2014年1月31日 星期五

新年快樂

今天是大年初一,不知為何少了許多鞭炮聲,缺了那麼一點年味,在這新的一年祝福大家

萬事如意馬到成功
 
順帶一提,PS2 勇者鬥惡龍8 (DQ8) 與 NDS 逆轉檢事2 中文化版本發布了,有興趣的朋友請Google大神幫忙找吧,我就不提供連結了,祝大家  新年快樂 !!
 

2014年1月30日 星期四

MedGui Reborn v0.043


http://forum.fobby.net/index.php?t=getfile&id=512&
多機種模擬器 Mednafen 前端工具 MedGui Reborn 發布新版,更新如下:

- Improved the System Rom scanning
- Now the GUI will scan an entire ROM set for once time, creating a CSV file with all the information in it, this will greatly improve the scanning time of the Roms
- Various fix

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

ePSXe v1.9.16 for Android



安卓-PS模擬器 ePSXe 發布新版,更新如下:

* Updated UI and Logo (Robert Typek)
* Full screen inmersion (4.4)
* 32bit blit.
* Very low latency sound mode.
* Improvents and gamepads support (more pads, automap on gameplay, l2/r2 mapping)
* Bluetooth keyboards support.
* New ECM indexer.
* Option to download the OpenGL plugin.
* Option to delete savestates
* Korean language (Duo Jeon)
* Fixed Ppf support.
* GPU: Fixed Mad Stalker.
* ixed Kidou Senshi Gundam - Gihren no Yabou CD2

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

2014年1月28日 星期二

M64Py 0.2.0



N64模擬器 M64Py 發布新版,更新如下:

- New DelaySI and CountPerOp core settings
- Input settings are now disabled if mode is not fully manual
- Aspect ratio is not preserved when window is maximized
- Added more in-game preview images
- Code refactoring and bug fixes

http://m64py.sourceforge.net/

2014年1月22日 星期三

Short Waves 0.0.2

PS3模擬器 Short Waves 發布新版,更新如下:

Short Waves 0.0.2: исправление вывода изображения для сэмплов PSGL

Сегодня разработчик эмулятора Short Waves, InoriRus, поделился новой версией своего детища. Ниже вы можете ознакомиться с изменениями версии 0.0.2 (взято из readme):

Эмулятор Short Waves
Версия 0.0.2 (20.01.2014)
----------------------------------------------------------

Изменения в версии 0.0.2:

Версия 64 бит временно удалена.

Исправлен вывод картинки в psgl

Добавлены тесты:
StaticCommandBuffer_01
StaticCommandBuffer_02
MultipleRenderTargets
ShadowMapping
1080pUpscaling
TextureReference
VideoTexturing
VideoTexturingSPU


 
 

2014年1月21日 星期二

FC/SFC/GBC/GBA模擬器 higan v094

FC/SFC/GBC/GBA模擬器 higan 發布新版,更新如下:

This release adds support for game libraries, and substantially improves Game Boy and Game Boy Color emulation with cycle-based renderers. Many other changes are also present.

It's very important to note that this release now defaults to optimal drivers rather than safe drivers. This is particularly important if you do not have strong OpenGL 3.2 drivers. If performance is bad, go to Settings -> Configuration -> Advanced, change the video driver, and restart higan. In the rare case that you have trouble opening higan, you can edit settings.bml directly and change the setting there. The Windows safe driver is Direct3D, and the Linux safe driver is XShm.

Also note that although display emulation shaders are now supported, they have not been included in this release as they are not ready yet. The support has been built-in anyway, so that they can be tested by everyone. Once refined, future releases of higan will come with built-in shaders for each emulated system that simulates the unique display characteristics of each.

Changelog:
◦sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
◦sfc: remove random/ and config/, merge to system/ with better randomization
◦gb: improved color emulation palette contrast
◦gbc: do not sort sprites by X-priority
◦gbc: allow transparency on BG priority pixels
◦gbc: VRAM DMA timing and register fixes
◦gbc: block invalid VRAM DMA transfer source and target addresses
◦gba: added LCD color emulation (without it, colors are grossly over-saturated)
◦gba: removed internal frame blending (use shaders to simulate motion blur if desired)
◦gba: added Game Boy Player support (adds joypad rumble support to supported games)
◦gba: SOUND_CTL_H is readable
◦gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
◦gb/gbc: OAM DMA runs in parallel with the CPU
◦gb/gbc: only HRAM can be accessed during OAM DMA
◦gb/gbc: fixed serialization of games with SRAM
◦gb/gbc: disallow up+down or left+right at the same time
◦gb/gbc: added weak hipass filter to remove DC bias
◦gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
◦gb/gbc: fixed underflow in window clamping
◦gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does not affect accuracy)
◦gb/gbc/gba: audio volume reduced for consistency with other systems
◦fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted format
◦ethos: replaced file loader with a proper game library
◦ethos: added display emulation shader support
◦ethos: added color emulation option to video settings
◦ethos: program icon upgraded from 48x48 to 512x512
◦ethos: settings and tools windows now use tab frames (less wasted screen space)
◦ethos: default to optimal (video, audio, input) drivers instead of safest drivers
◦ethos: input mapping system completely rewritten to support hotplugging and unique device mappings
◦ruby: added fixes for OpenGL 3.2 on AMD graphics cards
◦ruby: quark shaders now support user settings inside of manifest
◦ruby: quark shaders can use integral textures (allows display emulation shaders to work with raw colors)
◦ruby: add joypad rumble support
◦ruby: XInput (Xbox 360) controllers now support hotplugging
◦ruby: added Linux udev joypad driver with hotplug support
◦phoenix: fixed a rare null pointer dereference issue on Windows
◦port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU C++ extensions)
◦port: added out-of-the-box compilation support for BSD/Clang 3.3+
◦port: applied a few Debian downstream patches
◦cheats: updated to mightymo's 2014-01-02 release; decrypted all Game Genie codes

http://byuu.org/

2014年1月20日 星期一

Mupen64+AE V2.4.4

Cover art

安卓-N64模擬器 Mupen64+AE 發布新版,更新如下:

- Fixed analog mappings for PS4 controller
- Fixed broken 2xSAI setting for gles2n64 video plugin
 

2014年1月19日 星期日

JoyToKey 5.5

joy2key: gamepad to keyboard

老牌的手把映射程式 JoyToKey 發布新版,對於只對應鍵盤而不能使用手把的救星就是它了,更新如下:

Support "Button Number Mapping"
 
-Example Usage1: Swap button numbers if the connected joystick has a different layout from your favorite one.

-Example Usage2: Associate Button21 with Button1 so that both functions are triggered when Button1 is pressed.

-Example Usage3: It is also possible to configure some button (e.g. Button22) to be triggered when both Button5 and Button6 are pressed simultaneously.

  • If some buttons are pressed when profile is changed or SHIFT function is triggered, those button press are likely to trigger both old and new assignments right before/after the switch.
  • It is now possible to define certain duration (e.g. 100 msec) to ignore those inputs right after the switch (from preference menu)
  • When both mouse cursor movement and mouse click are assigned to a button, click&hold will be processed before cursor movement.
  • Improved the reliability after resuming from PC sleep.
  • Preferences were moved from menu items to a separate window.
  • Added an ability to specify the number of buttons to configure.
  • Changed the user interface font to Calibri
  • Configuration files are now saved in Unicode format (UTF8+BOM). This may fix garbled character issues for the use of non-default language.

  • http://joytokey.net/en/

    2014年1月17日 星期五

    UME 0.152ex2

    UME (logo by JackC)

    由 MAME 大老 HAZE 編譯的UME發布新版,更新如下:

    UME is the complete/combined version of the MAME / MESS project.
    I’ve not finished the 2013 write-up mentioned in the previous UME release yet, although it is still in progress. In the meantime I feel there has been enough interesting progress to put out another update.
    0.152ex2 is based on SVN revision 27126
    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.
    UME 0.152ex2 Windows binaries – 32-bit, 64-bit and all tools
    UME 0.152ex2 sources
    Points of Interest
    One of the most significant bits of progress in this build comes from the MESS side, with the Bandai Super Vision 8000 (SV8000) being emulated for the first time, for this you can thank Wilbert Pol and a number of others, including Charles MacDonald who was able to dump several cartridges much like he did for the Nichibutsu My Vision recently. It’s an old system (as in 1979 old) so don’t expect anything to look spectacular, but also don’t underestimate how significant having systems like this is emulated, they’re an important part of the overall picture and very rare these days. (thanks must also go to ranger_lennier who located, and purchased all these games before lending them to Charles)

    Othello Othello Othello
    (Othello)
    Gun Professional Gun Professional Gun Professional
    (Gun Professional)
    Pac Pac Bird Pac Pac Bird Pac Pac Bird
    (Pac Pac Bird)
    Space Fire Space Fire Space Fire
    (Space Fire)
    Missilevader Missilevader Missilevader
    (Missilevader)
    Beamgalaxian Beamgalaxian Beamgalaxian
    (Beamgalaxian)
    Submarine Submarine Submarine
    (Submarine)

    0.152ex2 also sees the latest PGM progress incorporated, including a properly working V201 Cartridge version of Spectral vs Generation. For those in the know this is the version of the game to own. The Japanese V100 PCB version that was previously ‘working’ feels like an unfinished game, the V200 / V201 cartridge versions are much more refined, with better AI, less odd audio design choices (no silly vocal track every 2nd round), bosses unlocked and a bunch of graphic effects etc. on certain special moves that are completely absent from the V100 sets. In all honesty if you own a V100 PCB you’d be best trading it in and buying the V200 cart, the experience is (IMHO) much better; there’s good reason they boosted the version number!. Prior to the current progress you could boot the V201 set in MAME with a hack, but inputs wouldn’t always respond properly, the region screen was missing, and it crashed sometimes, we’re now using the proper V200 internal ROM and those problems are gone. Huge thanks should go to rtw for picking up the cart for this one and running the tests, a lot of people might have been put off with a version of the game already emulated but it’s always good to try and do things properly where possible.

    Spectral Vs Generation V201 Spectral Vs Generation V201
    Spectral Vs Generation V201 Spectral Vs Generation V201
    (Spectral vs Generation V201 Cartridge version – the proper version of the game!)

    While still on the subject of PGM the Happy 6-in-1 progress is here too, although unless you read Chinese or already know the rules to the card games the only real playable game is the rendition of Dragon World Pretty Chance, although you can laugh at some of the goofy graphics elsewhere.

    Happy 6 Happy 6
    Happy 6 Happy 6
    Happy 6 Happy 6

    ElSemi’s progress on the Crystal System games is here too. Top Blade V, I’ve already featured in the previous update (I was going to leave coverage until this release writeup, but did it early)

    Top Blade V Top Blade V
    (Working in ex2 – Top Blade V)

    His progress on the other two Crystal System games I haven’t shown yet, but keep in mind that NEITHER IS PLAYABLE at the moment. They both have significant graphic corruption and stability issues, as good as some of the screenshots below look. First is Donggul Donggul Haerong, which basically follows the gameplay style of Wonderboy. As you can see the playfield is obscured by garbage, the game also crashes at random still. I’m mentioning these only because it is a nice bit of progress, but don’t expect to play them yet.

    Donggul Donggul Haerong Donggul Donggul Haerong
    Donggul Donggul Haerong Donggul Donggul Haerong
    Donggul Donggul Haerong Donggul Donggul Haerong
    (NOT YET PLAYABLE – Donggul Donggul Haerong)

    The other game is Office Yeo In Cheon Ha, even getting the screenshots below was difficult because the game is completely unstable at the moment.

    Office Yeo In Cheon Ha Office Yeo In Cheon Ha
    Office Yeo In Cheon Ha Office Yeo In Cheon Ha
    Office Yeo In Cheon Ha Office Yeo In Cheon Ha
    (NOT YET PLAYABLE – Office Yeo In Cheon Ha)

    0.152ex2 also contains support for one very noteworthy clone, a new set of Outrun that uses an encrypted CPU. While to the end user this might not seem significant it is an important find as far as documenting the history of the game is concerned. Until now all known Outrun versions were completely unprotected, no MCUs, no encrypted CPUs. This Japanese Deluxe release appears to have been the only one to use any kind of protection at all making it interesting for the fact alone. It’s also great to see another one of the Sega CPUs read out before they all die so a huge thanks must go to Shoutime for his work on digging up these clones once again! (now if only we could find the original Galaxy Force release)

    Outrun (with FD1089A)
    (this Outrun set used an encrypted CPU unlike all the others!)

    A slightly less interesting, but still curious clone is “Pocket Gals V.I.P” we’ve known for a long time that Gals Hustler in MAME is an evolution of this hack (you can see the pool balls used for the periods in V.I.P still on the title screen) but the original version of the hack wasn’t supported. It’s interesting because the actual ROMs contained Afega stickers, and the way the rom data is arranged is a lot closer to Gals Panic with the adult images contained in separate data roms mapped higher up in address space. It’s also interesting because I’m not even sure it’s entirely finished, the character select screen doesn’t function correctly and it doesn’t look on the surface like an emulation bug. The copyright still displays Ace International, but I now wonder what Afega’s role in this was. Definitely one of those cases where finding something new has left us with more questions than answers.

    Pocket Gal V.I.P Gals Hustler
    (Pocket Gal V.I.P is an earlier version of the Gals Hustler hack, possibly the original release)

    Osso has been hooking up sound to a couple of BMC titles, showing that fresh eyes can find the odd easy but worthwhile fix in the source. Konkyuu no Hoshi (aka BMC Bowling) now has full sound and music, as does King of Football (we should probably add the original title for that too) although that isn’t yet marked as working. It reminds me I should probably revisit the ‘unknown BMC poker’ driver at some point.

    BMC Bowling BMC Bowling
    (Konkyuu no Hoshi / BMC Bowling – now with sound)

    Carket Ball makes it to the supported list here too, I’ve already featured this one a few times, so I’m not going to write anything more about it.

    Carket Ball Carket Ball
    Carket Ball Carket Ball
    (Carket Ball is working in ex2)

    I should also mention there have been many ‘invisible’ source level changed between ex1 and ex2, mostly code refactoring from smf (but also some CPU core modernizations from others). While hopefully none of these have caused any breakage there is always a risk as it’s impossible to test everything. Some of the Mac drivers were broken in the ex1 build as a result of this kind of change. Hopefully everything is fine, but if something unexpected does crop up when things were fine in the ex1 build do make sure to let me know so that we can get to the bottom of it before any proper / official release.
    The netlist code (Pong etc.) has continued to advance significantly as well, that’s also mostly invisible progress but as I’ve mentioned before is essential if we’re to see pre-cpu hardware supported well, and likely to come in use for improving the discrete sound emulations we have too.
    As always be sure to check the changelist logs to see if there’s anything of interest to you that I’ve missed, these release writeups are only intended to highlight things from the time period that I think people will find interesting rather than mention every little change made.

    http://mamedev.emulab.it/haze/