FB Alpha 0.2.97.27
Posted by winter_mute @ 10:28 AM CET | Comments: 0 | Arcade
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FB Alpha (formerly FinalBurn Alpha), based on the original FinalBurn source code, is a multi-arcade (Capcom CPS-1, Capcom CPS-2, Capcom CPS-3, Cave, Neo Geo, Sega System 16 (and similar), System 18, X-Board, Y-Board, Toaplan, Taito, etc) emulator. It includes support for cheating, as well as netplay using Kaillera.
Here`s list of changes for latest version:
| + Tidied sound chip interfaces, adding support for volume and left/right selection for individual routes.
+ Updated all drivers to support. Many drivers sound much better with these updates [Barry]
+ Fixed an issue with multiple YM2203 chips that resulted in static noise in the sound output [Barry]
+ Added pan support to Taito drivers that use panning with the YM2610 sound chip [Barry]
+ Added pan support to the Darius driver [Barry]
+ Added support for an RC filter, and added support to the Galaxian Konami sound based drivers [Barry]
+ Fixed various drivers that rendered the MSM5205 sound too fast when the sample rate was greater than 22050Hz [Barry]
+ Applied a YM2413 fix from MAME [Barry]
+ Added support for a selectable number of voices in the Namco sound module (fixes sound in the Baraduke, Pac Land and Sky Kid drivers [Barry]
+ Added multiple chip support to the Sega PCM module, updated Super Monaco Grand Prix to support the extra sound board [Barry]
+ Added support for the MSM6585 chip to the MSM5205 core [iq_132]
+ Added multiple chip support to the Y8950 interface, and hooked up in the Cybertank driver [Barry]
+ Small speedup in the DAC core [iq_132]
+ Standardised some CPU interfaces [iq_132]
+ Improved Atari slapstic emulation, and updated the Gauntlet driver to support it [iq_132]
+ Added driver for Atari Tetris [iq_132]
+ Added driver for Cybertank [iq_132]
+ Hooked up analog inputs in the Cybertank driver [Barry]
+ Added driver for games on Donkey Kong hardware [iq_132]
+ Tidied Donkey Kong driver to build with current FB Alpha, and fixed some bugs and crashes [Barry]
+ Added driver for Konami Test Board (GX800) [iq_132]
+ Added Bang 2 Busters to the Neo Geo driver [lantus]
+ Added Treasures of the Carribean to the Neo Geo driver [lantus]
+ Added Last Survivor to the Sega X-Board driver [Barry, JacKc, ShouTime, Charles MacDonald, Aaron Giles, 9ofzeven, TrevEB, Dr. Spankenstein, ghoolster, Surgeville, Tormod, Tjaberg, Waremonger]
+ Added Racing Beats to the Taito Z driver [Barry]
+ Added bootleg of 1943 to the driver [Barry, JacKc, bonky0013]
+ Added clone of Arkanoid to the driver [Barry]
+ Added bootleg of Pang! 3 to the CPS-1 driver [JacKc, porchy]
+ Added some bootlegs of Street Fighter II to the CPS-1 driver [Barry, JacKc, smitdogg]
+ Added clone of Super Street Fighter II to the CPS-2 driver [JacKc]
+ Added two clones of Thunder Zone to the Data East drivers [ShouTime, JacKc]
+ Added two clones of Dynamite Duke to the driver [JacKc, Arzeno Fabrice]
+ Added clone of War of the Bugs or Monsterous Manouvers in a Mushroom Maze to the Galaxian driver [Barry]
+ Added clone of Jumping Pop to the driver [Barry, The Dumping Union]
+ Added clone of Parodius to the Konami driver [Barry, Andrew Welburn, The Dumping Union]
+ Added King of Gladiators Plus to the Neo Geo driver [JacKc]
+ Added homebrew WW2 Demo to the Neo Geo driver [Barry]
+ Added homebrew Spiderman Intro demo, and added alt sets of TMNT and Dark Wing Duck intro sets to the Neo Geo driver [Barry]
+ Added clone of Ketsui Arrange to the PGM driver [JacKc]
+ Added clone of Raiden to the driver [Barry, JacKc]
+ Added two clones of Fantasy Zone II (System 16C version) to the Sega System 16B driver [Barry]
+ Added clone of Turbo Outrun to the Sega Outrun driver [JacKc]
+ Added clone of AB Cop to the Sega X-Board driver [JacKc]
+ Added clone of GP Rider to the Sega X-Board driver [Barry]
+ Added clone of Deer Hunter to the Seta 2 driver [JacKc]
+ Added clone of Drift Out to the Taito F2 driver [JacKc, Hammy]
+ Added clone of Rygar to the Tecmo driver [JacKc, smitdogg]
+ Added clone of Pipi & Bibis / Whoopee!! to the Toaplan 2 driver [Barry, Antonio Gonzalez Jr.]
+ Added bootleg of Toki to the driver [Barry, skiltz]
+ Added clone of Trojan to the driver [JacKc]
+ Fixed bugs in 4 Fun in 1 and Ghostmuncher Galaxian in the Galaxian driver, promoting them to working [Barry]
+ Changed Fantastic to use the proper PROM dump in the Galaxian driver, fixing the game colours [Barry]
+ Changed Super Bond to use the proper PROM dump in the Galaxian driver, fixing the game colours [Barry]
+ Various PGM improvements [iq_132, JacKc]
+ Fixed a graphics glitch in the Super Monaco Grand Prix title screen [Barry]
+ Fixed issue with Top Speed crashing on driver init [Barry]
+ Big-endian fixes for the Cybertank driver [lantus]
+ Big-endian fixes for the Sega System 16A and Tecmo drivers [lantus]
+ Big-endian fix for Street Fighter II: Magic Delta Turbo sprite x position [lantus]
+ Applied various libretro patches [Twinaphex]
+ Updated the zlib library to v1.2.7 [Barry]
+ Updated the libpng library to v1.5.12 [Barry]
+ Matched the Megadrive sets to MESS 0.146u5 [Barry]
+ Synced sets with MAME 0.146u5 [Barry]
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Visit official homepage for further information and latest version of emulator.
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Stella 3.6.1
Posted by winter_mute @ 11:38 AM CET | Comments: 0 | Atari
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Stella is a freely distributed multi-platform Atari 2600 VCS emulator; originally developed for Linux by Bradford W. Mott, it is now maintained by Stephen Anthony. Stella allows you to enjoy all of your favorite 2600 games once again by emulating the 2600's hardware with software. Stella is written in C++, which allows it to be ported to other operating systems and architectures. Since its original release Stella has been ported to AcornOS, AmigaOS, DOS, FreeBSD, Linux, MacOS, OpenStep, OS/2, Unix, and Windows, as well as consoles such as Sega Dreamcast, GP2X, Nintendo DS and Playstation Portable (among others).
Here are changes presented in 3.6.x
| + Extended FA2 bankswitch scheme to handle 28K ROMs (in addition to the previously supported 24K ROMs).
+ Added support for 2600-daptor II device, including native support for 7800 controllers, BoosterGrip and Keypad controllers. Special thanks go to Tom Hafner for a complimentary test sample of this device, and also for donating a BoosterGrip controller.
+ Added ability to dynamically swap the port order of Stelladaptor/ 2600-daptor devices with the 'Control-1' key combo (useful if you have only one 2600-daptor and want to use it as a left port normally, but as a right port for Star Raiders, etc).
+ Added CompuMate bankswitching/controller support to the emulation core; the Spectravideo CompuMate ROMs (NTSC and PAL) now work. Frequently used keys on the CompuMate are directly mapped to your keyboard (ie, Func-Space for backspace is mapped to Backspace, etc). Loading/saving from the cassette player is not yet supported, and will come in a future release.
+ Fixed bug in BoosterGrip controller emulation; the functionality of the booster and trigger buttons was reversed. Related to this, renamed these actions in the Event Mapping dialog to be more clear.
+ Reverted to SDL 1.2.14 for the Windows 98/2k release, since SDL 1.2.15 isn't supported in that environment.
+ Updated included PNG library to latest stable version.
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Check out official website for further information and latest version of emulator.
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Virtual Jaguar WIP
Posted by winter_mute @ 11:01 AM CET | Comments: 0 | Jaguar
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Virtual Jaguar is software dedicated to emulating the Atari Jaguar hardware on
a standard PC with Windows, Linux and MacOSX operating systems.
Here's info about upcoming release:
| Some fairly major changes are coming to Virtual Jaguar in the DSP handler. It should give better performance (and sound!) on multi-core systems. Assuming all goes well, this will be included in the upcoming 2.1.0 release. Plans are also in place to add a few remaining missing things, such as full screen capability and gamepad support.
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Visit official homepage for further information.
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DeSmuME 0.9.8
Posted by winter_mute @ 09:24 AM CET | Comments: 0 | Nintendo DS
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DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.
Here is release note for latest version:
| Yes, it's been a while since the last release, but we haven't been completely idle. There's a brand new top shelf Cocoa frontend to make life far more pleasant for OSX users, and a host of compatibility fixes.
+ edit (09-apr-2012) - the win32 binary was updated to remove the console window which was accidentally left enabled
+ edit (18-apr-2012) - the win32 nosse2 binary was updated to fix it so that it was actually what it says it is
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Visit projects WIKI for further information and official homepage for latest emulator builds.
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YAPE 1.0.2
Posted by winter_mute @ 10:24 AM CET | Comments: 0 | Commodore
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YAPE is a decent no-nonsense plus/4 emulator. It has been developed for 10 years by now and it is available in Windows as well as multiplatform editions, although some of the latter lag several versions behind the former.
Here're release notes for 1.0.2:
| A badly needed update: some nasty bugs have been patched as well as the in-memory bitmap of the printer emulation is made visible via a GUI window (only as #4 for now because me being lazy). Anyway, let's see what's new this time:
+ printer job window (for now #4 only)
+ turn off variable length buffering properly when recording media (fixes occasional clicks)
+ not scanning joysticks when unavailable (Message Queue driver slowdown)
+ column width and line feed bug for MPS803 emulation fixed
+ regression bug in the printer cycle counter ironed out
+ awkward TED drawing bug patched
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Visit official homepage for further information and latest version of emulator.
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Jpcsp SVN r2552
Posted by winter_mute @ 09:59 AM CET | Comments: 0 | PSP
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Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
| r2552 - Improvement in ELF Loader: support program sections of length 0
r2551 - Improved compilation of SB and SH instructions: compilerPerf.pbp is showing a small performance improvement.
r2550 - No SVN build. Improved performance of UmdBrowser on slow computers. The param.sfo and ICON0.PNG are now cached under tmp/UmdBrowserCache and not read from the ISO/CSO at each restart of Jpcsp.
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Visit official homepage for further information and grab the latest build from automated SVN repository.
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PCSX2 SVN r5210
Posted by winter_mute @ 12:48 PM CET | Comments: 0 | Playstation 2
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PCSX2 is a PlayStation 2 emulator for Windows and Linux. Project attempts to allow PS2 code to be executed on your computer, thus meaning you can put a PS2 DVD or CD into your computers drive, and boot it up!
Here's the changelog from latest SVN builds:
| + zzogl: plug vertex array object and remove most deprecated variable from shader. Only remains gl_FragData
+ gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h
+ zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader...
+ zzogl: use 128 vertex buffer instead of 512 that will avoid to fill the GPU vram
+ zzogl: use separate shader infrastructure for GLSL 4 as Nvidia cg. Beside code is much easier to understand
+ gsdx ogl: split GSDeviceOGl header. Will allow easy sharing with zzogl.
+ gsdx ogl: fix some gcc warning
+ zzogl: import Uniform buffer and Vertex array from GSdx
+ i18n: tr_TR pcsx2_Iconized is wrongly translated. I fuzzy all strings to have an english string instead of lookup key
+ various: apply some patch of Micove to disable debug logging in GSdx release mode
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Visit official homepage for further information and grab the latest build from automated SVN repository.
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bsnes v088
Posted by winter_mute @ 12:43 PM CET | Comments: 2 | SNES
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bsnes is a Nintendo, Super Nintendo, and Game Boy Color emulator, that began development on 2004. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.
Here're release notes for v088 :
| As promised from the last news update, this release adds preliminary Game Boy Advance emulation. It's not perfect by any means, but it's one of the better first releases I've put out. It emulates all GBA functionality with the exception of the link cable and ROM prefetch buffer, although being a first release, there are bound to be plenty of bugs lurking in the core. I'd of course love some help with bugfixes, if anyone is interested =)
It's important to note that the GBA emulation has not been optimized yet. The GBA is a more demanding system than the SNES, by way of a much faster CPU core and higher frequency audio. You can expect about ~150fps on average with a Core i7-class CPU for now, but please note that I do intend to improve upon this performance in future releases.
For a bit of backstory: this is basically a byproduct of SNES ST018 emulation. This processor ended up using an ARMv3 CPU core. And since the GBA uses an ARMv4 CPU core, it seemed like a good choice: we could improve the ARM emulation for the ST018, and emulate the final 2D-based Nintendo system.
In the end, it turned out to be harder than expected: it took about a month to complete the emulation core, and it was only this quick due to extensive help from Cydrak; who fixed numerous CPU bugs, emulated the affine and bitmap rendering modes, and also implemented the new GBA FIFO audio channel, among other things.
On a side note, thanks to Cydrak and krom's hardware testing, we do have a nice milestone right out of the gate: proper OBJ mosaic emulation, which seems to be a first. At the very least, hopefully this will be helpful to other emulators.
Note that you will need the GBA BIOS image to use this. There will not be any high-level emulation of the BIOS functions for obvious reasons. Name the file "bios.rom", and place it inside the "Game Boy Advance.sys" folder.
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Check out project website for latest files and informations.
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