2014年3月31日 星期一

BizHawk 1.6.1

多機種模擬器 BizHawk 發布新版,更新如下:

Release date: March 30, 2014

  • 1.6x branch - revision 6271
  • Cherry-picked revisions - 5968-5972, 5976-5982, 5986-5988, 5990, 5992, 5994, 5995, 6008-6011, 6013, 6022-6028, 6030, 6031, 6036, 6037, 6038, 6039, 6041, 6042, 6044, 6045, 6049, 6051, 6052, 6057, 6058, 6060, 6070, 6071, 6083, 6093, 6094, 6095, 6097, 6100, 6101, 6102, 6103, 6104, 6105, 6108, 6109, 6110, 6112, 6113, 6114, 6116, 6117, 6119, 6124, 6127, 6131, 6136, 6138, 6139, 6143-6152, 6155, 6157, 6159, 6161-6163, 6166, 6171-6182, 6187, 6188, 6191, 6204, 6214, 6233, 6235-6237, 6239, 6241-6243, 6245, 6249-6251, 6254-6256, 6258-6259, 6261, 6264, 6269
    • Fix bug in rewind buffer
    • Add a Floating Window toggle option to all tool dialogs
    • Fix so all tool dialogs having autoload, save window position, and Always on Top options
    • Fix "Unfreeze All" option on many tools to remove cheats not simply disable them.
    • Eliminate some out of memory problems with hashing large files
    • Ram/Cheat Tools - speed up many situations that are slow when freezing/unfreezing addresses with multiple tools open
    • Fix tracelogger for first instruction of NMI or IRQ. also make it obviously indicate that an NMI or IRQ has occurred
    • Input config - When autotab is off, fix bug where pressing esc was not updating the textbox
    • Show slightly informative message if mainform tries to load saveram for a game that has none
    • Fix Status bar saveslot colors
    • Lua
      • Fix gui.drawText() (and gui.drawString)
      • Fix joypad.set()
        • no longer keeps false set permanetly
        • null clears out values as expected
        • effects now only last for one frame
      • Fix forms.newForm()
      • Bit library - fix support for uint values
      • Rename string library to bizstring, prevents bizhawk from overriding the built in lua string methods
      • Fix M64_reader.lua
      • Fix buttoncount.lua
      • Use relative paths when saving a lua session
    • Hex Editor
      • Add support for loading .tbl text translation files
      • Properly highlight mis-aligned values caused by highligting an odd value and switching data size
      • Properly show only the part of the byte affected when showing frozen addresses of a size smaller than the selected data size
      • Fix bug in highlighting when using the File on Disk domain
      • Fix weird losing of focus bug when using the Find box
      • Close find window when Prev or Next is clicked
      • Fix bug that allowed user to highlight past the end of a domain
      • When freezing/unfreezing, update highlighter colors
      • Make freezing a range of addresses not slow
      • Fix the Find dialog box behavior, now correctly allows all characters and casings when switching to text mode
      • Change the name of the "Rom File" domain to "File on disk" to clarify it better
    • Ram Watch
      • Fix bug where it asks you to save changes but fails to save
      • Fix bug where adding to Ram Watch from another dialog while it has changes and autoload is on was asking you to save changes before adding an address
    • Record Movie Dialog
      • Fix bug where user selection in the SaveFileDialog was not being used
    • Play Movie
      • Fix bug where dialog was not respecting the read-only checkbox
    • Cheats
      • Fix issue 148, instead of throwing an exception on out or range address, present an error message
    • NESHawk
      • Fix FDS movie recording
      • Region override
      • Slight fix to default controls for NES controllers
      • Add Mapper 158
      • AxROM - support 512K oversize
      • MMC5 - implement NT fill mode, fixes "Flying Through Clouds" level intro to laser invasion
      • MMC5 - fix exram extended attribute mode for CHR ROMs larger than 256KiB
      • Fix some CNROM games
      • Fix bug with loading UNIF files with no chr rom.
      • Fix Uncharted Waters, and presumably some other 16K WRAM games
      • Support mapper "FS304" (UNIF only)
      • Fix major league
      • Fix Shanghai (J)
      • Add internal SRAM to Taito X1-017
      • Add proper WRAM to Taito X1-005. Should fix saveram on Kyonshiizu 2, Kyuukyoku Harikiri Stadium, Minelvaton Saga: Ragon no Fukkatsu, and others
      • Speedups to the Nametable viewer
      • PPU Viewer
        • Add CHR ROM tile view to the PPU viewer
        • Correct tile number display bug (was always wrong)
        • Show more informative data for 8x16 sprite tile number
        • Support MMC5 ExAttr mode
    • GenesisHawk
      • Warn and abort when a too-big file tries to be loaded as a ROM (probably was actually a .bin cd image without the correct .cue)
      • Properly save "PAL" flag in movie files
    • GBHawk
      • Stereo audio
      • Support reading\writing IER through the HRAM memory domain
    • PCEHawk
      • Major speedups to overall emulation (as much as 50% depending on game)
      • Sprite Limit no longer requires Core Reboot
      • Selecting Equalize Volumes no longer makes it impossible to load a HuCard
      • Disassembler enhancements
    • SMSHawk
      • Sprite Limit and Force Stereo Separation no longer require core reboot
    • SNESHawk
      • Don't malfunction CARTROM memdomain when having a npow2 romsize
      • Fix trace logging
    • SaturnHawk
      • Support 8mbit/32mbit dram cart in movies
    • Atari2600Hawk
      • When unable to find a ROM in the game database, try 2K or 4K mappers where applicable
    • Atari7800Hawk
      • Fix PAL color display
    • N64Hawk
      • Fix showing of the N64 menu when no ROM is loaded
    http://tasvideos.org/Bizhawk.html

    2014年3月30日 星期日

    Xenia WIP + Sega Lindbergh Emulator

    XBOX 360模擬器 Xenia 釋出了運行 Frogger 2 的影片,速度偏慢,但沒啥錯誤,不過不只這樣,其實xxxxx與yyy-zzzz也已經......以下自動消音。

     
     
    *******************************************************************
     
    Sega Lindbergh基板模擬器 Lindbergh Emulator 釋出了一些開發訊息......基於Linux作業系統開發的,更新如下:
     
     
    A Sega Lindbergh environment / HLE for Linux

    After Burner Climax
    A lot of the files are still not public yet.

    This was once planned to be a commercial emulator. I have to make sure those who worked on it are protected. The emulator code was written entirely by me, Jannik Vogel. However, parts of Lindbergh were cracked and reverse engineered by others who shall not be named. This emulator is also based on Sega and Creative includes which I can not share yet.

    The emulator will probably be released and improved in parts over the next couple of months.
     

    DraStic v2.2.1.0a + My Boy! v1.5.24

    安卓-NDS模擬器 DraStic + GBA模擬器 My Boy! 發布新版,更新如下:

    DraStic:
    - Support for 7z and RAR ROMs
    - NAND emulation (Wario Ware DIY)
    - Fixed crashes/hangs/glitches in Digimon, Inazuma Eleven 2, Penguins of Madagascar, Super Robot Wars (english patch), Yu-Gi-Oh 5Ds 2010, Sonic Chronicles, and Infinite Space
    - Fixed regressions in Final Fantasy 4 and Dark Spire
    - Fixed MOGA connection problems
    - Support for HDMI display in Android 4.2.2+
    - Default layout option
    - Quick save/load confirm option
    - New landscape layout options
    - Microphone level option

    https://play.google.com/store/apps/details?id=com.dsemu.drastic

    ***********************************************************
    My Boy! :

    Fixed in-game save on secondary storage on latest Android.
    https://play.google.com/store/apps/details?id=com.fastemulator.gba

    2014年3月26日 星期三

    Mednafen 0.9.33.2

    Mednafen

    多機種模擬器 Mednafen 發布新版,更新如下:

    -- 0.9.33.2: --
    
    March 24, 2014:
     PSX: Fixed a small MDEC emulation bug; fixes the hang during startup in "SimCity 2000".
    
    March 17, 2014:
     The order of evaluation of the frame advance and run normal command keys/hotkeys is now based on whether or not we're
     currently in frame advance mode, to allow for the derivation of a single-press pause/unpause key(effected by the user mapping both
     functions to a single key).
    
    March 15, 2014:
     Renamed the log2 LUT array in the mpcdec code to avoid shadowing the math library function log2().
    
     NES: Fixed the problem of the VS Unisystem DIP switch position display(accessed via the "F6" key) being invisible.
    
     PCE: Fixed broken MCGenjin support.
    
    March 13, 2014:
     CDPLAY: Tweaked visualization code to reduce memory and CPU usage.
    
    March 11, 2014:
            Lynx: Minor code cleanups.

    http://forum.fobby.net/index.php?t=rview&goto=3379&th=1011#msg_3379

    2014年3月23日 星期日

    UME 0.152ex4

    UME (logo by JackC)
    UME is the complete/combined version of the MAME / MESS project.

    MAME近期針對底層代碼正在做大規模的修復與清理,0.153正式版應該還要一陣子才出的來,Haze發布了相對穩定的UME編譯版,想嘗鮮的朋友可試試。

    更新如下:

    I feel the project has reached a relative level of stability compared to at other points over the last month so I’ve decided to put out an ‘ex4′ build of UME. There are still some outstanding issues that will likely need to be fixed before a real 0.153 build can be released (for example the breakage of all the Scorpion 4 fruit machine drivers) but overall we’re starting to look in better shape here than we have for a while.

    0.152ex4 is based on SVN revision 28774

    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 0.152ex4 Windows binaries – 32-bit, 64-bit and all tools
    UME 0.152ex4 sources

    I’ve also decided to compile MAME / MESS builds for this in addition to the regular combined binary.

    0.152ex4 (split binaries)

    Points of Interest

    I’ll write something if / when I find the time.
    The build does contain the latest progress on Mega Phoenix and while emulation is still imperfect (some flickery graphics and bad sound) it does now seem to be playable
    Most of the progress over the last few weeks has been internal however, as mentioned in the previous update here.

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

    PPSSPP 0.9.8



    PSP模擬器 PPSSPP 發布新版,更新如下:

    ‧OpenGL ES 3 detection bug on Xperia devices fixed, graphics work again.
    ‧More accurate audio mixing and emulation
    ‧Software rendering and display list performance improvements
    ‧Workaround for timing issue hanging Crash Tag Team Racing
    ‧Galician language
    ‧Built-in ARM disassembler improvements (dev feature)
    ‧Fix for immersive mode volume key issue on Android Kitkat
    ‧And more minor tweaks and fixes as always.

    http://www.ppsspp.org/

    2014年3月17日 星期一

    PSP模擬器 PPSSPP 如何加載 CWCHEAT 金手指

    PPSSPP可以使用金手指碼,也可以直接載入CWCHEAT的金手指數據庫,先寫下來以避免日後腦部又發生壞軌.....

    1). 下載CWCHEAT,取出裡面的 CHEAT.DB 。

    2). 執行PPSSPP,在選單中點擊 "遊戲設定" --> "啟用作弊碼" 打勾。

    3). 先執行任一款遊戲,之後退出模擬器,在 memstick\PSP 中會生成一個名為 Cheats 的
         資料夾,之後將 CHEAT.DB 丟到裡面去。

    4). 再執行一次遊戲,按Esc調出選單,點 "金手指" --> "由Cheats載入" ,之後再點一次
          "金手指" ,這時假如金手指數據庫裡有這款遊戲的金手指,就能在裡面看到作弊碼,反之
         就表示數據庫裡沒有這款遊戲的金手指,再來就是將你要的作弊碼打勾就能開啟。

    2014年3月15日 星期六

    puNES 0.80

     
    FC模擬器 puNES 發布新版,更新如下:

    0.80
    Completed porting to DirectX. Both versions are now available for windows (SDL and D3D). I tried to share as much code as possible in order to make maintenance easier and this has led me to heavy internal changes so if someone finds some roms that worked with the previous version, can contact me. In addition, this revision work has brought to light many existing bugs that have been fixed (maybe replaced by others) for all versions (Linux and Windows). I stopped to make a list of all fixes some time ago so I can only advise you to download it, you will find it more stable and more efficient. A big thank you to all those who gave me a hand in the beta testing phase (Eugene.s, Kirkor, OldGhost, kaz321123, sedusg, Darkness Knight, mangamuscle and the other guys).
    http://forums.nesdev.com/viewtopic.php?t=6928

    2014年3月13日 星期四

    Mupen64Plus-Qt 1.0

    N64模擬器 Mupen64Plus 前端工具 Mupen64Plus-Qt 發布新版,更新如下:

    Hello,

    Someone requested I convert my CEN64-Qt launcher (here: http cen64.com/viewtopic.php?f=17&t=15) to work with Mupen64Plus. I've finally gotten around to it and added several new features as well such as GoodName support and column configuration. GoodName support requires the data directory to be set (to read mupen64plus.ini). On Linux this is usually /usr/share/mupen64plus. On Windows this is most likely the same directly the executable is in.

    This is just a basic launcher that utilizes the console UI to do all the work. I've added support for most of the parameters that appear on the man page. I don't plan on adding much more to it but I am willing to entertain feature requests. I believe the main things missing are archive support and some sort of input configuration. The former I'll probably add eventually. The latter is tricky to do correctly, so I don't expect to add it.

    The Github repository is here: https://github.com/dh4/mupen64plus-qt

    Some screenshots:



    Binary downloads (all are 64-bit):
    Linux: https://dl.dropboxusercontent.com/u/..._linux_1.0.zip
    Windows: https://dl.dropboxusercontent.com/u/...qt_win_1.0.zip
    Mac OSX: https://dl.dropboxusercontent.com/u/...qt_osx_1.0.dmg


    Arch Linux AUR package: https://aur.archlinux.org/packages/mupen64plus-qt/

    Please report any bugs you find.

    http://www.emutalk.net/threads/54976-Mupen64Plus-Qt?p=452286

    FPse for Android v0.11.127

    FPse for Android - screenshot thumbnail

    安卓-PS模擬器 FPse 發布新版,更新如下:

    - Enhanced Audio rendering.
    - Added all files including savestates and memcards to backup and restore function.
    - Fixed External pad 1 and 2 mapping.

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

    My Boy! v1.5.23

    My Boy! - GBA Emulator - screenshot thumbnail

    安卓-GBA模擬器 My Boy! 發布新版,更新如下:

    • Write in-game saves to MyBoy's save directory (on the primary storage) in case your game's directory is not writable. This fixed the saving issues on certain devices with the new Android update.
    • Fixed cheats master code. All cheats should work now!
    • Fixed crash editing cheats while the global cheat option is off.
     

    2014年3月12日 星期三

    HD NES (2014/03/11)

    201402151936223859.png

    20130728221718b.png

    HD化的FC模擬器 HD NES 發布新版,更新如下:

    - Added mapper 7, 9 and 10.
    - Change the rendering from scanline based to tile based.
    - Fixed the initial tab page which was changed by mistake in the last update.


    http://forums.nesdev.com/viewtopic.php?f=3&t=9935

    2014年3月11日 星期二

    RetroArch 1.0.0.2

    RetroArch - screenshot thumbnail

    非常優秀的多平台-多機種模擬器 RetroArch 發布新版,更新如下:

    In this post I’ll try to summarize all the changes made to RetroArch since the last version (1.0.0.1). It’s by no means complete but it gives a general overview of what has changed.
    Note that the iOS version is still upcoming.
    Cores
    Mupen64 – W coordinate for vertices now properly set according to per-game depth bias. Should fix most of the texture wobbling issues in games.
    Mupen64 – Fixed ‘No Controller connected’ issue in Banjo-Tooie.
    Mupen64 – Uses refactored audio RSP plugin, includes numerous fixes such as improved MusyX support, etc.
    Mupen64 – Glide64 refactoring  - Optimized dither noise code – is now done on the GPU entirely.
    Mupen64 – Glide64 refactoring – codebase has been cleaned up significantly, code duplication cut down on.
    Mupen64 – (Non-mobile versions) – Three-point filtering option instead of just bilinear filtering. The N64 used an inferior form of bilinear filtering called 3-sample (or 3-point) filtering. Textures were made with this in mind so many look a lot better with point filtering vs. bilinear.
    Screenshot comparison here: http://imgur.com/a/M9nRP
    Genesis Plus GX – Aspect ratio changes are now applied correctly.
    Genesis Plus GX – Other changes.
    Mednafen VB – Added Core Options for Virtual Boy – Anaglyph/Palette.
    Mednafen (All) – Should correctly save SRAM to save directory now.
    SNES9x – Memory leak fixes and some other improvements.
    Nestopia – Core updates.
    3DEngine – New core. A combination of all other 3D tech demos so far along with advanced libretro features like camera support, GPS/location services, etc. Can also be used to display still pictures (JPEG/PNG). JPEG support is buggy right now.
    VBA-M – Adds Code Breaker/Game Shark support (by using cheat files).
    FBA core – No more hardcoded 1024×1024 frame buffer – is now set dynamically. Should in most cases free up around 3MB of system RAM.
    RetroArch PlayStation3
    - Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
    - Analog mapping to D-pad works now for all cores.
    - Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
    - All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
    RetroArch Xbox 360
    - Threaded Auto SRAM save should be available now.
    - Reimplemented the menu – now uses the common menu code.
    - XUI GUI no longer is bound to the game’s viewport – so it should no longer cut off when using certain aspect ratios.
    - It’s now possible to go back a directory level in the file browser.
    - It’s now possible to change path options.
    - Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
    - Analog mapping to D-pad works now for all cores.
    - Ported MAME 2003 [0.78] to Xbox 360.
    - Integer scaling works.
    - All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
    - Faster blitting – now uses XGCopySurface
    RetroArch GX – Gamecube/Wii
    - More screen resolutions.
    - Overlay support.
    - Faster blitting – inlined lots of GX functions.
    RetroArch Xbox 1
    - Threaded Auto SRAM save should be available now.
    - Core Detection should work properly now.
    - Aspect ratio options are fixed.
    - Integer scaling should work correctly now.
    - Soft filter/flicker filtering should work correctly now.
    - Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
    - Analog mapping to D-pad works now for all cores.
    - All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
    RetroArch OSX 
    - Joypads should work now.
    - Analog mapping to D-pad works now for all cores.
    - All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
    RetroArch Android
    - Should fix App Not Responding issue that happened with overlays and threaded video.
    - All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)

    官網載點 : http://www.libretro.com/index.php/downloads/

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

    2014年3月10日 星期一

    Mednafen 0.9.33.1

    Mednafen

    多機種模擬器 Mednafen 發布新版,更新如下:

  • Fixed compiler errors when compiling without the debugger.
  • Fixed a couple of memory leaks.
  • PSX: Made better use of exceptions in the loading and initialization code paths(and avoid leaking memory if a part of the process fails).
  • PSX: Protect against sound buffer overflow without causing a call to abort() so that using save states(when they're added) or power toggling/resetting in the debugger while in step mode is safer.
  • PSX: Output of debug messages to stdout and stderr is now controlled via the "psx.dbg_level" setting, whose default value of "0" disables almost all debug messages. Set the setting to "3" to obtain roughly the same output as previous
  • versions of Mednafen.
  • Modified the simple interpolation pixel shader code to avoid using the GLSL 1.3 function "round()", for better compatibility with some OpenGL implementations.

  • http://mednafen.sourceforge.net/

    M64Py 0.2.1



    N64模擬器 M64Py 發布新版,更新如下:

  • Greatly speed up reading ROM list
  • Check if core supports DelaySI/CountPerOp options
  • Add support for OpenBSD plugin paths
  • Fix search for cheats in mupencheats.txt

  • http://m64py.sourceforge.net/

    2014年3月8日 星期六

    PS3模擬器 RPCS3 成功模擬 Arkedo Series 02 - SWAP!





    另一款PS3模擬器 RPCS3 釋出了模擬Arkedo Series 02 - SWAP! 的影片,emucr有RPCS3最新編譯版,有興趣的朋友可自己嘗試看看。

    2014年3月5日 星期三

    PS3F_000 (20140305)

    PS3模擬器 PS3F 發布新版,目前還不能運行遊戲,更新如下:

    PS3Fをちょっと更新してみた。
    何度も言いますがまだゲームは動きません。ニヤニヤ専用。

    http://t.co/PDe8PnhtEj

    2014年3月4日 星期二

    No$psx v1.8



    PS模擬器 no$psx 發布新版,更新如下:

    ◾new: plain gaming-version (miniaturized nonsense emulator without debugger)
    ◾snapshots: doesn't touch cdrom status/door on cdrom-loading (preserve snap)
    ◾sound: currently disabled new zigzag for slow 18900Hz xa-adpcm (eg. dracula)
    ◾dma: fixed crash on num_blks=0 (should act as 10000h) (Where's Derpy spu/dma)
    ◾dma: updates dma address/length registers in special sync/chopping modes
    ◾setup/sound: volume slider (optionally hardware/mixer or software/multiply)
    ◾gpu/bugfix: wraps when DisplayBase+DisplayHeight exceeds 512-lines vram size
    ◾disass: shows valatcur for load/store opcodes (now also in native syntax mode)
    ◾a22i: recognizes native mips assembler syntax (alternately to nocash syntax)
    ◾a22i: fixed crash on complex numeric expressions with missing close bracket
    ◾a22i: works without space character between labels and greater/less symbols
    ◾a22i: uses predef in opcode list, refuses 'pop' if SP-load-delay busy
    ◾gpu/speedup: omits rectangle tex-blending on color=808080h (eg. Where's Derpy)
    ◾iomap: adds rect/fill/vram2vram time to gpu emu load (formerly only poly/line)
    ◾bios clone: dummy A(9D) opcode for "set_conf_without_realloc" (Roll Boss Rush)
    ◾help: added info on homebrew "set_conf_without_realloc" bios hack/patch
    ◾snapshots: survives snap loading even if old cdrom-image folder doesn't exist
    ◾snapshots: added better (but slower) LZ-based .SNA file compression (optional)
    ◾snapshots: includes BIOS ROM (for loading regardless of bios versions/clones)
    ◾expansion rom: prevents skip_intro patch on expansions (which may hook intro)
    ◾expansion rom: prevents tty_enable patch for caetla (which needs bios chksum)
    ◾expansion rom: supports actionreplay and xplorer io ports (namely switch=on)
    ◾expansion rom: supports actionreplay 2x128K mapping and normal xplorer mapping
    ◾bios-clone: fixed rename-function (added mov r4,r16)(ridgeracer sav overwrite)
    ◾gpu: prevents better-than-real-quads on concave/twisted quads (crashbandicoot)
    ◾timers: supports separate dest/overflow events, completion flags, dest changes
    ◾help: added specs and cautions on cdrom autopause (or autostop) feature
    ◾cdrom: implemented autopause feature with INT4(stat) on end of track (Rayman)
    ◾gpu: CpuToVram wraps from x=3FFh to X=000h with Y=SAME (Alundra memcard save)
    ◾gpu: fixed polygon height limit (don't draw if height>=512) (for Spiderman)
    ◾cdrom: implemented authentic 2nd_response timings (Gundam Battle Assault 2)
    ◾help: added 'CDROM – Response Timings' chapters (some min/max/average timings)
    ◾help: corrected cdrom GetID description (only one response on DoorOpen/SpinUp)
    ◾vram viewer: forces "swap_buffers" after timeout (avoids dracula mem overflow)
    ◾cpu: emulates cop0 bpc/bpcm opcode fetch breaks (for cheat device booting)
    ◾help: fixed cop0 debug break description (bpc-then-bpcm, not vice-versa)
    ◾bios-clone: added dummy "add r4,0,385h" opcode at (for Xplorer bios hook)
    ◾bios-clone: moved gui-entrypoint to 80030000h (for Action Replay bios hook)
    ◾cdrom/bugfix: bugfixed new cdrom-dma timing; minus intcount (dino crisis 1-2)
    ◾fileloader: allows to load/debug/emulate expansion roms (.rom and .fcd files)
    ◾help: new Cheat Devices chapter (code formats, i/o ports, decryption, etc)
    ◾web: new no$psx forum: http://ngemu.com/forums/no-psx-discussion.147/

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

    2014年3月1日 星期六

    Reicast r6

    reicast - a dreamcast emulator - screenshot thumbnail

    安卓-DC模擬器 Reicast 發布新版,更新如下:

    r6
     - Shenmue and other games fixed, mic support, much better ui, and many other things

    http://reicast.com/

    MedGui Reborn Beta v0.047

    http://forum.fobby.net/index.php?t=getfile&id=594&

    Mednafen模擬器前端工具 MedGui Reborn 發布新版,更新如下:

    - Added Youtube per game video search
    - Changed Boxart downloader (Now will perform a webrequest to retrieve pic image dimension) to perform a brutal download of downloaded bad picture
    - Many bug fix
    - Added a "Color Palette Maker" with any presets for only GB rom (not GBC), the button are located in GB setting tab.
    * Palette presets folder are located into MedGuiR/palettes
    * To make your palette presets in txt format you must use RGB RGB RGB RGB value in hex format Example nomenclature for old FB rapresentation: 9bbc0f 8bac0f 306230 0f380f
    http://forum.fobby.net/index.php?t=msg&th=924&start=0&

    Mednafen 0.9.33

    多機種模擬器 Mednafen 發布新版,更新如下:

    The -WIP suffix is being dropped for this release and future releases. Less stable releases(which this one should be considered) will only be "released" on the forums, more stable releases will also be added to the main site and the Sourceforge release system.

    Highlights of this release(compared to 0.9.32.1-WIP) include:
    • The XBox 360 controller's "guide" button is now mappable and usable under MS Windows.
    • Rewrote the simple interpolation pixel shaders to fix problems with diagonal lines of graphics distortion.
    • Rotation(via ALT+O) no longer breaks the image horribly when used with a multiple-horizontal-resolution source image(emulation modules that can produce such an image include pce, pce_fast, pcfx, psx, and snes).
    • Added support for per-module settings overrides(specified via placing settings in files named such as "nes.cfg", "pce.cfg", "pce_fast.cfg", etc.).
    • Reduced the maximum supported sound output rate from 1048576Hz to a much more reasonable 192000Hz(significantly eases proper sound processing algorithm design and testing).
    • Various debugger bugfixes and refactorings to fix design flaws; save-states should now work in step mode with PC-FX and PC Engine emulation without causing crashes.
    • GB: Added support for entering "GameShark" cheats in the cheat interface.
    • NES: Added support for entering "Pro Action Rocky" cheats in the cheat interface.
    • PCE: Removed support for the "enhanced" PSG revision, and the default PSG revision setting is now "match"(HuC6280A for SuperGrafx games and HES playback, HuC6280 for everything else).
    • PCE, PC-FX: Revamped sound resampling and processing to be much higher-quality.
    • PS1: Added limited support for entering "GameShark" cheats in the cheat interface(not every code type is supported, and some cheats may not work properly).
    • PS1: Improved accuracy(and quality) of the CD-XA ADPCM resampling algorithm per tests on a PS1.
    • PS1: Reworked sector buffering and XA ADPCM playback per tests on a PS1; fixes problems with voice cutoff in "Breath of Fire 4" and probably some other games, and fixes the corrupted boss graphics problem in "Captain Commando".
    • SNES: Added support for Game Genie codes.

    New settings:
    • pce.adpcmextraprec
    • pce.resamp_quality
    • pce.resamp_rate_error
    • pcfx.resamp_quality
    • pcfx.resamp_rate_error
    • psx.slstart
    • psx.slend
    • psx.slstartp
    • psx.slendp

    Settings with changed semantics and/or default values:
    • pce.psgrevision
    • pcfx.rainbow.chromaip
    • sound.rate

    Removed settings:
    • pce.adpcmlp

    http://forum.fobby.net/index.php ... 81&start=0&