GameEx v10.04 is released.GameEx is a graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators, along with being a good Home Theatre PC solution. It also makes a good CarPC and touchscreen frontend. The original goal was for it to be used on Windows XP Media Center and Arcade Cabinets although it will run on any version of Windows 98, ME, 2000, XP and Vista.For just $25 (USD) you can too unlock the full potential of the front end.
the developer said:
With this release there ia s a new GUI tool for the recent custom menus feature and a new setting for HTML applications to hide the GameEx interface if the app is for full screen video or a game.
Download:GameEx v10.04
2009-04-10
WinUAE (Public Beta) v1.6.0 Beta 23
WinUAE (Public Beta) v1.6.0 Beta 23 is released.Winuae is the commodore amiga emulator for Windows. WinUAE is a mostly complete software emulation of the hardware of the Commodore Amiga 500/1000/2000. A Commodore Amiga, for those who don’t know, is a 16/32 bit computer system based on the Motorola 680×0 CPU and a few specially designed custom chips that provide very good graphics and sound capabilities. Its first incarnation, the A1000, appeared in 1985, followed by the highly successful A500 and A2000 models. WinUAE is a port of the originally written for Unixish systems UAE; but over time, it seems the Windows port, WinUAE has become the best version available on any platform. WinUAE is free software: you are welcome to distribute copies of it and/or modify it, under certain conditions. There is no warranty of any kind for UAE. For more details concerning these issues, please read the GNU General Public License, which describes the terms under which WinUAE is distributed.
WinUAE (Public Beta) v1.6.0 Beta 23 changelog:
- archives (zip etc) didn't unpack (b22)
- directinput keyboard was not always unacquired when focus was lost
- hq2x/3x/4x crash in specific situations (old random bug)
- clipboard initialization changed again, now initialized after all other residents (previously it was after dos)
Download:WinUAE (Public Beta) v1.6.0 Beta 23
WinUAE (Public Beta) v1.6.0 Beta 23 changelog:
- archives (zip etc) didn't unpack (b22)
- directinput keyboard was not always unacquired when focus was lost
- hq2x/3x/4x crash in specific situations (old random bug)
- clipboard initialization changed again, now initialized after all other residents (previously it was after dos)
Download:WinUAE (Public Beta) v1.6.0 Beta 23
MAMEXT 0.130u3
MAMEXT 0.130u3 is released.MAMEXT is a cool unofficial version of MAMEUI with highscore save included.MAMEXT32 also has some extra features that plain vanilla MAME doesn’t. MAMEXT64 is the 64bit optimized version of the emulator, which will run on Windows 64bit operating systems.
Download:MAMEXT 0.130u3 32bit
Download:MAMEXT 0.130u3 64bit
Download:MAMEXT 0.130u3 32bit
Download:MAMEXT 0.130u3 64bit
MameUI 130.3
MameUI 130.3 is released.MameUI [formerly Mame32] is the GUI version of the M.ultiple A.rcade M.achine E.mulator, a program which seeks to document the internal hardware and code of all arcade games. Originally authored in 1997 by Chris Kirmse, it was the first port of Mame™ to the Windows platform.
Download:MameUI 130.3 x64 version
Download:MameUI 130.3 x86 version
Download:MameUI 130.3 x64 version
Download:MameUI 130.3 x86 version
Series.ini 0.130u2
Series.ini 0.130u2 is released.This file can can sort your games series.
How to use this file:
Download:Series.ini 0.130u2
How to use this file:
Download:Series.ini 0.130u2
MAME 0.130u3
MAME 0.130u3 is released. MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game's ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.
what's news in MAME 0.130u3:
-------
MAMETesters Bugs Fixed
----------------------
- 01030: [Side-by-side] starjack: "Star Jacker" side-by-side test.
(Aaron Giles)
- 00983: [Graphics] pitfall2: Once you lose your last life, any object
not in the background shows up on the high score and continue
screens. (Aaron Giles)
- 00984: [Graphics] 4dwarrio: The game resolution changes in the 2nd
players turn in the cocktail mode. (Aaron Giles)
- 00257: [Graphics] wbmlb, wbmljb: When the player sprite reaches the
right side of the playfield, some garbage gfx appear on the
left side. (Aaron Giles)
- 00303: [Graphics] regulus: In cocktail mode when it is player 2's
turn graphics from the top of the screen flash at the bottom
of the screen (Aaron Giles)
- 00256: [Graphics] seganinj: [possible] Sprites leaving on the left
side on the screen aren't clipped properly. (Aaron Giles)
- 03098: [Color/Palette] all sets in mcatadv.c: Palette regression
(Christophe Jaillet, Fabio Priuli)
- 03087: [Graphics] daireika: Graphic artifacts on attract mode.
(Angelo Salese)
- 03093: [Graphics] mazinger: the boss of 4th level is black (robiza)
- 03092: [Sound] spuzbobl: Some sound samples are being played
indefinitely (David Haywood)
- 01163: [DIP/Input] popbounc: [possible] MAME doesn't support paddle
input. (Fabio Priuli)
- 02187: [Documentation] All games of "Technos": Fix for manufacturer.
(Fabio Priuli)
- 02558: [Graphics] Graphic priority is not fully understood.
(Angelo Salese)
- 02557: [Graphics] All games in jalmah.c: There are square gaps
during gameplay. (Angelo Salese)
- 00598: [DIP/Input] popbounc: Regardless of whether the "paddle" or
"joystick" option is activated in the dipswitch, the controls
are broken. (Fabio Priuli)
- 00947: [Graphics] batsugun: At the level 4 boss there's a sprite
problem. (robiza)
- 02562: [Interface] Ability to choose arbitrarily named crosshair
pictures (Derrick Renaud)
Source Changes
--------------
Crosshair update: [Derrick Renaud]
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount
of time (this is now the default)
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info
Merged memory maps, renamed sets in the following drivers: vendetta,
videopkr, wrally, vball, unico, tsamuri, triplhnt, toypop, tnzs,
topshoot, topspeed, tecmo, tecmo16, tecmosys, terracre, thoop2,
tunderx, tiamc1, timelimt, taito_z. [Aaron Giles]
Added direct mode JVS command, used by the i/o for the later Naomi
games [ElSemi, Angelo Salese]
hyprduel fix [Hau]
Force cpu resyncs main<->protection on pgm. [David Haywood]
trackfld cleanups: [Aaron Giles]
- derived clocks where possible
- complete memory maps from the schematics
- hooked up proper sound command latching
- reimplemented 6802-based ADPCM samples for the bootlegs
- merged memory maps
- extended NVRAM to the full RAM range (according to schematics)
- created common include file and modified drivers to use it instead
of explicit externs
Removed msb/lsb handlers from taitosnd. Updated all drivers to
call the 8-bit versions directly from the address maps. [Aaron Giles]
Did bulk replace of AM_READ/WRITE(SMH_NOP) -> AM_READ/WRITENOP.
[Aaron Giles]
Reverted recent TMS32025 timing change which busted Cool Pool sound.
[Olivier Galibert]
exctsccr update: [Uki]
- verified clock frequency (including 4KHz NMI)
- position 6A is not populated in JAPAN ver.
- sound tempo is wrong in all sets (with or without this change)
- clock for AY-3-8910 is 14.31818M/8 except for main melody
taito_l input updates: [Fabio Priuli]
* added plgirls cheat dip-switch [found by Gatinho]
* added plgirls2 coin mode B
Fixed crshrace coinage dips. [stephh, Fabio Priuli]
Fixed mechattu coinage dips. [Fabio Priuli]
Redumped GFX ROM of kakumei2. [Uki]
Improved the Wave-DMA behaviour in Naomi, added PVR-DMA support.
[Angel Salese]
Naomi video cleanups/reworking. [David Haywood]
DIPSW update [kanikani]
- added DIP location to following drivers: djmain.c, fitfight.c,
gaiden.c, hornet.c, namcos1.c, namcos86.c, nwk-tr.c, skykid.c,
zr107.c
- enabled some DIPSW settings
PGM update [XingXing]
- added video ram mirroring (fixes a glitch in kovsh)
- corrected some set names
neogeo fixes: [Fabio Priuli]
* fixed popbounc controls bug (MT 598)
* removed use of sprintf
* added a note about service menu browsing when mahjong panel is ON
Konami inputs improvements: [Fabio Priuli]
* Added source file konamipt.h to unify Konami inputs where possible
(e.g. most 80s-90s games were using basically the same coinage
settings and joystick inputs).
* While at it, verified all 0x00 coinage effects in drivers which now
use konamipt.h (fixing a few mistakes: hexion, mikie, crimfgtj...)
* Added finalizb service coin. Removed roadf coin4 & asterix coin3
(neither used by the games nor present in service mode).
* Fixed gberetb coin inputs (they were switched).
* Added port_condition to hcrash so that brake appears only when
present in the chosen cabinet.
* Cleaned up mystwarr.c & moo.c input handlers.
* Verified 0x00 coinage settings in remaining Konami drivers (and two
Banpresto ones using same coinage settings)
Fixed the priority system in the jalmah.c driver [Uki, Angelo Salese]
Simulate 'keyoff' in the SPU. The envelopes aren't actually emulated,
but the sound is silenced after a key-off (by placing the sound in a
'release' state) This prevents audiable sound from looping forever.
[David Haywood]
Build the IDE features table only when there is a CHD available.
[Curt Coder]
Added device-based implementations of the eeprom and i2c deevices.
[Samuele Zannoli]
Added diplocations to finalizr.c, gradius3.c, pandoras.c, rollerg.c
and ultraman.c based on Guru's notes (thanks to AJG, who fwded them
to me). [Fabio Priuli]
Dumped 1 BPROM of suchipi [Uki]
Changed Z80 cycle table definitions to be per-device. Removed
old set_info constants for the tables; they are now set up via
the z80_set_cycle_tables function. [Aaron Giles]
m90: reduced volume for all games, removed wrong graphics flag and
added no cocktail flag for risky challenge. [robiza]
Reduced volume for bombrman, added wrong graphics flag for quizf1.
[robiza]
Removed old hardcoded keyboard handling for Atari 8bit systems and
used more reasonable key matrix scan. No regressions expected in MAME
(tested maxaflex.c games). [Fabio Priuli]
Many Naomi tweaks and improvements, plus a number of new sets added
but with no credit specified. [David Haywood]
Corrected names for Champion Italian PK boards (thank f205v for
spotting this). [Mirko Buffoni]
Sega System 1/2 rewrite: [Aaron Giles]
* accurate collision detection in all games
* correct full memory maps
* hooked up 8255 and Z80 PIO correctly
* unified many hacked variants into common hardware models
* proper mixing using the mixing PROM
* converted to tilemaps
* fixed shtngmst sprites
* correct Z80 timing
* proper sound interrupt signaling and feedback
* full description of video hardware
* proper input hookup in dakkochn
* cleaned up rendering code
* fixed cocktail mode in pretty much all games
* fixed stuck sprites in some games
* partial 8751 simulation for choplift
* proper global muting (attract sound off works in older games)
* yes, the Pitfall 2 title is missing; more work to be done
Put tables used for RGB utilities in a single object file rather
than compiling them as statics in every object that uses them.
[Vas Crabb]
Added small workaround to get Thunder Hoop 2 past the "bad
coprocessor" screen, but the game still has issues. [Peter Ferrie]
Fixed incorrect DIP location for dealer in epos.c. [Tafoid]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Unknown Poker [robiza, Angelo Salese]
New clones added
----------------
Exciting Soccer (Japan) [Uki]
Super Megatouch IV Tournament Edition
(9255-51-01 ROB, Standard version) [Brian Troha]
Pit Fighter (rev 7) [Smitdogg]
Chase H.Q. (US) [Smitdogg]
Crush Roller (bootleg?) [Tafoid, f205v]
New games marked as GAME_NOT_WORKING
------------------------------------
Key of Avalon 1.30 - Client [Alex's Rom Dumping Project]
Key of Avalon 2.0 - Client [Alex's Rom Dumping Project]
Sega Network Taisen Mahjong MJ 2 [Alex's Rom Dumping Project]
Sega Network Taisen Mahjong MJ 3 (Rev D) [Alex's Rom Dumping Project]
Triforce DIMM Updater [Alex's Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev D) [Alex's Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev A) [Alex's Rom Dumping Project]
Initial D : Arcade Stage Ver. 3 (Japan) (Rev B) [Alex's Rom Dumping Project]
Virtua Fighter 4 Evolution (Rev A) [Alex's Rom Dumping Project]
Wangan Midnight Maximum Tune 2 (Japan?) [Alex's Rom Dumping Project]
Download:MAME 0.130u3 diff
what's news in MAME 0.130u3:
-------
MAMETesters Bugs Fixed
----------------------
- 01030: [Side-by-side] starjack: "Star Jacker" side-by-side test.
(Aaron Giles)
- 00983: [Graphics] pitfall2: Once you lose your last life, any object
not in the background shows up on the high score and continue
screens. (Aaron Giles)
- 00984: [Graphics] 4dwarrio: The game resolution changes in the 2nd
players turn in the cocktail mode. (Aaron Giles)
- 00257: [Graphics] wbmlb, wbmljb: When the player sprite reaches the
right side of the playfield, some garbage gfx appear on the
left side. (Aaron Giles)
- 00303: [Graphics] regulus: In cocktail mode when it is player 2's
turn graphics from the top of the screen flash at the bottom
of the screen (Aaron Giles)
- 00256: [Graphics] seganinj: [possible] Sprites leaving on the left
side on the screen aren't clipped properly. (Aaron Giles)
- 03098: [Color/Palette] all sets in mcatadv.c: Palette regression
(Christophe Jaillet, Fabio Priuli)
- 03087: [Graphics] daireika: Graphic artifacts on attract mode.
(Angelo Salese)
- 03093: [Graphics] mazinger: the boss of 4th level is black (robiza)
- 03092: [Sound] spuzbobl: Some sound samples are being played
indefinitely (David Haywood)
- 01163: [DIP/Input] popbounc: [possible] MAME doesn't support paddle
input. (Fabio Priuli)
- 02187: [Documentation] All games of "Technos": Fix for manufacturer.
(Fabio Priuli)
- 02558: [Graphics] Graphic priority is not fully understood.
(Angelo Salese)
- 02557: [Graphics] All games in jalmah.c: There are square gaps
during gameplay. (Angelo Salese)
- 00598: [DIP/Input] popbounc: Regardless of whether the "paddle" or
"joystick" option is activated in the dipswitch, the controls
are broken. (Fabio Priuli)
- 00947: [Graphics] batsugun: At the level 4 boss there's a sprite
problem. (robiza)
- 02562: [Interface] Ability to choose arbitrarily named crosshair
pictures (Derrick Renaud)
Source Changes
--------------
Crosshair update: [Derrick Renaud]
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount
of time (this is now the default)
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info
Merged memory maps, renamed sets in the following drivers: vendetta,
videopkr, wrally, vball, unico, tsamuri, triplhnt, toypop, tnzs,
topshoot, topspeed, tecmo, tecmo16, tecmosys, terracre, thoop2,
tunderx, tiamc1, timelimt, taito_z. [Aaron Giles]
Added direct mode JVS command, used by the i/o for the later Naomi
games [ElSemi, Angelo Salese]
hyprduel fix [Hau]
Force cpu resyncs main<->protection on pgm. [David Haywood]
trackfld cleanups: [Aaron Giles]
- derived clocks where possible
- complete memory maps from the schematics
- hooked up proper sound command latching
- reimplemented 6802-based ADPCM samples for the bootlegs
- merged memory maps
- extended NVRAM to the full RAM range (according to schematics)
- created common include file and modified drivers to use it instead
of explicit externs
Removed msb/lsb handlers from taitosnd. Updated all drivers to
call the 8-bit versions directly from the address maps. [Aaron Giles]
Did bulk replace of AM_READ/WRITE(SMH_NOP) -> AM_READ/WRITENOP.
[Aaron Giles]
Reverted recent TMS32025 timing change which busted Cool Pool sound.
[Olivier Galibert]
exctsccr update: [Uki]
- verified clock frequency (including 4KHz NMI)
- position 6A is not populated in JAPAN ver.
- sound tempo is wrong in all sets (with or without this change)
- clock for AY-3-8910 is 14.31818M/8 except for main melody
taito_l input updates: [Fabio Priuli]
* added plgirls cheat dip-switch [found by Gatinho]
* added plgirls2 coin mode B
Fixed crshrace coinage dips. [stephh, Fabio Priuli]
Fixed mechattu coinage dips. [Fabio Priuli]
Redumped GFX ROM of kakumei2. [Uki]
Improved the Wave-DMA behaviour in Naomi, added PVR-DMA support.
[Angel Salese]
Naomi video cleanups/reworking. [David Haywood]
DIPSW update [kanikani]
- added DIP location to following drivers: djmain.c, fitfight.c,
gaiden.c, hornet.c, namcos1.c, namcos86.c, nwk-tr.c, skykid.c,
zr107.c
- enabled some DIPSW settings
PGM update [XingXing]
- added video ram mirroring (fixes a glitch in kovsh)
- corrected some set names
neogeo fixes: [Fabio Priuli]
* fixed popbounc controls bug (MT 598)
* removed use of sprintf
* added a note about service menu browsing when mahjong panel is ON
Konami inputs improvements: [Fabio Priuli]
* Added source file konamipt.h to unify Konami inputs where possible
(e.g. most 80s-90s games were using basically the same coinage
settings and joystick inputs).
* While at it, verified all 0x00 coinage effects in drivers which now
use konamipt.h (fixing a few mistakes: hexion, mikie, crimfgtj...)
* Added finalizb service coin. Removed roadf coin4 & asterix coin3
(neither used by the games nor present in service mode).
* Fixed gberetb coin inputs (they were switched).
* Added port_condition to hcrash so that brake appears only when
present in the chosen cabinet.
* Cleaned up mystwarr.c & moo.c input handlers.
* Verified 0x00 coinage settings in remaining Konami drivers (and two
Banpresto ones using same coinage settings)
Fixed the priority system in the jalmah.c driver [Uki, Angelo Salese]
Simulate 'keyoff' in the SPU. The envelopes aren't actually emulated,
but the sound is silenced after a key-off (by placing the sound in a
'release' state) This prevents audiable sound from looping forever.
[David Haywood]
Build the IDE features table only when there is a CHD available.
[Curt Coder]
Added device-based implementations of the eeprom and i2c deevices.
[Samuele Zannoli]
Added diplocations to finalizr.c, gradius3.c, pandoras.c, rollerg.c
and ultraman.c based on Guru's notes (thanks to AJG, who fwded them
to me). [Fabio Priuli]
Dumped 1 BPROM of suchipi [Uki]
Changed Z80 cycle table definitions to be per-device. Removed
old set_info constants for the tables; they are now set up via
the z80_set_cycle_tables function. [Aaron Giles]
m90: reduced volume for all games, removed wrong graphics flag and
added no cocktail flag for risky challenge. [robiza]
Reduced volume for bombrman, added wrong graphics flag for quizf1.
[robiza]
Removed old hardcoded keyboard handling for Atari 8bit systems and
used more reasonable key matrix scan. No regressions expected in MAME
(tested maxaflex.c games). [Fabio Priuli]
Many Naomi tweaks and improvements, plus a number of new sets added
but with no credit specified. [David Haywood]
Corrected names for Champion Italian PK boards (thank f205v for
spotting this). [Mirko Buffoni]
Sega System 1/2 rewrite: [Aaron Giles]
* accurate collision detection in all games
* correct full memory maps
* hooked up 8255 and Z80 PIO correctly
* unified many hacked variants into common hardware models
* proper mixing using the mixing PROM
* converted to tilemaps
* fixed shtngmst sprites
* correct Z80 timing
* proper sound interrupt signaling and feedback
* full description of video hardware
* proper input hookup in dakkochn
* cleaned up rendering code
* fixed cocktail mode in pretty much all games
* fixed stuck sprites in some games
* partial 8751 simulation for choplift
* proper global muting (attract sound off works in older games)
* yes, the Pitfall 2 title is missing; more work to be done
Put tables used for RGB utilities in a single object file rather
than compiling them as statics in every object that uses them.
[Vas Crabb]
Added small workaround to get Thunder Hoop 2 past the "bad
coprocessor" screen, but the game still has issues. [Peter Ferrie]
Fixed incorrect DIP location for dealer in epos.c. [Tafoid]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Unknown Poker [robiza, Angelo Salese]
New clones added
----------------
Exciting Soccer (Japan) [Uki]
Super Megatouch IV Tournament Edition
(9255-51-01 ROB, Standard version) [Brian Troha]
Pit Fighter (rev 7) [Smitdogg]
Chase H.Q. (US) [Smitdogg]
Crush Roller (bootleg?) [Tafoid, f205v]
New games marked as GAME_NOT_WORKING
------------------------------------
Key of Avalon 1.30 - Client [Alex's Rom Dumping Project]
Key of Avalon 2.0 - Client [Alex's Rom Dumping Project]
Sega Network Taisen Mahjong MJ 2 [Alex's Rom Dumping Project]
Sega Network Taisen Mahjong MJ 3 (Rev D) [Alex's Rom Dumping Project]
Triforce DIMM Updater [Alex's Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev D) [Alex's Rom Dumping Project]
Virtua Fighter 4 Final Tuned (Rev A) [Alex's Rom Dumping Project]
Initial D : Arcade Stage Ver. 3 (Japan) (Rev B) [Alex's Rom Dumping Project]
Virtua Fighter 4 Evolution (Rev A) [Alex's Rom Dumping Project]
Wangan Midnight Maximum Tune 2 (Japan?) [Alex's Rom Dumping Project]
Download:MAME 0.130u3 diff
Dolphin SVN r2947
Dolphin SVN r2947 is released.Dolphin is the first Gamecube emulator able to run commercial games! Even at its early stage some games manage to load and run but not perfectly. Please remember that Dolphin is an experimental GameCube emulator so many games might not run and for the ones that do run you will need a strong PC.
Dolphin SVN changelog:
r2940
DSP: Fix broken disassembly (deleted some remaining byteswaps). Don't check for external interrupts every cycle. Loop endpoint detector added to Analyzer (this will be useful for a future JIT).
r2941
DSP: Further disasm improvements. Make a few mul ops (only two of which I have seen, both in Zelda) behave like Duddie's doc says they should.
r2942
fix for issue 839
r2943
added subp from duddie's doc also added more comments
r2944
fixed possible mistake in mulcmv
r2945
more comments
r2946
compile fix
r2947
Edited wiki page through web user interface.
Download:Dolphin SVN r2947
Dolphin SVN changelog:
r2940
DSP: Fix broken disassembly (deleted some remaining byteswaps). Don't check for external interrupts every cycle. Loop endpoint detector added to Analyzer (this will be useful for a future JIT).
r2941
DSP: Further disasm improvements. Make a few mul ops (only two of which I have seen, both in Zelda) behave like Duddie's doc says they should.
r2942
fix for issue 839
r2943
added subp from duddie's doc also added more comments
r2944
fixed possible mistake in mulcmv
r2945
more comments
r2946
compile fix
r2947
Edited wiki page through web user interface.
Download:Dolphin SVN r2947
Jpcsp SVN r1000
Jpcsp SVN r1000 is released.JPCSP is a PlayStation Portable(PSP) emulator which is written in JAVA. JPCSP is the first PSP emulator that is written in JAVA. Most people think java is too slow. But Shadow and his team has proven us wrong. The newest Java versions are almost as fast as C which makes it very interesting for emu dev's. Shadow and his team are working day and night with pleasure on the emu, many coders have dedicated to the project. Because it's written in java many young devs find it interesting to learn how the emulator works.
JPcsp SVN changelog:
r996
Implemented __sceSasGetEndFlag.
Improved playing of long sound waves.
Fixed decoding of samples when VAG header is still present.
r997
Fixed CCONDS instruction according to MIPS specification (not tested)
r998
Fixed CTC1 instruction (not tested)
r999
SV.S has vpr[m][s] instead of vpr[m][s]
r1000
added VT4444 to reach the 1000th rev. !!!!
Download: Jpcsp SVN r1000
JPcsp SVN changelog:
r996
Implemented __sceSasGetEndFlag.
Improved playing of long sound waves.
Fixed decoding of samples when VAG header is still present.
r997
Fixed CCONDS instruction according to MIPS specification (not tested)
r998
Fixed CTC1 instruction (not tested)
r999
SV.S has vpr[m][s] instead of vpr[m][s]
r1000
added VT4444 to reach the 1000th rev. !!!!
Download: Jpcsp SVN r1000
PCSX2 SVN r940
PCSX2 SVN r940 is released.PCSX2 is a PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r930
LilyPad: Debug line removed.
r931
More Vif Unpacking cleanup. (And probably not the last of it.)
r932
[No log message]
933
Fixed Outlaw Tennis error on the loading bar, as a strange side effect, this fixes the missing textures in Crash N Burn too. What is more annoying is this code use to be in the emulator ages ago (before processing skipping) and it was removed as we didn't think it actually had a use! :D
r934
--This breaks linux.
--Basic vtlb code rewrite for full mapping using exceptions
--This is buggy & leaks ram for now
r935
The last changes to clean up Vif wouldn't have worked in some situations, tried
to rearrange it and space things out and skipping unnecessary checks
r936
--No longer uses 2 hacks/buffers, it just stores the info needed to generate the memops directly on the code
r937
Slap my wrists for the silliest error ever :p only thing that gave it away was the sirens on top of the heads in Ape Escape 3 had no light lol
r938
last silly mistake, promise :P
r939
Yes, more Vif work. writeX, writeY, writeZ, and writeW are all merged into one function.
r940
More unpack changes, tried to simplify a few sums a bit when processing skipping and a few other misc bits
Download: PCSX2 SVN r940
Download: PCSX2 Plugins
PCSX2 SVN Changelog:
r930
LilyPad: Debug line removed.
r931
More Vif Unpacking cleanup. (And probably not the last of it.)
r932
[No log message]
933
Fixed Outlaw Tennis error on the loading bar, as a strange side effect, this fixes the missing textures in Crash N Burn too. What is more annoying is this code use to be in the emulator ages ago (before processing skipping) and it was removed as we didn't think it actually had a use! :D
r934
--This breaks linux.
--Basic vtlb code rewrite for full mapping using exceptions
--This is buggy & leaks ram for now
r935
The last changes to clean up Vif wouldn't have worked in some situations, tried
to rearrange it and space things out and skipping unnecessary checks
r936
--No longer uses 2 hacks/buffers, it just stores the info needed to generate the memops directly on the code
r937
Slap my wrists for the silliest error ever :p only thing that gave it away was the sirens on top of the heads in Ape Escape 3 had no light lol
r938
last silly mistake, promise :P
r939
Yes, more Vif work. writeX, writeY, writeZ, and writeW are all merged into one function.
r940
More unpack changes, tried to simplify a few sums a bit when processing skipping and a few other misc bits
Download: PCSX2 SVN r940
Download: PCSX2 Plugins
Vba-ReRecording SVN r52
Vba-ReRecording SVN r52 is released.VBA rerecording is the re-recording branch of VisualBoyAdvance.This is the development project for this branch of VBA. Its primary function is to expand features related to the creation of Tool-Assisted movies.
VBA rerecording changelog:
r52
Reverted slight timing difference of the emulation.
Download:Vba-ReRecording SVN r52
VBA rerecording changelog:
r52
Reverted slight timing difference of the emulation.
Download:Vba-ReRecording SVN r52
DeSmuME SVN r1868
DeSmuME SVN r1868 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).
DeSmuME SVN changelog:
r1863
update changelog, and make every build a DEV+ build. we won't use the distinction after all for 0.9.2
r1864
merge 1863 into 0.9.2
r1865
Fixed a few details.
r1866
add authors
r1867
Creating a branch for matusz.
r1868
Merged revisions 1856 to 1858 (for some reason I thought I already merged those), 1865 and 1866.
Download: DeSmuME SVN r1868
DeSmuME SVN changelog:
r1863
update changelog, and make every build a DEV+ build. we won't use the distinction after all for 0.9.2
r1864
merge 1863 into 0.9.2
r1865
Fixed a few details.
r1866
add authors
r1867
Creating a branch for matusz.
r1868
Merged revisions 1856 to 1858 (for some reason I thought I already merged those), 1865 and 1866.
Download: DeSmuME SVN r1868
MAME Player 1.10
MAME Player 1.10 is released.MAME Player is a minimalist frontend for use with official MAME on Windows.
MAME Player 1.10 changelog:
* Optimised: XML parser.
* Added a small amount of sleep time to shell loop code so verifying roms no longer uses 100% of your CPU.
* Added a 'Grouped' gamelist view.
* Removed 'Icons' gamelist view (pointless as no icon support).
* Added a Toolbar button to verify selected set.
* Added a 'fast scan' option to skip verifying sets and check for filenames only. Sets must be split. This is prompted only for the first run of mame player and after the detection of a new mame binary CRC. It saves time as MAME doesn't have to verify sets, but results are not as accurate as some clone sets don't have their own file. You can always verify individual sets that you know are like that (candance). Not recommended for fast PCs and/or if you want accurate rusults.
* Removed 'Hide Preliminary' menu item.
* Changed: search field text becomes selected on focus.
* Removed BIOS column from the game list.
* Changed: BIOS sets are now hidden from the game list, and won't show in a search.
* Added menu item 'Show BIOS List'.
* Added coin lockout to options.
* Changed: Picture/History divider now springs to the width of the picture when the main window is sized horizontally. Resizing the main window wider at a faster speed will unlock the divider.
* Added: double clicking the area to the left of the snap scrollbar, toggles the scrollbar's visibilty.
* Added: 'Open History in notepad' menu item (for selected game). Handy if you play in a window.
* Fixed: game, driver and vector ini files so that they do not include directory/path options. Having those options included caused MAME to not see your changed mame.ini paths.
* Removed tick and check icons.
* Added a toolbar button 'Add To Favourites'.
* Changed the behaviour of the toolbar buttons to be more practical.
* Simplified some menu items.
* Added a checkbox to toggle all artwork.
* Fixed: bug in menu items for View...Fullscreen (gamelist) and View...Menu Bar, where the user had to click twice to toggle.
* Changed: Startup video window now has no title bar or menu bar, and doesn't show in the taskbar. This way it looks more like a splash screen. Pressing Esc cancels the playback and closes the window.
* Other stuff I forgot about.
Download:MAME Player 1.10
MAME Player 1.10 changelog:
* Optimised: XML parser.
* Added a small amount of sleep time to shell loop code so verifying roms no longer uses 100% of your CPU.
* Added a 'Grouped' gamelist view.
* Removed 'Icons' gamelist view (pointless as no icon support).
* Added a Toolbar button to verify selected set.
* Added a 'fast scan' option to skip verifying sets and check for filenames only. Sets must be split. This is prompted only for the first run of mame player and after the detection of a new mame binary CRC. It saves time as MAME doesn't have to verify sets, but results are not as accurate as some clone sets don't have their own file. You can always verify individual sets that you know are like that (candance). Not recommended for fast PCs and/or if you want accurate rusults.
* Removed 'Hide Preliminary' menu item.
* Changed: search field text becomes selected on focus.
* Removed BIOS column from the game list.
* Changed: BIOS sets are now hidden from the game list, and won't show in a search.
* Added menu item 'Show BIOS List'.
* Added coin lockout to options.
* Changed: Picture/History divider now springs to the width of the picture when the main window is sized horizontally. Resizing the main window wider at a faster speed will unlock the divider.
* Added: double clicking the area to the left of the snap scrollbar, toggles the scrollbar's visibilty.
* Added: 'Open History in notepad' menu item (for selected game). Handy if you play in a window.
* Fixed: game, driver and vector ini files so that they do not include directory/path options. Having those options included caused MAME to not see your changed mame.ini paths.
* Removed tick and check icons.
* Added a toolbar button 'Add To Favourites'.
* Changed the behaviour of the toolbar buttons to be more practical.
* Simplified some menu items.
* Added a checkbox to toggle all artwork.
* Fixed: bug in menu items for View...Fullscreen (gamelist) and View...Menu Bar, where the user had to click twice to toggle.
* Changed: Startup video window now has no title bar or menu bar, and doesn't show in the taskbar. This way it looks more like a splash screen. Pressing Esc cancels the playback and closes the window.
* Other stuff I forgot about.
Download:MAME Player 1.10