Nemus is an accurate, efficient, and portable Nintendo Entertainment System emulator, written in C++ conforming to the ISO/IEC 14882 standard. We are currently looking for help on the project, so if you are interested, please contact the maintainer.
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Gosh, this almost turned into vapourware! If any of you have been keeping track of the progress of Nemus over the last couple of months, you will have noticed that nothing has been updated in quite some time. Unfortunately, I'm writing this project in my spare time; and as such, when other things in the rest of my life demand attention, I don't have much of a choice but to focus on my priorities. However, fortunately, I'm committed to this project, and I'd really like to see it finished! So I'm getting back into it, and hopefully, we'll all see a new update in couple of weeks. Stay tuned! - Jesse "The CodeDemon" Towner
This is a major improvement since the last release. I'm happy to announce that it now runs Earth Bound Zero (Mother J), and Battle Toads!! Wow, one of the only emulators to do this! The stage is now set to begin to add in sound emulation and a menu interface. So check out this release and stay tuned for a continually improving emulator.
Initial release. No changes.
- Fixed bug where could not load rom images with file names containing spaces. - Fixed bug where the reset console function was not being registered. - Fixed font cell size not being correctly set when creating a font. - Fixed PPU sprite/background clipping bug. - Cleaned up documentation and windows installer. - Fixed UNIF loading bugs which were causing Nemus to crash. - Fixed font rendering problem on some video cards. - Fixed sprite priority problems in some games like Super Mario Bros. 3. - Fixed PPU accuracy, and improved NMI timing. A lot of games that didn't work before now work! - Fixed bug where sprite zero wasn't being horizontally flipped for collision detection with background. - Improved MMC3 timing - still needs some tweaking. - Fixed bug where left & right or up & down on the directional pad could be pressed simulataneously. - Added support for NES-PNROM-05 (MMC2) mapper. Going to play Mike Tyson's Punchout now. :) - Integrated new Nes::MmcManager into the main client. - Improved the iNES to UNIF conversion source code. - Fixed PRG-ROM swapping bug in MMC3 mapper. Super Mario Bros. 2 & 3 now work. - Fixed slight palette generation problem that was creating colors that looked the same when in fact they sould have been of different intensities. - Fixed CPU timing problems with some absolute addressing instructions. - Improved sprite zero timing by fixing problems in CPU core. - Fixed bugs with MMC1 mapper, now properly emulates MMC1B2 behaviour for SOROM/SVROM/SUROM games (ie. Dragon Warrior 3 & 4) - Fixed bug causing Nemus to quit on some hardware, as a result of not selecting a proper display mode pixel format. - Refactored CHR-ROM/RAM bank switching code for MMC's. More flexible and should be slightly more streamlined now. - Added Nes::MmcFactory and Nes::MmcManager classes for improved flexibility in instantiating Nes::Mmc objects. This also fixes the crash when trying to load a rom image that uses an unsupported MMC. - Added MMC implementations for UNROM, CNROM, SGROM, and MMC3 based MMCs. - Now properly emulates the the PPU bus when reading/writing write-only/read-only PPU registers, respectively. - Fixed absolute indirect JMP instruction bug in Nes::StaticCpu. - Fixed indirect-indexed instruction bugs in Nes::StaticCpu. - Fixed BRK instruction not pushing 'b' flag in Nes::StaticCpu. - Fixed 'd' flag not being cleared on interrupt in Nes::Cpu and Nes::StaticCpu. - Fixed MMC1 bug in which the top bit of the CHR-ROM paging registers was being ignored. The Legend of Zelda 2 now works in the overworld map mode.
- Fixed bug where could not load rom images with file names containing spaces. - Fixed bug where the reset console function was not being registered. - Fixed font cell size not being correctly set when creating a font. - Fixed PPU sprite/background clipping bug. - Cleaned up documentation and windows installer. - Fixed UNIF loading bugs which were causing Nemus to crash. - Fixed font rendering problem on some video cards. - Fixed sprite priority problems in some games like Super Mario Bros. 3. - Fixed PPU accuracy, and improved NMI timing. A lot of games that didn't work before now work! - Fixed bug where sprite zero wasn't being horizontally flipped for collision detection with background. - Improved MMC3 timing - still needs some tweaking. - Fixed bug where left & right or up & down on the directional pad could be pressed simulataneously. - Added support for NES-PNROM-05 (MMC2) mapper. Going to play Mike Tyson's Punchout now. :) - Integrated new Nes::MmcManager into the main client. - Improved the iNES to UNIF conversion source code. - Fixed PRG-ROM swapping bug in MMC3 mapper. Super Mario Bros. 2 & 3 now work. - Fixed slight palette generation problem that was creating colors that looked the same when in fact they sould have been of different intensities. - Fixed CPU timing problems with some absolute addressing instructions. - Improved sprite zero timing by fixing problems in CPU core. - Fixed bugs with MMC1 mapper, now properly emulates MMC1B2 behaviour for SOROM/SVROM/SUROM games (ie. Dragon Warrior 3 & 4) - Fixed bug causing Nemus to quit on some hardware, as a result of not selecting a proper display mode pixel format. - Refactored CHR-ROM/RAM bank switching code for MMC's. More flexible and should be slightly more streamlined now. - Added Nes::MmcFactory and Nes::MmcManager classes for improved flexibility in instantiating Nes::Mmc objects. This also fixes the crash when trying to load a rom image that uses an unsupported MMC. - Added MMC implementations for UNROM, CNROM, SGROM, and MMC3 based MMCs. - Now properly emulates the the PPU bus when reading/writing write-only/read-only PPU registers, respectively. - Fixed absolute indirect JMP instruction bug in Nes::StaticCpu. - Fixed indirect-indexed instruction bugs in Nes::StaticCpu. - Fixed BRK instruction not pushing 'b' flag in Nes::StaticCpu. - Fixed 'd' flag not being cleared on interrupt in Nes::Cpu and Nes::StaticCpu. - Fixed MMC1 bug in which the top bit of the CHR-ROM paging registers was being ignored. The Legend of Zelda 2 now works in the overworld map mode.
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