2009-09-07

Snes9x GTK/X11 Port v76

Snes9x GTK/X11 Port v76 is released.Snes9x GTK/X11 is a port of Snes9x v1.51 to the GTK.

Snes9x GTK/X11 Port v76 Changelog:
* Fixed a bug where the fullscreen window would lose focus.
* Updated fr_FR translation [Tukuyomi]
* Added es_VE translation [inukaze]

Download: Snes9x GTK/X11 Port v76
Source:Here

RetroCopy v0.300b

RetroCopy v0.300b is released.RetroCopy is an attempt to emulate the Sega Master System and Nintendo Entertainment System at the cycle level.It also includes a custom OpenGL powered 3D interface which shows things like the gameboxes. It is currently only available for Windows, with 32bit and 64bit versions available. RetroCopy is a new Master System emulator for Windows.

RetroCopy v0.300b Changelog:
-Added cycle accurate NES emulation. Not perfect yet but most USA mappers have been added and most USA games work. Import your NES games to the .GAME format the same way you do for the SMS games.
-Added 3D virtual game room with dynamic pixel lighting and 3D sound. Select a TV to play on and load a game. Automatic detection of modern cards should still allow old 3D cards to run RetroCopy
-Allowed multiple systems to be run at same time which required reworking the main emulator thread
-Reduced EXE size by removing some unused visual assets from RetroCopy like the old 2D TV
-Added new camera class that has a lot more functionality and improved view of the 3D world
-Fixed bug in sound core which forced all cores to use same output buffer resulting in distortion with multiple games
-Moved sound to its own thread to offload 3D sound and general audio processing from the emulator thread
-Fixed bug in SMSVDP v1 where SMSVDP2 video modes were allowed
-Fixed bug in SMSVDP v1 with the last 4 sprites only being zoomed vertically
-Added .3DS loader and got rid of the milkshape 3d loader because the model format breaks often. Now specular lighting and other effects are better
-Improved movement in 3D world by increasing speed and ensuring framerate has no effect on precision. Also simulated popular FPS games like CounterStrike with left shift allowing slower movement in the 3D world
-Fixed bug which allowed you to zoom into the middle of the 3D game boxes
-Fixed bug in audio not being completed reversed when rewinding, Sound quality is now much improved when rewinding
-Added mipmaps to 3D modes which generally increases quality. If you have a card capable of Anisotropic filtering it will be enabled by default which further increases quality
-Reworked ROM browsing/loading interface. Now you have to select a TV before the ROM browser appears. It is now also shown transparently over the virtual gameroom

Download: RetroCopy v0.300b
Source:Here

MameUI v133.5

EmuCR:MameUIMameUI v133.5 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 v133.5

PCSX2 SVN r1767

EmuCR:PS2 emulatorPCSX2 SVN r1767 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:
r1760
wxgui: Updated to the new logo and about box pic (about box layout still sucks tho). Redid the built in resources so that they're automatically compiled from the original images, instead of having the bulky .h files on SVN (includes updates to bin2cpp tool).
r1761
wiki: uploaded images for a new compilation guide (work-in-progress) as provided by n1ckn4m3. :)
r1762
Goodbye old GUI. For you served us well!
... well not really.
r1763
Reintegrated wxgui branch into trunk.
r1764
wiki: Completely re-wrote Windows Compile guide to be current, including all current dependencies and SDKs, configuration of VS2008 Standard, screenshots of the process. VS2010 and VC++2008 forthcoming.
r1765
wiki: Wouldn't be a first commit without a typo :P
r1766
Get bin2cpp to work on Linux. (Linux compilation is still broken.)
r1767
Correct the script, so that Linux is compilable. (If rebuild.sh is run before compiling.)

Download: PCSX2 SVN r1767
Download: Official Plugins - Windows Binaries
Source:Here

SmartGear v1.1.6

SmartGear v1.1.6 is released.SmartGear is a multi-system game emulator. SmartGear allows you to play games written for classic handheld and console gaming systems on your Windows Desktop PC, Pocket PC or SmartPhone. It currently emulates GameBoy, GameBoy Color, NES, GameGear, MasterSystem, TurboGrafx-16, and Genesis/MegaDrive. SmartGear is written in portable C code and can be built on a variety of systems. The mobile version uses optimized ARM assembly language components for maximum performance. The purpose is to accurately emulate your favorite classic games at full speed on any Windows device.

The trial version of SmartGear allows you to play each game for up to 2 minutes, and has the save/load feature disabled.

Download: SmartGear v1.1.6

MAME v0.133u5

MAMEMAME v0.133u5 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 v0.133u5:
MAMETesters Bugs Fixed
----------------------
- 03240: [Crash/Freeze] topracra: Error Message: devcb_resolve_read8:
unable to find input port 'IN0L' (couriersud)
- 03426: [Sound] wtennis: Missing ball sound (Tafoid)
- 03422: [Graphics] porter: Missing in-game graphics (Tafoid)
- 03421: [Crash/Freeze] samuraia, sngkace: Access Violation (hap)
- 03420: [Crash/Freeze] espial, espialu, netwars: Access Violation
(hap)
- 03416: [Crash/Freeze] bradley: Exits with DISCRETE_ADJUSTMENT_TAG -
NODE_88 has invalid tag. (couriersud)
- 03418: [Crash/Freeze] dday, ddayc: Access Violation after coin
insertion (M.A.S.H.)
- 03025: [Sound] bzone, bzone2, bzonec: inaccurate sound effects
(couriersud)
- 03413: [Compiling] 64-bit compiler warnigs (Aaron Giles)
- 03391: [Misc.] popn2 & bmclubmx: CHD version is V3 for the two new
added sets (hap)
- 03073: [Sound] scorpion, scorpiona, scorpionb: Sound Missing
(couriersud)
- 03075: [Sound] explorer: Sound Missing (couriersud)



Source Changes
--------------
Discrete sound updates: [couriersud]
- Fix comments for DISCRETE_TRANSFORM
- FatalError if formula is bad
- Fixed two bugs in DISCRETE_RCDISC3
- Fix some ugly bugs around DISCRETE_FILTER_SW:
- No more iterations
- The CD4066 internal resistance largely determines sound
amplitude. This may vary significantly depending on VCC and
type (74HC, 74HCV, CD4066, ...). The current choice makes
scramble sound "about right".
- Added some profiling code for discrete tasks
- Added DISCRETE_INPUT_BUFFER to use a stream to buffer an input
node. For input nodes with a lot of writes this prevents a
stream_update on the whole discrete module which is very
ineffective. Instead, the data is buffered and the discrete
emulation can process a lot of samples in one go later.
- Added disc_syc.c as a container for core modules (output, task)
- Discrete wav and csv logs now are treated as nodes
- Added DISCRETE_START and DISCRETE_STOP functions to be called at
device start/stop
- As a side effect, profiling measures log overhead as well
- DSO_TASK_END now builds it's own dependence list.
- now simply DSO_TASK_END() ends a task
- added node parameter to RC_(DIS)CHARGE_EXP
- added const where appropriate
- removed some dead code

Color bprom verified correct Royal Card Pro v2. [Brian Troha]

De-globalified sound.c and input.c. [Atari Ace]

Improvements to Noraut Poker driver.... [Roberto Fresca]
* Corrected CPU clock to Xtal/8.
* Discovered 3 new I/O lines coming from PPI-2, PC0-PC2. They are
mixed with the handshake ones.
* Added the READOUT button to noraut12 games.
* Splitted the main machine driver to cover 2 different Noraut
systems.
* Added partial support for PPI-2, PC0-PC2 output lines on noraut11
games.
* Figured out other remaining I/O lines.
* Added new handlers to simulate the handshake lines. Still need
real support through PPI-2.
* Updated technical notes.
* Rerouted norautp and norautjp READOUT button to its own place.
* Routed the whole video RAM access through PPI-2.
(bypassed the handshake lines for now).
* Merged back the noraut machine drivers after the 3rd PPI connection.
* Added Low Level Hopper manual input.
* Added a new machine driver for extended hardware.
It has 2 jumpers that cut the a14 and a15 addressing lines.

Fixed i386 carry/borrow flag in ADC/SBB [Gabriele Gorla]

Fixes to the PIC16C5x CPU core: [Quench]
- Indirect addressing was not taking into account special purpose
memory mapped locations.
- 'iorlw' instruction was saving the result to memory instead of
the W register.
- 'tris' instruction no longer modifies Port-C on PIC models that do
not have Port-C implemented.

Added difficulty DIP to BigTwin. [Quench]

Battery backed 2KB RAM, fixing the default high-scores in speedbal.
[Pierpaolo Prazzoli]

Shogun Warriors - various fixes:
- Extracted tables required for Shogun Warriors to work
[Tomasz Slanina]
- Decrypted + verified table data for Shogun Warriors [David Haywood]
- Marked 2 graphic roms in Shogun Warriors as BAD_DUMP [David Haywood]
- Temporarily added a hack to the collision function to only use the
B.Rap Boys code if the game is B.Rap Boys until we have a single
function that works with both [David Haywood]

SuperFX updates [Anonymous]
- Fixed disassembly of LMULT/FMULT ops
- Fixed reads using LDW/LDB
- Fixed writes using STW/STB
- Fixed SBC carry behavior
- Fixed GETC ROM access behavior
- Some SuperFX games begin to show things in MESS
- At least partly fixed PLOT and RPIX behavior. This fixes many gfxs
in Star Fox and Vortex, but no polys yet.

Simplified kaneko16 decryption functions by working out what each of
the bits does and removing game specific references. Re-based the
decryption tables as a result. End result is verified to be the same.
[David Haywood]

Added redumped u6 GFX rom to kaneko16, fixes Geisya and Sumo [Guru]

Fix circus charly slowdowns: [couriersud]
- use SOUND_DAC device to "buffer" data and avoid 1 sample updates
for discrete part
- this is related to "03401: circusc and clones: Slowdown in
attract mode with DIP SW "Demo Sounds=ON"" though I do not
consider it a bug, but a implementation optimization.

Fixed sound banking for Shogun Warriors [David Haywood]

Added different TOD implementation for CIA6526 and CIA8520. [robiza]

Fixed a small bug with kaneko16 graphic decoding and removed old
comment about bad sound banking. [David Haywood]

SuperFX updates: [Harmony]
- Inlined a number of functions for possible speed increase
- Removed some memory buffering cruft, to be re-added later
- Fixed behavior of ASR opcode
- With additional MESS-side changes, Stunt Race FX is playable, and
Vortex shows much more.
- Hooked up RAM and ROM buffering
- Inlined several more functions
- Removed debug spew
- Added the ability to define an external IRQ line callback, and
hooked it up to the 65C816
- Fixed flag calculation for HIB opcode
- Hooked SuperFX chip up to the SNES machine driver
- Fixed carry handling in ADC, ADCI, SBC and SBCI opcodes. Fixes many
SNES SuperFX bugs.

Added some basic cheat search functionality to the debugger, allowing
searches on various memory sizes. [Sandro Ronco]

Added 'Reload All' option to the cheat menu. [Pugsy]

Enabled display of cheat comments from within the cheat menu. Press
the SPACE key to toggle display. [Pugsy]

Tweaked the shadows in twin16 to be slightly darker. [hap]

Added new function mame_fclose_and_open_next() which will close a
file and then keep searching the searchpath for the next valid file.
Did some internal rearranging in fileio.c to make this work.
[Aaron Giles]

Changed cheat search so that it loads *all* cheat files in all search
paths. Note that it is easy to end up with duplicate entries this way.
Some currently disabled code is present which filters out duplicates,
but the logic for doing this is quite unclear with the presence of
text-only cheats, which is why the code is disabled for now.
[Aaron Giles]

M377xx: fix CLB/SEB when not in bank 0. [R. Belmont]

Fixed numerous opcodes in the AVR8 core [Harmony]

Enabled alternate register naming in the MIPS core [Harmony]

Add loopback mode and counter/timer modes 3 and 6 to 68681 DUART,
self-tests now pass in dectalk in MESS. [Lord Nightmare]

SNES updates: [R. Belmont, Harmony]
- Corrected ROM loading behavior for SuperFX games
- Added more ROM mirroring needed by certain SuperFX 2 games
- Corrected the behavior of certain bit-restricted SuperFX registers.
Doom, Yoshi's Island, Dirt Trax FX and Voxel Demo show things now.
- Improved S-DD1 emulation, neither game using S-DD1 boots yet

Added preliminary Zilog Z8 CPU core for MESS. [Curt Coder]

Cleaned up drivers that write files which are not being actively
developed. Also, commented our or changed the printf-ing of some
messages to LOGERROR. [Tafoid]

Made numerous corrections to SNES S-DD1 chip emulation, SFA2 and
Star Ocean still do not boot [Harmony]

Golden Poker driver... [Roberto Fresca]
* Added 2 new Witch Card sets.
* Reworked inputs for Witch Card (german set 1).
* Created new inputs for Witch Card (english, witch game, lamps).
* Added and connected lamps for both sets.
* Added minimal bet and 50/60 Hz. switches to both sets.
* Added DIP switches info for Witch Card (german, set 2).

Added missing rom to a GEI Poker set [Team Europe, Dumping Union]

Naomi/Atomiswave video hardware update: [David Haywood]

Basically the region array is processed, and the data from the
accumulation buffer where we render is now copied into the
framebuffer depending on the tiles specified in the tile list.
This isn't full 'tile-based rendering' as that would require more
work on the preprocessing side, and writing out the data pointers
and data in real formats, however it's a step in the right direction

Currently only 565 formats are supported for both framebuffer write
and framebuffer read. The accumulation buffer is alwys 8888, data
is converted down to the specified format. The real accumulation
buffer is 32x32 and filled per tile, ours is still full screen.

The video update now just displays the framebuffer using the
framebuffer read parameters specified (again only 565 is currently
supported) This allows the Atomiswave bios screens and the
rendered output to co-exist.

Added proms to scherrym [Team Europe]

Jaguar updates: [Robbbert]
- Added RGB 24-bit pixels (for Iron Soldier)
- Added depth 0 and 1 to scaled bitmaps (for Val Disere Skiing)
- Preliminary work on PIT support

Got vandykeb up and running. [iq_132]

Added verbose debug logging for the little robin 'vdp' writes in
preparation for looking at it further. [David Haywood]

Improved the connect4 layout. [AGEMAME]

Fixed the plane order in the gfx deodes for Black Touch '96 sprites,
and Poke Champ sprites. [David Haywood]

Improveed the sprite emulation in Black Touch '96 (still wrong tho).
[David Haywood]

Fixed LOOP instructions in 16-bit mode in the i386 core.
[Gabriele Gorla]

Added various notes + checksums for Chihiro board.
[Alex's Rom Dumping Project, Mr Mudkips, Philip Burke]

Fixed stupid unidasm bug that double-counted bytes. [Aaron Giles]

Major Naomi/Atomiswave update:
- Emulated Atomiswave coin slots and standard Dreamcast controller.
Non-lightgun games without other problems are now playable.
[R. Belmont]
- Added protection data to Moero Justice Gakuen, Heavy Metal
Geomatrix, WWF Royal Rumble, Gigawing 2, Toy Fighter, and Guilty
Gear X (all are now playable but still marked GAME_NOT_WORKING
due to general Naomi concerns).
[R. Belmont, Guru, Deunan Knute, Cah4e3]
- Completed partial dumps: Derby Owners Club II, Slashout, WWF
Royal Rumble, Gigawing 2, Moero Justice Gakuen, Wild Riders,
Virtua Fighter 4 (cartridge) [Guru]

Rename osd_profiling_ticks() to get_profile_ticks(). Moved
implemention into inline functions in eminline.h and the ei*
functions. [couriersud, Aaron Giles]

Added 'options' parameter to the CPU_DISASSEMBLE prototype. For now,
the debugger always passes 0 for this. unidasm has been updated to
accept a mode parameter, which is passed for the options.
[Aaron Giles]

Added PORT_CROSSHAIR_MAPPER() allowing you to specify an alternate,
non-linear mapping function from the raw crosshair value to its
position onscreen. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Shogun Warriors / Fujiyama Buster
[David Haywood, Tomasz Slanina, Luca Elia]
Cal Omega - Game 7.4 (Gaming Poker, W.Export)
[Roberto Fresca, Team Europe]
Kero Kero Keroppi no Issyoni Asobou [Team Japump!!!, Hau]
Dolphin Blue [R. Belmont, Guru]
The Rumble Fish [R. Belmont, Guru]
Knights of Valour: The Seven Spirits [R. Belmont, Guru]



New clones added
----------------
Karate Champ (US, VS version set 2) [Siftware]
Strong X (Strategy X bootleg) [Siftware]
Mortal Kombat (Turbo 3.1 09/09/93, hack)
[Jonathan Hughes, Patrick McCarron]
Narc (Rev 2.0) [Volker Hann, Team Europe]
Witch Card (english, witch game, lamps) [Roberto Fresca, Team Europe]
Master Ninja (bootleg of Ninja Gaiden) [f205v, David Haywood]
(NOT WORKING)


New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Driller 2 (DR22 Ver.A) [Guru]
The House of the Dead 2 [Guru]
Super Major League '99 [Guru]
Gun Survivor 2: Bio Hazard Code Veronica [Guru]
Club Kart: European Session [Guru]
The King of Fighters Neowave [R. Belmont, Guru]
Neo Geo Battle Coliseum [R. Belmont, Guru]

Download:MAME v0.133u5 diff
Source:Here

DeSmuME SVN r2838

EmuCR:DeSmuMEDeSmuME SVN r2838 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).

DeSmuME SVN Changelog:
r2833
crash fix for win32 closerom
r2834
core:
- fix SWI 4,5 (Children of Mana run now);
- fix reset bug in IPC FIFO;
r2835
Add a couple of defines for the new I/O reg viewer.
r2836
Holy shit... macro redefinition.
r2837
Add comctl32.lib to VS2008 and VS2010 projects.
r2838
fix vs2008 linking

Download: DeSmuME SVN r2838 32bit
Download: DeSmuME SVN r2838 64bit
Source:Here

Dolphin SVN r4221

EmuCR:DolphinDolphin SVN r4221 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:
r4209
NETPLAY:Disable the Close button and add two buttons in the Connect and host screen to exit the window.
r4210
NETPLAY: Fix netplay joining only problem now is that the chat is kind of dodgy.
r4211
GUI: Fixed a double keydown event in the main frame, the double click in the video window (didn't know about CS_DBLCLKS)
OpenGL: Fixed the live resolution setting
r4212
OpenGL: OSD menu live resolution change fixes
r4213
OpenGL: Added fog and lighting to the OSD menu. GUI: Removed old and removed Gfx setting from ISOProperties.
r4214
DiscIO: Augment the filemon to not slow down ISO properties for GC games
r4215
D3D viewport fix to get rid of the black borders. Seems to work fine in Window mode, not working yet for full screen mode.
Also a minor fix for the command line switches to specify pad and wiimote plugins.
r4216
GUI: Save floating setting, float console window
r4217
GUI: Typos
r4218
OpenGL GUI: Text change
r4219
D3D: Double click to fullscreen
r4220
VS solution: OpenGL DebugFast pathfix
r4221
D3D: Revert r4215, ector may come out a better way to do so in the future.

Download:Dolphin SVN r4221 x86
Download:Dolphin SVN r4221 x64
Source:Here

Demul WIP! (09/06) - Guity Gear Isuka

DEmul is a Sega Dreamcast(DC) emulator able to play commercial games.
great to see Guity Gear Isuka Title screen...Very good job !!
EmuCR: Demul WIP! (09/06) - Guity Gear Isuka

Source:forum.emu-russia.net