Boardnews

MisfitMAME 0.127.H released


0.127.H
--------

Released on February 8, 2010
Based on MAME 0.127


- Added the MAME documents into the docs folder.
- Moved the MisfitMAME documents into the docs folder.
- Added the change history that has survived, into this file.


- Fixed MT bugs 2087 and 2153 - Qbert will now say "Hello I'm turned on"

- Added an extra option in Neogeo video options menu, you can
choose to stretch screen to 272 pixels. This removes the black
border in Puzzled and the cartoon intros.



Games Added
-------------

Chip n Dale Intro [Raregame]
Ghostbusters Intro [iq_132, Raregame]
Ironclad [iq_132, JacKc]
Mortal Kombat (LA4 hacked) [Patrick McCarron]
Mortal Kombat Turbo (unprotected) [Patrick McCarron]
Robobcop Intro [Raregame]
Spiderman Intro [Raregame]
Steraranger (bootleg of Moon Cresta) [Softwarethis]
Ultimate Mortal Kombat 3 (Zeus hack edition) [Patrick McCarron]



Games Removed
--------------

Phoenix Part 2 (moved into MAME)

by Robert, Monday, 08 February 2010 05:43 [ Read all ]

Ootake v2.30 Released


Quote:2010/02/02 2.30 released
- When the monochrome screen function was used with Non-Scanlined display
setting, the bug that the screen was not correctly displayed was fixed.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake230-for98.zip

Site @ http://www.ouma.jp/ootake/

by RockmanForte, Tuesday, 02 February 2010 20:13 [ Read all ]

SSF Ver0.11 alpha R2 (12/05/2009)


Quote:-SCSP was changed from single-precision floating-point double-precision floating-point processing of sound generation.

-State saves data changed version.

-DirectDraw support stopped.

-Fixed a bug that failed to get full-screen resolution.

-Internal division of the sound buffer 1 / 2 has been changed.

Site @ http://www7a.biglobe.ne.jp/~phantasy/ssf/index.html

by RockmanForte, Sunday, 31 January 2010 11:07 [ Read all ]

Snes9x v1.52 released!


Quote:- IMPORTANT NOTICE: The structure of savestates (also known as snapshots / freeze files) is incompatible with older versions! Snes9x 1.52 cannot read the savestates created by 1.51 or older. (zones)
- Highly acculate SPC700 and S-DSP emulation. (Blargg)
- Replaced APU emulation cores (SPC700 and S-DSP) with ones provided by Blargg's SNES_SPC library. This renders savestates incompatible with older versions. (BearOso, zones)
- SPC7110 emulation. (byuu, neviksti)
- Merged bsnes' SPC7110 emulation code. Note that the .rtc file of Far East of Eden Zero is incompatible with older versions. (zones)
- Removed graphics pack support. It's no more necessary. (zones)
- Replaced S-RTC emulation code with bsnes' one to keep the good compatibility of .rtc files between the two emulators. As a result, Daikaijuu Monogatari 2 now outputs the .rtc file, and its .srm file is incompatible with older versions. (zones)
- Added savestate supports for DSP-2, DSP-4, ST-010 and OBC1. (zones)
- Added UPS support. (byuu)
- Fixed DSP-4 AI problem. (Jonas Quinn)
- Fixed invalid memory accesses in C4 and OBC1 codes. (zones)
- Fixed invalid memory accesses in BSX codes. My mistake. (zones)
- Fixed the read value of $213e, $4210 and $4211. (zones)
- Fixed the writing of word values at the memory boundary. (zones)
- Fixed the bug that the unnecessary SA-1 emulation
continues once any SA-1 games are launched. (zones)
- Removed old color blending codes. (zones)
- Removed too-old Snes96 and ZSNES snapshot support. (zones)
- Updated command-line options. (zones)
- Code cleaning. (zones)
- GTK+ : Added a port of Snes9x to the GTK+ toolkit. (BearOso)
- Unix : Reconstructed and simplified all the contents. Some features have been removed to be simple, and many options have changed. GTK+ port is recommended for most of Linux users. (zones)
- Win32: Now uses snes9x.conf to prevent problems with modified meaning of settings. (OV2)
- Win32: Removed broken OpenGL mode. (OV2)
- Win32: Removed support for 8bit output. (OV2)
- Win32: Reworked settings dialogues to accomodate the
new APU core and display settings. (OV2)
- Win32: Updated defaults to use D3D and XA2 (better Vista and Win7 support). (OV2)
- Win32: Direct3D and XAudio2 support. (OV2)
- Win32: Added Blargg's ntsc filter (three presets). (OV2)
- Mac : Fixed corrupted screenshot on Intel Mac. (zones)
- Mac : Fixed sudden abort in QuickTime movie export on Intel Mac. (zones)
- Mac : Changed sound settings for the new APU core. (zones)
- Mac : Changed the default folder which Snes9x looks for to 'Application Support' folder. (zones)
- Mac : Changed folder names: 'IPSs' -> 'Patches', 'BIOSs' -> 'BIOSes'. (zones)
- Mac : Added Blargg's ntsc filter. (zones)
- Mac : Internal changes for Leopard and Snow Leopard. (zones)

Site @ http://www.snes9x.com/phpbb2/viewtopic.php?t=4542

by RockmanForte, Thursday, 28 January 2010 07:04 [ Read all ]

bsnes v059.06 released


Quote:Changelog:

* 21fx API moved to pre-finalized form as S-MSU1; more about this on the forum
* OpenGL driver now uses GL_CLAMP_TO_BORDER instead of GL_CLAMP_TO_EDGE to support screen curvature shader
* rewrote file open dialog; code is greatly simplified, interface is improved
* all cheat code columns are now enquoted, and empty codes at the bottom of the file are omitted (format is compatible with previous releases still)
* debugger: added missing DMA variables to S-CPU properties viewer
* snesfilter: added OpenMP (multi-threading) support to HQ2x filter
* lots of other miscellaneous code cleanup work

Site @ http://byuu.org/

by RockmanForte, Thursday, 28 January 2010 07:03 [ Read all ]

Ootake v2.29 Released


Quote:2010/01/27 2.29 released
- The processing of "Monochrome Screen Function" mounted with v2.28 was sped
up (lightened). I think that the bug that was slow operation in some
personal computer environments was solved.
- The processing when the volume was adjusted ([PageUp],[PageDown]key) was
sped up. And, the interval of the adjustment was detailed (Change from
5 to 4). (It can be fine-tuned with [Ctrl]key.)
- When CD-DA is played, if the seek(access) to the same part is consecutive,
it is processed at high speed. Moreover, the timing was brought close to a
real machine. In "Draemon - Nobita no Dorabian Night (CD)", the problem
that had been freezed after "Jaian" had been helped was solved.
* "Draemon - Nobita no Dorabian Night (CD)"'s timing of the CD access is
severe. Please play with CD full installation ("CD-ROM->CD FullInstall"
menu).
- The stop timing of ADPCM voice was corrected.
- The access timing to the CD-DA track when the check on "Speed->Fast CD"
menu is removed has been adjusted.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake229-for98.zip

Site @ http://www.ouma.jp/ootake/

by RockmanForte, Thursday, 28 January 2010 07:02 [ Read all ]

MAME v0.136u2 released!


Quote:0.136u2
-------

MAMETesters Bugs Fixed
----------------------
- 03667: [Interface] All default/per-game .cfg files are not saved
correctly (Aaron Giles)
- 03671: [Sound] fcrash: Bad sound ingame (Mamesick)
- 03663: [Graphics] tgm2, tgm2p: The warning boot screen has a black
background which should be blue.

Source Changes
--------------
Replaced vsnetscr GFX ROMs with correct dumps
[Team Japump, Dumping Union]

Fixed memory allocation issue in debug builds. [Aaron Giles]

Added makefile autotest for BIGENDIAN. A bit hacked, though.
[couriersud]

Redumped sound roms in Cyber Tank
[Antonio Gonzalez Jr., Dumping Union]

psikyosh improvements: [PsikyoFan]
* Add support for per-scanline scroll/zoom and per-column effects.
This is adds a significant performance penalty when enabled.
Removed warning flag from s1945ii and s1945iii. s1945iii needs
confirmation of correctness and x-zoom is a guess.
* Virtually completed video rendering. Only flipscreen missing (and
conversion to tilemaps one day). Per-line effects now respect
per-line alpha, priority and bank. As a result daraku text works
without any hacks.
* Added various optimisations to get back all games to a playable
speed.
* Fixed missing soldivid effect on final boss that was broken due to
above daraku hack.
* Added accurate scaling effects based on measurements from hardware.

cybertnk improvements: [Angelo Salese]
* Fixed sprite height
* Implemented flip x and negative y offsets
* Implemented preliminary zooming

sdl.mak rewrite [couriersud]
- TARGETOS=freebsd may now be given on make invocation
- modular approach, separate sections for opengl, x11, debugger
- most target specific settings parametrized.
- Added GTL_INSTLL_ROOT to optionally build win32 with the mame
debugger.
- On targets supporting "-m64" and "-m32" use them.
- On unix ppc targets, add -Dpowerpc automatically

Improved stack walking on crash in Windows. Now using StackWalk64 to
do the stack walk, resulting in cleaner logs. Also will try to use
system function to look up symbol and source/line information if
present. [Aaron Giles]

Improvements to subsino.c [Roberto Fresca]
(general):
- Lowered CPU clock to 1.5 MHz.
- Reworked former inputs.
- Added specific game and technical notes.
- Added lamps support.
- Cleaned-up a bit the driver.

Victor 5:
- Mapped the M6295 but commented out due to missing sample roms.
- Added keyin, keyout, payout, stats and settings inputs.
- Added coin/keyin/keyout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.

Victor 21:
- Mapped the M6295 but commented out due to missing sample roms.
- Added bet x10, keyin, keyout, stats and settings inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game rate DIP switches.
- Added minimum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.

Poker Carnival (crsbingo):
- Added change card, keyin, keyout, stats and settings inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added double-up rate DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added cards graphics DIP switches.
- Added double-up type DIP switches.
- Added button-lamps layout.

Super Rider, Super Moto:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up and control type DIP switches.
- Added coinage and demo sounds DIP switches.
- Added button-lamps layout.

Shark Party:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up, coinage and demo sounds DIP switches.
- Added button-lamps layout.

Created new template class tagged_list which manages a simple list
along with a tagmap. Changed memory regions, input ports, and devices
to use this class. For devices, converted typenext and classnext
fields into methods which dynamically search for the next item.
Changed a number of macros to use the features of the class, removing
the need for a bunch of helper functions. [Aaron Giles]

Replaced device_find_child_by_tag() -> device->subdevice().

Added Am29000 CPU core [Phil Bennett]

Removed stdlib.h from osdcomm.h. [couriersud]
- Added #include stdlib.h where now necessary
- Fixed Solaris build
- Fixed building unidasm for OSD=sdl on win32

Tools now include stdlib.h where needed. [couriersud]

Changed core library files to use osd_malloc/osd_free where
appropriate. [couriersud]

Added checkautodetect target to makefile. [couriersud]

Permit zlib and expat to be linked dynamically without changing the
makefile by specifying "=0": make BUILD_ZLIB=0 BUILD_EXPAT=0
[couriersud]

Improved vsnet sprite/roz alignment [David Haywood]

Converted the following drivers to use a driver_data structure:
[Atari Ace]
- bigstrkb, mugsmash, pass, sbugger, sderby, shadfrce, shootout,
silkroad, spbactn, sslam, stlforce, taitojc, tunhunt,
welltris, wwfsstar, xyonix
- 39in1, safarir, sbowling, shougi, skeetsht, skyarmy, sliver,
spoker, spool99, srmp5, srmp6, ssingles, sstrangr, sub, supdrapo,
superdq, supertnk, suprgolf

hng64 : Implemented low-res texture decoding. All red/green polygons
should now be textured. [Andrew Gardner]

Correct a long-standing design flaw: device configuration state is
now separate from runtime device state: [Aaron Giles]

* There is a new class 'running_device' which represents the
state of a live device. A list of these running_devices sits
in machine->devicelist and is created when a running_machine
is instantiated.

* To access the configuration state, use device->baseconfig()
which returns a reference to the configuration.

* The list of running_devices in machine->devicelist has a 1:1
correspondance with the list of device configurations in
machine->config->devicelist, and most navigation options work
equally on either (scanning by class, type, etc.)

* For the most part, drivers will now deal with running_device
objects instead of const device_config objects. In fact, in
order to do this patch, I did the following global search &
replace:

const device_config -> running_device
device->static_config -> device->baseconfig().static_config
device->inline_config -> device->baseconfig().inline_config

and then fixed up the compiler errors that fell out.

* Removed device_get_info_* functions and replaced them with
methods called get_config_*.

* Added methods for get_runtime_* to access runtime state from
the running_device.

* DEVICE_GET_INFO callbacks are only passed a device_config *.
This means they have no access to the token or runtime state
at all. For most cases this is fine.

* Added new DEVICE_GET_RUNTIME_INFO callback that is passed
the running_device for accessing data that is live at runtime.
In the future this will go away to make room for a cleaner
mechanism.

* Cleaned up the handoff of memory regions from the memory
subsystem to the devices.

Fix bug introduced with astring changes that caused malformed tokens
when writing out cfg files. [Aaron Giles]

Fix bug where memory regions were not properly enumerated for the
debugger memory view. Also, stop creating empty regions for disk
regions. [Aaron Giles]

Added Guru™-readme to trackfld. [Curt Coder]

Refactored the CIA 6526 interface, adding SP/CNT callbacks. Fixed
serial transfer. [Curt Coder]

Convrted the rest of devintrf to classes and moved management
functions into methods of those classes. The most wide-ranging
change was converting device_reset() to device->reset(). Apart
from that it was mostly internal shuffling in the core. [Aaron Giles]

Added OS/2 autodetect to makefile. [couriersud]

Autodetection of PTR64 can be inhibited now by specifying PTR64=0.
On mixed 32bit/64bit targets identifying themselves as 64bit this can
be used to build a 32bit executable. [couriersud]

Added OpenBSD support in makefile/sdl.mak. Fixed XBSD detection of
PTR64 (uses amd64). [couriersud]

Fix bug that mistook a non-NULL token to mean that a device was
started. Fixes -video ddraw issue. [Aaron Giles]

Replaced vsnes bank installs with RAM installs, since the banks were
never changed. [Aaron Giles]

Exit from the unhandled exception filter cleanly now. Use
SetErrorMode() to disable the appearance of dialog boxes when crashes
occur. [Aaron Giles]

Fixed a typo in pgm.c that was causing a memory test error and
corrected some comments [XingXing]

Made direct accessors for device configuration state. Currently they
just call through to the get info function. Removed old macros that
wrapped calls. [Aaron Giles]

Removed some aliases between CPUINFO_ and DEVINFO_ to help clarify
usage. Also converted a few more places to use the new accessors.
[Aaron Giles]

Replaced drgninja set with one dumped from a genuine Data East PCB
[dlfrsilver]

Added MEC-M1 PCB layout to the dec0 driver and updated some clocks
and ROM names [Guru]

hng64 : Partially decodes translation-only geometry type 0102. This
makes the road appear in the racing games, the edge of the ring in
buriki, and a hallway during the buriki attract. [Andrew Gardner]

The return of the "misc" [couriersud]
- Added sdlmisc_.c again. This was necessary since
certain tools create stubs for e.g. osd_break_into_debugger.
If we do not have this in a separate file, the link stage may
break.
- Applied OS/2 patch [Credit: KO Myung-Hun]
- Cleaned up #includes. Removed stdlib.h were possible.
- More malloc to osd_malloc rename.
- SDL monitor modes are read now when they are needed. This is now
consistent across platforms.

GTK Debugger work [couriersud]
- glade-2 can now be used again to edit the debug.glade file.
- No more need to edit the files created by glade-2
- All "activate" handlers now pass the parent window pointer.
- malloc ==> osd_malloc to prevent mixed c++/c window allocations.
- Run to cursor (main view)
- In place memory editing (memory view)
- implement key handling (Up, down, ..) like in windows
- Tab and ESC not yet handled
- Functionality now matches win32 debugger
- Further code review/rewrite/simplification
- Added more comment headings
- fix a compile warning for gcc-4.4 (not detected by gcc-4.2)
- Horizontal divider bar to individually size views.
- minimum height aligned to win32 debugger

ARM: preliminary SA-1110 support [R. Belmont]

Verified all deco32 clocks and corrected HuC6280 clock following old
Charles McDonald notes I had about internal divisor. Added a note on
the Arm cpu used by this game: it's a Data East 101 custom
[Corrado Tomaselli]

Changed the following games to use the 76489A variant (verified on my
pcbs): Green Beret, Do Run Run, Mr.Do's Castle, Jail Break,
Shaolin's Road, Yie Ar Kung-Fu [Corrado Tomaselli]

Fixed sn76489a periodic noise once again (and simplified a bit of
code), now should be closer to or match real chips as sampled. Added
true clock divider emulation, so emulation may be a bit slower.
[Lord Nightmare, PlgDavid, Kold666]

Popmessages can now be used in drivers which have an MC6845.
[Curt Coder]

Ensure that RAM and bitmaps are cleared when the ms32 driver is
started to avoid 64-bit build crashes [David Haywood]

Converted HD63484 ACRTC to be device. [Fabio Priuli]

hng64 : Hacks the camera to work in sams64. [Andrew Gardner]

Fixed crash issues with mchampdx [Fabio Priuli]

s14001a: updated comments; got rid of the squealing noise (hidden
behind a #define now, code is still there) until some other issues
can be resolved. [Lord Nightmare]

Dumped the proms in D-Day (Jaleco) [Chack'n, Team Japump]

Fixed background and sprites colors in D-Day (Jaleco) [Angelo Salese]

UI menu interface changes [couriersud]
- all ui functions now expect a render_container
- removed all macros referencing render_container_get_ui
- ui_menu_alloc now is passed a container to which to render the menu.

New games added or promoted from NOT_WORKING status
---------------------------------------------------
F-15 Strike Eagle (2 sets) [Phil Bennett]
Battle of the Solar System (rev. 1.1) [Phil Bennett]
Tank Battle (prototype rev. 4/21/92) [Phil Bennett]
Fortune I (PK485-S) Draw Poker [Jim Stolis]
Versus Net Soccer (5 sets) [David Haywood]
Island 2 (060529, banking address hack) [David Haywood]

New clones added
----------------
Insector X (Japan) [Gyrovision, Gatinho, Smitdogg, Dumping Union]
Viper Phase 1 =U.S.A= [Keven Eshbach, Dumping Union]
Cube Quest (12/30/83) [Bill K]

New games marked as GAME_NOT_WORKING
------------------------------------
King Tut (Australia) [David Haywood]
Money Bank (Australia) [David Haywood]
Penguin Adventure (bootleg) [Mariusz Wojcieszek]
Quarter Horse Classic [Siftware, Mariusz Wojcieszek]
Pinkiri 8 [Gyrovision, Smitdogg, The Dumping Union]
Poker Ladies (Censored bootleg) [David Haywood]
Gundam Wing: Endless Duel (SNES bootleg)
[N. Francfort, manliodp, Smitdogg, The Dumping Union]
Mortal Kombat 3 (bootleg of Megadrive version)
[Patrick McCarron, Smitdogg, The Dumping Union]

Site @ http://mamedev.org/

by RockmanForte, Thursday, 28 January 2010 07:00 [ Read all ]

Heig-Boy Version 20.01.10 released!


Quote: Heig-boy is a Game Boy emulator made during my studies with 4 other people. It is written in C, but the code has been made to be easy to understand. If you want to know a bit how an emulator could look like, then this is probably a better idea to start looking at Heig-Boy, rather than VisualBoyAdvance for example

Heig-boy features ColorIt functionality, which allows gamers to colorize their own games, with a script-based system. This system has been refined for the occasion. A new parser has been written and included in Heig-Boy, and VBA CE has been updated with it. Finally, a GUI to colorize your games more easily completes the collection.

Site @ http://brunni.dev-fr.org/index.php?page=pcsoft_heigboy

by RockmanForte, Friday, 22 January 2010 22:13 [ Read all ]

Ootake 2.28 released!


Quote:2010/01/21 2.28 released
- Processing that played the CD-DA track was sped up (lightened). Moreover,
the played timing was brought close to a real machine.
- The CD access processing part was corrected. In "Draemon - Nobita no
Dorabian Night (CD)", when the first boss is defeated, the problem that
had stopped was solved (When the state before v2.27 is loaded in this
game, it has trouble. please play from the start of this game). And, in
the title screen of "Psychic Storm", the problem that the introduction
part of the tune has fallen into disorder was solved.
- It corresponded to the monochrome screen function (This screen mode can be
used by the tip of some games). * While displaying monochrome screen,
the processing is a little heavy because it stuck to the image quality.
If the personal computer not fast is used, select "Screen->TV Mode" menu (
default), and use "FullScreen Mode".
[Side Arms]...In the title screen, push "RUN" while pressing "Up" + "I(1)"
+"II(2)".
[Power Drift]...In the title screen, push "RUN" while pressing
"Lower-Right" + "SEL" + "I(1)" button. Next, select "ERIC" and push
"2(II)" button. Moreover, push "2(II)" button. By the way, it becomes
"four split-screen + monochrome screen" if it pushes another times.
[Heavy Unit]...In the title screen, push "SEL" while pressing "Left" +
"I(1)" button. Choose the difficulty "HARD". And, push "I(1)" button 46
times. And, push "II(2)" button 96 times. Push "RUN" button at the end.
[Coryoon]...Choose the sound test on the title screen. Listen to the tune
in order of "01, 04, 05, 06, 05, 06, 05, 06, 05, 06, 05, and 06". (the
tune start is "II(2)" button. Only introduction OK.)
- "MonoColor Mode" was added to "Screen" menu. It connects "PC Engine(TG16)"
with the monochrome television. (Moreover, it has the extra function.
Select with [Ctrl]key is pressed, and the Green Display mode can be used.)
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake228-for98.zip

Site @ http://www.ouma.jp/ootake/

by RockmanForte, Thursday, 21 January 2010 13:27 [ Read all ]

Ootake 2.27 released!


Quote:2010/01/14 2.27 released
- It corresponded to four split-screen display (This screen mode can be used
by the tip of some games). * "Jack Bauer" doesn't appear there.
[Power Drift]...In the title screen, push "RUN" while pushing
"Lower-Right" + "SEL" + "1(I)" button. Next, select "ERIC" and push
"2(II)" button.
[World Court Tennis]...In "Pass" of the quest mode, bury all of the
password with the "poo mark"(bottom, fourth from left). And, select "End".
[Psycho Chaser]...In the title screen, reset game ("RUN+SEL" button) 35
times. After that, push "SEL" while pushing "1(I)" + "2(II)" + "RUN"
button.
[Youkai Douchuuki]...In the title screen, push "RUN" while pushing "1(I)"
+ "2(II)" + "SEL". Input "SPEED-UP" and the message is displayed. And,
reset game ("SEL+RUN" button).
- The volume balances of ADPCM sound source have been adjusted.
- The CD access processing part was corrected. In "Doraemon Nobita no
Dorabian Night (CD)", the problem that the game screen has fallen into
disorder (generated from v1.65) was solved.
- In "Shadow of the Beast", the problem that the TurboButton(AutoFire)
setting was not occasionally effective was solved.
- When game reset was done with [F1] key after the setting was set to
"three-button pad", the trouble that had occasionally entered the state
that "six-button pad" is connected was corrected.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake227-for98.zip

Site @ http://www.ouma.jp/ootake/

by RockmanForte, Thursday, 14 January 2010 14:31 [ Read all ]

Happy New Year From General Emulation


Just wanted to take a minute to wish everyone a happy new year. Hope all of your holidays have been what you hoped for and more and may we all have an even better year ahead of us. Thanks to all that have helped make this a great year for our little community. See you all in 2010. Thumbsup

by General Plot, Thursday, 31 December 2009 13:10 [ Read all ]

PCSP v0.1.1 released.


Better late than never Smile

New PSP emulator written in C based on jpcsp.

Quote:There were some problems with the official pcsp release that never seemed to appeared to dev team. Anyway with the help of people that tested it , we decided to release a new version that fixes a few problems and adding a few more feature. Note that there isn't any major difference from previous release but it should now be able to work on ppl that

Here is a list of changes

-Added CRT libs with release. That will fix problems with people that doesn’t have vc regist installed on their pc.
-Fixed the issue with controller image doesn't appear in config dialog
-A better way to handle fakesyscalls . For issue 14 : http://code.google.com/p/pcsp/issues/detail?id=14 . Enabling hle misc will give the unknown NID number. -Added dummy Kernel_Library module . Tested with Resistance game -Implemented the following scePower module functions:
-scePowerGetCpuClockFrequency
-scePowerGetCpuClockFrequencyInt
-scePowerGetBatteryFullCapacity
-scePowerIsLowBattery
-scePowerGetBusClockFrequencyInt
-scePowerGetLowBatteryCapacity
-scePowerSetBusClockFrequency
-scePowerGetBatteryChargingStatus
-scePowerGetBatteryRemainCapacity
-scePowerGetBatteryLifeTime
-scePowerSetCpuClockFrequency
-scePowerSetClockFrequency
-scePowerGetBatteryVolt
-scePowerGetBacklightMaximum
-scePowerGetBatteryTemp

D/l the new version from our d/l section Grin

P.S as a bonus i put a few pspsdk demos on the memory card folder. You should be able to open them using the memory card manager. (folder is ms0/PSP/...) Checking that you can imagine how to put the rest in order to work Grin

New source: http://www.pcsp-emu.com/news.php

by cyclonmaster, Thursday, 31 December 2009 07:01 [ Read all ]

Ootake v2.25 released.


New PC Engine (TurboGrafx 16) emulator version released.

Quote:2009/12/31 2.25 released
- The bug of processing related to the video chip in ver2.24 (superficial
error) was corrected.

News source: http://www.ouma.jp/ootake/

by cyclonmaster, Thursday, 31 December 2009 06:59 [ Read all ]

PCSX2 Beta Plugins 30th December 2009 released


There's a new beta plugins pack for download!
- SSSPSX pad plugin, updated to 1.7, is included again. Works with savestates now.
- GSdx now has some hacks in place, that might fix common upscale glitches.
- GSdx also has a new upscale method called Scaling. X2 scaling works best.

and more...

Quote:These are recent versions of all the main pcsx2 plugins.

Keep in mind these plugins may very well be unstable, they are for those users who want to try the latest. We offer no support at all for these versions of the plugins.

Grab it in Public Beta Download Section here: http://pcsx2.net/

by cyclonmaster, Thursday, 31 December 2009 06:56 [ Read all ]

Ootake 2.21 released!


Quote:2009/11/09 2.21 released
- With Windows7/Vista, the problem that the drawing had been delayed of some
frames was solved. As a result, I think that the reaction after the JoyPad
is operated became it as well as WindowsXP.
* This is a specification of Vista/7 that should scold (the delay of three
frames is permitted). In game software for all WindowsXP(Direct3D),
this delay happens. It is necessary to change the video card driver's
setting to solve it. I brought the method together on the following
site.
http://www.ouma.jp/ootake/delay-win7vista.html
- "Disable Aero (No Time-Lag, Recommend)" and "Use Aero (Time-Lag exists)"
were added to "Screen" menu. The delay of the display seems to happen
whenever the game for Direct3D is played on Windows7/Vista Aero(desktop
that can be made transparent etc.).
Because the delay spoils the interest of the action game and the shooting
game, play by "Disable Aero" is strongly recommended.
Moreover, it is possible to switch quickly with [Ctrl + F12] key.
- When setting it to the size of the window "x4" (Or, full-screen 1280x1024
or more), and, when "Setting->Screen->Special Scanlined" has been
selected, the bug that the color of the screen was not correctly displayed
was corrected.
- With Windows7/Vista, the best processing method of V-Sync is distinguished
by the automatic operation. As a result, "Win7/Vista Use Auto-V-Sync" of
"Setting->Screen" menu became unnecessary.
- When "Screen->FullScreen Customize->FullScreen Resolution Auto Change"
menu is used (for chiefly 15kHz display), the bug not to be able to do
resolution switch smoothly (generated from v0.96) was corrected.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake221-for98.zip

Site @ http://www.ouma.jp/ootake/

by RockmanForte, Monday, 09 November 2009 17:54 [ Read all ]
 
Powered by MKportal
Designed by: Ali Kasaie @ pdweb