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    Friday, September 23, 2016
Cemu v1.6.0 released!

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


New texture cache/manager
Huge compatibility improvements
Graphic improvements
Audio improvements
Many all-around changes and bugfixes


http://cemu.info/index.html
 



    Wednesday, September 21, 2016
Mednafen v0.9.39.2 released!

Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).

Mednafen v0.9.39.2 Changelog:



September 19, 2016:
SMS: Sanitize some previously-missed variables in the save state loading code.

September 18, 2016:
MD: Fixed a bug that caused some YM2612 state to not be restored properly on save state load.

MD, SMS, NGP: Fixed an old Z80 emulation bug with interrupt handling.

Make an index of save state sections on save state load, to detect sections in a save state that are unused by the state loading code(for debugging).

MD, PCE, PCE_FAST: Sanitize some previously-missed variables in the save state loading code.

September 16, 2016:
SS: Added PAL support.

SS: Fixed vertical positioning brokenness with custom "ss.slstart" setting values with interlaced video.

September 15, 2016:
PC-FX, WonderSwan, NES, VB, PSX: Sanitize some previously-missed variables in the save state loading code.

Fixed a use-after-free bug in the SDL sound output driver.

NGP: Fixed several off-by-1 bugs in the address to ROM data translation function.

September 11, 2016:
Removed nonsensical unused frame advance loop in drivers/main.cpp leftover from 0.5.x.

PCE_FAST: Fixed a bug that could cause a crash with large "pce_fast.ocmultiplier" setting values when running CD games.

September 10, 2016:
PCE_FAST: Skip 512-byte copier header if detected when loading a ROM image.

PCE_FAST: Made some minor optimizations.

PCE, PSX, PCE_FAST: Avoid UB by biasing uintptr_t values instead of pointers directly in the CPU core.

September 1, 2016:
GB: Corrected the layer names used with the layer toggling feature.

August 26, 2016:
SS: Fixed a potential problem with SH-2 DMA event rescheduling when bus lock is held, that probably wouldn't ever happen in practice.

NES: Fixed several instances of missing initialization of on-cart WRAM.

August 24, 2016:
SS: Marked more functions with MDFN_COLD hint, and marked a few functions to be forcibly-inlined where it makes sense.

August 23, 2016:
SNES: Fixed an issue causing a compilation error on Mac OS X.


http://forum.fobby.net/index.php?t=msg&th=1250&start=0&
 

RxNES v1.495 released!

RxNES is basically 80 lines of code added to an Open Source NES Emulator within the Unity3D Engine. Unity3D is not required, you can upgrade games with the Standalone Build.

RxNES v1.495 Changelog:



- Added : GUI Recording Toggle/Button, near Top-Right Screen Corner.
- The Below have been improved upon in this version.
- Added Game-Play Recording & Playback, with Fast-Forward and Rewind!
(Uses "Tile Collection" so you can record yourself playing now, and watch again with new custom tiles later!!
[Doesn't record while paused! :) ].
Recodings now record / play forever unlimited minutes. 50 MB / Min.
No Sound in recordings, will be added soon. (This will increase the file size obviously.)


http://www.rxnes.com
 

mGBA v0.5.0 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 v0.4.1 Changelog:



Features:
* Game Boy support
* Support for encrypted CodeBreaker GBA cheats
* Emulation of Vast Fame protected GBA carts (taizou)
* Tile viewer
* Threaded rendering mode
* Libretro: Memory map and achievement support (leiradel)
* GUI: Add UI control remapping
* GUI: Add fast-forward
* Wii: 240p support
* 3DS: Adjustable screen darkening
* Ability to temporarily load a savegame
* Load specific files out of archives
* Automatic BIOS detection
Bugfixes:
* ARM7: Fix decoding of Thumb ADD (variants 5 and 6)
* Debugger: Fix GDB breakpoints
* GBA: Fix losing IRQs when CPSR I bit isn’t cleared
* GBA: Fix filehandle leak with savegames
* GBA: Timer 0 cannot be count up
* GBA: Count up timers should not count themselves
* GBA Memory: Fix mirror on non-overdumped Classic NES games
* GBA Memory: Fix ldm {pc}
* GBA Savedata: Fix savedata sync timer
* GBA Savedata: Only unmap savedata if present
* GBA Serialize: Savestates now properly store prefetch
* GBA Video: WIN0/1 take priority over OBJWIN
* GBA Video: Fix out-of-order OBJWIN
* PSP2: Fix GPU crash while exiting
* PSP2: Fix VSync
* PSP2: Fix accelerometer range
* PSP2: Actually load screen mode setting
* PSP2: Fix gyroscope direction
* PSP2: Delete threads after they return
* PSP2: Fix mapping/unmapping from not at 0
* Qt: Fix bug in software renderer scaling
* Qt: Fix hanging key press after disabling autofire
* Qt: Fix being unable to pause manually when using auto-pausing
* SDL: Fix axes being mapped wrong
* Util: Fix realloc semantics in utf16to8
* Util: Fix inserting too many items into a hash table
* VFS: Fix uninitialized varaible reading from 7z
* VFS: Fix reading multiple files from a 7z archive
* Wii: Fix framelimiting after a slowdown
* Wii: Fix garbage flash at startup
Misc:
* 3DS: Use blip_add_delta_fast for a small speed improvement
* 3DS: Allow UTF-16 filenames
* 3DS: Port to using citro3D
* 3DS: Use system font for menus
* 3DS: Attempt to use Core 2 for threads
* 3DS: Adjustable filering
* 3DS: 3D banner
* All: Add QUIET parameter to silence CMake
* All: Faster memory read/write
* ARM7: Support forcing Thumb mode via MSR
* ARM7: Flush prefetch cache when loading CPSR via MSR
* ARM7: Clean up instruction decoding for future expandability
* Debugger: Support register and memory writes via GDB stub
* Debugger: Add software breakpoint support to gdb
* FFmpeg: Full support for libavcodec 56+
* GBA: Better debug logging if event processing breaks
* GBA Audio: Force audio DMAs to not increment destination
* GBA BIOS: Use custom ArcTan, not relying on OS
* GBA Hardware: Clean up dead code in GBP
* GBA Memory: Optimize stalling behavior
* GBA Memory: Optimize Load-/StoreMultiple
* GBA Savedata: Add realistic timing for EEPROM
* GBA Serialize: Savestates now store if CPU was halted
* GBA Video: Remove old slow path fallback
* GBA Video: Optimize sprite drawing
* GBA Video: Optimize mode 0 rendering
* GBA Video: Optimize compositing cases slightly
* GUI: Screenshot dimensions are now passed through
* GUI: Add back logging
* GUI: Only reload config if manually saved
* GUI: Increase scrolling speed
* OpenGL: Log shader compilation failure
* OpenGL: Add texSize uniform
* Qt: Make -g flag work in Qt build
* Qt: Simplify OpenGL context creation
* Qt: Thread startup improvements
* Qt: Make audio channel/video layer options shortcut mappable
* Qt: Remove some C99isms from C++ code
* Qt: Remove default autofire mappings
* Qt: Make reseting when pasued frame-accurate
* Qt: Rearchitect game closing codepath
* PSP2: Use system font for menus
* PSP2: Add rumble for PS TV
* PSP2: Add fit-to-height screen mode
* PSP2: Sync files per descriptor
* PSP2: Allow UTF-8 filenames
* PSP2: Screenshots are now saved into the Photo Gallery
* PSP2: Stop underclocking when menuing
* SDL: Increase default audio buffer size to 1024 samples
* SDL: More responsive rumble
* Util: Add Vector GetConstPointer
* Util: Add rtrim
* Util: Add endswith
* VFS: Improve zip file detection
* Wii: Add pixelated resample filter
* Windows: Add native VDir support
* Util: Add PRIz macro for libc versions that don’t support %z


http://mgba.io
 



    Monday, September 12, 2016
Virtual GameBoy v5.0 released!

Virtual GameBoy is a program that emulates the Nintendo GameBoy handheld on your computer. It runs GameBoy, Super GameBoy, and GameBoy Color games on PCs, Macs, PocketPCs, Unix boxes, etc. VGB also helps debugging GameBoy software without using a costly development system.

Virtual GameBoy v5.0 for Android Changelog:



– Added Scale2X scaling algorithm.
– Added Monochrome, Green, Amber, and Sepia CRT emulation.
– Added -scale2x and -raster command line options.
– Added -mono, -sepia, -green, and -amber command line options.
– EMULib-specific command line options now processed inside EMULib.
– Added « Scale2x Algorithm » and « LCD Raster » options on Windows.
– Renamed « Color Raster » menu to « Color Filter » on Windows.
– Deprecated -notv and -nolcd command line options.


http://fms.komkon.org/VGB/
 



    Saturday, September 10, 2016
Mesen v0.5.1 released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.5.1 Changelog:


This release is a beta - save states, movies, etc. created with this version may not be compatible with future versions of Mesen.
Bug Fixes
* Google Drive: Fixed a crash that could occur when enabling Google Drive integration.
* Debugger: Fixed a crash introduced in 0.5.0 that could occur when opening the debugger.


http://www.mesen.ca
 



    Thursday, September 08, 2016
Mesen v0.5.0 released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.5.0 Changelog:



New Features
* Input: Added key presets for typical keyboard layouts and controllers (Xbox, PS4, etc.)
* Input: Several emulator functions can now be mapped to controller buttons (e.g: fast forward, save state, etc.)
* Save states: Added automatic save state option.
* UI: Mesen is now available in Ukrainian. (translation by Arcus87)
* Debugger: Added cpu/ppu mapping display and improved several features (Memory Viewer, Trace Logger, CHR Viewer).
* Compatibility: Added support for 3 new mappers (123, 134, 216)
Bug Fixes
* Crash: Fixed a crash that could occur when exiting Mesen.


http://www.mesen.ca
 



    Saturday, September 03, 2016
Virtual GameBoy Advance v5.3 released!

Virtual GameBoy Advance (VGBA) is a program that emulates Nintendo's GameBoy Advance on your computer. It runs GameBoy Advance games on PCs, PDAs, or just about any other sufficiently fast computer. It also helps debugging GameBoy Advance software without using a costly development system.

Virtual GameBoy Advance v5.3 Changelog:



* Added 14bit EEPROM setting for Aladdin (all versions).
* Disabled FlashROM for all NES Classics games.
* Fixed FlashROM/EEPROM size selection menu in VGBA-Windows.
* Added « Play Sound When Inactive » option to VGBA-Windows.
* Added « Clear File Associations » option to VGBA-Windows.
* Made color raster effects stronger.


http://fms.komkon.org/VGBA/
 



    Wednesday, August 31, 2016
MAME v0.177 released!

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

What's news in MAME:



0.177
-------


MAMETesters Bugs Fixed
----------------------
- 00550: [Graphics] (atarisy2.c) apb: There is a graphics problem with
your police car at the point you drive away from your starting
square. (crazyc)
- 01455: [DIP/Input] (segas18.c) lghost: Problem with crosshair (Pitou)
- 05584: [Gameplay] (konamigx.c) rungun2, slamdnk2: during run mame
produces several messages about unknown protection command (Tafoid)
- 05823: [Core] (coco12.c) -ramsize does nothing for emulation although
it does change the .ini file (Nathan Woods)
- 06185: [DIP/Input] LIGHTGUNS: Aimtrak Dual Lightguns no longer
properly detect (Pitou)
- 06269: [Debugger] DEBUGGER: Unable to use any valid cheats while
using debug (Ryan Holtz)
- 06292: [Crash/Freeze] (victor9k.c) victor9k [cpm86]: Freeze with
'cpm86' disk (Curt Coder)
- 06314: [Crash/Freeze] Fatal error - All sets using '-centronics p72'
slot/option (Ryan Holtz)
- 06315: [Crash/Freeze] Fatal error - All sets using c4023, c1526,
mps802 devices (Ryan Holtz)
- 06316: [Crash/Freeze] (pc1512.c) pc1512, pc1512dd, pc1512hd10: Use of
'ibm_mfc' slot option causes Fatal error (Ryan Holtz)
- 06317: [Crash/Freeze] (pc1512.c) pc1512, pc1512dd, pc1512hd10: Use of
'3c503' slot option causes Fatal error (Ryan Holtz)
- 06326: [Crash/Freeze] (megadriv.c) megadriv, 32x and clones, some
segac2.c sets: Selecting machine and game via softlist though
internal menu results exception/crash (Osso)
- 06328: [Crash/Freeze] Various ISA using machines: Crash/Exception at
Initialization (crazyc)
- 06330: [Crash/Freeze] (altos5.c) altos5: Crash/.Exception on
start (crazyc)
- 06331: [Crash/Freeze] (apollo.c) dn3500_19i, dsp3000, dsp3500,
dsp5500: Crash/Exception on start (Osso)
- 06332: [Graphics] (galaga.c) digdug and clones: Graphics from
Tilemap 0 are missing (Osso)
- 06335: [Interface] UI:: Input (general) selection menus do not
display correctly or at all (Vas Crabb)
- 06342: [Crash/Freeze] pc (pccga): System crashing while
loading (crazyc)
- 06343: [DIP/Input] (taito_l.c) plottingu: Coinage dipswitches are
labeled incorrectly. (Tafoid)
- 06349: [Gameplay] brapboys: MAME crashed when exiting
game (O. Galibert)
- 06352: [Crash/Freeze] (cps1.c) mbombrd, mbombrdj: Crash in
demonstration mode (Osso)


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

-maygay1b: [David Haywood]
* Fixed second set of lamps
* Partially investigated MCU hookup

-apple2gs.cpp: Redumped 341-0748 FE-FF ROM for the ROM03 Apple IIGS,
confirming that 341-0748 and 341-0749 ROMs are identical.
[Brian Troha]

-mpu4.cpp: Added all known expansions as fragments for DRIVER_INIT.
This will permit 'per set' configuration to make the games
playable. [James Wallace]

-naomi.cpp: Added all known Sega DIMM board firmware dumps. [TylerDurden67]

-amstrad.cpp: Added pause button to GX4000. [Barry Rodewald]

-debugimgui: Added images menu, with crude file select dialog, added
very crude create image dialog. [Barry Rodewald]

-ALTOS5: Fixed banking, all disks can boot. [Robbbert]

-Renamed the arcade "sun" project to avoid conflict with the mess "sun"
project [Robbbert]

-Playmatic Pinball: All MPU-1 games working, plus other WIP. [Robbbert]

-MK14: [Robbbert]
* Fixed a memory bug.
* Added paste facility, cassette, sound, and notes.

-Pro-80: Added devices. [Robbbert]

-Separated the LDP-1450 laserdisc player into its own device
[James Wallace]

-Added support for MPU4 layouts for games beginning with 'a', based on
MFME2MAME conversion. CHR protection data is still not hooked up for
many of these sets, so lamping behaviour is incorrect. [James Wallace]

-Dumped Ferrari F355 Japan BIOS. [ShouTime]

-Fixed TNZS ROM locations/labels [Brian A. Troha, Lord Nightmare]

-hiscore.dat: updates [Leezer]

-Various netlist fixes: [couriersud]
* Minor include cleanup
* Fixed a memory hole caused by assign operators
* More C++
* Use noexcept in netlist code where appropriate

-abc80x: Fixed ABC-838 disk image cell size. [Curt Coder]

-c64: Optimized the 1541 bit read/write function slightly without
noticable effect on driver speed, since the 2 CIA's are the current
bottlenecks. [Curt Coder]

-compis improvements: [Curt Coder]
* Created a bus for the graphics card slot
* Fixed keyboard
* Promoted driver to working
* Fixed RTC to use 24 hour mode

-victor9k improvements: [Curt Coder]
* Set floppy RPM after track step
* Implemented hires graphics
* Implemented display brightness control
* Fixed keyboard line Y12
* Implemented SCP communications
* Boots to CP/M and MS-DOS now - promoted driver to working

-pofo improvements: [Curt Coder]
* Implemented the A: credit card memory
* Fixed the RTC
* Added memory card slot interface and ROM/RAM cards

-im6402: Reset receive/transmit registers after data frame is changed
[Curt Coder]

-wangpc improvements: [Curt Coder]
* Fixed interrupt handling - boots to DOS now
* Fixed keyboard error on POST

-Fixed missing region report when DEVICE_SELF is used. [O. Galibert]

-dirom: device_rom_interface for sound chips with rom/memory map
alternative [O. Galibert]
* Make robust for oversize ROMs

-dirom,okim6295: Added/fixed banking support. [O. Galibert]

-Preliminary VGM player (vgmplay) [O. Galibert]

-kaneko_calc3: Stop trashing memory. [O. Galibert]

-Fairlight CMI IIx driver: [Ryan Holtz]
* Modernization of Phil's CMI IIx driver
* Hooked up serial callbacks, alphanumeric keyboard now works
* Fixed FDC DMA, QDOS now boots
* Fixed MSM5832 RTC hookup
* Hook up second floppy

-vgmplay.cpp enhancement: [Ryan Holtz]
* Added HuC6280, NES APU, Gameboy DMG, YM2203, YM3812, YM3526,
AY-3-8910, Namco C352, Sega MultiPCM, Konami K053260, Atari POKEY
and Oki M6295 support.
* Added support for looping.
* Added dual-chip support for AY-3-8910, YM2203, MultiPCM, and
POKEY.

-tv990/995: Added save state support and LPT port. [R. Belmont]

-tv950: New redumps, fleshed out the skeleton, needs a CRTC expert to
draw anything. [R. Belmont, Al Kossow]

-ti99 improvements: [Michael Zapf]
* Fixed stuck INT line in TMS9902
* Improved logging
* Fixed missed CTS signal, outgoing RTS, incoming DTR
* Fixed RS232 line mapping
* Fixed debugger access to cartridge
* Use proper RAM devices instead of ROM_REGIONS
* Fix a problem with formatted disk images that do not match the
expected file size
* Fixed another issue with double stepping

-ti99_dsk: Fixed issue with deleted data marks in FM. [Michael Zapf]

-hdc92x4: Added 9224 emulation. [Michael Zapf]

-Added PC-AT mode (still untested), some preparations for 9224
emulation. [Michael Zapf]

-floppy: Improved floppy sound emulation with new sound samples.
[Michael Zapf]

-Funworld driver: Added technical notes to Inter Games poker.
[Roberto Fresca]

-Jolly Card (Austrian, set 2):
* Added specs [Roberto Fresca, Team Europe]
* Added GAL16V8S dump [Team Europe, caius]

-Jolly Joker (Apple Time): Added technical notes. [Roberto Fresca]

-Amatic multigames: Corrected technical notes. [Roberto Fresca]

-alto2 improvements: [Juergen Buchmueller]:
* Added speaker sound
* Further cleanup and removed cruft
* Get rid of the fake status display. Refactor mouse positioning code.
* Removed extra screen buffer
* Save copying odd/even frame scanlines by immediately updating bitmap
* Fixed I/O memory read
* Reduced frame rate (really 30 frames/60 fields per second)
* Replaced decoded MIR bit fields
* Removed member function pointers
* Refactored videotiming, use attoseconds_t

-apricot improvements: [Dirk Best]
* Moved expansion bus to its own directory
* Created bus interface for the keyboard interface
* Made HLE keyboard emulation a bus device
* Use device_buffered_serial_interface and
device_matrix_keyboard_interface for the HLE keyboard emulation to
reduce duplication and implement a FIFO
* Added rtc support to keyboard

-Keyboard/terminal improvements: [Vas Crabb]
* Added base classes for HLE matrix keyboard and buffered RS232 device
* Made generic keyboard/terminal more usable: configurable typematic
delay/rate, selectable JIS/ANSI layout, handle simultaneous
keypresses more intuitively, use meta to set high bit, configurable
auto LF on CR, auto CR on LF and local echo, audible bell
* Untangled Olivetti M20 keyboard from generic_keyboard, add notes, use
physical layout
* Untangled RM Nimbus keyboard from generic_keyboard aand fix -natural
* Untangled x68k keyboard from generic_keyboard, improve key names,
default mapping and typematic behaviour
* Untangled QX-10 keyboard from generic_keyboard
* Kept NGEN keyboard barely working

-Rewrote srcclean to be cool with UTF-8, C++14 and Lua. [Vas Crabb]

-Fixed UTF-16 encode, pass UTF-16 to Windows character drawing. [Vas Crabb]

-Made path_iterator copy search path to fix use-after-free [Vas Crabb]

-devfind improvements: [Vas Crabb]
* Made object finders behave like pointers (not pointer/reference/
vector) hybrids
* Removed some default argument values and dangerous accessors
* Use single uniform class for object array finders, using real arrays
to avoid double indirection
* Use a format string to allow more flexible tag names in object array
finders
* Use template using typedefs to greatly reduce bolerplate code
* Consolidated template instantiations speeding up the build
* Added Doxygen comments to many key classes

-Fixed cosmic.cpp and mpu4.cpp games that had too few tags passed to
I/O port array finder [Vas Crabb]

-dooyong.cpp: Video improvements: [Vas Crabb]
* Mix two 4bpp tilemaps for the 8bpp layer in popbingo
* Made ROM tilemap generator into a device, moving a whole lot of stuff
from video start to machine config and removing trampolines
* Changed tile/sprite ROM regions to be 16-bit to better match hardware
* Represent 16-bit text layer block on Z80 games as a device
* Split up state classes some more and use derived machine configs

-Fixed regression: using IPT_START in sms makes mame think joypad 1 is
occupied and inserts joypad 2&3 instead of joypad 1&2 [hap]

-dotrikun improvements: [hap]
* Much better video timing, but still shows glitches in ccovell's ROM
* eat_cycles clamps to 0, adjust_icount does do what I intended
* Try another method for video timing

-gx4000: Don't use IPT_KEYBOARD for console pause button. [hap]

-al520ex: Use correct key name for tvordiy znak. [hap]

-hh_tms1k: Gamelist notes update. [hap]

-hh_hmcs40: Added sag internal artwork (external artwork still
recommended). [hap]

-tlcs90: Fixed a nonsense check. [hap]

-chessmst: Added reset and halt buttons. [hap]

-champbasjb: Fixed MAME complaining about missing MCU device, correct
romlabels. [hap]

-lghost: Allow gun offset correction to be disabled. [hap]

-tiamc1: Tilemap bit layers disable control. [MetalliC]

-i8080: Fixed status callbacks during stack and IO access [MetalliC]

-vector06: Improvements: [MetalliC]
* RAM expansion emulated, MicroDOS and software works now
* Fixed ROM cartridge address decoding, boots now
* Changed to use KR1818VG93 FDC
* Added "Sound Tracker" and "R-Sound" AY8910 sound
* Added pit8253 sound
* Fixed vblank interrupt generation

-cv1k.cpp: Found and corrected bad bits in Pink Sweets U2 graphics ROMs
based on comparison 4 dumped versions. [MetalliC, rtw]

-aica: Added ADPCM diff value clamp based on encoder research.
[kode54, MetalliC]

-hp9845: Added correct character generator ROMs. [fulivi, A.Kueckes]

-Use emumem.h defines whenever possible. [Giuseppe Gorgoglione]

-gba: Reworked and simplified code. [Giuseppe Gorgoglione]

-gba: First batch of code refactorings: [Giuseppe Gorgoglione]
* Attempt at modernizing the code by taking advantage of C++ features

-Made hiscore path configurable by ini file, fix .hi file path
resolution. [stengun]

-Fixed Gun#2 not working in MAME #618 [Pitou]

-Fixed read case in kaneko_calc3.cpp and made kaneko_toybox.cpp safe as
well. [David Haywood]

-Various Seibu Refactoring: [David Haywood]
* Air Raid, Street Fight and Dark Mist all use very similar video
systems;this takes some steps towards allowing a common
implementation
* Street Fight and Cross Shooter use a common mmainboard wiht
different Video Boards; makes video boards into devices to
faciliate this

-Put DM01 matrix board CPU inside device for BFM Sc2/4. [David Haywood]

-Maygay M1A, MCU bones, commuication not hooked up yet. [David Haywood]

-Fixed many MPU4 set descriptions: [David Haywood]
* Identify and mark hacks
* Associate sets with correct games
* Treat Casino Bar-gain and Bar-gain as different games

-Treat Sc2 DMD as screen, avoid tag lookups, add correct DMD ROM to some
sets [David Haywood]

-Maygay M1A/B partial fix for lamp mapping: [John Parker]
* Fix the lamp mapping for the first half of the matrix
* Fix typo and add comment to function that is intended to handle the
second half of the matrix

-Added layouts to Maygay driver: [John Parker]
* These are generated, and will be updated as I MFME2MAME converter is
improved, reels are transcribed, etc.
* m1albsqp, m1apollo2, m1bargnc, m1bghou, m1bigdel, m1calypsa,
m1casclb, m1casroy1, m1chain, m1cik51o, m1clbfvr, m1cluecb1,
m1cluedo4, m1cluessf, m1coro21n, m1dkong91n, m1dxmono51o,
m1eastndl, m1eastqv3, m1fantfbb, m1fightb , m1frexplc, m1gladg,
m1grescb, m1hotpoth, m1htclb, m1imclb, m1infern, m1inwinc,
m1itjobc, m1itskob, m1jpmult, m1lucknon, m1luxorb, m1manhat,
m1monclb, m1mongam, m1monmon, m1monou, m1nhp, m1nudbnke, m1omega,
m1onbusa, m1przeeb, m1retpp, m1search, m1sptlgtc, m1startr,
m1taknot, m1thatlfc, m1topstr, m1triviax, m1trtr, m1ttcash,
m1wldzner, m1wotwa

-Added new Scorpion 1 layouts: [John Parker]
* sc1barcd, sc1bartk, sc1cl65, sc1clbtma, sc1cwcl, sc1dblch, sc1pwrl,
sc1sirb, sc1spct, sc1str4

-Scorpion 2: Added 12 internal layouts: [John Parker]
* sc2ptytm1, sc2cpe, sc2casr2, sc2majes, sc2eggs1, sc2prom, sc2cpg,
sc2copcl7, sc2town2, sc2suprz1, sc2heypr, sc2prem2

-Scorpion 4: Added 35x Layouts. [John Parker]

-Scorpion 4: Added 73 Layouts. [John Parker]
* sc4jack, sc4kalei, sc4knokb, sc4lirb, sc4lined, sc4lockb, sc4lkbcl,
sc4mmmg, sc4mgr, sc4mtbb, sc4mtbclb, sc4monoba, sc4mondxe,
sc4mr2rc, sc4motor, sc4mou, sc4nmtj, sc4nudita, sc4pacqpa,
sc4paccl, sc4pstata, sc4pgold, sc4po8, sc4ppclb, sc4pipe, sc4plumb,
sc4polic, sc4pony, sc4potsha, sc4pwrbq, sc4pwrsg, sc4pen1c,
sc4qmodo, sc4quidrb, sc4rhxcsa, sc4rhxcl, sc4redsq, sc4rotc,
sc4revod, sc4richl, sc4rttt, sc4roksc, sc4rogds, sc4rmo, sc4rtc,
sc4srrca, sc4smk7, sc4slci, sc4solgl, sc4slihd, sc4sparkd,
sc4sbust, sc4starpk, sc4strk, sc4sahed, sc4susk, sc4suscl, sc4s6cd,
sc4taekw, sc4takcl, sc4tempt, sc4lions, sc4tic2, sc4tbana,
sc4tload, sc4tpshta, sc4trail, sc4ttomb, sc4tridn, sc4tfclb,
sc4vrgclb, sc4wldjkc, sc4xmarka

-JPM IMPACT: Added 58 layouts. [John Parker]
* j6aceclb, j6acehi, j6amdrm, j6arcadee, j6big50, j6bigbukc,
j6bigtopa, j6bnkrcl, j6bnza, j6btbwd, j6camelt, j6casclaf,
j6cascze, j6colcsh, j6cpal, j6crack, j6drdogh, j6euphor, j6ewn,
j6fastfr, j6ffce, j6frtpot, j6gidogh, j6gldclb, j6gogold,
j6goldgla, j6guabc, j6guabcl, j6hapyhrb, j6impulsc, j6indyi, j6kfc,
j6kungfud, j6megbck, j6mono60, j6monst, j6montlkb, j6oxobin,
j6quick, j6ra, j6redarwf, j6reelmn, j6rh6cld, j6rhchil, j6rico,
j6rollerd, j6slagng, j6snakes, j6stards, j6swpdrp, j6tombc,
j6topflg, j6twst, j6untch, j6vindal, j6vivark, j6wizardd, j6wldkng

-MPU3: Added 39 layouts. [John Parker]
* m3acech, m3autort, m3biggam, m3bigsht, m3blkhle, m3cabreta, m3chase,
m3circle, m3cskill, m3cunlim, m3fortun, m3gcrown, m3gmine,
m3lineup, m3loony, m3nnice, m3oddson, m3online, m3oxo, m3ratrce,
m3razdaza, m3replay, m3rockpl, m3rollem, m3rxchng, m3sexcu,
m3slight, m3snaphp, m3spoof, m3supadr, m3supnud, m3supspo,
m3supwin, m3sweep, m3tfair, m3toplin, m3winagnb, m3winstr, m3xchngg

-Scorpion 4: Mostly fixed 7-segment displays. [John Parker]

-Maygay: Fixed input strobe order bug [John Parker]

-Updated regenerated Maygay layouts; all now initialise OK.
[John Parker]
* Updated due to Converter bugfixes.

-Maygay: Added/updated layouts: [John Parker]
* Layouts have the new 'MFME2MAME Debug View'
* Layouts have new fix (same as MPU4) for 'coin slot buttons'
* Some reel lamp improvement for 5th reel
* Added four new layouts

-JPM MPS: Added 89 Layouts: [John Parker]
* j2adnote, j2always, j2bankch, j2bigbnk, j2bigbox, j2blustr,
j2cashbn, j2cashrl, j2cashro, j2cashrv, j2cashtk, j2coinsh,
j2coppot, j2cprndx, j2criscr, j2crown, j2cshalm, j2cshcrd,
j2cshfil, j2cshnud, j2cshsmh, j2cvault, j2droplt, j2ewn, j2ews,
j2exec, j2fasttk, j2fiveal, j2fiveln, j2fqueen, j2frucnx,
j2fullhs, j2fws, j2ghostb, j2gldchy, j2goldbr, j2hilocl, j2hinote,
j2hiroll, j2hitmon, j2hotpot, j2hotsht, j2hypnot, j2jackbr,
j2kingcl, j2litean, j2litnot, j2lovshd, j2lovsht, j2luckar,
j2lucky2, j2maxima, j2missis, j2monblt, j2mongam, j2montrp,
j2nolimt, j2notesh, j2nudbnz, j2nudfev, j2nudmon, j2nudshf,
j2paypkt, j2penny, j2plsmnd, j2plsnud, j2pndrsh, j2rdclb,
j2reelbn, j2reelbo, j2reelcz, j2reelmc, j2reelmo, j2silvcl,
j2silvsh, j2sldgld, j2slvrgh, j2spcrsv, j2sstrea, j2stahed,
j2supfrc, j2suprsh, j2supsft, j2supstp, j2suptrk, j2swbank,
j2take2, j2trail, j2tstplt

-JPM SYSTEM5: Added 21 layouts: [John Parker]
* j5ar80cla, j5cira, j5fairp, j5firebl, j5hollyc, j5hotdoga,
j5indsum, j5intr, j5movie, j5nite, j5palma, j5popeye, j5sizl,
j5supbara, j5suphi, j5swop, j5term, j5topshp, j5trail, j5ujb,
j5wsc

-BFM DMD: Adjusted to more accurately match the colour of the real
machines [John Parker]

-Techno Drive improvements [superctr]
* Fix H8 ADC inputs
* Sub CPU seems to expect certain H8 SCI behavior, otherwise it locks
up after a few minutes making controls unresponsive.
* Bypassed 'COIN ERROR' at bootup by patching the sub CPU program
* Swapped 'th1fl3l.12' and 'th1fl3u.13' and placed them at proper
memory location (0x1800000) so game no longer crashes at Namco logo

-namconb1: fix sound timing for some games [superctr]
* fixes the sound tempo in nebulray, gslugrsj, gslgr94u and clones,
and vshoot.

-Byteswapped timecris sample ROM, remove MACHINE_IMPERFECT_SOUND flags
for C352 games. [superctr]

-Namco C352 improvements: [superctr]
* Replaced C352 core with new one used in VGMPlay (fixes noise
generation and sample interpolation)
* Change clock frequencies for sub CPU and sound chip for
System 12/23 drivers based on my research on the sound drivers,
including a comparison between the ND-1 and System 12 drivers
* Removed rear channels for systems that lack a second Sanyo
LC78815M stereo DAC

-kim1: RS & ST keys, input ports update: [Dagarman]
* Hooked up the ST key and updated RS key function
* Updated INPUT_PORTS to add numpad keys and better support pasting
* Moved type definitions to kim1.h
* Simplified kim1.lay coordinates

-Documented 3 diagnostic menu bugs in the Vii's BIOS.
[PressStartandSelect]

-Fixed action on debugger 'trace'/'traceover' commands: [Nathan Woods]
* 'trace'/'traceover' commands were registered as having three
arguments, this fixes it so there are four arguments

-Fixed some MC6847 low resolution video modes: [Nathan Woods]
* Fixed a bug from where video data was sampled that could cause too
many samples to be loaded in low resolution video modes
* On the CoCo, this fixes some low resolution video modes used by
Project Nebula and some other games

-CoCo 1/2: Fixed configurable RAM sizes: [Nathan Woods]
* Changes the 6883 SAM implementation to assume memory bank lengths
smaller than available space are not mirrored

-Made rom_entry a class that keeps copies of strings: [Nathan Woods]
* Also introduce a POD tiny_rom_entry for static ROM definitions
* C++-fiied code that iterates over rom_entry arrays

-diimage refactoring: [Nathan Woods]
* Changed device_image_interface::load() so that it doesn't load both
images and softlist items
* Remove vestigial has_been_created() API
* Consolidated error code translation
* Use std::string rather than C strings in more cases
* Better encapsulation of format list
* Better encapsulation of filename extension extraction

-software list refactoring: [Nathan Woods]
* Separation of software list data structure from runtime device
* Use std::string rather than C strings in many cases
* Standardized terminology for various concepts

-Converted many NUL-terminated strings to std::string: [Nathan Woods]
* Parameters to zippath and emufile
* menu_software_list::m_filename_buffer

-Check return value of CassetteLegacyWaveFiller.chunk_sample_calc()
(this is just better error checking). [Nathan Woods]

-Changed device_image_interface::determine_open_plan() to not create an
image unless device_image_interface::create() is used. This fixes odd
behavior where zero byte images could be created. [Nathan Woods]

-Report Win32 ERROR_INVALID_NAME as osd_file::error::NOT_FOUND
[Nathan Woods]

-Fixed menu lag. [dankan1890]

-Use required_ioport_array for multiple keyboards. [shattered]

-ec1841: Adapted to new memory system. [shattered]

-mc1502: Made serial test in BIOS work. [shattered]

-poisk1, mc1502: Minor fixes. [shattered]

-vt240: Fixed host comms when flow control is enabled. [shattered]

-dvk_ksm: Fixed host comms, added PORT_CHARs to its keyboard.
[shattered]

-dvk_ksm: Dropped dvk_ksm01 variant and merged ROM sets; enabled tx to
its keyboard. [shattered]

-ms7004: Enabled serial rx and add PORT_CHARs. [shattered]

-keyboard: Added F16..F20 keys (present on DEC terminals). [shattered]

-isa_hdc: Implemented READSBUFF command (used by ec1841 diagnostics).
[shattered]

-Remapped "P1 Mahjong Score" to / key for OS X. [AJR]

-New core input type: "Memory Reset": [AJR]
* Resets settings/bookkeeping to system-provided default
* The default key binding F1

-Designated more memory reset inputs in mahjong games. [AJR]

-dynax.cpp: Regularized service inputs. [AJR]

-Attempted to fix distortion with -refreshspeed and -audio xaudio2.
[Calamity]

-New stretching options (as suggested by Jezze): [Calamity]
* New option -unevenstretchy (complementary to -unevenstretchx)
* New option -autostretchxy, to automatically apply -unevenstretchx
or -unevenstretchy based on source native orientation.

-Warp mode for relative mouse on OSX SDL 2.0.4 (fixes Github issue
#1232). [bradhugh]

-sengokmj: Inputs refined based on examination of program code: [AJR]
* All service inputs are momentary switches, not DIP toggles
* Added unused SW2 DIPs as displayed in service mode
* Added a couple of obscure inputs not shown in service mode

-pwrkick, othldrby: Various improvements: [AJR]
* Added NVRAM to Power Kick and Othello Derby; document the reset
mechanism for the latter
* Added ticket dispenser to Power Kick (seems to work for the most part)
* Removed numerous bogus DIP switches
* Thoroughly reconfigured coin inputs in Power Kick, adding counters
and lockouts for all three (including the "Key In" input that
really isn't)
* More meaningful settings for the "Payout" DIP switch in Power Kick
(based on program code)

-skylncr.cpp: Improvements to almost all games: [AJR]
* Use standard input mappings in all games except Sonik Fighter
* Added working hopper outputs and payout buttons
* Promoted mbutrfly to WORKING after solving the protection (the code
wasn't encrypted) and add the button lamps internally associated
with it
* Decrypted bdream97, which is almost working now with obvious
graphical glitches and some apparent input problems

-kurukuru, ppj: Input/output improvements: [AJR]
* Ticket dispenser now works
* Corrected "Payout Mode" DIP settings
* Corrected DSW1 settings in Pyon Pyon Jump
* Renamed coin inputs and coin-related DIP switches and order by
increasing denomination
* Removed "Unknown" inputs that aren't actually used
* Full character names only for Kuru Kuru Pyon Pyon
* Reset button now mapped as "Memory Reset"
* Random notes based on program code

-Show color values in palette viewer: [AJR]
* Move the mouse over a color rectangle to show index and RGB values
* For indirect pens, index of the corresponding color is also shown
* For colors in normal RAM-based palettes, the raw value in memory is
also shown (does not currently work with most buffered palettes,
and is incompatible with PROM-based or RAMDAC-based palettes)

-Validity checking improvements: [AJR]
* Always print the name of each driver with -validate -verbose before
check to help detect crashes
* Softlists get validated the first time, not every time but the
first
* Make address maps complain when entry bounds lie outside the global
mask

-Midway V-Unit imrprovements: [Risugami]
* Added layouts for Cruis'n USA, Cruis'n World, and Off Road Challenge
* Added wheel force feedback reference and made notes on other outputs
* Finished implementing the Galil command communication
* Finished implementing motion controller

-Decrypted River Patrol (Japan), game now working. [MASH]

-Fixed PROMs in Dribbling (dumped a Dribbling PCB with different
PROMs). [f205v, MASH]

-Added missing PAL dump to Green Beret (bootleg). [MASH]
* Same PAL dump also in suprmriobl, drhl and ddragon6809a

-Added video proms to Turkey Shoot and Mystic Marathon. [MASH]

-Fixed arcade only build (cshooter.cpp changed to airraid.cpp). [MASH]

-Added proper SMT Flash dumps to deluxe4u. [system11]

-dynax.cpp: dumped color PROMs for Intergirl [f205v]

-arkanoid.cpp: Cleaned up comments; updated notes about which MCUs are
used. [Lord Nightmare]

-Synchronise with PinMAME and add many new pinball sets [Osso]


New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Alto-II [Juergen Buchmueller]
TeleNova Compis [Curt Coder]
Atari Portfolio [Curt Coder]
Victor 9000 [Curt Coder]
Wang Professional Computer [Curt Coder]
Vector 06c [MetalliC]
Intergirl [f205v]
Magical Butterfly (version U350C, protected) [AJR]
River Patrol (Japan) [MASH]
Techno Drive (Japan, TD/VER.B) [superctr]
Select-A-Game: Baseball 4 [hap, Kevin Horton]
Select-A-Game: Pinball [hap, Kevin Horton]


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Compis II [Curt Coder]
The NewZealand Story (US, old version) (older PCB)
[CoolMod, The Dumping Union]
Metamorphic Force (ver AAA) [Abelardo Vidal]
Virtua Cop 3 (Rev B) [ShouTime, rtw]
Air Gallet (older) [Artemio Urbina]
Super Hang-On (Hang-On conversion, Japan, FD1094 317-0039)
[Charles MacDonald, ShouTime]
Deluxe 4 U (ver. 0107, 07/01/2000) [caius]
Dealer's Choice (E4A1) [Brian Troha, The Dumping Union]
Terminator 2 - Judgment Day (rev LG1 11/04/91) [Bicycle Repairman]
OutRun 2 Special Tours (Japan) (Rev A) (GDX-0011A) [ShouTime, rtw]
Casino Five (3315-02, U5-2B) [Brian Troha, The Dumping Union]
Wangan Midnight Maximum Tune 2 (Japan) (Rev A) [ShouTime, rtw]
Jolly Card (Austrian, set 2) [Roberto Fresca, Team Europe]
Golden Tee '98 Tournament (v3.02) [Brian Troha, The Dumping Union]
Gals Panic S - Extra Edition (Europe, set 2)
[Hammy, The Dumping Union]
Teenage Mutant Ninja Turtles (US 4 Players, version H) [The Iron Goat]
Gulf Storm (Korea) [system11]
Champion Base Ball (Japan set 3) [Siftware, MASH]
Escape from Mars (bootleg of Lunar Rescue) [Siftware, MASH]
New Zero Team (V33 SYSTEM TYPE_B hardware) [caius]


New machines marked as NOT_WORKING
----------------------------------
CMI IIx [Ryan Holtz]
Quest of D [f205v]
Mobile Suit Gundam 0079 Card Builder
[any, f205v, ShouTime, soyandroid, rtw]
Mobile Suit Gundam 0079 Card Builder Ver.2.02
[any, f205v, ShouTime, soyandroid, rtw]
Mobile Suit Gundam 0083 Card Builder [f205v, soyandroid]
Mobile Suit Gundam 0083 Card Builder Check Disk
[any, f205v, ShouTime, rtw]
Mobile Suit Gundam 0083 Card Builder Ver.2.10
[any, f205v, ShouTime, soyandroid, rtw]
Ring & Ball (?) [Hammy]
The Key Of Avalon 2.5 - War of the Key (server) (Rev B)
[ShouTime, rtw]
The Key Of Avalon 2.5 - War of the Key (client) (Rev B)
[ShouTime, rtw]
Tandy/Memorex Video Information System MD-2500 [Carl, Sly DC]
Select-A-Game: Space Invader 2 [hap, Kevin Horton]
Unknown Inter Games poker [Roberto Fresca, Team Europe]
Unknown Funworld A7-11 game 1 [Roberto Fresca, Team Europe]
Unknown Funworld A0-1 game [Roberto Fresca, Team Europe]
Multi Game I (unknown V2.4) [Roberto Fresca, Team Europe]


New clones marked as NOT_WORKING
--------------------------------
Jolly Joker (Apple Time) [Roberto Fresca, Team Europe]
Jungler (Subelectro, bootleg on Scramble hardware)
[Andrew Welburn]
Unknown Funworld A7-11 game 2 [Roberto Fresca, Team Europe]
Wangan Midnight Maximum Tune (Japan) (Rev B) [ShouTime, rtw]


New WORKING software list additions
-----------------------------------
pc98_cd.xml: added more disks + FM Towns hybrids [rzero9]
fmtowns_cd.xml: new dumps [rzero9]
coco_cart.xml: Switched 'cclimbra' to 'cclimber'. [Nathan Woods]
pofo.xml: Dumped the File Manager/Tutorial card. [Curt Coder]


New NOT_WORKING software list additions
---------------------------------------
gba_ereader.xml: Animal Crossing Series 2 [Shideravan]


Translations added or modified
------------------------------
Catalan [Jordi Mallach]
Spanish [A.Viloria]


http://www.mamedev.org
 

mesen v0.4.3 beta released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.4.3 Changelog:



New Features
Game DB: Updated game database to use the latest version of NesCartDB.
Bug Fixes
NetPlay: Fixed a crash introduced in 0.4.2 that occurred when connecting to a server.
Gameplay: Screensavers will no longer turn on while playing games with a DirectInput controller.
Cheats: Fixed an issue that could occur when importing some CHT cheat files.
Cheats: Fixed issues that could occur when applying large numbers of cheats.


http://www.mesen.ca
 



    Sunday, August 28, 2016
cemu v1.5.6 released!

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

Cemu v1.5.6 Changelog:



* Audio improvements
* Reduced RAM usage (up to 1.5GB lower)
* More crashes fixed


http://cemu.info
 

Mesen v0.4.2 beta released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.4.2 Changelog:



This release is a beta - save states, movies, etc. created with this version may not be compatible with future versions of Mesen.

New Features
* UNIF: Added support for UNIF files.
* Cheats: Added a built-in cheat database containing cheats for over 750 games.
* Cheats: Cheat window has been reworked and added support for FCEUX (.CHT) and Nestopia (.XML) cheat file formats.
* Compatibility: Added support for 7 new mappers (105, 106, 117, 162, 186, 196, 219)
* Bug Fixes

* IPS: Fixed a number of issues with IPS files.
* Accuracy: Improved IRQ timing for RAMBO-1 chip (Mapper 64) - improves Skulls and Crossbones.
* Accuracy: Fixed issues with Gradius II, Crisis Force and Cosmo Police Galivan.
* NSF: Fixed sound tempo in Dendy mode.


http://www.mesen.ca
 



    Thursday, August 25, 2016
Yabause 0.9.15 released!

Yabause is a Sega Saturn emulator under GNU GPL. It currently runs on FreeBSD, GNU/Linux, Mac OS X, Windows and Dreamcast.

Yabause support booting games using Saturn cds or iso files.

Following our strict release schedule (…), here’s a new Yabause version.
This new version includes so many new stuff, I cannot list them all.
(If you really want the full list, it’s on our repository)


Arguably, the most notable features of this release are:

– Low-level CD Block emulation
– CloneCD file format support
– High resolution for the software renderer

We also included code from other great projects:

– Musashi 68K core (code by Karl Stenerud)
– SSF sound format playing (code by R. Belmont, Richard Bannister, Neil Corlett)

As many of you should already be aware, Yabause was forked into a new project,
uoYabause, by devmiyax. We included some of his fixes back into Yabause.

Due to lack of maintainer, this release will be the last to include a gtk port.

Since our last release, we also improved our tools:

– Automated builds for linux, mac and windows
– Development builds pushed after each commit
– Translations on Transifex
– Compatibility reports on our wiki

https://yabause.org/2016/08/24/yabause-0-9-15/
 



    Tuesday, August 16, 2016
Cemu v1.5.5 released!

Cemu - Wii U emulator

Highly experimental software to emulate Wii U applications on PC

v1.55 changelog:



Added game profiles (manage settings per game)
Automatic region detection
Minor graphical improvements
Performance improvements
Added hotkey to toggle between TV and GamePad screen (Ctrl + Tab)
Fixed several bugs and crashes


http://cemu.info/index.html
 



    Monday, August 15, 2016
Demul v0.7 alpha 160814 released!

DEmul is a Sega Dreamcast(DC) emulator able to play commercial games.

DEmul (WIP) v0.7 Alpha (2016/08/14) changelog:



- fixed hang in KalistiOS based games with DC keyboard controller
- fixed hang in some WinCE games if VMU present
- better Dev.Box emulation
- patches for Cycraft InitialD and ClubKart (boots, but not yet playable)
- better aspect correction and filtering for Cave CV1000
- InitialD, ClubKart and Derby Owners magnetic card readers emulated (press PUSH6 key then game ask insert/take card)
- fixed Marvel vs Capcom 2 character pictures during intro
- ClubKart2003 input fixes
- WWF Royal Rumble 4 players inputs
- NAOMI DIMM Board emulated
- added recently dumped NAOMI and Atomiswave sets
- romset in sync with MAME
- bunch of minor things not worth mention


http://forum.emu-russia.net/viewtopic.php?f=25&t=503&sid=a5f718a5fd2cb113d312c6d4244d6116&start=160
 

Project64 v2.3 released!

Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.

Project64 v2.3 Changelog:



lots of changes, nearly 1000 commits since 2.2. We have the offical release of 2.3. Also have the first public beta of project64 for android, it is still a beta I am sure there is lots of things needed to make it better, but things are playable now.


http://www.pj64-emu.com/downloads/project64/binaries/
 

Mesen v0.4.1 released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.4.1 Changelog:



New Features:
- Compatibility: Added support for 18 new mappers (114, 120, 121, 136, 168, 183, 188, 204, 213, 214, 222, 229, 233, 238, 244, 253, 254, 255)
- Compatibility: Improved support for NES 2.0 headers.
- Input: Added support for the Oeka Kids Tablet.
- MMC1: Fixed issues with some games and added support for RAM read/write protection.
- MMC3: Added support for ram read/write protection.
Bug Fixes:
- Audio: Fixed a bug in the square channel's sweep units - fixes audio distortion in some games.
- Input: Fixed limitations with keyboard input and fixed an issue with XInput controllers.
- Cheats: The "Delete Selected Cheats" button now works.
- Video: Loading a game while in fullscreen mode no longer resets the video scale.


http://www.mesen.ca
 



    Monday, August 08, 2016
BlastEm v0.4.1 released!

BlastEm has the goal of being an extremely accurate Genesis emulator while still running on relatively modest hardware by using advanced techniques. Currently it meets neither my accuracy nor performance goals, but those goals are pretty high. Speed and accuracy should be sufficient for most purposes. It runs at full speed on an old first generation Intel Atom and can run Sonic 2 at around 600 fps on a Haswell desktop using a single core. To my knowledge, it is the only emulator besides Genesis Plus GX that can properly display the "TITAN 512C FOREVER" portion of Titan's Overdrive demo, and the only emulator besides Exodus that passes all 122 of the tests in Nemesis' VDP FIFO Testing ROM and can properly display "Direct Color DMA" demos.

BlastEm Features
* savestates
* integrated debugger
* GDB remote debugging
* joystick/gamepad support
* Mega/Sega Mouse support
* save RAM and EEPROM support
* Sonic & Knuckles lock-on
* turbo and slow modes
* configurable low pass filter
* single pass GLSL shaders (though there are no interesting ones presently)

BlastEm v0.4.1 changelog:



New Features
* Basic support for the Saturn Keyboard adapter peripheral
* You can now navigate up to a drive selection on Windows
* Added support for binding more "special" keys
Bugfixes
* It's now possible to navigate to the root directory on Unix-like systems
* Fixed a bug in movep.l
* Fixed a crash bug in the memory management code
* Fixed a bug in the header parsing code, that caused a crash when the "International Name" field was empty
* Fixed some minor graphical corruption in Sonic 2 split-screen caused by a bug in vflip combined with interlace mode
* Corrected the PC value pushed onto the stack for line A emulator and line F emulator traps
* Fixed a bug in ensure_dir_exists that would cause it to fail to create directories in some cases when mixed path separators were used
* Fixed a bug that would result in a buffer overflow when starting a game with a long title from the menu
Accuracy
* All Z80 instructions now implemented
* Z80 half-carry flag is now fully implemented
* Implemented undocumented Z80 flag bits
* R register is now incremented appropriately
* Redundant opcode prefixes are now handled properly
* Z80 core now passes ZEXALL!
Other Changes
* Added Buck Rogers to the ROM DB
* Added Wonder Boy in Monster World to the ROM DB (for real this time)
* Added Evander 'Real Deal' Holyfield's Boxing to the ROM DB
* Slightly better handling of directory read errors
* Added "Special Thanks" to About menu
* Use local app data folder for saves and config files on Windows rather than Unix-style locations


http://rhope.retrodev.com/files/blastem.html
 

higan v101 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
- WonderSwan/WonderSwan Color

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

higan v101 Changelog:



- fixed SNES SA-1 IRQ regression (fixes Super Mario RPG level-up screen)
- new scheduler for all emulator cores (precision of 2^-127)
- icarus database adds nine new SNES games
- added Input/Frequency to settings file (allows simulation of latency)


http://byuu.org
 



    Thursday, August 04, 2016
openMSX Launcher 1.7 released!

openMSX Launcher is a multi-platform front-end for the emulator openMSX.

Features:
- Create multiple databases of all MSX software supported by openMSX.
- Scan the hard disk to automatically fill launcher databases with ROMs, disks, tapes, hard disks and laserdiscs, and sync the database to your hard disk any time later.
- Display two screenshots for each game.
- Display the text on the launcher using a number of supported languages (English, Arabic, Catalan, Chinese Simplified, Chinese Traditional, Dutch, Finnish, French, German, Italian, Japanese, Korean, Persian, Portuguese, Russian, Spanish and Swedish).

openMSX Launcher v1.7 Changelog:



Databases created in previous versions are fully compatible with the current version.


[url]http://msxlaunchers.info[/quote]
 



    Saturday, July 30, 2016
FCEUX v2.2.3 released

FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.

FCEUX v2.2.3 Changelog: [quote]


The 2.2.3 release fixes a number of emulation bugs, features overclocking (for lag reduction) and Dendy mode, and adds support for a bunch of new ROM dumps (mostly unlicensed). Reverse engineering tools and Lua scripting have got some updates, new input devices are supported, new palette files have beed added. The SDL port has been fixed and updated as well.

Common
Customizable overclocking
Dendy mode
Fixed rerecord counting broken outside taseditor

Emulation
Added mappers: 29, 30
Fixed mappers: 225, 119, 4, 35, 31, 69, 212, 45
Fixed mmc5 IRQ handling
Fixed mmc1 reg#3 masking
Fixed vrc7 sound savestates
Added CoolBoy, KS7010, SB200, UNIF 158B, UNIF DRAGONFIGHTER, UNIF BMC-10-24-C-A1, UNIF EH8813A, UNIF HP898F, UNIF F-15, UNIF RT-01, UNIF UNL-KS7017, UNIF BMC-81-01-31-C, UNIF UNL-8-IN-1
NES 2.0 support
Fixed UNIF BMC 12 IN 1, UNIF OneBus

Movies
Fixed a bug with FDS flag being always set when converting a FCM

Video
Prescale filter for 2x, 3x and 4x resolutions
Made NTSC filter internal resolution closer to 4:3

Palette
Support 512 color palettes
Added external palettes: SONY_CXA2025AS_US.pal, RP2C03.pal (and its versions), Unsaturated-V6.pal
Option to swap deemphasis bits

Sound
Option to swap duty cycles
NSF can be set to Dendy mode

Input
Fix Mouse input implementation
Support for SNES mouse
PEC-586 russian keyboard support

Lua
Removed speed notification per script reload, if it remained 100%
Fixed lua drawings in NSF
Proper halo for lua font
Fixes to sound.get() region consistency and frequency/midikey detection for Noise and DPCM channels
New Lua functions: •emu.getpath()
•emu.loadrom()
•rom.writebyte()
•gethash()

Win32
Added -dumpinput and -playinput functions
Support for SNES pad
Added onscreen messages when region changes

Debugger
Added debuggerPageSize config variable which lets you pick whether 8KB physical PRG pages are used, or 16KB (the original). It defaults to 14 (1<<14 == 16KB). Set symbolic debugger name entry dialog text limits when creating a new label Fixed new-PPU debug information (address and pixel) Step Into hotkey More granular accounting of scanline and dot Trace Logger Fixed incorrect display of resolved address for (FF,x) Symbolic debugging Optionally display register names CDLogger Fix crash when attempting to open file picked as target for Save Stripped ROM operation PPU Viewer 8x16 sprite display mode Hex Editor Added option to dump entire 64k memory space Don't forget to load the symbols, when hex editor is first launched before debugger Show values for registers $4000-$4017 Cheats mmc5 Akumajou Dracula crash fix More RAM available in search SDL Added apply button to video config dialog Added link to libgd project download page in readme Noted optional libgd dependency in readme SCons: Fixed logic for LOGO and CREATE_AVI options Manpage updates Added hotkeys for volume up/down Menu toggling with the Alt key Print error when opengl/scalers are both enabled Fixed bug where lua open file gui would default to home directory[/quote

http://www.fceux.com/web/home.html
 

SSF Test Version 20160728 released!

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

SSF Test Version (2016/07/28) Changelog:



Translucent meshed with the GPU rendering implemented after diehard trilogy moves like is will (need to change backup RAM cartridge, no?)


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



    Wednesday, July 27, 2016
cemu 1.5.4 released!

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

Changelog:


Overall improved compatibility
Graphical improvements
Improved robustness of interpreter and recompiler
Added Sync option


http://cemu.info/index.html
 

mame v0.176 released!

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

What's news in MAME:



0.176
-------


MAMETesters Bugs Fixed
----------------------
- 06288: [Interface] UI:: Selecting "Category" after listing "Favorites"
causes exception (Vas Crabb)
- 06291: [Interface] (carpolo.c) carpolo: Unable to view recorded video made
with -video bgfx/-window (Jezze)
- 06286: [Misc.] (segaorun.c) shangon: Captured AVI video from this game shows
only sound, no image (Angelo Salese)
- 06263: [Interface] UI: Choosing any filter which has no data makes the UI
unrecoverable (Maurizio Petrarota)
- 06280: [Interface] PLUGINS: The plugin.ini file is created in the current folder
when it should be created in the "ini" path. (crazyc)
- 06279: [Interface] PLUGINS: pluginspath does not resolve $HOME (crazyc)
- 06285: [Gameplay] (vendetta.c) esckids, esckidsj: Slowdowns in gameplay (Osso)
- 06284: [Interface] Watchdog dialog is not able to be captured (cuavas)
- 06246: [Graphics] (legionna.c) cupsocsb, cupsocsb2: Black screen (Angelo Salese)
- 06268: [Crash/Freeze] MAME can crash when switching languages (Vas Crabb)
- 06266: [DIP/Input] (seta.c) metafox: Bonus_Life DIPSETTING values and labels are incorrect (Tafoid)
- 06262: [Crash/Freeze] All sets using SHARC drc: Crash when running DRC (Linux only?) (Ville Linde)
- 06305: [Crash/Freeze] (atpci.c) at586, at586x3, ficvt503: Use of -kbd slot options
3270pc or pcat causes crash (crazyc)
- 06304: [Crash/Freeze] (mac.c) macse30: Crash when attempting to use any slot option for -pds030 (Osso)
- 06309: [Crash/Freeze] (mac.c) macsefd: Crash on Exit using -pds slot (Osso)
- 05534: [Crash/Freeze] (pc8001.c) All sets in pc8001.c: Crash after OK (Robbbert)
- 06324: [Crash/Freeze] (funkball.c) funkball: Fatal Error at Start (Osso)
- 06323: [Debugger] (psikyosh.c) gunbird2, s1945iii: Crash when attempting to use -cheat (AJR)
- 06313: [Crash/Freeze] (victor9k.c) Crash when using -fdc:5d:0 and -fdc:5d:1 slot with '525ssqd' option (Pernod)
- 06312: [Crash/Freeze] (osborne1.c) Crash when using -mb8877:0 and -mb8877:1 slot with '525sssd' option (Pernod)
- 06311: [Crash/Freeze] (myb3k.c) Crash when using -fdc:0 and -fdc:1 slot with '525sssd' option (Pernod)
- 06281: [Crash/Freeze] astrocde [280zzap]: 280Zzzap/Dodgem Cartridge Resets (Duke)

Source Changes
--------------
-Scorpion4 7segment displays mostly fixed [John Parker]

-Fixed coinage in Touchmaster 2000-8000 [MASH]

-z80scc: fix dropped character problem for sun4_75, and fix edge cases
where datasheet recommendations are ignored allowing sun3/sun4 to
recognise keyboard and hk68v10 to work with correct SCC clock
[Joakim Larsson Edstrom]

-pc9801: fixed mouse buttons [rzero9]

-coco3 improvements: [milliluk]
* improve palettes and support alternate composite mode
* GIME fix for scanlines in legacy graphic modes

-m6809: Improve debugging support for 6809/6309 cpus [milliluk]

-GNU/kFreeBSD support [stevenc99]

-Add arch defines for Linux alpha and mips64el. [Jordi Mallach]

-Take pkg-config path from env if defined [Bernhard Frauendienst]

-Name Neo-Geo AES, NeoGeo CD and FM Towns Marty buttons [Shideravan]

-Updated *nix man pages. [Cesare Falco]

-poisk1: unbreak after "Memory fun", add B623 sound card (skeleton) [shattered]

-r9751: Add save state support, document progress and clean up, add PROM
version 4.2 [Brandon Munger]

-ym2151, ym2413: Isolate, objectify, integrate [O. Galibert]

-add Net-DIMM 3.03 firmware [letoram, gamerfan, Mark F., Smitdogg, The Dumping Union]

-Netlist improvements: [Couriersud]
* nltool now accepts -Ddefine=value to pass on to netlists
* improved option handling and added "dummy" options to add grouping
and examples in help output.
* improved --cmd=listdevices output
* Fix dynamic timestepping. This will work with breakout using real
capacitor modelling instead of delay devices. Really slow, but
very useful to calibrate timings.
* Fix an awful bug in timing for delay devices.
* Switched to clang 3.8 and made code compile with aggressive warnings.
This exposed serious issues with implicit constructors.
* Removed trampolines (OUTLOGIC, INPLOGIC and friends).
* Started using doxygen comment and documentation style. Added
doxygen files to documentation folder.
* Refactored code triggered by doxygen output.
* Moved internal and support classes into namespace detail.
* Use an unordered map in parser.
* Added iterators to pstring.
* Moved two macros, added more RAII and improved exceptions. Fixed
some bugs in parser code.
* Fixed a number of bugs in parser code and exception handling.

-Forte Card: Switched the ver 110 (spanish) to parent set since it's a
newer version. Also cleaned up the driver. [Roberto Fresca]

-Render module improvements: [Giuseppe Gorgoglione]
* Direct3D HLSL: use aviwrite to record AVI movies
* Cleanup patches for Direct3D renderer
* BGFX: fix crash when bgfx effect folder is not present

-Fixed priority issues in Legionnaire, Heated Barrel, Denjin Makai and
Godzilla [Angelo Salese]

-opwolf.cpp: fix all the gameplay problems by improving the c-chip
protection simulation [Bryan McPhail]

-Miscellaneous modernisation: [Nathan Woods]
* File create and format refactoring, better name/path validation
(with POSIX implementation from Vas Crabb)
* Use string objects in in core_file static functions, menu items,
strconv functions, image device extensions and softlist classes
* Consolide default implementation of create_option_guide()
* Filesel cleanup
* Migrate softlist code from simple_list to std::list

-Added crt-geom and crt-geom-deluxe shaders for bgfx including several
aperture grille/shadow mask patterns (designed for RGB subpixel order)
[Jeremy Green]

-Added option hide ROMless machines from the availables list.
[Maurizio Petrarota]

-sun4 updates:
* Added SPARCStation 1+, 4/110, and 4/4x0 ROMs [Al Kossow]
* SPARC CPU core fixes [Ryan Holtz, Vas Crabb]
* Preliminary counter/timer support [R. Belmont]
* Separated sun4 and sun4c, started implementing unique original sun4
features. [R. Belmont]
* Support both 8 and 16 context variants of sun4c arch [R. Belmont]
* Improved original sun4 architecture support [R. Belmont]
* Initial FDC hookup [Ryan Holtz]
* Improved timers, logging - sun4_40 runs FORTH programs at ok
prompt [Ryan Holtz]

-Add high-level emulation of Sun type 3/4/5/6 keyboards [Vas Crabb]
* U.S.A, Great Britain, Sweden and Japan layouts for Type 5
* Layout selection settings for Type 4 and Type 5
* Identification selection for type 4
* Adaptor for connecting to RS-232 port representing level translator
* Hook up to sun3, sun4 and sun4c

-zeroteam: improve sprite/sprite priorities [AJR]

-feversoc.cpp: Hook up EEPROM; remap buttons, hook up lamps and serial RTC [AJR]

-denjinmk: hack sound comms to work without ROM patch [AJR]

-vt100.cpp: Add the older vt102/vt131 romset to the vt131 driver as
another bios set [Lord Nightmare, Al Kossow]

-Corrected many Mahjong dip switches and settings [system11]
* Fixes for: Mahjong Focus, Nozokimeguri Mahjong Peep Show,
Mahjong Fantasic Love & Ojousan
* Various Video System Mahjong dip switches

-Final enhancements to HP TACO driver [fulivi]

-Further IRQ passthrough cleanup [AJR]
* Remove irq_line methods from M6502, M6800, M6809, S2600 and replace
uses with DEVCB_INPUTLINE
* Remove a few IRQ passthroughs from spiders.cpp
* Add several aliases for M6800_IRQ_LINE

-Increase uismall.bdf coverage: [Vas Crabb]
* Complete coverage of Latin Extended-A, most of Latin Extended-B
* Monotonic Greek
* Full ISO-8859-5 Cyrillic, many other Cyrillic characters
* Half-width katakana
* Some IPA Extensions

-UI refactoring: [Vas Crabb]
* Move most main launch menu stuff out of the base menu class
* Move some common code from selgame and selsoft into selmenu
* Eliminate the troublesome static members in ui::menu
* Eliminate some function statics
* Move palette menu drawing code out of base into palette menu class
* Use std::bind, references where nullptr is unacceptable, and const
where appropriate
* Improve encapsulation of class members
* Reduce repeated string allocation in audit code
* Don't play so fast and loose with integer types
* Eliminate some expensive deep copies of vectors/maps
* .h -> .ipp for things that aren't really headers
* Remove members that have lifecycle associated with operation

-DPS1: system boots up, working [Robbbert]

-bankdev: pass through the debugger flag from the incoming space
argument [R. Belmont]

-Apollo changes: [Hans Ostermeyer]
* Keyboard mapping adjusted to fit current MAME
* Fixed screen raw parameters
* Fixed disp.dex Test 20 (Video SYNC Gen. Add. Test) for color
displays

-3c505: The Ethernet frame check sequence is now appended to transmit
data [Hans Ostermeyer]

-input_common: fixed 0.172 regression for non-US keyboards
[Hans Ostermeyer]

-fix item hilighting in debugger state view when scrolling [Vas Crabb]

-Introduce validity checks for RGB utilities and fix bugs uncovered [Vas Crabb]
* Fix rgbvmx on Linux ppc64 and ppc64le targets with GCC 5
* Added several missing functions to rgbgen
* Fixed logical shift right in rgbgen
* Fixed sra that should be sra_imm in rdptpipe
* Added some simple SSE4.1 optimisations in rgbsse
* Re-organised rgbsse, rgbvmx and rgbgen to be in more logical order
* Fixed return type on some modifying operators
* Made some more reference parameters const
* Removed inline qualifier from a number of methods as it's implied
when body is present at declaration
* Mark some constructors explicit

-null_modem: rtscts flow control + relevant fix to i8251 [shattered]

-Updated driver with new information related to ID and gamelist for
tourvis.cpp [system11, Tafoid]

-Fix archimedes disk format [O. Galibert]

-apple2: don't allow debugger to trigger slot switching [Peter Ferrie]

-tiamc1: Kot-Rybolov implemented sound, documentation updates [MetalliC]

-Tia-MC1 driver: Added support for KR580VV55A parallel peripheral
interface (clone of i8255), added technical notes about some odd
behaviour with some ports, listed the specs of Kot-Rybolov hardware,
and added all clocks via #define. [Roberto Fresca]

-amstrad: fix undocumented mode 3. [Barry Rodewald]

-bbc: added monitor configuration (Colour, B&W, Green, Amber) and
preliminary slots for expansion [Nigel Barnes]

-Flaming 7's, original custom hardware improvement: [Roberto Fresca]
* Reverse-engineer protection to bypass the requested serial number.
The iButton device still needs to be hooked. Promoted these games to
working with their correspondent flags.
* Added tech notes, comments and instructions to boot the machine for
first time.

-Flaming 7's, Taiwanese hardware: Reverse-engineer protection to bypass
the requested serial number. The iButton device still needs to be
hooked. Promoted the game to working with its correspondent flags.
Added technical notes. [Roberto Fresca]

-hiscore.dat: Updates [Leezer]

-alto2: Hunting the jiggly cursor bug [Juergen Buchmueller]

-chihiro: added 837-13551 jvs input device, completed the communication
with jvs devices through usb [Samuele Zannoli]

-chihiro: game crtaxihr "Crazy Taxi High Roller (Rev B)" boots too [Samuele Zannoli]

Translations added or modified
------------------------------
Chinese (simplified/traditional) [YuiFAN]
Greek [BraiNKilleRGR]
Japanese [Vas Crabb]
Portuguese (Brazil) [Ashura-X]

New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Swing Gal [BET] [system11]
Player's Choice (M4C1) [Blair Quinney, The Dumping Union]
Gorodki [shiru8bit, IgorR76, '15kop' arcade museum]
Kot Rybolov [MetalliC, shiru8bit, IgorR76, '15kop' arcade museum]
Flaming 7 (Custom Hardware, Main, 50 Bonus) [Roberto Fresca]
Flaming 7 (Custom Hardware, Main, 500 Bonus) [Roberto Fresca]
Flaming 7 (Custom Hardware, Main, 2000 Bonus) [Roberto Fresca]
Flaming 7 (Custom Hardware, Egyptian Gold, 2000 Bonus) [Roberto Fresca]
Flaming 7 (Taiwanese Hardware, unknown version) [Roberto Fresca]
TeleVideo 990 [R. Belmont, Al Kossow, Carl]
TeleVideo 995-65 [R. Belmont, Al Kossow, Carl]
Rainbow-100B [Bavarese]
MBC200 [Robbbert]

New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Beastie Feastie (Epos Tristar 9000 hardware) [The Iron Goat]
Raiden Fighters 2 - Operation Hell Dive (Japan set 3) [IronGiant]
LTM Portable (B+) [Nigel Barnes]
LTM Portable (Master) [Nigel Barnes]
Bubble Trouble (World, Rev B) [Alex Cmaylo, The Dumping Union]
Sensory Chess Challenger 9 (set 2) [anonymous]
Operation Thunderbolt (World, rev 1) [Muddymusic, The Dumping Union]
Digital Equipment Corporation VT240 [Carl]
Elektronika MC7105 [Shattered]
Intergirl [f205v]

New machines marked as NOT_WORKING
----------------------------------
Tomy Prin-C [TeamEurope]
Datamax 8000 [Robbbert]


New clones marked as NOT_WORKING
--------------------------------
BT Merlin M2105 [Nigel Barnes]


New WORKING software list additions
-----------------------------------
pc98_cd.xml: Final batch of additions [rzero9]
pce_tourvision.xml: Added a number of new dumps (15) [system11, Tafoid]
poisk1_flop.xml: Added basic softlist [shattered]

New NOT_WORKING software list additions
---------------------------------------
gamate.xml: Volcano Panic [Juan Felix Mateos and Mr. Postman]
gamate.xml: Hot Hero; Baseball [Peter Wilhelmsen]
gba_ereader.xml: Starting work doing the GBA e-reader software-list [Shideravan]


http://www.mamedev.org
 



    Sunday, July 24, 2016
Yape v1.0.10 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 v1.0.10 changelog:



* show subfolders as type CBM in IEC/filesystem mode
* implemented monitor watchpoint/breakpoint ranges
* watchpoint context displayed when hit
* improved speedometer to cater for non-standard, longer frames
* occasionally stuck joystick states when emulated thru the keyboard fixed (long outstanding bug!)
* uninitialized variable in a newly optimized part of SID engine patched
* digitized palette in non-CRT mode fixed
* rasterline counter overflow fix
* weird and random save PRG dialog crash fixed


http://yape.homeserver.hu
 

RockNES v5.25 released!

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

RockNES v5.25 Changelog:



- Reworked APU sound output mixing, added a high-pass filter for true signed samples.
- Added an easy sound sample interpolation (more bass).
- Fixed an obscure bug restoring APU savestates.
- Fixed a few color styles by using a non-linear algorithm.
- Fixed NSF visualizer in scanlined modes.
- Other cosmetic changes and minor fixes.
- Documentation updated.


http://rocknes.web.fc2.com
 



    Thursday, July 21, 2016
Mesen v0.3.2 released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.3.2 Changelog:



New Features:
- Compatibility: Added support for 20 new mappers (28, 31, 40, 42, 46, 48, 50, 56, 132, 133, 142, 170, 171, 172, 173, 175, 177, 179, 182, 252)
- Input: DirectInput controllers/joysticks (e.g: PS4 controller, etc.) are now supported.
- Overclocking: Added a lag counter like the one present in FCEUX and puNES.
- Sunsoft 4: Improved compatibility for this mapper.
Bug Fixes:
- Audio: Fixed a bug in the square channel's sweep units - fixes audio distortion in some games.
- Open Bus: Improved open bus implementation.
- VS System: Fixed a palette bug that could occur after loading VS System games.
- VRC4: Fixed a bug that was causing TMNT2 (J) to crash.


http://www.mesen.ca
 



    Wednesday, July 13, 2016
JavaCPC Desktop v2.9.5b released!

JavaCPC Desktop is a brand new Amstrad CPC emulator. It is based on JEMU and is an extremely improved release from JavaCPC 6.7. JavaCPC Desktop is designed to be used on Windows systems only, but maybe can run also on other systems, but a few features will be missing then.

JavaCPC Desktop function:
- High accurate emulation of the Amstrad CPC homecomputer range
- Many useful features like internal YM-Player, JavaCPC paint and many more.
- Perfect AY-Soundchip emulation
- German, English and Spanish keyboard translations
- Virtual tapedrive, which supports CDT, CSW, WAV and MP3
- Built-in debugger features breakpoints and break instructions
- Advanced settings provide different AY-output routines to get the most preferred emulation
- Digiblaster emulation
- CRTC 0 and CRTC 1 are emulated to let almost every demo run fine

JavaCPC Desktop v2.9.5b Changelog:

[quote]
Update from v2.9.4 to v2.9.5b changelog:

New features:
- Assembler understands command "define"
Syntax:
define .myfile = "MYFILE.BIN"
define .mycode = "MYCODE.ASM"
INCBIN .myfile
READ .mycode
this works with INCBIN, INCLUDE and READ (READ is similar to INCLUDE)
When you use INCBIN / INCLUDE / READ instructions, make sure, the additional files are in the same folder than your assembly code.
- Assembler: added IFDEF check
IFDEF does not check the value given to a label, just checks if this label has been defined.
Syntax:
ifdef mylabel
else
endif

- Fixed LD IXH,x and related instructions

Updates:
- RasterPaint is improved. You can now select every single zone/line to disable autogeneration for palette. (last palette is used then)
This is VERY useful to remove some unwanted stripes.
Use right mouse button into preview window:
1x clicked: rastermode 1: zones are selectable. (You can see them) Click one to toggle as active (default) or inactive
2x clicked: rastermode 2: lines are selectable. Click them to toggle, too
3x clicked: rastermode 3: zones AND lines are visible and toggle on click
You need to play around with that. But it really can improve the result.
- RasterPaint: Image can be opened in a 3x zoomed frame. It has the same rastermodes to select zones and lines like the main window.
Makes it easier to find / hit the correct zones.

- RasterPaint: Image, which is vertically higher than 320x200 pixel ratio can be scrolled up/down now.
- An emulator has been added :P (You can only use it with a special cheat command from console...) (Hint: It's not a toaster but may have to do with bread)

Many more things fixed, which I forgot now to list were made, too.
And, as usual: Many new bugs added for your pleasure ;-) [quote]


http://cpc-live.com/news.php
 

Mesen v0.3.1 released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.3.1 Changelog:



New Features
* VRC7: Added VRC7 audio support.
* MMC5: Added vertical split mode support.
* Game DB: Automatically select appropriate controllers when loading a recognized game.
* VS System: Improved default settings for all games (fixes palette and input mapping issues).
Bug Fixes
* Preferences: Options in the Advanced tab are now visible again.
* VS System: Fixed a bug that prevented Gumshoe from booting.


http://www.mesen.ca
 

mGBA v0.4.1 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 v0.4.1 Changelog:



Bugfixes:
* All: Fix several file handle leaks
* All: Fix instruction tables getting zeroed when linking sometimes
* ARM7: Fix flags on SBC/RSC
* ARM7: Fix setting spsr privilege bits when spsr is empty
* GBA Audio: Reset audio FIFO DMA if an invalid destination is set
* GBA BIOS: Fix RegisterRamReset setting DISPCNT to the wrong value
* GBA BIOS: Fix ArcTan2 accuracy and boundary conditions
* GBA Memory: Fix executing code from OBJ region of VRAM
* GBA Serialize: Fix memory corruption bug in GBAExtdataSerialize
* GBA Serialize: Fix loading savegames from savestates
* OpenGL: Correct boolean vector strcmp strings for uniforms
* Qt: Fix sending gameStopped twice
* Qt: Fix hang if audio sync is enabled and audio fails to initialize
* Qt: Fix initial state of key mapping
* Qt: Initialize m_useBios
* SDL: Fix joystick initialization on BSD
* SDL: Fix potential joystick crash in games with rumble
* SDL: Fix SDL 1.2 build
* SDL: Fix sporadic crash when deinitializing audio
* Shaders: Fix AGS-001 shader with some bad drivers
* Util: Use closesocket on Windows
* Util: Fix socket bind addresses
* VFS: Fix reading 7z archives without rewinding first
* VFS: VFileFromFD should not open directories
* Wii: Fix tilting direction
* Util: Fix realloc semantics in utf16to8
Misc:
* All: Allow use of external minizip library
* Debugger: CLI debugger now exits when end-of-stream is reached
* FFmpeg: Update dependencies on Ubuntu
* GBA: Slightly optimize GBAProcessEvents
* GBA: Add overrides for DBZ: Legacy of Goku II and Ueki no Housoku
* GBA Video: Null renderer should return proper register values
* Libretro: Disable logging game errors, BIOS calls and stubs in release builds
* Qt: Add preset for DualShock 4
* Qt: Update 360 input profile on OS X to reflect newer drivers
* Qt: Remove use of NaN
* Qt: Canonicalize file paths when loading games
* Qt: Add refresh button to controller editing
* SDL: Remove default gamepad mappings
* Util: Fix intermittent build failure on OS X
* VFS: VFile.sync now updates modified time



https://mgba.io
 



    Saturday, July 09, 2016
higan v100 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
- Wonderswan Color

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

higan v100 Changelog:



* FC: render during pixels 1-256 instead of 0-255 [hex_usr]
* FC: rewrote controller emulation code
* SFC: 8% speedup over the previous release thanks to PPU optimizations
* SFC: fixed nasty DB address wrapping regression from v099
* SFC: USART developer controller removed; superseded by 21fx
* SFC: Super Multitap option removed from controller port 1; ports renamed 2-5
* SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
* higan: audio volume no longer divided by number of audio streams
* higan: updated controller polling code to fix possible future mapping issues
* higan: replaced nall/stream with nall/vfs for file-loading subsystem
* tomoko: can now load multi-slotted games via command-line
* tomoko: synchronize video removed from UI; still available in the settings file
* tomoko, icarus: can navigate to root drive selection on Windows
* all: major code cleanups and refactoring (~1MB diff against v099)


http://byuu.org
 



    Thursday, July 07, 2016
Mesen v0.3.0 released!

Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.

Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.

Mesen v0.3.0 Changelog:



New Features
* NSF: Added support for NSF and NSFe sound files.
* Compatibility: Added support for 24 new mappers (6, 8, 16, 17, 86, 137, 138, 139, 141, 143, 144, 150, 151, 153, 155, 156, 157, 159, 164, 176, 218, 227, 228, 243)
* Game DB: Added a built-in game DB to automatically fix incorrect iNES headers.
* Archives: Added support for 7-Zip (7z) files and support for archives (zip/7z) containing multiple roms.
* Tools: Added a log window tool (Tools menu)
Bug Fixes
* VS System: Fixed freezes in TKO Boxing, RBI Baseball and Super Devious.
* Debugger: Various bugfixes and a few improvements.


http://www.mesen.ca
 



    Tuesday, July 05, 2016
Cemu 1.5.3 released!

Cemu - Wii U emulator

Highly experimental software to emulate Wii U applications on PC



Added support for anisotropic filtering
Added support for sRGB color space
Added button mapping to simulate 'Microphone blow'
Improved recompiler robustness
Fixed some bugs/crashes


http://cemu.info/index.html
 



    Saturday, July 02, 2016
Steem v3.8.2 released!

Steem is an emulator for the Atari STE computer created many years ago by Anthony and Russell Hayward. Steem SSE is a new version of Steem based on this release. 'SSE' stands for 'Steven Seagal Edition'. Steven Seagal is a well known Aikido grandmaster, action movie star, musician and playboy.

Steem SSE v3.8.2 Changelog:



3.8.2 Features
_________________

- New OSD option 'Time'.
- New Fullscreen mode option 'Fullscreen GUI'.
- DirectDraw build: fullscreen working with 32bit-only video card drivers.
- New SSE option 'VM-friendly mouse' to help when Steem is run in a
virtual machine (works with VirtualBox). The cursor isn't bound
by the window frame. You don't need a VM to use this option.
Thx galax for tests.
- CPU: stabler E-clock emulation.
- New TOS flags for Czechia, Finland, Greece, Norway (thx Dima Sobolev).


v3.8.2 Internal
_________________

- Remove hack for high frequency tone waves in YM-2149 emulation (YMT-Player).


v3.8.2 Bugfixes
_________________

- Fix Steem SSE crash on some long switches between HIRES and LORES
(stf1pix_512k).
- Extended monitor hack: ignore VBASE changes (potential crash).
- ACSI: reload TOS to remove "no ACSI" patch.
- Fix stop icon staying on screen after stopping Steem SSE (bug v3.7.0).


https://sourceforge.net/projects/steemsse/
 

hpsx64 v019 released!

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

hpsx64 v019 Changelog:



hps1x64 v019 – DMA priority fixes


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

QMC2 v0.65 released!

QMC2 is a good GUI for MAME & MESS. QMC2(M.A.M.E. Catalog / Launcher II) is the successor of one of the first XMAME/MESS GUI frontends available, QMamecat (derived from MAMECAT, which was text-only). QMC2 has been rebuilt from scratch as a Qt 4 project. Parts of the design and code were inspired by its predecessor. The new design was made as flexible as possible to minimize dependencies from frontend- and CLI-related MAME changes, which was a major deficiency of QMamecat. QMC2 uses a template-based MAME configuration scheme, which can easily be enhanced with additional command line options (defined in an XML template file).

QMC2 v0.65 Changelog:



* fix: don’t prevent the ‘automatic ROM check’ from starting when the ‘Check ROMs’ action gets triggered while the machine list is being reloaded
* fix: image checker: added obsolete file removal support when using libarchive (missing unintentionally)
* fix: image checker: corrected checking for obsolete icon files when read from a directory (this verified only PNGs as valid but the restriction is long gone)
* imp: video player: accept youtu.be besides youtube.com when copy-pasting video URLs
* imp: updated category.ini to MAME 0.175
* imp: emulator configuration templates updated to MAME 0.175 (removed core option ‘antialias’, added Windows-specific option ‘vector_beam_smooth’)
* imp: changed the default command line for the 7zip removal tool to include -mhc=off (disables header compression which libarchive doesn’t support) and -ms=off (disables solid blocks which are generally counter productive for our use case)
* imp: pre-caching icons from a directory will no longer block the GUI and works faster now (using QDirIterator)
* imp: updated PDF.js to a newer git revision (as of 11-JUN-2016)
* imp: hide the splash-screen as soon as the initial start-up is done (in case it’s still open by that time – which is likely)
* imp: added a new alternative system-notes template contributed by José Marcio Rezende Franco (data/gmn/Concise.html)
* new: ROMAlyzer / collection rebuilder: CHD files are now optionally included in the reproduction process (automatically renaming them if required); you can choose between creating hard links, symbolic links and real copies, or to omit CHD reproduction completely (which is the default) — see also bug tracker ID #114
* new: added a catver.ini optimizer to potentially speed up loading slightly
* new: emulator identification is now skipped when the binary’s modification time hasn’t changed – this generally speeds up loading greatly (but can be disabled in case it causes any trouble)


http://qmc2.batcom-it.net
 



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

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

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





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

What's new in 1.4.0 update-1:
--------------------------------------


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


download link for DoosraPSX_1.4.0u1 including PCSX2_1.4.0:
http://www73.zippyshare.com/v/lxfbDhhi/file.html

download link for DoosraPSX_1.4.0u1 files only:
http://www87.zippyshare.com/v/yZ2uDrpv/file.html
 

MAME v0.175 released!

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

Changelog:



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


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

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

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

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

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

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

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

-Added color proms to Ozma Wars. [MASH]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Commodore PET Joysticks and Sound Device [Ken White]

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

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

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

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

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

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

-Fix NeoGeo CD P2 inputs [fuzzbop]

-Update rainbow.cpp [Bavarese]

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

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

-rainbow: led polarity [Baverese]

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

-Fix TGP parser crashing in Model 1 [SailorSat]

-Fixed network output to include all data [headkaze]

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

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

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

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

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

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

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

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

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

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

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

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

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

-Small update of italian traslation [AntoPISA]

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

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

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

-Rom for GameKing 3 [PeT, James]

-Introduce dynamic_module [Giuseppe Gorgoglione]

-Remove Direct3D abstraction layer [Giuseppe Gorgoglione]

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

-Make filesel current path clickable [Nathan Woods]

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

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

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

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

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

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

-terminal: Fixed Color configuration. [Nigel Barnes]

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

-Fixed double hyphen in -pipe [belegdol]

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

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

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

-eeprom: Not a device_memory_interface [O. Galibert]

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

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

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

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

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

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

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

-Add basic SPARCv7 core [Ryan Holtz]

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

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

-emumem: Fix some issues [O. Galibert]

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

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

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

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

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

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

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

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

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

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

-sun4: add SPARC ASI descriptions [Vas Crabb]

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

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

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

-dec_lk201: keyclick [Bavarese]

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

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

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

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

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

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

-cop: nicer sorting routine [O. Galibert]

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

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

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

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

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

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


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


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


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


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


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

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

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

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

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

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

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

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

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


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

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

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

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

-pc98_cd.xml: added software list with misc CHDs from several sources
[r09]

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

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


http://www.mamedev.org
 



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

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

RockNES v5.24 Changelog:



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


http://rocknes.web.fc2.com
 



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



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

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

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

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

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

Download: https://dolphin-emu.org

Changelog:

https://dolphin-emu.org/blog/2016/06/24/dolphin-50-release/#cuthere
 

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