2012年10月31日 星期三

NEO-GEO CD模擬器 NeoRaine v1.3.4

NEO-GEO CD模擬器 NeoRaine 發布新版,更新如下:


* Rasters improve again : this time we take the numbers found by the
   measurements from the mame team, quite different from what the dev docs
   tell... With some adjustements, a big boost for the cpu in the vbl to
   ensure a stable display and this kind of thing.
* Now accept cue files where the the data file is not between quotes
* Add -geometry command line option (same as raine)
* Inputs updates (same as raine, see raine changelog for details)
* Add the option to disable the rasters emulation in "neocd option", so that
   rasters don't prevent anymore a game to be playable like what happened in
   1.3.2. Also useful for those who find rasters make some games too slow.
   The option is saved and will return when restarting the emu.
* Some fixes for the savegames, they should be more reliable now.
* Show iso files in the file selector when there are no cue files in the
   directory, which happens for neocd demos for example.


 


http://rainemu.swishparty.co.uk/html/download/neoraine.html


多機種街機模擬器 Raine v0.51.14

多機種街機模擬器 Raine 發布新版,更新如下:

* 16bpp support for operation thunderbolt / spacegun
* -geometry command line option
* borderless option (enabled if passing -geometry)
* Finally fixes the display if going from a small window to high resolution fullscreen
* filter bad joysticks'axes when there are some
* display joysticks names in the inputs dialogs
* allow to clear some default inputs and save them (previously they were not saved if cleared).

http://rainemu.swishparty.co.uk/

MAME v0.147u2



MAME 發布新版,更新如下:


0.147u2
 -------
 


MAMETesters Bugs Fixed
 ----------------------
 - 05046: [Crash/Freeze] (megatech.c) megatech, all sms-based sets: [debug]
 Crash after OK (sronco)
 - 05042: [Documentation] (ataxx.c) ataxxj: Missing documentation that
is on the title screen.
 - 04948: [Gameplay] (pgm.c) kov and clones: resets to title screen
stage 6 (winter stage) (iq_132)
 - 00007: [DIP/Input] (8080bw.c) invrvnge: The cocktail DIP has no effect. (hap)
 - 05036: [Gameplay] (ninjakd2.c) omegafs: Failure to finish post + reset (hap)
 - 05028: [Gameplay] (system1.c) shtngmste: The gun crosshair vs gun hit
position offset is wrong (hap)
 
Source Changes
 --------------
 -Added support for DEVCB_UNMAPPED, that will do the logging on
 read/write of device callback, preventing a need for making dummy log
 line handlers [Miodrag Milanovic]
 
-if the start of a multi-line comment is indented then following
 comment lines will be indented with tabs up to that point. [smf]
 
-Information adjustments for naomi.c, chihiro.c, mame.lst reflecting
 latest discoveries. [f205v]
 
-New preliminary driver for Webak MPU-12 platform. [Roberto Fresca]
 
-Refactored the code in jedutil to support the viewing of a GAL16V8
 device and added a new command line option of "-viewlist" which will
 print out a list of all the devices that can be viewed in human
 readable logic equations. Also updated the jedutil regression test to
 support passing in an additional argument of "debug" to print out a
 detailed log. Also moved the jedutil regression test data into
 separate directories composed of the device's name to make things more
 organized. [Kevin Eshbach]
 
-Removed protection hack patches and emulated protection routines for
 Caveman Ninja [IQ_132 & JackC]
 
-Added experimental support for using Berkeley PLA files as input to
 jedutil. [Curt Coder]
 
-memory: Fix dynamic recursive device mapping [O. Galibert]
 Situation:
 * you have a device (pc-fdc) with a memory map on it
 * you map it dynamically into a cpu (maincpu) address space with
 install_device (isa-fdc does that)
 * the device pc-fdc has a subdevice (upd765)
 * the subdevice upd765 has its own memory map
 * the pc-fdc memory map includes the upd765 memory map through
 AM_DEVICE("upd765", ...)
 Before the fix, the code would search for upd765 as a subdevice of
 maincpu and not of pc-fdc.
 
-am9517a: Don't grossly fail on verify [O. Galibert]
 
-3X3 Puzzle update [David Haywood]
 * fixed visible area
 * added the 2nd button
 * added the Demo Sound dip
 
-Fixed sound banking in 3X3 Puzzle [Mariusz Wojcieszek]
 
-Added scrolling to 3X3 Puzzle [Mariusz Wojcieszek]
 
-SCSI: Uses logical levels rather than voltage levels for control signals,
 you have to write 0 to the data lines when you're not sending data.
 Added a kludge to stop the ff from the 6522 from preventing the bus
 from being read, this may or may not be how the hardware really works.
 [smf]
 
-i386dasm.c: [Peter Ferrie]
 * added numerous opcodes for newer CPUs;
 * added some undocumented-but-supported opcodes from old CPUs;
 * corrected naming of two opcodes
 
-port 0x64 opcode 0xd1 should incur no delay when delivering. This
 allows, for example, su2000 to start booting to the CMOS setup screen
 [Peter Ferrie]
 
-Improved inputs in 3X3 Puzzle [Stephh]
 
-Aristocrat MK6 base system bios for New South Wales region
 [Heihachi_73]
 
-hercules : hooked up mechanical sounds [Robbbert].
 
-memory: Map from the cpu's owner, not the root device, otherwise
 siblings of cpus coming from config fragments aren't happy.
 [O. Galibert]
 
-clifront.c: Added verifysoftlist command for verifying software
 availability for separate software lists. [Wilbert Pol]
 
-Created a base class delegate_common_base for all delegate
types. Created a binding_type_exception which is thrown when
 a bind attempt fails due to mismatched types.[Aaron Giles]


 Added helper templates to driver_device to wrap legacy
 device read/write handlers into driver_device member functions.
 This should help move some things forward until more common
 code is converted into proper devices.


 Introduce new module devcb2 which contains modernized
 versions of devcb. Compared to previous implementation
 this one is simpler overall, trampolining calls through
 a single internal set of adapter functions. The new
 versions are also designed to be specified in the
 machine_config rather than in structures, so they are
 no longer simple POD types. Additional new/changed
 features:


 * reads and writes can map to delegates for line or 8/16/32/64-bit
 * reads and writes can map to an I/O port
 * reads can be mapped to a constant value, with or without logging
 * writes can be mapped to a device's input line
 * all reads/writes can have a shift, mask, and/or xor applied
 * devices can opt to make the functions safe-if-NULL when resolving
 * only member function types are supported


 Rewrote the YM2151 interface to be fully modernized, and
 removed the ym2151_interface struct in favor of inline configs
 using the new devcb2 mechanism. In many cases, removed
 no longer needed trampolines, instead taking advantage of
 direct support for input line writes.


 -switched SCSICB to use DEVCB2 [smf]
 
-Optimized the PLA implementation and added simple caching with
 significant performance increase. [Curt Coder]
 
-tlcs900.c: Implemented the 4-byte prefetch queue. [Wilbert Pol]
 
-t6w28.c: Converted to C++. [Wilbert Pol]
 
-suna8.c update [Luca Elia]
 * Emulated the protection in sparkman
 * Support for two sprite chips
 * Support for two sample ROMs
 * Fixed color cycling in hardhea2
 * Per-game tile banking
 
-Added opcodes to Atmel AVR core: OR, SBCI, ORI, ST Y+, ADIW
 [Mooglyguy]
 
-Fixed functional issues in Atmel AVR opcodes: COM, NEG, LSR [Mooglyguy]
 
-Hooked up polepos.c, portrait.c and tomcat.c to use the new tms5220
 implementation. [Osso]
 
-addrmap: Yes, we can have a map for 8bits on 8bits, and that's not the
 end of the world [O. Galibert]
 
-addrmap: Avoid a collision between address_map the type and the method
 of the device_memory_interface class [O. Galibert]
 
-i386: 486+ WP bit support [Carl]
 
-Williams system3 : Contact and Disco Fever marked as WORKING. [Robbbert]
 
-Hot Tip, Lucky Seven : added chimes, now marked as WORKING [Robbbert]
 
-Moved Phoenix and Pokerino to s3.c and marked as WORKING [Robbbert]
 
-Don't crash on REP NOP [Carl, Alegend45]
 
-suna16.c: Emulate protection routines rather than patching them for
 uballoon [IQ_132 & JackC]
 
-pgm.c: Fix level 6 crash on kov . [IQ_132]
 
-megadrvb.c: simplify decode function for srmdb. [IQ_132]
 
-Cleaned up mustache boy vblank interrupts: Got rid of the nasty
 long-int hack in mustache boy in favor of the same 'vblank in+vblank
 out' int scheme the other similar seibu games of this era used
 (panicrd, darkmist). This seems much more likely to be what the actual
 pcb used, and works just fine. [Lord Nightmare]
 
-changed 2 disc hack to use 1 drive [smf]
 
-SCSICD now has a CDDA sub device [smf]
 
-avr8: Implemented MULS, ANDI, STD Z+, LD -Z, LD Y+, LD -Y, LD -X,
 SWAP, ASR, ROR, and SBIS opcodes. [MooglyGuy]
 
-avr8: Moved Timer 0-2 into the CPU core itself, 30x driver speedup
 [MooglyGuy]
 
-Emulate protection in sf2rb, sf2rb2's (cps1.c) and ichirjbl (segac2.c)
 rather than simply patch it out. [IQ_132]
 
-Hooked up PSX IRQ's using DEVCB2 [smf]
 
-avr8.c: Added LD Rd,Z+q opcode [MooglyGuy]
 
-avr8.c: Corrected cycle counts for LD and ST opcodes. [MooglyGuy]
 
-avr8.c: Fixed a bug where a 2-cycle or 3-cycle opcode encountered
 during a time slice were causing all subsequent 1-cycle opcodes to
 deduct 2 or 3 cycles for the remainder of the time slice instead.
 [MooglyGuy]
 
-cleaned up the ide controller enough to change the irq to a DEVCB2
 [smf]
 
-avr8.c: Fixed register indexing for MULSU opcode. [MooglyGuy]
 
-avr8.c: Fixed register writeback for LD -Z and LD -Y opcodes.
 [MooglyGuy]
 
-Bingo Mania: Added PCB layouts and descriptions
 [Roberto Fresca, Team Europe]
 
-YM2612: fix LFO AM waveform [Eke-Eke, R. Belmont]
 
-Fun World driver improvements [Roberto Fresca]
 * Added 'Bonus Card (Austrian)' from Fun World.
 * Added PCB layouts.
 * Set Big Deal sets and Jolly Card hybrid as clones of Bonus Card.
 * Cleaned up the code.
 * Changed company name 'Funworld' to 'Fun World'.
 * Changed Mega Card to Power Card after check the real hardware
 running.
 * Fixed Power Card graphics ROM load..
 * Added technical notes.
 
-romload: Tell in which zips a missing rom was searched for
 [O. Galibert]
 
-Moved jolycdat program to Bonus Card, making it parent. This program
 is a real original Bonus Card program, and the PCB was populated with
 common Jolly Card graphics wrongly. The other Bonus Card set was
 turned as clone, since has a fake copyright string (hack). Also added
 some technical notes. [Roberto Fresca]
 
-More Fun World driver improvements... [Roberto Fresca]
 * Renamed the internal layout artwork: bigdeal --> bonuscrd.
 * Default Bonus Card & Big Deal DIP switches positions, that allow
 boot the system without errors.
 
-Pennant Fever is now WORKING [Robbbert].
 
-lethalj.c: Added dipswitch locations to the Egg Venture sets.
 [Brian Troha]
 
-Improvements to Maygay M1 emulation, most games at least show something
 now [David Haywood/James Wallace]
 
-Remove hack patch for tdragonb and emulated protection instead [IQ_132]
 
-Comet is now WORKING [Robbbert].
 
Magic Card II improvements: [Roberto Fresca]
 - Added new Yugoslavian set of Magic Card 2 (Nov/New).
 - Added default NVRAM, needed to boot properly.
 - Rearrange the whole Magic Card 2 sets, and improved descriptions.
 - Added technical notes.
 



New games added or promoted from NOT_WORKING status
 ---------------------------------------------------
 Each Way Shifter (Barcrest?) [Launton/MPU Mecca]
 Lucky Twos [launton/MPU Mecca]
 Scoop (Peter Simper, prototype?) (MPU3) [Superbank/MPU Mecca]
 More Money (VFS) (MPU3) [Fruitsim/MPU Mecca]
 Talk of the Town (MPU3) [Fruitsim/MPU Mecca]
 3X3 Puzzle [Mariusz Wojcieszek, David Haywood, Guru]
 3 On 3 Dunk Madness (US, prototype? 1997/02/04)
[David Haywood, ShouTime, Smitdogg, The Dumping Union]
 Spark Man (v2.0, 2 sets) [Luca Elia, Stefan Lindberg]
 Fighting Fantasy (bootleg with 68705) [IQ_132]
 Bonus Card (Austrian) [Roberto Fresca, Team Europe]
 


New clones added
 ----------------
 Each Way Nudger (Barcrest?, set 3, version 20?) [Launton/MPU Mecca]
 Knights of Valour Super Heroes / Sangoku Senki Super Heroes (ver. 102, CN)
[Joerg Hartenberger, JackC]
 Knights of Valour Super Heroes / Sangoku Senki Super Heroes (ver. 101, CN)
[Joerg Hartenberger, JackC]
 Invader's Revenge (3 sets) [Andrew Welburn]
 Megatouch 5 Tournament Edition (9255-70-01 ROC, Standard version)
 [Brian Troha, The Dumping Union]
 Phoenix (Irecsa / G.G.I Corp, set 3) [Any]
 Rallys (alternate bootleg of Spectar) [Any]
 The Billiards (Video Hustler bootleg) - Set 2 [Any] - not working
 Double Axle (US) [ShouTime, The Dumping Union]
 Angler Dangler [Tornadoboy]
 Puzzli 2 (ver 100) [Tormod, Smitdogg, The Dumping Union] (NOT WORKING)
 4-in-1 MAME bootleg (set 1, ver 3.00) [David Haywood]
 4-in-1 MAME bootleg (set 2) [David Haywood]
 19-in-1 MAME bootleg [David Haywood]
 48-in-1 MAME bootleg (set 2, ver 3.09, alt flash) [David Haywood]
 60-in-1 MAME bootleg (ver 3.00) [David Haywood, Andreas Naive]
 Xain'd Sleena (World) [Corrado Tomaselli]
 WEC Le Mans 24 (set 2) [Corrado Tomaselli]
 The Speed Rumbler (set 3) [Corrado Tomaselli]
 Rapid River (prototype) [Italian dumping team]
 Hang Pilot (ver UAA) (not working) [ShouTime]
 Seibu Cup Soccer (set 3) (not working)
 Egg Venture (Release 2) [Brian Troha, The Dumping Union]
 The King of Fighters '97 Oroshi Plus 2003 (bootleg)
[The Dumping Union, Smitdogg, IQ_132]
 Magic Card II (Nov, Yugoslavian hack) [Roberto Fresca]
 


New games marked as GAME_NOT_WORKING
 ------------------------------------
 3 On 3 Dunk Madness (US, prototype?)
[ShouTime, Smitdogg, The Dumping Union]
 Secret Service (2.6 alternate sound) [PinMAME]
 Odin [PinMAME]
 Gamatron (Sonic) [PinMAME]
 Star Wars (Sonic, alternate set) [PinMAME]
 Nemesis [PinMAME]
 Verne's World [PinMAME]
 Still Crazy [Robbbert]
 Fruit Star Bonus (Ver 8.20PIR) [Roberto Fresca, Team Europe]
 Double Crown [Kevin Eschbach]
 Cops [Mariusz Wojcieszek]
 Bingo Mania (P03-P07-P14) [Team Europe, Angelo Salese, Roberto Fresca]
 Bingo Mania (A03) [Team Europe, Angelo Salese, Roberto Fresca]
 Power Card (Ver 0263, encrypted) [Roberto Fresca, Team Europe]


http://www.mamedev.org/


2012年10月26日 星期五

奇蹟創造者?!

本人很榮幸,遇上了模擬器最興盛的時期,度過了每天被一堆更新的模擬器轟炸的日子.回想起來,當時真的很快樂啊!,我們這一輩的朋友,家裡當時能擁有一台 Famicom (紅白機 FC),對我們來說就是"神"一樣的存在,這對現在的小朋友來說,大概是天方夜譚吧...


 


當我知道模擬器的存在時,下載rom對我來說就像是一場場未知的冒險,看著當年的遺憾一一在電腦上重現時,心中的感動是無法言語的,使用數據機以56k的速度撥接上網,下一款rom需數小時至十幾小時,上網時家中電話線路被網路佔用而無法使用,冒著被"升龍拳"KO的危險,以每秒1~3k的速度下載遊戲.....對我而言,這就是奇蹟!!


 


雖然模擬器的熱潮隨著時間及軟體成熟而逐漸降溫,但過去的輝煌不會消失,我還在等待,等待永不結束的模擬器奇蹟.....


FPse for android v0.11.60



安卓上的 PlayStation模擬器 FPse 發布新版,最近作者瘋狂更新,令人有點ooxx...


 


FPse 0.11.60:
- Removed a debug log file /sdcard/cpulog.txt
which could be very big and slodown emulation



FPse
0.11.59:
- Fixed Reverb and Pitch save options
- Fixed GTE bug (Xenogear map and more)



FPse
0.11.58:
- Fixed sticky audio pitch option
- Removed enhanced 3D option by default, because it cause
serious graphic bug in too much game.this option is necessary for few games
only.
- Added check for savestates if fail.


 



https://play.google.com/store/apps/details?id=com.emulator.fpse


2012年10月24日 星期三

SFC模擬器 no$sns 1.4



 


 


SFC模擬器 no$sns  發布新版,這版可免費下載,完成度非常高!!


 


* freeware: currently all no$sns versions are free with and without dontations
  still donations would be very welcome - http://nocash.emubase.de/donate.htm
  (expenses for software development are near zero, but there are some other
  small expenses; like buying bread and coffee and getting the rent paid)
* controls: emulates exertainment bicycle (analog gamepad for rpm/calories/etc.)
* nss: ignores PROM clk-egdes are PROM reset-release time (required for 5 games)
* nss: improved osd emulation (zoom/scroll/etc based on specs from datasheet)
* nss: added 5 new keys to nss-keys.zip (now contains keys for all 12 games)
* nss: fine-tuned osd charset resizing (charset is now dumped; thanks to DogP)
* magicnss/bsx/flr: cosmetic fixes for shading/dithering of the floor cells
* magicnss: added more OSD colors & lowercase text, removed unsupp. "$" symbol
* bugfix: don't mirror SRAM from 700000h to F00000h (especially for 4MB LoROM)
* debug: vram viewer shows vram tiles (with scrollbar for seeing all memory)
* debug: debug message window (allows character output via port 21FCh)
* debug: general-purpose 32bit 21MHz clock cycle counter (read via port 21FCh)
* a22i/help: fixed some nss-osd punctuation marks in both specs and assembler
* help: nss: added caution on ignored PROM clk-edges at PROM reset-relase time
* help: nss: osd specs from M50458 datasheet (thanks to DogP for datasheet)
* help: nss: added note on INST-ROM pins A13/A14 just wired to VCC (thanks DogP)
* help: exertainment: data packet transfer specs (rpm,miles,calories,etc.)
* help: exertainment: rs232 controller specs (thanks to byuu for chipset photo)
* gui: cursor+shift checks VK_LSHIFT/VK_RSHIFT (win XP doesn't support VK_SHIFT)


 


http://nocash.emubase.de/sns.htm


N64模擬器 ICE64 v3.7(Beta)




N64模擬器 ICE64 發布新版,更新如下:


 


* upgrade zlib from v1.2.5 to v1.2.7


* ix crash when "Change Plug-ins" menu option is selected


* a test change was left behind and totally forgotten


* fix DK64 missing zipper effect, fade-in/out bg image effect during bananaport and barrel entry/exit and bg image when in-game "START" button is pressed


* improve Batman flickering during scene transition


 


https://sites.google.com/site/ice64n64/home


2012年10月21日 星期日

N64模擬器 ICE64 v3.6 Beta



N64模擬器 ICE64  發布新版,更新如下:


 


fix Bomber notebook and Deku bubble attack regression in v3.5(affected by last minute change)



fix random window "residual" when starting a game and smoother window resizing during open / close / swap window



remove Mischief Maker and FZero hack (experimental)



fix underflow bug for program counter index



minor bug fix on some of the ucodes render triangle function



update masking check and add handling of invalid address



fix memory write bug in helper function



fix Armymen Air Combat regression



Protect Memory can go in-game again



fix random lost of audio when go in-game



experimental fix on mempak, eeprom, sram and flashram



fix bug in mempak and eeprom



proper handling of mempak and eeprom status in mempak, eeprom, sram and flashram
remove old flashram fix



should fix all the random crash and slowdown caused by flashram game using non-empty mempak
implement generic fillrect algorithm to fix ugly fillrect (experimental)



remove Body Harvest and Pokemon Stadium 2 fillrect hack



implement new texrect algorithm to fix ugly horizontal lines (experimental)



fix following games without use of "increase_texrect_edge" option Armymen Air Combat, Bomberman Hero, MegaMan, New Tetris, Tetrisphere, Rainbow Six



fix MACE vertical line without causing horizontal line gap in character selection menu



fix Dual Heroes corrupt horizontal line and remove existing hack



fix all of Bomberman Hero ugly lines at the Area selection screen, finally



fix regression in Body Harvest and Batman



fix regression in GoldenEye and TGR2



remove "increase_texrect_edge" option



minor fix on copy texture buffer



GoldenEye depot mission works for both link yes and no



minor bug fix on cheat codes



fix the check and invalidate function on compiled blocks for Protect Memory



experimental lighting fix



experimental fix on loadblock boundary check (don't agree with logic use)


 


https://sites.google.com/site/ice64n64/home


多機種模擬器 BizHawk v1.2.0



多機種模擬器 BizHawk 發布新版,更新如下:


 


Released: October 20, 2012


Revision Range 3395 - 3524


Atari2600Hawk Released!


Multiclient


*AVIwriter: attempt 32 bit compression if the selected encoder rejects 24 bit


*fix archive chooser keyboard behaviour, and add a feature to deduct 16Bytes from the size if it looks like iNES


*fix dependency on vc8 introduced with the 1.1.0 release


*ffmpegwriter and nutwriter: fix pathname select


*Hex Editor - fix so that you can only highlight using left click (fixes the ability to highlight multiple addresses and use the context menu)


*flush rewind buffer on CloseROM()


*MainForm: fix sound-related crashes on CloseROM()


*Update Statusbar slots when the emulator is loaded


*sound throttle now respects forced throttle off


*Cleanup root folder - Move some dlls to a dll folder, move gamedb files to gamedb folder


*Never skip frames during av capture


*Fix Record from Now


*NESHawk


*Unif Support


*Implement mappers: 18, 37, 38, 40, 41, 42, 54, 77, 101, 108, 116, 132, 133, 143, 144, 145, 146, 148, 149, 156, 160, 165, 168, 177, 218


*Fix Mapper 164


*AxROM - force VRAM to 8kb


*Fix some obscure versions of Gauntlet (U)


*Support TENGEN-800004 board, fixes Gauntlet (Unl)


*mapper218: force vram_size to 0 (ignore whatever is in the broken header)


*PPU Viewer - fix bug where ppu viewer sometimes wouldnt refresh pattern display when the user changed selected palette


*SNESHawk


*Support user override backdrop color


*Path Config, fix SNES save ram folder button


*Open ROM, add smc and sfc to "Rom Files"


*Lua


*Implement events library


*Lua drawing functions - make color param optional (defaulting to white if not specified)


*event.onsavestate(), event.onloadstate(), event.oninputpoll (aliases of registersave/load, on_snoop)


*Implement event.onframestart(), event.onframeend (aliases of the emulua's emu.registerread() and emu.registerwrite()


*Implement event.onmemoryread(), event.onmemorywrite()


*fix savestate.load()


*More hitbox viewer scripts


 


http://code.google.com/p/bizhawk/


2012年10月17日 星期三

Atari 2600 模擬器 no$2k6 v1.1



 


 


7年未更新的Atari 2600 模擬器 no$2k6 在今日發布新版,有興趣的朋友可試試,完成度不低.


 


更新如下:


 


- controls: emulates lightgun (via mouse)
- help: updated atari 2600 programming specs (2k6specs.txt and 2k6specs.htm)
- help: added lightgun and trackball specs, and fine-tuned some chapters
- a22i: sample source code for no$2k6 assembler (see magic2k6.zip package)
- a22i: conditional jump "slow/fast" prefixes for exact cross-page jump timing
- a22i: numeric expressions with brackets, and alu/booleans operations
- a22i: added some macro support (parameter handling is rather crude though)
- gui: memorizes recent files (for reloading them via file menu)
- plus: some other details that may have crept into no$xxx gui/emu cores


 


http://nocash.emubase.de/2k6.htm


2012年10月16日 星期二

ePSXe for Android v1.7.11



 


 


安卓上最佳的PS模擬器之一 ePSXe 發布新版,更新如下:



- Added a touchscreen virtual pad1 editor. Now you can move/resize/hide the buttons. (hw renderer)
- Added Gameshark cheat codes suppport, check the docs to enable it in your games. (stephen, zakwan)
- Added a new pad skin. (hw renderer)
- Fixed some GPU bugs (Alundra 2, Legend of Dragoon US, Pro Pinball TimeShock). (julius)
- Fixed some MDEC bugs (Yarudora Series Vol.1 - DC, Heart of Darkness) (bxk07344)
- Fixed some SPU bugs (FF7-FFT-Xenogears effects) (Tikalat)



 


https://play.google.com/store/apps/details?id=com.epsxe.ePSXe&feature=search_result


多機種模擬器 Mednafen 0.9.26-WIP




多機種模擬器 Mednafen 再次發布新版,個人非常推薦這款模擬器,相關機種模擬完成度相當不錯,日後如果在安卓上推出,將是許多玩家之福.


 


更新如下:


 


-- 0.9.26-WIP: --

October 13, 2012:
PSX: Handle non-word-aligned timer port reads and writes, rather than triggering an assert(). Also, a warning message is
now printed if a game tries to read from timer open bus space, rather than an assert() being triggered.

More C++11 warning fixes.

October 12, 2012:
NES: Added emulation of iNES mapper 101.

October 11, 2012:
PSX: Added a "Dance Pad" emulated device, that uses mostly the same code as the "Gamepad" device, but doesn't provide
access to the shoulder buttons, and allows for opposing D-pad directions to be pressed simultaneously.

PSX: Improved emulation of bit15 of the SPU control register; fixes problems with "Dance Dance Revolution",
"Medal of Honor", "Madden NFL 2003", "Fuuraiki", and "The Misadventures of Tron Bonne".

October 10, 2012:
PSX: Fixed a bug that could cause an emulator crash if the game crashed and tried to execute code in the last 64KiB of the
CPU logical address space.
 
http://forum.fobby.net/index.php?t=msg&th=815&start=0&

2012年10月15日 星期一

FC (Famicom) 模擬器 HalfNes 0.052

FC (Famicom) 模擬器 HalfNes 發布新版,更新如下:


 


* Changed the APU timer code to run more efficiently (filtering now has very little performance penalty)


* Fixed GI Joe, Burai Fighter


* Fixed title screen of Brush Roller


* Fixed intro of Lagrange Point


 


https://code.google.com/p/halfnes/


CAVEUI v1.2

CAVEUI 是一款專為 Cave/SH3 等Cave系列遊戲開發的Mame非官方模擬器改版,加入了被Mame封印的某驅動,容量小而巧,更新如下:


_________________________________________________________
CAVEUI v1.2
13/10/12

Changes:
Unable to add game to non-custom folder "Delete
MSG".
Fixed CRC For ketback.zip
Fixed CRC For
ketfast.zip

Added:
Ketsui: Kizuna Jigoku Tachi (Hack Ver. 2012/09/27,
Arrange Mode 1.51, Japan)
Ketsui: Kizuna Jigoku Tachi (Hack Ver. 2012/09/27,
MrStoic Ver. 1.0, Japan)
DoDonPachi Dai-Ou-Jou (Black Label, Fully
Decrypted)
DoDonPachi Dai-Ou-Jou (Fully Decrypted)
EspGaluda (Fully
Decrypted)
Ketsui: Kizuna Jigoku Tachi (Fully
Decrypted)
_________________________________________________________


 


未提供下載,等待作者更新


 


http://neo-nebuwaks.blogspot.tw/


 


2012年10月11日 星期四

多機種模擬器 Mednafen 0.9.25-WIP


 




多機種模擬器 Mednafen 發布新版,更新如下:


 


Note that some PS1 Square games (particularly "Chrono Cross", and "Final Fantasy 9") that were partially broken in 0.9.24-WIP in battle scenes are even more broken in this release due to GPU timing changes.

If you're on Linux or Windows, and are using physical joysticks/gamepads, you'll probably want to remap them due to the underlying joystick API usage changes; there is some backwards-compatibility with joystick input mappings from 0.9.24-WIP and earlier, but it is not perfect, and this backwards-compatibility may be removed in the future.

Especially notable end-user-visible changes with this release:


* Added native joystick code targeting DirectInput(5.0) and XInput on MS Windows, and jsdev and evdev on Linux, replacing SDL joystick usage on Windows and Linux.


* Fixed a longstanding bug that caused input configuration data to be lost if you changed the device on a port with CTRL+SHIFT+[n] after configuring input without an emulator exit in-between.


* Added kludgey support for physical joystick analog buttons; see the ChangeLog or documentation in regards to the "F3" key.


* PS1 bug fixes, fixing problems with "Rayman", "Philosoma", and "Star Ixiom".


* Added PS1 DualShock emulation, with rumble and analog mode toggle button(rumble supported on Linux and with MS XInput on Windows).


* Added PS1 neGcon emulation.


* Added PS1 GunCon emulation.


* Added PS1 Konami Justifier emulation.




The following settings have been added:


* input.joystick.global_focus


* osd.alpha_blend


* snes.correct_aspect


* psx.input.port*.gun_chairs


* psx.input.analog_mode_ct




The following settings have been renamed:


* autofirefreq -> input.autofirefreq


* analogthreshold -> input.joystick.axis_threshold


* ckdelay -> input.ckdelay


 


http://forum.fobby.net/index.php?t=msg&th=806&start=0&


2012年10月9日 星期二

MAME 0.147u1




MAME 發布新版,更新如下:

0.147u1
-------


MAMETesters Bugs Fixed
----------------------
- 04717: [Documentation] (vicdual.c) nsub: Coinage dipswitch settings (hap)
- 05015: [Graphics] (segaxbd.c) Most sets in segaxbd.c: Sprites glitching
or disappearing (hap)
- 03831: [Gameplay] (vicdual.c) carnivalh, carnivalha: Gameplay is
unusually fast. (hap)
- 05022: [Color/Palette] (segaybd.c) gloc, strkfgtr, rchase, pdrift:
Incorrect colors on some text, HUD, outer view of aircraft. (hap)
- 05017: [Sound] (poo.c) unclepoo: Sounds incomplete/slow or misplayed (hap)
- 03464: [Debugger] (seattle.c) All sets in seattle.c: MAME crash when
try to read the voodoo region (Firewave)
- 05020: [Documentation] (royalmah.c) janputer: This game is a hack/copy
of "Janputer", named "New Double Bet Mahjong".
- 04719: [Documentation] (vicdual.c) invho2: Dipswitch settings from manual
- 04718: [Documentation] (vicdual.c) invds: Dipswitch settings from manual
- 03751: [Crash/Freeze] (gunpey.c) gunpey: [debug] Assert in debug build (Phil Bennett)
- 05012: [Documentation] Typos in internal MAME list
- 05007: [Crash/Freeze] All sets in midtunit.c, midwunit.c, midxunit.c: Corrupted
graphics, quickly crashes when starting (Firewave)
- 05008: [Core] CHDMAN: Error creating CHD file (new.chd): file not writeable (smf)

Source Changes
--------------
-Memory handler normalization, part 1. READ/WRITE_DEVICE*_HANDLERs are
now passed an address_space &, and the 8-bit variants get a mem_mask
as well. This means they are now directly compatible with the member
function delegates. Added a generic address space to the driver_device
that can be used when no specific address space is available. Also
added DECLARE_READ/WRITE_DEVICE*_HANDLER macros to declare device
callbacks with default mem_mask parameters. [Aaron Giles]

-Memory handler normalization, part 2. Change legacy read/write
handlers to take an address_space & instead of an address_space *.
Also update pretty much all other functions to take a reference where
appropriate. [Aaron Giles]

-Memory handler cleanup 3. Add mem_mask parameter to 8-bit handlers to
match the others. To ease pain, added DECLARE_READ/WRITE_HANDLER
macros that set up a default parameter. Also updated devcb so that the
handlers can be called with or without the mem_mask. [Aaron Giles]

-Seibu COP: Added 0x1c param to 0x0205 command, fixes at least sprite
positioning during intros of Raiden 2 and Zero Team (but breaks
gameplay in Zero Team, needs investigation) [Angelo Salese, Smitdogg]

-Seibu COP: Made 0x42c2 command more accurate, makes Legionnaire
enemies to behave properly and match finally starts in Seibu Cup
Soccer [Angelo Salese, Smitdogg]

-gunpey.c - Corrected OKI M6925 frequency [Phil Bennett]

-fix for "file note writeable" when creating, plus consolidated some
duplicate/redundant code. [smf]

-Seibu COP: Added 0xe38e command, used by Seibu Cup Soccer to follow
the ball [Angelo Salese]

-Since nobody checks for NULLs anyway, make
device_memory_interface::space() assert against NULL and return a
reference, and pushed references throughout all address space usage in
the system. Added a has_space() method to check for those rare case
when it is ambiguous. [Aaron Giles]

-Added -verifysoftware command. [Wilbert Pol]

-Changed CPS-1 video timings to SCREEN_RAW_PARAMS [Angelo Salese]

-Added generic set of pinball mechanical sounds [Robbbert]

-lib7z: fix portability problems that resulted in memory trashing in
some configurations. [R. Belmont]

-Better simulation of Metal Slug X's protection device. [IQ_132]
Made Epson R4543 RTC a proper RTC device, eliminates duplicated code
in Namco Systems 12 and 23 [R. Belmont]

-rotation - Added motor simulation; added nvram; added mechanical
sounds; added notes [Robbbert]

-tms99x8: Converted to using RGB32 bitmap so chips can coexist with
other video screens [R. Belmont]

-fixed MT03464: fixed potential out of array access in
src/emu/video/voodoo.c logerror() [Oliver Stöneberg]

-m6509: Fixed EA zero page indirect + Y (post indexed). [Curt Coder]

-Implemented DS75160A/DS75161A IEEE-488 GPIB Transceivers. [Curt Coder]

-spectra - added remaining sounds, game marked as WORKING [Robbbert]

-Ported Palette brightness effects to Raiden 2 HW, used by Zero Team
and X Se Dae [Angelo Salese]

-mcr68.c: Add dipswitch locations to all sets in the driver.
[Brian Troha]

-aftor - fixed display, marked as WORKING [Robbbert]

-Added irq ack to Shanghai 3 HW [Angelo Salese]

-Fixed M68K and hooked up SCREEN_RAW_PARAMS for Blocken. Game was
definitely running at erratic speeds before [Angelo Salese, Tafoid]

-mos6526: Implemented a nearly cycle-exact "old" CIA, which passes most
of the Lorenz/VICE CIA tests. Refactored the c64/c128/vic10/cbm2
drivers and the 1571/1581 floppy drives to use the new implementation.
[Curt Coder]

-6532riot.c: Internal timer is always running. Fixes several a2600
regressions. (Wilbert Pol)

-Moved scsi protocol code from scsibus_device to scsihle_device, leaving
scsibus_device to calculate the current bus contents and distribute it
to each of the scsidev_device. [smf]

-suna8.c: fixed sound samples width, improves speech
in e.g. rranger [Luca Elia]

-Promoted starfigh to playable state [Luca Elia]
* Address line scrambling of data ROMs
* ROM bank latching and mirroring
* Sound latch and NMI disable
* Patched some further protection
* Added graphics banking

-Emulated Lord of Gun's protection rather than patching it out [iq_132]

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Claybuster [Any, hap]
Gun Champ [hap]
Star Fighter (v1) [Luca Elia]

New clones added
----------------
Asterock (Videotron bootleg) [Any]
Jurassic Park (Japan) [ShouTime]
Dodge City (2131-82, U5-0D)
[Brian Troha, The Dumping Union] (not working)
Enforce (World) [ShouTime, The Dumping Union]
Sega Bass Fishing Deluxe (Japan)
[Tormod, Yohji, Smitdogg, The Dumping Union] (not working)
Cruis'n Exotica (version 1.3)
[Brian Troha, Smitdogg, The Dumping Union] (not working)


New games marked as GAME_NOT_WORKING
------------------------------------
Blankity Bank (PCP) (SYSTEM80) [TTX]
VLC Nevada [Yves]
Game Magic [Grull Osgo]
99 Bottles of Beer [Grull Osgo]

http://mamedev.org/


2012年10月8日 星期一

多機種模擬器 BizHawk 1.1.1a



 


多機種模擬器 BizHawk 發布新版,更新如下:


 


Supported Systems

*Nintendo Entertainment System (NES)


*Super Nintendo (SNES)


*Gameboy


*Gameboy Color


*Super Gameboy


*Sega Master System


*SG-1000


*Game Gear


*PC-Engine (TurboGrafx-16) / CD-ROM


*SuperGrafx


*TI-83 Calculator


 


Unofficially Released

*Sega Genesis (Experimental)


 


* Fixes issues with GBC support (input, display, paths)


 


http://code.google.com/p/bizhawk/


 


 


N64模擬器 ICE64 3.5.0 Final



N64模擬器 ICE64 發布新版,更新如下:


 


Core Changes



After 10 days of reconstruction, I have recovered most of my lost gfx plugin source!
This is an intermediate final release for all ICE64 users and users are strongly encourage to upgrade to this new release.
All users must read the posts, especially "tips & tricks" - 1st time users is a MUST, on ICE64 forum before you start using the emulator.

*consolidate changes from v3.1 to v3.4 beta releases


*speed and memory optimization to offset better games stability


*implement new logic for fb previous count and status


*rewrite and refactor portion of ignore aux copy and useless is useless codes


*remove RE2 top and bottom black bar for gameplay cutscene transition (game is slightly "broken")


*remove RE2 hack from change size function


*fix RE2 glitch intro video for non-expansion pak


*fix Majora's Mask bomber notebook flickering (never handled when change size function was rewritten, thanks to ApplePeachBanana bug report)


*fix TGR2, Kirby64 and Pilot Wings64 frame flickering when switching window mode


*fix Perfect Dark night vision(broken in NICE64 v2.1.0, thanks to ApplePeachBanana bug report)


*fix Pokemon Stadium lab slowdown and merge into Pokemon Stadium 2 solution


*fix game crash when a mempak game is started after a flashram game if mempak used is not empty


*fix mempak and transfer pak handling codes for flashram


*minor fix on eeprom bug


*fix Body Harvest vehicle shadow regression


*fix V-Rally 99(U) width issue during intro cutscene and gameplay


*fix Photopie ucode conflict with Mystical Ninja, now 1st display image for Photopie will always appear


*fix Mario Tennis trophy missing the shiny gold color when Wario steals trophy from Mario after winning Mushroom Cup and intro fmv


*implement new speedup for games using "read every frame"


*add Bomberman64 for intro frame transition effect (fast enough for good sound - recommend E version)


*add Ridge Racers for missing monitor image and getting max VI/s for intro fmv


*add Body Harvest for missing frame transition image and good speed on intro menu and cutscene


*implement new address boundary calculation for cpu framebuffer protection


*GT64 no longer loses input control after doing multiple switch between fullscreen & windowed, especially after a MusyX game


*multiple switching between fullscreen & windowed in a game or between several games in an emu session no longer causes random hang, exception - don't try on Bottom of the 9th(which has framebuffer issue during switching)


*fix Getter Love flickering for the bathtub scene in player1 room


*fix GoldenEye Depot mission, changing Speedup to 2X as default (thanks to malfy)


*change Extreme-G settings to get rid of minor popping noise


*fix random game hang e.g. Zelda - OOT, when presss "START" button at Hyrule field - sram bug


*completely break HyperBike in v3.4(black screen)


*fix regression in v3.5


*update "Save Fix" for Derby Stallion and the end of day save is now working (from Nekokabu RDB)


*add "Subscreen Delay Fix" cheat for Animal Forest and Doubutsunomori (from Nekokabu RDB)


 


https://sites.google.com/site/ice64n64/


2012年10月4日 星期四

NES/FDS/PC10/VS模擬器 No$nes 1.1



 


NES/FDS/PC10/VS模擬器 No$nes 發布新版,更新如下:




- a22i: assembler sample source code found in magicnes.zip (on nocash webpage)
- a22i: assembler includes .pc10_xxx directives for generating PC10 games
- a22i: assembler supports formulas with brackets, ALU ops and boolean stuff
- arcade: emulates PC10 with Z80 CPU and either secondary monitor or 4-digit LED
- arcade: emulates VS Unisystem (ppu/palettes, special lightgun variant, etc.)
- arcade/hotelbox: rougly emulates famicombox (menu only, without games yet)
- controllers: support PC gamepads (button config, analog inputs, etc)
- controllers: optionally emulates 0, 1, 2, 3, 4 joypads (both NES and famicom)
- controllers: support for about 30 different special controllers and add-ons:
- none
- auto (by ROM checksum)
- two keyboard variants
- pointing devices (mouse, trackball)
- three lightgun variants (zapper, hypershot, vs-system)
- all the paddle variants (old and new famicom versions, and nes version)
- oeka kids tablet, power pad dance mat and tap-tap mat
- push-buttons (hypershot, party-tap, mahjong controller)
- analog controllers (power glove, uforce, pachinko, racermate bicycle)
- piano keyboards (miracle, doremikko)
- barcode readers (battler and datach)
- inflatable controllers (boxing bag, top-rider bike)
- storage devices (battle box and turbofile)
- arcade/hotelbox (coin inputs, rotating-switch, dip switches, etc.)
- multitaps (implied in number of joypads option) (nes and famicom variants)
- help: full specs on all of the above newly emulated controllers
- help: full specs on further add-ons (r.o.b., data recorder, 3d glasses)
- help: full specs on PC10, VS System, FamicomBox
- gui: file menu: memorizes recent_files, and this or that other new detail
- fixed battery backed sram saving (uses cartname.sav instead xxxx.sav)
- debug: always executes illegal opcodes (even when warn-on-bad-stuff enabled)
- speedup: suppresses freshen_video when rewriting -same- CHR-bank values
- timing: uses 1024hz mmtime (smoother than 18Hz timer) (more CPU load though)
- sound: optionally dummy stereo mode (for bugged Win98-Realtek-VIA mono-driver)
- bugfix: MMC3 TQROM (mapper 119) emulates CHR-ROM/CHR-RAM selection
- bugfix: MMC3 TLSROM (mapper 118) NT-select by bit7 of CHR-bank numbers
- bugfix: Tengen RAMBO-1 (thanks scott nash for bugreport, kevtris for specs)
- emu: cpu emulates all stable undoc opcodes, smaller read-modify I/O handlers
- help/emu: dummy VRAM fetch on palette reads (stored in Port 2007h latch)
- emu: emulates corrected MMC1 nametable stuff (required for R.C. Pro-Am PRG1)
- help: added info on MMC1 E000h/Bit4, corrected MMC1 nametable BLK0/BLK1 info
- emulation: fine-adjusted PAL cycles per scanline (106.56 instead 106.53)
- help: corrected PAL clocks (osc/16=1.66MHz=50Hz instead osc/15=1.77MHz=53Hz)
- help: corrected nocash sram circuit exchanged Q0-3 and D0-3 on 74173
- help: added "Nocash syntax:" notes to each CPU opcode description




http://nocash.emubase.de/nes.htm


2012年10月1日 星期一

多機種模擬器 DSP Emulator 0.14



 


多機種模擬器 DSP Emulator 發布新版,更新如下:


 


-General
    + Windows: Removed all specific references to a specific version of Delphi. Works fine with the SDL library regardless of the version of Delphi, you just have to import the project from 2007 version
    + Fixed memory leaks thanks to the FastMM4 library. Fixed bugs in GFX, Coleco, TMS 99XX, Amstrad CPC, and Spectrum snapshots/tape preview
    + Increased the video buffer. Solve problems NES driver
    + Completed the close of the CPUs, some CPUs structures were not finalized properly
    + Samples: Fixed a bug that not properly assign reserved channels
    + Dip Switch: Added Arabian and Asteroids
    + TAP/TZX:
        - Improved support TZX block-$19 'Generalized Data'
            + Now supports 2 and 8 bits symbols
            + General cleaning of code and some corrections
        - General cleaning of the code in PZX load
        - Corrected load CSW v2 format
-Spectrum
    + Fixed more of IN and OUT timings. More contended memory test passed.
    + Improved border rendering speed. Full border emulation is up to four times faster.
    + Fixed full border emulation (thanks to azesmbog[@]mail.ru)
-Vigilante
    + Added the correct audio close
-Yie Ar Kung-Fu
    + Fixed sprites
-Asteroids
    + Fixed video, removed border
-Xain'd Sleena
    + Removed patch protection, since the CPU was implemented
-UPL Hardware
    + Fixed a bug in the background screen buffer
-NMK 16 Hardware
    + Fixed a bug in the decryption of the sprites
-GameBoy/GameBoy Color
    + Added the correct audio close
-Combat School
    + Added the correct audio close
-Namco System 86
    + Added the correct audio close
-Pang
    + Added the correct audio close
-Pengo
    + Fixed sprites
-Jr. Pac-Man
    + Fixed sprites
-Zaxxon Hardware
    + Congo: Added basic driver, no controls, no sound, problems with the background, the palette ...


 


http://code.google.com/p/dsp-emulator/