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Emulation Megathread Anonymous 10/17/2024 (Thu) 03:14:06 Id: c5f4ff No. 1028520
What games are you emulating? What do you need help emulating? Post screenshots of games you are emulating. Discuss games you are emulating. Discuss hacks of games you are emulating. ROMs https://r-roms.github.io Emulators Nintendo Entertainment System https://github.com/SourMesen/Mesen2 Super Nintendo Entertainment System https://github.com/SourMesen/Mesen2 https://nightly.link/bsnes-emu/bsnes/workflows/build/master Nintendo 64 https://github.com/ares-emulator/ares/releases https://github.com/simple64/simple64/releases https://github.com/Rosalie241/RMG/releases GameCube/Wii https://dolphin-emu.org/download/#download-dev Wii U https://github.com/cemu-project/Cemu/releases Nintendo Switch https://gamebanana.com/tools/16395 https://www.softpedia.com/get/Gaming-Related/Ryujinx.shtml Game Boy, Game Boy Color, Game Boy Advance https://mgba.io/downloads.html#current-downloads Nintendo DS melonds.kuribo64.net/downloads.php Nintendo 3DS https://github.com/PabloMK7/citra/releases Sega Genesis https://github.com/ares-emulator/ares/releases Sega Dreamcast https://redream.io/download https://github.com/flyinghead/flycast/releases
[Expand Post]PlayStation https://github.com/stenzek/duckstation/releases PlayStation 2 https://pcsx2.net/downloads PlayStation 3 https://rpcs3.net/download PlayStation 4 https://github.com/shadps4-emu/shadPS4/releases PlayStation Portable https://nightly.link/hrydgard/ppsspp/workflows/build/master PlayStation Vita https://vita3k.github.io/#download Xbox https://github.com/xemu-project/xemu/releases Xbox 360 https://github.com/xenia-project/release-builds-windows/releases Arcade https://www.mamedev.org/release.php Flash https://ruffle.rs/downloads FAQ Where do I get BIOS files, prod.keys, NAND dumps, system ROMs, and other firmware? https://emulation.gametechwiki.com/index.php/Emulator_files My PC is a toaster. Are there any emulators I can run? Most emulators of the 16-bit era (fourth generation) and earlier consoles (e.g., Sega Genesis, NES, Atari 2600, etc.) can be run on any PC, even one with a CPU clock speed of below 1 GHz. higan is the only exception because it's highly accurate and requires a 3 GHz CPU for optimal performance. Other emulators such as Snes9x, Kega Fusion, Mesen, etc. can be run on any PC that can run Windows. My save states do not work in the new version of the emulator I downloaded. Why? Save states are not compatible between different versions of emulators, or between different emulators. Don't rely on them. Use real/battery saves which typically can be transferred, even if they need to be converted first. My game isn't working. How do I resolve problems on my own? Emulators can have stable builds that are weeks, months, and sometimes even years old. The "stable" version is often just a randomly picked dev (short for development) version, which is why the latest dev versions should often be preferred, as they solve emulation issues most of the time. If you're using a plugin-based emulator, graphical glitches and sound issues could be solved by changing the settings or using a different, better plugin altogether. Newer, more accurate emulators that do not use a plugin system may also be recommended. Try changing the graphics backend between OpenGL, Direct3D, and Vulkan. Sometimes, questions may have been asked and answered multiple times in the past. Check online. If you still can't find a solution, ask. Provide system specs, operating system, emulator, version, settings, plugins, system emulated, game emulated, and the problem itself.
>>1341674 You'll have a better experience using the vita for gba anyway.
>>1341674 >retroarch Well there's your problem I know it's convenient I just fucking hate the devs
>>1342368 The actual snes9x port isn't much better.
>>1343331 Native software vs emulation, the VITA is some old ARM thing that is clocked at around 266-500Mhz, you can't expect too much from it >>1342368 Actually you ain't entirely wrong, RA has some fairly big overhead so maybe a standalone emulator would handle it better, thouhg on VITA you do want OC if you're serious about emulation for anything that isn't PS1 / PSP.
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Time to update my switch emulator to the latest version
Can someone point me towards a PC Engine emulator and roms?
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>>1410962 I can't point you to where you can find games and bios files. Sorry. But personally, I use the "Beetle PCE" core on RetroArch to play PC Engine games. If you want to play the CD games like Castlevania Rondo of Blood, you'll also need to find the 4 bios files for PC Engine as well. For games, I just use ".bin + .cue" file formats myself.
>>1411062 Edit: For regular PC Engine games, I use the ".pce" file format. For PC Engine CD games, I just use ".bin + .cue" file formats.
>>1411062 >>1411077 I see, thanks anon.
>>1411117 Yeah, sure. What pc engine game are you gonna play first?
>>1411223 Untranslated/lesser known games mainly. I have a few PC Engine magazine scans from '89-'91 with a bunch of games I've never heard of anywhere else.
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>update cemu to 2.6 hoping mh3u got the misty peaks glitch fixed now >this shit happens thanks so fucking much niggers, now i have every single render in the game exploding instead of just a bunch of mountains flickering in one area of the game what the fuck is going on here?
Emulated Infamous. It's not even close to Prototype. I'm so fucking bored.
Does anyone else just use both Retroarch and all of the standalone emulators simultaneously? It's just nice to have variety incase a setting doesn't work for either one. For example, I like playing romhacks on the Vita, and standalones do not like that in the slightest, but Retroarch handles them just fine. Also, oddly enough, Retroarch's ps1 cores do better ps1 emulation than the Vita's native emus.Dunno why. On the other hand, NES emulation on Retroarch (windows) kinda sucks. There's constant skipping, and sometimes it happens to the SNES cores as well. The standalones don't have this issue. So like I said, variety is nice.
hehe
>>1495303 I tried to use retroarch and honestly, if i was sitting on a couch in front of a tv, i could see myself using it, but like generally i'm faster with mouse in standalone emulators to open them for playing.
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Does anyone know of a rom hack for Jet Force Gemini to invert the vertical aiming and disable the snapping when you release the stick? I have relatively high tolerance for shit controls but this game is really pushing it. Those changes seem like they should be trivial to make and they would improve the gameplay massively, but the only hack I see in romhacking.net is some co-op mod.
https://archive.ph/ffeuA Here's a list of GameCube decompilations being worked on.
>>1633920 We're slowing reaching the point where emulation won't be required for mainstream games.
So is Ares the best out of the box solution for N64 emulation right now? I wanted to replay some F Zero X. I remember using ParaLLEI on Retroarch but dunno if anything better has popped up
>>1637479 What's wrong with Mupen64 and Simple64?
>>1637504 Idk, never used those. Are those better than Ares?
>>1637506 They're pretty stable and I can't recall an N64 game that didn't run on them. They only have issues with certain Mario hacks that require more allocated RAM (IE B3313), but there are libretro cores tailor made for that problem.
>>1637506 I've only ever used Mupen64. Works good for me.
>>1633920 >>1635127 We need a decomp/recomp thread.
>>1669825 Should we workshop one, right now? For the title I'm thinking " Re/De-Compilation Thread" For the lede, it should explain the process and what it means. The body should contain links and explanations of projects such as OpenGOAL. Maybe it could dual as a re-implementation thread for OpenMW, Daggerfall Unity, etc?
>>1670016 >OpenGOAL >OpenMW, Daggerfall Unity Huh, never heard of these.
>>1670016 Go for it. Make sure to mention Zelda64Recompilation and the other efforts that have come from it.
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Just taking some time to recommend Cyber Org on the PSX. This is one of the most obscure games I've ever seen, with hardly any info about it online, and literally zero info or guides on game mechanics, at least in English, which is a shame because this game is pretty fucking good. The game is in Japanese, but the interface and all the voice acting are in English, so you only miss out on things like e-mails and hints and the game is easily playable even if you don't know any Japanese. The game is a sci-fi dungeon crawler with action combat. You have a melee combo on square and a special weapon with triangle which is different for each character. The melee is free but the special weapon consumes the blue energy meter. The combat itself is simple and starts out easy, just run up to an enemy, hold R2 to lock on and stunlock them to death with your square combo, but as the game goes on the enemies start getting more aggressive and numerous and they do a lot of damage, and the combat becomes more about positioning and spatial awareness since your combo has a long recovery and an enemy attacking you from behind during your recovery can take half your health in one hit in later areas. But weirdly enough, the combat is not the central mechanic, that would be the resource management. This is an anti-hoarding game, forcing you to constantly make decisions on what items to pick up and what items to consume. You have three characters with limited inventory, 20 slots each, and you also have a box at save points that can hold 60 items. You can play one character at a time and switch characters when you're outside of a dungeon. Each character has a stamina bar (the yellow bar in the screenshots, called "GP" ingame) that constantly depletes, even when standing still, and when it reaches zero it starts to slowly damage your health and eventually kills you, so you're constantly under pressure while in dungeons. When you're playing a character, the other two will slowly regain stamina, but usually at a slower rate than you consume it, so you'll be under a stamina deficit unless you regularly consume medicines to restore it. Every medicine restores a little bit of stamina regardless of its effect, with the medicine refresh being a full refill, but all the drops are random and the refresh medicine is among the rarer ones. You usually have to complete multiple floors, sometimes a lot of them, before you find the exit to the dungeon and can switch characters or use the item box, so managing your resources is important, with stamina and inventory space being the two that force you to make decisions most often. Killing enemies and destroying things gives you something called Access Points (AP) which you spend when interacting with terminals. You need to use terminals to unlock doors, unlock the teleporter to the next floor, get the floor map, and a bunch of other things. You generally get way more AP than you need, so I'm guessing it's just there to prevent you from running past enemies, since you won't be able to use terminals unless you kill at least some enemies. Sometimes you will run into a dungeon that only a specific character can complete, and you'll be under extra pressure if that character happens to be the one who just did the previous dungeon and is tired. So far I've found three types of "barriers" for specific characters. When entering a room triggers an alarm and starts spawning infinite enemies, you're supposed to use T.J. (the blue guy) and use his stealth camo to sneak past that room (hold circle for a few seconds to activate it). Whenever there is a platform you can't jump high enough to reach, that's meant for Fosis (the purple bug guy) but you can also use a medicine jump. Finally if there is a strange wall that has a hit effect when you attack it, but doesn't break, you're supposed to use Gigante (the big green guy) to break it. These hard barriers are always on the first floor of a dungeon and that floor will always have an exit portal so you can get out and switch characters. I'm leaving that info here because I got stuck at those parts for a while. As weird as it sounds, I would recommend this game to people who enjoyed all the decision making with the inventory management in games like Resident Evil. The way you have to decide what to pick up, what to leave, what to consume and what to throw away feels kinda similar, you're constantly juggling resources to progress. It's not just what you need to consume to refill your bars, you also have to power up with drugs to keep up with the enemy power creep. It's a repetitive game, but it's one of those repetitive games where the constant pressure to move forward while juggling all your resources gets so addictive you don't really mind the repetition. Oh, and the game supports the dualshock and I would highly recommend using it over the dpad. This game has better camera control on the right stick than any PSX game I've played, it's even better than some PS2 games.
>>1637479 Yeah ares is the best as far as accuracy is concerned.
>>1681320 What's the difference between accuracy and performance anyway? If something like SNES9x can run any SNES/SF ROM ever, why does bSNES exist? Or does it become apparent from N64 onward?
>>1681420 https://github.com/snes9xgit/snes9x/issues/867 There are still issues. No emulator is perfect.
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>>1681184 I recorded a little bit of a boss fight to show what I mean about the combat.
Today i found out someone made a geometry dash version for the NES, the base game levels translate pretty well https://github.com/tfdsoft/famidash
I just tried playing through Chrono Trigger + (romhack) and I made a very big oopsie. >hack advertises that you can skip speccio and do no magic runs >do just that >travel to 65 million BC after doing the whole future part and getting robo (since it lets you go there due to wanting to be more open ended) My whole save is now perma-softlocked because Nizbel hasn't been changed one bit. So despite the game letting you skip Spekkio, you really still need his abilities. Nizbel takes nod amage unless you shock him with lightning, and out of 4200 HP, he only takes 10 HP per attack. I can't even go back and learn from Spekkio, because Azala took the gate key, thus trapping me in this accursed time period.
>>1633920 >https://github.com/doldecomp/melee >The DOL this repository builds can be shifted! Meaning you are able to now add and remove code as you see fit, for modding or research purposes. SSBM PC port coming soon(TM), noice.


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