Finally, NesterJ ported to 3.xx firmwares. Now I can have it on Remotejoy wherever too.
One thing I don't get is, what does a FFVII AC mapper have to do with NES anyways? :S
Great Release nonetheless, and a much needed update!
News via http://emu-russia.net/en/
NES emulator for Sony PSP has been updated. Changes:
Changes from 0.61 (based on nesterJ 1.12 by Takka, based on nesterJ 1.11 by Ruka)
From suloku:
- Added rewind mode coded by Davex
- Added mirror and rotated screen modes by Davex
- Added sepia color palette by Davex
From byemu:
- Added support for a LOT of boards and mappers, including mapper 163 (NJ063 Final Fantasy VII Advent Children among others)
- PAL-NTSC selector
- Added Chinese interface language
- Added FAT ROM read mode, which enables Chinese filenames while browsing
- Added a new cheat function to make changing games easier.
- ROM support up to 4M
- Increased exception handling, prevention of reading the game crash
- Roms can be deleted. Press [] (square) in the rom list interface.
- Added and increased a custom rom database (byemudb.dat)
From 1.12 by Takka:
- Ported to 3.xx firmware (full user mode);
- Fixed sleep mode issues;
- Fixed saving issues (sram and states).
Download and Give Feedback Via Comments
Finally, NesterJ ported to 3.xx firmwares. Now I can have it on Remotejoy wherever too.
One thing I don't get is, what does a FFVII AC mapper have to do with NES anyways? :S
Great Release nonetheless, and a much needed update!
This version chugs more than the 1.11 version. 60FPs constant is rare and nonexistent with vsync on. I think it has to do with the rewind feature because the less i tell it to capture, the better it runs. If they can get the rewind feature to work without the slowdown, it'll be perfect.
Will try this out. If this works with JACKAL, I'll be impressed
For me a good NES emulator is an emulator that runs Kabuki Quantum Fighter with no vertical stage glitches and Low G Man without crashing after second stage.
Works like a charm. All of my saves and states work from the older version just fine
Last edited by dante221; February 13th, 2010 at 22:14.
Does anyone have any idea how the .chj cheats work?
Edit - ha! nevermind, it's really quite simple.
[0]
Name=Health
0=Max,40D,FF
1=Min,40D,1
Default=0
[<code number>]
Name=<cheat name>
0=<name for first option>,<hex address>,<hex value>
1=<name for second option>,<hex address>,<hex value>
Last edited by Qmark; February 16th, 2010 at 09:23.
Tried it out and it works perfectly. Saving is once again optimal.
The only problem is that it crashes when trying to upload a couple of games (namely EarthBound Zero and Bug's Bunny's Birthday Blowout). Those two games also crashed DaveX's RM mod (but they play fine on the non-plus 1.12 3.XX firmware NesterJ)
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