2013年1月28日 星期一

PSP模擬器 PPSSPP 0.6


PSP模擬器 PPSSPP 發布新版,更新如下:


PPSSPP 0.6 - faster and better!


Alright, it's been a while so here's 0.6. It has a preliminary ARM JIT which greatly boosts speed on Android and other ARM platforms, and vertex caching which likewise improves performance quite a bit. Unfortunately I still haven't been able to fix a bug that causes the JIT not to work correctly on Snapdragon CPUs, instead it just crashes. I will fix this issue in an upcoming 0.61 release, stay tuned!


Also, a bunch of new games work but a couple have stopped working (like Mortal Kombat). These will be back, don't worry - it's what happens when emulators develop, sometimes when you fix things, things that worked "by accident" before breakxs until you fix another thing.


http://www.ppsspp.org/index.html


3DO模擬器 4DO 1.3.2.1

3DO模擬器 4DO 發布新版,更新如下:


Browse for and extract files from your 3DO games!


Changes:


  1. File Browser Added – Available through the new “Tools” menu, the file browser allows users to browse the current disc’s file system and extract files. This can be used to find music, sound clips, images, videos, etc.
  2. German Language Fixed – German is now actually available. The previous release did not properly include a necessary file in the release package.


The files are often unusual formats, so you will most likely have to find tools for converting them.


http://www.fourdo.com/


2013年1月27日 星期日

PS模擬器 no$psx v1.3


 
PS模擬器 no$psx 發布新版,更新如下:

* video:
new rendering modes: 32bpp (mostly for MDECs), 8bpp (for old PCs), Auto
*
video: supports horizontal screen centering and left/right screen borders
*
video: matched PAL vertical centering to values used by "majority" of games

* video: fixed lower-border rendering (always using xsiz instead xsiz_div16)

* video: optional forced-automatic-centering (recommended for chaotic PAL
games)
* video: optional better-than-real rendering with quads instead of
triangles
* gpu: supports linestrips with uncommon end-codes (Wild Arms 2
uses 50005000h)
* cdrom: supports .sub files (for libcrypt, and for .ccd's
without index 0)
* cdrom: supports .cdz files (and optionally deleting them
after decompression)
* cdrom: supports error on "standby" command (used by
Nightmare Creatures 2)
* cdrom: supports (de-)mute (avoid noise during
modchip detect in Dino Crisis 1)
* cdrom: seek+setloc goto sectors before
target (not to target) (tomb raider 2)
* cdrom: seek aborts reading (for
Wild Arms 1 which lacks preceeding pause cmd)
* cdrom: seek updates data for
any following getloc (needed for Resident Evil 1)
* cdrom: added getloc_l
errors during seek (required for legacy of kain intro)
* cdrom: added newly
discovered cd xa adpcm-buffer-empty-flag (1F801800h.bit2)
* cdrom: fixed
subchannel-Q crc_16_ccitt byte-order (crc must be big-endian)
* cdrom: odd
stuff like setloc+read+setloc+read+pause+read+pause+read combos
*
vram-viewer: shows logged GPU command origins (CPU PC and DMA start/link)
*
vram-viewer: shows laser-arrow for GP0(E3h,E4h,E5h) commands draw area/offset

* vram-viewer: allows tree-access after run
(fill_3d_poly_tree_if_any_if_needed)
* vram-viewer: prevents mishandled
ESC-key in hex-gpu-command child window
* debug: dynamic data/break-list
allocation (no more limit on .sym datazones)
* bios: added
"patch_missing_cop0r13_14opcodes_k0_k1" variant (ridge racer)
* help: added
details on gpu-linestrip end-code and various new cdrom details
* help:
added "information" on Xe Multi System Emulator's CD Image File Format
*
help: added notes on chaotic screen centering values used by most PAL games

* icon: psx button-style icon symbols, at 12x12,16x16,32x32,48x48 pix sizes

* web: uploaded photos of the psx-xboo bios and parallel port upload circuit

* web: added nonazi logo (we are no longer mass-murdering ourselves in
germany)

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

2013年1月26日 星期六

街機模擬器 Raine 0.60.1 + NEO-GEO CD模擬器 Neoraine 1.4.1


街機模擬器 Raine 發布新版,更新如下:


 


* Shaders support


* Bug fixes for previous version


 


---------------------------------------------------------------
NEO-GEO CD模擬器 Neoraine 發布新版,更新如下:



* shaders support
* Combinations of buttons can now be mapped in the inputs
* bug fixes of previous version


 


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


 


 


安卓 真-多機種模擬器 RetroArch Android 0.9.8

 


 


為啥加個 (真) 字 ? 因為這是真的,這款模擬器可說是安卓系統實際上第一款多機種模擬器.


 


RetroArch 是一款整合多款模擬器代碼的模擬器,別看這樣,它的執行效率非常不錯,支援機種如下:


 


- PlayStation 1 (emulator: PCSX ReARMed)
- Super Nintendo (emulator: SNES9x Next)
- Nintendo Entertainment System (emulator: FCEUmm / NEStopia)
- GameBoy / GameBoy Color (emulator: Gambatte)
- GameBoy Advance (emulator: VBA Next)
- Arcade (emulator: Final Burn Alpha)
- Neo Geo Pocket Color (emulator: Mednafen NGP)
- Virtual Boy (emulator: Mednafen VB)
- Sega Genesis/Mega Drive (emulator: Genesis Plus GX)
- Sega Master System/Sega Game Gear (emulator: Genesis Plus GX)
- Sega CD / Mega CD (emulator: Genesis Plus GX)
- PC Engine / PC Engine CD (emulator: Mednafen PCE Fast)
- WonderSwan Color / Crystal (emulator: Mednafen Wonderswan)
- Cave Story (game engine: NX Engine)
- Doom 1 / Doom 2 / Ultimate Doom / Final Doom (game engine: prBoom)


 


建議下載測試! (免費)


 


https://play.google.com/store/apps/details?id=org.retroarch


2013年1月24日 星期四

SS模擬器 Yabause 0.9.12


SS模擬器 Yabause 發布新版,更新如下:

general:
* Fixes to the dynamic recompiler (Ari64)
* Added ARMv5 support to the dynarec (Ari64)
* New OSD system (Guillaume)
* Added "built-in" DDK to make it easier to compile on Windows (Guillaume)

sound:
* Improvements / Fixes in both SCSP and SCSP2 (Cwiiis)

video:
* Major improvements to the OpenGL renderer (Devmiyax)
* Major improvements to the software renderer (Guillaume)
* Some fixes to register emulation (Guillaume)
* Improvements to line drawing functions in the software renderer (Cwiiis)
* Fixed endianess bugs (Guillaume)

cocoa port:
* Added "load image" feature (BlueCrab)
* Fixed the resize bug (BlueCrab)

qt port:
* Added shortcuts to toggle vdp2 layers (Benjamin Siskoo)
* Fixed the "mute sound" feature (Guillaume)
* It's now possible to compile the Qt port in "full software" mode (Guillaume)
* Added an autostart option, disabled by default (Guillaume)
* Now using a XDG compliant location for config file (Guillaume)
* Added a debugger to the Qt port (CyberWarriorX)
* DirectX cores can now be used in Qt port (CyberWarriorX)
* Cheat search function (CyberWarriorX)
* Option to show/hide menu and toolbar (Guillaume)
* Close button in pad settings (guillaume)

http://yabause.org/


2013年1月18日 星期五

SFC模擬器 Higen 執行 BS-X ROM 的方法

剛好有朋友問起這個問題,試了一下,終於順利進入遊戲了,先寫下來免得日後腦部硬碟又壞軌了...


 


非官方做法,僅參考.

1.先下載 BS-X BIOS + Kaizou Chounin Shubibinman Zero (Japan) (BS)
遊戲檔案.

2.開啟 higan ,Library --> Import Game ... -->先執行一次BS-X
ROM遊戲檔一次,關閉模擬器,
之後會在 C:/Users/*****/AppData/Roaming/Emulation/BS-X
Satellaview/生成 BS-X 遊戲檔案

3.開啟 higan ,Library --> Import Game ...
-->執行 BS-X BIOS檔案,再加載 2 中生成的 BS-X 遊戲檔案.

4.回至選單中 Super Famicom -->
Power 執行遊戲

5.進入後,按A (X) 直到進入城鎮中,在自家門口按A (X) -->選 保存情報的實行 -->選擇第一個
按A (X) 讀取完成後就能進入遊戲.





2013年1月15日 星期二

多機種模擬器 Mednafen 0.9.28-WIP



 


多機種模擬器 Mednafen 發布新版,更新如下:


-- 0.9.28-WIP: --


January 13, 2013:
 PSX: Corrected lcm_width and lcm_height emulation module structure values(affects QuickTime movie recording).


 Fixed a bug in the netplay sound buffer underrun mitigation code that was causing it to only write 1/2 the data it should
 be writing when the emulated system has stereo sound output.


 Make netplay text line command processing only able to make the netplay text area visible or refresh its visibility, and not
 able to hide it; fixes a problem of the netplay text area disappearing before the command response text
 (like the disconnect message after /quit) can be seen.


 Un-documented Musepack support for ripped CD images as the feature doesn't get much testing, and the support will eventually
 be removed(someday ;)).


 Removed some ancient unused members of a debugger-related address space data structure.


 Fixed a major bug in the CD image audio decoding code that broke repeated playback of
 CD audio tracks that are encoded in files handled by libsndfile(e.g. FLAC, WAV), although it may not have affected all
 formats, the problem was noted to occur with FLAC at least.
 (The bug is a regression apparently introduced in 0.9.25-WIP)


January 12, 2013:
 PCE_FAST: Fixed some problems with the 8bpp palette generation routine.


 Don't compile with -ffast-math anymore, as it was noted to mess up the NES sound resampler code when
 __attribute__((cold)) was used on the filter class constructor, to the extent that it was clearly audible.


January 10, 2013:
 Don't needlessly clear the software video buffers to black when changing video modes; fixes the problem of the screen going
 black when in frame advance mode and toggling fullscreen.


January 8, 2013:
 Fixed a crash(due to a buffer overflow) in Mednafen's test CD-DA player when sound is disabled.


 Fixed recording of QuickTime movies when sound is disabled(it was producing unplayably broken QuickTime files before).


 PSX: Added a pseudorandom component to command processing and seek timing, to prevent a lockup in "Legend of Dragoon".


January 6, 2013:
 NES, PCE_FAST: Made limited use of MDFN_COLD.


 Added "MDFN_COLD" define, expanding to "__attribute__((cold))" on sufficiently-recent versions of gcc.


 NES, PCE_FAST: Implemented 8-bit rendering internally(for ports, not used by Mednafen proper), using static(in the sense
 that the palettes won't change while emulation is in progress) palettes.  The limitations of palettized 8bpp don't
 really affect the NES too much in practice, except for at least one homebrew demo.  The PC Engine, on the other hand, is
 a different story...


January 5, 2013:
 PC-FX, VB, PSX: Fixed debugger trace log PC address recording.


 VB: Corrected (lack of) disassembly of "di" and "ei" instructions.


 PC-FX: Fixed broken VDC-A/VDC-B VRAM read/write aux debugger breakpoint support.


 PC-FX: Fixed debugger's graphics viewer weirdness when viewing transparent KING BG pixels(by forcing them to black).


 PC-FX: Fixed totally broken VDC VRAM debugger memory editor functionality


January 4, 2013:
 Only rebuild and re-run the 68K core generator program when necessary, hopefully fixing one big problem when doing
 a pure cross-compiled build.


January 3, 2013:
 Added "SABR"( [url]http://board.byuu.org/viewtopic.php?f=3&t=3416[/url] ) pixel shader, as an option for the *.pixshader settings.


December 24, 2012:
 Added "WYSIWYG"-style(except for the "overlay" video.driver) scaled, filtered, maimed, diced, and so forth screen snapshots,
 taken with the SHIFT+F9 key


 Marked "Insert/Eject disk/disc" key function assigned to key F8 as being "dangerous" and subject to the delay specified by
 the "ckdelay" setting, since many games respond very poorly to the disk/disc being ejected in the middle of a disc/disk
 operation.


December 23, 2012:
 Simplified(less multithreaded message moving madness) and moved some driver-side netplay code into the Mednafen core.


http://forum.fobby.net/index.php?t=msg&th=861&start=0&


Kawaks v1.63 !!

老牌街機模擬器 Kawaks 發布新版,更新如下:

What's new in
1.63:
-------------------

* New drivers:

- Street Fighter Alpha
3 (Hispanic 980904)
- X-Men Vs. Street Fighter (Asia 960910)
- X-Men:
Children of the Atom (Euro 950331)
- X-Men: Children of the Atom (Asia
950105)
- Marvel Vs. Capcom: Clash of Super Heroes (US 971222)
- Street
Fighter Zero (Hispanic 950718)
- Street Fighter Alpha 2 (US 960430)
- Ring
of Destruction: Slammasters II (Asia 940831)
- PuzzLoop 2 (Japan 010226)
-
Vampire Hunter: Darkstalkers' Revenge (Japan 950307 stop version)
- Super
Street Fighter II X (Japan 940223 rent version)
- Marvel Vs. Capcom: Clash of
Super Heroes (Jap 980123, PCB)
- Street Fighter Zero 2 (Japan 960430)
-
Super Street Fighter II: The Tournament Battle (Hispanic 931005)

- The
King of Fighters '98: The Slugfest (Korean M1 set 2)
- The King of Fighters
'97 (Korean)
- The King of Fighters '97 Oroshi Plus 2003 (bootleg)
-
Jockey Grandprix (set 2)
- Alpha Mission II (Prototype)
- Burning Fight
(Prototype)
- Choutetsu Brikin'ger - Iron clad (Prototype)
- King of the
Monsters 2: The Next Thing (Prototype)
- Final Romance 2 (Neo CD
conversion)
- Super Bubble Pop

- 1941 - Counter Attack (US
900227)
- 1941 - Counter Attack (World 900227)
- Captain Commando (World
911202)
- Captain Commando (Japan 910928)
- Forgotten Worlds (US set
2)
- Area 88 (Japan resale version)
- Knights of the Round (Japan 911127
alt)
- The King of Dragons (Japan 910805 alt)
- The King of Dragons (World
910805)
- Mega Man - The Power Battle (CPS1, US 951006)
- Tenchi wo Kurau
(Japan Resale Version)
- Final Fight (US set 2)
- Pang! 3 (Euro
950511)
- Warriors of Fate (World 921031)
- Street Fighter II': Champion
Edition (Japan 920322)
- Forgotten Worlds (US set 2)
- Final Fight (World
set 2)
- Street Fighter II - The World Warrior (US 910522 G)
- Street
Fighter II - The World Warrior (World 910228)
- Street Fighter II - The World
Warrior (US 910306)
- Street Fighter II' - Champion Edition (World
920513)
- Street Fighter II' - Champion Edition (Japan 920803)
- Street
Fighter II' - Champion Edition (Accelerator set 2)
- The Punisher (Hispanic
930422)


* Changed kof99nd to use non Korean P ROMs.
* Changed
SSF2T parent / clone relationship to match MAME.
* Changed SF2T parent /
clone relationship to match MAME.
* Various other changes to match MAME 148
ROM naming.

http://cps2shock.emu-france.info/

FC/SFC/GB/GBC/GBA/NDS模擬器 higan v092 fix

原名 Bsnes 的多機種模擬器正式改名為 higan ,更新如下:

For higan:
- I fixed the data ROM/RAM initialization for the
Cx4, which would periodically cause a crash.
- I also moved the Satellaview
MaskROM vs FlashROM detection into the Satellaview manifests, so Same Game -
Character Data works now.
- I also re-added the driver filter to the video
shaders, so the D3D driver won't show OGL shaders and vice versa.

For
ananke:
- You can now generate the other SGB images by putting sgb.rom in the
same folder as the BIOS images.(pompé comme d'hab sur emu-france.com)
- I
fixed the markup in the database and via heuristics for 5MB+ games (DKJM2,
ToP)
- Sufami Turbo and BS-X Satellaview generate BML now instead of XML when
using heuristics.


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

PCE/PCE-CD模擬器 Ootake 2.68

 
 
PCE/PCE-CD模擬器 Ootake
發布新版,更新如下:

2013/01/15 2.68 released
- The movement of "6-Button Pad"
was fixed. In the casino scene of "Emerald
Dragon", the input problem was
solved. In "Linda3", the input problem (
generated by v2.67) was solved.
-
The speed and timing were brought close to the movement of a real machine.
In
the stage 8 demo of "Spriggan mark2", the problem that the
screen
occasionally fell into disorder (generated by a recent version)
was
solved.
- Additionally, a detailed part has been improved and
corrected.

http://www.ouma.jp/ootake/

2013年1月14日 星期一

DeSmuME JIT 2013-01-13



NDS模擬器 DeSmuME JIT 發布新版,


更新內容與官方一致.


http://nds.baronline.net.ua/


 


 


FC/SFC/GB/GBC/GBA/NDS模擬器 higan v092

原名 Bsnes 的多機種模擬器正式改名為 higan ,更新如下:


- Fixed Gegege no Kitarou's name.
- Removed board ROM/RAM IDs.
- Various updates.
- Initial commit.


 


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


2013年1月12日 星期六

MAME v0.148



 


MAME老大哥再次更新,更新如下:


0.148
-------


MAMETesters Bugs Fixed
----------------------
- 02662: [Sound] (8080bw.c) schaser: The "missile" sound
is incorrect. (Robbbert)
- 05084: [Save/Restore] (fromanc2.c) fromanc2, fromancr: Freeze
after reload (Phil Bennett)
- 05097: [Crash/Freeze] (fcrash.c) sf2mdt, sf2mdta: [debug]
Crash after OK (Barry Harris)
- 04904: [Flip Screen/Cocktail] (bublbobl.c) tokio and clones:
Flip Screen offset down (Robbbert)
- 04903: [Flip Screen/Cocktail] (bublbobl.c) bublbobl and clones:
Flip Screen offset right (Robbbert)
- 04940: [Flip Screen/Cocktail] (m72.c) airduel, imgfight:
Background pushed 1/2 off right side when Flipped (Robbbert)
- 04938: [Flip Screen/Cocktail] (m52.c) mpatrol, mpatrolm:
Screen right offset and sprites with Flip Screen on (Robbbert)
- 05050: [Crash/Freeze] (mystwarr.c) gaiapols, mmaulers:
Crashes to prompt after a few seconds. (R. Belmont)
- 05090: [Sound] (btime.c) sdtennis: No Sound (Phil Bennett)
- 05094: [Sound] (lasso.c) lasso, chameleo, wwjgtin:
No sound (Phil Bennett)
- 01217: [Graphics] (decocass.c) csuperas: Playfield
keeps shifting. (David Haywood)
- 01218: [Color/Palette] (decocass.c) csuperas: When I started a
second game, the game colours went completely different
to the 1st game. (David Haywood)
- 00422: [Graphics] (decocass.c) cfghtice: When you approach to
goalkeeper, the play field suddenly flipped. (David Haywood)
- 05091: [Color/Palette] (mcr3.c) crater: Wrong colors (M.A.S.H.)
- 05087: [Crash/Freeze] (dambustr.c) dambustr: Game crashed if
you hit something (hap)
- 05086: [DIP/Input] (vicdual.c) depthch: Input and sound
doesn't work (hap)
- 05077: [Graphics] (missile.c) All playable sets in missile.c:
Graphics corrupt in Missile Command (Phil Bennett)

Source Changes
--------------
-6522via: Used core clock/attotime functions. [Curt Coder]

-mcs96: First (incomplete) stab at a core [O. Galibert]

-mcs96: divb reg,#nn fix [O. Galibert]

-mcs96: Fix V setting on divb [O. Galibert]

-mcs96: Add norml and the missing div variants [O. Galibert]

-Enabled multi-threading (-mt) by default on Windows. [Oliver Stöneberg]

-Crazy Otto history writeup and documentation. [Steve Golson]

-Added preliminary emulation of the NCR 53C700 SCSI I/O processor
[Phil Bennett]

-Even more comment updates to upd1771.c [Lord Nightmare]

-Kuru Kuru Pyon Pyon: Added technical and general notes. Added a brief
'how to play' and bookkeeping instructions. Hooked the YM2149 output
ports and logged the writes for testing purposes. Defined any clock
used. Cleaned up a bit the driver. [Roberto Fresca]

-pgm3in1 decryption [iq_132]

-Document Argus' game id as GV-101, derived from a tag on the wiring
harness of one of the prototype machines, which had been converted to
a prototype Q-bert later on at Gottlieb. [C. Anstett]

-m6809: Modernized the M6809 core. [MooglyGuy]

-ssem.c: Modernized the SSEM core. [MooglyGuy]

-Kuru Kuru Pyon Pyon: Fix the Coin 1 jam, added 'Medal In' input,
reworked DIP switches involved, and modified/added some notes about
the behavior. [Roberto Fresca]

-Kuru Kuru Pyon Pyon: Fixed YM2149 sound, fixed some memory map
offsets, Added some port mirrors, and added/corrected some technical
documentation. [Roberto Fresca, Charles MacDonald]

-esrip.c: Modernized Entertainment Sciences Real Time Image Processor
(ESRIP) core. [MooglyGuy]

-segas16b.c: decrypted aliensyn7 sound rom [Charles MacDonald]

-Kuru Kuru Pyon Pyon: Added hopper emulation. The game is now working
properly without jams. Also added coin counters, coin lockout, and
some extra documentation from Charles MacDonald... [Roberto Fresca]

-Kuru Kuru Pyon Pyon: Added proper mirrors for V9938 VDP and bankswitch
selector ports [Roberto Fresca]

-Waku Waku Doubutsu Land TonTon improvements... [Roberto Fresca]
* Added hopper emulation.
* Fixed the VDP V9938 VRAM.
* Defined clocks for CPU and YM2149.
* Fixed inputs to be consistent with other Success games.
* Added coin lockout.

-merit.c: Corrected the inputs for Big Apple Games and gave it a
standard draw poker button layout. Corrected the dipswitches for Big
Apple Games. Corrected the ROM names for Casino Five and game
description. Corrected the input for Riviera poker Rev A to get it
working. [Brian Troha]

-SDL: Experimental Qt-based debugger [Andrew Gardner, R. Belmont, qmc2]

-merit.c: Further input & dipswitch corrections / improvements and some
additional documentation updates. [Brian Troha]

-AVR8 core updates: [Sandro Ronco]
* added CPSE, LD Z+, ST -Z/-Y/-X and ICALL opcodes.
* added ATMEGA644 interrupt vectors.
* fixed Z flag in CPC, SBC and SBCI opcodes.
* fixed V and C flags in SBIW opcode.
* fixed pop/push order in CALL, RCALL, RET and RETI opcodes.
* fixed Timer 1 CTC mode.

-e132xs.c: Modernized Hyperstone CPU core. [MooglyGuy]

-sidearms.c: Added dipswitch locations to the Side Arms, Turtle Ship,
Dyger & Twin Falcons sets. [Brian Troha]

-silkroad.c: Added dipswitch locations to The Legend of Silk Road.
[Brian Troha]

-solomon.c: Added dipswitch locations to the Solomon's Key sets.
[Brian Troha]

-Preliminary support for M740 (M5074x/M5074x) CPU family [R. Belmont]

-VGA: fixed PEL shift register and putted start address update behind a
timer (that updates at vblank time). Fixes horizontal scrolling with
anything that uses it [Angelo Salese]

-SDL: Qt debugger support cleanup, fixed OS X crash [qmc2, R. Belmont]

-Capcom update [Team CPS-1]:
cps1:
* Added C632B.IC1 PAL to sf2 and captcomm clones, confirmed identical
to C632.IC1 [Corrado Tomaselli]
* Fixed one label in sf2ui according to the real board
* Reordered punisher sets, added missing punisherh B-Board code,
confirmed D9K2.9K in punisherj [Artemio Urbina]
* Added missing documentation to ganbare, removed some incorrect
notes, added missing B-Board and C-Board PALs
* Minor fixes
cps2:
* Documented an alternative SIMM card configuration for mvscjsing
[Smitdogg, The Dumping Union]
* Reordered csclubj set
zn:
* Restored the previously dumped sound ROM in strider2 and clones,
correct size is really 16Mbit [Stefan Lindberg]

-h6280: fix disassembler hookup [R. Belmont]

-SDL: Qt debugger support cleanup, work around Qt differences between
Fedora and everyone else [qmc2]

-merit.c: Cleaned up the word based game sets and corrected various
program rom labels. Also cleaned up the inputs and gave them a ZXCVB
key layout. Reordered the driver a bit to group gambling and word
based games. [Brian Troha]

-Z800x: Fixed some bugs in non-segmented mode [Christian Grössler]

-s11, s11a, s11b: Changed main IRQ timing based on schematics. Removed
YM2151 reset from s11 and s11a, as this is not hooked up on background
music boards used on these systems. Made background board
communications two-way. Added HC55516 to s11b background music
hardware. [Barry Rodewald]

-Williams System 11 pinball boards: Fix audiocpu clock; this fixes the
speed of music in High Speed and the pitch of the voices in Black
Knight 2000. [Lord Nightmare]

-info.c: skip non-configurable slot options in -listxml. [Fabio Priuli]

-s11, s11a, s11b: some more fixes to the IRQ generation for the main
cpu in williams system 11 pinballs [Lord Nightmare]

-Yet another system 11 irq speed fix: Correct the E clock frequency
used for the IRQ generation. Hopefully more games will pass their IRQ
self-test now. [Lord Nightmare, Barry Rodewald]

-Modernize the SegaPCM, Gaelco, NiLe, SNKWave, vrender0 (crystal system),
and QSound sound devices. [Andrew Gardner]

-SDL: Autodetect Ubuntu 12.10 and work around faulty default compiler
[R. Belmont]

-i8275: Modernized. [Curt Coder]

-hlsl: Added bounds-checking on presets. [MooglyGuy]

-hlsl: Cleaned up render target management. May provide better behavior
in games that use multiple resolutions, e.g. tekken3 and stv.
[MooglyGuy]

-m6805.c: Modernized M6805 CPU core. [MooglyGuy]

-SDL: fix "Illegal integer value for numprocessors: "auto"; reverting
to auto" [R. Belmont]

-metro.c: add PCB layout for Korean version of Toride II Adauchi Gaiden
[Guru]

-Added sound to Street Drivin' and Hard Drivin's Airborne [Phil
Bennett]

-input: Fix joystick constraint computations when multiple sources are
possible [O. Galibert]

-Naomi: Updated a few previously unknown game numbers [Arzeno Fabrice]

-hlsl: Fixed crash when using presets. [MooglyGuy]

-hlsl: Restored old HLSL prescale behavior, with 0 being auto-detect.
[MooglyGuy]

-render.c: Added new PRIMFLAG macros pertaining to vectors, to be
used by the OSD. [MooglyGuy]

-d3dhlsl.c: Began laying the groundwork for vector post-processing,
disabled by default. [MooglyGuy]

-Split AMM decoder from YMZ770 and add MPEG layer 1/2 support
[O. Galibert]

-De-skeletonized Sega Z80 type Digital Sound Board, hooked up to swa
[R. Belmont, O. Galibert]

-stcc: hooked up Z80 digital sound board [R. Belmont]

-scud: Hooked up Z80 digital sound board [R. Belmont]

-bongo: Fix cocktail flip [Kevin Pickell]

-Small changes [Kevin Eshbach]
* Corrected how cocktail mode in Bagman is set. Cocktail mode is set
by grounding a pin on the edge connector, not a dip switch.
(Verified this on a real pcb and the schematics even show this
correctly.)
* Corrected the rom names and locations for the Xevious bootleg
Xevios, added the pal dump for the Xevious bootleg and marked the
game as wrong sound because it does not use any of Namco custom
mcu’s but instead a 4th Z80.
* Added partial dip switch locations for Elevator Action and Front
Line

-portmidi: Initial commit. [R. Belmont]

-metro.c update [Luca Elia]
* added work RAM mirror (fixes toride2g intro)
* halved palette size
* corrected video chip model and offsets in several games

-Ozon1 : fixed cocktail mode [Kevin Pickell]

-metro.c update [Luca Elia]
* I4220 supports 16x16 tiles too
* merged in vmetal.c

-tagmap: Try a slightly better hashing function [O. Galibert]

-removed psx_state, all code shared between mame and mess is now in
src/emu/ [smf]

-Dsp16: Begin work on CPU core. [Andrew Gardner, Quench]

-8042kbdc.c [Peter Ferrie]
* add support for keyboard enable command
* add support for keyboard reset command
calchase.c [Peter Ferrie]
* corrected memory map to 64kb blocks
* corrected access to PAM register
* removed execution hack
i386.c: [Peter Ferrie]
* set some features bits for Pentium 3 CPUs
idectrl.c [Peter Ferrie]
* fix phantom slave drive detection problem
queen.c [Peter Ferrie]
* split BIOS region into 64kb blocks
* implement missing PAM registers
* remove unused PAM regions
* correct CPU type
savquest.c [Peter Ferrie]
* split BIOS region into 16kb blocks
* implement missing PAM registers

-funkball.c, midqslvr.c, queen.c, savquest.c, xtom3d.c [Peter Ferrie]
correct slave_ack configuration member declaration

-cdrom: Introduces concept of logical sector addresses so games see the
disc with pregap/postgap sectors actually taking up sector numbers as
in reality. Fixes PC-Engine CDs with hardcoded sector numbers.
[R. Belmont, Angelo Salese]

-d3dhlsl.c: Clamp hlsl_prescale_x/y to a minimum of 1. Fixes crashes
when using nomaximize switch. [MooglyGuy]

-d3dhlsl.c: Free HLSL resources on device reset. Fixes hang when
alt-tabbing away from a fullscreen window and back. [MooglyGuy]

-drawd3d.c: Move default_texture creation into
device_create_resources. Should fix intermittent crashes when
alt-tabbing back to a full-screen instance of MAME. [MooglyGuy]

-diserial: correct uninitialized data bug where the first character
transmitted would sometimes fail to synch. [R. Belmont]

-n68681: preliminary working diserial-based I/O [R. Belmont]

-Added cdda_get_channel_volume() function to CD-DA device. Fixed volume
control display in PC Engine CD system [Angelo Salese]

-fixed or improved cocktail mode / player 2 controls for lupin3,
polaris, indianbt, steelwkr, spacmiss, galactic, darthvdr,
alieninv, sinvzen, yosakdon, yosakdona, cosmicmo, cosmicm2,
spacewr3, spcewars. [Robbbert]

-Added a new implementation of the Intel 8275 with accurate
DMA timing. [Curt Coder]

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Armadillo Racing (AM1 Ver. A) [Guru, R. Belmont]
Rise of the Robots (prototype) [Phil Bennett, Ordyne]
Riviera Hi-Score (2131-08, U5-4A) [Brian Troha]
Manhattan [Charles MacDonald, The Dumping Union]
Grasspin [Alberto Grego, Zabanitu, hap, David Haywood]

New clones added
----------------
Super Street Fighter II: The Tournament Battle (Hispanic 931005)
[Artemio Urbina, Josue Gutierrez]
Star Warrior (Potomac Mortage version of Space Firebird) [Cowering]
Survival Arts (Japan) [ShouTime, Nosunosu]
Alien Syndrome (set 7, System 16B, MC-8123B 317-00xx) [Arzeno Fabrice]
King Derby (bootleg set 2) [Luca Elia]
Bump 'n' Jump (original Data East USA) [Kevin Eshbach]
Toride II Bok Su Oi Jeon Adauchi Gaiden (Korea)
[gp-lee, Guru, Luca Elia]
Monza GP (bootleg) [f205v, Antro, Vernimark]
Super Cup Finals (Ver 2.2O 1994/01/13) [dlfrsilver, The Dumping Union]
Imola Grand Prix (newer set) (not working) [f205v, Antro, Vernimark]
Sprint 2 (color kit, Italy) [Zab]
Penfan Girls - Step1. Mild Mind (set 2) [Any, The Dumping Union]
Street Fighter Zero 2 (Japan 960430) [Razoola]


New games marked as GAME_NOT_WORKING
------------------------------------
Photo Y2K 2 (3-in-1) [Tjeerd Carter, Smitdogg, The Dumping Union]
Bowling Try
[H.A. Pontes, R. Mucciarelli, Tormod, Yohji, Smitdogg, The Dumping Union]
Sega Bass Fishing Challenge
[Surgeville, F.B. More, Sacrilego, gamerfan, CaH4e3, Smitdogg, The Dumping Union, R. Belmont]


http://www.mamedev.org/


 


街機模擬器 Raine v0.60.00 + NGCD模擬器 NeoRaine v1.4




街機模擬器 Raine v0.60.00 更新內容:


changes in this version are related to opengl : optionnal overlay
interface using a sdl_gfx font and opengl instead of the old 6x8 font
* the gui looks better when switching to/from fullscreen
* when benchmarking display only the fps, which makes it more readable.


****************************************************************************


NGCD模擬器 NeoRaine 更新內容:


- opengl driver which becomes the default driver for raine/neoraine
- optimized build
- restoration of the scanlines
- -bpp command line option


 


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


 


2013年1月10日 星期四

PSP模擬器 PPSSPP 測試 -- Ultraman Fighting Evolution Zero

E6300
9800GT
4G ram
Win 7 x86
**************************
Ultraman這款遊戲在PSP上應該是以30fps的速度進行,PPSSPP以faster interpreter來運行才能以較正常得速度模擬(60fps so fast).

有音效無音樂,速度大致正常.



2013年1月9日 星期三

PSP模擬器 PPSSPP 測試 -- Hatsune Miku Project Diva Extend

E6300
9800GT
4G ram
Win 7 x86
**************************
第一次接觸初音系列,感覺上SEGA製作遊戲的功力還是很不錯,音樂與畫面相當搭配,更重要的是模擬器的模擬程度已經能接近完美的體驗這款遊戲!!



2013年1月8日 星期二

安卓界另一怪咖 Project SHIELD


掌機市場的無限商機使得 NVIDIA 決定也參一腳,這款安卓掌機代號為 Project SHIELD,具有相當的開放性與靈活性,採用 Tegra 4 作為核心讓速度不再是問題,對模擬器而言又是一個非常棒的平台,不過價格方面是否一樣漂亮又是未知之數...


 


http://shield.nvidia.com/


街機模擬器 aFBA 1.5


 



街機模擬器 Final Burn Alpha for Android aFBA 發布新版,非常不錯的免費安卓街機模擬器,建議更新!


 


1.5 release note


-fix stick bug after input edit


 


1.4 release note


-updated to latest fba (0.2.97.28)


-aFBA and libafba is now one package


-added on screen joystick configuration (position and scale)


-added 7z compression support


-added scale 2x option


-added compatibility list (menu -> CompatList)


-added roms listing filters (WIP, only year and system)


-added x86 cpu compatibility


-fix screenshots loading time


-fix scanline orientation for vertical games


-fix vibration enable/disable


-removed intrusive "airpush" ads, replaced by admob


 


http://forum.xda-developers.com/showthread.php?t=1932280


2013年1月6日 星期日

PS模擬器 no$psx v1.2



 


PS模擬器 no$psx 發布新版,更新如下:

- audio: supports 16bit sound output (less noisy on compressed adpcm samples)
- audio: supports mono output or disabled sound output (without crashing emu)
- emu: avoids triggering f8_brk_handler upon sp=FFFFFFFFh (Crash Bandicoot 3)
- emu: avoids warnings on writes to invalid io ports (unless warnings enabled)
- video: supports GP0(35h,37h,3Dh,3Fh) unused-shading commands (castlevania)
- video: added display brightness option (nonlinear bright, or linear dark)
- video: overscan: skips hidden upper scanlines (mainly for NTSC games)
- video: underscan: draws black upper/lower borders (mainly for PAL games)
- debug: memorizes old PC on emulation start (for undo "jump" via cursor left)
- debug: input boxes recognize hi,lo,pc registers (eg. for ctrl+g, goto pc)
- debug: option: allows to disable single, or multi-word disass pseudo opcodes
- debug: added optional cdrom-command logging to TTY window (see other options)
- setup: enabled automatic-save-options by default, removed fixed settings
- a22i: rejects overflow-trap-flag (t) on logical commands (via mipass_logi_inj)
- bios: fixed "extract_device_name" return value (for castlevania's "sim:")
- bios: fixed "krom_2_offset" calculation: (msb-88h)*BCh+(lsb<7Fh)+lsb-9Fh
- bios: added "patch_install_lightgun_irq_handler_inefficient" (dqm)
- bios: added "patch_uninstall_early_card_irq_handler_inefficient" (raiden dx)
- bios-font: 1st choice: use copy of font from psx-bios.rom (if present) (fast)
- bios-font: 2nd choice: use formerly created no$psx.chr (if present) (fast)
- bios-font: 3rd choice: create no$psx.chr from japanese 4Mbyte MS Gothic (slow)
- bios-font: 4th choice: otherwise use non-japanese font from Courier New (fast)
- bios-font: 5th choice: dummy rectangles (non-blanks required for castlevania)
- selftest: shows CPU, GPU, and SPU emulation load (in iomap "timers" window)

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


2013年1月5日 星期六

PSP模擬器 PPSSPP 0.5


 


PSP模擬器 PPSSPP 發布新版,更新如下:

January 4, 2012: PPSSPP 0.5: A small step for mankind, a huge step for PPSSPP!

The last release was over a month ago, but believe me, it's been worth the wait! PPSSPP 0.5 brings large compatibility improvements, much better audio, many graphics fixes, savegames working in many games, and save states too! All of this available for both Android and Windows, with more ports coming soon.

In this release we also make available the PPSSPP Gold version, which is a paid version with a golden icon but otherwise identical to the main release. If you want to support the development of PPSSPP, a great way is to buy PPSSPP Gold. Currently only available for Android.

Now, stay tuned for v0.6, for which I have planned to write a dynarec (JIT) for ARM, which will improve speed on Android.

http://www.ppsspp.org/index.html


多機種街機模擬器 Raine 0.51.16




多機種街機模擬器 Raine 發布新版,更新如下:

I just had a report of some unstability in windows when running raine for a long time (a whole run in truxton2 or cawing), so I took the opportunity to release some unreleased changes, it only fixes scanlines (again !) and restores the -bpp command line switch. And it disables some optimizations which might be the cause of the unstability, tests needed to be sure.
There might be a new neoraine binary after the tests have been done.

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