0.172 ------- MAMETesters Bugs Fixed ---------------------- - 06168: [Crash/Freeze] (neogeo.c) kof10th: Unable to start/Fatal error (ajrhacker) - 06159: [Crash/Freeze] (triforce.c) triforce: Crash/Exception before OK (Osso) - 06144: [Crash/Freeze] Running with -video d3d -numscreens 2 and above crashes MAME - 06152: [Interface] "Show mouse pointer" option stays off (dankan1890) - 06147: [Sound] (model2.c) daytona: Some songs can not be played and cause audio to halt (R. Belmont) - 06145: [DIP/Input] (astrocde.c) gorf and clones: Gorf Outputs missing Quark Laser (Joystick) Lamp Output (David Haywood) - 06143: [Documentation] They are "Master Sets", NOT "Originals" (dankan1890) - 02389: [DIP/Input] (nbmj8688.c) housemnq, housemn2, bijokkog, bijokkoy: Inputs slightly wrong for the LCD games. (cuavas) - 06156: [Interface] a5200,a7800,smspal,sms1,sms1pal,aes,vectrex,a400,a800,c64,c128: GUI software list cartridge picker fails to select cartridge Source Changes -------------- -Added data-driven shader system for BGFX renderer [Ryan Holtz] * Allows an arbitrary number of passes, with arbitrary connections between passes. * Ships by default with three effects: default, unfiltered, and hlsl * default: Simple bilinear stretch * unfiltered: Simple nearest-neighbor stretch * hlsl: A close reimplementation of the Direct3D HLSL shaders. Does not currently support bloom or vectors. * Select the "shader chain" you wish to use with -bgfx_screen_chains * Adjust the settings to your liking with slider controls, saving and loading settings and presets will be added in a future version. * See bgfx/chains/hlsl.json ans bgfx/hlsl/blit.json for JSON format rules. * For additional information, see the official MAME documentation. -Improved Scanline Simulation [ImJezze] * Changed the amount of scanline darkness, a setting of 1.0 now becomes fully black (to get the same result as before, halve your current setting) * Scanline height now depends on the brightness of the underlying color * The amount of the scanline brightness and overdrive now depends on the scanline darkness * Renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and 'Scanline Indiv. Height' to 'Scanline Height' - Fixed Bloom Level Alignment * Fixed target dimensions of bloom levels, which results in much better alignment, especially for games with very low resolutions. Therefore, current bloom settings might appear less intense than before. - Quality and Performance improvements * HLSL now uses non-power-of-two-sized target surfaces (breaks compatibility with graphics cards based on R300/R400/NV30 and older) * HLSL target surfaces now have the size of the screen canvas * Removed HLSL pre-scale factor * HLSL now uses a sharp bilinear interpolation to pre-scale textures to screen canvas size, based on [Themaister]'s implementation * Improved overall performance. Based on the previously required pre-scale factors, speedups range 5-50% depending on graphics hardware, more if a higher prescale factor was used. * Improved shadow mask quality (pixel-perfect) in screen-mode * Fixed half source texel offset of bloom level alignment * Removed ./hlsl/artwork_support folder * All shaders after pre-scale are now based on screen coordinates (workaground until both raster and vector passes can work on texture coordinates) * Disabled distortion shader for more than one screen and for artworks in full mode, does not affect artworks in cropped mode (workaground until both raster and vector passes can work on texture coordinates) -at: Created at motherboard device and split PCI and PS/2 machines into own files [Carl] -UI [Maurizio Petrarota] * Enabled user interface navigation through UI_CONFIGURE button (tab key by default). * Added support for "covers" images collection. * Added support for "gameinit.dat". * Improved ROM-less checking at startup. * Improved vertical orientation rendering. * Fixed missing mouseover highlight. * Fixed search in software lists. * Fixed DATs reload after path changes. * Fixed software load failure from BIOS submenu. -Bloom refactoring [ImJezze] * Calculation of bloom dimensions is now done only once, when render target is created. * Reduced blur width for non-vector screens. * Implemented shadow UV option for source tile mode. -apple2gs.cpp: Dumped the 341-0749 ROM and confirmed the 341-0728 Apple IIGS ROMs. [Brian Troha] -Type-safe C++ printf analog and vector-backed iostreams [Vas Crabb] * Supports most C99, glibc, SUS and MSVCRT format specifications * Allows formatting any object with stream output operator with %s * Replaces strformat, strprintf and strcatprintf * Move to type-safe templates for logerror and popmessage * Remove now-unnecessary I64FMT from calls to logerror/popmessage * Eliminate core_i64_format functions for the most part -Modernised much of the file handling code [Vas Crabb] * Made core_file, osd_file, and avi_file and polymorphic classes * Moved osd_file implementations to shareable OSD module code * Made zip/7z implementations of archive_file with common API * Prefer destructors over explicit close functions * Made APIs supply smart pointers * Pass std::string though lots of APIs rather than C string pointers * Added methods for flushing user-space file buffers * Made archive_file create/destroy thread-safe * Fixed buffer overrun when walking zip ECD * Fixed some resource leaks in file handling code * Fixed edge cases where incorrect error code was returned on Windows * Added Solaris PTY implementation * Support ~/$FOO/${BAR} expansion with SDL OSD * Made emu_file handle zip and 7z archives identically * Search archives with CRC+path, CRC+partial path, CRC, path, partial path when loading ROMs/artwork/cheats/etc. * Added support for 7z archives via zippath API * Support 7z archives for fullpath loading and media file manager * Made romcmp tool support 7z archives -Improved OSD font API [Vas Crabb] * Release font handles on destruction * Moved font enumeration into OSD, implement for SDL, Windows, OSX * Fixed drawing characters outside Unicode BMP with sdl_ttf * Support TTC fonts with sdl_ttf * Separated font display names from configuration names * Made OSX font configuration name the PostScript face name * Made sdl_ttf configuration name Family|Style * Supply ui_small font as a BDF file with Adobe glyph names -Fixed stack smash bugs in INP read/write and better encapsulate the INP header I/O code (thanks Tafoid for reporting), fix divide-by-zero in pathological case of zero-frame recording [Vas Crabb] -Fixed file naming issue when creating new image from internal file manager with media loaded (thanks BIOS-D for reporting) [Vas Crabb] -Fixed many mismatched free() / delete / delete [] errors [Vas Crabb] -Cleaned up primary.fx [ImJezze] * Split primary.fx into 3 techniques for vector buffer, screen and UI pass * Moved register_texture() for shaders outside of texture_info creation * Added render_primitive parameter to register_texture(); currently unused * Removed other unused register_texture() definition -IGS009 driver improvements: Added both missing PPI8255 devices and routed all inputs/outputs through them. Derived a memory map for Grand Prix '98, that seems to lacks of these devices. [Roberto Fresca] -Rewrote input routines as modules [Brad Hughes] -Reparented all sets of IGS Jingle Bell. Added technical information about the hardware [Roberto Fresca] -Few miscellaneous N64 changes / improvements [Happy] * Changed MemPak formatting code to better document actual format. * Avoid adjusting screen timings when VI blank video mode set. * Fixed: PIF reportedly only clears top bit of status byte. * Fixed: DD read fail needs to mask against head as well as track. -Fixed flipped sprite positioning in toypop [Katsuhiko Kagami] -crazybon improvements [Vas Crabb, Ioannis Bampoulas] * Updated DIP switch descriptions/defaults according to manual * Hooked up reel stop buttons and add to layout -Added original Dyna Cherry Master '99 QL-1 V9B.00 set [Vas Crabb, Ioannis Bampoulas] * Renamed existing set to cmast99b - it's hacked to remove Dyna name * Added DIP switch settings and defaults from manual, nothing confirmed * Confirmed correct ROM loading * Added notes, including how to reach input test -newbrain: Dumped the COP internal ROM. [Chris Despinidis] -newbrain: Rewrote the driver to modern standards. [Curt Coder] -cop400: Implemented the MICROBUS interface. [Curt Coder] -peplus.cpp: Added dump of cap1144.u50 [Badbaud] -segam1audio: Fixed ROM mapping (MT6147) and corrected authorship. [R. Belmont] -Butterfly Dream 97: Created its own machine driver. Perfectly decoded graphics for gfx bank 1. [Roberto Fresca] -Butterfly Dream 97: Decoded graphics for gfx bank 2. [Roberto Fresca] -NoteTaker: Documented more multiprocessor related addresses, fixed some address map issues. [Lord Nightmare] -HLSL presets [ImJezze] * Added general presets for raster and vector screens * Added special presets for Game Boy (monochrome LCD) and Game Boy Advance (color LCD) -ibm5170.xml: Added SICOS mouse driver and SICOS Paint. [Curt Coder] -Super Poker: Added the missing PPI 8255s and routed the involved inputs/outputs through them. 3super8 has PPI initialization routines, but seems to be a leftover since it lacks them. Also cleaned up the driver and added technical notes. [Roberto Fresca] -Added layout for Frankie Dettori's 7th Heaven [John Parker] -NoteTaker: Hooked up more of the IOCPU I/O registers. Separated reset functions for IOCPU and EmulatorCPU. [Lord Nightmare] -NoteTaker: Updated documentation further. Added commented out I/O map for the EmulatorCPU [Lord Nightmare] -Rewrote Super Cross II driver due to relicensing [Angelo Salese] -NoteTaker: Implemented the DAC, DAC Timer, and DAC FIFO, the BIOS now beeps on boot. Fixed several wrong polarity status bits. Documented where the framebuffer lives. Better documented the boot process. Hooked up the VSync Interrupt. [Lord Nightmare] -Updated Frankie Dettori layout to MAME 'dark' style [John Parker] -svi318: Rewrote driver. Supported are the SVI-318 and SVI-328 systems, and a slot system which adds support for the following expander slot options: * SV-601 Super Expander * SV-602 Single Slot Expander * SV-603 Coleco Game Adapter (no controller support yet) The slot expander cards enable support for the standard Spectravideo expansion slots. Of those, the following cards are fully emulated: * SV-801 Disk Controller (with 2 disk drives) * SV-802 Centronics Printer Interface * SV-803 16k memory expansion * SV-805 RS-232 Interface * SV-806 80 column card * SV-807 64k memory expansion [Dirk Best] -NoteTaker: Hooked up screen framebuffer. Hacked the Odd/Even interrupt so screen drawing happens. [Lord Nightmare] -NoteTaker: Fixed another typo in BIOS 1.5, no longer runs off into the weeds and actually tries to load from floppy now. Needs FDC hooked up still. [Lord Nightmare] -r9751 improvements [Brandon Munger] * Fixed more DMA issues and added more logging * Moved PDC floppy command trigger to correct register -Added common debugger commands to global menu bar in OSX [Vas Crabb] Also fixed occasional crash in Copy Visible. Note that copy visible, paste, toggle breakpoint, and view options still require you to use context menus in windows. Debug/Run menus only work when a debugger window has focus, so Break is less useful than it could be. -floppy: Fixed subtle interaction between wd_fdc initial restore and floppy reset [O. Galibert] -IGS Super Poker: Decrypted all the US/UA sets. They are still not working due to hardware differences with the former ones laying in the driver. I/O are driven through IGS custom IC's instead of 2x PPI8255 devices. [Roberto Fresca] -NoteTaker: Attached FDC and floppy drive. [Lord Nightmare] -NoteTaker: Began to hooking up DiskReg register. [Lord Nightmare] -netlist updates: [Couriersud] * First steps to move towards c++11. * Based plist on std::vector * Replaced pstack with std::stack * Removed pnamed_list * Use c++ "for each" in a number of places * Fixed two "time bombs" -Implemented integer scaling in core renderer [Calamity] * Moved -unevenstretch option to core renderer. -unevenstretch: fractional stretching (default) -nounevenstretch: integer scaling * Added new options to core renderer: -unevenstretchx: fractional stretching on horizontal axis, integer scaling on vertical axis -intscalex: horizontal integer scale factor, default is 0 (auto) -intscaley: vertical integer scale factor, default is 0 (auto) -Symbolics 3600: Added more documentation of the FEP PCB from PCB pictures. [Lord Nightmare] -Symbolics 3600: Fixed ROM mapping, add a few more PLD/PLA/PAL labels. [Lord Nightmare] -A lot of TTF fonts (including C/J/K fonts like unifont) do not have a type attribute "Regular". This fix will load the first font found if no "bold" "bold italic" "italic" or "regular" attribute was found. [Couriersud] -Neo-Geo updates: [JacKc] * Added correct ROM labels and locations for ASOII and Burning Fight early prototypes * Added ROM locations for Last Resort prototype * Marked alpham2p AES VERSION * Marked burningfp AES VERSION * Marked lresortp MVS VERSION -Converted shanghai.cpp to use the non-legacy hd63484 video device. [Angelo Salese] -Rewrote overly complex rawinput_device_improve_name function for rawinput module, plus fixing some other defects in input modules as detected by coverity. [Brad Hughes] -Added support for Raspberry Pi cross-compile [Miodrag Milanovic] -pcat_dyn: Added sound and marked toursol working [Carl] -Symbolics 36xx: Renamed driver from s3600 to s3670 to better reflect the actual model of what we're trying to emulate. Added more memory maps from the patent, but these do not seem to match the 3670 exactly, more investigation is required. [Lord Nightmare] -Added additional sanity checking to the tms9927/crt5027 core. [Lord Nightmare] -Software List cart added (crvision): Tennis (Dick Smith, earlier, 6k Cart [Luca Antignano, Herman Heritage] -apple3 updates: [R. Belmont, robj] * RAM is always present at FFCx, eliminated previous need for hack * VIAs are clocked by PRE1M (1 MHz), fixes Confidence Test * Fixed joystick reading; works in Sandman and Atomic Defense * Hooked up HBlank input to VIA 1 PB6 * Support raster splits; Atomic Defense is playable (pick joystick B) -symbolics.cpp: Added model list of the various Symbolics Inc. Lisp machines [Ian F./trintr0n] -NAOMI/Triforce/Chihiro: Updated documentation [f205v, MetalliC] -Implemented integer scaling in core renderer [Calamity] -Coco Loco: Added technical notes [Roberto Fresca] -nbmj8688 improvements [Vas Crabb] * Improved mapping of start buttons in two-player cocktails with LCDs * Flipped Player 2 view in two-player games with LCDs to better represent what they see from their side of cocktail cabinet * Added DIP locations for and livegal * Documented DIP switch functions/locations for bijokkoy, bijokkog, housemnq, housemn2, livegal, mcitylov, iemotom, ryuuha, kanatuen, kyuhito and idhimitu * Made analyser switch a toggle for many games -Corrected ROM names in seganinj set [Mathieu Patard] * Also added correct 'rev A' sprite ROM (the program ROMs were rev. A, looks like this ROM was missed when it was dumped before) -Netlist: code maintenance [Couriersud] * Renamed netlist_analog_t to analog_t * Straightened object model * Reduced access to member variables * Use pvector<analog_net_t::list_t> for groups. * Simple coverity fixes. -Symbolics 3670: Added a lot more notes about the FEP/NFEP board PALs and PROMs noting where the equations for various PALs/PROMs are in the patent [Lord Nightmare] -Symbolics 3670: Traced out more of the FEP v24 I/O memory map based on the PALs from the patent [Lord Nightmare] -apple3: Started filling in the software list. [R. Belmont] -Improved documentation for SMS software and input devices [Enik] -apple2: Started reverse-engineering the AE PC Transporter card [R. Belmont] -Initial work to make MAME work on Android [Miodrag Milanovic] -sliders.cpp: Made Alt+Arrow minimize or maximize value. [Ryan Holtz] -Swapped the endianess of the md_slot device bus to big endian, fixing megadriv cheats [Pugsy] -Initial Z80SCC baudrate generator support [Joakim Larsson] -svga_s3: Fixed potential crash when hardware pointer is at the edge of VRAM, and fixed viewport scrolling in XF86_S3. [Barry Rodewald] -atarittl.cpp: Bugle ROM redumped for Steeplechase. [Andrew Welburn] Translations added or modified ------------------------------ Chinese (Traditional / Simplified) [YuiFAN] Dutch [Wilbert Pol] French (Belgium) [Mevi] German [RafTacker, rootfather] Greek [BraiNKilleRGR] Italian [AntoPISA, Angelo Salese, Fabio Priuli] Japanese [Katsuhiko Kagami, Vas Crabb] Portugese (Brazil) [Ashura-X] Russian [MetalliC] Serbian (Latin/Cyrillic) [Damjan, Miodrag Milanovic] Spanish [A.Viloria] New machines added or promoted from NOT_WORKING status ------------------------------------------------------ Lock On (Philko) [marcus, David Haywood] Chicken Draw (2131-04, U5-01) [Kevin Eshbach, The Dumping Union] Fire Ball (FM Work) [Team Europe, David Haywood] Android (early build?) [Ryan Holtz, David Haywood] Magical Touch [Carl] Tournament Solitaire (V1.06, 08/03/95) [Carl] Conic Electronic Football [hap, Sean Riddle] Gakken FX-Micom R-165, aka Tandy Radio Shack Science Fair Microcomputer Trainer [hap, Sean Riddle] Castle Toy Einstein [hap, Sean Riddle] Coleco Head to Head Basketball/Hockey/Soccer [hap, Sean Riddle] Bandai Burger Time [hap, Kevin Horton, Rik] Bandai Pengo [hap, Kevin Horton, Rik] Bandai Zaxxon [hap, Kevin Horton, Rik] Gakken Jungler [hap, Kevin Horton, Rik] New clones added or promoted from NOT_WORKING status ---------------------------------------------------- Batsugun (Korean PCB) [Alex Cmaylo] Player's Edge Plus (X002252P+XP000050) Shockwave Poker [BrianT] Player's Edge Plus (X002309P+XP000038) Triple Double Bonus Poker [BrianT] Pleiads (Niemer S.A.) [pako ikarihardmods, Roberto Fresca] Armed Police Batrider (Hong Kong) (Mon Dec 22 1997) [Trap15, The Dumping Union] Jingle Bell (EU, V141) [Roberto Fresca, Ioannis Bampoulas] Knock Out!! (bootleg, set 3) [Paul Hogger] Cabal (UK, Trackball) [caius] Hipoly (bootleg of Hyper Olympic) [Roberto Fresca, Peter Weuffen] Last Resort (prototype) [Chris Ransley] Crazy Climber (Spanish, Rodmar bootleg) [A.R.P.A.] Buccaneers (set 3, harder) [system11] My Hero (bootleg, 315-5132 encryption) [Andrew Welburn] Coco Loco (set 2) [AUMAP, Roberto Fresca] Major Title 2 (World, alt sound CPU) [Mathieu Patard] Pac-Man (SegaSA / Sonic) [A.R.P.A.] Come Come (Petaco SA bootleg of Puck Man) [Manuel Giron] Come-Cocos (Ms. Pac-Man) ('Made in Greece' Herle SA bootleg) [Heckler] Moon Cresta (SegaSA / Sonic) [Roselson (from AUMAP)] Pac-Man (Moon Alien 'AL-10A1' hardware) [caius, Joachim Puster] Wave Runner GP (original, Rev A) [Arzeno Fabrice] Spartan X (Tecfri hardware bootleg) [farzeno, rockman, David Haywood] Toki (US, prototype?) [Kevin Eshbach] M.A.C.H. 3 (set 2) [Matt Ownby] M.A.C.H. 3 (set 3) [??] Apple IIgs (ROM03 late prototype?) [Brian Troha] Super Bishi Bashi Championship (ver KAB, 3 Players) [Skate] Pac-Gal (set 2) [kurobee] New machines marked as NOT_WORKING ---------------------------------- Lucky Bar (W-4 with mc68705 MCU) [Roberto Fresca, Ioannis Bampoulas] Cherry Angel (encrypted, W-4 hardware) [Roberto Fresca, Ioannis Bampoulas] Sharp Wizard OZ-750 [Sandro Ronco] Butterfly Dream 97 / Hudie Meng 97 [Roberto Fresca, Ioannis Bampoulas] Super Poker (v306US) [Roberto Fresca, Ioannis Bampoulas] Symbolics 3600 [trinitr0n/Ian F., Lord Nightmare] Cherry Master '99 (V9B.00) [Vas Crabb, Ioannis Bampoulas] Konami Contra (handheld) [hap, Sean Riddle] Super Game (Sega Master System Multi-game bootleg) [Astroblaster] (incomplete dump) Game Tree (PSE) [Andrew Welburn] New clones marked as NOT_WORKING -------------------------------- Coco Loco (set 3) [AUMAP, Roberto Fresca] various Super Poker sets - (v205US), (v203US), (v200UA), (v102UA) [Roberto Fresca, Ioannis Bampoulas] - (v114IT) [Mirko Buffoni, Roberto Fresca] - (v116IT-MX) [MiX, Roberto Fresca] various Jingle Bell sets - (US, V157), (EU, V155), (EU, V153) [Roberto Fresca, Ioannis Bampoulas] Sega Ninja (315-5113) [Mathieu Patard] New WORKING software list additions ----------------------------------- tutor.xml: Super Bike (Jpn) [Jim] Battle Fighter (Jpn) [Jim] 4-nin Mahjan (Jpn, set 2) [Jim] crvision.xml Tennis (Dick Smith, earlier, 6k Cart) [Luca Antignano, Herman Heritage] apple3.xml Atomic Defense [R.Belmont] Tic-Tac-Toe [R.Belmont] + more New NOT_WORKING software list additions --------------------------------------- gamate.xml: GP Race [Peter Wilhelmsen]
2016年3月31日 星期四
MAME v0.172
MAME發布新版,更新如下 :
2016年3月30日 星期三
Cemu 1.4.0c
Wii U模擬器 Cemu 發布新版,更新如下 :
CPU: Added PowerPC JIT recompiler (Currently up to 6x faster in some situations)
Some details:
Multi-stage translation and optimization. PPC -> Intermediate language -> Optimization pass -> x64
Only common PPC Instructions are currently translated. More exotic ones are still todo (e.g. LWARX/STWCX, some forms of PSQ_L/PSQ_ST, a bunch of FPU instructions and others)
Requires CPU extensions SSE2 and SSE3.1, SSE4 LZCNT is optional and will be used if available. In the future we will also utilize AVX and BMI/BMI2 if present.
CPU: Multi-core emulation was removed as it did not provide the benefits we hoped for. It may return in the future but it's unlikely to provide any speed boosts for a majority of games.
To avoid any confusion, this just refers to CPU emulation. CEMU still uses 3 threads in total. One for CPU emulation, one for the GPU command processor and one for the HLE OS.
coreinit: Implemented API MEMFreeToDefaultHeap, OSGetConsoleType
nfp: Added NFP library. New API: SetActivateEvent(), SetDeactivateEvent()
AX2: Added support for ADPCM samplerate converter
AX2: Added support for lowpass and biquad filter
GX2: Improved runtime shader cache. In average the number of shaders that need to be compiled was decreased by around 50-60%, subsequently shader compilation stutter was reduced.
GX2: Cemu will now attempt to use OpenGL's GL_ARB_CLIP_CONTROL if it is available. This will help to fix some texture issues (specifically cubemaps).
If the clip control extension is not available Cemu will still run but there can be texture mapping issues.
GX2: Merged DepthBuffer logic into ColorBuffer/Texture logic. As a result, depth buffers now support 2D texture arrays, 3D textures and cubemaps.
GX2: Added support for texture format R4_G4_UNORM
GX2: Shader instructions that have the clamp flag set now correctly handle floating point INF and -INF
GX2: GX2CopySurface() now correctly handles textures with multiple slices.
GX2: Added support for MULADD_M4 shader instruction.
GX2: Streamout now properly handles instance count > 1.
GX2: Fixed a bug where blend control parameters were not correctly updated.
GX2: Pixel shader imports with non-matching semanticID now default to vec4(0,0,0,1)
GX2: Added a special case to pixel shader depth calculation where 0.999999994 is rounded to 1.0 to behave more like the original hardware
GX2: Added proper support for texture sampler depth compare mode
GX2: Improved handling of command buffers and command buffer submit/retire timestamp (fixes GX2DrawDone())
http://cemu.info/
CPU: Added PowerPC JIT recompiler (Currently up to 6x faster in some situations)
Some details:
Multi-stage translation and optimization. PPC -> Intermediate language -> Optimization pass -> x64
Only common PPC Instructions are currently translated. More exotic ones are still todo (e.g. LWARX/STWCX, some forms of PSQ_L/PSQ_ST, a bunch of FPU instructions and others)
Requires CPU extensions SSE2 and SSE3.1, SSE4 LZCNT is optional and will be used if available. In the future we will also utilize AVX and BMI/BMI2 if present.
CPU: Multi-core emulation was removed as it did not provide the benefits we hoped for. It may return in the future but it's unlikely to provide any speed boosts for a majority of games.
To avoid any confusion, this just refers to CPU emulation. CEMU still uses 3 threads in total. One for CPU emulation, one for the GPU command processor and one for the HLE OS.
coreinit: Implemented API MEMFreeToDefaultHeap, OSGetConsoleType
nfp: Added NFP library. New API: SetActivateEvent(), SetDeactivateEvent()
AX2: Added support for ADPCM samplerate converter
AX2: Added support for lowpass and biquad filter
GX2: Improved runtime shader cache. In average the number of shaders that need to be compiled was decreased by around 50-60%, subsequently shader compilation stutter was reduced.
GX2: Cemu will now attempt to use OpenGL's GL_ARB_CLIP_CONTROL if it is available. This will help to fix some texture issues (specifically cubemaps).
If the clip control extension is not available Cemu will still run but there can be texture mapping issues.
GX2: Merged DepthBuffer logic into ColorBuffer/Texture logic. As a result, depth buffers now support 2D texture arrays, 3D textures and cubemaps.
GX2: Added support for texture format R4_G4_UNORM
GX2: Shader instructions that have the clamp flag set now correctly handle floating point INF and -INF
GX2: GX2CopySurface() now correctly handles textures with multiple slices.
GX2: Added support for MULADD_M4 shader instruction.
GX2: Streamout now properly handles instance count > 1.
GX2: Fixed a bug where blend control parameters were not correctly updated.
GX2: Pixel shader imports with non-matching semanticID now default to vec4(0,0,0,1)
GX2: Added a special case to pixel shader depth calculation where 0.999999994 is rounded to 1.0 to behave more like the original hardware
GX2: Added proper support for texture sampler depth compare mode
GX2: Improved handling of command buffers and command buffer submit/retire timestamp (fixes GX2DrawDone())
2016年3月29日 星期二
2016年3月26日 星期六
SSF TestVer 2016-03-26
SS/STV模擬器 SSF 發布新測試版,更新如下 :
FM音源処理の不具合を修正。
GPUレンダリング時にビットマップBGの表示が変になる不具合を修正。
フル画面の切り替えを安定させました。
https://t.co/QIGjeywNAC
FM音源処理の不具合を修正。
GPUレンダリング時にビットマップBGの表示が変になる不具合を修正。
フル画面の切り替えを安定させました。
https://t.co/QIGjeywNAC
2016年3月24日 星期四
Nintendulator 2016-03-20
FC模擬器 Nintendulator 發布新版,更新如下 :
Controller configuration should now be able to tolerate Windows enumerating devices in a different order (e.g. if you unplug a USB gamepad you weren't using).
http://www.qmtpro.com/~nes/nintendulator/
Controller configuration should now be able to tolerate Windows enumerating devices in a different order (e.g. if you unplug a USB gamepad you weren't using).
2016年3月22日 星期二
太神了 -- 3 Cemu 1.4.0 W.I.P
感謝老任軟硬體工程師 !! 老任萬歲 !!! 模擬器作者XXOO??!! (已不知如何形容).....
Wii-U模擬器 Cemu 最新進展,看完下巴要扶好........
PS.視頻一再被刪,好不容易找到一個可以看的........
https://streamable.com/853r
Wii-U模擬器 Cemu 最新進展,看完下巴要扶好........
PS.視頻一再被刪,好不容易找到一個可以看的........
https://streamable.com/853r
No$sns v1.6
SFC模擬器 No$sns 發布新版,更新如下 :
* snes-cd: emulates snes-cd (requires SFX-100.BIN bios rom-image in BIOS folder)
(supports .iso 920h bytes/sector or single track .cue/.bin 800h bytes/sector)
(supports .iso with xa-adpcm and cd-da, .iso is without toc/track info though)
* snes-cd: magic floor snes-cd version - first ever snes-cd game released ever
* snes-cd: logs mechacon commands in debug message window
* help: added complete sfx-100 snes-cd specs (io, memory, bios, discs, etc.)
* help: added nintendo power flashcart details (many thanks to skaman and sanni)
* snapshots: added snapshot (savestate) feature, should work with most mappers
* nss/help: added workaround for DSP1 issues (thanks DogP) and CIC notes
* nss/help: added several details and CN4/CN5 pinouts (thanks DogP)
* help: added note on 3D glasses for Jim Power (pulfrich; dark/clear glasses)
* help: added more X-Band details (sega-source-based io map, bios functions)
* st018/speedup: switches ARM to pseudo-halt-state when arm-mainloop has no data
* st018/cartloader: allocates ST018 memory and loads 160K ST018.BIN (128K+32K)
* st018/emu: emulates st018 memory/io, imported ARM cpu engine (from no$gba)
* st018/help: added ARM cpu specs, and more details on ST018 memory/io/cmd's
* st018/disass: added ARM disassembler, getpc/setpc, 32bit valatcur, etc.
* sound: fixed max_mixer_buf_siz for PAL games (needs bigger buffer than NTSC)
* debug: updates data window during run (eventually allows to view RAM changes)
* debug: added Alt+A animate to all no$xxx emus (repeated trace; as gmb/gba/psx)
* debug: tracelog (for main cpu and apu cpu) (enabled in debug message window)
* debug: tty window scrollbar thumb tweaked to support more than 32767 lines
* debug: tty window optional buffer limit (1/10/100MB, with/without wrapping)
* msu1: added msu1 emulation, and removed it after getting accused of nitpicking
* sa1: implemented pixel-buffer-reading (used by Super Mario RPG upon level-up)
* sa1: bugfixed 2bpp-bitmap-to-bitplane-conversion and 4bpp-pixel-buffer-write
* help: added nss cartridge pinouts (thanx to martfrizb and hyarion and dogp)
* help: DSPn/ST010/S-DD1 clock sources (thanx markfrizb/overload/byuu/s.central)
* help: fixed timings in memory map (exchanged 2.68 and 3.58MHz) (thanks doppel)
* help: added notes on using ntsc-controllers on pal-consoles (pinouts chapter)
* gui: setup uses asia-compatible TabControl instead of unreliable PropertySheet
http://problemkaputt.de/sns.htm
* snes-cd: emulates snes-cd (requires SFX-100.BIN bios rom-image in BIOS folder)
(supports .iso 920h bytes/sector or single track .cue/.bin 800h bytes/sector)
(supports .iso with xa-adpcm and cd-da, .iso is without toc/track info though)
* snes-cd: magic floor snes-cd version - first ever snes-cd game released ever
* snes-cd: logs mechacon commands in debug message window
* help: added complete sfx-100 snes-cd specs (io, memory, bios, discs, etc.)
* help: added nintendo power flashcart details (many thanks to skaman and sanni)
* snapshots: added snapshot (savestate) feature, should work with most mappers
* nss/help: added workaround for DSP1 issues (thanks DogP) and CIC notes
* nss/help: added several details and CN4/CN5 pinouts (thanks DogP)
* help: added note on 3D glasses for Jim Power (pulfrich; dark/clear glasses)
* help: added more X-Band details (sega-source-based io map, bios functions)
* st018/speedup: switches ARM to pseudo-halt-state when arm-mainloop has no data
* st018/cartloader: allocates ST018 memory and loads 160K ST018.BIN (128K+32K)
* st018/emu: emulates st018 memory/io, imported ARM cpu engine (from no$gba)
* st018/help: added ARM cpu specs, and more details on ST018 memory/io/cmd's
* st018/disass: added ARM disassembler, getpc/setpc, 32bit valatcur, etc.
* sound: fixed max_mixer_buf_siz for PAL games (needs bigger buffer than NTSC)
* debug: updates data window during run (eventually allows to view RAM changes)
* debug: added Alt+A animate to all no$xxx emus (repeated trace; as gmb/gba/psx)
* debug: tracelog (for main cpu and apu cpu) (enabled in debug message window)
* debug: tty window scrollbar thumb tweaked to support more than 32767 lines
* debug: tty window optional buffer limit (1/10/100MB, with/without wrapping)
* msu1: added msu1 emulation, and removed it after getting accused of nitpicking
* sa1: implemented pixel-buffer-reading (used by Super Mario RPG upon level-up)
* sa1: bugfixed 2bpp-bitmap-to-bitplane-conversion and 4bpp-pixel-buffer-write
* help: added nss cartridge pinouts (thanx to martfrizb and hyarion and dogp)
* help: DSPn/ST010/S-DD1 clock sources (thanx markfrizb/overload/byuu/s.central)
* help: fixed timings in memory map (exchanged 2.68 and 3.58MHz) (thanks doppel)
* help: added notes on using ntsc-controllers on pal-consoles (pinouts chapter)
* gui: setup uses asia-compatible TabControl instead of unreliable PropertySheet
http://problemkaputt.de/sns.htm
2016年3月20日 星期日
PPSSPP 1.2.2
PSP模擬器 PPSSPP 發布新版,更新如下 :
Went back to the old way of initializing graphics on Android. Should fix many recent issues.
Some graphical fixes, a vertex cache performance improvement and a screen clear optimization
Fix for dual source blending on most SHIELD devices, causing graphical issues.
Fix the homebrew store incorrectly unzipping some games. This will lead to more games being added.
Slightly faster ISO handling
Went back to the old way of initializing graphics on Android. Should fix many recent issues.
2016年3月19日 星期六
edgbla's Software Rendering Plugin 1.46
PS模擬器插件 edgbla's Software Rendering 發布新版,更新如下 :
Unique:
• Interlace mode emulation;
• Screen settings emulation;
• Final Fantasy 8 pre battle effect emulation;
• Pixel perfect geometry (I hope. :));
• Method of reducing vertex jittering (pcsxr);
Other features:
• 16/32-bit software renderer;
• Increased internal resolution;
• Texture bilinear filtering;
• Support for gpuPeteOGL2 glsl shaders;
• Fullscreen filters;
• High precision GPU commands emulation;
• Correct polygon cutting;
• Precise dithering;
• Correct aspect ratio;
• Controlling the plugin with keyboard/mice/joystics;
• 9 lightgun crosshairs;
• Screenshot creation, video recording;
Known issues:
• Increasing the internal resolution causes visual artifacts;
• The picture is rendered incorrectly when rotated 90 or 270 degrees;
http://emu-russia.net/en/files/plugins/psx/
Unique:
• Interlace mode emulation;
• Screen settings emulation;
• Final Fantasy 8 pre battle effect emulation;
• Pixel perfect geometry (I hope. :));
• Method of reducing vertex jittering (pcsxr);
Other features:
• 16/32-bit software renderer;
• Increased internal resolution;
• Texture bilinear filtering;
• Support for gpuPeteOGL2 glsl shaders;
• Fullscreen filters;
• High precision GPU commands emulation;
• Correct polygon cutting;
• Precise dithering;
• Correct aspect ratio;
• Controlling the plugin with keyboard/mice/joystics;
• 9 lightgun crosshairs;
• Screenshot creation, video recording;
Known issues:
• Increasing the internal resolution causes visual artifacts;
• The picture is rendered incorrectly when rotated 90 or 270 degrees;
2016年3月18日 星期五
2016年3月17日 星期四
MADrigal CD Collection v59.24
早期掌上型遊樂器模擬器 MADrigal 發布新版,專屬老骨頭的時光機,歡迎服用。
更新如下 :
- Donkey Kong Circus (Nintendo, Panorama Screen) S4/1.07 (Standard 4, minor bug-fix)
- Mickey Mouse (Nintendo, Panorama Screen) S4/1.04 (Standard 4, minor bug-fix)
- MADrigal CD Collection ver. 59.24
- ClrMamePro DATfile ver. 20160314 [59.24]
http://www.madrigaldesign.it/sim/
Universe Bios v3.3
Neogeo/MVS 用的改版BIOS -- Universe Bios 發布新版,v.3.2版可自由下載,更新內容如下 :
Additions / Changes
– Added ability to display the crosshatch and color bar screens on AES hardware. Hold BCD
during the unibios splash screen and choose option 1. To cycle between the crosshatch
and color bar screen press 1up start.
– The ingame menu patch screen now shows you the value at the patch address before and after
it’s patched.
– The Universe bios can now detect a 16Mhz overclock. When an overclock is active it will
be reported on the main unibios menu screen.
– The ability to use buttons ‘A’ and ‘B’ as multislot ‘game select’ buttons during attract
mode or on the games title page. The Universe Bios option ‘Enable Cabinet Fixes’ must
be enabled to use this new feature. Big thanks to kuze for the help testing this.
– PC2NEO (USB version only) updated to work with version 3.4 of PC2NEO firmware or later,
only standard transfer mode is supported. 08bit upload and download also now supported
to allow easy for memory card loading and saving.
Changes
– The Universe Bios splash screen no longer draws with the older NG:DEV games on AES hardware.
– The default in game menu color has changed (you can still change it back to the old colors).
– Changed some of the internal ingame color pallettes.
– Made the crosshatch screen border red to match red used in other tests.
– Added small delay before reading unibios settings from the memory card (AES only).
– Renamed the ‘Enable 1Up Coin Move’ setting to ‘Enable Cabinet Fixes’. This feature works
still works in the same way but has expanded functionality as explained above.
Improvements
– The Ironclad incorrect color brightness bug/protection will not happen when in Euro region.
– The calender hardware test can no longer get stuck in an infinate loop. This was an infamous
situation that happens on the original neo geo bios.
If Hiscore saving (to memory card) gets disabled on multislot hardware due to cheats or
debugDIPs, it will now re-enable on game change.
– Small Improvements in the memory card manager (text layouts).
– Less chance of pixel glitching on ingame menu exit back to game.
– Formatting a memory card on AES no longer clears any stored color settings (for ingame menu).
– The boot time memory card check no longer clears any stored color settings used by the
ingame menu. This test is only done if the memory card is not formatted.
– The BackupRAM memory test now checks the first 0x10 bytes.
– The boot time memory card check now tests the first 0x04 bytes.
Fixes
– Fixed long standing bug in games KOF98, BREAKREV, NEOCUP98 and RBFF2 where inserting a
coin on the « Winners Don’t Use Drugs » screen caused the 8×8 layer to corrupt or resets
on multislot hardware. This happened with the original USA bios also. Big thanks to
kuze for the help testing this fix.
– Fixed DIP hilighting (shows if an active cheat is patching the DebugDIPs location),
this was kind of broke in v3.2.
– Fixed rare instance where going in and out of the DebugDIPs screen could currupt a games
high score table if the game did not support DebugDIPs.
– Fixed missing title screen in ‘The Super Spy’.
– Fixed minor color glitch on active cheat ‘X’ when entering cheat menu.
– Fixed pixel glitches on startup just before the splash screen draws.
– Fixed pixel glitches entering the ingame color changer page.
– Fixed pixel glitches on the ingame color changer page.
– Fixed rare glitching on in game menu memory viewer page.
– Fixed rare glitching on in game menu video viewer page.
– Lessened glitching in various places through test mode.
– Metal Slug 2 Turbo (hack) support added for cheats and highscore saving.
Cheats / CRC Database
– Added cheats for Crossed Swords 2.
– Added new cheats added for Neo Bomberman (plus fixed existing).
– Added cheats for hidden characters in Zintrick.
– Added new cheats for Iron Clad.
– Added Infinite Magic cheats to Kabuki Klash.
– Added better cheats for Stakes Winner.
– Added better cheats for Stakes Winner 2.
– Added ‘Show SP commands OSD’ cheat for Samurai Shodown 4
– Fixed Rage of the Dragons ‘Infinate Time’ cheat to work with home cart
– Fixed Ninja Combat ‘Max Power’ cheat typo.
– Fixed 3 Count Bout ‘Infinite Energy’ cheats to no longer be buggy.
– Fixed Fatal Fury 3 ‘PL2 Infin Credits’ cheat.
– Added Crossed Swords 2 to the crc database.
– Added Rage of the Dragons (home cart) to the crc database.
– Added New Fight Fever version to the crc database.
– Added Metal Slug 2 turbo (hack) to the crc database.
Additions / Changes
– Added ability to display the crosshatch and color bar screens on AES hardware. Hold BCD
during the unibios splash screen and choose option 1. To cycle between the crosshatch
and color bar screen press 1up start.
– The ingame menu patch screen now shows you the value at the patch address before and after
it’s patched.
– The Universe bios can now detect a 16Mhz overclock. When an overclock is active it will
be reported on the main unibios menu screen.
– The ability to use buttons ‘A’ and ‘B’ as multislot ‘game select’ buttons during attract
mode or on the games title page. The Universe Bios option ‘Enable Cabinet Fixes’ must
be enabled to use this new feature. Big thanks to kuze for the help testing this.
– PC2NEO (USB version only) updated to work with version 3.4 of PC2NEO firmware or later,
only standard transfer mode is supported. 08bit upload and download also now supported
to allow easy for memory card loading and saving.
Changes
– The Universe Bios splash screen no longer draws with the older NG:DEV games on AES hardware.
– The default in game menu color has changed (you can still change it back to the old colors).
– Changed some of the internal ingame color pallettes.
– Made the crosshatch screen border red to match red used in other tests.
– Added small delay before reading unibios settings from the memory card (AES only).
– Renamed the ‘Enable 1Up Coin Move’ setting to ‘Enable Cabinet Fixes’. This feature works
still works in the same way but has expanded functionality as explained above.
Improvements
– The Ironclad incorrect color brightness bug/protection will not happen when in Euro region.
– The calender hardware test can no longer get stuck in an infinate loop. This was an infamous
situation that happens on the original neo geo bios.
If Hiscore saving (to memory card) gets disabled on multislot hardware due to cheats or
debugDIPs, it will now re-enable on game change.
– Small Improvements in the memory card manager (text layouts).
– Less chance of pixel glitching on ingame menu exit back to game.
– Formatting a memory card on AES no longer clears any stored color settings (for ingame menu).
– The boot time memory card check no longer clears any stored color settings used by the
ingame menu. This test is only done if the memory card is not formatted.
– The BackupRAM memory test now checks the first 0x10 bytes.
– The boot time memory card check now tests the first 0x04 bytes.
Fixes
– Fixed long standing bug in games KOF98, BREAKREV, NEOCUP98 and RBFF2 where inserting a
coin on the « Winners Don’t Use Drugs » screen caused the 8×8 layer to corrupt or resets
on multislot hardware. This happened with the original USA bios also. Big thanks to
kuze for the help testing this fix.
– Fixed DIP hilighting (shows if an active cheat is patching the DebugDIPs location),
this was kind of broke in v3.2.
– Fixed rare instance where going in and out of the DebugDIPs screen could currupt a games
high score table if the game did not support DebugDIPs.
– Fixed missing title screen in ‘The Super Spy’.
– Fixed minor color glitch on active cheat ‘X’ when entering cheat menu.
– Fixed pixel glitches on startup just before the splash screen draws.
– Fixed pixel glitches entering the ingame color changer page.
– Fixed pixel glitches on the ingame color changer page.
– Fixed rare glitching on in game menu memory viewer page.
– Fixed rare glitching on in game menu video viewer page.
– Lessened glitching in various places through test mode.
– Metal Slug 2 Turbo (hack) support added for cheats and highscore saving.
Cheats / CRC Database
– Added cheats for Crossed Swords 2.
– Added new cheats added for Neo Bomberman (plus fixed existing).
– Added cheats for hidden characters in Zintrick.
– Added new cheats for Iron Clad.
– Added Infinite Magic cheats to Kabuki Klash.
– Added better cheats for Stakes Winner.
– Added better cheats for Stakes Winner 2.
– Added ‘Show SP commands OSD’ cheat for Samurai Shodown 4
– Fixed Rage of the Dragons ‘Infinate Time’ cheat to work with home cart
– Fixed Ninja Combat ‘Max Power’ cheat typo.
– Fixed 3 Count Bout ‘Infinite Energy’ cheats to no longer be buggy.
– Fixed Fatal Fury 3 ‘PL2 Infin Credits’ cheat.
– Added Crossed Swords 2 to the crc database.
– Added Rage of the Dragons (home cart) to the crc database.
– Added New Fight Fever version to the crc database.
– Added Metal Slug 2 turbo (hack) to the crc database.
RetroArch 1.3.2
個人非常推薦的多機種模擬器 RetroArch 發布新版,不管你是哪種平台,用它就對了!!!
相關更新內容較多,就不一一詳列了。
http://www.libretro.com/index.php/retroarch-1-3-2-released/
2016年3月13日 星期日
Raine v0.64.11
多機種模擬器 Raine 發布新版,更新如下 :
– fix the black screen in garou at stage 3
– using a real cd for neocd will work better, but notice that the cd handling functions in sdl-1.2 are very unreliable, so it’s more a proof of concept that something really usable. The good news is that it’s possible to rewrite this using libcdio in a more reliable way that would work on all platforms. But it would make yet another dependancy and raine has already lots of dependancies, and it will be used by almost nobody, so not this time, maybe another time…
– A new option to turn the hud messages off (the text messages in the lower left corner of the screen)
– a fix for aof3 speed hack (neocd/neogeo)
– a fix specific to mac osx since now they forbid strcpy(s,s) ! But they are not interested by this binary release anyway !
http://raine.1emulation.com/
– fix the black screen in garou at stage 3
– using a real cd for neocd will work better, but notice that the cd handling functions in sdl-1.2 are very unreliable, so it’s more a proof of concept that something really usable. The good news is that it’s possible to rewrite this using libcdio in a more reliable way that would work on all platforms. But it would make yet another dependancy and raine has already lots of dependancies, and it will be used by almost nobody, so not this time, maybe another time…
– A new option to turn the hud messages off (the text messages in the lower left corner of the screen)
– a fix for aof3 speed hack (neocd/neogeo)
– a fix specific to mac osx since now they forbid strcpy(s,s) ! But they are not interested by this binary release anyway !
2016年3月11日 星期五
BizHawk v1.11.6
多機種模擬器 BizHawk 發布新版,更新如下 :
Genesis
- Disassembler support
- Trace Logger support
- Sprite Layer toggles, and custom backdrop color
- Add "M68K BUS" and "S68K BUS" domains
- Capture Sega CD flag in movie files
- Enable low-pass filter
- Atari2600
- Double and quad size players are now correctly delayed an extra pixel.
- Added an R to the State output to indicate when the RDY signal is false.
- Use the RDY flag to halt the CPU instead of a loop in the TIA.
- mGBA
- Capture SRAM in savestates, ALL PREVIOUS SAVESTATES are now incompatible
- Update to the latest mGBA
- Layer toggle
- Saturn
- fix bug in GLManager causing yabause in opengl mode to not work unless frameadvancing
- TI-83
- Implement Trace Logger
- Colecovision
- Implement Trace Logger
- EmuHawk
- Fix ramwatch crashing bug involving core reboots and watchlist hanging on to stale emulator instances
- Hex Editor - fix exception when pressing "Ok" on the "Go to Address" input prompt in the Hex Editor with an empty string
- GameShark tool - layout improvements
- Make Screenshot Raw to Clipboard and Screenshot Client to Clipboard into configurable hotkeys instead of hardcoded shortcut keys in the menu items
- Cheats - comparison type column
- Lua
- add emu.disassemble(uint pc, string name)
- Set file watchers on lua session autoload
- Better auto-complete for Sublime Text 2
- Call the lua loadstate callback before redrawing the screen and other updates
- Lua
- Trace Logger
- Capture headers in log files
- Separate Disassmbly and Registers in separate columns
- Remember column widths
- Add an Open button
- Use .log extention (allows extension based user syntax highlight)
- Trace Logger
- Debugger
- Don't update when unpaused. only update PC when we really need it.
- Add a Run button
- Registers - format reg names on launch, smarter spacing.
- Return address in hex when copying.
- Fix how Seek To determines the PC register
- Update when maximized
- Debugger
- Multi-disk bundler
- Fix ROM path generation
- Add a remove button
- Multi-disk bundler
- TAStudio
- Fix some savestate bugs
- Don't allow saving while saving.
- TAStudio
Kindred 1.08 Preview Build 1
多機種模擬器 Kindred 發布新版,更新如下 :
[SMS] Added Sega Master System
[SMS] Added Sega and Code Masters Mappers
[SMS] Added CPU, VDP, Gate Array and PSG modules
[DMG] Fixed timer clock on register write
[DMG] Reworked DMG CPU core, 130% performance increase
[SFC] Fixed broken State functions
[SFC] Fixed Game Doctor 3 Mapper
[SFC] Added State information for NEC PD77C25
[SFC] Optimised NEC PD77C25 core
[ALL] Added Double-buffering for smoother refresh rates
[ALL] Added PAL/NTSC select to menu
[ALL] Added Zilog Z80 disassembler
[ALL] Added Motorola 68000 disassembler
[ALL] Added ARM7TDMI disassembler
MedGui Reborn v0.064 Stable
多機種模擬器 Mednafen 前端工具 MedGui Reborn 發布新版,更新如下 :
- Added Custom Path (Press right mouse button on "Folder button" to perform a prescan and add path to "Rom Path 2 Listbox" Tab)
- Fixed any random crash on Prescanned function
- Re-enabled Global Mednafen Setting button
- Added "Last Game Played" button (Press right mouse button to delete list)
- In UCI code fixed a problem with the user left channell
- Fixed another date visualization crash in thegamedb section
http://forum.fobby.net/index.php?t=msg&th=924&start=0&
- Added Custom Path (Press right mouse button on "Folder button" to perform a prescan and add path to "Rom Path 2 Listbox" Tab)
- Fixed any random crash on Prescanned function
- Re-enabled Global Mednafen Setting button
- Added "Last Game Played" button (Press right mouse button to delete list)
- In UCI code fixed a problem with the user left channell
- Fixed another date visualization crash in thegamedb section
2016年3月10日 星期四
Cemu 1.3.3
Wii U模擬器 Cemu 發布新版,更新如下 :
* Added support for Software Keyboard
* Added support for Software Keyboard
* Can now hold TAB key to show GamePad screen
* Added initial support for GX2 Streamout
* Implemented coreinit Block Heap API
* Several smaller improvements to graphics emulation
* Misc bugfixes
2016年3月2日 星期三
Pantheon 4.268
多機種模擬器 Pantheon (萬神殿) 發布新版,更新如下 :
-games for Atari 8-bit computers: 747 Landing Simulator, A-Rogue, Achtung Panza!, Advent X-5, Afro Ball, Alex, Alf in the Color Caves, Andromeda, Arcade Fruit Machine, Archon, Archon II - Adept, Astrowarriors, Ataroid, Aztec Challenge, Back in Time, Balloonacy, Beach Head, Beach Head II, Bellum, Biker Dave, Blast!, Bomb Squad!, Break-Out, Breakin, BridgePro, Bubble, Bug Attack, Camel, Canuck Pinball, Carnival Massacre, Castle, Cave Crisis, Caverns of Mars II, Cecil, Cecil II, Change, Checkers, Chopper, Citadel Warrior, Clowns and Balloons, Computer Chess, Computerized Yahtzee, Cosmic Hero, Crazy Cobra, Crypts of Terror, Dambusters, Danger Ranger, Danny's Mirror Magic, Death Zone, Depth Charge, Diamond Dave, Doggies, Dragon's Lair, Drelbs, Droids, Dyna Blaster, Eggard, Egypt Ball!, Encounter at Questar IV, Epidemic!, Eryus, Escape from Hell!, Escape to Equatus, Everest Explorer, Fastgammon, Fire, Fire Chief, Fireball!, Flags of Europe, Football Manager, Fortune Hunter, Fuzzy, G Men, Gangsters, Genesis, Ghostly Goblins, Go, Golf Challenge, Good King Zurp, Grateful Dead, Greedy Caterpillars, Greener than You Think!, Groove, Guard, Gun Law, Guy Fawkes, Happy Wheeler, Hard Hat Mack, Hawk Fire, Helicopter Round-Up, Helix, Hijack!, Home Pong, Hookey!, Hopper, Horse Play, How Nice for You, Dear, Humanoid, Incydent, Inny Swiat, Interstar, Ion Power, Jack the Digger, Jaffar, Jewel Bits, Jocky Wilson's Compendium of Darts, Joy Ride, JR's Dots, Juggles' House, Juggles' Rainbow, Jumbo Jet Pilot, Jumpman, K-bert, Karateka, Kernaw, Keystone Kapers, Kid Grid, Kidnapped, King of the Castle, King Tut's Tomb, Knobs and Knockers, Korellian Conflict, Kvadryk, Labyrinth Run, Laser Barrage, LaserMaze, Lazer Type, Leap Frog!, Leaper, Leaps and Bounds!, Lemonade, Little Green Thingies from Space, Livewire!, Logic, Loops DX, Lords of Karma, Mad Marble, Magia, Magnetix, Maniac Miner, Marble Magic, Marbles, Marketing Adventure, MasterMatch, Maszyna Czasu, Math Wizard, Matsch, Matterhorn, Maze Munch, Mean 18, Mediator, Megagun, Memory Match, Meteor, Mickey in the Great Outdoors, Micro Chess, MicroMan, Mike's Casino, Mike's Pinball, Miner 2059er, Miny, Miny V2.0, Missile Action, Missing... One Droid, Modem Magic, Money Bags, Monkey Up a Tree, Moon Lander, Mordon's Quest, Motocross 800, Mouse Trap, Mr. Grumpy, Mysterious Adventure: 7. Feasibility Experiment, Mysterious Adventure: 8. The Wizard of Akyrz, Nadral, Nautilus, Neron, New York City - The Big Apple, Nim, Nineball, North Shore AmisBall, Nuts Junior, Ogre, OK Corral, Omar, Operation Sabotage, Orbit, Otello, Pacemaker, Pacific Coast Highway, Pakman's Brother's Revenge, Panic Express, Paper Chase, Paris in Danger, Pebbles, Periscope Up!, Perxor, Pinball Monster, Pirate Pond, Plasma, PlatterMania, Podman, Poker Squares, Poker Tourney, Pongblast, Popcorn!, Pushover, Pyramid Puzzler, Quest, Questprobe 1: The Incredible Hulk, Questprobe 2: Spiderman, Quintominoes, Rainbow Walker, Reactor Five, Renaissance, Renegade, Rent Wars, Repton, Revenge of V, Revenger, Risky Rescue, Road Jump, Robin Wojownik Czasu, Robix, Rock'n Rhythm, Rockford, Rodent Revenge, Roderic, Roulette Simulator, Round About, Rush Hour, Rycerz, Saddleman, Santa's Grotto, Santa's Revenge, Saper, Schooner, Scromber, Sea Bandit, Secret Agent - Mission One, Sector 10, Serpent, Sexversi, Shadow Hawk One, Shaft Raider, Shafted, Sharkey, Shogi, Shooting Arcade, Shut Down, Sigma Delta Gamma 7, Skarbnik, Skate Crazy, Skirmish, Skull Chase, Slingshot, Slinky!, Smus, Snake Byte, Snakey, Sneakers, Softporn Adventure, Space Ball, Space Eggs, Space Limbo, Space Maze, Space Shuttle - A Journey into Space, Space Station Multiplication, Spaceway, Spark Bugs, Speed Ace, Spider City, Spider Quake, Spooky Castle, Squish 'Em, Star Island, Stardust, Starfield Invasion, Stargate, Stargate Courier, Starion, Starsector Defense, Stellar Shuttle, Stickybear ABC, Stickybear Basketbounce, Stickybear Bop, Stickybear Numbers, Stickybear Opposites, Stickybear Shapes, Straight Jacket, Stratosphere, Streets, Stunt Clown, Sudoku, Summer Games, Super Huey, Supply Blaster, Tagalon, Tanium, Target Practice, Tari Trek, Taxman, Technoid, Termite!, Terror House, Tetricize, Tetris, T.G.I.F, The Big Bump, The Black Forest, The Brave Carpenter, The Computer Solution, The Crypts of Plumbous, The E Factor, The Electroids, The Extirpator!, The Folly of Ezrhar'd Kkhann, The Gladiator, The Goonies, The Jewel, The Last Guardian, The Lone Raider, The Midas Touch, The Nightmare, The Pharaoh's Curse, The Pirate!, The Sands of Egypt, The Search, The Secret of Kyobu Di, The Seven Skulls, The Spy Strikes Back, The Tail of Beta Lyrae, The Valley, The Warsaw Tetris, The World of Pleasure, Thinker, Thunderbombs, Tiger Hunters, Time Bandit, Toboggan Run, Top Secret, Tower, Traffic Panic, Transmuter, Travelers, Treasure Hunt, Trial by Fire!, Trisz Divinis, Trivia Master, Trivia Time, Troll War, Troll War II, Trust, Turbo Worm, Twerps, Uczen Czarnoksieznika, United States Adventure, Valgus2, Vegas Jackpot, Vengeance, Video Poker, Vorrak, Wall War, War-Copter, Warp Zone, Warrior of Ras - The Wylde, Warrior of Ras - Ziggurat, Water Ski School, Wayout, Webster - The Word Game, Weihnachtsspiel, Whistler's Brother, Wimbledon '88, Wizard's Revenge, Wizards and Dragons, Word Hanger, Word Olympics, Wordmaze, Worm Squirm, Wumpus Hunter, Yahtman, Yahtzee, Ye Olde House, Zack, Zeppelin, Zeus, Zipper, Zjadacz.
http://bostjan-grandovec.si/Content/News.htm
Ootake v2.77
PCE / PCE-CD模擬器 Ootake 發布新版,更新如下 :
- The "Option" button on the startup screen has been changed to the
"Setting" button. With "Setting" button, you can do basic(important)
settings.
In these settings, I think the "Function Button (auto-fire, audio volume
control setting, etc.)" and the "Resume Mode (auto save state and each
game settings) are very convenient.
- If the "Function Button" is set to the same place as the PCE button(I,II,
RUN, SELECT), the operation of the PCE button takes precedence.
- At the time of the state save and load, "elapsed time from the start of
the game" will be displayed.
- In "Dead of the Brain 1&2", the problem that the display of the message is
disturbed, has been corrected.
- In the curb brawl of "FirePro Jyoshi - Dome ChoujouKessen", the display at
the top of the screen line, has been corrected.
- With Windows8/10, the Full-screen mode is set to default. Because, there
is a large display delay at the window mode of Windows8/10.
- At the Full-screen mode, when performing the volume settings and save
state, it is smooth the display of the screen message.
- At the Full-screen mode, improved "white screen display at the time of
game start-up".
- Additionally, a detailed part has been improved and corrected.
http://www.ouma.jp/ootake/
- The "Option" button on the startup screen has been changed to the
"Setting" button. With "Setting" button, you can do basic(important)
settings.
In these settings, I think the "Function Button (auto-fire, audio volume
control setting, etc.)" and the "Resume Mode (auto save state and each
game settings) are very convenient.
- If the "Function Button" is set to the same place as the PCE button(I,II,
RUN, SELECT), the operation of the PCE button takes precedence.
- At the time of the state save and load, "elapsed time from the start of
the game" will be displayed.
- In "Dead of the Brain 1&2", the problem that the display of the message is
disturbed, has been corrected.
- In the curb brawl of "FirePro Jyoshi - Dome ChoujouKessen", the display at
the top of the screen line, has been corrected.
- With Windows8/10, the Full-screen mode is set to default. Because, there
is a large display delay at the window mode of Windows8/10.
- At the Full-screen mode, when performing the volume settings and save
state, it is smooth the display of the screen message.
- At the Full-screen mode, improved "white screen display at the time of
game start-up".
- Additionally, a detailed part has been improved and corrected.
http://www.ouma.jp/ootake/
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