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the first NES emulator for the Xbox 360 and XNA
The project page for this project is at:
http://code.google.com/p/xnasharpnes/
The latest release can be downloaded from:
http://code.google.com/p/xnasharpnes/downloads/list
You can get the latest source from our subversion repository at:
http://code.google.com/p/xnasharpnes/source
The development mailing list for the project is at:
http://groups.google.com/group/xnasharpnes
You'll need to put your roms in the SharpNES360\bin\Xbox 360\Debug directory
and then run the emulator to deploy them to the xbox.
When the emulator runs it first pops up the prompt for storage devices, this
is so that it knows where to load and save your savegames.
It runs at 60% or 70% of normal speed while being debugged, but runs at full
speed when not running with a debugger on the 360.
This requires a creators club account which runs $99 a year or $49 for four
months. You'll also need the free Visual C# Studio Express and the XNA bits.
To run on windows you'll need the Microsoft XNA Framework Redistributable 1.0:
http://www.microsoft.com/downloads/details.aspx?familyid=2E136A1F-F187-478C-9DA5-AAEB0904782B&displaylang=en
and may also need the DirectX End-User Runtime Web Installer:
http://www.microsoft.com/downloads/details.aspx?familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en
Controls:
A = A
B = X or B
Start = Start
Select = Back
Up, Down, Left, Right = D-Pad or Left Thumbstick
* With the first controller:
Return to Rom Menu = RB (Right Shoulder Button) + Back
Exit Emu from Rom Menu = Back
Supported Mappers:
Mappers 1 (mostly), 2, 3, 4 (mostly), 7 (partial), 9 (mostly), 10,
11 (partial), 22 (partial), 34, 64 (partial), 66
What's Still Missing:
Sound (Might I suggest humming along or retro game music from the 360)
Full Mapper Support
NES State Saving and Loading
A Note About Sound:
Josh Dersch, author of DotNES (another NES emu written in C#,
http://yahozna.dhs.org/projects/NES/index.html) has given us permission
to use his sound rendering classes when he releases the source code.
Unfortunatly, they won't do us any good. The Audio API's in XNA do not
allow for writing to sound buffers. THIS MEANS THAT NO EMU OR MEDIA
PLAYER CAN HAVE SOUND SUPPORT ON XNA IN ITS CURRENT STATE. I've talked
with MS about this and they said it is not intentionally blocked but is
just a side effect of using the XACT system. It's something that they
didn't get to, which is understandable considering how fast they built
XNA for us. Please feel free to complain loudly to xna@microsoft.com.
Change Log:
Release 3 (3-8-2007)
Rom Loading Menu - Contributed by Thomas Aylesworth
Font classes from XNA Extras by Gary Kacmarcik at
http://blogs.msdn.com/garykac/articles/749188.aspx
Several bug fixes by Kerry McCullough
New logo designed by Matt Turnbull
Windows executables are now included in the release. No need
to compile it yourself to run on windows.
New mailing list setup for dev talk at
http://groups.google.com/group/xnasharpnes
Release 2 (1-28-2007)
Second controller fixed (Yea for Luigi fans!)
Made thumbstick work as an alternate control
Battery saves are stored to disk
(Be sure to exit the emu or it won't save)
Crude rom navigation
Emu remembers which rom was last loaded and will load it up
Minor performance improvements
Emu runs at full speed when not being debugged
Release 1 (1-26-2007)
Initial Release
Contributors:
Bryan Livingston - Lone Coder - Developer & Project Manager
Thomas Aylesworth - SwampThingTom - Developer
Kerry McCullough - SubOneND - Developer
Matt Turnbull - BigBaconAndEggs - Logo Designer
Jonathan Turner - Original Sharp NES author
http://jturner.tapetrade.net/sharpnes/index.html
Shoutouts: Jonathan Turner, Dilvie of http://KnobTweakers.net, Sambena, Fenrx, Chia Pet of Borg and Acius of http://www.SparkArts.org/, Victor of http://FlatRedBall.com, Shawn Hargreaves (Allegro rocked!), The crew at http://NinjaBee.com and Greg Squire of http://UtahIndieGames.org My other sites and projects: http://CoolText.com http://GlobalCombat.com http://vectorstudio.com http://dreamroll.com |