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EmuCR:DeSmuMEDeSmuME SVN r2153 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).

DeSmuME SVN Changelog:
r2150
Simplify Modify_Layer() by removing some superfluos checks, we really don't care if the layer was already in the state we want now.
r2151
Win32 - UpdateHotkeyAssignment() - fixed up code, not elegant but gets proper results
r2152
Win32 - UpdateHotkeyAssignments() - code cleanup
r2153
Win32 - UpdateHotkeyAssigments() - More hotkeys added.

Note:if you runing DeSmuME new version have some error just put this 4 dll's file for DeSmuME.

Download: DeSmuME SVN r2153
Source:Here

EmuCR:DolphinDolphin SVN r3190 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:
r3180
x64 SOIL fix thanks to baby.lueshi
r3181
Edited wiki page through web user interface.
r3182
remove dead code from MusicMod
r3183
really fix SOIL-related troubles, i think :p
r3184
Add sfml network library. Hopefully this will make net-related coding a breeze :)
Note that as it is not used by anything yet, it has not yet been added as a dependency for any projects
r3185
fix various sfml network output directories
r3186
sfml apparently distributes vcproj files with incorrect relative paths...
r3187
Use correct width and height for compressed textures
r3188
Some changes to the hashing by baby.lueshi You may have to redump textures.
r3189
Revert r3187 causes games to return lots of errors.
r3190
A fix by baby.lueshi that fixes the problems with rev 3187

Download:Dolphin SVN r3190 x86
Download:Dolphin SVN r3190 x64
Source:Here

EmuCR: Snes9xSnes9X v1.51 re-recording r63 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:
r63
fixed some issues with the linux build and added a few feature like Lua support and -ignoreframes for encoders

Download:Snes9X v1.51 re-recording r63
Source:Here

ZZogl SVN r151 is released.ZZogl is project to completely redone ZeroGS openGL, to keep it in more maintainable and readable state.

Download:ZZogl SVN r151
Source:Here

EmuCR:JPcspJpcsp SVN r1040 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:
r1036
Fixed disassemble of INS
Fixed implemented of LVS, LVL, LVR, LV, SV, SVL, SVR Implementation of SWB has to be checked
r1037
Fixed Issue 106 (Compiler throwing java.lang.NegativeArraySizeException) Implemented debugging of memory read/write for Compiler (to be manually activated with RuntimeContent.debugMemoryXXX)
r1038
Compiler: fix when a thread is ending in the idle state
r1039
Re-added host0 mapping (Bliss Island, issue 114 ). Fixed loader warning (Clannad, issue 115 ). Updated file path handling (Gripshift).
r1040
Don't load PSF after first module loaded (PMF Player, issue 113 )

Download: Jpcsp SVN r1040
Source:Here

EmuCR:VisualBoyAdvanceVba-ReRecording SVN r85 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:
r81
Unfreezed GBx "from SRAM" check for the time being (instead, VBA tells you that the feature might be problematic. Now you can verify if that's true)
Removed all the skin functions and CxImage, I think nobody need it.
Fixed lag-counter reset.
Toggled fast-forward works now even if the window isn't active.
Fixed the "bunch of Xfers" issue in Japanese environment. (special thanks: VBAM)
Converted the project file from VS2003 to VS2008 again :P
r82
Changed the URL of AboutDialog
r83
Added directory overrides for GBx rom, cheats, ips, LUA scritps, AVI and sound recording. As a result, Issue 3 is now fixed.
Re-added the "Open GBx ROM..." menu command. "Open ROM..." changed to "Open GBA ROM..."
Re-arranged/renamed menu items in a more sensible way.
Cleaned hotkeys (somehow). Old hotkeys settings might fail.
Fixed "missing header files". As a result, the project files are VS2003 again :P
r84
Oops.
r85
Probably the gbx SRAM issue ( issue 29 ) is now fixed. Also, I created another sln/vcproj file for VS2008.

Download:Vba-ReRecording SVN r85
Source:Here

EmuCR:WinUAEWinUAE (Public Beta) v1.6.0 Beta 28 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 (Public Beta) v1.6.0 Beta 28 changelog:
- re-added CD32 emulation hack that was removed in b4, fixes unreliable booting in non-JIT modes (do not return TOC until "turn led on/off" command is received. At that time led command was unknown command, now I am quite sure this can't be the correct way to do it..)
- Rainbow Islands one missing horizontal line fixed ("Ode to Ramon" scanline fix broke this, OCS-only)
- printer GUI changed, checkboxes replaced with select menu. Passthrough: no changes, original printing method. ASCII-only: prints only basic ASCII text. Epson matrix printer emulation: you do not need to know. yet. PostScript options: no changes.
- list also supposedly unsupported modes/refresh rates in resolution list, marked with '*'. Ignore modes that have larger resolution than largest supported mode and modes that have 75Hz or higher refresh rate (just to be in safe side..) Some display drivers don't return custom resolutions in "monitor supported" list..
- loaded configuration files, disk images and statefiles are added to recent list (includes Windows 7 jump list support)
- more accurate audio Paula/native rate conversion (from UADE, I was supposed to merge this fix long long time ago..), this fix and some sound sync code updates mean much improved sound sync (SND% should be much more stable now, including vsync modes)
- filter-panel aspect ratio works as expected, aspect ratio selected is monitor's aspect ratio and automatic = aspect ratio calculated from desktop resolution (if fullscreen) or window size (if windowed)
- added hack tha

Download:WinUAE (Public Beta) v1.6.0 Beta 28
Source:Here

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