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EmuLoaderEmu Loader v5.7.6is released.Emu Loader was created to manage an arcade games emulator called M.A.M.E. With this frontend, you can change practically any option that is available in the emulator, like the screen resolution, sound quality, game options, etc. There are lots of extra features that makes your life much more easier, like the snapshots viewer where all captured images from M.A.M.E. games can be viewed when selecting games.

EmuLoader v5.7.6 changelog:
Fixed
- Detection of large files (bigger than 1.7 GigaBytes) and sorting "file size" columns was not possible due to the range of the "integer" variable type... updated all required variables in the project to "Int64" (64-bit integer)
- Option "Move Selected to Folder" implemented (scan not used MAMu_ icons feature, popup menu)
- When selecting parent or using the find game edit box in "delete multiple games files" window, the previous selections were not being de-selected (games popup menu, "Delete" / "Game File")
- All available Taito G-NET clones were being added in the merged sets list. Probably other games that use a bios set but no game set is being added in the list as well (not fixed)
Changed
- Simplified "delete multiple game .zip files" feature. No more checking games to delete. To keep any game just remove it from the list using the "Remove Selected" button
- Scan for not used MAMu_ icons only scan ".ico" files from now on... file "\ini_files\el_mamu_exclude.ini" updated to only list files with .ico extension
Improved
- Updated function "GetFileSize" (uFilesUtil.pas) to use Int64 (64-bit integer variable)
- Files list of "delete not used zip files" feature now have columns that can be sorted (main menu "Settings" / "Maintenance" / "Not Used Zip Files")
Added
- A couple more details in the CHD info (game details screen, left panel)... also, file size for game .zip and .chd :)

Download: EmuLoader v5.7.6
Source:Here

Mameinfo.dat v0.131u1 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 v0.131u1 changelog:
- Updated to MAME 0.131
- Added 0.131 Source/Listinfo changes
- Newest Bugs (24th Apr). See:
- Fixed Mameinfo.dat infos

Download:Mameinfo.dat v0.131u1
Source:Here

EmuCR:MameUIMAMEXT v0.131u1 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 v0.131u1 32bit
Source:Here

EmuCR:VisualBoyAdvanceVba-ReRecording SVN r80 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:
r78
Undefined DEV_VERSION macro for Debug build for the time being as it caused linkage errors under VC++2003. Anyhow, I believe it served a different purpose from debugging. Correct me if I am wrong.
Rebuilt the MT version of the CxImage lib v6.00 since those carried with last revision refused to link for me, and deleted some unnecessary lib header files. If these changes messed up things with you, you may rebuild the lib again.
r79
Provided several options for what to do at movie end, as not all users liked to have movie-mode automatically switched. The default behavior is the same as that prior to r30.
r80
Win32 - Rearranged menu items.

Download:Vba-ReRecording SVN r80
Source:Here

EmuCR:MameUIMameUI 131.1 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 131.1 x86 version
Download:MameUI 131.1 x64 version
Source:Here

EmuCR:SS EmulatorsYabause 0.9.9 for Mac OS X is released.Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.

Download: Yabause 0.9.9 for Mac OS X
Source:Here

EmuCR:DolphinDolphin SVN r3170 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:
r3165
Cleans up the defines in EXI_DeviceEthernet.h by putting them into a enum(Makes it look a lot better as you don't see about 20 #defines).
r3166
Add hires texture support to OpenGL Currently still only dumps files as .tga but supports loading as .png, .bmp,.tga, .dds
This is by baby.lueshi
r3167
Revert changes to vcproj
r3168
Fix some problems :)
r3169
Forgot to upload some files crucial to SOIL
r3170
small printresult change (from ector)

Download:Dolphin SVN r3170 x86
Download:Dolphin SVN r3170 x64
Source:Here

GSdx SVN r1145 is released.GSdx is a GPU plugin for PCSX2.

GSdx SVN r1145 Changelog:
r1142
GSdx: Reworked the sw renderer texture cache a bit, at page level its correctness was questionable if the base address was not page aligned, so now keeping track of blocks (32x more), may be slower or faster by a few percent(number of blocks vs. finer resolution).
r1145
GSdx: 3.4.9. Texture Function => Decal/TCC=RGB: Av = At (gs_user v3 and v5) or Av = Af (v6)? Seems it was Af... Sonic unleashed was one of the games relying on this setting, could not find any other yet. Also removed the green stripes,shadow sw-mode only.

Download: GSdx SVN r1145
Source:Here

EmuCR:PS2 emulatorPCSX2 SVN r1147 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:
r1139
R3000air: Implemented new vtlb-style memory system (uses LUTs to dispatch indirect memory operations to HWregs, SPU2, DEV9, etc -- big speedup for memory operations). Started work on new IOP recompiler.
Also: Merged against /trunk.
r1140
A few minor counter changes to prevent scenarios where branch targets could be missed on counter resets/target changes, also a situation where the vsync counter could cause repetative branch tests to be triggered in quick succession on cycle counter overflow
r1141
microVU: various minor fixes that effected big stuff...
r1142
GSdx: Reworked the sw renderer texture cache a bit, at page level its correctness was questionable if the base address was not page aligned, so now keeping track of blocks (32x more), may be slower or faster by a few percent(number of blocks vs. finer resolution).
r1143
Made some tweaks to the EErec block manager in hopes of resolving Issue 208 [Soul Calibur 3 missing gfx], involving the willbranch3 logic path.
Emitter: Added xJcc8 / xJcc32 functions for doing modified jump targets.
Also: minor cleanup to recent counters fixes (nothing relevant, just reduced out some copy-paste jobs for clarity).
r1144
Linux: These weren't intended as externs...
r1145
GSdx: 3.4.9. Texture Function => Decal/TCC=RGB: Av = At (gs_user v3 and v5) or Av = Af (v6)? Seems it was Af... Sonic unleashed was one of the games relying on this setting, could not find any other yet. Also removed the green stripes,shadow sw-mode only.
r1146
IopMem: Added FireWire port handling to the new IopHardware handlers (oops!).
EErec: Removed an instance of duplicated cycle counting for split blocks.
r1147
Gah... dumb mistake. >_<

Download: PCSX2 SVN r1147
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
Source:Here

EmuCR:DeSmuMEDeSmuME SVN r2120 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).

Download: DeSmuME SVN r2120
Source:Here

EmuCR:MameUIM+GUI 1.4 Final is released.M+GUI 1.4 Final new GUI is a stand alone front-end, with similar functionality and interface as MAMEUI.Currently available for Windows and Linux/x11 platforms.M+GUI can automatically download ROMs from FTPs, moreover, it merely downloads the missing roms inside a zip file, resulting a much lower bandwidth consumption.

M+GUI currently supports the following MAME builds: MAME, MESS, SDLMAME, SDLMESS, MAMEPlus

M+GUI 1.4 Final changelog:
- updated Hungarian translation [Delirious]
- added CHD folder
- supported F12 snapshots
- disabled the buggy aqua theme on MacOSX

Download:M+GUI 1.4 Final
Source:Here

MAMEMAME v0.131u1 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 v0.131u1:
0.131u1
-------


MAMETesters Bugs Fixed
----------------------
- 03144: [DIP/Input] piratpet: [possible] Button 2 skips level
(Fabio Priuli)
- 03126: [Gameplay] sbishi: When Player 2 plays alone, strange things
happen. (David Haywood)
- 03143: [Graphics] screwloo: screwy graphics area on one screen
(Pierpaolo Prazzoli)
- 03129: [DIP/Input] xmen: Directional controls re-arranged
(Fabio Priuli)
- 00487: [Misc.] groundfx: It has wrong default NVRAM settings,
especially about the lap number (1) and the coin/credit
settings (1/2). (Angelo Salese)
- 03104: [Graphics] captaven and clones: No enemies appear in the
second phase. (Pierpaolo Prazzoli)



Source Changes
--------------
Deprecated device_set_info. Almost all devices had a NULL or empty
function here. Remaining devices have been converted to have
device-specific functions to do the same thing with proper type
checking. CPUs still have a set_info function but it is CPU-specific
now and no longer piggybacks on the general device function.
[Aaron Giles]

Changed UI to ignore selection from lightguns when off screen. This
stops selection of Gun X Gun Y if you move the gun out of range.
[Derrick Renaud]

Moved stv_vdp2_dynamic_res_change() function outside of VIDEO_UPDATE
in ST-V. [Angelo Salese]

Memory map merging for the NMK16 driver and cleaned-up some unneeded
video code. [Angelo Salese]

Made Hyper Pacman run with protection code from decapped MCU rather
than simulation. [Guru, David Haywood]

Added a large gfx decode using macros to allow the textures on hng64
to be viewed, handy for verifying the dumps. [David Haywood]

Audited code and added savestate support to the following drivers:
[MooglyGuy]
- dotrikun.c (dotrikun, dotriku2)
- espial.c (espial, netwars)
- zodiack.c (zodiack, dogfight, moguchan, percuss, bounty)

Merged memory maps in the Dottori Kun driver [MooglyGuy]

Merged memory maps for the following drivers: [MooglyGuy]
- battlex.c, buggychl.c, bwing.c, carjmbre.c, cbuster.c, chaknpop.c
- changela.c, chqflag.c, circus.c, cischeat.c
- cave.c, circusc.c, citycon.c, cninja.c, combatsc.c, compgolf.c,
contra.c, cop01.c, cosmic.c, cps2.c, crimfght.c, crospang.c,
crshrace.c, and cshooter.c
- ssv.c
- dambustr.c, darius.c, darkhors.c, darkseal.c, dassault.c, dbz.c,
dcon.c, dday.c, ddenlovr.c, ddragon3.c, ddrible.c, dec0.c, dec8.c,
deco32.c, deco_mlc.c, deniam.c, dietgo.c, discoboy.c, diverboy.c,
dogfgt.c, dooyong.c, dragrace.c, dribling.c, drmicro.c
- egghunt.c, epos.c, esd16.c, espial.c, exedexes.c, exzisus.c
- f1gp.c, fastlane.c, firetrap.c, flkatck.c, flstory.c, freekick.c,
fromanc2.c, fromance.c, funkybee.c, funkyjet.c, funybubl.c,
fuukifg2.c, fuukifg3.c
- gaelco.c, gaelco2.c, gaiden.c, galaga.c, galastrm.c, galaxold.c,
galivan.c, gaplus.c, gbusters.c, gcpinbal.c, genesis.c, gijoe.c,
ginganin.c, glass.c, gng.c, goal92.c, goindol.c, gomoku.c,
gotcha.c, gotya.c, gridlee.c, gstriker.c, gumbo.c, gunbustr.c
- halleys.c, hanaawas.c, hanaroku.c, hcastle.c, hexa.c, hexion.c,
higemaru.c, hnayayoi.c, holeland.c, homedata.c, hshavoc.c,
hyhoo.c, hyperspt.c

Merged memory map in ltcasino.c, Lemmings, quizdna.c, pushman.c,
popper.c, sshangha.c. [Angelo Salese]

Added irq acks to the snowbros.c driver and merged memory maps on it.
[Angelo Salese]

TLCS-900/H cpu core fixes: [Wilbert Pol]
- Reimplemented hdma
- Fixed bugs in the EX (mem), R instructions.

Merged memory map and worked out some sound related stuff in Pass.
[Angelo Salese]

Hooked up standard paletteram16_xbgr() function instead of a custom
one in sshangha.c driver. [Angelo Salese]

Replaced the use of CPU numbers with tags where possible across most
drivers. [Fabio Priuli]

hng64.c improvements / changes: [David Haywood]
- Stripped out some old HNG64 code / some improvements
- disabled the floor stuff in Fatal Fury Wild Ambition (looking for a
cleaner implementation)
- disabled zooming code for the same reasons (it was causing many
issues)
- understood and implemented the 'auto-animate' registers for the
tilemaps (animated waterfalls etc. in Fatal Fury Wild Ambition)
- reorganized graphic decoding
- documented + hooked up 4bpp/8bpp select on layers.
- fixed tile flipping
- fixed a bug in the hng64 dma

goldstar.c improvements / changes: [David Haywood]
- added scroll registers for the girl when enabled in attract mode
- documented how you can swap the blue/green bonus colours (but left
the code disabled, I think versions with it swapped probably just
have different proms)
- added gfxdecode for cmasterc

Memory maps merges for the following drivers: [Angelo Salese]
* groundfx.c
* lastduel.c
* macrossp.c
* madmotor.c (also cleaned-up some video variables in it)
* mcatadv.c (also reduced a 1.0 clipping out volume setting)
* moo.c

Changed the way memory allocation is handled. Rather than allocating
in terms of bytes, allocations are now done in terms of objects. This
is done via new set of macros that replace the malloc_or_die() macro:

alloc_or_die(t) - allocate memory for an object of type 't'
alloc_array_or_die(t,c) - allocate memory for an array of 'c' objects of type 't'
alloc_clear_or_die(t) - same as alloc_or_die but clears the memory
alloc_array_clear_or_die(t,c) - alloc_array_or_die with clearing

All original callers of malloc_or_die have been updated to call these
new macros. If you just need an array of bytes, you can use
alloc_array_or_die(UINT8, numbytes). [Aaron Giles]

Made a similar change to the auto_* allocation macros. In addition,
added 'machine' as a required parameter to the auto-allocation macros,
as the resource pools will eventually be owned by the machine object.
The new macros are:

auto_alloc(m,t) - allocate memory for an object of type 't'
auto_alloc_array(m,t,c) - allocate memory for an array of 'c' objects of type 't'
auto_alloc_clear(m,t) - allocate and clear
auto_alloc_array_clear(m,t,c) - allocate and clear

All original calls or auto_malloc have been updated to use the new
macros. In addition, auto_realloc(), auto_strdup(),
auto_astring_alloc(), and auto_bitmap_alloc() have been updated to
take a machine parameter. [Aaron Giles]

Changed validity check allocations to not rely on auto_alloc* anymore
because they are not done in the context of a machine. [Aaron Giles]

Removed of SMH_BANKn macros. Just use SMH_BANK(n) instead, which is
what the previous macros mapped to anyhow. [Aaron Giles]

Added missing casts and made other tweaks to appease some more strict
settings on the compiler. [Aaron Giles]

Merged memory maps in the seta.c, sf.c, nbmj8688.c, megasys1.c
drivers. [Angelo Salese]

Merged memory maps in the overdriv.c and demoted it tothe GNW flag.
[Angelo Salese]

Added engine noise hook-up to Chequered Flag. [Angelo Salese]

Fixed nested NMIs on Chequered Flag sound cpu, this fixes the sound
loops and the music tempo. [Phil Bennett]

Memory maps merges for the following drivers: [Angelo Salese]
* metlclsh.c
* mexico86.c (also added a basic hook-up for the 4p communication cpu,
disabled by default)
* mirage.c
* mjkjidai.c
* mjsister.c
* mogura.c
* news.c
* ohmygod.c
* ojankohs.c (also cleaned-up some video variables in it)
* oneshot.c
* opwolf.c

Fixed player controls in the 4 player version of tank force (thanks to
tip posted by sxevious on mantis #3127) [David Haywood]

Memory maps merges for the following drivers: [Angelo Salese]
* mayumi.c (also cleaned-up the video routines)
* mazerbla.c
* momoko.c
* mosaic.c
* mouser.c
* mrflea.c
* mrjong.c (also cleaned-up the spriteram routines)
* srmp2.c
* shaolins.c
* shisen.c
* shootout.c (and cleaned-up the NMIs on coin insertions)
* sidearms.c
* sidepckt.c (merged the two per-game memory maps and moved the
protection simulation hook-up to be called on DRIVER_INIT)
* skyarmy.c
* skyfox.c (and cleaned-up the NMIs on coin insertions)
* skyraid.c
* slapfght.c (also cleaned-up the ram sharing)
* slapshot.c
* spbactn.c
* spcforce.c
* spdodgeb.c
* speedspn.c
* senjyo.c
* seta2.c
* sfkick.c
* shangha3.c
* puckpkmn.c
* punchout.c
* qdrmfgp.c
* quizpani.c
* rabbit.c
* rainbow.c
* rcorsair.c
* redclash.c (also cleaned-up the irq/nmi generation on coin
insertion)
* renegade.c
* rmhaihai.c
* rockrage.c
* rocnrope.c
* rollerg.c
* rollrace.c
* runaway.c
* rungun.c
* sangho.c
* sauro.c (also cleaned-up a video function)
* sbasketb.c
* sbugger.c
* scregg.c
* segae.c
* powerins.c
* psikyo.c
* psikyo4.c
* psikyosh.c
* rohga.c
* sbugger.c
* spy.c
* nycaptor.c
* olibochu.c
* othldrby.c
* pandoras.c
* parodius.c
* pbaction.c
* pcktgal.c
* pingpong.c
* pirates.c
* pitnrun.c
* pktgaldx.
* pokechmp.c
* popeye.c
* nbmj9195.c
* niyanpai.c
* ninjaw.c
* metro.c
* mitchell.c
* ms32.c
* msisaac.c
* mugsmash.c
* lkage.c
* lsasquad.c
* lwings.c
* m62.c
* m90.c
* magmax.c
* mainevt.c
* marinedt.c
* markham.c
* mastboy.c
* matmania.c
* megadriv.c
* megazone.c
* karnov.c
* kchamp.c
* kingobox.c
* klax.c
* koikoi.c
* konamigq.c
* ladyfrog.c
* liberate.c

Modified my coin_insertion() function to use ASSERT & CLEAR instead
of PULSE_LINE in cntsteer.c & ssozumo.c. [Angelo Salese]

Made sure that both the RESET and BUSREQ lines are honored by the
megadriv sound cpu. [Wilbert Pol]

Properly hooked-up player 2 mahjong panel in mj4simai. [Angelo Salese]

Moved paletteram_IIBBGGRR_w() from senjyo.c to emu/video/generic.c.
[Angelo Salese]

Removed deprecat.h dependancy for usgames.c. [Angelo Salese]

Add READY line readback to the SN76496 core, cleaned up the structs a
bit, cleaned up comments, added more TODOs, Fixed some unsaved
savestate related stuff. [Lord Nightmare]

Added sn76496 ready line hook-up for spcforce.c, doesn't make a
difference since it's not actually used. [Angelo Salese]

Added RTC emulation for hng64 driver [Angelo Salese]

Fixed sprite trail for mnight and robokid [kanikani]

Factored out some more MESS specific code for Atari 8bit.
[Fabio Priuli]

Splitted Naomi / Atomiswave memory maps and improved sorting of the
driver. [Angelo Salese]

Added sound to Pocket Gal Deluxe (bootleg) [Angelo Salese]

lordgun - Fix: P1 Button2 is really P2 Button1. [Cananas]

Changed Lunar Lander thrust control to a pedal. This more accurately
emulates the control. Note: the current code uses IPT_PADDLE. This
causes the game to start with the thrust at 50%. This is not correct.
The control is really a hand operated pedal. [Derrick Renaud]

Merged memory maps for nycaptor, nbmj8991, nbmj8891, mystwarr.
[Angelo Salese]

First layer of memory map merging for namcos2.c and namcos21.c, needs
a second hand in order to remove all the SMH references (they both
are macroized to hell). [Angelo Salese]

Fixed Yellow Cab (Japan) booting, promoted to working status
[Angelo Salese]

Attempted to fix colors in Koi Koi Part 2 [Angelo Salese]

Lowered DAC volume in Karate Champ from 0.50 to 0.15, it was having
sound clipping problems since day one. [Angelo Salese]

Cleaned-up HNG64 system ports. [Angelo Salese]

Changed the z80_bank_addr in megadriv.c into a simple 9 bit shift
register. Fixes mantis 2817. [Enik Land]

Improved interrupt handling for the 8/16 bit H8s. [R. Belmont]

System 23: hooked up serial comms between subcpu and I/O board.
[R. Belmont]

Added a driver for Irem M14 HW. [Angelo Salese]

Removed deprecat.h dependancy for kopunch.c. [Angelo Salese]

Naomi: hacked up 3D renderer. Still quite preliminary but allows most
games to show graphics. [Olivier Galibert, David Haywood]

Converted the WAVE sound device to stereo (for MESS). [Curt Coder]

Various improvements to Parent Jack driver. [Tomasz Slanina]

Modified mahjong games in Naomi to be loaded with a specific
configuration, will add the proper JVS hook-up later. [Angelo Salese]

Added proper MCU dump for Black Tiger.
[Dr. Decapitator, Guru, Angelo Salese]

Fixed display of the i8085's SP register when in the debugger.
[MooglyGuy]

Added proper MCU dump for Meikyuu Hunter G.
[Dr. Decapitator, Guru, Angelo Salese]

Moved Taito 'skip to next level' buttons from BUTTON_2 to Q/W keys.
[Fabio Priuli]

Fix MCS51 disassembler to work properly when there are two memory
arguments (the second would overwrite the first). [Aaron Giles]

Added and began hooking up the 8751's for the System 1 games. Still
some work to do. [Aaron Giles]

Added proper JVS I/O board init string for Idol Janshi Suchie-Pai 3
to allow it to boot. [Angelo Salese]

Corrected sauro main cpu to 5Mhz and YM3812 to 2.5Mhz as verified on
the pcb. [Corrado Tomaselli]

Improved protection emulation in galpani2 driver: [Luis Faria]
- modified somewhat the protection handling, geeting rid of the need
to call galpani2_mcu_run from VIDEO_UPDATE, as that function is
performed by CPU2's INT7 and it now works. And added support for
command 2, making gp2se go into demo mode and allowing to go
ingame, nice skulls! ;-) Unfortunately, this set is still not
playable because of missing gals in the background and sometimes
there's an ADDRESS ERROR, causing a reset. Included in these
changes, I added support for MCU triggering by CPU2.
- changed some 8 bit writes disguised as 16 bit to AM_WRITE8 and
AM_DEVWRITE8 and some AM_WRITE(SMH_NOP)s to AM_WRITENOP.
- "crystallized" the clocks of the M68000s and OKIs, deriving the
latter from the former.
- fixed a Copy&Paste mistake I made in the previous submission, in
the sound rom mappings for galpani2/2t/2g.
- reduced the input port definition duplication by using PORT_INCLUDE
where applicable instead of defining everything again.
- reduced the CPU#2 Code region size to the effectively used size,
and expanded the CPU#2 Backgrounds Data region size to the maximum
usable size, making it the same for all sets.

Fixed bug when setting breakpoints on Z80 CPUs at addresses A-F.
[Xander Xander]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Pit Boss Supertouch 30 [Mariusz Wojcieszek]



New clones added
----------------
Legend of Kage (oldest) [Uki]
Final Star Force (Japan) [Uki]
Yellow Cab (Japan) [Uki]
Zero Team (set 4) - not working [Uki]
The Combatribes (Japan) [Chack'n]
Super Xevious (Japan) [TH60]
Crazy Kong 2 (Japan) [Team Japump!!!]
Aliens (Asia) [Irongiant]
Noraut Joker Poker [Alan Griffin]
Pit Fighter (Rev 5) [Smitdogg, The Dumping Union]
Cabal (bootleg set 2) [Klaus]
Special Criminal Investigation (Negro Torino hack) [Corrado Tomaselli]
Cruis'n World v1.7 [MSN]



New games marked as GAME_NOT_WORKING
------------------------------------
Ferrari F355 Challenge [Guru]
Samurai Shodown 64 [Guru]
Dancing Stage Featuring Disney's Rave [smf/Mike DX]
Xtreme Rally / Off Beat Racer! [Guru]
Beast Busters 2nd Nightmare [Guru]
Skimaxx [Phil Bennett]
Panic Park (PNP2 Ver. A) [Guru]
Triple Star 2000 [f205v]
Super Star [f205v]
Gigas [Andy Welburn]
Shadow Dancer (Mega-Tech)
[Smitdogg, cricri_pingouin, incog, B. Sparks, ANY]
Streets of Rage (Mega-Tech)
[Smitdogg, cricri_pingouin, incog, B. Sparks, ANY]


Download:MAME v0.131u1 diff
Source:Here

EmuCR:DolphinDolphin SVN r3164 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:
r3156
wiiuse can read data on osx now
r3157
DSP small program to print result dump files.(Looking for suggestions on how to make it look nicer)
r3158
Move the printresult tool so that it doesn't mess with the DSPSpy build.
r3159
Add PC-native DXT1 support to VideoCommon and VideoOGL. Thanks to XTra.KrazzY and death2droid.
r3160
Fix the message, for good. See the comments to r3146 for more info on the choice of this particular term.
r3161
Fixed support for adding encrypted cheatcodes through GUI
r3162
Some source code clean up(Making stuff more understandable)
r3163
Moved the enum from the main file to the header.
r3164
More clean up's.

Download:Dolphin SVN r3164 x86
Download:Dolphin SVN r3164 x64
Source:Here

EmuCR:PS2 emulatorPCSX2 SVN r1138 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:
r1125
ZeroPad: Apply the multiple key patch in issue 197 to ZeroPad. Currently Linux only.
r1126
ZeroPad: Commit bolche's Analog control code, ifdeffed out, so I don't forget to add a gui for it and enable it some day.
r1127
Zeropad: Clean up the code so that if I have to go back into it, it's easier to read.
r1128
ZeroPad: Patch to fix a bug introduced in r1125.
r1129
Fix bug from r1116 [essentially a misplaced jNO_DEFAULT directive].
r1130
ZeroPad: Revert the changes to the Windows files in ZeroPad, and ifdef off the changes in the common areas, as the Windows version of ZeroPad is clearly only working by voodoo and bailing wire on Windows. (Note: unable to reproduce ZeroPad working properly in any revision [including playground days] on any version of Windows available. Likely because I don't have any poultry handy to sacrifice.)
r1131
Improved handling of jNO_DEFAULT so that it performs a sanity check in Devel builds [currently applies to Pcsx2 only since we don't have a standard define macro for devbuild in the plugins].
Cleaned up and abbreviated logging for the new IOP HwRead/Write handlers.
r1132
Apparently the MSB of integer register specifications in VU micro instructions is ignored, making the upper 16 registers mirror the lower 16. Changed all relevant instructions to reflect this.
r1133
Apply recent Iop HwRegister handler changes to the EE's mapping [EE has direct access to IOP memory and registers through a special tlb mapping, intended for ps2dev debugging, and generally used by bios only during boot-up).
r1134
This is why a type safe emitter is important.
r1135
Small speedup for the EE/IOP recompilers, by removing the legacy limit on the number of recompiled blocks (was causing recompilers to reset the code buffers way more than necessary).
r1136
pcsx2:
- PCSX2 would repetitively call CDVDopen if loading an elf file and your cdvd plugin didn't have an ISO already pre-loaded. Basically I had to switch to CDVDnull whenever I wanted to load an elf... well not anymore xD
microVU:
- Implemented the VI regs thing where if an opcode tried to access vi regs 16~31, the VU's should return vi0~15 (viReg & 0xf); technically it should never happen, but from my tests the BIOS seems to do this... so maybe some rare games do it too...
- Our VIF code apparently uses VU cycles for some stuff, so I now update the
cycles variable VIF relies on.
- Minor Optimizations
r1137
Optimized vtlb direct path memory operations using some crafty asm code. Expect 2-3% speedups in most things, and perhaps more in some FMVs.
r1138
Some code cleanups for the new vtlb optimization (no intentional functional changes -- just deleted unused code and converted all of vtlb to the new emitter syntax. Let's hope I didn't typo anything!)

Download: PCSX2 SVN r1138
Download: ZeroPAD SVN r1130
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
Source:Here

Glitch64 SVN r16 is released.GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64.Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.

Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.

Glitch64 SVN changelog:
r11
turn on memory cache compression
r12
changes to support boost 1.38.0 and libpng 1.2.35
r13
allow memory cache for "non-enhanced" textures
r14
removed DUMP_TEX condition
r15
cleanup
r16
added basic dds file format support for dxt1, 3, 5 texture

Download: Glitch64 SVN r16
Source:Here

ZZogl SVN r148 is released.ZZogl is project to completely redone ZeroGS openGL, to keep it in more maintainable and readable state.

Download:ZZogl SVN r148
Source:Here