NPlayers.ini v0.131 is released.NPlayers.ini fills the "Players" column of your favourite MAME / SDLMAME frontend letting you know how many players the game supports and if it's simultaneous play or not. You'll find more info in the text file included in the zip archive.
Download: NPlayers.ini v0.131 (for MAME 0.131)
Download: NPlayers.ini v0.131 (for MameUI 0.131)
2009-04-26
MAME Plus! XT 0.131
MAME Plus! XT 0.131 is released. MAME Plus! XT is a variant of MAME Plus that adds additional features such as pcb (Printed Circuit Board) info, and xvid movie support.
Download:MAME Plus! XT 0.131
Download:MAME Plus! XT 0.131
Ootake v2.11
Ootake v2.11 is released.Ootake is a PC Engine emulator for Windows. Ootake is the most frequently updated PC Engine emulator available for windows, and Ootake is also one of the more complete. Also, Ootake is FREE unlike Magic Engine.
Ootake v2.11 changelog:
- The number of "Numbered Save State" has been increased to 50 places.Save from #21 to #50 is possible by "File->Save State another II" menu.And, "File->Load State another II" menu was added for loading.
- The operation when the CD-Read made an error was brought close to a real machine. In the ACT4 of "Valis IV", the problem that the voice was not occasionally correctly played was solved.
- The processing of the vertical display beginning position decision has been improved. In "Popful Mail", the problem that one surface line of the screen has disappeared (generated from v2.08) was solved.
- The speed and timing were elaborately brought close to a real machine. In "Uchuu Senkan Yamato" and "Ys IV", etc., I think that I approached a real machine by the timing of the image and the voice generation.
- Additionally, a detailed part has been improved and corrected.
Download: Ootake v2.11
Ootake v2.11 changelog:
- The number of "Numbered Save State" has been increased to 50 places.Save from #21 to #50 is possible by "File->Save State another II" menu.And, "File->Load State another II" menu was added for loading.
- The operation when the CD-Read made an error was brought close to a real machine. In the ACT4 of "Valis IV", the problem that the voice was not occasionally correctly played was solved.
- The processing of the vertical display beginning position decision has been improved. In "Popful Mail", the problem that one surface line of the screen has disappeared (generated from v2.08) was solved.
- The speed and timing were elaborately brought close to a real machine. In "Uchuu Senkan Yamato" and "Ys IV", etc., I think that I approached a real machine by the timing of the image and the voice generation.
- Additionally, a detailed part has been improved and corrected.
Download: Ootake v2.11
CabMAME 0.131
CabMAME 0.131 is released.CabMAME(UI) is a modified version of MAME / MAMEUI. CabMAME includes some "Hacks" to remove several "Problems" in cabinet use.
Some Hacks explained
SoundSync
With newer MAME versions there can be problems with stuttering sound if you use vsync or tripplebuffer. Thats because of the emulation gets slowed down and there aren't enough sound samples generated.
SoundSync changes the playback rate of the soundbuffer based on the emulations speed.
If Pac-Man runs with a speed of 98%, the soundbuffer playback gets slowed down to 98% also eliminating the stuttering. However note that the sound also gets a little pitched and slowed down, although most people won't hear this at all. This also works with games that run too fast (NeoGeo for example).
CleanStretch
Some may remember the "CleanStretch" option from older MAME versions.
As of today, in Direct3D the Picture gets zoomed to fullscreen with floating point precision. That actually produces quite nasty artifacts in lower resolutions.
CleanStretch ist a quite small hack, changing those floating point zoom back to integer zoom, eliminating zoom artifacts completly.
ChangeRes
Normaly MAME changes the resolution only once. This may be enough for 99% of all games currently supported, however there are some games that change resolution more than once (i.e. PSX based).
ChangeRes allows the game to switch resolution on-the-fly, however this may freeze MAME on Voodoo based games if you use a dual-core machine.
Redraw
To stay short.
Redraw allows MAME to output frames multiple times, for example 30Hz games running on 60HZ, or 60Hz games running "lowres" on a VGA Monitor (using 120Hz)
Configuration
All hacks can be enabled/disabled via MAME.INI (CabMAME) or INI/MAME.INI (CabMAMEUI) .
Configuration via MAMEUI Menu currently is not supported.
There are following options:
- cleanstretch 0/1 - can be either 0 (Floatingpoint-Zoom) or 1 (Integer-Zoom).
- changeres 0/1 - either 0 (no resolution switching) or 1 (resolution switching on-the-fly).
- redraw auto/0-X - either auto (tries to configure itself), 0 (no redraw) or any number from 1 (redraw X times).
Download: CabMAME 0.131
Some Hacks explained
SoundSync
With newer MAME versions there can be problems with stuttering sound if you use vsync or tripplebuffer. Thats because of the emulation gets slowed down and there aren't enough sound samples generated.
SoundSync changes the playback rate of the soundbuffer based on the emulations speed.
If Pac-Man runs with a speed of 98%, the soundbuffer playback gets slowed down to 98% also eliminating the stuttering. However note that the sound also gets a little pitched and slowed down, although most people won't hear this at all. This also works with games that run too fast (NeoGeo for example).
CleanStretch
Some may remember the "CleanStretch" option from older MAME versions.
As of today, in Direct3D the Picture gets zoomed to fullscreen with floating point precision. That actually produces quite nasty artifacts in lower resolutions.
CleanStretch ist a quite small hack, changing those floating point zoom back to integer zoom, eliminating zoom artifacts completly.
ChangeRes
Normaly MAME changes the resolution only once. This may be enough for 99% of all games currently supported, however there are some games that change resolution more than once (i.e. PSX based).
ChangeRes allows the game to switch resolution on-the-fly, however this may freeze MAME on Voodoo based games if you use a dual-core machine.
Redraw
To stay short.
Redraw allows MAME to output frames multiple times, for example 30Hz games running on 60HZ, or 60Hz games running "lowres" on a VGA Monitor (using 120Hz)
Configuration
All hacks can be enabled/disabled via MAME.INI (CabMAME) or INI/MAME.INI (CabMAMEUI) .
Configuration via MAMEUI Menu currently is not supported.
There are following options:
- cleanstretch 0/1 - can be either 0 (Floatingpoint-Zoom) or 1 (Integer-Zoom).
- changeres 0/1 - either 0 (no resolution switching) or 1 (resolution switching on-the-fly).
- redraw auto/0-X - either auto (tries to configure itself), 0 (no redraw) or any number from 1 (redraw X times).
Download: CabMAME 0.131
PCSX2 SVN r1062
PCSX2 SVN r1062 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:
r1059
microVU:
-fixed problems with branches jumping to incorrect addresses
-finished implementing clip flag instances
-started adding operand info to logging (also logs branch jump-to addresses)
r1060
Nothing much to see here: Removing obsolete NewBM tag made when we did the Pg->Official port.
r1061
Branching so i can work on the dmac and commit progressively, given the changes will make many plugin interfaces incompatible (already the case for spu2).
r1062
Current changes. Spu2 and Sio2 are updated to use the new dmac. currently spu2 seems to be broken.
Download: PCSX2 SVN r1062
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
PCSX2 SVN Changelog:
r1059
microVU:
-fixed problems with branches jumping to incorrect addresses
-finished implementing clip flag instances
-started adding operand info to logging (also logs branch jump-to addresses)
r1060
Nothing much to see here: Removing obsolete NewBM tag made when we did the Pg->Official port.
r1061
Branching so i can work on the dmac and commit progressively, given the changes will make many plugin interfaces incompatible (already the case for spu2).
r1062
Current changes. Spu2 and Sio2 are updated to use the new dmac. currently spu2 seems to be broken.
Download: PCSX2 SVN r1062
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
DeSmuME SVN r2010
DeSmuME SVN r2010 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).
DeSmuME SVN changelog:
r2003
Spring cleanup for firmware support, put all the stuff under proper ifdef and clean it up to make it compile. I don't have a firmware bin so the only test i've done is to load a random text file instead and see desmume not crashing.If someone is interested into this feature it has a bit more decent base to start from.
r2004
Remember to zero current_reg on close. Should fix #2781065 and hopefully doesn't break anything.
r2005
accidentally checked in a hack the other day
r2006
fix the only memory leak that wasnt a false alarm, or gnu something, or sdl something.
r2007
fix major issue with poly sorting. this fixes 3d user interface elements being invisible
r2008
win32: fix compiling in release builds
r2009
gtk port: resize screen first attempt - very slow
r2010
fix affine BG scroll starting points. fixes totally whack affine layer positioning
Download: DeSmuME SVN r2010
DeSmuME SVN changelog:
r2003
Spring cleanup for firmware support, put all the stuff under proper ifdef and clean it up to make it compile. I don't have a firmware bin so the only test i've done is to load a random text file instead and see desmume not crashing.If someone is interested into this feature it has a bit more decent base to start from.
r2004
Remember to zero current_reg on close. Should fix #2781065 and hopefully doesn't break anything.
r2005
accidentally checked in a hack the other day
r2006
fix the only memory leak that wasnt a false alarm, or gnu something, or sdl something.
r2007
fix major issue with poly sorting. this fixes 3d user interface elements being invisible
r2008
win32: fix compiling in release builds
r2009
gtk port: resize screen first attempt - very slow
r2010
fix affine BG scroll starting points. fixes totally whack affine layer positioning
Download: DeSmuME SVN r2010
Dolphin SVN r3080
Dolphin SVN r3080 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:
r3073
added a couple of thoughts/ideas about the DSP to the big doc
r3074
A compile fix for Linux/OSX in InfoWindow.cpp and also get OSX to stop crashing from loading the audio backend. It's a pretty bad way to do it, but I couldn't find another way. Now to figure out why SMS looks horrible in OSX
r3075
InfoWindow is now actually functional (Yay!). We got rid of the Action Replay stuff and added the core settings. OGL and D3D stuff still to come.
But it has a bunch of 0s before the actual setting (a 1 or a 0, normally), so someone needs to fix that.
r3076
InfoWindow fixes for linux build, dvd drive list
r3077
InfoWindow now shows text on linux again, can't explain why it wasnt working before, damn wx
r3078
remove PanicAlert
r3079
InfoWindow formatting cleanup
r3080
Results from if_tests
Download:Dolphin SVN r3080 x86
Download:Dolphin SVN r3080 x64
Dolphin SVN changelog:
r3073
added a couple of thoughts/ideas about the DSP to the big doc
r3074
A compile fix for Linux/OSX in InfoWindow.cpp and also get OSX to stop crashing from loading the audio backend. It's a pretty bad way to do it, but I couldn't find another way. Now to figure out why SMS looks horrible in OSX
r3075
InfoWindow is now actually functional (Yay!). We got rid of the Action Replay stuff and added the core settings. OGL and D3D stuff still to come.
But it has a bunch of 0s before the actual setting (a 1 or a 0, normally), so someone needs to fix that.
r3076
InfoWindow fixes for linux build, dvd drive list
r3077
InfoWindow now shows text on linux again, can't explain why it wasnt working before, damn wx
r3078
remove PanicAlert
r3079
InfoWindow formatting cleanup
r3080
Results from if_tests
Download:Dolphin SVN r3080 x86
Download:Dolphin SVN r3080 x64
Jpcsp SVN r1016
Jpcsp SVN r1016 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:
r1016
Fixed missing return 0 when using devctl to check the memstick.
Fixed file path handling when cwd is non-empty but specified filepath is empty(for example, dopen on the current directory).Improved mutex implementation, I found some docs hlide "forgot" to share with the team.
Download: Jpcsp SVN r1016
JPcsp SVN changelog:
r1016
Fixed missing return 0 when using devctl to check the memstick.
Fixed file path handling when cwd is non-empty but specified filepath is empty(for example, dopen on the current directory).Improved mutex implementation, I found some docs hlide "forgot" to share with the team.
Download: Jpcsp SVN r1016
ZZogl SVN r133
ZZogl SVN r133 is released.ZZogl is project to completely redone ZeroGS openGL, to keep it in more maintainable and readable state.
Download:ZZogl SVN r133
Download:ZZogl SVN r133
Snes9x 1.43-ReRecording SVN r92
Snes9x 1.43-ReRecording SVN r92 is released.Snes9x 1.43-ReRecording is the re-recording branch of Snes9x 1.43.This is the development project for this branch of Snes9x. Its primary function is to expand features related to the creation of Tool-Asssisted movies.
Snes9x 1.43-ReRecording SVN changelog:
r92
Quick fix for the issue that the current working directory is changed by snes9x,the script host. (I think this fix is incomplete, when a function which is provided by snes9x changes the current directory unintentionally, the current directory will be lost anyway)
Download:Snes9x 1.43-ReRecording SVN r92
Snes9x 1.43-ReRecording SVN changelog:
r92
Quick fix for the issue that the current working directory is changed by snes9x,the script host. (I think this fix is incomplete, when a function which is provided by snes9x changes the current directory unintentionally, the current directory will be lost anyway)
Download:Snes9x 1.43-ReRecording SVN r92
FB Alpha 0.2.97.05
FB Alpha 0.2.97.05 is released.FB Alpha or FBA as it is commonly known is an emulator of arcade games, that is, it takes the program code, graphics data, etc., from an original arcade game and emulates the hardware to make the game run in it's original form. As far as the game is concerned it is running in it's original cabinet.
FB Alpha is an open-source project and it is programmed by a group of people known as the FBA Team. Over the years this has comprised of myself, Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. FB Alpha is based on the original FinalBurn by Dave.
FB Alpha 0.2.97.05 changelog:
- Tidied source to compile cleanly with GCC 3.4.5, GCC 4.3.3 and the latest Microsoft SDKs [Barry]
- Wrote compile guides for the above which are available on my website [Barry]
- Replaced the readme.txt with a detailed Windows help file [Barry]
- Replaced the whatsnew.txt with a HTML document and added a link to it from the help menu [Barry]
- Updated libpng to the current version (1.2.35) [Barry]
- Made a new higher quality icon, with support for the nice big vista icon [Barry]
- Ported MAME's Konami CPU core [iq_132]
- Fixed an issue with the M6809 interface [iq_132]
- Fixed Konami core to compile with VC [Barry]
- Added Signed Write support to the DAC core [Barry]
- Added control over the volume of the DAC core [Barry]
- Added option to control whether the DAC core adds to the current buffer or not [Barry]
- Big update to the Megadrive driver [Barry]
- Greatly improved timing
- Changed the YM2612 to use the 68000 for timing since the Z80 can be disabled
- Properly supported PAL
- Updated the reset routine to support switching between regions
- Changed to MAME's Z80 core - it works much better
- Basic SRAM support
- Added support for most games that require special init functions
- General tidy-up and many small fixes
- Most games now work - testing is under way to enable games that are working (see my site for details on how you can help this effort)
- Updated to the latest driver generated from the database
- Added driver for 1943 [Barry]
- Added driver for F1 Grand Prix [iq_132]
- Added driver for games on Fuuki FG-3 hardware [iq_132]
- Added driver for Gyrus [iq_132]
- Added driver for Haunted Castle [iq_132]
- Added driver for Lethal Crash Race [iq_132]
- Added driver for Vigilante and games on similar hardware [Barry]
- Added clone of Chase HQ to the Taito Z driver [Barry]
- Added clone of Mighty Pang to the CPS-2 driver [Barry]
- Added clone of Night Warriors to the CPS-2 driver [Barry]
- Added clone of Operation Wolf to the Taito Misc driver [Barry]
- Added support for the Neo-Geo Deck BIOS [Barry]
- Made the Neo-Geo BIOS select more intuitive [Barry]
- Improved the PGM driver, see changes.txt in the PGM folder for full details [iq_132]
- Simulated the protection in Oriental Legends Special/Super making it playable [XingXing]
- Fixed background colours and added savestates to 1943 [iq_132]
- Fixed an issue with some sprites in World Cup '90 [Barry]
- Fixed text layer in Metal Slug 4 Plus [kenshiro]
- Added XAudio2 Sound plugin, partially based on FBA Shuffle [Barry]
- Fixed an issue with the Neo-Geo driver flags, fixing Memory Cards and Button Macros [Barry]
- Added the full range of button combinations to the Neo-Geo macros [Barry]
- Added macro support for the PGM driver [Barry]
- Changed the parent filters in the selection dialog to behave in the expected way [Barry]
- Fixed MAWS links [Barry]
- Moved the FPS display in the DirectX 9 blitter to the top right [FBAShuffle]
- Matched all sets to MAME 0.131 [Barry]
Download: FB Alpha 0.2.97.05
FB Alpha is an open-source project and it is programmed by a group of people known as the FBA Team. Over the years this has comprised of myself, Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. FB Alpha is based on the original FinalBurn by Dave.
FB Alpha 0.2.97.05 changelog:
- Tidied source to compile cleanly with GCC 3.4.5, GCC 4.3.3 and the latest Microsoft SDKs [Barry]
- Wrote compile guides for the above which are available on my website [Barry]
- Replaced the readme.txt with a detailed Windows help file [Barry]
- Replaced the whatsnew.txt with a HTML document and added a link to it from the help menu [Barry]
- Updated libpng to the current version (1.2.35) [Barry]
- Made a new higher quality icon, with support for the nice big vista icon [Barry]
- Ported MAME's Konami CPU core [iq_132]
- Fixed an issue with the M6809 interface [iq_132]
- Fixed Konami core to compile with VC [Barry]
- Added Signed Write support to the DAC core [Barry]
- Added control over the volume of the DAC core [Barry]
- Added option to control whether the DAC core adds to the current buffer or not [Barry]
- Big update to the Megadrive driver [Barry]
- Greatly improved timing
- Changed the YM2612 to use the 68000 for timing since the Z80 can be disabled
- Properly supported PAL
- Updated the reset routine to support switching between regions
- Changed to MAME's Z80 core - it works much better
- Basic SRAM support
- Added support for most games that require special init functions
- General tidy-up and many small fixes
- Most games now work - testing is under way to enable games that are working (see my site for details on how you can help this effort)
- Updated to the latest driver generated from the database
- Added driver for 1943 [Barry]
- Added driver for F1 Grand Prix [iq_132]
- Added driver for games on Fuuki FG-3 hardware [iq_132]
- Added driver for Gyrus [iq_132]
- Added driver for Haunted Castle [iq_132]
- Added driver for Lethal Crash Race [iq_132]
- Added driver for Vigilante and games on similar hardware [Barry]
- Added clone of Chase HQ to the Taito Z driver [Barry]
- Added clone of Mighty Pang to the CPS-2 driver [Barry]
- Added clone of Night Warriors to the CPS-2 driver [Barry]
- Added clone of Operation Wolf to the Taito Misc driver [Barry]
- Added support for the Neo-Geo Deck BIOS [Barry]
- Made the Neo-Geo BIOS select more intuitive [Barry]
- Improved the PGM driver, see changes.txt in the PGM folder for full details [iq_132]
- Simulated the protection in Oriental Legends Special/Super making it playable [XingXing]
- Fixed background colours and added savestates to 1943 [iq_132]
- Fixed an issue with some sprites in World Cup '90 [Barry]
- Fixed text layer in Metal Slug 4 Plus [kenshiro]
- Added XAudio2 Sound plugin, partially based on FBA Shuffle [Barry]
- Fixed an issue with the Neo-Geo driver flags, fixing Memory Cards and Button Macros [Barry]
- Added the full range of button combinations to the Neo-Geo macros [Barry]
- Added macro support for the PGM driver [Barry]
- Changed the parent filters in the selection dialog to behave in the expected way [Barry]
- Fixed MAWS links [Barry]
- Moved the FPS display in the DirectX 9 blitter to the top right [FBAShuffle]
- Matched all sets to MAME 0.131 [Barry]
Download: FB Alpha 0.2.97.05