SDL MAME/MESS for Mac Updated

SDL MAME/MESS for Mac updated to (stable) v146, it can be obtained from the new location of their website in both 32bit and 64bit versions here.

Dapplegrey 2.35

Dapplegrey, a great DosBox front end, was updated to 2.35. This was a maintenance update. Let’s scope the changes. As usual, download it from the Box File Widget on the right hand side of the Mac Emulators Blog homepage or go grab it from their website.

  • When mounting images, the boot command has been revised.
  • Also, to support multiple floppy disk images to be booted, now you can add more than one floppy image, rather than one floppy disk image like before. Remember, only *one* floppy disk image is supported by DOSBox to be imgmounted, if you need multiple floppy disk images imgmounted to a drive letter, you’ld need to boot that.
  • In rare cases, if you need/want to select a different Drive C: path (near the ‘or’ line in the ‘Drives’ section, the buttons to select a different folder or another disk image (disk image not supported for Toolbar entries) are working again now.
  • Recent DOSBoxSVN application will be recognized now (to get it, find the text string “DOSBox SVN snapshot for OS X (10.4-10.7 ppc/intel)” for example at Director Player Error?

The Holidays

It’s that time of the year again, and I’m all over the place these days. The posts might be few and far between during the next few months, and for that I apologize. When it starts sowing in Tahoe, the distance between myself and my computer will grow exponentially. It is what it is. In my world of leisure, snowboarding trumps everything. There might be less posts about emulators and more posts about snow and holiday fun, but I promise not to loose touch entirely. Happy Holidays!

An Update to BSNES and Some Words from Richard Bannister

It has been months since Richard Bannister last updated one of his emulators, but I check back from time to time just in case there might be something there. Today I stumbled upon an update of his Super Nintendo emulator for the Mac, BSNES. There was also an update on the progress of this emulator. He can’t update the emulator due to restrictions in the current operating system for Mac, Lion. Here’s what he had to say about it.

There is no way for me to update BSNES to the latest version at the moment, as the code requires a C++0x compiler which is not currently available for Lion. Once this changes I will see what I can do.

As usual, pick up the latest version of BSNES from the Box File Widget or from Richard Bannister’s homepage.

*Correction to the title of the blog. Cheers!

Build Your Own HTPC

I had the pleasure of sitting down with Johnny Mota over at Rave Pubs and discussed HTPCs and Media Centers. We had the big debate over paying for an over priced corporate piece of plastic, or building a solid machine yourself for much fewer duckets. Check out the full article over at Rave Pubs. I also give him my build list for a good HTPC. It is basically what I would build if I wanted an HTPC slash emulation gaming rig for the family room. Cheers!

Stella the 2600 Emulator Updated






Stella, the Atari 2600 emulator for Mac OSX, now sits at version 3.3 and you can find it in the Box File Widget or from their homepage. Don’t forget that there are 2 versions, a 32 bit and a 64 bit version. The 64 bit version is for Snow Leopard users only. Let’s check out the changes because there are lots of them this time.

  • Added the following Distella ‘directives’, which are used to override and specifically tell the debugger how to treat address space (CODE, GFX, PGFX, DATA, ROW). See the debugger documentation for more information.
  • Disassembly from the debugger is now tracked by the emulation core, and accented by the built-in Distella code. Basically, the emulation core knows when an address is referenced as code, making for very accurate disassembled output. Related to this, the emulation core now tracks accesses to GRPx and PFx registers, automatically marking the addresses as GFX or PGFX sections. This will be improved in future releases, as there are many ways to store data in the graphics registers.
  • Improved output of graphics output in the disassembler, by marking such addresses with a bitmap of the data they represent. This allows player graphics (GFX directive) and playfield graphics (PGFX directive) to really stand out in the disassembly. Related to this, added ability to edit such graphics in either binary or hexidecimal.
  • Added preliminary support for Distella configuration files. Much more work is required in this area, since Stella now contains directives that don’t yet exist in the standalone Distella program. Configuration files are automatically loaded, and debugger commands now exist to load and save configuration directives directly from the debugger.
  • Added the following commands to the debugger prompt:
    • clearconfig, listconfig, loadconfig, saveconfig
      (used for Distella configuration files)
    • code, data, gfx, pgfx, row
      (directives used to override automatic disassembly types)
    • jump (jumps to a specific address in the disassembly)
    • type (gives detailed info for disassembly type of an address)

  • The debugger prompt commands ‘trap’, ‘trapread’ and ‘trapwrite’ now accept a range of addresses as well as a single address.
  • Added ‘data source’ address output for the CPU SP/A/X/Y registers. This is useful for quickly seeing what an operand address resolves into with various load commands.
  • Many commands in the debugger prompt are now case-insensitive; further improvements will be made in future releases.
  • Many improvements to the built-in Distella disassembler. When passing a relative branch or jump, data is now disassembled as code only if the emulation core hasn’t detected it as data. Such ‘preliminary’ code is marked with a ‘*’ in the disassembler, indicating that it is tentative code, and hasn’t actually been executed yet. This allows to quickly see possible code paths, and at the same time eliminate disassembly of addresses that are never used as code sections.
  • Program counter/instruction addresses can now be toggled in the disassembly.
  • Disassembled instructions involving relative branches now show only one byte for the operand, not two bytes.
  • Fixed bug in several text input fields, whereby binary data couldn’t be input (a ‘\’ was required, but the character was blocked).
  • Fixed issues with PAL ROMs on screenmodes smaller than a PAL ROM would require. In this case, the image is centered and clipped to the screen resolution. This prevents the message “PAL ROM not supported” from appearing.
  • Fixed bug in fullscreen OpenGL mode when using ATI video cards; the desktop background was ‘bleeding through’, resulting in a very annoying flickering.
  • Fixed crashes when opening windows larger than the desktop resolution in fullscreen mode; this is now allowed only in windowed mode.
  • Application window centering now also works when switching between video modes, not just when starting the application.
  • Added support for building a Windows version compatible with Windows 98 and 2000 (compiled with Visual Studio 2005). Testing is very limited, since I no longer have access to these systems.
  • Fixed build issues for Innosetup in Windows XP.
  • Fixed bug in OSX version where the name of the application wasn’t being shown in Activity Monitor.
  • State files from older versions will no longer work in this release, because of the extensive changes to the debugger and disassembler.

New Version of Emulator Enhancer

Richard Bannister has released a new version of his extremely handy software Emulator Enhancer. It is great at forcing some emulators into full screen mode and supports a ton of other great features. My number one love for this great piece of software is how it greatly enhances the playability, and just plain fun, of all your favorite emulators by supporting network play. It is shareware and asks that you purchase it eventually, but is well worth it. It is also a great way to support an amazing programmer that is extremely active in the emulation for Macintosh scene. It is in everyone’s best interest and yours to help support the people that provide you with great software and endless entertainment.

I feel the need to tell you that this is one of those slightly sad posts. I work my Mac Book Pro to it’s very core and I have over exhausted it, yet again. My hard drive took another crap on me. I can faithfully say, the Apple Care always pays off. You would insure your Ferrari right? Maybe I drink the Koolaid more than some of my audience¬† but I like protecting things I value. For you see, I have a high speed hard drive (7200rpm) and they aren’t usually in stock. I really wish I had opted for the 2.6 version like my sister has, but at the time it was much more expensive, especially with the faster HD.

As always you can obtain this from the Box File Widget on the Mac Emulators home page or Richard Bannister’s homepage. As a bonus to checking out his site, you can get some great news on the newest version of BSNES that will be released soon.