Latest News

NeoCD/PS2 v0.6c (NeoGeo CD emu for PS2)
NeoCD/PS2 is a open source NeoGeo CD emulator running on the Sony Playstation 2. It is a port of NeoCD/SDL, the excellent NeoGeo CD emulator by Foster. Since there is actually no SDL library on the PS2, all SDL portions have been removed and replaced by PS2"native"libraries (using PS2SDK). The NeoCD/PS2 source code is distributed under the terms of the GNU General Public License.Third beta release of the CDDA release !Changelog:- MoreCDDA fixes- Fixed/added auto-loop feature (CDDA)- (re)Fixed missing sfx in aerofighters 2 (and maybe others)- Fixed most Buzzing noise cases- drive now stop spinning when CDDA is set to OFFYes, for those who noticed, this version is the 0.6c, and not 0.6b.The 0.6b version has been released in the neocd forum only, Why ? because... I was too lazy to update the site ? or It was a vip version reserved to people visiting the forum ? ;)Both binary and sources are available in the download section.enjoy.http://neocd.ps2-scene.org/ Read more about NeoCD/PS2 v0.6c (NeoGeo CD emu for PS2)
SmashGpsp v0.2b (PSP Game)
The GP32 port of SmashGP over to the PSP has been improved. The changes:A lot of bugfixes and other improvements in this new version. Multiple character pages are now supported, the music has been added (mikmodlib), and you can now change the transparency of the background layer. The menus have also been slightly improved.http://membres.lycos.fr/matkeupon/ Read more about SmashGpsp v0.2b (PSP Game)
Deformer (GBA Techdemo)
Image provided by: PeterPeter has sent me an email to let us know about his recent GBA Techdemo"Deformer". Here is a description of it:This demo uses mode 4. The principle how the effect works is pretty easy. You just have to do it once. OK. You have a texture, in this case I used a 256x256 pixels bitmap, plus a displacement map. The displacement map contains relative positions from which"coordinate"to take a pixel from the source texture. Draw the texture using the displacement map. Don't directly use the xy coordinates to place pixels. Then just move the displacement map on the texture around to achieve the animation and never clear the framebuffer. The"tricky"part is to generate a good looking displacement map, hint: cos/sin ;) Tested with no$gba and on hardware.http://www.console-dev.de/demos/index.html Read more about Deformer (GBA Techdemo)