Jan 1, 2011 - r26
Detect if the cart has battery backed ram and if so then activate the save feature. Fixed games that use cart type FF. These games are now playable. Renamed the project from GBConline to XGBonline.
Sep 28, 2010 - r24
Added a new menu item for sound on/off. Fixed Keyboard to controller pad button configuration layout. New Layout includes, X = A Z = B Select = Shift(Right) Start = Return. In the game title Legend of Zelda, The - Link's Awakening, it is required to press B, A, Select and Start at the same time in order to save your progress. We have some rules in our emulation that will prevent you from doing this, so we decided to add a button that will do this for you. We have added the atilde key (~) to press A+B+Select+Start. Performed a minor cleanup.
Aug 19, 2010 - r21
Added a header reader for the roms, just like seen for SNESonline in the java console.
Aug 12, 2010 - r19
added in a new save method, for servers that do not have a user log in system. Added an alternative SRAM var to load in user input saved games. added the new splash screen, implemented our rom loader from EMUonlineLIB, modified save method to be more affective. changed it so it will load the games from my php sever script redid the way it saved the cartridge sram. this new way reflects the way we do it on all other emulators that are part of the API
Aug 11, 2010 - r17
Initial public release.
Jan 10, 2011 - r31
Fixed all the scan lines. Now pixel 0 is shown in every scan line and scan line 0 is now visible. Finalized on a palette. The new palette has been normalized.
Jan 8, 2011 - r27
Added Support for mappers 2, 3 and 119. Added Zapper support for mapper 3 games. Fixed Zapper hit ratio. Changed Palette.
Jan 1, 2011 - r24
Initial public release. This is our newest software we currently provide.
We just released this today and available to you
immediately. Some of the features include Zapper
support and Game Genie. Currently we are providing
the most common memory management controllers such
as MMC 1‚ MMC 2‚ MMC 3‚ AxROM and
UxROM.
Stay tuned for features like Full Screen‚
Boost‚ Power Pad and many more memory
management controllers.
Jan 1, 2011 - r73
Reduced the volume in SPCDSP. Speed boost has been improved. Improved Audio synchronization. CGRAM is now being cached in words. A dynamic compiler was added that analyzes the running code for highly used traces. These traces are then analyzed and if an optimization is found a strategy are applied for future execution of that code. This is currently disabled because of stable issues with some games.
Aug 12, 2010 - r68
reverted the GameSaves.java back to the working copy. just changed a little text. minor change text menu system. Adjusted rom layout procedure. Each version of the applet now has its own settings object. This prevents multiple copies of the applet in a web browser from clashing. switched to the EMUonlineLIB version of the splash screen. this should look the same as all other API emulators. Added an alternative SRAM var to load in user input saved games. added in a new save method, for servers that do not have a user log in system.
July 30, 2010 - r62
Modified drawOffset to fix an offset bug. Minor audio optimization: only runs the soundchip on demand. Also updated the rendering to use the new DisplayUtilities method. Added Fullscreen support. Added "Pause" option to the menu. Changed the tile caching procedure so that the rendering routines could simply "read off the pixels" from the cache. Significant speed boost. Reverted the Volatile Image changes. Freak accident found that setting the AlphaComposite to SRC (which does NO alpha blending) made the image rendering much faster to the final graphics object (the applet itself). Volatile Image Option in menu ("Gpu Accel."). Square Pixels option in menu. Minor optimization to draw(). Because of this, draw() is now faster than drawOffset(). Added support for the Interrupt opcodes (In my life I've heard them referred to as "trap" calls). Integrated the new menu system. Fixed Rom layout procedure for some games. Still needs work, though. disabled the save/load feature if there is no userID. Added the save to database function to the menu. Save now does work with the API... Adding new var to the API userID. Have calibrated some init features for easier reading and less steps. added some details detection of server connections or save status. Added a Menu System with some options... I will add more options later. Synchronized the DSP clock with the CPU's - reflects more accurately the actual SNES. That is to say , Blargg's HiQ audio rom works. Added "Mode 4" Offset Mode. Fixed a bug in the HDMA routine; This was simply the discovery that the SNES does not run HDMA on line 0. This fixes the weird background join problems in Donkey Kong Country 2. More work on the windowing effects.
July 1, 2010 - r49
Optimized for "completely transparent" tiles, some games were rendering quite a few of these, I'm keeping track of whether this will cause any problems. Still trying to smooth out audio playing on slow computers; it's still a bit bumpy if you don't have a high end machine. Bug in DMA transfer, it seems that games didn't need to set the HDMA-ness of channels before using the transfer, so writing to 420b always causes a DMA write. Fixed Windowing problems. New rendering routine! This keeps the CPU busy more of the time (less time sleeping). Custom colorspace makes ToJavaRGB() obsolete.
May 25, 2010 - r44
Some games like Legend of Zelda and Super Mario World are now able to be saved with the F2 button on your keyboard. HiRom games tend to do a check where they ensure that the SRAM is exactly 8kb big. Specifically, they write to 0x30 bank and then 0x31 bank, and ensure that an overwrite occurred. Thus, the current strategy is that 0x30-0x33, 0x34-0x37, 0x38-0x3A, 0x3B-0x3F banks are all the same (with respect to sram). Subtract with Carry was not correct (carry routine) in Decimal mode. Games like EVO and DK2 now work. Sprites along the top rows of the screen are no longer clipped. Sprite Y indexes should be wrapped at 224, not 256 as they were previously. Some games write (ASL operation) to the Product C regisiter after doing unsigned multiplication. I allow this, as I believe it should work, though the offending games didn't seem to behave any differently. Compatibility as of now: Some games have great audio support. However, enabling audio breaks Donkey Kong Country 1 and some other games. We believe this is because the audio library we are using is not 100% complete. Fixed the h_offset getting in Offset Per Tile mode. Fixed legend of zelda, and presumably other games, one of the AND opcodes was doing an ADD in stead.
May 14, 2010 - r42
Revision 42 is up and running now. We recompiled it so that Mac users are now able to play it. We also added the following. Added the API for other websites to use the emulator. Most changes was done to server side scripts. switched to used the new romLoader from EMUonlineLIB. This fixed a lot of bugs like Timeout Error and the File corruption error. Added the new game load screen
Apr 15, 2010 - r39
Sound Support added. Added new F functions F9 – show FPS, F11 – Performance Boost, F12 – Do not display graphics. Implemented Color windowing. Fixed bug in Hirom / Lorom. Fixed Keyboard mapping. Fixed a bug in the multiplication routine; Used the correct precision. Sound card not being cleaned up correctly. Save requests can only be made one at a time. Saving takes forever, until we optimize the network transfer.
Apr 1, 2010 - r21
Swing robustness, order of operations. Added a vram caching feature into the PPU. Noticeable optimization for DecodeTile calls. Faster rendering by implementing a VolatileImage for double buffering. Changed around the organization of the Swing components. Now we draw directly to the Applet, so the focus handler should get less confused. Modified the fps to run at 60, tested against our physical SNES and matches perfectly. Added the focus to fix for ubuntu/Linux. Improved debugging capabilities, with graphics. Minor fix in Rendering routines. Began work on mode 7, incomplete, problematic. Added a User specified key configuration. Fixed a bug in the multiplication routine; Used the correct precision. Added 6 new Opcode to CPU (65c816) We now have support for Windows, Linux and Mac.
Mar 20, 2010 - r17
Screen scaling supported - We are able to make the playable screen as big as we need it. Better fps routine - play the game at native speed/or faster.
Nov 17, 2009 - r8
Initial public release.
July 16, 2010 - r12
Fixed some display timing, Added a Menu System, Added speed options to the menu. Consolidated the classes and made them run when creating a new instance of that class. Changed to set once selected a speed from the menu. Added a method to reset all the text menu to default.
July 7, 2010 - r8
Rewrote emulation speed on CHIP8 to 600 IPS (Instructions Per Second). Sound is correctly timed with events. Sound is in Sync with Delay Timer. Sound Timer and Delay Timer is now emulated correctly at 60Hz.
Apr 1, 2010 - r7
We have increased Opcode to 33 out of 35 supported Opcode functions for CHIP-8 in CHIPonline, this makes CHIPonline support every game for Chip-8 without fail. We have also included API for CHIPonline, now you can play this emulator on your website. Just use our easy and simple API code.
Mar 15, 2010 - r1
This is the initial release of CHIPonline and only support 21 out of 35 opcode for the CHIP-8. SCHIP and CHIP-48 will be available at a later date. It does have sound support and successfully emulates one game (Pong). All CHIP-8, CHIP-48, and SCHIP games are public domain, so more games will be added fairly fast or by the next update. The controller can not be changed but will me available soon.