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#22524 03/17/06 09:55 PM
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Seems I can't connect to the SFTP server on Source Forge to update my site so I'll make the announcement here. The Emulation core and Windows port of Nestopia has been updated to version 1.28.

New Stuff
Binary
Source

On a related note, my host's mail-server has been acting flaky for the last four days so for anyone who sent me a mail during that time, please resend.

#22525 03/17/06 10:08 PM
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Awesome!

Yet more mappers?? Surely they're just being made up now!! :p

#22526 03/17/06 10:48 PM
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The limit of Nestopia X, as X goes to infinity, equals perfection smile Also, blargg's NTSC emulation is the only way to fly. I am really picky about accuracy and the feel of actual real NES hardware, but blargg's NTSC emulation code has actual made me question the importance of keeping my original hardware. My closet full of hundreds of NES carts, several toasters, etc...

If you have a very fast computer, give NTSC emulation a try. It makes Nestopia look almost identical to the real thing!

#22527 03/18/06 12:30 AM
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Thanks for the update smile

#22528 03/18/06 12:51 AM
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Quote
Originally posted by Jagasian:
...blargg's NTSC emulation is the only way to fly. I am really picky about accuracy and the feel of actual real NES hardware, but blargg's NTSC emulation code has actual made me question the importance of keeping my original hardware. My closet full of hundreds of NES carts, several toasters, etc...

If you have a very fast computer, give NTSC emulation a try. It makes Nestopia look almost identical to the real thing!
I agree 100%


This update made my day. Thanks Marty and Blargg

#22529 03/18/06 10:15 AM
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I just tried the NTSC emulation and all I can say is Wow, just wow. Also, thanks marty for tweaking the no sprite limit smile

#22530 03/20/06 05:35 AM
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Hi all.

Just registered to say THANK YOU for this emu. I have been trying NES emus all the way since nesticle and this the one that I like most now.

What has been tweaked in the "No sprite limit" code?

One drawback of enabling this code still is that in labyrinths Link (the hero of "The Legend of Zelda") doesn't pass through a door horizontally, but walks OVER it. Vertically everything is OK, regardless of the limit setting. Maybe this sideeffect could be tweaked away as well?

The only nitpick that I could find with this emu was some annoying flickering pixels in Rad Racer 1 on the right part of the "horizon line" (where the sky meets the land). I tried different ROMs and it did display right with VirtuaNes (it isn't related to the sprite limit as it seems).

Thanks for this great emu.

#22531 04/27/06 05:35 AM
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In Mega Man 3 there is a flickering line in the screen where you choose your enemy's level. It is directly above Shadow Man (again on the lower right side of the screen, so it might be related with the glitch in Rad Racer described above).

I cannot check if it is a flaw of the original game because my hardware NES doesn't work anymore for many years already (1996?)but virtualnes displays the menu without this glitch.

#22532 04/27/06 07:34 AM
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Hopefully VirtuaNES has a way to turn off its inaccurate emulation that hides this glitch, because it's a bug in the game (video grab from NES):

[Linked Image from io.com]

#22533 04/27/06 09:52 AM
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Awesome.:)

Nestopia is the best NES/Famicom Emulator in the world.

All Mapper that is turning out now might be supported.

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