CoolROM.com's game information and ROM (ISO) download page for Crisis Core - Final Fantasy VII (Spain) (Sony Playstation Portable). Mar 16, 2014 What is up guys, Espy comin' at ya with an OpenEmu tutorial on how to get PSP games to run within OpenEmu. If you have any questions, please feel free to state them in the comment section below.
Original author(s) | Josh Weinberg |
---|---|
Developer(s) | OpenEmu Team |
Stable release | |
Repository | |
Written in | Objective-C |
Operating system | macOS |
Size | 74.0 MB |
Available in | English |
Type | Video Game Emulator |
License | BSD |
Website | openemu.org |
OpenEmu is an open-source multi-system game emulator designed for macOS. It provides a plugin interface to emulate numerous consoles' hardware, such as the Nintendo Entertainment System, Genesis, Game Boy, and many more. The architecture allows for other developers to add new cores to the base system without the need to account for specific macOS APIs.
Version 1.0 was released on December 23, 2013, after a lengthy beta testing period.[1] Numerous incremental updates have been released since then, with plans to incorporate support for more consoles in future releases. Some of these in-development cores are available to download in an optional 'experimental' cores build (released alongside the regular, 'standard' version), containing support for arcade systems using MAME.
History[edit]
OpenEmu first started in 2007 as OpenNestopia, a port of the NES/Famicom emulator Nestopia done by Josh Weinberg.[2] Weinberg and his friend, Ben Devacel, began searching for more developers to port other emulators to macOS, which led to the name change to OpenEmu, to better describe the multi-system emulator.[3]
As of version 2.0 OpenEmu requires OS X 10.11 and higher as minimum requirement to run. This has been the biggest release since 1.0 that included 16 new emulators along with hundreds of bug fixes and features.
As confirmed by the developers of OpenEmu on their official Reddit thread, Sega 32X-CD hybrid games (versions of games that could use a 32X cartridge and Sega CD at once, such as Night Trap, Corpse Killer, and Fahrenheit) are not supported. Users are prompted with a 'This game requires the Sega 32X attachment' error if attempted.[4]
Features[edit]
OpenEmu features a backend that uses multiple game engines while maintaining the familiar, native macOS frontend UI. It also uses modern macOS technologies such as Cocoa and Quartz.[5] A unique feature of OpenEmu is its ROM library, which allows one to import ROM files and view them in a gallery type setting, similar to iTunes. Game info and cover art can be automatically added from OpenEmu's databases.
Openemu Dreamcast Core
OpenEmu includes the following features:
- High-quality OpenGL scaling, multithreaded playback, and other optimizations[6]
- Real-time 3D effects and image processing
- Graphic filters to enhance display
- Full-screen support
- Ability to play multiple ROMs at once
- Ability to scan attached disks for ROMs
- Automatic downloading of game info and cover art
- A fully featured library, supporting multiple views, collections (categories), and game ratings
- Optional automatic organization of ROM files within the library folder
- Full save state support, including automatic save states
- Enhanced gamepad support
Compatibility[edit]
System | Core | Emulator | macOS compatibility | |
---|---|---|---|---|
10.7–10.10 | 10.11–10.14 | |||
Arcade (experimental version) | M.A.M.E | 2.0.8 | ||
Atari 2600 | Stella | 1.0.4 | ||
Atari 5200 | Atari800 | 2.0 | Does not appear | |
Atari 7800 | ProSystem | 2.0 | Does not appear | |
Atari Lynx | Mednafen | 2.0 | Does not appear | |
ColecoVision | CrabEmu | 2.0 | Does not appear | |
Famicom Disk System | Nestopia | 2.0 | Does not appear | |
Game Boy / Color | Gambatte | 1.0 | ||
Game Boy Advance | mGBA | 1.0 | ||
Game Gear | Genesis Plus GX | 1.0 | ||
Intellivision | Bliss | 2.0 | Does not appear | |
Neo Geo Pocket / Color | Mednafen | 1.0 | ||
Nintendo 64 | Mupen64Plus | 2.0 | Does not appear | |
Nintendo Entertainment System | FCEUX or Nestopia* | 1.0 | ||
Nintendo DS | DeSmuME | 1.0 | ||
Odyssey² / Videopac+ | O2EM | 2.0 | Does not appear | |
PC-FX | Mednafen | 2.0 | Does not appear | |
Sega 32X | PicoDrive | 1.0 | ||
Sega CD / Mega-CD | Genesis Plus GX | 2.0 | Does not appear | |
Sega Genesis / Mega Drive | Genesis Plus GX | 1.0 | ||
Sega Master System / Mark III | Genesis Plus GX | 1.0 | ||
Sega Saturn | Mednafen | 2.0 | Does not appear | |
Sega SG-1000 | Genesis Plus GX | 2.0 | Does not appear | |
Sony PlayStation | Mednafen | 2.0 | Does not appear | |
Sony PlayStation Portable | PPSSPP | 2.0 | Does not appear | |
Super Nintendo Entertainment System | higan or Snes9x* | 1.0 | ||
TurboGrafx-16 / PC Engine / SuperGrafx | Mednafen | 1.0 | ||
TurboGrafx-CD / PC Engine CD | Mednafen | 2.0 | Does not appear | |
Vectrex | VecXGL | 2.0 | Does not appear | |
Virtual Boy | Mednafen | 1.0 | ||
WonderSwan / Color | Mednafen | 2.0 | Does not appear |
* Default core plugin.[7]
Reception[edit]
Upon its 1.0 release, OpenEmu was positively received, and subject to much online press coverage, praising the software's UI, features, and ease of use.[8][9][10][11] In particular, it was praised by the gaming community for '[bringing] the idea of an emulator for a mainstream, general audience to reality'.[12]
As of August 16, 2018, OpenEmu has been downloaded over 10,000,000 times since its version 1.0 release, making it one of the most popular multi-system emulators on macOS.[13]
The sole difference I found between it and the Xbox version was the loading time and controls.Gameplay: 10/10The gameplay can blow you away! Game midnight clup for ppsspp. I used to be delighted to seek out that there was a PSP version once I bought a PSP, so it absolutely was the first game to travel into my PSP. Most likely the best a part of midnight Club 3 is that the car customization.
See also[edit]
References[edit]
- ^https://github.com/OpenEmu/OpenEmu/releases
- ^'OpenNestopia'.
- ^'The Archive - An Emulator for the Rest of Us—How OpenEmu Changes Everything'.
- ^https://www.reddit.com/r/OpenEmu/comments/3zwu0t/32x_cd_support/
- ^'MacScene Listing'.
- ^'Create Digital Motion'.
- ^'OpenEmu Wiki - Home'. GitHub. Retrieved 16 August 2018.
- ^Thorin Klosowski (2013-12-24). 'OpenEmu Emulates Nearly Every Classic Console on Mac'. Life Hacker. Retrieved 2014-04-10.
- ^Alex Heath (2013-12-26). 'OpenEmu Is The Ultimate Old School Game Emulator For OS X'. Cult of Mac. Retrieved 2014-04-10.
- ^Andrew Cunningham (2013-12-28). 'ArsTechnica OpenEmu Hands On'. Ars Technica.
- ^Sean Hollister (2013-12-28). 'Play classic video games in style with OpenEmu for Mac'. The Verge.
- ^'OpenEmu feature on The Archive'.
- ^'Github OpenEmu Release Download Stats'.
External links[edit]
Openemu Pc
- Official website
- OpenEmu on GitHub
Retrieved from 'https://en.wikipedia.org/w/index.php?title=OpenEmu&oldid=943881965'
We, as the developers of RetroArch and Libretro, are proud to announce that yet another new option is available to developers who are using the Libretro API. In addition to being able to use Vulkan and/or OpenGL for hardware rendering, you can now also use Direct3D 11 inside your cores!
While it should be noted that this is still in an experimental stage, there is already a core that will be taking advantage of this — the PPSSPP libretro core, which has recently been upstreamed thanks to Ali Bouhlel and Henrik Rydgard, the original developer. You will be able to use either Direct3D 11 (on Windows), OpenGL or Vulkan renderers with the PPSSPP core.
Some history –
Libretro as an API started out in 2010/2011 only allowing for software rendered graphics. This is truly platform and hardware-agnostic, and for most systems that do not use any kind of 3D rendering and have little to gain from moving over to hardware-accelerated graphics APIs this is the preferable strategy. However, because software rendering has to be handled by the CPU, is only really practical for older games/emulators emulating older 2D-based systems.
OpenGL hardware rendering was added as an option to the Libretro API back in 2013. This coincided with Android and iOS ports appearing for RetroArch, and this was before the platform holders all decided to go their own separate ways and start targeting their own APIs. So being able to target OpenGL (ES and non-ES) as a developer in your libretro core was a great and convenient way to make cross-platform code that would run on most platforms. The only requirements for using OpenGL in your core was that you would adhere to at least OpenGL 2.x on the desktop and/or OpenGL ES 2.0 on mobile. While fixed-function OpenGL was theoretically possible, we only ever provided a test core for it, and we had an unwritten agreement in general that OpenGL usage in Libretro cores should be non-fixed function.
In 2016, the next-generation Vulkan graphics API was launched, and nearly at the same day, RetroArch and Libretro as an API started supporting the Vulkan API. Later that year, new Vulkan renderers for two of our emulators, Beetle PSX and Parallel N64, were made. Since then, Vulkan support has been added to other libretro cores as well, such as PPSSPP and the Dolphin core.
Now in 2018, there is an additional third option available to developers — Direct3D11 support! Targeting this API will of course limit you to Windows 7 and later. However, there are valid reasons for targeting Direct3D 11. On some devices like the Surface Pros, OpenGL drivers are apparently notoriously bad and you need to use Direct3D rendering in order to get decent performance. To this day, users of AMD GPUs on Windows still complain about OpenGL renderers performing worse than their Direct3D equivalents. Whether this is deliberate through sabotage or it’s just circumstantial misfortune, there are legitimate reasons for targeting Direct3D 11 from a performance perspective, and since UWP supports D3D11 natively and using either Vulkan or OpenGL would only be possible through several abstraction layers, it is nice in our humble opinion that the option exists vs. it not existing at all.
We would of course much prefer that there was a real crossplatform graphics API that magically worked everywhere, had great performance everywhere, and that required somebody to just write a graphics renderer once. Unfortunately, industry powers for whatever reason never seem to want things to actually get too easy for developers, so until then, covering all our bases with the Libretro API and trying to support as many of the predominantly available graphics APIs as possible seems to be a more pragmatic decision.
And what’s more, thanks to the excellent SPIRV-Cross project, we are fast approaching a situation where the Direct 3D 11, Direct 3D 12, Vulkan and (maybe soon?) OpenGL drivers available in RetroArch will be capable of using the same shaders instead of each needing their own separate shaders.
See here a video of PPSSPP running with Direct3D11 on RetroArch –