2014年4月25日 星期五

3DS模擬器 CITRA

別高興得太早,這只是開源的一個3DS模擬器項目,可以運行部分DEMO,有興趣的可以去參觀參觀。

https://github.com/bunnei/citra

2014年4月24日 星期四

Sega Master System online

Virtual Sega Master System 提供一個線上玩 Sega Master System 的平台,使用Java編寫的,效果還不錯,想嘗試的可以去看看。

Program Controls

SMS ButtonKey
======================
Start/PauseEnter
Fire 1Z
Fire 2X
UpCursor up
DownCursor down
LeftCursor left
RightCursor right
Menu Key0

http://sms.gamezyte.com/

puNES 0.83

FC模擬器 puNES 發布新版,更新如下:

Changelog:
0.83
Added the real TV NTSC pixel aspect ratio and the option to mitigate the effect of the stretch.
Rewritten and cleaned up the code for the management of shaders (including some shaders like Phosphor).
With compressed roms the Game Genie did not work. Fixed.
With the portable version, if you tried to load a compressed rom, the emulator could crash. Fixed.
http://forums.nesdev.com/viewtopic.php?t=6928

DICE 0.9

DICE模擬的對象是早期不使用CPU與ROM的遊戲,不過在最近這幾版已加入部分需使用ROM的遊戲,更新如下:

DICE 0.9 has been released!

Three new games in this version:

Hi-Way (Atari, 1975)

Single-player driving game that to this day maintains a small (but loyal) fan base...

Features quite complex graphics for a discrete logic game due to the use of a 1024-bit shift register to store the location of the road, shifting in new values periodically to give the effect of motion (Unfortunately causing simulator performance to vary wildly based on how curvy the road currently is!)

Indy 4 (Atari, 1976)

First color monitor using game in DICE! (Now if only someone would dig up the schematics for Color Gotcha...)

Features fairly unique gameplay for its time due to the ability to perform a handbrake turn to quickly skid around corners. And surprisingly runs at fairly playable speeds despite the large amount of players and road graphics!

Steeplechase (Atari, 1975)

First six-player one-button horse racing game? Each player tries to jump the pickets to reach the finish line first, competing with each other as well as the meticulously-computer-controlled white horse who never misses a jump (but runs less quickly).
Also new in this release:
  • Configurable video options (anti-aliasing, vsync, status bar visibility)
  • Fixed crash on exit

Download Links
64-bit Windows version (Recommended, runs about 30% faster than the 32-bit version)
32-bit Windows version (Required for 32-bit versions of Windows)
Source Code


Enjoy!

http://adamulation.blogspot.tw/

2014年4月21日 星期一

UME 0.153ex1

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

由Haze編譯的MAME模擬器 UME 發布新版,更新如下:

0.153ex1 is built from SVN revision 29720
UME 0.153ex1 Windows binaries – 32-bit, 64-bit and all tools

UME 0.153ex1 sources

Here is the 0.153 to 0.153ex1 SVN log

Points of Interest
MAME 0.153 was buggy, use of the brightness / gamma settings in the 32-bit builds would cause BG colour issues in anything using the ‘black_pen’ feature of MAME, most notably many 80s classics like Galaga.

There were other problems also affecting Namco titles like Galaga, Pole Position etc. – uninitialized variables causing anything with the Namco customs of the era to randomly boot into service mode, or display the gameplay upside down etc.

Another problem was causing MAME to crash if loading 0 byte files, many sample sets you find have 0 byte files for dummy samples (eg. Gorf) and while having these dummy files isn’t recommended it wasn’t ideal behaviour for MAME to simply crash when they were present.

I do not know if there will be an official 0.154 build following shortly to fix these issues, but they’ve all been fixed in the SVN at this point, so I’ve decided to put out this ex1 build of UME as a public service. It also includes the fixes to allow the SC4 fruit machines to pass their init once again after the 68681 refactoring.

I believe some issues from 0.153 still remain (cheat finding doesn’t work) but I felt it a good idea to get this out there before further instabilities are introduced.
There are a lot of other refactoring changes in this build, as well as Kale’s WIP on Model 2, so I can’t guarantee nothing else is broken, but I felt having builds where the classics were known to be in a semi-broken state was not a good idea.

Note, a number of changes in the changelog mention the new menu system, this was backed out shortly before this build as it isn’t yet stable.

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

2014年4月18日 星期五

My Boy! v1.5.25 + FPse v0.11.129 + DraStic v2.2.1.2

安卓-GBA模擬器 My Boy! 發布新版,更新如下

• Fixed cheats master code (a bug introduced in version 1.5.23, sorry!)
• Fixed context menu title on a save slot.

https://play.google.com/store/apps/details?id=com.fastemulator.gba

-------------------------------------------------------------------------------------------

安卓-PS模擬器 FPse 發布新版,更新如下

- Fixed default Gamepad config for Nvidia Shield and somes external PADS
FPse 0.11.128 changes:
- Fixed crash with Driver when restart.
- Fixed external gamepads assignement.
- Fixed Freeze with NFL games.
- Fixed SDcard detection.
- Fixed SoftHD plugin crash.
- Enhanced Highly Sound emulation.
- Many others minor fixes

https://play.google.com/store/apps/details?id=com.emulator.fpse

-------------------------------------------------------------------------------------------

安卓-NDS模擬器 DraStic 發布新版,更新如下

Version 2.2.1.2a:
- Fix for protected RAR archives
- Added option to always sync RTC to system time
- Games can be deleted
- Game database update
- Improved Help section

https://play.google.com/store/apps/details?id=com.dsemu.drastic

Mednafen v0.9.33.3 WIP

Mednafen

多機種模擬器 Mednafen 發布新版,更新如下:

-- 0.9.33.3: --

April 16, 2014:
 Reworked the FPS calculation algorithm to produce more accurate FPS values.

 Added a manifest file that's embedded into the Windows executable, to ensure that noxious DPI virtualization and scaling available
 on Windows Vista and newer will not be used with Mednafen.

 Added code to disable DWM composition when running on pre-Windows 8 systems, to ensure better performance and less
 video juddering.  (Sadly, it's not possible to disable desktop composition in this manner on Windows 8 and later)

 PCE, PCE_FAST: Added a missing ADPCM playback variable to save states; fixes the problem of severe ADPCM sound
 distortion when loading save states that are saved during ADPCM playback(especially noticeable with the state rewinding feature).

April 15, 2014:
 Modified MDFN_RemoveControlChars() to not kill non-7-bit-ASCII text.

April 12, 2014:
 Misc minor code cleanups and fixes for some compiler warnings.

April 11, 2014:
 NES: Fixed broken emulation of board "UNL-Sachen-8259B"(used in the game "Silver Eagle").

April 10, 2014:
 Fixed the with-drop-shadow internal text drawing routine to not draw horizontally one pixel beyond the specified maximum width
 in some circumstances.

April 9, 2014:
 SNES: Altered a code construct to hopefully resolve a reported compiler error with clang.

 Error out of save state loading when the version specified in the save state is invalid.

 Call SDL_WM_SetIcon() before SDL_SetVideoMode(), to fix the problem of the missing Mednafen icon on some platforms/window
 managers.

 Fixed a minor integer overflow issue in the core PSF loading code.

 NES: Fixed some problems in the ROM image file loading code, including a potential heap overflow vulnerability.

http://forum.fobby.net/index.php?t=msg&th=1024&start=0&