2012年10月15日 星期一

CAVEUI v1.2

CAVEUI 是一款專為 Cave/SH3 等Cave系列遊戲開發的Mame非官方模擬器改版,加入了被Mame封印的某驅動,容量小而巧,更新如下:


_________________________________________________________
CAVEUI v1.2
13/10/12

Changes:
Unable to add game to non-custom folder "Delete
MSG".
Fixed CRC For ketback.zip
Fixed CRC For
ketfast.zip

Added:
Ketsui: Kizuna Jigoku Tachi (Hack Ver. 2012/09/27,
Arrange Mode 1.51, Japan)
Ketsui: Kizuna Jigoku Tachi (Hack Ver. 2012/09/27,
MrStoic Ver. 1.0, Japan)
DoDonPachi Dai-Ou-Jou (Black Label, Fully
Decrypted)
DoDonPachi Dai-Ou-Jou (Fully Decrypted)
EspGaluda (Fully
Decrypted)
Ketsui: Kizuna Jigoku Tachi (Fully
Decrypted)
_________________________________________________________


 


未提供下載,等待作者更新


 


http://neo-nebuwaks.blogspot.tw/


 


2012年10月11日 星期四

多機種模擬器 Mednafen 0.9.25-WIP


 




多機種模擬器 Mednafen 發布新版,更新如下:


 


Note that some PS1 Square games (particularly "Chrono Cross", and "Final Fantasy 9") that were partially broken in 0.9.24-WIP in battle scenes are even more broken in this release due to GPU timing changes.

If you're on Linux or Windows, and are using physical joysticks/gamepads, you'll probably want to remap them due to the underlying joystick API usage changes; there is some backwards-compatibility with joystick input mappings from 0.9.24-WIP and earlier, but it is not perfect, and this backwards-compatibility may be removed in the future.

Especially notable end-user-visible changes with this release:


* Added native joystick code targeting DirectInput(5.0) and XInput on MS Windows, and jsdev and evdev on Linux, replacing SDL joystick usage on Windows and Linux.


* Fixed a longstanding bug that caused input configuration data to be lost if you changed the device on a port with CTRL+SHIFT+[n] after configuring input without an emulator exit in-between.


* Added kludgey support for physical joystick analog buttons; see the ChangeLog or documentation in regards to the "F3" key.


* PS1 bug fixes, fixing problems with "Rayman", "Philosoma", and "Star Ixiom".


* Added PS1 DualShock emulation, with rumble and analog mode toggle button(rumble supported on Linux and with MS XInput on Windows).


* Added PS1 neGcon emulation.


* Added PS1 GunCon emulation.


* Added PS1 Konami Justifier emulation.




The following settings have been added:


* input.joystick.global_focus


* osd.alpha_blend


* snes.correct_aspect


* psx.input.port*.gun_chairs


* psx.input.analog_mode_ct




The following settings have been renamed:


* autofirefreq -> input.autofirefreq


* analogthreshold -> input.joystick.axis_threshold


* ckdelay -> input.ckdelay


 


http://forum.fobby.net/index.php?t=msg&th=806&start=0&


2012年10月9日 星期二

MAME 0.147u1




MAME 發布新版,更新如下:

0.147u1
-------


MAMETesters Bugs Fixed
----------------------
- 04717: [Documentation] (vicdual.c) nsub: Coinage dipswitch settings (hap)
- 05015: [Graphics] (segaxbd.c) Most sets in segaxbd.c: Sprites glitching
or disappearing (hap)
- 03831: [Gameplay] (vicdual.c) carnivalh, carnivalha: Gameplay is
unusually fast. (hap)
- 05022: [Color/Palette] (segaybd.c) gloc, strkfgtr, rchase, pdrift:
Incorrect colors on some text, HUD, outer view of aircraft. (hap)
- 05017: [Sound] (poo.c) unclepoo: Sounds incomplete/slow or misplayed (hap)
- 03464: [Debugger] (seattle.c) All sets in seattle.c: MAME crash when
try to read the voodoo region (Firewave)
- 05020: [Documentation] (royalmah.c) janputer: This game is a hack/copy
of "Janputer", named "New Double Bet Mahjong".
- 04719: [Documentation] (vicdual.c) invho2: Dipswitch settings from manual
- 04718: [Documentation] (vicdual.c) invds: Dipswitch settings from manual
- 03751: [Crash/Freeze] (gunpey.c) gunpey: [debug] Assert in debug build (Phil Bennett)
- 05012: [Documentation] Typos in internal MAME list
- 05007: [Crash/Freeze] All sets in midtunit.c, midwunit.c, midxunit.c: Corrupted
graphics, quickly crashes when starting (Firewave)
- 05008: [Core] CHDMAN: Error creating CHD file (new.chd): file not writeable (smf)

Source Changes
--------------
-Memory handler normalization, part 1. READ/WRITE_DEVICE*_HANDLERs are
now passed an address_space &, and the 8-bit variants get a mem_mask
as well. This means they are now directly compatible with the member
function delegates. Added a generic address space to the driver_device
that can be used when no specific address space is available. Also
added DECLARE_READ/WRITE_DEVICE*_HANDLER macros to declare device
callbacks with default mem_mask parameters. [Aaron Giles]

-Memory handler normalization, part 2. Change legacy read/write
handlers to take an address_space & instead of an address_space *.
Also update pretty much all other functions to take a reference where
appropriate. [Aaron Giles]

-Memory handler cleanup 3. Add mem_mask parameter to 8-bit handlers to
match the others. To ease pain, added DECLARE_READ/WRITE_HANDLER
macros that set up a default parameter. Also updated devcb so that the
handlers can be called with or without the mem_mask. [Aaron Giles]

-Seibu COP: Added 0x1c param to 0x0205 command, fixes at least sprite
positioning during intros of Raiden 2 and Zero Team (but breaks
gameplay in Zero Team, needs investigation) [Angelo Salese, Smitdogg]

-Seibu COP: Made 0x42c2 command more accurate, makes Legionnaire
enemies to behave properly and match finally starts in Seibu Cup
Soccer [Angelo Salese, Smitdogg]

-gunpey.c - Corrected OKI M6925 frequency [Phil Bennett]

-fix for "file note writeable" when creating, plus consolidated some
duplicate/redundant code. [smf]

-Seibu COP: Added 0xe38e command, used by Seibu Cup Soccer to follow
the ball [Angelo Salese]

-Since nobody checks for NULLs anyway, make
device_memory_interface::space() assert against NULL and return a
reference, and pushed references throughout all address space usage in
the system. Added a has_space() method to check for those rare case
when it is ambiguous. [Aaron Giles]

-Added -verifysoftware command. [Wilbert Pol]

-Changed CPS-1 video timings to SCREEN_RAW_PARAMS [Angelo Salese]

-Added generic set of pinball mechanical sounds [Robbbert]

-lib7z: fix portability problems that resulted in memory trashing in
some configurations. [R. Belmont]

-Better simulation of Metal Slug X's protection device. [IQ_132]
Made Epson R4543 RTC a proper RTC device, eliminates duplicated code
in Namco Systems 12 and 23 [R. Belmont]

-rotation - Added motor simulation; added nvram; added mechanical
sounds; added notes [Robbbert]

-tms99x8: Converted to using RGB32 bitmap so chips can coexist with
other video screens [R. Belmont]

-fixed MT03464: fixed potential out of array access in
src/emu/video/voodoo.c logerror() [Oliver Stöneberg]

-m6509: Fixed EA zero page indirect + Y (post indexed). [Curt Coder]

-Implemented DS75160A/DS75161A IEEE-488 GPIB Transceivers. [Curt Coder]

-spectra - added remaining sounds, game marked as WORKING [Robbbert]

-Ported Palette brightness effects to Raiden 2 HW, used by Zero Team
and X Se Dae [Angelo Salese]

-mcr68.c: Add dipswitch locations to all sets in the driver.
[Brian Troha]

-aftor - fixed display, marked as WORKING [Robbbert]

-Added irq ack to Shanghai 3 HW [Angelo Salese]

-Fixed M68K and hooked up SCREEN_RAW_PARAMS for Blocken. Game was
definitely running at erratic speeds before [Angelo Salese, Tafoid]

-mos6526: Implemented a nearly cycle-exact "old" CIA, which passes most
of the Lorenz/VICE CIA tests. Refactored the c64/c128/vic10/cbm2
drivers and the 1571/1581 floppy drives to use the new implementation.
[Curt Coder]

-6532riot.c: Internal timer is always running. Fixes several a2600
regressions. (Wilbert Pol)

-Moved scsi protocol code from scsibus_device to scsihle_device, leaving
scsibus_device to calculate the current bus contents and distribute it
to each of the scsidev_device. [smf]

-suna8.c: fixed sound samples width, improves speech
in e.g. rranger [Luca Elia]

-Promoted starfigh to playable state [Luca Elia]
* Address line scrambling of data ROMs
* ROM bank latching and mirroring
* Sound latch and NMI disable
* Patched some further protection
* Added graphics banking

-Emulated Lord of Gun's protection rather than patching it out [iq_132]

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Claybuster [Any, hap]
Gun Champ [hap]
Star Fighter (v1) [Luca Elia]

New clones added
----------------
Asterock (Videotron bootleg) [Any]
Jurassic Park (Japan) [ShouTime]
Dodge City (2131-82, U5-0D)
[Brian Troha, The Dumping Union] (not working)
Enforce (World) [ShouTime, The Dumping Union]
Sega Bass Fishing Deluxe (Japan)
[Tormod, Yohji, Smitdogg, The Dumping Union] (not working)
Cruis'n Exotica (version 1.3)
[Brian Troha, Smitdogg, The Dumping Union] (not working)


New games marked as GAME_NOT_WORKING
------------------------------------
Blankity Bank (PCP) (SYSTEM80) [TTX]
VLC Nevada [Yves]
Game Magic [Grull Osgo]
99 Bottles of Beer [Grull Osgo]

http://mamedev.org/


2012年10月8日 星期一

多機種模擬器 BizHawk 1.1.1a



 


多機種模擬器 BizHawk 發布新版,更新如下:


 


Supported Systems

*Nintendo Entertainment System (NES)


*Super Nintendo (SNES)


*Gameboy


*Gameboy Color


*Super Gameboy


*Sega Master System


*SG-1000


*Game Gear


*PC-Engine (TurboGrafx-16) / CD-ROM


*SuperGrafx


*TI-83 Calculator


 


Unofficially Released

*Sega Genesis (Experimental)


 


* Fixes issues with GBC support (input, display, paths)


 


http://code.google.com/p/bizhawk/


 


 


N64模擬器 ICE64 3.5.0 Final



N64模擬器 ICE64 發布新版,更新如下:


 


Core Changes



After 10 days of reconstruction, I have recovered most of my lost gfx plugin source!
This is an intermediate final release for all ICE64 users and users are strongly encourage to upgrade to this new release.
All users must read the posts, especially "tips & tricks" - 1st time users is a MUST, on ICE64 forum before you start using the emulator.

*consolidate changes from v3.1 to v3.4 beta releases


*speed and memory optimization to offset better games stability


*implement new logic for fb previous count and status


*rewrite and refactor portion of ignore aux copy and useless is useless codes


*remove RE2 top and bottom black bar for gameplay cutscene transition (game is slightly "broken")


*remove RE2 hack from change size function


*fix RE2 glitch intro video for non-expansion pak


*fix Majora's Mask bomber notebook flickering (never handled when change size function was rewritten, thanks to ApplePeachBanana bug report)


*fix TGR2, Kirby64 and Pilot Wings64 frame flickering when switching window mode


*fix Perfect Dark night vision(broken in NICE64 v2.1.0, thanks to ApplePeachBanana bug report)


*fix Pokemon Stadium lab slowdown and merge into Pokemon Stadium 2 solution


*fix game crash when a mempak game is started after a flashram game if mempak used is not empty


*fix mempak and transfer pak handling codes for flashram


*minor fix on eeprom bug


*fix Body Harvest vehicle shadow regression


*fix V-Rally 99(U) width issue during intro cutscene and gameplay


*fix Photopie ucode conflict with Mystical Ninja, now 1st display image for Photopie will always appear


*fix Mario Tennis trophy missing the shiny gold color when Wario steals trophy from Mario after winning Mushroom Cup and intro fmv


*implement new speedup for games using "read every frame"


*add Bomberman64 for intro frame transition effect (fast enough for good sound - recommend E version)


*add Ridge Racers for missing monitor image and getting max VI/s for intro fmv


*add Body Harvest for missing frame transition image and good speed on intro menu and cutscene


*implement new address boundary calculation for cpu framebuffer protection


*GT64 no longer loses input control after doing multiple switch between fullscreen & windowed, especially after a MusyX game


*multiple switching between fullscreen & windowed in a game or between several games in an emu session no longer causes random hang, exception - don't try on Bottom of the 9th(which has framebuffer issue during switching)


*fix Getter Love flickering for the bathtub scene in player1 room


*fix GoldenEye Depot mission, changing Speedup to 2X as default (thanks to malfy)


*change Extreme-G settings to get rid of minor popping noise


*fix random game hang e.g. Zelda - OOT, when presss "START" button at Hyrule field - sram bug


*completely break HyperBike in v3.4(black screen)


*fix regression in v3.5


*update "Save Fix" for Derby Stallion and the end of day save is now working (from Nekokabu RDB)


*add "Subscreen Delay Fix" cheat for Animal Forest and Doubutsunomori (from Nekokabu RDB)


 


https://sites.google.com/site/ice64n64/


2012年10月4日 星期四

NES/FDS/PC10/VS模擬器 No$nes 1.1



 


NES/FDS/PC10/VS模擬器 No$nes 發布新版,更新如下:




- a22i: assembler sample source code found in magicnes.zip (on nocash webpage)
- a22i: assembler includes .pc10_xxx directives for generating PC10 games
- a22i: assembler supports formulas with brackets, ALU ops and boolean stuff
- arcade: emulates PC10 with Z80 CPU and either secondary monitor or 4-digit LED
- arcade: emulates VS Unisystem (ppu/palettes, special lightgun variant, etc.)
- arcade/hotelbox: rougly emulates famicombox (menu only, without games yet)
- controllers: support PC gamepads (button config, analog inputs, etc)
- controllers: optionally emulates 0, 1, 2, 3, 4 joypads (both NES and famicom)
- controllers: support for about 30 different special controllers and add-ons:
- none
- auto (by ROM checksum)
- two keyboard variants
- pointing devices (mouse, trackball)
- three lightgun variants (zapper, hypershot, vs-system)
- all the paddle variants (old and new famicom versions, and nes version)
- oeka kids tablet, power pad dance mat and tap-tap mat
- push-buttons (hypershot, party-tap, mahjong controller)
- analog controllers (power glove, uforce, pachinko, racermate bicycle)
- piano keyboards (miracle, doremikko)
- barcode readers (battler and datach)
- inflatable controllers (boxing bag, top-rider bike)
- storage devices (battle box and turbofile)
- arcade/hotelbox (coin inputs, rotating-switch, dip switches, etc.)
- multitaps (implied in number of joypads option) (nes and famicom variants)
- help: full specs on all of the above newly emulated controllers
- help: full specs on further add-ons (r.o.b., data recorder, 3d glasses)
- help: full specs on PC10, VS System, FamicomBox
- gui: file menu: memorizes recent_files, and this or that other new detail
- fixed battery backed sram saving (uses cartname.sav instead xxxx.sav)
- debug: always executes illegal opcodes (even when warn-on-bad-stuff enabled)
- speedup: suppresses freshen_video when rewriting -same- CHR-bank values
- timing: uses 1024hz mmtime (smoother than 18Hz timer) (more CPU load though)
- sound: optionally dummy stereo mode (for bugged Win98-Realtek-VIA mono-driver)
- bugfix: MMC3 TQROM (mapper 119) emulates CHR-ROM/CHR-RAM selection
- bugfix: MMC3 TLSROM (mapper 118) NT-select by bit7 of CHR-bank numbers
- bugfix: Tengen RAMBO-1 (thanks scott nash for bugreport, kevtris for specs)
- emu: cpu emulates all stable undoc opcodes, smaller read-modify I/O handlers
- help/emu: dummy VRAM fetch on palette reads (stored in Port 2007h latch)
- emu: emulates corrected MMC1 nametable stuff (required for R.C. Pro-Am PRG1)
- help: added info on MMC1 E000h/Bit4, corrected MMC1 nametable BLK0/BLK1 info
- emulation: fine-adjusted PAL cycles per scanline (106.56 instead 106.53)
- help: corrected PAL clocks (osc/16=1.66MHz=50Hz instead osc/15=1.77MHz=53Hz)
- help: corrected nocash sram circuit exchanged Q0-3 and D0-3 on 74173
- help: added "Nocash syntax:" notes to each CPU opcode description




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


2012年10月1日 星期一

多機種模擬器 DSP Emulator 0.14



 


多機種模擬器 DSP Emulator 發布新版,更新如下:


 


-General
    + Windows: Removed all specific references to a specific version of Delphi. Works fine with the SDL library regardless of the version of Delphi, you just have to import the project from 2007 version
    + Fixed memory leaks thanks to the FastMM4 library. Fixed bugs in GFX, Coleco, TMS 99XX, Amstrad CPC, and Spectrum snapshots/tape preview
    + Increased the video buffer. Solve problems NES driver
    + Completed the close of the CPUs, some CPUs structures were not finalized properly
    + Samples: Fixed a bug that not properly assign reserved channels
    + Dip Switch: Added Arabian and Asteroids
    + TAP/TZX:
        - Improved support TZX block-$19 'Generalized Data'
            + Now supports 2 and 8 bits symbols
            + General cleaning of code and some corrections
        - General cleaning of the code in PZX load
        - Corrected load CSW v2 format
-Spectrum
    + Fixed more of IN and OUT timings. More contended memory test passed.
    + Improved border rendering speed. Full border emulation is up to four times faster.
    + Fixed full border emulation (thanks to azesmbog[@]mail.ru)
-Vigilante
    + Added the correct audio close
-Yie Ar Kung-Fu
    + Fixed sprites
-Asteroids
    + Fixed video, removed border
-Xain'd Sleena
    + Removed patch protection, since the CPU was implemented
-UPL Hardware
    + Fixed a bug in the background screen buffer
-NMK 16 Hardware
    + Fixed a bug in the decryption of the sprites
-GameBoy/GameBoy Color
    + Added the correct audio close
-Combat School
    + Added the correct audio close
-Namco System 86
    + Added the correct audio close
-Pang
    + Added the correct audio close
-Pengo
    + Fixed sprites
-Jr. Pac-Man
    + Fixed sprites
-Zaxxon Hardware
    + Congo: Added basic driver, no controls, no sound, problems with the background, the palette ...


 


http://code.google.com/p/dsp-emulator/