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    Wednesday, May 04, 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/
 

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
 



    Thursday, March 17, 2016
RetroArch v1.3.2 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.

http://www.libretro.com
 



    Sunday, March 13, 2016
Raine v0.64.11 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.


– fix the black screen in garou at stage 3
– using a real cd for neocd will work better, but notice that the cd handling functions in sdl-1.2 are very unreliable, so it’s more a proof of concept that something really usable. The good news is that it’s possible to rewrite this using libcdio in a more reliable way that would work on all platforms. But it would make yet another dependancy and raine has already lots of dependancies, and it will be used by almost nobody, so not this time, maybe another time…
– A new option to turn the hud messages off (the text messages in the lower left corner of the screen)
– a fix for aof3 speed hack (neocd/neogeo)
– a fix specific to mac osx since now they forbid strcpy(s,s) ! But they are not interested by this binary release anyway !


http://raine.1emulation.com
 



    Friday, March 11, 2016
hpsx64 v018 released!

hpsx64 (Highly-Experimental Playstation Simulator x64) is a PlaysStation (PS) & PlayStation 2 (PS2) emulator for x64 based systems. This is a WORK IN PROGRESS.

hpsx64 v018 Changelog:


- polygon drawing fixes, bug fixes, improved speed


https://sourceforge.net/projects/hpsx64/
 



    Saturday, March 05, 2016
Ooktake 2.77 released!

PC Engine (TurboGrafx 16) emulator



2016/03/01 2.77 released
- The "Option" button on the startup screen has been changed to the
"Setting" button. With "Setting" button, you can do basic(important)
settings.
In these settings, I think the "Function Button (auto-fire, audio volume
control setting, etc.)" and the "Resume Mode (auto save state and each
game settings) are very convenient.
- If the "Function Button" is set to the same place as the PCE button(I,II,
RUN, SELECT), the operation of the PCE button takes precedence.
- At the time of the state save and load, "elapsed time from the start of
the game" will be displayed.
- In "Dead of the Brain 1&2", the problem that the display of the message is
disturbed, has been corrected.
- In the curb brawl of "FirePro Jyoshi - Dome ChoujouKessen", the display at
the top of the screen line, has been corrected.
- With Windows8/10, the Full-screen mode is set to default. Because, there
is a large display delay at the window mode of Windows8/10.
- At the Full-screen mode, when performing the volume settings and save
state, it is smooth the display of the screen message.
- At the Full-screen mode, improved "white screen display at the time of
game start-up".
- Additionally, a detailed part has been improved and corrected.
+ I began Twitter. (Japanese language)
http://twitter.com/kitao_n
* The happiness of the game is the world human race commonness. It longs for
peace.
* I think that it cannot do improvement & correction of the above-mentioned
if there are many neither operation report nor defect report. Thank you
really for you who reported.


http://www.ouma.jp/ootake/
 



    Friday, February 26, 2016
Xebra 20160224 released!

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

Xebra (2016/02/24) Changelog:



The delay processing of the drawing routines and Mode2 divided into another case further than the conventional,
Increase the Hashoreru amount.
For example, in the drawing process, and the like texture processing and blending process,
Since heavy comes to put the decision of the presence or absence in the middle of the process
(1) None None (2) No Yes (3) No Yes (4) Yes Yes
It needs to provide the four cases by routine.
Since the drawing process there is also a mask processing and writing processing to other
Routine Yuku growing at doubling game.
3 types of texture processing, since the blending process is four,
If there is also in another case, including further 3x4 = 12 times,
Overall average In becomes (1 + 3 + 4 + 12) / (1 + 1 + 1 + 1) = 5 times.
Honesty, hesitate to number, but he did not Yatteko up there, it was carried out it this time.


The emulator itself is in English. No worries.

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



    Thursday, February 25, 2016
MAME 0.171 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.


0.171
-------

MAMETesters Bugs Fixed
----------------------
- 06137: [Crash/Freeze] (maygay1bsw.c) Many sets in maygay1bsw.cpp: Several games
are crashing while "initializing.." (Osso)
- 06135: [Interface] ROM-less games cannot be started from internal UI
- 02327: [Graphics] (megasys1.c) chimerab: Priorty PROM is missing. (David Haywood)
- 06134: [Misc.] all games with LED outputs: ledutil no longer works (micko)
- 06139: [Color/Palette] (x68k.c) x68k [akumajo]: Some elements turn blue (crazyc)

Source Changes
--------------
-New video chip support : Thomson EF9364 / Sescosem SFF96364 [Jean-Francois DEL NERO]

-Pyon Pyon Jump: [Roberto Fresca]
Create derivative machine driver.
Hooked the V9938 Yamaha VDP.
Added the DIP switches bank #1
Hooked the system input ports.
Added support for Yamaha YM2149.
Decoupled the YM2149 data read.
Correct bankswitching.
Added sound latch & output port.
Version added to the game description.
Proper inputs + DIP switches support.
Second CPU IRQ ack. Promoted to working.
OKI M5205 ADPCM samples support.

-pulsarlb: Added extra bios [Robbbert]

-Modernized sound volume setting code in various Atari drivers [AJR]

-Fixed F3 soft-reset on Arkanoid sets with MCU [Lord Nightmare]

-osdmini: Fixes build issues [Stuart Carnie]

-Replaced osd_lock with std::mutex [Miodrag Milanovic]

-Software list entries can now supply slot option defaults [AJR]

-i8271: Unload head after programmed revolutions [Nigel Barnes]

-apple2: Fix parallel card ACK handling, Print Shop almost works with
the lx810l now. [R. Belmont]

-Nibble driver: Rewrote the whole driver. Added video hardware,
preliminary machine driver and memory map. Decoded the graphics.
[Roberto Fresca]

-Made anonymous timer non-anonymous in arkanoid.cpp, fixes savestates
for the sets using the original Taito MCU code [Lord Nightmare]

-Allow load/saved state slots to be bound to joystick buttons [Victor Vasiliev]

-Dumped "Dead or Alive 2 (Rev A)", match existent set, fix game and EPRROM names
[Smitdogg, The Dumping Union]

-Dumped "King of Fighters XI" EN, match JP one, add notes [Brizzo]

-Substantial improvements to Web Audio sound backend for Emscripten
port. [Grant Galitz]

-disound: Don't crash on state load when the mixer is disabled by lack
of inputs (misconfiguration or missing samples) [O. Galibert]

-Initial import of MEWUI to MAME [Maurizio Petrarota]

-External DATs grouped into a single view. [Maurizio Petrarota]

-New video chip support: Thomson EF9364 / Sescosem SFF96364 [Jean-Francois DEL NERO]

-z80.cpp: Added a debug mechanism for /WAIT pin assertion mechanism
(enable with STALLS_ON_WAIT_ASSERT in CPU core), and hooked it up to
Night Gal driver as a quick example. [Angelo Salese]

-Make octal flag part of address_space/address_space_config [AJR]

-Added unknown NAOMI development(?) board BOOT ROM [coolmod]

-Initial support for BGFX [Ryan Holtz, Dario Manesku, Branimir Karadic, Miodrag Milanovic]

-Significant speed improvements to the BGFX renderer. [Ryan Holtz]

-Added basic JSON-based single-pass shader effect support to BGFX renderer. [Ryan Holtz]

-Added hat trick hero 93 PALs [Alex Cmaylo]

-catnmous: graphical improvements [Vernimark, Vas Crabb]
* Redumped Cat and Mouse colour sprite ROM as the correct size
* Implement sprite ROM banking
* Improve colour palette using resistor values from board photographs

-laserbat: fix inadvertently swapped TMS organ chip clocks (fixes music) [Vas Crabb]

-Make Zaccaria 1B11107 and 1B11142 boards devices and share common parts [Vas Crabb]

-apple1: Completely rewrote the driver in modern idioms. All
functionality should be the same. [R. Belmont]

-Descrambled the ROM on the Xerox NoteTaker, and mapped it in the
correct areas to make it start to boot. [Lord Nightmare]

-Xerox NoteTaker: Corrected CPU Clock speed, and map at least some of RAM
[Lord Nightmare]

-electron: Added cassette softlist and implemented BREAK key [Nigel Barnes]

-Xerox NoteTaker: Corrected RAM amount. Attached the pic8259 interrupt
controller, though no interrupts are attached to that yet. Added
documentation of i/o writes during the boot process. [Lord Nightmare]

-vigilant.cpp: Added video timing PROM. [Pasky, caius]

-Videosnaps patch (additional file to write: gamename.inp.timecode) [Michele Fochi]
Added new options:
* [no]exit_after_playback (default=no)
* [no]record_input (default=no) Added new UI shortcut to save current
timecode (default F12) Translated variable names and comments to
english language

-Sord m5 driver update [Ales Dlabac]
added support for RAM expansions EM-5,64KBI,64KBF,64KRX
added m5p_brno mod Sord m5+1024kB
ramdisk+cp/m 2 cart slots

-Moon Light (Set 2): Fix the program ROM addressing. This fix the
corrupt graphics in the double-Up feature. [Roberto Fresca]

-Moved JANGOU_BLITTER into a device [Angelo Salese]

-NCS8105 ADCX opcode is actually an ADDX, fixes gfx garbage in
nightgal.cpp [Angelo Salese]

-Corrected ROM labels and removed endian-swap during descramble for
notetaker in favor of loading ROMs the other way round. Add ROM
locations. [Lord Nightmare]

-Xerox NoteTaker: Implement ROM/RAM overlay as per schematics.
Documented Address map and part of I/O map. [Lord Nightmare]

-Note that one of the buccaneers proms matches the vigilante video sync
prom [caius, David Haywood]

-Moon Light: Rearranged and split by program. This generated new sets
due to the hidden extra programs in the program ROMs. [Roberto Fresca]

-Xerox NoteTaker: Added the IO Processor firmware v1.50 as an alt bios
after typing it from the assembly source listing on bitsavers. Added
two PROMs as NO_DUMP. Updated comments and history a bit, but needs
further improvement. [Lord Nightmare]

-Updated Xerox NoteTaker documentation and history section, with cited
sources. [Lord Nightmare]

-Cherry Master v1.10: Fixed inputs / DIP switches. [Roberto Fresca]

-Xerox NoteTaker: Finished documenting the I/O CPU's I/O ports, updated
history documentation a bit more [Lord Nightmare]

-Figured out algorithm and replaced SnowBoard Championship lookup
table with proper emulation of device [Samuel Neves & Peter
Wilhelmsen]

-chihiro.c: Redumped "Sega Network Taisen Mahjong MJ 2 (Rev G)" [ANY]
Re-parented set

-mitchell.cpp: Dumped a blockjoy board and noted a rom label difference
[Andrea Palazzetti]

-snotec.xml: Added 3 new cart dumps. [TeamEurope]

-Extended LUA API [Jeffrey Clark]

-Support for the AMPAL18P8 to the jedutil tool. [Kevin Eshbach]

-Improved cross compile support [Jeffrey Clark]

-Hp9845: Added tape driver [F. Ulivi]

-r9751: Add more DMA registers for serial and floppy [Brandon Munger]

-slapstic: One small step toward slapstic modernization [AJR]
* Make chip number part of device configuration, not init param
* Correct mainpcb slapstic number in racedrivpan
* Remove many unused slapstics

-c64_cart.xml, c128_cart.xml: Added some diagnostic carts.
[World of Jani]

-COM5016/COM8116 Baud Generator: Added a bunch more divisor tables and
notes [Lord Nightmare]

-Apollo changes: [Hans Ostermeyer]
* Unified logging format in associated devices
* Use correct raw video modes

-Xerox NoteTaker: Finished IOCPU memory map documentation. Hooked up the two
UARTS. Begin hookup of the screen/CRTC. Fixed an issue with writes to
ROM-mapped areas shadowing to RAM. Added 960KHz xtal for the keyboard UART.
[Lord Nightmare]

-AY-3-1015 UART: Fixed two swapped pin functions. [Lord Nightmare]

-Added multi-language support for MAME [Miodrag Milanovic]

-sq1: Much-improved LCD and front panel button support.
[Parduz, R. Belmont]

-weddingr: better input port descriptions [Vas Crabb]

-Added Chinese Simplified and Chinese Traditional translation [YuiFAN]

-Added German translation [Raf Tacker]

-Added Japanese translation [Fujix]

-Added Italian translation [Angelo Salese,Antonio Paradossi,Fabio Priuli]

-Added Portuguese (Brazil) translation [Ashura-X]

-pacman.cpp, meadwttl.cpp: small fix of game years for Novomatic's Cannon
Ball and Meadows' Meadows 4 in 1, respectively, to synchronize with
history.dat [Antonio Paradossi]

New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Pyon Pyon Jump (V1.40, Japan) [Roberto Fresca]
Carnival King [Ted Green]
Fidelity Chess Challenger 10 [hap, Berger]
Fidelity Sensory Chess Challenger 12-B [hap, Berger]
Fidelity Voice Chess Challenger [hap]
Fidelity Voice Sensory Chess Challenger [hap]
Fidelity Champion Sensory Chess Challenger [hap]
Fidelity Chess Challenger 7 [hap, Berger]
Fidelity Excellence [hap, plgDavid]
Fidelity Voice Excellence [hap, plgDavid]
SMT Goupil G1 [Jean-Francois DEL NERO]
Michigan Super Draw (2131-16, U5-2)
[Charles MacDonald, Brian Troha, David Haywood, The Dumping Union]
'96 Flag Rally [Nosunosu, ShouTime, David Haywood]
Apple IIe (Spanish) [robcfg, R. Belmont]
Super Cherry Master (v1.0) [Roberto Fresca, Ioannis Bampoulas]
Fidelity Elite Avant Garde (model 6114) [hap, Micha]
Coleco Electronic Quarterback [hap, Sean Riddle]
Fidelity Elite Avant Garde (model 6117-7) [hap, Micha]
Fidelity Elite Avant Garde (V10/V11) [hap, Micha]
Parker Brothers Lost Treasure [hap, Sean Riddle]
Coleco Zodiac [hap, Sean Riddle]
Conic Electronic Football II [hap, Sean Riddle]


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Touche Me (set 2, harder) [system11]
Speak & Math (1980 version) [Sean Riddle, plgDavid]
La Dictee Magique (French Speak & Spell) [Sean Riddle, plgDavid]
Grillo Parlante (Italian Speak & Spell) [Sean Riddle, plgDavid]
1000 Miglia: Great 1000 Miles Rally (94/05/10) [Corrado Tomaselli]
Multi Champ (World, older) [f205v]
1000 Miglia: Great 1000 Miles Rally (94/05/26) [caius]
NBA Jam (rev 1.00 02/1/93 [Alex Meijer, Bernard Tack]
Raiden Fighters 2 - Operation Hell Dive (Italy) [Corrado Tomaselli]
64th. Street - A Detective Story (Japan, set 2) [Corrado Tomaselli]
World Rally (Version 1.0, Checksum 8AA2) [Artemio Urbina]
Fighting Golf (US, Ver 2)
[Ryan Holtz, Shoutime, Smitdogg, The Dumping Union]
World Cup Volley '95 Extra Version (Asia v2.0B) [Kevin Eshbach]
Moon Light (bootleg of Golden Star, set 2) [f205v, Roberto Fresca]
Frogger (Sega set 3) [Team Europe]
Moon Light (v.0629, high program) [Roberto Fresca, f205v]
Moon Light (v.02L0A, low program) [Roberto Fresca, f205v]
Moon Light (v.02L0A, high program, alt gfx) [Roberto Fresca, f205v]
Cherry Gold I (set 2, encrypted bootleg) [Roberto Fresca, f205v]
Cherry Master I (ver.1.01, set 8, V4-B-) [Roberto Fresca, f205v]
Cherry Master I (ver.1.10) [Roberto Fresca, Ioannis Bampoulas]
Super Bobble Bobble (bootleg, set 4) [Jose Jorge Fuentes]
1943: Midway Kaisen (bootleg) [Andrea Palazzetti]
Space Rocks (Spanish clone of Asteroids) [pako ikarihardmods]
Block Block (World 911219 Joystick) [caius, The Dumping Union]
Royal Poker '96 (set 4, C3 board) [Roberto Fresca, Ioannis Bampoulas]
New Cherry '96 (bootleg of New Fruit Bonus?) [Roberto Fresca, Ioannis Bampoulas]

New machines marked as NOT_WORKING
----------------------------------
Argox Rabbit Printer (model OS-214) [Felipe Sanches]
Xerox NoteTaker [Lord Nightmare, bitsavers]
Unknown Nibble game
[Team Europe, Marcus Jendroska, Y~K, Smitdogg, Roberto Fresca, The Dumping Union]
Name Club Ver.2 (J 960315 V1.000) [TeamEurope, Ryan Holtz]
Cross Puzzle [Ryan Holtz, Smitdogg, The Dumping Union]
Print Club LoveLove (J 970421 V1.000) [TeamEurope, Ryan Holtz]
Print Club Yoshimoto V2 (J 970422 V1.100) [TeamEurope, Ryan Holtz]
Print Club 2 Vol. 7 Spring (J 970313 V1.100) [TeamEurope, Ryan Holtz]
Print Club 2 Puffy (Japan) [TeamEurope, Ryan Holtz]
Print Club 2 Pepsiman (J 970618 V1.100) [Team Europe, Ryan Holtz]
Print Club 2 Vol. 6 Winter (J 961210 V1.000) [Team Europe, Ryan Holtz]
Print Club 2 Warner Bros (J 970228 V1.000) [Team Europe, Ryan Holtz]
Print Club 2 '97 Winter Ver (J 971017 V1.100, set 2) [Team Europe, Ryan Holtz]
Print Club 2 '98 Summer Ver (J 980603 V1.100) [Team Europe, Ryan Holtz]
Print Club LoveLove Ver 2 (J 970825 V1.000) [TeamEurope, Ryan Holtz]
Name Club (J 960315 V1.000) [Team Europe, Ryan Holtz]
Dragon Treasure 2 (Rev A) (GDS-0037A)
[Jorge Valero, rtw, The Dumping Union]
Tiger K28/Coleco Talking Teacher
[hap, Jonathan Gevaryahu, Sean Riddle, plgDavid, Kevin Horton]
Mattel Computer Gin [hap, Kevin Horton]
Tiger K28 (model 7-230) [hap, Kevin Horton]
Coleco Head to Head Basketball (COP420L) [Sean Riddle]
Wangan Midnight R (WMR1 Ver. A) [Darksoft, Guru, R. Belmont]
IGT Multistar 7 2c [Miodrag Milanovic]


New clones marked as NOT_WORKING
--------------------------------
Jurassic Park 3 (ver UA) [ShouTime]
Police 24/7 (ver EAA, alt) [Guru]
Thrill Drive 2 (ver EAA, 2 alt versions) [Guru]
Tsurugi (ver EAB, alt) [Guru]
World Combat (ver AAD, alt) [Guru]
The Rumble Fish (prototype) [Brizzo, MetalliC, Arzeno Fabrice]
NeoGeo Battle Coliseum (World) [Brizzo, MetalliC, Arzeno Fabrice]

New WORKING software list additions
-----------------------------------
Fidelity Chess CB16 [anonymous]


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


http://mamedev.org
 



    Monday, February 22, 2016
Cemu 1.3.2 released!

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


Added multi-core support for CPU emulation (Disabled by default, not recommended at this stage)
Added support for polygon offset (fixes some shadows and surface flicker)
Optimized GPU cpu thread by offloading work to GPU (Improves performance in graphic intensive games)
Added support for GX2 Occlusion Query API
Improved support for texture samplers and fixed other texture issues
Added debug option to view active PPC threads
Fixed a crash that could occur when loading .rpx


http://cemu.info
 



    Wednesday, February 17, 2016
PPSSPP 1.2.1 released!

February 14, 2016: PPSSPP 1.2.1 has been released!


A bunch of stability fixes when switching apps on Android
Updated the fonts for Chinese and Korean to cover some previously unsupported chars


February 14, 2016: PPSSPP 1.2 is out!


As usual, a ton of fixes and improvements:

A major rework of sceAtrac audio decoding, fixing various music hangs and similar issues
Many fixes and workarounds to depth and stencil buffer usage, and also FBO management
Audio reverb support
Combo keys - custom touch buttons that press multiple PSP buttons
5xBR upscaling on GPU (postprocessing effect)
Fix problems with playback of video with mono audio
Performance improvements like multithreaded audio mixing
ARM64 JIT crash bug fixes
GLSL shader cache to reduce stuttering ingame
Support render-to-CLUT functionality that some games use to change colors of various monsters
x86-64 support on Android
Auto-hide on-screen controls after a while of no usage
Fixes to prescale UV speedhack, now seems reliable
Faster ISO RAM cache
New UI for moving around the PSP display on larger screens
Minor UI fixes like better slider controls
Assorted stability fixes (ffmpeg crash, etc)
Volume setting is back
Preparations for supporting more graphics APIs
AdHoc port offset
Support another HD remaster (Sora no Kiseki Kai HD)


http://www.ppsspp.org
 



    Tuesday, February 16, 2016
Yape v1.0.9 released

Yape is the best emulator of Commodore microcomputer family running on Windows and Unix. The emulator faithfully imitates the C-264 (alias Commodore Plus/4) model.

Yape v1.0.9 changelog:


* updated project to be used with Visual Studio 2015 and MinGW-w64
* optional XAudio2 driver added (DirectSound's successor)
* D81 image support in 1551/IEC mode (no partitions though)
* PSID replay support via the autostart menu
* refactored audio mixing
* disk attachment regression bug
* various other bugfixes (monitor settings, TED sound, snapshot)


http://yape.plus4.net
 



    Thursday, February 04, 2016
mGBA v0.4.0 released!

mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.

Features:
- Near full Game Boy Advance hardware support[1].
- Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
- Qt and SDL ports for a heavy-weight and a light-weight frontend.
- Save type detection, even for flash memory size[2].
- Real-time clock support, even without configuration.
- A built-in BIOS implementation, and ability to load external BIOS files.
- Turbo/fast-forward support by holding Tab.
- Frameskip, configurable up to 9.
- Screenshot support.
- 9 savestate slots. Savestates are also viewable as screenshots.
- Video and GIF recording.
- Remappable controls for both keyboards and gamepads.
- Loading from ZIP files.
- IPS and UPS patch support.
- Game debugging via a command-line interface (not available with Qt port) and GDB remote support.

mGBA v0.4.0 Changelog:



Features:
* Officially supported ports for the Nintendo 3DS, Wii, and PlayStation Vita
* I/O viewer
* Booting of multiboot images
* Customization of GIF recording
* Libretro: Cheat code support
* Support for GLSL shaders
* ROM information view
* Support for VBA-style cheat codes
* Savestates now store creation timestamps
* Key autofire
* Libretro: Allow blocking opposing directional input
* OpenEmu core for OS X
* Libretro: Settings for using BIOS and skipping intro
* Libretro: Customizable idle loop removal
* Implemented cycle counting for sprite rendering
* Cleaner, unified settings window
* Added a setting for pausing when the emulator is not in focus
* Customizable paths for save games, save states, screenshots and patches
* Controller hotplugging
* Ability to store save games and active cheats within savestates

Bugfixes:
* ARM7: Fix sign of unaligned LDRSH
* ARM7: Fix decoding of some ARM ALU instructions with shifters
* Debugger: Fix watchpoints in gdb
* GBA: Fix warnings when creating and loading savestates
* GBA: Fix Iridion II savetype
* GBA BIOS: Fix misaligned CpuSet
* GBA Cheats: Fix cheats setting the Action Replay version
* GBA Hardware: Fix GPIO on big endian
* GBA Memory: Fix DMA register writing behavior
* GBA Memory: Fix DMAs triggering two cycles early
* Libretro: Fix aspect ratio
* Qt: Fix some potential crashes with the gamepad mapping
* Qt: Fix keys being mapped incorrectly when loading configuration file
* Util: Fix PowerPC PNG read/write pixel order
* Util: Fix excessive memory allocation when decoding a PNG
* VFS: Fix VFileReadline and remove _vfdReadline


Misc:
* All: Improved PowerPC support
* All: Fix some undefined behavior warnings
* ARM7: Combine shifter-immediate and shifter-register functions to reduce binary size
* Debugger: Convert breakpoints and watchpoints from linked-lists to vectors
* GBA: Implement bad I/O register loading
* GBA: Allow jumping to OAM and palette RAM
* GBA BIOS: Finish implementing RegisterRamReset
* GBA Config: Add override layer for better one-time configuration
* GBA Input: Consolidate GBA_KEY_NONE and GBA_NO_MAPPING
* GBA Memory: Use a dynamically sized mask for ROM memory
* GBA Memory: Implement several unimplemented memory access types

http://mgba.io
 



    Wednesday, February 03, 2016
Cemu 1.3.1 released!

v1.3.1 | 2016-02-03


Added fullscreen support
Added support for running extracted applications (.rpx with external files)
Added support for launching games via command line parameter
Vastly improved graphics
Improved accuracy and stability of filesystem code
Many smaller changes to various parts of the emulator


Super Mario 3D World in game:

Go to GBAMP for more information:

http://gbatemp.net/threads/release-cemu-wii-u-emulator.399524/page-173

Download emulator here:

http://cemu.info
 



    Tuesday, February 02, 2016
nGlide v1.05 released!

nGlide is a 3Dfx Voodoo Glide wrapper which means it 'emulates' 3Dfx Glide Library, so you don't need to have a 3Dfx Voodoo card to play games written for Glide API. Both versions of Glide API are supported, Glide2 (glide2x.dll) and Glide3 (glide3x.dll). nGlide translates all Glide callings to Direct3D, which is supported by almost all today's graphics cards.


nGlide v1.05 Changelog:
Glide2:
-added support for F-16: Fighting Falcon
-added support for Space Haste
-fixed Actua Golf 2 ui issues with older Radeons
-fixed Actua Soccer 2 seams glitch
-fixed Driver missing lens flare effect and wrong drawing distance
-fixed Killer Loop buggy time indicator background
-fixed Powerslide blinking car shadows
-fixed Time Warriors glitches with 320x200/640x400 viewports
-fixed Total Soccer 2k disappearing goal nets
-fixed Ultimate Race Pro incorrect fog and low texture detail with v1.50
-fixed Warzone 2100 invisible map after building command center
-fixed lack of gamma correction control with games utilizing SST_GAMMA

Glide3:
-added support for Les Visiteurs: La Relique De Sainte Rolande
-fixed NFL Blitz 2000 missing ui text with 3x renderer
-fixed Tiger Woods PGA TOUR 2000 long loading time
-fixed Tiger Woods PGA TOUR 2001 wrong target arrow distance and long loading time
-fixed Xtreme Air Racing resolution issue

Miscellaneous:
-added support for windowed mode (press Alt+Enter while in game to switch)
-added support for extended resolutions
-added support for edge anti-aliasing
-"4:3" aspect ratio option in nGlide configurator renamed to "Preserve original"
-framerate is now capped at 1000fps with VSync=off or windowed mode to reduce power consumption / coil whine
-fixed Alt+Tab switching in multithreaded games
-fixed regressions


http://www.zeus-software.com
 



    Wednesday, January 27, 2016
MAME v0.170 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.



0.170
-------


MAMETesters Bugs Fixed
----------------------
- 06097: [Crash/Freeze] (viper.c) Most sets in viper.c: Crashing at start
(32-bit only) (Robbbert)
- 06127: [DIP/Input] (m92.c) thndblst: "Continuous Play" dip switch
value incorrectly labeled (kane)
- 06126: [Crash/Freeze] (suna8.c) hardhea2b: Exception at start (Osso)
- 04900: [Flip Screen/Cocktail] (battlex.c) battlex: Missing Title and
Text while flipped (Osso)
- 06117: [Multisession] (bfm_sc2.c) qntoond, quintoon: MAME crashed when
switching games (Osso)
- 02640: [Gameplay] (megasys1.c) kazan, iganinju: Multiple issues (slow graphic
rendering, missing graphics) (Angelo Salese)
- 06114: [DIP/Input] (cps1.c) sf2m10: Kick inputs are not working LK MK HK (Osso)
- 06090: [Crash/Freeze] (namcos10.c) mrdrilr2, mrdrlr2a: Crash during Init (Osso)
- 06046: [Speed] Several drivers using mc6845.c: Speed is always 90-98% when
throttled (crazyc)
- 06104: [Gameplay] (x1.c) x1 [druaga]: druaga fails to get past
loading screen (crazyc)
- 06124: [Crash/Freeze] (phc25.c) phc25, spc1000, fc100: phc25, fc100 crash
at start; spc1000 crash when a letter key is pressed (Osso)
- 06122: [Crash/Freeze] (x68k.c) x68000 [ffight]: crashes with stack crawl (crazyc)

Source Changes
--------------
-Added more accurate SSi S14001A speech chip emulation, written by one
of the people at SSi who originally laid out the S14001a silicon in
1974/5! [Ed Bernard]

-nokia_3310.cpp: started implementing the driver based on available
information. Also added dumps for various models. [Sandro Ronco]

-Corrections to some ROM names and labels on Elevator Action based on
pcb pictures. [Lord Nightmare, brizzo]

-tispeak.cpp: Dumped and added correct version of 1979 US Speak &
Spell. [Sean Riddle]

-vicdual: rewrote carnival music board emulation, copy-pasted samples
handling from audio/pulsar.cpp. Kept sample names and function names
the same. [hap]

-XAudio2 support [Brad Hughes]

-Removed this == nullptr checks and fixed most of the resulting
crashes. [MooglyGuy, Tafoid]

-psychic5.cpp: added SCREEN_RAW_PARAMS [Angelo Salese]

-More configuration fixes [AJR]
* terrafb: remove unused NB1414M4
* segas16b.cpp: sanity check forgotten in last confix
* sega16sp.cpp: fix region width, make required (as last confix
allows)

-psychic5.cpp: Fixed sprite disable for Bombs Away. [Angelo Salese]

-Pass and return palette devices by reference, not as pointers [AJR]
* Add screen_device::has_palette()
* Require device_gfx_interface::gfx() and palette() to access members
* Getters for atari_vad_device return devices as references, not
pointers

-Driver configuration fixes [AJR]
- Implement found() method for object finders
- a1200, cubo, midzeus2, etc.: remove spurious palette tags
- bagman, sbagman & clones: correct PROM region lengths
- atomicp, snapper: remove unused(?) sprite device w/no ROMs

-taitotz: replace HLE rendering with actual chip emulation [Ville Linde]

-NAOMI/Chihiro docs update [f205v]
-document rest of Atomiswave registers [brizzo, MetalliC]
-added dump of World Club Champion Football's camera sensor board [ANY]

-tourvis.cpp: Added V4.0 BIOS to the Tourvision driver [system11]

-OS/2 patch [KO Myung-Hun]

-Arkanoid: Add note about the number of optical quadrature slots (24)
the arkanoid 1:20 geared spinner's quadrature wheel. [brizzo]

-Arkanoid.cpp: Set YM2149 emulation to mix channels the same way the
real pcb mixes them, by directly tying them together with no mixing
resistors. This introduces some distortion, but is more accurate
to actual pcb audio. [Lord Nightmare]

-40love.cpp: added global color select bank, fixes colors in later
levels for Forty-Love [Angelo Salese]

-spc1000: cassette tape motor fixed for working properly [Miso Kim]

-arkanoid.cpp: Added emulation of the 68705 timer and timer interrupts.
Fixed bugs with MCU port c ddr handling, latches and edge detection,
added missing interrupt on Z80 write to MCU, and removed a boost
interleave hack which was made unnecessary by these fixes. Switched
the Arkanoid (older) sets to use original Taito A75 06 MCU code as
opposed to the bootleg MCU code used until now. The 3 (newer) and 1
Tournament sets still use hand-hacked bootleg MCU code until original
MCU chips can be dumped and/or decapped. All 9 of the dumped Arkanoid
MCU code roms now work, if hooked up to the appropriate drivers. Hooked
the now-working 'deprotected Taito' MCU dump up to arkanoidjbl. Added an
alternate gfx rom dumped from an original 'older' US board. [Lord Nightmare, Brizzo]

-some fast invaders improvements [ANY]

-Return std::string objects by value rather than pass by reference [AJR]
- strprintf is unaltered, but strformat now takes one fewer argument
- state_string_export still fills a buffer, but has been made const
- get_default_card_software now takes no arguments but returns a string

-Some comments on TRS-01 'early radar scope' 5-PCB set. Fixed some ROM
names based on PCB pictures from Superully. [Lord Nightmare]

-segas18.cpp: Add documentation of a Laser Ghost test PCB [Arzeno Fabrice]

-meadwttl.cpp: ROM labels update for Bombs Away (Meadows) [Stiletto, Andrew Welburn]

-common osd path environment var expansion [Jeffrey Clark]

-add lua console support back in [Jeffrey Clark]

-pc9801_86: add pcm [Carl]

-added official updater roms to the calspeeda set so that you can
update the hdd / game revision if you so please [mrsinister]

-ts803: can display text and graphics, can boot from disk [Gabriele D'Antona]

-dccons.c:
Dreamcast v1.022 "no MIL-CD" BIOS dumped [Leonard Oliveira]
Katana Set5 Dev.Box BIOS v1.001 found [MetalliC]
sorted out bioses/flashes, removed outdated comments [MetalliC]

-apple2e: fix $c800 arbitration, fixes IDE and SCSI cards
among others. [R. Belmont]

-R9751: Clean up, add timer register, and add another system disk
set to software list [Brandon Munger]

-makedep.py: Finish making it python3-compatible [O. Galibert]

-sfkick.cpp: Fill in missing dipswitches and added dip locations. [Brian Troha]

-Added pre-compiled headers support to build system [Miodrag Milanovic]

-improvements to hp9845b driver [F.Ulivi]

-Increase debug console maximum parameters in debugcon.h [ConHuevosGuey]

-m68k: fix 020+ bfins instruction results and flags [Till Harbaum]

-fidelz80: redumped CC10B PRG ROM [Berger]

-rf5c400: added external memory r/w function [Ville Linde]

-marywu: Most of the hardware has been mapped by analysing the pcb tracks. [Felipe Sanches]
This set of commits include:
a video layout with all 30 LEDs 13 double-digit 7seg modules
an improved memory map hooking up the couple AY8910-3 chips, 2kb of Static RAM and the keyboard/display controller (an i8279 clone)
multiplexing signals for the 7seg displays
LEDs being controlled by the IO ports of the 2 AY8910-3 chips
8-bit set of DIP-Switches, a 2x16 keyboard and 4 push buttons mapped to the i8279 scanlines and return lines

-Some more validity checking improvements: [AJR]
* The -validate command now accepts an optional string, validating only
matching drivers. This has proven useful for debugging. The default is
to validate all drivers as usual.
* Devices' names are tracked when validating their auto-finders.

-Have sound_stream::input_name return the std::string it constructs [AJR]

-Added SteamLink initial support [Sam Lantiga, Miodrag Milanovic]

-Refactored NTSC pass and added sliders [ImJezze]
* merged YIQ encode and decode pass into one NTSC pass
* fixed half texel offset
* re-added usage of A value
* re-added usage of P value
* re-added jitter of B value
* changed default O value to 0
* reduced sample count to 64
* removed duplicate YIQ settings definition
* added sliders for most NTSC settings
* fit B value jitter between a min/max range of 0 and 1
* fit A and B value between a min/max range of -1 and 1
Refactored color convergence pass
* color convergence is now independent from ratio
* color convergence is now limited to a maximum of 10
* the radial color convergence now "translates" the most outer
pixel as they would be translated by the linear color convergence
with the same amount
* added color convergence pass to vector rendering
Misc.
* fixed half texel offset in pre-scale pass
* fit scan-line jitter between a min/max range of 0 and 1
* color convolution, defocus and phosphor pass will now be skipped
if all influencing parameters are 0
* added hum bar simulation based on [MooglyGuy's] GLSL port of the MAME shader pipeline
* added monochrome-chessboard.png
* added slot-mask-aligned.png (to simulate a TFT LCD

New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Wing Force (Japan, prototype) [ShouTime]
Snow Board Championship [Charles MacDonald, David Haywood]
Waku Waku Marine [Ryan Holtz, Smitdogg, Shoutime, The Dumping Union]
Il Galeone [f205v]
Last Four (09:12 16/01/2001) [f205v]
Samsung SPC-1500 [Miso Kim]
TI-1250 [hap, Sean Riddle]
Speak & Spell Compact (3 versions) [hap, Sean Riddle, Lord Nightmare, Kevin Horton, plgDavid(David Viens)]
Ordisavant (France) [TeamEurope, dlfrsilver]

New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Gun Dealer (bootleg) [Yrouel]
Rambo 3 (bootleg of Ikari, Joystick hack) [Any]
Laser Ghost (Japan) (FD1094 317-0164) [Charles MacDonald, ShouTime]
Strider (USA, B-Board 90629B-3, Street Fighter II conversion) [system11]
Nova 2001 (Japan, hack?) [system11]
Stadium Hero '96 (USA, EAH) [Kevin Eshbach, The Dumping Union]
Multi Game '96 (Italy) [system11]
Sly Spy (US revision 4) [system11]


New machines marked as NOT_WORKING
----------------------------------
Sequential Circuits Prophet-600 [R. Belmont]
Didact mp68a [Joakim Larsson]
Didact md6802 [Joakim Larsson]
Esselte 100 [Joakim Larsson]
Labeled 'WU- MARY-1A [Felipe Sanches]
Various Tourvision (PCE bootleg) cartridges [system11, The Dumping Union]
- 1943 Kai, After Burner, Armed-F, Ballistix, Be Ball, Chōzetsurinjin Beraboh Man, Bomberman,
Chuka Taisen, Coryoon, Daisenpu, Dead Moon, Devil Crush, Dodge Ball, Dragon Spirit, Final Blaster
Final Match Tennis, Gunhed, Hana Taka Daka, Jinmu Densho, Kiki Kaikai, Legend of Hero Tonma
Mizubaku Daibouken Liquid Kids, Mr Heli, Ninja Ryukenden, Operation Wolf, Override, Pac-Land
PC Genjin Punkic Cyborg, Power Drift, Pro Yakyuu World Stadium '91, Psycho Chaser, Puzzle Boy
Raiden, R-Type II, Saiga No Nindou - Ninja Spirit, Salamander, Shinobi, Side Arms, Skweek
Son Son II, Tatsujin, Terra Cresta II, Toy Shop Boys, Veigues, Winning Shot, W-Ring, Xevious
Doraemon Meikyuu Daisakusen

Unknown Tab Austria Poker [ANY]
Roland TR-606 [hap, Kevin Horton]
Pyon Pyon Jump [Ryan Holtz, Smitdogg, Shoutime, Roberto Fresca, The Dumping Union]
Fidelity Voice Excellence [plgDavid, hap]
Fidelity Sensory Chess Challenger 12-B [Berger]
Dragon Treasure 3 (Rev A) (GDS-0041A) [Jorge Valero, rtw, The Dumping Union]

New clones marked as NOT_WORKING
--------------------------------
Fidelity Voice Chess Challenger (Spanish) [Berger]
Fidelity Voice Chess Challenger (German, French) [plgDavid, hap]
Sega Bass Fishing Challenge Version A [gamerfan, brizzo, MetalliC, Smitdogg, The Dumping Union]
Raizin Ping Pong (V2.01J) [Shoutime]
Power Shovel ni Norou!! - Power Shovel Simulator (v2.07J, alt) [Shoutime]
Desert Patrol (set 2) (Project Support Engineering (Telegames license)) [blinddog1, Paul Swan, gregf]
Maniac Square (protected) [Charles MacDonald]
Pacman Club (set 1, Argentina) [Roberto Fresca]
Pacman Club (set 2, Argentina) [Roberto Fresca]

New WORKING software list additions
-----------------------------------
tutor.xml: Tron (Jpn) [TeamEurope, Steve]
snotec.xml: added 4 new cart dumps. [TeamEurope]
Added 10 new cart dumps for PreComputer 1000. [TeamEurope]
Added 2 new cart dumps for Ordisavant (France). [TeamEurope, dlfrsilver]
c64_flop.xml: Added Little Knight Arthur. [Pasi Hytnen]
c64_cart.xml: Added KoalaPainter. [Curt Coder]

New NOT_WORKING software list additions
---------------------------------------
casloopy.xml: Loopy Town no Oheya ga Hoshii! [TeamEurope, Steve]
casloopy.xml: Lupiton no Wonder Palette [TeamEurope, Steve]
database.xml: Leapfrog [TeamEurope & Steve]



http://www.mamedev.org
 

File Releases

ePSXe 2.0.2
No Description in database.

Cemu 1.4.1
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Cemu 1.4.0c
No Description in database.

Cemu 1.3.3
No Description in database.

Cemu 1.3.2
No Description in database.



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