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21 archivos

  1. Cemu

    Emulador de Wii U para Windows.

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  2. Cinoop

    A multiplatform Game Boy emulator written in C; currently available for: Windows, OS X, Linux based OSes, Nintendo DS, Nintendo 3DS, Nintendo GameCube, Sony PSP, and Sony PS4.
    Progress
    CPU: All instructions are implemented,
    GPU: Can display tile maps, and sprites. Palette swapping is not implemented yet, so some colours may be displayed incorrectly.
    Memory: Support for 32KB ROMs, without mappers, only (Tetris and Dr. Mario),
    Input: Supported,
    Sound: None,
    Games: Tetris is most likely the only playable game,





    The DS version does not run full speed, and the Linux port does not yet support input.
    Building
    Just run make on the directory to build all binaries. You can also run make windows for just Windows, make ds for just DS, make gamecube for just GameCube, make 3ds for just 3DS, make linux for just Linux, make psp for just PSP, or make ps4 for just PS4.
    Building the Windows version requires LDFS, and has been tested with MinGW, using another compiler may require some tweaking.
    Building the DS version requires devkitARM and libnds, from devkitPro.
    Building the GameCube version requires devkitPPC and libogc, from devkitPro.
    Building the 3DS version requires devkitARM and ctrulib from devkitPro.
    Building the Linux version requires X11, and the OpenGL development files. It has been tested with Ubuntu.
    Building the PSP version requires the Minimalist PSP SDK.
    Building the PS4 version requires PS4-SDK.
    Building and running the OS X version requires XQuartz.
    Usage
    For Windows, OS X, and Linux, pass the ROM you would like to run as the first argument. You can do this by either dragging the ROM onto Cinoop, or starting it from the command line:
    cinoop tetris.gb To view the full debug log, you will need to redirect stdout to a file, like so:
    cinoop tetris.gb 1>debug.txt For PS4, the ROM is read from a USB flash drive as a raw image. Use Win32 Disk Imager or dd to write it for example.
    For other versions, the ROM name is hard coded as tetris.gb.
    Windows Controls
    B: Z
    A: X
    Start: Enter
    Select: Backspace
    DPad: Arrow keys
    Debug: Space
    Reset (not finished yet): *
    Quit: Escape
    DS Controls
    B: B A: A Start: Start Select: Select DPad: DPad GameCube Controls
    B: B A: A Start: Start Select: Z DPad: DPad 3DS Controls
    B: B A: A Start: Start Select: Select DPad: DPad or Circle Pad Linux Controls
    (not supported)
    OS X Controls
    (not supported)
    PSP Controls
    B: Square A: Cross Start: Start Select: Select DPad: DPad PS4 Controls
    Use a DS as a wireless controller

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  3. Citra

    Citra is a work-in-progress Nintendo 3DS emulator started in early 2014. Citra can currently emulate, with varying degrees of success, a wide variety of different homebrew applications and commercial software.

    22 descargas

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  4. Cxbx-Reloaded (Original Xbox Emulator)

    Cxbx-Reloaded is an emulator for running Microsoft Xbox (and eventually, Chihiro) games on Microsoft Windows.
    System Requirements
    Minimum
    OS: Windows 7+ x64. 32-bit installations are not supported. GPU: Anything that supports Direct3D 9 (HLE) and OpenGL 3.3 (LLE). Prerequisites
    Visual C++ 2015 and 2017 redistributables may be required. Download them here.

    2 descargas

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  5. Dolphin

    Dolphin es un emulador para dos consolas recientes de Nintendo: la GameCube y la Wii. Permite que los jugadores de PC disfruten de los juegos de estas dos consolas en alta definición (1080p) con varias mejoras: compatibilidad con todos los mandos de PC, velocidad turbo, multijugador en red, ¡y mucho más!

    12 descargas

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  6. Driver Xbox 360 Controller for Windows

    Drivers oficiales de Microsoft para utilizar el mando de Xbox 360 en Windows.

    2 descargas

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  7. Dual Shock 3-4 SCP Bluetooth Driver

    The Dual Shock 3 driver is a custom made driver for Windows, which adds support for Dual Shock 3 controllers on Windows providing USB, Bluetooth and Native XInput support. This way you can use your Dual Shock 3 controller with PCSX2, PC games or any other emulator/game under windows.
    Requirements:
    Microsoft .NET 4.0 Visual C 2010 Runtime. Latest DirectX Runtime. Latest Xbox 360 Controller Drivers available. Genuine Sony DualShock3 or DualShock4 or SixAxis Controller(s). Minimum of Bluetooth 2.0 + EDR Dongle (if using Bluetooth). [DualShock4 requires minimum of Bluetooth 2.1 + EDR Dongle] Administrator rights on your PC.

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  8. mGBA for Windows & macOS

    mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games.
    Features
    --------
    - Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing).
    - Game Boy/Game Boy Color hardware support.
    - Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
    - Qt and SDL ports for a heavy-weight and a light-weight frontend.
    - Local (same computer) link cable support.
    - Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect).
    - Support for cartridges with motion sensors and rumble (only usable with game controllers).
    - Real-time clock support, even without configuration.
    - Solar sensor support for Boktai games.
    - Game Boy Camera and Game Boy Printer support.
    - A built-in BIOS implementation, and ability to load external BIOS files.
    - Turbo/fast-forward support by holding Tab.
    - Rewind by holding Backquote.
    - Frameskip, configurable up to 10.
    - Screenshot support.
    - Cheat code support.
    - 9 savestate slots. Savestates are also viewable as screenshots.
    - Video and GIF recording.
    - Remappable controls for both keyboards and gamepads.
    - Loading from ZIP and 7z files.
    - IPS, UPS and BPS patch support.
    - Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro.
    - Configurable emulation rewinding.
    - Support for loading and exporting GameShark and Action Replay snapshots.
    - Cores available for RetroArch/Libretro and OpenEmu.
    - Many, many smaller things.
    #### Game Boy mappers
    The following mappers are fully supported:
    - MBC1
    - MBC1M
    - MBC2
    - MBC3
    - MBC3+RTC
    - MBC5
    - MBC5+Rumble
    - MBC7
    The following mappers are partially supported:
    - MBC6
    - MMM01
    - Pocket Cam
    - TAMA5
    - HuC-1
    - HuC-3
    ### Planned features
    - Networked multiplayer link cable support.
    - Dolphin/JOY bus link cable support.
    - M4A audio mixing, for higher quality sound than hardware.
    - Re-recording support for tool-assist runs.
    - Lua support for scripting.
    - A comprehensive debug suite.
    - e-Reader support.
    - Wireless adapter support.
    Supported Platforms
    -------------------
    - Windows Vista or newer
    - OS X 10.7 (Lion)[<sup>[3]</sup>](#osxver) or newer
    - Linux
    - FreeBSD
    - Nintendo 3DS
    - Wii
    - PlayStation Vita
    Other Unix-like platforms, such as OpenBSD, are known to work as well, but are untested and not fully supported.
    ### System requirements
    Requirements are minimal. Any computer that can run Windows Vista or newer should be able to handle emulation. Support for OpenGL 1.1 or newer is also required.
    Downloads
    ---------
    Downloads can be found on the official website, in the [Downloads][downloads] section. The source code can be found on [GitHub][source].
    Controls
    --------
    Controls are configurable in the settings menu. Many game controllers should be automatically mapped by default. The default keyboard controls are as follows:
    - **A**: X
    - **B**: Z
    - **L**: A
    - **R**: S
    - **Start**: Enter
    - **Select**: Backspace
    Compiling
    ---------
    Compiling requires using CMake 2.8.11 or newer. GCC and Clang are both known to work to compile mGBA, but Visual Studio 2013 and older are known not to work. Support for Visual Studio 2015 and newer is coming soon. To use CMake to build on a Unix-based system, the recommended commands are as follows:
        mkdir build
        cd build
        cmake -DCMAKE_INSTALL_PREFIX:PATH=/usr ..
        make
        sudo make install
    This will build and install mGBA into `/usr/bin` and `/usr/lib`. Dependencies that are installed will be automatically detected, and features that are disabled if the dependencies are not found will be shown after running the `cmake` command after warnings about being unable to find them.
    If you are on macOS, the steps are a little different. Assuming you are using the homebrew package manager, the recommended commands to obtain the dependencies and build are:
        brew install cmake ffmpeg imagemagick libzip qt5 sdl2 libedit pkg-config
        mkdir build
        cd build
        cmake -DCMAKE_PREFIX_PATH=`brew --prefix qt5` ..
        make
    Note that you should not do a `make install` on macOS, as it will not work properly.
    #### Windows developer building
    To build on Windows for development, using MSYS2 is recommended. Follow the installation steps found on their [website](https://msys2.github.io). Make sure you're running the 32-bit version ("MSYS2 MinGW 32-bit") (or the 64-bit version "MSYS2 MinGW 64-bit" if you want to build for x86_64) and run this additional command (including the braces) to install the needed dependencies (please note that this involves downloading over 1100MiB of packages, so it will take a long time):
    For x86 (32 bit) builds:
        pacman -Sy base-devel git mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
    For x86_64 (64 bit) builds:
        pacman -Sy base-devel git mingw-w64-x86_64-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
    Check out the source code by running this command:
        git clone https://github.com/mgba-emu/mgba.git
    Then finally build it by running these commands:
        cd mgba
        mkdir build
        cd build
        cmake .. -G "MSYS Makefiles"
        make
    Please note that this build of mGBA for Windows is not suitable for distribution, due to the scattering of DLLs it needs to run, but is perfect for development. However, if distributing such a build is desired (e.g. for testing on machines that don't have the MSYS2 environment installed), running `cpack -G ZIP` will prepare a zip file with all of the necessary DLLs.
    ### Dependencies
    mGBA has no hard dependencies, however, the following optional dependencies are required for specific features. The features will be disabled if the dependencies can't be found.
    - Qt 5: for the GUI frontend. Qt Multimedia or SDL are required for audio.
    - SDL: for a more basic frontend and gamepad support in the Qt frontend. SDL 2 is recommended, but 1.2 is supported.
    - zlib and libpng: for screenshot support and savestate-in-PNG support.
    - libedit: for command-line debugger support.
    - ffmpeg or libav: for video recording.
    - libzip or zlib: for loading ROMs stored in zip files.
    - ImageMagick: for GIF recording.
    - SQLite3: for game databases.
    - libelf: for ELF loading.
    SQLite3, libpng, and zlib are included with the emulator, so they do not need to be externally compiled first.
    Footnotes
    ---------
    <a name="missing">[1]</a> Currently missing features are
    - OBJ window for modes 3, 4 and 5 ([Bug #5](http://mgba.io/b/5))
    - Mosaic for transformed OBJs ([Bug #9](http://mgba.io/b/9))
    <a name="flashdetect">[2]</a> Flash memory size detection does not work in some cases. These can be configured at runtime, but filing a bug is recommended if such a case is encountered.
    <a name="osxver">[3]</a> 10.7 is only needed for the Qt port. The SDL port is known to work on 10.5, and may work on older.
    Copyright
    ---------
    mGBA is Copyright © 2013 – 2018 Jeffrey Pfau. It is distributed under the [Mozilla Public License version 2.0](https://www.mozilla.org/MPL/2.0/). A copy of the license is available in the distributed LICENSE file.
    mGBA contains the following third-party libraries:
    - [inih](https://github.com/benhoyt/inih), which is copyright © 2009 Ben Hoyt and used under a BSD 3-clause license.
    - [blip-buf](https://code.google.com/archive/p/blip-buf), which is copyright © 2003 – 2009 Shay Green and used under a Lesser GNU Public License.
    - [LZMA SDK](http://www.7-zip.org/sdk.html), which is public domain.
    - [MurmurHash3](https://github.com/aappleby/smhasher) implementation by Austin Appleby, which is public domain.
    - [getopt for MSVC](https://github.com/skandhurkat/Getopt-for-Visual-Studio/), which is public domain.
    - [SQLite3](https://www.sqlite.org), which is public domain.
     

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  9. PCSX2 (PS2 Emulator)

    Emulador de Playstation 2 para Windows, Mac y Linux.
     

    2 descargas

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  10. PPSSPP for Windows

    PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.
    Even on modern Android phones and tablets, you can often run at double the original resolution.
     

    4 descargas

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  11. RPCS3

    Emulador de PS3 para Windows y Linux, escrito en C++.
     

    4 descargas

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  12. Ryujinx

    Experimental Switch emulator for Windows, macOS & Linux written in C#.
    Don't expect much from this. Some homebrew apps work, Puyo Puyo Tetris shows the intro logo (sometimes), and a handful of games boot / work; but that's about it for now. 
     
     

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  13. ScpDriverInterface

    ScpDriverInterface uses Scarlet.Crush's SCP Virtual Bus Driver to emulate Xbox 360 controllers. Credits and major props go to Scarlet.Crush for his awesome SCP Server software, without his work this wouldn't be possible.
    Usage
    The binary for ScpDriverInterface is a .NET DLL file written in C#. You can get this file in the downloads section above, along with XML documentation and some other useful apps.
    Just a note, the example code here is all in C#, but it should be pretty similar for other languages.
    A Note on Return Values
    Before we begin, I just want to mention that ScpBus's PlugIn(), Unplug(), UnplugAll(), and Report() methods will all return boolean values indicating whether or not the operation was successful (i.e. True if the operation was successful, False otherwise). While you aren't required to use these returned values, I would recommend that you do use them whenever you want to make sure that what you wanted to happen actually happened.
    Creating a New ScpBus Object
    After adding the DLL to your project, usage is very straightforward. First you must create a new ScpBus object:
    ScpBus scpBus = new ScpBus(); Note that this will throw an IOException if ScpBus isn't able to get a handle to the SCP Virtual Bus Device (Usually this is because the SCP Virtual Bus Driver isn't installed).
    Plugging In and Unplugging Virtual Controllers
    Next you will want to plug in a virtual controller. Plugging in and unplugging is done with the PlugIn(), Unplug() and UnplugAll() methods. Multiple controllers can be plugged in at the same time, just use a unique controllerNumber for each separate controller. For example, this code will plug in 4 controllers:
    scpBus.PlugIn(1); scpBus.PlugIn(2); scpBus.PlugIn(3); scpBus.PlugIn(4); Unplugging controllers works much the same way. If you wanted to unplug controller 3, you would use scpBus.Unplug(3);. If you wanted to unplug all currently plugged in controllers, you would use scpBus.UnplugAll();.
    Sending Inputs to the Virtual Controllers
    To send inputs to a controller, you use the Report() method. This method takes a 20-byte Xbox 360 controller input report, as specified here. To make this easier, ScpDriverInterface includes the X360Controller class, which can generate the report for you. To use it, first create a new X360Controller object:
    X360Controller controller = new X360Controller(); Now you need to set up the state of the controller. Analog inputs (triggers and thumbsticks) are easy, just set them to the desired value (triggers use 8-bit unsigned integers, thumbsticks use 16-bit signed integers). For example, this code would set the left trigger to be fully pushed in, the right trigger to be halfway pushed in, and the right thumbstick to be pointing diagonally up and to the right:
    controller.LeftTrigger = 255; controller.RightTrigger = 128; controller.RightStickX = 32767; controller.RightStickY = 32767; Buttons are also very straightforward; you can use them like flags. For example, to set A to be pressed, without affecting the states of any of the other buttons, you would use the bitwise or operator:
    controller.Buttons |= X360Buttons.A; You can assign multiple buttons in a single statement. For example, this code would set A, B, Up, and the left bumper to be pressed, again not affecting the state of any other buttons:
    controller.Buttons |= X360Buttons.A | X360Buttons.B | X360Buttons.Up | X360Buttons.LeftBumper; If instead of setting a button to be pressed, you just wanted to toggle its state, you would use the bitwsise xor operator. For example, this would toggle the A button:
    controller.Buttons ^= X360Buttons.A; And if you wanted to set a button to be not pressed, regardless of its initial state, you would use the bitwise and operator combined with a negation. For example, this would set A to be not pressed:
    controller.Buttons &= ~X360Buttons.A; Once you are done setting up the state of the controller, you can use the GetReport() method to get the 20-byte input report that can be used with ScpBus's Report() method. For example, if you had set up controller to be the state you wanted controller 2 to be in, then you would use this code to send that state to the virtual controller:
    scpBus.Report(2, controller.GetReport()); Virtual Controller Rumble Data
    ScpBus's Report() method can also give you rumble data about the specified controller. To get this data, add a third parameter when you call Report(), an 8-byte array that will have the controller's output report written to it. After calling Report(), you should verify that the output report it gives you is a rumble report by verifying that the second byte is equal to 0x08. If it is, then the fourth byte will have the speed for the rumble motor with the big weight, and the fifth byte will have the speed for the rumble motor with the small weight (0x00 to 0xFF in both cases).
    IMPORTANT NOTE: The SCP Virtual Bus Device only returns rumble data with when the controller's rumble values have changed. This means that whenever the rumble values change, only the next call to Report() will receive those values. All subsequent calls will not receive any rumble report at all, at least not until the controller gets new rumble values. So, if you care about rumble data, you should always use the 3-parameter version of Report() (the one with the output report byte-array as the third parameter), and you should check the output report for new rumble data after every call to Report().
    Here is some example code that will print the rumble data for controller 1 to the console, provided that Report() gives an output report with rumble data:
    byte[] outputReport = new byte[8]; scpBus.Report(1, controller.GetReport(), outputReport); if (outputReport[1] == 0x08) { byte bigMotor = outputReport[3]; byte smallMotor = outputReport[4]; Console.WriteLine("Big Motor: {0}, Small Motor: {1}", bigMotor, smallMotor); } Disposing of ScpBus objects
    Each instance of ScpBus contains a SafeFileHandle to an SCP Virtual Bus Device. If you call Close() or Dispose() on an ScpBus instance, then that SafeFileHandle will be closed immediately, and that ScpBus instance will become unusable. Whenever you are done with an ScpBus instance, you should call one of those methods to dispose of it and free up memory. If you don't then the .NET garbage collector should eventually dispose of it for you, but you have no control over how long this will take, so the object will just hang around taking up memory for some indeterminate amount of time.

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  14. Sims.2.No-CD.Mini-Image.SPiTFiRE

    ░░░░░░ ░░░░░░░ ░▒▒▒░░░░░░░░░░ ░░░░░░░░ ░▒▒░ ░░░░░░░ ░░░░░░░░ ▒█████▓░ ░▓██████▓░░▓███▓▓███████▓░ ▒███████▓▒▒████▒▓██████▓░ ░▓███████▒ ▒███████▒░▒████████▒░▓███▓▓████████░░▓████████▒▓████▓████████▓░▓████████▓ ░▓██▓▒▒▒██▒▒██▓▒▒▒▓█▓▒▒██▓▒░▓████▓▒▒ ░▓█▓▒▒▒▒▒▒░▒██▓▒▒██▓▒▒▒▒▓█▒▓██▒▒▒▒▒▒░ ░███▒ ▒█▒▒█▓░ ░▓█▒▒▓█▒ ░▓██▓░ ░▓█▒ ░▓█▒ ▒█▓░ ▒█▓▓█▓ ▒███▒ ░░░▒█▓ ▓█▒░▓█▒ ▓██▓░ ░▓█▒ ▓█▒ ▒█▓░ ▒█▓▓█▒ ░▓██▓░░░░ ▒█▓ ▓█▒░▓█▒ ▓███░ ░▓█▓░░░░░ ▓█▒ ▒█▓░ ▒█▓▓█▓▒░░░░ ▒██████▓░ ▒█▓░ ░▓█▒░▓█▒ ▓███▒ ░▓██████▓░ ▓█▒ ▒█▓░ ▒█▓▓██████▓▒ ░▓██████▒░▒██▒░░░▒▓█▒░▓█▒ ▓███▓░ ░▓███████░ ▓█▓░▒██▒░░░░▓█▒▓███████▒ ░▒▒▒▒▒█▓▒▒████████▒ ░▓█▓░ ▓████░ ░▓████▓▒▒ ▓██▒▒███▓▓▓██▓░▓████▓▒▒░ ░░░░░ ░▓█▒▒███████▓░ ░▓██▒ ▓████▒ ░▓███▓░ ▓██▓▒████████▒░▓███▓░ ░▓███▓▒░▓█▒▒████▓▒▒░ ░▓██▒ ▓████▒ ░▓███▓ ░▓██▓▒███████▓░ ▓███▓░ ░▓████▓▒▓█▒▒████▒ ▒███▓░ ▓████▒ ░▓███▓ ░▓██▓▒████▓▓█▒░░▓████▒ ▒███████▓░▒████▒ ░▓████▒░▓████░ ░▓███▓ ▒████▓████▒▒▓█▓▒▓████▓▓▓▓▒ ░▓█████▓░ ▒███▓░ ░▓████▒░▒███▓░ ░▓███▒ ▓████▓▓███▒░▒██▒▒████████▓ ░▒▒▒▒▒░ ▒▓▓▒ ▒▓▓▓▓░ ░▒▓▓░ ░▒▓▒░ ░▓▓▓▓░░▒▓▒░ ░▒▒░nfo> MuZZY ─ ─ ───────┤S P i T F i R E ─ P R O U D L Y ─ P R E S E N T S├───── - ─ ╠──────────────────────────────────────────────────────────╣ Sims 2 (c) EA Games *No-CD MINI-IMAGE* ╔──────────────────────────────────────────────────╗ │ RELEASE DATE : 17/09/04 SiZE: 1x17mb │ │ │ │ PROTECTION : SafeDisc GAMETYPE: Sim, duh! │ │ │ │ │ ╚──────────────────────────────────────────────────╝ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄ ▄ ▄██▀ S E T U P i N F O 1. Install Sims2 do not replace the original "Sims2.exe". 2. Uninstall CloneCD if it is installed, EA have blacklisted it. 3. Mount the "Sims2_1.mir" mini-image with Daemon Tools or other. 4. Start the game as normal, you can play sims without the CD and for those unable to use build mode can now build. This will work with AlcoholClone & MONEY release but do not use the cracked non-working "Sims2.exe" that have been flying around. Use the one installed with the game and expansions shouldnt be a problem later. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄ ▄ ▄██▀ C O N T A C T U S Are you ... a.) ... a programmer, can code your own tools or unpack custom made game file formats etc b.) ... a cracker, can crack software protections such as CD-Checks, Securom, SafeDisc, StarForce etc c.) ... both If the above applies to you, we need you to join our air-force! :) eMaiL: spitfiregroup[@]hushmail[.]com * WE DO NOT PROVIDE SUPPORT AND DON'T SEND FILES, SO DON'T ASK! * ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄ ▄ ▄██▀ G R E E T Z & R E S P E C T SPiTFiRE bow to old and new members of: RAZOR1911, FAiRLiGHT, DEViANCE, RELOADED, VENGEANCE, MONEY, iMMERSiON, HOODLUM, FASiSO, MYTH, CLASS, TECHNiC, DiViNE, VACE, SEvEN, FAS, P.O.D, iNSTiNCT, MKN ─ ─ ───────────────────────────────────────────────────────────────── ─ ─ We do this for fun only, we will try and fit SRR (Standard Rip Rules) whenever possible. If a game is reasonable from the size of the ISO we will release cos nobody else will. We use cracks made by the ISO groups generally and we apologize if this annoys you we are currently trying to learn & recruit our own crackers to do the job but until then ... sorry! ─ ─ ────────────────┬──────────────────────────┬───────────────────── ─ ─ │ SPiTFiRE - 28/08/04 │ └──────────────────────────┘ "If you like this game BUY it, good software companies should be supported!"  

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  15. SwitchXBOXController

    Turn your Nintendo Switch into an XBOX360 controller to play on your Windows computer

    How to use
    Download the latest ScpDriverInterface release and use the ScpDriverInstaller.exe in there to install the Scp drivers. Download the latest SwitchXBOXController release and execute SwitchXBOXController_Server.exe. You might have to allow network access in the firewall settings. Put the SwitchXBOXController_Client.nro in your /switch folder on the SD Card of your Nintendo Switch. Start the homebrew application using the hbmenu

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  16. Vita3K

    Vita3K is an experimental PlayStation Vita emulator for Windows, Linux and macOS.
    The emulator currently runs a few homebrew programs in .vpk format. No commercial games are playable.
     


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  17. x360ce (Xbox 360 Controller Emulator)

    "Xbox 360 Controller Emulator" allows your controller (gamepad, joystick, wheel, etc.) to function as an Xbox 360 controller. For example, it lets you play games such as "Grand Theft Auto" (GTA) or "Mafia II" using a Logitech Wheel.
     
    nstallation
    Run this program from the same directory as the game executable. XInput library files exist with several different names and some games require a change in its name. Known names:
    xinput1_4.dll (Windows 8 / metro apps only) xinput1_3.dll xinput1_2.dll xinput1_1.dll xinput9_1_0.dll Game Database (GDB) and Configuration (INI) files can be copied to %ALLUSERSPROFILE%\X360CE on NT6 (Vista/7/8) or %ALLUSERSPROFILE%\Application Data\X360CE on NT5.1 (XP), or be left in the same directory as the game's executable (.EXE)
    Note:
    In most cases games based on the Source engine have the DLL placed inside the /Bin/ sub folder, as it is loaded by inputsystem.dll instead of the game executable. The DLL is not currently fully supported by the App, recent versions incorporate HookMasks and fully remove HookModes, and requires placing Version=1 under [options] in the x360ce.ini to quieten a warning about incorrect version. Uninstallation
    Delete x360ce.exe, x360ce.ini and all XInput DLLs from the game's executable directory.
    Troubleshooting
    Some games have control issues when Dead Zone is reduced to 0%.
    You may need to increase the Anti-Dead Zone value if there is gap between the moment when you start to push the axis-related button and the reaction in game.
    Wheel doesn't work in the game, but it works inside x360ce Application.
    Some controllers will only operate in game if they are set as "GamePad". Try to:
    Run x360ce.exe Select the [Controller #] tab page corresponding to your controller. Open [Advanced] tab page. Set "Device Type" drop down list value to: GamePad. Click [Save] button. Close x360ce.exe. Run the game. Only one controller, mapped to PAD1, may work correctly in some games. Try to:
    Run x360ce.exe Select the [Controller #] tab page corresponding to your controller. Open the [Direct Input Device] tab page (visible when the controller is connected). Set "Map To" drop down list value to: 1. Set "Map To" drop down list values (repeat steps 2. to 4.) for other controllers, if you have them, to: 2, 3 or 4. Click [Save] button. Close x360ce.exe. Run the game. To use more than one controller in game, you may need to combine them. Try to:
    Run x360ce.exe Select the [Controller #] tab page corresponding to your additional controller. Open the [Advanced] tab page. Set "Combine Into" drop down list value to: One. Select [Options] tab page. Check "Enable Combining" check-box. (Note: Uncheck "Enable Combining" check-box when you want to configure the controller.) Click [Save] button. Close x360ce.exe. Run the game. Do I need to run x360ce Application during the game?
    The x360ce.exe application can be closed before launching the game; the game doesn't need it and it uses your computer's resources. The x360ce.exe application is just a GUI for editing x360ce.ini and testing your controller.
    Warning - Configuration file version does not match x360ce version.
    This occurs because the current version of the application is not completely compatible with the DLL just yet. You can resolve this by adding Version=1 under the [Options] section in x360ce.ini
    Controller tab won't turn green / Red light on Controller 1, 2 etc.
    This can occur for a number of reasons:
    The configuration utility DOES NOT work with the 64-bit library, it will only work with the 32-bit version, This is the case regardless of whether your Windows is 32-bit or 64-bit. The DInput state of the controller might be incorrect due to an application crashing previously and not unloading the controller or some other reason. Opening up Joy.cpl (Set Up USB Game Controllers) and clicking the Advanced button, and then Okaying out of the window that appears can fix it. The controller profile loaded may match the name of the controller but not actually be for the controller you own - in this case you might see button numbers or axes mapped that do not appear in the Joy.cpl test page. The controller profile might have PassThrough set. A growing number of profiles have been uploaded that do this, I have no idea why as it disables x360ce and just bloats the list of available profiles. There just might not be a profile for your control at all - The light should turn green at least once the 2 sticks, triggers and D-pad are assigned. Sometimes the application needs to be restarted after assigning these for the light to turn green.

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  18. Xenia (Xbox 360 Emulator for Windows)

    System Requirements
    Windows 8 or later Intel Sandy Bridge or Haswell processor (supporting AVX or AVX2) A Vulkan compatible GPU (NVIDIA preferred) An XInput-compatible controller Overview
    TODO
    Project Origin
    The project began when I (@benvanik) was between jobs and wanted to hack on something fun. I’d picked up some region-locked Japanese games when I was visiting Tokyo and was frustrated I couldn’t play them on my 360, so I started researching the 360 homebrew scene. I’d previously written a PlayStation Portable emulator and enjoyed it, noticed no one was playing with a 360 emulator, and thought ‘what the hell’. Since then it’s been an on-again off-again project done in my spare time when bored (or when @gibbed has some time and gets me excited).
    Why?
    Because it’s fun!
    Future Plans
    None! There’s a roadmap, but the project has largely achieved what I set out for it to do (waste time building something cool), and now is purely a passion project in my spare time. In addition to getting some of my favorite games to play I’m really just hacking to have fun.

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  19. XQEMU

    XQEMU is an open-source emulator to play original Xbox games on Windows, macOS, and Linux.

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  20. Xqemu-kernel

    An open-source Xbox kernel alternative, designed for use with XQEMU.
    Introduction
    XQEMU is a low-level machine emulator, which needs a copy of the Xbox system software to start and run games. Unfortunately, this system software cannot be freely distributed due to it being copyrighted material. This means that in order to run XQEMU, the user must dump the MCPX ROM and TSOP flash images from their own physical Xbox. This, of course, can be a significant barrier to entry for many users.
    Though it is a goal for XQEMU to continue to maintain compatibility with the official Xbox system software, it is benificial to also have an open-source alternative path for multiple reasons, namely licensing and performance optimizations. Fortunately, the interface between title and the kernel (API) is simple, clean, and largely documented and can therefore be implemented by an open-source alternative kernel, maintaining binary compatibility with unmodified title code.
    Please note: by design, this project contains no copyrighted code from the official Xbox kernel.
    Current State
    Currently able to boot nxdk samples with full 3D graphics! It'll be a little while before this can boot a real game.
    In order to use this kernel, you'll need to use a development branch of XQEMU which facilitates loading an XBE.
    What's Here
    A very basic kernel that will:
    Switch to protected mode Enable the serial port (printk) Perform barebones device init (PCI, VGA, etc) Read the EEPROM Poke XQEMU to load an XBE into memory Patch XBE imports with stub functions Jump to XBE entry point Handle a handful of kernel function calls What's Needed
    High-level list of major things that need to be implemented next:
    Core Stuff:
    Proper kernel memory allocator (SLAB, SLOB might be fine) Proper virtual memory allocator for title Thread/DPC Scheduler Interrupt stuff HLE Interfaces:
    XQEMU HLE File IO etc. Other Kernel things...
    Rtl functions Kernel data exports Lots of other kernel stuff Getting Started
    How to Build
    Standard build tools and NASM are needed, then make -C src.
    How to Run
    Check out run.sh to see how to use this with XQEMU. Please note that you'll need the dev branch of XQEMU (mentioned above). Also note that you should not provide a bootrom image when running this kernel.
    by Amborgerson.

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  21. Yuzu

    yuzu is an experimental open-source emulator for the Nintendo Switch from the creators of Citra.
    It is written in C++ with portability in mind, with builds actively maintained for Windows, Linux and macOS.
     

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