SuperFX and Cx4 emulation (via object locality) simplified the mode 7 rendering code for the accurate PPU suppress Alt+F4 while in fullscreen mode fixed every reported regression caused by the speed optimizations I've been adding recently le lien : --> https://download.byuu.org/bsnes_v109-windows.7z Edited September 6, 2019 by totoff28
Guest trouby Posted November 22, 2019 Posted November 22, 2019 (edited) On 11/06/2016 at 9:02 PM, Deunan said: Higan, it's a gas plant, I tried it but not adopted. Besides, I do not recommend it. For the snes, I use snes9x, both on pc than on android. snes9x is FUKN HORRIBLE EMULATOR THAT TAKES OVER EVERYTHING ON YOUR PC. IT TURNS ALL YOUR FILE TYPES TO ITS OWN. IN FACT THERES BETTER EMULATORS THAN THIS OVERRATED PIECA SHIT. HIGAN IS OK, I FIND Mesen-S ONE OF THE BEST AND CERTAINLY DOES NOT SPAM YOUR WHOLE PC BIZHAWK EVEN is better than snes9x Edited November 22, 2019 by trouby
Backgamon Posted November 22, 2019 Posted November 22, 2019 (edited) Il y a 5 heures, trouby a dit : snes9x is FUKN HORRIBLE EMULATOR THAT TAKES OVER EVERYTHING ON YOUR PC. IT TURNS ALL YOUR FILE TYPES TO ITS OWN. IN FACT THERES BETTER EMULATORS THAN THIS OVERRATED PIECA SHIT. HIGAN IS OK, I FIND Mesen-S ONE OF THE BEST AND CERTAINLY DOES NOT SPAM YOUR WHOLE PC BIZHAWK EVEN is better than snes9x Here Snes9x work VERY WELL. Before i use Zsnes, then, Snes9x...liking the 6xbrz filter. Now for some games i use Bsnes - very like the mode 7 Filter. I not really like higan/mesen (except for NES for the last). ----------------------- Snes9x Xbrz6x Bsnes Mode 7 HD Edited November 22, 2019 by Backgamon
Guest trouby Posted November 23, 2019 Posted November 23, 2019 ugh my god really u think these filters look good? wow ok looks fukn atrocious sorry. 😅🤣 the simpler blur is better even. yes i have tried them all and like u i used Zsnes which was ok but not particularly easy to use. il stick with what i know. i know what im talking about with these emulators and also the mame ones i have worked out a hlsl system where it looks bloody close to the real thing in the arcades for those tricky scanline things, i stoped after mame version 0.171 as they tried to use filters that looked like shit, similar to the ones u use for the pictures u showed above. it just doesnt look good if you're gen X who spent years in the arcades so i know what im talking about, heres an example of my setup for mame 0.171 HERE OR OR HERE TO SEE THIS TURTLES ONE has the fancy bezels but the wwf one shows that it looks good with the old style curve as well. many games on my setup has these bezels , it can look better than normal at times. for your standard console 16 bit shit, i usually choose the scanlines 'subtle but with the blur, its the best i can see without making it look like crap IMO
Backgamon Posted February 20, 2021 Posted February 20, 2021 (edited) Je suis toujours sensible aux améliorations graphiques dans les différents émus. Je n'ai jamais été très fan de Higan ou Bsnes, préférant Zsnes en son temps et maintenant Snes9x (Xbrz6x powaa). Mais la...Du moins pour les jeux utilisant le mode 7. Edited February 20, 2021 by Backgamon 1
Team 7zxkv Posted February 21, 2021 Team Posted February 21, 2021 (edited) essaye plutôt ares, la dernière version qui fusionne higan/bsnes/byuu (et je maj le 1 post totalement, ca devient le sujet de Ares). Edited February 21, 2021 by 7zxkv
Team 7zxkv Posted June 28, 2021 Team Posted June 28, 2021 Apparemment Near (byuu) s'est suicidé :( Il laisse le source de ares v121, si quelqu'un veut compiler...
Cool Coyote Posted June 29, 2021 Posted June 29, 2021 (edited) interesting emu. iv seen this a few years ago, it has improved, a bit. still a project mode tho.its pretty much higan still largely , a little short for ps1 but the earlier nes mega drive etc.. its ok Edited June 29, 2021 by 7zxkv
Backgamon Posted June 29, 2021 Posted June 29, 2021 Il y a 10 heures, 7zxkv a dit : Apparemment Near (byuu) s'est suicidé :( Il laisse le source de ares v121, si quelqu'un veut compiler... J'ai tenté la compilation...mais après un moment je bloque ici. Et vu mon peu de connaissance sur le sujet x_x Compiling ares/ng/cartridge/cartridge.cpp ... Compiling ares/ng/controller/controller.cpp ... Compiling ares/ng/card/card.cpp ... Compiling ares/ngp/system/system.cpp ... In file included from ../ares/ares/ares.hpp:13, from ../ares/ngp/ngp.hpp:4, from ../ares/ngp/system/system.cpp:1: ../ares/component/processor/tlcs900h/tlcs900h.hpp:187:29: error: member 'n32 ares::TLCS900H::DataRegister::<unnamed struct>::l0' with constructor not allowed in anonymous aggregate 187 | struct { n32 order_lsb1(l0); }; | ^~ ../nall/endian.hpp:7:39: note: in definition of macro 'order_lsb1' 7 | #define order_lsb1(a) a | ^ ../ares/component/processor/tlcs900h/tlcs900h.hpp:188:29: error: member 'n16 ares::TLCS900H::DataRegister::<unnamed struct>::w0' with constructor not allowed in anonymous aggregate 188 | struct { n16 order_lsb2(w0, w1); }; | ^~ ../nall/endian.hpp:8:39: note: in definition of macro 'order_lsb2' 8 | #define order_lsb2(a,b) a,b | ^ ../ares/component/processor/tlcs900h/tlcs900h.hpp:188:33: error: member 'n16 ares::TLCS900H::DataRegister::<unnamed struct>::w1' with constructor not allowed in anonymous aggregate 188 | struct { n16 order_lsb2(w0, w1); }; | ^~ ../nall/endian.hpp:8:41: note: in definition of macro 'order_lsb2' 8 | #define order_lsb2(a,b) a,b | ^ ../ares/component/processor/tlcs900h/tlcs900h.hpp:189:29: error: member 'n8 ares::TLCS900H::DataRegister::<unnamed struct>::b0' with constructor not allowed in anonymous aggregate 189 | struct { n8 order_lsb4(b0, b1, b2, b3); }; | ^~ ../nall/endian.hpp:10:39: note: in definition of macro 'order_lsb4' 10 | #define order_lsb4(a,b,c,d) a,b,c,d | ^ ../ares/component/processor/tlcs900h/tlcs900h.hpp:189:33: error: member 'n8 ares::TLCS900H::DataRegister::<unnamed struct>::b1' with constructor not allowed in anonymous aggregate 189 | struct { n8 order_lsb4(b0, b1, b2, b3); }; | ^~ ../nall/endian.hpp:10:41: note: in definition of macro 'order_lsb4' 10 | #define order_lsb4(a,b,c,d) a,b,c,d | ^ ../ares/component/processor/tlcs900h/tlcs900h.hpp:189:37: error: member 'n8 ares::TLCS900H::DataRegister::<unnamed struct>::b2' with constructor not allowed in anonymous aggregate 189 | struct { n8 order_lsb4(b0, b1, b2, b3); }; | ^~ ../nall/endian.hpp:10:43: note: in definition of macro 'order_lsb4' 10 | #define order_lsb4(a,b,c,d) a,b,c,d | ^ ../ares/component/processor/tlcs900h/tlcs900h.hpp:189:41: error: member 'n8 ares::TLCS900H::DataRegister::<unnamed struct>::b3' with constructor not allowed in anonymous aggregate 189 | struct { n8 order_lsb4(b0, b1, b2, b3); }; | ^~ ../nall/endian.hpp:10:45: note: in definition of macro 'order_lsb4' 10 | #define order_lsb4(a,b,c,d) a,b,c,d | ^ make: *** [../nall/GNUmakefile:176: obj/ares-ngp-system.o] Error 1
Team 7zxkv Posted June 29, 2021 Team Posted June 29, 2021 Je crois qu'il faut patcher le source: cglmrfreeman/Ares-v121-Patch: diff patches to compile the Ares emulator v121 (github.com)
Backgamon Posted June 29, 2021 Posted June 29, 2021 il y a 46 minutes, 7zxkv a dit : Je crois qu'il faut patcher le source: cglmrfreeman/Ares-v121-Patch: diff patches to compile the Ares emulator v121 (github.com) J'ai suivi les instructions pour patcher le code et: ARES 1.2.1: https://mega.nz/file/ou4zEYSL#TMywNoU2fRvAl2YIgPXaKZ5sG0i2e1Z93SoWLJxqkdE ------------ La compilation n'a donnée qu'un exécutable, j'ai ajouté a partir de ARES 1.2.0 les dossiers/fichiers suivants: Database Shaders Settings.bml -- Je n'ai vérifié qu'un jeu (qui se lance) sur Megadrive.
RetroG Fox Posted February 6, 2023 RetroG Posted February 6, 2023 Grosse mise à jour pour ce multi-émulateurs qui passe en version 131, pré-release qui est sortie le 5 février 2023, le premier post est à jour, lien vers leur nouveau site officiel pour télécharger la version 131 disponible sur PC, MAC et LINUX 💫 https://ares-emu.net/ petit tuto 1
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