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使用说明:
1.NDS2xGL2 FOR NO$GBA 2.5B
在原模拟器功能基础上增强一些,允许在两个屏中选择其中一屏放大2倍屏幕,并且可以随意选择跳帧并显示。对于速度上不太理想的,您也可以利用NDS2xGL来提高模拟优先级,有可能可以提高些许性能。如果你觉得屏幕放大了,画面太模糊,你也可以打开前端中内置的3个渲染引擎进行适当的画面平滑渲染,具体渲染效果请查看下方模拟截图。使用方法很简单,只要将NDS2xGL解压缩在NO$GBA同一目录中即可正常使用。
2.NO$GBA 2.6
NO$GBA的作者制作了一系列模拟器,作者把它们命名为NO$系列,其中的美元符号$并非指美元的英语dollar,正确的 读法应该是no cash,即不收现金的意思。不过千万别误会它代表免费,事实上模拟器是收费的,只不过我们用到的是免费版而已,作者不收现金只用转账,所以叫NO $...收费版和免费版主要的区别是收费版带debugger,按照作者的说法debugger是给程序员用的,"And it is completely useless for gamers",假如你有意购买收费版的话,请登陆模拟器主页并联系作者http://nocash.emubase.de/gba.htm
NO$GBA顾名思义它原本是一个gba模拟器,现在仍旧是一个以gba为主体的,带nds模拟的模拟器,nds部分是最近几个版本才陆续加入的,应该说NO$GBA在nds方面的起步相对比较晚,是个后起之秀,不过的确是目前为止最成功的一个。
3.PROFILE MANAGER R10 FOR NO$GBA 2.6
NPM chs 简体中文版 汉化作者:softpro
NPM eng 原英文版
NPM cht1 繁体中文版 汉化作者:nhlay
NPM cht2 繁体中文版 汉化作者:khiav
是否苦于经常要重复的修改配置?现在,这个情况可以得到简单解决了。Profile Manager就是针对这种情况开发的,有了这个软件,您可以事先保存多套配置方案,以针对不同的游戏需求,或者也可以直接加载别人的配置方案,省了很多的时间。
4.ENDRYPTS ADVANCED 1.2
NDS游戏rom加密和解密的工具,运行这个工具会自动对加密过的rom解密,对解密了的rom加密。像NO$GBA,如果使用了开机固件就不能运行解密过的rom(提示:The rom-image has crashed),这时你用这个工具加解后就能正常运行了。
5.PKUNZIP
PKUNZIP(也写作PKZip)是一个程序,最初是为DOS操作系统编写的,用于将多重文件放进一个压缩文件,进而能节省储存所需的空间并且能更快从一个地方传输到另外一个地方。必要时,辅助程序PKUNZIP将会解压并还原最初的文件。被压缩的文件档案库即是一个压缩文件并且照惯例有个.zip后缀。“PK”起源于程序的作者Phillip W. Katz的名字。PKZIP曾经是最常用的共享软件之一,在多种操作平台上被作为工业标准。PKZIP软件的原始开发商PKWARE公司将会继续推出支持不同操作系统平台的软件版本。一些其他的公司也分发跨平台的版本,以使文件能够方便地转移。Windows使用者时常使用WinZip,它也是一个非常常用地文件压缩程序。
更新说明:
详细更新说明:
- nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
- nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
- nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
- nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
- nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
- nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
- nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
- nds/3d/help: added note on situations where lower/right edges are excluded
- nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
- nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
- nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
- nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
- nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
- nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
- nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
- nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
- nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
- nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
- nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
- nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
- nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
- nds/3d: soft-renderer: emulates correct size of edge-marked polygons
- nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
- nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
- nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
- nds/3d: soft-renderer: emulates correct rounding of screen coordinates
- nds/3d: supports direct capture from 3d engine (instead from engine a only)
- nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
- nds/3d: opengl: internally breaks all polygon strips to separate polygons
- nds/3d: buffers translucent polys, and renders them later (after opaque polys)
- nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
- nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
- nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
- nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
- nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
- nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
- nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
- nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
- nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
- nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
- nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
- nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
- nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
- nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
- nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
- nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
- nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
- nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
- nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
- nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
- web/paypal: added an evil "donate 2.50 and download newest version" button
- dos: due to the soft-renderer, dos version is now fully supporting 3d video
- a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels)
新版优化了3D画面渲染和运行速度提升,以及优化WIFI联网对战功能,
新版本将内置式帮助文本(在调试版本)包含了几乎完整的无线上网规格。
该模拟器可以运行模拟NDS的BIOS,
启动的时候可以见到健康提示,然后进入系统菜单,就像真实的NDS一样。
新版本在金手指方面进行了改良和完善, 在NDS游戏3D画面纹理渲染方面也改进中.
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