2013年1月28日 星期一

3DO模擬器 4DO 1.3.2.1

3DO模擬器 4DO 發布新版,更新如下:


Browse for and extract files from your 3DO games!


Changes:


  1. File Browser Added – Available through the new “Tools” menu, the file browser allows users to browse the current disc’s file system and extract files. This can be used to find music, sound clips, images, videos, etc.
  2. German Language Fixed – German is now actually available. The previous release did not properly include a necessary file in the release package.


The files are often unusual formats, so you will most likely have to find tools for converting them.


http://www.fourdo.com/


2013年1月27日 星期日

PS模擬器 no$psx v1.3


 
PS模擬器 no$psx 發布新版,更新如下:

* video:
new rendering modes: 32bpp (mostly for MDECs), 8bpp (for old PCs), Auto
*
video: supports horizontal screen centering and left/right screen borders
*
video: matched PAL vertical centering to values used by "majority" of games

* video: fixed lower-border rendering (always using xsiz instead xsiz_div16)

* video: optional forced-automatic-centering (recommended for chaotic PAL
games)
* video: optional better-than-real rendering with quads instead of
triangles
* gpu: supports linestrips with uncommon end-codes (Wild Arms 2
uses 50005000h)
* cdrom: supports .sub files (for libcrypt, and for .ccd's
without index 0)
* cdrom: supports .cdz files (and optionally deleting them
after decompression)
* cdrom: supports error on "standby" command (used by
Nightmare Creatures 2)
* cdrom: supports (de-)mute (avoid noise during
modchip detect in Dino Crisis 1)
* cdrom: seek+setloc goto sectors before
target (not to target) (tomb raider 2)
* cdrom: seek aborts reading (for
Wild Arms 1 which lacks preceeding pause cmd)
* cdrom: seek updates data for
any following getloc (needed for Resident Evil 1)
* cdrom: added getloc_l
errors during seek (required for legacy of kain intro)
* cdrom: added newly
discovered cd xa adpcm-buffer-empty-flag (1F801800h.bit2)
* cdrom: fixed
subchannel-Q crc_16_ccitt byte-order (crc must be big-endian)
* cdrom: odd
stuff like setloc+read+setloc+read+pause+read+pause+read combos
*
vram-viewer: shows logged GPU command origins (CPU PC and DMA start/link)
*
vram-viewer: shows laser-arrow for GP0(E3h,E4h,E5h) commands draw area/offset

* vram-viewer: allows tree-access after run
(fill_3d_poly_tree_if_any_if_needed)
* vram-viewer: prevents mishandled
ESC-key in hex-gpu-command child window
* debug: dynamic data/break-list
allocation (no more limit on .sym datazones)
* bios: added
"patch_missing_cop0r13_14opcodes_k0_k1" variant (ridge racer)
* help: added
details on gpu-linestrip end-code and various new cdrom details
* help:
added "information" on Xe Multi System Emulator's CD Image File Format
*
help: added notes on chaotic screen centering values used by most PAL games

* icon: psx button-style icon symbols, at 12x12,16x16,32x32,48x48 pix sizes

* web: uploaded photos of the psx-xboo bios and parallel port upload circuit

* web: added nonazi logo (we are no longer mass-murdering ourselves in
germany)

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

2013年1月26日 星期六

街機模擬器 Raine 0.60.1 + NEO-GEO CD模擬器 Neoraine 1.4.1


街機模擬器 Raine 發布新版,更新如下:


 


* Shaders support


* Bug fixes for previous version


 


---------------------------------------------------------------
NEO-GEO CD模擬器 Neoraine 發布新版,更新如下:



* shaders support
* Combinations of buttons can now be mapped in the inputs
* bug fixes of previous version


 


http://rainemu.swishparty.co.uk/


 


 


安卓 真-多機種模擬器 RetroArch Android 0.9.8

 


 


為啥加個 (真) 字 ? 因為這是真的,這款模擬器可說是安卓系統實際上第一款多機種模擬器.


 


RetroArch 是一款整合多款模擬器代碼的模擬器,別看這樣,它的執行效率非常不錯,支援機種如下:


 


- PlayStation 1 (emulator: PCSX ReARMed)
- Super Nintendo (emulator: SNES9x Next)
- Nintendo Entertainment System (emulator: FCEUmm / NEStopia)
- GameBoy / GameBoy Color (emulator: Gambatte)
- GameBoy Advance (emulator: VBA Next)
- Arcade (emulator: Final Burn Alpha)
- Neo Geo Pocket Color (emulator: Mednafen NGP)
- Virtual Boy (emulator: Mednafen VB)
- Sega Genesis/Mega Drive (emulator: Genesis Plus GX)
- Sega Master System/Sega Game Gear (emulator: Genesis Plus GX)
- Sega CD / Mega CD (emulator: Genesis Plus GX)
- PC Engine / PC Engine CD (emulator: Mednafen PCE Fast)
- WonderSwan Color / Crystal (emulator: Mednafen Wonderswan)
- Cave Story (game engine: NX Engine)
- Doom 1 / Doom 2 / Ultimate Doom / Final Doom (game engine: prBoom)


 


建議下載測試! (免費)


 


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


2013年1月24日 星期四

SS模擬器 Yabause 0.9.12


SS模擬器 Yabause 發布新版,更新如下:

general:
* Fixes to the dynamic recompiler (Ari64)
* Added ARMv5 support to the dynarec (Ari64)
* New OSD system (Guillaume)
* Added "built-in" DDK to make it easier to compile on Windows (Guillaume)

sound:
* Improvements / Fixes in both SCSP and SCSP2 (Cwiiis)

video:
* Major improvements to the OpenGL renderer (Devmiyax)
* Major improvements to the software renderer (Guillaume)
* Some fixes to register emulation (Guillaume)
* Improvements to line drawing functions in the software renderer (Cwiiis)
* Fixed endianess bugs (Guillaume)

cocoa port:
* Added "load image" feature (BlueCrab)
* Fixed the resize bug (BlueCrab)

qt port:
* Added shortcuts to toggle vdp2 layers (Benjamin Siskoo)
* Fixed the "mute sound" feature (Guillaume)
* It's now possible to compile the Qt port in "full software" mode (Guillaume)
* Added an autostart option, disabled by default (Guillaume)
* Now using a XDG compliant location for config file (Guillaume)
* Added a debugger to the Qt port (CyberWarriorX)
* DirectX cores can now be used in Qt port (CyberWarriorX)
* Cheat search function (CyberWarriorX)
* Option to show/hide menu and toolbar (Guillaume)
* Close button in pad settings (guillaume)

http://yabause.org/


2013年1月18日 星期五

SFC模擬器 Higen 執行 BS-X ROM 的方法

剛好有朋友問起這個問題,試了一下,終於順利進入遊戲了,先寫下來免得日後腦部硬碟又壞軌了...


 


非官方做法,僅參考.

1.先下載 BS-X BIOS + Kaizou Chounin Shubibinman Zero (Japan) (BS)
遊戲檔案.

2.開啟 higan ,Library --> Import Game ... -->先執行一次BS-X
ROM遊戲檔一次,關閉模擬器,
之後會在 C:/Users/*****/AppData/Roaming/Emulation/BS-X
Satellaview/生成 BS-X 遊戲檔案

3.開啟 higan ,Library --> Import Game ...
-->執行 BS-X BIOS檔案,再加載 2 中生成的 BS-X 遊戲檔案.

4.回至選單中 Super Famicom -->
Power 執行遊戲

5.進入後,按A (X) 直到進入城鎮中,在自家門口按A (X) -->選 保存情報的實行 -->選擇第一個
按A (X) 讀取完成後就能進入遊戲.





2013年1月15日 星期二

多機種模擬器 Mednafen 0.9.28-WIP



 


多機種模擬器 Mednafen 發布新版,更新如下:


-- 0.9.28-WIP: --


January 13, 2013:
 PSX: Corrected lcm_width and lcm_height emulation module structure values(affects QuickTime movie recording).


 Fixed a bug in the netplay sound buffer underrun mitigation code that was causing it to only write 1/2 the data it should
 be writing when the emulated system has stereo sound output.


 Make netplay text line command processing only able to make the netplay text area visible or refresh its visibility, and not
 able to hide it; fixes a problem of the netplay text area disappearing before the command response text
 (like the disconnect message after /quit) can be seen.


 Un-documented Musepack support for ripped CD images as the feature doesn't get much testing, and the support will eventually
 be removed(someday ;)).


 Removed some ancient unused members of a debugger-related address space data structure.


 Fixed a major bug in the CD image audio decoding code that broke repeated playback of
 CD audio tracks that are encoded in files handled by libsndfile(e.g. FLAC, WAV), although it may not have affected all
 formats, the problem was noted to occur with FLAC at least.
 (The bug is a regression apparently introduced in 0.9.25-WIP)


January 12, 2013:
 PCE_FAST: Fixed some problems with the 8bpp palette generation routine.


 Don't compile with -ffast-math anymore, as it was noted to mess up the NES sound resampler code when
 __attribute__((cold)) was used on the filter class constructor, to the extent that it was clearly audible.


January 10, 2013:
 Don't needlessly clear the software video buffers to black when changing video modes; fixes the problem of the screen going
 black when in frame advance mode and toggling fullscreen.


January 8, 2013:
 Fixed a crash(due to a buffer overflow) in Mednafen's test CD-DA player when sound is disabled.


 Fixed recording of QuickTime movies when sound is disabled(it was producing unplayably broken QuickTime files before).


 PSX: Added a pseudorandom component to command processing and seek timing, to prevent a lockup in "Legend of Dragoon".


January 6, 2013:
 NES, PCE_FAST: Made limited use of MDFN_COLD.


 Added "MDFN_COLD" define, expanding to "__attribute__((cold))" on sufficiently-recent versions of gcc.


 NES, PCE_FAST: Implemented 8-bit rendering internally(for ports, not used by Mednafen proper), using static(in the sense
 that the palettes won't change while emulation is in progress) palettes.  The limitations of palettized 8bpp don't
 really affect the NES too much in practice, except for at least one homebrew demo.  The PC Engine, on the other hand, is
 a different story...


January 5, 2013:
 PC-FX, VB, PSX: Fixed debugger trace log PC address recording.


 VB: Corrected (lack of) disassembly of "di" and "ei" instructions.


 PC-FX: Fixed broken VDC-A/VDC-B VRAM read/write aux debugger breakpoint support.


 PC-FX: Fixed debugger's graphics viewer weirdness when viewing transparent KING BG pixels(by forcing them to black).


 PC-FX: Fixed totally broken VDC VRAM debugger memory editor functionality


January 4, 2013:
 Only rebuild and re-run the 68K core generator program when necessary, hopefully fixing one big problem when doing
 a pure cross-compiled build.


January 3, 2013:
 Added "SABR"( [url]http://board.byuu.org/viewtopic.php?f=3&t=3416[/url] ) pixel shader, as an option for the *.pixshader settings.


December 24, 2012:
 Added "WYSIWYG"-style(except for the "overlay" video.driver) scaled, filtered, maimed, diced, and so forth screen snapshots,
 taken with the SHIFT+F9 key


 Marked "Insert/Eject disk/disc" key function assigned to key F8 as being "dangerous" and subject to the delay specified by
 the "ckdelay" setting, since many games respond very poorly to the disk/disc being ejected in the middle of a disc/disk
 operation.


December 23, 2012:
 Simplified(less multithreaded message moving madness) and moved some driver-side netplay code into the Mednafen core.


http://forum.fobby.net/index.php?t=msg&th=861&start=0&