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 Raine v0.91.15 
Mardi 30/03/21 à 14:40 par Firebrand
Cet émulateur multi-systèmes a été mis à jour. Les améliorations sont les suivantes:
neocd/neogeo :
- unlikely incompatibility between mslug2 & pbobblen, this fixes both this time.
- there were some problems in neocd with speed hacks, they are now disabled for the kof games and kabukikl
- still on neocd, there was a crash when reading an audio track merged with the main data track, this worked before, but anyway it's fixed.
- old capcom savegames prior to some time in march 2020 couldn't be restored anymore, I added a callback to fix things on the fly, it might not work for all the games, I don't have savegames for all of them, but it should work for most of them.
- the year is updated automatically now
- there was a strange "stack smash" on my laptop when opening the console, it happens only on this computer, which has exactly the same software setup as my main computer, so it's probably a gcc bug, but for now I disabled their stack protection to work around that, even if it's required only for 1 file related to the console, I disabled it everywhere.

cheats :
- the scripts can now handle more than 100 arguments, required for some cheats about the starting level !
- fix pbobble2/2o/2x always on help line cheat
- fix pbobble2 alternate world levels cheat
- fix cheats comments containing ", and handle multi-line comments for cheats, the bottom line of the screen will "flash" if the comment is too long, just click on it to get the full comment. Example of such a cheat : the last one for strider.
- and by the way finally update the default background color to be darker and less transparent, I did it here on my default settings a long time ago but I should have committed it, here it is, handy to be able to read these big comments for the cheats. (if you keep your settings while updating and want to try the default new color, just delete the bg_color line in rainex_sdl.cfg/raine32_sdl.cfg in the config directory).
Télécharger Raine v0.91.15 (32-bit)
Télécharger Raine v0.91.15 (64-bit)
Site Officiel de Raine
 
 RetroArch v1.9.1 
Lundi 29/03/21 à 17:09 par Firebrand
Une nouvelle version de cet ensemble de noyaux d'émulateurs réunis sous une même interface a été publiée. Voici les principaux changements:

- 3DS: Graphics widgets support
- 3DS: On error, only init gfx on salamander build. This prevents graphical issues if the gfx is already initialized. Which should always be the case if called from a running core
- 3DS: Update error applet
- 3DS: Enable online Core Updater
- 3DS: Guard threading
- 3DS: Allow sideways screen rotation
- 3DS: Enable threading and add a threaded audio driver
- ANDROID: Implementation of fullscreen over notch function (for Android 9.0 and up)
- ANDROID: Add Play Store module support.
- ANDROID: Add option to switch all installed cores to Play Store versions
- AUDIO: Memalign audio buffers to 64 bytes. This is the most common cache line size, helps with performance. Also fixes issues with platforms like PSP that wrongly assume that malloc returns aligned buffers (to 16bytes). This recently broke the PSP builds
- AUDIO/ALSA: Fix float format detection
- AUDIO/JACK: Deinterleave in the process callback. This allows us to avoid the extra copy to the deinterleave buffer and lets us use only a single jack ringbuffer
- AUDIO/JACK: (Audio/JACK) Fix non-blocking write. Previously we would wait on the condition variable even in the non-blocking case. This improves fast-forward performance massively and brings JACK in line with other backends in that regard
- AUDIO/XAUDIO2: Fix threaded audio bugs with cores like Dinothawr
- CONFIG: Add support for saving per-directory core options and deleting core option overrides
- CONFIG: Enable saving of changed parameters when ‘#include’ directives are used
- CONFIG/DIRS: Enable configuration of the directories used for Favorites, History, Images, Music and Video playlists
- CONFIG/REMAPS: Allow loading core remaps without content
- CONFIG/OVERRIDES: Fix empty override paths when launching without content
- CHEATS: Maximum search value corrections
- CHEEVOS: Generic memory mapping using rcheevos
- CHEEVOS: Ensure badge textures are released before video driver is deinitialized. Should fix crashes with slang shaders.
- CHEEVOS: Include achievement runtime state in save states
- CHEEVOS: Prevent hardcore toggle when emu-handled cheats are active
- CHEEVOS: Add confirmation submenu to achievements hardcore toggle
- CHEEVOS: Calculate leaderboard widget spacing based on video resolution
- CHEEVOS: Show unsupported core message when viewing achievement list for unsupported core
- CHEEVOS: Allow disabling leaderboard notifications and trackers separately
- CHEEVOS: Add display widget for active leaderboards
- CHEEVOS/CORE OPTIONS: Core options blacklist. Disables hardcore mode when certain core options are set
- CLI: Add option for quitting on close content
- CONTEXT/DRIVER SWITCHING: Allow context switching from gl to glcore
- CORE OPTIONS: Add option to reset all core options for current core/content
- CORE OPTIONS: Add per-folder core options
- CRT/SWITCHRES: Improvements
- CRT/SWITCHRES: Low resolution switch bug fix – This allows resolutions lower that 32×224 like 256×224 to work
- CORE DOWNLOADER: Enhanced core downloader search functionality
- D3D10: Should now be able to use shaders with hardware-accelerated libretro cores
- D3D11: Should now be able to use shaders with hardware-accelerated libretro cores
- D3D11: Skip shader/stock blend when we don’t have a texture. This happens if the core calls video_cb with the frame set to null on the first frame, and was causing black screens/driver resets. The ffmpeg core seems to do this.
- D3D11: Fix shaders with scaled framebuffers
- D3D11: Add flip model support – fallback to blit model for OSes where flip model is not supported (windows 7 and earlier). Will add a menu option later allowing the user to switch inbetween the two
- D3D12: Should now be able to use shaders with hardware-accelerated libretro cores
- D3D10/11/12: Increase sprite capacity, we need this so that the hardware rendered menu drivers doesn’t glitch out
- DRM: Fix race condition in drm_surface_set_aspect
- DRM/KMS: add support for custom HDMI timings / modes
- DATABASE: Fix crash that could happen when selecting cursor
- DATABASE/EXPLORE: Fix – Prevent segfault when accessing ‘Explore’ menu
- EMSCRIPTEN: Only report back one screen pointer for rwebinput, fixes lockup when clicking on an overlay
- FILEIO/PERFORMANCE: Only attempt to call dir_check_defaults once per runtime session
- FILEIO/PERFORMANCE/3DS: Increase file buffer size and savestate chunk size. This seems to help with saving large savestates
- FONTS: Improve handling of Arabic and Persian text
- FONTS/FREETYPE: Use fontconfig to select fonts if available
- INPUT: Add hold mode for turbo fire ‘Single Button’
- INPUT MAPPING: Refresh bind list on device type change
- INPUT MAPPING/REMAPPING: Minor bugfix – Remap file browsing starts navigation at input_remapping_directory even if the core-subdir (where saved files go) exists Having remaps for many different cores makes finding the active core files cumbersome, especially because remaps are not compatible between different cores (but maybe for cores emulating the same hardware)
- IOS: Take out ‘Core Downloader’ from iOS 9/iOS 11 builds
- IOS: IOSApp doesn’t crash anymore when a file is shared to it
- INPUT: Keyboard device mapper rework
- INPUT: New input bind order scan/clear fix
- INPUT: Duplicate key event blocking additions
- INPUT: Prevent duplicate key events with hotkeys + keyboard device type
- INPUT: Keyboard LED driver
- INPUT/AUTOCONFIG: Allow controllers with no/empty names to work.
- INPUT/GAME FOCUS: Add option to automatically enable ‘game focus’ mode when running/resuming content
- INPUT/HOTKEYS: Hotkey for Close Content / Unload Core
- INPUT/LIBCEC: Map libcec-daemon keys to RETROK
- INPUT/X11: Enable keyboard input when mouse cursor is not inside the RetroArch window but window still has focus
- INPUT/X11: Fix mouse input when mouse is grabbed
- INPUT/UDEV/RUMBLE: Fix rumble.
- INPUT/WINDOWS/DINPUT: Simultaneous shift sticky fix
- INPUT/WINDOWS/DINPUT: Prevent Win-key from opening Start Menu
- INPUT/WINDOWS/DINPUT: Option for disabling Windows hotkeys
- INPUT/WINDOWS/DINPUT: Mouse grabbing/clipping with Alt-Tab
- INPUT/WINDOWS/DINPUT: Mouse grab fixes
- INPUT/WINDOWS/RAWINPUT: Key position fixes
- INPUT/WINDOWS/RAWINPUT: Mouse grab fixes
- INPUT/WINDOWS/RAWINPUT: Prevent outside window mouse clicks when grabbed
- INPUT/WINDOWS/RAWINPUT: Option for disabling Windows hotkeys
- INPUT MAPPING/REMAPPING: Major bugfix – Remap file having a different device type requires manual intervention after loading for the core to register the type properly
- JSON: New faster json parser/writer library rjson
- JSON/RJSON: Replace rapidjson parser/writer in discord-rpc with rjson
- LIBRETRO: Add API extension for cores to query the number of active inputs provided by the frontend
- LIBRETRO: Ensure RARCH_CTL_CORE_OPTIONS_LIST_GET returns false if no core options are available
- LIBRETRO: Add API extension for overriding frontend audio latency
- LIBRETRO: Add API extension for cores to monitor frontend audio buffer occupancy
- LINUX: Also show /run/media or /run/media/$USER in drives list
- LINUX: Adjust brightness according to the limit. Seems like some platforms feature non-standard maximums, but the variable is correclty exported for us to use
- LOCALIZATION: Add Finnish language
- LOGS/SHADER: Shader log spam reduction
- LOGS/CONFIG: Config logging cleanup
- LOGS/SAVESTATE: Config logging cleanup
- MAC: Apple Silicon/Mac M1 support
- MAC: Code signing/notarization
- MAC: Fix a leak with NSTemporaryDirectory() on ARC (Automatic Reference Counting) code
- MAC: Support bundle assets extraction on macOS
- MAC: Universal Metal build for both ARM and Intel Macs
- MAC/UNIVERSAL: Add CoreAudio3 audio driver for Metal Universal build
- MAC/IOS: Only extract assets once on first install
- MENU: Add ‘L2 + R2’ menu toggle gamepad combo
- MENU: Menu text improvements; clarifications, consistency, text mistakes,
- MENU: Tweak menu scroll initial hold delays
- MENU: Restrict menu acceleration to navigation buttons
- MENU: Add ‘Menu Driver’ setting to ‘User Interface’
- MENU: Relocate ‘Menu Scroll’ settings.
- MENU: Separate ‘Turbo Fire’ menu.
- MENU: Dropdown menu for ‘Custom Aspect Ratio’ setting.
- MENU: Reorder Mouse Index next to Device Index
- MENU: Submenu for Device Index/Mouse Index
- MENU: Reorganize User Interface menu
- MENU: Add ‘Remove DSP Plugin’ menu entry
- MENU: Hide ‘Auto-Shader Delay’ menu setting when shaders are unavailable
- MENU/ANIMATIONS: Fix non-smooth text ticker + reduce line ticker code duplication
- MENU/ANIMATIONS/OZONE: Add cursor wiggle animation
- MENU/ANIMATIONS/OZONE: Implement wiggling for main menu when wrap-around is disabled
- MENU/NOTIFICATIONS: On-Screen Notifications’ menu clean-ups
- MENU/NOTIFICATIONS: Add option to show/hide Refresh Rate notification
- MENU/FILEBROWSER: Start auto-selecting last used path for more file browser menu entries
- MENU/INPUT: Input port label adjustments
- MENU/INPUT/XMB: Proper control port icons
- MENU/INPUT/OZONE: Proper control port icons
- MENU/QUICK MENU: Add remap clearing ability under Quick Menu controls
- MENU/QUICK MENU: Cap ‘State Slot’ drop-down list to a maximum of 1000 (+Auto) entries
- MENU: Customizable menu scroll hold delay.
- MENU/DESKTOP: Fix mouse cursor limited by window range on F5 press
- MENU/DESKTOP: Add simple shader option
- MENU/DESKTOP/WINDOWS: Remove broken ‘Update RetroArch’ functionality for Windows. We want this to not only be system agnostic if we bring it back, but also work outside of the Qt desktop interface
- MENU/OZONE: New Theme – Twilight Zone
- MENU/RGUI: Add 3:2, 5:3 and 3:2/5:3 (centered) aspects
- MENU/RGUI/TEXT RENDERING: Add Russian language text support
- MENU/RGUI/TEXT RENDERING: Add support for CJK punctuation glyphs
- MIDI/WINMM: Recover from MIDI messages not handled by the device
- MIDI/WINMM: Fix winmm midi driver hanging on content closing
- NETWORK: Add READ/WRITE_CORE_MEMORY network commands
- NETWORK: Fix backwards condition in socket blocking behavior
- NETWORK/NETPLAY: Attempt IPv4 when IPv6 fails
- OGA/VIDEO: support for OGS
- OGA: This keeps the tradition DRM driver along with the OGA one. The probe function skips the driver if the screen is non rotated to fall back to the regular DRM driver.
- OGA: Fix messages from not disappearing
- OGA: Implement RETRO_ENVIRONMENT_GET_CURRENT_SOFTWARE_FRAMEBUFFER. This is a faster rendering codepath for software rendered libretro cores that some libretro cores use right now. Video drivers in RetroArch have to explicitly implement this for this codepath to work at runtime.
- OPENDINGUX: Add/Optimise rumble interface
- OPENDINGUX: Fix frozen video when enabling fast forward
- OPENDINGUX/SDL: OSD font clean-up
- OPENDINGUX/SDL: Enable selection of image interpolation method when using ‘sdl_dingux’ gfx driver
- OPENDINGUX/SDL: Enable integer scaling when using the ‘sdl_dingux’ gfx driver
- OVERLAYS: Add option to scale overlays automatically (with aspect ratio correction)
- OVERLAYS: Hide Overlay When Gamepad is Connected. Overlays will be hidden automatically when a gamepad is connected in port 1, and shown again when the gamepad is disconnected.
- OVERLAYS: New default overlays for mobile (neo-retropad)
- OVERLAYS: In addition to overlay scale, the user can now set an Overlay Aspect Adjustment factor. Most overlays are designed for 16:9 displays, which means they become stretched/ugly on modern wide aspect phones and suchlike. By changing the Overlay Aspect Adjustment factor, a user can scale the overlay width/height to achieve a uniform appearance regardless of display resolution.
- OVERLAYS: Since scaling a gamepad overlay can result in buttons being squished too close together (or being pulled too far apart), the user can now adjust the effective spacing of the different ‘halves’ of an overlay via Overlay Horizontal Separation and Overlay Vertical Separation factors. Overlay Horizontal Separation divides the overlay in two vertically (left/right, at the centre point), and applies a spacing offset (positive or negative) between the UI elements on each side; Overlay Vertical Separation does the same, but the split is horizontal (top/bottom)
- OVERLAYS/FIX: The Overlay X Offset and Overlay Y Offset options have been fixed, and now work correctly
- OVERLAYS/FIX: All of the above options (and Overlay Scale) are configured and saved independently for landscape and portrait display orientations – so adjusting everything for a nice landscape layout won’t break the portrait display
- OVERLAYS/FIX: When using the Vulkan gfx driver, memory is leaked every time an overlay is freed
- OVERLAYS/FIX: When threaded video is enabled, loading overlays with no images (i.e. utility-type overlays, where everything is hidden until the screen is touched) can generate segfaults due to improper usage of realloc()
- OVERLAYS/FIX: When Show Inputs on Overlay is enabled, ASAN reports bit shift errors due to an incorrect range check when handling turbo inputs – essentially, there is no upper limit to the considered input id range, which means overlay hotkeys (menu toggle, etc.) are incorrectly treated as having turbo support, causing bit shifts using wildly inappropriate id indices
- PLAYLISTS/PORTABLE: Fixed first load initialization
- PS2: Added Multitap support (up to 8 players)
- PS2: Fix for not recognized digital and other non-standard controllers
- PS2: Fix Quitting from RA
- PS2: Add Audio mixer
- REWIND: Prevent ‘Rewind Frames’ from being set to ‘1’ incorrectly on load content
- RUNAHEAD: Add Run-Ahead Toggle hotkey with notifications
- RBUF/ANIMATIONS: Simplify gfx_animation by switching from dynarray to rbuf
- RBUF/CORE UPDATER: Replace static entries array with dynamic array via RBUF library
- RBUF/M3U: Replace static entries array with dynamic array via RBUF library
- SENSORS: Android (crash-)fixes/improvements + add option to disable sensor input
- SDL2/VIDEO: Get the SDL2 video driver to work in Wayland/KMS
- SAVESTATES: Adding savestate garbage collector for autoincrement stavestates. As some issues indicate, there’s an issue with the autoincrement save slot feature: slot index will increase and very old saves won’t be deleted. This adds support to delete old save states with a user defined save state limit (global). Instead of wrapping around the slot counter it will simply delete the oldest save, since it is simpler. For now there’s a limit of one deletion per save, which ensures a user cannot delete many saves by accident if they set the limit too low.
- SAVESTATES/SAVEFILES: Ensure save file and playlist compression is disabled by default
- SHADERS: Add option to remember last selected shader preset/shader pass directories
- SHADERS: Use last selected shader preset directory when changing shaders via previous/next hotkeys
- SHADERS: Remove Parameters line
- SHADERS: Shaders fix for duplicate parameters loading bug
- SHADERS: Fix Crash change num shader passes in UI
- SHADERS/SLANG: Fix slang shaders with rotation
- STREAMING/FFMPEG: Add Facebook Game Stream option (for embedded ffmpeg core-enabled RetroArch builds)
- SWITCH: Fix input bind icons being off by one line
- SWITCH: Fix audio issues
- TLS/SSL: Add BearSSL support, as alternative to mbedTLS
- VIDEO: AddVariable BFI (Black Frame Insertion)
- VIDEO/DRM GO2: Dynamic resolution support
- VIDEO FILTERS: Video filter optimisations
- VIDEO FILTERS: Add several LCD-effect video filters
- VIDEO FILTERS: Gameboy/Dot_Matrix video filters: Add XRGB8888 support
- VIDEO FILTERS: Add Normal4x video filter
- VIDEO FILTERS: Add ‘Upscale_256x-320×240’ video filter
- VIDEO FILTERS: Add ‘Upscale1.5x’ video filter
- VITA: Disable temporarily VitaGL
- VITA: Fix bubble name
- VITA: proper handling of boot params
- VITA: Default menu scale 1.5x to improve readability
- WIFI/LAKKA: Add a proper WiFi menu, with Enable/Disable & Disconnect options. This also allows WiFi passwords to be remembered. The underlying tool (connman) allows to store passswords (that’s why it auto connects whenever you boot a Lakka device), so we expose this so that the user does not have to re-input the pass when connecting to a saved wifi.
- WII/HID: Added HID support for HORI mini wired ps4 gamepad
- WINDOWS: Add support for accelerators to main win32 message loop
- WINDOWS: Add accelerators for Open (Ctrl+O) and Fullscreen (Alt+Enter)
- WINDOWS: Fixes some file I/O failures on Windows when paths are longer than 260 characters.
- WINDOWS: Fix crashing on startup on Windows when using Chinese Simplified language.
- WINDOWS/XP: The OpenGL 1 video driver is now the default for maximum backwards compatibility upon first startup. It’s of course always possible for the user to change this.
- WINDOWS/MENUBAR: Load accelerators, Localize Win32 menu items to current language, and display shortcut keys
- WINDOWS/MENUBAR: Add ‘Reinit’ to Menubar
- WINDOWS/MSVC: Fix rewind crash on MSVC build when using SSE2
- UWP: Don’t default to XMB menu by default, default to Ozone instead
- UWP/VFS: Use Win32 file APIs when possible – better file I/O performance
- WIIU/FILEIO/PERFORMANCE: Faster startup times – remove the path_is_valid() call when loading textures
- WIIU: Fix touchscreen mouse emulation
Télécharger RetroArch v1.9.1 (32-bit) (Windows)
Télécharger RetroArch v1.9.1 (64-bit) (Windows)
Télécharger RetroArch v1.9.1 (Windows XP/Vista 32-bit) (Windows)
Télécharger RetroArch v1.9.1 (Windows XP/Vista 64-bit) (Windows)
Télécharger RetroArch v1.9.1 (64-bit) (MacOS)
Télécharger RetroArch v1.9.1 (Metal2) (MacOS)
Télécharger RetroArch v1.9.1 (Nintendo GC)
Télécharger RetroArch v1.9.1 (Nintendo Wii)
Télécharger RetroArch v1.9.1 (Nintendo WiiU)
Télécharger RetroArch v1.9.1 (.3dsx) (Nintendo 3DS)
Télécharger RetroArch v1.9.1 (.cia) (Nintendo 3DS)
Télécharger RetroArch v1.9.1 (Nintendo Switch)
Télécharger RetroArch v1.9.1 (PlayStation 2)
Télécharger RetroArch v1.9.1 (PSP)
Télécharger RetroArch v1.9.1 (PS Vita)
Site Officiel de RetroArch
 
 mGBA v0.9.0 
Lundi 29/03/21 à 16:49 par Firebrand
Cet émulateur GameBoy/GameBoy Advance nous offre une mise à jour des plus réjouissantes. De nombreuses fonctions ont été ajoutés comme le support complet de l'e-Reader ou l’émulation du câble GameBoy Advance du GameCube pour une connexion avec Dolphin (seul VisualBoy Advance-M pouvait le faire) même s'il reste quelques progrès à faire du côté de Dolphin. Comme vous pourrez le constate, le notes de versions sont particulièrement longues:
After the seemingly longest year possible, mGBA 0.9.0 is finally here. It’s been a difficult year for the entire world and that definitely had an impact on development this cycle too. While progress marched on with mGBA for the first few months of last year, I was able to release 0.8.1 through 0.8.3 picking up most of the bug fixes I made along the way towards 0.9. After several months there were lots changed under the surface, but not many user visible new features. In the interest of releasing an properly exciting new version of mGBA I decided to hold onto releasing 0.9 until it was polished and featureful. During the latter half of the year I finally started a push for features, and released 0.8.4 as the last of the 0.8 line. Remember, mGBA currently only has one major developer, so things can take quite a long time to finish, and if I’m not actively working on it any given week then there isn’t progress made that week. While this did lead to 0.9 being effectively “coming soon” for many, many months in a row, it has led to what I believe to be an extremely polished release, so I’m now happy to announce that mGBA 0.9.0 is done and out.
Though it has dozens and fixes and tweaks under the hood, there are some pretty major features to announce, including full e-Reader support, some new enhanced utilities such as a save type converter and a bug report tool, and more. The most exciting features added in this release are detailed after the cut, along with a full change log.


Fully functional e-Reader support

mGBA now has a fully functional e-Reader implementation, making it only the second emulator, after NO$GBA, to have a full implementation. While VBA has had a partial implementation for years, that implementation is based on parsing the cards outside of the emulated ROM and then jamming the parsed cards into the emulated state. This approach requires per-game hacks for each of the 3 versions of the e-Reader ROM, and completely bypasses emulation of the scanning itself. As an accuracy-focused emulator, this type of bodge was completely unacceptable to me so I decided to dive in and do it right.
Work on e-Reader support in mGBA actually started several years ago, but hit a roadblock when I couldn’t figure out how exactly the dotcode images appeared when scanned by the game. Documentation was somewhat sparse, and as with a lot of the GBA documentation out there tended to gloss over many of the fine details. I assumed figuring this out would require writing difficult hardware tests, so I decided to push it off until the next release when I’d have time to write those tests. And then when I didn’t write those tests in time for the next release it got pushed out again. And again. And again. Unfortunately this meant that in the meantime work on the feature languished despite a significant amount already being done.
I decided to make a hard push for e-Reader support in mGBA 0.9 so I looked into what was left to get it all working, and realized some mistakes in my assumptions about how it would appear when scanned. After mocking up various tools for manipulating the card data formats I got something that actually worked, and from there things just fell into place. Though linking with e-Reader supported titles such as Super Mario Advance 4 was initially buggy that is now also supported, meaning you can do almost everything that the original e-Reader could now in emulated form! Just boot the e-Reader ROM and use the “Scan e-Reader dotcodes” option in the File menu to send one or more cards to the emulated e-Reader to load. Though I cannot link to card scans for legal reasons, I do intend to release tools for parsing high quality card scans for those of you with good scanners sometime in the future.


Improved user tools

mGBA 0.9 also introduces several new and improved tools for users. Though most users may never need any of these mGBA strives to provide a great experience for everyone from first time GBA gamers to seasoned ROM hackers, speedrunners, and even game and homebrew developers. So I’m glad to announce there are some new and improved tools in this release to fill some gaps I’d observed in user experience.

Bug report tool:
One of the most important parts of guaranteeing a good user experience is to keep mGBA as free from bugs as possible, which users facilitate by reporting bugs they do find. Unfortunately, one of the most frustrating parts of guaranteeing a good user experience is getting bug reports from users that do not contain nearly enough information to fix the bug. Often there’s a back and forth of requesting more info from the user, who may or may not reply, and even if they do it can drag out for weeks as enough information is gathered to finally track down the root cause of the bug. But what if mGBA could automatically gather all of the pertinent information for you and stuff it into one easy to attach file in the bug report?
In the interest of easing along the process for everyone involved there is now a tool that does just that: it gathers a bunch of information about the computer in question, what games are running, and the user’s configuration, zips it up and directs you to the bug reporting page where you can file a new bug with the zip attached. It also can optionally include the save game and a current save state of the currently loaded game. Further, in the interest of privacy, it automatically strips out the name of the home directory and lets you review and edit the information it collects before it creates the zip, just in case you have more information you wish to redact for whatever reason. Hopefully this new tool will expedite fixing bugs since the back and forth of requesting info will be mostly eliminated! Though this tool is not yet available on homebrew ports, I hope to add support there too in future releases.

Save converter:
Have a save game that works in mGBA and want to use it in a 3DS VC injection? What about a save state that you want to extract the save game from to use outside of mGBA? Or maybe you want to move your Final Fantasy Legend save between emulators? Using the new save converter tool it’s possible to manipulate save data in various ways, including converting save game files between various incompatible formats, and extracting the “battery” save game out of an mGBA emulator save state. All you need to do is select a compatible file, select one of its guesses for what file type it is, and it’ll tell you which types it can convert it into. Future releases should add support for more formats, such as NO$GBA battery saves.

WebP and APNG recording:
In previous versions of mGBA there were two tools for recording videos of gameplay: one which could record a range of different formats such as MP4s and WebMs, and one that could only record GIFs. While this may have been a neat feature several years ago, in the meantime browsers have added support for formats that compress better and play smoother. As such, the old GIF recording dialog has been refreshed and now supports recording as WebP and APNG as well. It also now has an option to toggle if the recorded video should loop or not.


More debugging improvements

This release adds a lot of enhancements to debugging and even some new tools. Though the visual debugger isn’t done yet, a bunch of changes have happened behind the scenes in preparation for future work on it. Here’s a quick explanation of several of the bigger additions and changes.
First and foremost, initial support for stack frame tracking was added by first-time contributor ahigerd. This functionality is currently not heavily optimized and is therefore off by default and must be enabled per session. To enable it, first open the command line debugger (in the Qt version this is under Tools > Open debugger console), and type stack to see the list of supported tracing modes. Currently there are five, though at this time they are only supported on the GBA:
- off, the default, disables stack tracing entirely.
- trace-only collects information on the stack frames as you run through the game.
- break-call will break into the debugger when a function is called.
- break-return will break into the debugger when a function returns.
- break-all will break into the debugger on both call and return.

The feature is somewhat experimental still and bug reports are appreciated.
Another feature ahigerd added is the ability to run simple scripts in the debugger. Though nothing like what the eventual scripting system will be, this lets you put several commands you can type into the command line debugger into a file with a name ending with .mrc and then run them using the source command. Currently some commands don’t work when run this way but that will be fixed in future releases.
Further, while you could previously use symbols loaded for a game as addresses in the debugger, the disassembler now also will resolve addresses back to symbol names. This means that branches will now say what function it’s calling, and global variable accesses will show up as well. In future releases I would like to add richer support for debugging symbols, letting you access local variables, line numbers, and more, but that’s still pending.
One of the goals I had for mGBA 0.9 was to bring Game Boy debugging up to snuff. For a long time it had languished behind Game Boy Advance debugging in terms of which debugging tools were supported and how well they worked. Now the I/O register viewer and frame viewer, which had previously been restricted only to GBA, work on GB too. They still need some polish for both systems but this is still a huge step up from where things were before.
Another new feature on the command line debugger is the ability to print the list of pending events. In version 0.6 mGBA added an event queue system to replace its older timing subsystem, and one of the pieces of this system was that every individual type of event had its own name. These names are human readable strings, but they were never exposed to a user since they were originally intended for debugging the emulator itself. The new events command in the command line debugger prints out the entire queue and how many cycles until the individual events are scheduled to occur.


Oh yes, and another often requested feature…

One of the criteria that I’ve wanted to knock out before releasing a proper version 1.0.0 was to have major feature parity with other widely used Game Boy Advance emulators. To outshine NO$GBA I want to add a visual debugger and tons of helpful debugging tools. To complement BizHawk, which already uses mGBA for its GBA emulation, I want to add integrated scripting. And to obsolete VBA there are still a few things left to do. This release adds e-Reader emulation, which removes one of the final remaining items from that list, but there’s one other big one left. What was it again? Oh right.
For a long time the only way to play GameCube games that linked with GBA games was by using newer versions of VBA, like VBA-M. However, it doesn’t even work in the latest version of VBA-M (at the time of writing, 2.1.4), so with mounting complaints from all sides I bit the bullet and finally polished up the long-stagnant Dolphin linking branch. Much like with e-Reader support work on this started several years ago but stalled out when I hit roadblocks. In this case it could connect in some cases but seemed generally unreliable in comparison to VBA-M’s connection. Somewhat disappointed by how VBA-M had been handling updates and attempts to fix the link I decided that I should try to revive the branch and see if I could get it working well. Much to my surprise many of the issues that had plagued it previously just seemed to have resolved in the meantime, pointing to the issues being Dolphin-side and not mGBA-side.
After polishing the feature until it practically sparkled it’s now merged and ready for general usage. You will need a copy of the GBA boot ROM (sometimes known as the “BIOS”) for this feature to work with most games. There are several ways to obtain this file, though I can’t provide it for legal reasons. Once you have the file you can set it up under Settings > BIOS and you’ll be ready to go. Then just go to File > Connect to Dolphin, hit connect, and if Dolphin is running and waiting for a GBA connection it’ll connect. You can also enter the IP address of a computer if Dolphin is running on another computer on the local network, and there’s a check box that lets you reset mGBA when it connects, which is useful for connecting to games like Pokémon Colosseum which requires you to turn on the GBA with the game inserted already.
While working on this feature I also discovered several shortcomings in the protocol Dolphin uses to communicate with GBA emulators. I patched some some of these the best I could and submitted the improvements to Dolphin, but some of them will need much more thorough changes. I plan to investigate ways to go about doing this in the future, but for now such changes were beyond the scope of this release. As such some games still have some connection issues or can be glitchy, but there will be fixes coming down the line.


And more…

Here are some features I’d like to highlight before the full changelog in the next section:
- Single Pak game linking now works with most games.
- Accuracy and speed improvements for the OpenGL enhancement renderer.
- Running mGBA for Wii as an injected Wii U VC title now supports the game pad.
- Preliminary support for Game Boy cartridges with MBC6 flash memory (for Net de Get @ 100) and additional unlicensed mappers.
- A bug compatibility mode for ROM hacks that were only tested in VBA enables many broken ROM hacks to work in mGBA now, too. This mode is enabled by default for FireRed ROM hacks and must be manually enabled in overrides for other games.
- Dozens and dozens of bug fixes.


Changelog

Features
- e-Reader card scanning
- New tool for converting between different save game formats
- WebP and APNG recording
- Separate overrides for GBC games that can also run on SGB or regular GB
- Game Boy Player features can be enabled by default for all compatible games
- Frame and I/O viewer support for Game Boy
- Bug report tool for gathering information helpful for reporting bugs
- Mute option in homebrew ports
- Status indicators for fast-forward and mute in homebrew ports
- VBA bug compatibility mode for ROM hacks that don’t work on real hardware
- Read-only support for MBC6 flash memory
- New unlicensed GB mappers: Pokémon Jade/Diamond, BBD, and Hitek
- Stack tracing tools in ARM debugger (by ahigerd)
- Command scripts for CLI debugger (by ahigerd)
- Scheduled event dumping in CLI debugger
- ARM disassembler now resolves addresses to symbol names
- Add Game Boy Player feature support to ports
- Individual window types can now be toggled in debugging views
- Support for the Wii U GamePad when running as an injected VC title

Emulation fixes
- ARM: Fix ALU reading PC after shifting
- ARM: Fix STR storing PC after address calculation
- ARM: Fix Addressing mode 1 shifter on rs == pc (fixes #1926)
- ARM: Fix long multiply-and-accumulate register write order (fixes #1956)
- ARM: Fix long and accumulate multiply timing
- GB: Partially fix timing for skipped BIOS
- GB: Downgrade DMG-only ROMs from CGB mode even without boot ROM
- GB: Fix marking BIOS as unmapped when skipping BIOS (fixes #2061)
- GB Audio: Fix serializing sweep time
- GB Audio: Fix some channel 4 timing edge cases
- GB MBC: Fix MBC1 mode changing behavior
- GB MBC: Fix some MBC3 bit masking
- GB Video: Fix state after skipping BIOS (fixes #1715 and #1716)
- GBA: Fix timing advancing too quickly in rare cases
- GBA: Clear GBP connection on reset
- GBA Audio: Revamp FIFO emulation (fixes #356, #875, #1847)
- GBA BIOS: Implement dummy sound driver calls
- GBA BIOS: Improve HLE BIOS timing
- GBA BIOS: Fix reloading video registers after reset (fixes #1808)
- GBA BIOS: Make HLE BIOS calls interruptable (fixes #1711 and #1823)
- GBA BIOS: Fix invalid decompression bounds checking
- GBA DMA: Linger last DMA on bus (fixes #301 and #1320)
- GBA DMA: Fix ordering and timing of overlapping DMAs
- GBA I/O: Green swap register should be readable
- GBA I/O: Ignore high bits on IME
- GBA Memory: Improve gamepak prefetch timing
- GBA Memory: Stall on VRAM access in mode 2 (fixes #190)
- GBA Memory: Improve robustness of Matrix memory support
- GBA Memory: Mark Famicom Mini games 22 through 28 as non-mirroring
- GBA Memory: Return correct byte for odd ROM open bus addresses
- GBA Memory: Improved AGBPrint emulation of edge cases (fixes #1867)
- GBA Memory: Fix masking of misaligned jumps
- GBA Serialize: Fix alignment check when loading states
- GBA SIO: Fix copying Normal mode transfer values
- GBA SIO: Fix Normal mode being totally broken (fixes #1800)
- GBA SIO: Fix deseralizing SIO registers
- GBA SIO: Fix hanging on starting a second multiplayer window (fixes #854)
- GBA SIO: Fix Normal mode transfer start timing (fixes #425)
- GBA Timers: Fix toggling timer cascading while timer is active (fixes #2043)
- GBA Video: Latch scanline at end of Hblank (fixes #1319)
- GBA Video: Fix Hblank timing
- GBA Video: Implement green swap (fixes #1609)
- GBA Video: Emulate sprite cycle limits in OpenGL renderer (fixes #1635)
- GBA Video: Fix OBJWIN erratic rendering in OpenGL renderer
- GBA Video: Fix x offset in 256-color BG mosaic (fixes #1684)
- GBA Video: Fix transposed BG mosaic parameters in GL renderer
- SM83: Emulate HALT bug
- SM83: Improve mid-M-cycle interrupts
- SM83: HALT should not consume an extra T-state

Other fixes
- 3DS: Fix thread cleanup
- All: Improve export headers (fixes #1738)
- Cheats: Fix indirect write cheats (fixes #2026)
- CMake: Fix build with downstream minizip that exports incompatible symbols
- CMake: Link with correct OpenGL library (fixes #1872)
- Core: Ensure ELF regions can be written before trying
- Core: Fix threading improperly setting paused state while interrupted
- Core: Fix loading ELF files that have unexpected empty program headers
- Core: Fix destroying an mVL with an invalid channel count
- Debugger: Don’t skip undefined instructions when debugger attached
- Debugger: Close trace log when done tracing
- Debugger: Fix change watchpoints (fixes #1947)
- Debugger: Call CLI debugger system init
- FFmpeg: Fix some small memory leaks
- FFmpeg: Fix encoding of time base
- GB: Fix crash when changing ROM while in banked address space
- GB: Fix loading model overrides
- GB MBC: Force minimum SRAM size on rare MBCs that always have SRAM
- GB Serialize: Fix crash when loading pre-0.7 SGB savestates
- GB Video: Fix SGB video logs
- GB Video: Discard SGB packets in non-SGB mVLs
- GB Video: Fix deserializing negative LX state
- GB Video: Don’t rendering negative batches
- GBA: Fix loading multiboot ELF files (fixes #1949)
- GBA: Fix loading subsequent save files (fixes #2067)
- mGUI: Don’t attempt to preload files larger than can fit in RAM
- Qt: Force OpenGL paint engine creation thread (fixes #1642)
- Qt: Fix static compilation in MinGW (fixes #1769)
- Qt: Fix a race condition in the frame inspector
- Qt: Load/save bytes from memory viewer in the order visible (fixes #1900)
- Qt: Fix running proxied video if it gets pushed to the main thread
- Qt: Fix game display sometimes disappearing after closing load/save state screen
- Qt: Fix cancelling pausing before the frame ends
- Qt: Fix gamepad event dispatching (fixes #1922)
- Qt: Pre-attach GDB stub when launching with -g (fixes #1950)
- Qt: Fix crash when editing shortcuts with none selected (fixes #1964)
- Qt: Fix crashing when no OpenGL context can be obtained
- Qt: Fix issues with I/O viewer not properly synchronizing state
- Qt: Fix loading a new game crashing on Wayland (fixes #1992)
- Qt: Fix inability to clear hat bindings
- SM83: Simplify register pair access on big endian
- SM83: Disassemble STOP as one byte
- Switch: Fix GB game height in pixel accurate mode (fixes #2073)
- Wii: Fix crash on unloading irregularly sized GBA ROMs

Miscellaneous
- 3DS: Use “wide mode” where applicable for slightly better filtering
- 3DS: Batch directory reads
- Core: Add savedataUpdated callback
- Core: Add shutdown callback
- Core: Rework thread state synchronization
- Core: Improve support for ROM patch cheats, supporting disabling overlapping patches
- Core: Adding to library is now recursive
- GB: Allow pausing event loop while CPU is blocked
- GB: Add support for sleep and shutdown callbacks
- GB: Redo double speed emulation (closes #1515)
- GB: Support loading CGB-on-AGB boot ROM
- GB Audio: Add channel 4 batching back (fixes #1313)
- GB Core: Return the current number of banks for ROM/SRAM, not theoretical max
- GB I/O: Implement preliminary support for PCM12/PCM34 (closes #1468)
- GB MBC: Remove unused SRAM size
- GBA: Allow pausing event loop while CPU is blocked
- GBA BIOS: Division by zero should emit a FATAL error
- GBA Cheats: Allow unlimited ROM patch-type codes per set
- GBA Video: Convert OpenGL VRAM texture to integer
- GBA Video: Skip attempting to render offscreen sprites in OpenGL
- GBA Video: New GL palette approach, no more batch splitting on palette edits
- GBA Video: Avoid integer division using reciprocal tricks
- Debugger: Keep track of global cycle count
- FFmpeg: Add looping option for GIF/APNG
- FFmpeg: Add CRF support for applicable codecs
- mGUI: Show battery percentage
- mGUI: Skip second scan loop when possible
- mGUI: Improve loading speed (fixes #1957)
- Qt: Renderer can be changed while a game is running
- Qt: Add hex index to palette view
- Qt: Add transformation matrix info to sprite view
- Qt: Memory viewer now supports editing decimal values directly (closes #1705)
- Qt: Add copy button to GB printer dialog
- Qt: Window title updates can be disabled (closes #1912)
- Qt: Redo OpenGL context thread handling (fixes #1724)
- Qt: Discard additional frame draws if waiting fails
- Qt: Unify monospace font usage
- Qt: Add button to jump to log settings
- Qt: Use relative paths in portable mode when applicable (fixes #838)
- Qt: Better initial shortcut editor column sizes
- SDL: Fall back to sw blit if OpenGL init fails
- Switch: Optimize font rendering (fixes #2078)
- Switch: Allow switching between CPU and GPU renderers without reloading
- Util: Reset vector size on deinit
- VFS: Change semantics of VFile.sync on mapped files (fixes #1730)
Télécharger mGBA v0.9.0 (32-bit) (Windows)
Télécharger mGBA v0.9.0 (64-bit) (Windows)
Télécharger mGBA v0.9.0 (MacOS)
Télécharger mGBA v0.9.0 (Linux)
Télécharger mGBA v0.9.0 (Nintendo Wii)
Télécharger mGBA v0.9.0 (Nintendo 3DS)
Télécharger mGBA v0.9.0 (Nintendo Switch)
Télécharger mGBA v0.9.0 (PS Vita)
Site Officiel de mGBA
 
 Steem SSE v4.1.0 R5 
Dimanche 28/03/21 à 14:41 par Firebrand
Une nouvelle version de cet émulateur Atari ST a été publiée. Les améliorations sont les suivantes:
- Fullscreen on 4K screens (thx Cogweasel)
- No full path in TRACE.txt (privacy)
Télécharger Steem SSE v4.1.0 R5 (32-bit) (Windows)
Télécharger Steem SSE v4.1.0 R5 (64-bit) (Windows)
Télécharger Steem SSE v4.1.0 R5 (Linux)
Site Officiel de Steem SSE
 
 Nintendulator v0.985 Beta (27/03/21) 
Dimanche 28/03/21 à 14:37 par Firebrand
Et oui, encore lui! Voici les nouveautés du jour:
- Mapper 218 (a "single-chip" cartridge containing only PRG ROM and using the nametable RAM to hold graphical tiles) is now supported.
- I've also added project files for Microsoft Visual C++ 2015 (better late than never), and in the process I discovered that a few obscure multicart mappers were broken due to name conflicts between global variables and function parameters (for which Visual C++ 2010 did not emit warnings).
- Also, I hear that copyright years are a thing that you actually need to update, so there's that too.
Télécharger Nintendulator v0.985 Beta (32-bit) (27/03/21)
Télécharger Nintendulator v0.985 Beta (64-bit) (27/03/21)
Site Officiel de Nintendulator
 
 Nintendulator FR v0.985 Beta (32-bit) (26/03/21) 
Samedi 27/03/21 à 15:44 par Firebrand
La version traduite en français de la dernière version de cet émulateur NES est déjà disponible grâce à Tradu-France.
Télécharger Nintendulator FR v0.985 Beta (32-bit) (26/03/21)
Télécharger Nintendulator FR v0.985 Beta (64-bit) (26/03/21)
Tradu-France
 
 Nintendulator v0.985 Beta (26/03/21) 
Samedi 27/03/21 à 15:35 par Firebrand
Cet émulateur NES a été mis à jour. Voici les changements apportés à partir des commits du GitHub:
- AVI - add message when Wine bug workaround is activated
- Controller config - when selecting axes, require a minimum motion level
Télécharger Nintendulator v0.985 Beta (32-bit) (26/03/21)
Télécharger Nintendulator v0.985 Beta (64-bit) (26/03/21)
Site Officiel de Nintendulator
 
 Ajout de ports d'émulateurs pour GameCube, Wi et WiiU 
Vendredi 26/03/21 à 16:22 par Firebrand
Les ports de Snes9x (SNES), FCEUX (NES) et VisualBoy Advance-M (GBA) pour GameCube, Wii et WiiU (en mode Wii) ont été ajoutés à notre site. Vous les retrouverez dans les sections correspondantes.
 
 Steem SSE v4.1.0 R4 
Jeudi 25/03/21 à 12:17 par Firebrand
Cet émulateur Atari ST a été mis à jour. Les améliorations sont les suivantes:
- Auto VSync on/off glitches
- True Fullscreen leaves on reset (D3D)
- Missing option Use video buffer (DirectDraw)
- Extended monitors bad display/crash (thx Pedro)
Télécharger Steem SSE v4.1.0 R4 (32-bit) (Windows)
Télécharger Steem SSE v4.1.0 R4 (64-bit) (Windows)
Télécharger Steem SSE v4.1.0 R4 (Linux)
Site Officiel de Steem SSE
 
 Nintendulator FR v0.985 Beta (22/03/21) 
Mardi 23/03/21 à 15:16 par Firebrand
La dernière version de cet émulateur NES a déjà été traduite en français par l'équipe de Tradu-France.
Télécharger Nintendulator FR v0.985 Beta (32-bit) (22/03/21)
Télécharger Nintendulator FR v0.985 Beta (64-bit) (22/03/21)
Tradu-France
 
 Nintendulator v0.985 Beta (22/03/21) 
Mardi 23/03/21 à 15:14 par Firebrand
Cet émulateur NES a été mis à jour. Voici les modifications apportées selon les commits du GitHub:
- Style cleanup - use bitwise OR instead of addition where appropriate.
- Fix silly copy/paste error in Mapper Interface.
Télécharger Nintendulator v0.985 Beta (32-bit) (22/03/21)
Télécharger Nintendulator v0.985 Beta (64-bit) (Windows)
Site Officiel de Nintendulator
 
 Denise v1.1.0 FR 
Dimanche 21/03/21 à 15:40 par Firebrand
La dernière version de cet émulateur a été traduite en français par l'équipe de Tradu-France.
Télécharger Denise v1.1.0 FR (32-bit)
Télécharger Denise v1.1.0 FR (64-bit)
Tradu-France
 
 Denise v1.1.0 
Dimanche 21/03/21 à 15:38 par Firebrand
Cet émulateur Commodore 64 en cycle précis a été mis à jour. Les améliorations sont les suivantes:
- save/load additional settings files for a lot of purposes, like:
*define keyboard inputs for individual games one time only
*prepare different C64 models
*prepare individual Multi SID configurations
- rework sub-menu handling within configuration window
- rework status bar (Drive LED's, Tape control):
*status bar is switchable via Hotkey in windows/fullscreen (Options / Hotkeys)
*show LED for EeasyFlash and EF³
- add UI for custom RAM init patterns
- load savestates per drag'n'drop or from File Explorer
- support to paste clipboard or copy screen to clipboard
- fix OpenGL 1/4 screen BUG for newer macOS versions
- Gmod2 cartridge mapper (i.e. Sams Journey):
*support Flash and Eeprom writes
- Magic Desk cartridge mapper
- Final Cartridge I, II, Plus, III, III+
- Simons Basic, Warp Speed
- Atomic Power, Mach5, Pagefox, Ross, Westermann
- expansion port expander to use REU + Retro Replay together
- GeoRAM
- EasyFlash³:
*hotkey for menu switch
*support Super Snapshot 5, Retro(Nordic) Replay, Atomic(Nordic) Power
*Kernal replacement
*optional 64 MBit mode:
.create a single EF3 file (slot 0) from all slots during emulation
.strip down single EF3 file (slot 0) to all slots (Note: multi CRT file writing can trigger a false positive in your security app)
Télécharger Denise v1.1.0 (32-bit) (Windows)
Télécharger Denise v1.1.0 (64-bit) (Windows)
Télécharger Denise v1.1.0 (MacOS)
Télécharger Denise v1.1.0 (Linux)
Site Officiel de Denise
 
 DSP v0.18b3 (13/03/2021) (32-bit) 
Jeudi 18/03/21 à 11:40 par Firebrand
Cet émulateur multi-systèmes a été mis à jour. Les améliorations sont les suivantes:
General
- Sound: Sega PCM: Added sound chip

GameBoy/Gameboy Color HW
- Now you can choose between original GB green palette and GB pocket BW (Thanks to Francisco José Martí Terrón)

Amstrad CPC
- Fixed screen flickering (Thanks to Francisco José Martí Terrón)

Spectrum
- Fixed low border size, was 8 pixels too long (Thanks to Francisco José Martí Terrón)
- Fixed fast speed and no border draw, now don't draw any border

Amstrad CPC
- Resize screen size, it was too big, now it's 384x272 pixels (Thanks to Francisco José Martí Terrón)

Sega Master System
- Fixed zip ROM load (Thanks to Francisco José Martí Terrón)

Sega GameGear
- Fixed zip ROM load (Thanks to Francisco José Martí Terrón)

Outrun HW
- Added road
- Added Sega PCM
- Added controls
- Added DIP switches
Télécharger DSP v0.18b3 (13/03/2021) (32-bit)
Site Officiel de DSP
 
 Steem SSE v4.1.0 R3 
Mercredi 17/03/21 à 14:38 par Firebrand
Une nouvelle version de cet émulateur Atari ST a été publiée. Voici les améliorations:
- VSync not taking effect until next window resize
- Don't show drive B: activity if it is disabled (OSD, status bar)
- GUI glitches
- Loops in drive sound samples (Linux)
- Don't reset CPU and MFP clocks on load TOS
- MFP for STE was a tad too fast
Télécharger Steem SSE v4.1.0 R3 (32-bit) (Windows)
Télécharger Steem SSE v4.1.0 R3 (64-bit) (Windows)
Télécharger Steem SSE v4.1.0 R3 (Linux)
Site Officiel de Steem SSE
 
 MacMAME v0.224 
Mercredi 17/03/21 à 14:33 par Firebrand
Ce build de MAME pour MacOS tournant avec une interface proche de MAMEUI a été mis à jour vers une versions de MAME raisonnablement récente.
Télécharger MacMAME v0.224
Site Officiel de MacMAME
 
 Raine v0.91.14 
Lundi 15/03/21 à 14:10 par Firebrand
Une nouvelle version de cet émualteur multi-systèmes a été publiée. Elle corrige quelques bugs:
- one is about the speed of games like pang for the 64 bits version (they were too slow !), it's specific to the z80 emulation using the C version only.
- and the other is quite original, a graphical glitch in some cps2 games like hyper street fighter 2 and some others which was unnoticed for more than 10 years ! You can see pictures along with the discussion there : https://github.com/zelurker/raine/issues/25#issuecomment-799135733
Télécharger Raine v0.91.14 (32-bit)
Télécharger Raine v0.91.14 (64-bit)
Site Officiel de Raine
 
 CPCemu v2.2 
Lundi 15/03/21 à 14:05 par Firebrand
Cet émulateur Amstrad CPC a été mis à jour. Les améliorations sont les suivantes:
- Setup option to use arrow keys as joystick
- Main menu improved for small screens (Android, iOS)
- Improved output in CRT-monitor mode ("Video mode=1", including better window behaviour for desktop versions)
- Improved emulation of the HSYNC signal ("blacker than black", relevant for some demos as Dreamend)
- Fixed errors: Folder sharing on Android, sound output, poke database (Android, iOS)
Télécharger CPCemu v2.2 (Windows)
Télécharger CPCemu v2.2 (MacOS)
Télécharger CPCEmu v2.2 (Linux)
Site Officiel de CPCemu
 
 VGBA v6.4 FR 
Samedi 13/03/21 à 15:18 par Firebrand
La dernière version de cet émulateur GameBoy Advance est disponible en français grâce à Tradu-France.
Télécharger VGBA v6.4 FR
Tradu-France
 
 Steem SSE v4.1.0 R2 
Vendredi 12/03/21 à 15:15 par Firebrand
Une nouvelle version de cet émulateur Atari ST a été publiée. Voici les changements apportés:
- Low-level YM-2149 emulation causing 5s freezes (32bit)
- Better hack for laser printing
- Linux: missing disk manager option ACSI hard drives
Télécharger Steem SSE v4.1.0 R2 (32-bit) (Windows)
Télécharger Steem SSE v4.1.0 R2 (64-bit) (Windows)
Télécharger Steem SSE v4.1.0 R2 (Linux)
Site Officiel de Steem SSE
 
 RockNES v5.65 (i686) 
Vendredi 12/03/21 à 15:08 par Firebrand
Cet émulateur NES pour Windows a été mis à jour. Les améliorations sont les suivantes:
- Fixed PPU soft reset.
- Fixed sprite address clearing again (RC Pro AM II works).
Télécharger RockNES v5.65 (i686)
Site Officiel de RockNES
 
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