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    Saturday, April 30, 2011
Dolphin-r7498- Gamecube and Wii Emulator for Windows

The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new

Changelog for 7498

Fix "Disable Lighting" in D3D9 and D3D11. Fixes issue 3185.

Download Here --> http://www.dolphin-emulator.com/download.html

JPCSP Rev2103 - PSP Emulator for Windows

The PSP Emulator for Windows thats written in java gets yet another update:

Heres whats new:

Implemented most of the function in sceNetInet, sceNetApctl and sceNetResolver. Now, a basic test application is able to connect to the internet (see demos/net.pbp). Only Infrastructure mode is implemented, not AdHoc.
Improved callback execution to not overwrite $v0 and $v1 (was required by the sceNetApctl handlers).



bsnes v078

News via AEP

byuu has released a new version of his SNES emulator bsnes.

bsnes v078 released (2011-04-30)

Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements.

Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I´ve randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false.

The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I´ve also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to.

Please enjoy.


memory and most registers are now randomly initialized on power-up

fixed auto joypad polling issue in Super Star Wars

fixed .nec and .rtc file extensions (they were missing the dot) [krom]

PPU/accuracy now clears overscan region on any frame when it is disabled

PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this)

added hotkey remapping dialog to input settings window

added a few new hotkeys, including quick-reset

phoenix API now auto-sizes widgets based on font sizes

file dialog once again remembers previously selected file when possible

updated mightymo´s cheat code database to April 19th release


Wine v1.3.19

News via AEP

A new development version of Wine, an Open Source implementation of the Windows API on top of X and Unix, has been released.

Wine Ankündigung

The Wine development release 1.3.19 is now available.

What´s new in this release (see below for details):

New sound driver architecture for MMDevAPI.

Better support for relative mouse events in DInput.

Debugger support for the ARM platform.

Various improvements in D3DX9.

More MSVC runtime functions.

Various bug fixes.

The source is available from the following locations:


Binary packages for various distributions will be available from:


You will find documentation on http://www.winehq.org/documentation

You can also get the current source directly from the git repository. Check http://www.winehq.org/git for details.

Wine is available thanks to the work of many people. See the file AUTHORS in the distribution for the complete list.

Bugs fixed in 1.3.19:

1544 Recurring error in direct draw
11561 Page Four text rendering problems
12018 SPSS 16 eval for Windows won´t install
12372 BreakQuest crashes on startup; "file not found"
12958 winrar extract files slow with msstyles.
16095 Charset translation in standard output
16815 Cyborg shows splash screen and hangs
17143 Micrografx Designer freezes at start
17804 Sim City 3000 +NoCD fails to load
17863 Some apps can not launch Installshield uninstaller from shortcut
18823 The Typing of the Dead freezes during intro
19152 SimCity 3000 Unlimited Black Main Menu
19493 socket option IP_PKTINFO is not implemented
20509 gdb proxy mode: random reply to Offsets query
20982 shell32 appbar test fails in wow64 wine
20983 shell32 systray test fails in wow64 wine
21268 TheFilmMachine doesn´t run
21830 Kurso3 crashes when using the microphone
22761 Qtracker 4.71 crashes on exit
23684 Mass Effect 2 demo: decals on walls and floor flicker
23789 dap94 : cannot find import; DLL may be missing,corrupt or wrong version. File "MSVCP60.dll",error 126
23847 ntdll: NtQuerySystemInformation(SYSTEM_PROCESSOR_PERFORMANCE_INFORMATION) should provide NT-style 100ns units (.NET 1.x CLR)
24120 Mp3tag: Runtime Error if "Extended Tags" window is opened
24214 ole: Java SE JRE subinstaller (msi) dies due to OLE compound storage reader failure on some stream (the one after _StringPool stream)
24271 Oblivion loses sound during gameplay
24317 3DMark Vantage needs msvcp80 unimplemented function
24364 Enemy Territory: Quake Wars EditWorld: needs msvcr80.dll._vsprintf_p
24523 Portal: Rendering glitches on menu screen
24573 Freelancer: complete freeze on selecting New Game on fresh install
24794 mytrader2009 crashes lately
24954 Need For Speed Underground 2 installer won´t start
25232 Razor2: Hidden Skies has parts that are not rendered
25504 League of Legends - In Launcher Store not displayed
26028 Buitin IE crash while open a activex control from Bank of Communications (wrong instance handle when registering a class using AtlModuleRegisterWndClassInfoA/W)
26059 Garena client GGSAFER driver crashes (needs ntoskrnl.exe PsSetLoadImageNotifyRoutine stub)
26137 comctl32/tab tests shows an invalid read under valgrind
26314 Champions Online: Mouse Problems
26318 Blood 2 The Chosen: mouse-look problem
26356 Mouse "lags" and doesn´t pick up quick movements.
26413 Construction Documents and Services Practice Program: Limited functionality
26580 Assassin´s Creed Brotherhood: unimplemented function msvcr90.dll._set_printf_count_output (purist)
26655 Wizard101 crashes when rendering webpage
26667 Dangerous Waters crashes on exit
26693 Neverwinter Nights 2 installer window is obscured by installer background image
26718 dbghelp has lots of ´parse_inlined_subroutine Unhandled Tag type´ (gcc 4.7)
26722 XP clipbrd.exe crashes on unimplemented function NDdeApi.dll.500
26764 winecfg is picking up the wrong Windows version
26780 Bulletstorm Demo: main menu is pink with glsl disabled
26781 Office 2007 crashes when using the file open dialog
26788 Vista findstr.exe crashes on unimplemented function kernel32.SetThreadPreferredUILanguages
26795 White scrollbar background in builtin iexplore
26811 Office 2003 installer: settings on advanced customization screen cannot be changed
26817 ZBrush 4 crashes.
26836 winedbg continuously emits error messages when attempting to debug a PE executable
26838 CDBurnerXP 3.0 crashes on entering options
26884 Qlione demo crashes on launch
26889 wineserver loses fd_ops in debugging interface.
26896 Chaser v1.50: mouse pointer behaves weirdly in the menu
26899 unimplemented function ole2.dll16.RELEASESTGMEDIUM
26902 VarDateFromStr parses yyyy-mm-dd as yyyy-dd-mm in European locales
26940 advapi32: Windows Sysinternals Process Explorer v14.x needs OpenTraceA/W() and ProcessTrace() stubs


ZSNES Portable alpha Test 1

News via AEP

The SNES emulator ZSNES Portable alpha, which is based on ZSNES, has been updated.


Snes9x GTK/X11 Port 81

News via AEP

Snes9x GTK/X11 is a port of Snes9x v1.53 to the GTK by BearOso.

Changes for version Snes9x 1.53 (GTK+ port revision 81)
* Snes9x 1.53 has been released. See the changes in the official announcement.


Classic99 v3.5.1

News via AEP

Classic99 is an open-source Texas Instruments TI-99/4A Home Computer emulator for Windows.


Added SRAM to MPD
Fix FIAD disk paths to always end with backslash
Make MPD repair broken configuration bytes
Fix lockup problem after browsing a disk folder-Added TurboForth
Numerous tweaks to P-Code card, still doesn´t work. I don´t think I have disk images for this!
Updated long filename support - open as IV0 to get long filenames


WolfMESS v0.142

News via AEP

WolfMESS is a multi-system Emulator for Windows. Based on MESS for Windows. Thanks to Emu-France for the news.

4/19/2011 11:37AM
!!!!! wolfmess142 !!!!!!!!
* messui was disabled, i forced it to be compiled, it still works
* tried to include rrrobberts patch to fix ini files but that will have
to wait for 143, use messui with your own caution as you´ve already
known not to trust the ini files. I´ve included the COMMENTED
patch to emuopts.c to be used (UNCOMMENTED) next release.


WinArcadia v15.7

News via AEP

The multi system emulator WinArcadia for Windows and AmiArcadia for AmigaOS has been updated.

Changes between v15.62 beta and v15.7 (so far):

debugger CLI: added DOKE command.

elektor: fixed: input tape buffer was never freed.

wa: elektor: added HEARTAPE #define.

elektor: fixed: output tape WAV headers had an incorrect sample rate (44100Hz whereas data was actually at 22050Hz).

in turbo mode, it now says so in the titlebar.

added "Settings|Speed|Adjust..." command, and associated functionality.

aa: fixed: "Log|Inefficient code..." was missing from menu.

aa: fixed: "Log" menu items were out of order.

wa: added two more menu item bitmaps.

updated Dutch, French and Russian translations.

Changes between v15.61 and v15.62 beta:

monitor now allows editing of sprite coordinates and condition code.

various minor improvements and bug fixes to monitor.

incorporated Samir´s latest Italian translation.

arcadia: improved PDC/UDC demultiplexing (improves Macross, Missile War, Space Attack, Space Mission, Space Vultures, The End).

incorporated Damaso´s latest Spanish translation.

wa: opcodes subwindow legend text gadgets were too narrow for some languages.

arcadia: sprite editor now allows viewing of PDCs.

arcadia: IDEALIZED #define to fix bad-looking "7" and "9" glyphs.

aa: Ctrl-cursor keys no longer interfere with subwindows.


nGlide v0.96

News via AEP

A new version of the 3Dfx Glide wrapper nGlide has been released.

nGlide 0.96 changelog:


added support for Gulf War: Operation Desert Hammer

added support for Screamer 2 (with DOSBox + Gulikoza patch)

added support for Screamer Rally (with DOSBox + Gulikoza patch)

fixed Nascar Legends car decals

fixed Nuclear Strike menu bugs

fixed Tomb Raider credits crash

fixed Unreal & Unreal Tournament textures bugs


added support for Fifa 2000

added support for Fifa 2001

added support for GP 500

added support for Hardwar: The Future is Greedy

added support for Hype: The Time Quest

added support for TEXTUREBUFFER extension (used by Glide64)

fixed Arabian Nights in-game resolution change crash

fixed Operation Flashpoint: Cold War Crisis menu glitches


added ability to choose screen aspect ratio

50% faster texture palettes handling

improved internal Glide FPS limiter (smoother animation)

improved gamma correction scale

improved splash screen rendering (no resolution switching)


Atari800 v2.2.1

News via AEP

The multiple Atari emulator (800/800XL/130XE/5200) Atari800 has been updated.

** 2.2.1 released on 2011-04-28

2011-04-28 Petr Stehlik
* configure.ac: generalization for sound configuration

* ui.c, videomode.c, sdl/input.c: slight optimization for snprintf()

* monitor.c, rdevice.c, screen.[ch], sio.c, ui.c, ui_basic.c, util.c,
videomode.c: replace unsafe sprintf() with snprintf()

* sdl/input.c: fix for over-optimized LPT TRIG, sprintf() removed

* README.1ST, atari800.spec, DOC/README, DOC/NEWS, atari.h, util/export:
updated for a new release

2011-04-27 Petr Stehlik
* DOC/ChangeLog: blank lines added, "src/" from filenames removed

* ide.c: fixes for IDE emulation from Ivo - fix for
8-bit mode with an odd number of reads and adds a command line option
for enabling CF mode (slightly different from normal HD mode)

* configure.ac: fixes non-SDL sound (example: X11 target) for Linux and BeOS
and also adds support for SDL sound on Falcon and other platforms
(like for example *BSD, which should fix the Debian Atari800 package)

* debian/*: updated for a new release, dropping non-SDL binary packages.

2011-04-23 Kostas Nakos
* android/*: Speed up fileselector on orientation update & bugfix mount/insert

2011-04-22 Tomasz Krasuski
* sdl/input.c: Allow using SDL/LPT joysticks together with keyboard
joysticks. Previously if a user had a joystick connected, keyboard
joysticks were ignored.

* sdl/video.c, sdl/video_gl.c: Rework the resolution of the segfault
when switching between softwareOpenGL in Windows - now it always
reinitialises the video subsystem. The previous solution would later cause
glitches when rapidly resizing the OpenGL window.

* sdl/main.c, sdl/input.c: Delay processing of repeated window resize
requests on Windows to avoid a bug in SDL.

2011-04-18 Tomasz Krasuski
* ui_basic.c: Fix division by 0 in the slider control.

* configure.ac: Fix recently-introduced issue with building SDL/Windows -
adding SDL flags to CFLAGS must be done after all AC_CHECK_FUNCS tests but
before the OpenGL check.

* sdl/main.c: Fix Windows/SDL crash when the console window is closed by
user, by servicing console-sourced signals. The crash was due to the audio
subsystem not being closed properly.

* atari.c, sdl/main.c, sdl/video.[ch], sdl/video_gl.c, sdl/video_sw.[ch]:
On Windows use the DirectX backend only in fullscreen (supports VSync) and
Windib otherwise (DirectX backend is glitchy in windowed modes).

* ui.c: Use the slider control in the "Scanlines visibility" menu option;
improve several option names.

* cfg.c, screen.[ch]: Store the "Show speed", "Show disk activity" and
"Show sector counter" settings in config file.

2011-04-13 Tomasz Krasuski
* atari.c: Fix bug introduced at 04-09 with atari.c not compiling when
HAVE_SIGNAL is not defined.

* DOS/INSTALL, configure.ac, aclocal.m4: Detect presence of SDL
using the standard m4 script provided by SDL. New configure options are
available: --disable-sdltest, --with-sdl-prefix and --with-sdl-exec-prefix.

* sdl/video.c, sdl/video_gl.c: Fix misuse of SDL - setting pointers
to OpenGL functions must be performed after each call to SDL_SetVideoMode.
Fix a bug with screen_texture not always being freed when needed.
Make OpenGL log messages slimmer and let them appear only when initialising

2011-04-09 Tomasz Krasuski
* DOC/USAGE, atari800.man, ui.c, atari_ntsc/atari_ntsc.[ch],
sdl/palette.[ch], sdl/video.[ch], sdl/video_gl.[ch],
sdl/video_sw.[ch]: Add option for setting pixel (texture) format
in OpenGL mode - depending on graphics hardware, different formats give
the best performance. the BPP parameter is now only for software modes.
Also fix a bug with bit depth autodetection not working (in Windows BPP
autotetection works only before the first call to SDL_SetVideoMode), and use
the SDL 8-bit palettised video mode properly.

* DOC/USAGE, atari800.man, ui.c, sdl/video.[ch],
sdl/video_gl.[ch], sdl/video_sw.c: Add option for enabling
synchronization with vertical retrace - for SDL fullscreen non-OpenGL modes.

* DOC/USAGE, atari800.man, ui.c, sdl/video_gl.[ch]:
Add option for disabling OpenGL Pixel Buffer Objects - on some hardware they
decrease performance.

* DOC/USAGE, atari800.man, ui.c, videomode.[ch]:
Add option for automatic detection of host screen aspect ratio.

* DOC/USAGE, atari800.man, ui.c, videomode.[ch], sdl/video.c:
Rename several options to more intuitive names - in command line and in GUI:
-horiz-offset -> -horiz-shift, -vert-offset -> -vert-shift,
-stretch integer -> -stretch integral,
-keep-aspect 1to1 -> image-aspect square-pixels,
-[no]-opengl -> -[no]-video-accel

* ui.c: Reorder the Video Mode Settings menu, for better usability.
Use the slider control for video area/shift options.

* sdl/video_gl.c, sdl/video_sw.c: Call SDL_SetVideoMode() and display
ModeInfo only when necessary.

* DOC/USAGE, atari800.man, videomode.c, sdl/video.c: Other fixes
in help/documentation.

* sdl/main.c, sdl/video.[ch], sdl/video_gl.[ch], sdl/video_sw.c:
Try to reinitialise the SDL video subsystem after an error before failing.
This allows to recover from some hardware/driver-related errors.

* platform.h, videomode.c, sdl/input.c, sdl.video.c, sdl/video_sw.c:
Fix broken handling of SDL_VIDEORESIZE event: the call to SDL_SetVideoMode
must set the same window size as returned by the event. Also when window
is maximised, it is not allowed to un-maximise it by software. When these
conditions are not met, glitches occur.

* videomode.c: Fix broken aspect ratio correction in windowed rotated
modes. Make the windowed mode the default - it´s more compatible.

* sdl/video_gl.c: Fix glitches when switching softwareOpenGL on
Windows. Avoid unnecessary scanline-drawing when scanline-percentage is 0.

* sdl/input.c: Work around unwanted keyboard events when pressing
Alt+Tab on Windows.

* atari.c, ui.c, sdl/input.c: Fix abuse of signals.
Atari800_Exit() calls signal-unsafe functions, so it cannot be called from
within a signal handler.

* sdl/main.c: Close the SDL window when the monitor is used, to avoid
unnecessary keyboard events.

* monitor.c: Fix improper handling of the prompt when readline is used.

2011-04-04 James Wilkinson
* configure.ac, Makefile.in: maintain support for older compilers (DOS, BeOS)

2011-04-03 Kostas Nakos
* android/*: Implement new screen cropping preferences,
some small port fixes,
implement new arrow key derotation workaround for ext. keyboards


Raine v0.51.11 (Bugfix Release)

News via AEP

A quick bugfix released for the latest version of the arcade emulator Raine has been published.

A quick new binary to fix a stupid bug in the version of yesterday with the colors of esprade and guwange.


JPCSP Rev2100 - PSP Emulator for Windows

The PSP Emulator for Windows thats written in java gets yet another update:

Heres whats new:

Reworked anti-aliasing support and screen resolution management.
Improved module state handling in ModuleMgrForUser.
Corrected some typos.



Dolphin-r7488- Gamecube and Wii Emulator for Windows

The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new

Changelog for 7488

Video configuration dialog stuff:
- Introduced a description text field (!!)
- Fixed ALL setting descriptions
- Various other string changes
- Removed the projection statistics setting

Download Here --> http://www.dolphin-emulator.com/download.html

Snes9X v1.53

News via Emurussia

Super Nintendo Entertainment System emulator has been updated recently. Changes:
Rebuilt IRQ handling. (zones)
Improved overall timings, now Snes9x can handle events in a opcode a little. (zones)
Improved screen interlace and sprite interlace supports. (OV2, zones)
Fixed Hi-Res pixel plotter. (BearOso, zones, OV2)
Fixed C4 for Mega Man X2's "weapon get" screen. (Jonas Quinn)
Fixed Super Buster Bros. graphics after reset. (Jonas Quinn)
Improved SA-1 support. (zones)
Added SA-1 CC2 support. (Jonas Quinn, byuu)
Fixed SA-1 NMI override mode. (zones)
Fixed Dual Orb 2 sound glitch. (byuu)
New APU timing hack, fixes various games that exhibit problems with Blargg's SNES_SPC library. (OV2)
Fixed the problem that echo buffer breaks IPL ROM. (zones, OV2)
Fixed movie snapshot unfreeze inconsistency. (gocha)
Faster config file saving. (OV2)
Fixed BlockInvalidVRAMAccess config file option. (windows port, unix port and gtk legacy config) (Jonas Quinn)
Remove POSIX dup and access calls, and rename qword to fix compilation with Cell SDK. (BearOso)
Fixed PS3 version save state crash by using heap allocation for soundsnapshot. (danieldematteis)
Fixed crash relating to double-closed descriptor. (BearOso)
Removed CPUShutdown speedhack, DisableHDMA and DisableIRQ options. (zones)
Removed remaining outdated asm code. (zones)
JMA 64 bit support. (kode54, Nach, friedrich.goepel)
GTK+, Win32, Mac: Added optional Hi-Res blending. (BearOso, OV2, zones)
GTK+, Win32: Support for bsnes-style XML shaders. (BearOso, OV2)
Win32: Full unicode support. (OV2)
Win32: Restored OpenGL mode. (OV2)
Win32: x64 version. (OV2)
Win32: HLSL shader support. (mudlord)
Win32: Win7 jumplist synchronizes with recent roms list. (OV2)
Win32: Updated menu structure. (OV2)
Win32: Drag&Drop support for ROMs. (gocha, OV2)
Win32: Reworked movie-recording with size selection. (gocha, OV2)
Win32: Restored SPC save option. (OV2)
Win32: Fixed vsync in DirectDraw. (OV2)
Win32: Improved window position saving. (OV2)
Win32: Restored compile with DEBUGGER. (gocha)
Win32: Fixed various edge-case errors and/or possible leaks. (Brian Friesen)
Win32: Config file option to always center image. (OV2)
Win32: Fixed "Turbo Down mode" hotkey assignment. (gocha)
Win32: Added and fixed Autofire for D-pad. (gocha)
Win32: Fixed aggressive soundsync wait. (OV2)
Win32: Added window size presets. (OV2)
Mac : Added pause and frame advance functions. (zones)
Mac : Now you can choose any folder for saving files. (zones)
Mac : Updated Music Box (mostly internally). (zones)
Mac : Fixed gliches in open/save dialogs on 10.6. (zones)
Mac : Fixed display configuration in windowed mode. (zones)
Unix : Fixed segfault and hang-up with -DNOSOUND. (zones)
GTK+ : Added ability to set specific folders for SRAM, patches, snapshots, etc. (BearOso)
GTK+ : Fixed many permissions issues with config folders. (BearOso)
GTK+ : Updated compatibility with latest GTK+ and GtkBuilder. Added experimental support for GTK+ 3.x. (BearOso)
GTK+ : Updated software output to use cairo and added the ability to use bilinear-filtering with it. (BearOso)
GTK+ : Fixed issues where cheats wouldn't stay enabled. (BearOso)
GTK+ : Fixed focus issue when there is no window manager. (BearOso)
GTK+ : Fixed X Visual incompatibilities and expose problems in the Xv and OpenGL outputs. (BearOso)
GTK+ : Fixed vsync with new X Server and NVIDIA drivers. (BearOso)
GTK+ : Added "Reduce input lag" option to OpenGL output. (BearOso)
GTK+ : Added a visual indication of the expected video refresh rate for the currently selected sound input rate. (BearOso)

Here is an incomplete list of games that have been fixed/improved in 1.53:
Battle Blaze (glitched title screen)
Earthworm Jim 2 (freeze on start)
F1 Grand Prix (flickering in-game HUD)
Lion King (freeze on start, works after reset)
Ms Pacman (black screen on rom load)
Mutant Chronicles - Doom Troopers (freeze on start)
NBA Hang Time (freeze on start)
Primal Rage (freeze on start)
Robocop 3 (black screen on game start)
SD Gundam G-Next (garbled scenario map pictures)
Secret of Mana (mode7 flicker)
Sink or Swim (display corruption on scrolling)
Super Buster Bros 1.0 (garbled graphics after reset)
The King of Dragons (no sound effects)
The Mask (black screen on rom load)


    Monday, April 18, 2011
Project64K v0.18

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-16745.html

Project64K is a Nintendo64 emulator with Kaillera support.

What´s new?

-Fixed the "please choose another GFX" error.
-Fixed the "Please choose another audio plugin" error.
-Max cheats increased.
-All language support.
-Increased speed.
-Vintage Logo
-New icon(s).
-Fixed plugins.
-Full Vista and win7 support no crash errors.

JPCSP Rev2091 - PSP Emulator for Windows

The PSP Emulator for Windows thats written in java gets yet another update:

Heres whats new:

Improved the README file with latest developments.



Dolphin-r7473- Gamecube and Wii Emulator for Windows

The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new

Changelog for 7473
- 'Sending' some changes of my previous commit to Windows build only

Download Here --> http://www.dolphin-emulator.com/download.html

XEBRA 15-04-2011

News via http://emu-russia.net/en/

Japanese Sony Playstation emulator has been updated. Changes:
- CPU: LWL and LWR to OS ROM were fixed.
- GPU: Line Drawing was fixed. Blending was fixed.
- SPU: The digit of the pitch value was fixed.
News source: http://drhell.web.fc2.com

MESS 0.142

News via http://emu-russia.net/en/

The Win32 port of MESS has been updated. Full list of changes is available in emulator's help file.


WinArcadia 15.6

News via http://emu-russia.net/en/

Emerson Arcadia 2001 emulator has been updated recently. Changes:
- Elektor: "Project|Tape|Skewing..." command;
- "Log|Inefficient code?" option;
- PIPBUG, Chaos 2: Japanese character set support;
- "Help|Opcodes..." subwindow (WinArcadia only);
- Miscellaneous improvements and bug fixes.


Nemulator 2.3

News via http://emu-russia.net/en/

NES emulator for Windows Vista/7 has been updated. Changes:
- Support for joystick axes and POV hats (e.g., Xbox 360 D-Pad). See nemulator.ini for configuration examples.
-New audio engine provides better audio rate/framerate synchronization
-Processor throttling is disabled by default as it interferes with nemulator's timing
-Fixed handling of RMW instructions by MMC1 (Bill and Ted's Excellent Video Game Adventure, AD&D Hillsfar, etc. work now)
-Turbo button support - press turbo button (by default, S for button A on joypad 1, A for button B) to enable/disable turbo mode. Hold down left shift while pressing button to decrease rate or right shift to increase rate.
-Added support for SKB opcode (fixes Puzznic glitches)
-Fixed scrolling bug in menu
-Added config option to run nemulator as high priority process
-Rewrite of cartridge/mapper interface
-Added support for the following mappers:
10 (MMC4) - Fire Emblem
19 - Final Lap, Splatter House, Mappy Kids
25 - Gradius 2
32 - Image Fight
33 - Bubble Bobble 2 (J)
34 - Mashou (J)
40 - SMB2J FDS conversion
68 - After Burner
75 - Tetsuwan Atom, Exciting Boxing
79 - Krazy Kreatures
80 - Minelvation Saga, Kyonshiizu 2
87 - City Connection (J)
88 - Quinty (J), Devil Man (J)
103 - Doki Doki Panic FDS conversion
112 - San Guo Zhi - Qun Xion Zheng Ba
152 - Arkanoid II (J)
228 - Action 52, Cheetamen II
News source: http://nemulator.com

NeoFlash Sega Master System Myth Cart Review

News via http://gbatemp.net/t289215-neoflash-sega-master-system-myth-cart-review

GBATemp has finally finished review of the Team NeoFlash SMS Myth Cart / Sega MK3 Myth Cart. This currently is the ultimate solution for the Sega Master System with a fully feature packed kit including: External Flash RAM Support, Built-in FM Synthesizer for Games that Support FM, Future Support for Secure Digital (SD) Flash RAM Cards, Continued Team NeoFlash Menu and Software Updates. Click the link below to read the review!

GBATemp Official NeoFlash SMS Myth Cart Review

Komoda issue 4

News via http://retroactionmagazine.com/retronews/komoda-issue-4/

The fourth issue of Commodore 64 retrogaming zine Komoda has been released. This issue the Komoda team cover all the latest news and articles on the C64 scene as well as reviews of classic C64 games including Frankenstein, Grand Prix Circuit, Katakis and Uridium. The PDF zine can be downloaded for free from the C&A Fan website.
Weblink: Komoda issue 4 webpage

    Tuesday, April 12, 2011
DSx86 version 0.31 released!

Pate has released a new version of his Dos Emulator for the Nintendo DS:

This is mostly a small bug fix version, as the 0.30 version had a couple of annoying bugs caused by the new HIMEM.SYS emulation. I also added the Smooth scaling option to some new graphics modes. The main changes in this version are the following:

Implemented Page Fault handling to protected mode RETF opcode. This allows the start up of Windows Setup from within Windows 3.00a, and fixes some other Windows programs as well.
Implemented a couple of new XMS INT calls, to allow Commander Keen 4 to run again. The same problem occurred in some other games as well.
Implemented Mode-X Smooth scaling for 320x200 and 320x240 resolutions. This is not very well tested, and the other Mode-X resolutions (320x400, 32x480, 360x240 etc) will not work yet.
Implemented preliminary Smooth scaling for EGA 320x200 mode. Note that the smooth vertical panning is not supported in the Smooth scaling mode yet, so you will get jerky horizontal motion in games that use that.

Thanks for the bug reports for 0.30 that brought the first two problems to my attention! I hope this version will run the Windows programs better, and does not cause so many problems in the games that used to run in the previous versions.


Dolphin-r7449- Gamecube and Wii Emulator for Windows

The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new

Changelog for 7449

Fix sysconf generation. Fixes issue 4348.

Download Here --> http://www.dolphin-emulator.com/download.html

JPCSP Rev2068 - PSP Emulator for Windows

The PSP Emulator for Windows thats written in java gets yet another update:

Heres whats new:

Fixed a bug in PGD streamed decryption (spotted by hyakki).
Fixed hleIoClose and integrated file closing with the async IO thread (spotted by gid).

Wine v1.2.3 (Stable)

News via AEP

The stable version of Wine, an Open Source implementation of the Windows API on top of X and Unix, has been updated.

The Wine maintenance release 1.2.3 is now available.

What´s new in this release (see below for details):

Translation updates.

Various bug fixes

The source is available from the following locations:


Binary packages for various distributions will be available from:


You will find documentation on http://www.winehq.org/documentation

You can also get the current source directly from the git repository. Check http://www.winehq.org/git for details.

Wine is available thanks to the work of many people. See the file AUTHORS in the distribution for the complete list.

Bugs fixed in 1.2.3:

4432 Blobby Volley - corrupted graphics
8640 Oziexplorer Save Image Problem
10140 Most grayscale JPEGs cause abnormal rendering artifacts in CDisplay
12808 indexed bitmaps support is broken
14882 UpdateResource fails to delete a resource
15025 HxD crashes on opening disk
16703 Wineconsole: Fallback from curses to window based backend
16704 wineconsole: Allow specifying the console backend to use when wineconsole is launched implicitly
18075 IE8 crashes due to missing urlmon.dll.423 API
19314 IE8 for Server 2003 refuses to install (Service Pack 2 for Windows Server 2003 install required)
20552 Memory leak in alloc_thread_tls?
23872 Steam: Windows will automatically reopen after being closed
24294 corrupted icons in SolidWorks sketches
24680 loader: segfault after loading krnl386.exe, while LoadLibraryEx for any buildin dll
24800 wine try to use float texture even if driver don´t support them
25107 When panning on SeaClear, bits of the chart get ´left behind´
25155 Creative Writer 2 only installs in Win9x modes on WoW64
25206 Anarchy Online v18.4, Ingame browser crashes (Awesomium.dll)
25273 msvcrt/misc.ok I10_OUTPUT long double crash with winetest.exe, not make test
25283 Unimplemented function urlmon.dll.410
25301 Occasional sock_check_pollhup() error on Solaris
25354 King´s Quest Collection Series (1997): setup.exe crashes
25401 WSAStringToAddress doesn´t update lpAddressLength on success
25491 BearShare: Fails to install
25510 Wine-generated desktop files are not compliant with XDG standard
25583 Starcraft II fails to start
25616 Comet Busters: Error displays indicating Wine cannot continue
25678 ´Wine reg add´ with longer hive name error
25680 Stale file associations are not properly removed
25685 When printing diagrams & charts in Family Historian 4.1.3 characters are upside down
25691 ImageList_Duplicate doesn´t correctly duplicate full length of has_alpha byte array
25910 Notepad tries to open a file using wrong sharing mode
26014 Printing produces garbled output, characters rotated and sliced.
26281 regedit: Doesn´t export decent newline in Unicode (NT5) Format.
26367 Winecfg crashes when selecting Graphics tab
26393 Temple of Elemental Evil refuses to run
26505 file associations built by winemenubuilder lack wineprefix


WinUAE v2.3.2 Beta 4

News via AEP

Another beta version of the Amiga emulator WinUAE 2.3.2 is available for testing.

Beta 4

added new autofire option. Button released = autofire. Button pressed = normal non-autofire firebutton.

231b13 reset fix fixed again (A1000 and Arcadia emulation crash)

automatic resolution switch interlace detection was unreliable

show a message and refuse real harddrive write attempts to block zero (=RDB write attempt) if drive has one or more mounted PC partitions. Partitioning is going to fail even if write appears to succeed.

screen mode change (fullscreenwindowed or windowed mode window size change) released all currently pressed keys, it should only happen when WinUAE loses focus, not when switching modes

window title bar mouse text shortened, F12 note added

stop the cpu and wait until blitter has finished if any blitter register is accessed while blitter is busy and cpu mode is fastest possible


    Monday, April 11, 2011
BGB v1.3.2

News via AEP

A new version of the Game Boy emulator BGB has been released.


more accurate SGB color scheme. improved detection of non-working vsync.

fixed: bootroms don´t load if read only.

fixed: "load rom dialog on startup" not working.

fixed: "game controller works only if focus" not working.

fixed: setting borderless window, and switching to fullscreen, if using directdraw, the "window" can still move, and cause graphical glitches and crash.

fixed: GBC accurate initial WRAM values as left by bootrom (fixes the menu in baby felix - halloween).

fixed: a sprite on X = 0 uses more time in mode 3, too.

fixed: inconsistent timing if resetting in the debugger.


    Thursday, April 07, 2011
HalfNES v0.031

News via AEP

The NES emulator HalfNES has been updated.

0.031 (4/3/2011)

Rewrote PPU to draw only 1 scanline at a time, instead of 8 scanlines like before.
(should fix various glitchy raster effects and status bars in various games)
Performance should actually be increased for most games.

removed the old tile caching system as it is no longer necessary.

Fixed the sprite priorities

improved VRC6 audio

made the VRC6 expansion audio work for the games other than Castlevania 3


MESS v0.142

News via AEP

The multi-system emulator MESS has been updated to version 0.142.


New System Drivers Supported:
- Victor Wondermega M2 (not working) [Justin Kerk]
- Ferguson Big Board [Miodrag Milanovic]
- Sanyo MBC-550, MBC-555 (boots but partial keyboard) [Phill Harvey-Smith]
- Fujitsu FM-Towns II UX (not working) [bernhardh, Anna Wu, Barry Rodewald]
- Fujitsu FM-Towns II HR (not working) [bernhardh, Anna Wu, Barry Rodewald]
- Mikrosha-86RK [Miodrag Milanovic]
- IBM PC 5155 [Lord Nightmare]
- EA Car Computer (not working) [Robbbert]
- 68k Single Board Computer [Robbbert]
- PB-1000, PB2000c (not fully working) [Sandro Ronco]
- DataSlim 2 (not working) [Sandro Ronco]

Systems Promoted from GAME_NOT_WORKING:
- ZRT80 terminal [Robbbert]

Skeleton drivers:
- Applix 1616
- Commodore PC 30 III
- Ferguson Big Board II
- Hewlett-Packard HP9816
- IBM PC 5140 Convertible
- Olivetti M24
- Olivetti M240
- PDP-11 [Unibus](M9301-YA)
- PDP-11 [Unibus](M9312)
- PDP-11 [Q-BUS] (M7195 - MXV11)
- SacState 8008
- Savia 84
- Terak 8510A

System Driver Changes:
- [ABC802] Connected to ABC99 keyboard, removed keyboard hack. [Curt Coder]

- [ABC806] Connected to ABC99 keyboard, removed keyboard hack. [Curt Coder]

- [ABC1600] Implemented video and ABC 99 keyboard. [Curt Coder]

- [AC1] Added cassette support. [Robbbert]

- [ADAM] Added dumps of the internal M6801 ROMs. [KevinP]

- [ADAM] Rewrote driver to use the M6801 CPUs. Currently the only working peripheral is the keyboard. [Curt Coder]

- [ASTROCDE] Add options for several RAM expansions. Some features are not implemented yet, as noted in comments. Extended BASIC carts
are now playable. [ranger_lennier]

- [BBC] Made the SAA505x implementation a device. [Atari Ace]

- [BW2] Set proper FDC type and removed floppy side select hack. [Curt Coder]

- [Einstein] Fixed addressing of character ROM for 80 column mode, added dump of 80 column rom, fixed bit 0 of status register to reflect 6845 DE line. 80 Column interface is now usable. [Phill Harvey-Smith]

- [GBA] Fixed EEPROM detection for "Banjo-Kazooie" and "Custom Robo GX". [Tim Schuerewegen]

- [GBA] Fixed an ARM7 carry flag bug. This fixes the palette corruption in "Banjo-Kazooie". [Tim Schuerewegen]

- [GBA] Fixed timer overflow/reload bugs. This fixes the lockups in "2 in 1 - Dragon Ball Z 1 and 2", "Aggressive Inline", "Bibi und Tina" and probably other games too. [Tim Schuerewegen]

- [GBA] Implemented an undefined ARM7 THUMB instruction used by "Moto GP". [Tim Schuerewegen]

- [GBA] Allow reading of the BLDALPHA register. This fixes the lockup in "Donkey Kong Country". [Tim Schuerewegen]

- [GBA] Implemented FLASH bank select command. This fixes the NVRAM issue in "Super Mario Advance 4". [Tim Schuerewegen]

- [GBA] Generate SIO data transfer completion interrupt. This fixes the lockup in "Digimon Racing". [Tim Schuerewegen]

- [GBA] Removed "Metroid Fusion" DMA hack. This fixes the lockup in "Caesar´s Palace Advance". [Tim Schuerewegen]

- [GENEVE] Made SRAM size configurable. Added MEMEX emulation. Genmod is now a mode of the Geneve, not a separate system. Fixed Genmod. [Michael Zapf]

- [M5] Added FD-5 floppy interface ROM, renamed driver to m5. [Curt Coder]

- [MEKD2] Fixed keyboard. System is usable except for cassette. [Robbbert]

- [PCFX] Added BIOS v1.01. [trap15]

- [PDP1] Made the CRT implementation a device.[Atari Ace] Made papertape, cylinder and printer into devices and added back in (not working) [Robbbert]

- [PIPPIN] Added pre release rom

- [PSX] Added CD-ROM support. Some commercial games work well. Some don´t. [pSXAuthor, R. Belmont]

- [PSX] Added memory card support, not working yet. [pSXAuthor, R. Belmont]

- [PV1000] 4 new cartridge dumps for the software list. [anondumper]

- [QL] Added support for Miracle Systems Trump Card disk and memory interface
Added support for Sandy SuperDisk disk interface
Fixed up WD177x so disks can be formatted (single sided only) [Phill Harvey-Smith]

- [SNES] uPD96050 DSP (aka Seta ST-010) is now emulated instead of simulated. [R. Belmont, byuu, Dr. Decapitator]

- [STE] Added a proper dump of some French TOS ROM. [ElBarto]

- [TI] Converted strata/733_asr/911_vdt to devices. [Atari Ace]

- [X68K] Refactored to use new MC68901 device. [Curt Coder]

- [TX0] Made papertape, printer and magtape into devices and added back in (not working) [Robbbert]

Imgtool Changes:

Source Changes:
- The core is based on MAME 0.142. This incorporates all features of the update to this core. [MAME team]

- Added support for a new template to -snapname to use software names for snapshots. It is now possible to use %d_XXXX to name snaps after the name of the file mounted in the device XXXX, being XXXX the brief name of any device. E.g. you can use "-snapname %d_cart" to use the name of the game mounted in the cartslot, or "-snapname %d_flop2" to use the name of the game mounted in the second floppy drive, etc. If you are loading software through software lists, its shortname will be used; if you are using the fullpath of the software, its filename is used. Any combination of the new template with the old "/", "%g" and "%i" templates is supported as well. Notice that if you specify an invalid device, or if you have no software mounted in the chosen device, MESS will revert to the default template "%g/%i". [Fabio Priuli]

- softlists: Added new lists, new dumps and info [anondumper, Barry Rodewald, Curt Coder, MESSfan, Fabio Priuli]

- Cleanups; static qualifiers, added driver_states, consistent get_safe_token usage, reduced calls to ram_get_ptr() and region(...)->base(). [Atari Ace]

- [WD17XX] Added device types WD1795, WD1797, WD2795, and fixed wd17xx_has_side_select(). [Curt Coder]

- [WD17XX] Set complete command delay to 16/32 usec based on DDEN. [Curt Coder]


Fuse v1.0.0.1a

News via AEP

Fuse (Free Unix Spectrum Emulator) v1.0.0.1a has been released.

2011-04-01 Philip Kendall

* Fuse released.

* Remove all ROMs for which there isn´t explicit permission to
distribute (Philip Kendall).


Agat Emulator v1.19.2

News via AEP

Agat Emulator an Apple ][ and Agat 7/9 (soviet clones of apple) emulator for Windows has been updated. Thanks to Emu-France for the news.

Changes in the version 1.19.2
Implemented "Character generator card" for Agats (still searching for soft which was using this card).
Improved emulation of floppy drives, both Shugart and Teac.
Implemented new sound effects for floppies.
Improved mouse emulation for Agat-9.
Improved GUI.


DCMOTO v2011.04

News via AEP

A new version of DCMOTO has been released. DCMOTO emulates all Thomson 8-bit computers: Thomson MO5, MO5E, MO5NR, MO6, T9000, TO7, TO7/70, TO8, TO8D, TO9, TO9+ and Olivetti Prodest PC128. Thanks to Emu-France.com for the news.

Version 2011.04
New gamma adjustment function available in Options/Settings menu
$41 and $42 invalid instruction warning disabled when no MO5 nor MO6 cassette are loaded
Error in 2011.01 version fixed : erroneous RAM adress in the ´RAM supersedes the ROM´ process
TO8 keyboard interface emulation error fixed (Sapiens, Le 5e Axe, ...)


Supermodel v0.1.1a

News via AEP

Supermodel is a new emulator for the Sega Model 3 Hardware in a very early stage of development.

Revision History

Version 0.1.1a
- Minor source code update.
- Set Render3D to NULL in the CReal3D constructor. Fixes crashes that
occur on some builds. [Nik Henson]
- Cleaned up the UNIX Makefile and added an OS X Makefile. [R. Belmont]
- Small changes to ppc_ops.cpp for C++0x compliance. [R. Belmont]
- Included glew.h into the source tree. [R. Belmont]
- Changed WIN32 definition to SUPERMODEL_WIN32.

What´s New?
April 3, 2011

Thanks to Nik Henson, a 64-bit Windows build is now available from the Download page! I haven´t tried it myself (I don´t have 64-bit Windows) but Nik says it is a little bit faster at points where the 32-bit build normally slows down. I´ve also made a very minor source update, adding GLEW headers that were missing. The annoying GLEW-related warnings on Microsoft Visual C++ are now suppressed.
April 2, 2011

Thanks, everyone, for all the positive feedback! It´s nice to hear that people are enjoying themselves.

I´ve posted a small source code update. R. Belmont fixed the UNIX Makefile and added a Mac OS X Makefile. He also made some other minor changes to the source code. Thanks to Nik Henson, a bug that was causing crashes on some 64-bit builds has been squashed. The Render3D object pointer was not being initialized properly in the CReal3D class. None of these changes seem to affect the 32-bit Windows executable, so it has not been updated.

Some users have reported shader linkage errors and severely crippled 3D graphics (particularly on older ATI GPUs). There is a solution for this that ought to work in most cases.

April 1, 2011

Supermodel is here! Although very prelimary and far from where I ultimately want it to be, I feel that I´ve teased everyone for long enough. Version 0.1a can be grabbed from the Download page. Make sure to read through the Help section for installation and basic usage information. So what´s new in Supermodel that hasn´t made it to MAME yet? The graphics should look substantially better. Lighting and shading are generally more accurate, although still imperfect. Fog has been implemented and so has the spotlight effect. The 2D graphics emulation still has some issues, namely with regards to priorities, but is otherwise much more accurate. Layer masking and scrolling are mostly working. Several games are playable -- check out the About page for a compatibility list.

So where to from now? Besides boosting compatibility, the really big things left to do are sound, a dynamic recompiler for the PowerPC, and a proper user interface. I´m not yet sure how I´m going to prioritize these things, but I´m leaning toward tackling sound first. I anticipate having much less time to devote to Supermodel in the coming months but whatever progress is made will be reported here first. So keep your eyes on this spot. In the meantime...

Gentlemen, start your engines!


ValDanX 0.1 r21 TEST 2

News via AEP

PCSX2-ValDanX 0.1 r21

This version uses a more aggressive changes to the code, which can lead to instability of emulation. All changes were written from scratch, without using previous versions (only exception was the Boot Manager). Served as the basis of the source code PCSX2 r4491.


1. Rewrote legacy code IsoFS.
2. Now, when you find broken block in the iso, it will automatically be skipped.
3. MTGS stream is divided into 2 parts. (TEST)
4. Disabled emulation speed drive PS2, now uses the maximum possible speed of the drive.

Boot Manager:
1. Created multithreaded processing of images, the number of threads depends on the number of cores in the CPU. (TEST)
2. Fixed errors when changing places columns.
3. Bugs fixed add / remove columns.
4. Improved display of unit dumps the list.
5. Cleaned up code.



1. Fixed bug record flag "toIPU" in DMAC, which caused it to hang a large value IPU0.

1. Bugs fixed record 128-bit value.


Common Source Code Project (4/2/201)

News via AEP

Toshiya Takeda has released new versions of his emulators.

What´s new (4/2/2011):

Common Source Code Project is updated.

* [EMU/WIN32] support stereo sound
* [EMU/WIN32] fix joystick initialization
* [VM/DATAREC] support to load wave file with 16bit/stereo and any frequency
* [VM/DATAREC] support to load TAP tape images (used for SHARP X1 series)
* [VM/DATAREC] support to rewind tape image
* [VM/EVENT] support stereo sound
* [VM/FMGEN] fix timer not to cause overflow
* [VM/FMGEN] support interface to read int signal
* [VM/SN76489AN] fix mixer issue that volume mixed by other device is doubled
* [VM/YM2151] fix irq handling to refer int signal from fmgen
* [VM/YM2203] fix irq handling to refer int signal from fmgen
* [VM/Z80SIO] support monosync/bisync mode
* [VM/Z80SIO] support auto enables bit in wr3
* [VM/Z80SIO] support send break bit in wr5
* [VM/Z80SIO] support sync/abort bit in rr0
* [VM/Z80SIO] support signals to notify transmitt/recieve is done
* [VM/Z80SIO] support sync signal (input/output)

EmuZ-1500 is updated.

* [MZ1500] support quick disk drive

ePC-9801, ePC-9801E are updated.

* [PC9801] support irq connection from PC-9801-26
* [PC9801/DISPLAY] support 200 lines screen mode
* [PC9801/JOYSTICK] support joystick

eX1twin is updated.

* [X1TWIN] support CMT device
* [X1TWIN/EMM] support 512kb emm board
* [X1TWIN/MEMORY] fix memory mapping for ipl rom
* [X1TWIN/SUB] fix irq handling


Atari800 v2.2.0

News via AEP

The multiple Atari emulator (800/800XL/130XE/5200) Atari800 has been updated. Only the Linux sourcecode and binary has been released so far.

Version 2.2.0 (2011/04/02)

Another update after two long years. A lot of changes and major improvements:

New features:
* SDL features synchronized sound (GTIA+POKEY digisounds play properly now)
* SDL display enhancements (hardware accelerated using OpenGL)
* DirectX display enhancements (also hardware accelerated)
* Improved NTSC and PAL colours (presets: Standard/Deep Black/Vibrant)
* Austin Franklin 80 Column card
* Emulate the Alien Group Voice Box I and II
* Added support for F12 turbo mode.
* IDE emulation (compatible with MyIDE)
* New Android port by Kostas Nakos (available in the App Market already)
* Auto frame skip for slower devices (currently enabled for Android only)

* trak-ball (cx22) emulation fixed
* SDL: leftmost column missing in 16/32bpp fixed
* DirectX default for Win32 SDL

SDL Display enhancements:
1. Fullscreen resolution - this gives a list of all available resolutions from
which a user chooses one. The default resolution is the next-bigger-than

2. Fullscreen: yes/no - obvious. Window size is independent from the chosen
fullscreen resolution and can be changed by resizing the window.

3. Rotate sideways: yes/no - rotates the screen by 90 deg. Works as earlier,
ie. only for "standard" display (no NTSC filter, no 80 column card).

4. Stretch - this option controls how display stretching (scaling) is
performed. We can select one of:
a) none - no stretching at all
b) integer multiples (default) - width and height will be resized by 1x, 2x,
3x etc.
c) full - stretching is unrestricted, display will cover the entire screen.

5. Keep aspect ratio - this option controls how the display´s aspect ratio is
corrected. 3 options available:
a) disabled - no aspect ratio correction, display will fill entire
b) 1:1 (default) - width and height will be multipled by the same value
c) like real TV - display will be resized to reflect pixel aspect ratio of a
real Atari connected to a TV. Atari pixels are not square; pixel width-to-
height ratio is about 0.857 for NTSC and 1.039 for PAL. This option reflects

6. Host display aspect ratio - here the user enters aspect ratio of his
monitor. This value is used to properly compute display aspect ratio when
"Keep aspect ratio" is set to "like real TV". Set it to 4:3 (default), 16:9,
1.78:1 etc.

7. Horizontal view area - this option sets the size of Atari screen area
visible horizontally. Choose one of:
a) narrow - 320 columns wide,
b) normal (default) - 336 columns wide,
c) full - 384 columns
d) custom - lets the user enter any value between 160 and 384.

8. Vertical view area - similar to above:
a) short - 200 lines high
b) normal (default) - this setting is TV-system-dependent. In PAL this makes
all 240 lines visible, while in NTSC top and bottom 8 lines are hidden, which
leaves 224 lines visible. I´ve made this as such because apparently on NTSC
TVs not all 240 lines are visible. The value of 224 was taken by taking full
NTSC height (480, divided by 2) and cutting top and bottom 3.5% (different
sources say 3.5% is the "action-safe" overscan area).
c) full - 240 lines high
d) custom - any value between 100 and 240.

9. Horizontal offset - when amount of columns displayed is less than 384, this
option "shifts" the visible screen area. Setting to higher than 0 shows more
of the right side, and lower than 0 shows more of the left side.

10. Vertical offset - similar to above.

Additionally, the Alt+Shift+X shortcut that switches beetween standard80
column display is now also available as "Display settings->80 column display
if available: yes/no".

The Alt+B switch however has been removed - since setting black/white colours
can be done in Display settings anyway.

All new options are also available from command line and are saveable in

New Android port features:
- Efficient performance
- Uses Opengl ES to handle scaling of the graphics
- Runs on Android 1.6+
- Novel on screen touch joystick control for less hand cramps & intuitive
- Supports multi touch input
- Supports hardware keyboard with key remapping for joystick input
- Supports the Wii Controller for joystick input
- Supports the "move to SD" feature
- Sound emulation very good but not perfect yet
- Bypasses the emulator UI menu completely - goes ´the android way´ about it
- Available in the App Market: market://details?id=name.nick.jubanka.atari800


MAME v0.142

News via AEP

The arcade emulator MAME has been updated to version 0.142.


MAMETesters Bugs Fixed

04286: [Sound] deadang and clones: Missing ADPCM Audio (Aaron Giles)

04288: [Crash/Freeze] goodejan, goodejana, totmejan, sengokmi: Crash after OK (Aaron Giles)

04290: [Crash/Freeze] honeydol: Crash after OK (Aaron Giles)

04291: [Crash/Freeze] Many sets in 8080bw.c: [debug] Assert before OK (Aaron Giles)

04289: [Crash/Freeze] twinadv, twinadvk: Crash after OK (Aaron Giles)

04287: [Graphics] wintbob: Video missing (Aaron Giles)

04295: [Documentation] stdragon: The game description is "Saint Dragon". (Fujix)

04285: [Misc.] tenkaid: Missing NO_DUMP label for rom tydg002.u8 (hap)

04294: [Graphics] jrpacman, jrpacmbl: pac-man and the ghosts are not visable. (hap)

Source Changes

Converted Super Shanghai Dragon´s Eye to use the common deco video files functions, fixing a rowscroll bug in it [David Haywood]

Fix font loading in sdlmame. BDF files are just loaded as TTF by TTF_OpenFont. Load is now protected by a magic check. Also fixed a bug in SDL1.3 keyboard mapping and changed SDL1.3 code to be compatible with recent 1.3 API changes. [Couriersud]

sdl-config flags are now separated into INCFLAGS and COMFLAGS in sdl.mak. This fixes "make depend". [Couriersud]

softlist.c: split the field (added some time ago to handle compatibility requirements) into and . the former stays tied to the whole software entry, the latter gets inherited by each part. [Fabio Priuli]

Added device_t::memory() to fetch a reference to the memory interface, or assert if not present. [Aaron Giles]

Split address_space::install_[legacy_]handler into install_[legacy_]read_handler, install_[legacy_]write_handler, and install_[legacy_]readwrite_handler. [Aaron Giles]

Added variants of address_space handler installers which don´t take mirror or mask parameters, since this is by far the most common case. [Aaron Giles]

Deprecated API cleanup. [Aaron Giles]

cpu_suspend ==> device_suspend
cpu_resume ==> device_resume
cpu_yield ==> device_yield
cpu_spin ==> device_spin
cpu_spinuntil_trigger ==> device_spin_until_trigger
cpu_spinuntil_time ==> device_spin_until_time
cpu_spinuntil_int ==> device_spin_until_interrupt
cpu_eat_cycles ==> device_eat_cycles
cpu_adjust_icount ==> device_adjust_icount
cpu_triggerint ==> device_triggerint
cpu_set_input_line ==> device_set_input_line
cpu_set_input_line_vector ==> device_set_input_line_vector
cpu_set_input_line_and_vector ==> device_set_input_line_and_vector
cpu_set_irq_callback ==> device_set_irq_callback

device_memory(device) ==> device->memory()
device_get_space(device, spacenum) ==> device->memory().space(spacenum)
cpu_get_address_space(cpu, spacenum) ==> cpu->memory().space(spacenum)
cputag_get_address_space(mach, tag, spacenum) ==> mach->device("tag")->memory().space(spacenum)
cputag_get_clock(mach, tag) ==> mach->device("tag")->unscaled_clock()
cputag_set_clock(mach, tag, hz) ==> mach->device("tag")->set_unscaled_clock(hz)

Created new enum type address_spacenum for specifying an address space by index. Update functions and methods that accepted an address space index to take an address_spacenum instead. Note that this means you can´t use a raw integer in ADDRESS_SPACE macros, so instead of 0 use the enumerated AS_0. [Aaron Giles]

Standardized the project on the shortened constants AS_* over the older ADDRESS_SPACE_*. Removed the latter to prevent confusion. Also centralized the location of these definitions to memory.h. [Aaron Giles]

Converted DECO BAC06 tilemap (used by dec0.c) to be a device, reducing code duplication [David Haywood]

Deprecate the old memory_install_* macros. Dynamic installation is now handled directly by calling methods on the address_space, which have been expanded with aliases to cover all previous situations. In addition, variants with no mirror or mask value are provided to cover the common cases: [Aaron Giles]

memory_install_read*_handler(space, begin, end, mirror, mask, handler)
==> space->install_legacy_read_handler(begin, end [, mirror, mask], FUNC(handler))

memory_install_write*_handler(space, begin, end, mirror, mask, handler)
==> space->install_legacy_write_handler(begin, end [, mirror, mask], FUNC(handler))

memory_install_readwrite*_handler(space, begin, end, mirror, mask, rhandler, whandler)
==> space->install_legacy_readwrite_handler(begin, end [, mirror, mask], FUNC(rhandler), FUNC(whandler))

memory_install_read*_device_handler(space, device, begin, end, mirror, mask, handler)
==> space->install_legacy_read_handler(*device, begin, end [, mirror, mask], FUNC(handler))

memory_install_write*_device_handler(space, device, begin, end, mirror, mask, handler)
==> space->install_legacy_write_handler(*device, begin, end [, mirror, mask], FUNC(handler))

memory_install_readwrite*_device_handler(space, device, begin, end, mirror, mask, rhandler, whandler)
==> space->install_legacy_readwrite_handler(*device, begin, end [, mirror, mask], FUNC(rhandler), FUNC(whandler))

memory_install_read_port(space, begin, end, mirror, mask, port)
==> space->install_read_port(begin, end [, mirror, mask], port)

memory_install_read_bank(space, begin, end, mirror, mask, bank)
==> space->install_read_bank(begin, end [, mirror, mask], bank)

memory_install_rom(space, begin, end, mirror, mask, ptr)
==> space->install_rom(begin, end [, mirror, mask], ptr)

memory_install_ram(space, begin, end, mirror, mask, ptr)
==> space->install_ram(begin, end [, mirror, mask], ptr)

memory_unmap_read(space, begin, end, mirror, mask)
==> space->unmap_read(begin, end [, mirror, mask])

memory_nop_read(space, begin, end, mirror, mask)
==> space->nop_read(begin, end [, mirror, mask])

uiimage.c: Improved File Manager usage (in the internal UI) by catching char inputs and searching for matching names among files and directories [Fabio Priuli]

some work on the 3 games in dec8.c which use the bac06 tilemaps[David Haywood]

Converted Act Fancer, Trio the Punch and Mad Motor to use the common deco video functions [David Haywood]

Converted Stadium Hero driver to use the common Deco video functions [David Haywood]

Cleanup of machine.h. Shuffled some fields around, and moved several to private member variables with accessors: [Aaron Giles]

machine->m_respool ==> machine->respool()
machine->config ==> machine->config()
machine->gamedrv ==> machine->system()
machine->m_regionlist ==> machine->first_region()
machine->sample_rate ==> machine->sample_rate()

Converted Pocket Gal to use the common deco video routines [David Haywood]

Started moving common deco MXC06 sprite controller code to it´s own device files, reducing code duplication [David Haywood]

Converted Act Fancer to use common deco sprite code [David Haywood]

Converted Vapor Trail to use the common deco sprite functions [David Haywood]

Converted Stadium Hero, Cobra-Command, Psycho-Nics Oscar to use the common deco sprite functions [David Haywood]

Removed redundant machine items from address_space and device_t. Neither machine nor m_machine are directly accessible anymore. Instead a new getter machine() is available which returns a machine reference: [Aaron Giles]

space->machine->xxx ==> space->machine().xxx
device->machine->yyy ==> device->machine().yyy

Globally changed all running_machine pointers to running_machine references. Any function/method that takes a running_machine takes it as a required parameter (1 or 2 exceptions). Being consistent here gets rid of a lot of odd &machine or *machine, but it does mean a very large bulk change across the project. [Aaron Giles]

Remove redundant item cpu from address_space, in favor of space->device(). [Aaron Giles]

Two hash_collections can only match if they have at least one matching hash. [Aaron Giles]

If we get an error parsing options, see if there was no command and what looks like an invalid system name. In that case, provide suggestions for the system name instead of reporting the options error. [Aaron Giles]

Move overridable device->rom_region(), device->machine_config_additions(), and device->input_ports() to protected methods. Added non-virtual wrappers around them. [Aaron Giles]

Implemented karnov style sprites in its own file, shared with karnov and dec8 drivers [David Haywood]

Fixed multiwidth sprites in decmxc06.c, removed code which appeared to serve no purpose other than to break the birdtry gfxdecode in machine/dec0.c [David Haywood]

Added new macro MACHINE_CONFIG_DERIVED_CLASS() which works just like MACHINE_CONFIG_DERIVED() except you can specify an alternate driver_device class. Used this in the 8080bw.c games which require an _8080bw_state, but derive from mw8080bw_root which has the base class mw8080bw_state. [Aaron Giles]

lordgun.c: Corrected Dipswitch names and added dipswitch locations to Lord of Gun & Alien Challenge [Brian Troha]

tumbleb.c: Corrected Dipswitch names and locations for Choky! Choky! [Brian Troha]

New clones added

Fashion Gambler (Set 2) [Team Europe]
AAcrobatic Dog-Fight (USA) [Tirino73]

New games marked as GAME_NOT_WORKING

Jyunai - Manatsu no First Kiss [The Dumping Union, alien_mame]
BiKiNikko - Okinawa de Ippai Shityaimashita [The Dumping Union, alien_mame]


SharpBoy v0.2

News via AEP

SharpBoy is a new Nintendo Game Boy and Game Boy Color emulator for windows by xdaniel written in C# using SlimDX. SlimDX End User Runtimes (click "Install .NET 4.0") required, latest .NET Framework 4 and DirectX recommended!.


v0.2 (April 03rd 2011)
- GBC DMA emulation fixed, transfer length wasn´t being calculated correctly; fixes incorrect and missing graphics in some games
- LCDC emulation improved, fixes flickering and slowdown in certain games and demos
- MBC5 ROM bank select fixed; many more Game Boy Color games now start and/or run further
- Timing of screen drawing improved, which results in less graphical glitches with ex. flickering sprites for pseudo-transparency
- Temporary hack added to allow the Zelda: Oracle games to boot correctly, coupled with the above fixes they now go in-game
- DMG and CGB bootstrap ROMs now supported; have to be named DMG_ROM.bin and CGB_ROM.bin and enabled via the menu
- Manual system type selection implemented, emulator can now be forced to run in GB or GBC mode (not complete yet)
- Controls can be changed via the GUI
- Other minor GUI and usability improvements (ex. path to last ROM image run is saved to config.xml)

v0.1a (March 30th 2011)
- Bugfix release, fixed possible crashes at startup


JPCSP Rev2055 - PSP Emulator for Windows

The PSP Emulator for Windows thats written in java gets yet another update:

Heres whats new:

Improved sceUtility dialog (savedata, message, text input):
- can now be controlled using the gamepad
- do not use modal dialogs to avoid locks reported on some games.


Dolphin-r7439- Gamecube and Wii Emulator for Windows

The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new

Changelog for 7439

- Mac build fix
Download Here --> http://www.dolphin-emulator.com/download.html

DSx86 version 0.30 released!

News via http://dsx86.patrickaalto.com/DSblog.html

This is not version 0.26, but version 0.30! I decided to jump the version number, as this version has such a major change. This version emulates a 80286 processor, instead of the 80186 processor that all previous versions have emulated. The list of changes in this version is as follows:

80286 protected mode support! This means that Windows 3.00a can run in Standard Mode, having over 800KB of RAM (in DS Lite mode) or over 8MB of RAM (in DSi mode) available. DSx86 is one of the GBATemp Homebrew Bounty entries in the DSi category, and this version is the "significant update" that in my opinion fulfills the competition requirements.
Improved the MCGA Smooth scaling mode efficiency, based on the ideas described in the Quick Colour Averaging article by Thiadmer Riemersma.
Implemented preliminary Smooth scaling option for 640x200 EGA mode. This mode is used by the Silpheed game, for example.

Here below are some screen copies from the latest version, showing the Windows 3.00a About dialog in DS Lite and DSi mode, and two screen copies showing the result of the EGA 640x200 mode Smooth scaling.

Please test this new DSx86 version, as I might have broken some games with the extensive internal changes I had to do for protected mode support. Also feel free to test various 16-bit Windows games, many of those should now run (as long as they don't try to use some 386 processor features).

Next, I think I will get back to working on DS2x86. I would like to get started on the proper audio support for DS2x86 in the near future, so I'll probably look into that, along with trying to fix some bugs and test some misbehaving games. Thanks again for your continued interest in DSx86 and DS2x86!


Saturnin News

News via http://runik.free.fr/comments/display.php?id=30

Last months, I've been working on Saturnin with one goal : going open source (yay)
So, after spending countless time on it, everything's done, and I finally moved my sourcecode to BitBucket (I'll get back to that point another time).

But there's still one thing to take care of (well amongst others :p), before opening the depot to the public : I need to choose a licence.
Of course, there are constraints :
- the future version will use plug-ins, and I don't want to force anyone contributing one to provide its sourcecode
- some of the actual code used in Saturnin wasn't done by myself (the SCSP core is Stef's for instance, the 68K code is from either Turbo68K or Musashi) ... I will put it into separate dlls also, but that must be taken into account
-some other things that I don't remind now :p

After looking into existing licenses, I think GPL is too restrictive to my point of view, but LGPL could be a good candidate.

As I'm pretty new to that kind of stuff, I'm seeking advice ... so If you have anything relevant to say about that, please leave me a comment.

Thanks !


    Tuesday, April 05, 2011
1964mod v1.4.3

The great N64 emulator fork 1964mod, which is based on the last released 1964 1.1 source, has been updated!

Core Changes & Fixes
During language switching, several bugs surface :
 "ROM Name" column can shrink to very small width (fixed)
 "Exit" menu option may disappear (fixed)
 "Recent ROMs" & "Recent ROM Folders" menu option text may not be translated or duplicated menu options or not deleted when it is unchecked or a combination of the above (fixed)
 "Help" menu & its submenu text are not translated (fixed)
 To complement the bugfixing and translation effort of the Language feature, several enhancements are considered.
 Add support for lgm extension for language files and drop support for 1964 lng extension as per MasterPhW request (enhanced)
 Revamp the "About 1964mod" box layout to cater to the lengthy translation text and updated english.lgm with updated infos and comments for translation purpose (enhanced)
 Language files translation is currently in progress and the following are completed:
- Deutsch by MasterPhW
- French by Siskoo
- Spanish by OverLordChaos
The existing 1964 Boxart feature has several bugs and need some enhancements as well.
 MasterPhW reported a bug for same BoxArt image duplication over different roms in the romlist display window (fixed)
 In Boxart display, press "Ctrl+S" or right click on a rom icon display will change its icon image to be the same as the 1st rom icon image (fixed)
 In Boxart display, open "ROM Properties" causes Boxart column info to be cleared except for the game name and it will be restored after a refresh or emu restart (fixed)
 Speedup Boxart display and reduce screen flickers by combining multiple refresh command requests (enhanced)
Minor speedup to romlist window display by removing duplicate refresh codes with reload especially Boxart display (enhanced)
 Replaced existing N64logo and 1964 icon with MasterPhW customized ones (enhanced)
 Some closely named roms can pickup the same boxart image (fixed)
 Remove token codes which is no longer useful and buggy.
Fix compiled error for LogPIFData and remove C:/ hardcoding (fixed)

Plugin Changes & Fixes
 Remove the MyGlideHQ subdirectory from game dump folder when dumping game textures (enhanced)
 Fix color banding in MyGlideHQ when starting game in hi-res ("Rice" format) with texture compression (regression fixed)
 Fix game direct launch to fullscreen bug when emulator starts with MyGlide64 to pickup correct fullscreen resolution (fixed)
 Enhance the "filtering of duplicate Fullscreen Resolution entries" fix to pickup correct resolution by the MyGlitch64 wrapper (enhanced/fixed)
 Free up memory after game loading hi-res textures is closed for MyGlide64 plugin (fixed)
 Fix 1964Audio not remembering "ReverseStereo" last checked status when emu starts (fixed)
 Revert "Sync Game to Audio" as default "ON" because the bug for not remembering last checked status is fixed
 Incorporate official Glide64 fixes r218, r220, r224, r225, r230 & r231 into MyGlide64 and replace my working fix with the official Glide64 fix r219 & r228


    Friday, April 01, 2011
bZSNES v1.51

byuu released his newest emulation project: a ZSNES emulator, named bZSNES. You can see the full feature list, some screenshots, and download the first release on the project page and discuss it here.

bZSNES is a portable ZSNES emulator for Windows, OS X and Linux; written in C++. It is licensed under the GNU GPLv2.

 bZSNES emulates almost all of the major features of ZSNES:
 VRAM can be written at any time, even while screen is rendering
 OAM and CGRAM can also be written at any time
 DSP echo buffer writes do not interfere with APURAM
 DRAM does not need to be periodically refreshed
 H/DMA synchronization does not steal CPU time
 auto joypad polling results can be read immediately
 CPU multiplication and division register results can be read immediately
 mid-scanline writes to PPU registers do not interfere with video output
 PPU background and sprite layers can be individually toggled on and off
 DSP voice channels can be individually toggled on and off
 CPU speed can be adjusted from its official frequency
... and more!

bZSNES is sure to be highly compatible with software made for ZSNES, such as:
 BS Zelda [English translation]
 Bahamut Lagoon [English translation]
 Sailor Moon: Another Story [English translation]
 Super Mario World [Addmusic hacks]
... and much more!

Look & Feel
But it doesn´t stop there! bZSNES also emulates the look and feel of ZSNES. You can even theme bZSNES with your own colors and fonts!

Project Page

File Releases

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