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    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 Hytönen]
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
 



    Thursday, January 21, 2016
Nemulator v4.01 released!

Nemulator is win32 NES emulator.nemulator 2.0 uses DirectX 10, therefore Windows Vista or Windows 7 is required. If you receive an error message stating that d3dx10_33.dll is missing, please download the latest DirectX 10 update from Microsoft at microsoft.com. You need a lot of horsepower (probably a dual-CPU/core system) to run the menu at full speed.

nemulator v4.01 Changelog:


* Fixed some bugs that were introduced in recent versions:
Some gamepad configurations stopped working in nemulator 4.0
Fixed shaky status bar in Mickey's Safari in Letterland


http://www.nemulator.com
 



    Tuesday, January 19, 2016
RetroArch v1.3 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 Changelog:


* OSX PowerPC version released! Requires OSX 10.5 (Leopard).
* All cores that the PowerPC version supports are currently included into the ZIP itself because our buildbot does not yet serve up PowerPC cores for OSX yet.
* PlayStation3 version is back!
* PlayStation Vita version released!
* 3DS version released!
* Too many changes to mention.


http://www.libretro.com
 



    Monday, January 18, 2016
higan v097 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 features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had.

Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name.
Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users.

Changelog:



* higan: project source code hierarchy restructured; icarus directly integrated
* higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing
* icarus: you can now load and import ROM files/archives from the main higan menu
* NES: fixed manifest parsing for board mirroring and VRC pinouts
* SNES: fixed manifest for Star Ocean
* SNES: fixed manifest for Rockman X2,X3
* GB: enabling LCD restarts frame
* GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi)
* GB: VBK, BGPI, OBPI are readable
* GB: OAM DMA happens inside PPU core instead of CPU core
* GB: fixed APU length and sweep operations
* GB: emulated wave RAM quirks when accessing while channel is enabled
* GB: improved timings of several CPU opcodes (gekkio)
* GB: improved timings of OAM DMA refresh (gekkio)
* GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio)
* GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn)
* GBA: fixed disassembler masking error (Lioncash)
* hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
* nall: improved program path detection on Windows
* higan/Windows: moved configuration data from %appdata% to %localappdata%
* higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan


http://byuu.org
 



    Friday, January 15, 2016
MasterGear v3.5 released!

MasterGear is a program that emulates 8bit SEGA videogames on your computer. It runs games made for SEGA MasterSystem (Mark3 in Japan) and GameGear, as well as their predecessors: SG1000, SC3000, SF7000, and Mark2. MasterGear will also help hobbyists who still write software for these systems to debug their works without using rare and costly development hardware.

MasterGear v3.5 for Windows Changelog:



* Switched to the new VRAM/CRAM/VDP access mechanism.
* Added 224/240-pixel screen modes for GameGear.
* Added new CodeMasters mapper detection scheme.
* Fixed serial port status (CJ Elephant Fugitive GG).
* Fixed artefacts in Wolf Child.
* Fixed Star Trek GG screen shift.
* Fixed Micro Machines 1/2 GG screen artefacts.
* Fixed most Cosmic Spacehead issues.
* Added CodeMasters game CJ Elephant Fugitive GG.
* Added CodeMasters game Cosmic Spacehead GG.
* Added CodeMasters game Micro Machines GG.
* Added CodeMasters game Micro Machines 2 GG.
* Added CodeMasters game Pete Sampras Tennis GG.
* Amplified pixel color raster effects.
* Added « Play Sound When Inactive » option to MG-Windows.
* Updated MG-Windows « About » box.


http://fms.komkon.org/MG/
 



    Thursday, January 14, 2016
xQEMU Xbox Emulator update

XQEMU is a open source, cross-platform emulator for the original Xbox (and Sega Chihiro). It is currently in very early stages of development.

Big improvement:

[video=youtube;excy9MgBPtk]https://www.youtube.com/watch?v=excy9MgBPtk[/video]

More:

https://www.facebook.com/XQEMU-Xbox-Emulator-1658190964395730/

http://xqemu.com
 



    Monday, January 11, 2016
FBZX v3.1.0 released!

FBZX is a Sinclair Spectrum emulator, designed to work at full screen using the FrameBuffer or under X-Windows.

FBZX's main features:
* emulates acurately the Original spectrum (both issue 2 and issue 3), the classic 128K, the Amstrad Plus 2, the Amstrad Plus 2A and the Spanish 128K. This include screen, keyboard and sound (both speaker and AY-3-8912 chip).
* Screen emulation is extremely acurate, so it can emulate border efects and even atribute efects.
* Supports Z80 snapshots, both loading and saving, and loading .SNA snapshots.
* Supports TAP (both read and write) and TZX (only read) tape files, supporting normal speed loading and fast speed loading.
* Emulates joysticks: kempston, cursor and sinclair.
* Emulates the Interface I and Microdrive.
* Based in a new, fully free, Z80 emulator (Z80Free).
* Is distributed under GPLv3 license.

FBZX v3.1.0 Changeling:


* Added block 30 support for TZX files


http://www.rastersoft.com/programas/fbzx.html
 

VirtualC64 v1.41 released!

VirtualC64 is a C64 emulator for Mac OS X from Dirk W. Hoffmann. VirtualC64 emulates a Commodore 64 personal computer on your Macintosh.

VirtualC64 v1.4.1 Changeling:


- The new VIC code has been optimized for speed. In warp mode, the emulator is about 10% faster now.
- Debug menu option "Hide sprites" was broken. This has been fixed.


http://www.dirkwhoffmann.de/virtualc64/
 

Nestopia UE v1.47 released!

Nestopia is a portable NES/Famicom emulator written in C++. Nestopia UE (Undead Edition) is a fork of the original source code, with
enhancements from members of the emulation community. This includes
support for new platforms, and bug fixes in the emulator core.

Nestopia UE v1.47 Changeling:



Shell:Additions:
* On-screen text when saving/loading states
* Basic NSF player
* PNG Screenshots
* Quick State Save/Load menu items
* Open Recent menu item
* Ability to pause games when configuration dialog is open
* Customizable NTSC filter options
* Support for Mac OS X

Changes:
* Updated to modern OpenGL (version 3.2 minimum)

Fixes:
* Empty audio buffer when volume is set to 0
* Input config now accepts joystick buttons over 10

libretro:Additions:
* Game Genie Sound Distortion option
* Region selection core option

Changes:
* Default to "consumer" palette
* Vertical and Horizontal overscan options separated

Fixes:
* Fixed FDS save path
Core: Additions:
* Added support for MC-ACC (perilsensitive)
* Added NstDatabase.xml entries (clobber)
* Added support for NES 2.0 submappers
* Added support for mapper 4.1
* Added support for mapper 4.3
* Added support for mapper 23.15
* Added support for mapper 25.15
* Added support for mapper 32.1
* Added support for mapper 68.1
* Added support for mapper 71.1
* Added support for mapper 78.1
* Added support for mapper 78.3

Fixes:
* Reverted fix for Mapper 79
* Fixed Burai Fighter status area (perilsensitive)
* FME-7 IRQ Fix (lidnariq)
* Disabled buggy audio sync


http://0ldsk00l.ca/nestopia/
 

Nemulator v4.0 released!

Nemulator is win32 NES emulator.nemulator 2.0 uses DirectX 10, therefore Windows Vista or Windows 7 is required. If you receive an error message stating that d3dx10_33.dll is missing, please download the latest DirectX 10 update from Microsoft at microsoft.com. You need a lot of horsepower (probably a dual-CPU/core system) to run the menu at full speed.

nemulator v4.0 Changeling:


- Sega Master System emulation


http://www.nemulator.com
 

Phoenix v2.4 released!

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

Phoenix v2.3.4 Changeling:



* Multithreading (DSP and CEL in separate threads)
* Fixed a graphical bug in Alone in the Dark II
* A large-scale code optimization
* Added random seed for Random
* Shaders are now available for editing – you can mock picture =)


Google translate yourself if you want to read it in English. Its in Russia language.

http://www.arts-union.ru/node/23
 



    Friday, January 08, 2016
PCSX2 1.4.0 released!

Hello PCSX2 followers and a belated Happy New Year!
After being late a couple of days (it's a tradition and we can't break it [​IMG] ), we present you with a new stable release, version 1.4.0! Grab it HERE

Along with the release comes our year end report for 2015. The following progress report will provide an overview of all the notable changes from the previous stable version, 1.2.1, to this update. Keep in mind many of the changes have been mentioned in previous progress reports, but are mentioned again as a changelog for 1.4.0. The changes since 1.2.1 are so many, some smaller, some quite massive, that it was impossible to write about all of them, but we believe we have nailed all the highlights!

This release is special for our growing Linux user base. You will be treated with a shiny new GSdx OpenGL backend, for a massive speed and compatibility boost over 1.2.1 and much more, all thanks to the efforts of Gregory and various contributors!

Generally, this release includes work from many more contributors than any previous versions. It appears that switching to Git as our version control system helped invite more developers and encourages sharing even small patches and additions.

For more details and download:

http://pcsx2.net/273-1-4-0-release-end-2015-report.html
 



    Wednesday, January 06, 2016
WinAPE v2.0 beta 2 released!

WinAPE is an Amstrad emulator for PCs running any 32-bit version of Windows. This is one Amstrad CPC emulator you Windows users cannot afford to be without and with more features than any other CPC emulator for your PC and at NO COST You'd be mad to miss it.

Featuring:



- Highly Accurate Emulation of all CPC models
- One of the fastest CPC emulators for Windows
- Built in Debugger and Assembler
- Support for DSK/ESDK/ARC and DSC disc images
- Automatic Version Control


http://www.winape.net
 



    Sunday, January 03, 2016
XEBRA 20151203 released!

Xebra is a PlayStation emulator. It focuses on accuracy and only outputs in native resolution.

It is one of the only PS1 emulators to include compatibility with PocketStation.

Changelog:


- Modification of the drawing routines of GPU
It is one bit lower calculation accuracy at the time of lighting the texture in the conventional routine
(Results would be devoid of larger when you make a dither to the texture as) such because I feel is
- Fixed
Since the code on the OS ROM can be performed in a ②Mode 2 was supposed to be executed in Mode 1
- Fixed.
If you are recording a pad history, save and restore execution by the function key image
In the (so-called state save and load), it was changed so that the pad history also saved and restored.
File extension Along with this was also changed slightly.


http://drhell.web.fc2.com/ps1/
 



    Saturday, January 02, 2016
Ootake v2.76 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 v2.76 changeling:


- With Windows8 and later, the bug that the file dialog occasionally stopped
was corrected.
- In "Super Darius", timing of BGM and Graphics has been fitted at the
Ending Staff Roll.
- 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/
 



    Thursday, December 31, 2015
mame v0.169 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.

0.169
-------




MAMETesters Bugs Fixed
----------------------
- 00363: [Gameplay] (vsnes.c) balonfgt: When you try to play balonfgt using both screens,
the 2 screens get out of sync almost immediately. (David Haywood)
- 03860: [DIP/Input] (vsnes.c) hogalley, vsfdf : Shots don't hit. (David Haywood)
- 05618: [Graphics] (dooyong.c) pollux: Title screen is static (David Haywood)
- 04222: [Color/Palette] (dooyong.c) pollux, polluxa, polluxa2: The 2 characters in the ending scene have wrong colors (David Haywood)
- 02844: [Graphics] (megasys1.c) soldam: Graphics corruption in high score listing (David Haywood)
- 00365: [Misc.] (megasys1.c) 64street: characters don't move in attract mode (David Haywood)
- 00366: [Misc.] (megasys1.c) chimerab: no movements in attract mode / instruction screen (David Haywood)
- 05963: [Graphics] (megasys1.c) tshingen, tshingna: Missing graphical mosaic/resolution effect (David Haywood)
- 06098: [Graphics] (segaybd.c) gloc: Priority issue after game start (David Haywood)
- 06067: [Graphics] (megasys1.c) 64street, 64streetj: 64th Street - missing background graphics interaction (Angelo Salese)
- 06093: [DIP/Input] (stv.c) ffreveng: should have 5 working buttons (David Haywood)
- 06091: [Crash/Freeze] (pc9801.c) pc9801ux: Crash 7-8 seconds into emulation (crazyc)
- 04857: [Crash/Freeze] (playch10.c) pc_pinbt: Hangs after insert coin (Osso)

Source Changes
--------------
-Fix dates on the prose2k sets based on their internal datecodes
[Lord Nightmare]

-Fixed BGM regression in Hot Chase [Angelo Salese]

-rungun.c: Added '936 ROM readback. [Angelo Salese]

-rungun.cpp: added video priority mode bit, fixes title screen missing
rotation effect. [Angelo Salese]

-rungun.cpp: Fixed Run N Gun single/dual monitor logic setup.
[Angelo Salese]

-Dumped the bipolar PROMS at locations 4a, 1m, and 3m of Club Pacman /
Lambada (Argentina). Only one at location 7f is remaining.
[Roberto Fresca]

-EF9365 video controller skeleton added and connected to Squale [Jean-Francois DEL NERO]

-Club Pacman: Dumped and added the remaining color PROMs They match the
pacman/mspacman ones. [Roberto Fresca]

-Pacman Club: Changed game year and description, according with some
facts. [Roberto Fresca]

-EF9365 driver improved. Squale palette and charset corrected. [Jean-Francois DEL NERO]

-Initial conversion of core to C++14. Note that compilers are now
limited to GCC 4.9.0 and up, Clang 3.4.0 and up, and VS2013 and up
[Miodrag Milanovic]

-zn: Added ZN-1 development version BIOS. [Guru, R. Belmont]

-rewrote GameKing skeleton driver, dumped + added internal ROM, boots
and runs menu, not yet fully working [Peter Trauner]

-correct gfx rom for space train [f205v]

-glass.cpp: Verified clocks & pin 7 status of the OKI M6295 from real PCB.
[system11, The Dumping Union]

-pet_rom.xml: Added MONJANA/1. [Ruud Baltissen]

- Jaleco Megasystem 1 improvements
* add Sprite Mosaic effect (port of FBA code) [iq_132, dink]
- used extensively by Chimera Beast
* use 68k byte write smearing on main RAM [David Haywood]
- fixes attract movement in 64th Street, Chimera Beast
* emulate 'Sprite Trails' effect and attempted to emulate sprite clearing
effect [David Haywood]
- used on P47 'Jaleco Logo'
* added memory mirrors on type B hardware [Angelo Salese]
- fixes 64th Street background destruction
* established that St. Dragon press start text is a raster effect, however
method of specifying line etc. is unknown (MCU?) so not currently
enabled [Angelo Salese]
* enabled Soldam hack for parent set as well as Japan set. It seems likely
that enabling 16x16 tiles on one of the layers forces one of the others to
use 16x16 tile addressing even in 8x8 mode, further testing needed before
doing it that way tho [David Haywood]
- fixes the high score table text
* change refresh rate to ~56.19hz using raw params [Angelo Salese]
- now matches video references

-Added Bandai Super Note Club Software List. [Team Europe]

-spc1000:Using timing difference for cassette deck motor on/off toggle [Miso Kim]

-sun3: switch to new Z80SCC device, add RS232 ports (not functioning yet) [R. Belmont]

-Re-write S2636 from scratch as needed for subhuntr: [Vas Crabb]
* Needs raw screen parameters and calls from scanline timer to work properly
* Collision and completion bits generated correctly including duplicates
* Supports background and score display
* Generates audio tone from line frequency
* Several times faster when rendering per scanline

-laserbat.c improvements: [Vas Crabb]
* Use proper video timings
* Implement shell and area effects
* There are still horizontal alignment issues between layers
* Decode PLA bitstream and use for video mixing
* Add PLA from lazarian to laserbat as bad dump as it's needed now
* Add PLA from catnmous to clone as bad dump as it's needed now
* Fix colours - detailed explanation in source comments
* Fix inputs - cocktail P2 controls and all 16 DIP switches work now
* Support cocktail mode (set in Machine Configuration - uses a sense line)
* Fix conditions for latching sound data
* Fix catnmous audio CPU memory map and ROM loading by tracing program
* Hook up catnmous audio CPU peripherals deduced by tracing program
* Add more notes on sound and video hardware
* laserbat, lazarian and catnmous are playable now

-k053252: just reset internal screen state when a frequency clock
change occurs. [Angelo Salese]

-Fixed gfx decoding for Konami GX BIOS [Angelo Salese]

-Fixed k055555 write access, fixing Lethal Enforcers 2 text colors properly [Angelo Salese]

-Split Taito TC0780FPA into its own device [Ville Linde]

-mac: use real split ROMs for maciici [Guru]

-Refactoring memory map validity checking [ARJ]

-Modernize `simple_list` code [Vittorio Romeo]

-Modernize x86log.h and x86log.cpp [Vittorio Romeo]

-monzagp: added car inputs and collisions. [Sandro Ronco]

-Make -verifyroms verify sub-devices like mpu401 and c2040fdc [qmc2]

-partial dumps of Namco FCA and FCB JVSIO MCU's firmware
[Darksoft, MetalliC, Mitsurugi]

-apollo: cleanups and enhancements [Hans Ostermeyer]
* Split OMTI8621 ISA device into PC and Apollo versions (Apollo
doesn't have a BIOS extension ROM, PC does)
* Cleaned up OMTI8621 logging
* Forced slot # of OMTI board so we can look it up and auto-set the
node ID
* Adjusted mouse sensitivity

-Squale Floppy drives working, EF9365 emulation improvement. [Jean-Francois DEL NERO]

-HLSL: Improved Defocus, Fixed LCD screen, Extended Shadow Mask and Bloom [ImJezze]

Made defocus strength equal for x/y and independent from screen size

defocus is now independent from screen size and ratio horizontal and
vertical defocus now have the same strength replaced asymmetric
defocus kernel by a symmetric kernel defocus is now limited to a
maximum of 10 added shader uniforms for orientation and rotation
settings Fixed HLSL for LCD screen

fixed wrong detection of vector screen, which meant that a LCD screen
was also detected as vector screen re-enabled scan-line and other CRT
related sliders for LCD screen Extended Shadow Mask and Bloom
functionality

added shadow mask option to choose between "Screen" and "Source" tile
mode ("Screen" is the default as before) added bloom option to choose
between "Addition" and "Darken" blend mode ("Addition" is the default
as before) the alpha channel of a shadow mask is now filled with the
background color of the screen by the amount of the inverted alpha
value added monochrome-matrix.png which can be used in combination
with "Source" tile mode and "Darken" blend mode to simulate a STN LCD

-qt5 debugger port [O. Galibert]

-Major EF9365 driver update : All display functions emulated [Jean-Francois DEL NERO]

-All hardware vector drawing commands are now working. All characters [Jean-Francois DEL NERO]
type drawing supported (Horizontal, Vertical, Titled, Zoomed...)

512x512, 512x256 (EF9366),256x256 resolutions supported. New user
settings : Number of bitplans, Display resolution/mode. Busy time
dynamically generated for vectors and characters drawing. Various
fixes. Code clean-up.

-gamate.cpp: verified bios ROM dumps on multiple consoles [Peter Wilhelmsen, Morten Shearman Kirkegaard]

-cps2.cpp: Emulated Spinner for aiming in Eco Fighters, enabled it by default [David Haywood]

-aquarium: Fixed music banking and video priorities [David Haywood]

-Various improvements to the internal debugger [Barry Rodewald]
* make closed windows actually disappear
* add Run and Hide Debugger menu option
* set initial windows so that they don't overlap
* make the window colours less garish
* add memory window
* honour -debugger_font and -debugger_font_size
* make title bars the size of the debugger font
* make window editors appear over the window it is related to
* stop text being drawn out of bounds in window titles and editors
* fix order in which windows are rendered
* make new windows appear in a cascade fashion

-In the debugger, memory views now can show data as 32 bit, 64 bit and 80 bit floating point numbers.
[Samuele Zannoli, R. Belmont]

-Build system now autodetects and builds cleanly on Raspberry Pi 2; other ARM Linux targets should also work [Miodrag Milanovic, R. Belmont]



New machines added or promoted from NOT_WORKING status
------------------------------------------------------

Glass (Ver 1.1, Break Edition, Version 1994) (unprotected) [system11]
Panda Train (Novamatic 1.7) [f205v]
Tomy Power House Pinball [hap, Sean Riddle]
Joker Poker (Coinmaster set 1) [MASH]
Mattel Dungeons & Dragons - Computer Labyrinth Game [hap, Sean Riddle]
Spelling B (1978 version) [hap, Sean Riddle]
Mr. Challenger [hap, Sean Riddle]
Run and Gun / Run and Gun (dual screen) [Angelo Salese]
* despite previously being marked as working these never really worked properly
Lazarian / Laser Battle [Vas Crabb]
* see notes above, wasn't really playable before
Captain Flag (Japan) [Ryan Holtz, coolmod, Smitdogg, The Dumping Union, Luca Elia]

Various Player's Edge Plus sets [BrianT]
- Player's Edge Plus (PP0733) Double Aces and Faces
- Player's Edge Plus (PS0047) Wild Cherry Slots
- Player's Edge Plus (PS0092) Wild Cherry Slots
- Player's Edge Plus (PS0358) Wild Star Red White & Blue Slots
- Player's Edge Plus (PS0470) Triple Diamond Slots
- Player's Edge Plus (PS0628) Double Black Jack Slots
- Player's Edge Plus (PS0708) Double Cherry Bar Slots
- Player's Edge Plus (X002127P+XP000043) Double Bonus Poker featuring 'Your Property' Royals
- Player's Edge Plus (X002134P+XP000043) Faces 'n' Deuces Double Bonus Poker
- Player's Edge Plus (X002152P+XP000043) Blackjack Poker
- Player's Edge Plus (X002211P+XP000043) Double Double Bonus with 3 Jacks Poker
- Player's Edge Plus (X002236P+XP000043) Double Double Bonus with 3 Aces Poker
- Player's Edge Plus (X002279P+XP000057) Ace$ Bonus


New clones added or promoted from NOT_WORKING status
----------------------------------------------------

Lethal Enforcers (ver EAA, 09/09/92 09:44) [caius]
Orius (ver UAA) [Ryan Holtz, Smitdogg, The Dumping Union]
Gallop Racer 3 (Export) [Ryan Holtz, Smitdogg, The Dumping Union]
Super Slam (set 3) [f205v]
Super Street Fighter II Turbo (Hispanic 940223) [Artemio Urbina]
Zombie Revenge (Rev A) [Ryan Holtz, Smitdogg, The Dumping Union]
Ninja-Kid II / NinjaKun Ashura no Shou (set 4) [system11]
Hat Trick Hero '93 (Ver 1.0A 1993/02/28) [Bill D, The Dumping Union]
Ring of Destruction: Slammasters II (Hispanic 940902) [Raul Delgado]
Miss World '96 (Nude) (set 4) [system11]
Double Dragon II - The Revenge (US, bootleg) [system11]
Space Chaser (Model Racing bootleg) [Piero Andreini]
Street Fighter II': Champion Edition (M10 bootleg) [Robbbert, Marco]
Street Fighter II': Champion Edition ('Taiwan' bootleg with PAL)
[rtw, Smitdogg, The Dumping Union]
Pirates (set 2) [caius]
Genesis (USA, NTSC, with TMSS chip) [David Haywood]
Space Train [f205v, David Haywood]
Aquarium (US) [funstuff]
Knock Out! (bootleg) [Tirino73]
Ameisenbaer (German, Galaxian hardware) [f205v]
Dragonninja (bootleg with 68705) [f205v]

Various Player's Edge Plus sets [BrianT]
- Player's Edge Plus (PP0060) Standard Draw Poker (set 3)
- Player's Edge Plus (PP0094) Standard Draw Poker
- Player's Edge Plus (PP0129) Joker Poker (Two Pair or Better)
- Player's Edge Plus (PP0189) Standard Draw Poker
- Player's Edge Plus (PP0190) Deuces Wild Poker (set 3)
- Player's Edge Plus (PP0265) 4 of a Kind Bonus Poker (set 3)
- Player's Edge Plus (PP0290) Deuces Wild Poker (set 2)
- Player's Edge Plus (PP0409) 4 of a Kind Bonus Poker
- Player's Edge Plus (PP0418) Standard Draw Poker
- Player's Edge Plus (PP0526) Deuces Wild Poker
- Player's Edge Plus (PP0540) Double Bonus Poker
- Player's Edge Plus (PP0562) 10's or Better
- Player's Edge Plus (PP0587) Standard Draw Poker
- Player's Edge Plus (PP0711) Bonus Poker Deluxe
- Player's Edge Plus (PP0797) One Eyed Jacks Wild Poker
- Player's Edge Plus (KE1001) Keno
- Player's Edge Plus (KE1012) Keno (set 3)
- Player's Edge Plus (PS0364) Wild Star Red White & Blue Slots
- Player's Edge Plus (PS0425) Sizzling Sevens Slots
- Player's Edge Plus (PS0631) Wild Star Red White & Blue Slots
- Player's Edge Plus (PS0722) River Gambler Slots
- Player's Edge Plus (X002033P+XP000112) White Hot Aces Poker
- Player's Edge Plus (X002034P+XP000112) White Hot Aces Poker
- Player's Edge Plus (X002270P+XP000053) Jackpot Poker
- Player's Edge Plus (X002315P+XP000112) Triple Bonus Poker Plus
- Player's Edge Plus (X002376P+XP000112) Super Double Bonus Poker
- Player's Edge Plus (XMP00022) 5-in-1 Wingboard (CG2346) - Spanish
- Player's Edge Plus (XM00002P+XMP00006) Multi-Poker (MGM Grand Detroit Casino)
- Player's Edge Plus (PP0822 A5W-A6F) Standard Draw Poker

New machines marked as NOT_WORKING
----------------------------------
Tektronix TekXpress XP330 X Terminal [Justin Kerk]
Patinho Feio (first computer developed in Brazil, in 1971) [Felipe Sanches]
unknown animal-themed game (bottom) [Roberto Fresca, Matt B]
unknown animal-themed game (top) [Roberto Fresca, Matt B]
Tokyo Bus Guide (Rev A) [ShouTime, rtw]
Mortal Kombat 3 (SNES bootleg) [Kevin Eshbach]
Bandai Super Note Club (Japan) [Team Europe]
Bandai Super Note Club EX (Japan) [Team Europe]
HP9845B [F.Ulvi]
Saturn ST-17xx series DVD players [Justin Kerk]
ROLM 9751 [Brandon Munger]
SGI IRIS Indigo (R3000) [MooglyGuy, Jan-Jaap]
Philips CD-i 220 (Mono-II board) [MooglyGuy, Lord_Nightmare, balrog]
Sansa Fuze 2 [David Haywood]
* need to establish if full firmware can be built from internal rom dump
and firmware updates
Nokia 3310
* we only have firmware update files, probably need actual internal
roms / complete firmware dumps?
Torch CF240 [Nigel Barnes]

Various skeleton drivers for mechanical / non-video systems
- Ameri-Hockey
- Turbo Drive (ICE)
- Standard Change-Makers System 500 / 500E
- Awesome Toss'em (Lazer-tron)
- After Shock (Lazer-tron)
- Bozo's Pail Toss (v2.07)
- Ribbit Racing (Lazer-tron)
- Candy Crane (AGE)
- Clown Roll Down (Elwood)

Various Player's Edge Plus sets [BrianT]
- Player's Edge Plus (X000006K+XK000001) Keno
- Player's Edge Plus (X000013K+XK000011) Keno
- Player's Edge Plus (PP0596) Spades Sequential Royal Double Bonus Poker
- Player's Edge Plus (PP0598) Hearts Sequential Royal Double Bonus Poker

Various World Club Champion Football sets [f205v, ANY, MetalliC]
- World Club Champion Football Serie A 2002-2003 Ver. 2.12 (CDV-10002)
- World Club Champion Football Serie A 2002-2003 Ver. 2.34 (CDV-10008)
- World Club Champion Football European Clubs 2004-2005 (CDV-10013)
- World Club Champion Football European Clubs 2004-2005 Ver. 1.1 (CDV-10015)
- World Club Champion Football European Clubs 2004-2005 Ver. 3.22 (CDV-10015P)
- World Club Champion Football European Clubs 2005-2006 (CDV-10027)

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

Mexico 86 (bootleg of Kick and Run) (set 2) [f205v]
World Combat / Warzaid (ver UCD:B) [arcadecomponents.com]
Dragon World (Korea, V040K) [Ryan Holtz, Smitdogg, The Dumping Union]
Klax (set 2, bootleg) [ANY]
Multi Game (Versione 3.8.6T - 1.5.6, 25-AUG-97) (V378?) [Tirino73]
Hard Head 2 (v2.0, bootleg) [system11]

New WORKING software list additions
-----------------------------------
megadriv.xml: Sega MegaDrive/Genesis cartridges
- Toy Story (prototype) [PtoPOnline]
- Stargate (prototype) [PtoPOnline]

tutor.xml: Tomy Tutor & Pyuuta cartridges
- 4-nin Mahjan (Jpn) [Team Europe, SSJ]
- verified Bermuda Triangle as identical to Torpedo Terror [Team Europe, SSJ]

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

gamate.xml: Bit Corp Gamate cartridges [Peter Wilhelmsen, Morten Shearman Kirkegaard]
* some of these work better than others
- Legend of Dragon Knight
- Fist of Thunder
- Jewelriss
- Mars Voyage
- Flying Goblins
- World Cup Soccer
- Punk Boy
- Famous 7
- Tough Guy
- Fantasy Travel
- QuizFighter
- Further Adventures of Hannibal the Cat
- Basketball
- Bao Qing Tian
- Robin Hood
- Riddle of the Ancient Tomb
- Insect War
- 4-in-1
- One Million Whys
- Dinosaur Park (redump)
- The Golden Pyramid (redump)

saturn.xml: Sega Saturn CD-ROMs
* actually playable, but marked as not working due to driver state
- Rayman (Prototype 19950720) [D$wizz Taylor]

supracan.xml: Funtech Super A'Can cartridges
* DMA issues make this not playable
- Formosa Duel [Team Europe, SSJ]

gmaster.xml: Hartung Game Master cartridges
- 3-on-3 Soccer (Fuss-ball) [Peter Trauner, SSJ]


http://mamedev.org
 



    Monday, December 28, 2015
Yape v1.0.8 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 v1.0.8 changelog:



- [FIX] GUI fix
- [FIX] SID fixes
- [FIX] drive RPM fix
- [FIX] autostart randomization fix


http://yape.plus4.net
 



    Sunday, December 27, 2015
FourDO v1.3.2.4 released!

FourDO is an open-source emulator for the 3DO Game Console.

FourDO v1.3.2.4 Changeling:


1) updates in core Clio:
fixed all freezes in:
3DO Interactive Sampler CD, The
3DO Interactive Sampler CD 2, The
3DO Interactive Sampler CD 3, The
3DO Interactive Sampler CD 4, The
Panasonic REAL 3DO Interactive Multiplayer Sampler
Fixed long time to boot in – Twisted – The Game Show
Killing Time 2.2 alpha runtime freezes fixed
Maybe in some other games freezes fixed too.
2) Graphic fixes:
for Dinopark Tycoon, but not completely 100%
Microcosm – fix start screens, game 100% playable now
Alone In The Dark – fixed fonts, the text written on books, etc, are readable now.
3) New option added – “Scale Mode” enlarges the image, as in NTSC consoles
4) Added support for anvil-bios, anvil chip emulated, needed to run some games of the European region.


http://www.fourdo.com
 

nemulator v3.5 released!

Nemulator is win32 NES emulator.nemulator 2.0 uses DirectX 10, therefore Windows Vista or Windows 7 is required. If you receive an error message stating that d3dx10_33.dll is missing, please download the latest DirectX 10 update from Microsoft at microsoft.com. You need a lot of horsepower (probably a dual-CPU/core system) to run the menu at full speed.

nemulator v3.5 Changeling:


- Added support for VRC7 expansion audio
- Note: requires updated libraries from Microsoft


http://www.nemulator.com
 



    Wednesday, December 23, 2015
Cemu - Wii U Emulator

Created thread by NES_Player4Life and azoreseuropa

Category: WII U

Cemu

Cemu changelog


Cemu v1.2.0 Changeling:

- Added basic audio support
- Added support for GX2 stencil buffers
- Improved controller options
- Miscellaneous bug fixes and small improvements

The link above.

Cemu v1.1.2b Changelog:
- Fixed rendering issues on AMD graphic cards
- Minor changes and bug fixes

v1.1.2b | 2015-12-13
Fixed rendering issues on AMD graphic cards
Minor changes and bug fixes

v1.1.2 | 2015-12-11
Added controller options
Added support for OSCoroutine API
Improved shader emulation
Improved texture/depth/color buffer management
Improved CPU timing and thread synchronization
Synchronous file operations no longer block CPU execution (reduces frame stutter)

New updates will be released approximately every two weeks.
v1.1.1 | 2015-11-25

Improved shader emulation
Added support for 3D textures
Lots of bugfixes

v1.1.0 | 2015-11-19

New future-proof GPU7 shader assembly to GLSL decompiler (work-in-progress)
Fixed a few bugs in color and depth buffer emulation.
Added more system functions, leading to higher compatibility.
Added hacky support for DRC rotation. Right click on the render window & drag to change the orientation
Implemented some background logic for audio emulation. No audio output yet.

v1.0.2 | 2015-11-02

Improved accuracy of shader emulation (again).
Improved the emulation of color and depth buffers.
Implemented support for: Vertex shader textures, depth samplers and instanced rendering.
Fixed a bug causing texture unit updates to be ignored
Some attempts to get the emulator running on AMD graphic cards (but we are not quite there yet)
If GLSL shader compilation fails the error is now logged to log.txt
Lots of other small changes and bugfixes.

v1.0.1 | 2015-10-24

Improved accuracy of shader emulation.
Implemented many system functions leading to higher compatibility.
Added support for statically loading and linking multiple RPX/RPL files (WUD only for now).

v1.0.0 | 2015-10-13

Initial cemu release.

Download
 



    Tuesday, December 22, 2015
MacFCEU v0.9d9 released!

MacFCEU is a Mac OS X port of FCE Ultra. A Mac OS-specific port of FCE Ultra 0.98.13 - an NES/Famicon emulator. Classic and Carbon are supported exclusively.

MacFCEU 0.9d9

Features include: NSFe support, a PPU tile viewer, a memory viewer/editor,
customized speed control, access to registers and counters in the
command line interface debugger, customizable high-quality audio,
and near-100% accurate 2A03/7 CPU emulation.


Recent changes include:

NSF playback auto-advance, including loop-1/all and silence detection.
Implemented more complete YM2149F sound for Sun5B - noise & envelope.
- note that it is slower, even with optimizations.
Fixed PPU write-past-line bug (affects 2x scale).
Added "No Rect Duty Reset" option for smooth results with manual-sweeping music.
Support for non-standard iNES 1B signature.
Moved CityFighter PCM to VRCVI - softer but clearer.
VRCVI overlow at volume point 42.
2A03 bug fixes. Non-clone CPU RAM filled mostly with FFh on hard reset.

Fixed a number of VS-related bugs.
Input menus; also replaced GamePad graphic with photo-based image.
Added Subor Keyboard.
Updated mapper 116 (SL12) to run "Kart Fighter (Unl)".
Added UNL-CITYFIGHTER board, 166/167/39 Subor and 31 NSFROM mappers.

MMC3 revision B by default, TEROM/TFROM hardwired mirroring.

Fixed-banking for SHROM; added SH1ROM PCB variant.
Added 1.5 SHROM, 4.1 MMC6 and 34.2 BNROM submapper codes.
Imported kevtris' VS palettes.

Fixed sweep enable and silencing during sweep reload.
DMC DMA read only on last cycle.

Added PPU memory, OAM RAM, APU registers, and PRG banking to Memory View.
Added iNES mappers 178 and "Holy Diver" 78.3.
Added Dendy autodetect (merely "(R)" for Russian).
Non-taken branches always read operand.

Regions now specific models; added RGB model (e.g., Titler; missing #13 grays).
2A0x rev. A emulation performs LXA; others, ATX.
Added 401x port/DMC DMA collision; dma_4016_read test passes (FourScore off).
Corrected 4014. DMA emulation not 100% correct, but sprdma_and_dmc_dma passes.
Fixed DMC channel DMA timing and 4017 IRQ bugs.
Correct rectangle duty types, replacing threshold with a customizable table.
Fixed rectangle sweep and frequency reload.
User-optional open bus input port mask.
Last field now first field (as it should have been).
Added 2007 busy reads.
NES soft reset and proper boot sequence. Knight Rider and Ironsword run again.
Improved even/odd and NMI timing (3+1.5 CPU cycles).

Added PPU A12 hook (e.g., manual MMC counting).
Revised menus; more items in case function keys aren't available...
4014 odd cycle rounding and implied reads (more complete 2A0x).
Added Dendy region (untested).
Added per-pixel composite index disabling.
Fixed IRQ/BRK/NMI concurrency. More tests pass.
Precision timings precalculated on CPU subcycle level, instead of PPU cycles.
More cases for faster 2x window drawing; revised blitter.
Fixed input & input drawing; automatic Zapper for Duck Hunt works.
Correct PAL emphasis (BRG).

Fixed palette power-up table, read and render-off input masks.
Fixed VS palette selection and dip switch display.
Sunsoft FME-7 IRQs acknowledged only clearing bit 0 of 13.
Doesn't work with all carts.
Added missing CHR bank line for AxROM/mapper 7 boards; fixes Battletoads, others.
Added mapper 28 (INL-ROM) and TxROM/SxROM variants. More board recognition.
Added NMI-ISR window for BRK/IRQs, plus NMI instruction delay.
Corrected CPU power & reset states.
Branch during pagecross triggers pending IRQ; passes "5-branch_delays_irq".
Corrected ARR op, SHX, SHY, ANE and BRK operations on a Visual6502 level.
Adjusted initial triangle position for better channel mixing.
Fixed a major path bug that caused the wrong file to be opened.

New best-quality sound: pulse and noise channels always clock even if silent.
square_timer_div2 renders correctly now, no hacks.
Fixed the triangle length bug.

Disabled minimum boot time for 2000h writes that broke nes-saw, others.
Fixed field ordering after NMI/VBL fix; added last-field user setting.
Adjusted no-render pixel offsets.
Added "latch" decay (for ppu_open_bus.nes).
N106 rate ratio numerator set to exact value at best rate.
No more default WAVE name; ROM file base name by default (if loaded).

Fixed PPU and APU frame issues - all Shay Green VBL/NMI and APU tests pass.
Added sound latency and (better) overrun/overflow handling
- no more sound break-up issue in the newer builds of Basilisk II or fast NSFs.
Added initial frame limit to NSFs for ROMs like "battletoads & double dragon".
NSF frame size (rate) in file now used.

Added inverse table remapping so all emphasis is handled (per line, however).
Added interlacing to 2x scaling. Disabled obsolete assembly code
- faster full-screen Millions of colors screen doubling as a result.
Playfield/screen-off now writes single pixels instead of 8s.
Fixed the standard 64-color palette and NTSC HSB constants.
Replaced the APU frame divider singular "half counter" with a table.
Added Memory View window.
Fixed sound-off speed issues by internally rendering silent samples at 4998 Hz.
MMC5 PCM now disabled at init. (ROM must clear $5010 bit #6 and #0.)
Fixed a mapper sound bug and some shell bugs/issues.
Added ability to adjust the DC filter (or turn it off).
Higher quality sound playback of high sample rates on most Macs.
High definition non-aliasing sound, "best" rate of 100-111.8608 KHz
- faster than FCE Ultra's filtered 96KHz "high quality."
17:4 fixed-point sample rates.


http://sourceforge.net/projects/macfceu/
 

higan v0.96 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



Changelog:

This release adds many UI refinements, new features, and GBA emulation improvements.

I´m looking for Super Famicom console donations, so that I can include hardware PCB scans and document differences for my SNES preservation efforts. If anyone would be interested in helping, I´d be very grateful. More about this here.
Also, I´ve attempted to add a WASAPI audio driver for the Windows port, but I´m having trouble getting it stable. If there are any WASAPI experts that could lend a hand there, that would also be very helpful!

higan: absolutely massive amounts of coding style updates; probably 150 hours of work here
higan: manifest format updated for much greater consistency and simplicity
higan: wrote popen() replacement to suppress console flashing when loading games via icarus
icarus: now includes external database with mapping information for all verified games
icarus: added support for importing Campus Challenge ´92 and Powerfest ´94
icarus: merged settings.bml with higan; changing library path in one affects the other now
SFC: added MSU1 audio resume support
SFC: added new expansion port device (eBoot); simulation of SNES-Boot hardware
SFC: expansion port device can now be selected from system menu
SFC: updated handling of open bus (thanks to Exophase for the design idea)
SFC: "BS-X Satellaview" library folder renamed to "BS Memory"
GBA: fixed 8-bit SRAM reading/writing
GBA: PRAM is 16-bits wide
GBA: VRAM OBJ 8-bit writes are ignored
GBA: BGnCNT unused bits are writable
GBA: BG(0,1)CNT can´t set d13
GBA: BLDALPHA is readable (fixes many games including Donkey Kong Country)
GBA: DMA masks &~1/Half, &~3/Word
GBA: fixed many other I/O register reads; gets perfect score on endrift´s I/O tests
GBA: fixed caching of r(d) to pass armwrestler tests (Jonas Quinn)
GBA: blocked DMA to/from BIOS region (Cydrak)
GBA: fixed sign-extend and rotate on ldrs instructions (Cydrak)
tomoko: added "Ignore Manifests" option to advanced settings panel
tomoko: re-added support for ruby/quark video shaders
tomoko: improved aspect correction behavior
tomoko: added new tool, "Manifest Viewer" (mostly useful for developers)
ruby: fixed mouse capture clipping on Windows (Cydrak)
ruby: won´t crash when using OpenGL 3.2 Linux driver with only OpenGL 2.0 available
ruby: added Linux fallback OpenGL 2.0 driver (not compiled in by default)
ruby: added preliminary WASAPI driver (not compiled in by default, due to bugginess)
hiro: fixed the appearance of Button and ListView::CheckButton on Windows classic
hiro: added missing return values from several functions (fixes crashes with Clang)


http://byuu.org/emulation/higan/
 



    Sunday, December 20, 2015
Demu (WIP) v0.7a Alpha (2015/12/18) released!

DEmul, a Dreamcast emulator which also emulates the arcade boards of Naomi 1, Naomi 2, Hikaru, and Atomiswave.

Current changelog:

18.12.2015 UPDATE


- SH4 MMU optimizations, many WinCE games works at fullspeen on ~recent PCs
- Tile Accelerator rewrite&optimize
- Xinput devices without vibration supported
- automatic DC video mode selection
- simple deinterlace for TV-modes
- fix rotate and aspect ratio
- optional Bilinear filter
- libchd doesn't require SSSE3 anymore
- crash fix at exit after fullscreen switching (I hope)
- gdrImage subcodes emulation fixes and improvements
- gdrImage fix cue/bin booting support
- SH4 exceptions handlindg fixes
- Supid Invaders boots now
- fixes for recent indie games
- sync romset with current MAME
- other minor things was fixed or rewritten, I forget about


http://forum.emu-russia.net/viewtopic.php?f=25&t=503&start=160
 



    Friday, December 18, 2015
mGBA v0.3.2 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 v0.3.0 Changeling:


Bugfixes:
ARM7: Fix STRT/STRBT
ARM7: Implement undefined STRH/LDRH/LDRSH/LDRSB versions
ARM7: Fix bank switching with LDR[B]T/STR[B]T
Libretro: Fix problems with rumble not turning off
GBA: Fix idle skip state being retained between games
GBA: Initialize uninitialized pristineRom and pristineRomSize members
GBA BIOS: Fix CpuSet on 0x01XXXXXX addresses
GBA BIOS: Fix Sqrt sign
GBA BIOS: Fix misaligned RLUnCompReadNormalWrite*
GBA Hardware: Fix Game Boy Player rumble in Pokemon Pinball
GBA Memory: Fix DMA behavior for SRAM accesses
GBA Memory: Fix Store8 to OBJ VRAM
GBA Memory: Fix alignment of LDM/STM on SRAM
GBA Memory: Fix unaligned out-of-bounds ROM loads
GBA Memory: Fix timing of DMAs
GBA Video: Fix _mix for 15-bit color
GBA Video: Fix OAM and palette initialization
OpenGL: Fix fast-forward on some OpenGL drivers where it may block early
Qt: Use safer isLoaded check in GameController
Qt: Fix a race condition in PainterGL that could lead to a crash
Qt: Fix clear button/analog buttons in gamepad mapper on some platforms
Qt: Fix font size in memory viewer
Qt: Fix a crash in the memory viewer
Qt: Add additional checks in CheatModel to prevent crashes
Qt: Fix race condition with setting sample rate
Qt: Fix crash when closing multiplayer windows
Qt: Fix resetting while paused


Misc:
GBA Audio: Implement missing flags on SOUNDCNT_X register
Qt: Add mute option to menu

http://mgba.io
 



    Wednesday, November 25, 2015
Cemu v1.1.1 released!

Highly experimental software to emulate Wii U applications on PC.

System requirements:

Windows 7 (x64) or above + OpenGL 3.3
Graphic card compatibility
NVIDIA GPU: Runs fine on most recent driver.
Intel GPU: Visual glitches but runs if OpenGL version is supported.
AMD GPU: Does not render anything (black screen). A solution is in the works.

v1.1.1 | 2015-11-25


Improved shader emulation
Added support for 3D textures
Lots of bugfixes


http://cemu.info
 

Mame v0.168 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.


0.168
-------

Special Thanks
--------------

Huge thanks to PVS-Studio's owners for giving us a temporary license in order to troubleshoot
issues in our code.

Also big thanks goes to JetBrains for giving us licenses for their ReSharper and CLion
projects that are helping us to improve MAME.


MAMETesters Bugs Fixed
----------------------
- 06083: [Core] cpu/z8000/z8000tbl.inc - wrong asmflags (Olivier Galibert)
- 05958: [Graphics] (cclimber.c) toprollr: Some sprites are invisible (Osso)
- 06075: [Graphics] (malzak.c) malzak, malzak2: Graphic issue (blank line) in title (Pernod)
- 06071: [Documentation] (shadfrce.c) shadfrcej: Shadow Force (Japan Version 3) might be misnamed.
Version is actually in English, not Japanese. (David Haywood)
- 06070: [DIP/Input] (psikyosh.c) mjgtaste: Joystick mode does not fully work (David Haywood)
- 06060: [DIP/Input] (a7800.c) a7800 [1on1u]: Cannot start a game in One-On-One Basketball. (David Haywood)
- 05817: [Misc.] (mz700.c) mz700, mz700j: Emulation drastically slowing down after loading the basic! (Robbbert)
- 06056: [Gameplay] (osborne1.c) osborne1: osborne1 banking doesn't work properly (Vas Crabb)

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

-zx: Start of a hardware-correct rewrite [O. Galibert]

-Aristocrat MKV driver: More accurate documentation. Also added some
technical notes. [Roberto Fresca]

-osborne1 improvements [Vas Crabb]
* Bank low 16k according to schematics, passes memory test
* Handle memory mapped I/O addresses according to schematics
* Correct vectoring of IEEE488 interrupt
* Add serial port emulation
* Fix beeper frequency/timing
* Fix scrolling behvaviour in standard and SCREEN-PAC modes
* Implement RESET key (generates NMI, F12 by default)
* Show contents of video memory in F4 tilemap viewer
* Add configured banking and save state support

-Osborne Vixen: fixed screen (thanks to OG who added M1 support to the
Z80). Various other fixes. Marked as Working [Robbbert]

-n64: Simulation of cpu cycles from the skipped RDRAM initialization. [Happy]
This allows later SI initialization to see something closer to an
expected value for the system uptime.

-making logerror part of machine and device classes [Miodrag Milanovic]
display tag of device that logged message

-naomi/triforce docs update [f205v]

-peplus.c: Documentation update based on newly found PSR (Program
Summary Report). [Kevin N, BrianT]

-TMS5xxx: Fix for occasional audio 'spike' instability/wraparound
glitches caused by improper truncation in the lattice filter
multiplier. This is not an optimal fix as it isn't correct to
hardware, but it works better than the previous approximation.
[Lord Nightmare]

-Derived a new machine with improved memory map, remapped the roms
load, and created proper inputs set for Genie (ICP-1, set 2). Also
added technical notes and findings... [Roberto Fresca]

-Goldnpkr.c driver: Added games and technical notes, and some
clean-ups... [Roberto Fresca]

-Fix all instances of PVS-Studio warning V578, "An odd bitwise operation
detected. Consider verifying it". [MooglyGuy]

-Sharp MZ series:
* MZ-700: Increased speed of basic (MT 06058) by using bankdev; [Robbbert]
* MZ-700: Fixed shift, ctrl, function keys;
* MZ-800: Fixed crash when ramdisk accessed;
* MZ1500: now starts up and can run some programs;
* MZ-800, MZ-80K, MZ-80A can load mzf tapes.

-Fix some instances of PVS-Studio warning V501, "There are identical
sub-expressions to the left and to the right of an operator". [MooglyGuy]

-hdc92x4: Fix ambiguity of ?: operator flagged by PVS-Studio [MooglyGuy]

-Jack Potten's Poker (NGold, set 3) improvemente: Fixed wrong inputs /
coin lines through dedicated inputs. Also fixed graphics.
[Roberto Fresca]

-Serial ports added to imds2 [F. Ulivi]

-Fix PVS-Studio warning V562, "It's odd to compare a bool type value with
a value of 0/1" [MooglyGuy]

-Fix PVS-Studio warning V564, "The &/| operator is applied to bool
type value. You've probably forgotten to include parentheses." [MooglyGuy]

-goldnpkr.c driver improvements. [Roberto Fresca]

-cmpacman: fix two DIP switches [Vas Crabb]

-Added partial decryption to the ICP1 daughterboard games. (currently
only pokerduc set). Since it's just partial, commented out the code
for now.... [Roberto Fresca]

-Added port impulse to the Golden Poker's second coin slot. This is
needed for both royale sets. [Roberto Fresca]

-amstad: Transtape WIP support. [Barry Rodewald]

-a7800.c - More accurately reflect '0x02XX' map per hardware
documentation and testing. [Mike Saarna, Robert Tuccitto]

-TMS5220 and TMS5110: Add more verbosity to DEBUG_LATTICE
[Lord Nightmare]

-namcos23: Better handle on the GPU comms [O. Galibert]

-OSD/SDL: add missing header to fix build on NetBSD. [Thomas Klausner]
The file was removed from the other gmake.*/genie.make files. The
build/gmake.* files do not exist upstream, so this is a purely local
problem.

-namcos23: port b bit 6 is also an input, handle accordingly. Probably
JVS. [O. Galibert]

-mc6845: fixed hd6845 rasters in interlace mode [Nigel Barnes]
* bbc now uses correct hd6845
* saa5050 outputs all 20 scanlines

-a6809: Removed hack and fixed display for above saa5050 changes.[Robbbert]

-bbc: softlist additions/changes [Nigel Barnes]
* added part_id to many items
* added original protected floppies (FSD)

-bbc: preliminary support for FSD format. [Nigel Barnes]

-naomi.c: added "NAOMI Development BIOS v1.10" [Andy Geezer, MetalliC]

-Aristocrat MKIV driver: Changed the Fever Pitch input scheme and
artwork layout, since it seems that the game lacks of a gambling or
double-up feature. Also cleaned a bit the driver. [Roberto Fresca]

-Aristocrat MKIV driver: Fever Pitch service input is just 'reserve'
feature/function. Changed the inputs and artwork layout accordingly.
[Roberto Fresca]

-HLSL [ImJezze]
* removed duplicate prescale fields
* made visibility of HLSL options depending on screen type
* disabled scanlines for LCD screen type
Fixed reset of HLSL settings
* fixed bug that resets the HLSL settings when the screen size has
changed
* removed hardcoded HLSL presets
* updates HLSL readme
* fixed creation order of D3D and HLSL resources
* sliders will be hidden when toggled off and will be shown when
toggled on again
* screen adjustment (scale, offset) can now be handled by the
respective render API itself (default behavior is as before)
* D3D (if HLSL) is activated handles screen adjustment by itself
within the shader, which fixes the odd behavior of some effects
(e.g. round corners) when screen scale and offset is used
* fixed bug that resets the HLSL settings when switching between
window mode and fullscreen
* fixed changed screen adjustment for multi screens
* the vector renderer now tries to detect a invariabel vector
intensity and disables the calculation of a dynamic beam width
* fixed not used HLSL settings from .ini if MAME was started
without driver parameter
* removed default values from HLSL sliders, the defaults here are
more like null values to hint when an effect would be disable
* slightly changed default HLSL settings
* fixed missing shadow mask texture when switching between window
mode and full screen

-z800x: Fix the disassembly [Oliver Lehmann]

-ap2_dsk.c: support 36-track Apple II NIB images [Peter Ferrie]

-wozfdc: Warp factor 4 Scotty (much less CPU usage now!) [O. Galibert]

-vrender0: allow resolutions higher than 512x240 [Luca Elia]

-Updated OS/2 support for GEnie and MAME [KO Myung-Hun]

-mcatadv.c: Improved Nostradamus emulation [David Haywood]
* Sprite masking effect supported (stage 6 boss)
* Tilemap enable supported (flickering shadow for stage 7 boss)
* Priority 0 sprites now shown (final boss arms)
* BG colour changed to more likely pen (fade in/out on intro & end)

-se3208: make sure the low bits of the stack pointer are always 0 [Luca Elia]

-se3208.c: disallowed unaligned dword reads/writes, this allows
Donggul Donggul Haerong to function, although not 100% sure it's the
correct fix [David Haywood]

-Allow for Emscripten compile to JavaScript out of the box. [Justin Kerk]
MAME can now be built using Emscripten's 'emmake' tool, e.g. like so:
emmake make SUBTARGET=pacman SOURCES=src/mame/drivers/pacman.cpp
This should produce a .js file which can be supplied to an HTML front-end.


New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Fever Pitch? (2VXEC534, NSW, 90.36%) [Roberto Fresca, Matt B]
Trivia R Us (v1.07) [J. Mathevet, Smitdogg, The Dumping Union, Luca Elia]
Micro Engenho (Brazilian Apple 2 clone) [Felipe Sanches]


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Forgotten Worlds (World, newer) [Bill D, The Dumping Union]
Fighter's History (World ver 43-09, DE-0395-1 PCB) [coolmod, rtw, The Dumping Union]
Genie (ICP-1, set 2) [Roberto Fresca, Matt B]
Genie (ICP-1, set 2) [Roberto Fresca]
Karate Blazers (World, set 2) [caius]
Jack Potten's Poker (set 8, Australian) [Roberto Fresca, Matt B]
Jack Potten's Poker (set 9, 'just 4 fun') [Roberto Fresca, Matt B]
Player's Edge Plus (PP0045) 10's or Better (Las Vegas Rio) [BrianT]
Player's Edge Plus (PP0104) Standard Draw Poker [BrianT]
Player's Edge Plus (PP0197) Standard Draw Poker (set 5) [BrianT]
Player's Edge Plus (PP0197) Standard Draw Poker (Cruise) [BrianT]
Player's Edge Plus (PP0203) 4 of a Kind Bonus Poker (set 5) [BrianT]
Player's Edge Plus (PP0221) Standard Draw Poker (set 2) [BrianT]
Player's Edge Plus (PP0423) Standard Draw Poker (set 4) [BrianT]
Player's Edge Plus (PP0454) Bonus Poker Deluxe (set 2) [BrianT]
Player's Edge Plus (PP0550) Joker Poker (Two Pair or Better, set 2) [BrianT]
Player's Edge Plus (X002178P+XP000119) Double Bonus Poker [BrianT]
Sengoku Ace (Japan, set 2) [Alex Cmaylo]
Bonne Chance! (Golden Poker prequel HW, set 2) [Roberto Fresca, ANY]
Final Fight Revenge (JUET 990930 V1.100) [coolmod]
Ripper Ribbit (Version 3.5) [coolmod, Ryan Holtz, The Dumping Union]
1943: The Battle of Midway (US) [caius, The Dumping Union]
Rolling Thunder (rev 3, hack) [caius]
Super Galaxians (Silver Systems) [Robbbert]


New machines marked as NOT_WORKING
----------------------------------
Cherry Master '99 [hsialin,Vas Crabb]
Chicken (RHG0730, Export, 92.588%) [Roberto Fresca]
Enchanted Forest (MV4033, Export, 94.97%) [Roberto Fresca]
Club Kart for Cycraft (GDS-0029A) [Guru, R. Belmont]
Initial D Arcade Stage Ver. 3 Cycraft Edition (Rev. A) (GDS-0039A) [Guru, R. Belmont]
Koala Mint (MV4137, Export) [Roberto Fresca]
Magic Garden (AHG1211, Export, 88.26%) [Roberto Fresca]
Sweet Hearts II (PHG0742, Export, 92.252%) [Roberto Fresca]
Party Gras (MV4115/3, Export, touch) [Roberto Fresca]
The Gambler (EHG0916, Export, 92.268%) [Roberto Fresca]
Tropical Delight (PHG0625-02, Export, 92.25%) [Roberto Fresca]


New clones marked as NOT_WORKING
--------------------------------
Super Treasure Island (Italy, v1.6) [Any]
The Typing of the Dead [twistedsymphony]
Super 98 (ICP-1) [Roberto Fresca, Matt B]
Golden Pyramids (AHG1206-99, NSW/ACT, 87.928%) [Roberto Fresca]
Margarita Magic (EHG1559, NSW/ACT) [Roberto Fresca]


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



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


http://mamedev.org/release.html
 



    Tuesday, November 24, 2015
WinUAE v3.2.1 Final released!

WinUAE is the commodore amiga emulator for Windows. WinUAE is a mostly complete software emulation of the hardware of the Commodore Amiga 500/1000/2000. A Commodore Amiga, for those who don’t know, is a 16/32 bit computer system based on the Motorola 680×0 CPU and a few specially designed custom chips that provide very good graphics and sound capabilities. Its first incarnation, the A1000, appeared in 1985, followed by the highly successful A500 and A2000 models. WinUAE is a port of the originally written for Unixish systems UAE; but over time, it seems the Windows port, WinUAE has become the best version available on any platform. WinUAE is free software: you are welcome to distribute copies of it and/or modify it, under certain conditions. There is no warranty of any kind for UAE. For more details concerning these issues, please read the GNU General Public License, which describes the terms under which WinUAE is distributed.

WinUAE v3.2.0 Final Changeling:


3.2.0 bugs fixed:

- Loading statefile with enabled FPU crashed.
- Custom chipset display was shifted in some rare situations.
- 64-bit version didn't load DLLs without x64, _64,... extension in name.
- RTG board was not fully disabled if configured RAM config was incompatible.

Other bug fixes:

- 68040+ CPU mode statefile save buffer overflow.
- Unaligned supervisor stack was not allowed in 68020+ modes.

Updates:

- Reduce RAM size and try again if Blizzard RAM allocation fails.
- Switch off triple buffering if windowed mode with DWM active.


http://www.winuae.net
 

VirtualC64 v1.3 released!

VirtualC64 is a C64 emulator for Mac OS X from Dirk W. Hoffmann. VirtualC64 emulates a Commodore 64 personal computer on your Macintosh.

VirtualC64 v1.3 Changeling:


- VirtualC64 emulates a virtual datasette supporting the TAP format. To insert a virtual tape, simply drag and drop a TAP file into the main emulator window.
- A new toolbar icon has been added that opens a media dialog. The dialog provides information about the currently inserted disk, tape, and the attached expansion port cartridge.
- (Hopefully) fixed a bug that sometimes caused audio playback to stop when a saved state was dragged from the time travel drawer into the emulator window.


http://www.dirkwhoffmann.de/virtualc64/
 



    Friday, October 30, 2015
MacFCEU v0.9d7 released!

MacFCEU is a Mac OS X port of FCE Ultra. A Mac OS-specific port of FCE Ultra 0.98.13 - an NES/Famicon emulator. Classic and Carbon are supported exclusively.

MacFCEU 0.9d7


Features include: NSFe support, a PPU tile viewer, a memory viewer/editor,
customized speed control, access to registers and counters in the
command line interface debugger, customizable high-quality audio,
and near-100% accurate 2A03/7 CPU emulation.

Recent changes include:

Added PPU memory, OAM RAM, APU registers, and PRG banking to Memory View.
Added iNES mappers 178 and "Holy Diver" 78.3.
Added Dendy autodetect (merely "(R)" for Russian).
Non-taken branches always read operand.

Regions now specific models; added RGB model (e.g., Titler; missing #13 grays).
2A0x rev. A emulation performs LXA; others, ATX.
Added 401x port/DMC DMA collision; dma_4016_read test passes (FourScore off).
Corrected 4014. DMA emulation not 100% correct, but sprdma_and_dmc_dma passes.
Fixed DMC channel DMA timing and 4017 IRQ bugs.
Correct rectangle duty types, replacing threshold with a customizable table.
Fixed rectangle sweep and frequency reload.
User-optional open bus input port mask.
Last field now first field (as it should have been).
Added 2007 busy reads.
NES soft reset and proper boot sequence. Knight Rider and Ironsword run again.
Improved even/odd and NMI timing (3+1.5 CPU cycles).

Added PPU A12 hook (e.g., manual MMC counting).
Revised menus; more items in case function keys aren't available...
4014 odd cycle rounding and implied reads (more complete 2A0x).
Added Dendy region (untested).
Added per-pixel composite index disabling.
Fixed IRQ/BRK/NMI concurrency. More tests pass.
Precision timings precalculated on CPU subcycle level, instead of PPU cycles.
More cases for faster 2x window drawing; revised blitter.
Fixed input & input drawing; automatic Zapper for Duck Hunt works.
Correct PAL emphasis (BRG).

Fixed palette power-up table, read and render-off input masks.
Fixed VS palette selection and dip switch display.
Sunsoft FME-7 IRQs acknowledged only clearing bit 0 of 13. Some flickering, tho.
Added missing CHR bank line for AxROM/mapper 7 boards; fixes Battletoads, others.
Added mapper 28 (INL-ROM) and TxROM/SxROM variants. More board recognition.
Added NMI-ISR window for BRK/IRQs, plus NMI instruction delay.
Corrected CPU power & reset states.
Branch during pagecross triggers pending IRQ; passes "5-branch_delays_irq".
Corrected ARR op, SHX, SHY, ANE and BRK operations on a Visual6502 level.
Adjusted initial triangle position for better channel mixing.
Fixed a major path bug that caused the wrong file to be opened.

New best-quality sound: pulse and noise channels always clock even if silent.
square_timer_div2 renders correctly now, no hacks. The most accurate APU yet!
Minimum triangle frequency #3 (18643.4659 Hz).
Fixed the triangle length bug. "Test Cartridge" runs normally.

Disabled minimum boot time for 2000h writes that broke nes-saw, others.
Fixed field ordering after NMI/VBL fix; added last-field user setting.
Adjusted no-render pixel offsets. Added "latch" decay (for ppu_open_bus.nes).

N106 rate ratio numerator set to exact value at best rate.
No more default WAVE name; ROM file base name by default (if loaded).

Fixed PPU and APU frame issues - all Shay Green VBL/NMI and APU tests pass.
Added sound latency and (better) overrun/overflow handling
- no more sound break-up issue in the newer builds of Basilisk II or fast NSFs.
Added initial frame limit to NSFs for ROMs like "battletoads & double dragon".
NSF frame size (rate) in file now used.

Added inverse table remapping so all emphasis is handled (per line, however).
Added interlacing to 2x scaling. Disabled obsolete assembly code
- faster full-screen Millions of colors screen doubling as a result.
Playfield/screen-off now writes single pixels instead of 8s.
Fixed the standard 64-color palette and NTSC HSB constants.
Replaced the APU frame divider singular "half counter" with a table.
Added Memory View window.
Fixed sound-off speed issues by internally rendering silent samples at 4998 Hz.
MMC5 PCM now disabled at init. (ROM must clear $5010 bit #6 and #0.)
Fixed a mapper sound bug and some shell bugs/issues.
Added ability to adjust the DC filter (or turn it off).
Higher quality sound playback of high sample rates on most Macs.
High definition non-aliasing sound, "best" rate of 100-111.8608 KHz
- faster than FCE Ultra's filtered 96KHz "high quality."
17:4 fixed-point sample rates.

- See the Changelog for more details.

==== Minimal Requirements ====

System 7.0 or later (7.5.5+ recommended)
A 68020 or better - over 200 MHz for real time performance.
(Some carts and NSFs are more demanding.)
2800KB of RAM (Largest Unused Block), preset to 4.5 MB/3 MB


http://sourceforge.net/projects/macfceu/
 



    Monday, October 26, 2015
New server. Forum software upgraded

We've started migrating to a new server. To not cause any downtime we're already connecting to the new server's SQL server and I'll switch over the nameservers to the new server shortly, probably during the day.

Not a whole lot different with the new server hardware wise (8 core Xeon CPU, 32 GB RAM, 2 x 3 TB Enterprise SATA HDDs in RAID 1, 1 Gbit/s) but it's using the latest stable Debian (we used Debian 7.9 before) and a lot of updated software. So we're using Apache 2.4 instead of 2.2, MariaDB 10 instead of MySQL 5.5, PHP 5.6 instead of 5.4 etc. So there's some added stability, security and hopefully a bit speedier.

I've also upgraded to the latest vBulletin version (our forum software).

If you find any bugs, let me know
 



    Saturday, November 08, 2014
We've migrated to a new server

I have just finished migrating all sites on the network to a new server. For site owners reading this, you don't have to change anything, all data has been transferred and accounts and passwords stay the same.

About the move: The old server was only rebooted once during the ~480 days it was online so it was very stable. However, the hardware on it was getting a bit outdated and so was the Linux OS installed on it (Debian Squeeze) with old packages installed due to it and I didn't want to run a complete OS upgrade on a live server. The old server also had an outdated version of the domain control panel (Plesk) as well.

Anyway, if you're reading this you are already connecting to the new server. Let us know if you have any problems. :)
 



    Saturday, November 02, 2013
Some site updates

We've just upgraded to the latest version of vBulletin at the forums, please let us know if you find any bugs.

Also, a CEN64 forum has been setup where the author MarathonMan is moderator.

Finally, _Zach_ has been brought on as our new Administrator and we're looking forward to sparking some new life into the forums with his ideas. :)
 



    Wednesday, September 12, 2012
Server optimization continued

This will be a long post. I don't post often but when I do, I post a long rant. Bewarded. ;)

Earlier this year we invested in a new dedicated server: An Intel Core i7-3930k Sandy Bridge (6 cores @ 3.2 Ghz) machine with 64 GB DDR3 RAM and 2 x 3000 GB SATA-III harddrives in RAID 1 (mirrored). A bit over the top for our needs perhaps but I prefer to go with top of the line. We only use about 10-15% of the server's capacity. ;)

Like our previous servers we decided to go with Debian (6.0) and Plesk Control Panel and apart from the general optimizations like PHP opcode cacher (Xcache) and mod_deflate (for compressing the pages), two major changes were made:

1. Varnish Cache


"Varnish Cache is a web application accelerator also known as a caching HTTP reverse proxy. You install it in front of any server that speaks HTTP and configure it to cache the contents. Varnish Cache is really, really fast. It typically speeds up delivery with a factor of 300 - 1000x, depending on your architecture. A high level overview of what Varnish does can be seen in the video attached to this web page."


In our case we have installed Varnish in front of Apache and the result has been staggering. I actually started out with Nginx but replaced it with Varnish because of performance. So to recap:

Dynamic content is served with Varnish and static content (images, html pages etc.) is served with Apache.

2. Sphinx Search


"Sphinx is an open source full text search server, designed from the ground up with performance, relevance (aka search quality), and integration simplicity in mind. It's written in C++ and works on Linux (RedHat, Ubuntu, etc), Windows, MacOS, Solaris, FreeBSD, and a few other systems.

Sphinx lets you either batch index and search data stored in an SQL database, NoSQL storage, or just files quickly and easily — or index and search data on the fly, working with Sphinx pretty much as with a database server."


We're using Sphinx Search for all the vBulletin forums (including EmuTalk and DCEmu Forums) and normally a search takes about 0.10 seconds instead of a few seconds. Our server is capable of doing thousands of search queries per second.

3. So what's new?

I upgraded to the latest version of Varnish Cache (3.0.3) about a week ago and if it was because of the new version I'm not sure but we've had some issues with it. From time to time it crashed and looking at the syslog yesterday I think I found the culprit. I increased the storage size from 8GB to 16GB and moved it from the file system to RAM along with some other configuration changes. So far it's looking good and even faster.
 



    Friday, March 23, 2012
Download issues resolved

For those of you who have had problems downloading some of our larger files (for example the N64 Textures), this issue has now been resolved.

The problem happened when a visitor tried to download a large file and the download was cut off. The reason for this was that the cache send timeout was set to 60 seconds so after 60 seconds the download would stop and in case you hadn't completed the download the file would end up corrupt. This issue is now resolved as the send timeout has been increased so even if you're on a slow connection you will be able to download all our files without problems.
 



    Monday, January 16, 2012
vBulletin 4.1.10 installed

We've upgraded the forum software to vBulletin 4.1.10 at EmuTalk, here are the changes for the new version:


vBulletin 4.1.10 was driven by customer feedback. The release contains:

A major stylevars refactor
90+ stylevars bug fixes and improvement requests
Stylevar Mapping Response to minimize impact on customized styles.
A Remove Orphan Stylevars tool to help customers clean up vB4 installs
32 Hook Requests made by customers


Additional Changes since the 4.1.10 BETA 1 Release:

VBIV-6910 Attachment Paperclip Overlap Pagination (Search Results, Forums, Settings)
VBIV-13895 Credits Update
VBIV-5472 File name in lightbox has htmlspecialchar'd HTML entities (only for old attachments)
VBIV-6910 Fix Template version.
VBIV-14029 Missing username in private messages sent list
VBIV-14041 Problem with mappings of navbar_tab_size
VBIV-10902 Wrong directional markup in Blog Entries sidebar block - RTL
VBIV-13921 Security Breach: Unauthorized Blogs Being Posted
Update template version numbers to 4.1.10
VBIV-14033 Attachment lightbox overlay re-appears after closing it
VBIV-14027 Thread Title Quick Edit Box Width Depends on Original Title Length
VBIV-14043 link_textDecoration and linkhover_textDecoration Don't Work in Forum Sidebar and CMS Widget Content Links
VBIV-14044 Extra Margin Displayed Above and Below Lists in WYSIWYG Editor
VBIV-13545 Cursor in WYSIWYG editor disappears when using arrow keys to move it
VBIV-14064 Thread Titles Clipped

4.1.10 contains a total of 300+ bug fixes, hook requests, improvement requests, and feature requests. A full list of these changes can be found HERE.
 



    Sunday, January 08, 2012
vBulletin 4.1.9 installed at EmuTalk.net

We've just upgraded the forum software at EmuTalk to vBulletin 4.1.9, here are the release notes:


vBulletin version 4.1.9 is now ready for download. This latest release contains a number of enhancements and fixes that will allow you and your members to experience increased performance and stability, the most notable of which is an upgrade to jQuery Mobile 1.0.

JQuery Mobile is an elegant HTML5-based user interface library designed to work on all popular mobile platforms, and is the framework used for our mobile style. We thank you for continuing to help us make our software better and better.

Another point of value for the 4.1.9 release is our premium mobile style. It is a no-cost addition to the vBulletin Mobile Suite (for current suite owners), which contains fully customizable iPhone and Android Apps. It brings additional functionality that ranges from thread options to advanced CMS moderation and multi-quote reply.

Most importantly, the premium mobile style gives you the ability to moderate your forum from your mobile device. If you would like the upgrade to v4.1.9 and/or get the mobile suite, go here.

You can view the list of fixes from JIRA here.

Helping You Build Better Communities,

Your vBulletin Support Staff
 



    Thursday, May 12, 2011
DCEmu Hacked

Hi all, along with posting emulation news here i also have my own website DCEmu which is a website focusing on Homebrew, Gaming and Console Hardware News etc.

Last week the site was hacked on monday, the hackers or script kids for want of a better word redirected my site to theirs, luckily it was only a redirect and no damage. Bluecrab one of my admin fixed that.

However on tuesday another bunch of script kids not only redirected the site but deleted half the files on the server, i pray Martin has a decent and recent back up of the site, time will tell.

For now because DCEmu is down the site is being forwarded to Gaming and Gadgets.Com and im posting all my news there until the return of DCEmu.

Now most importantly to all fellow webmasters out there and it seems especially those using Vbulletin 4, please make sure you patch the recent exploit that these hackers breached.

Thanks for your time
 

File Releases

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