2013年11月29日 星期五

ePSXe Cheats Pack Numbers-Z v.1.0



PS模擬器 ePSXe 金手指整合包 ePSXe Cheats Pack Numbers-Z 發布新版,裡面包含3~4000多款PS遊戲作弊碼。

使用方法 : 將檔案解壓縮至 ePSXe\cheats\ ,載入遊戲後,按 Esc 回GUI介面,進入Options-->cheat codes ,選擇想開啟的金手指碼,按 Enable--> ,再按OK,之後回到遊戲即可生效.

PC與安卓版皆可使用。

http://ks23364.kimsufi.com/psxdata/databasepsx/sitenews.html

檔案下載頁

http://ks23364.kimsufi.com/psxdata/databasepsx/downloads.html

2013年11月28日 星期四

DeSmuMe 0.9.10

Castlevania Order of Ecclesia  New Super Mario Bros

NDS模擬器 DeSmuMe 發布新版,沒啥好說的,更新就對了!

◾enh: break savestate back-compatibility
◾bug: improve save size autodetection for some games
◾bug: cpu: fix many basic jit cpu bugs
◾bug: 3d: tweak softrasterizer edge marking
◾bug: 3d: fix stale 4x4 texture palettes
◾bug: fix some GPU sprite blending scenarios
◾bug: fix bios HLE BitUnPack, UnCompHuffman
◾enh: modular slot-1 device system, emulate GC bus more faithfully
◾enh: support NAND slot-1 device
◾enh: auto-detect appropriate slot-1 and slot-2 device
◾enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
◾enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
◾enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
◾enh: spu synch mode and method on commandline

Windows:
◾bug: fixes to advanscene DB import
◾bug: save opengl display method filter option
◾bug: general bugfixes to various screen layout modes
◾enh: add option to stop non-integer scaling during fullscreen or maximize
◾enh: improvements to save import dialog
◾enh: improved memory viewer tool
◾enh: operate better when run, against our advice, from a zipfile
◾enh: add slot-1 Nitro Filesystem viewer tool

Cocoa:
◾bug: fix slot1-R4 path saving
◾bug: fix bug with mic samples < 16khz
◾bug: fix bugs and enhancements in multi display windows
◾bug: fix handling of some joystick analog inputs
◾enh: save display windows configuration and emulation speed on app exit

http://sourceforge.net/projects/desmume/

2013年11月27日 星期三

No$psx v1.7



PS模擬器 no$psx 發布新版,更新內容如下:

26 Nov 2013 - no$psx v1.7
- gpu/detail: added dithering for tex-blended POLYs (unlike tex-blended RECTs)
- gpu/detail: added dithering for monochrome LINEs (unlike mono POLYs and RECTs)
- gpu/detail: faster gouraud rendering when dithering is off (no dummy dither)
- gpu/bugfix: swapped setmask/chkmask in cpu-to-vram transfer (fixes RC Revenge)
- gte/detail: supports 32bit rtps/rtpt overflows (fixes R4 Ridge Racer Type 4)
- dma: added delay before DMA1 IRQs (fixes DinoCrisis1+2,FearEffect,Xenogears)
- dma: pauses CPU during DMA (more accurate and releases cpu emulation load)
- dma: accepts non-standard control values (with warning) (instead of rejecting)
- mdec: low level IDCT emulation (slow, used only for nonstandard scaletable)
- mdec: accurate RLE emulation (with rounding, saturation, and quant disable)
- mdec: emulates status bit31 (data.out.fifo not empty) (for manual reading)
- dma/mdec: removed pusha/popa pairs (allows to modify mips intcount register)
- help: gpu: corrected dithering info (different cases for polys/lines/rects)
- help: add notes on CPU being stopped during DMA (and resumed between blocks)
- help: added info on the two DMA "start" flags (start/busy and start/trigger)
- help: added list of commonly used DMA control register values for DMA starting
- help: added basic info on DMA transfer timings and DRAM hyper page mode
- help: added info on DMA chopping mode (runs CPU during gaps in DMA transfer)
- help: mdec/y_to_mono: supports only max 9bit (bigger values aren't saturated)
- help: mdec/idct: added note that scaletable uses upper 13bit only (not 16bit)
- help: mdec/idct: low level idct formula (diagonally mirrored matrix multiply)
- help: mdec/rle: rle result is rounded up (plus 4 before div 8)
- help: mdec/rle: rle result is saturated to signed 11bit range
- help: mdec/rle: q_scale=0 forces n*2 instead of n*qt[k], or n*qt[k]*q_scale
- help: fast mdec decoder: simplified idct_core (flipped src/dst instead of x/y)
- help: fast mdec decoder: fixed "scalezag" pseudo code (divide entries by 8)
- help: added IC703 "SONY CXA1791N" pinouts (RF Amplifier on PU-18 boards)
- help: added notes on Garbage Area at Address 00000000h (for R-Types/FadeToB)
- debug: profiler supports dma transfer logging (shown as "DMAn.subfunctions")
- debug: iomap resolves timer clock-source, sync-mode, and some timer flags
- debug: tty irq-logging shows dma channel names(s) that have caused dma-irq3
- debug: tty gpu-command-logging (can log more than 1 frame, unlike vram viewer)
- screenshot: fixed num_colors entry in truecolor bmp header (1 SHL bpp AND 1FE)
- screenshot: fixed auto-generated screenshot filenames (.bmp instead .gif)
- bios: fixed messed-up stack in bios clone's do_exec (fixes developers demo)
- bios: applies [00000004h]=275A0C80h garbage (required for bugged FadeToBlack)
- bios: applies [00000000h]=00000003h garbage (required for bugged R-Types)
- bios: skips "patch_missing_cop0r13_nonfunctional" (bugged hitmen/minimum demo)
- cd/loader: accepts cue/bin with 920h-byte sectors (eg. pdx-rh.cue demo)
- controls: changed default to digital joypad (avoids incompatibility issues)

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

2013年11月26日 星期二

SEGA Dreamcast 15th Happy Birthday !!

遙望15年前,5月11日看到 SEGA 在日經刊登了一則廣告--(セガは倒れたままなのか?)當時內心震驚到不可言表,但隔天的廣告則打上幾個大字--(逆襲へ、Dreamcast )。宣告 SEGA 的反擊正式展開!

當年,Dreamcast發售前先行出了一款內含(酷斯拉-怪獸大集合)怪獸育成對戰遊戲的VMS記憶卡,當時不小心就敗了下去(主機都還沒出,記憶卡就先買了),時過境遷,當時的全新包裝已被我弄得殘破不堪...



不過到目前仍是頭好壯壯,正常服役中。

Dreamcast在日本正式發售後,當時拜託旅行社的朋友趁著到日本出團的機會幫我帶回一台,入手後應小賣店老闆的要求帶過去給他看,當時老闆看完VF3的演示畫面後,竟要求我將DC讓給他,他想擺在店頭當展示機,當時無法拒絕老闆的請求(沒辦法,手邊的日文雜誌及一些台灣沒入的限量商品都是拜託他找的--欠人家的,總有一天要還)只能忍痛點頭...不過當時老闆答應只要太電欣榮代理的主機一進來就會幫我留一台。就這樣讓初版日規機離開了我的身邊.....(吐血中)。

2個星期後,再次詢問太電欣榮代理的情況,得到的回答竟是--因SEGA產能不足、目前幾乎拿不到主機!!手邊有記憶卡有遊戲卻沒主機可執行,挖哩冽是啥情況??一直等到12月底才正式拿到台灣機,不過一打開包裝立刻掉漆--數據機哪去了??(可惡的太電欣榮還我數據機!!)
目前這台主機運行狀況良好,沒壞過,趁著15周年的機會讓他出來曬曬太陽、見見世面。(拍得很差,請見諒)

主機盒裝(保存狀況還算不錯)



隨機附贈的記事本--(應該是太電附的)



會員卡--(sorry 編碼我塗掉了)



說明書--中英文版



VMS與震動包--(皆為初版)



光線槍--(死之館2同捆板)



DC初版手把



DC主機--正常服役中(忘了拍背面)



Dreamcast上值得細細品嘗的遊戲不少,沒玩過的朋友有機會可嘗試看看。

最後僅祝 Dreamcast 15歲生日快樂,並等待 SEGA 真正再起之日的來臨。
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(哪天也讓初版的 SEGA Saturn 出來曬曬太陽)......

2013年11月25日 星期一

SYSTEM 16 update

SYSTEM 16 更新了,這個網站提供了超詳細的街機基板與遊戲的相關資訊,懷舊者一定要去朝聖的聖地之一。

聽到了嗎,遠方傳來............膜拜吧,我的子民們!!

23.11.2013 - All Your Base.
http://www.system16.com/index.php

R-Zone Cart Dumping

R-Zone Headgear 01.JPG 

R-Zone ------是啥???  嗯.......就是一款掌上型遊樂器,1995年上市,價格異常便宜(約30美金),為啥說它,當然與模擬有關,因為它被dump了。

這款掌上型遊樂器看來還不錯,按鈕奇多(約14個),造型尚可,但最重要的遊戲............................不予置評!! (有興趣的找谷歌大神問去).

或許某天會在MESS上看到它的身影吧........
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(謎之音) : 這篇到底想說啥???

Raine 0.63.3


Raine Logo



多機種模擬器 Raine 發布新版,三年多來未更新的DOS版也更新了,原文如下:

Ok, here is 0.63.3. The news for this time :
 - a new dos version ! The last one was some time 3 years ago, so it's quite an event... ! It lacks a lot of features from the latest windows or linux version, but it works. You can read about its limitations in this thread. If someone is really serious about using it though, it would really badly need some update at the code level, at least adding a few buttons to make some of the new features usable, but I won't do it because I can't even reasonably use this version now... !
 - The ability to play some external music file instead of a normal music command. For now it's limited only to the neogeo and to the gunbird driver. When you have loaded a game which supports this, the option "sound commands" becomes available in the "sound options" menu. From there you can test the musics, until you find the one you want to replace. If you don't select any audio file to replace it, it will just be intercepted and replaced by silence. Associations made this way are saved automatically in games.cfg. Formats supported include wav, mp3, ogg, flac, and probably all the old mod formats in existence if you have such files (it's from modplug...). A word of warning : of course I was unable to test all the neogeo games, it would require too much time. The bad news about this is that it can't be done with a magical function which would adapt to all the drivers out there, it must be adapted to each driver. Luckily most of the neogeo games seem to use the same rules for the music so it should work for a lot of games, maybe all of them if I am lucky, report any problem if you have some !

Except that, added the "keep ratio" option to the video renderer options, it's mainly for those with a crt screen and a mode with a broken aspect ratio and who know what they are doing. Some bugs in pirates, operation bear, final blow and pulirula. A lot of small bug fixes, look in the git log if you are curious. Oh yes, also the console crashed very easily in windows, but I couldn't know about this since I almost never use windows. Since I know some people used it, it's a wonder nobody took the time to report this in all this time, but anyway, it's fixed too now, thanks mer-curious... !
A small word about sdl2 : making raine compatible with it would require too much work for now, so it will have to wait.
And it will probably be the last version before quite some time, because I'll be probably busy elsewhere soon...

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

2013年11月24日 星期日

Mednafen 0.9.32.1-WIP

Mednafen

多機種模擬器 Mednafen 發布新版,更新如下:

Development on 0.9.33-WIP is taking too long, and some of the changes are going to be contentious, so this release should be considered a backport of some of the simple changes and bug fixes from the in-development 0.9.33-WIP.

Highlights include:
* Atari Lynx II stereo support(thanks to "sage").
* More stable PSX DualShock rumble on Linux(fewer kernel panics, yay).
* PSX DualShock rumble is now working in Final Fantasy 8, and possibly other games where it was previously broken.

http://forum.fobby.net/index.php?t=thread&frm_id=4&

2013年11月23日 星期六

Ootake v2.75



PCE/CD模擬器 Ootake 發布新版,更新如下:

- "Power-On Black Screen Effect" menu was added to CPU menu. When this menu
    is checked, the state of a television at power-on (the screen display
    passes about one second) is simulated. (default)
  - "Configure Sprite&BG Buttons" menu was added to CPU menu. This is a
    function for the developer. The button (keyboard is also available) that
    switches non-display of sprite and BG is set.
  - With Windows8, the bug that the file dialog occasionally stopped was
    corrected.
    * As for the Windows8 environment, the delay of the display (two extra
      frames with Win7/Vista invalidated Aero case) happens. because the
      drawing buffer(Aero with win7/vista) was not voidable.
      If possible, please play with Windows7/Vista/XP when you enjoy an
      action or a shooting game.
      For Windows8.1, I schedule "Direct3D low-latencypresentation API
      function" of DirectX11.2 to be used in the far future. I want to cancel
      Input Lag.
  - The speed and timing were brought close to the movement of a real machine.
    In the start demo of "Asuka 120% Maxima", the problem that one frame
    screen falls into disorder was solved. In the demo of "The Kung-Fu", the
    problem that the upper part of the screen flickers was solved(reduced.
    with even real machine it sometimes has the flicker).
  - Additionally, a detailed part has been improved and corrected.
  + I began Twitter. (Japanese language)
    http://twitter.com/kitao_n
  * The happiness of the game is the world human race commonness. It longs for
    peace.
  * I think that it cannot do improvement & correction of the above-mentioned
    if there are many neither operation report nor defect report. Thank you
    really for you who reported.

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

2013年11月21日 星期四

FPse for Android v0.11.116

Cover art

安卓-PS模擬器 FPse for Android 發布新版,更新如下:

- Fixed gamepad sticky problem with famous game 'Silent bomber' .
- Fixed Android 4.3 external storage detection.
- Fixed OpenGL and Full scene Anti Aliasing, use it with Texture filtering.
- Fixed Framelimiter and sound delay. Much smoother, no more delay with audio
- Optimized opengl plugin to10 to 15% boost,
- Added native support of gamepad vibration
- Added Low latency plugin to plugins package. Switch to it from the cover context menu and Audio submenu then restart FPse.

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

Mupen64+AE v2.4.1

Cover art

安卓-N64模擬器 Mupen64+AE 發布新版,更新如下:

- Fixed hi-res texture regression with gles2rice
- Added customizable flicker-reduction profile (for fixing shadow glitches)

https://play.google.com/store/apps/details?id=paulscode.android.mupen64plus.free

2013年11月17日 星期日

關於 PlayStation 3 模擬器

作者又放出了一點消息,關於 PowerPC 模擬的部分取得了相當的進展,目前進度相當不錯,猜測作者手邊應該有PS3開發機,模擬器也許會命名為 PS3F(未定),期待測試版發布。

2013年11月15日 星期五

UME 0.151×1

MAME + MESS 模擬器 UME 發布了,這是由MAME大老HAZE提供的版本,目前已能較正常的運行 IGS - 神劍伏魔傳 更新如下:

UME (logo by JackC)
UME is the complete/combined version of the MAME / MESS project.
As there was no official UME 0.151 (my site was down) I’ve decided at this point to post an ’0.151×1′ build. This is based on SVN revision 26162 with no further modifications (so no CaveSH3 games etc. like those nasty hacked 151 builds that have been circulating)
The main reason I’m putting this out is because I’ve progressed emulation of ‘The Gladiator’ to a point where I think it could do with public testing, the game appears to behave correctly in my brief personal tests (although for some reason there’s no music when set to Japan despite the internal Rom dumped being from a Japanese PCB so I’ve hacked it to another region for now)
The changelog (simply a copy/paste of the SVN log) can be read here. This isn’t formatted as a whatsnew, but as usual I’ll summarize the main points below. This is the full change list since 0.150×2 because I didn’t release a 0.151 build.
UME 0.151×1 Windows binaries – 32-bit, 64-bit and all tools
UME 0.151×1 sources
Points of Interest
As mentioned above the main reason for issuing this is the current progress in the emulation of IGS title ‘The Gladiator’

The Gladiator (IGS) The Gladiator (IGS)
The Gladiator (IGS) The Gladiator (IGS)
The Gladiator (IGS) The Gladiator (IGS)
The Gladiator (IGS) The Gladiator (IGS)
The Gladiator (IGS) The Gladiator (IGS)
The Gladiator (IGS) The Gladiator (IGS)
The Gladiator (IGS) The Gladiator (IGS)
(I’ve marked ‘The Gladiator’ as working in UME 0.151×1)

However there are a couple of other interesting additions made since the previous release, including some in MAME/MESS 0.151 I’d like to take the time to highlight… (to be continued)

With slightly less colours on the screen than The Gladiator we have one of the most significant recent additions, a game called ‘Long Beach’ by Italian developer Olympia (with Seletron) this is a 1979 game, and wasn’t very common even at the time, so it’s fantastic that it’s been found and emulated (ANY dumped it, hap emulated it) Current lacks sound (discrete circuits like so many early games)

Long Beach Long Beach
Long Beach Long Beach
(Long Beach is an Italian developed game from 1979)

One recent dump highlighting the strengths of MESS is Thunderbolt 2, a Genesis / Megadrive Chinese original, like most unlicensed Chinese games it has protection. UME/MESS can emulate this protection rather than requiring a patched ROM like other emulators (although obviously if you want to test it on real hardware with a flash cart or something the patched dump is essential) It’s nothing spectacular, but still reasonably enjoyable for what it is and was added to the known software list recently.

Thunderbolt 2 Thunderbolt 2
Thunderbolt 2 Thunderbolt 2
Thunderbolt 2 Thunderbolt 2
(Thunderbolt 2 can be emulated in UME / MESS without requiring ROM patches)

It didn’t get mentioned in the 0.151 whatsnew but one of the most important additions (if you’re enjoying the progress you’ve seen with The Gladiator over the past few days) was the correct internal ROM for ‘The Killing Blade Plus’ which allowed for the game to become fully playable and gave many hints at how The Gladiator should work.

Killing Blade Plus Killing Blade Plus
Killing Blade Plus Killing Blade Plus
(0.151 saw ‘The Killing Blade Plus’ promoted to working, that acted as a precursor to emulation of ‘The Gladiator’)

I always end up talking a bit about new clones in these updates too, and this is no exception. Usually the first thing I mention is new Japanese sets of games where previously only World / USA ones were dumped, but this time we see the reverse too. A World revision of Sega’s Strike Fighter was dumped, although differences are only minor as it isn’t a text heavy game. The playing instructions screen is the most obvious place where there is now English text in the parent set.

Sega Strike Fighter (English) Sega Strike Fighter (Japanese)

A Burger Time clone with a ‘Data East USA’ copyright also showed up, this is unusual as the version distributed in the US was more commonly the ‘Bally Midway’ licensed version.

Burger Time (Data East USA) Burger Time (Data East USA)

Naturally there are some new Japanese clones, and one of the most interesting is the a Japanese clone of Final Fight with the same date code as the ‘ffightub’ clone. Being a Japanese version however it’s likely better balanced than the USA release, and I assume the versions with date codes shown are newer than the ones without, so it’s probably the newest / final Japanese set so if that kind of thing interests you it’s a nice find.

Final Fight (Japan) Final Fight (Japan)

Basilio Garcia also dumped yet another Spanish version of Scramble, this one from well known manufacturer Recreativos Franco, that game must have been exceptionally popular over there! This is by far the most polished of the bootlegs, maybe it was an actual license?

Scramble (Recreativos Franco) Scramble (Recreativos Franco)
Scramble (Recreativos Franco) Scramble (Recreativos Franco)
 
http://mamedev.emulab.it/haze/