11.07.2015 UPDATE - PAD: dead zones, dc triggers fix - vertical shooters screen rotate - SH4: add flti0/1 PR flag check Display: In today's tutorial, I teach everyone how to play Sega Naomi and Sega Naomi 2 games with Demul 07a inside of LaunchBox. - rebuilt using latest Visual Studio, PowerVR2: - WWF Royal Rumble 4 players inputs - NAOMI: dybbnao, dygolf, alpilot, sstrkfgt, gunsur2, samba, crzytaxi, zombrvn, wldrider controls support - several minor tweaks - CORE: invalidation optimized, "Triggerheart Exelica", etc. - CORE: ftrc NaNd round fix - AWAVE: Sega Bass Fishing Challenge romset added - x64 binaries. - GDI: various bugfixes - GPU: correct vertex intensity alpha - NAOMI2: Opaque modifiers - CORE: dreamcast various fixes More than a half are playable - Naomi2 shadows improvements (DX11NG) - NAOMI: VMS and Dreamcast gamepads handling for arcade games (if supported) - CORE: timers bugfixes - invisible polygons culling - texture cache rewritten - fixed most of memory leaks. - gdrImage fix cue/bin booting support - simple deinterlace for TV-modes - AICA: mixing levels fixes 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. - NAOMI2: Diffuse and specular intensity - GPU: YUV transfer out of RAM fix - NET: new proprietary network plugin added I have a problem with DEmul controller configuration. - HIKARU: NASCAR boot in public build - new texture cache, new coord calculation system Recently, I added 1 Xbox 360 controller to my system. - fix current LBA after Mil-CD security check - GUI: GameBrowser keyboard input handling fix - DX11: Rotate 90/270 fullscreen aspect fix - shadow render fix (Cosmic Smash) - fix Naomi 2 materials, lights refactor (DX11NG) - NAOMI: coin fix - GPU: new DX11 plugin featured order-independency transparency Current changelog: - CORE: round mode fix - CORE: invalidate code SH4 fix - ClubKart2003 input fixes - GPU plugin is improved (thanks DreamZzz) WiPi 5 Is release August 2020, is up to date netboot with great feature. - NAOMI: automatic analog controls mapping to write new emulator that will be able to run commercial games since first DemuleIni.FileFullPath) PadIni.CheckFile("Could not find Demul's control ini. - NAOMI: JVS interface and IO board(s) emulation - GUI: new VMS manager merged with maple devices, menu rearranging Please run Demul manually first and each of it's settings sections so the appropriate inis are created for you: " . - GPU: Aica dsp fix - NAOMI: 18 Wheeler DX steering fix - NAOMI: board malfunction for A-C rev. - VMU: beeper emulated, Changelog: - NAOMI: added M1/M2/M3/M4 decompression implementation, now all protections are emulated (thanks to Adnreas Naive, Deunan Knute, MAME and DU teams) - render to texture (we already know how to implement it. WASD and enter these keys in demul config, either in padDemul.ini or by pressing them quickly in the gui. - minor romset correction - SPU: Sound stretching for slow machines Hello from Russia! - fixed AICA DMA discord, - fixed image distortion on Nvidia GPUs Changelog: - SPU: fix cdda status set to gdrom - GUI: PAL/NTSC mode selection For proper plugin functionality - you should install latest video drivers (especially if you are ATI card owner). We are very proud to introduce you new DC emulator DEmul! I 'm trying to set up Demul 0.7. Populate your Hikaru, Naomi, Naomi 2, Gaelco, and Atomiswave wheels! - MISC: SHIO hopper board HLE, Kick'4'Cash playable - CAVE: Akai Katana added Again, bugfix release. - multisampling, And now for something completely different: DEmul WIP. Typically speaking, regular NAOMI games run off a single .zip ROM file where NAOMI GD-ROM and NAOMI 2 use additional CHD files as well. - GUI: GameBrowser "load decrypted" fix There are so many changes compared to previous release so let`s describe only key points: - SPU: fix loop sound sonic adventure (refix from rev 1809) compat list - DX11: bilinear and textcoord clamp/flip fixes (Samurai6 shadows, Xtreeme Sports title, etc) - GPU: sprites fix - VMS: fixed parsing crash on some VMS files Netboot game pack image for the SEGA Naomi system. We try our best to Defaults Controls. - optional SPU DSP - FLASH file autocreation - adjusted sound volume, was too loud, notable in Atomiswave games - better Xinput deadzone handling - NAOMI: Gun Spike auto-coin fix - SH4: Exception generate optimization, dinarec optimizations, minor speedup (major speedup for some games, like Under Defeat) - GD-ROM: fix CD PLAY after SEEK for Taxi2 - fixed MvSC2 SCORE blinking 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). - NAOMI: Crazy Taxi debug ctrls - CORE: SSE2 optimizations, critical core corruptions fixed, much more stability - MISC: Added all recently dumped games for supported platforms - DC: a lot of game-specific fixes, now more games are playable or glitch-free - MISC: minor romset corrections 19.07.2015 UPDATE - PAD: Fixed jump to the BIOS when focus lost - PAD: support for xbox360 gamepad (without analogs) (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), - GPU: workaround for ATI bugs 23.09.2015 UPDATE Changelog: - MISC: fix save states crash it seems like a lot of things were changed since the last build specially in the inis and the way it works but the thing that got my attention is the fact that audio is working a lot better now. - NAOMI2: Color/diffuse lerp value (or checksums of all files from the root directory), and also, if release group name is known, - apply fog per textures - automatic DC video mode selection - SH4: MMU critical bug fix and speedup, all WinCE games are playable now - MISC: fix Marvel vs Capcom 2 intro Guile character head an nfo or full release name for further search. - GDR: added support for filenames with spaces to GDI Now emulator is able to run most commercial releases by various groups all along (Demul already included with core HyperPie Pc Edition) no add-on pack required! - several optimizations - MISC: Elo touchscreen fixes for Atomiswave and NAOMI StarHorse - added custom decrypted rom loading routine. - GAELCO: render fixes: offset color flag, handle flats - SH4: OnChip access correct bit width only - added all NAOMI/NAOMI2 dumps (not tested at all) - SH4 MMU fixes & improvements, Shenmue's Afterburner II minigame playable - smooth texture palettes - GUI: more video cable mode selection We have been trying - emulated primary/secondary render target buffers for Opaque/PunchTrought lists (Agartha proto flashlight) - fixed different dynarec, code invalidation and counters bugs - GAELCO: speedup boot Introduction. - 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… - CORE: savestates for VMU - improved shadow and fog emulation, Changelog: - fixed few games with inverted "pedal" inputs Once that’s completed hit OK. - MISC: set windows timer resolution to min possible value We hope that all PADs can now be used with our emulator. - fix GDI audio in gdrCHD (this plugin is recommended now for usage with GDI images too) - fragment and vertex shader (offload calculation from CPU to GPU) Go to Config > Controls to get this screen : Click “Joy 1” you should get this default configuration : - DX11: translucent modifier inplemented - GDI: sector cache (test only) - crash fix at exit after fullscreen switching (I hope) - ADPCM decoder tweaks (thanks kode54 for info) This will help us make up the compatibility - AICA: properly handle Decay level = 0 case - HOLLY: add real HOLLY IDs for all supported platforms On test mode of the game the wheel is perfectly recognised by demul, but once ingame it doesn't behave correctly. - PAD: first time configuration crash fix - GPU: "Transform Z" options added (w-buffer to z-buffer transform enable), enabled by default (need restart for ogl if changed) - CORE: fixed maple timers A new card codes included (to change 4-5-6 game version go to game test mode BACKUP CLEAR and hold both players buttons 1 for 3 seconds). - CORE: added mmu support for dynarec - multiple screen resolution (needs restart) - handle edge case ELAN IRQs - CAVE YMZ770: implemented main volume and clip control gpuOGLv3 features: - MISC: NAOMI DIMM CF support - renamed SPG/GPU display to FPS/RPS - NAOMI: ggx crash fix - DX11: Aspect ratio for 2nd shader filter's pass fix - SH4: interrupts fixes / improvements 31.07.2015 UPDATE About half a year it has been in hibernating, but Enjoy. - DX11: use mipmap adjust, add supersample (not working) - NAOMI: gunsur2 encryption key added, playable with sound Changelog: - allowed upto 128 layers - video framelimit - SH4: fix DIV0S, optimize DIV1 and add linking current block - HIKARU: Minor fixes and speedup - fixed sound in most arcade games - MISC: netplay: add option to disable flash/sram sync You can disable this feature for whole list and transparent polygons cause several games still works better without sort - render framebuffer If you interest in development, we will glad to see you on IRC channels or forums IDirectInputDevice8 CreateEffect FAILED has something to do with force feedback (which I didn't think Demul supported). - PAD: full xinput support - GPU: DX10/DX11 support for Hardware and Software renders (can be played virtually on any GPU card, but obviously very slow) - CORE: Savestates fix - PAD: xinput stick, xinput crash and compatibility fix, xinput rumble support - autosave SRAM/EEPROM settings - DX11: clip mode set without GroupEn bit (18Wheleeler map, checkme), modvol clip - GDR read synchronized with CPU and reduced to 1mb/sec (RE:CV "tiger head" fixed, credits to drkIIRaziel) - Tile Accelerator rewrite&optimize - GAELCO: preliminary support Gaelco Footall analog inputs Demul is also a bitch with controls it wont transfer the controls through rocketlauncher, they all need to be manually set up. Demul can emulate all four controllers, allowing you to play the best of the Dreamcast local multiplayer games. - brake in Atomiswave racing games works again - DX11: add read fb to dc vram Both methods will produce functional images the difference is only in size (quick ".gdi" to ".chd" conversion is a bit larger than handmade ".toc" to ".chd"). screenshots Demul 0.7 (2017-11-11) Emulator + Romset. - several minor corrections in fact i had to do a couple of changes to my app in order to make it work again due to the heavy changes. The mapping defaults to some axis joy 1? - GPU: much correct volumes support The best SEGA Naomi emulator one can download is DEmul. - NAOMI: Mushiking IV/V/VI added. Changelog: 08.07.2015 UPDATE - NAOMI: mahjong panel support - VMU: Beep fixed, speedup - DX11: shadow volume full refactor - GAELCO: new system added with two games supported: Smashing Drive and ATV Track - AICA: fix DSP recompiler state load crash, Up-to-date build of almost year of developing. 09.07.2015 UPDATE - GUI: GameBrowser forvard/backward sorting for game year, romset name, full name, developer/publisher and game system - VMS: added default vms file to all ports, Changelog: I had Demul 0.5.8 running great in Hyperlaunch and I have tried to copy my controller settings from the 0.5.8 ini to the 0.7 one, but it doesn't work. - GPU: new DX11 two-pass postfilters, texture conversion on the GPU - ancient CDI v2 parsing was killed by accident - NAOMI2: render to texture fix that will be available later too. 18.12.2015 UPDATE - NAOMI: wldrider crash fix For Old and Intel videocards - weird AICA LSA/LEA handling tweaks I updated to the latest Rocketlauncher from Hyperlaunch and I'm trying to sort out some issues that I'm having. - ARM: DP immediate Carry little fix - HIKARU: new system support added, a lot more of work needed - fixed hang in KalistiOS based games with DC keyboard controller - MISC: basic analogs simulation when playing from keyboard (arcade only) - many fixes in GPU and SPU - DX11: fix aspect ratio (need test) 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. - NAOMI: MAME Naomi CHD-files supported (but not listed in dat), need CHD plugin in plugins directory - PVR2: fix single modifiers (Soul Calibur) It turns out now that when I play Naomi/Atmoswave/Hikaru.. other systems, I cannot map my controls with my x arcade tankstick anymore. - NAOMI2: Layouts - SH4 MMU optimizations, many WinCE games works at fullspeen on ~recent PCs New GDR plugin gdrCHD. - polygon params passes through TA with Intensity mode 1, 2 (Thrigger Heart Exelica) SDK, docs and faqs. - added multiple ROM path support, Changelog: fix as many bugs as we can and improve emulation. Every time I press anything on the Joy1 controller configuration window it says JOY0_ANL3_KEY-. - GPU: fixed DX3 z-buffer bug - CORE: savestates fix - better aspect correction and filtering for Cave CV1000 - fix crash in ROM-based SystemSP games - due to googlecode shut down, we moved to https://github.com/p1pkin/demul/issues issue tracker Anyone who wants to experience SEGA Dreamcast games on their Windows PC knows just how important a good emulator is and this is the most popular. The final thing we need to setup is of course our controls. Enjoy. - NAOMI: cart encryption for direct and buffered protection modes supported, most encryption keys added - GPU: new DX11 translucent modifiers, aspect ratio support with hotkeys - spu sync and buffer options - DX11: fix 1x1 mips in 16bit and IDX8 textures (road marks in Sonic2); miplevel clamp; join similar texture decoders - fixed xinput crash if attempt to configure inputs during emulation but still fights with FBO on ATI cards. Welcome to the DEmul Quick Start Guide. - MISC: emulated HW210 IC card reader (Dragon Treasure, WCCF) - fixed hang in some WinCE games if VMU present To install, just replace default padDemul with new one. 2) list and search for mistakes. - GDROM: gdrom threading disabled 07.07.2015 Hi all, I have made Sega Naomi 2 system for Hyperspin, separating the specific roms for this system from Sega Naomi romset. 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. Awesome release!!! - GPU: Lightgun mark fix - DX11: bump mapping added - ATOMISWAVE: Crash fix - GPU: polygons blending fix vtenis2c, vtennis, sstrkfgt and vonot seem to work well from the brief time I tested. - NAOMI DIMM Board emulated - DX11: render to texture full rewrite Please, post any bugs or suggestions here. downloads sstrkfgt needs to be set to 1 player, and joystick axis are rotated. - fixed finally disk swap functionality (D2, Skies of Arcadia, etc) Yo boys and girls. - GPU: correct vertex intensity color clamping - MODEL3: added little improvements, still no sound, not a priority since supermodel is here ;) - DX11: network sort option Don't know much about vonot's controls. No controls seem to work, though, other than shooting. - optional multithread SPU & GPU support Sound, timing and graphics need improvement and speed up. 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. - workarounds for newest ATI bugs in 15.7 drivers (DX11) 20.09.2015 UPDATE - patch for Orion Puzzle Collection (workaround for Kalisti SDK bug) It's an alpha/preview quality product so take it AS IS. I deleted the padDemul cfg file - same result. - foolproof VMU files creation - DX11: scaling added - screen filter shaders similar to Pete OGL2 plugins (find examples at gpu) - Ferrari F355 Deluxe have sound/music - DX11: use clip for RenderDepth (fixes arcade 18Wheelerer), RenderDepth only shadow poly (fix Xtreme sports), UV clamp/flip/wrap inside TextureSample() (fixes textures gaps), always use color clamp (Rumble Fish attract), all fog processing after shading calc we investigate this issue) First of all, the new SH4 core now have full MMU support for interpreter/dynarec modes, which is slightly improved compatibility and allow to run most of the WinCE games fast enough to play. - GD-ROM: small fix for bleemcast (almost work) - CORE: new sh4/ppc cores, improvements, bugfixes - DX11: Framebuffer rendering fix - CORE: macw, macl opcodes fix Extract the contents of "[Arcade] Demul (Naomi).rar" into your Demul folder Instruction 2: Loader.ini. faq - SH4 exceptions handlindg fixes - NAOMI: Ninja Assault Export (NJA4verA) added - CORE: internal time with windows time auto synchronization - fixes for recent indie games - NAOMI2: Optimize/refactor - CORE: MMU sh4 fix - DX11: fix scaling with RTT - GPU: stride untwiddled texture fix - CORE: command line support, run selected game/system, list supported games, generate xml dat file (clrmame) for supported romsets with parent/clones info - NAOMI2: new model cache system - NAOMI: club cart protection data Second significant change is that GPU subsystem now migrated to the DX11 interface (currently DX10-capable GPU is enough). - MISC: -listxml now generate "merge" tags - DX11: fix z plane generation Very quick play through on Crazy Taxi running on Demul 0.58, emulating the Sega Naomi board. - added "NAOMI 2 Vertex Cache" option, disabled by default, enable it if you have ATI/AMD GPU only. # Max - true (gives a windowed mode full screen, not true fullscreen), fullscreen (sets demul to go true fullscreen), false (demul runs in a normal window). Same problem here: using ds4windows cannot configure d-pad controls due to JOY0_ANL3_KEY- problem. - GUI: full game name/title display on windows title 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 Post any regression or improvements reports to our tracker: http://code.google.com/p/demul/issues/list. - CORE: ftrc int/rec opcode fix Of course, not a big change for "long-awaited" new build, but this is better than nothing. - GPU: render and framebuffer fixes (still imperfect) - CORE: heap corruption fix It includes new features and new systems mentioned in this topic, many bugs fixed, as well as several unfinished parts, like new DX11NG render. needed. - LISTXML generation fixes Includes Naomi 1, Naomi 2, Atomiswave. - Naomi2 screen scale (DX11NG) Please open "Loader.ini" in a text editor Notepad will do fine. - CORE: removed redundant gpu/spu multi threading - removed redundant GPU calls, General changes: - GPU: dx correct window size change - NAOMI2: Fake shadow fix - AWAVE: many fix for controls, rail-shooters playable - fully emulated scaler/filter, should fix most if not all games which was cut in size if in TV-modes developer is going to be little busy to do something with DEmul next year, - CHD: updated to 138u4 version DX11 support for Naomi 2 still imperfect and have some known issues, don't bother with that. Emulator was started to development early in 2004 year by Wind, but just canceled - better compatibility. - bunch of minor things not worth mention - full rewrite aica DSP. This guide will tell you how to set up DEmul quickly and with fewer details for those of you in a rush! - NAOMI: BIOS auto selection - fixed AEG/FEG which might stuck in edge cases (some sounds in MvSC2, ReVolt jump sound, etc) - romset corrections to make some rom managers happy - fix rotate and aspect ratio 18.08.2016 cumulative UPDATE 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. - 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) - gdrImage subcodes emulation fixes and improvements - MISC: improved creation of Dreamcast flash and "timehack" - added DC lighgun support - romset in sync with MAME - mipmap textures, Fixes in other plugins: - GDI: offset support (may be glitchy) - SH4: fix Invalidation code - GD-ROM status/irq corrections (Gauntlet Legends) All romsets (except GDROM) are fully compatible with MAME - GAELCO: add Gaelco Footall - GPU: fullscreen frequency fix - NAOMI2: VS3 stupid bug fix ga('send', 'pageview'); [29 november 2006] Information for all testers, http://code.google.com/p/demul/issues/list. - GAELCO: improved ball mechanic simulation ga('create', 'UA-695698-2', 'auto'); - implemented render-to-texture technique (fixed REZ, RE:CV, CT, ILLBLEED) Files you may need DirectX Web Installer – Download Visual C++ 2010 x86 – Download. ;) By numerous requests we have added support of old gamepads, which don't support Event Notification, to the PAD plugin. Anyway, you can ask your questions (not dumb, please;)) by - DX11: hw-like trilinear filter, optimise shadow - fixed RF ID generators for Dinoking, Love&Berry, etc Changelog: - DirectInput thread close fix AKA "VMU window not closes" ;). I reset all the gamepad mappings to NONE - same result. - filtered negative vertex coords (MK Gold with ATI fix) - PVR2: fix specular It works like if there were no analog controls but digital, being left or right the maximum distance they could be turned analogically. - fixed multithread and cpu errors Lets start with controls. - sync romset with current MAME A lot of work still - new SPU plugin spuOAL (uses OpenAL api). About a year - CORE: trapa SH2 fix - HIKARU: sram mapping error fix, now pharrier can bookkeep (issue #54) - VMU's windows auto open/close if we loss battle with FBO then we will switch to pBuffer technique)