nes
nesC 1.3
Compiler for a new language (based on C) designed to support the TinyOS project more>> Compiler for a new language (based on C) designed to support the TinyOS project
nesC (pronounced "NES-see") is an extension to the C programming language designed to embody the structuring concepts and execution model of TinyOS.
TinyOS is an event-driven operating system designed for sensor network nodes that have very limited resources (e.g., 512 bytes of RAM, 8K bytes of program memory).
The basic concepts behind nesC are:
- Separation of construction and composition: programs are built out of components, which are assembled ("wired") to form whole programs. Components have internal concurrency in the form of tasks. Threads of control may pass into a component through its interfaces. These threads are rooted either in a task or a hardware interrupt.
- Specification of component behaviour in terms of set of interfaces. Interfaces may be provided or used by components. The provided interfaces are intended to represent the functionality that the component provides to its user, the used interfaces represent the functionality the component needs to perform its job.
- Interfaces are bidirectional: they specify a set of functions to be implemented by the interfaces provider (commands) and a set to be implemented by the interfaces user (events). This allows a single interface to represent a complex interaction between components (e.g., registration of interest in some event, followed by a callback when that event happens). This is critical because all lengthy commands in TinyOS (e.g. send packet) are non-blocking; their completion is signaled through an event (send done). By specifying interfaces, a component cannot call the send command unless it provides an implementation of the sendDone event. Typically commands call downwards, i.e., from application components to those closer to the hardware, while events call upwards. Certain primitive events are bound to hardware interrupts.
- Components are statically linked to each other via their interfaces. This increases runtime efficiency, encourages rubust design, and allows for better static analysis of programs.
- nesC is designed under the expectation that code will be generated by whole-program compilers. This should also allow for better code generation and analysis.
Nes.app 2.3.3
Nintendo Emulator for iPhone. more>> Nintendo Emulator for iPhone.
NES.app is a Nintendo Entertainment System emulator for Apples iPhone.
NES.app uses an emulator core called NESCore, which has been forked from pNESx and InfoNES and re-engineered as a high-performance and highly-portable Nintendo emulator core.
In order to use NES.app, you will need ROM images of games written
for the Nintendo Entertainment System platform. There are many public domain,
home-brew games available which have been written for the Nintendo platform,
and depending on your country of origin, you may be entitled to play images
of commercial games which you rightfully own.
NOTE: If you find NES.app useful, please consider sending the author a cash donation through PayPal at jonathan@zdziarski.com.
System requirements:
- iPhone
Enhancements
- Added backward compatibility for 2.0/2.1
RockNES 4.0.1
RockNES - Nintendo emulator more>>
RockNES provides cycle exact emulation of the NES hardware
In addition, RockNES includes lots of different video modes, as well as the ability to load and save your game at any stage. You can even record movies of gameplay.
Enhancements:
- Updated to shell version 1.6.
FakeNES 0.3.1
FakeNES - NES emulator more>>
FakeNES is portable and open-source.
Completly freeware.
Nestopia 1.3.7
Nestopia is a Nintendo NES emulator more>>
Nestopia is a tool that supports five extra sound chips and an astonishing 143 mappers. This accurate emulation comes at a cost; Nestopia requires an 800MHz machine for full speed; but if you have one, this the best available NES emulation for Mac.
Nestopia was initially developed for Windows by Martin Freij. The original sources may be downloaded from the Nestopia home page.
The toolkit used to develop the Macintosh port, including the bridge code to link it to Nestopia, will be available in the longer term from my developer pages.
Certain portions are available now, and more will be added in the future. Further information is also available from the enclosed Read Me file.
QuickNES 1.1b3
QuickNES is a Nintendo emulator more>>
The emulation is fluid. However, display problems can appear on some nintendo games and you actually cant choose the type of video display.
It runs decently in thousands of colors under Mac OS X on a 700 MHz G4 flat-panel iMac when graphics are set to thousands of colors, and under Mac OS 9 on a 400 MHz PowerMac. Once I learn CoreGraphics or OpenGL, I should be able to double performance on Mac OS X, so for now the requirements are a bit higher than Im intending in the future.
The main highlight is its flexible movie handling, which Ive spent a lot of time developing. I intend on extending this further, particularly for tool-assisted speedrun type uses. Other notable features are numerous adjustments for image and sound parameters with live feedback, mild CPU usage, and the ability to let a movie play in the background while you do other things.
The main limitations are keyboard-only control and no full-screen mode. Both of these are beyond my abilities at the moment, and arent really critical features. I dont even have any USB gamepads nor know what all is required to support them (and remember reading that they arent straight-forward to support, either).
QuickNES lacks some polish and refinement, and Im still working on the emulator core, so dont expect industrial-strength support like Nestopia or similar. Experimentation and research are my main goals, not perfect emulation accuracy or maximum compatibility, though it does pass almost all the rigorous test ROMs Ive released so far. Once I clean the source up a bit more Ill be releasing it under the LGPL, and will happily assist others in adding similar features to their emulators.
Main features:
- Supports games and demos in the iNES (.nes) file format, including those compressed with zip or GNU zip (.gz).
- Game play is always recorded into a movie which can be freely played and re-recorded from any point.
- Named time markers can be added to allow easy return to specific points of interest.
- Instant rewind is always available, allowing you to literally run things backwards to undo a mistake.
- Emulation speed can be reduced for slow-motion playback and recording.
- Television video artifacts are emulated, with several adjustments.
- Sound emulation is crystal-clear and includes adjustable stereo enhancement for headphone listening.
- Per-game customizations like adjustable turbo and screen options are remembered.
Enhancements:
- I found another embarrassing bug: if you have "Keep backup when saving movie" turned off in the preferences, when you save itll delete the movie file from disk, and additionally not even allow you to Save As... elsewhere. Argh! Yet another fix.
iPhoneNES 0.20.1
iPhoneNES - A native NES emulator for the iPhone, currently using the InfoNES core more>>
Enhancements:
- Added hidden diagonal controls (i.e. up&left, up&right). Added SHOW_HITSPOT.
NESRomTool 0.61
NESRomTool - Extract graphics from Nintendo ROM files more>>
In its current form, it is console only, but since the project contains some utility functions in a header, one could easily build a GUI wrapper for it. Im currently in the planning stages for a full OSX-based GUI which will have some extra features not available in any other editors of its type on any platform. Anyone interested in creating a Windows, X, Classic MacOS, BeOS, or other GUI is welcome to join the project.
Enhancements:
- Fixed a typo in the usage output.
- Added previewing compound sprites in the terminal.
- Added previewing strips of sprites in the terminal.
- Added verbose mode (-V). NOTE: thats a capital V. (not 100% implemented)
- Added preliminary code for extracting sprites from PRG banks.
- Added sprite strip injection.
Nesmock 1.6.1.1
Free NES movie file converter tool more>> The default column width in column view is now set based on the width of the rightmost column of files in the last file dialog you used. So whatever size you use for the rightmost column will become the size of all columns in subsequent dialogs in that application.
Fixed a bug that caused Default Folder Xs command-option-F shortcut to be ignored in Carbon applications running on Mac OS 10.4.
Corrected a bug that could cause DFX to leave its preview or spotlight window onscreen after you dismiss a file dialog. This problem was observed in Kodak Preps and Web Confidential.
Fixed a bug that could result in DFX leaving all of its windows and controls on-screen in some apps after a file dialog is dismissed.
Fixed dialog resizing so that if you switch computers or monitors, file dialogs will be made smaller to fit the current screen if necessary.
Corrected a problem that made Default Folder Xs preferences not work when moved between Intel and PPC machines.
Resolved a crash that occurred when popping up the DFX menu in the Dock while a shared Parallels volume was on the Desktop.
Eliminated the cause of a crash that occasionally occurred in Quark Xpress.<<less
Monster 1.23
A short NES/SNES style RPG. more>>
If you?ve played Minesweeper before, youre now in for a real treat. Dangerous Mines has taken the classic game play we all know, added a pinch of magic dust and a mineshaft of fun then crafted all that into a truly unique game you won?t want to stop playing. Not only does the game have great graphics but it wields 3 Game modes that take your minesweeping to a whole different level.
Unlike ordinary Minesweeper games that plunk bare-bones and just plain boring graphics onto your screen, Dangerous Mines whisks you right into a magical world with background scenes and clever visual and sound effects. With 3 game modes to choose from, and a variety of difficulty levels, its easy to play for hours on end.
Game modes:
Classic - Clear the squares and find the exploding gems.
FreeEdge - Clears the edge so you can get right to the fun part, solving the puzzle.
Gauntlet - This really changes the game in that the game doesnt end if you click the wrong square, the game plays on in rounds as you race against the clock. Very fun!
Game play is very straight forward, and the game even has a hint mode that will make sugges
Game modes:
Classic - Clear the squares and find the exploding gems.
FreeEdge - Clears the edge so you can get right to the fun part, solving the puzzle.
Gauntlet - This really changes the game in that the game doesnt end if you click the wrong square, the game plays on in rounds as you race against the clock. Very fun!
Game play is very straight forward, and the game even has a hint mode that will make suggestions when you get stuck. Players can create their own environment backgrounds, and share them with friends and family. Dangerous Mines comes with a variety of environments, and free user-created selections are available from a number of enthusiasts web sites.
Immerse yourself in a fantastic world, surround yourself with magical sounds, and indulge yourself with Ruckus Bucks Dangerous Mines.
Requirements: G3+, 32 MB Ram, 12MB HD
<<lessCave Story 0.0.7
Cave Story - side-scrolling platformer game more>>
Cave Story is really one of those games that can be considered a masterpiece of game design. There are so many wonderful and classic gaming elements, that I cannot even begin to describe just one quality well enough to say It is for this one reason alone that Cave Story is a great game. There is just so much effort, originality and ingenuity behind this game and it really shows more and more as you play through it.
The developer, Pixel spent five years making this game as fun and as great as it is by adding solid controls, smooth gameplay, a great cast of characters and dialogue, an interesting plot, good music and beautiful old-school 2-D artwork.
And on top of all this added multiple endings, several boss battles, tons of items to collect, all kinds of added secret bonuses and special challenges, various and considerably different methods of playing through the game depending on your actions, competition ranking features and an extremely high replay value. For a freeware game it is fairly lengthy too.
Cave Story is by far the best freeware game I have ever had the honor of playing through and certainly one of the best games Ive played.
The gameplay plays like a combination of various NES/Famicom games. Some that come to mind are Metroid, Castlevania, Megaman, Blaster Master and Monster Mash. Pixels art style and character design and boss battles are very reminiscent of Treasure games, like Gunstar Heroes, which happens to be one of my personal favorite games of all time.
So if you are a fan of any of these titles, then you are in for a real treat. It was a wonderful and addicting experience playing through it and I hope anyone reading this who has not already played this game will give it a shot.
You surely wont be disappointed. It reminded me of why I enjoy playing videogames.
Mario Paint Composer 1.2
Mario Paint Composer is a remake of the music system in Mario Paint (from Nintendo on the Super NES) more>>
MacFC English X 0.8.1e
MacFC English X is a simple to use, yet sophisticated Japanese Nintendo NES / Famicom emulator. more>>
MacFC English X 0.8.1e is a simple to use, yet sophisticated Japanese Nintendo NES / Famicom emulator.
MacFC is different than other Mac NES emulators, such as RockNES and Nestopia.
MacFC doesn't have:
- Custom video filters, such as HQ2X or 2xSAI
- Direct Game Genie Code support (you could still "burn" codes into your ROMs to use them)
- Native gamepad support in Mac OS X (You'll need GamePad Companion or something.)
- Icons are all .icns 128x128 format
- Icons can show if the ROM or disk image is compressed if they have the appropriate filename extension
- MacFC can no longer easily be launched in Mac OS 9 (or earlier) or the Classic environment (Use the Classic Version of MacFC in Classic.)
Major Features:
- Developed specifically for Macintosh
- Runs full-speed on any Mac OS X 10.3.9+ machine
- Emulates a light gun with the mouse and cross-hairs
- Runs many hacked games that will not run in other emulators
- Very accurate Famicom Disk System if you want to play FDS games
- Plays FDS NSF files
- Family Basic keyboard emulation
- Enable/disable each sound channel, and each extended sound channel (total 13)
- Icons show whether a ROM or disk image is compressed or not (like Power64 and Nestopia Bundle Tune-up)
- ROM / FDS image info shows various technical info
- Separate software/hardware reset
- Rapid fire
- OSD options (meters, messages, etc.), each can be enabled/disabled
- Adjustable sound quality / buffer size
- High-speed disk access option (and variable speed increments) for FDS/FAM images
- Pre-amplified volume control
- User-adjustable application priority level
- Different frame skip options for each level of zoom
- Full-screen mode
Mednafen 0.8.9
Free and open source multi-system emulator more>> Free and open source multi-system emulator
Mednafen is a portable, utilizing OpenGL and SDL, argument (command-line)-driven multi-system emulator with many advanced features.
Mednafen emulates the Atari Lynx, GameBoy Advance, GameBoy (Color), NES, Neo Geo Pocket (Color), PC Engine(TurboGrafx 16), SuperGrafx, PC-FX, and WonderSwan (Color).
Mednafen has the ability to remap hotkey functions and virtual system inputs to a keyboard, a joystick, or both simultaneously. Save states are supported, as is real-time game rewinding. Screen snapshots may be taken at the press of a button, and are saved in the popular PNG file format.
Due to the threaded model of emulation used in Mednafen, and limitations of SDL, a joystick is preferred over a keyboard to play games, as the joystick will have slightly less latency, although the latency differences may not be perceptible to most people.
Enhancements:
- Updated the included gettext library to 0.17 to fix a MinGW build issue.
- GB: Corrected a lack of address masking in most of the cart RAM emulation code. Fixes a few Chinese GameBoy Color games.
- NES: (Re?)-added support for mapper 240(it was erroneously listed in the documentation as being supported...).
- GBA: Fixed a buffer overflow in the ROM image loading code.
- PC-FX: Several variables related to subchannel reading werent being saved in save states. Fixed. (This fixes save states made within the BIOS CD-DA player)
- PCE: Altered how the ADPCM read and write addresses are set. Fixes the Super CD version of "Tengai Makyou Ziria", and "CD Mahjong Bishoujo Chuushinha".
- PC-FX: Fixed a few deprecated const string to char* conversions in v810_cpuD.cpp.
- PCE: Fixed a bug with Arcade Card emulation with a tip from Exophase. The ADPCM sound effects in Garou Densetsu II work correctly now.
- PCE: Reads from the timer count register the cycle it is set to reload after expiring will now return 0x7F. Fixes "Battle Royale".
FCE Ultra 0.40
FCE Ultra - NES emulator more>>
- Page: 1 of 2
- 1
- 2