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    Monday, May 30, 2016
cemu v1.5.1 released!

v1.5.1 | 2016-05-30 |



Improved recompiler (Now utilizes AVX and BMI extension)
Better controller support
Improved sound emulation
Graphic bugfixes
Other changes and bugfixes


http://cemu.info/index.html

Mirror
 



    Thursday, May 26, 2016
no$gba v2.8d released!

NO$GBA (pronounced "no cash GBA") is a freeware Nintendo DS and Game Boy Advance emulator for Microsoft Windows & DOS. It is capable of running commercial and homebrew Game Boy Advance and Nintendo DS ROMs, many at full speed. It is the first Nintendo DS emulator running commercial ROMs.[2] However, this claim has been disputed by many in the emulation community.[3] NO$GBA was developed by Martin Korth.



26 May 2016 - version 2.8d
- dsi/rsa: supports unencrypted "rsa" signatures (via hooked RSA swi functions)
- dsi/sdmmc: supports NDMA sdmmc start condition (for SD data32 read/write)
- dsi/sdmmc: supports SD card initialization (CMD0,2,3,7,8,9, ACMD6,13,41,42,51)
- dsi/sdmmc: created/included empty sd-card-image (file dsi-1.sd, in dsi-sd.zip)
- dsi/sdmmc: fixed irq-retriggering (recurse irq_stat on irq_mask changes)
- dsi/sdmmc: adjusts insert/eject and write-protect flags depending on dsi-#.sd
- dsi/sdmmc: prevents RXRDY in DATA32 mode (@@skip_rxrdy_in_data32_mode)
- dsi/help: added notes on EMPTY sd-image (dsi-#.sd) (DSi SD/MMC Images chapter)
- dsi/help: added notes unencrypted signatures (see BIOS RSA Functions chapter)
- dsi/help: added notes on encrypted twl-*.der files (in "verdata" NARC file)
- dsi/help: added CRC32 checksums for currently known/dump-able DSi-BIOS areas
- dsi/debug: shows insternal sd/mmc registers in iomap screen (cid,csd,csr,src)
- sample: updated magic floor gba/nds version, now with working dsi cart header


http://problemkaputt.de/gba.htm
 



    Wednesday, May 25, 2016
MAME v0.174 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.

What's news in MAME:



0.174
-------

MAMETesters Bugs Fixed
----------------------
- 03753: [Crash/Freeze] (psikyosh.c) daraku: [debug] Assert in debug build (Tourniquet)
- 06209: [Core] Window is always on top after ALT+ENTER from Full Screen in Direct3D (Jezze)
- 06218: [Sound] (holeland.c) holeland: Missing speech synthesis chip (system11)
- 05932: [Interface] Joysticks Using PPJOY Driver Do not work anymore (Quench)
- 01617: [Graphics] (segag80v.c) elim2, zektor: Missing left graphics line from the boarder. (Olivier Galibert)
- 06169: [DIP/Input] (ninjaw.c) ninjawu: Credit count is wrong on coin slot 2 (Osso)
- 05871: [Crash/Freeze] (pacman.c) puckman: Double-free starting up puckman when using -mt (Robbbert)
- 05831: [Crash/Freeze] all: mame hangs when command bench is higher than 299 (Robbbert)
- 06206: [Crash/Freeze] (astrafr.c) Most sets in astrafr.c: Crash/Exception at Initialization (Robbbert)
- 04935: [Flip Screen/Cocktail] (jailbrek.c) jailbrek and clones: Offset right 1/2 Screen when Flip Screen is on (Osso)
- 04920: [Flip Screen/Cocktail] (esd16.c) multchmp, multchmpk: Flip Screen contents need proper mirroring (Osso)
- 04912: [Flip Screen/Cocktail] (dblewing.c) dblewing: Flip Screen offset down + "Split" sprites (Osso)
- 06190: [Color/Palette] (iteagle.c) Most sets in iteagle.c: Palette changes when using machines with MIPS DRC (Carl)
- 06188: [Documentation] (1942.c) 1942h: Year should be 1991 (Tafoid)
- 06198: [Crash/Freeze] (advision.c) advision: If launched without a cartridge image, MAME crashes (AJR)
- 06189: [Misc.] (trs80.c) All sets in trs80.cpp: Current disk emu supports only SSSD ! (Robbbert)


Source Changes
--------------
-chdman.cpp: fix for code that expects to be able to dereference a
pointer that it knows may be null [Vas Crabb]

-redumped Atomiswave BIOS, confirmed good, added information
[Brizzo, MetalliC]

-screen: Add svg shapes pre-computation [O. Galibert]

-plugins/layout: layout embedded script helper plugin [Carl]

-h8: Add dtc, dma, watchdog (WIP) [O. Galibert]

-h8: Fixes, lots of [O. Galibert]

-cybiko: Make work a little emore, add v1 flash [O. Galibert]

-a5200: fixed regression when loading headerless carts from fullpath.
[Fabio Priuli]

-neogeo.cpp: huge clean up of the cartslot code in order to better
exploit slot devices: [Fabio Priuli]
* moved cart-specific components to the carts itself removing the
fake protection devices from the main system, since they never
belonged there
* removed hacky rom region destruction/construction when a new cart
is inserted, replacing it with proper bank pointers to the carts
(except for ymsnd and ymsnd.deltat region which will require
modernization of the ym devices)
* started re-organization of bootleg boards emulation, so to reduce
the need of collapsing everything into a single cart type with
multiple protection devices, more work is needed

-neopcb.cpp: moved to a separate source file the emulation for JAMMA
PCB versions of a few neogeo games, since they don't have a cartslot.
[Fabio Priuli]

-neogeo.xml: added information about Japanese titles and release dates
to the software list and aligned the list to the driver. [Fabio Priuli]

-cybiko: Remove the ram mirror, it hides when the code fails [O.Galibert]

-vector: Move clipping to avgdvg, the only user. Simplify [O. Galibert]

-nes.cpp: removed configuration settings to enforce sprite limit and to
turn off drawing of top/bottom 8 lines: the code to make these work
was removed before 0.106 and the option were doing nothing since then.
[Fabio Priuli]

-dumped program rom for Gigas (MC-8123, 317-5002) Gigas set, works now
[Corrado Tomaselli]

-Make watchdog timer a separate device [AJR]

-A few addition to A800 software lists [K1W1]

-megadrive: added custom X24C02 emulation to NBA Jam cart, making
finally possible to save records at exit. Hopefully, this will help
finding the problem in our core emulation. [Fabio Priuli]

-Sonik Fighter (encrypted): Decrypted the program, changed the game
description adding version, and corrected year. [Roberto Fresca]

-megatech: updated to use fixed slot config. [Fabio Priuli]

-skns: add the Korean modbios [system11]

-dumped Wangan Midnight Maximum Tune 1/2 card reader-printer firmware
[winteriscoming]

-dumped Initial D card reader-printer firmware [Smitdogg]

-NetBSD fix, from pull request #852 [Thomas Klausner]

-sv8000.cpp: inputs are more appropriate as IPT_KEYPAD. [Fabio Priuli]

-model1.cpp: Some modernization and cleanup. [Ryan Holtz]

-Update to LZMA 16.0 [Vas Crabb]

-metlfrzr encryption is the same as cshooter.cpp [Peter Wilhelmsen]

-metlfrzr.cpp [Angelo Salese]
* Added IRQ, ROM banking and base color
* Fixed decrypted opcodes hookup
* Preliminary T5182 hookup
* Added base sprites
* Fixed sound comms (reversed semaphore access wrt darkmist), coins and
sound now fully working
* DIPs are still not fully functional - but the game operates/plays fine

-New Lucky 8 Lines / New Super 8 Lines improvements
[Roberto Fresca]
* Proper inputs. DIP switches: Coin A settings, Key In default (W-4 / Witch Bonus)
* Player 2: not supported by game (W-4 / Witch Bonus)
* Created/added new layout for 1 player only (set 3, W-4 / Witch Bonus)
* Fixed parent/clone relationship (all sets)

-Added game versions to IGS Champion League sets. [Roberto Fresca]

-Flaming 7 improvements [Roberto Fresca]
* Added more descriptive notes and boot instructions.
* Documented some wire hacks and the DS2401 sillicon serial number device.
* Name convention. Change the set name according with the two custom graphics
sets.
* Added proper machine driver and memory map.
* Added D-Up, Take, Bet, Start, Main Door switch, Logic Door switch,
Cash Door switch, Coin A, Coin B, Coin C, Reset, Stats/Setup, and GFX
selectable DIP switches.
* Stats/Setup needs PORT_TOGGLE.
* Maximum Bet, Reels Speed, Payout Type, Coin-In Timeout DIP switches.
* Key In input.
* Identified Button Lockout input, all the Holds, Big, Low.
* Identified all the Coin-In and Change lines, WT RXD & COUT RTS lines.
Added other active lines.
* Marked as unknown the $d801 port lines. They seem unused.
* Marked as unknown also the $d802 port lines.
* Standardization of all active inputs.
* PORT_DIPLOCATION for the first bank of DIP switches.
* Second DIP switches bank: Coin A coinage, Coin B coinage and Credits per
Bill, plus diplocations.
* Third DIP switches bank: Denomination and Progressive Sign, plus
diplocations.
* 4th DIP switches bank: Button Lockout and Lockout Polarity, Printer
Type, plus diplocations. Added notes about 1 active line.
* Unknown DIP switches and diplocations.

-Continuing work to move object initialization from start to
constructor. Removed family_t. All of this can be determined at
runtime from object as well. As part of this, the "template" to write
devices has changed. Converted a number of devices to use the new
template. [Couriersud]

-All netlist devices now follow new syntax. Removed dead code. All sub
devices are now forced to be initialized in the constructor. Device
setup now completely in constructor. Removed start call. [Couriersud]

-apple2c updates: [R. Belmont]
* Writing to VBLDIS also lowers the VBL IRQ if it's active
* Support for "Mockingboard4C" add-on by request of French Touch

-Change SMS/GG master clocks to match service manuals. [Enik]

-Fix TH handling and audio control of the SMSJ, based on Charles' findings. [Enik]

-ti99: New per-chip system ROMs; fixed gromemu and mbx cartridge types,
multi-cart extender now allows cartridge switch without emulator reset
[Michael Zapf]

-Corrected ROM filenames for holeland.zip, enabled SPO256 to resolve missing
speech, verified and measures all the clocks - updated comments at the top
re: remaining priority issue. Fixed MT Bug #06218 [system11, Osso]

-unixpc: switched to bankdev, started filling out the skeleton [R. Belmont]

-gamecom: all but 2 games are now working [Robbbert]

-pockchal: renamed the system to "Pocket Challenge W" as documented on
Jpn Wikipedia, renamed accordingly the software list [Fabio Priuli]

-Added software list for Saturn Video CD carts, to preserve dumps made
by zyrobs in 2013/2014. The carts cannot currently be used in the
driver, but at least dumps won't be lost. [Fabio Priuli]

-aristmk6.cpp: Added proper descriptions to most sets and removed a few
duplicated sets. [Heihachi_73]

-pockchalw.xml: added more dumps [TeamEurope]

-pockchalw.xml: added proper info and PCB documentation (the latter
courtesy of TeamEurope pictures) [Fabio Priuli]

-gameking.xml: Added six new dumps. [TeamEurope]

-spc1500.cpp: added a cassette software list with some images, courtesy
of Anna Wu [Fabio Priuli]

-Added tons of Thomson software to softlists. [Reagan Roush]

-apple2: update software list to include 4am clean cracks A-L as of
Sep. 2015 [R. Belmont, B2K24]

-gameboy.xml: Finally started documenting Game Boy PCBs, based on
no-intro and Tauwasser's pictures [Fabio Priuli]

-gba.cpp: Added preliminary support for the 3D Matrix Memory Controller
used by 64MB video cartridges. Disney Collection 2 works, while other
dumps still fail (possibly due to reason unrelated to the mapper
emulation...) [Fabio Priuli]

-emumem: Get rid of the install_* return value [O. Galibert]

-UML: Added TZCNT instruction (Trailing Zero Count) [Ville Linde]

-ti99_cart: Updated softlist to per-chip dumps; removed some broken dumps
[Michael Zapf]

-r9751.xml: Add CBX 9005.2.79 software [Brandon Munger]

-r9751: Fix race condition in PDC device. Multi disk load now possible.
[Brandon Munger]

-DirectInput8: Correct joystick polling methods to better support older
joysticks which previously only worked with DirectInput7 [Quench]


New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Metal Freezer [Arcade Addict, Smitdogg, The Dumping Union, Angelo Salese]
Crossed Swords 2 (bootleg of CD version) [David Haywood]
Math Marvel [hap, Sean Riddle]
Iowa Premium Player (2131-21, U5-1) [Brian Troha, The Dumping Union]
Idol Mahjong Final Romance 2 (bootleg of CD version) [Robbbert]


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
X-Men Vs. Street Fighter (Japan 961023)
Extermination (US, Romstar) [farzeno]
The J.League 1994 (Japan, Rev A) [Alex Cmaylo]
Pit Fighter Rev 2 [R. Coltrane, Lord Nightmare, Sean Sutton, Smitdogg, The Dumping Union]
Triki Triki (Lover Boy bootleg) [Rafael Alonso (from ARCADE VINTAGE)]
Street Fight (Germany - Benelux) [caius]
Mercenario (Commando bootleg) [Rockman]
Hyper Street Fighter II: The Anniversary Edition (Japan 040202) [ShouTime]
Champion League (v220I, dual program, set 1) [Roberto Fresca, f205v]
Champion League (v220I, dual program, set 2) [Roberto Fresca, f205v]
Holeland (set 2) [AUMAP]
New Lucky 8 Lines / New Super 8 Lines (W-4, Lucky97 HW) [Roberto Fresca, Ioannis Bampoulas]
Shogun Warriors (Korea?) [TeamEurope, Ryan Holtz, The Dumping Union]
Rage of the Dragons (NGH-2640?)


New machines marked as NOT_WORKING
----------------------------------
Force Computers ISCSI-1 VME board [Joakim Larsson Edstrom]
Master's Golf [MooglyGuy, ShouTime]
Microbee Premium Plus [Robbbert]
IBM3153 Terminal [Robbbert]
Road Burners (ver 1.04) [ShouTime]
Flaming 7 - Hollywood Nights [Roberto Fresca, Ioannis Bampoulas]
Sharp PC-G815 [Robbbert]
Electronic Battleship [hap, Sean Riddle]
House of the Dead 4 (Export) (Rev B) [Layer]


Notable New WORKING software list additions
-------------------------------------------
pce_tourvision.xml: Cyber Core, Download, Vigilante [system11]
nes.xml: Venice Beach Volleyball (Gluk Video) [sewave]
nes.xml: Happily Ever After [Sean McGee, NintendoPlayer]
megadriv.xml: Sega Channel (Jpn), two revisions [Kiddo Cabbusses, RetroJunkie]
m5_cart.xml: Dream Shopper [Ola Andersson]


http://www.mamedev.org
 



    Sunday, May 22, 2016
Cemu v1.5.0 released!

Cemu - Wii U emulator - Highly experimental software to emulate Wii U applications on PC


New enhanced controller configuration menu and emulation
Improved shader emulation and graphic bugfixes
Improved sound emulation
Reduced VRAM usage
Small bugfixes and changes


http://cemu.info/
 



    Friday, May 20, 2016
Raine v0.64.13 released!

RAINE is an Emulator for Arcade games. Raine is a M68000 and M68020 arcade game emulator. Raine emulates some M68000 and M68020 arcade games and is mainly focused on Taito and Jaleco games hardware. It started as an experiment with the Rainbow Islands romset, dumped by Aracorn/Romlist. Raine can emulate many nice games now, and new games (previously unemulated) are appearing weekly.

Raine v0.64.13 Changelog:



These are only fixes, and some quite serious :
- all the neocd games which loaded some data during the game were broken because of a fix for garou (neogeo). Yeah it's quite big, I didn't play any neocd game in 2 months, I really needed a break there !
- Gui : windows doesn't need a colour depth change anymore, and the mode changes should be invisible
- while cleaning up the taito f2 driver (yeah very old stuff, never completely finished), I noticed you couldn't access the pulirula dipswitches, so it's fixed too.


http://raine.1emulation.com
 



    Thursday, May 19, 2016
Wine v1.9.10 released!

Wine is a project to allow a PC running a Unix-like operating system and the X Window System to run x86 programs for Microsoft Windows. Alternately, those wishing to port a Windows application to a Unix-like system can compile it against the Wine libraries.

Wine v1.9.10 Changelog:



* High resolution ("Retina") rendering option on Mac OS X.
* More compatible directory enumeration.
* A number of C++ runtime fixes.
* Video output improvements.
* Various bug fixes.


https://www.winehq.org
 

Raine v0.64.12 released!

RAINE is an Emulator for Arcade games. Raine is a M68000 and M68020 arcade game emulator. Raine emulates some M68000 and M68020 arcade games and is mainly focused on Taito and Jaleco games hardware. It started as an experiment with the Rainbow Islands romset, dumped by Aracorn/Romlist. Raine can emulate many nice games now, and new games (previously unemulated) are appearing weekly.

Raine v0.64.12 Changelog:



I finally got curious about this bug and actually took the time to read the output of raine when the shaders didn't work with the new nvidia drivers, and there was actually something weird to read ! It was all because there was a bug in nvidia drivers <= version 355.11 which made them to return a buffer of 1 byte for the info log of the shader program when there was nothing to report ! I made a workaround for this and totally forgot about it, but it failed when nvidia fixed this and now the buffer has correctly 0 bytes when nothing to report... !!! Anyway it means shaders now work correctly for any nvidia drivers, and it could probably affect some other video cards as well. Those not using shaders don't need to update, this 0.64.12 only fixes shaders, and the fix is very short !


http://raine.1emulation.com
 



    Monday, May 16, 2016
AIPC v0.1.38.2 released!

AIPC(Apple in PC) is an Apple //e computer emulator for Windows. AIPC is open source under GPL and free to use.

AIPC Features include:



* Emulates Apple //e enhanced computer
* Mockingboard and/or PHASOR card support
* Mouse Interface card support
* Disk II card with disk image (DSK, DO, PO, NIB, 2MG images supported)
* Mass storage (HDV, 2MG images supported)
* Joystick with NumPad or PC Joystick
* Various screen mode: Full screen, 2x mode, Scan line, Color/Mono/Green/Custom colors
* NTSC color approximation
* Save and restore running status


https://github.com/sosaria7/appleinpc
 

Xebra 20160512 released!

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

Xebra (2016/05/12) Changelog:



-FIX: because there was a piece in binary conversion data associated with self-modifying disabling more than necessary.
Made in setting the coefficient of axial controller [Rate] 0, [Base], [Rate] to calculate.
-The base address is shown in the Show Values.


http://drhell.web.fc2.com/ps1/index.html
 

SSF Test Version 20160515 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 (2016/05/15) Changelog:



Fix GPU rendering when Sonic JAM and some software to change the display.


http://www.geocities.jp/mj3kj8o5/ssf/
 



    Tuesday, May 10, 2016
SSF Test Version 20160506 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.

Changelog translated thanks to Wartogh:


High resolution screen has been fixed a bug that does not display properly in the AVX version


http://www.geocities.jp/mj3kj8o5/ssf/
 

Hosx64 v1.0.8.9 released!

Hoxs64 is a Commodore 64 emulator for Microsoft Windows 2K/XP/Vista. The emulator substantially reproduces this legacy machine in minute detail

Hoxs64 v1.0.8.9 Changelog:



1) Fix VIC where a write to the raster compare register was causing a raster IRQ to occur one clock too soon.
This fixes "Vandalism News #64" http://csdb.dk/release/?id=138976 reported by iAN CooG/HokutoForce.


http://www.hoxs64.net
 

Cemu v1.4.2 released!

Cemu is a Nintendo Wii U emulator that runs commercial games. At present the controller is locked to using the GamePad via keyboard and there is no sound support.

Quick facts:



* Added shader cache (reduces stutter after repeated sessions)
* New texture loader (reduces stutter)
* Added region and language selection
* Generally improved compatibility in multiple ways
* Various smaller changes


http://cemu.info
 



    Sunday, May 08, 2016
no$gba v2.8c released!

07 May 2016 - no$gba version 2.8c



- webpage: added some dev forum links (http://4dsbrew.org and http://gbadev.org)
- help: added "us" to known dsi-regions (including its countries and languages)
- dsi: re-ordered wram as C-then-B (fixes 3780000h boundary issue on us/sysmenu)
- dsi/wifi/help: added specs for WMI commands/events (and for BMI boot-commands)
- dsi/sdmmc/help: added sd/mmc state info (specs when/which command can be used)
- dsi/softreset: allows rebooting dsi firmware via NUM-* (reinit DSi registers)
- dsi: can boot NDS games from within DSi mode (tweaks non4MB via fake_scfg_ext)
- dsi: supports NDS-backwards-compatibility-touchscreen mode (for NDS games)
- dsi: supports NDS-bios-mapping in DSi mode (for NDS games booted via sysmenu)
- dsi: supports firmware-coldboot (when bios_intro enabled with nds_mode=DSi)
- dsi: bugfixed jumps in new wram via addr_code_table (fixes many DSi problems)
- dsi/help: added DSi Atheros Wifi I2C EEPROM info (access and partial content)
- debug/gui: fixed system colors used for cpu-flag checkboxes (swapped red/blue)
- dsi/help: added notes on dumping wifi bios, and on dumping dsi keys from 3ds
- dsi/help: added flipnote fileformat, added notes on shared2000 file
- nds7: emulates disabled bios area being FFh-filled (define_nds7_bios_rom)
- aes: forces instant completion on aes-body-len-zero (boot sysflaw via sysmenu)
- sdio/wifi: initializes 0500458h to ZERO (indicating not firmware yet uploaded)
- dsi/bugfix: moved "sdmmc_try_drain_write_buffer" after status/state handling
- dsi: wifi init mimmicked good enough to run bootcode without WLFIRM 2 error
- dsi/sdmmc: supports card_irq
- dsi/i2c: omits ACK response on non-existing devices (especially A0h/E0h cams)
- dsi/misc: omits arm7 warning on 4004001h access, sets DSi flag in cart.chip.id
- dsi: emulates SCFG_MC register (else hangs after starting a game in bootmenu)
- xtensa: auto-resolves special registers mov opcodes to symbolic sfr_xxx names
- dsi/loader: supports loading AR60xxG.rom (for disass at atheros:8E0000h)
- dsi/mapping: supports MBK mapping to TEAK memory space (for teak disassembler)
- dsi/sdmmc: supports WRITE_MULTIPLE command (requires eMMC image with CID+ID)
- dsi: supports 32bit 4004D00h read, and more 16bit/32bit access for other ports
- dsi/jpeg/help: added notes on computing jpeg/exif MAC signatures (via AES-CCM)
- dsi/sdmmc: emulates fifo16/fifo32, irq-edge-triggering, fixed bits, etc.
- dsi/help: added lots of details on sd/mmc/sdio controller's I/O ports
- dsi/help: updated dsi exploits chapter (notes on resurrected dsiware hax, etc)
- dsi/help: addded teak instruction set specs (encoding, syntax, params)
- dsi/help: added atheros/wifi registers specs (for sdio side and xtensa side)
- dsi/debug: added teaklite II disassembler (see menubar, window, teak)
- dsi/wifi/debug: added xtensa disassembler (see menubar, window, atheros)
- dsi/wifi/help: added xtensa/cpu instruction set and xtensa/cpu register map
- dsi/sdio: partial sdio/atheros simulation (passing most of "PRE-AUTH" phase)
- dsi/help: added sdio specs (cmd52/cmd53 and cccr, fbr, cia areas)
- dsi/boot: fixed initialization of emmc-info in main ram
- dsi/help: added various details (initial ram, etc.)
- nds/debug: optional IPC fifo send/recv logging (in tty debug message window)
- dsi/bptwl: supports writing BPTWL registers (except invalid/readonly ones)
- debug/tty: displays sd/mmc command names, and resolves sdio func:addr's
- debug: accepts mirror of 3800000h at 3FF0000h without warning (common on dsi)
- dsi/help: details on tmd, tickets, and big-endian aes-cbc decryption


http://problemkaputt.de/gba.htm
 



    Wednesday, May 04, 2016
WinKawasks v1.65 released!

WinKawaks is the best arcade game emulator for Capcom and NeoGeo games.

WinKawaks v1.65 Changelog:



* New drivers:
- Metal Slug 2: Super Vehicle-001/II Turbo (hack)
- Last Resort (Prototype)
- Crossed Swords 2 (NEO CD conversion)
- Dragons' Heaven (early Prototype, not fully playable)
- Rage of the Dragons (set 2)

- Street Fighter Alpha 3 (US 980616 sample)
- X-Men Vs. Street Fighter (Japan 961023)
- Ring of Destruction: Slammasters II (Hispanic 940902)
- Super Street Fighter II Turbo (Hispanic 940223)

- Varth - Operation Thunderstorm (Japan Resale Ver. 920714)
- Final Fight (US 900424)
- Forgotten Worlds (World newer)

* Added missing ROM into fightfeva.
* Changed xmvsfur2 ROM names to match MAME 0164.
* Fixed 'The King of Fighters 2003 (set2)' graphics not rendering correctly.


http://cps2shock.emu-france.info
 

RetroArch v1.3.4 released!

RetroArch is a multi-system emulator for Linux, Windows, Mac OS X and *BSD. It is formerly known as SSNES. Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.

Currently there are libretro implementations for systems such as SNES, NES, GBA, GB/GBC, Genesis, and even arcade games (Final Burn Alpha).

libretro isn't only usable for emulators. A preliminary port of an open source reimplementation of Cave Story has been ported to libretro as well.

RetroArch believes in modularity. The application itself is a command-line driven application suitable for HTPC and/or headless use. There also exists a GUI frontend for RetroArch, supporting every single config option available in RetroArch.

RetroArch v1.3.4 Changelog:



* (Android) An important bug got fixed that prevented two buttons from being toggled at the same time. This should help with arcade games a lot.
* (Android) Devices which qualify as a games console (like the Nvidia Shield Tablet/Console) will boot into the XMB menu driver instead of the default touch-oriented GUI instead.
* (Mac OS X) Library / Application Support / RetroArch is used for storing configuration files now like it was in the past. Sorry about this inconvenience in the past version.
* (Vulkan / Windows) Should be usable on Windows now.
* Arcade games can be scanned now for FBA and MAME cores.


http://www.libretro.com
 

Phoenix v2.6 released!

Phoenix is the all-new emulator 3DO that the developer developed over 6 years, the emulator has nothing to freedo.

Phoenix v2.6 Changelog:



1.Added emulation of consoles ColecoVision
2.Videozapisi passes (you can boot from the frame rewrite the record end - rewind and continue recording)
3.Nastroyka video compression is conducted through a period of keyframe (more often - the more space is required)
4.Ispravlen bug kvikseyvah leads to incorrect determination of 3DO-disk size after recovery
5.Pererabotan main application cycle (should improve the synchronization of audio and video series)
6.Dorabotan sight (sight on the game screen, instead of the cursor and the frame dropping is disabled for the sights from the input settings)
7.Rasshirenie background color beyond the frame (can be disabled)
8.Bordyury according sweep (can be disabled)


system Requirements:
P3, 128mb, windows xp/vista/7

ITS IN RUSSIAN LANGUAGE but you can figure it out. Easy!

http://www.arts-union.ru/node/23
 



    Sunday, May 01, 2016
Ootake v2.78 released!

Ootake is a PC Engine emulator for Windows. Ootake is the most frequently updated PC Engine emulator available for windows, and Ootake is also one of the more complete. Also, Ootake is FREE unlike Magic Engine.

Ootake v2.78 changelog:


- Image quality setting of "Screen -> Mode" menu has been added(changed)
some quality selection. Along with this, "TV Mode (Ctrl + F11)" menu and
"Setting -> Screen -> Setting Direct3D" menu has been removed.
The following is a picture quality that can be selected.

Special Scanlined The scanning line is put in the screen on lengthwise
and crosswise. Neither burr (jaggy) nor scumble stands
out when the screen is expanded. It is easy to see the
string and the character.
TV Scanlined The horizontal scanning lines are put on the screen.
And a few shadeing off is put. As a result, the
atmosphere of a real machine that outputs the video to
the television is reproduced. - Processing lightens
because the enlargement processing is done with
hardware. It is likely not to be reproduced well
according to the kind of the video card.
Horizontal
Scanlined The horizontal scanning lines are put on the screen.
Horizontal This is a sharp screen than "Horizontal Scanlined".
Scanlined 2 Jagged exists.
Horizontal This is a sharp screen than "Horizontal Scanlined 2".
Scanlined 3 Jagged exists.
Horizontal This is the mode for speed priority. It is a sharp
Scanlined F screen, but the jagged exists. - Processing lightens
because the enlargement processing is done with
hardware.
Non-Scanlined This is a screen display that doesn't put the scanning
line.
Non-Scanlined 2 This is a sharp screen than "Non-Scanlined".
Non-Scanlined TV This is a smooth screen than "Non-Scanlined".
- Additionally, a detailed part has been improved and corrected.


http://www.ouma.jp/ootake/
 



    Saturday, April 30, 2016
SSF Test Version 20160429 released!

Changelog thanks to Wartogh translated:


removed the implementation of bi-linear filtering and shader compiler DLL loading


http://www.geocities.jp/mj3kj8o5/ssf/
 

MAME v0.173 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.

What's news in MAME v0.172:



MAMETesters Bugs Fixed
----------------------
- 04965: [Interface] Games with no screen produce no "final.png" with -STR (Osso)
- 04919: [Flip Screen/Cocktail] (dynduke.c) All sets in dynduke.c: Most of background
missing on Flip Screen (Osso)
- 06181: [Documentation] (vicdual.c) tranqgun: The correct description is
"Tranquillizer Gun" (M.A.S.H.)
- 06170: [Compiling] OpenMP: OpenMP-enabled builds of MAME 0.172 fail to compile (Jind?ich Makovi?ka)
- 05897: [Misc.] (hornet.c) gradius4: "MASK ROM CHECK" in service mode fails (Ville Linde)
- 06176: [Crash/Freeze] (ksys573.c) All sets in ksys573.c using CD: Unable to boot (crazyc)
- 06019: [Interface] Wrong default bios outputted with -listxml command. (dankan1890)
- 06174: [DIP/Input] (twincobr.c) fshark, skyshark, hishouza, tp84, tp84a, tp84b: Dipswitch info
- 01792: [DIP/Input] (subsino2.c) bishjan: Keyboard mode does not work (Luca Elia)
- 06175: [Misc.] (apple2.c) apple2jp: Ctrl-T = Inverse kana ? (R. Belmont)
- 06182: [Core] (cgenie.c) All sets in cgenie.cpp: Crashing upon starting! (Fabio Priuli)
- 06163: [Misc.] (apple2e.c) apple2e: XPS Diagnostic IIe test failed! (R. Belmont)
- 06074: [DIP/Input] (glasgow.c) glasgow: Mouse no longer able to move chess pieces (Robbbert)
- 06173: [Core] All software saving SRAM: Software loaded outside of software list
(e.g. -cart PATH_TO_ROM) fails to save SRAM (dankan1890)
- 06172: [DIP/Input] (sms.c) Default input mapping for two paddle devices causes a conflict (AJR)
- 06178: [Crash/Freeze] liblrabl: Reset during second loop of attract mode. (Angelo Salese)

Source Changes
--------------
-new Android icon images [JacKc]

-Compressed internal layouts [David Haywood]

-TMS5220/5110 merge Part 1 [Lord Nightmare]

-Crystal Colours (Ver 1.02): Added default NVRAM. Also added more
technical notes [Roberto Fresca]

-Added dedicated inputs for both Crystals Colours sets. Also added more
technical notes. [Roberto Fresca]

-Iterate over core classes C++11 style [AJR]

-borrow string processing code from ui.cpp so that £ works in layouts
(using UTF-8 encoding at least) [David Haywood]

-updated sc4fd7tha.lay with UTF8 encoding of £ sign [Krick]

-Recognize the full range of controller inputs [AJR]

-redump leapstertv [Team Europe]

-Initial Catalan translation [jmallach]

-naomi.c: add Derby Owners II protection key [MetalliC]

-Reduce the incidence of required_device in subdevices [AJR]

-UML: Added FCOPYI and ICOPYF instructions to pass raw data between
integer and floating-point registers. [Ville Linde]

-mips3: Fix behavior for 32/64 bit mode floating point register
aliasing.[Happy]

-Magic10 driver: Added technical notes, game status, defined clocks,
fixed inaccurate notes, and some driver cleanups. [Roberto Fresca]

-screen: svg rendering from inside the rom. [O. Galibert]

-Updated Portuguese (Brazil) [Ashura-X]

-luaengine: add plugin options menu [Carl]

-Major Havoc: Updated Gamma CPU address decoding/mirroring from the
schematic [Lord Nightmare]

-FB01: fix ROM label to match actual chip [anonymous]

-Magic Crystals: Improve ROM labeling for Japan set based on PCB
picture, and noted that the Japan set we have is revision 2, but a
revision 0 exists, undumped [Lord Nightmare]

-TMS5220: add a 'combined rs/ws write' function for systems which
require both pins to change at exactly the same time and not to reset
the chip. [Lord Nightmare]

-Revert software-installed slot/image options when changing software [AJR]
Remove emu.h's stealth include of emuopts.h through mconfig.h;
reduce dependency on emuopts.h in other headers and source files.
MCFG_CPU_FORCE_NO_DRC is now a CPU configuration parameter rather than
a global one; it still works to override the -drc option setting.

-fix some missing gfx in bbusters / mechatt [dink]

-Make overscan on integer scaled targets optional (add option -intoverscan). [Calamity]

-luaengine: direct and region accessors [Carl]

-This one documents what I think is a real bug of the Japanese game
Sports Pad Soccer: part of the player 2 input is read from player 1
input instead. Also, reorganized code of the Japanese Sports
Pad controller device and replace some PORT_CUSTOM/PORT_CHANGED
callbacks with PORT_READ_LINE/PORT_WRITE_LINE. [Enik]

-Add experimental cheat lua plugin [Carl]

-Improvements to tape driver of hp9845b [F. Ulivi]

-info.cpp: Improved documentation of input devices in the -listxml
output, since having just a generic 'number of buttons' is rather
pointless in the context of home systems with configurable controllers
(being them keyboards, keypads or joypads). Now the various
controllers are listed separately with the number of buttons they
have. Frontend authors who relied on the "buttons" attribute of the
input node for any kind of filter shall now scan all available
controllers and take the maximum among their "buttons" attribute
(possibly discarding keyboards and keypads if they want) to recover
the old value. [Fabio Priuli]

-info.cpp: Started to acknowledge PORT_16WAY inputs in -lx, since they
were reported as 8-ways so far. [Fabio Priuli]

-Devfind revision phase 1, cleaning out some legacy stuff [AJR]
* Eliminate the cached device_t::m_region pointer and its region()
getter method. Devices that need to bind to a region with the same
tag should use optional/required_memory_region or
optional/required_region_ptr with DEVICE_SELF as the subtag; this
improves error checking. (DEVICE_SELF has been moved to device.h
for greater visibility in the source.)
* Allow required/optional_region_ptr to specify a specific length
which must match that of the region found.
* Implement finder_base::finder_tag() getter for diagnostic purposes.
* Perform some (not very efficient) validity checks on memory region
finders instead of allowing them to automatically pass.
* Privatize device_memory_interface::m_addrspace.

-Magic 10 driver: Added technical notes and a missing PLD dump. [f205v]

-Added m62(kidniki) to nl.lua. Started some experiments around parallel
solving of linear equations. This code is not active. Fix kidniki
audio performance. [Couriersud]

-plugins/timer: add sample plugin for game time [Carl]

-info.cpp: first attempt to fix the longstanding issue about inputs
owned by devices being always tagged as P1 inputs in -lx.
[Fabio Priuli]

-plugins/cheatfind: start lua cheat finder library [Carl]

-apple2: Additional work on the PC Transporter [Peter Ferrie, R. Belmont]

-Basic TCP server based on libuv [Inaki Baz Castillo,Miodrag Milanovic]

-intv: Converted controller inputs to be slot devices. [Fabio Priuli]

-intvecs: Converted hand controllers, keyboard and synth to be slot
devices, by using a temporary hack to workaround the impossibility to
plug the same device into 2 different slots as these keyboard require.
[Fabio Priuli]

-Skeleton implementation for Universal windows main app classes. [Brad Hughes]

-String Translate for Chinese (Traditional / Simplified) [YuiFAN]

-diimage.cpp: Allow image devices to be configured with a fixed (not
user selectable) piece of software and updated a few options and menu
to acknowledge such possibility. [Fabio Priuli]

-macs.cpp: Converted to use generic cartslot with fixed software
configuration. Cleaned up loading and banking systems in the driver as
a result. [Fabio Priuli]

-Added extra bit as delay between bytes to make 1 stop bit work [Joakim Larsson]

-apple2: Further PC Transporter work. V30 now boots. [Peter Ferrie, R. Belmont]

-mips3: Fixed DMULT and DMULTU in both interpreter and DRC modes. [marathonman]

-ng_aes.cpp: converted AES controllers to work through slot devices.
Also, separated more clearly the CD component by the base unit.
[Fabio Priuli]

-am9517: add clone with the non-standard mask behavior of the PC
Transporter ASIC [Carl, R. Belmont]

-apple2: updated PC Transporter to use alternate DMAC emulation & fixed
V30 clock. [Peter Ferrie, R. Belmont]

-apple2: PC Transporter: halt V30 properly on startup, XT has 8-bit
ISA, improved 6502 CGA framebuffer writes. [R. Belmont]

-screen: Fix alpha handling, cdkong looks good now [O. Galibert]

-bgfx: Add data-driven render target clearing [Ryan Holtz]

-Significant speed improvement:
* added a new solver using compressed row format
* fixed sorting
As a result, netlist performance on kidniki nearly doubled. The
performance increase is mainly due to the fact that sorting decreases
the number of operations for gaussian elimination of the kidniki
matrix from ~7800 to 707. In addition, compressed row format improves
L1 usage. [Couriersud]

-Eliminate device_t::static_config, a type-unsafe legacy feature. [AJR]

*Rewrite or remove every last instance of MCFG_DEVICE_CONFIG and its
two aliases, including within comments and dead code.

*Make the Z80/Z180 daisy chain an interface that interfaces with the
existing interface. Z8000 has been hooked up to this as well (p8000_16
already configures it), but currently does nothing with it.

-mips3: Fixed interpreter bug where BADCOP exceptions would execute the
faulting opcode twice. [Ryan Holtz]

-Update strings.po [aviloria]

-Update German GUI translation [rootfather]

-Added ImGui based debugger. [Barry Rodewald]

-apple2e: fix C800 internal ROM reading [R. Belmont]

-New PlayChoice-10 BIOS (Single Screen, Freeplay fix, Newer?) [Firehawke]

-apple2: fixed inverse text drawing. [R. Belmont]

-Added HQ2x, HQ3x and HQ4x shaders. [MooglyGuy,Jules Blok,Cameron Zemek,Maxim Stepin]

-soft is hard and hard is soft. Two is one and one is two. No wonder
"-video accel" has substandard performance if opengl is disabled.
[Couriersud]

-These init calls all returned false. No need for a return value in
this case. [Couriersud]

-Iterate over devices C++11 style [AJR]

Replace the old device_iterator and its specialized versions with
functionally equivalent classes that use standard operators to yield
references to devices/interfaces rather than pointers. With
range-based for loops, they no longer have to be stored in named
variables, though they can also be reused concurrently since the
iteration state is now maintained by a subclass.
Add a few more typical getters to device_t::subdevice_list.

-bgfx: Added SuperEagle shader. [Ryan Holtz]

-Refactored distortion pass [ImJezze]
* separated curvature parameter into distortion, cubic_distortion and
distort_corner
* distortion and cubic_distortion can be negative, to compensate each
other
* distort_corner is intependent from the image distortion

-neogeo: reworked inputs to work through the slot device interface. you
can now configure the 15-pin ports available in the multicart driver
(neogeo) with the -crtl1 and -ctrl2 options. Thus, if you want to launch
janshin in neogeo with the mahjong control panel you shall now prescribe
-edge "" -ctrl1 mahjong
and set accordingly the dipswitch (the first option disables inputs
from the edge connector). When you run single game drivers (e.g. mslug,
or kof94, etc.), instead, a unique controller is available and cannot
be modified. In particular, the janshin driver already comes
pre-configured in the proper way. [Fabio Priuli]

-Refactor OSD window. [Brad Hughes]
Unified renderer in osd_window as std::unique_ptr
Made windows all std::shared_ptr Made window lists
std::list> Updated OSD SDL worker_param
to not use malloc (not compatible with smart pointers) Made renderer
pointer to window a weak reference. May not be available during
destruction of the window.

-Alta Tensione: Added technical notes, game status, and patched the
boot protection. [Roberto Fresca]

-Split UI and frontend part from core [Miodrag Milanovic]

-Implemented dynamic loading of precompiled solver code. [Couriersud]

-saturn.cpp: converted controllers to work through slot devices,
cleaning up the related code. [Fabio Priuli]

-saturn.cpp: Added support for SegaTap adapter (4 controllers) and
Sega Multitap adapter (6 controllers). Saturn Bomberman can now be
played as intended. [Fabio Priuli]

-softlist.cpp: add support for "rom_ignore". [Fabio Priuli]

-itgambl2.cpp driver: Added technical notes and some clean-ups
[Roberto Fresca]

-apple2: fixed Apple II J-Plus text drawing, and updated notes
[R. Belmont]

-r9751: add more floppy debugging and fix DMA masking
[Brandon Munger]

-ioport.cpp: extended core input to support up to 10 players.
[Fabio Priuli]

-dumped Dreamcast bios MPR-21933, confirmed match MPR-21931 [CoolMod]

-sf.c: does not have COIN3, and protection MCU on sfj is an i8751 [Yu]

-cgenie.cpp: expanded .cas support so that also files created by
Genieous emulator can be loaded. [Fabio Priuli]

-Added "selection" parameter to chain input sampler [ImJezze]
* if specified all textures (.png) within the same directoy of the
given texture will be selectable via slider in the UI
* also added slider for "shadow mask tile mode" to HLSL chain

-bgfx: Ported xBR shaders from libretro. [Ryan Holtz, Hyllian]

-Archive handling improvements [Vas Crabb]
* Improve error handling in 7zip file I/O code
* Fix reading 7zip files >=4GB on LP32/LLP64 targets
* Update to LZMA SDK to 15.14, supports new 7zip features
* Stop relying on local hacks to LZMA SDK
* Support most ZIP64 features excluding directory compression
* Support LZMA-compressed files in ZIP archives
* Support Info-ZIP UTF-8 file name fields
* Fix phantom files/directories when browsing archives
* Report archive handling errors

-Update to expat 2.1.1 for security and bug fixes [Vas Crabb]

-xboxchihiro: usb is now partially usable [Samuele Zannoli]
* control,bulk,interrupt transfers work
* started hle simulation of usb devices on chihiro baseboard
* there is a first implementation of xbox game controller
* the chihiro bios can now enter system configuration menu

-hp9845: added capabilty to load option ROMs [F. Ulivi]

-ti99: Several code changes [Michael Zapf]
* GROMs with clock input line and improved timing behavior
* TMS9928A delivers GROMCLK if configured
* TI-99/8 mainboard: implemented custom chips (vaquerro,
mofetta, amigo) for low-level emulation
* fixed HOLD feature of TMS9995
* moved v9938 from console to EVPC where it belongs, dropped videowrp,
* fixed issues with paged37x cartridges
* fixed issues with Horizon Ramdisk

-n64: Do SI dma transfer after delay, not before [Happy]

-tourvis.cpp: changed to use Software Lists, trimmed all ROMs to
correct sizes, confirming that the majority match exactly the
PCE roms (only 3 differ, Gomola Speed which could be an alt
revision, R-Type II which has been hacked, and Be Ball where there
is an unknown single byte change. [David Haywood]


New machines added or promoted from NOT_WORKING status
------------------------------------------------------
New 2001 (Italy, Ver. 2.00N) [f205v]
Ultraman Monster Battle [hap, Kevin Horton, Rik]
Crystals Colours (Ver 1.02) [Roberto Fresca, f205v]
Android (newer build?) [Chris Hardy]
Fidelity Sensory Chess Challenger 9 [hap, Berger]
Dragon's Heaven (development board) [Brian Hargrove]
Tiny Toon Adventures (prototype) (PlayChoice-10) [Tony Swann]
Tiger Copy Cat (2 versions) [hap, Sean Riddle]
Sushi Bar [colour thief, Ryan Holtz, Smitdogg, JordanRom, Mucci, F. Marsaud,
King Hanco, Sonic, B. Munger, R. Gatto, Bigster, Dullaron, Brizzo, Shoutime,
MetalliC, The Dumping Union]
Touch & Go (Korea, unprotected) [system11]
Pokonyan (Japan 940322) [sylphia]
Last Hope (bootleg AES to MVS conversion, no coin support)


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Operation Wolf (Japan, prototype) [caius]
Majestic Twelve - The Space Invaders Part IV (US)
[Artemio Urbina, The Dumping Union]
Kamikaze (Potomac Games) [Blair Quinney]
Major Title 2 (World, set 2) [Porchy]
Atomic Robo-kid (set 2) [Alex Cmaylo]
Beast Busters (Japan, Version 2) [ShouTime]
Mystic Warriors (ver AAB) [Bill D / The Dumping Union]
Raiden DX (Japan, set 2) [Alex Cmaylo]
Vs. Excitebike (set EB4-3 E) [Matt Osborn]
Spelling B (1979 version) [hap, Sean Riddle]
Dragon Saber (World, DO2) [Layer from jammaplus]
1945k III (older, OPCX1 PCB) [system11]
Bestri (Korea, set 2) [system11]
DoDonPachi Dai-Ou-Jou (2002.10.07 Black Ver., bootleg Knights of Valour Super Heroes conversion)
Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver., bootleg cartridge conversion)
Espgaluda (2003/10/15 Master Ver, bootleg cartridge conversion)
Champion Number (V0.67) [Roberto Fresca, f205v]
Unitron 1024 [Felipe Sanches]


New machines marked as NOT_WORKING
----------------------------------
Konami Gradius (handheld) [hap, Sean Riddle]
Luna Park (ver. 1.2) [Roberto Fresca, f205v]
Jungle (VI3.02) [f205v]
Konami Lone Ranger (handheld) [hap, Sean Riddle]
Sonik Fighter (encrypted) [Roberto Fresca, Ioannis Bampoulas]
Fidelity Phantom [hap, Lord Nightmare]
Alta Tensione (ver. 2.01a) [Roberto Fresca, f205v]
Euro Double Star Record (ver.1.2) [Roberto Fresca, f205v]
Nu, pogodi! [hap, Igor]
Print Club 2 2000 Summer [Bill D, The Dumping Union]
Print Club 2 Kobe Luminaire '99 (Print Club Custom 3) (J 991203 V1.000) [Ryan Holtz, Bill D, The Dumping Union]
Print Club 2 Vol. 6 Winter (J 970121 V1.200) [Ryan Holtz, Bill D, The Dumping Union]
Print Club 2 Vol. 8 Summer (J 970616 V1.100) [Ryan Holtz, Bill D, The Dumping Union]
Print Club 2 Vol. 9 Autumn (J V1.100) [Ryan Holtz, Bill D, The Dumping Union]
Print Club Winnie-the-Pooh Vol. 2 (J 971218 V1.000) [Ryan Holtz, Bill D, The Dumping Union]
Print Club Winnie-the-Pooh Vol. 3 (J 980406 V1.000) [Ryan Holtz, Bill D, The Dumping Union]
Various Aristocrat MK5 and MK6 sets
Polaroid Instant Memories [Alex Cmaylo]

New clones marked as NOT_WORKING
--------------------------------
Wonder Boy (system 2, set 2, 315-5176) [Silvio Grazini]


New WORKING software list additions
-----------------------------------
coco_flop: Donkey Kong Remix [Sock Master]
megadriv.xml: F1 - World Championship Edition (US, Prototype) [oliverthepig]
neogeo.xml: Last Hope
lynx.xml: Zaku

New NOT_WORKING software list additions
---------------------------------------
pce_tourvision.xml: Dragon Saber - After Story of Dragon Spirit [system11]
pce_tourvision.xml: Bull Fight - Ring no Haja [system11]
pce_tourvision.xml: Parasol Stars


http://www.mamedev.org
 

puNES v0.100 released!

puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, and the sound is available. It uses the SDL libraries and it works on both Linux and Windows.

puNES v0.100 Changelog



- Added support to mapper 40.
- Fixed aspect ratio of NTSC software filters.
- (OpenGL) Add the "Disable RGB FBO" option. Some older drivers of video cards do not support them properly altering the color palette with shaders.
- Added the pixel aspect ratio of PAL TV.
- Added "xBRZ 5x" and "xBRZ 6x" software filters.
- Added the possibility to make screenshots (ALT+X) which will be automatically saved in the folder "screenshot" of the base directory.
- Added "Unlimited sprites" (ALT+U) option.
- Added "Hide sprites" (ALT+V) and "Hide background" (ALT+B) options.


http://forums.nesdev.com/viewtopic.php?t=6928
 



    Friday, April 22, 2016
Attract-Mode Emulator Frontend 2.0.0 Released!

Attract-Mode is a graphical front-end for command line emulators such as MAME, MESS and Nestopia. It hides the underlying operating system and is intended to be controlled with a joystick, gamepad or spin dial, making it ideal for use in arcade cabinet setups. Attract-Mode is open source and runs on Linux, Mac OS-X and Windows.

Features:
- Raspberry pi support. Thanks to nitrogen_widget for digging into this and helping to get it up and running!
- Multiple monitor support (Windows and Linux)
- Artwork scraper added to automatically download missing snapshots, marquees, wheel logos, flyers, boxart and even fanart images.
- Improved support for different image formats.
- Spanish translation (thanks Seru!)
- Added fade effect module for layouts (see reflect layout and the fanart background option in cools' layout)

Attract-Mode v2.0.0 Changelog:



### Andrew Mickelson (15 commits)

* Fix creation of config directory when no trailing slash specified at command line
* Issue #214 - fix artwork update when un-faving a favourite
* Issue #200 - Fix Vid.ImagesOnly flag for multiple directories
* Fixed crash in text when word_wrap is enabled
* back out commit 7d74b2e4ee63d3468cca1c8f7e6f50c114e67685
* Fix "Minimum Run Time" setting on OS X and Windows
* Issue #207: use mkdir -p in Makefile
* Update attract.rc strings
* [Windows] Issue #199 - request focus after exiting game
* Minor compile updates (docs, freetype2 include)
* Added support for .tcc True Type Fonts
* From ArcadeBliss: Fix fade.nut to fallback to layout if missing artwork
* --full command line flag now works for listsoftware scraping
* From chrisvg: updated pan and scan module to 1.2
* Added chrisvg's updated intro and LEDBlinky scripts

### Jeffrey Clark (3 commits)

* attracman: mirror player sprite instead of rotate and hide ghosts on death
* attracman: refactor playfield data
* intro: improved auto ar selection

### Matthew Barnes (2 commits)

* Restore movie volume setting in post-run
* Cools: Fix off-by-one error in ToNewList transition

## Commits from v2.0.0-rc2 to v2.0.0-rc3

### Andrew Mickelson (10 commits)

* Added a reference to the "Intro to Squirrel" wiki page in Layouts.md
* Added chrisvg's pan-and-scan module
* [Windows] Issue #193 - slight rework of code that waits for emulator return
* Fixed crash when generating mame romlist
* Issue #191 - fix preserve_aspect_ratio image positioning on rotated images
* Fix crash (display change with empty romlist)
* Friendlier make output
* Improved emulator "System Identifier" settings
* Fixed loading of images from zip archives with subfolders
* Fixed some layout and module path issues, added liquid8d's preserve-art module

### Jeffrey Clark (3 commits)

* cleanup some clang warnings
* fix win32 FE_DEBUG compile and cleanup warnings
* minor build cleanup

## Commits from v2.0.0-rc1 to v2.0.0-rc2

### Andrew Mickelson (4 commits)

* Consistent capitalization and naming of layouts
* Fix animate module for linux system-wide installs
* [Windows] Fix broken loading of animate module on windows
* FFMpeg: PIX_FMT_* -> AV_PIX_FMT_*

### Jeffrey Clark (1 commits)

* package scripts, only remove abbreviated object from version tag

## Commits from v1.6.2 to v2.0.0-rc1

### Andrew Mickelson (48 commits)

* Update debian packaging for 2.0.0
* Bump to version 2.0.0
* Change memory management of zip file buffer
* Added missing language string (add/remove favourites)
* Fix order of StartLayout transitions
* Issue #186 - release audio before launching an emulator
* Enable background loading for swf files
* Issue #183 - fixed first launch crash
* Force swf texture heights to a multiple of 4
* Added option to go directly to the "Displays Menu" at startup
* Various improvements (Hyperspin and SWF related)
* Speed up swf loading
* Added USE_GLES make flag
* Added transparent backgrounds for swf files
* Preliminary support for displaying Hyperspin themes
* Fixed another gameswf access violation
* Fixed access violation in gameswf
* Added ability for scripts to get the index of the current Display
* Fixed the NO_SWF build
* Added option for how artwork is presented to the attrac-man layout
* Issue #178 - fixed artwork path format regression
* Issue #176 - Fixed video pixel aspect ratio
* Removed abandoned files: fe_icon.hpp, attract.cbp
* Save displays under the correct "display" tag in our config file
* Show plugin descriptions when browsing plugins in config mode
* Added ability to query Display setttings and set the Display from layout/plugin scripts
* Added config options for when a display gets shown
* Rearranged layout loader so xml gets done last
* "mess" scraper improvements
* Added a cache for zip file contents to improve performance
* Make it a bit easier to load a script from inside a zip file
* Issue #173 - configuration menu now always uses the default font
* Issue #175 - Support zipped artwork
* Fixed hang during scraping
* Pause video playback when scraping and generating rom lists
* Issue #171 - Snaps / Videos only working with full fixed drived location
* Issue #172 - Allow 'Themeable' Display/Filter/Exit/Overlay menus
* Fixed setting of rows and background colour in listboxes
* Update progress in UI when calculating CRCs
* Match roms based on CRC (if we can) when doing -listsoftware list building
* Save processing by caching paths used repeatedly in script handling
* Reorganization of scaper
* Issue #170 - improved logging of errors from thegamesdb.net
* Issue #166 - Fixed changing window mode causing a blank screen
* Added ability to get/set an object's zorder in layout and plugin scripts
* Issue #165 - workaround for FFmpeg not recognizing xmv files
* Issue #163 - Added "preserve_aspect_ratio" setting for entire layout

### Jeffrey Clark (8 commits)

* Count merge commits in version
* Fix dirty source version
* fix build error (typo)
* Cleanup version handling
* Refactor windows package script
* Fix missing UINT64_C when compiling with ffmpeg support
* Fix FE_DEBUG windres build error
* Hide console instead of closing it, fixes #164


http://attractmode.org
 

RockNES v5.21 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 v5.21 Changelog:



- Fixed color style menu, should be functional.
- Fixed problems in the MMC3 IRQs.
- Fixed path setting (directories) problems.
- Fixed external palette loading.
- Fixed copyright year.
- Item "view palette ram" is enabled again after a game loading.
- Removed unused debug code/junk.
- Removed MinGW DLL dependencies.
- Other minor fixes and cosmetic changes.


http://rocknes.web.fc2.com
 



    Monday, April 18, 2016
Joyce v2.2.9 released!

Joyce emulates the Amstrad PCW on Unix, Windows and Mac OS X. Since it's written using SDL, it shouldn't be too hard to port it to other platforms such as MacOS Classic or BeOS.

Joyce v2.2.9 Changelog:
This adds emulation of the Electric Studio light pen.

http://www.seasip.info/Unix/Joyce/index.html
 

RockNES v5.20 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 v5.20 Changelog:



- Removed all those gfx modes, prior to AUTO windowed or fullscreen modes.
- Removed video resolution setting from config file, now fullscreen mode always use the desktop resolution, unless you change it in the GUI.
- Removed sprite evaluation at pre-scanline.
- Changed unofficial opcode emulator behaviour - now it'll swap to GUI w/ RESET.
- Changed sound sample rate to 48000Hz. Tell me if you experience problems.
- Added unofficial opcodes + NOPs.
- Added screen blitter 4x size with interlaced mode.
- Added screen blitter 3x upscaler scanlined, pixelated and interlaced.
- Added video vertical retrace sync, _much_ smoother.
- Added various color effects like sepia, black&white, GameBoy and more!
- Added an option for signed or unsigned APU sound samples.
- Added cartridge board name when saving the iNES header info into a text file.
- Added ability to modify a value in the CPU PRG space.
- Added fast forward key, can be deactivated.
- Fixed NMI and VBlank timing obscure failures.
- Fixed mapper 69 for CHR RAM games.
- Fixed motion blur effect, still imperfect.
- Fixed VS palette setup.
- Fixed a bug assigning joystick buttons.
- Fixed PPU $2007 register, fixes the scorebar in Burai Fighter (U).
- Fixed WAV stereo sound recording (generated files had half size).
- Fixed palette selection/startup.
- Fixed palette entries $10,$20,$30 in #nesdev palette.
- Fixed a bug in the NMI timing.
- Fixed an obscure bug in the sprite evaluation code (overflow flag).
- Fixed OAM rotation (Sachen games/Tatakai no Banka).
- Fixed file closing, another obscure bug.
- Option "Set savestate slot to 0 on RESET" is now saved in the config file.
- Optimized PPU bankswitching and pixel color generation.
- General fixes and minor revision in the CPU instruction set.
- Revised config file parsing in order to avoid a potential crash.
- Improved RAMBO-1 PPU IRQ (mapper 64).
- Fixed mapper 90 IRQs.
- A few GUI and config changes, old rocknes.ini file is NOT recommended.
- Code cleanups, lots of minor rewrites, adjustments, text changes, optimizations.


http://rocknes.web.fc2.com
 

ePSXe v2.0.2-1 released!

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

ePSXe v2.0.2-1 Changelog:



If the version 2.0.2 is crashing after run bios/game, or you are using the Russian language, please update, in other cases it is not necesary. It fixes a bug reading the cpu overclock data from the register, and the config gpu in Russian language.


http://www.epsxe.com
 



    Thursday, April 14, 2016
ePSXe v2.0.2 released!

ePSXe (enhanced PSX emulator) is a PlayStation video game console emulator for x86-based PC hardware with Microsoft Windows or Linux, as well as devices running Android. It was written by three authors, using the aliases calb, _Demo_ and Galtor. ePSXe is closed source with the exception of the application programming interface (API) for its plug-ins.

ePSXe 2.0.2 for windows have been released.

You can find it in the downloads section.

In the first place, this version includes some important changes to improve the accuracy, sadly it could breaks games, if you find that a broken game on this version please report to epsxepc@gmail.com

The changes are:



- Multi-language support. Added French and Russian languages (Thanks to Benjamin Sisko and paul_met). Other languages could be added in a future version.
- Fixed a delay slot bug in the interpreter cpu mode. It should run again some games broken on interpreter cpu mode on the v2.0. Fixed loading savestates from the UI in interpreter mode.
- Improved CDROM timing accuracy,bugs and change disc problems. Improved the timing when seeking and reading cdrom sectors, fixed Tales of Destiny 2 changedisc and fixed Twins Story and Harukanaru Toki no Naka de - Banjou Yuugi.
- Improved the GPU timing (when using the ePSXe GPUCORE). It fixes or improve some games as: Namco Vol 4, Soul Blade, Tunguska, Derby Stallion, Derby Stallion 99, NBA Live 99, Sangokushi Eiketsuden, Dukes of Hazzard, Alice in Cyberland, Vampire Hunter D, Macross Digital Mission VF-X, Monaco Grand Prix Racing, Power Dolls 2, Spots Goes To Hollywood ...
- Improved the GPUCORE. Fixed a bug while transfering data, improved screen centering (Star Ocean 2, Jumping Flash 2, Hogs of War...), fixed some gargabe on the borders when changing the resolution, fixed a scrolling problem, fixed a screen ratio problem when changing from windowing to fullscreen on the fly, added vsync support, and added support to select the blitter as OpenGL2 or OpenGL1 (it should be compatible with some old videocards, but shader support is not supported in OpenGL1 mode).
- Improved the openGL2 plugin. Fixes Xmen Mutant Academy 1 & 2, Nascar Thunder 2002/2003/2004, Pro Pinball - Big Race Usa, Pro Pinball - TimeShock, Pro Pinball Fantastic Journey and Worms Pinball (use framebuffer effects=0 in the pinball games).
- Changes in the SPUCORE. Implemented the SPU mute flag, it fixes some sound glitches during the pause in the game: Car & Driver Presents - Grand Tour Racing 98.
- Changes in the INPUTCORE. Now it has native supports for XInput devices, select Xinput when configurating the gamepad in the config dialog if you want use the XInput API. (mapping buttons is not required).
- Fixed the external input plugins support when stopping and pressing continue.
- Fixed the changedisc option when using external GPU plugins.
- Added support to overclock the PSX CPU. You can select x1, x1.5, x2.0, x3.0 and x4.0. Be careful it could break compatibility.
(Logo updated thanks to Robert Typek)


http://www.epsxe.com
 



    Wednesday, April 13, 2016
puNES v0.99 released!

puNES is an emulator under development that works on Linux32/64 and Windows32/64. The SDL version, of course, needs of SDL libraries to run. Uncompress the zip/tar file in a subdirectory and use. The emulator, finally, supports compressed archives.

Changelog:



(Windows) Fixed bug that allows the monitor turned off during a game session.
Added "Pause" shortcut.
Better support for the submappers in NES 2.0.
Fix for recognize correctly the CHR RAM size with the NES 2.0.
Fixed saving of the option 'Permit "Up + Down" and "Left + Right"...' in the configuration file.
Added two new palettes (Thanks to Firebrandx for his work http://www.firebrandx.com/nespalette.html).
Fixed the mirroring in the VRC2 mapper.
Added the full support for the RetroArch's shaders (https://github.com/libretro/common-shaders).
OpenGL version support ".glslp" and ".cgp" (linux version need that is istalled the nvidia-cg-toolkit package) shaders.
D3D9 version support only ".cgp" shaders. Then, based on experience made in these months of development, in D3D9 version many shader ".cgp" do not work (such as CRT-royale), it seems that this shaders has been developed for the OpenGL version.


https://github.com/punesemu/puNES/releases
 



    Monday, April 11, 2016
FB Alpha v0.2.97.38 released!

FB Alpha or FBA as it is commonly known is an emulator of arcade games, that is, it takes the program code, graphics data, etc., from an original arcade game and emulates the hardware to make the game run in it's original form. As far as the game is concerned it is running in it's original cabinet.

FB Alpha is an open-source project and it is programmed by a group of people known as the FBA Team. Over the years this has comprised of myself, Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. FB Alpha is based on the original FinalBurn by Dave.

FB Alpha v0.2.97.38 changeling:


Fixes and new features

* Fixed BurnSamplesSetLoop() in the sample core [dink]
* Added the Toki devlopers' debug mode to Toki [dink]
* Added several behind-the-scene improvements to the Galaga/Dig-Dug driver [dink]
* Fixed a crash-situation with the Namco sound-core that only seemed to affect 64bit systems [dink, Gab75]
* Capcom CPS3 is now friendly towards slower/embedded systems (Raspberry Pi etc.) [dink]
* Fixed Capcom's The Speed Rumber: broken Boot-up messages, random slowdowns, screen priority issues [dink]
* Fixed music in SD Gundam Psycho Salamander [dink]
* Fixed extra buttons in Olds [iq_132]
* Added default rom paths for SMS & GameGear systems [dink]
* Fixed music in Haunted Castle [dink, SNK_Dude]
* Fixed display of total sets in game selection dialog [Barry]
* Fixed missing tiles in Sand Scorpion due to incorrect 2-D pointer indexing in kaneko_tmap.cpp, possibly improving other games that use this. [dink]
* Fixed missing music in Pass level 3+ [dink]
* Fixed music tempo in Nostradamus [dink]
* Tidy up makefiles and fix for non C++11 compilers [Barry]
* Fixed Skyarmy, sometimes the bridge-piece chinook (heli w/2 props) doesn`t deliver the pieces when at home base. [dink]
* Fixed Oki MSM6295 banking in Shadow Force [dink]
* Fixed a crash issue when using savestates in Taito's Master of Weapon [dink]
* Fixed music in Knuckle Bash 2 [dink]
* Fixed Oops: forgot to mark Air Duel's parent as Working. [dink]
* Fixed missing sprites in ZigZagb [dink, Zazzone]
* Fixed endgame boss & stage 6 boss in Nostradamus [dink, Haze]
* Fixed doorway/scene transitions in Tiger Road [iq_132]
* Fixed graphics issues in Varia Metal [iq_132, dink]
* Added unicode titles and service dips to several Toaplan games [BisonSAS]
* Fixed the analog speed setting in config/games/game.ini was getting clobbered [dink]
* Fixed sprite priority issues in Blood Brothers, most notably in the mine-level [dink]
* Fixed music updated palette handling in Mysterious Stones [dink]
* Fixed the bitmap layer alignment in Chak 'n Pop [dink]
* Added the breakable-background fix to 64th Street [Haze]
* Fixed PCM sounds in Rohga / Wolf Fang [dink]
* Fixed crash in Shadow force in the Laboratory level when the bridge breaks apart [dink, Pityesz]
* Fixed clicking noise when a replayed input ends [dink]
* Fixed many Megadrive games: The Chaos Engine, Ooze, Rock 'n Roll Racing, Outrunners, Buck Rogers, Dragon Slayer I & II, Krusty's Super Funhouse, S.S. Lucifer, The Earth Defense, Super Mario Bros. and Battle City, Klax, Feng Shen Ying Jie Chuan (Chi), Tiny Toon Adventures 3, Back to the Future part III (USA), Mickey Mania and possibly others. [dink]
* Mega Megadrive Overhaul pt.2: [dink]
* * Added support for mid-frame palette changes (For water effects in Sonic, Rocket Knight Adventures, Burning Force scrolls now..etc.)
* * Fixed audio glitches in Doom Troopers and Battle Squadron
* * Fixed Mickey Mania Moose level
* * Fixed Sonic 3D jittery SEGA logo
* * Fixed flickering in Ayrton Senna's Super Monaco GP II and Gunstar Heroes
* Enabled Hi-Score saving in most classic/pre-90's Capcom games [dink]
* Added 3x-sized avi output, for 720p/60hz Youtube video uploads [dink, Barry]
* New Rotary-button feature for Midnight Resistance, Heavy Barrel, Ikari/Victory Road and other games in the new SNK 3xZ80 driver, Ikari III, SAR Search and Rescue and Jackal [dink]
* * When this button is pressed: rotary direction becomes joystick direction
* Fixed some screen-related quirks in the legendary classic: Ambush [dink]
* Fixed Donkey Kong III save states [dink]
* Fixed sample engine broken since the last version of FBAlpha [dink]
* Fixed graphics and timing issues in Gradius III [dink]
* Fixed some issues with the cheat engine - some cheats would not disable [dink]
* Fixed coin inputs for Kamen Riders [dink, Gab75]
* Fixed music in Guardians / Denjin Makai II [dink]
* Fixed music in The Punisher (change cps1 qsound cpu to proper 8mhz) [dink]
* Fixed music in Karnov's Revenge [dink]
* Updated lzma lib. to 15.14 [Barry]
* Updated the libpng library to v1.6.21 [Barry]

Clones and updated romsets in existing drivers

* Sync. romsets with current MAME [Barry, JacKc]
* Added clone of Sengoku Ace (Japan, set 2) [Alex Cmaylo, JacKc]
* Added clone of Final Fight US [Coolmod, JacKc]
* Added clone of Rolling Thunder (rev 3, alternate?) [caius, JacKc]
* Added clone of 1943 (US) [caius, The Dumping Union, JacKc]
* Added clone of Out Run (deluxe sitdown) (Enhanced Edition v1.0.3) [JacKc]
* Added clone of Out Run (sitdown/upright, Rev B) (Enhanced Edition v1.1.0) [JacKc]
* Added clone of Lethal Enforcers (ver EAA, 09/09/92 09:44) [caius, JacKc]
* Added clone of Orius (ver UAA) / clone of Xexex [Ryan Holtz, Smitdogg, The Dumping Union, JacKc]
* Added clone of Super Street Fighter II Turbo (Hispanic 940223) [Artemio Urbina, JacKc]
* Added clone of Ninja-Kid II / NinjaKun Ashura no Shou (set 4) [system11, JacKc]
* Added clone of Ring of Destruction: Slammasters II (Hispanic 940902) [Raul Delgado, JacKc]
* Added clone of Miss World 96 Nude (alt) [system11, JacKc]
* Added clone of Double Dragon II - The Revenge (US, bootleg) [system11, JacKc]
* Added clone of Pirates (set 2) [caius, JacKc]
* Added clone of Street Fighter II' - Champion Edition (920313 'Taiwan' bootleg with PAL) [rtw, Smitdogg, The Dumping Union, JacKc]
* Added clone of Strider (USA, B-Board 90629B-3, Street Fighter II conversion) [system11, JacKc]
* Added clone of Sangokushi III Gaiden: Kakou-On's Revenge DX (hack) [system11, JacKc]
* Added clone of Multi Game '96 (Italy) [system11, JacKc]
* Added clone of Halfway To Hell: Progear Red label (2016-1-17 Red Label Ver) [The Halfway House, JacKc]
* Added clone of Multi Champ (World, older) [f205v, JacKc]
* Added clone of 1000 Miglia: Great 1000 Miles Rally (94/05/26) [caius, JacKc]
* Added clone of 64th. Street - A Detective Story (Japan, set 2) [Corrado Tomaselli, JacKc]
* Added clone of Donkey Kong - Arcade Rainbow (hack) [John Kowlski, JacKc]
* Added clone of Block Block (World 911219 Joystick) [caius, The Dumping Union, JacKc]
* Added clone of The King of Fighters '98 (Anniversary Edition 2016, EGHT hack) [EGCG 2016, JacKc]
* Added clone of The King of Fighters '98 (Combo) to 2016/03/21 version [Ivex, JacKc]
* Added clone of Armed Police Batrider - A Version (Hong Kong) (Mon Dec 22 1997) [Trap15, JacKc]
* Added clone of Batsugun (Korean PCB) [Alex Cmaylo, iq_132]
* Added clone of Last Resort (prototype) [Chris Ransley, JacKc]
* Added clone of Moon Cresta (SegaSA / Sonic) [Roselson (from AUMAP), JacKc]
* Added clone of Major Title 2 (World, alt sound CPU) [Mathieu Patard, JacKc]
* Added clone of Pac-Man (SegaSA / Sonic) [A.R.P.A., JacKc]
* Added clone of Come Come (Petaco SA bootleg of Puck Man) [Manuel Giron, JacKc]
* Added clone of Come-Cocos (Ms. Pac-Man) ('Made in Greece' Herle SA bootleg) [Heckler, JacKc]
* Added clone of My Hero (bootleg, 315-5132 encryption) [Andrew Welburn, JacKc]
* Added clone of Toki (US, prototype?) [Kevin Eshbach, JacKc]
* Added clone of Super Bishi Bashi Championship (ver KAB, 3 Players) [Skate, JacKc]
* Added clone of Majestic Twelve - The Space Invaders Part IV (US) [Artemio Urbina, The Dumping Union, JacKc]
* Added clone of Major Title 2 (World, set 2) [Porchy, JacKc]
* Added clone of Atomic Robo-kid (Japan) [Alex Cmaylo, JacKc]
* Added clone of Beast Busters (Japan, Version 2) [ShouTime, JacKc]
* Added clone of Mystic Warriors (ver AAB) [Bill D / The Dumping Union, JacKc]
* Added clone of Raiden DX (Japan, set 2) [Alex Cmaylo, JacKc]
* Updated the NeoGeo driver with the latest Unibios [JacKc]

New additions to existing drivers

* Added Fix-it Felix Jr. to the Megadrive driver [dink]
* Added Waimanu: Scary Monsters Saga to SMS driver [dink]
* Added Wing Force to the Kaneko16 driver [dink]
* Added MegaCart support to the Colecovision driver [dink]
* Added Princess Quest (MegaCart), Digger and Quest for the Golden Chalice to the Colecovision driver [dink]
* Added T*GunII, Chase and Papi CommandoMD to the Megadrive driver [dink]
* Added Big's Fishing Derby and Thunderbolt II to the Megadrive driver [dink]
* Added FatalSmarties to the Megadrive driver [dink]
* Added '96 Flag Rally to 1945kiii driver [dink]
* Added Ozma Wars to the Space Invaders driver [iq_132]
* Added Fire Ball (FM Work) to the Legendary Wings driver [iq_132]
* Added Unknown Neo-Geo Vs. Fighter (prototype) [Brian Hargrove, JacKc] to the NeoGeo driver

New drivers

* Added driver for Appoooh [vbt]
* Added driver for Cabal [iq_132, dink]
* Added driver for Fighting Roller [iq_132]
* Added driver for Battle Lane [iq_132]
* Added driver for Alligator Hunt and Maniac Square on Gaelco CG-1V/GAE1-based hardware [iq_132, dink]
* Added driver for Ikari Warriors, Victory Road, TNK3, Guerilla War, Chopper I, Bermuda Triangle, Psycho Soldier, Athena, ASO/Alpha Mission, Fighting Golf, Jumping Cross, HAL21, Vanguard II, Mad Crasher and Marvin's Maze on SNK 3xZ80 hardware [iq_132, dink]
* Added driver for Main Event and Canvas Croquis [iq_132]
* Added driver for Joyful Road / Munch Mobile [iq_132]
* Added driver for Himeshikibu and Android [iq_132]
* Added driver for Beast Busters and Mechanized Attack [iq_132]
* Added driver for Safari Rally [iq_132]
* Added driver for Mr. Jong and Crazy Blocks [vbt]
* Added driver for Lasso, Chameleon, Wai Wai Jockey Gate-In and Pinbo [iq_132]


http://www.fbalpha.com
 



    Wednesday, April 06, 2016
high v098 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


This release adds WonderSwan, WonderSwan Color and SwanCrystal emulation. Note that the SwanCrystal is 99.9% identical to the WonderSwan Color sans the LCD panel type; thus going forward I won't be including it in the list of emulated systems.
Please note that this will be the final higan release to include the balanced and performance cores. The accuracy core has now become the only core used by higan.
Furthermore, to simplify naming, the internal emulation cores are now nameless. This means bnes, bsnes, bgb, bgba and bws are now all just part of higan. loki is thus both a subset (the SNES core alone) and superset (with added debugging capabilities) of higan. The internal names were meaningless anyway, as they were never exposed anywhere except one line in each core's source code.


http://byuu.org
 

Sugar box v0.26 released!

Sugarbox is a new emulator for the Amstrad CPC family.

Sugarbox v0.26 Changelog:



- [CT-RAW/IPF] : Native support of these two format. CAPSLib dll from SPS is no longer used. This will fix some non-working dump( due to bug in the lib).
- [IPF] : Add a SAVE IPF option. You can save your current disk in IPF format, to generate a 3″ disk. You can even write dump with weak sectors.
- [HFE] : Now it’s possible to save HFE file !
- [edsk] : Added some tuning to handle sector of header size lower than real size.
- [edsk] : Fixed some nasty memory overrun.
- [edsk] : Fixed the way of handling overlapped disk : « Corsarios (UK) (1988) (CPM) [Original].dsk » disk now run correctly. In fact, all dsk should now retrieve their original size of 6k/track
- [edsk] : Fixed support for ALLGAP dumps
- [FDC] : New paradigm : Weak bits are now handled by bit. Multi-revolution dump are converted to single revolution with weak bits data.
- [FDC] : Fix a bug with the SZ byte = 0 in read track command (this fixed « War In Middle Earth (UK) (1987) (CPM) [Original].dsk » dump)
- [Tape] : Add a delay when motor is on/off. This fixed « Last Mission »
- [Z80] : Interrupt mode 0 is partially fixed : It does nothing, but no longer corrupt the Z80 registers
- [Z80] : Fix some wrong behaviour of undocumented opcodes
- [Z80] : Add the undocumented ‘Q’ register used for Flags, and fix the SCF/CCF instructions regarding this register
- [Z80] : All Z80 tests from Patrik Rak, adapted to the CPC by Kevin Thacker, are now correct.
- [Display] : Fixed wrong behaviour for 100%speed with 100hz screen without black frame insertion : Speed was twice what was intendeed
- [General] : Add Autorun disk on insertion which try to guess the best file to run.
- [General] : Optimization : Everything is now running 60-80% faster than before
- [General] : Add a support for auto-executing BIN file (with AMSDOS header), through drag’n'drop.
- [General] : Fixed the Spanish configuration for 464, and added support for Danish keyboard.
- [General] : Added -fullscreen command line to enable fullscreen by default
- [General] : Fixed the « -command » option : In order to run a disc, just launch your command as Sugarbox -command run »disc » for example
- [General] : Added sound for disk drive
- [General] : Fix copy/paste for english/spanish/danish
- [GUI] : Added a feedback when loading tape/disk/SNA/SNR
- [GUI] : Added a preliminary debugger, with Register edition, breakpoints, flags
- [Joystick support] : Fixed diagonals not supported with some joypads (now, games should be far more playable !)
- [Memory] : Fixed the configuration : 64k computer no longer have improper PAL
- [Settings] : Fixed some nasty bugs preventing the keyboard settings to work


http://sugarbox.free.fr
 



    Friday, April 01, 2016
BWS v1.0.0 released!

BWS is a WonderSwan and WonderSwan Color emulator that runs on Windows and WINE. The WonderSwan is a handheld game console released in Japan by Bandai.

BWS v1.0.0 Changelog:


* First release! Full emulation of the WonderSwan and WonderSwan Color
* 64-bit CPU support for ~15% faster emulation
* Improved accuracy
* Added real-time clock support using byuu ntpd for time lookup


http://download.byuu.org/bws.html
 



    Thursday, March 31, 2016
Mame 0.172 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.


0.172
-------


MAMETesters Bugs Fixed
----------------------
- 06168: [Crash/Freeze] (neogeo.c) kof10th: Unable to start/Fatal error (ajrhacker)
- 06159: [Crash/Freeze] (triforce.c) triforce: Crash/Exception before OK (Osso)
- 06144: [Crash/Freeze] Running with -video d3d -numscreens 2 and above crashes MAME
- 06152: [Interface] "Show mouse pointer" option stays off (dankan1890)
- 06147: [Sound] (model2.c) daytona: Some songs can not be played and cause audio
to halt (R. Belmont)
- 06145: [DIP/Input] (astrocde.c) gorf and clones: Gorf Outputs missing Quark Laser
(Joystick) Lamp Output (David Haywood)
- 06143: [Documentation] They are "Master Sets", NOT "Originals" (dankan1890)
- 02389: [DIP/Input] (nbmj8688.c) housemnq, housemn2, bijokkog, bijokkoy: Inputs
slightly wrong for the LCD games. (cuavas)
- 06156: [Interface] a5200,a7800,smspal,sms1,sms1pal,aes,vectrex,a400,a800,c64,c128:
GUI software list cartridge picker fails to select cartridge

Source Changes
--------------

-Added data-driven shader system for BGFX renderer [Ryan Holtz]

* Allows an arbitrary number of passes, with arbitrary connections
between passes.
* Ships by default with three effects: default, unfiltered, and hlsl
* default: Simple bilinear stretch
* unfiltered: Simple nearest-neighbor stretch
* hlsl: A close reimplementation of the Direct3D HLSL shaders. Does
not currently support bloom or vectors.
* Select the "shader chain" you wish to use with -bgfx_screen_chains
* Adjust the settings to your liking with slider controls, saving and
loading settings and presets will be added in a future version.
* See bgfx/chains/hlsl.json ans bgfx/hlsl/blit.json for JSON format
rules.
* For additional information, see the official MAME documentation.

-Improved Scanline Simulation [ImJezze]

* Changed the amount of scanline darkness, a setting of 1.0 now
becomes fully black (to get the same result as before, halve your
current setting)
* Scanline height now depends on the brightness of the underlying
color
* The amount of the scanline brightness and overdrive now depends on
the scanline darkness
* Renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and
'Scanline Indiv. Height' to 'Scanline Height'
- Fixed Bloom Level Alignment
* Fixed target dimensions of bloom levels, which results in much
better alignment, especially for games with very low resolutions.
Therefore, current bloom settings might appear less intense than
before.
- Quality and Performance improvements
* HLSL now uses non-power-of-two-sized target surfaces (breaks
compatibility with graphics cards based on R300/R400/NV30 and older)
* HLSL target surfaces now have the size of the screen canvas
* Removed HLSL pre-scale factor
* HLSL now uses a sharp bilinear interpolation to pre-scale textures
to screen canvas size, based on [Themaister]'s implementation
* Improved overall performance. Based on the previously required
pre-scale factors, speedups range 5-50% depending on graphics
hardware, more if a higher prescale factor was used.
* Improved shadow mask quality (pixel-perfect) in screen-mode
* Fixed half source texel offset of bloom level alignment
* Removed ./hlsl/artwork_support folder
* All shaders after pre-scale are now based on screen coordinates
(workaground until both raster and vector passes can work on texture
coordinates)
* Disabled distortion shader for more than one screen and for
artworks in full mode, does not affect artworks in cropped mode
(workaground until both raster and vector passes can work on texture
coordinates)

-at: Created at motherboard device and split PCI and PS/2 machines into
own files [Carl]

-UI [Maurizio Petrarota]
* Enabled user interface navigation through UI_CONFIGURE button (tab
key by default).
* Added support for "covers" images collection.
* Added support for "gameinit.dat".
* Improved ROM-less checking at startup.
* Improved vertical orientation rendering.
* Fixed missing mouseover highlight.
* Fixed search in software lists.
* Fixed DATs reload after path changes.
* Fixed software load failure from BIOS submenu.

-Bloom refactoring [ImJezze]
* Calculation of bloom dimensions is now done only once, when render
target is created.
* Reduced blur width for non-vector screens.
* Implemented shadow UV option for source tile mode.

-apple2gs.cpp: Dumped the 341-0749 ROM and confirmed the 341-0728 Apple
IIGS ROMs. [Brian Troha]

-Type-safe C++ printf analog and vector-backed iostreams [Vas Crabb]
* Supports most C99, glibc, SUS and MSVCRT format specifications
* Allows formatting any object with stream output operator with %s
* Replaces strformat, strprintf and strcatprintf
* Move to type-safe templates for logerror and popmessage
* Remove now-unnecessary I64FMT from calls to logerror/popmessage
* Eliminate core_i64_format functions for the most part

-Modernised much of the file handling code [Vas Crabb]
* Made core_file, osd_file, and avi_file and polymorphic classes
* Moved osd_file implementations to shareable OSD module code
* Made zip/7z implementations of archive_file with common API
* Prefer destructors over explicit close functions
* Made APIs supply smart pointers
* Pass std::string though lots of APIs rather than C string pointers
* Added methods for flushing user-space file buffers
* Made archive_file create/destroy thread-safe
* Fixed buffer overrun when walking zip ECD
* Fixed some resource leaks in file handling code
* Fixed edge cases where incorrect error code was returned on Windows
* Added Solaris PTY implementation
* Support ~/$FOO/${BAR} expansion with SDL OSD
* Made emu_file handle zip and 7z archives identically
* Search archives with CRC+path, CRC+partial path, CRC, path, partial
path when loading ROMs/artwork/cheats/etc.
* Added support for 7z archives via zippath API
* Support 7z archives for fullpath loading and media file manager
* Made romcmp tool support 7z archives

-Improved OSD font API [Vas Crabb]
* Release font handles on destruction
* Moved font enumeration into OSD, implement for SDL, Windows, OSX
* Fixed drawing characters outside Unicode BMP with sdl_ttf
* Support TTC fonts with sdl_ttf
* Separated font display names from configuration names
* Made OSX font configuration name the PostScript face name
* Made sdl_ttf configuration name Family|Style
* Supply ui_small font as a BDF file with Adobe glyph names

-Fixed stack smash bugs in INP read/write and better encapsulate the INP
header I/O code (thanks Tafoid for reporting), fix divide-by-zero in
pathological case of zero-frame recording [Vas Crabb]

-Fixed file naming issue when creating new image from internal file
manager with media loaded (thanks BIOS-D for reporting) [Vas Crabb]

-Fixed many mismatched free() / delete / delete [] errors [Vas Crabb]

-Cleaned up primary.fx [ImJezze]
* Split primary.fx into 3 techniques for vector buffer, screen
and UI pass
* Moved register_texture() for shaders outside of texture_info
creation
* Added render_primitive parameter to register_texture(); currently
unused
* Removed other unused register_texture() definition

-IGS009 driver improvements: Added both missing PPI8255 devices and
routed all inputs/outputs through them. Derived a memory map for Grand
Prix '98, that seems to lacks of these devices. [Roberto Fresca]

-Rewrote input routines as modules [Brad Hughes]

-Reparented all sets of IGS Jingle Bell. Added technical information
about the hardware [Roberto Fresca]

-Few miscellaneous N64 changes / improvements [Happy]
* Changed MemPak formatting code to better document actual format.
* Avoid adjusting screen timings when VI blank video mode set.
* Fixed: PIF reportedly only clears top bit of status byte.
* Fixed: DD read fail needs to mask against head as well as track.

-Fixed flipped sprite positioning in toypop [Katsuhiko Kagami]

-crazybon improvements [Vas Crabb, Ioannis Bampoulas]
* Updated DIP switch descriptions/defaults according to manual
* Hooked up reel stop buttons and add to layout

-Added original Dyna Cherry Master '99 QL-1 V9B.00 set [Vas Crabb, Ioannis Bampoulas]
* Renamed existing set to cmast99b - it's hacked to remove Dyna name
* Added DIP switch settings and defaults from manual, nothing confirmed
* Confirmed correct ROM loading
* Added notes, including how to reach input test

-newbrain: Dumped the COP internal ROM. [Chris Despinidis]

-newbrain: Rewrote the driver to modern standards. [Curt Coder]

-cop400: Implemented the MICROBUS interface. [Curt Coder]

-peplus.cpp: Added dump of cap1144.u50 [Badbaud]

-segam1audio: Fixed ROM mapping (MT6147) and corrected authorship. [R. Belmont]

-Butterfly Dream 97: Created its own machine driver. Perfectly decoded
graphics for gfx bank 1. [Roberto Fresca]

-Butterfly Dream 97: Decoded graphics for gfx bank 2. [Roberto Fresca]

-NoteTaker: Documented more multiprocessor related addresses, fixed some
address map issues. [Lord Nightmare]

-HLSL presets [ImJezze]
* Added general presets for raster and vector screens
* Added special presets for Game Boy (monochrome LCD) and Game Boy
Advance (color LCD)

-ibm5170.xml: Added SICOS mouse driver and SICOS Paint. [Curt Coder]

-Super Poker: Added the missing PPI 8255s and routed the involved
inputs/outputs through them. 3super8 has PPI initialization
routines, but seems to be a leftover since it lacks them. Also
cleaned up the driver and added technical notes. [Roberto Fresca]

-Added layout for Frankie Dettori's 7th Heaven [John Parker]

-NoteTaker: Hooked up more of the IOCPU I/O registers. Separated reset
functions for IOCPU and EmulatorCPU. [Lord Nightmare]

-NoteTaker: Updated documentation further. Added commented out I/O map
for the EmulatorCPU [Lord Nightmare]

-Rewrote Super Cross II driver due to relicensing [Angelo Salese]

-NoteTaker: Implemented the DAC, DAC Timer, and DAC FIFO, the BIOS now
beeps on boot. Fixed several wrong polarity status bits. Documented
where the framebuffer lives. Better documented the boot process.
Hooked up the VSync Interrupt. [Lord Nightmare]

-Updated Frankie Dettori layout to MAME 'dark' style [John Parker]

-svi318: Rewrote driver. Supported are the SVI-318 and SVI-328
systems, and a slot system which adds support for the following
expander slot options:
* SV-601 Super Expander
* SV-602 Single Slot Expander
* SV-603 Coleco Game Adapter (no controller support yet)
The slot expander cards enable support for the standard
Spectravideo expansion slots. Of those, the following
cards are fully emulated:
* SV-801 Disk Controller (with 2 disk drives)
* SV-802 Centronics Printer Interface
* SV-803 16k memory expansion
* SV-805 RS-232 Interface
* SV-806 80 column card
* SV-807 64k memory expansion [Dirk Best]

-NoteTaker: Hooked up screen framebuffer. Hacked the Odd/Even interrupt
so screen drawing happens. [Lord Nightmare]

-NoteTaker: Fixed another typo in BIOS 1.5, no longer runs off into the
weeds and actually tries to load from floppy now. Needs FDC hooked up
still. [Lord Nightmare]

-r9751 improvements [Brandon Munger]
* Fixed more DMA issues and added more logging
* Moved PDC floppy command trigger to correct register

-Added common debugger commands to global menu bar in OSX [Vas Crabb]
Also fixed occasional crash in Copy Visible. Note that copy
visible, paste, toggle breakpoint, and view options still require you
to use context menus in windows. Debug/Run menus only work when a
debugger window has focus, so Break is less useful than it could be.

-floppy: Fixed subtle interaction between wd_fdc initial restore and floppy reset [O. Galibert]

-IGS Super Poker: Decrypted all the US/UA sets. They are still not
working due to hardware differences with the former ones laying in the
driver. I/O are driven through IGS custom IC's instead of 2x PPI8255
devices. [Roberto Fresca]

-NoteTaker: Attached FDC and floppy drive. [Lord Nightmare]

-NoteTaker: Began to hooking up DiskReg register. [Lord Nightmare]

-netlist updates: [Couriersud]
* First steps to move towards c++11.
* Based plist on std::vector
* Replaced pstack with std::stack
* Removed pnamed_list
* Use c++ "for each" in a number of places
* Fixed two "time bombs"

-Implemented integer scaling in core renderer [Calamity]
* Moved -unevenstretch option to core renderer.
-unevenstretch: fractional stretching (default)
-nounevenstretch: integer scaling
* Added new options to core renderer:
-unevenstretchx: fractional stretching on horizontal axis, integer
scaling on vertical axis
-intscalex: horizontal integer scale factor, default is 0 (auto)
-intscaley: vertical integer scale factor, default is 0 (auto)

-Symbolics 3600: Added more documentation of the FEP PCB from PCB pictures.
[Lord Nightmare]

-Symbolics 3600: Fixed ROM mapping, add a few more PLD/PLA/PAL labels.
[Lord Nightmare]

-A lot of TTF fonts (including C/J/K fonts like unifont) do not have a
type attribute "Regular". This fix will load the first font found if
no "bold" "bold italic" "italic" or "regular" attribute was found.
[Couriersud]

-Neo-Geo updates: [JacKc]
* Added correct ROM labels and locations for ASOII and Burning Fight
early prototypes
* Added ROM locations for Last Resort prototype
* Marked alpham2p AES VERSION
* Marked burningfp AES VERSION
* Marked lresortp MVS VERSION

-Converted shanghai.cpp to use the non-legacy hd63484 video device.
[Angelo Salese]

-Rewrote overly complex rawinput_device_improve_name function for
rawinput module, plus fixing some other defects in input modules as
detected by coverity. [Brad Hughes]

-Added support for Raspberry Pi cross-compile [Miodrag Milanovic]

-pcat_dyn: Added sound and marked toursol working [Carl]

-Symbolics 36xx: Renamed driver from s3600 to s3670 to better reflect
the actual model of what we're trying to emulate. Added more memory
maps from the patent, but these do not seem to match the 3670 exactly,
more investigation is required. [Lord Nightmare]

-Added additional sanity checking to the tms9927/crt5027 core.
[Lord Nightmare]

-Software List cart added (crvision): Tennis (Dick Smith, earlier, 6k
Cart [Luca Antignano, Herman Heritage]

-apple3 updates: [R. Belmont, robj]
* RAM is always present at FFCx, eliminated previous need for hack
* VIAs are clocked by PRE1M (1 MHz), fixes Confidence Test
* Fixed joystick reading; works in Sandman and Atomic Defense
* Hooked up HBlank input to VIA 1 PB6
* Support raster splits; Atomic Defense is playable (pick joystick B)

-symbolics.cpp: Added model list of the various Symbolics Inc. Lisp
machines [Ian F./trintr0n]

-NAOMI/Triforce/Chihiro: Updated documentation [f205v, MetalliC]

-Implemented integer scaling in core renderer [Calamity]

-Coco Loco: Added technical notes [Roberto Fresca]

-nbmj8688 improvements [Vas Crabb]
* Improved mapping of start buttons in two-player cocktails with LCDs
* Flipped Player 2 view in two-player games with LCDs to better represent
what they see from their side of cocktail cabinet
* Added DIP locations for and
livegal
* Documented DIP switch functions/locations for bijokkoy, bijokkog,
housemnq, housemn2, livegal, mcitylov, iemotom, ryuuha, kanatuen,
kyuhito and idhimitu
* Made analyser switch a toggle for many games

-Corrected ROM names in seganinj set [Mathieu Patard]
* Also added correct 'rev A' sprite ROM (the program ROMs were rev. A,
looks like this ROM was missed when it was dumped before)

-Netlist: code maintenance [Couriersud]
* Renamed netlist_analog_t to analog_t
* Straightened object model
* Reduced access to member variables
* Use pvector for groups.
* Simple coverity fixes.

-Symbolics 3670: Added a lot more notes about the FEP/NFEP board PALs and
PROMs noting where the equations for various PALs/PROMs are in the
patent [Lord Nightmare]

-Symbolics 3670: Traced out more of the FEP v24 I/O memory map based on
the PALs from the patent [Lord Nightmare]

-apple3: Started filling in the software list. [R. Belmont]

-Improved documentation for SMS software and input devices [Enik]

-apple2: Started reverse-engineering the AE PC Transporter card [R. Belmont]

-Initial work to make MAME work on Android [Miodrag Milanovic]

-sliders.cpp: Made Alt+Arrow minimize or maximize value. [Ryan Holtz]

-Swapped the endianess of the md_slot device bus to big endian, fixing
megadriv cheats [Pugsy]

-Initial Z80SCC baudrate generator support [Joakim Larsson]

-svga_s3: Fixed potential crash when hardware pointer is at the edge of
VRAM, and fixed viewport scrolling in XF86_S3. [Barry Rodewald]

-atarittl.cpp: Bugle ROM redumped for Steeplechase. [Andrew Welburn]


Translations added or modified
------------------------------
Chinese (Traditional / Simplified) [YuiFAN]
Dutch [Wilbert Pol]
French (Belgium) [Mevi]
German [RafTacker, rootfather]
Greek [BraiNKilleRGR]
Italian [AntoPISA, Angelo Salese, Fabio Priuli]
Japanese [Katsuhiko Kagami, Vas Crabb]
Portugese (Brazil) [Ashura-X]
Russian [MetalliC]
Serbian (Latin/Cyrillic) [Damjan, Miodrag Milanovic]
Spanish [A.Viloria]

New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Lock On (Philko) [marcus, David Haywood]
Chicken Draw (2131-04, U5-01) [Kevin Eshbach, The Dumping Union]
Fire Ball (FM Work) [Team Europe, David Haywood]
Android (early build?) [Ryan Holtz, David Haywood]
Magical Touch [Carl]
Tournament Solitaire (V1.06, 08/03/95) [Carl]
Conic Electronic Football [hap, Sean Riddle]
Gakken FX-Micom R-165, aka Tandy Radio Shack Science Fair Microcomputer Trainer
[hap, Sean Riddle]
Castle Toy Einstein [hap, Sean Riddle]
Coleco Head to Head Basketball/Hockey/Soccer [hap, Sean Riddle]
Bandai Burger Time [hap, Kevin Horton, Rik]
Bandai Pengo [hap, Kevin Horton, Rik]
Bandai Zaxxon [hap, Kevin Horton, Rik]
Gakken Jungler [hap, Kevin Horton, Rik]


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Batsugun (Korean PCB) [Alex Cmaylo]
Player's Edge Plus (X002252P+XP000050) Shockwave Poker [BrianT]
Player's Edge Plus (X002309P+XP000038) Triple Double Bonus Poker
[BrianT]
Pleiads (Niemer S.A.) [pako ikarihardmods, Roberto Fresca]
Armed Police Batrider (Hong Kong) (Mon Dec 22 1997)
[Trap15, The Dumping Union]
Jingle Bell (EU, V141) [Roberto Fresca, Ioannis Bampoulas]
Knock Out!! (bootleg, set 3) [Paul Hogger]
Cabal (UK, Trackball) [caius]
Hipoly (bootleg of Hyper Olympic) [Roberto Fresca, Peter Weuffen]
Last Resort (prototype) [Chris Ransley]
Crazy Climber (Spanish, Rodmar bootleg) [A.R.P.A.]
Buccaneers (set 3, harder) [system11]
My Hero (bootleg, 315-5132 encryption) [Andrew Welburn]
Coco Loco (set 2) [AUMAP, Roberto Fresca]
Major Title 2 (World, alt sound CPU) [Mathieu Patard]
Pac-Man (SegaSA / Sonic) [A.R.P.A.]
Come Come (Petaco SA bootleg of Puck Man) [Manuel Giron]
Come-Cocos (Ms. Pac-Man) ('Made in Greece' Herle SA bootleg) [Heckler]
Moon Cresta (SegaSA / Sonic) [Roselson (from AUMAP)]
Pac-Man (Moon Alien 'AL-10A1' hardware) [caius, Joachim Puster]
Wave Runner GP (original, Rev A) [Arzeno Fabrice]
Spartan X (Tecfri hardware bootleg) [farzeno, rockman, David Haywood]
Toki (US, prototype?) [Kevin Eshbach]
M.A.C.H. 3 (set 2) [Matt Ownby]
M.A.C.H. 3 (set 3) [??]
Apple IIgs (ROM03 late prototype?) [Brian Troha]
Super Bishi Bashi Championship (ver KAB, 3 Players) [Skate]
Pac-Gal (set 2) [kurobee]


New machines marked as NOT_WORKING
----------------------------------
Lucky Bar (W-4 with mc68705 MCU) [Roberto Fresca, Ioannis Bampoulas]
Cherry Angel (encrypted, W-4 hardware)
[Roberto Fresca, Ioannis Bampoulas]
Sharp Wizard OZ-750 [Sandro Ronco]
Butterfly Dream 97 / Hudie Meng 97 [Roberto Fresca, Ioannis Bampoulas]
Super Poker (v306US) [Roberto Fresca, Ioannis Bampoulas]
Symbolics 3600 [trinitr0n/Ian F., Lord Nightmare]
Cherry Master '99 (V9B.00) [Vas Crabb, Ioannis Bampoulas]
Konami Contra (handheld) [hap, Sean Riddle]
Super Game (Sega Master System Multi-game bootleg) [Astroblaster] (incomplete dump)
Game Tree (PSE) [Andrew Welburn]

New clones marked as NOT_WORKING
--------------------------------

Coco Loco (set 3) [AUMAP, Roberto Fresca]
various Super Poker sets
- (v205US), (v203US), (v200UA), (v102UA) [Roberto Fresca, Ioannis Bampoulas]
- (v114IT) [Mirko Buffoni, Roberto Fresca]
- (v116IT-MX) [MiX, Roberto Fresca]
various Jingle Bell sets
- (US, V157), (EU, V155), (EU, V153) [Roberto Fresca, Ioannis Bampoulas]
Sega Ninja (315-5113) [Mathieu Patard]

New WORKING software list additions
-----------------------------------

tutor.xml:
Super Bike (Jpn) [Jim]
Battle Fighter (Jpn) [Jim]
4-nin Mahjan (Jpn, set 2) [Jim]

crvision.xml
Tennis (Dick Smith, earlier, 6k Cart) [Luca Antignano, Herman Heritage]

apple3.xml
Atomic Defense [R.Belmont]
Tic-Tac-Toe [R.Belmont]
+ more

New NOT_WORKING software list additions
---------------------------------------

gamate.xml:
GP Race [Peter Wilhelmsen]


http://www.mamedev.org/index.php
 



    Tuesday, March 29, 2016
Cemu 1.4.0c released!

Highly experimental software to emulate Wii U applications on PC


Added PowerPC JIT recompiler (up to 5-6 times faster CPU emulation)
Decreased shader compilation stutter
Improved audio emulation
Large improvements to graphics emulation
Tons and tons of smaller changes and bugfixes


http://cemu.info/index.html
 



    Saturday, March 26, 2016
SSF Test Version 20160326 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.

Unknown changelog.

http://www.geocities.jp/mj3kj8o5/ssf/index.html
 

Stella v4.7.2 released!

Stella is a multi-platform Atari 2600 VCS emulator. The Atari 2600 Video Computer System (VCS), introduced in 1977, was the most popular home video game system of the early 1980's. Now you can enjoy all of your favorite Atari 2600 games on your PC thanks to Stella!

Stella v4.7.2 changelog:



* Fixed bug when entering and exiting the debugger; sometimes the
character corresponding to the '`' key would be output in the
prompt area.
* Updated DPC+ Thumb ARM emulation code to latest from David Welch.
In particular, this fixes incorrect handling of the V flag when
adding and subtracting, but also fixes compile-time warnings that
I couldn't get rid of before.
* Updated UNIX configure script to work with GCC 6.x compilers, and to
remove references to obsolete compiler versions that can no longer
be used to compile Stella.


http://stella.sourceforge.net
 



    Tuesday, March 22, 2016
jzIntv 1.0 beta 4 released!

Jzintv is an emulator of the Intellivision videogame system written by Joe Zbiciak running on many systems such as Linux, Unix, Windows and MacOS.

Changelog unknown.

http://spatula-city.org/~im14u2c/intv/
 

no$snes v1.6 released!

no$sns is a nocash SNES/SFC emulator/debugger for windows

no$sns Features
- The program is 100% assembler code. Accuracy should be quite high (if not: bug are reports welcome).
- Controllers: 1-2 Joypads, Mouse, Lightguns (via mouse), NTT Data Pad, X-Band Keyboard
- Coprocessors: SA-1 (in v1.1), GSU (in v1.1), DSP, ST010/11, CX4, OBC1, S-DD1, SPC7110, S-RTC, RTC-4513
- Add-ons: Satellaview, Turbofile (TFII and STF)
- Debugger: Assembler, Disassembler, Xboo-Upload Function (for testing code on real SNES).
- Requirements: Win95 and up, around 8MB RAM, around 200MHz
- (on 1GHz computers, most games can run 5-10 times faster as on real hardware).

no$sns v1.6 Changelog:



* snes-cd: emulates snes-cd (requires SFX-100.BIN bios rom-image in BIOS folder)
(supports .iso 920h bytes/sector or single track .cue/.bin 800h bytes/sector)
(supports .iso with xa-adpcm and cd-da, .iso is without toc/track info though)
* snes-cd: magic floor snes-cd version - first ever snes-cd game released ever
* snes-cd: logs mechacon commands in debug message window
* help: added complete sfx-100 snes-cd specs (io, memory, bios, discs, etc.)
* help: added nintendo power flashcart details (many thanks to skaman and sanni)
* snapshots: added snapshot (savestate) feature, should work with most mappers
* nss/help: added workaround for DSP1 issues (thanks DogP) and CIC notes
* nss/help: added several details and CN4/CN5 pinouts (thanks DogP)
* help: added note on 3D glasses for Jim Power (pulfrich; dark/clear glasses)
* help: added more X-Band details (sega-source-based io map, bios functions)
* st018/speedup: switches ARM to pseudo-halt-state when arm-mainloop has no data
* st018/cartloader: allocates ST018 memory and loads 160K ST018.BIN (128K+32K)
* st018/emu: emulates st018 memory/io, imported ARM cpu engine (from no$gba)
* st018/help: added ARM cpu specs, and more details on ST018 memory/io/cmd's
* st018/disass: added ARM disassembler, getpc/setpc, 32bit valatcur, etc.
* sound: fixed max_mixer_buf_siz for PAL games (needs bigger buffer than NTSC)
* debug: updates data window during run (eventually allows to view RAM changes)
* debug: added Alt+A animate to all no$xxx emus (repeated trace; as gmb/gba/psx)
* debug: tracelog (for main cpu and apu cpu) (enabled in debug message window)
* debug: tty window scrollbar thumb tweaked to support more than 32767 lines
* debug: tty window optional buffer limit (1/10/100MB, with/without wrapping)
* msu1: added msu1 emulation, and removed it after getting accused of nitpicking
* sa1: implemented pixel-buffer-reading (used by Super Mario RPG upon level-up)
* sa1: bugfixed 2bpp-bitmap-to-bitplane-conversion and 4bpp-pixel-buffer-write
* help: added nss cartridge pinouts (thanx to martfrizb and hyarion and dogp)
* help: DSPn/ST010/S-DD1 clock sources (thanx markfrizb/overload/byuu/s.central)
* help: fixed timings in memory map (exchanged 2.68 and 3.58MHz) (thanks doppel)
* help: added notes on using ntsc-controllers on pal-consoles (pinouts chapter)
* gui: setup uses asia-compatible TabControl instead of unreliable PropertySheet


http://problemkaputt.de/sns.htm
 



    Monday, March 21, 2016
Nintendulator 0.975 beta released!

Nintendulator 0.975 beta (2016/03/20) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.

Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.

http://www.qmtpro.com/~nes/nintendulator/
 

PPSSPP v1.2.2 released!

PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP v1.2.2 Changelog:



* Went back to the old way of initializing graphics on Android. Should fix many recent issues.
* Some graphical fixes, a vertex cache performance improvement and a screen clear optimization
* Fix for dual source blending on most SHIELD devices, causing graphical issues.
* Fix the homebrew store incorrectly unzipping some games. This will lead to more games being added.
* Slightly faster ISO handling


http://www.ppsspp.org/index.html
 

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