2014年9月28日 星期日

聊一下 Deunan 的新玩具

GDEMU v5 extra buttons
 
 
記得 Deunan 是誰嗎 ? 它就是DC模擬器Makaron作者,之前提到他完成了GDEMU項目,使用SD卡取代DC GD-ROM,現在他又要推出新玩具,目標就是使用SD卡取代SEGA SATURN與PCE-CD的CD-ROM。
 
說實在,他的產品很吸引我,不過價格方面不低就是了,但是相較其他方案,產品的完成度相當高,遊戲相容性接近100%,之後預定會推出SS與PCE-CD的作品,有興趣的朋友可以關注一下。
 

2014年9月27日 星期六

RetroArch Vs RETRON 5

Libretro
 
VS

閒閒沒事,來聊一下最近發生的這場戰爭 --------- RetroArch Vs RETRON 5

RETRON 5 是一台主機,它可以運行 NES (FC)/SNES(SFC)/GENESIS (MD) /GBA/GBC (GB) 的遊戲,簡單來說,你可以直接插上實機卡帶然後在這款主機上運行。  聽起來很不錯 ! 但他與 RetroArch 這個模擬器有啥關係 ? 原因就出在 RETRON 5 運行遊戲的方式。

RETRON 5 雖然是使用插卡,但實際上卻不是硬體解碼,而是採取軟體來模擬運行。
插卡這個動作只是將卡帶裡遊戲資料Dump到主機記憶體中,之後利用模擬器來運行遊戲。

啥 ?! 這和模擬器有啥差別 ? 沒錯!這就是 RetroArch 抓狂的原因所在 ! 因為 RETRON 5 未經官方授權就盜用 RetroArch 上數款模擬器代碼來運行遊戲,而且是人贓俱獲 !

雖然這些代碼不是由RetroArch所寫的,但是這些代碼都是經原作者同意後才移植的,再加上最重要的一點,這些已開源的代碼,原作者都提到必須在 "非商業使用" (non-commercial license) 的前提下才能使用,而 RETRON 5 卻是一台銷售營利的主機,這當然違反原作者開源時的初衷,這場紛爭因此爆發。

有問題的模擬器代碼包含 Genesis Plus GX (MD) / SNES9x Next (SFC) / FCEUmm (FC) / VBA Next (GB-GBC-GBA) /  甚至是 RetroArch 的GUI代碼都被 "借用",難怪RetroArch氣得火冒三丈.........

原文地址 : http://www.libretro.com/index.php/retroarch-license-violations/

2014年9月26日 星期五

xxx.emu Version 1.5.20

MD.emu - screenshot thumbnail

安卓 - xxx.emu 系列發布新版,更新如下:

Version 1.5.20
  • Improved hq2x effect quality and speed: now works with linear filtering and renders exactly 2x the amount of pixels so uses less GPU power in most cases
  • Added Scale2x shader
  • Reduced memory used when backgrounded by deallocating all font data
  • Added Default setting to Save Path option that uses an automatic path on the primary storage device (displayed when setting is selected)
  • Optionally fall back to default save path if the current lacks write access, for example on Android 4.4+ using a secondary SD card
  • Reorganize some options and rename Options -> Input to Emulated System Options, available under On-screen Input Setup and Key/Gamepad Input Setup if the system has extra input options
  • Android: Fixed some crashes in the Bluetooth error handling code
  • Android & iOS: Added option to override OS external display mirroring (HDMI, Airplay, etc.) and show just the game content while the on-screen controls remain on the phone/tablet screen
  • iOS: Added support for MFi gamepads on iOS 7+
  • iOS: Added native 64-bit builds for most systems
  • MD: Fixed .iso file loading without a cue file
  • MD & PCE: Updated CD image routines from Mednafen 0.9.36.1 with some .cue file handling improvements and better caching when reading images
  • MD & MSX: Fixed some possible crashes when loading games due to memory corruption
  • NEO: Added option to select between Universe BIOS 2.3, 3.0, and 3.1
http://www.explusalpha.com/

2014年9月25日 星期四

Raine v0.63.12

NEO-GEO CD/Arcade模擬器 Raine 發布新版,更新如下:

  • Yet another small update for the 0.63 version, it adds command line switches for opengl options and to select the region, use raine -h to see the options. Except that some fixes again, to launch some neocd games from the command line, and for a very special crash of garou (not of raine !), when using raster emulation, for this one the fix is not ideal but it will do for now, there was too much heat last week to do anything really serious !

  • Also I re-enabled some optimizations which were disabled long ago in the win32 binary, when the compiler was not so good. Maybe it would be time to start making binaries for pentium4 instead of pentium, but I don't think the improvements would be noticeable and there's a risk some old system couldn't run the binary, so I'll keep pentium builds for now...

  • http://rainemu.swishparty.co.uk/

    Raiden III Digital Edition In Steam



    Steam-雷電III上架了, 剛好趕上這股MAME模擬雷電II成功的熱潮。

    系統需求 :

    Minimum:
    • OS: Windows XP (32 bit)
    • Processor: Intel Celeron 2.0 Ghz
    • Memory: 512 MB RAM
    • Graphics: nVidia GeForce FX Series, ATI Radeon 9000 Series
    • DirectX: Version 9.0c
    • Hard Drive: 700 MB available space
    • Sound Card: Direct Sound
    Recommended:
    • OS: Windows 7 (64 bit)
    • Processor: Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: nVidia Geforce 8600 / AMD Radeon HD3700
    • DirectX: Version 9.0c
    • Hard Drive: 700 MB available space
    • Sound Card: Direct Sound

    有興趣的朋友可以到Steam看看

    http://store.steampowered.com/app/315670/

    2014年9月24日 星期三

    BizHawk 1.8.2

    多機種模擬器 BizHawk 發布新版,更新如下:

  • Custom AR Support
  • Display client size while resizing
  • Fix U+D/L+R behavior when disabled
  • Fixed the core detection when playing back a NES/SNES movie.
  • Profile config – add a N64 Tool-Assisted Speedruns profile
  • Speedup/Slowdown hotkeys – add 300% and 6400% increments
  • Play movie – stop on frame textbox – change max length from 3 to 8
  • Lua – forms.label – add an optional fixedwidth font param
  • Cheats dialog – default to System Bus domain
  • Ram Search – fixes to 4 byte searches
  • Hex Editor
    • Fix highlighting logic on some systems
    • Fix stale memory domains when loading a new ROM with the hex editor still open
  • GBAHawk
    • Wave channel fix – fixes the broken BGM of Hachiemon and Mario & Luigi: Superstar Saga.
    Atari2600Hawk
    • Fixed PlayField Score flag not being set. Fixes the tachometer in Dragster
    GenesisHawk
    • make the vram memory domain properly invalidate the tile cache and the vdp viewer properly regenerate the tile cache
    • 68k and vram memory domains – account for the fact that rom and ram are emulated with 16 bit swaps
    N64Hawk
    • Include the jabo plugin in releases (with special permission from jabo)
    • Expansion pak toggle support, off by default
    • Added a System Bus domain, allows support for certain gameshark cheat codes
    • Added a ROM memory domain
    • Change memory domains so that rdram is big endian
    • Fix bug with core inventory launching n64 core with data that romgame had mangled in cases. Fixes the loading of rom hacks such as Legend of Zelda Zeldas Birthday
    • Performance improvements in savestates
    SNESHawk
    • System bus domain for "deterministic mode" (recording a movie)
    • Fix lag counter when using the performance profile
    • Improve rewind performance
    http://code.google.com/p/bizhawk/

    Yanese v0.45

     

    FC模擬器 Yanese 發布新版,更新如下:

    Scale2x: I coded a Scale2x routine for window at 2x and above. Beware that Scale2x takes high CPU usage particullary at 3x and 4x, not for older machines. If the emulator produces sound problems when running at this reolutions you should stick at "dot by dot" rendering and test. I show a screenshot below how it looks with Scale2x. Take into account that setting "Nes Aspect Ratio" implies Scale2x. Thanks to Shonumi for his excellent doc.
  • Sound de-sync go away forever: This time i did it, sound and video sync are in perfect state. Thanks to James for the help.
  • MMC5 back again: I put it back in the emu.
  • Fixed several bugs.

  • http://www.yanese.com/

    2014年9月21日 星期日

    MAMEUIFX 0.154 SVN r32230 TEST released

    由於Seibu COP基板的保護正式被解開,雷電2等遊戲得以在MAME復活,再加上Haze老大的努力下,333 MCU基板也隨之攻克。這塊基板也算是Seibu COP的改版,不過去掉了許多保護,Haze花了一些時間解決了這塊基板的保護,讓New ZeroTeam與Zero Team 2000還有 雷電2 NEW等遊戲正式被MAME支援。

    MAMEUIFX發布了新編譯版,想嘗鮮的可以試試。

    21/09/2014MAMEUIFX 0.154 SVN r32230 TEST released

    * Changelog from 0.154:

    - Renamed "cleanstretch" core option to "widestretch" (As requested by haynor666 ages ago)
    - This is released due to the new WORKING status for RAIDEN II / DX and ZERO TEAM
    http://mame32fx.altervista.org/forum/viewtopic.php?f=1&t=7

    --------------------------------------------------------------------------------
    Raiden 2 New  Zero Team 2000

    2014年9月17日 星期三

    UME 0.154ex2

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

    MAME大老 Haze 發布了由他編譯的UME新版本,加入了雷電2與NMK等基板最新驅動,原文如下:

    0.154ex2 is built from SVN revision 32127
    I haven’t had time to look at refactoring the MAME rom filenames to be built from separate label and location fields, but feel it’s about time to release an update anyway as things like the NMK004 sound emulation and Raiden 2 progress represent interesting and significant progress.
    A number of sites have been posting ‘0.155’ builds, they are fake, there is no scheduled release date for MAME 0.155 yet, none of the final preparation that happens before a new release has been initiated yet.
    UME 0.154ex2 Windows binaries – 32-bit, 64-bit and all tools
    UME 0.154ex2 sources
    Here is the 0.154ex1 to 0.154ex2 SVN log
    Other Binaries (if you don’t know what these are you don’t need them)
    MAME/MESS split 0.154ex2 Windows binaries – 32-bit, 64-bit and all tools
    Points of Interest
    I feel the most significant news relating to this update is the progress with the NMK004 sound emulation, bringing the sound from imperfectly simulated using HLE code to practically perfect. Others might argue the recent progress in Raiden 2 / DX is more significant. That is also big news, furthering the understanding of the protection systems used on that game greatly, and it is, for all intents now playable, but without further testing the confidence level isn’t that high; several of the changes that were subsequently ported to the 68k based games (Legionnaire, Heated Barrel etc.) actually caused them to regress slightly, and Zero Team (V30 based) still has significant issues too, all clear indications that there is still a lot to understand with the COP protection.
    I’ve seen the question asked in a number of places ‘does this also improve the Raiden 2 / DX NEW version’ and the answer to that is no, that game (it’s a 2-in-1) uses an evolution of the protection, and handles a lot of the basic protection setup in a different way. Rom banking still isn’t handled there, so they continue to crash like they always have. Even if we get them working they’re actually inferior versions because the sound system is replaced with bootleg quality sound. As a side note, if anybody has a ‘Raiden 2 2000′ or ‘Raiden DX 2000′ board it would be nice if you could send it for dumping, they’re probably the same thing as the ‘New’ versions but with a different title (so same poor quality sound etc.) but so far they’ve eluded us.
    (I also added CHD entries for the Playstation Raiden Project and Raiden DX to the Playstation list, for reference. If you’re wondering why they weren’t already there it’s because many of the lists for CD / Tape / Disk based systems are just built on an ‘as-needed’ basis, or from obscure sourced material that isn’t already listed elsewhere – they’ll mature with time)
    Speaking of Raiden II, while it’s true that Seibu games have an awful lot of code revisions, and it’s not always obvious what the difference is between them unless they’re clearly designated ‘OLD’ and ‘NEW’ versions there are two very obviously different versions of Raiden 2 that have been documented for a while. First of all there is the regular Raiden II game, this has a sepia high score table in the attract mode.

    Raiden 2 Regular Raiden 2 Regular

    In addition to this version there is one dubbed ‘Easy version’ by many fans of the series. It can be identified by a coloured fighter on a black background behind the high score table instead of the usual picture. It’s not a simple difficulty rebalance either, some enemies have been moved about, as you can see from the 2nd screenshot comparing with the one above, the pictured enemy simply doesn’t appear in the first level with the regular version of the game.

    Raiden 2 Easy Raiden 2 Easy

    Some of the 68k based COP games have improved tho, for example I fixed the scrolling on the Godzilla game, although the reason the glitching was so obvious is because of the absurd way in which the game tilemaps are programmed. Instead of using the full range of the scroll register the game only uses 4-bits, allowing for a scroll range of 0 to 15- pixels, after that point they re-upload the entire tilemap shifted by a tile, rather than just adding a new column to one side and using bigger scroll values, it’s an enormously inefficient way of doing things! The problem was (due to missing private buffer) DMA the sync between the scroll values and the re-uploaded tilemaps was wrong.
    system11 dumped a Visco ‘Go-Stop’ board, this runs on Seta ST-0016 based hardware, it’s currently non-working because it needs some attention, but it looks like it will reveal a few more secrets of the ST-0016 to us, the backgrounds for example clearly need a bigger tile setting enabled.

    Go-Stop Go-Stop Go-Stop Go-Stop

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

    2014年9月16日 星期二

    2014年9月15日 星期一

    MAME另一怨念物 NMK004 聲音晶片--完結

    說起MAME怨念物還真不少,除了雷電2系列外,NMK004 聲音晶片也算是其中之一。

    NMK16 的驅動在聲音的模擬上一直都沒有進展,直到最近幾天,NMK004 聲音晶片已成功dump出並加入MAME之中,數款經典遊戲終於脫離無聲狀態,包含:

    US AAF Mustang (野馬戰機)


    Black Heart (黑暗之心)


    Thunder Dragon(雷龍)


    等多款遊戲都能正常發聲,玩家只需將dump出的檔案放入mame rom資料夾中就能運行。附上NMK004及最新的mameuifx編譯版(r32110)下載,供大家測試。

    NMK004 聲音晶片 : http://daifukkat.su/files/nmk004.zip
    來源 : http://daifukkat.su/blog/archives/2014/09/13/nmk004_rom_dumping_part_5_the_release/

    mameuifx編譯版(r32110) :
    64-Bit:http://www.mediafire.com/download/osq58x29ze5ic23/mameuifx64_0154_r32110.exe
    32-Bit:
    http://www.mediafire.com/download/g8ybekp7c9rj9mi/mameuifx32_0154_r32110.exe

    來源 : http://www.phpbbserver.com/mameuifx/viewtopic.php?t=677&mforum=mameuifx

    DeSmuME X432R 2014-09-14

    非官方高解析度NDS模擬器 DeSmuME X432R 發布新版,更新如下:

    DeSmuME X432R 2014-09-14-0
    公式SVN r5050を元に作成


    高解像度3Dレンダリング(試験的)
    処理を修正。

    http://shikaver01.webcrow.jp/

    2014年9月12日 星期五

    Mednafen 0.9.36.4

    多機種模擬器 Mednafen 發布新版,更新如下:

    -- 0.9.36.4: --

    September 8, 2014:
            Fixed a piece of ancient mouse button mapping/reading code that was so broken it worked most of the time;
            fixes broken mapping of more
            exotic(other than left, center, and right) physical mouse buttons to virtual buttons.

            Lynx: Fixed a minor stereo sound emulation issue thanks to a patch from "sage".

            Lynx: Fixed a bug that could cause Mednafen to crash when a game attempts to power-down the emulated Lynx(which may occur if a
            game is left unattended for a prolonged period of time).

            WonderSwan, PC-FX, MD, NGP: Fixed several violations of C/C++ sequence point rules in relation to call order in expressions
            of functions with side effects, that could lead to undefined/wrong behavior with certain types of compiler optimizations
            and features(e.g. PC-FX emulation was broken on gcc 4.9.x with -fsanitize=undefined -std=gnu++11).

    http://forum.fobby.net/index.php?t=msg&th=1096&start=0&

    2014年9月11日 星期四

    PCSX2 for 64bit !!

    PS2模擬器 PCSX2 將要推出64bit版本,相信對於整體效能會有更大提升,原文如下:

    PCSX2 development picks up speed

    After a brief period of slowed development, PCSX2 has started picking up speed again with the help of new contributors as well as familiar faces. Several important improvements have been made since the last announcement.

    The most important of these improvements is undoubtedly the new debugger. Our debugger has long been an area in need of attention, and thanks to Kingcom it has finally received a much needed overhaul. This new debugger will make it much easier to chase down the problems in broken games. Rama has already managed to get the NHL series working by using it! Featuring a live instruction assembler, thread view, full register view, a function list and more, this improved debugger will certainly be a boon for our developers.

    Another area that has received welcome attention is work towards 64 bit compatibility. Although there is still a lot of work to be done before we release a 64 bit build, the foundation has been laid. GSdx compiles for x64 now, and several key changes have been made to the PCSX2 core to support x64 as well. These changes include preparing the emitter for 64 bit jumps, updating vtlb to work on x64, and changing instances of 32bit only code to be universal. These improvements help move us closer to having a true 64 bit build.

    Linux matters have improved as well. Many of the new contributors use that OS instead of Windows and improvements here always help general portability in the long run.

    Lastly, a few important changes have been made to some of the plugins. On top of general bug fixes, CDVDgigaherz now tries to keep the disc always spinning at a low speed instead of letting the drive spin all the way down. This improves game performance when using a physical disc because the drive is always ready to provide data. Lilypad also supports hot-plugging of Xinput devices now. That means if you forget to plug in your Xinput device before starting PCSX2, it will recognize it when it is plugged in without requiring a restart.

    Here is a rundown of the most significant changes:

    64 bit related:
    • Changed instances of u32 to uptr
    • Prepared emitter for 64 bit jumps
    • Made yuv2rgb and hashmap functions 64 bit ready
    • vtlb now works on on x64
    • Supported grabbing the MXCSR mask on x86_64 in cpudetect
    • GSdx now compiles for x64
    VIF:
    • Fixed “Looney Tunes: Back in Action”

    Improved Debugger:
    • Allows much easier debugging of broken games
    • Already used to get “NHL” games working
    • Features a live assembler (e.g. mark an instruction, type “nop” to replace that instruction with “nop”)
    Plugins:
    • Bug fixes for CDVDgigaherz
    • CDVDgigaherz now prevents the drive from spinning all the way down which improves performance when playing from disc
    • Lilypad supports hot-plugging of Xinput devices
    Code cleanup:
    • Changed int to bool for variables that only hold 0/1
    • Fixes for potential crashes
    • Fixes for potential variable leaks
    • Preparation for WX3 (for now we still use a custom 2.8)
    • Removed managed Vsync
    • Folder name fixes for Windows/Linux
    • Improved use of namespaces
    • Fixes for ELF parser
    • Started using generic memcpy instead of custom one(this actually brings a small speedup!)
    Misc:
    • Updated translations for several languages

    Check out the new debugger below:

    debugger

    http://pcsx2.net/

    2014年9月7日 星期日

    MAME Raiden II---攻克 !!!

    雷電2幾乎是很多人心中的遺憾,許多年來MAME就是無法將其啃下,不過這已經是過去式了,由於 O. Galibert / Angelo Salese / Jonathan Gevaryahu 等作者的努力,目前雷電2與DX已經是可玩狀態,MAME 0.155版推出時將會完善這個驅動,感謝這些人的努力付出,終於能在MAME上玩到這些遊戲了!!

    (使用 MAME SVN 31915 測試一下,除圖層還有少部分問題外,其他大致正常)

    2014年9月3日 星期三

    Nestopia Undead Edition v1.46

    非官方的FC(NES)模擬器 Nestopia Undead Edition 發布新版,更新如下:

    Unix Shell:
     Additions:
      – Mask Overscan option
      – Disable GUI option
      – Command line interface
      – Scale Factor and Filters can be changed while playing
      – Zapper support
      – Palette and Picture options
      – Ability to turn Vsync on/off
      – Alternate emulation speed
      – libao audio output (handles ALSA, OSS, Pulse, etc)
      – More volume controls
      – Turbo Buttons A and B

     Changes:
      – Ported to SDL 2.0
      – Completely rewrote config file handling
      – Completely rewrote input config and input handling
      – Completely rewrote cheats
      – Removed ALSA and OSS audio output

    Windows Shell:
     Fixes:
      – xBR dialog now updates video output when options change

    libretro:
     Additions:
      – Ability to load NstDatabase.xml (needed for some games)
      – Overscan masking (themaister)
      – Palette options
      – Zapper support

     Changes:
      – Region detection based on NstDatabase.xml

    Core:
     Additions:
      – Game Genie sound distortion option
      – Mapper 210 (NAMCOT-175, NAMCOT-340)

     Fixes:
      – Hard Drivin’ now playable (dragon2snow)
      – Kaettekita Mario Bros. fix (dragon2snow)
      – Fix for rewinder sound issue (steelywing)
      – Typos and syntax error fixes (lioncash)
      – Fix for Mickey’s Safari in Letterland (joepogo, james)

    http://0ldsk00l.ca/nestopia/