2026年11月10日 星期二

xbased 1.0.93

 Xbox模擬器 xbased 發布新版,更新如下 :

  • Add games has an "Other location..." entry at the end of its places. It
    opens the system's own folder picker (a file picker where one file is
    asked for), where you can type a network path such as
    or browse anywhere the places don't list. An extracted game's folder
    chosen there goes straight into the library.
    \\server\games

Bgb v1.6.7

 GB / GBC模擬器發布新版,更新如下 :

– Fixed many bugs and problems
– Fixed regression: open file dialog broken in win98 in 1.6.6
– Fixed regression: gbc rgb doubler and interlace sometimes doesn’t work and shows wrong colors in 1.6.6
– Fixed regression: run in debugger sometimes doesn’t focus screen window in 1.6
– Fixed regression: joypad bounce behavior (player menu in jp pokemon red/green) in 1.6
– Fixed regression: when making the OAM viewer wide, sprites drawing is glitchy in 1.6
– accuracy: mode 3 with sprites BGP changes (parodius)
– accuracy improvements
– CPU, RAM and cache optimizations, mostly targetting retro pcs
– select save state window now supports scaled thumbnails on high dpi (>150%) or resizing the window
– Cheat searcher now has an undo function

Genesis-Plus EX v3.1.0

 SEGA多機種模擬器 Genesis-Plus EX 發布新版,更新如下 :

Games
– Paprium: the game’s cartridge chip is emulated in software, hooked in from outside the core. The Paprium support is by BillyTimeGames (Genesis-Plus-GX-Expanded-Rom-Size fork).
– MD+/32X+ games (for Mega Drive or 32X: a ROM with a .cue of the same name and WAV or OGG tracks) play their enhanced music. A Mega Drive game turns the MegaSD overlay on by itself; a 32X game is started from its sheet, as PicoDrive expects, and runs its sound at 44100 Hz whatever Settings > Audio > Sample Rate says (the other rates are grayed out while it runs): at 48000 Hz the music crackled. The ROM is listed, its .cue is not (this goes for MSU-MD games too).
– MSU-MD games (a ROM with a .cue and its audio .bin beside it, for Mega Drive or 32X) play their music. They need the Mega CD BIOS for the game’s region in BIOS. Open the ROM, not the .cue.
– Games in a .zip or .7z: a cartridge game that is not the first file of the archive (a ROM beside a soundtrack or a manual) now loads, and Paprium also reads its soundtrack from the archive. Mega CD discs (a .cue with its tracks, a .chd or an .iso) and MD+/32X+ games (the ROM, its .cue and the audio) load too: the archive is unpacked whole to a temporary folder while the game plays, and the folder is removed when it closes. The 7z reader now decodes the Delta and branch filters too. Note: a game kept in an archive like this takes much longer to start (the whole archive, audio and disc tracks included, is unpacked first), so it is better kept unpacked in a folder.
– A ROM with a .cue of the same name that lists audio tracks only (all the tracks in one .bin, as MSU-MD games have), in a .zip or .7z, is started as a game with music; before it was taken for a Mega CD disc and showed the Mega CD player.
– A Mega CD .cue sheet whose FILE line names its data file without the extension (FILE « Game » BINARY for Game.bin) now loads; before, the disc showed a black screen.
– A .cue or .chd that cannot be read as a disc (its track files are missing) now says so; before, its text was run as a ROM and the screen stayed black.
– ROMs up to 96 MB (the limit was 32 MB; this takes the large Sega Channel Revival images).
– File > Run Mega CD BIOS (USA, Europe, Japan): the BIOS on its own, with no disc.
– Controls > Player 1 / Player 2 > Allow Opposing Directions: lets Left and Right, or Up and Down, be held together (a real pad cannot do it, so only one of the two reaches the game unless this is ticked).
– Tools > Fix Checksum… and a second, header-range checksum in ROM Info.
– Emulate Mega CD Disc Latency is on at first, as in Genesis Plus GX (a CD game can show a black screen without the real drive’s delay).
– A Mega CD game that fails to start because its BIOS is missing now shows a message naming the BIOS file it needs (for example bios_CD_U.bin) and the BIOS folder to put it in.
 
Sega Pico
– The voices of the games play: the console’s speech chip is made in the program (from PicoDrive’s), as the Genesis Plus GX core leaves it out.
– Page Down and Page Up (Input > Hotkeys) turn to the previous and next page of the storybook, up to page 7. LB and RB do it on an Xbox pad.
– Default controls: D-pad = arrow keys / pad D-pad or left stick; red button = Z, X or C, the right mouse button, or the pad’s face buttons; pen = the mouse (left button), or the right stick with RT / R2 / R3 / Start to touch; previous / next page = Page Down / Page Up, or LB / RB (L1 / R1 on a PlayStation pad, L / R on a Switch pad: the same places on any pad).
– A Storyware window shows the open page as big as its picture, and opens with the closed book when the game starts. The pictures are your own scans in Images/Pico-Storyware//, named _1.png, _2.png … (_0.png is the closed book).
– The pen is the mouse: over the game it is on the pad, where the game draws its own pointer; over the Storyware window it is on the book’s page, so what is printed in the book can be clicked. The right stick of a gamepad moves the pen too (RT, a press of the stick or Start touches with it).
– The D-pad and the red button follow Player 1’s D-pad and A, B or C button.
– The mouse pointer is hidden over the game, and the gamepad hotkeys on the right stick, Fast Forward and Rewind are off.
– The Storyware window goes with the program’s window when it is minimized or brought back, and bringing the Storyware window back from the taskbar brings the program’s window back too.
 
Themes
– Seven new colored dark themes: Sapphire, Ruby, Emerald, Amethyst, Amber, Aquamarine and Diamond (View > Theme, or Settings > General). Backgrounds, text boxes, lists, menus, toolbar, title bar (Windows 11), buttons, drop-downs, the back-to-top button and the scroll bars of lists and text boxes follow the theme.
– The Style and Theme choices keep the View menu open, like the other View choices.
 
Debugger
– One Debugger window (Tools > Debugger…) with tabs (Memory, VDP, Sound, CPU, RAM Search, RAM Watch) and a View menu; its own taskbar button.
– CPU Debugger: breakpoints on execute, read and write, step into / over / out, run to cursor, disassembly, registers and a call stack for the 68000, and for a 32X game also the Master and Slave SH-2.
– Memory Viewer (hex, every memory can be edited), VDP Viewer (registers, palette, tiles, planes, sprites, scroll plots), Sound Viewer (FM envelopes, PSG, PCM, 32X PWM) and CPU Viewer.
– RAM Search and RAM Watch, also for the 32X SDRAM; a RAM Watch list is opened and saved from the RAM Watch tab (Open… / Save…, the .wch format of Gens).
– A tooltip on every control of the debug windows.
– Credit: the debug tools are a port of gpgx_debugger by Vladimir Kononovich (lab313ru).
 
Languages
– Options > Language loads translations from Languages/*.po (UTF-8, the gettext format). Only English ships; Languages/Template.pot is the template, so the community can make translations, for example with Poedit. A text left untranslated stays English.
– Windows made for English are fitted to longer text: buttons, labels, check boxes and drop-downs widen, dialogs grow, the Controls and Settings windows stretch.
– tools/make_pot.py makes the template again from the source.
 
Deinterlacing
– Video > Visual Effects > Deinterlacing: in a game that uses the 448-line interlaced mode (Sonic the Hedgehog 2 in 2P Vs. mode, Ys III, Air Strike Patrol …) the graphics processor draws both fields of the picture from the same moment in every frame, so nothing that moves is combed. It gives a cleaner picture than the Interlaced Mode of Genesis Plus GX. It does not touch other games. While it is on, Interlaced Mode is not used; it keeps your choice for when you switch Deinterlacing off.
 
Folders and Settings
– Settings > General > Data Folders…: choose where each folder beside the program is (BIOS, Cheats, Images, Languages, Profiles, Recordings, Saves, Screenshots, Shaders, States; by name), with a path box and a … button for each and a Defaults button. Files already in an old place are not moved.
– Images is a new folder beside the program: it holds Covers, Bezels and Pico-Storyware (the pages of Sega Pico books). If you used an older version, move your Covers and Bezels folders into the new Images folder.
– When the program’s folder cannot be written to (for example Program Files), settings, saves and the other data are kept in %LOCALAPPDATA%\Genesis Plus EX instead of asking you to move the program.
– Scan Subfolders moved into the ROM Directories window.
– File > Change Disc… (it was Insert Disc).
 
Controllers
– Controller layouts for DirectInput pads come from SDL’s game controller database (866 Windows pads, found by USB vendor and product id), on top of the maker’s layout for Sony and Nintendo pads.
– A trigger that is an analog axis can be assigned like a button (it shows as Axis Z+, Axis RX- …).
– Controls > Test Keys now names every pad button or axis the pad reports as pressed, mapped or not.
– The Controls window refreshes its device list by itself when a pad is plugged in or out.
– A pad button that is stuck is left out while listening for a button, so the others can be assigned.
– Switching between an Xbox pad and another kind of pad (PlayStation, Switch, a generic joystick) now gives the new pad its own default buttons, unless you had customized them.
– Settings, profiles and gamepad hotkeys are read and written with 64-bit button masks; files of earlier versions load as they were.
– Credit: the layouts are from SDL_GameControllerDB (zlib license, Copyright (C) 1997-2025 Sam Lantinga and the contributors of the database).
 
Picture
– Console Badge on Covers: a small coloured tag (MD, MCD, 32X, SMS, GG, SG, PICO) in the corner of each cover in the grid view, to tell the consoles apart. It can be turned off in Settings > General.
– Video > Window Size now goes up to 10x (it was 6x), and the window may be larger than the screen. A window dragged to a size keeps it when a game is loaded or closed, until a size is chosen again in Window Size. A Window Size you chose is kept when the program starts on a screen that is too small for it (it was lowered and saved); the top left of the window stays on the screen. The first run, with no size chosen yet, still opens at the size that fits.
– In the Video menu, the choices in Render Filter, Visual Effects, Scanlines, NTSC Filter, Aspect Ratio, Rotation and Borders keep the menu open after a click, like the View menu’s.
– Video > Picture Adjustments has a Brightness slider at the top (-50% to +50%).
– The mouse buttons did not reach the game with the Direct3D 11 renderer (the Mega Mouse, the light guns, the Sega Pico pen and red button, the Graphic Board pen); they do now.
– Show Light Gun Crosshair is on by default.
– Confine Mouse to the Picture: pressing the Windows key or Alt+Tab lets the pointer go until you click in the picture (it was held again at once, so after the Windows key the toolbar could not be reached).
– Hide Mouse Pointer has a new choice, Always, below Never.
– VSync with the Direct3D 11 renderer now waits for the display in the swap chain itself (a real VSync); the other renderers still wait for the Windows compositor. Still skipped for a frame whenever the sound buffer runs low.
– Skip Intro on Launch: the tooltip and the User Guide say the seconds are seconds of game time, which take much less real time.
– Video > Rotation: the picture turned by 90, 180 or 270 degrees, for games made to be played with the screen on its side.
– More render filters: MMPX 2x and MMPX Enhanced 2x (MMPX by Morgan McGuire and Mara Gagiu; Enhanced by CrashGG), 2x versions of Lanczos, Catmull-Rom, B-Spline, Mitchell, Sharp Bilinear and LCD Grid, and 4xSaI, Super 4xSaI, Super Eagle 4x, Eagle 4x and Scale4x.
 
Fixes and Small Changes
– Accented text in menus and the status bar is converted explicitly from UTF-8, whatever the code page of Windows is.
– Game names with Chinese, Japanese or accented letters show correctly in the game list and the grid (they were shown as other characters).
– Save-state buffers have room for Paprium’s chip on top of the core’s worst case.
– A save state remembers the checksum of the ROM it was made from: loading it into a different ROM (two files with one name share their saves) asks first instead of crashing the game.
– Open Game Folders submenu shows the game’s ROM in Explorer and opens its saves, states and cheats folders.
– File > Open ROM… starts in the ROMs folder beside the program when no ROM directory is set (it was Documents).
– Command line: –config FILE uses another settings file, and –profile NAME a controls profile.
– Refresh (toolbar and right-click menu) looks at every file again, instead of using the saved game list.
– The File Type column of the game list tells what is in an archive, then the archive: MD (ZIP), 32X (7Z), MCD (ZIP).
– The filter bar has a Filters: label, its button is Reset (as wide as the search bar’s Close) and both buttons have tooltips.
– The log is far more complete: the machine, the whole settings file, a report for each game and a summary when it closes.
– While the game is paused, each press of the rewind key goes back one frame (held longer, frame after frame), and Tab advances one frame like the frame button advance key (\).

SM2-EMU v0.9.59

 Sega Model 1 & 2 模擬器 SM2-EMU 發布新版,更新如下 :

  • update readme with progress model 1 & reduce down stage details, road… by @dmanlfc in #27

Dolphin v2609b

 老任多機種模擬器 Dolphin 發布新版,更新如下 :

– Fixed an issue which causes Dolphin to crash on Windows if the time zone is set to « Mountain Time (Alberta) » or « Pacific Time (British Columbia) ».
In older versions of Dolphin, this crash can be avoided by temporarily changing the time zone to « Mountain Time (US or Canada) » or « Pacific Time (US or Canada) ».
– Fixed an issue where colors are corrupted on Adreno GPUs when using driver versions 0.7xx.xx+.
– Fixed an issue where adjusting any slider control on Windows and macOS can cause Dolphin to crash.
– Fixed an issue where Dolphin on macOS did not support any UI languages other than English due to missing translation files.
– Fixed an issue where loading a corrupted graphics mod can cause Dolphin to crash.
– Fixed an issue where Driver: San Francisco can freeze during loading screens.
.We added a patch in 2509-519 to cap this game’s frame rate (for more information, refer to the Dolphin Progress Report: Release 2512).
.Unfortunately, this game contains the MetaFortress anti-piracy system, which detects the patch and determines that the game has been tampered with.


.We have decided to remove the patch temporarily so that the game can at least function.
 
Here are the security patches:
– Fixed an issue where loading a maliciously crafted LZO-compressed save state file can cause Dolphin to write beyond the boundaries of a buffer.
– Fixed an issue where loading a maliciously crafted FIFO log can cause Dolphin to write beyond the
boundaries of a buffer.

OpenCDi v0.3.0

 Philips CD-i 模擬器 OpenCDi 發布新版,更新如下 :

Highlights of Version 0.3.0:

  • Official Libretro Core (opencdi_libretro.dll): Run CD-i games natively inside RetroArch and compatible frontends with zero-latency Runahead and deterministic Rewind support.
  • Philips CD-i 490 (Mono-IV) Emulation: Initial experimental support for the Mono-IV system architecture, including CIAP (CD-i Audio/Packet), IKAT I/O co-processor, and Dallas DS1216 RTC.
  • Advanced Audio Architecture & CD-DA Playback:
    • Continuous free-running MPEG audio decode clock synchronized with CPU cycles, cutting startup latency down to 1.6 ms (70 samples) and virtually eliminating FMV audio underrun dropouts.
    • Hardware-accurate CDIC AUDCTL (0x3FA) register and audio map playback engine with sound-group streaming and true ABUF interrupt timing for flawless sound effects (Zelda: The Wand of Gamelon, Link: The Faces of Evil).
    • Direct 44.1 kHz stereo CD-DA disc streaming support.
    • Proper CDIC sector interrupt decay when disc reads stop, preventing interrupt storm freezes.
  • Runtime BIOS & DVC Switcher: Switch BIOS ROMs on the fly (Ctrl+B) or through the system menu, with zip set unpacking (e.g. cdimono1.zip) and config persistence in opencdi.ini.
  • Interactive Missing-BIOS Assistant: Built-in visual prompt when no ROM is present to guide users to file selection or opening the bios/ directory in Windows Explorer.
  • Ultra-Fast In-Memory Savestates: Trait-based deterministic serialization across 1000 slots (F2 save, F4 load, F6/F7 slot select), covering Mono-I, Mono-IV, and DVC MPEG states with 100% bit-for-bit video and audio roundtrip fidelity.
  • Exclusive Gamepad / Mouse Modes: Instant toggle (F9) ensuring pure mouse/lightgun accuracy for shooting classics (Mad Dog McCree, Mad Dog II, Drug Wars) without gamepad axis interference.
  • High-Definition PNG Screenshots: Capture raw, uncompressed screenshots (F8 / F12) with frame counter stamps.
  • Enhanced Title Compatibility: Fully verified and playable across a broad range of CD-i games (Hotel Mario, The Apprentice, The 7th Guest, Lost Eden, Dragon's Lair, Chaos Control, Creature Shock, Earth Command, Striker Pro, and more).

Raine v0.98

 多機種模擬器 Raine 發布新版,更新如下 :

– New drivers, mainly some japanese games that I never added because I couldn’t test them obviously, so:
– Quiz Daisousa Sen – The Last Count Down (quizdais), japanese and korean versions
– Quiz King of Fighters (quizkof), japanese/korean
– Quiz Meitantei Neo & Geo – Quiz Daisousa Sen part 2 (quizdai2)
– Mahjong Kyo Retsuden (mahretsu, playable with standard inputs, no plan to add the mahjong special inputs!)
– Chibi Marukochan Deluxe Quiz (marukodq)
– Last Hope (bootleg AES to MVS conversion,no coin support), with a patch so that it can be launched with any bios, even mvs.
– Minasan no Okagesamadesu! Dai Sugoroku Taikai (minasan), this one is a puzzle!
– Bakatonosama Mahjong Manyuuki (bakatono, another mahjong)
– Golden Axe neogeo by Hoffman (goldenaxeng), he removed his rom from itch for some reason, the rom is still available at other places on internet, easy to find.
– Xeno Crisis (Bitmap Bureau), this one is sold which didn’t make testing easy. but karasan0101 tested it and says it’s perfect.
– Robocop – Neo Geo Conversion (HB, Beta 13) by Teo Tormo (robocopng) from there: https://teo-tormo.itch.io/robocop-neogeo
– Double Dragon One (HB, Beta 3.2) by OzzyOuzo, sorry this one is unplayable because controls become unresponsive as soon as stage1 starts. So it’s marked as « partially working ». I fixed a bug it had on the fbi logo screen, but couldn’t find why the inputs disappear in game so far.
– The Eye of Typhoon (HB, Beta 7 Version) by OzzyOuzo (teot), I mainly included this one to see if it had the same controls bug, no, this one is fully playable, it’s from there: https://ozzyouzo.itch.io/teot
 
Except that: I finally decided to finish the palette emulation for neogeo (!), I added some experimental support for this dark bit, I didn’t want something as complex as what mame did, but the problem is that I don’t have a good place to check how it looks. So if someone knows a good game to check for that let me know. And while we are at it, there is also the « shadow » mode, which darkens the palette, normally it’s supposed to be used in pause, but all the games I tested didn’t use it! So for now I didn’t add anything for it, if someone knows for sure a place where it’s used, let me know!
 
Fixes:
– Now display curl error codes because it becomes increasingly difficult to download from internet archive these days. Oh well it was good while it lasted!
– Raine is now usable with a tiling window manager like hyprland in linux, specific to linux this one.
– Can now be compiled with zlilbng.
– The Neogeo id is now displayed at the bottom of the screen like what is done for neocd games, it allows to remove that from the too long game titles they have.
– Fix neogeo scanline counter ! This one prevented from playing robocopng at 1st, a very surprising bug which probably impacted some other neogeo games. Anyway it’s fixed.
– Lots of small but important fixes for the console.