2013年9月29日 星期日

3DO模擬器 4DO v1.3.2.3



3DO模擬器 4DO 發布新版,更新如下:

  • Fixed file extraction – File extraction from the file browser was not functioning because of a missing DLL from the released 1.3.2.2 files.
  • File browser tweaks – Users can now cancel copy operations, and basic progress indicators have been added.
  •  

    M64Py v0.1.6



    這款N64模擬器是來自於 Mupen64Plus ,因為Mupen64Plus沒有GUI介面造成操作不便,所以有了這款整合介面的模擬器誕生,當然骨子裡還是Mupen64Plus...

    * SDL2 support
    * option to disable screensaver when emulator is running
    * option to keep aspect when resizing window
    * LoadFrom/SaveAs actions for state files, PJ64 states are supported

    http://m64py.sourceforge.net/



    RetroArch 0.9.9.6 Megapack



    多機種模擬器  RetroArch 發布了一個 0.9.9.6的整合包,更新如下:

    These are megapacks, which include RetroArch, many libretro cores and shaders.

    http://themaister.net/retroarch.html

    2013年9月23日 星期一

    Wii/NGC/Triforce模擬器 Dolphin 4.0

    The Legend of Zelda: Twilight Princess
    海豚終於更新了.......大讚!!!

    Update: a few hours after release, a bug causing crashes with Windows x64 and Single Core mode was found by testers. Single Core mode is not used for regular gameplay but is usually required for TAS and NetPlay. While it only affects a few specific use cases of the emulator, we still consider this a critical issue and we will release a Dolphin 4.0.1 version fixing this bug. Sorry for the inconvenience.

    On behalf of the Dolphin Emulator development team, I am pleased to announce the release of Dolphin 4.0, the newest major release of the most compatible and most performant GameCube and Wii emulator for PC. Dolphin 4.0 is a special release for all of us, since it also marks the 10 years anniversary of the project, first unveiled by Henryk Rydgård (ector) in September 2003.
    Dolphin 4.0 can be downloaded for Windows (x86 or x64), Mac OS X (>= 10.7) or Ubuntu 13.04 from our official website: dolphin-emu.org.

    Changelog

    With about 2500 changes since Dolphin 3.5, Dolphin 4.0 is a big release with the addition of several new major features:
    Beta support for the Wii official online multiplayer (Documentation)
    This is a feature that has been coming for a long time. More than two years ago, Matthew Parlane and Shawn Hoffman started working on emulating the Wii Wi-Fi networking API in order to run Wii online multiplayer games inside Dolphin. While it was not an easy change in itself, it also required a lot of modifications to core components of the emulator to be implemented properly (for example asynchronous IPC HLE) and a lot of debugging. It is now working well enough that we are releasing it to the public as a beta: don't expect everything to work, but popular games like Mario Kart Wii or Super Smash Bros Brawl can be played online right now.
    Alpha support for ARM/Android
    About two years ago, Ryan Houdek began the implementation of an ARM port of Dolphin, designed to run on powerful mobile phones and other ARM devices in the future. After a long time spent making Dolphin work well on both ARM and x86, Dolphin can now emulate GameCube and Wii games on recent Android phones. This support is still in early alpha stages: crashes happen, it's slow on Qualcomm hardware because of graphics drivers issues, and it is still missing a ton of features. Nowadays, Dolphin on Android is a two man project: Mathew Maidment is helping Ryan with the UI and making the Android version actually usable.
    Global User directory on Windows (Documentation)
    This is not exactly a major feature, but it is a big change in how Dolphin works on Windows, and requires user interaction to move from the old configuration system to the new one. Before 4.0, Dolphin configuration was stored next to Dolphin.exe, often causing issues when upgrading to a new version of Dolphin. New versions of Dolphin use a centralized location to store the configuration for all builds, usually My Documents\Dolphin Emulator. The documentation article linked above explains the details of this move, as well as what you need to do to migrate your old configuration to the new system (if you were using Dolphin before).
    New AX DSP HLE emulation code
    DSP HLE is the main audio emulation technique used in Dolphin. Before 4.0, it was extremely inaccurate and full of bugs, mostly due to how it was implemented. Dolphin 4.0 introduces a full rewrite of the audio emulation used in 99% of games, fixing hundreds of audio related bugs in Dolphin. On the flip side, it is now required to run a game at full speed to get full speed audio out of it, which is a direct consequence of fixing these bugs.
    A lot of more minor changes were also integrated in that new Dolphin release:
    New look
    A new look has been designed by MaJoR for Dolphin (new icon, new icon theme) and implemented on a new version of the Dolphin website by Pierre Bourdon.
    Wii Balance Board and GC Steering Wheel support
    Support for these two devices was added respectively by Matthew Parlane and skidau. The Wii Balance Board is not emulated and requires the real device to be used.
    Wii Remote support improvements
    Wii Remote background scanning was implemented to more closely match how a real Wii detects remotes, and support for -TR (Wii Motion Plus Inside) remotes was implemented for Mac OS X. A new documentation guide about Wii Remotes on Dolphin was also written by MaJoR to help Windows users with Wiimote issues.
    Fastmem support for Linux and OSX
    Fastmem is an optimization for Dolphin's CPU emulation, which was previously only implemented on Windows. Adding Fastmem support on Linux and OSX boosted the performance by 15 to 20% on these platforms.
    New OpenAL audio backend
    This audio backend, written by skidau, supports three important features that are not implemented in other backends yet: configurable audio latency, surround sound using the information contained in the Dolby Pro Logic II encoding used by most GameCube and Wii games, and support for sound stretching to make audio slow down when a game does not run at full speed.
    OpenGL video backend rewrite
    The Dolphin OpenGL video backend was rewritten by Markus Wick in order to use newer features of OpenGL and be GLES3 compatible. As a result, the OpenGL backend is now the fastest Dolphin video backend on NVIDIA cards.
    NetPlay stability and usability improvements
    Before Dolphin 4.0, GameCube NetPlay was at best a curiosity. 4.0 added a lot of NetPlay related changes which makes it actually usable for most games, but sometimes with performance issues. Super Smash Bros Melee players are now using Dolphin for regular online NetPlay tournaments, and it just works. Read the official NetPlay guide for more information.
    Mac OS X support enhancements
    This release also adds a few small OS X improvements: the Dolphin DMG bundles are now signed by a valid developer ID and do not require you to disable Gatekeeper to be used. The emulator is also Retina Display aware and handles the logical scaling better on these screens.
    Icon themes support
    In addition to shipping with a new default icon theme, Dolphin now allows you to make your own themes and share them with other people.
    https://dolphin-emu.org/

    2013年9月22日 星期日

    PCE/PCE-CD模擬器 Ootake Ver 2.71

    PC上最好的PCE/PCE-CD模擬器 Ootake 發布新版,更新如下:

    2.71
    - With Windows8, when the dialog was displayed, the bug that the error had
        occasionally gone out by some PC environment was fixed.
    - When using it in an old PC environment (model to which a graphic chip did
        not support shader 3.0), the bug of which the initialization error of
        Direct3D had gone out was fixed.
    - With a little power PC environment, at the reload of a game, the bug that
        the first sound did not occasionally play a little was fixed.

    2.70
    - The sound processing has been improved. And, the balance of the overall
    sound has been readjusted. Perhaps, I think that tone quality went up
    in a lot of PC environments.
    - "DirectSound7", "DirectSound9", and "XAudio2" were added to the Audio
    menu. This selection changes tone quality (Because the mixing processing
    method changes). Encouraging is "DirectSound7 Static" (default from
    v2.70. the compatibility of it with the wave memory sound is good.)
    * This is a change only at playing. The WAV data of the capture(Output
    WAV file) is the same.
    * Please update DirectX to the latest one if the error goes out when
    "XAudio2" is selected.
    http://www.microsoft.com/en-us/download/details.aspx?id=35
    - In Baseball Games, the ball count is displayed in order of BSO (BALL,
    STRIKE, and OUT). (the display positions is swapped in real time with
    Ootake)
    Correspondence Games: "Power League (World Class Baseball (U)) Series",
    "World Studium Series", "Korega Pro Yakyuu Series", "Naxat Studium",
    "Eikan ha Kimini", "Baseballer", and "ROM ROM Stujium".
    * It is possible to release it by "CPU->Swap STRIKE & BALL" menu.
    - The timing of the CD-DA sound and the image display was brought close to
    the movement of a real machine. Execute "Audio->Adjust CD-DA->
    Adjust CD-DA Auto Set" menu once when you want to match it to the optimum
    value of timing.
    - The speed and timing were brought close to the movement of a real machine.
    In the title screen of "Aurora Quest - Otaku no Seiza", the problem of the
    pad input was solved.
    In the stage 5 of "Rayxanber II", the problem that had occasionally
    stopped was solved.
    In "Mugen Senshi Valis", the problem that had not occasionally started
    with some PC environment was solved.
    In the talk scene of "Ys IV", the timing accuracy of the voice and the
    picture has risen.
    - In "Rayxanber II", "Ginga Fukei Densetsu Sapphire", and "Eikan ha Kimini",
    There is a problem that noise has entered tune begining of some music
    tracks. (perhaps, it was a mistake of the CD-ROM production at the sale
    that time). Ootake v2.70 beautifully performs these.
    - When playing at full-screen, the bug that [R]key(display of the game that
    had been played recently) did not work was corrected.
    - In some PC environments, in the dialog that selects the full-install CD
    games, the problem that "install" folder had not been occasionally
    developed was solved.
    - In "Rayxanber II", the problem that TurboButtun(AutoFire) function was not
    occasionally effective was solved.
    - In the opening demo of "Tenchi Muyou! Ryououki", the problem to which the
    screen was advanced early was solved.
    - In the winning message of "Garou Densetsu II", the problem to which the
    screen was advanced early was solved.
    - In the demo of "The Pro Yakyuu Super '94", the problem that the lower
    right of the screen occasionally fell into disorder was solved.
    - When "Battlefield '94 in Tokyo Dome" is started, PCE's 6-button pad is
    connected by the automatic operation.
    - Additionally, a detailed part has been improved and corrected.

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

    2013年9月21日 星期六

    SEGA~~NEW or NEXT !!!

    SEGA~~♫  還有多少人記得SEGA MD-CD的開機音樂?我的最後一台家用主機是Dreamcast,之後的PS(x)~XBOX(x)~NGC~Wii(x)一部都沒買,因為找不到以前遊戲的靈魂了。

    關於SEGA重返家用機戰場的傳言不斷,ファミ通No.1289 的附錄 SEGA CONSUMER 30th ANNIVERSARY BOOK 收錄了對石川雅美的訪問內容 :

    「アーケードゲーム以外にも新しいプロダクトを立ち上げる【Nプロ研究開発部】で、
    新しいものを立ち上げようとがんばっています。”N”は”NEW”や"NEXT"を意味するのですが、メガドライブ級のニュースをお届けしたいですね」
     
    石川雅美曾參與過許多SEGA硬體開發工作,目前他正在(Nプロ研究開発部)工作中,N代表的是NEW or NEXT,文中提到  アーケードゲーム以外 ...... メガドライブ級.......???
     
    向在日本SEGA的朋友詢問後得到的結果...........相當晦暗不明!!朋友只是笑笑不願提供進一步情報,這也代表消息封鎖得相當嚴密。SEGA Return之日也許...?
     
    10月底或許就會有更多消息了......??!!
     
     

    2013年9月20日 星期五

    MAMEUIFX 0.150



    MAMEUIFX 隨著 MAME更新至 0.150,更新如下:


    Updated to MAME 0.150

    * Changelog from 0.149.2:

    - Added "DISPLAY NO ROMS GAMES ALWAYS AS AVAILABLE" option to the GUI
    ("Interface Options", enabled by default - This will make "Pong (Rev.E)" game always available)
    - Added support for MR.DO'S NIGHTMARE (As requested via PM)
    - Added support for OFFICIAL HISTORY.DAT version
    (The one specific for MAMEUI is no more needed)
    - Changed colors of some dialogs: "ABOUT, INTERFACE OPTIONS" and so on
    - Implemented COLORED OPTIONS HIERACHY in the GUI
    • BLACK = ALL GAMES OPTIONS
    • PURPLE = ALL HORIZONTAL GAMES OPTIONS
    • BLUE = ALL VERTICAL GAMES OPTIONS
    • ORANGE = ALL VECTOR GAMES OPTIONS
    • RED = ALL SOURCE GAMES OPTIONS (e.g. all CPS1.C games)
    • GREEN = SPECIFIC SINGLE GAME OPTIONS
    - M1FX 5.0 released. Fixed nasty bug which caused missing sound on some systems
    http://mame32fx.altervista.org/home.htm

    2013年9月17日 星期二

    MAME 0.150

    MAME 發布新版,更新如下:

    0.150
    -------


    MAMETesters Bugs Fixed
    ----------------------
    - 02106: [Speed] (ddragon.c) ddragon2, ddragon2u: [possible] The game
    slows down in the first level, after the helicopter appears (Phil Bennett)
    - 03908: [Graphics] (ddragon.c) ddragon2, ddragon2u: [possible]
    Missing graphics when starting 2-Player (Phil Bennett)
    - 00416: [Crash/Freeze] (ddragon.c) ddragonw1: When finishing
    the game its reset and so go to check rom screen again and freezes! (Phil Bennett)
    - 05287: [DIP/Input] (namcos2.c) sgunner2, sgunner2j: Player 2
    Start missing (Tafoid)
    - 05241: [Misc.] (moo.c) All moo.c sets: AddressSanitizer:
    heap-use-after-free (Firewave)
    - 05281: [Color/Palette] (8080bw.c) rollingc: Wrong colors (hap)
    - 05207: [Graphics] All vector games: In the vector games, graphics
    remains imprinted even when exit the game. (MooglyGuy)
    - 05162: [Core] Toggling HLSL off then on with ctrl-alt-F5
    will drop its use of aperture.png (MooglyGuy)
    - 05218: [Graphics] crash when hlsl_read is set to 1 (MooglyGuy)
    - 05214: [Color/Palette] (bzone.c) bzone: bzone displays
    black and white. (MooglyGuy)
    - 05235: [Core] You can't alt-tab and back with HLSL enabled
    and in 148 you could (MooglyGuy)
    - 05056: [Crash/Freeze] (badlands.c) badlandsb, badlandsb2:
    Access Violation after OK (Osso)
    - 05268: [Color/Palette] (mappy.c) todruaga: Sprites use
    wrong colors (Osso)
    - 00032: [Graphics] (taito_f3.c) tcobra2: There are stray flashing pixels
    on the bottom left of the helicopter. (David Haywood)
    - 00942: [Sound] (topspeed.c) topspeed: Engine sounds only play when driving
    in tunnels or under bridges, and turbo sounds never play. (Phil Bennett)
    - 05089: [Crash/Freeze] (aristmk5.c) goldprmd, magicmsk: Crash after OK (Firewave)
    - 00980: [Sound] (taito_b.c) tetrist: The sound has strange intermittent noise in
    background. Also, the music tempo is wrong (Brian Troha)
    - 05284: [Sound] exprraid and clones: YM3526 has incorrect frequency (Phil Bennett)

    Source Changes
    --------------
    -Make modernized i86 core endian-safe again [Alex Jackson]

    -Created new device_video_interface. Right now its sole purpose is to [Aaron Giles]
    house a screen tag and to find the screen at startup, providing an
    m_screen object that can be used. One nice feature is that if there is
    only one screen and no screen has been specified, it will auto
    configure to that screen. This removes the need to explicitly specify
    a screen in the configuration for a large chunk of drivers (though
    doing so never hurts). A new macro MCFG_VIDEO_SET_SCREEN is provided,
    though devices are encouraged to define their own that maps there so
    it is obvious which device is being targeted. The
    device_video_interface's validation function will error if an invalid
    screen is specified or if no screen is provided but there are multiple
    screens present.

    Updated all devices that currently had an m_screen in them to use the
    device_video_interface instead. This also has the nice benefit of
    flagging video-related devices for categorization purposes. It also
    means all these devices inherit the same screen-finding behaviors. For
    devices that had interfaces that specified a screen tag, those have
    been removed and all existing structs updated.

    Added an optional_device
    m_screen to the base
    driver_device. If you name your screen "screen" (as most drivers do),
    you will have free access to your screen this way.

    Future updates include:
    * Updating all devices referencing machine.primary_screen to use the
    device_video_interface instead
    * Updating all drivers referencing machine.primary_screen to use the
    m_screen instead
    * Removing machine.primary_screen entirely

    -i286: modernize [Carl]

    -Modernized galeco, okim6376, vr0video, mb87078, snk6502 devices. [Osso]

    -Adds a watchpoint debug view. [Andrew Gardner]

    -Adds the watchpoint view to the QT Debugger's "Break|Watchpoints"
    window. [Andrew Gardner]

    -Fix long-standing architectural wart: the priority bitmap is no longer [Aaron Giles]
    owned by the tilemap system, and no longer exists globally in the
    machine. Instead it is allocated per-screen for all systems. This has
    several side-effects:

    1. Previously, the pdrawgfx* functions were already changed to take
    the priority bitmap as a parameter. Now all other hand-crafted
    functions that mess with the priority bitmap generally must do so as
    well, and have been updated.

    2. Calls to the tilemap system now need to provide a screen_device.
    This is not just for the priority_bitmap, but also for screen
    flipping, which previously always assumed the "primary screen" when
    doing flipping calculations.

    3. All devices that implemented tilemap-like functionality have been
    updated to follow the same pattern, since they largely tend to call
    through to the core tilemap system at some point.

    -ym2413.c - Reverted KSL value order to 0, 1.5, 3.0, 6.0dB/oct after
    testing with a real YM2413 [Wouter Vermaelen]

    -Modernized galaxian sound device. [Osso]

    -Split eeprom.c into a base class base_eepr-om_device and a [Aaron Giles]
    serial-specific subclass serial_eeprom_device. Moved the latter into
    its own file eepromser.c and significantly cleaned up/simplified the
    code. The new code should be functionally the same as the previous
    code, but expect that to change soon. As a side-effect, the size and
    bus width of the EEPROM is now specified in the ADD macro rather than
    in the interface structure.

    -Rewrite serial EEPROM devices, breaking them out into separate chips [Aaron Giles]
    of the proper size and protocol. Update all drivers, removing custom
    implementations, and replacing them with standard ones. Moved core
    read, write, erase functionality into the EEPROM base class a
    simulated delays in write/erase cycles. Still some more
    testing/verification work left to do.

    -Add support for CD2501ECD variant of tms52xx, used in the TI 99/8
    prototype. Renamed TMC0285 to the more correct CD2501E in the TI
    99/4a. [mizapf, Lord Nightmare]

    -started integrating DECO104 findings from Charles, done a preliminary
    hookup of Double Wings to it (input ports bit order not yet verified)
    Nuked old bad simulation code for DW [Charles MacDonald, David
    Haywood]

    -Modernized MultiPCM, mjkjidai, renegage, ninjaw_subwoofer devices [Osso]

    -3x3puzzl.c: Correct dipswitches and add dipswitch locations for
    Casanova. [Brian Troha]

    -opwolf.c: fix coinage dips in opwolfj [Alex Jackson]

    -fixed undefined order of evaluation in FETCH* and READ* functions in
    src/emu/cpu/i386/i386priv.h [Carl, Oliver Stöneberg]

    -Modernized the s14001a and exidy sound devices. [Osso]

    -Modernized the Seibu ADPCM device and converted the Seibu sound system
    to be a device. [Osso]

    -added makefile define FASTDEBUG to disable some debug-specific stuff,
    that is causing performance hits (for e.g. profiling)
    [Oliver Stöneberg]

    -neogeo.c: endian fix for kof2003 protection [Alex Jackson]

    -Converted the T5182 to a device. [Osso]

    -add support for a China internal ROM to kov2p sets [XingXing]

    -Modernized Mirco3D noise device. [Osso]

    -Added initial code for internal web server [Miodrag Milanovic]

    -SDL: Revise the *IX man pages [wallyweek]

    -Moved tilemap_memory into a generic memory_array class, since it is [Aaron Giles]
    more generally useful than just in tilemaps. Code is now in memarray.*

    -Converted the Atari RLE motion objects device from a half-assed device [Aaron Giles]
    into a full-assed device, leveraging the memory_array class.

    -neogeo.c: fix memory leak, clean up inputs a bit [Alex Jackson]

    -Added eeprompar.*, implementing a simple interface for parallel [Aaron Giles]
    EEPROMs.

    -Created atari_eeprom_device which wraps a 2804 or 2816 EEPROM with the [Aaron Giles]
    standard Atari write-locking mechanism. Updated all drivers to use
    this, and removed all EEPROM stuff from atarigen.

    -wd_fdc: Don't switch off the motor when the fdc doesn't have a motor
    control pin [O. Galibert, Duke]

    - Assorted fixes based on PCB observations: [system11]
    * galpanic.c - Fixed rom names for newfant and added new set.
    * splash.c - Adjusted msm5205 clocks to proper values.
    * tumblep.c - Fixed sound hardware speeds to match PCB for chokchok,
    htchctch and cookbib.

    -segas16b.c: Corrected rom labels and added PCB locations to the MVP
    (set 2, US, FD1094 317-0143) set. [Layne]

    -sandscrp.c: Added dipswitch locations and corrected default settings
    for the Sand Scorpion sets. [Brian Troha]

    -MC6801/6803 updates: [R. Belmont]
    * Support for timer output capture to pin P21
    * Support for externally-clocked serial
    * Added devcb2 hook for serial xmit to easily differentiate xmit from
    other Port 2 updates. Bits are still also sent to Port 2 of
    course.

    -captcommb : various graphical issues fixed, marked as working
    [Barry Harris]

    -taito_b.c: Correct the Tetris C12 set and fill in missing Nastar roms
    needed for the conversion, correcting missing sound samples. Added a
    note about the missing PALs for both Tetris B-System conversions.
    [Brian Troha]

    -altbeastbl - hook up gfx writes properly [Barry Harris]

    -taitosnd.c - Improve TC0140SYT/PC060HA NMI handling, preventing lost
    interrupts [Phil Bennett]

    -topspeed.c - Various updates: [Phil Bennett, Andy Welburn]
    * Fixed MSM5205 hookups and implemented engine sound
    * Added Z80 CTC
    * Added volume controls
    * Corrected 68000 clocks and VSYNC frequency
    * Changed interrupt handling to match hardware
    * Added motor control notes
    * Fixed sprite list parsing (no more mysterious red dot on the far
    left)
    * Corrected b14-67-1/b14-68-1 ROM locations

    -PGM: Implement some missing asic25/asic28 registers. This fixes the
    high score screen for olds & clones. [rockywall, Creamy Mami]

    -multipcm: Use address space instead of direct memory region
    [R. Belmont]

    -Chihiro.c: [Samuele Zannoli]
    * add more patches needed until usb is implemented
    * add support for more texture formats and drawing primitives to the
    3d accelerator

    -Separate Ensoniq "pump" device out from esq5505.c [R. Belmont]

    -replace badly dumped sprite rom in tcobra2 + clones [Kevin Eshbach]

    -cninja.c: Corrected redump of Caveman Ninja (World Rev 1) and added
    PCB locations to the original Caveman Ninja sets.
    [Bonky0013, The Dumping Union]

    -Added Macronix 29LV160TMC sub-type to intelfsh.c, used by Sega
    Dreamcast [Angelo Salese]

    -i186: move 80186 peripherals into the cpu [Carl]

    -leland: finish modernizing the leland sound and use new 80186 [Carl]

    -cps1.c: Added correct MBJ 22B rom to Muscle Bomber: The Body Explosion (Japan 930713) set.
    [Layne, Smitdogg, The Dumping Union]

    -fix sprite priority issues in nmk16.c (tested on tdragon2 PCB) [trap15]

    -Fixed dblewing Lives dip switch. [lain]

    -Modernized Sega Model 1 sound board; now shared instead of
    copy/pasted. [R. Belmont]

    -segae.c: clean up, add savestate support [Alex Jackson]

    -terracre.c: Remove nonexistent second ym2203 from terracren. Remove
    silly input port hack from horekid [Alex Jackson]

    -ISA16_IDE_CD in southbridge_device with two
    BUS_MASTER_IDE_CONTROLLERs. [smf]

    -snk68.c: Added dipswitch locations to all sets in the driver.
    [Brian Troha]

    -cave.c: Correct name to Guwange (Japan, Special Ver. 00/07/07) as
    verified by hex editor. [Brian Troha]

    -8080bw.c: fix setnames for Space Invaders (TV/Cocktail version) sets
    based on recent dump: sitva->sitv (newer 'tv0h' version), sitv->sitvo
    (older 'tv01' version) [Lord Nightmare, Andrew Welburn]

    -Removed local ATAPI code in preparation to use the new code, but the
    CPU gets lost after executing the first instruction. [smf]

    -refactored to use ATA_INTERFACE [smf]

    -HLSL updates: [MooglyGuy]
    * Removed hlsl_read and hlsl_write options now that all slider
    options are plumbed and have values matching the INI settings
    * Added more surface release calls in order to fix device resetting
    * Fixed draw order for quads, overlays now appear on top of vectors
    in non-HLSL mode
    * Moved aperture.png loading into create_resources/delete_resources so
    that it is correctly reloaded when HLSL is toggled on and off

    -galpani2.c: Added complete PCB layout. [The Guru]

    -galpani2.c: Added Dipswitch locations to all sets. [Brian Troha]

    -Restructured NTSC encode/decode shaders for better readability. [MooglyGuy]

    -MIDI: fixed some SysEx issues [Christian Brunschen]

    -updated zlib to 1.2.8 [Oliver Stöneberg]

    -Made both DRC and Non-DRC compile for MIPS, RSP and SH2 core and added
    option to enable/disable DRC from command line (-drc -nodrc by
    default it's on) [Miodrag Milanovic]

    -Added command line option to force DRC C backend [Miodrag Milanovic]

    -SCSP: hooked up DGATE functionality for DMA [Angelo Salese]

    -AICA: Implemented DMA [Angelo Salese]

    -SCSP: fixed DMA when SH-2 enables it [Angelo Salese]

    -PowerVR2: Added SPG control register, used to change pixel clock
    dynamically [Angelo Salese]

    -nemesis.c dipswitch fixes: Rename "Upright Controls" dipswitch to
    "Players" in gwarrior and twinbee, and make 2 players default (neither
    game supports cocktail cabinets). Make default difficulty normal in
    all games. [Alex Jackson]

    -PowerVR2: Added preliminary YUV converter [Angelo Salese]

    -Refactored Konami System 573 to use ATA_INTERFACE [smf]

    -AICA: Hooked up AICA-to-SH-4 irqs [Angelo Salese]

    -Started re-architecting the HLSL system to be data-driven [MooglyGuy]

    -PowerVR: Added YUV_TW texture hook-up (used by Soul Calibur at very
    least) [Angelo Salese]

    -PowerVR: Support for non-textured polygons with packed and floating
    colors [Angelo Salese]

    -namcos22: revised hardware info [Guru]

    -Updates to jedutils and other minor things [Kevin Eschbach]
    * Documentation on the earlier version of the Deco Cassette System
    * Documented some pals on a bootleg Free Kick that need to be dumped
    * Documented the location of the roms on Twin Cobra 2
    * Added support to jedutil to view the PAL20X10, PAL20X8 and PAL20X4
    * Added some preliminary work on figuring out what the undocumented
    fuses for the PALCE16V8 are. (The data sheet does not document
    what all of the fuses are.)

    -Refactored dreamcast to use an ATA interface [smf]

    -2 new BIOS versions, 1 new CHRROM, and existing CHRROM confirmed good [Cowering]

    -stfight.c - Hooked up ADPCM/coin control MCU. Changed YM2203 clocks to
    1.5MHz for cshooter and 4.5MHz for empcity/stfight (see notes)
    [Phil Bennett]

    -Renamed TLCS900H to TMP95C061, moved the I/O handling into it's own
    class & hooked up TO1/TO3 to output on Port A. A hack is needed
    because ngpc doesn't set PACR/PAFC, which may be because it's a custom
    part. Changed Taito PJC to use TMP95C063. Separated I/O Ports on both
    CPU's so you can apply the devcb2 callbacks individually. [smf]

    -Added 8/16 bit data bus configuration to TLCS900H. Default is 16bit,
    neogeo pocket is 8 bit [smf]

    -ddealer.c: Correct clock speeds for Double Dealer to match PCB.
    [system11]

    -ddealer.c: Fill in several missing dipswitch settings and add
    dipswitch locations. [Brian Troha]

    -trvmadns.c: Added PCB layout for Trivia Madness. [Brian Troha]

    -Use 2864 for ROM. This allows XTIDECFG to flash the rom. Tested with
    2.0.0 beta 3. You must disable SDP because eeprompar doesn't emulate
    it & you must load from a file as if you load from eeprom then it only
    finds zeros. [smf]

    -Renamed IDE8 to XTIDE. [smf]

    -polepos.c: Added Dipswitch locations to the Pole Position and Pole Position 2 sets.
    [Brian Troha]

    -added undocumented opcode that behaves like DPCL [smf]

    -Preliminary SET FEATURES support. Only set transfer mode is currently
    supported, but this checks/sets flags in the identify device buffer.
    The buffer has been moved up into atahle and the idehd has been
    changed to work with words instead of bytes. [smf]

    -yunsung8.c: Added PCB layout for Cannon Ball (Vertical). [Brian Troha]

    -ddragon.c: Cleanup based on Double Dragon schematics [Phil Bennett]
    * Fixed sub-CPU interrupt mechanism
    * Implemented common RAM bus lock
    * Added interrupt acks

    -peplus.c: Minor corrections and documentation updates including known
    payout tables for some sets. [Brian Troha]

    -cubeqcpu.c, f8.c, minx.c, i8085.c, i860.c, i960.c, jaguar.c, lh5801.c,
    m6800.c, m37710.c, mb86233.c, mb88xx.c, mcs48.c, mc68hc11.c, mcs51.c,
    mn10200.c, pic16c5x.c, pic16c62x.c, tlcs900.c, pps4.c,
    s2650.c: Modernized cpu cores. [Wilbert Pol]

    -exprraid.c: Cleanups from schematics: [Phil Bennett]
    * Corrected CPU and YM3526 clock frequencies
    * Improved protection simulation
    * Added interrupt acks
    * Added service coin input


    New games added or promoted from NOT_WORKING status
    ---------------------------------------------------
    Casanova [Yohji, Smitdogg, The Dumping Union, David Haywood, Mariusz Wojcieszek]
    Double Wings [Charles MacDonald, David Haywood]
    Puzzli 2 [David Haywood, rtw]
    Puzzli 2 Super [David Haywood, rtw]
    Panic Road [David Haywood]
    Poka Poka Satan
    [bodger319, Yohji, Smitdogg, The Dumping Union, Luca Elia]
    Touchstar Bonanza [Mariusz Wojcieszek]
    Midnight Landing (Germany) [Phil Bennett]
    Super Game Mega Type 1 [Tirino73, Mariusz Wojcieszek]
    Tap a Tune [Phil Bennett, Mariusz Wojcieszek]


    New clones added
    ----------------
    Grand Striker (Japan) [Yohji, Smitdogg, The Dumping Union]
    Mechanized Attack (Japan) [ShouTime, The Dumping Union]
    Cyberbots: Fullmetal Madness (Japan 950424) (decrypted bootleg)
    [Yohji, Smitdogg, The Dumping Union]
    Knights of Valour Super Heroes Plus / Sangoku Senki Super Heroes Plus (ver. 101)
    [XingXing]
    Night Slashers (US Rev 1.2, HuC6280 Sound CPU)
    [Smitdogg, The Dumping Union]
    Cosmic Guerilla (Spanish bootleg) [Angel Maestre]
    Dungeons & Dragons: Tower of Doom (Asia 940412)
    [Tormod, The Dumping Union]
    Street Fighter II: The World Warrior (Japan 920312)
    [Tormod, Layne, Smitdogg, The Dumping Union]
    Street Fighter EX Plus (Japan 970407)
    [Tormod, Smitdogg, The Dumping Union]
    Street Fighter II: The World Warrior (Japan 910522)
    [Yohji, Kevin Eshbach, bodger319, Smitdogg, The Dumping Union]
    Manx TT Superbike - DX (Revision D) [ShouTime, The Dumping Union]
    Tekken Tag Tournament (Japan, TEG2/VER.C1)
    [Brian Troha, Smitdogg, The Dumping Union]
    Street Fighter II': Champion Edition (Hung Hsi, bootleg)
    [iq_132, Smitdogg, The Dumping Union]
    Enforce (Japan, Analog Controls) [ShouTime, The Dumping Union]
    Bubble Bobble II (Ver 0.0J 1993/12/13, prototype) [Dsyde, muddymusic]
    Pipe Dream (Taiwan) [Bonky0013, The Dumping Union]
    Crazy Kong (bootleg on Galaxian hardware, encrypted)
    [Ricky2001 / AUMAP]
    Excelsior (set 2) [Bonky0013, The Dumping Union]
    Space Invaders (TV Version, set 2) [Andrew Welburn, The Dumping Union]
    Puzzle Bang Bang (Korea, version 2.9 / 990108) [gp-lee, The Guru]
    Turbo Out Run (Japan, Out Run upgrade, FD1094 317-0117)
    [Charles MacDonald, ShouTime, The Dumping Union]
    Cotton (set 2, Japan, Rev B, FD1094 317-0179b)
    [Charles MacDonald, ShouTime, The Dumping Union]
    Chase Bombers (Japan) [ShouTime, The Dumping Union]
    New Fantasia (Set 2) [system11]
    Manx TT Superbike - DX (Revision D)
    [ShouTime, The Dumping Union, R. Belmont, Brian Troha]
    Pole Position (World) [Andrew Welburn, The Dumping Union]
    Ikari 3 (Korea, 8-Way Joystick) [jysx012]
    Gals Panic 3 (Korea) [gp-lee, The Guru]
    Punch-Out!! (Japan) [ShouTime, The Dumping Union]
    Pigskin 621AD (rev 1.1 6/05/90)
    [Ben Fino-Radin, Nicolas Francfort, Brian Troha, The Dumping Union]
    Jurassic Park (Japan, Rev A, Convertion) [ShouTime, The Dumping Union]
    Violent Storm (ver EAC) [RanaElia]
    Free Kick (bootleg set 3) [Kevin Eshbach, The Dumping Union]
    Street Fighter II: The World Warrior (Japan 910411)
    [Kevin Eshbach, Bill D., Layne, Smitdogg, The Dumping Union]
    DoDonPachi Dai-Ou-Jou (2002.10.07.Black Ver) [djvinc]
    Trivia Madness - Series B Question set
    [mister_rf, Paul Vining, Brian Troha, The Dumping Union]


    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Usagi Online (v2.04J) [ShouTime, The Dumping Union, R. Belmont]
    Casanova [Yohji, Smitdogg, The Dumping Union]
    http://mamedev.org/

    DraStic 2.1.6a

    激烈NDS模拟器 - screenshot thumbnail

    安卓上最好的NDS模擬器 DraStic 再次更新官方免費中文版,更新如下:

    版本 2.1.6a:
    - 修复: 几个口袋妖怪的问题, 装甲战略DS, 绘心教室DS, 料理妈妈, 建筑大战:洛克的冒险, 迷你烟花, 这些游戏在旧版本中的崩溃问题
    - 修复口袋妖怪标记金手指闪退问题
    - 添加虚拟麦克风键
    - 更多功能键可映射
    - 显示游戏小图标
    - 修复某些设备崩溃问题并优化
    - 更多控制器配置
    - 用外接控制器模拟触屏操作
    - 调节快进速度
     

    2013年9月16日 星期一

    PC9801模擬器 V98 EMULATOR 1.43a



    (有點年紀的應該對這張圖很有印象,但更有印象的應該是之後的圖...)

    PC 9801模擬器 V98 發布新版,更新如下:

    V98 EMULATOR NEC PC9801 EMULATOR
    NEC PC-9800シリーズのコンピュータをエミュレートします。

    ver1.42aからは、BIOS ROMは付属しませんのでBIOS ROMを実機より吸い出す必要があります。
    BIOS ROMが無くてもある程度動作するようになっています。
    全てのBIOSでテストはしていませんので、BIOS ROMによっては動作が不安定になることがあります。
    詳細はダウンロードファイルのREADME.TXTドキュメントを参照してください。
    ver1.43aで完成版のフリーウェアになります。
    ver1.43aでV30モードを追加しました。

    http://www014.upp.so-net.ne.jp/v98/

    2013年9月13日 星期五

    MedGui Reborn Beta v0.038

    Mednafen 這款多機種模擬器其實是非常優秀的,不過操作介面不太便利。

    這款 MedGui Reborn Beta 算是很方便的前端工具,各種設定都相當詳細的列出,如果因為使用的問題就放棄這款模擬器是相當可惜的,建議配合這款工具再試試。

    changes :

    - Added options from Mednafen v0.9.31 (now the emulation from cd/dvd working well)
    - Small changes in the code

     
    http://forum.fobby.net/index.php?t=getfile&id=512&

    http://forum.fobby.net/index.php?t=msg&th=924&start=0&

    2013年9月10日 星期二

    PS Vita TV

    看來目前這些推出安卓掌機的廠商皮要繃緊一點了,雖然不具便攜性,但是價格卻是一大吸睛特點。目前還不好評論它對2ds及安卓的影響,因為系統未破解前,一切的可能性皆是空談,不過破解後就.......




    2013年9月9日 星期一

    完成轉移

    昨天花了 一些時間,找尋出錯的環節,最後發現竟然是奇摩的部落格檔案備份有問題,造成無法轉檔,重新備份後,轉檔成功,順利轉到 blogger ,文章方面大致沒問題,終於順利完成了.....

    2013年9月8日 星期日

    SEGA --NU--



    SEGA在數天前發表了新一代的大型基板--NU,這款基板採用PC架構,構成如下:

    CPU : Core i3-3220 3.30 GHz

    記憶體 : DDR3 SDRAM PC3-12800 4GB

    顯示卡 : NVIDIA GeForce GTX650 Ti GDDR5 1.0GB (Full HD)

    音效卡 : High Definition Audio 192KHz/32bit 5.1ch

    OS : Microsoft Windows Embedded 8 Standard

    硬碟 : SATA SSD 64GB+HDD 500GB
    .
    .
    .
    .............就是一台PC..............

    首發遊戲 : Hatsune Miku Project DIVA Arcade Future Tone

     
     
    這會是重返***的前兆嗎.......!?

    2013年9月7日 星期六

    多機種模擬器 Mednafen v0.9.31 WIP

    Mednafen

    多機種模擬器 Mednafen 更新版本...

    支援機種:

    Atari Lynx
    Famicom
    GameBoy (Color)
    GameBoy Advance
    Neo Geo Pocket (Color)
    NES(both NTSC and PAL)
    PC Engine/TurboGrafx 16 (CD) and SuperGrafx
    PC-FX
    Play Station (PSX)
    WonderSwan (Color)

    更新內容:

    - Experimental CloneCD CD image support. The base part of the CCD/SUB/IMG filenames should match, and the file extensions should match in case(as in, upper or lower). Many CloneCD-format rips floating around on the Internet have unusable garbage Q subchannel data(from faulty ripping software, or faulty drives, I'm not sure), and Mednafen will refuse to use such a rip when it is detected(though detection isn't guaranteed).
    - Improved PS1 CPU emulation timing accuracy; fixes problems with "Final Fantasy Tactics", "Battle Arena Toshinden", "Zero Divide", "NBA Jam Extreme", "Tiny Toon Adventures - Plucky's Big Adventure", "Eldergate", "Ballblazer Champions", and "Incredible Crisis".
    - Misc PS1 bug fixes; fixes problems with "Tetris with Cardcaptor Sakura", "Arcade Party Pak", and "Crash Team Racing".
    - Optimized the PS1 MDEC decoding IDCT code.
    - Improved PS1 multitap emulation accuracy; The "Tales of [...]" games will now work properly when multitap is enabled.
    - Changed how virtual ports are mapped when PS1 multitap emulation is enabled, to make more sense. See the included PSX module documentation for more details.
    - Improved Virtual Boy noise emulation accuracy; fixes the digital sample playback in "Hyper Fighting".
    - Deprecated command-line option "-loadcd", and added command-line option "-physcd".

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

    2013年9月6日 星期五

    PPSSPP for x360 - PPSSPP 0.91 Alpha

    tekken_5_bbb 

    Xbox360版的PSP模擬器 PPSSPP 0.91 Alpha 公布了,基於官方PPSSPP 0.91的基礎移植,速度方面值得期待。

    PPSSPP 0.91 Alpha version
    Proof of concept.
    Based on PPSSPP 0.91.
    Usage:
    put a psp iso name psp.iso is the same directory as default.xex
    What have been done:
    Fast ppc jit (Can be used in wii/wiiu/ps3). Give a 10x to 20x speedup !
    DirectX9 backend (Can be ported to Win dows), miss some lights and framebuffer effects.
    What need to be done next:
    Finish the ppc jit, 70/80% of the opcode are recompiled, need slow memory paths.
    Finish the DirectX9 Backend. Fix framebuffers, lights issues.
    Port FFMpeg for sound and video playback.
    Port the Atrac3+
    Add a gui
    Know bugs:
    Jit doesn’t work in real devkit.
    In some games can’t go in game because of missing video/sound playback => use a save games.
    Some games are slow (Monster hunter 2) set VertexCache = true to give a big speed up ! Use this with caution! 360 have few memory !
    Random crashes => Can be fixed by using setting Jit = false and FastMemory = false, but it will slowdown as hell !
    Lighting issues on Ridger Racer.
    Framebuffer issues.
    Want to helps ?
    This projects is really big, if you have any skills and want to help you are welcome !
    No need for help for testing game, I don’t care about this really at this moment, if it doesn’t work yet, wait for the next version.
    I need a real devkit.
    Donate at https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=5P45QTZL5XWHQ&lc=FR&currency_code=EUR&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted
    Credits:
    Ced2911: PPC Jit, DirectX9 Backend, Xbox360 Port, Endian fixes
    PPSSPP authors for the great emulators, help and idea !

    http://ced2911.wordpress.com/

    關於奇摩部落格內容

    雖然已經將內容備份,但在轉換過程中出錯...目前考慮放棄轉移,重新再來。

    日後如果找到方法再處理了....