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 RomVault v3.2.5 
Mardi 27/04/21 à 15:48 par Firebrand
Ce gestionnaire de ROMs a été mis à jour pour de nouvelles corrections de bugs. Voici de quoi il s'agit:
- One bug leads to another... so while deep testing the V3.2.4 version I found a different logic problem going on while fixing. (This one have been around for about 5 months.) And while talking to some others on Discorde another problem with case sensitive file systems showed up, so that also got a fix.
Télécharger RomVault v3.2.5
Site Officiel de RomVault
 
 RomVault v3.2.4 
Samedi 24/04/21 à 14:29 par Firebrand
Des bugs ont été corrigés sur ce gestionnaire de ROMs. Voici de quoi il s'agit:
- Another edge case bug squashed (Unknown status in double check delete.), and a nice little speed up while fixing (Found a way to get the code a little more parallel). Both added to this release. V3.2.4
Télécharger RomVault v3.2.4
Site Officiel de RomVault
 
 GameEx et GameEx Arcade Edition v16.84 
Samedi 24/04/21 à 14:28 par Firebrand
De nouvelles versions de ces frontends multi-systèmes ont été publiées, mais les changements ne sont pas connus.
Télécharger GameEx v16.84
Télécharger GameEx Arcade Edition v16.84
Site Officiel de GameEx
 
 BGB v1.5.9 
Samedi 24/04/21 à 14:24 par Firebrand
Cet excellent émulateur GameBoy/GameBoy Color a été mis à jour. Les améliorations sont les suivantes:
- Added Xinput support, fixes: gamepad stops working if bgb loses focus in windows 10. Re-run the configure wizard to utilize Xinput.
- Improved sound accuracy. "voice" sound works in perfect dark, donkey kong country, medarot 5 and others. added PCM registers.
- Improved HuC3 support (robopon sun, pocket family)
- Improvement to speedrun mode
- Added support for BESS, one can now interchange save states between bgb and other supporting emulators such as Sameboy
- Added support for the homebrew TPP1 mapper
- Many accuracy improvements
- Fixed many bugs
Télécharger BGB v1.5.9 (32-bit)
Télécharger BGB v1.5.9 (64-bit)
Site Officiel de BGB
 
 DSP v0.20 WIP 1 (32-bit) 
Vendredi 23/04/21 à 15:23 par Firebrand
Cet émulateur multi-système démarre un nouveau cycle de versions de développement. Voici les nouveautés de celle-ci:
CPU
- LR35902: Add 4T when take an IRQ and comes from HALT

Gameboy/Gameboy Color
- Fixed background/window/sprites prorities. Finally understood how it works and renders the screen and objects
- Fixed window line draw (Fixes 'Star Trek', 'Marblemadness', 'International Karate' and many others)
- Fixed stupid bug in Gamboy Color video RAM
- Fixed Gameboy Color background color (Fixes 'Yoda Stories')
- Fixed sprite/sprite priority
- Fixed when LCD is disabled, LCD-stat is 0
- DMA - Fixed data origin
Télécharger DSP v0.20 WIP 1 (32-bit)
Site Officiel de DSP
 
 mGBA v0.9.1 
Lundi 19/04/21 à 13:47 par Firebrand
Une nouvelle version de cet émulateur GameBoy/GameBoy Advance a été publiée. Après une précédente version riche en nouveautés, celle-ci s'attarde uniquement sur la correction de problèmes:
A new release of mGBA, version 0.9.1, is available. This version is a bugfix release, which contains many important fixes for bugs not caught before 0.9.0 was released. Importantly, fixes for save states affecting both GBA and GBC, the OpenGL renderer lagging when fast-forwarding, and improved detection of Pokémon ROM hacks. An extensive list of changes follows after the cut.

Emulation fixes:
- ARM: Fix LDM^ with empty rlist (fixes #2127)
- Core: Fix first event scheduling after loading savestate
- GB Serialize: Fix switching speed modes when loading a state (fixes #2097)
- GB: Fix skipping BIOS
- GBA Memory: Fix loading Thumb savestates when in ARM mode
- GBA Video: Fix window start on modes 3-5 with mosaic (fixes #1690)
- GBA Video: Fix mode 3-5 overflow with mosaic (fixes #1691)

Other fixes:
- GBA: Fix non-USA 1.0 FireRed misdetecting as a ROM hack (fixes #2100)
- GBA: Fix crash when ROM loading fails
- GBA e-Reader: Fix bitmap short strip scanning
- GBA Video: Fix mode 5 frame 1 caching (fixes #2075)
- GBA Video: Don’t attempt to copy invalid registers when switching renderer
- Qt: Fix crash when switching from high-resolution OpenGL renderer to software
- Qt: Fix OpenGL renderer lagging behind when fast-forwarding (fixes #2094)
- Qt: Fix smudged window icon on Windows
- Qt: Fix saving settings enabling camera when camera name changes (fixes #2125)
- Qt: Fix frames getting backlogged (fixes #2122)
- Qt: Restore maximized state when starting (fixes #487)

Misc:
- Core: Truncate preloading ROMs that slightly exceed max size (fixes #2093)
- GBA: Default-enable VBA bug compat for Ruby and Emerald ROM hacks
- GBA Memory: Log GPIO writes on non-GPIO carts as Pak Hardware instead of Memory
- Qt: Add ROM filename and size to bug reporter
- Qt: Improve handling of disabling VBA bug compat mode (fixes #2129)
Télécharger mGBA v0.9.1 (32-bit) (Windows)
Télécharger mGBA v0.9.1 (64-bit) (Windows)
Télécharger mGBA v0.9.1 (MacOS)
Télécharger mGBA v0.9.1 (Linux)
Télécharger mGBA v0.9.1 (Nintendo Wii)
Télécharger mGBA v0.9.1 (Nintendo 3DS)
Télécharger mGBA v0.9.1 (Nintendo Switch)
Télécharger mGBA v0.9.1 (PS Vita)
Site Officiel de mGBA
 
 SameBoy v0.14.3 
Dimanche 18/04/21 à 14:32 par Firebrand
Ce très bon émulateur GameBoy/GameBoy Color a été mis à jour. Les améliorations sont les suivantes:
New/Improved Features
- GBS APIs available in the core
- Built-in GBS player in the Cocoa frontend. Like standard ROMs in SameBoy, it supports debugging and selection of specific models/revisions
- Support for emulation of the homebrew TPP1 MBC
- Save states can be dropped into emulator windows to load them in both the Cocoa and SDL frontends
- SameBoy now uses the BESS (Best Effort Save State) format within its save states, allowing interoperability between big and little endian save states, future versions of SameBoy, as well as other BESS compliant emulators (Such as the incoming releases of BGB and Emulicious)

Accuracy Improvements/Fixes
- Fixed time syncing issues when turning the LCD off and on, fixes timing issues in Link’s Awakening
- Fixed a bug where an invalid SGB command would be ignored, while the actual SGB firmware would still process it in some manner, fixes Donkey Kong Land

Bug Fixes
- Better handling of more edge cases in the Linux build system
- Fixed a memory leak in the SDL and libretro frontends when loading a second ROM
- Fixed several potential crashes involving cheat codes
- Fixed a bug where the screen would temporarily freeze in the Cocoa frontend if certain controllers are rumbling in specific strengths
Télécharger SameBoy v0.14.3 (Windows)
Télécharger SameBoy v0.14.3 (MacOS)
Site Officiel de SameBoy
 
 DSP v0.19 
Dimanche 11/04/21 à 14:15 par Firebrand
Cet émulateur multi-systèmes passe en version stable après une longue période de beta. Voici les améliorations apportées:
General
- Preview picture
*Cosmetical changes: bigger with black background and scaled picture
*Added picture to Spectrum Plus 2A, SG-1000 and GameGear. Split GameBoy and GameBoy color pictures

Gameboy/Gameboy Color
- Better drawing priorities, still not perfect
- Window: fixed priorities with sprites (Look at 'Prehistorik Man')
- Fixed controls order reading (Fixes new version of 'Robocop' - Thanks to Neville)
- Small fix to serial (Fixes 'Lunar Lander', 'Hyper Dunk' and many others)

Suna 8 HW
- Hard Head 2: Fixed palette
Télécharger DSP v0.19 (32-bit) (Windows)
Télécharger DSP v0.19 (64-bit) (Windows)
Télécharger DSP v0.19 (64-bit) (MacOS)
Télécharger DSP v0.19 (64-bit) (Linux)
Site Officiel de DSP
 
 ares v119.2 
Samedi 10/04/21 à 14:40 par Firebrand
Cette nouvelle version de ares corrige surtout des bugs apparus avec la v119. Il est recommandé pour les utilisateurs de cette version de la mettre à jour. Les améliorations sont les suivantes:
Unfortunately a few critical issues crept in between v118 and v119, so here is a bugfix release for all reported issues.
It also fixes some game bugs while I'm at it, and boosts 32X compatibility from 50% to a little over 60%.
Please do upgrade if you have v119, this one's important.

- SH2: MAC must increment R[n] before reading from R[m]; fixes Virtua Fighter and Toughman Contest
- SH2: fixed dynarec MOV @Rm+,Rn to not increment when Rm==Rn
- SH2: fixed dynarec TST instruction
- SH2: improved dynarec accuracy by breaking blocks on delay slot branches
- SH2: improved dynarec accuracy by decreasing the underclocking amount
- Mega Drive: implemented undocumented VSRAM and CRAM DMA fill
- Mega Drive: simplified scanline VDP renderer; fixes TMNT: Tournament Fighters graphics
- Mega Drive: improved region detection; correctly identifies Alien Soldier region now
- Mega CD: fixed crash on game load
- Super Famicom: fixed direct color mode; fixes Secret of Mana world map
- WonderSwan Color: fixed initial state for new EEPROMs plus EEPROM size; fixes missing sound
- lucia: fixed saving RAM files when a manual save path was specified
- ruby: fixed library dependency detection for Arch Linux and other distributions
- hiro/GTK3: added CSS stylesheet overrides to improve appearance [Screwtape]
Télécharger ares v119.2
Site Officiel de ares
 
 RomVault v3.2.3 
Vendredi 09/04/21 à 14:38 par Firebrand
Un bug a été corrigé pour ce gestionnaire de ROMs. Voici de quoi il s'agit:
- Found a small edge case crash when fixing 7z files, thanks go out to the user over in my Discord Server for setting me up with an example of the crash. It always makes it so much easier when I can see a reproducable crash setup. So go grab 3.2.3.
Télécharger RomVault v3.2.3
Site Officiel de RomVault
 
 Messinfo.dat v0.230 (12.00) 
Jeudi 08/04/21 à 11:26 par Firebrand
L'équivalent de Mameinfo.dat pour la partie MESS de MAME semblait abandonné depuis près d'un an. Mais il a finalement été repris et ses données sont maintenant davantage à jour même si certaines informations sont encore manquantes:
- 12.00 07/04/2021: Aligned files to 0.230 version. All the info on the changes made to the various machines that took place between version 0.222 to 0.229 listed in all whatsnew are still missing.
- 11.50 02/04/2021: The study for the xml version of messinfo has started.
- 11.49 31/03/2021: Added information related machines, devices and drivers added in 0.228 and 0.229 version (Internal version only, not released).
- 11.48 25/03/2021: Aligned files to 0.227 version (Internal version only, not released).
- 11.47 23/03/2021: Aligned files to 0.226 version (Internal version only, not released).
- 11.46 20/03/2021: Aligned files to 0.225 version (Internal version only, not released).
- 11.45 15/03/2021: Aligned files to 0.224 version (Internal version only, not released).
- 11.44 10/03/2021: Aligned files to 0.223 version (Internal version only, not released).
- 11.43 01/03/2021: Aligned files to 0.222 version, only info on additional machines, devices and drivers, rename, delete, modified descriptions and manufactures, promoted to working and bugfixes (internal version only, not released).
Télécharger Messinfo.dat v0.230 (12.00)
Site Officiel de Messinfo.dat
 
 MedGui Reborn Stable v0.116 
Vendredi 02/04/21 à 16:12 par Firebrand
Ce frontend pour Mednafen a été mis à jour. Voici les améliorations:
- Fixed a bug on search rom filter in MedClient
- On textual menu, added a LED to notify if Autoconnect to Server is enabled or not
- Added a Virtual Keyboard usable with gamepad to Search Rom
- Changed beaviour of joypad button on the GUI
- Added a "fast load" option to MedGui settings to improve the populations of datagrid list rom
- Fixed a crash that occuring when MedClient FTP is not accessible
- Increased the folder rom detection for extracted game to 40000000 byte (thx to Alien Grey for report the bug)
- On Advanced menu added a option to rename a game name with a custom name (thx to Snacko for suggestion)
- Added video.glformat parameter/option for 16bpp graphics Mednafen output support
Télécharger MedGui Reborn Stable v0.116
Site Officiel de MedGui Reborn Stable
 
 NegaMAME v0.230-1 
Vendredi 02/04/21 à 16:08 par Firebrand
Ce build de MAME prévu pour être utilisé avec le frontend Negatron a été mis à jour avec les sources de MAME v0.230.
Télécharger NegaMAME v0.230-1 (Windows)
Télécharger NegaMAME v0.230-1 (MacOS)
Télécharger NegaMAME v0.230-1 (Linux)
Site Officiel de NegaMAME
 
 Mednafen v1.27.0 Unstable 
Vendredi 02/04/21 à 15:57 par Firebrand
Une nouvelle version, instable pour le moment, de cet émualteur multi-systèmes a été publiée. Les améliorations sont les suivantes:
- SS: Corrected threshold and semantics of envelope level-based blocking of slots' access to SCSP RAM, per tests on a SS.
- SS: Fixed a big-endian target incompatibility in the SCSP emulation code.
- Use ternary operator instead of std::min in endian.h, as doing so somehow causes gcc to produce smaller and faster machine code.
- PSX: Removed incorrect filtering of CD-XA ADPCM sectors based on the file and channel numbers of the first ADPCM sector played,- originally added in 0.9.24-WIP to fix the speech playback in "Yarudora Series Vol.1: Double Cast", but made unnecessary by later sector buffering accuracy improvements; fixes missing audio in the FMVs of "Blue's Clues: Blue's Big Musical".
- PSX: Adjusted which sectors are processed and reflected by GetLocP after SeekP completes to only those before the seek target(which is slightly different than SeekL behavior, which also includes the target and a few after, at least with a typical PS1 CD); fixes hangs at different points in some versions of "Tomb Raider", a problem initially fixed in 0.9.38.3, but regressed in 1.22.0-UNSTABLE.
- VB: Block writes to VSU registers and memories when A0 and A1 are not both 0, per tip from "enthusi".
- SS: Implemented incomplete(regarding stack frame data) M68K address error handling, and implemented M68K halting when accessing addresses where any of A21-A23 is 1. Fixes major audio distortion during boss battles in "Lunar: Silver Star Story" due to SCSP DSP register corruption that occurred when the game crashed the sound CPU during bootup.
- SNES-Faust: Don't call event handlers in read/write handlers if the read/write is from DMA/HDMA, to avoid problematic recursion and related issues.
- SNES-Faust: Fixed clearing of pending SuperFX IRQ on reset/power; fixes hang/crash in "Stunt Race FX" upon performing a virtual power toggle after the game boots up.
- SNES-Faust: Added commented-out fix for "Speedy Gonzales", to enable later.
- SNES-Faust: Added detection heuristics and support for mapping LoROM RAM into $8000-$FFFF, to fix save game saving/loading in "Light Fantasy", "PGA Tour Golf", and "Ys III".
- SNES-Faust: Added commented-out fix for "Kishin Douji Zenki Tenchi Meidou", to enable on a per-game basis in the future due to a minor negative performance impact.
- SNES-Faust: Reworked cart header detection and cart type detection logic a bit, fixes "Yuuyu no Quiz de Go! Go!".
- SNES-Faust: Return open bus in bits 4 through 6 for reads from $4210; fixes early hang in "Super Professional Baseball II".
- SNES-Faust: Return open bus in bits 0 through 6 for reads from $4211; fixes early hang in "Yuujin Janjuu Gakuen 2".
- SNES-Faust: Added support for special ROM mapping required by "Derby Stallion 96" and "Sound Novel Tsukuru".
- SNES-Faust: Changed power-on APU RAM initialization pattern; fixes hangs in "Ihatov Monogatari" and "Kyuuyaku Megami Tensei".
- Fixed an off-by-1 error in the multithreaded CD reader that would cause a hang if a read was attempted for the sector at LBA 449849.
- Fixed a design flaw that caused the creation of empty backup counter files when automatically attempting to back up a nonvolatile memory save file that does not exist.
- SNES-Faust: Disabled the PPU brightness modulation sanity check when compiling a non-dev build, and fixed array misalignment that was causing the code to segfault when compiled with stack smashing protection enabled on newer gcc.
- Resync console scroll to the last drawn line of the target unwrapped line in the scrollback buffer, not the first, otherwise the console will erroneously scroll up on windowed<->fullscreen transitions when the last line is wider than the console viewport, confusing the user. Fixed rendering of Unicode combining characters, fixed handling of combining characters when entering text in the console and debugger prompt, added support for pasting into the debugger prompt, cleaned up rendering of the debugger prompt box, implemented automatic scrolling when entering text in the debugger prompt, made console text entry automatic scrolling bidirectional, changed console scrollback buffer beginning/end scroll key combos to CTRL+Home/CTRL+End instead of SHIFT+Home and SHIFT+End, added support for clearing multiple characters at once in the console and debugger prompts by pressing CTRL with Backspace/Delete.
- Added support for reinitializing game controllers while Mednafen is running by pressing Shift+F3.
- Aborting the input configuration process for a virtual device will now discard the new configuration data, instead of combining it with the old configuration data for the not-configured buttons as previously done.
- Added "upper_center" and "center" options to the "fps.position" setting.
- WonderSwan: Fixed RTC month field being incorrectly treated as 0-based instead of 1-based.
- Give the user feedback when they try to toggle a graphics layer that doesn't exist or isn't toggleable.
- NGP: Sanitize some sound-related variables on state load to prevent potential memory corruption.
- SMS: Sanitize more variables on state load.
- NES: Fixed a few instances of missing variable initialization on poweron.
- GB: Sanitize a few variables on state load.
- Automatically create any missing parent directories to the Mednafen base directory on startup.
- Create each Mednafen data directory(e.g. firmware, sav, snaps, etc.) at startup based on the current value of the filesys.path_* setting instead of based on its default value, unless the corresponding filesys.fname_* setting is not set to its default value, in which case the directory is not created.
- NES: Sanitize more sound emulation variables on state load.
- NES: Added missing VRC6 variables to save states.
- GBA: Backup save game memory files on game load
- SMS: Fixed a bug that could cause the emulated reset button state to get stuck as pressed if a hard reset occurred within about 20 frames after a soft reset.
- GBA: Added a few missing variables to save states.
- GB: Added a few missing variables to save states.
- PCE-Fast: Renamed encapsulating namespace from "PCE_Fast" to "MDFN_IEN_PCE_FAST", to match the convention of all other emulation modules.
- Made Emulated* MDFNGI objects constant, copied over to a dynamically-allocated MDFNGI assigned to MDFNGameInfo on game load.
- Dynamically-allocate QTRecord LZO work memory.
- Apple2: Dynamically allocate state helper floppy disk object.
- PCE-Fast: Fixed massive overallocation of memory for the VDC background tile cache.
- Optimized MDFN_FastArraySet() for non-ideal counts.
- Utilized MDFN_HIDE in more places.
- Removed incomplete YCbCr MDFN_Surface support unused since 0.9.x, and likely to remain unused.
- Added support for 16bpp graphics output to core Mednafen code and the majority of emulation modules(excluding "pce", "pcfx", "psx", "snes", "ss", and "vb"), and added setting "video.glformat" to allow for using this support with OpenGL.
- PSX: Initialize some missed state on reset/poweron.
- Completely rewrote the save state preview image resizing code, so that now it's only somewhat wrong, instead of mostly wrong as before.
- GB: Use fastcall on 32-bit x86, for a tiny performance boost.
- Use MDFN_RESTRICT macro instead of __restrict__.
- NGP: Use fastcall calling convention on 32-bit x86 to boost performance a little bit.
- Apple2: Disabled some expensive asserts when compiling without MDFN_ENABLE_DEV_BUILD defined.
- Birthed pernicious human date/time calculation functions to replace the usage of _gmtime64() and _localtime64() on Windows, for Windows 9x compatibility.
- Set icon using Win32 API functions on Windows instead of relying on SDL_SetWindowIcon(), and use alternate, smaller(and boxier!) window icons when running on Windows 9x so the poor beetle doesn't look splatted.
- Don't call SetConsoleOutputCP() on startup on Windows, as it messes up the cmd.exe console on Windows 7(at least) even when Mednafen has exited, and for Windows 9x compatibility.
- Pass a pointer to a dummy variable, instead of NULL, as the output thread identifier pointer argument to _beginthreadex(), for Windows 9x compatibility.
- Allow for the absence of GetConsoleWindow() on Windows, for Windows 9x compatibility.
- Automatically attempt to lock file offset 0xFFFFFFFF if the attempt to lock offset 0xFFFFFFFFFFFFFFFF fails with an invalid parameter error on Windows, for Windows 9x compatibility.
- Use SetFilePointer(), GetFileSize(), and LockFile() instead of SetFilePointerEx(), GetFileSizeEx(), and LockFileEx() on Windows, for Windows 9x compatibility.
- Dropped usage of and dependency on libsndfile, and added a direct dependency on libFLAC. The only CD image audio file formats/encodings other than raw supported now are: FLAC, Ogg Vorbis, Musepack, and uncompressed PCM in AIFF/AIFC, AU/SND, W64, and WAV.
- Require the first four bytes of the tentative Ogg Vorbis file to be "OggS" before calling ov_open_callbacks(), to prevent unnecessary excessive reads when trying to determine the type of the audio file, and to avoid treating a non-Vorbis file as Vorbis under certain conditions.
- Open the main settings file for both reading+writing on startup instead of just reading, to allow file locking to work over NFS, and as a quick check to make sure the file is writeable before it's too late upon exit.
- Made various changes to the Windows support code, to allow for compiling a non-Unicode Windows build.
- Implemented stream buffering in the FileStream class, now using read(), write(), etc. instead of fread(), fwrite(), etc.
Télécharger Mednafen v1.27.0 Unstable (32-bit)
Télécharger Mednafen v1.27.0 Unstable (64-bit)
Site Officiel de Mednafen
 
 GB Enhanced+ v1.5 
Vendredi 02/04/21 à 15:39 par Firebrand
Une nouvelle version de cet émulateur de console portables Nintendo a été publiée. Voici les changements apportés:
Windows binary attached below. It may cause a "this program has stopped working" error when exiting the Qt version. It's a known issue caused by something in Qt5, and only on Windows. Once a new GUI toolkit is used, this problem should be eliminated. The command-line version does not have any such problems.

Notables Changes:
- Improved NDS support. Still WIP, but a number of games are actually in a playable state (even a few 3D ones).
- Added full support for the Singer IZEK 1500, Jaguar JN-100, and Jaguar JN-2000 sewing machines.
- Added support for the Slot-2 device Magic Reader from Konami.
- Added support for the Virtureal Racing System.
- Added a Virtual Cursor option for the NDS core. Controls basic touchscreen input using only a keyboard or joystick.
Télécharger GB Enhanced+ v1.5
Site Officiel de GB Enhanced+
 
 ares v119 
Vendredi 02/04/21 à 15:30 par Firebrand
Cet émulateur multi-systèmes a été mis à jour. Les améliorations sont les suivantes:
I'm releasing ares v119 today, which includes very preliminary Sega 32X emulation support. Compatibility is currently at around 50% with the dynamic recompiler, probably closer to 75% with the cached interpreter, and since the system requirements were a bit too steep (on account of my Mega Drive core being cycle/dot-accurate), I downclocked the SH2s a bit until I can speed up the emulator more. You'll currently need about a Ryzen 5 2600 to hit 60fps reliably. With the underclock, my Ryzen 7 5800X hits 120fps, and without it, 85fps.
Although the compatibility for the new 32X core is a bit low, this is mostly due to pesky CPU bugs. The accuracy is quite high and I've emulated as much of the 32X and SH7604 peripheral functions as possible. I pass all 161 tests from the Mars Check Program. It should not take much more work to reach 98% compatibility in the future. Sega CD 32X emulation support is present, but is likely not functional, as I haven't tested it yet.
Other major features in this release include Sega SVP support for Virtua Racing, plus improved Nintendo 64, Mega Drive, and Mega CD emulation compatibility.
I'm going to start working on Sega Saturn emulation now, while Luke Usher works on Neo Geo emulation. No promises as to when or if these cores will become playable, I'm just giving you all a heads up since you'll see the skeletons for these systems in the source code now.

Changelog:
- Nintendo 64: improved Expansion Pak detection
- Nintendo 64: fixed swapped L and R buttons [simer]
- Nintendo 64: emulated the RST bit for gamepads
- ruby: added library detection support for the Linux and BSD targets
- lucia: gained support for game paks (custom file dialog only)
- Super Famicom: added support for Super Game Boy, Sufami Turbo, and BS Memory packs
- hiro: made SourceEdit optional for gtk2 and gtk3 targets (disabled for ares)
- Nintendo 64: emulated 2048-byte EEPROM identifier and transfer protocol
- Super Famicom: corrected ppu-performance widths table indexing to consider overscan
- Mega CD: fixed a bug in register $ff8003; allows Popful Mail to boot [TascoDLX]
- Mega Drive: fixed a bug with 256-width video modes
- Mega Drive: improved VDP DMA emulation which should fix many games
- Mega Drive: added SVP emulation
- Mega Drive: added 32X emulation
- Mega CD: fixed a bit-masking bug in register $ff8004; fixes Radical Rex [TascoDLX]
- Nintendo 64: fixed C implementation of RSP VMACU instruction
- Nintendo 64: use correct NTSC and PAL PIF ROM images based on the region
- Mega Drive: fixed reset logic, Z80 interrupt timing + prefix timing + bus control [TascoDLX]
- Mega CD: fixed word RAM access and CDC DMA word RAM transfers [TascoDLX]
- Nintendo 64: improved RSP VMOV emulation [Rasky]
- Nintendo 64: fixed RSP DMEM DMA alignment (&~7, not &~3) [Rasky]
- Nintendo 64: upgraded to the latest version of ParaLLEl-RDP
- nall: greatly expanded recompiler/amd64's supported intrinsics
- mia: substantial refactoring around a new virtual filesystem implementation from nall
Télécharger ares v119
Site Officiel de ares
 
 MESS et MESSUI v0.230 (64-bit) 
Mercredi 31/03/21 à 15:12 par Firebrand
Ce build de MAME dépourvu des machines d'arcade a lui aussi été mis à jour. Voici les améliorations spécifiques (valables également pour MAMEUI):
- Lua initialisation errors are treated as warnings rather than fatal
- NES: do not crash if unknown UNIF PCB found.
- NewUI: do not crash if a cartridge that supports an extra slot gets removed
- MESSUI, MAMEUI: you can right-click on a game and choose "Delete game settings" to remove a game's INI,CFG,STA and NVRAM files.
Télécharger MESS v0.230 (64-bit)
Télécharger MESSUI v0.230 (64-bit)
Site Officiel de MESS
 
 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
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 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
 
 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
 
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