2013年12月6日 星期五

My Boy! 1.5.21

My Boy! Free - GBA Emulator - screenshot thumbnail

安卓-GBA模擬器 My Boy! 發布新版,更新如下:

1.5.21:

• Fixed black screen or crash on certain devices when OpenGL option is on.

1.5.20
 
• Native support for MOGA controllers (mode A)
• Trackball input support
• Added on-screen buttons and key mappings for TL+A, TL+B, TR+A, TR+B.
• Raw cheat codes with ':' are now accepted.
• Added 3x to fast-forward speed options.
• Added "Reverse landscape" to screen orientation options.
• Removed option "Use input method", and added "Select input method", allowing you to select a specific input method.
 

puNES 0.74



Famicom (FC)模擬器 puNES 發布新版,更新如下:

Changelog:
0.74
Rewrite the GUI for the input configuration that now are more user friendly (at least for me). I've eliminated the check on the conflicts and if you want (for some reason) use the same keyboard/joystick configuration for all players, now you can (for me it was very useful to do so). Adde an option to permit "Up+Down" and "Left+Right".
Added the support for 4 players (Famicom and Four Score).
I forgot to add support for the roms with the trainer. Done. Now even the rom "Dragon Ball - Shen Long no Nazo (J) [hM34] [T + Eng1.11_TransBRC]" works.
http://forums.nesdev.com/viewtopic.php?t=6928

2013年12月3日 星期二

BizHawk 1.5.3

多機種模擬器 BizHawk 發布新版,更新如下:

Some project renaming, including renaming the client to EmuHawk
DO NOT extract this release over a previous release, it needs to be in its folder, and a fresh config.ini

Lua
- Events library
* integrate all events into the registered function System
* Allow all events to have multiple functions registered
* Remove all legacy register events in favor of the events library (for more info see the Lua documentation for more information)
* Add event.onmemoryexecute() for some cores (for more info see the Lua documentation for more information)
* Add more core support for event.onmemoryread() and event.onmemorywrite()
* emu.oninputpoll() - Support all cores
- Function reorg - move many client specific function out of the emu library, other misc changes (for more info see the Lua documentation for more information)
- Add emu.getregister() and emu.getregisters()

EmuHawk
- Fix black screen on AV capture when OSD is turned on
- Fix exception thrown in Path Config on various browse folder buttons
- Fix scrub input hotkey, on trunk a slight refactoring now that more things are in client.common
- If throwing a fatal exception, EmuHawk will detect if a movie is loaded, ask if you want to save and attempt to save it.
- Turn off rewind for "medium" states, as SNES problems still occur with default settings and it isn't worth it
* also change the default rewind frequency to 4 (if the user does turn it on, this frequency still gives a smooth rewind experience
- Fix the encoding mode of the NES Game Genie Encoder/Decoder dialog
- FirmwaresConfigInfo dialog to show you more information about a firmware (such as which options the DB is allowing)
- VirtualPads
* Fix numeric box updating on Analog forms
* Fix bug where numeric boxes could not be typed into
* Fix bug where analog control panel was not updating on mouse movie
* Add clear button
* Allow smaller minimum size
- Lua Console - Autoscroll the output window as text gets added
- Registered Function dialog
* Change hotkey to F12
* Fix bug where Call and Remove were affecting the wrong scripts
* Allow multi-highlight to call and remove methods
* Add Remove All button
- Misc dialog fixes
- Ram Search
* Fix defaulting to fast mode
* Fix defauling to float for N64 and GBA, now defaults to unsigned
* Misc other fixes
- Play Movie
* Fix exception thrown in Play movie dialog when opening a file with board properties set
* Add Fps and Frame count to the Details grid
- Cheats
* Numerous fixes to the cheat system that were causing it to misbehave, not freeze addresses, throw exceptions and not be able to edit cheats

N64Hawk
- Capture PAL flag into movies
- SRAM is now saved into Bizhawk's saveram file instead of m64p's own .sra file
- Flashram is now saved into Bizhawk's saveram file instead of m64p's own .fla file

TI83Hawk
- Unhide the load TI file menu item
- Keypad - fix tooltips that were broken in a past release
- use newer firmware hashes

GBHawk
- Fix to sound processing - huge speed boost
- Fix RTC in movies

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

2013年12月1日 星期日

Dolphin v4.0.2

Metroid Prime 3: Corruption

One month after the 4.0.1 release we're releasing the maintenance release 4.0.2. It turned out that some critical regressions had slipped into the 4.0 release due to the major changes linked to the wii-network branch and the global user directory changes.
In particular, one of the fixed issues was related to incorrect usage of wxWidgets and caused various problems with general Dolphin usage on Windows systems with Unicode characters in their user name (e.g. "François" or "あいうえお").
Some rather technical issues caused multiple games to stop booting or to freeze randomly. We've had multiple issue reports on this bug, so it's great to see that we were able to fix this properly.
As for the binary release packages, we unfortunately can only provide Windows builds at the moment. As usual, OS X and Linux users can compile the source themselves by checking out the source from the 4.0.2 git tag. The Windows installers can be found on our downloads page, https://dolphin-emu.org/download/. We hope to be able to provide binaries for other systems in the future, though.
If you're a Windows user and still were using Dolphin 4.0.0, you should uninstall Dolphin before installing the update due to some changes to the installer which happened in the 4.0.1 release. All future Dolphin versions will be installed into "Program Files/Dolphin", whereas the 4.0.0 release still used "Program Files/Dolphin 4.0". Your settings and game saves will survive a deinstallation, so you don't need to worry about having to back them up. If your currently installed Dolphin version is already 4.0.1, you can safely ignore this notice.
Of course, if you want to test the most recent improvements which are happening in Dolphin, you can also use the development versions. They are distributed as plain .7z archives, so you test them safely without damaging an existing installation of a stable release. Keep in mind that they're less simple to install and might have little flaws every now and then. However, we will do our best to make the Dolphin experience for the next stable release even more awesome than it is currently, of course!

https://dolphin-emu.org/

2013年11月29日 星期五

ePSXe Cheats Pack Numbers-Z v.1.0



PS模擬器 ePSXe 金手指整合包 ePSXe Cheats Pack Numbers-Z 發布新版,裡面包含3~4000多款PS遊戲作弊碼。

使用方法 : 將檔案解壓縮至 ePSXe\cheats\ ,載入遊戲後,按 Esc 回GUI介面,進入Options-->cheat codes ,選擇想開啟的金手指碼,按 Enable--> ,再按OK,之後回到遊戲即可生效.

PC與安卓版皆可使用。

http://ks23364.kimsufi.com/psxdata/databasepsx/sitenews.html

檔案下載頁

http://ks23364.kimsufi.com/psxdata/databasepsx/downloads.html

2013年11月28日 星期四

DeSmuMe 0.9.10

Castlevania Order of Ecclesia  New Super Mario Bros

NDS模擬器 DeSmuMe 發布新版,沒啥好說的,更新就對了!

◾enh: break savestate back-compatibility
◾bug: improve save size autodetection for some games
◾bug: cpu: fix many basic jit cpu bugs
◾bug: 3d: tweak softrasterizer edge marking
◾bug: 3d: fix stale 4x4 texture palettes
◾bug: fix some GPU sprite blending scenarios
◾bug: fix bios HLE BitUnPack, UnCompHuffman
◾enh: modular slot-1 device system, emulate GC bus more faithfully
◾enh: support NAND slot-1 device
◾enh: auto-detect appropriate slot-1 and slot-2 device
◾enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
◾enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
◾enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
◾enh: spu synch mode and method on commandline

Windows:
◾bug: fixes to advanscene DB import
◾bug: save opengl display method filter option
◾bug: general bugfixes to various screen layout modes
◾enh: add option to stop non-integer scaling during fullscreen or maximize
◾enh: improvements to save import dialog
◾enh: improved memory viewer tool
◾enh: operate better when run, against our advice, from a zipfile
◾enh: add slot-1 Nitro Filesystem viewer tool

Cocoa:
◾bug: fix slot1-R4 path saving
◾bug: fix bug with mic samples < 16khz
◾bug: fix bugs and enhancements in multi display windows
◾bug: fix handling of some joystick analog inputs
◾enh: save display windows configuration and emulation speed on app exit

http://sourceforge.net/projects/desmume/

2013年11月27日 星期三

No$psx v1.7



PS模擬器 no$psx 發布新版,更新內容如下:

26 Nov 2013 - no$psx v1.7
- gpu/detail: added dithering for tex-blended POLYs (unlike tex-blended RECTs)
- gpu/detail: added dithering for monochrome LINEs (unlike mono POLYs and RECTs)
- gpu/detail: faster gouraud rendering when dithering is off (no dummy dither)
- gpu/bugfix: swapped setmask/chkmask in cpu-to-vram transfer (fixes RC Revenge)
- gte/detail: supports 32bit rtps/rtpt overflows (fixes R4 Ridge Racer Type 4)
- dma: added delay before DMA1 IRQs (fixes DinoCrisis1+2,FearEffect,Xenogears)
- dma: pauses CPU during DMA (more accurate and releases cpu emulation load)
- dma: accepts non-standard control values (with warning) (instead of rejecting)
- mdec: low level IDCT emulation (slow, used only for nonstandard scaletable)
- mdec: accurate RLE emulation (with rounding, saturation, and quant disable)
- mdec: emulates status bit31 (data.out.fifo not empty) (for manual reading)
- dma/mdec: removed pusha/popa pairs (allows to modify mips intcount register)
- help: gpu: corrected dithering info (different cases for polys/lines/rects)
- help: add notes on CPU being stopped during DMA (and resumed between blocks)
- help: added info on the two DMA "start" flags (start/busy and start/trigger)
- help: added list of commonly used DMA control register values for DMA starting
- help: added basic info on DMA transfer timings and DRAM hyper page mode
- help: added info on DMA chopping mode (runs CPU during gaps in DMA transfer)
- help: mdec/y_to_mono: supports only max 9bit (bigger values aren't saturated)
- help: mdec/idct: added note that scaletable uses upper 13bit only (not 16bit)
- help: mdec/idct: low level idct formula (diagonally mirrored matrix multiply)
- help: mdec/rle: rle result is rounded up (plus 4 before div 8)
- help: mdec/rle: rle result is saturated to signed 11bit range
- help: mdec/rle: q_scale=0 forces n*2 instead of n*qt[k], or n*qt[k]*q_scale
- help: fast mdec decoder: simplified idct_core (flipped src/dst instead of x/y)
- help: fast mdec decoder: fixed "scalezag" pseudo code (divide entries by 8)
- help: added IC703 "SONY CXA1791N" pinouts (RF Amplifier on PU-18 boards)
- help: added notes on Garbage Area at Address 00000000h (for R-Types/FadeToB)
- debug: profiler supports dma transfer logging (shown as "DMAn.subfunctions")
- debug: iomap resolves timer clock-source, sync-mode, and some timer flags
- debug: tty irq-logging shows dma channel names(s) that have caused dma-irq3
- debug: tty gpu-command-logging (can log more than 1 frame, unlike vram viewer)
- screenshot: fixed num_colors entry in truecolor bmp header (1 SHL bpp AND 1FE)
- screenshot: fixed auto-generated screenshot filenames (.bmp instead .gif)
- bios: fixed messed-up stack in bios clone's do_exec (fixes developers demo)
- bios: applies [00000004h]=275A0C80h garbage (required for bugged FadeToBlack)
- bios: applies [00000000h]=00000003h garbage (required for bugged R-Types)
- bios: skips "patch_missing_cop0r13_nonfunctional" (bugged hitmen/minimum demo)
- cd/loader: accepts cue/bin with 920h-byte sectors (eg. pdx-rh.cue demo)
- controls: changed default to digital joypad (avoids incompatibility issues)

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