JSwingBoy v1.2.13 is released.JSwingBoy is a Java-based Gameboy and Gameboy Color emulator for mobile devices and PCs. If you want to play Gameboy games on your mobile phone you should try this emulator.JSwingBoy is an emulator version using J2SE, i.e. the Java version for desktop PCs. It uses the Java Swing classes for displaying the user interface.
JSwingBoy v1.2.13 Changelog:
- some changes to enable loading saved states from a mobile device that were transferred via Bluetooth
Download: JSwingBoy v1.2.13
Source:Here
2009-08-30
JSwingC64 v1.10.4
JSwingC64 v1.10.4 is released.JSwing C64 is a C64 emulator for PCs with Java Swing. JSwingC64 is an emulator version using J2SE, i.e. the Java version for desktop PCs. It uses the Java Swing classes for displaying the user interface. When looking for a PC version of the emulator, then this is the way to go.
JSwingC64 v1.10.4 Changelog:
- some changes to enable loading saved states from a mobile device that were transferred via Bluetooth
- fixed the problem that "Fast-starting" a snapshot let the emulation hang (bug ID 2844883)
Download:JSwingC64 v1.10.4
Source:Here
JSwingC64 v1.10.4 Changelog:
- some changes to enable loading saved states from a mobile device that were transferred via Bluetooth
- fixed the problem that "Fast-starting" a snapshot let the emulation hang (bug ID 2844883)
Download:JSwingC64 v1.10.4
Source:Here
MAME Plus! v0.133u4 r4361
MAME Plus! v0.133u4 r4361 is released.New version of this MAME Emulator for Windows.MAME Plus! has many features to make it a great unoffical build.
MAME Plus! v0.133u3 r4357 Changelog:
- updated Simplified Chinese list (0133u4_0830) [kof2112]
- [MAME] sync with 0.133u4 [Sword]
Download:MAME Plus! v0.133u4 r4361 x86
Download:MAME Plus! v0.133u4 r4361 x64
Download:MAME Plus! GUI 1.4.7.win
Source:Here
MAMEXT v0.133u4
MAMEXT v0.133u4 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 v0.133u3 32bit
Source:Here
Download:MAMEXT v0.133u3 32bit
Source:Here
Mameinfo.dat v0.133u4
Mameinfo.dat v0.133u4 is released.detailed mame game information (including version added, number of players, game status, cpu/audio chips, display info and maws hall of fame ratings). Provides Recommended Games for GameEx.
Mameinfo.dat v0.133u4 changelog:
- Updated to MAME 0.133u4
- Added 0.133u4 Source/Listinfo changes
- Newest Bugs (30th Aug).
- Added 'Recommended Games'.
- Fixed Mameinfo.dat infos.
Download:Mameinfo.dat v0.133u4
Download:MAME32 0.133 Category-, Version and Alltime inifiles
Source:Here
Mameinfo.dat v0.133u4 changelog:
- Updated to MAME 0.133u4
- Added 0.133u4 Source/Listinfo changes
- Newest Bugs (30th Aug).
- Added 'Recommended Games'.
- Fixed Mameinfo.dat infos.
Download:Mameinfo.dat v0.133u4
Download:MAME32 0.133 Category-, Version and Alltime inifiles
Source:Here
VisualBoyAdvance-M SVN r901
VisualBoyAdvance-M SVN r901 is released. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r900
remove x64 support
r901
Applied Chrono's UPS Fix patch
Download:VisualBoyAdvance-M SVN r901
Source:Here
VisualBoyAdvance-M SVN changelog:
r900
remove x64 support
r901
Applied Chrono's UPS Fix patch
Download:VisualBoyAdvance-M SVN r901
Source:Here
Dolphin SVN r4101
Dolphin SVN r4101 is released.Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator.It has a partial Wii support and plays most Gamecube games.
Dolphin SVN changelog:
r4100
fixes jitil x64 build
remove solution filters from Dolphin_Externals.sln (still think it should be renamed though)
fixes typo in zlib.vcproj
tested release and release jitil in x86/64, and debug/debug fast win32
r4101
Renamed solution files
Download:Dolphin SVN r4101 x86
Download:Dolphin SVN r4101 x64
Source:Here
Dolphin SVN changelog:
r4100
fixes jitil x64 build
remove solution filters from Dolphin_Externals.sln (still think it should be renamed though)
fixes typo in zlib.vcproj
tested release and release jitil in x86/64, and debug/debug fast win32
r4101
Renamed solution files
Download:Dolphin SVN r4101 x86
Download:Dolphin SVN r4101 x64
Source:Here
DeSmuME SVN r2798
DeSmuME SVN r2798 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).
DeSmuME SVN Changelog:
r2798
fix memory leak and otherwise stabilize code in emufile
Download: DeSmuME SVN r2798 32bit
Download: DeSmuME SVN r2798 64bit
Source:Here
DeSmuME SVN Changelog:
r2798
fix memory leak and otherwise stabilize code in emufile
Download: DeSmuME SVN r2798 32bit
Download: DeSmuME SVN r2798 64bit
Source:Here
PCSX2 SVN r1710
PCSX2 SVN r1710 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:
r1708
mVU Macro: Some changes for a more correct interlocking behavior again VU0 micro programs.
r1709
Installer Improvements:
* installer will automatically version itself to the svn checkout
* default installation folder, filenames, and links all contain the revision number now.
* Plugins are optionally included into the package (details in txt)
* VC++ Redist detection: the Redist installer is only extracted/invoked if it's not already installed.
r1710
Finished mVU macro, and set it on by default.
Basically this means whenever COP2 recs are used, its calling mVU instructions instead of sVU instructions.
Note: Theres a very-minor incompatibility problem when using interpreters/sVU for VU0 with mVU Macro. But I'll fix it later (and it probably doesn't effect much).
Download: PCSX2 SVN r1710
Download: Official Plugins - Windows Binaries
Source:Here
PCSX2 SVN Changelog:
r1708
mVU Macro: Some changes for a more correct interlocking behavior again VU0 micro programs.
r1709
Installer Improvements:
* installer will automatically version itself to the svn checkout
* default installation folder, filenames, and links all contain the revision number now.
* Plugins are optionally included into the package (details in txt)
* VC++ Redist detection: the Redist installer is only extracted/invoked if it's not already installed.
r1710
Finished mVU macro, and set it on by default.
Basically this means whenever COP2 recs are used, its calling mVU instructions instead of sVU instructions.
Note: Theres a very-minor incompatibility problem when using interpreters/sVU for VU0 with mVU Macro. But I'll fix it later (and it probably doesn't effect much).
Download: PCSX2 SVN r1710
Download: Official Plugins - Windows Binaries
Source:Here
MameUI v133.4
MameUI v133.4 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 v133.4
Download:MameUI v133.4
MAME v0.133u4
MAME v0.133u4 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 v0.133u4:
Download:MAME v0.133u4 diff
Source:Here
what's news in MAME v0.133u4:
MAMETesters Bugs Fixed
----------------------
- 03405: [Misc.] trckydoc trckydoca: Default hiscore wrong
(Pierpaolo Prazzoli)
- 03412: [Gameplay] goindol and clones: Unable to control and graphics
corrupted (Tafoid)
- 03404: [Crash/Freeze] Some drivers using mc6845.c: Access Violation
(hap)
- 01043: [DIP/Input] m79amb: There's considerable difficulty in aiming
in the game. (hap)
- 01754: [Graphics] tm7k, tm, tm3k, tm4k, tm5k: Background Color/
Palette Incorrect (Luca Elia)
- 02191: [Sound] wseries, basebal2, dblplay, strkzone: Speech quality
regression (couriersud)
- 02608: [Color/Palette] machomou: Colors are wrong. (hap)
Source Changes
--------------
Intel 8085: [Curt Coder]
- refactored callbacks to use devcb
- added 8080A variant
Added helper macros to devcb for input lines tied to GND/Vcc.
[Curt Coder]
Added Dirt Dash wave ROM redumps [Guru]
Battle Zone discrete sound & discrete sound additions: [couriersud]
- added discrete sound to battle zone
- engine frequency (resistor R11) can be changed with slider
- discrete sound may be disabled by setting BZONE_DISCRETE to 0 in
bzone.h
Discrete sound improvements: [couriersud]
- DISCRETE_RCDISC3: added diode junction voltage; junction voltage
also indicates polarity
- DISCRETE_OPAMP_FILTER: added type
DISC_OP_AMP_FILTER_IS_LOW_PASS_1M; INP2 takes role of v_ref in
this type
- DISCRETE_OPAMP: fixed a bug (possible divide by 0)
- DISCRETE_LFSR: fixed bug preventing output of shift reg to sub
node 1
SNES improvements: [Angelo Salese]
- Fixed half colour blending behaviour
Added infrastructure to compile universal standalone disassembler:
[Aaron Giles]
- added unidasm to the tools build
- split the disassemblers out of libcpu and into new libdasm
- ensured the disassembly entry points for all disassemblers are
in the source file for the disassembler (sometimes new generic
versions were created)
Improvements to Noraut Poker driver... [Roberto Fresca]
* Switched to pre-defined Xtal clock.
* Changed the way how graphics are banked/accessed.
* Fixed the graphics offset and number of tiles per bank.
* Added new set: Noraut Red Hot Joker Poker.
* Added new set: Noraut Poker (NTX10A).
* Added new set: Noraut Joker Poker (V3.010a).
* Fixed the tile size/decode for the first GFX bank.
* Added proper norautrh inputs, including the readout button.
* Added partial DIP switches to norautrh.
* Added an extra DIP switch to Noraut Red Hot Joker Poker.
* Also added DIP locations to the whole bank.
* Added a default NVRAM for Noraut Joker Poker
* Executed a trojan on 2 noraut systems to confirm the way 16x32
tiles are decoded.
* Fixed the x-offset for 32x32 tiles lines.
* Fixed the screen aspect and visible area.
* Confirmed correct colors. No bipolar PROM involved.
* Added Noraut Joker Poker hardware and PCB layouts.
* Documented the discrete audio circuitry. Added a full diagram.
* Fixed the coin counters.
* Documented all the output ports.
* Added a scheme with descriptions for every existent port.
* Added full lamps support to naroutp, naroutjp, naroutrh and naroutpn.
* Created lamps layouts for 11 and 12-lamps scheme.
* Rerouted some inputs to mantain the inputs layout.
* Renamed some inputs to match the text with the real cab buttons.
* Removed the imperfect colors flag from the existent sets.
* Added 2 different control panel layouts to the source.
* Updated technical notes.
Fixed redundancy in clock speed assignments in some drivers by
cleaning all divided by 1 (/1) instances. [Tafoid]
Argonaut SuperFX core improvements: [Anonymous]
- Hooked up Branch instructions
- Fixed numerous SuperFX core bugs.
- Improved disassembler to more gracefully handle ALT* opcode effects.
- Corrected instruction behaviors: STOP, SUB, SBC, SUBI, CMP
- Added LSR and ROL opcodes
- Updated instructions to use the safer superfx_gpr_write: LOOP,
PLOT, INC, DEC
- Added missing register writeback to LMS
- Corrected carry flag behavior in ROL opcode
- Corrected BRA target address calculation (maybe still wrong)
- Corrected LOOP target address calculation
- Made sure that FROM sets cpustate->sreg_idx
- Disabled RAM/ROM clocking, going with instant transfer for now
- Understood and re-enabled pipelined instruction architecture, Star
Fox runs farther
- Fixed a ridiculous typo in ROL instruction
- Fixed overflow flag calculation on ADDI / ADCI
- Fixed lack of register reset after ADD / ADC / ADDI / ADCI
tmaster.c update [Luca Elia]
- implemented carts banking and multiple EEPROMs
- added "pen replacement" blit mode
- fixed palette size
Discrete work [couriersud]
- change the way custom modules are handled
- updated drivers mario and dkong accordingly
- minor change to stream input handling
- no more linear lists for nodes. All node processing switched to
linked lists.
- module step and reset now only get a node pointer passed
- Added discrete_info * pointer to node
- Only nodes with a step routine actually get processed.
- Fixed a bug: discrete logs did not work since some time
- preliminary parallel task constants; depending on results these may
vanish again.
- Overall slight performance increase. dkong 940% to 960%, galaxian
740% to 790%
Fix NULL timers crash in the mc6845. [hap]
Fixed IM2 interrupt cycles in the Z80 core. [eke]
kaneko16 updates:
- Decoded all protection data for B.Rap Boys
[David Haywood, Tomasz Slanina]
- Cleaned up decryption function for B.Rap Boys external Rom
[David Haywood]
- Improved video emulation for B.Rap Boys [David Haywood]
- Marked several GFX roms as bad on B.Rap Boys [David Haywood]
- Improved protection simulation logic w/regards to writeback
addresses, allowing B.Rap Boys to boot [Tomasz Slanina]
- Redumped GFX Roms [Guru]
- Added hitbox simulation based on suprnova / game requirements
[Tomasz Slanina]
- Converted MCU writes to use write_byte [David Haywood]
- Added kludge to reset MCU data write address to prevent game from
running out of ram and crashing [David Haywood]
- Added DSWs [David Haywood]
- Added eeprom support to the B Rap Boys protection simulation
[David Haywood]
- Change to priorities to fix some visibility problems.
[David Haywood]
Added correct U2 sound ROM to the mk3 sets [MK3Fan - Mike]
Discrete sound parallel tasks support: [couriersud]
- Introduced DISCRETE_TASK_START, DISCRETE_TASK_END
- DISCRETE_TASK_START: Start a new task. A task is a set of nodes
which only depend on input nodes and nodes in the set
- DISCRETE_TASK_END(task_output_node): Marks the end of the task.
task_output_node is the node whose output over time should be
preserved. This node can be accessed by nodes in the main thread.
- Illustrated the concept in the dkong discrete emulation. This also
has been enhanced to buffer DAC output.
- Discrete tasks now support multiple task output nodes
Further discrete changes: [couriersud]
- DISCRETE_OUTPUT now is a stepping node.
- DISCRETE_STREAM_INPUT now advances input pointer in step.
- More linked_list usage.
Pit Boss driver updates: [Brian Troha]
- Corrected rom names for the Megastar & Supertouch 30
- Added missing rom to Supertouch 30 and verified old bad_dumps
- Added documentation about the Megastar sets
- Made pbst30b a clone of pbst30 and added program versions to the
name, IE: Pit Boss Supertouch 30 (9234-10-01)
Fixed B-Rap Boys sound banking [Phil Bennett]
Sigma Poker: Fixed duplicated definition of Hold 2 button. Added the
missing Hold 3 button. [Roberto Fresca]
Continued discrete sound system "list-ification": [couriersud]
- No more constraints on number of input and output nodes
- input nodes now make use of a context
Removed osd_is_bad_read_ptr function. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Red Hot Joker Poker [Roberto Fresca, Alan Griffin]
Galaxy Games StarPak 2 [Luca Elia, Siftware]
Great Football
[Kevin Eshbach, Charles MacDonald, Smitdogg, Dumping Union]
Pit Boss Megastar (9244-00-01) [Mariusz Wojcieszek]
B.Rap Boys / B.Rap Boys Special
[David Haywood, Tomasz Slanina, Luca Elia]
Billiard [Alexander Stakhanov, CaH4e3, Black1972]
New clones added
----------------
Kollon (V2.04JC) [Joerg Hartenberger, Frank Berlt]
Mortal Kombat Turbo Ninja (rev 3.1 T-Unit 03/19/93, hack)
[MK3Fan - Mike]
Pit Boss Megastar (9244-00-01) [Brian Troha, Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Noraut Poker (NTX10A) [Roberto Fresca, Alan Griffin]
Noraut Joker Poker (V3.010a) [Roberto Fresca, Alan Griffin]
----------------------
- 03405: [Misc.] trckydoc trckydoca: Default hiscore wrong
(Pierpaolo Prazzoli)
- 03412: [Gameplay] goindol and clones: Unable to control and graphics
corrupted (Tafoid)
- 03404: [Crash/Freeze] Some drivers using mc6845.c: Access Violation
(hap)
- 01043: [DIP/Input] m79amb: There's considerable difficulty in aiming
in the game. (hap)
- 01754: [Graphics] tm7k, tm, tm3k, tm4k, tm5k: Background Color/
Palette Incorrect (Luca Elia)
- 02191: [Sound] wseries, basebal2, dblplay, strkzone: Speech quality
regression (couriersud)
- 02608: [Color/Palette] machomou: Colors are wrong. (hap)
Source Changes
--------------
Intel 8085: [Curt Coder]
- refactored callbacks to use devcb
- added 8080A variant
Added helper macros to devcb for input lines tied to GND/Vcc.
[Curt Coder]
Added Dirt Dash wave ROM redumps [Guru]
Battle Zone discrete sound & discrete sound additions: [couriersud]
- added discrete sound to battle zone
- engine frequency (resistor R11) can be changed with slider
- discrete sound may be disabled by setting BZONE_DISCRETE to 0 in
bzone.h
Discrete sound improvements: [couriersud]
- DISCRETE_RCDISC3: added diode junction voltage; junction voltage
also indicates polarity
- DISCRETE_OPAMP_FILTER: added type
DISC_OP_AMP_FILTER_IS_LOW_PASS_1M; INP2 takes role of v_ref in
this type
- DISCRETE_OPAMP: fixed a bug (possible divide by 0)
- DISCRETE_LFSR: fixed bug preventing output of shift reg to sub
node 1
SNES improvements: [Angelo Salese]
- Fixed half colour blending behaviour
Added infrastructure to compile universal standalone disassembler:
[Aaron Giles]
- added unidasm to the tools build
- split the disassemblers out of libcpu and into new libdasm
- ensured the disassembly entry points for all disassemblers are
in the source file for the disassembler (sometimes new generic
versions were created)
Improvements to Noraut Poker driver... [Roberto Fresca]
* Switched to pre-defined Xtal clock.
* Changed the way how graphics are banked/accessed.
* Fixed the graphics offset and number of tiles per bank.
* Added new set: Noraut Red Hot Joker Poker.
* Added new set: Noraut Poker (NTX10A).
* Added new set: Noraut Joker Poker (V3.010a).
* Fixed the tile size/decode for the first GFX bank.
* Added proper norautrh inputs, including the readout button.
* Added partial DIP switches to norautrh.
* Added an extra DIP switch to Noraut Red Hot Joker Poker.
* Also added DIP locations to the whole bank.
* Added a default NVRAM for Noraut Joker Poker
* Executed a trojan on 2 noraut systems to confirm the way 16x32
tiles are decoded.
* Fixed the x-offset for 32x32 tiles lines.
* Fixed the screen aspect and visible area.
* Confirmed correct colors. No bipolar PROM involved.
* Added Noraut Joker Poker hardware and PCB layouts.
* Documented the discrete audio circuitry. Added a full diagram.
* Fixed the coin counters.
* Documented all the output ports.
* Added a scheme with descriptions for every existent port.
* Added full lamps support to naroutp, naroutjp, naroutrh and naroutpn.
* Created lamps layouts for 11 and 12-lamps scheme.
* Rerouted some inputs to mantain the inputs layout.
* Renamed some inputs to match the text with the real cab buttons.
* Removed the imperfect colors flag from the existent sets.
* Added 2 different control panel layouts to the source.
* Updated technical notes.
Fixed redundancy in clock speed assignments in some drivers by
cleaning all divided by 1 (/1) instances. [Tafoid]
Argonaut SuperFX core improvements: [Anonymous]
- Hooked up Branch instructions
- Fixed numerous SuperFX core bugs.
- Improved disassembler to more gracefully handle ALT* opcode effects.
- Corrected instruction behaviors: STOP, SUB, SBC, SUBI, CMP
- Added LSR and ROL opcodes
- Updated instructions to use the safer superfx_gpr_write: LOOP,
PLOT, INC, DEC
- Added missing register writeback to LMS
- Corrected carry flag behavior in ROL opcode
- Corrected BRA target address calculation (maybe still wrong)
- Corrected LOOP target address calculation
- Made sure that FROM sets cpustate->sreg_idx
- Disabled RAM/ROM clocking, going with instant transfer for now
- Understood and re-enabled pipelined instruction architecture, Star
Fox runs farther
- Fixed a ridiculous typo in ROL instruction
- Fixed overflow flag calculation on ADDI / ADCI
- Fixed lack of register reset after ADD / ADC / ADDI / ADCI
tmaster.c update [Luca Elia]
- implemented carts banking and multiple EEPROMs
- added "pen replacement" blit mode
- fixed palette size
Discrete work [couriersud]
- change the way custom modules are handled
- updated drivers mario and dkong accordingly
- minor change to stream input handling
- no more linear lists for nodes. All node processing switched to
linked lists.
- module step and reset now only get a node pointer passed
- Added discrete_info * pointer to node
- Only nodes with a step routine actually get processed.
- Fixed a bug: discrete logs did not work since some time
- preliminary parallel task constants; depending on results these may
vanish again.
- Overall slight performance increase. dkong 940% to 960%, galaxian
740% to 790%
Fix NULL timers crash in the mc6845. [hap]
Fixed IM2 interrupt cycles in the Z80 core. [eke]
kaneko16 updates:
- Decoded all protection data for B.Rap Boys
[David Haywood, Tomasz Slanina]
- Cleaned up decryption function for B.Rap Boys external Rom
[David Haywood]
- Improved video emulation for B.Rap Boys [David Haywood]
- Marked several GFX roms as bad on B.Rap Boys [David Haywood]
- Improved protection simulation logic w/regards to writeback
addresses, allowing B.Rap Boys to boot [Tomasz Slanina]
- Redumped GFX Roms [Guru]
- Added hitbox simulation based on suprnova / game requirements
[Tomasz Slanina]
- Converted MCU writes to use write_byte [David Haywood]
- Added kludge to reset MCU data write address to prevent game from
running out of ram and crashing [David Haywood]
- Added DSWs [David Haywood]
- Added eeprom support to the B Rap Boys protection simulation
[David Haywood]
- Change to priorities to fix some visibility problems.
[David Haywood]
Added correct U2 sound ROM to the mk3 sets [MK3Fan - Mike]
Discrete sound parallel tasks support: [couriersud]
- Introduced DISCRETE_TASK_START, DISCRETE_TASK_END
- DISCRETE_TASK_START: Start a new task. A task is a set of nodes
which only depend on input nodes and nodes in the set
- DISCRETE_TASK_END(task_output_node): Marks the end of the task.
task_output_node is the node whose output over time should be
preserved. This node can be accessed by nodes in the main thread.
- Illustrated the concept in the dkong discrete emulation. This also
has been enhanced to buffer DAC output.
- Discrete tasks now support multiple task output nodes
Further discrete changes: [couriersud]
- DISCRETE_OUTPUT now is a stepping node.
- DISCRETE_STREAM_INPUT now advances input pointer in step.
- More linked_list usage.
Pit Boss driver updates: [Brian Troha]
- Corrected rom names for the Megastar & Supertouch 30
- Added missing rom to Supertouch 30 and verified old bad_dumps
- Added documentation about the Megastar sets
- Made pbst30b a clone of pbst30 and added program versions to the
name, IE: Pit Boss Supertouch 30 (9234-10-01)
Fixed B-Rap Boys sound banking [Phil Bennett]
Sigma Poker: Fixed duplicated definition of Hold 2 button. Added the
missing Hold 3 button. [Roberto Fresca]
Continued discrete sound system "list-ification": [couriersud]
- No more constraints on number of input and output nodes
- input nodes now make use of a context
Removed osd_is_bad_read_ptr function. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Noraut Red Hot Joker Poker [Roberto Fresca, Alan Griffin]
Galaxy Games StarPak 2 [Luca Elia, Siftware]
Great Football
[Kevin Eshbach, Charles MacDonald, Smitdogg, Dumping Union]
Pit Boss Megastar (9244-00-01) [Mariusz Wojcieszek]
B.Rap Boys / B.Rap Boys Special
[David Haywood, Tomasz Slanina, Luca Elia]
Billiard [Alexander Stakhanov, CaH4e3, Black1972]
New clones added
----------------
Kollon (V2.04JC) [Joerg Hartenberger, Frank Berlt]
Mortal Kombat Turbo Ninja (rev 3.1 T-Unit 03/19/93, hack)
[MK3Fan - Mike]
Pit Boss Megastar (9244-00-01) [Brian Troha, Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Noraut Poker (NTX10A) [Roberto Fresca, Alan Griffin]
Noraut Joker Poker (V3.010a) [Roberto Fresca, Alan Griffin]
Download:MAME v0.133u4 diff
Source:Here
WinUAE v1.6.2 Beta 12
WinUAE v1.6.2 Beta 12 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 v1.6.2 Beta 12 changelog:
- increased vertical filter display buffer size by 4 pixels (max PAL overscan fully visible now, again..)
- autovsync vertical resolution autoselection really works now
- more MMU fixes, Linux boots now. MMULib does not work but it most likely is a bug in MMULib which expects some undocumented behavior of 68040 (like how ATC caches work etc..) Commodore's 68040.library works. Note that native code (for example filesystem emulation) can't support MMU address translation (impossible to call bus error handler from non-68k code without some heavy black magic) -> any non-debugging MMU software most likely won't work without using IDE or SCSI emulation. MMU support is considered finished now. Enforcer and Linux working = good enough
- version number bumped to 2.0
Download:WinUAE v1.6.2 Beta 12
Source:Here
WinUAE v1.6.2 Beta 12 changelog:
- increased vertical filter display buffer size by 4 pixels (max PAL overscan fully visible now, again..)
- autovsync vertical resolution autoselection really works now
- more MMU fixes, Linux boots now. MMULib does not work but it most likely is a bug in MMULib which expects some undocumented behavior of 68040 (like how ATC caches work etc..) Commodore's 68040.library works. Note that native code (for example filesystem emulation) can't support MMU address translation (impossible to call bus error handler from non-68k code without some heavy black magic) -> any non-debugging MMU software most likely won't work without using IDE or SCSI emulation. MMU support is considered finished now. Enforcer and Linux working = good enough
- version number bumped to 2.0
Download:WinUAE v1.6.2 Beta 12
Source:Here
1964 SVN r23
1964 SVN r23 is released.1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r23
Upload a newer better look icon by klasa
Download: 1964 SVN r23
Source:Here
1964 SVN Changelog
r23
Upload a newer better look icon by klasa
Download: 1964 SVN r23
Source:Here
PCSX Reloaded SVN r28101
PCSX Reloaded SVN r28101 is released.PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
Download: PCSX Reloaded SVN r28101
Source:Here
Download: PCSX Reloaded SVN r28101
Source:Here
Jpcsp SVN r1150
Jpcsp SVN r1150 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:
r1148
cb3: disabled pre-emption to match trunk
r1149
first attempt at sub intr support. GE callbacks and sub intr will now trigger on any syscall, not just wait CB syscalls.
r1150
Fixed small problem in MemoryReader
Download: Jpcsp SVN r1150
Source:Here
Jpcsp SVN changelog:
r1148
cb3: disabled pre-emption to match trunk
r1149
first attempt at sub intr support. GE callbacks and sub intr will now trigger on any syscall, not just wait CB syscalls.
r1150
Fixed small problem in MemoryReader
Download: Jpcsp SVN r1150
Source:Here