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    Thursday, June 30, 2016
DoosraPSX 1.4.0 update-1 (Best for PlayStation 2 Games) released!

First update of DoosraPSX 1.4.0 is released with major bug fixes and improvements.

DoosraPSX is a frontend for Sony PlayStation 2 emulator (PCSX2) can be run on Windows platform. Main concept of this programme is to cover and manage all your PS2 games at one station and also to play and config easily as compared to original emulator. DoosraPSX is definitely the best frontend ever made for PS2 emulator because of its excellant beginner friendly features:

- Excellant outlook
- Very Simple and beginner friendly functions
- Games list made comfort to manage and play PS2 games
- Displays game serial, region, video system, developer, year of manufacturing, genre and other details
- Cover arts included
- Upto 6576 PS2 games lsiting
- A huge and fully offline database
- Auto detection of games from PS2 CD/DVD images
- More simple and easy configuration options
- Game individual config
- A lot of helpful info

What's new in 1.4.0 update-1:

- Almost every game of USA region included.
- Almost every game of Europe region included.
- More games of Japan region added.
- Games list updated to 6576 titles with database and covers.
- Removed all duplicate game enteries.
- Available games list will be sort by name.
- Fixed missing cover of Prince of Persia: The Sands of Time.
- Display number of all games and selected game number in list.
- Fixed invalid image format error during scanning games.
- Scanning games speed improved.
- Fixed stuck issue when running game by Run Disc without disc.

download link for DoosraPSX_1.4.0u1 including PCSX2_1.4.0:

download link for DoosraPSX_1.4.0u1 files only:

MAME v0.175 released!

MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game's ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.


MAMETesters Bugs Fixed
- 06244: [Speed] (namconb1.c) machbrkr, outfxies: Degraded performance speed (Osso)
- 06241: [Crash/Freeze] Most sets in neodriv.hxx: cheats enabled cause MAME to crash (cuavas)
- 06235: [Graphics] (pacman.c) pacman: X and Y flip bits are ignored when sprite is rendered at top of screen due to vertical wrapping (Robbbert)
- 06234: [DIP/Input] (nbmj9195.c) mscoutm, imekura, mjegolf: Incorrect inputs in some mahjong games (Tourniquet)
- 03321: [DIP/Input] (mario.c) mario: Dip switch titles for bonus life don't match gameplay (anikom15)
- 06225: [Crash/Freeze] (midtunit.c) mk, mk2: Game doesn't start - crash while loading (cuavas)
- 06196: [Interface] Window mode, can't set window size anymore (bradhugh)
- 06222: [Graphics] Artwork + HLSL + Vector Game = Cropped Screen and Wrong Screen Position (Jezze)
- 06195: [Crash/Freeze] -video BGFX is crashing after selecting 'Select New Machine' and launching another machine (Ryan Holtz)
- 06223: [Crash/Freeze] (ataxx.c) All sets in ataxx.cpp: Fatal error: Missing some required objects, unable to proceed (Tafoid)
- 06221: [Interface] PLUGINS: pluginspath option not fully recognized (crazyc)
- 06236: [Misc.] (ptcsol.c) sol20: SVT format file names problem! (Robbbert)
- 05783: [Misc.] (ptcsol.c) sol20: SVT format differs from Solace emu! (Robbbert)
- 06215: [Misc.] (sorcerer.c) sorcererd: Refuse to load some cpm programs! (Robbbert)

Source Changes
-Further improvements to the Patinho Feio driver & CPU [Felipe Sanches]

-atarigen: Remove the slapstic direct update handler, which hasn't been
necessary since direct access has been enhanced to work correctly on
handlers, years ago [O. Galibert]

-sloop: Direct update handler unneeded too [O. Galibert]

-esb: Direct update for slapstic gone too [O. Galibert]

-gameboy: Improved support for M161 and MMM01 mappers. [Tauwasser]

-n64dd: Change N64DD to use harddisk device instead of quikload device.
Updated checksum for Randnet disk, previous conversion was faulty. [Happy]

-West Story improvements: the NMI story [AJR]
* Thoroughly reworked weststry memory map based on M68000 code
* FG tilemap scrolling implemented for weststry
* Sound hooked up, but doesn't fully work (YM3812 stops sending IRQs)
* Various things documented in other bloodbro.cpp games

-Added color proms to Ozma Wars. [MASH]

-Merged ataxx.cpp into leland.cpp as they had a completely shared main
header file (leland.h). [Tafoid]

-ui refactoring [Vas Crabb]
* Make ARRAY_LENGTH cause a compile error if used with a pointer/vector
* move menu classes into ::ui namesapce and reduce scope of many symbols
* Clean up text input code, move common operations to inline
* Fix numerous one-byte buffer overruns
* Don't flat-out ignore input beyond the C1 hole
* Fix decoding of SDL text input

-Added highly experimental SHARC recompiler (disabled by default)
[Ville Linde]

-psx.xml: Added more information and small fixes to Japanese discs.
[Fabio Priuli]

-Tetris + Cherry Master (+K, Canada Version, encrypted) hidden switch
documentation... [Ioannis Bampoulas]

-Merit Match Games driver: [Roberto Fresca]
* Added technical notes and corrected CRT 810 layout + old notes.
* Some cleanup for coding standards, and fixed Coinage DIP switches.

-Magic Fly driver: Refactored PCB layout and pinout with new findings
and PCB trace. Also added some technical notes [Roberto Fresca].

-Major Poker: [Roberto Fresca]
* Added missing G2 gal16v8d.
* Added missing PLDs, plus technical notes.

-Royal Card (Austrian, set 8): [Roberto Fresca]
* Added mirrored VRAM to $4000/$5000.
* Worked and added a default NVRAM. The game now is working properly.

-Buena Suerte: Completed the Protel PCB set. Rearranged the graphics
ROMs to get accurate gfx banks. Discrete sound needs to be traced.
Game is working properly. [Roberto Fresca]

-Buena Suerte (Protel PCB): Added technical notes and a WIP edge
connector and mech counters pinout. [Roberto Fresca, Gaby]

-Flaming 7: [Roberto Fresca]
* Added new technical notes.
* Flaming 7: Decrypted the graphics ROMs & fixed the gfxdecode.
Bipolar PROM decode is still wrong.
* Graphics Bank 1 is color-accurate. Added some technical notes
about the missing extra layer for bonus graphics with the
related VRAM used range
* Dedicated inputs + DIP switch bank #1.
* DIP switches bank #2: bonus pay & internal progressive.
* DIP switches bank #3: Maximum Bet, Coin-In Timeout, Denomination,
and Progressive Sign.
* DIP switches bank #2: Notes about Bonus Pay...
* DIP switches bank #3: Added Progressive Sign notes...
* Added a DIP switches table ASCII layout...
* Added Pay Table Diagram...
* Added Pinout Diagram...
* Documented the Cyberdyne Printer Harness circuitry.
* Fixed the bipolar PROM load. Also improved both graphics banks
colors. Colors now are close, but still imperfect.

-Flaming 7 (Taiwanese): Splitted a new machine driver, and added proper
gfxdecode. Improved the GFX bank #2. Still needs work... [Roberto Fresca]

-Flaming 7 (W-4 hardware): [Roberto Fresca]
* Added hand made electronic serial DS2401 dump, as a start of
electronic serial number support. Added technical notes.
* Added electronic serial DS2401 device. Still remaining the
connection and read routines.
* Connected the electronic serial DS2401 device to the proper
PPI8255 (PC6) line.

-Flaming 7 (W-4 hardware): correct DS2401 hookup and reverse-engineer
protection to get required serial number [Vas Crabb]

-Commodore PET Joysticks and Sound Device [Ken White]

-sun2: Preliminary MMU implementation, still has issues. [R. Belmont]

-sun2: MMU fixes, both VME and Multibus variants now POST and show
something. [R. Belmont]

-gbcolor.xml: Documented more Game Boy Color PCBs, based on no-intro
pictures [Fabio Priuli]

-vboy.xml: Documented a few Virtual Boy PCBs, based on no-intro
pictures [Fabio Priuli]

-Ignore cylinders, heads and sectors from identify device data, based
on the ATA 5 specification. [smf]

-Added CHS and LBA limits when the chd doesn't contain identify device
data [smf]

-Fix NeoGeo CD P2 inputs [fuzzbop]

-Update rainbow.cpp [Bavarese]

-Added comlist and commit commands to debugger.
comlist prints available comments in debugger console, commit will do
a bulk comadd and comsave operation. [Angelo Salese]

-Don't use AM_MASK on ram, you end up with an incorrect allocation size [O. Galibert]

-rainbow: led polarity [Baverese]

-sun2: fixed more MMU issues, added serial ports. [R. Belmont]

-Fix TGP parser crashing in Model 1 [SailorSat]

-Fixed network output to include all data [headkaze]

-naomi docs: 'Samba de Amigo Rev.A' cartridge contents identical to
already dumped Rev.B [f205v, ShouTime]

-lk201: fix 6805 clock to verified value [Lord Nightmare]

-sun3 updates: [R. Belmont]
* Split sun3 and sun3x archiectures, they're different enough
* Sun3 MMU and unique hardware implemented, all models now POST
including 3/2xx [R. Belmont]

-sun4 updates: [R. Belmont]
* Preliminary implementation of sun4c MMU and related hardware.

-gba.xml: documented some more Game Boy Advance PCBs. [Fabio Priuli]

-gba.cpp: several improvements [Fabio Priuli]
* Implemented emulation of the "General Purpose I/O" port (GPIO) of
* Hooked up S-3511 RTC emulation through the GPIO port. This allows
to avoid the "Internal battery has run dry [...] clock-based
events will no longer occur" messages in Pokémon Emerald / Ruby /
Sapphire. This also promotes Sennen Kazoku to working state.
* Hooked up Boktai Light Sensor emulation through the GPIO port. This
allows to avoid the "Solar Sensor is broken" message in Boktai /
Bokura no Taiyou, which is now playable and to recharge your
weapons in all three games of the series. Light level has to be
chosen via the "Machine Configuration" menu, until we get some
kind of camera input.
* Hooked up Warioware Twist Gyroscope emulation through the GPIO
port. This allows to play the minigames, even if in some case the
input sensibility might need a few tweaks.
* Hooked up Warioware Twist & Drill Dozer Rumble emulation through
the GPIO port. MAME will now output a "Rumble" output bit (0 for
Rumble=OFF and 1 for Rumble=ON) whenever the games try to access
the Rumble component… third party applications can now listen to
the output and redirect it to some hardware that can "rumble" in
sync with the gameplay.

-gba.cpp: implemented emulation of the Tilt sensor used by Yoshi’s
Universal Gravitation / Yoshi Topsy-Turvy / Yoshi no Banyuuinryoku
(and by Koro Koro Puzzle). Note that the calibration can seem a bit
tricky at first, because the emulated screen does not turn as the GBA
would... In order to properly calibrate the sensor, just keep pressed
right for a few seconds when requested to calibrate right inclination
(first calibration screen in Yoshi Universal Gravitation) so to get
the full right range; then keep pressed for left for a few seconds
when requested to calibrate left inclination (second calibration
screen in Yoshi Universal Gravitation) so to get the full left range.
[Fabio Priuli]

-gb.cpp: Added Rumble emulation to the MBC-5 Game Boy Color games which
supported it. MAME will now output a "Rumble" output bit (0 for
Rumble=OFF and 1 for Rumble=ON) whenever the games try to access the
Rumble component… third party applications can now listen to the
output and redirect it to some hardware that can "rumble" in sync with
the gameplay. [Fabio Priuli]

-gb.cpp: Added partial RTC emulation to the MBC-3 Game Boy Color games
which supported it. Clock proceeds a bit too fast during gameplay, but
at least it is not stuck anymore to the time of first configuration.
[Fabio Priuli]

-Netlist changes [Couriersud]
* Introduced HINT(device, hint) to clarify that hints are inheritent
and not specific to devices.
* Added improved profiling support to netlist. Statistics output now
proposes devices for which whole device activation/deactivation be
disabled. No significant improvement for pong, but breakout
experiences a 10% improvement.
* Introduced perftime_t and perfcount_t for gathering statistics.
These templates do not create any code if statistics are not kept.
* Make help2man ./nltool produce usuable output.
* Replaced shared_ptr by unique_ptr.
* Better seperation of setup_t and netlist_t.
* Fixed bugs in rdtsc code. Refactored timer code.
* Moved options code from include to cpp file.
* More truthtable refactoring. Removed half-finished code for
internal state support. As implemented, this would have had no
support for timing delays.
* All netlist device setup is now done in the device constructor. This
significantly increases readability and stability and allowed to remove
init_object calls and start calls.
* Removed a significant amount of dead code.
* Remove ATTR_HOT and ATTR_COLD. Refactored netlist_time.
* More STL usage and c++11.
* Get rid of nl_math. Remove nl_util.h and moved contents to

-Major refactoring of debugger core [Ryan Holtz]
* Eliminate globals/file statics
* Remove lots of stuff from global scope
* Use std::function for custom command registration
* Eliminate some trampolines
* Build fixes from Vas Crabb and balr0g

-n64.cpp: Disabled fast RAM, as it prevents watchpoints from working
and doesn't gain much on the interpreter core. [Ryan Holtz]

-rainbow.cpp: add 23-090b1 z80 arbitrator PROM dump [Lord Nightmare]

-Small update of italian traslation [AntoPISA]

-Fix keyboard shortcuts for disassembly comments pane [Vas Crabb]
* Win32 previously recognised Ctrl+N but menu incorrectly showed
* Qt showed Ctrl+C but it was swallowed by text editing and didn't
* Ctrl+N is now shown/used by Win32 and Qt (matches Cmd-N on OS X)

-Fix git version [Vas Crabb]
* git version is set by top-level make, not just when GENie runs
* can set IGNORE_GIT=1 for make to ignore git
* git ignored/unavailable uses "unknown" in version string
* mark modified trees as dirty
* note that version now comes from makefile

-A little change to device_image_interface::call_display to better
decouple UI fronted and image devices [F.Ulivi]

-Rom for GameKing 3 [PeT, James]

-Introduce dynamic_module [Giuseppe Gorgoglione]

-Remove Direct3D abstraction layer [Giuseppe Gorgoglione]

-Reverse-engineered Moto Frenzy security FPGA and implemented decryption code
[Morten Shearman Kirkegaard, Samuel Neves, Peter Wilhelmsen]

-Make filesel current path clickable [Nathan Woods]

-fmtowns_cd.xml: added more info, based on Breiztiger's research [Fabio Priuli]

-fmtowns_flop.xml: added a new software list for floppy-only FM Towns
games (boot disks for CDs remain in the CD list, for easier
launching). Many thanks to r09 and Breiztiger for help with info and
images. [Fabio Priuli]

-gameboy: Added DMG v0 boot rom. [gekkio]

-abc80x: Added ROM version 1.05 for the 55-21046 disk controller. [Anders Sandahl]

-sdk80: Added correct monitor ROM. [Nigel Barnes]

-imds2: Added monitor versions 1.1 and 1.2. [Nigel Barnes]

-terminal: Fixed Color configuration. [Nigel Barnes]

-Memory fun [O.Galibert]
* Added AM_SELECT/addrselect field. Replaces the old
AM_MIRROR/AM_MASK combo used to mirror a handler and get the
mirrored bits in the offset.
* Removed mask and/or mirror from where it didn't belong. Simplified
a lot of instances of mask that just weren't needed, especially in
bus handlers. Used the short forms of install handlers where
* Replaced the 60s hippy, "It's cool man" range parameter handling in
map_range that tried to guess what was meant when the values
passed were not entirely sensible, by a cranky, diner
waitress-turned IRS auditor curmudgeon. Main control function has
a series of 14 tests just to find a reason to fatalerror out your
requests. You have been warned.

-Fixed double hyphen in -pipe [belegdol]

-abc802,abc806: Added LUXNET BIOSes. [Anders Sandahl]

-Added command strobe callback interface for LDV1000, and hooked it up
to esh.cpp driver. [Angelo Salese]

-raiden2cop.cpp: Fixed BCD overflow score bug in Godzilla
[Angelo Salese]

-eeprom: Not a device_memory_interface [O. Galibert]

-cdi.xml: added info about original disks. [Fabio Priuli]

-intelfsh, i2cmem: Not a device_memory_interface either [O. Galibert]

-aristmk5.cpp improvements: [Heihachi_73]
* reorganized sets based on their actual description.
* Added proper descriptions to most sets.
* unified rom naming and added a few sets that were missing.

-aristmk6.cpp improvements: [Heihachi_73]
* reorganized sets based on their actual description and removed a
few sets which were hacked or incomplete, compared to their
* unified rom naming and fixed loading offset in games which use the
expansion board. Also added a few sets that were missing.

-aristmk6.cpp: fixed BIOS loading and some BIOS naming; removed an
overdumped BIOS and moved qnilese base PCB ROMS to the BIOS set.
[Heihachi_73, Fabio Priuli]

-decwritr.c: update the la120 driver documentation a bit, fixed memory
mirror related issue [Lord Nightmare] decwritr.c: documented the Caps
Lock key being a physical toggle [NeXT]

-emumem: Handlers on different subunits of the same address with
different address masks are now supported. [O. Galibert]

-Add basic SPARCv7 core [Ryan Holtz]

-halleyc: Some steps towards a better readability of the video code [O. Galibert]

-megadriv: improved description of many taiwanese unlicensed titles +
added dump of Ju Ji Ma Jiang II by Sun Green. [Fabio Priuli]

-emumem: Fix some issues [O. Galibert]

-newbrain fdc: fix mirrors w.r.t mask [O. Galibert]

-Added correct ROM labels to helifire [Porchy, Muddymusic, The Dumping Union]

-apollo: install the unmapped handler in the correct post-trampoline range [O. Galibert]

-l9nibble: If it's a tms9900, put one, because the 9980 address space
is too small [O. Galibert]

-prox180x,pve500: Map fix [O. Galibert]

-tms57002: I hadn't yet understood some of the, err, subtleties of the
memory subsystem [O. Galibert]

-improve SPARC disassembler: [Vas Crabb]
* Support SPARCv9
* Allow plug-in ASI comments
* Fix format of some opcodes
* Produce clr synthetic
* Allow running in v7, v8 and v9 modes
* Fix addcc/andcc in SPARCv7 mode and simplify integer op tables
* Allow ASI descriptions to be supplied with MCFG macro
* VIS I (UltraSPARC) and II (UltraSPARC III) support
* VIS 2+, VIS 3 and VIS 3B support
* Add several SPARC models to unidasm

-banctec: If it's a 6803, then use a 6803, duh [O. Galibert]

-M2COMM: hook up comm board in model2 (W.I.P.) [Ariane Fugmann]

-seibucop.cpp: Prevent cop_angle to overflow byte range. Fixes III to I
quadrant movements in Legionnaire and Heated Barrel. [Angelo Salese]

-sun4: add SPARC ASI descriptions [Vas Crabb]

-mac: Fix interactions between mirror and range [O. Galibert]

-Rewrite SPARC emulation based on detailed descriptions from SPARC manual [Ryan Holtz]

-galpani3.cpp: Added correct supplemental graphics roms to the Gals
Panic 3 (Hong Kong) set. [Brian Troha, The Dumping Union]

-dec_lk201: keyclick [Bavarese]

-Added "return to origin point (0,0)" feature to Tilemap Viewer (tied
with HOME key) [Angelo Salese]

-Improved workaround for missing cbegin/cend in glibstdc++ [Alex Miller]

-sg1000.cpp: many improvements [Enik Land]
* Create a SG-1000 expansion slot.
* Hook up the SG-1000 expansion slot to sg1000.cpp and sms.cpp
* Split the sk1100 code from sg1000.cpp and attach it to the new
expansion slot.
* Create a new FM Sound Unit device and attach it to the new
expansion slot.
* For the sc3000 driver, re-add sk1100 as a fixed SG-1000 expansion
* Add sg1000 software list to sg1000m3 and Japanese/Korean SMS

-sms.cpp: implemented some new findings [Enik Land]
* Remove some mirrors for ports $DC/$DD on SMSJ based on Charles' hw
* Add basic C-Sync callback to 315_5124.cpp, based on Charles' hw
* Add built-in Rapid Fire (uses C-Sync) for SMSJ and Korean SMS1
* Add new SMS drivers due to XTAL differences: sms1br - Tec Toy
Master System I (Brazil) sms2br - Tec Toy Master System II
(Brazil) smsbr - Tec Toy Master System III Compact (Brazil)
sms1paln - Tec Toy Master System I (PAL-N) sms2paln - Tec Toy
Master System II (PAL-N) smspaln - Tec Toy Master System III
Compact (PAL-N) Brazil is PAL-M TV system, but I decided to call
it by the country name, seems to be better recognizable and for
emulation looks more like a NTSC system. PAL-N is used in
Argentina, Paraguay and Uruguay and looks closer to the European
PAL system when compared to PAL-M.

-Load save state preparations [Nathan Woods]
* A number of changes and refactorings in preparation for a new
load/save state menu. Most notably, I am C++-ifying osd_directory
(now osd::directory) and changing osd_stat() to return
* Take note that this change completely omits POSIX support, simply
because I lack a development environment to support it. This will
have to be done by someone else.

-POSIX implementation for new directory read features, cleanup of
Windows implementation, return directory handle as smart pointer, fix
full build [Vas Crabb]

-cop: nicer sorting routine [O. Galibert]

-Supply modified time for files in archives [Vas Crabb]

-Fix LDUH, LDSH, LDUHA, and LDSHA opcodes in the SPARC core [Ryan Holtz]

-ImGui debugger improvements [Barry Rodewald]
* Memory views now control their own position, removing the scrollbar,
allows finer control of large memory areas.
* Pressing Enter on an empty debugger console input now does a single
* Disassembly and Memory expression inputs now auto-select all.
* Fix various key inputs.
* Send character inputs to views, allowing memory editing to be possible
in a memory window.
* Show a rectangle around the view with focus.
* Add history functionality (press up/down in the debugger console input
* Allow log windows and debugger console scrollbars to stay at their
maximum value, if moved there.

-Flaming 7 (original): Fixed the Paytable DIP switches. [Roberto Fresca]

-Add older version SPARCstation IPX (Sun 4/50) ROM as an alt bios, and
add ROM locations [Lord Nightmare]

-trs80: fixed loss of keyboard control on some games. [Robbbert]

New machines added or promoted from NOT_WORKING status
Tektronix 4404 [R. Belmont, Al Kossow]
Entex Electronic Soccer [hap, Sean Riddle]
U.S. Games Super Sports-4 [hap, Sean Riddle]
Reversi Sensory Challenger [hap, yovan]
iSBC 80/10 [Nigel Barnes]
iSBC 80/10A [Nigel Barnes]
iSBC 80/10B [Nigel Barnes]
iSBC 80/30 [Nigel Barnes]
Flaming 7 (Red, White & Blue 7's + Hollywood Nights) [Roberto Fresca, Vas Crabb, Ioannis Bampoulas]
Super 9 Sensory Chess Challenger [hap, anonymous]
Fidelity Elite Avant Garde (model 6117-9) [anonymous]
Moto Frenzy [Morten Shearman Kirkegaard, Samuel Neves, Peter Wilhelmsen]
Kyuukoukabakugekitai - Dive Bomber Squad [Andy Welburn, ShouTime, Smitdogg, David Haywood, Imhotep,
Ryan Holtz, hap, Zhivko Dimitrov, spogghi, ANY, Arjen Hoekman, Arcade Addict, krick, Dullaron,
Eddie, f205v, rtw, Rod_Wod, Fabien Marsaud, InsertMoreCoins, Jan Stuhler, trap15, Macaw,
Team Japump, Brandon Munger, Juan Manuel Gutierrez, abelardator2, Jordi Bosch Creus, haynor666,
Nestor Acebo Jimenez, Carl Perry, Jeremy McElroy, Steven Boswell, JJaVMeTaL, Steven LeMaire,
Matthew Shultz, Mark Riley has no toaster, Carlos Gutierrez, Bjorn Stahl, Aldo Vittorio De Luca,
Bruno Celsi, Philip Zumbrun, cornishdavey, Stefano De Dionigi, motoschifo, Mamesick,
Daniel Hitchcock, Patrick Wheeler, bisus, desodeso, Swos, Don Zaucker, Tox Nox Fox, Zak0077,
giuppo, Moket, Frankie, robindan77, biasini, Dr_Zero, motoschifo, Mameremember, John Wilke,
Sean Sutton, Renato Mucciarelli, Berlioux Julien, Lior Aouate, The Dumping Union]
1943: Battle for Midway Mark II (US) [Gracious Anonymous Donor, caius, The Dumping Union]

New clones added or promoted from NOT_WORKING status
Super Street Fighter II: The Tournament Battle (Japan 931005) [ShouTime]
Electronic Battleship (1982 version) [hap, Sean Riddle]
Lethal Weapon 3 (2.07 USA) [Zab]
Side by Side (Ver 2.6 J) [ShouTime, The Dumping Union]
Side by Side 2 (Ver 2.6 OK) [ShouTime, The Dumping Union]
Mutant Warrior (Altered Beast - Datsu bootleg) [gmx, The Dumping Union]
Ufo Robo Dangar (4/07/1987) [ShouTime, The Dumping Union]
Ufo Robo Dangar (9/26/1986, Japan) [ShouTime, The Dumping Union]
Out Zone (Zero Wing TP-015 PCB conversion) [caius, The Dumping Union]
Astro Combat (Proel bootleg, encrypted) [Any]
Space Invaders (CV Version, smaller roms) [Andrew Welburn]
Scramble (Model Racing, Italian bootleg) [Piero Andreini, PaTrYcK]
Metamorphic Force (ver EAA - alternate) [caius]
Major Poker (3 different sets with Micro Manufacturing intro) [Roberto Fresca, Ioannis Bampoulas]
Lucky Poker (bootleg/hack of Major Poker) [Roberto Fresca, Ioannis Bampoulas]
Royal Card (Austrian, set 8) [Roberto Fresca, Ioannis Bampoulas]
Super Pacman (v1.2) + Cherry Master (Corsica, v8.31, set 1) [Roberto Fresca, Ioannis Bampoulas]
Galaxian (bootleg, set 4) [Dyno Dastardly, Janniz]
Marvel Vs. Capcom 2 New Age of Heroes (USA) (Rev A) [rtw, Ryan Holtz, Tourniquet, Smitdogg, The Dumping Union]
River Patrol (Japan) [ShouTime]
E.D.F. : Earth Defense Force (Japan, prototype) [ShouTime]
Flaming 7 (Custom Hardware, Egyptian Gold, 2000 Bonus) [Roberto Fresca, Ioannis Bampoulas]
Flaming 7 (Taiwanese Hardware, unknown version) [Roberto Fresca, Ioannis Bampoulas]
Teenage Mutant Hero Turtles - Turtles in Time (4 Players ver EAA) [Nomax]
Buena Suerte (Spanish/Portuguese, set 23) [Roberto Fresca]
Hyper Bishi Bashi (GE876 VER. KAA) [Guru, smf]
Varth (bootleg) [Robbbert]

New machines marked as NOT_WORKING
V-Tech V-Smile Pro [TeamEurope]
World Club Champion Football Serie A 2001-2002 Ver. 2 (CDP-10001C) [any, f205v, ShouTime, rtw]
World Club Champion Football Serie A 2001-2002 DIMM FIRM Ver.3.03 (CDP-10003) [any]
World Club Champion Football Serie A 2002-2003 Drive Checker (CDV-10007) [any, f205v, ShouTime, rtw]
Flaming 7 (Custom Hardware, Main, 50) [Roberto Fresca, Ioannis Bampoulas]
Flaming 7 (Custom Hardware, Main, 500) [Roberto Fresca, Ioannis Bampoulas]
Flaming 7 (Custom Hardware, Main, 2000) [Roberto Fresca, Ioannis Bampoulas]
Fidelity Elite A/S Challenger [hap, anonymous]
Alesis QS-7 [Felipe Sanches]
CPU-30 [Joakim Larsson Edstrom]

New clones marked as NOT_WORKING
Magic Card (H8, English) [Yrouel]

New WORKING software list additions

-bbcb_cass.xml: Added various recently dumped games. [Nigel Barnes]

-bbcmc_flop.xml: Added various educational titles. [Nigel Barnes]

-megadriv.xml: Chaoji Majiang Club / Super Mahjong Club (Tw)
[system11, Fabio Priuli]

-pce_tourvision.xml: Out Run [system11, kebrank]

* Added Supermon (Toronto PET User Group) [Ken White]
* Replaced bad dump of Side B of Squiggle, Big Time / Monitor (the m
command in the monitor now works correctly) [Ken White]

-psx.xml: Added CHD images of redump.org USA disc set. [Aeternal]

-psx.xml: Added some more prototypes and misc disks. [Fabio Priuli]

-sorcerer_cass.xml: Added many games. [Robbbert]

New NOT_WORKING software list additions

-cdi.xml: added a few recently dumped prototypes. [Fabio Priuli]

-fmtowns_cd.xml: completed addition of known dumps. [r09, Breiztiger]

-leapster.xml: 8 new dumps added [Team Europe]

-pc98_cd.xml: added software list with misc CHDs from several sources

-vsmile.xml: 6 new dumps added [Team Europe]

-vsmile_cart.xml: added a few new US dumps [Rimsky82]


    Wednesday, June 29, 2016
RockNES v5.24 released!

RockNES is a Nintendo (NES) emulator that supports total PPU emulation, total intelligent emulation (including VRCVI intelligent, used by some Japanese games), battery backed RAM, Famicom DiskSystem, VS Unisystem, and some 70 different mappers. In gain, RockNES includes lots of different video modes, as substantially as the ability to loading and economise your back at any stage. You can flush record movies of gameplay.

RockNES v5.24 Changelog:

– Fixed sound playback with unsigned samples.
– Added an option to save the last accessed folder as the main folder.
– Added support for multiple files when recording music (like game 000.wav, game 001.wav and so on).
– Changed the numbering system of multiple files from hexadecimal to decimal, except for savestate files.
– Removed a few unused codes, plus cosmetic changes there and there.


    Friday, June 24, 2016
Dolphin v5.0 released!

The long awaited Dolphin 5.0 release is finally here! After nearly a year of bug-hunting and handling the release process, everything has come together for our biggest release yet! The three previous releases followed a very distinct pattern: sacrifice performance, hacks, and features in exchange for higher accuracy. As such, Dolphin 3.0, 3.5, and 4.0 progressively grew slower. But thanks to the cleanups put forward throughout those releases, Dolphin 5.0 is the fastest Dolphin has ever been!

By removing all of those hacks and outdated features while cleaning up the codebase, Dolphin has reached a new level of efficiency, powered by a revitalized dynamic recompiler. On the GPU side, OpenGL and D3D11 have seen tons of optimizations and accuracy improvements, and have been joined by a brand new D3D12 backend for huge performance gains. If there's a CPU or GPU extension that can make Dolphin faster, we take advantage of it.

At a basic level, Dolphin 5.0 is more accurate and more efficient than previous builds in every way. Individual games will vary, especially due to various hacks being removed along the way. Dolphin 5.0 can be downloaded for Windows and Mac OS X from our official website: dolphin-emu.org.

System Requirements to run Dolphin 5.0 can be found here but here's a quick rundown of what changed:

64-bit CPUs and Operating Systems are required.
Windows XP is no longer supported. Windows Vista is no longer officially supported.
Direct3D10/OpenGL3 Required. This means AMD Radeon 4xxx, NVIDIA GeForce 8xxx, or Intel HD 2xxx minimum! Anything older than that will most likely not work or will have significant glitches.
Dolphin on Android is not getting a release build. This does not mean it's falling behind or anything. We just did not feel like Dolphin on Android has reached any milestone with these changes. We'd rather it have its own special time in the sun when it comes, instead of tagging it onto what has been an already concerted effort on the desktop release.

Download: https://dolphin-emu.org



Happy Anniversary!

This little thing happened 20 whole years ago today.

To all of the countless memories made with two extra players.
To all the hours spent in front of the tube.
To the first time we ever powered it on, and
To the first time we wished that we had three hands.


    Thursday, June 23, 2016
RockNES v5.23 released!

RockNES is a Nintendo (NES) emulator that supports total PPU emulation, total intelligent emulation (including VRCVI intelligent, used by some Japanese games), battery backed RAM, Famicom DiskSystem, VS Unisystem, and some 70 different mappers. In gain, RockNES includes lots of different video modes, as substantially as the ability to loading and economise your back at any stage. You can flush record movies of gameplay.


- Fixed broken PPU IRQs.
- Fixed APU triangle and DMC volume decay.
- Fixed/changed APU volume level and resampling.
- Added a small hack for the unwanted race condition $2006 and Y-increment. It should fix flickering games.


ePSXe v2.0.5 released!

ePSXe is a Sony Playstation emulator for your PC running under Win9x/2k/xp or linux/OSX. It takes advantage of the popular PSEmu Pro plugin system.


- Updated the x86 recompiler to use the same recompiler than in the rest of versions (Android, Linux x64, Mac ...). Now it should be easier to fix problems in all versions.
- Ported the local netplay from Android (Experimental). This version is compatible using local netplay with the rest of ePSXe versions from the version 2.0.5 (MacOSX, Linux x86, Linux x64 and Android - version 2.0.6). (Additional info the epsxe docs)
- Ported the GPUCORE threading mode from the Android version. The PC CPUs are faster than Android CPUs, so it will improve less FPS. (This option is better when the CPU is slower).
- Added new threading modes to the Pete OpenGL2 Core Plugin. It includes a basic 2-thread mode, and 2 extra modes adding soft/hardware effects. (It could improve some effects, for example the burning photo on the start of Castlevania)
- In the INPUTCORE plugin, swapped the vibration actuators when using the Xinput mode (to match to real PSX Left/Right). Besides when using a gamepad in digital mode, now you can use the left stick as the dpad.
- Fixed the >2GB PBP roms support. Now it should be able to run the PSX2PSP isos bigger than 2GB as Final Fantasy VIII PSP pack.
- Fixed the cheat codes support when running on the interpreter mode.
- Added a new option in the cheat codes window to download cheat codes from the ePSXe version (Thanks to psxdatacenter.com)
- Fixes to the core which made more games playable or better working. (WING COMMANDER IV, MONKEY HERO)


    Monday, June 20, 2016
Emulicious 20160619 released!

Emulicious is a free to use multi-system emulator for Windows, Linux, Mac OS(X) and any other operating system supporting Java SE.
You don’t need to install Java on your system in order to run Emulicious. It only requires the Java binaries to run. For Windows users there’s a download including current Java binaries (see Emulicious Downloads Section).

Emulicious consists of the following emulators:

A Nintendo Game Boy Emulator
A Nintendo Game Boy Color Emulator
A Sega Master System Emulator
A Sega Game Gear Emulator


    Thursday, June 16, 2016
Cemu 1.5.2 released!

Highly experimental software to emulate Wii U applications on PC

Added support for mip-mapping
Added support for cubemap texture arrays
Various smaller improvements to the graphics backend
Slightly better compatibility and misc changes



    Wednesday, June 15, 2016
RockNES v5.22 released!

RockNES is a Nintendo (NES) emulator that supports total PPU emulation, total intelligent emulation (including VRCVI intelligent, used by some Japanese games), battery backed RAM, Famicom DiskSystem, VS Unisystem, and some 70 different mappers. In gain, RockNES includes lots of different video modes, as substantially as the ability to loading and economise your back at any stage. You can flush record movies of gameplay.

RockNES v5.22 Changelog:

- Fixed sprite evaluation. PPU timing is normal again.
- Fixed input device selection, now it detects unplugged joystick/mouse and switches back to keyboard (player 1) or none (player 2).
- Fixed "set default palette" in the GUI, no more blackouts.
- Cleanups, removed unused debug code.


SSF Test Version 20160615 released!

SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.

SSF Test Version (2016/06/15) Changelog:

If I have the option to ignore the 68000 address error ON Wanchai connection works.


    Monday, June 13, 2016
Higan v099 released!

higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:

- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance

higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
- WonderSan Color and SwanCrystal

Time for a new release. There are a few important emulation improvements and a few new features; but for the most part, this release focuses on major code refactoring, the details of which I will mostly spare you.
The major change is that, as of v099, the SNES balanced and performance cores have been removed from higan. Basically, in addition to my five other emulation cores, these were too much of a burden to maintain. And they've come along as far as I was able to develop them. If you need to use these cores, please use these two from the v098 release.
I'm very well aware that ~80% of the people using higan for SNES emulation were using the two removed profiles. But they simply had to go. Hopefully in the future, we can compensate for their loss by increasing the performance of the accuracy core.
If you want to know more about the removal of these two profiles, please read this article for a more in-depth explanation.

higan v098 Changelog:

* SFC: balanced profile removed
* SFC: performance profile removed
* SFC: expansion port devices can now be changed during gameplay (atlhough you shouldn't)
* SFC: fixed bug in SharpRTC leap year calculations
* SFC: emulated new research findings for the S-DD1 coprocessor
* SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y instructions [AWJ]
* SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker in games
* GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual manifests are needed for now
* GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon [endrift]
* GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift, gekkio]
* GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd, Road Rash, etc
* nall: execute() fix, for some Linux platforms that had trouble detecting icarus
* nall: new BitField class; which allows for simplifying flag/register emulation in various cores
* ruby: added Windows WASAPI audio driver (experimental)
* ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some Linux systems)
* ui: timing settings panel removed
* video: restored saturation, gamma, luminance settings
* video: added new post-emulation sprite system; light gun cursors are now higher-resolution
* audio: new resampler (6th-order Butterworth biquad IIR); quite a bit faster than the old one
* audio: added optional basic reverb filter (for fun)
* higan: refresh video outside cooperative threads (workaround for shoddy code in AMD graphics drivers)
* higan: individual emulation cores no longer have unique names
* higan: really substantial code refactoring; 43% reduction in binary size


    Wednesday, June 08, 2016
PCem v11 released!

PCem is an emulator for old XT/AT-class PCs.

PCem emulates :
- IBM 5150 PC
- IBM 5160 XT
- Tandy 1000
- Generic XT clone
- Schneider EuroPC
- Amstrad PC1512
- Sinclair PC200
- Amstrad PC1640
- AMI 286 clone
- AMI 386 clone
- AMI 486 clone

with 640k of RAM (8mb for AT and 286/386/486), 2 floppy drives (up to 2.88mb), 2 hard drives, CGA, MDA, Hercules, EGA (PC1640 only), VGA or SVGA, SoundBlaster, GameBlaster, GUS, and a mouse. It can run both DOS-based games and booter games.

PCem v11 Changelog:

* anyone who's been having problems with Voodoo emulation should re-download.


Xebra 20160604 released!

Xebra is a progressing Japanese Playstation(PS) emulator for Win32.

Xebra (2016/06/04) Changelog:

That the partial derivative of the UV coordinates with precision 12-bit fixed decimal
Was aware of ago, but was incorrect to take reference points for
To suppress the error that did not reproduce the actual Street
Dare with high precision, which has been running.
Relative errors (decided by the convenience of the drawing was adopt unconsciously y point values minimum)
Recently finally realized as actual behavior and may be dropped precision.

Also what times or serif play a soft failure to come out
It was a behavior of CD just a little bit back to the previous ones.


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