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
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
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
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:
----------------------
- 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 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
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
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
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
Yabause ReRecording SVN r2388 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.Yabause ReRecording is the rerecording branch of Yabause which adds rerecording and other tools for making assisted speedruns.
Yabause ReRecording SVN Changelog
r2388
fixes and cleanup for the new vdp1 renderer
Download: Yabause ReRecording SVN r2388
Source:Here
PCSX2 SVN r1707 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:
r1692
wxgui: A few Linux related changes.
r1693
wxgui: Correct r1692.
r1694
microVU: Made the flaghack safer by accounting for some problematic case.It fixes the few games I have that were having problems with the flaghack (but the speedup the flaghack offered in those games has been lessened).The speedup on games that weren't having problems before should be around the same as before; (in other words: games that were compatible with the hack should
still be as fast as before, and games that had problems with the hack will probably be fixed but the speedhack won't do as-much)
r1695
wxgui: Connected up the CPU panel controls so that they do something, and fancied up the "Apply" button so that it ungrays only after changes to the config have been made. :)
r1696
wxgui:
* synched with trunk to pick up all new cdvdiso fixes.
* configuration wizard now starts if pcsx2.ini is missing/deleted.
* changed GetWindowChild (MSW specific?) to FindWindow.
r1697
More CDVD and cdvdiso bugfixes: cd-rom images should work now (ie, the old school non-DVD sort!), and improved the error and async read handling (possibly affects people running games from dvdrom)
r1698
A quick fix to prevent creating dumps with the built in iso code from crashing.
r1699
It fixes the compilation error in Windows, or it gets the hose again.
r1700
Fix a typo causing *.dump files not to appear in the "Run ISO" file browser.
r1701
More CDVD fixes. I *think* this revision might provide some noticeable speedups when running games directly from cd drives. Also built-in CDVD blockdumps work now (DVD images only, legacy CdRom games still don't blockdump right unless you use the cdvdiso plugin).
r1702
More Macro VU work
r1703
microVU: Removed the use of an offset-register for referencing VI regs.It didn't make any noticeable difference speedwise, and removing it will make mVU macro code simpler.
r1704
mVU Macro: Implemented more instructions...
r1705
Changed the chcr stuff over to bitfields, and got various other bitfield stuff ready for later on.
r1706
Fixed typo.
r1707
mVU Macro: Implemented more stuff and did a big cleanup.
Download: PCSX2 SVN r1707
Download: Official Plugins - Windows Binaries
Source:Here
Dolphin SVN r4095 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:
r4090
GUI: Resize console and its buffer
r4091
VS solution: Added combined Dolphin and externals solution
r4092
VS solution: Created programs solution
r4093
VS solution: Removed configurations from programs solution
r4094
VS solution: Some fixes
r4095
GUI: Crash fix
Download:Dolphin SVN r4095 x86
Download:Dolphin SVN r4095 x64
Source:Here
SSF v0.10 Beta R1 is released.SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF v0.10 Beta R1 Changelog:
- Fixed CD Block.
- SCU interrupt handling fixed.
- Single CPU Apuriera Fixed a bug that occurs when you start the machine.
- State saves data changed version.
Download: SSF v0.10 Beta R1
Source:Here
GameEx v10.20 is released.GameEx is a graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators, along with being a good Home Theatre PC solution. It also makes a good CarPC and touchscreen frontend. The original goal was for it to be used on Windows XP Media Center and Arcade Cabinets although it will run on any version of Windows 98, ME, 2000, XP and Vista.For just $25 (USD) you can too unlock the full potential of the front end.
GameEx v10.20 Changelog:
# Movie/Album artwork and description download working again
# Fixes issue where album cover downloading was not accurate
# Videos with 3GP and M4V extensions are now supported
Download:GameEx v10.20
Source:Here
BlueMSX Wii v1.0 Final is released.BlueMSX emulator ported to run on Wii. The BlueMSX-wii emulator can be started using the homebrew channel. For this purpose, the necessary files (main .dol file, icon.png and meta.xml) are released with this project. The best location for these files will be SD:/apps/bluemsx-wii/.
Except from the main .dol file, the BlueMSX-wii emulator needs some files on the SD-card. Most of the files are embedded in the .dol file and will be placed on your SD-card when the emulator is first run. These files will be placed in the directory SD:/MSX/.
Additional to these files, there needs to be a gamepack. As distributing the rom files gamepack is not 100% legal, these will not be supplied through the google code project.
BlueMSX Wii v1.0 Final Changelog:
* Updated to BlueMSX V2.8.2.
* Added full support for GameCube controller.
* Fixed problems with 'save state'. Also improved speed of saving a lot.
* Allow empty screenshot elements in gamelist.xml files (did crash before).
* Missing 'Screenshots' sub directories are now automatically created (on generating screenshot).
* Solved showing wrong day of state files.
* Embedded game pack will only be installed when no game pack is already installed.
Download: BlueMSX Wii v1.0 Final
Source:Here
Yabause ReRecording SVN r2387 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.Yabause ReRecording is the rerecording branch of Yabause which adds rerecording and other tools for making assisted speedruns.
Yabause ReRecording SVN Changelog
r2386
Removed the first (useless) parameter from yui_window_start, yui_window_run, yui_window_pause and yui_window_reset functions.
r2387
rewrote vdp1 renderer to draw with arbitrary lines like the real hardware does, added gouraud shading
Download: Yabause ReRecording SVN r2387
Source:Here
VisualBoyAdvance-M SVN r899 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:
r899
Add support for compiling x64 builds. These can not use the optimized x86 assembler code, which is used in the GBA core and several pixel filters.
Download:VisualBoyAdvance-M SVN r899 32bit
Download:VisualBoyAdvance-M SVN r899 64bit
Source:Here

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