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    Wednesday, April 26, 2017
medusa alpha 2

A new version of medusa the GBA and now also DS emulator, formally known as mGBA now at alpha 2

A new alpha of medusa is available. It contains many bugfixes, and allows many major games to be fully playable now. Notably, game-breaking bugs affecting Mario Kart DS, The World Ends With You, Star Fox Command, and more have been fixed. Some smaller hardware features have been added, but many are still missing. The full list of changes is below.

Download at https://mgba.io/

    Wednesday, March 01, 2017
Mednafen 0.9.43 released

Mednafen the multi system emulator has been updated, now to 0.9.43

Notable changes since 0.9.42:
PSX: Reduced DualShock rumble latency by 1 frame.
SS: Added multitap emulation, enableable via settings "ss.input.sport1.multitap" and "ss.input.sport2.multitap".
SS: Added steering wheel emulation(for "Virtua Racing", and other racing games that lack 3D Pad analog support).
SS: Added Mission Stick and Dual Mission Stick emulation.
SS: Added 101-key US keyboard emulation.
SS: Fixed hang in "F1 Challenge".
SS: Fixed missing voice acting and related hangs in "Magic Knight Rayearth".
Reworked how input grabbing is handled. The new way uses only one key combo(CTRL+SHIFT+Menu), and will adapt its behavior based on any keyboards being selected on any virtual input ports or not(refer to the documentation for full details). A new setting is added, "command.toggle_grab", and two settings were removed, "command.toggle_grab_input" and "command.toggle_cidisable".
Emulated keyboard(FKB, Tsushin, Saturn) key state is now only updated when input grabbing is toggled on.

For more information and download go here.

    Sunday, November 23, 2014
Raine 0.63.15 released

A new version of the arcade emulator Raine has been released.
With version 0.63.15, many bugs from thier previous version have been fixed.

Heres a snip-it from the changelog:

Sorry some bugs to fix in this one again, there was a last bug with the very badly supported format where audio tracks are merged with the data track for neocd (only for games having a lot of files in their iso, like ssrpg), and a bug in sound associations which deleted them before saving them !
Except that I added what I wanted to add in the previous version, the ability to save inputs to some user configuration, and then load them either from one of these configurations or to get them from another game. For that to work, I had to change the way inputs are saved, which means that if you had some custom inputs saved, they will be reseted to the default inputs for this version. The good news is that it will be much faster to change them now if you have a few games to change.

For the full changelog and downloads goto.

    Friday, June 27, 2014

Mednafen (an acronym for "My Emulator Doesn't Need A Frickin' Excellent Name") is a portable, utilizing OpenGL and SDL, argument(command-line)-driven multi-system emulator with support for following systems: Atari Lynx, Neo Geo Pocket (Color), WonderSwan, GameBoy (Color), GameBoy Advance, Nintendo Entertainment System, Super Nintendo Entertainment System/Super Famicom, Virtual Boy, PC Engine/TurboGrafx 16 (CD), SuperGrafx, PC-FX, Sega Game Gear, Sega Genesis/Megadrive, Sega Master System, Sony PlayStation. The emulator runs under Microsoft Windows, Linux, PlayStation 3, RISC OS, and Wii.

Here's changelog from latest build:

+ Save extra input device state in save states that the bsnes core fails to save.
+ Removed computationally-expensive and unnecessary (it's already done in the state load code path) duplicate-variable check debug code in the save state saving code.
+ Hooked up Super Scope emulation.

+ Removed debug puts() in VPC mixing inner loop, and added compiler hints to some of the rendering and mixing loops.
+ Fixed an ancient regression introduced around version 0.9.16-WIP. Said regression caused the file extension of the save state used by the auto save state save/load feature(setting "autosave") to be the same as the extension used for the currently selected save state slot, effectively overwriting that save state slot on exit.
+ Added setting "video.disable_composition", to allow the user to override Mednafen's default behavior of disabling desktop composition on Windows Vista and Windows 7.

+ Fixed a 68K emulation regression introduced in 0.9.34, that broke save game loading in "Sonic the Hedgehog 3", and possibly broke other games in subtle ways.
+ Fixed prototype for cart mapper 16-bit write function.
+ Cleaned up debug printf()s.

+ Resolved a few compiler warnings.

+ Fixed an old bug that, when coupled with changes made in 0.9.35, caused low-volume crackling in the CD-DA sound output.

Check out Projects website for further information and latest files.

    Tuesday, May 13, 2014

Mednafen (an acronym for "My Emulator Doesn't Need A Frickin' Excellent Name") is a portable, utilizing OpenGL and SDL, argument(command-line)-driven multi-system emulator with support for following systems: Atari Lynx, Neo Geo Pocket (Color), WonderSwan, GameBoy (Color), GameBoy Advance, Nintendo Entertainment System, Super Nintendo Entertainment System/Super Famicom, Virtual Boy, PC Engine/TurboGrafx 16 (CD), SuperGrafx, PC-FX, Sega Game Gear, Sega Genesis/Megadrive, Sega Master System, Sony PlayStation. The emulator runs under Microsoft Windows, Linux, PlayStation 3, RISC OS, and Wii.

Here's changelog from latest build:

+ Reworked the FPS calculation algorithm to produce more accurate FPS values.
+ Added a manifest file that's embedded into the Windows executable, to ensure that noxious DPI virtualization and scaling available on Windows Vista and newer will not be used with Mednafen.
+ Added code to disable DWM composition when running on pre-Windows 8 systems, to ensure better performance and lessvideo juddering. (Sadly, it's not possible to disable desktop composition in this manner on Windows 8 and later)
+ PCE, PCE_FAST: Added a missing ADPCM playback variable to save states; fixes the problem of severe ADPCM sound distortion when loading save states that are saved during ADPCM playback(especially noticeable with the state rewinding feature).

Check out Projects website for further information and latest files.

    Wednesday, February 12, 2014
higan v094

higan (formerly known as bsnes) is a Super Game Boy, BS-X Satellaview, Sufami Turbo, Famicom, Super Famicom, Game Boy, Game Boy Color and Game Boy Advance emulator, that began development on 2004-10-14. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.

Here's changelog:

+ sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
+ sfc: remove random/ and config/, merge to system/ with better randomization
+ gb: improved color emulation palette contrast
+ gbc: do not sort sprites by X-priority
+ gbc: allow transparency on BG priority pixels
+ gbc: VRAM DMA timing and register fixes
+ gbc: block invalid VRAM DMA transfer source and target addresses
+ gba: added LCD color emulation (without it, colors are grossly over-saturated)
+ gba: removed internal frame blending (use shaders to simulate motion blur if desired)
+ gba: added Game Boy Player support (adds joypad rumble support to supported games)
+ gba: SOUND_CTL_H is readable
+ gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
+ gb/gbc: OAM DMA runs in parallel with the CPU
+ gb/gbc: only HRAM can be accessed during OAM DMA
+ gb/gbc: fixed serialization of games with SRAM
+ gb/gbc: disallow up+down or left+right at the same time
+ gb/gbc: added weak hipass filter to remove DC bias
+ gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
+ gb/gbc: fixed underflow in window clamping
+ gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does not affect accuracy)
+ gb/gbc/gba: audio volume reduced for consistency with other systems
+ fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted format
+ ethos: replaced file loader with a proper game library
+ ethos: added display emulation shader support
+ ethos: added color emulation option to video settings
+ ethos: program icon upgraded from 48x48 to 512x512
+ ethos: settings and tools windows now use tab frames (less wasted screen space)
+ ethos: default to optimal (video, audio, input) drivers instead of safest drivers
+ ethos: input mapping system completely rewritten to support hotplugging and unique device mappings
+ ruby: added fixes for OpenGL 3.2 on AMD graphics cards
+ ruby: quark shaders now support user settings inside of manifest
+ ruby: quark shaders can use integral textures (allows display emulation shaders to work with raw colors)
+ ruby: add joypad rumble support
+ ruby: XInput (Xbox 360) controllers now support hotplugging
+ ruby: added Linux udev joypad driver with hotplug support
+ phoenix: fixed a rare null pointer dereference issue on Windows
+ port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU C++ extensions)
+ port: added out-of-the-box compilation support for BSD/Clang 3.3+
+ port: applied a few Debian downstream patches
+ cheats: updated to mightymo's 2014-01-02 release; decrypted all Game Genie codes

Check out project website for latest files and informations.

    Sunday, December 22, 2013
higan v093r11

higan (formerly known as bsnes) is a Super Game Boy, BS-X Satellaview, Sufami Turbo, Famicom, Super Famicom, Game Boy, Game Boy Color, Game Boy Advance and Nintendo DS emulator, that began development on 2004-10-14. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.

Here's release info:

I'm posting a beta release of higan, in the hopes of getting some feedback on the new library system (pictured below; more info on the forums), and reports of any potential new regressions before an official release.

Also, as of v093r08, the Game Boy and Game Boy Color PPU are now cycle-based, allowing raster effects such as those used in Prehistorik Man. This is in addition to several major improvements to the Game Boy emulation code.

If you're willing to test this, and provide feedback on the forum, it'd be appreciated. Thanks!

Check out project website for latest files and informations.

    Wednesday, February 13, 2013
higan v092

higan (formerly known as bsnes) is a Super Game Boy, BS-X Satellaview, Sufami Turbo, Famicom, Super Famicom, Game Boy, Game Boy Color, Game Boy Advance and Nintendo DS emulator, that began development on 2004-10-14. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.

Here's info for v092:

The first official release of higan has been posted. higan is the new name for bsnes, and it continues with the latter's version numbering.

Note that as of now, bsnes still exists. It's a module distributed inside of higan. bsnes is now specific to my SNES emulator.

Due to last minute changes to the emulator interface, and missing support in ananke, I wasn't able to include Cydrak's Nintendo DS emulator dasShiny in this build, but I hope to do so in the next release.

higan is very different from most emulators. I strongly recommend that you read the higan user guide, even if you are already familiar with bsnes and/or higan.

Also, for users of bsnes v091, please note that the game folder format has changed. Unfortunately, I do not yet have a tool ready to update your game folders. So you have two options: delete all games from ~/Emulation, or wait for a new version of purify before upgrading from v091 to v092. For users of bsnes v090 and earlier, you should be able to jump right in after having read the user guide.

I decided to take advantage of MinGW-w64's ability to generate 32-bit Windows executables with the -m32 flag for v092. Apparently this was a mistake, as it produces executables that do not actually run on true 32-bit operating systems.

So I've uploaded new builds of higan, this time using the 32-bit MinGW to build the 32-bit release. I also took the opportunity to fix a few minor issues that were noted after the release. So if you've already downloaded higan v092, please download the updated version.

Check out project website for latest files and informations.

    Wednesday, September 05, 2012
bsnes v091

bsnes is a Nintendo, Super Nintendo, Game Boy, Game Boy Color, Game Boy Advance, and Nintendo DS emulator that began development on 2004. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.

Here're release notes for v09x series :

Most notably, this release adds Nintendo DS emulation. The Nintendo DS module was written entirely by Cydrak, so please give him all of the credit for it. I for one am extremely grateful to be allowed to use his module in bsnes.

The Nintendo DS emulator's standalone name is dasShiny. You will need the Nintendo DS firmware, which I cannot provide, in order to use it. It also cannot (currently?) detect the save type used by NDS games. As such, manifest.xml files must be created manually for this purpose. The long-term plan is to create a database of save types for each game. Also, you will need an analog input device for the touch screen for now (joypad axes work well.)

There have also been a lot of changes from my end: a unified manifest.xml format across all systems, major improvements to SPC7110 emulation, enhancements to RTC emulation, MSU1 enhancements, icons in the file browser list, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc.

I've also included kaijuu (which allows launching game folders directly with bsnes) and purify (which allows opening images that are compressed, have copier headers, and have wrong extensions); both of which are fully GUI-based.

This release only loads game folders, not files. Use purify to load ROM files in bsnes.

Note that this will likely be the last release for a long time, and that I will probably rename the emulator for the next release, due to how many additional systems it now supports.

------A few issues crept up in the last release, this should take care of them.

First, it seems that the 32-bit runtime on 64-bit versions of Windows have 64-bit time functions; whereas true 32-bit Windows does not. This was causing a DLL error when attempting to load bsnes v090.

Second, when there were more than 2,000 files in the same folder on Windows, it was lagging the file browser. With OV2's help, I've fixed that and it'll now load the list instantly.

Lastly, I've included the missing video shaders this time.

Check out project website for latest files and informations.

    Sunday, January 29, 2012
FB Alpha

FB Alpha (formerly FinalBurn Alpha), based on the original FinalBurn source code, is a multi-arcade (Capcom CPS-1, Capcom CPS-2, Capcom CPS-3, Cave, Neo Geo, Sega System 16 (and similar), System 18, X-Board, Y-Board, Toaplan, Taito, etc) emulator. It includes support for cheating, as well as netplay using Kaillera.

Heres list of changes for latest version

+ Updated Final Romance 2 in the Neo Geo driver to use Razoola's updated version [Barry]
+ Tidied World Cup '90 driver and fixed video timing and save states [Barry]
+ Fixed negative sound samples causing an app crash in some PC-Engine games [lantus]
+ Big-endian fixes for Capcom CPS-1/2/3, Cave, Irem, Psikyo and Megadrive drivers [lantus]
+ Big-endian fixes for the NEC CPU core [lantus]
+ Fixed excessive CPU usage when FB Alpha isn't doing anything [Barry]
+ Fixed non-Ascii output in the gamelist translation template export [doomking]
+ Hopefully fixed gamelist translation on Chinese systems [Barry]
+ Changed gamelist localisation to use the system codepage by default [Barry]
+ Some small localisation fixes [Barry, reported by Benjamin Siskoo]
+ Reduced the OSD text size to fit in the cliparea [Barry]
+ Fixed dat file writing from the command-line and added command-line options for PC-Engine dats, as found by MSVC SYMBOL build [Barry]
+ Fixed bug in game selection dialog with not allocating enough memory for gamenames when scanning sets [Barry]
+ Updated the default rom path to be the last path again (ie, 20 instead of 8) [Barry]
+ Updated helpfile with command-line changes [Barry]

Download here

Visit official homepage for further information and latest version of emulator.

    Sunday, May 29, 2011
RetroCopy 0.960

News via http://emu-russia.net/en/

Multisystem arcade/console emulator for Windows/Linux has been updated. Changes:
- [SG1000/SC3000] Added SG1000 and SC3000 emulation.
- [SMS VDP] Added TMS9918 gfx mode 1. Fixes Super Boy 2
- [SMS VDP] Changed TMS9918 palette to be a bit more accurate
- [SMS VDP] Fixed how the graphics modes were selected
- [SMS VDP] Fixed issue with vcounts in non 192 line modes (fixes GG Turrican)
- [SMS VDP] Fixed no vscroll in last 8 column bug (fixes Fray Shugyou)
- [SMS VDP] Fixed small bug that wouldn't reset CRAM to 0 in all cases
- [GAME GEAR] Fixed a few issues with gear-to-gear cable link emulation. All games should work now
- [GAME GEAR] Implemented SMS Mode for the few titles which use it on Game Gear. With an emulated LCD scale effect similar to real system
- [GAME GEAR] Moved cartridge system over to SMS one, fixes a few games
- [GAME GEAR] Fixed an issue in the mapper dealing with SRAM over 16KB and less than 32KB. (Fixes Shining Force 2 and Moldorian)
- [Z80] Improved handling of NMI
- [CORE] Added SK-1100 keyboard emulation
- [CORE] Implemented 16bit memory map system that can be used by any core. Has some tight low level code for speed. Makes Z80 about ~5% faster
- [CORE] Many bug fixes to small emulation related things
- [GUI] Removed default RetroCopy 3D game boxes and replaced it with garage door type animation
- [GUI] Completely new configuration area, graphical based with right click menus.
- [GUI] Can now see visually and configure input for games before you run them
- [GUI] Added ability for cartridge/card scans to be used in the interface for all systems
- [GUI] Fixed a few issues with stretched blits
- [GUI] Fixed small mouse scroll issue with scrollbars
- [GUI] Added bg click functionality to scrollbars
- [GUI] Added better image scaling, box sampling, bilinear and bicubic used when appropriate
- [GUI] Now remove textures when windows are hidden, not just deleted, to save VRAM
- [GUI] Fixed issue with non client area mouseenter/mouseleave
- [GUI] Changed mouse behaviour when in Windowed mode. Can now leave the window during when no game is played

News source: http://www.retrocopy.com

    Saturday, April 30, 2011
WolfMESS v0.142

News via AEP

WolfMESS is a multi-system Emulator for Windows. Based on MESS for Windows. Thanks to Emu-France for the news.

4/19/2011 11:37AM
!!!!! wolfmess142 !!!!!!!!
* messui was disabled, i forced it to be compiled, it still works
* tried to include rrrobberts patch to fix ini files but that will have
to wait for 143, use messui with your own caution as you´ve already
known not to trust the ini files. I´ve included the COMMENTED
patch to emuopts.c to be used (UNCOMMENTED) next release.


    Thursday, January 27, 2011
MAME 0.141u1

News from Emurussia tells us of a new release of Mame the arcade emulator for Windows.

Heres whats new:

Added support for mechanical games (pinballs, bowling games, etc.) and all the PinMAME sets. Added most of the recent WIPs (Batsugun sound and improvements for other Toaplan 2 h/w games, proper BSMT2000 emulation), added 2 Hikaru games and 1 Mega Tech.


Free Exidy / Video Games GmbH ROMs

AEP have posted some excellent news about some Arcade games that have been made freeware, heres the scoop:

More Exidy games and games from Video Games GmbH are now freely (for non-commercial use) available at MAMEDev. Big thanks to Exidy and Reinhard Stompe - hopefully other companies will follow. The games are Hard Hat, Victory, Fax, Top Gunner, Super Tank and Looping.

New Free ROMs Posted
25 Jan 2011
Thanks to the generosity of H.R. Kaufmann, president of Xidy, and Reinhard Stompe, founder of Video Games GmbH, we have several new ROMs available for free, non-commercial use at our ROMs for Free Download page.
The new games are: Hard Hat, Victory, Fax, Top Gunner, Super Tank, and Looping.
Thanks also to Tafoid and Andrew Gardner for assembling the ROM information pages.


DCMOTO v2011.01

News via AEP

A new version of DCMOTO has been released. DCMOTO emulates all Thomson 8-bit computers: Thomson MO5, MO5E, MO5NR, MO6, T9000, TO7, TO7/70, TO8, TO8D, TO9, TO9+ and Olivetti Prodest PC128.

Versions 2011.01
TO8 and TO8D keyboard emulation routine significantly improved
Keyboard scan error with MO computer family fixed
DAA (6809 operation) emulation fixed. MGT tape for TO8 works fine
Lightpen detection problem fixed (brightness computation was erroneous)
Implementation of QD90-280 emulation with the TO8, TO8D and TO9+ (showing the TO9+ bug)
QDD sector read/write error with CQ90-028 controller fixed
Many technical improvements with no impact on the user interface


    Monday, September 01, 2008
ScummVM 0.12.0 Released

The ScummVM Team has released a new version of ScummVM for tons of consoles and Operating Systems,

Heres the release details:

We can call it a tremendous development. Half a year since 0.11.1 passed pretty quickly, and we are pleased to announce the release of 0.12.0!

This new version of ScummVM adds support for 5 completely new games. The games that now run smoothly on many more platforms than was initially intended are: The Legend of Kyrandia: Book Two: Hand of Fate, The Legend of Kyrandia: Book Three: Malcolm's Revenge, Lost in Time, The Bizarre Adventures of Woodruff and the Schnibble and Drascula: The Vampire Strikes Back.

The number of supported platforms grew as well. The PS2 port has been revived, and the GameCube and Wii are now supported too. Take your Wiimote and make your beloved adventure game protagonist run around the screen :).


    Friday, May 16, 2008
MESS 0.125 Released

New System Drivers Supported (in no particular order):
- Bashkiria-2M (not fully operational) [Miodrag Milanovic]
- BK 0010/0010.01 [Miodrag Milanovic]
- Bondwell 2 (not working) [Tomas Karlsson]
- COMX 35 (not working) [Curt Coder]
- Dick Smith Super-80 with VDUEB (original version) [Robbbert]
- KOEI PasoGo (not working) [Peter Trauner]
- Orion 128/Z80 Card II/Pro [Miodrag Milanovic]
- Pentagon (not fully operational) [Miodrag Milanovic]

System Driver Changes:
- [ABC80] Fixed so that it boots and keyboard works. [Robbbert]
- [APPLE2] Changed slot system to be implemented as MAME devices. [Nate Woods]
- [BK] Added cassette loading [Miodrag Milanovic]
- [BW2] Added MSM6255 LCD controller emulation. [Curt Coder]
- [CBM, C16] Simplified keyboard and interrupt handling code. [Fabio Priuli]
- [C64] Fixed some timings in c64 pal. [Roberto Zandona]
- [C64] Partial input fix, joystick 2 still not working. (bug #1150) [Roberto Zandona]
- [C64] Implentation of sprite wrapping at the top of the screen. (bug #1599) [Roberto Zandona]
- [COCO/COCO3] Transitioned Bitbanger and VHD support to use MAME's core device system. [Nate Woods]
- [COUPE] Rewrote interrupt handling and screen handling, fixes line interrupts. [Dirk Best]
- [COUPE] Added natural keyboard support. [Dirk Best]
- [COUPE] Added support for the SAD and SDF disk image formats, as well as 720k CP/M images. [Dirk Best]
- [COUPE] Added support for up to four 1 MB memory expansions. [Dirk Best]
- [ELECTRON] Fixed corrupt text in Mode 3. [Robbbert]
- [EP128] Merged ex128 and ex128a drivers, to use alternate BIOSes. [Fabio Priuli]
- [GENESIS] Clean and speed up SSF2 banking [Cowering]
- [GENESIS] Add automatic support for many 'pirate' carts (thanks to Haze for them) [Cowering]
- [IBMPC,IBM5150] Renamed ibmpc driver to ibm5150. [Wilbert Pol]
- [LISA] Fixed serial number read. (bug #1583) [Gilles Fetis]
- [MBEE] Added quikload support for COM and MWB filetypes. Added LOCK key to keyboard. [Robbbert]
- [ORION] Added cassette loading [Miodrag Milanovic]
- [PC] Fixed error reporting when loading non-existant images. [Nate Woods]
- [PC] Fixed cursor blinking. (bug #1096) [Wilbert Pol]
- [PCJR] Various improvements, promoted from TESTDRIVER. [Wilbert Pol]
- [QL] Converted ZX8301/2 into devices, and fixed system halting. [Curt Coder]
- [SCORPION] IO map is fixed, and NMI for service mode added [Miodrag Milanovic]
- [SPECIAL] Added Erik clone, and fixed bank switch problem [Miodrag Milanovic]
- [SPECTRUM] Split into multiple drivers and cleanup [Miodrag Milanovic]
- [SPECTRUM] IO maps are done in proper way [Miodrag Milanovic]
- [SPECTRUM] Homebrew ROMs are now selectable BIOSes instead of separate drivers. [Miodrag Milanovic]
- [SVI318] UART fix. [Tomas Karlsson]
- [T1000HX] Fixed bug #1130. [Wilbert Pol]
- [THOMSON] Fixed crashes with non-default ram sizes. (bug #1443) [Antoine Mine]
- [TI99] Natural keyboard fix. [Fabio Priuli]
- [TUTOR] Changed joystick to use keypad instead of arrow keys by default. [Fabio Priuli]
- [VECTREX] Fixed bug #1569 [Mathis Rosenhauer]

User Interface Changes:
- Fixed bug in file selector that could cause paths to contain extraneous separators. (bug #1595) [Nate Woods]
- Shift+ScrollLock now triggers a paste command. [Nate Woods]
- Fixed file manager navigation keys. (bug #1600) [Nate Woods]
- [Windows] Made -nonewui default. Depending on the reaction this spawns, the newui may be removed in the future. [Nate Woods]
- [Windows] Fixed "Configure..." dialog problem when customizing certain system's controllers. (bugs #1570, #1573) [Nate Woods]
- [Windows] Reduced flickering in input configuration dialog. [Nate Woods]
- [Windows UI] Updated MESS icon, logo and other artwork (Asterokid, MAMEPlus team, Hobie Troxell)
- [Windows UI] Fixed custom filters dialog. (bugs #1561, #1574) [Nate Woods]

Source Changes:
- The core is based on MAME 0.125. This incorporates all features of the update to this core. [MAME team]
- Major changes to transition MESS's device system onto MAME's device system. [Nate Woods]
- Converted printers, snapshots and quickloads to the new device system. [Nate Woods]
- Fixed memory bug in the hash file parsing code that could cause problems in debug builds. [Nate Woods]
- Converted CDP1861 and CDP1864 display controllers to devices. [Curt Coder]
- Updated WD17xx floppy implementation; busy signal is now set correctly. [Miodrag Milanovic]
- Clarified error message when MESS fails to load because of a device that is expected to be present. (bug #1493) [Nate Woods]
- Created a 'dumpkbd' debugger command to dump all natural keyboard info. [Nate Woods]
- Fixed a regression in natural keyboard support that could cause certain keys to not be recognized. (bug #1564) [Nate Woods]
- Converted HD63450 DMA controller to the new device system. [Barry Rodewald]
- New MESS specific OSD call: osd_get_clipboard_text(). [Nate Woods]
- Changed Apple FDC/IWM implementation to be a MAME device. This affects the Apple II, Apple III, Apple IIgs, Lisa and Mac drivers. [Nate Woods]

MESS Official Site

    Friday, April 04, 2008
Mednafen 0.8.8 Released

Added <string.h> to the global include list in mednafen.h.

Added boolean setting "debugger.autostepmode" that, when set to 1, will cause Mednafen to automatically start the debugger in step mode after a game is loaded(only if Mednafen has a debugger for the emulated system, of course).

NES: Fixed CNROM emulation initialization bug.

PCE: ADPCM software reset was erroneously also resetting the playback frequency. Fixed. (Fixes ADPCM voices in Gulliver Boy)

PCE: Fixed disassembly of the JMP $(AAAA, X) instruction.

PCE, PC-FX: Improved PSG LFO emulation.

PC-FX: Emulated gamepad button presses weren't being decoded from the driver-side data correctly(causing problems on big-endian platforms). Fixed.

PC-FX: Improved the logging of the ROM font system call in the debugger, to also include the callee address and the size of the glyph being requested.

PC-FX: Disassembly of the "nop" instruction will no longer show the virtually meaningless operand.

PC-FX: Fixed alignment and prettified the disassembly of LDSR and STSR instructions.

SMS: SMS pause and 2-player support were erroneously commented out. Fixed.

Mednafen Official Site

    Wednesday, March 26, 2008
MESS 0.124 Released

New System Drivers Supported (in no particular order):
- Dick Smith Super-80 [Robbbert]
- Epoch Game Pocket Computer [Wilbert Pol]
- Galeb [Miodrag Milanovic]
- Genesis (USA, NTSC, w/SVP) [notaz, R. Belmont]
- Hartung/Watara/Virella/Videojet/... Game Master [PeT]
- Microbee 16k Standard [Robbbert]
- Mikro-80 [Miodrag Milanovic]
- Orao [Miodrag Milanovic]
- Philips Videopac G7000/C52 [Wilbert Pol]
- Specialist / Lik / SpecialistMX [Miodrag Milanovic]
- UT-88 and UT-88 mini [Miodrag Milanovic]

System Driver Changes:
- [ABC80x] Updated to use the new MAME MC6845 code. [Curt Coder]
- [APFM1000] Added special APF video mode [PeT]
- [APPLE2] Removed usage of tilemaps. [Nate Woods]
- [APPLE3] Fixed buffer overrun in 80 column text mode. [Nate Woods]
- [ASTROCDE] Added controls for player 3 and 4 and improved analog controls. [ranger_lennier]
- [ASTROCDE] Removed the MESS specific implementation of the video hardware in favor of the more accurate MAME version. Also fixed the I/O ports defintion which improves the sound a lot. [Dirk Best]
- [COCO] Fixed bug that could cause joystick button presses to not be registered. (bug #1532) [Nate Woods]
- [COCO] Added a quickload for .BIN files. [Nate Woods]
- [COUPE] Added many new BIOS revisions. [Oliver Stöneberg]
- [EP128] Fixed 0.119 regression in graphics display. (bug #1478) [Wilbert Pol]
- [GALAXY] Fixed regressions. [Miodrag Milanovic]
- [GAMEBOY] Added support for Korean MBC1 mapper variant. [Wilbert Pol]
- [LYNX] Always recompute timer settings when a timer register is being written. Fixes 0.118 regression in Gates of Zendocon (bug #1435). [Wilbert Pol]
- [MBEE] Fixed colours, sound, Inverse and Underline modes. Enabled alternate characters. [Robbbert]
- [ODYSSEY2] Rewrote video code to use scanline-based rendering (fixes Killer Bees intro). Made sound pitch depend on system clock instead of -samplerate (bug #1519). Added support for The Voice! add-on. Added support for larger ROM format used by Kill The Attacking Aliens. Added PAL support for Videopac and C52. [Wilbert Pol]
- [PC] Converted MDA, Hercules, CGA, and Tandy 1000 video code to use the MAME MC6845 code. EURO PC and PC200 drivers are temporarily broken as a result. Split off PC (Hercules) from the PC (MDA) driver. Replaced MDA and CGA character ROMs with a proper dump from an original IBM card. [Wilbert Pol]
- [PDP1] Fixed text display regression. (bug #883) [Robbbert]
- [QL] System boots up again. (bug #1495) [Curt Coder]
- [SVI318] Cleaned up driver. [Tomas Karlsson]
- [SVISION] Watara TV-Link PAL activated [PeT]
- [TRS80] Fixed an issue with I/O ports. Fixed 32 character display. Decoded LNW-80 characters. [Robbbert]
- [VC4000] Cleaned up, added quickload and fixed colors. (bug #1404) [Manfred Schneider]
- [Z88] Fixed regression introduced in 0.123. (bug #1553) [Nate Woods]

User Interface Changes:
- [Windows UI] Fixed a bug in the per-driver software view. (bug #1512) [Nate Woods]

Imgtool Changes:

Source Changes:
- The core is based on MAME 0.124a. This incorporates all features of the update to this core. [MAME team]
- Updated the Motorola MC68901 Multi Function Peripheral to use the new device system. [Curt Coder]

MESS Official Site

    Friday, March 07, 2008
Raine 0.50.8 Released

• There was an endianess detection problem in mingw32 since the new savegame format was added in 0.43.4b. The consequence : savegames were incompatible between linux and windows. I have fixed this, and added some code to detect this bug to allow to load the broken savegames in linux...
• history.dat : now handles correctly the long url at start of each entry (avoid a crash)
• The screenshots directory isn't hardcoded anymore in the sources for the game selection dialog (uses the the screen_dir setting of the config file)
• You can finally change the keys for the video layers, just load a game which uses video layers and then go to the inputs section / Video layers... (notice that some games must be started before you can configure the layers, like the cave games).
• Inputs are now reseted when returning to the game, which avoids the problems when calling the gui while keeping a game key pressed.

Raine Official Site

    Saturday, March 01, 2008
ScummVM 0.11.1 Released

- Revived the PS2 port.
- Revived the BeOS port.

- Improvements for Digital iMUSE subsystem. This fixes several glitches in The Curse of Monkey Island.
- Fixes for cursors in HE games.

- Fix for zombies in King's Quest 4.
- Fix for changing palettes in fanmade games using AGIPAL.

- Fixed some conversation crashes in the German version.
- Fixed operation of the optional copy protection dialog in the German version.
- Added saving of conversation flags as to whether a particular conversation option had been previously selected or not.
- Fixed glitch that could cause transformation sparkle to happen a second time.
- Fixed behavior of Goewin when you rejoin her after meeting the dragon.

- Fix for rat maze bug in Inherit the Earth which made game not completable.
- Fixes for Inherit the Earth and I Have no Mouth game startup on a number of platforms.
- Reduced the number of simultaneous open files in I Have no Mouth, to allow it to run on platforms that can keep a limited amount of files open (e.g. on the PSP).
- Fixed graphics glitch in Inherit the Earth with simultaneous speech.
- Fixed palette glitch in Inherit the Earth when looking at the map while at the docks.

ScummVM Official Site
ScummVM 0.11.1

    Saturday, January 26, 2008
Raine 0.50.7 Released

• fullheight scanlines + double width are back from the allegro version, it's a new choice of scanlines in video options
• Took back the "pixel double" scaler from the allegro version too. You can now choose the kind of scaling you want if you force normal blits in video options.
• Added hq2x and hq3x scalers in MMX versions only.

Raine Official Site

    Wednesday, January 16, 2008
ScummVM 0.11.0 Released

New Games:
- Added support for Elvira: Mistress of the Dark.
- Added support for Elvira 2: The Jaws of Cerberus.
- Added support for I Have no Mouth, and I Must Scream (demo and full game).
- Added support for preAGI game Mickey's Space Adventure.
- Added support for preAGI game Troll's Tale.
- Added support for preAGI game Winnie the Pooh in the Hundred Acre Wood.
- Added support for Amiga version of Waxworks.
- Added support for Lure of the Temptress.

New Ports:
- Added iPhone port.
- Added Maemo port for Nokia Internet tablets.

- Added ARM assembly routines for code in the sound mixer and SCUMM video playback, resulting in some nice speedups on several ports.
- Improved the way keyboard input is handled internally, resolving some odd quirks in some game / port combinations.
- Added optional 'confirm exit' dialog to the SDL backend.
- Added support for TiMidity++ MIDI server.
- Added DMedia MIDI driver for IRIX.
- Improved detection of new game variants and localized versions.
- Completely reworked internal access to files. (GSoC Task)
- Added option to delete games from the list with Del key.
- Added support for "~/" prefix being substituted by $HOME in paths on POSIX systems (Linux, Mac OS X etc.).

- Added support for AGI256 and AGI256-2 hacks (GSoC Task)
- Added support for Amiga menus and palettes (GSoC Task)
- Better support for early Sierra AGI titles

- Fixed crashes related to OmniTV playback in The Feeble Files.
- Improved work on 64-bit systems.

Broken Sword 1:
- Added support for FLAC encoded music.

- Added support for Macintosh version.

- Added support for Amiga version of Nippon Safes, Inc.
- Many bugfixes

- Added support for Adlib music.
- Added missing music patterns playback in Amiga version.

- Added subtitle skipping (via '.' key) in older games which didn't have this feature so far (e.g. Zak, MM, Indy3, Loom).
- Added support for Chinese COMI.
- Better support for eastern versions of games.
- Various fixes for COMI and other games.
- Added support for original save menus (browse only). Use Alt-F5 to activate.
- Added support for Spanish version of NES Maniac Mansion.
- Better support for German version of C64 Maniac Mansion.
- Fixed bug with cursors in Windows versions of Humongous Entertainment games.

- Added support for compressed sound effects, voices and music.

- Added workarounds for some glitches/issues present in the original game.

WinCE Port:
- Switched compilers again. Now using cegcc (http://cegcc.sourceforge.net/).
- Plugins now supported for WinCE (but not used in this release).
- Redesigned 'Free Look' action, mainly for the lure engine's requirements.
- Smaller optimization setting to counteract the growth of the executable.
- Various bug fixes.

GP2X Port:
- Support F200 Touchscreen
- Various fixes to input code

ScummVM Official Site
ScummVM 0.11.0

    Sunday, January 06, 2008
Mednafen 0.8.7 Released

GBA: DMA registers were being saved as 32-bit arrays instead of 16-bit arrays in save states, potentially causing memory corruption, and broken save states on big endian platforms. Fixed.

NES: Removed the AltiVec resampling code, as it causes problems on the PS3, and possibly other PPC chips, and I don't have a PowerPC machine to test it on. The NES sound filtering code will be rewritten in 0.9.0, anyway.

GBA: Fixed a startup crashing bug on big-endian platforms.

Changed instances of fprintf() in mempatcher.cpp to trio_fprintf() to work around major issues with pre-C99 standard C libraries.

GBA: The Load() function was returning a largeish integer, instead of 1, after successfully loading a ROM image. Fixed.

Mednafen Official Site
Mednafen 0.8.7

    Monday, December 31, 2007
MESS 0.122 Released

System Driver Changes:
- [ATOM] Added natural keyboard support. [Stefano Priore]
- [CPCPLUS] Added raw binary (.bin) cartridge image support. [Barry Rodewald]
- [FAMICOM] Fixed reads to $4031-2 when a disk is not mounted. [MAMEPlus Team]
- [GAMEBOY] Several fixes to the video timing. [Wilbert Pol]
- [GAMEBOY] Fixed a bug in the handling of 256 and 1024 cycle timers. [Wilbert Pol]
- [GAMEBOY] Fixed timer handling details and timer irq generation. [Wilbert Pol]
- [GAMEBOY] Improved handling of VRAM locking in certain STAT modes. [Wilbert Pol]
- [GAMEBOY] Improved handling of OAM locking in certain STAT modes. [Wilbert Pol]
- [GAMEBOY] Improved penalty cycle count for enabled sprites. [Wilbert Pol]
- [MEGADUCK] Fixed default aspect ratio. [Justin Kerk]
- [MEPHISTO] Fixed a keyboard mapping bug. [Dirk Verwiebe]
- [QL] Added sound. [Curt Coder]
- [SG1000] Fixed keyboard/joystick detection. (bug #1444) [Curt Coder]
- [SMS/GG] Disabled interrupt generation on bootup. (bug #1451) [Wilbert Pol]
- [SYM1] Fixed bug #1442. [Dirk Best]
- [SYM1] Better LED support, memory write protect support and added speaker emulation. System is now marked as working. [Dirk Best]
- [TI99] Refactorings and code cleanups. [Michael Zapf]
- [TZX] Added Amstrad CPC .cdt support, and fixed pause length. [Barry Rodewald]
- [TZX] Fixed TZX block type 0x13. [Barry Rodewald]
- [X68000] Improved video timing. [Barry Rodewald]

User Interface Changes:
- [Windows] Fixed occasional crash in menu bar when multithreading is on. [MAMEPlus Team]

Imgtool Changes:
- Modules can now specify IMGTOOLINFO_INT_CHARSET which alters the native character set for a particular Imgtool module. [Dirk Best]

Source Changes:
- The core is based on MAME 0.122. This incorporates all features of the update to this core. [MAME team]
- Changed spacing between natural keyboard key names. [Nate Woods]
- Added a general 74145 BCD-to-decimal decoder emulation, currently used by the SYM-1 driver. [Dirk Best]
- Fixed M65C02 optimization. [Peter Trauner]
- Miscellaneous cleanups (staticization, constification, header file, deprecated use of the "Machine" variable, gfxdecode naming, Machine driver, memory management and removed some legacy code. [Atari Ace]

MESS Official Site
MESS 0.122

    Sunday, December 23, 2007
Mednafen 0.8.6 Released

This release fixes a single bug that was in 0.8.5: broken PC Engine multiplayer support.

Mednafen Official Site
Mednafen 0.8.6

    Sunday, November 25, 2007
MESS 0.121 Released

MESS has been updated to 0.121.

MESS Official Site
MESS 0.121

    Wednesday, November 21, 2007
Mednafen 0.8.5 Released

Fixed a crashing bug when loading an uncompressed file and using the automatic IPS-patching feature when mmap() is available.

PCE, PC-FX: All SCSI CDROM commands are now logged in the debugger's log viewer(when logging is enabled, of course).

Added group support to the debugger's log viewer.

PC-FX: Renamed the type of BIOS ROM font calls in the debugger's log viewer from "BIOS" to "ROMFONT".

PC-FX: BIOS filesystem syscall(for backup memory access) calls are now logged in the debugger's log viewer.

PC-FX: Added internal backup memory and external backup memory address spaces to the debugger's memory editor.

PC-FX: In the 263-line mode, line 262 is now reported as being during blanking time(as on a real PC-FX). Fixes the annoying transparency layer flickering and other weird graphical glitches in Der Langrisser FX.

Added setting "filesys.disablesavegz", to disable gzip compression when saving save states and backup memory. (In the case of backup memory, disabling gzip compression isn't supported for GB yet)

Mednafen Official Site
Mednafen 0.8.5

    Monday, November 12, 2007
Mednafen 0.8.4 Released

This is only the changes since 0.8.4-rc3, for the complete list of changes since the last stable release (0.81) click here.

PC-FX: Some RAINBOW registers weren't being reset on emulated system reset. Fixed.

PC-FX: Added dummy support for the external bus reset register.

PC-FX: Altered the way garbage data is handled by RAINBOW to fix a graphics bug in the Tengai Makyu options screen.

PC-FX: Reworked a large part of the KING SCSI emulation code, and parts of the CDROM device emulation code. Previously non-working-at-all games "Battle Heat" and "Tengai Makyu" work now. The non-anime game mode in "Tyoushin Heiki Zeroigar" works now. "Der Langrisser FX" no longer locks up if you skip the intro movie. "Yuna FX" no longer locks up in one of the intro movies. These changes will cause some save state incompatibilities with previous versions of Mednafen. (Some of the SCSI changes also affect the PCE CDROM emulation, which may also result in save-state incompatibility issues, particularly if the save state occurred during a CDROM data transfer operation.)

PC-FX: Added setting "pcfx.cdspeed". If you want to change this, read the documentation first!

Cleaned up the video deinitialization code slightly, and fixed a few bugs in the OpenGL deinitialization code.

PC-FX: Reads from the dummy KING register 0x07 will now return 0xFF, per the devkit docs.

PC-FX: Reads from KING register 0x0B will now return the "DMA end" bit in D0 set correctly(at least, according to the developer docs).

Fixed a compilation error after running configure with --disable-nes.

PC-FX: Reads from I/O port 0xFC0 will *now* return the current timer counter value. The switch statement mask value was wrong...

Removed the warning in the documentation about error correction of raw data track rips, as Mednafen will now perform simple correction using the EDC and L-EC data(since 0.8.4-rc3). This could conceivably cause problems with naive hacks/translations/patches that neglect to update the EDC and L-EC data, so it can be disabled by setting the setting "cdrom.lec_eval" to 0. L-EC correction is based off code from dvdisaster(http://dvdisaster.net/).

PCE, PC-FX: Removed some debug printf()'s that were left in 0.8.4-rc3 by mistake.

Mednafen Official Site
Mednafen 0.8.4

    Monday, September 17, 2007
MESS 0.119 Released

The Win32 port of MESS has been updated to 0.119.

MESS Official Site
MESS 0.119

    Sunday, August 12, 2007
MESS 0.118 Released

New System Drivers Supported (in no particular order):
- Amiga 1000 PAL-OCS [Ernesto Corvi]
- Atari ST (not working) [Curt Coder]
- Atari Mega ST (not working) [Curt Coder]
- Sega Dreamcast (not working) [R. Belmont]

System Driver Changes:
- [A2600] Fixed behavior of missile positioning outside active scanline. (bug #1204) [Wilbert Pol]
- [A2600] Added support for hardware oddity with certain NUSIZx player size updates. (bug #1231) [Wilbert Pol]
- [A2600] Fixed player-missile reset behavior. (bug #1310) [Wilbert Pol]
- [A2600] Improved SuperCharger support. (bugs #1232 & #1313) [Wilbert Pol]
- [A2600] Added support for 32in1 mapper. [Wilbert Pol]
- [AIM65] Added natural keyboard support. [Dirk Best]
- [AIM65] Started to rewrite the driver. For now, the display emulation has been completely rewritten and artwork has been added. Also, configurable RAM sizes have been added and the system was converted to a screenless system. [Dirk Best]
- [AIM65] Rewrote keyboard emulation, it now behaves like the real hardware and the code is much cleaner. [Dirk Best]
- [AIM65] Updated the driver to use cartridges instead of hard-coded ROMs. This means you can now use the Forth and PL/65 ROMs. [Dirk Best]
- [AMIGA] RTC support, added buffered keyboard support, properly implemented a fix for the slow-memory detection bug in Kickstart 1.2. [Ernesto Corvi]
- [CDTV] Added NVRAM support. [Ernesto Corvi]
- [COCO] Fixed PIA regression that prevented OS-9 level 1 from working. (bug #1314) [Nate Woods]
- [COCO] Fixed writing when extending the lengths of a VHD file. (bug #1320) [Nate Woods]
- [COCO3] Fixed bug in how the Coco 3 GIME performed a soft reset. [Nate Woods]
- [GAMEBOY] Fixed hard reset from crashing the driver. (bug #1138) [Wilbert Pol]
- [SMS/GG] Updated sms drivers to use the SMSIII sound core. Updated gamegear drivers to use the GAMEGEAR sound core. (bug #1272)
- [SMS/GG] Made sure an interrupt is triggered when the 'trigger vint' bit of VDP register gets set and the VINT bit of the status register is set. (bug #1162) [Wilbert Pol]
- [SMS/GG] Fixed video code to prevent the video code from crashing during a hard reset. (bug #1304) [Wilbert Pol]
- [SMS] Added support for Sega Rapid Fire Unit. (bug #1317) [Wilbert Pol]
- [SMS] Added support for Sega Paddle Controller. (part of bug #1318) [Wilbert Pol]
- [SMS] Added support for Sega Sports Pad. (bug #1316) [Wilbert Pol]
- [THOMSON] Fixed regressions introduced with 6821 changes. [Antoine Mine]
- [THOMSON] Fixed TO8/TO9+ ram bank handler (fixes BASIC 1.0 bug). [Antoine Mine]
- [THOMSON] Added support for MC6843-based CD 90-015 floppy controller (5" 1/4 single density) [Antoine Mine]
- [THOMSON] Added support for TO8/TO9/TO9+ external floppy controllers. [Antoine Mine]
- [THOMSON] Reworked memory handling and added support for RAM size configuration (w, w/o RAM extension). [Antoine Mine]
- [X68K] Added support for the Ricoh RP5C15 RTC, a few more memory size options, and the .2HD file extension for disk images. [Barry Rodewald]

Source Changes:
- The core is based on MAME 0.118. This incorporates all features of the update to this core. [MAME team]
- Removed use of helper macros to declare input ports. [Nate Woods]
- Generic emulation of the DL1416 "4-Digit 16-Segment Alphanumeric Intelligent Display" device has been added. Currently supported is the DL1416T and partially the DL1416B. This kind of display is used by the Rockwell AIM 65. [Dirk Best]

MESS Official Site
MESS 0.118

    Friday, July 13, 2007
MESS 0.117 Released

New System Drivers Supported (in no particular order):
- Data General/One (not working) (Joe)

System Driver Changes:
- [A2600] Add auto-banking detection for all known carts [Cowering]
- [A2600] Add auto-controller detection for INDY500, KIDVID, COMPUMATE, BOOSTERGRIP and other special controllers [Cowering]
- [A2600] Improved sound poly generation. Improved handling of sound mode POLY5_DIV3. [Wilbert Pol]
- [A2600] Fixed reset behavior. [Wilbert Pol]
- [A2600] Added partial DPC support. [Wilbert Pol]
- [APPLE2GS] Line-by-line video engine. Some border effects almost work, and the CPU requirements are now lower. [R. Belmont]
- [AIM65, SYM1] Updated drivers to use the MAME 6532 RIOT implementation. Also cleaned the AIM65 machine driver and ran srcclean.exe on the files. [Dirk Best]
- [DGNBETA] Fixed up for new 6821PIA behavior, machine will now boot again. (bug #1309) [Phill Harvey-Smith]
- [JAGUAR] Added the .j64 file extension. [Justin Kerk]
- [NASCOM] Unified drivers using selectable BIOSes. [Fabio Priuli]
- [NC100] Unified drivers using selectable BIOSes. [Fabio Priuli]
- [NC100] Fixed assertion. (bug #1305) [Nate Woods]
- [SVI328] Unified drivers using selectable BIOSes. [Fabio Priuli]
- [X68000] Fix to mark tilemaps as dirty when written to. [Barry Rodewald]
- [ZX81] Unified drivers using selectable BIOSes. [Fabio Priuli]

User Interface Changes:
- Fixed changing of drives within the file manager. (bug #1264) [Oliver Stoeneberg]
- Removed usage of OS working directories within the file manager. [Oliver Stoeneberg]

Source Changes:
- The core is based on MAME 0.117. This incorporates all features of the update to this core. [MAME team]
- Changed BBC, Coleco, MTX, Sord, and Tutor drivers to use the SN76489 or SN76489A sound chips as appropriate instead of the SN76496. [Justin Kerk]
- Various 64-bit fixes. [Oliver Stoeneberg]
- Converted some timer_*() calls to mame_timer_*(). [Oliver Stoeneberg]
- Changed devices_allocate() to not use auto_malloc(); a consequence is that a devices_free() call is now necessary. (bug #1293) [Nate Woods]
- Removed MESS implementation of the 6532 RIOT because we are now using the implementation by MAME. [Dirk Best]

MESS Official Site
MESS 0.117

    Thursday, June 21, 2007
ScummVM 0.10.0 Released

• Several new engines and thus new games supported:
  o Sierra AGI engine: Space Quest I & II, King's Quest I-III and many more, including a vast number of fan-made games,
  o Cinematique evo 1 engine: Future Wars,
  o GOB engine: Bargon Attack, Gobliins 2, Goblins 3, Ween: The Prophecy,
  o AGOS engine: Simon the Sorcerer's Puzzle Pack,
  o Parallaction engine: Nippon Safes Inc.,
  o Touche: The Adventures of the Fifth Musketeer engine.
• DXA movies (higher quality than MPEG2) can be compressed better now and can be used for the Broken Sword cutscenes.
• Added 'Mass Add' feature to the Launcher, which allows you to scan for all games in all subdirectories of a given directory (to use it, press shift then click on "Add Game").
• Many nice improvements to our ports.
• And as usual a gazillion small fixes, tweaks and improvements.

ScummVM Official Site
ScummVM 0.10.0

    Friday, June 15, 2007
MESS 0.116 Released

New System Drivers Supported (in no particular order):
- Atari 2600 PAL [Wilbert Pol]
- Sega SG-1000 [Curt Coder]
- Sega SG-1000 Mark II [Curt Coder]
- Sega SC-3000 [Curt Coder]
- Sega SC-3000/Super Control Station SF-7000 [Curt Coder]
- Texas Instruments TI-82 (not working) [Curt Coder]
- Texas Instruments TI-83 (not working) [Curt Coder]
- Texas Instruments TI-83 Plus (not working) [Curt Coder]
- VTech CreatiVision [Curt Coder]
- Samsung Gam*Boy II [Wilbert Pol]

System Driver Changes:
- [A2600] Updated delay when writing to the playfield registers (bug #389, partially fixes bug #1152). [Wilbert Pol]
- [A2600] Updated how RESPx/NUSIZx combinations are handled (partially fixes bug #1152). [Wilbert Pol]
- [A2600] Added support for handling hardware oddity with writes to HMMx when the HMOVE timer is about to expire (bug #391). [Wilbert Pol]
- [A2600] Changed start up bank for 16KB cartridges (partially fixed bug #1170). [Wilbert Pol]
- [A2600] Recoded tia to support MDRV_SCREEN_RAW_PARAMS and adjusted screen sizes (partially fixes bug #1170). [Wilbert Pol]
- [A2600] Updated playfield reflect bit to only have effect when set before pixel 80. (bug #1174) [Wilbert Pol]
- [A2600] Paddles no longer auto-center. Set default keys for player 4. (bug #1176 and bug #1167) Adjusted Driving Controller sensitivity, and fixed player two Booster Grip. [Christopher Stone]
- [A2600] Fixed delay behavior when resetting BL/M0/M1 position during HMOVE period. [Wilbert Pol]
- [A2600] Corrected HMOVE behavior when initiated outside hblank. [Wilbert Pol]
- [A2600] Improved positioning of all graphics when position counters are reset in the extended HBlank period during a HMOVE. (bug #1184) [Wilbert Pol]
- [A2600] HMOVE triggered on the last possible CPU cycle also triggers a delay of the end of HBlank. (bug #1222) [Wilbert Pol]
- [A2600] Rewrote player graphics drawing and handling. [Wilbert Pol]
- [A2600] Added SuperCharger support. [Wilbert Pol]
- [AMIGA] Updated the Amiga driver to output the power and drive LED status to the artwork system. [Dirk Best]
- [COCO/DRAGON] Cartridge slot rearchitecture. [Nate Woods]
- [FUNVISION] Driver is now working and fully playable. [Curt Coder]
- [VIP] Fixed the RUN/RESET switch to work like the original. [Curt Coder]
- [ABC80] Fixed the keyboard, although scanning is very slow. [Curt Coder]

User Interface Changes:
- Fixed bug mounting files in the old UI. (bug #1149) [Oliver Stoeneberg]
- [Windows GUI] Fixed a couple of static text fields. (bug #1073) [Oliver Stoeneberg]
- [Windows GUI] Fixed a crash when adding a system-specific software directory. (bug #1196) [Oliver Stoeneberg]

Imgtool Changes:

Source Changes:
- The core is based on MAME 0.116. This incorporates all features of the update to this core. [MAME team]
- WD17xx cleanups. [Nate Woods]
- Fixed a memory leak. (bug #1019) [Oliver Stoeneberg]
- Massive update to entire sysinfo.dat file. [Fabio Priuli]
- Added many SHA1 hashes. [Fabio Priuli]
- Added some missing TESTDRIVERs to messdriv.c that were only specified in the driver source files. [Oliver Stoeneberg]
- [Windows] UNICODE=1 fixes. [Oliver Stoeneberg]

MESS Official Site
MESS 0.116

    Monday, May 07, 2007
MESS 0.115 Released

New System Drivers Supported (in no particular order):
- Mac 128k, Mac 512k, Mac Classic (not working) [R. Belmont]
- Telmac 2000 (not working) [Curt Coder]
- X68000 [Barry Rodewald]
- Pokemon mini (not working) [Wilbert Pol]
- 3DO (not working) [Wilbert Pol]

System Driver Changes:
- [AMSTRAD] Fixed sprite order. [Barry Rodewald]
- [MAC512/MACPLUS] Fixed video timing, booting from SCSI harddisk works once again. [R. Belmont]
- [SATURN] Preliminary CDROM, backup, & input support. Fixed sound. Still marked NOT_WORKING as only a few games do anything. [R. Belmont]
- [STUDIO2/VIP] System is now working and playable. (bug #1098) [Curt Coder]
- [VTECH1] Fixed snapshot loading on big-endian systems and added correct interrupt emulation. [Dirk Best]

Source Changes:
- The core is based on MAME 0.115. This incorporates all features of the update to this core. [MAME team]
- Added support for noting default RAM options in -listxml. (bug #1147) [Nate Woods]
- [Windows] Factored out handling of standard file dialogs, to centralize handling of UTF-8 conversions and compatibility with old versions of Windows. [Nate Woods]
- Fixed border colors for systems that use the MC6847 video chip and a custom palette. [Dirk Best]

MESS Official Site
MESS 0.115

    Sunday, April 15, 2007
Mednafen 0.8.1 Released

PC-FX: Added more registers/SetRegister() support to the debugger.

Trying to edit a register in a debugger register groups with a NULL SetRegister method will no longer crash Mednafen.

NES: Fixed a misnamed save state variable in the FME-7 code.

Mednafen will now be compiled with "-fno-strict-overflow" if the C compiler supports that option, for the upcoming gcc 4.2 release, as I'm not sure this optimization is safe with Mednafen's code(it may be, but better safe than somewhat sorry!).

PCE CD, PC-FX: Added partial support for cdrdao "TOC" files, including support for rips with subchannel data, but it must be in the "RW_RAW" format. Ripped CD+G CDs can be played back this way in the PCE CD and PC-FX BIOS CD players.


PC-FX: Improved VDC chain/256-color mode emulation.

PC-FX: Altered FXVCE->VDC vsync emulation.

PC-FX: Revamped RAINBOW code, adding support for JPEG-like encoded content, thanks to David Michel's help.

WonderSwan: Fixed a bug in the debugger(HAH) regarding the display of HBTimerPeriod and VBTimerPeriod(they were erroneously listed as 1-byte variables, when they should've been listed as 2-byte variables, which caused the values to wrap around to the other side of the screen if they were >= 0x100).

GBA: Structurized free-floating various variables...there shouldn't be any regressions, aside from save state incompatibility, unless typos were made(if so, please tell me!).

PC-FX: Added support for scrolling/rotation in 64K color mode.

PC-FX: The KING data structure(including KRAM) is now dynamically allocated.

GB, GBA: The memory for the color map/filter is now dynamically allocated.

PC-FX: Changed the size of the emulated X tile coordinate register when drawing KING BG, affecting in-range calculation when in non-endless scroll mode. Fixes missing eyes and mouths and other craziness in cutscenes in Chip Chan Kick.

PC-FX: Fixed playback of the last 4 samples of an ADPCM playback sequence, fixes crazy volume problems in "Team Innocent".

PCE: VDC chip data structures(including emulated VRAM) are now dynamically allocated.

NES: FDS and several mappers' larger data structures are now dynamically allocated.

NES: NSF write handler info structure is now dynamically allocated, which should reduce memory usage by 1 or 2 MiB(depending on the platform) on other games/files.

PCE: CDROM-related memory is now dynamically allocated, which should reduce Mednafen's memory usage for non PCE-CD games by at least 2.25MiB.

PCE: Added untested support for the Tsushin Booster's expansion RAM

Replaced the hard-coded file extension tests when loading from a ZIP archive in MDFN_fopen() with code that tests extensions passed as a double-NULL-terminated(each entry is single-NULL-terminated) string to MDFN_fopen().

Added QuickLZ to the codebase, and added the setting "srwcompressor" to specify which compressor to use for staterewinding, "minilzo" or "quicklz", with "minilzo" as the default. QuickLZ can be considerably faster at compression than MiniLZO, though QuickLZ is written with x86 and x86_64 CPUs in mind, and performance will likely suffer on other platforms, and its compression ratio isn't as good as MiniLZO(which itself isn't that great!).

PCE: Added the settings "pce.adpcmvolume", "pce.cddavolume", and "pce.cdpsgvolume", for people who like music more than sound effects, or vice-versa for some weirdos! ;)

PCE: Burst mode will now be tested for when the VDC would enter the active display area.

PCE: Altered the relative volume of CDDA vs PSG vs ADPCM with CDROM games, based on tests done on a real system.

PCE: ADPCM no longer uses saturated addition for the current output value, instead just wrapping(like apparently occurs on a real system).

PCE: Scrapped the old SCSI CDROM code, it now uses code that was previously PC-FX only(and was abstracted to be used for both). The Game Express CDROM card image now works, including Game Express CD games(at least Hi-Leg Fantasy ;)). John Madden Duo CD Football works. Steam Hearts plays stage music now. 3x3 Eyes doesn't seem to have desynchronized audio anymore during cutscenes...

Updated libmpcdec to 1.2.5(I think it was 1.2.2 previously...).

PC-FX: Added VRAM and FXVCE palette RAM to the debugger's memory editor.

PCE,PC-FX: Fixed CUE+BIN pregap handling, it was totally borked before.

PC-FX: Improved byte writes to KING I/O ports, fixes graphics problems in First Kiss Monogatari and Pia Carrot He Youkoso

PC-FX: Changed how reads/writes from/to KING registers 0x09 and 0x0A are handled.

PC-FX: All writes to 0x80000000-0x80000FFF are now translated to I/O port writes.

PC-FX: Reads from "unmapped" areas in the V810's memory address space will now return 0xFF(or 0xFFFF, or 0xFFFFFFFF). This fixes a lockup that could occur in Power Dolls FX...the game seems to be trying to use 4MiB of RAM when there's only 2MiB of RAM in a PC-FX! Also, while this is probably the correct value to return for unmapped areas < 16MiB, it's not correct for at least some higher addresses... more tests are called for, but we can't just dump the entire 4GiB address space...can we?

PC-FX: D4 of reads from KING register 0x05 will now be set if a SCSI CD interrupt is pending.

PC-FX: Fixed READ TOC SCSI command emulation. The starting track field is no longer treated as BCD. Silly me... Fixes "Power Dolls FX" ADPCM sounds, and probably other games that have data tracks numbered 10 or above...

PC-FX: D0 of reads from the KING DMA status registers is now the only bit returned.

PC-FX: D0 of writes to the KING SCSI DMA length register is now ignored.

PC-FX: Started work on initial support for for KING's 1M KRAM chip mode...I need to run tests!

PC-FX: Reads from KING register/port 0x05 will now return the ATN and ACK SCSI status bits.

PC-FX: Reads from KING register/port 0x04 will now return the SCSI status bits.

PC-FX: Changed reads to KING registers/ports 0x01, 0x02, and 0x03 to return the last values written to those registers, rather than setting the bits returned corresponding to the current SCSI status bits.

PC-FX: Improved keyport emulation, fixes Can Can Bunny Extra DX title-screen "lockup".

PC-FX: Added support for negative KRAM increment values on read/write(king register 0xE).

PC-FX: Fixed the SCSI bits returned on port $600 reads: D17 now returns SEL status, and D23 now returns RST status(instead of ATN).

PCE: Block memory transfer instructions are now emulated at 6 cycles per byte transfered (+extra if VDC is accessed) instead of 5, to match tests done by malducci. This does break Wonder Momo, unfortunately...

Moved the Q-subchannel simulation code to the general CD-ROM reading interfaces, and made PC Engine CD and PC-FX CD emulation both use it. Also, the code will now set the index data field to index 0 for pregap areas, but...this is only possible when using disc images, due to libcdio (or CD-ROM in general) limitations. :( Ideally, on a physical disc, we would read the Q subchannel data directly, but...I'm not sure that all drives can read and return this data, and using libcdio's direct MMC functions results in much much more latency(probably because it bypasses the OS's caching of CDROM data), which would require an extra CDROM reader thread, which does its own caching and prefetch, in Mednafen. Maybe later!

PC-FX: Fixed cmpf.s emulation, fixes lockups in "Pachio Kun FX".

PC-FX: Added a tidy structure to contain SCSI command numbers, CDB lengths, and function pointers.

PC-FX: Added support for SCSI command 0x08(READ6), which "Mahjong Gokuu Tenjiku" uses.

PC-FX: Removed most of the 32-bit I/O and memory read/write functions, which are now handled by calling the 16-bit functions twice.

PC-FX: Modified the KING background rendering code to only draw to one buffer, instead of multiple buffers that are later mixed, to improve speed slightly.

PC-FX: The raster counter returned on reads from FX-VCE now returns correct(I hope...at least according to a simple test I did on a real PC-FX!) values in vblank.

PC-FX: SCDI CD interrupts on end of CD-DA track playback are now emulated.

PC-FX: SCSI CD "Test unit ready" command now expects to receive 6 data bytes total(1+5) instead of 1. I'm not sure if this is correct with the PC-FX, but it matches the SCSI specs, so I'll keep it this way until shown otherwise.

PC-FX: A17 of the effective KING BG CG and BAT addresses are now fixed to the CG and BAT offset settings, respectively, during rendering.

PC-FX: Added support for non-endless-scroll in BG0 rotation mode. Fixes the title screen flipping effect for Last Imperial Prince.

PC-FX: When a VDC layer has the same VCE priority as a KING BG layer, the VDC layer will now be shown on top. I don't know if this is correct... but it does fix a problem with disappearing sprites when leaving the airship in Miraculum.

PC-FX: Added KING BG0 scaling/rotation support, but only for 8bpp backgrounds(direct or indirect) in endless scroll mode for now... Fixes graphics in Miraculum(yay!) and Konpeki no Kantai.

PC-FX: Fixed direct CG mode width mask, corrects graphics bugs in "Boundary Gate" and others.

PC-FX: Added partial microprogram emulation, fixes junk graphics in Megami Paradise II.

PC-FX: Combined the different KING background non-endless/endless and direct/indirect rendering codepaths. This will make it a bit slower, but much more maintainable and...changeable!

SexyAL: Added support for sound cards that don't support interleaved stereo samples...probably.

Changed the font glyph cache to use an array of pointers instead of 2-dimensional array. This reduces resident memory usage considerably, even on systems with 64-bit pointers.

Readded the old 6x13 and 12x13 fonts for future usage in the debugger.

Fixed the documentation to list the controls for configuring virtual devices as ALT+SHIFT+1, ALT+SHIFT+2, etc. instead of ALT+1. Oops.

PC-FX: Made fairly invasive minor optimizations/refactoring to the cellophane code... I *have* tested it, and hopefully it won't break anything that worked before!

PC-FX: Fixed a clipping bug in KING BG non-endless scrolling mode in regards to X scroll wrapping. Fixes the disappearing boss problem in Stage 2 of Tyoushin Heiki Zeroigar!

PCE: The soft reset function(F10 key by default) no longer soft-resets the PCE, as such a button doesn't exist on a real unit, and could cause problems with some games, so it causes a hard reset(the same as the F11 key) now.

PCE: Added PSG registers to the debugger.

Enclosed many strings in _() or gettext_noop() for translation purposes.

Altered po/Makefile.in.in to pass "-N" to msgmerge, to disable fuzzy string matching. Fuzzy strings are braindead I say!

Reworked MDFN_malloc(), it now takes a purpose, and on error, will print out the number of bytes attempted to be allocated, the purpose of the allocation, and the file and line number in which the allocation was attempted(through macro magic!).

PC-FX: Changed the 7.16MHz dot-clock emulation mode to use an internal layer 1024-pixels wide(the least-common multiple of the 2 different screen resolutions that are mixed by the video chip), rather than having 2 different layers that are merged by the video code(which causes problems on edges). This new method is much slower, unfortunately... The overlay code that supported this in the driver code and the interfaces have also been removed, as it is not used, and will not be used. ADDITIONALLY, a setting "pcfx.high_dotclock_width" has been added. The default is, of course, 1024, but other accepted values are 341 and 256, though I REALLY don't recommend using 256, as it will cause dropped pixels, whereas 341 will only cause somewhat distorted pixels horizontally. The advantage of using 341 over the default of 1024 is SPEED, and bilinear interpolation(if enabled) will work much better as well.

PC-FX: Fixed major problems when using more than one breakpoint of a type(read, write, etc.); it also occurred with the PCE debugger, but only with Aux breakpoints.

PC-FX: Fixed the VDC state restore code to properly recache all the tiles, instead of half of them!

GB, GBA: Fixed a few duplicate and misnamed variables in the save state structures.

PCE, PC-FX: Fixed a misnamed variable in the VDC save state structures.

Lynx: Removed a duplicate variable in the CPU save state structure.

PC-FX: Save states are now named so that they can be shared among CDs in recognized multi-disc sets(previously only .sav games were). This is intended to emulate "hot-swapping" as far as the game is concerned(though you will need to exit the emulator and load the second disc, so it isn't truly hot-swap ;)). When a game requests you to change the disc, the procedure is:
Eject virtual disc(F8 key).
Save state.
Exit emulator.
Load emulator with second CD.
Load state.
Wait for the game to load it. :b

PC-FX: Implemented virtual CD insert/eject, via the F8 key.

PC-FX: Added dummy handling of SCSI command 0x01(rezero unit), Doukyusei II no longer aborts the emulator.

PC-FX: Fixed bitstring instructions to fetch from the proper source address, fixes major graphics corruption bugs in "Anime Freak FX Vol. 4" and probably some other games as well.

PC-FX: Fixed RAINBOW decoding to not begin block decoding until a 0xFF is discovered in the bytestream. Fixes some graphical problems in "Ojousama Sousama".

PC-FX: Fixed the CD-DA playback speed calculation to match with tests I performed on my own PC-FX with a pure sine wave(interestingly, there was some really weird frequency aliasing at +10% playback speed on a real PC-FX...).

WonderSwan: Refactored the SRAM and external EEPROM code, and added support for larger SRAM sizes(Dicing Knight works now!).

PCE: Extended the Sherlock Holmes 1 hack to Sherlock Holmes 2 as well.

The address displayed in the "Cursor position" field in the memory viewer/debugger is now masked properly.

PC-FX: Fixed the ADPCM lowpass filter rolloff frequency calculation(forgot to divide by 2!).

PC-FX: Changed priority handling of KING background for priorities 5-7, though I don't know if the new way is correct... fixes a graphical bug in "Power Dolls FX".

PC-FX: The ADPCM volume control registers are now emulated as logarithmic, instead of linear.

PC-FX: Modified 256-color VDC sprite and bg palette index calculation, to fix color problems in the 3/4 view of Ojousama Sousamou.

PC-FX: Altered ADPCM address emulation so that the "active" play address is 17 bits instead of 18 bits, fixes problems in several games(Anime Freak FX Vol. 1, Tenchi Muyo! FX), hopefully it doesn't cause any new ones. ;)

PC-FX: Added support for KING bitstring writes and reads, and changed maximum BGn screen dimension setting from 0x9 to 0xA. "Boundary Gate" works much much better now due to these changes.

NULL-terminated the debugger's list of MMC1 registers, which was apparently forgotten earlier. Oops.

Added MMC3 registers to the debugger.

Added the current scanline(read-only) to the debugger's list of registers.

Mednafen Official Site
Mednafen 0.8.1

    Wednesday, February 07, 2007
MESS 0.112 Released

New System Drivers Supported (in no particular order):
- Amiga 500 NTSC (former "amiga" driver) [Ernesto Corvi]
- Amiga 500 PAL [Ernesto Corvi]
- Amiga 1000 NTSC [Ernesto Corvi]
- Apple IIj+ [Nick Westgate]

System Driver Changes:
- [AMIGA] Fixed regressions; now boots properly. Also added keyboard support, 512KB "slow-ram" support, preliminary support for Datel Action Replay 1 and many floppy controller fixes. Added Chip RAM mirroring and Extended ADF 1 disk format. [Ernesto Corvi]
- [APPLE2] Fixed crash when ramsize was set to 4k. (bug #1048) [Nate Woods]
- [ATARI] Fixed hang on reset bug. (bug #982) [Nate Woods]
- [AVIGO] Removed redundant artwork in avigo.zip. (bug #1043) [Nate Woods]
- [C16] Fixed crash when ramsize was set to less than 64k. (bug #1049) [Nate Woods]
- [COCO] Fixed crash when ramsize was set to less than 32k. (bug #993) [Nate Woods]
- [COCO] Fixed hi-res interface regression introduced in 0.105. Also cleaned up how input devices work. (bug #1025) [Nate Woods]
- [COCO] Fixed regression in one-bit sound. (bug #1041) [Nate Woods]
- [DGNBETA] More fully implemented certain graphics modes. [Phill Harvey-Smith]
- [GAMEBOY] Updated aspect ratios for gameboy, gbpocket, and gbcolor to 10:9, supergb to 4:3. [Belegdol]
- [IP204415] Fixed driver. (bug #986) [Nate Woods]
- [MK2] Updated to use the new artwork system. [Justin Kerk]
- [MSX2] Fixed MSX2 PAL framerates. (bug #963) [MJSTY]
- [N64] Added the .bin file extension. (bug #1016) [Nate Woods]
- [SATURN] Saturn driver back up to date so it starts up and shows the boot screens properly. [R. Belmont]
- [THOMSON] Fixed device name that clashed with "cc" option on main MESS. (bug #994) [Antoine Mine]
- [THOMSON] Improved video and mouse emulation, and all machines now use the Model 2 Game Extension. [Antoine Mine]
- [TRS80] Fixed TRS-80 drivers. [Robbert, R. Belmont]
- [VTECH1] Fixed memory leak. (bug #1021) [Nate Woods]
- [VTECH1] Rewrote memory and input handling, added support for the 4MB extension. Also changed BASICV2.1 loading and corrected Laser 310 clock frequency. [Dirk Best]

User Interface Changes:
- Changed -biospath command line option to be -rompath. -biospath still works but it is secondary and configuration files created by MESS will use -rompath. Also removed -softwarepath, paths passed on the command line will now be absolute. The concept of software paths will continue within the MESS GUI. [Nate Woods]
- [Windows] Fixed bug that could cause the loss of mouse capture when toggling the menu bar. (bug #977) [Nate Woods]
- [Windows] Fixed regression when saving and loading save states. (bug #1035) [Nate Woods]
- [Windows] Fixed device create bugs that could cause file extensions to not be specified by default or crashes. (bug #1040) [Nate Woods]

Imgtool Changes:
- Fixed a bug that could cause crashes when opening ZIP files. [Nate Woods]
- Updated help text. [Nate Woods]

Source Changes:
- The core is based on MAME 0.112. This incorporates all features of the update to this core. [MAME team]
- Fixed certain crashes that occured on hard reset. (bug #988) [Nate Woods]
- Fixed bug that caused a crash when a device was passed an empty string at the command line. (bug #991) [Nate Woods]
- Fixed error reporting when startup images are not properly loaded up. (bug #928, #990, #992) [Nate Woods]
- Fixed crash when unmounting images in the old UI file manager. (bug #998) [Nate Woods]
- Fixed various memory leaks in debug builds when the debugger is not enabled. (bug #1018) [Nate Woods]
- Fixed hash file processing. [MJSTY]
- Fixed problem creating printer output. (bug #1039) [Nate Woods]
- Removed redundant checks for tilemap allocation failute. [Dirk Best]
- [Messtest] Now displays emulation error output. [Nate Woods]
- [Windows] Fixed several memory leaks in the Windows code. [Nate woods]
- [Windows] COnsolidated some MESS specific OSD code into the MAME OSD core code and removed redundant directory functions. [Nate Woods]

MESS Official Site
MESS 0.112

    Monday, February 05, 2007
Mednafen 0.7.2 Released

NES: Added MMC1 registers to the NES debugger.

Various cleanups(removing dead code and header declarations).

Added settings "vblur.accum", enables motion blur accumulation mode, and "vblur.accum.amount".

Added setting "vblur", when enabled, will (motion) blur adjacent video frames 50/50.

Added WonderSwan emulation, based on Cygne, but greatly improved, and with a debugger.

Modified the time base adjustment code used when sound is disabled to fix fast-forwarding when sound is disabled.

"Fixed" a few instances of mostly harmless variable shadowing.

Mednafen is now compiled with -Wshadow.

Modified the save state preview rescaling code to properly(with interpolation instead of nearest-neighbor) rescale PCE games that use the 512pixel-width mode, or in other words... the rescaling code will now work where (fb_width / state_preview_width) <= 2 whereas previously it only worked properly where (fb_width / state_preview_width) < 2.

Errors saving save states are now propagated and reported.

NGP: Files with an extension of "npc" are now also treated as Neo Geo Pocket ROM images.

PC-FX: Added setting "pcfx.nospritelimit".

Removed the memory dump and graphics memory dump functionality from the main debugger. The new memory editor provides the same or higher level of functionality.

Added a new memory editor to the debugger interface, accessible by pressing ALT + 3 in the debugger.

PCE: Added support for reduced-bit-depth background mode.

If the ALSA driver code is unable to set stereo or mono sound, it will try mono or stereo sound instead, respectively.

PCE: PSG waveform RAM will now only be updated if the channel is turned off.

glFinish() will no longer be called every frame in the OpenGL code, which should improve performance(if it causes problems, like tearing where there wasn't any before or decreased performance, please file a bug report!).

If the "glvsync" setting is 1(the default), and the environment variable "__GL_SYNC_TO_VBLANK" is not set at all(either 0 or any value), then it will be set to "1". This has the effect of forcing vblank synchronization when running under Linux with NVidia's drivers.

Fixed configure script option "--disable-jack".

Lynx: Screen rotation now works in non-OpenGL mode(SDL+framebuffer), sans scanlines support.

Lynx: Screen rotation now also rotates input sanely, as it did in 0.6.x and earlier versions.

Fixed a fatal compilation error in the ALSA driver with ALSA versions < 1.0.9.

Fixed a fatal compilation error on GCC < 3.4 in the PC-FX code.

Added code to detect the maximum OpenGL texture size, and reworked the OSD code to use tiled drawing if a particular OSD surface is too large to fit in a single texture. This is particularly relevant to users of old Voodoo cards. Note that tiled drawing isn't supported for the main game framebuffer, so video cards with severe texture size limitations will still have problems with PC Engine and PC-FX games that use higher resolution modes.

The help screen, debugger, and cheat search interface now use their own surfaces instead of the generic OSD surface.

Fixed(hopefully) OSD-clearing in SDL blit mode("-vdriver 1").

Removed the option "doublebuf". It is kind of an archaic leftover from when Mednafen did only one blit per frame(and had the OSD written to the game's virtual framebuffer). Double buffering must always be enabled, or else screen corruption may occur. Also, as a note, double buffering does not imply synchronizing to vblank, though this does occur in some situations.
***NOTE: Please check your scripts and frontends and remove any "-doublebuf" arguments! ***

Mednafen Official Site
Mednafen 0.7.2

    Sunday, December 24, 2006
Mednafen 0.7.1 Released

• Began work on an experimental stdio interface, see drivers/remote.cpp if you are a frontend author and can read C code, though it is disabled for now. Documentation for it will be written when it is closer to completion.
• Switched to trio_snprintf() from snprintf() in the input configuration code, this should fix problems under Windows (and any other OS with a lame snprintf() implementation) with joystick button configurations not saving properly.
• Fixed parsing of the "sounddevice" setting (it was erroneously being compared to the long, descriptive name of the driver instead of the short name).
• PC-FX: More changes.

Mednafen Official Site
Mednafen 0.7.1

    Friday, December 22, 2006
Mednafen 0.7.0 Released

*** Network play with this release requires Mednafen Server >= 0.3.0 ***

PCE: Fixed a timer reload bug.

Added the following configure script options:
--enable-debugger build with internal debugger [default=yes]
--enable-cjk-fonts build with internal CJK(Chinese, Japanese, Korean) fonts [default=yes]
--enable-gb build with GameBoy emulation [default=yes]
--enable-gba build with GameBoy Advance emulation [default=yes]
--enable-lynx build with Atari Lynx emulation [default=yes]
--enable-nes build with Nintendo Entertainment System emulation [default=yes]
--enable-ngp build with Neo Geo Pocket emulation [default=yes]
--enable-pce build with PC Engine(TurboGrafx 16) emulation [default=yes]
--enable-pcfx build with PC-FX emulation [default=yes]

Moved the save states display and info text message display to blit directly to the framebuffer, rather than to the general OSD layer(which is now only used for cheat console and debugger).

Reworked the network play console interface to be more...usable. It takes up much less space, is centered at the bottom of the screen, the "t" button now activates text input, pressing "Enter" exits netplay console mode, and it will automatically pop up(though without user input possible, unless you press "t" while it's up) for 2.5 seconds when a new message is received.

Added support for all possible input devices to be used with network play.

Command-line arguments can now be prefixed with either "-" or "--".

Fixed "--help/-help" parsing from command-line.

PC-FX: Increased emulation accuracy, most games still don't work correctly, if at all.

PCE: Fixed VRAM->VRAM DMA when destination writes occur outside of VRAM space(they're now ignored). Fixes "Ruin - Kami no Isan".

OpenGL page flips will now try(it doesn't seem to work with nvidia's binary driver under Linux, so use "nvidia-settings" utility instead) to be synchronized to vertical retrace/blanking period if Mednafen is compiled against SDL >= 1.2.10, controllable by the setting "glvsync", enabled by default.

The "sounddriver" setting is now honored. Values you can try are "default", "oss", "alsa", "dsound", and "jack".

Added support for JACK and ALSA sound output, ALSA sound output is now preferred over OSS.

Mednafen will now exit properly if it receives a not-fatal signal, such as SIGTERM or SIGINT.

NES: Fixed noise and DMC playback frequencies with PAL emulation. Thanks to blargg for the information.

Due to internal changes, and wanting to clean up code, save states created in versions older than 0.6.0 are no longer supported(if you have any old save states you absolutely must have, load them in 0.6.5 and save them, then load them in 0.7.0).

Added keys to increment(though a predefined list of possible devices) the currently selected device on an input port(CTRL+SHIFT+1 through CTRL+SHIFT+5); note that this WILL change the setting for this port saved in the configuration file.

PCE: Added mouse support(use "-pce.input1 mouse"). To use it properly in windowed mode, you will need to press the "Scroll Lock" key.

PCE: Added 6-button pad support. By default, the "M" key will switch between 2-button and 6-button modes(this is necessary because most non-supporting games will break horribly in 6-button mode, which happens on a real system as well).

Revamped much of the internal input device handling. Important user-visible changes:
  Button configuration order is slightly different, with the rapid-fire instances of buttons immediately coming after normal instances of the buttons.
  More buttons can now be configured for rapid-fire.
  A virtually unlimited number(instead of 4 in previous versions) of physical buttons may now be assigned to a virtual button or command.
  Input button settings are now saved in the text-format mednafen.cfg file.
  Famicom input devices that were previously not configurable, such as the Family Keyboard, now are; however, it would be unwieldy to configure the Family Keyboard using the in-emulator configuration process, so edit the configuration file instead.
  The NES Zapper and other devices that are emulated using the mouse can now have their buttons configured.
  The setting to manually set an input device on the Famicom expansion port has changed from "nes.fcexp" to "nes.input5".
  Gameboy and Gameboy Advance pad button configurations are now independent of each other.
  Save states and movies can't be accessed during HES/NSF/GSF playback anymore(does this hurt anyone?).
  Button configuration hotkey functions are now mapped to ALT+SHIFT+1 through ALT+SHIFT+5(for input ports 1-5) instead of F3, F4, and various convoluted combinations of F3 and F4 with CTRL and SHIFT.

The NSF/HES/GSF player graphical code now all use the same resolution and video settings("player.*").

Replaced the internal fixed-width 6x13 and 12x13 fonts with 9x18 and 18x18 fonts, respectively, and increased the general OSD layer size to 384x336 from 256x224(which has a side effect of allowing more detailed save state previews for NES and PCE). The new fonts provide about 10,000 more glyphs (for a total of about 32,000 glyphs), mostly for east-Asian languages (I think this MIGHT be slightly overkill, but, eh...*flees*).

PCE: The timer counter was being updated one instruction too late. Fixed. (This problem probably didn't affect any games, but it could have resulted in confusion while using the debugger.)

Remapped the state rewind key to ALT+S, and added a new help screen triggered by pressing "F1".

PCE: The disassembler was missing opcode 0x3A, DEC. Fixed.

NES: A few sound variables weren't being saved in the VRC6 and FME7 sound code. Fixed.

PCE: Fixed disassembler decoding of ZP indirect addressing mode.

NES: Fixed unofficial opcode 0xE2 cycle timing.

Mednafen Official Site
Mednafen 0.7.0

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