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SharpNES 0.3
SharpNES is a clean-room NES emulator using SDL and GTK#. more>>
SharpNES is a clean-room NES emulator using SDL and GTK#.
SharpNES supports:
- A number of NES mappers
- SaveRAM using the .sav files other NES emulators use
- Play/pause
SharpNES is 100% clean room, no proprietary information was harmed in the making of this emulator.
<<lessSharpNES supports:
- A number of NES mappers
- SaveRAM using the .sav files other NES emulators use
- Play/pause
SharpNES is 100% clean room, no proprietary information was harmed in the making of this emulator.
Download (0.17MB)
Added: 2005-07-22 License: GPL (GNU General Public License) Price:
1556 downloads
NEStopia pre2
NEStopia project is a NES/Famicom emulator. more>>
NEStopia project is a NES/Famicom emulator.
Main features:
- NEStopia 1.36 core
- Full GUI configuration of all options
- .nes and .unf/.unif ROM support
- .fds Disk System support
- .nsf music player support
- .nst save state support
- .nsv movie play and recording
- .sav battery saving
- All the video filters from the Windows version (NTSC, Scale2x/3x, ScaleHQ 2x/3x/4x)
- Limited configuration of the NTSC filter (via presets)
- Sound volume, output rate, stereo/mono, and OSS/ALSA selection
- Rewind capability, so you can put time into reverse and fix that bad jump or ill-timed use of your last missile
- Keyboard and joypad support, fully remappable via a simple config file
<<lessMain features:
- NEStopia 1.36 core
- Full GUI configuration of all options
- .nes and .unf/.unif ROM support
- .fds Disk System support
- .nsf music player support
- .nst save state support
- .nsv movie play and recording
- .sav battery saving
- All the video filters from the Windows version (NTSC, Scale2x/3x, ScaleHQ 2x/3x/4x)
- Limited configuration of the NTSC filter (via presets)
- Sound volume, output rate, stereo/mono, and OSS/ALSA selection
- Rewind capability, so you can put time into reverse and fix that bad jump or ill-timed use of your last missile
- Keyboard and joypad support, fully remappable via a simple config file
Download (0.033MB)
Added: 2007-03-26 License: GPL (GNU General Public License) Price:
944 downloads
FakeNES 0.5.7
FakeNES is a portable Open Source NES emulator. more>>
FakeNES project is a portable, Open Source NES emulator which is written mostly in pure C, while using the Allegro library for multi-platform capabilities.
Currently supported systems are Windows 9x/2000/Me/XP, 32-bit DOS, Linux, FreeBSD, QNX, BeOS, and Mac OS X. However, it should run on any system that Allegro supports. This includes, but is not limited to: any version of Windows released after 1995, any 32-bit DOS compatible, and many POSIX compliant systems and UNIX clones such as Linux, FreeBSD, QNX, BeOS, and Mac OS X.
Configuration
FakeNES uses a standard configuration system similar to that used by many DOS, Windows, and UNIX applications.
Each item in the configuration file that is not surrounded by square brackets ([ and ]) defines an element or key.
The equal sign (=) is used to assign a value to that element.
Items which are surrounded by brackets are called headers. Headers define a section or group of related elements.
Comments are delimeted by the pound (#) sign and are ignored by the configuration file parser.
At this time, command-line options are not supported. However, you may supply the name of an NES ROM file that you would like to load on the command-line instead of loading it from the GUI.
Input engine
Currently, FakeNES supports two different keyboard layouts on a single keyboard, and up to two (2) joystick-like devices such as joypads. Each device may be assigned to any player, you can even assign a single device to multiple players.
All configuration of the controls is done in the configuration file, under the [input] header. You can assign a specific device to each player by modifying the player_#_device elements (replace # with the associated player number).
The following values are permitted:
0: No input (disables all input for this player).
1: Keyboard layout #1
2: Keyboard layout #2
There are two (2) configurable keyboard layouts which are present on the same keyboard, and may define overlapping keys without conflicts. Modifying the key1_scancodes and key2_scancodes elements allow you to customize the key mappings for each layout.
Note that due to portability reasons, FakeNES does not accept standard IBM scancodes. Instead, you need to supply a sequence of 8 integer scancodes as defined by the Allegro multimedia library.
The order in which the scancodes are applied is very important, and corresponds to the associated NES standard controller buttons: A, B, Select, Start, Up, Down, Left, and Right. If a complete sequence of 8 scancodes cannot be found, then the defaults will be used.
For layout #1, they are X, Z, Tab, and Enter, respectively, combined with the arrow keys for directional control.
3: Joystick device #1
4: Joystick device #2
Core timing
FakeNES contains an automatic speed throttling system. By modifying the frame_skip_min and frame_skip_max elements under the [timing] header in the configuration file, you can toggle speed cap and set the parameters for frame skipping.
Frame skipping is a technique that allows the emulation to run much faster, at the cost of fewer frames-per-second (FPS) being rendered, which results in more latent or choppy gameplay.
Speed capping effectively limits the maximum amount of FPS to be rendered to match that of the NES itself, which keeps the emulation from running too fast on fast processors or when frame skipping is being used.
frame_skip_min defines the least amount of frames to be skipped, setting it to zero (0) effectively disables minimum frame skipping and enables the speed capping mechanism.
frame_skip_max defines the highest allowable amount of frames to be skipped. FakeNES will never skip more frames than is defined by this element, even if full speed is not obtained.
Setting frame_skip_min and frame_skip_max to equal values effectively sets a fixed amount of frames to be skipped.
If the speed cap is enabled, you can use the fast forward key to surpass the speed cap and skip frame_skip_max frames as long as the key is being held down. By default, the fast forward key is defined as the tilde key above the Tab key on most keyboards.
The machine_type element allows you to select which standard is to be used by the speed throttling system and sound/graphics engines. Set it to zero (0) for NTSC or one (1) for PAL. There are not many PAL NES games, and many of them should run fine in NTSC mode. Only modify this element if you have problems.
Enhancements:
- AUDIO: Fixed all while() loops in the APU to never be truely infinite (thus preventing hard lock-ups), removed a previous hack that was added to get around such a thing.
- AUDIO: Implemented a new ExSound API.
- AUDIO: Added full save state support to VRC6 Sound and MMC5 Sound.
- AUDIO: Rreduced default audio buffer length from 6 to 4 frames to reduce latency.
- AUDIO: Added in mixing of MMC5s digital audio channel (untested).
- CODE: Moved a bunch of code out of gui.c and into the GUI header files.
- CODE: Various code edits.
- DOCS: Updated docs.
- GUI: Added a GUI menu to configure the audio buffer length.
- GUI: Added a GUI menu to configure video buffer size.
- GUI: Enabled double buffered GUI while in OpenGL mode.
- GUI: Added custom drawing code for the sl_radiobox object.
- GUI: Cleaned up the Help->About dialog and added loomsoft under Special thanks to.
- GUI: Added more splitters to the Audio and Video menus to better group submenus.
- GUI: Added a Close button to the Help->Shortcuts dialog.
- GUI: Hide some menus when their respective features arent available for whatever reason.
- GUI: Made sl_frame object behave properly in a double buffered environment.
- GUI: Removed extended video resolutions, since if anyone wants to actually use any of the obscure things, they can set them manually via the configuration file.
- INPUT: Overhauled input system and input configuration system.
- MISC: Fixed a cosmetic bug where the enabled flag of CPU patches were written to the *.fpt file with the value of 2 instead of 1 when enabled.
- VIDEO: Added (buggy) OpenGL support.
- VIDEO: Added support for a screen buffer smaller or larger than the actual screen (it will be scaled to fit).
- VIDEO: Set all bitmaps to NULL after destroying them in video_exit(), fixes various problems.
- VIDEO: Improved the operation of video_blit().
- VIDEO: Improved efficiency of HQ4X slightly by removing extra assertions.
- VIDEO: Added size checking to the Normal and Stretched blitters.
- VIDEO: Changed blitter error message.
<<lessCurrently supported systems are Windows 9x/2000/Me/XP, 32-bit DOS, Linux, FreeBSD, QNX, BeOS, and Mac OS X. However, it should run on any system that Allegro supports. This includes, but is not limited to: any version of Windows released after 1995, any 32-bit DOS compatible, and many POSIX compliant systems and UNIX clones such as Linux, FreeBSD, QNX, BeOS, and Mac OS X.
Configuration
FakeNES uses a standard configuration system similar to that used by many DOS, Windows, and UNIX applications.
Each item in the configuration file that is not surrounded by square brackets ([ and ]) defines an element or key.
The equal sign (=) is used to assign a value to that element.
Items which are surrounded by brackets are called headers. Headers define a section or group of related elements.
Comments are delimeted by the pound (#) sign and are ignored by the configuration file parser.
At this time, command-line options are not supported. However, you may supply the name of an NES ROM file that you would like to load on the command-line instead of loading it from the GUI.
Input engine
Currently, FakeNES supports two different keyboard layouts on a single keyboard, and up to two (2) joystick-like devices such as joypads. Each device may be assigned to any player, you can even assign a single device to multiple players.
All configuration of the controls is done in the configuration file, under the [input] header. You can assign a specific device to each player by modifying the player_#_device elements (replace # with the associated player number).
The following values are permitted:
0: No input (disables all input for this player).
1: Keyboard layout #1
2: Keyboard layout #2
There are two (2) configurable keyboard layouts which are present on the same keyboard, and may define overlapping keys without conflicts. Modifying the key1_scancodes and key2_scancodes elements allow you to customize the key mappings for each layout.
Note that due to portability reasons, FakeNES does not accept standard IBM scancodes. Instead, you need to supply a sequence of 8 integer scancodes as defined by the Allegro multimedia library.
The order in which the scancodes are applied is very important, and corresponds to the associated NES standard controller buttons: A, B, Select, Start, Up, Down, Left, and Right. If a complete sequence of 8 scancodes cannot be found, then the defaults will be used.
For layout #1, they are X, Z, Tab, and Enter, respectively, combined with the arrow keys for directional control.
3: Joystick device #1
4: Joystick device #2
Core timing
FakeNES contains an automatic speed throttling system. By modifying the frame_skip_min and frame_skip_max elements under the [timing] header in the configuration file, you can toggle speed cap and set the parameters for frame skipping.
Frame skipping is a technique that allows the emulation to run much faster, at the cost of fewer frames-per-second (FPS) being rendered, which results in more latent or choppy gameplay.
Speed capping effectively limits the maximum amount of FPS to be rendered to match that of the NES itself, which keeps the emulation from running too fast on fast processors or when frame skipping is being used.
frame_skip_min defines the least amount of frames to be skipped, setting it to zero (0) effectively disables minimum frame skipping and enables the speed capping mechanism.
frame_skip_max defines the highest allowable amount of frames to be skipped. FakeNES will never skip more frames than is defined by this element, even if full speed is not obtained.
Setting frame_skip_min and frame_skip_max to equal values effectively sets a fixed amount of frames to be skipped.
If the speed cap is enabled, you can use the fast forward key to surpass the speed cap and skip frame_skip_max frames as long as the key is being held down. By default, the fast forward key is defined as the tilde key above the Tab key on most keyboards.
The machine_type element allows you to select which standard is to be used by the speed throttling system and sound/graphics engines. Set it to zero (0) for NTSC or one (1) for PAL. There are not many PAL NES games, and many of them should run fine in NTSC mode. Only modify this element if you have problems.
Enhancements:
- AUDIO: Fixed all while() loops in the APU to never be truely infinite (thus preventing hard lock-ups), removed a previous hack that was added to get around such a thing.
- AUDIO: Implemented a new ExSound API.
- AUDIO: Added full save state support to VRC6 Sound and MMC5 Sound.
- AUDIO: Rreduced default audio buffer length from 6 to 4 frames to reduce latency.
- AUDIO: Added in mixing of MMC5s digital audio channel (untested).
- CODE: Moved a bunch of code out of gui.c and into the GUI header files.
- CODE: Various code edits.
- DOCS: Updated docs.
- GUI: Added a GUI menu to configure the audio buffer length.
- GUI: Added a GUI menu to configure video buffer size.
- GUI: Enabled double buffered GUI while in OpenGL mode.
- GUI: Added custom drawing code for the sl_radiobox object.
- GUI: Cleaned up the Help->About dialog and added loomsoft under Special thanks to.
- GUI: Added more splitters to the Audio and Video menus to better group submenus.
- GUI: Added a Close button to the Help->Shortcuts dialog.
- GUI: Hide some menus when their respective features arent available for whatever reason.
- GUI: Made sl_frame object behave properly in a double buffered environment.
- GUI: Removed extended video resolutions, since if anyone wants to actually use any of the obscure things, they can set them manually via the configuration file.
- INPUT: Overhauled input system and input configuration system.
- MISC: Fixed a cosmetic bug where the enabled flag of CPU patches were written to the *.fpt file with the value of 2 instead of 1 when enabled.
- VIDEO: Added (buggy) OpenGL support.
- VIDEO: Added support for a screen buffer smaller or larger than the actual screen (it will be scaled to fit).
- VIDEO: Set all bitmaps to NULL after destroying them in video_exit(), fixes various problems.
- VIDEO: Improved the operation of video_blit().
- VIDEO: Improved efficiency of HQ4X slightly by removing extra assertions.
- VIDEO: Added size checking to the Normal and Stretched blitters.
- VIDEO: Changed blitter error message.
Download (0.29MB)
Added: 2006-04-17 License: The Clarified Artistic License Price:
1291 downloads
Ultra NES Manager 1.0-pre4
Ultra NES Manager (UNM) is an application for managing Nintendo Entertainment System ROM files. more>>
Ultra NES Manager (UNM) is an application for managing "Nintendo Entertainment System" ROM files. It is also a frontend for "tuxnes" emulator.
It provides fast acces to your NES files, and helps you to set up "tuxnes" easily.
Usage:
UNM stores all your NES files in one directory ("~/.unm/roms" as default), and displays all of them on a main screen. It would be wise to copy some ROMs to that location.
To play some game you need to select it from the list of found ROMs on the main screen, and click on a "PLAY" button. A nes emulator will start the selected game. Options related to ROMs collection are located on "ROMs" tab, emulator options can be found on "Advanced tab". Have fun.
Enhancements:
- whole configuration is saved automatically after quitting the application
- recent played ROMs are now saved, so they appear even after program restart
- added tooltips for "Play!" tab
- added "Quit" button on "Play!" tab
- added confirmation dialog box at Esc keypress, so you wont quit your game accidentally (requires patching tuxnes)
- updated FAQ
<<lessIt provides fast acces to your NES files, and helps you to set up "tuxnes" easily.
Usage:
UNM stores all your NES files in one directory ("~/.unm/roms" as default), and displays all of them on a main screen. It would be wise to copy some ROMs to that location.
To play some game you need to select it from the list of found ROMs on the main screen, and click on a "PLAY" button. A nes emulator will start the selected game. Options related to ROMs collection are located on "ROMs" tab, emulator options can be found on "Advanced tab". Have fun.
Enhancements:
- whole configuration is saved automatically after quitting the application
- recent played ROMs are now saved, so they appear even after program restart
- added tooltips for "Play!" tab
- added "Quit" button on "Play!" tab
- added confirmation dialog box at Esc keypress, so you wont quit your game accidentally (requires patching tuxnes)
- updated FAQ
Download (0.041MB)
Added: 2005-09-30 License: GPL (GNU General Public License) Price:
1493 downloads
Nosefart 2.5
Nosefart is a player for NES Sound Format. more>>
Nosefart is a player for NES Sound Format (NSF) files (which consist of audio data ripped from Nintendo Entertainment System games).
It runs as a standalone player in Linux, with both command line and GTK interfaces, as well has having plugins for Winamp, XMMS, and CL-amp.
Enhancements:
- The file selection dialog now remembers what directory you used in the last session.
- If esd (or something else) is blocking the sound card, it now pops up an error rather than just hanging.
<<lessIt runs as a standalone player in Linux, with both command line and GTK interfaces, as well has having plugins for Winamp, XMMS, and CL-amp.
Enhancements:
- The file selection dialog now remembers what directory you used in the last session.
- If esd (or something else) is blocking the sound card, it now pops up an error rather than just hanging.
Download (0.50MB)
Added: 2005-09-21 License: LGPL (GNU Lesser General Public License) Price:
1495 downloads
Monster 1.22
Monster application is a short SNES/NES style RPG. more>>
Monster application is a short SNES/NES style RPG. It is licensed under a BSD license.
Estimated playing time is 5-10 hours. If you are not patient, this game is probably not for you. There are a lot of random battles.
My goal when creating this game was to have it run on my Pentium 200MMX. I met the goal: it runs acceptably well on that old machine. The fact that it had to run on old hardware played a big factor in how fancy I could get. If you like Oldskewl graphics and gameplay, you may like Monster.
<<lessEstimated playing time is 5-10 hours. If you are not patient, this game is probably not for you. There are a lot of random battles.
My goal when creating this game was to have it run on my Pentium 200MMX. I met the goal: it runs acceptably well on that old machine. The fact that it had to run on old hardware played a big factor in how fancy I could get. If you like Oldskewl graphics and gameplay, you may like Monster.
Download (3.6MB)
Added: 2007-07-29 License: BSD License Price:
825 downloads
MonetDB 4.18.0
MonetDB is an open source high-performance database system developed at CWI. more>>
MonetDB is an open source high-performance database system developed at CWI, the Institute for Mathematics and Computer Science Research of The Netherlands.
MonetDB project was designed to provide high performance on complex queries against large databases, e.g. combining tables with hundreds of columns and multi-million rows.
As such, MonetDB can be used in application areas that because of performance issues are no-go areas for using traditional database technology in a real-time manner.
MonetDB has been successfully applied in high-performance applications for data mining, OLAP, GIS, XML Query, text and multimedia retrieval.
MonetDB achieves this goal using innovations at all layers of a DBMS: a storage model based on vertical fragmentation, a modern CPU-tuned vectorized query execution architecture that often gives MonetDB a more than 10-fold raw speed advantage on the same algorithm over a typical interpreter-based RDBMS.
MonetDB is one of the first database systems to focus its query optimization effort on exploiting CPU caches. MonetDB also features automatic and self-tuning indexes, run-time query optimization, a modular software architecture, etcetera.
In-depth information on the technical innovations in the design and implementation of MonetDB can be found in our digital library.
Main features:
- A fairly extensive ANSI SQL-99 language interface including:
- Primary and foreign key enforcement
- View management
- Sub-queries
- Authorization scheme
- Unicode support (UTF-8)
- Support for external functions
- A full-fledged and scalable implementation of XQuery.
- SQL and XQuery query caching to speed up data processing.
- Extensible architecture at any level of sophistication needed.
- The MonetDB engine can be embedded into your application.
- High performance, using highly tuned data structures and algorithms to exploit the power of modern hardware.
- Transaction control at various levels of granularity, which makes query dominant applications run at light speed.
- Tapping into the experiences gained in supporting XML, Multimedia, GIS, etc. applications right op top of a kernel without the overhead often encountered in SQL-based systems.
- Broad hardware spectrum ranging from StrongARM-based PDAs up to Opteron-based Servers (cf. Platforms).
- 32- and 64-bit cross-platform support for:
- Linux, Microsoft Windows, Apple MacOS X, Sun Solaris, IBM AIX, and SGI IRIX;
<<lessMonetDB project was designed to provide high performance on complex queries against large databases, e.g. combining tables with hundreds of columns and multi-million rows.
As such, MonetDB can be used in application areas that because of performance issues are no-go areas for using traditional database technology in a real-time manner.
MonetDB has been successfully applied in high-performance applications for data mining, OLAP, GIS, XML Query, text and multimedia retrieval.
MonetDB achieves this goal using innovations at all layers of a DBMS: a storage model based on vertical fragmentation, a modern CPU-tuned vectorized query execution architecture that often gives MonetDB a more than 10-fold raw speed advantage on the same algorithm over a typical interpreter-based RDBMS.
MonetDB is one of the first database systems to focus its query optimization effort on exploiting CPU caches. MonetDB also features automatic and self-tuning indexes, run-time query optimization, a modular software architecture, etcetera.
In-depth information on the technical innovations in the design and implementation of MonetDB can be found in our digital library.
Main features:
- A fairly extensive ANSI SQL-99 language interface including:
- Primary and foreign key enforcement
- View management
- Sub-queries
- Authorization scheme
- Unicode support (UTF-8)
- Support for external functions
- A full-fledged and scalable implementation of XQuery.
- SQL and XQuery query caching to speed up data processing.
- Extensible architecture at any level of sophistication needed.
- The MonetDB engine can be embedded into your application.
- High performance, using highly tuned data structures and algorithms to exploit the power of modern hardware.
- Transaction control at various levels of granularity, which makes query dominant applications run at light speed.
- Tapping into the experiences gained in supporting XML, Multimedia, GIS, etc. applications right op top of a kernel without the overhead often encountered in SQL-based systems.
- Broad hardware spectrum ranging from StrongARM-based PDAs up to Opteron-based Servers (cf. Platforms).
- 32- and 64-bit cross-platform support for:
- Linux, Microsoft Windows, Apple MacOS X, Sun Solaris, IBM AIX, and SGI IRIX;
Download (5.6MB)
Added: 2007-06-14 License: MPL (Mozilla Public License) Price:
867 downloads
NS WebMail 0.12.1
NS WebMail is a POP3/SMTP Web mail client. more>>
NS WebMail project is a simple set of PERL scripts, it works using module Mail::POP3Client, and allows to send and receive MIME compliant mails.
The whole thing is "secured" using POP3 authentication, ie mail cant be send or retrieved without initial correct authentication.APOP and standard PASS authentication work.
No need of any SQL base and so on. However, better know how PERL and CGIs work ! This allows NSWM to remain simple and light, and not to require an important set of PERL modules.
NSWM now support two kinda security improvments:
- HTTP Auth: just configure your Apache to authenticate user with normal HTTP Auth. Then you
need to use indexauth.pl instead of index.html as a start page, and run NSWM in mod_perl.
It works automatically.
- Cookie stored key: the key used to encrypt the password may be stocked partially in a cookie.
This prevents bad guys from accessing other users inboxes when they used shared computers.
You have to enable this feature in the configwm.pm file, at "cookiedomain": enter your
domain to enable the feature, comment the line out to disable.
Both security features will work over HTTPS.
Supported languages
Modules exists and languages have been tested for:
- English (lang-en.pl module, core module)
- Francais (lang-fr.pl module, dev module)
- Russian (lang-ru.pl module, dev module)
- Hrvatski (lang-hr.pl module, trn module from dpavlin at rot13.org)
- Deutsch (lang-de.pl module, trn module from Tobias.Mueller at stud.uni-hannover.de)
- Norwegian (lang-no.pl module, trn module from erlingp at f00bar.fagmed.uit.no)
- Hungarian (lang-hu* modules, trn module from keve_g at mail.takarek.net)
- Swedish (lang-se.pl, trn module from hm at nool.nu)
- Czech (lang-cz.pl, trn module from svasek at nextra.cz)
- Italian (lang-it.pl, trn module from theos at bp.lnf.it)
- Spanish (lang-spl.pl, trn module from scristi at startlight.com)
- Portuguese (lang-pt.pl, trn module from luiz at pucrs.br)
- Romanian (lang-ro.pl, trn module from chally_ro at yahoo.com)
Anyone translating the langpack in another language is asked to send it us, please !
This way we can improve NSWM.
installation
1- Unzip it:
On performant UNIX (with recent gnu tar), do a tar xvzf nswm-XXXXXX.tar.gz
On Windows, use Winzip or PowerArchiver (http://www.powerarchiver.com)
2- Set up your favorite HTTP server to handle the application.
For Apache:
=> put an Alias section as /nswm for the nswm/html directory
=> put a ScriptAlias section as /nswm/cgi-bin for the nswm/cgi-bin directory
For IIS,NES:
Use the graphic interface to set it up properly. Refer to server documentation.
3- Then you have to edit configwm.pm file and specify your SMTP server ($SMTPserver variable).
Words and paths can be set up in config.pl file.
You can also choose the language.
Nota: configwm.pm template is configwm.pm.dist.
4- PERL Modules to install if not installed:
Dont forget to install them (example with Mail::POP3Client):
=> perl -MCPAN -e install Mail::POP3Client on UNIX (or see at http://www.cpan.org)
or ppm Mail-POP3Client on WNTs ActivePerl (but better see at http://www.activetsate.com)
The following modules/packages are needed:
IO-stringy,MIME-Base64,MIME-Lite,MIME-tools,MailTools,Mail::POP3Client,TimeDate,URI,CGI
(yeah, thats a lot, i know. MIME encoding/decoding isnt a simple thing...)
5- Misc install things:
Dont forget to chmod 777 (or, better, chown apache or nobody or www-data) the /var/opt/nswm/log and
/var/opt/nswm/tmp directories if you dont change those locations in the configwm.pm file.
You can do a small cron script to launch bin/nswmcron to enable the automatic cleanup of temp files (This is automatically done by the RPM). Dont forget to change the html/title.htm file....
Enhancements:
- Several improvements in mail header decoding in the inbox.
- Optional ability to report spam to spam software (tested and documented with SpamAssassin).
- Full management of the "Urgent header".
<<lessThe whole thing is "secured" using POP3 authentication, ie mail cant be send or retrieved without initial correct authentication.APOP and standard PASS authentication work.
No need of any SQL base and so on. However, better know how PERL and CGIs work ! This allows NSWM to remain simple and light, and not to require an important set of PERL modules.
NSWM now support two kinda security improvments:
- HTTP Auth: just configure your Apache to authenticate user with normal HTTP Auth. Then you
need to use indexauth.pl instead of index.html as a start page, and run NSWM in mod_perl.
It works automatically.
- Cookie stored key: the key used to encrypt the password may be stocked partially in a cookie.
This prevents bad guys from accessing other users inboxes when they used shared computers.
You have to enable this feature in the configwm.pm file, at "cookiedomain": enter your
domain to enable the feature, comment the line out to disable.
Both security features will work over HTTPS.
Supported languages
Modules exists and languages have been tested for:
- English (lang-en.pl module, core module)
- Francais (lang-fr.pl module, dev module)
- Russian (lang-ru.pl module, dev module)
- Hrvatski (lang-hr.pl module, trn module from dpavlin at rot13.org)
- Deutsch (lang-de.pl module, trn module from Tobias.Mueller at stud.uni-hannover.de)
- Norwegian (lang-no.pl module, trn module from erlingp at f00bar.fagmed.uit.no)
- Hungarian (lang-hu* modules, trn module from keve_g at mail.takarek.net)
- Swedish (lang-se.pl, trn module from hm at nool.nu)
- Czech (lang-cz.pl, trn module from svasek at nextra.cz)
- Italian (lang-it.pl, trn module from theos at bp.lnf.it)
- Spanish (lang-spl.pl, trn module from scristi at startlight.com)
- Portuguese (lang-pt.pl, trn module from luiz at pucrs.br)
- Romanian (lang-ro.pl, trn module from chally_ro at yahoo.com)
Anyone translating the langpack in another language is asked to send it us, please !
This way we can improve NSWM.
installation
1- Unzip it:
On performant UNIX (with recent gnu tar), do a tar xvzf nswm-XXXXXX.tar.gz
On Windows, use Winzip or PowerArchiver (http://www.powerarchiver.com)
2- Set up your favorite HTTP server to handle the application.
For Apache:
=> put an Alias section as /nswm for the nswm/html directory
=> put a ScriptAlias section as /nswm/cgi-bin for the nswm/cgi-bin directory
For IIS,NES:
Use the graphic interface to set it up properly. Refer to server documentation.
3- Then you have to edit configwm.pm file and specify your SMTP server ($SMTPserver variable).
Words and paths can be set up in config.pl file.
You can also choose the language.
Nota: configwm.pm template is configwm.pm.dist.
4- PERL Modules to install if not installed:
Dont forget to install them (example with Mail::POP3Client):
=> perl -MCPAN -e install Mail::POP3Client on UNIX (or see at http://www.cpan.org)
or ppm Mail-POP3Client on WNTs ActivePerl (but better see at http://www.activetsate.com)
The following modules/packages are needed:
IO-stringy,MIME-Base64,MIME-Lite,MIME-tools,MailTools,Mail::POP3Client,TimeDate,URI,CGI
(yeah, thats a lot, i know. MIME encoding/decoding isnt a simple thing...)
5- Misc install things:
Dont forget to chmod 777 (or, better, chown apache or nobody or www-data) the /var/opt/nswm/log and
/var/opt/nswm/tmp directories if you dont change those locations in the configwm.pm file.
You can do a small cron script to launch bin/nswmcron to enable the automatic cleanup of temp files (This is automatically done by the RPM). Dont forget to change the html/title.htm file....
Enhancements:
- Several improvements in mail header decoding in the inbox.
- Optional ability to report spam to spam software (tested and documented with SpamAssassin).
- Full management of the "Urgent header".
Download (0.08MB)
Added: 2007-04-12 License: GPL (GNU General Public License) Price:
926 downloads
GNOME FCE Ultra 0.6.0
GNOME FCE Ultra (also known as gfceu) is an interface for the popular Nintendo Emulator, FCE Ultra. more>>
GNOME FCE Ultra (also known as gfceu) is an interface for the popular Nintendo Emulator, FCE Ultra. GNOME FCE Ultra is designed for the GNOME desktop, and allows the user to easily play NES ROM images.
Main features:
- Network play
- Custom input configuration
- Fullscreen support
- Full sound support
- High compatibility and accurate emulation
<<lessMain features:
- Network play
- Custom input configuration
- Fullscreen support
- Full sound support
- High compatibility and accurate emulation
Download (0.029MB)
Added: 2007-06-22 License: GPL (GNU General Public License) Price:
865 downloads
Kamefu 0.1.1
Kamefu is the emulator frontend and collection manager for KDE. more>>
Kamefu is the collection manager and emulator frontend for KDE. The direct inspiration for this application is the audio player amaroK. It supports emulators for systems like MAME, NES, SNES, Nintendo 64, Game Boy Advance, Master System, Megadrive, PC Engine and more.
Planned features are:
Configuration for each emulator is handled by modules created with a script language like Python, Perl and Kommander. The collection manager can check if your games are valid via an XML database. New emulator configuration modules and databases can be downloaded with KHotNewStuff.
Supported systems(as 0.1):
- NES (Nintendo Entertainment System)
- SNES (Super Nintendo Entertainment System)
- GB/GBC (Game Boy/Game Boy Color)
- GBA (Game Boy Advance)
- MAME (Multiple Arcade Machine Emulator)
<<lessPlanned features are:
Configuration for each emulator is handled by modules created with a script language like Python, Perl and Kommander. The collection manager can check if your games are valid via an XML database. New emulator configuration modules and databases can be downloaded with KHotNewStuff.
Supported systems(as 0.1):
- NES (Nintendo Entertainment System)
- SNES (Super Nintendo Entertainment System)
- GB/GBC (Game Boy/Game Boy Color)
- GBA (Game Boy Advance)
- MAME (Multiple Arcade Machine Emulator)
Download (0.72MB)
Added: 2006-05-08 License: GPL (GNU General Public License) Price:
1269 downloads
XBlast 2.10.4
XBlast is a multi-player arcade game for X11R5/R6. more>>
XBlast is a multi-player arcade game for X11R5/R6 (v2.6 or TNT) and Windows (TNT version only). The game can be played with at least two players and up to six players.
XBlast was inspired by the video/computer game Bomberman (Dynablaster), which was to my knowledge first programmed for NECs PC Engine/Turbo Grafx.
Other commercial versions of the original game exist for IBM-PC, Atari ST, Amiga [trop cool lAmiga], NES, GameBoy and Super NES.
<<lessXBlast was inspired by the video/computer game Bomberman (Dynablaster), which was to my knowledge first programmed for NECs PC Engine/Turbo Grafx.
Other commercial versions of the original game exist for IBM-PC, Atari ST, Amiga [trop cool lAmiga], NES, GameBoy and Super NES.
Download (0.68MB)
Added: 2006-06-16 License: GPL (GNU General Public License) Price:
1238 downloads
ROMBrowser 0.3
ROMBrowser project is a tool for organizing emulator ROMs. more>>
ROMBrowser project is a tool for organizing emulator ROMs.
It will identify rom files by their CRC, give information about their characteristics (game title, parent rom, etc), and organize those ROMs with different filters.
If you like to play with emulation and emulators, you know the pain of keeping track of your thousands of ROM files, not to mention figuring out what it is youve just downloaded. Thats what ROMBrowser is for. Eventually I hope to have a system that works somewhat like romcenter, but is java based and GPLd.
I also am planning on developing a schema for storing meta-data related to ROM files. There are currently several databases out there that have information about ROM files, usually keyed by the files CRC32. Part of the ROMBrowser project will be to develop an open standard for that kind of data (probably an XML DTD) and a plan for the distributed classification of ROM files, so users can classify unknown ROMs and distribute that information.
Enhancements:
- Added Super Nintendo rom handler for SMC files. It doesnt handle interleaved files yet.
- Separated out datafiles from main distribution, added credits tag to xml database, to give credit to the rom database maintainers (just using conversions of cowerings goodtools for now).
- Changed rom info viewer to table view. Added ability to modify rom data, changes will be saved in knownfiles.xml
- Changed how file searching works, now only files that have romhandlers (nes and smc currently) get processed, all others are ignored.
- Made file converter work better for converting romcenter dat files (use net.sourceforge.rombrowser.util.ROMDatabaseFileConverter
- Deleting specific roms from the treeview will remove them from knownfiles, and will also delete them from the filesystem if delete-on-remove is true.
- Deleting folders from the treeview will still not remove their child entries from knowfiles or delete the foders or their children.
- Changed the way rominfo files are handled, now if the datafile property has colons in it, it will treat it as a list of datafiles, eg: "goodnes.xml.gz:goodsnes.xml.gz" would look for both goodnes and goodsnes in the rombrowser home folder
<<lessIt will identify rom files by their CRC, give information about their characteristics (game title, parent rom, etc), and organize those ROMs with different filters.
If you like to play with emulation and emulators, you know the pain of keeping track of your thousands of ROM files, not to mention figuring out what it is youve just downloaded. Thats what ROMBrowser is for. Eventually I hope to have a system that works somewhat like romcenter, but is java based and GPLd.
I also am planning on developing a schema for storing meta-data related to ROM files. There are currently several databases out there that have information about ROM files, usually keyed by the files CRC32. Part of the ROMBrowser project will be to develop an open standard for that kind of data (probably an XML DTD) and a plan for the distributed classification of ROM files, so users can classify unknown ROMs and distribute that information.
Enhancements:
- Added Super Nintendo rom handler for SMC files. It doesnt handle interleaved files yet.
- Separated out datafiles from main distribution, added credits tag to xml database, to give credit to the rom database maintainers (just using conversions of cowerings goodtools for now).
- Changed rom info viewer to table view. Added ability to modify rom data, changes will be saved in knownfiles.xml
- Changed how file searching works, now only files that have romhandlers (nes and smc currently) get processed, all others are ignored.
- Made file converter work better for converting romcenter dat files (use net.sourceforge.rombrowser.util.ROMDatabaseFileConverter
- Deleting specific roms from the treeview will remove them from knownfiles, and will also delete them from the filesystem if delete-on-remove is true.
- Deleting folders from the treeview will still not remove their child entries from knowfiles or delete the foders or their children.
- Changed the way rominfo files are handled, now if the datafile property has colons in it, it will treat it as a list of datafiles, eg: "goodnes.xml.gz:goodsnes.xml.gz" would look for both goodnes and goodsnes in the rombrowser home folder
Download (MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1066 downloads
FCE Ultra 0.98.15
FCE Ultra is a NES emulator. more>>
FCE Ultra is a NES (Nintendo Entertainment System) and Famicom (Family Computer) emulator for a variety of different platforms, based on Beros FCE. Game compatibility is very high, provided you provide non-corrupt ROM/disk images.
It has been tested (and runs) under DOS, Linux SVGAlib, Linux X, Mac OS X, and MS Windows. A native GUI is provided for the MS Windows port, and the other ports use a command-line based interface. The SDL port should run on any modern UNIX-like operating system(such as FreeBSD) with no code changes.
Enhancements:
- Latest code found on the net.
<<lessIt has been tested (and runs) under DOS, Linux SVGAlib, Linux X, Mac OS X, and MS Windows. A native GUI is provided for the MS Windows port, and the other ports use a command-line based interface. The SDL port should run on any modern UNIX-like operating system(such as FreeBSD) with no code changes.
Enhancements:
- Latest code found on the net.
Download (0.52MB)
Added: 2006-07-07 License: GPL (GNU General Public License) Price:
1235 downloads
Gamefu 0.2 Beta 1
Gamefu is a (old-school)game collection manager and emulator frontend. more>>
Gamefu project was previously know as Kamefu. Please update your SVN checkout. No release with the new name yet.
Gamefu is a (old-school) game collection manager and emulator frontend. Gamefu stand for "Gaming All Machine Emulator Frontend for UNIX".
Supported systems(as 0.1):
-NES (Nintendo Entertainment System)
-SNES (Super Nintendo Entertainment System)
-GB/GBC (Game Boy/Game Boy Color)
-GBA (Game Boy Advance)
-MAME (Multiple Arcade Machine Emulator)
<<lessGamefu is a (old-school) game collection manager and emulator frontend. Gamefu stand for "Gaming All Machine Emulator Frontend for UNIX".
Supported systems(as 0.1):
-NES (Nintendo Entertainment System)
-SNES (Super Nintendo Entertainment System)
-GB/GBC (Game Boy/Game Boy Color)
-GBA (Game Boy Advance)
-MAME (Multiple Arcade Machine Emulator)
Download (0.74MB)
Added: 2006-11-26 License: GPL (GNU General Public License) Price:
1070 downloads
O.H.R.RPG.C.E 2006-08-03 Hasta-la-qb+
O.H.R.RPG.C.E is an engine for making 2D console-style Role Playing Games. more>>
O.H.R.RPG.C.E is an engine for making 2D console-style Role Playing Games.
A Linux port of the DOS-based "Official Hamster Republic RPG Construction Engine". Used for making games similar in style to the NES and Super Nintendo Final Fantasy games. A large assortment of RPG games are already available.
<<lessA Linux port of the DOS-based "Official Hamster Republic RPG Construction Engine". Used for making games similar in style to the NES and Super Nintendo Final Fantasy games. A large assortment of RPG games are already available.
Download (0.93MB)
Added: 2007-01-27 License: GPL (GNU General Public License) Price:
1004 downloads
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