Not much work was done on the Naomi 2 subsystem too, there is no significant changes, just a little bit of fixes. - handle edge case ELAN IRQs I have .582 running Marvel vs. Capcom 2 (NAOMI version) right now, plays great but I noticed that it isn't saving the high scores, yet a credit I left in the gamer persisted to the next time I ran it. - GAELCO: speedup boot - CORE: FPU opcodes timing fix ("Dead Or Alive 2" slowdown fix) - render to texture (we already know how to implement it. - PAD: dead zones, dc triggers fix - screeshots (PNG, JPG) - FLASH file autocreation The controls from the ini are not beeing written to Demuls pad ini file. Defaults Controls. - CORE: added 7zip support for roms - NAOMI: board malfunction for A-C rev. - NAOMI: add 2 new USA bioses - MISC: minor romset corrections - NAOMI2: Fake shadow fix 08.07.2015 UPDATE - CORE: command line support, run selected game/system, list supported games, generate xml dat file (clrmame) for supported romsets with parent/clones info - GPU: stride untwiddled texture fix You can disable this feature for whole list and transparent polygons cause several games still works better without sort - NAOMI: keyboard support, select "Keyboard" for "port B" and/or "port C" in "Plugins" configuration dialog NAOMI: Once that’s completed hit OK. - AICA: mixing levels fixes Better late than never! Demul can emulate all four controllers, allowing you to play the best of the Dreamcast local multiplayer games. Display: - NET: BBA network support (TAP driver / OpenVPN needed, modem isn't supported yet) - SH4: fix Invalidation code - fixed AICA DMA - emulated primary/secondary render target buffers for Opaque/PunchTrought lists (Agartha proto flashlight) It includes new features and new systems mentioned in this topic, many bugs fixed, as well as several unfinished parts, like new DX11NG render. ;). - CORE: fixed memcards in WinCE - CORE: Savestates fix The rest is the sound subsystem have some bug fixes, improving known problems. forum (ru) - DX11: order independent transparency added - DX11: Rotate 90/270 fullscreen aspect fix There are so many changes compared to previous release so let`s describe only key points: vtenis2c, vtennis, sstrkfgt and vonot seem to work well from the brief time I tested. - NAOMI: Ninja Assault light gun fix We hope you enjoyed it. - auto hide mouse cursor when in full screen (5sec timeout) - NAOMI: Mushiking IV/V/VI added. It has WiPi v5. More than a half are playable - NAOMI: hmgeo SHA1 fix bug tracker (github) - CORE: various romset fixes - wrong texture filter in shader (noticable in Ikaruga. ini and Copy / paste the JAMMA0_0 and JAMMA0_1 (for naomi) or the ATOMISWAVE0_0 and ATOMISWAVE0_1 (for atomiswave) into RocketLauncherUI 's module settings for each controls tab (standard, sfstyle, etc). Please, post any bugs or suggestions here. - corrected purupuru device reply (Resident Evil 2) - add analog input for NAOMI/NAOMI2/ATOMISWAVE, including lightgun (push F11 ingame) - Xinput devices without vibration supported - fix GDI audio in gdrCHD (this plugin is recommended now for usage with GDI images too) - NAOMI: Ninja Assault Export (NJA4verA) added - GPU: polygons blending fix - HIKARU: NASCAR boot in public build THIS IS NOT FOR EMULATOR ONLY ORIGINAL HARDWARE.+ This will work with ORIGINAL SEGA NAOMI HARDWARE ONLY and Raspberry Pi with WIFI. - NAOMI2: Diffuse and specular intensity - GPU: new DX11 object list multi-layered render simulation - GPU: fixed DX3 z-buffer bug Very quick play through on Crazy Taxi running on Demul 0.58, emulating the Sega Naomi board. - CORE: Various fixes from the Issue tracker - emulator can start approximately 90% of arcades. 19.07.2015 UPDATE but still fights with FBO on ATI cards. - DX11: bump mapping added - MISC: fix save states crash Since main - HOLLY: fix Holly registers for wince - CORE: emulation reset fix - CORE: heap corruption fix - better Xinput deadzone handling - GDR: removed redundant gdrDemul plugin Anyway, you can ask your questions (not dumb, please;)) by it takes before it shows up BIOS spiral, then early in 2006 year Wind found - SH4: OnChip access correct bit width only Post more issues to our tracker for further improvements: http://code.google.com/p/demul/issues/list. - GUI: full game name/title display on windows title ----- Info ----- Emulator: Demul v0.5.8 (Sammy Atomiswave & Sega Naomi) Config For: Pre-defined controls for Xbox 360 & Xbox One Controllers ----- Installation ----- -Put the nvram folder into your Demul Emulator folder and choose to overwrite any existing files. - SPU: better synchronization I reset all the gamepad mappings to NONE - same result. - NAOMI2: render to texture fix - DX11: fix 1x1 mips in 16bit and IDX8 textures (road marks in Sonic2); miplevel clamp; join similar texture decoders - NAOMI2: various improvements If you interest in development, we will glad to see you on IRC channels or forums - GUI: PAL/NTSC mode selection - GAELCO: improved ball mechanic simulation - MISC: Added all recently dumped games for supported platforms By many requests we decide to make public build of emulator to show and share current stage of its development. Sound, timing and graphics need improvement and speed up. - alpha naomi support - fixed few games with inverted "pedal" inputs - AWAVE: xtrmhunt romset typo - GUI: GameBrowser "load decrypted" fix forum (en) - GAELCO: preliminary support Gaelco Footall analog inputs - remember last path in gdrCHD, gdrImage, etc This conversion will add some redundant sectors between image tracks so it`s better to write your own ".TOC" description and feed it to "chdman" utility. - NAOMI: nvram load/save fix gpuOGLv3 features: Extract the contents of "[Arcade] Demul (Naomi).rar" into your Demul folder Instruction 2: Loader.ini. - GPU: DX10/DX11 support for Hardware and Software renders (can be played virtually on any GPU card, but obviously very slow) - MISC: basic analogs simulation when playing from keyboard (arcade only) 20.12.2015 UPDATE - Supid Invaders boots now - NAOMI: Soul Surfer floormat/controls - GAELCO: render fixes: offset color flag, handle flats - mipmap textures, Fixes in other plugins: and only real DC emulator Chankast so far is stopped to develop. - CORE: logging and default output path fixed - filtered negative vertex coords (MK Gold with ATI fix) MD5) of file 1ST_READ.BIN from the disc - bunch of minor things not worth mention - DC: Dev.Box bios autoregion - fixed hang in some WinCE games if VMU present (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), - GDI: sector cache (test only) - GD-ROM: G1 DMA discrete step # Plugin - Choices are gpuDX11, gpuDXv3, and gpuDXLegacy, Overrides the global setting. "chdman -createcd my.gdi my.chd"). - MISC: The About box no longer crashes lol, Changelog: faq - multiple screen resolution (needs restart) - GUI: GameBrowser keyboard input handling fix - gdrImage fix cue/bin booting support - GUI: GameBrowser forvard/backward sorting for game year, romset name, full name, developer/publisher and game system From this version old DX9 GPU plugins (DXv3 and DXLegacy) are obsolete, although they are still supported and included in current package. - MISC: fix error when set memcard time in DC bios - apply fog per textures if we loss battle with FBO then we will switch to pBuffer technique) - GPU plugin is improved (thanks DreamZzz) - GPU: yuv textures in vq mode supported ("Head Hunter" fix) No, model 3 emulation still in the same state (except some overall graphics and compatibility improvements, made previously) all work currently suspended in favor to much more active supermodel emulator. - GPU: Aica dsp fix - GPU: correct vertex intensity color clamping - VMU: beeper emulated, Changelog: - added new DMA for PVR2 (fixed Sonic Shuffle) - implemented render-to-texture technique (fixed REZ, RE:CV, CT, ILLBLEED) Bugfix release. (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ - CHD: updated to 138u4 version - GD-ROM: fix CD PLAY after SEEK for Taxi2 - gdrImage subcodes emulation fixes and improvements - GPU: "Transform Z" options added (w-buffer to z-buffer transform enable), enabled by default (need restart for ogl if changed) - SPU: ARM7 core fixes - CORE: full unicode support - adjusted sound volume, was too loud, notable in Atomiswave games We try our best to - GD-ROM status/irq corrections (Gauntlet Legends) Changelog: - GPU: VRAM overreading protection - autosave SRAM/EEPROM settings - added DC mice Now emulator is able to run most commercial releases by various groups all along - NAOMI 2 emulation rewritten almost from scratch, must be really close if not the same as real hardware, a lot of optimizations, can use separate thread (DX11NG) - exit by ALT+F4 Recently, I added 1 Xbox 360 controller to my system. NAOMI: automatic analog controls mapping NAOMI: VMS and Dreamcast gamepads handling for arcade games (if supported) NAOMI: keyboard support, select "Keyboard" for "port B" and/or "port C" in "Plugins" configuration dialog NAOMI: dybbnao, dygolf, alpilot, sstrkfgt, gunsur2, samba, crzytaxi, zombrvn, wldrider controls support - NAOMI: doa2 crash fix - NAOMI: initdv2j DES key added, does not boot anyway - added "NAOMI 2 Vertex Cache" option, disabled by default, enable it if you have ATI/AMD GPU only. A lot of work still - simple deinterlace for TV-modes - DX11OLD: fixed shader filter settings load - Naomi2 screen scale (DX11NG) - MISC: fix DC flash erase, handle correct sector sizes - DX11: shadow volume full refactor - CORE: enable SSE compilator optimization - fixed MvSC2 SCORE blinking - CORE: savestates for VMU When you go into each joystick configuration, be sure to set Digital for your main directional inputs and not Analog. Of course, not a big change for "long-awaited" new build, but this is better than nothing. - GPU: ogl disable SSE compilator optimisation due to VC10 compiler bug - LISTXML generation fixes Second significant change is that GPU subsystem now migrated to the DX11 interface (currently DX10-capable GPU is enough). - NAOMI: MAME Naomi CHD-files supported (but not listed in dat), need CHD plugin in plugins directory - CORE: fcmpeq NAND case fix Emulator was started to development early in 2004 year by Wind, but just canceled BIOSes fix - MISC: netplay: add option to disable flash/sram sync - GAELCO: decode boot from Altera firmware - DC: a lot of game-specific fixes, now more games are playable or glitch-free - VMS: added default vms file to all ports, Changelog: - GUI: mahjong controller setup - better compatibility. - NAOMI2: Shadow intensity fix - HIKARU: sram mapping error fix, now pharrier can bookkeep (issue #54) - weird AICA LSA/LEA handling tweaks - new GPU plugin gpuDXv3 (DirectX 9 with shaders). - DX11: render to texture full rewrite - ancient CDI v2 parsing was killed by accident 20.09.2015 UPDATE Evil: Code Veronica. - MISC: SCIF link for AW Maximum Speed and Chase1929 sstrkfgt needs to be set to 1 player, and joystick axis are rotated. - patches for Cycraft InitialD and ClubKart (boots, but not yet playable) - libchd doesn't require SSSE3 anymore - ClubKart2003 input fixes And finally overall interface and usability changes. Don't know much about vonot's controls. - CORE: ftrc int/rec opcode fix New OpenGL plugin (gpuOGLv3). Changelog: In today's tutorial, I teach everyone how to play Sega Naomi and Sega Naomi 2 games with Demul 07a inside of LaunchBox. - SPU: fix loop sound sonic adventure (refix from rev 1809) - NAOMI: gunsur2 encryption key added, playable with sound - PAD: support for xbox360 gamepad (without analogs) - fully emulated scaler/filter, should fix most if not all games which was cut in size if in TV-modes - MISC: -listxml now generate "merge" tags The best SEGA Naomi emulator one can download is DEmul. - NAOMI: new romsets added: initdv3j with key, Star Horse, Shakatto Tambourine 2001 Spring, Ninja Assault new rev, crackndj2, gunsur2 alt rev, marstv, Radirgy new rev, etc... - ATI texture perspective correction fix is an option now (cause glitches on NVidia GPUs) - Atomisware support - CORE: dynarec instruction fix - fixed finally disk swap functionality (D2, Skies of Arcadia, etc) - fix Naomi 2 materials, lights refactor (DX11NG) - CORE: internal time with windows time auto synchronization - CORE: addc, subc opcodes for SH2/SH3/SH4 fix Input: - GD-ROM: small fix for bleemcast (almost work) Lets start with controls. 11.07.2015 UPDATE Chanka was still imperfect and emu was continued to developing. However, you have to set up the controls each time.Solution: This approach saves the key configs for each game when you exit Demul.Use: Run game. - MISC: improved creation of Dreamcast flash and "timehack" - SPU: fix cdda status set to gdrom - fixes for recent indie games - InitialD, ClubKart and Derby Owners magnetic card readers emulated (press PUSH6 key then game ask insert/take card) - optional multithread SPU & GPU support If we load up DEMUL and go to File > Load NAOMI , you’ll be able to see pretty quickly what games run on a particular platform. I am extremely mald rn. ".GDI" images can be converted to CHD with "chdman" tool from MAME project (e.g. - MISC: rom loading refactoring, NAOMI GD-ROM sets now require security PIC dumps, old GD-rip binaries not supported anymore - DirectInput thread close fix AKA "VMU window not closes" - NAOMI: cart encryption for direct and buffered protection modes supported, most encryption keys added - workarounds for newest ATI bugs in 15.7 drivers (DX11) - DX11: two volume modifier implemented Simple workaround in case it helps others is to create a profile in the ds4windows application that maps the d-pad to keys, e.g. Changelog: - SPU: return old adpcm decoder - CORE: arcade roms loading by CRC only, now can load renamed/old/custom romsets with the same files - fixed AEG/FEG which might stuck in edge cases (some sounds in MvSC2, ReVolt jump sound, etc) - GPU: much correct volumes support - GAELCO: add Gaelco Footall One is under the "General" section and … - polygon params passes through TA with Intensity mode 1, 2 (Thrigger Heart Exelica) - VMU: Beep fixed, speedup Same problem here: using ds4windows cannot configure d-pad controls due to JOY0_ANL3_KEY- problem. - GDR: fixed gdrImage plugin - MODEL3: added little improvements, still no sound, not a priority since supermodel is here ;) - NAOMI2: Znear/zfar fix - MISC: emulated HW210 IC card reader (Dragon Treasure, WCCF) - romset sync with current MAME Current changelog: - CORE: internal DMAC support - added clipping (cars mirrors, Soul Calibur menu etc) - DX11: Aspect ratio for 2nd shader filter's pass fix - VMS: fixed parsing crash on some VMS files - CORE: trapa SH2 fix Emulator is now support 7zip romsets for the bioses and arcade systems, most of the protection/encryption formats for the arcade systems, many many new romsets added during last year and many previously unsupported games or game controllers now are supported. Files you may need DirectX Web Installer – Download Visual C++ 2010 x86 – Download. - NAOMI2: Color/diffuse lerp value - GUI: "Time Hack" option, automatic Dreamcast flash time record correction for current time - PAD: Fixed jump to the BIOS when focus lost - CORE: invalidate code SH4 fix fix as many bugs as we can and improve emulation. - CORE: dreamcast various fixes - added custom decrypted rom loading routine. - NAOMI2: Optimize/refactor I deleted the padDemul cfg file - same result. - NAOMI: BIOS auto selection - GDR read synchronized with CPU and reduced to 1mb/sec (RE:CV "tiger head" fixed, credits to drkIIRaziel) - MISC: Elo touchscreen fixes for Atomiswave and NAOMI StarHorse It works like if there were no analog controls but digital, being left or right the maximum distance they could be turned analogically. - x64 binaries. also videos finally show up!!! - GPU: Lightgun mark fix - NAOMI2: Opaque modifiers - CORE: fixed save states - HOLLY: rewrite SPG - added recent NAOMI romsets (all old handmade romsets are gone) - fixed errors in the GD-ROM DMA, fixed launch WINCE GD-ROM The window shown below will then appear. - better G2 DMA edge cases handling - romset corrections to make some rom managers happy TESTED ONLY V3* and V4*. - NAOMI: club cart protection data - fixed AMD-specific texture glitches in many games (Shenmue II, ECCO, HotD2, etc) I find it difficult to configure the pad for Arcade system - driving games such Maximum Speed . - several minor tweaks - PAD: xinput stick, xinput crash and compatibility fix, xinput rumble support - NET: new proprietary network plugin added - PVR2: fix single modifiers (Soul Calibur) - fix crash in ROM-based SystemSP games - GUI: new VMS manager merged with maple devices, menu rearranging - AWAVE: Sega Bass Fishing Challenge romset added after Chankast released. - NAOMI: added M1/M2/M3/M4 decompression implementation, now all protections are emulated (thanks to Adnreas Naive, Deunan Knute, MAME and DU teams) - ARM: DP immediate Carry little fix Can be used instead of directsound plugin - added multiple ROM path support, Changelog: An icon used to represent a menu that can be toggled by interacting with this icon. - CORE: interpreter memory translation optimization, MMU speedup - PAD: various bugs fix - spu sync and buffer options - DX11: scaling added Populate your Hikaru, Naomi, Naomi 2, Gaelco, and Atomiswave wheels! Changelog: - DX11: fix z plane generation - NAOMI: full HLE MIE (315-6146 Maple-JVS bridge MCU) support EDIT 2: Thanks @Dogway. After you configure the pad for Dreamcast and Arcade system (Naomi/Atomiswave...) games, the controls do not respond for some driving games . In the main DEMUL screen go to Config > Controls. - CORE: Autoregion if booted without disk fix - NAOMI2: Delay irq and TL status - HIKARU: Minor fixes and speedup - better aspect correction and filtering for Cave CV1000 - patch for Orion Puzzle Collection (workaround for Kalisti SDK bug) - GPU: new DX11 plugin featured order-independency transparency - buggy polygon cache This will help us make up the compatibility - DX11: fix scaling with RTT Besides compatibility status and game screenshots please report information about game's region Enjoy. - MISC: fixed Dreamcast game name handle - shadow render fix (Cosmic Smash) WiPi 5 Is release August 2020, is up to date netboot with great feature. - NAOMI: 18 Wheeler DX steering fix Just a heads up. - CORE: added mmu support for dynarec Original threadhttp://www.hyperspin-fe.com/topic/7830-demul-full-xbox-360-controls-for-naomi-and-atomiswave-enjoy/?hl=%2Bdemul+%2Bcontrol, Demul - Sega Naomi & Sammy Atomiswave control configs for Xbox 360 ControllerBy urbangangsta101Demu 0.582Sammy Atomiswave XML v1.1Sega Naomi XML v1.2, Installation: (Essential)- Put the nvram folder into your Demul emulator folder (Overwrite any existing files)- Put the Demul (v0.5.8).ini into your Hyperlaunch Demul module folder (Overwrite any existing file), Extra Steps: (Not essential)- Enable Keyboard in Port C of the Demul plugins menu (Config->Maple Device Manager->Port C = Keyboard) - For 'Keyboard' style games- Add 'Mahjong' controls to your padDemul.ini (see demul-naomi-non-standard-controls.pdf)- Map controls for the 4 'Trackball' style games using Xpadder (see demul-naomi-non-standard-controls.pdf)- Map controls for the 11 'Lightgun' style games using Xpadder (see demul-naomi-non-standard-controls.pdf & demu-atomiswave.pdf) You should really use an Aimtrak Lightgun - Map controls for 1 'Touch Screen' style game using Xpadder (see demul-naomi-non-standard-controls.pdf), http://www.hyperspin-fe.com/topic/7830-demul-full-xbox-360-controls-for-naomi-and-atomiswave-enjoy/?hl=%2Bdemul+%2Bcontrol.