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
Dolphin SVN r3072 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:
r3069
Fixed DSPTool include bugs and some leftover fixes
r3070
Add DVDLowOpenPartition
r3071
Completely fixed DSPTool, on all of its memory leaks, bad API and bad C++.(compiling with include works perfectly)
More small leftover fixes
r3072
Tiny fix
Download:Dolphin SVN r3072 x86
Download:Dolphin SVN r3072 x64
DeSmuME SVN r2002 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).
DeSmuME SVN changelog:
r2000
Poor man's mic fake implementation, don't expect it to be similar to a blow it's just noise or not.
r2001
Remove this Close() function that has been disabled since a long time.
r2002
Looks this modulo in savestate labels is a leftover.
Download: DeSmuME SVN r2002
Nestopia Game Genie Pack 2.4a is released. A Game Genie pack for Nestopia.
Download: Nestopia Game Genie Pack 2.4a
Glitch64 SVN r10 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:
r10
New version of the wrapper.
Download: Glitch64 SVN r10
Goomba Paletted v2.34 is released.Goomba is a Gameboy emulator for the Gameboy Advance(GBA). Beyond the advantage of being able to store many games on one cart, Goomba also includes save states and customizable borders.
Goomba Paletted v2.34 changelog:
- Support appending palettes to goomba.gba; fixed a double append counting bug for Pogoshell
Download: Goomba Paletted v2.34
The Happiest Place On EarthThe protection had already been broken using a bootleg cd, so we had it running there and then.
This was the result of a 200 mile round trip and in true dumping swat team style, it was dumped in a cafe.
Tools required: Philips screwdriver, paper clip to open the cd drive, laptop & cdrdao.
UAE4All is released.UAE4All is the first Amiga emulator for s60 devices.It's really fast and stable. On phones with ARM11 369Mhz it can run games with sound at 25FPS.
UAE4All Features
- OCS chipset emulation
- Support for disk images in ADF format
- Kickstart 1.3, 2.0, 3.1
- 4 disk drives
- moderate RAM usage(17-20MB)
- Sound Emulation
- Good speed and fidelity of emulation
- Support for bluetooth mouse
a) Install
b) In the folder c:\data\uae4all\kickstarts or \uae4all\kickstarts you should at least place on kickstart rom file. Kick13.rom, kick20.rom or kick31.rom. (it must be 512kb rom)
Recommendation is that you run this on a 300mhz + s60v3 devices, video wise its not very well optimized, due to the SDL backend, which is more general than fast.
It is also quite memory hungry. For 64 mb devices you should select 0,5 mb chip memory and only one diskdrive. Currently the chip memory setting is not saved so that has to be fixed.
When emulating use '*' to get back to menu, use '#' to change input method between virtual keybaord, joystick, and mouse emulation.
Left softkey is fire button.
To bypass Groups game-intros (...) Green key, 9, green key.. "#" until you see the "mouse" on screen. Left soft key is left mouse button, right softkey is .. Right mouse button.
It have only ADF support. Zip support is already built in. You can load compressed .adz images, which are gzipped .adf's. An .adf file is a 880kB disk image of an Amiga floppy disk. This disk image can be compressed with the gzip utility. Then change the suffix to .adz and the compressed disk image can be opened with UAE.
To "save game"; Press '2','3', '4' when selecting image to insert in the other drives. Save games are stored in an ADS file. So save on.
Also you can use a bluetooth mouse with this emulator. In order to do so, you need to install the bt mouse support package from http://koti.mbnet.fi/hinkka/Download.html, also it has a dependency on P.I.PS 1.2.0 to work properly. P.I.P.S. 1.3.0 will not work.
You can download the 1.2 PIPS from http://developer.symbian.com/wiki/display/pub/P.I.P.S.
I did some comparisons with the original gp2x version and how well my version is running. My 6120 is running at 369 mhz.. The gp2x at 250 mhz.. In some places the gp2x is faster, sometimes the 6120 is 50% faster.. Like it should with 100 mhz more. It depends on the actual game and situation.
I got sound running.. That steals 2-4 fps right now. (on a 6120 classic.. I.e all 369 mhz arm11 based devices).. On slower devices it might be more. N95 is a different puppy all together..
Of course not everything is not really tested at all, so there are lots of stuff to update, but its a start.
Download: UAE4All
Dolphin SVN r3068 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:
r3053
Edited wiki page through web user interface.
r3054
Added experimental USB keyboard support. It works almost fine, some keys don't work correctly.
This is my first commit. Tell me if I did something wrong.
r3055
XFB in Single Core thx to Luigi___ on the forum
r3056
Added support for AZERTY keyboard layout. Most keys should now work correctly for AZERTY keyboards, if you set the correct Wii language in Dolphin.To change keyboard layout used, you need to open User\Config\Dolphin.ini and add
the following two lines:
[USB Keyboard]
Layout = {0 for QWERTY, 1 for AZERTY}
r3057
get rid of annoying extra null byte at the end of log lines written to file
r3058
Make OSX running more stable with a single line change. You can't pass nil to makeKeyAndOrderFront and expect it to work well. Also the checking for GL version didn't work because the GL version is defined for all it supports, so first we check if we support GL version 1.3 and if we don't, check if we support 1.2 and set software rendering. Little bit of cleaning in the GL config as well,the checkboxes are default enabled and max aniso wasn't using it's own text ID
r3059
Fix OSX compiling. Still need to rollback nakee's revision 2566 if you want it to link in to a binary though. SMS under my unibody MBP looks like crap, dunno what's wrong
r3060
fix existenze demo! warning: this may be a bad hack :( paging ector
r3061
Only have this in OSX since that is only where it compiles apparently?
r3062
Disabled portaudio on osx for now
r3063
DSP: fixed compiler warnings and 2 crash bugs made the dsp_code test use our lable table rather than the table which was there before (and had few mistakes).The other tests need to be fixed as well.
r3064
Made DSPTool more informative and actually fail when compile fails (right now it kept creating invalid files)
Also, created an example test which uses the INCLUDE directive. Tests are much shorter and human-readable now!
r3065
revert r3060, instead call RecomputeCachedArraybases() once on init.
r3066
The start of the InfoWindow (issue 722). By death2droid.
r3067
Try to fix the fence problem in Paper Mario:TTYD, might fix other things as well. See issue 360 for more details.
r3068
Fixed the names of the BBOX registers, plus a comment about how to fix the return values.
Download:Dolphin SVN r3068 x86
Download:Dolphin SVN r3068 x64
PCSX2 SVN r1058 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:
r1047
Finished the emitter, complete with code cleanups! :) (added last few SSE instructions, and inserted placebos for some future additions to the x86 portion, regarding xchg/xadd/etc).
r1048
Apply r1046 to ZeroGS DX as well. Ifdef a few things from r1047 so Linux compiles. A few minor changes.
r1049
Readjusted my Gifsplit nonsense to refix Gradius V videos again, its more the value i originally wanted it now anyway :P Fixed Issue 176
r1050
Reverted the last GIF/IPU change, as per request.
Timing this stuff is evil :
r1051
Nothing happened here.
r1052
So.. I got an "unlazy" day, and coded a bit more of my iop dma handler.
It's disabled in the code, so that it wont' affect normal users.
The code isn't working properly yet. Only handlers for cdvd and spu2 are in it:
- the cdvd one doesn't work because of the way pcsx2 handles cdvd currently
- the spu2 one seems to work, but it's not implemented in the plugin interface,so ATM it's just "faking" it using the old functions.
So really nothing worth testing, just commiting to let people know I'm actually working on it... with long pauses in between. xD
r1053
Moved a few things around. Redid some of the work I did earlier on Hw with the non-obsolete version of the code. Changed some code not to use defines...
r1054
Ok, I lied -- more work on the emitter. I forgot to fix up the Jump/Call api yesterday and, along the way, did lots of major cleanups. :)
(and broke linux, probably!)
r1055
Save linux from the dastardly deeds of my previous commit, and fix one last remnant 'i' from the apple-like naming schemes of yesterweek.
r1056
Remove some consts to appease the gcc 4.3.x gods.
r1057
Linux: A more complete rendition of the GCC compilation fix. Note: GCC requires non-const qualifiers on function pointers and function pointer-templated parameters, but not on void* (didn't know they were that different, did you?).
r1058
Break up very long recompiled blocks.Perform a branch test before jumping to the next block.
Download: PCSX2 SVN r1058
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
DeSmuME SVN r1999 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).
DeSmuME SVN changelog:
r1990
Whitespace cleanup in gtk_common_main
r1991
Remove some stuff that was used only with gtkglext.
r1992
Add some 0.9.3 entries.
r1993
Whitespace cleanup in Emuloop.
r1994
Rework EmuLoop to save one level of indentation.
r1995
......
r1996
......
r1997
......
r1998
Updated changelog for 0.9.2-1
r1999
tagging again :)
Download: DeSmuME SVN r1999
Snes9X v1.51 re-recording r61 is released.Snes9x1.51-re-recording is the re-recording branch of Snes9x 1.51.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 v1.51 re-recording changelog:
r61
added gui.clearuncommitted for easy flicker reduction when gui.register can't be used
Download:Snes9X v1.51 re-recording r61
Snes9x 1.43-ReRecording SVN r91 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:
r91
added gui.clearuncommitted for easy flicker reduction when gui.register can't be used
Download:Snes9x 1.43-ReRecording SVN r91
Fceux SVN r1283 is released.FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches.The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r1282
Updated authors file. Also added .txt extension. No extension annoys me!
r1283
SDL: added --ripsubs
Download:Fceux SVN r1283
Jpcsp SVN r1015 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:
r1012
Fix for Issue 99: java.lang.IndexOutOfBoundsException: Required 2048 remaining bytes in buffer, only had 0
r1013
Fixed graphics display problem in Puzzle Bobble Pocket.
r1014
Fixed GU_COLOR_5650.
Fixed 8BIT and 16BIT vertex information in 3D: texture, normal and position.Texture and position tested on PSP using "cube16bit". Normal not tested (assumed similar to position).
r1015
re-written file path handling
Download: Jpcsp SVN r1015
Rese SVN r94 is released.Rese is a Revolution Entertainment System Emulator.Work in Progress Gamecube(NGC) / Wii emulator
Rese SVN changelog:
r91
Edited wiki page through web user interface.
r92
Company code
r93
Edited wiki page through web user interface.
r94
[No log message]
Download:Rese SVN r94

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