Official releases are available from the ares website.
Automated, untested builds of ares are available for Windows and macOS as a pre-release. Only the latest nightly build is kept.
Official releases are available from the ares website.
Automated, untested builds of ares are available for Windows and macOS as a pre-release. Only the latest nightly build is kept.
I tested every Nintendo 64 official release. If the region isn't defined, it means the North American NTSC version. Also, note that I'm not evaluating speed or framerate (and by extension, audio speed) as we know this core it's still pretty new and as everybody knows, there are some optimizations that still need to be done. But also is worth noting how many titles are already playable in this emulation core and how impressive it is considering the N64 emulation solution until this date. Also, this may serve as a reference and I plan to update this list as the core receives more updates.
Updated until ares 127 dev https://github.com/ares-emulator/ares/commit/3aa1b3b7389dffd0aff4f432de62f0ec9e764c8b
This is part 1 of the updates I want to do and we're discussing them recently. We'll certainly discuss more this topic and I'm glad to help to improve the input system. But I'm very cautious in my first code commit here. In this first part, I'm just adding the missing input that is/will be needed for the controllers in systems already supported in Ares right now (but I'm also creating as a commented code right now the skeleton for the Sega Saturn control pad and Dual Shock controller for Playstation). I'm disassociating the default layout from the one of XBox 360 + C/Z/L1/R2/whatever, as we don't know what controller the user is using (or even if he's only using the keyboard) with buttons such XYAB or even Z and C (that aren't even in the XBox 360 controller) and even if the user is using a controller we don't are sure if the letter position is the same across all controller models. But XBox 360 users don't be afraid: I'm thinking of implementing a button to auto-associate the XInput compatible controller with a default layout, to be even easier for the emulator can be to just "get and play" as following the goal to be the most user-friendly as possible. EDIT: Now this layout is used internally only. As requested, the input system for the user sees doesn't contain a "global configurator that messes with everything" anymore.
~Also, is noteworthy to see that even the layout being thought as "universal as possible" there is a detailed description of each button name meaning, as a tooltip. It reads:~
~It is also worth mentioning that I tested it extensively and because of that I also decided to do a more conservative commit for now. And that's why Shoulder Buttons are still called "Shoulder-L1" instead of "Shoulder Left (Top)" as I would prefer, to say in truth (but would require a few more changes to how these strings are handled in this part of the code to not break anything).~
EDIT: This part doesn't exist anymore. Was changed for an, even more, user-friendly approach. The "virtual gamepad" can now be fully transparent for the user. The tooltip now reads:
The buttons you set for a system will be translated for another. eg.setting BAYX Super Famicom buttons will be translated respectively as Cross, Circle, Square and Triangle for Dual Shock controller.
Thanks everyone for the feedback.
Ares v129 crashes when rapidly dragging and dropping N64 ROMs onto the Ares window from the Windows file explorer. I noticed this behavior with Ares v128 as well.
To Reproduce Steps to reproduce the behavior:
Expected behavior Dragging and dropping ROMs rapidly shouldn't crash Ares.
Additional context Specifically I was dragging and dropping test ROMs onto Ares, such as those from krom's test suite, Rasky, Dillon, etc.
The faster you do so the more likely the crash. Hiro bug perhaps?
Ares v129 Windows 10 Pro version 21H1 OS build 19043.1889 Intel i5-6600K 32GB of DDR4 3200MHz RAM Nvidia EVGA GTX 1080 SuperClocked
Not sure if relevant, but I was using the Direct3D 9.0 video driver and the XAudio 2.1 audio driver.bug
As the Mega Drive received some updates these days, I take a time to test every 32X official release. The rules are the same from the N64 Compatibility List. If the region isn't defined, it means the North American NTSC version. Also, note that I'm not evaluating speed or framerate (and by extension, audio speed) as we know this core it's still pretty new and as everybody knows, there are some optimizations that still need to be done. I expect this may serve as a reference as I plan to update this list as the core receives more updates.
Updated until ares 123 dev 67db434
Describe the bug A clear and concise description of what the bug is.
For Sega CD / Mega CD roms - they never load, they only freeze after the BIOS runs and the "SEGA" logo with Sonic animates. This happens regardless of which SegaCD/MegaCD BIOS you use.
To Reproduce Steps to reproduce the behavior: 1. Go to 'Load' 2. Mouse on 'Sega' > 'Mega CD' 4. Load any Sega CD Rom (in this case, in .Cue format)
Expected behavior A clear and concise description of what you expected to happen.
•The BIOS will run with music. You may press 'Start' here, or simply wait. •The Sega logo with Sonic shooting stars on it will animate with the Sega sound bite, but then the game will freeze at this point, always.
Screenshots If applicable, add screenshots to help explain your problem.
•The BIOS will run with music. You may press 'Start' here, or simply wait.
•The Sega logo with Sonic shooting stars on it will animate with the Sega sound bite, but then the game will freeze at this point, always.
Additional context Add any other context about the problem here.
•This happens with every SegaCD ROM I try. •I tried various SegaCD USA BIOS, always properly setup in the Firmware section of the Ares Emulator (USA BIOS in the USA BIOS section, etc.). •UPDATE: Some exceptions (including the game Snatcher), where it will actually pass the Sega logo by almost 1 second into the game initial credits screen, but THEN freeze.
The BIOS intro looks correct, but the actual game does not. I have tried multiple variants on the BIOS (No Intro, MAME...), to no success. Fast Boot makes no difference. Any ideas on where I've messed up?
Bust A Move Pocket
Neo Turf Masters
Hello good afternoon.
I would like to report: When configuring gamepads from different consoles, the settings conflicts, not being separate one setting for each console.
Hi! I would like to report: When configuring gamepads from different consoles, the settings conflicts, not being separate one setting for each console. Because of this, every time I start a game on a different system, I need to change the controls.
In others, RetroArch allows you to set controls for each core and each game.
Here's the backtrace.
0x00007ff6089449ab in AudioWASAPI::create() () (gdb) bt #0 0x00007ff6089449ab in AudioWASAPI::create() () #1 0x00007ff608e5b7e6 in Program::audioDriverUpdate() [clone .constprop.0] () #2 0x00007ff6090d4b1a in nall::main(int, char**) () #3 0x00007ff6089113b1 in __tmainCRTStartup () at C:/M/mingw-w64-crt-git/src/mingw-w64/mingw-w64-crt/crt/crtexe.c:321 #4 0x00007ff6089114c6 in WinMainCRTStartup () at C:/M/mingw-w64-crt-git/src/mingw-w64/mingw-w64-crt/crt/crtexe.c:176 (gdb)
Ares doesn't have second controller support for PCE games yet. Or that's what we expected. In fact, the second controller is incorrectly being mapped with the same buttons from Controller 1 port. That causes games such as Bomberman '93 to enter directly to 2 player match rather than the main menu, as when you press "run" it's in fact pressing the run button in both player 1 and 2 controllers. https://youtu.be/GAJoTl910hY
I'm posting this issue here, so I don't forget it, but I can take a look at this issue later, after this PR which also make changes in controller mode files is merged (to avoid inconsistencies in my local files). There's is even a skeleton for multiplayer support for PC Engine (using multi-tap).
Would be certainly nice to integrate all the specific SNES improvements which has in bsnes, such:
I'm thinking even in port myself some these things directly from bsnes code. There is any kind of restriction for this?enhancement wontfix
Not so much fix as finish the initial implementation. :-) NeoGeo save states have never worked up until now.
When the game asks you if you'd like to save your data to the selected slot, nothing gets saved despite the game telling you otherwise.
The game creates an EEPROM for the save file.
Doom (USA, Europe).gba MD5 A4078F38DBB47AB22A9C74B725F3E481 SHA-256 F5F4F0AAC6C1884EF0B771DACB21A5D3F2152A066157F46ABB39769C7F95DEAB
Edit: Accidentally didn't label this a game bug.
Error when running Shining Force CD - "More space is needed in RAM to start game." Looks like a simple fix; this game requires a RAM Cart. Is there a way we can configure a Sega CD RAM Cart in Ares?
Describe the issue Basically, in the latest version of Ares, the PWM drums of Knuckles Chaotix play in a significantly lower volume than in real hardware, sometimes being almost inaudible. I'm providing a example of the bug in action along with an actual hardware recording i found on YouTube to provide info about how it should sound like.
Example of the bug:
Actual hardware recording:
https://www.youtube.com/watch?v=4_TlgFunnlQ Rom Information
file: knuckles.32x sha256: 70e1a92a982f2684be3bc315267e545fb9c530d533fd62b6d38bb625541ed957 sha1: 0c2fff7bc79ed26507c08ac47464c3af19f7ced7
Aditional Information I'm using the Flatpak binary version of Ares v131 in PopOS 22.04.bug
https://en.wikipedia.org/wiki/Fantasy_video_game_console https://game.watch.impress.co.jp/docs/interview/599091.html https://game.watch.impress.co.jp/docs/interview/599346.html https://game.watch.impress.co.jp/docs/interview/599347.html https://game.watch.impress.co.jp/docs/interview/599434.html translation https://web.archive.org/web/20131206004815/http://www.siliconera.com/2013/12/03/emulating-megadrive-3ds-isnt-easy-enter-3d-sonic-hedgehog https://gbatemp.net/threads/research-m2s-3d-gigadrive-emulator.475800/ https://www.reddit.com/r/emulation/comments/yocnir/the_sega_mark_v_on_the_sega_genesis_mini_2/ https://en.wikipedia.org/wiki/Sega_TeraDrive https://en.wikipedia.org/wiki/Amstrad_Mega_PC i think that at least the gigadrive and the mark V could be nice
This is ares v128, released on 2022-05-17.
Ares v128 has now been released, notable changes include:
Rasky has been working hard on improving the n64 emulation; making sure we pass as many test cases in the new n64-systemtest rom as possible; after much hard work, we now pass almost every test; more than any other currently existing Nintendo 64 emulator.
Test Results for n64-systemtest as of 08/05/2022
Finished in 0.76s. Tests: 563. Failed: 3. Success rate: 99%. Skipped 5 tests.
Although compatibility isn't as high as some other emulators, most games do work and I believe it's safe to say that ares is the most accurate Nintendo 64 emulator at the time of publication; based on these test results as well as gameplay.
With support for the MSX keyboard (finally!), and many more rom mappers, we have a dramatic increase in compatibility with MSX1 software. Support for Text Mode was also implemented, meaning text-based games (and MSX-Basic) are now able to be enjoyed. Note that we now require an MSX1 bios to be provided; previously we utilised C-BIOS, but due to technical limitations, this was unable to run much of the game library, so we feel like it is best to require a proper bios.
Note that MSX2 support is still barebones; and will still use C-BIOS for the time being; the current MSX2 emulation is so preliminary that the 'real' bios images do not even boot.
A much requested feature: on Windows, ares is now 'portable' by default; storing it's settings and metadata in the application directory, rather than AppData. An existing installation can be converted to a portable one by copying the settings.bml and support folders from AppData\ares.
Another much requested feature: The few CD-ROM based systems that ares supports are now able to load CHD compressed disc images. There is currently a limitation where CHDs created from .bin/cue work, but CHDs created from .iso files do not; this will be addressed in future but is considered low-priority as ares was never able to load .iso files.
There have been many other changes/improvements, to the desktop-ui and also to the GameBoy, MegaDrive, SNES and PC-Engine cores. See the changelog for further details.
ares v127 brings significant improvements to Mega Drive and Nintendo 64 emulation, as well as improvements to NES / Famicom and SNES / Super Famicom.
Other than the usual emulation improvements, there have been the following notable changes:
Apple Silicon Support
ares v127 fixes the recompiler for aarch64 architecture, meaning that it is now possible to create Apple Silicon/M1 native builds, without relying on Rosetta and without losing support for the high performance JIT recompilers.
In order to be Apple Silicon Native, it is currently required to compile ares from source code as automated builds have not yet been configured, but users who wish to do so will no longer lose functionality or suffer poor performance as a result.
ares's Nintendo 64 core uses paraLLEl-RDP by default; this brings fast and accurate RDP emulation as long as Vulkan is present on the users machine; this meant that Nintendo 64 emulation was completely broken for all configurations without Vulkan support, including macOS.
ares v127 adds support for MAME's RDP implementation as a fallback, allowing Nintendo 64 emulation to be used when Vulkan is not present. This is handled automatically, however, a new option has been added to video settings to allow Vulkan support to be toggled, giving all users the ability to test the MAME RDP, if they wish to do so.
Although MAME RDP is now an option, paraLLEl-RDP is still the recommended choice, for both performance and accuracy.
Pixel Accuracy Mode
ares has contains two implementations of some of our emulated hardware; one optimised for performance, and another optimised for accuracy. Historically, the choice of which path to use has never been exposed to the user; higan always used the 'accurate' profiles, with ares always opting for the 'performance' profiles; any user wishing to change this would be required to compile ares themselves from source.
As of ares v127, we now provide a new option in the emulator settings: "Pixel Accuracy"; when this is enabled, any emulator core that supports a pixel accurate mode will use it.
For 99% of games, the default fast profiles will be sufficient, but enabling "Pixel Accuracy" allows games that require mid-scanline effects, such as the infamous "Air Strike Patrol" to function properly.
The following systems are currently support the Pixel Accuracy setting:
ares v126 brings even more improvements to the NES/Famicom emulation by adding support for many more rom mappers. Compatibility for MSX1/MSX2 has also improved as a result of adding heuristics for better mapper detection.
An issue that prevented Windows users from mapping inputs in v125.1 has also been fixed.
ares v125.1 is an emergency point release to fix a major performance issue that has exclusively impacted Windows users. If you're a Windows users, you probably want to update.
Additionally, it fixes some minor crash issues, implements the GTROM mapper (used by some NES homebrew) and fixes an issue where some roms could not be loaded from a .zip file, these changes would usually have waited until v126, but since they have already been completed, it didn't make sense to hold them back.
ares v125 brings significant improvments to Famicom, Mega Drive and Mega CD/32X emulation and minor improvements to Master System and GearGear emulation.
An issue that caused most recompiler based cores to crash on macOS has been solved.
The desktop ui also gained support for a 'screenshot' hot-key, a crash issue was fixed in the Nintendo 64 emulation core.
The website has also been updated to house a compatibility list, but a large number of titles have not yet been tested. Feel free to submit PRs to add missing entries (edit instructions can be found on the compatibility pages)
ares v124 brings the compatibility rating for the Famicom and Nintendo 64 cores
up to three stars. This means that at least 80% of the game library is working.
There have been notable improvements to Game Boy, Mega Drive, Sega Mega CD, Sega 32X and Nintendo 64 emulation, and the PC-Engine multi-tap is now supported.
Finally, the dynamic recompiler now generates slightly more efficient code. You may notice a slight performance boost in Nintendo 64, Sega 32X and Sony PlayStation.
ares v123 includes significant improvements to the emulation of the ColecoVision, SG-1000 and the Game Boy/Game Boy Color.
This release brings the compatibility rating for ColecoVision and SG-1000 to four stars.
This means that we have 100% compatiiblity with both of those libraries, with the only exception being the few games that require additional peripherals (driving controllers; touchpads, etc).
The Game Boy improvements are significant, but not quite enough to increase the compatibility rating at the present time, even so, Many more games are playable than before.
Finally, a few tweaks to MegaDrive emulation have improved compatibility, reduced the occurance of video corruption, and improved performance of the Sega 32X emulation.
ares v122 released
This release primarily provides improved Neo Geo Pocket/Neo Geo Pocket Color and Sega 32X emulation.
The entire Neo Geo Pocket/Color library is now thought to be playable, with minor graphical issues in four titles.
A small number of SEGA 32X games are now playable, although most still experience graphical and/or audio issues.
ColecoVision: Clear top bit of controller port reads; fixes Defender [invertego] Neo Geo Pocket: Allow BIOS to handle the boot process [invertego] Neo Geo Pocket: Copy SNK logo from BIOS during fast boot; fixes Metal Slug: 2nd Mission [invertego] Neo Geo Pocket: Fix address used to test ram initialization [invertego] Neo Geo Pocket: Initialize Neo Geo Pocket port 1 to zero; fixes Dynamite Slugger [invertego] Neo Geo Pocket: Many improvements to 'fast boot' [invertego] Neo Geo Pocket: Re-enable savint ram to disk on unload [invertego] Sega 32X: Implement FM/Framebuffer access bit; fixes Spiderman [Luke Usher] Sega 32X: Implement RV bit [Luke Usher] Sega 32X: Optimise SH7604 recompiler min-cycles for 32X; fixes Knuckles Choatix & Virtua Fighter [remutro] Sega 32X: PWM DREQ and timer are different things; fixes PWM audio in many games [Luke Usher] Sega 32X: Used cached interpreter instead of recompiler [Luke Usher] TMS9918: Fix sprite size emulation; fixes many graphical issues in ColecoVision/MSX/SG-1000 [invertego] TMS9918: fix interrupt behavior [invertego] hiro: Fix browser dialog filters on macOS [Luke Usher] hiro: Force GTK3 to use X11 backend; fixes a crash under Wayland [thrimbor] lucia: Disable fast boot by default [Luke Usher] lucia: Support digital presses from analog inputs [invertego] mia: Add workaround for underdumped Delta Warp rom [Luke Usher] mia: Improve Nintendo 64 save chip database; fixes saving in some titles [sp1187] nall: Enable LTO by default on non-debug builds [Luke Usher] nall: Speed up recompiler codegen [Luke Usher] sh2: Allow cores to determine an ideal minimum recompiler block size [Luke Usher] sh2: Optimised code-gen for the interpreter [Luke Usher] sh2: Recompiler should invalidate single blocks, not entire pools [Luke Usher] tlc2900h: Fix immediate mask in BIT #,r; fixes Pocket Tennis [invertego] z80: Correct the effect of IE on the next instruction; fixes audio drop-out in Neo Geo Pocket games [invertego]Source code(tar.gz)