bugfix: command line arguments, added switches -relaunchmce -exitonclose
bugfix: fixed multiple rom browser sorting issues
bugfix: fixed input POV-hat diagonals
bugfix: fixed palette dialog
bugfix: PAL raw audio timing
bugfix: vsync no longer lags
upgraded to a static zlib 1.2.3
options are now stored in Jnes.ini instead of registry
added software filter to 4x windowed and fullscreen
added windowed mode vsync (experimental)
added fullscreen status messages for states, kaillera, low battery
added setup and autoconfig buttons to input dialog
added a limit fps option
added mapper #225,#235
new browser artwork display mode available in settings dialog
rom browser now caches things quietly for quicker startup
support for capturing movies and rendering them to an AVI
new kaillera dialog to streamline using it
support for external languages in utf-8 format
redid rom info dialog into a nicer table
new system information dialog
added warning for netplay regarding extended vblank
extended kaillera packets with mini state information
kaillera chat via Ctrl+T in fullscreen
new palette options
added blargg's nes_ntsc filter
Version 0.6 February 4th, 2005
zapper now changes cursor to crosshair in game
rom browser part of main window, auto selects last rom, recent dir list
fixed mutex for video dialog
major cheats rewrite and database update, support for PAR codes
automatic region setting (uses GoodRom name convention)
added some simple mappers: 32,71,79,113
fixed sleep in background issues introduced in last release
support for ppu monochrome mode
input now supports Z,Rx,Ry,Rz axis
turbo buttons are mappable separately
slot menu now has the timestamp of the state
Version 0.5.3 June 4th, 2004
fixed browser with zip files
netplay now caches rom list, useful if you have thousands of roms
fixed auto full screen preference saving bug from 0.5.2
fixed audio graph performance on XP
fixed NSF playback timing
palette open default current dir, and saving fixed
added support for PAL 50fps
updated dinput from 6.0 to 7.0
fixed windows 98 compatibility bug from 0.5.2
updated documentation slightly
modified audio timing slightly to reduce lag
Version 0.5.2 November 4th, 2003
Added 48x48 icon for Windows XP view
Now supports play/stop on some multimedia keyboards
Fixed windows message queue handling problem
Rom Browser separates path now
Full screen resolutions can use Super 2x SaI
A stretched version of Super 2x SaI added to 3x and 4x
Version 0.5.1 February 28th, 2003
Fixed multiple audio thread creation (woops)
Centered full screen non-stretched screen updates
Joypad reads now have correct upper 4 bit bus data
Fixed joypad configuaration bug
Added turbo fire for buttons A & B option
Kaillera rom directory is now global, and supports .ZIP files
Fixed some MMC5 things, still doesnt work great tho
Updated direct draw to newer interface
Version 0.5 January 17th, 2003
Audio thread now runs all the time, stopping emulation is faster
Full screen clears all buffers for triple buffering, and correctly saves window position
Fixed some minor user interface bugs
Fixed NSF screen and made look nicer
Implemented more input axes such as POV and slider
more cheats, dbase also works better on win9x
changed dpcm frequencies slightly, older style
Version 0.5 beta 2 July 19th, 2002
Fixed recent menu saving to registry
Fixed status bar when rom is opened
Windowed blitter now has choice adds Super2xSai and Scanlines
Fixed mask generation, more roms should work
Main window and rom browser positions saved on exit
Cheats window moved around, multi-line cheats in dbase supported
Packed more into each 24bpp xlation write, hopefully improves speed
Fixed 15 bit color mode
Cheats file has seen some enhancements
Version 0.5 beta 1 July 9th, 2002
Fixed Deady Towers, Mapper 34
Fixed an issue with palettes that affected Archon
Added code toggling to the game genie interface (usually works without reset)
Cheats are now a single file, and some popular ones are included
Game genie usage in MMC3 games is now fixed
Tweaked noise a little bit, more like 0.30a which was better
Added a NES stereo sound option, usually pretty nice!
Better menu handling while files are not active
Recent menu is a little nicer, stamping is better, also deletes invalid entries
Fixed bitmap capturing in triple buffer full screen
Rewrote Direct Draw locking logic
Direct Sound library used is same as other projects
Using accelerators now, keyboard shortcuts improved and more reliabile
PPU rendering rewritten for palette based rendering (slower, more accurate..)
Added network play support via the Kaillera 0.90
Added a video timing option to allow and extra line of vblank (fixes graphics glitches in bubble bobble 2, blades of steel, etc)
Window position remembered when returning to windowed mode from full screen
Put back 24-bit rendering (works?) and removed 8-bit from full screen
Rom Browser added, sort by name, mapper, and battery saves
j6502 was ported back to C from X86 assembly (hopefully no difference... maybe slower on old computers)
New settings dialog: file association (thanks zilmar), IPS patching functionality, directory paths
Direct Input library has improved error detection for disconnected joypads on load, and tabbed dialog
New video dialog, replaces the old series of menus, also adds enumeration of full screen display modes
Brand new help file (thanks to smiff for the inspiration)
ZIP file support using ZLIB 1.1.4 DLL, only for NES roms
Almost every other aspect has seen rewrites and cleanups over time..
Version 0.4 beta 2 January 20th, 2001
Put a cap on direct input error handling during game play
Rewrote some window handling routines for full screen
Fixed a bug in the window size menu-check handling
Initialized the task variable to zero correctly, hopefully this fixes problems people experienced with save states doing odd stuff!
Version 0.4 beta 1 January 5th, 2001
Implemented audio updates 4 times per frame via queue, might slow down performance so I waited this long to do something drastic like this, sounds great
16-bit audio and mixing
Raw PCM emulated nicer now..
Noise and Pulse volume enveloping corrected I hope
Tri counters fixed? (Thanks to Matt Conte for the doc on nesdev a while back)
Pulse freq sweeps rewritten finally, put this off a long time
DPCM rewritten from scratch, big difference in beat style
Vertical scroll problem fixed in TMNT
Changed the scanlines back to 262, this makes a game I know not work right but I feel having correct timing is the right way to go
Another NSF loading problem fixed
Sunsoft Mapper fixes and speedups
Implemented an accurate real-time zapper read handler, didnt realize necessary..
Small transparency fix for some games (Windowed only)
Added ability to load external palettes or keep default, 3-byte RGB triplets
Integrated NSF support into the j6502 main cpu core, via small hack
Rewrote sign flag, and IP handling in j6502, speedup
Window 3X mode added
Added an option for NES 8-pixel clipping emulation
Sprite0 hits tweaked a little
Rewritten Game Genie from scratch, max codes is 64 per game
Rewritten PPU Rendering, which removed MMX/ASM speedups, still fast tho
Rewrote direct draw frame locking technique, dangerous when jnes crashes..
Removed 24bpp rendering support, useless, slow etc, use 16/32
Rewritten entire banking system for cpu and ppu, speed boost
Added a recent menu into the interface, quite nice
Rewrote every mapper, less memory used, faster speed, save state friendly
Rewrote sound graph, more friendly to direct draw these days
Rewrote bitmap capture code from scratch, faster and nicer.
Finally released the partial MMC5 support, not the most accurate emulation, but it is good enough to play Castlevania III US well, which is good enough..
Tweaked save states to save the new structures as well
Rewrote ppu mapper tile handling, works right now, no hack
Started allocating and releasing large chunks of memory nicely
Direct Input 2-Player code rewritten, smaller, easier to maintain, as well as the option to completely? tweak the devices
Changed quick-save to F7 key, F6 was too close to F5 really, you could hit it accidently
Added save slots selection to the Cpu menu, it might of been confusing because it was previously only accessible on the keyboard
Great Emulator. But I noticed some games don't work right on this version for some reason. The World Map screen on Zelda 2 - The Adventures of Link is badly messed up.
Jabo I writing here because I forgot pass to emu-talk and after two days I haven't reveived e-mail to restore pass ;/
I have updated PL translation of JNES (added short-cut's) - where I should put it ?
Hey there. I have been using Jnes for quite some time now, but when I wanted to make demos I realized that 0.6 didn't have that ability. So I tried FCE Ultra, which sucks, and screen capturing software, which also sucks. Then I saw that this version had that capability. It works very well, and I am very impressed. I would just like to thank you for your amazing work. Jnes is definitely the best NES emulator. I hope you continue improving it.
I've noticed that on both v0.6 and 1.0 Bases Loaded freezes after the first half of the first inning (when the players are jogging off of the field) when you choose "Jersey" as your home team. Anyone have any fixes or ideas why this happens?
Saved data question...I'm trying to get the stats from a saved league of Baseball Stars. I've opened the .jst file using some of the file readers out there (thingy, etc.) but all I get is just one of the teams listed and the rest is gibberish. I'm guessing the teams are stacked on top of each other like a table where only the first row is seen. Does anyone know of a way to extract that data? I'm not a programmer but not a novice either so any leads would be welcomed.
Sometimes text data is separated by null bytes or numerical data for the game is stored as one character at most legible. I would best consider these fields as encrypted, but if you wanted to extract any legible text, you could use Notepad to open the file and use copying and pasting, removing any excessive bytes afterwards. It is not unusual to open these types of files and see nothing but binary patterns.
how do i get my games to start the game comes up and i can move the arrow or hand what ever the game uses i have hit enter tried to click on it with my mouse but i can't get the games to star in to play.. the title screen comes up and thats as far as i can go
Wow this emulator has become so great since the first time I D/Led it. I was wondering, Is there a way of applying the rom or header name and a number to a snap shot? I have been looking for a general Emulator front end to handle multible systems and have a pic of the game in game. (kinda like the newest NesterDC.)
One emulator that uses this screenshot-naming convention is Project64. Since the user's file-naming preference is not automatically known, the generic "snapx" convention is used. Jabo could add a setup for screenshot-naming using variables like the game name and other fields.
Many games works worst than in the 0.6 version, what I'm doing wrong?
If you can define what you mean by works worse we might have a better idea of where the problem is, consider starting a thread on emutalk.net this isn't a great place to diagnose problems
yeah, sry my english
I mean JNes is the best emolator around, but why 1.0 is "picky" about these things, when 0.60 "doesn't care"?
There are maybe 100 games, that work with 0.6 better (graphics, some doesn't even start with 1.0), I know I got bad dumps, but why only 1.0?
PS. I don't like emutalk, it is crashed most of time, and you really don't get answers from there.
fantsu: You're the first to report 0.6 as prevailant over the new 1.0 version for even just a single game. Jabo is likely wanting to know a strong example you may have out of these many cases; possibly the 1.0 version changes include a side effect for users with certain system properties. In other words this notice of yours could be dependent to your system for some reason, but what's just one game you notice working better on the old version? What's another famous game...one that you notice works just fine on both versions?
EmuTalk's actually fixed when the server's down. Somewhere in this world that spiral-twisted server is waiting for Martin to harpoon it.
Iconoclast, i can verify that confirmed bad dumps or hacked dumps may not work on 1.0 as they would on 0.6, but good dumps never have a problem, and Jnes has more overall compatibility then nestopia even.
So this report coincides with the 1.0 changes for lower support for hacks; therefore he might be using hacked versions. I've never purposely tested hacks before so wasn't aware of this, but recently I found that the good dump verified marks have been mistaken on some sites. To my perception the lower support for hacks would be a technical issue in that accuracy may be dropped, but as an emulator meh.
Hey guys, I can't get the Solar Jetman work properly in 1.0, has it been tested?
I got good dump (Solar Jetman (U) [!]), and it works in 0.6 perfectly.
Sry for double post, but I fixed the video, there is still one problem, THE SOUND. I tried it in 0.6 also, and it was same, the audio is missing something.
Is this a known bug for JNes?
The game is missing sound of the shots you shoot, TOTALLY.
John 1204100867000 #1