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 RomVault v3.5.2 
Dimanche 25/12/22 à 15:17 par Firebrand
Une nouvelle version de ce gestionnaire de ROMs a été publiée. Voici la liste des nouveautés:
New Features
- Add a way to purge old DATs
- Filter for MIA ROMs
- Create default directories for new setups (DatRoot, RomRoot, ToSort)
- Handle locked files better during scanning

Bug Fixes
- Empty directories and 0 byte files are deleted from locked branches and ToSorts
- DatVault can throw invalid JSON error
- Missing status for "In DAT merged, delete" in ROM details grid
- FixDATs are missing MIA flags
- CMP DATs are interpreted with incorrect character encoding
- Crash occurs if a RV temp archive cannot be deleted
- Crash occurs when generating Fix DATs for directories using Single Archive
- Cache can become unstable and trigger errors on every change
- Corrupt CHDs lose their corrupt status
- Some edge case statuses are missing images
- DATs with single archive directory settings are reprocessed on every DAT update
- Registration window uses default icon in task bar
- Elevated RAM usage after refreshing all DATs
- Files can be stuck in a "cyan" state until rescan
- Crash occurs when moving a file open by another process
- Readable corrupt zips that require fixes cause repeated errors
- DatVault can load with no Groups displayed, refresh causes crash
- Missing ROMs from "Single Archives" are included as orphaned ROMs in the wrong FixDAT
- The "In DAT merged, move to ToSort" scenario displays a broken image in ROM details grid
- Crash occurs if a RV temp archive is open by another process during a rename
- Crash occurs during Full DAT creation if DAT has missing rom names
- Crash can occur during a cache backup if not enough space
- ZipMove is sometimes not used if the archive to be moved contains a 0 byte file
- Fixes from 7z archives to Uncompressed sets do not use the 7z cache
- The Compress action is missing the filesize in the fixing status log
- The “_0” is inserted into the incorrect place to avoid naming conflicts if the set name contains periods
- Ampersand characters in the directory settings Dir Location are not displayed
- Recompressing to RV7Z shows a status of TrrntZipping in the status log
- An unaccounted for combination of ROM statuses can occur during a fix and throw an error
- A filesystem error occurs if RomVault tries to ZipMove an archive while it is open in another application
- Just a couple of bug fixes... LOL... Merry Christmas to all.
Télécharger RomVault v3.5.2
Site Officiel de RomVault
 
 ClrMAME Pro v4.047 
Mardi 20/12/22 à 14:02 par Firebrand
Une nouvelle version de ce gestionnaire de ROMs a été publiée. Les améliorations sont les suivantes:
- updated ziparchive (4.6.9) and unrar (6.20.3)
- misc: show warning when trimming removed a whitespace rom names with subfolders
Télécharger ClrMAME Pro v4.047 (32-bit)
Télécharger ClrMAME Pro v4.047 (64-bit)
Site Officiel de ClrMAME Pro
 
 VisualBoy Advance-M v2.1.5 FR 
Vendredi 16/12/22 à 14:19 par Firebrand
La dernière version de cet émulateur GameBoy Advance a déjà été traduite en français par l'équipe de Tradu-France.
Télécharger VisualBoy Advance-M v2.1.5 FR (32-bit)
Télécharger VisualBoy Advance-M v2.1.5 FR (64-bit)
Tradu-France
 
 VisualBoy Advance-M v2.1.5 
Vendredi 16/12/22 à 14:15 par Firebrand
Cet émulateur GameBoy Advance n'avait pas été mis à jour depuis 3 ans. Voici donc les nouveautés de cette nouvelle version:
- ea2a929f - Backport 800d6ed69b from wx to fix Wayland EGL pos [rkitover]
- c40a1417 - Write vsync toggle msg to debug log not OSD [rkitover]
- 5d2dd01e - Call Layout() after DrawingPanel OnSize event [rkitover]
- da686a48 - Reinit panel on vsync toggle. [rkitover]
- ec27885c - Support EGL VSync on Wayland. [rkitover]
- c27d384a - Enable GL on Wayland for wx 3.2+, no vsync. [rkitover]
- c249115b - build: set -mtune=generic [rkitover]
- 297d7c06 - [hidpi] Use wxWidgets 3.2 on Windows [steelskin]
- 0d86432a - [hidpi] Implement full HiDPI support [steelskin]
- 69d24fb5 - [build][msvc] Fix debug information and set hidpi support [steelskin]
- 90fc3e12 - Default CTRL+I to change interframe blender [rkitover]
- a57d81e1 - Show name of interframe blender not num in OSD [rkitover]
- 13c558ac - Disable wireless link type [rkitover]
- 639003a8 - Show pixel filter name not number on cycle [rkitover]
- 236cffb4 - Make another adjustment to glXQueryExtensions [rkitover]
- 643ec0f7 - Pass DefaultScreen(display) to glXQueryExtensions [rkitover]
- 60d7ead5 - Fix menu state after playing a movie [laqieer]
- d2fee771 - Add VBA Movie Version 2 [laqieer]
- 3f2d3c13 - Remove manual joystick polling [steelskin]
- 7726d26f - Enable full optimizations and fix x86 builds [danialhorton]
- 73223445 - MSVC opt /fp:fast /Oi, intrinsic sqrt() w/ XBRZ. [rkitover]
- 972f1513 - Enable GB colorization hack support in GUI. [danialhorton]
- 1741fa32 - Fix autosaveloadcheat and rename pref [danialhorton]
- a31a7a30 - in Wx, the Option is Enable MMX, make the variable also enableMMX and set its default to on. [danialhorton]
- 983ea451 - Flash : Erased memory is FFh-filled [negativeExponent]
- 18e387d1 - Fix Flash chip's erase operation: erased memory is FFh-filled, not zero-filled. [laqieer]
- c05056ab - HuC3: Update [negativeExponent]
- 93084990 - HuC3: Refactoring to avoid breaking savestates [negativeExponent]
- 05a046e7 - HuC3: Enable battery save, update RTC support [negativeExponent]
- 70477dcd - GBA:Fix serial emulation if compiled with NO_LINK [negativeExponent]
- 15bcad13 - GB:Fix serial emulation when compiled with NO_LINK [negativeExponent]
- 025f3079 - GBA:Fix a few memory read/write issues [negativeExponent]
- 210e79bb - Add descriptions for the 'Interframe Blending' and 'LCD Color Filter' options [jrb22x]
- 8a3456f8 - Default to not change battery on state load. [rkitover]
- b50ff858 - add a missing break in half word reads [danialhorton]
- 064fa7b0 - Fix SDL audio delay [Clownacy]
- 7db3c817 - Fixed SDL audio using the wrong audio specification [Clownacy]
- cb0933bf - Stop changing plane ptrs in rec. audio frames. [rkitover]
- 80634683 - Force a panel update when configuring bilinear. [briansrls]
- 6a714281 - Differentiate between SDL joy index/instance_id. [rkitover]
- 11693d83 - Clean up GB MBC30 check. [rkitover]
- 020daad8 - Fix joy accels when emulation is paused. [rkitover]
- def5d3e4 - Stop timer when game is loaded again. [rkitover]
- e0816b0e - Fix weird input/buttons memory leak. [edenisfa]
- 7031c1d1 - [LINUX,WINDOWS] Key/Joy background input. [edenisfa]
- 84f3e8ce - Allow joystick background input. [edenisfa]
- 40741580 - Add GUI cmd line option for config file. (#724) [Steelskin]
- c169420f - Turbo/throttle config and DirectSound fixes. [rkitover]
- 378c9493 - Fix joystick config when game is loaded. [rkitover]
- 95213a6d - GB: Only use mapperLastTime to see if RTC data was loaded [negativeExponent]
- 86fcffef - GB: Add support for 4MB MBC30 [negativeExponent]
- 2f9933ae - GBA BIOS: ArcTan/ArcTan2 fixes for HLE bios [negativeExponent]
- d9732f68 - Fix clock cycle count for MUL, MLA instructions... (https://github.com/libretro/vba-next/commit/b91f39c787cc99ace97546cb94985f3b658c8b57) - backport Fix clock cycle count for some arm/thumb instructions (https://github.com/libretro/vba-next/commit/5243b2d8064dd2145888ced7cbfe127594ecf6db) - backport Fix base cycle count for MUL, MLA series (https://github.com/libretro/vba-next/commit/b91f39c787cc99ace97546cb94985f3b658c8b57) [negativeExponent]
- c07d5b65 - Fix vram 16/32 bit unaligned reads(backport https://github.com/libretro/vba-next/commit/7f18771165dd4a6d71a598c51d91668920572eaa) [negativeExponent]
- 18c2ea61 - Further fixing Multi Buffer formatting. [briansrls]
- 1e569300 - Addressing audio plugin crash [briansrls]
- 9c314a15 - Use proper string "wglGetExtensionsStringEXT". [edenisfa]
- 3ba05295 - Improve BIOS Math tests score from 425 to 625. [edenisfa]
- 6f2e320d - Improve clock cycle count for THUMB operations. [edenisfa]
- 9e537a8f - Improve cycle count for MUL, MLA. [edenisfa]
- 306f92f5 - Check game kbd input with wxGetKeyState() again. [rkitover]
- 6b257d52 - Avoid override of variable throttle for turbo. [edenisfa]
- bd2483ca - Allow changing connection type without restart. [edenisfa]
- d379a076 - Decrease mouse sensitivity for menu hiding. [rkitover]
- 0c5ee994 - Fix PNG capture screen. [edenisfa]
- 1347026d - Turbo config refactor followup. [rkitover]
- 1bced474 - Codesign fix for mac. [rkitover]
- 07064c87 - [Windows,MacOS] Auto-updater refactoring. (#639) [denisfa]
- 09e8da43 - Joystick refactor pt. Deux: Support Joysticks. [rkitover]
- 504ca08b - Hide menubar + minor UI refactor. [rkitover]
- 2868c1b7 - Fix changing aspect ratio option. [rkitover]
- 045e95ab - GB: Support 4MiB MBC30 ROM bank select. [rkitover]
- 0b14e9f8 - [WINDOWS] Add function to open unicode files. (#644) [denisfa]
- 8e3978b3 - Speedup/Turbo/Throttle fixes. [rkitover]
- 166cf446 - Disable menu LCD filter unless playing GB or GBA. [edenisfa]
- 06001069 - Init systemColorMaps after output module init. [edenisfa]
- cd029ae6 - Fix video recording with frame skip enabled. [edenisfa]
- 008aecde - [LINUX] Fix display of RGB values on viewers. [edenisfa]
- 834d1537 - Fix accel shortcuts when using some menu options. [edenisfa]
- 994726dd - Do not pause while opening configuration windows. [edenisfa]
- 54335dc6 - [WINDOWS] Fix weird WX errors messages. [edenisfa]
- 7bac34ed - Remove duplicate variable winFlashSize. [edenisfa]
- 8d62a790 - Change default options for GB. [edenisfa]
- 99b66e13 - Expose LCD filter for GBA and GB color saturation. [edenisfa]
- c789020e - Fix Save button on OAM Viewer for GB and GBA. [edenisfa]
- dcaa1b9a - Fix Save button on Tile Viewer for GB and GBA. [edenisfa]
- d05e8fc1 - Make AGBPrint output to our Logging. [edenisfa]
- abb82341 - Allow binding specific server IP. (#633) [rkitover]
- 6c64db07 - cmake: Windows codesigning refactor. [rkitover]
- 4f1a351d - Try to configure vsync for multiple options. [edenisfa]
- ed8a9af2 - Use proper functions and checks for OpenGL VSYNC. [edenisfa]
- 6092082e - Fix Save Failed error for Super Monkey Ball Jr. [54053706+negativeExponent]
- f1099a21 - Check return value of soundInit(). [rkitover]
- 410ede54 - Check for null pointer in soundReset(). [alexjnewt]
- 9d1d707c - Limit ROM size to 32 MiB. [negativeExponent]
- fd319d21 - GB: Check header for a valid ROM file. [negativeExponent]
- 513af13d - Replace libpng code for stb_image one. [edenisfa]
- 8f48c1f0 - Fix weird wxWidgets>=3.0 error message. [edenisfa]
- 2f065382 - Enable XAudio2 for Windows vcpkg build. [rkitover]
- a3203770 - Fix: a issue with loading e-Reader dot code (#608) [sony.pcv.s520]
- 83614290 - Turn on winsparkle update checking support. [rkitover]
- 4aab08c4 - Set link timeout default to 500ms, fix prev. dflt. [rkitover]
- 136c094f - Add option to set link network port. [rkitover]
- f69febfd - Add .wav support for sound recording. [edenisfa]
- 6a8a9e62 - Fix integer overflow in cheatsImportGSACodeFile length check. [zack.ref]
- b50d4845 - GBA: Fix crash when new size is larger than rom size after soft-patching [negativeExponent]
- 9e1a63af - support for patches in BPS format [ArtiiP]
- 72d0725b - Allow game window to resize on-the-fly when enabling/disabling borders [negativeExponent]
- 225e4dc9 - Remove top border black line when using filters. [edenisfa]
- 0535d5c7 - Optimize CRC32. [mudlord]
- 4bc9bb84 - Implement joystick rumble. #522 [rkitover]
- 384f4487 - Fix key accel overriding menus and dialogs. [edenisfa]
- af0de1c4 - xbrz: fix inline asm check [rkitover]
Télécharger VisualBoy Advance-M v2.1.5 (32-bit) (Windows)
Télécharger VisualBoy Advance-M v2.1.5 (64-bit) (Windows)
Télécharger VisualBoy Advance-M v2.1.5 (64-bit) (MacOS)
Site Officiel de VisualBoy Advance-M
 
 RetroArch v1.14.0 
Mercredi 14/12/22 à 14:30 par Firebrand
Cet ensemble de noyaux d'émulateurs réunis sous une même interface a été mis à jour. Les améliorations sont les suivantes:
- AUDIO/COREAUDIO/APPLE: Allow coreaudio3 driver to work with audio devices that have 2 or more output channels
- CHEEVOS: Fix construction of Cheevos badge path
- CLI: Fixed not getting any output when running –version or –features without –verbose
- CLI: Fixed crash when running empty – parameter (it proceeded to content loading)
- CLI: Reformatted –features to require less rows and to be more consistent
- CLI: Added -V shorthand for –version
- CLI: Tab removal + whitespace nits
- CONFIG/MIDI: Prevent MIDI startup error with old configurations
- D3D11: Fix when using shaders with TATE mode arcades etc
- D3D12: Fix when using shaders with TATE mode arcades etc
- D3D12: Added support for break on errors (development aid – define DEVICE_DEBUG to use)
- D3D12: Added support for DRED (device remove extended data) (development aid – define DEVICE_DEBUG to use)
- D3D12: Made D3D12 viewport and scissors to behave more like Vulkan drivers (or be more correct)
- D3D12: Fixed some shaders not appearing with the d3d12 driver – this reintroduces a validation error though but it seems to work as in not crash and is the old RA behaviour. Guess we need a different way of fixing the validation issue.
- D3D12: Fixed validation error on start up due to buffers not being setup correctly for one frame
- DATABASE/EXPLORE/VIEW: Bugfix – RGUI did not clear thumbnail on non-playlist items such as Save and Delete menu_explore_get_entry_playlist_index() returns -1 on invalid entries, but the variable where it was stored was unsigned
- DATABASE/EXPLORE/VIEW: Bugfix – XMB+Ozone cleared thumbnail in Quick Menu when navigating away from Run
- DRM/ODROID GO2: Implement get_video_size for DRM GL context driver
- FASTFORWARD: Restore framelimit on fastforward toggle. Fast-forward was broken after toggling vrr_runloop off, since it will force frame limit to 1.0 (even on every frame) and never restores it. So let’s make sure the wanted ratio is applied when toggling FF (Fastforward).
- FFMPEG CORE: Fix runtime error in FFmpeg core when build with FFmpeg n5.1.2 and OpenGL ES
- GFX/VIDEO FILTERS: (picoscale_256x_320x240) Added snn function to upscale Fuse (ZX Spectrum) core borderless output to 320×240. ZX Spectrum resolution of 256×192 was previously unsupported.
-HOTKEYS: Further reorder internal hotkey items for consistency and removed SEND_DEBUG_INFO, OVERLAY_NEXT and OSK from visible hotkey bind list. “Send Debug Info” stuff is removed as much as possible without breakage due to translation files.
- INPUT/AUTOCONFIG: Disable ‘pause on controller disconnect’ by default – was enabled by default on 1.13.0
- INPUT/MENU: Device Index menu refactor
- INPUT/OVERLAY: Fix analog drift blocking touch input (could occur on overlay_next if physical inputs shown on overlay)
- INPUT/OVERLAY: Fix overlay_next buttons lighting up in unison
-INPUT/OVERLAY: Skip meta keys in input_overlay_add_inputs (not supported by input_state_internal)
- INPUT/WINDOWS/WINRAW: Fix mouse position when using input overlay with mouse cursor
- INPUT/WINDOWS/WINRAW: Fixed mouse position to use the same method required for menu items and pointer when simulating input overlays with mouse, since it won’t work with multi mouse method
- INPUT/WINDOWS/WINRAW: Fixed passing mouse position to core also when using aforementioned method
- LEAPFROG: Add Leapfrog (LFx000) Target
- LOCALIZATION: Updates
- LOCALIZATION/INPUT/IME/MENU/ONSCREEN KEYBOARD: Extended IME and Korean OSK
- MENU: Cleanup of help texts
- MENU: Allow toggling info off with the same button
- MENU: Allow menu wallpaper/background reset. Let’s also remove the current wallpaper from the screen when pressing Start.
- MENU: Null driver shows with different color (Added for all menus the ability to show “disabled” items with a muted color)
- MENU/DRIVERS: Menu driver first, Audio Resampler removed because it is enough to exist under audio settings
- MENU/INPUT: Moved “Confirm Quit” to Input menu
- MENU/INPUT/HOTKEYS: Input hotkey menu completely overhauled to keep related entries together, and also adjusted some labels and sublabels
- MENU/OVERLAY: Fix overlays behind menu without core running. “Show Overlay Behind Menu” is currently broken with Ozone and XMB (with any other color theme than Plain) when running without a core.
- MENU/MATERIALUI: Fix home screen on first startup – no more stray entries
- MENU/OZONE: Allowed drawing sidebar and thumbnail bar background color also when core is running
- MENU/OZONE: Stopped using different padding and position for savestate thumbnails vs imageviewer
- MENU/OZONE: Removed gradient background effect when core is running, because some themes already have gradient background, which creates ugly rough steps
- MENU/OZONE: Fixed “Gray Light” theme from using the same background as “Gray Dark”, which makes selection cursor near impossible to see
- MENU/OZONE: Some whitespace corrections
- MENU/UX: Extend OFF menu value colors
- MENU/UX: Menu icon improvements – Menu Visibility icons (Quick Menu + Settings)
- MENU/UX: Menu icon improvements – Playlist Manager icons
- MENU/UX: Menu icon improvements – Explore icon as database icon
- MENU/UX: Menu icon improvements – View and filter icons as cursor icon (folder icon in GLUI)
- MENU/UX: Menu icon improvements – View save + delete icons
- MENU/UX: Menu icon improvements – Moved Explore + Views below Standalone Cores
- MENU/UX/OZONE: Removed icons from menus where others items don’t have icons, and added icons to menus where the rest have icons
- MENU/UX/OZONE: Changed the way “no icon” is handled from kludgy way of not drawing SUBSETTING icon
- MENU/UX/XMB: Changed playlist entry index positioning to bottom right when thumbnails are in vertical mode, because big lists will overlap with arrow and current “breadcrumb” icons when the position is next to current selection
- MENU/UX/XMB: Added a rather nasty hack to prevent showing wrong icons under Explore as “breadcrumb” icon
- MENU/UX/XMB: Optimized certain icon drawing loops (Main horizontal icons were looped even when not visible, and all previous “breadcrumb” icons were looped when only one certain was needed)
- MENU/UX/MATERIALUI: Fixed showing icons where there should not be any (Waitable Swapchains, Show Recording + Streaming)
- OSX/MACOS: Fixed Cocoa keyboard not allowing to map Analog stick
- PS2: Use the recently created ps2_drivers which makes easier the loading and init of all the drivers: Memory Card, USB, HDD, Audio, Controllers
- PS2: Adds exFat support for USB, and probably solves some unexpected issues when using an HDD driver for booting cores/games.
- SDL GFX: Fix no menu on start/blank screen issue.
- SRAM: Don’t init SRAM saving without content (gets rid of the redundant logging)
Télécharger RetroArch v1.14.0 (32-bit) (Windows)
Télécharger RetroArch v1.14.0 (64-bit) (Windows)
Télécharger RetroArch v1.14.0 (XP/Vista 32-bit) (Windows)
Télécharger RetroArch v1.14.0 (XP/Vista 64-bit) (Windows)
Télécharger RetroArch v1.14.0 (64-bit) (MacOS)
Télécharger RetroArch v1.14.0 (Metal2) (MacOS)
Télécharger RetroArch v1.14.0 (Linux)
Télécharger RetroArch v1.14.0 (Nintendo GC)
Télécharger RetroArch v1.14.0 (Nintendo Wii)
Télécharger RetroArch v1.14.0 (Nintendo WiiU)
Télécharger RetroArch v1.14.0 (.3dsx) (Nintendo 3DS)
Télécharger RetroArch v1.14.0 (.cia) (Nintendo 3DS)
Télécharger RetroArch v1.14.0 (Nintendo Switch)
Télécharger RetroArch v1.14.0 (PlayStation 2)
Télécharger RetroArch v1.14.0 (PSP)
Télécharger RetroArch v1.14.0 (PS Vita)
Télécharger RetroArch v1.14.0 (Xbox One)
Site Officiel de RetroArch
 
 NegaMAME v0.250-1 
Lundi 05/12/22 à 14:35 par Firebrand
Ce build de MAME prévu pour fonctionner avec le frontend Negatron a été mis à jour avec les sources de MAME v0.250.
Télécharger NegaMAME v0.250-1 (Windows)
Télécharger NegaMAME v0.250-1 (MacOS)
Télécharger NegaMAME v0.250-1 (Linux)
Site Officiel de NegaMAME
 
 RetroBat v5.0.0 
Dimanche 04/12/22 à 10:24 par Firebrand
Cet ensemble de script conçu pour configurer automatiquement le frontend EmulationStation avec RetroArch et différents émulateurs autonomes a été mis à jour. Les améliorations sont les suivantes:
New systems

– Adventure Vision
– amiga 4000
– apfm1000
– Arcadia 2001
– Astrocade
– BBC micro
– Camputers Lynx
– Philips CD-I
– Color Computer
– CreatiVision
– FM 7
– Gamate
– Game.com
– Game Pocket Computer
– GameBoy Advance 2 players
– Game Master
– LCD Games
– Megadrive-msu
– Mega-Duck
– Neo-Geo 64
– PV-1000
– Super Cassette Vision
– Super Game Boy
– Super A’Can
– TI-99
– Tomy Tutor
– TV Games
– VSmile

New features

– New Retrobat integrated Updater & Emulators download/update functionnality
– New content downloader
– Add incremental savestate support
– Add support for lightguns and Wiimote Guns, new lightgun games collection and removal of «*lightgun*» rom folder
– Sinden Lightgun support
– Duimon’s Mega-Bezel pack support
– Support of zipped roms decompression
– Add image viewer to Retrobat
– Autodetection of best mame version when set to auto
– XInput drivers for libretro
– Add: support for Retroachievements “Challenge” indicator

Cores

– a5200
– fbalpha (current)
– fceumm
– gearcoleco
– imageviewer
– mame2000
– mame2010
– swanstation

Standalone

– 3DSen (emulator not provided)
– Hypseus (fork of Daphne)
– no$gba (gba 2 players)
– pcsx2 1.7 SSE4 and AVX2 versions
– pcsx2 1.6 version moved to pcsx2-16 folder (pcsx2 folder used for 1.7 version)
– PinballFX3 (through Steam integration)
– ScummVM
– Yuzu early access

Miscellenaous

– moved all bioses to \bios folder and updated bios list md5 checks
– Add new music theme
– New version of Batgui.exe (not all functionalities have been ported yet)
– Group system features into submenus in Retrobat advanced configuration menu
– Option to invert A and B buttons
– Removed arcade system, replaced with individual system folders
– 64dd folder renamed n64dd
– New SDL version
– Additional features directly accessible from Retrobat to avoid setting up the features in the emulators (PS3, PS2, Yuzu, scummvm, dolphin, …. and many others)

Retrobat

– New Website
– New Wiki
Télécharger RetroBat v5.0.0
Site Officiel de RetroBat
 
 RetroArch v1.13.0 
Dimanche 20/11/22 à 15:51 par Firebrand
Cet ensemble de noyaux d'émulateurs réunis derrière une même interface a été mis à jour. Les améliorations sont le suivantes:
- 3DS: Remove debug button combo to shutdown RA
- 3DS: Remove MaterialUI as per MrHuu recommendation
- ANDROID: Enable ‘Vibrate On Key Press’ haptics by default
- ANDROID: Turn ‘Threaded Video’ off by default
- CHEEVOS: Upgrade to rcheevos 10.5
- COMPILATION: Fixed compiling with –disable-menu
- CONFIG: Don’t show override notification with appendconfig alone
- DATABASE/PLAYLISTS: Playlist + database changes – Cleanup ‘entry_slot’, fallback label + logging
- FRONTEND: Fix default remaps folder for various cores: remap should … …be nested in config folder
- HOTKEYS: Fix shader toggle and add hotkey + sublabel
- HOTKEYS: Cleanups and corrections – Keep hotkey pause and menu pause separate in order to not trigger unwanted pause when toggling menu regardless if menu will pause or not
- HOTKEYS: Cleanups and corrections – Allow unpausing with Start (makes resuming more convenient after controller disconnect if menu does not pause)
- IOS13+: Pointer movement accuracy. iPad Trackpad Pointer Movement Accuracy through absolute location (for iOS 13.4 and above)
- IOS13+: Adds iPad Trackpad Support to iOS13 Project (for iOS 13.4 and above)
- INPUT: Fixed the way devices were previously indexed. Input devices were only being indexed in order and would stop at the first time an input has no device connected to it. The problem is when a device gets disconnected, that input will have no devices connected to it, but the next input may still have a device connected. So, that makes changing the port of the currently connected devices impossible.
- INPUT/AUTOCONFIG: Add option for pause on controller disconnect
- INPUT/AUTOCONFIG: Driver independent disconnection notification. Should show disconnect notification now properly on Windows with XInput and/or DirectInput pads
- INPUT/HID: Added usb hid controllers for the famous ZeroDelay encoder and also for “Kade: Kick Ass Dynamic Encoder” to be able to use some custom arcade sticks.
- INPUT/OVERLAY: Add eightway area types.
- INPUT/OVERLAY: Fix overlay next_index for unnamed targets
- INPUT/OVERLAY: Ignore hitboxes with zero area. I.e. Set ‘reach_x’ or ‘reach_y’ to zero to ensure no hitbox math is done. This simplifies designating animation-only descriptors (e.g. for eightway areas) or obsolete descriptors.
- INPUT/OVERLAY: Add ‘reach’ and ‘exclusive’ for hitboxes. Allows stretching hitboxes and handling their overlap.
- INPUT/MENU: Addition to analog stick menu navigation
- INPUT/MENU: Enable menu navigation also with right analog stick
- INPUT/MENU: Add option for swapping menu scrolling buttons
- LOCALIZATION: Updates
- LOCALIZATION: Add Hungarian language option
- MENU: Thumbnail fullscreen toggle behavior correction
- MENU: Consistent left-right scrolling for Quick Menu items
- MENU: Remove useless sublabel from System Information
- MENU: Improve widget appearance with missing assets
- MENU/QT/WIMP: Remove SSL/TLS check at startup
- MENU/OZONE: Show metadata helper in footer only with second thumbnail
- MENU/OZONE: Footer improvements – Add “Cycle thumbnails” helper when suitable
- MENU/OZONE: Footer improvements – Show “Search” helper only when search function is enabled
- MENU/OZONE: Footer improvements – Fix “Thumbnails available” helper for save states
- MENU/OZONE: Footer improvements – Tighten padding between icon and title, and widen between helpers
- MENU/OZONE: Launching anything from a View no longer throws Quick Menu off the screen
- MENU/OZONE: Save state thumbnails in slot dropdown obeys fullscreen toggle properly when content launched via CLI
- MENU/OZONE: Save state thumbnail dropdown won’t allow fullscreen toggle when it shouldn’t
- MENU/OZONE: Selection position remembering in non-playlists won’t flash the first entry
- MENU/OZONE: Remember selection per main tabs
- MENU/OZONE: Remove incomplete assets warning
- MENU/OZONE: Add option to adjust cursor memory when changing menu tabs
- MENU/OZONE: Further extend texture support for Core Option categories
- MENU/XMB: Remove incomplete assets warning
- MENU/XMB: Add truncate playlist name option
- MENU/XMB: Improve background image selector
- MENU/XMB: Add option to adjust cursor memory when changing menu tabs
- MENU/XMB: Further extend texture support for Core Option categories
- MENU/MATERIALUI: Remove incomplete assets warning
- OSX: Fixed Z/X keys not working on the macOS port
- OSX: Fixed RETROK_LMETA not working on macOS port. The RETROK_LMETA key was not defined in the rarch_key_map_apple_hid
- OSX: Fix broken fullscreen mode in macOS Ventura
- PS2: Fix Error saving remaps and runtime logs
- PS3: Fix Core Remap Overwrite Fail
- QB: Don’t fail if OSDependent/OGLCompiler libraries are not present
- SCANNER/PS1: Improved scanning of PS1 discs
- SCANNER/PS2: Added serial scanning of PS2 discs – should now scan DVDs and other discs which were previously missed
- THREADED VIDEO/GLCORE: Fix regression ‘Shader presets dont load, when video driver is set to glcore’
- VULKAN: Fix HDR inverse tonemapping. Only skip tonemapper if HDR10 is explicitly enabled by last shader pass. Otherwise, we are simply just inheriting the bit-depth of the swapchain.
Télécharger RetroArch v1.13.0 (32-bit) (Windows)
Télécharger RetroArch v1.13.0 (64-bit) (Windows)
Télécharger RetroArch v1.13.0 (XP/Vista 32-bit) (Windows)
Télécharger RetroArch v1.13.0 (XP/Vista 64-bit) (Windows)
Télécharger RetroArch v1.13.0 (64-bit) (MacOS)
Télécharger RetroArch v1.13.0 (Metal2) (MacOS)
Télécharger RetroArch v1.13.0 (Linux)
Télécharger RetroArch v1.13.0 (Nintendo GC)
Télécharger RetroArch v1.13.0 (Nintendo Wii)
Télécharger RetroArch v1.13.0 (Nintendo WiiU)
Télécharger RetroArch v1.13.0 (.3dsx) (Nintendo 3DS)
Télécharger RetroArch v1.13.0 (.cia) (Nintendo 3DS)
Télécharger RetroArch v1.13.0 (Nintendo Switch)
Télécharger RetroArch v1.13.0 (PlayStation 2)
Télécharger RetroArch v1.13.0 (PSP)
Télécharger RetroArch v1.13.0 (PS Vita)
Télécharger RetroArch v1.13.0 (Xbox One)
Site Officiel de RetroArch
 
 VisualBoy Advance-M v2.1.4 FR 
Lundi 14/11/22 à 13:58 par Firebrand
Tradu-France nous propose la traduction en français de la dernière version disponible (qui date déjà un peu) de cet émulateur GameBoy Advance.
Télécharger VisualBoy Advance-M v2.1.4 FR (32-bit)
Télécharger VisualBoy Advance-M v2.1.4 FR (64-bit)
Tradu-France
 
 Messinfo.dat v0.249 (11.38) 
Vendredi 11/11/22 à 14:52 par Firebrand
Le dernier fichier additionnel de ProgettoSNAPS pour cycle de MAME a été publié. Voici les changements:
- 11.38 11/10/2022: Aligned files to 0.249 version.
Télécharger Messinfo.dat v0.249 (11.38)
Site Officiel de Messinfo.dat
 
 GameEx v18.35 (.NET 6, 64-bit) 
Jeudi 10/11/22 à 11:53 par Firebrand
De nouvelles versions de ces frontends multi-systèmes ont été publiées. Les changements ne sont pas connus.
Télécharger GameEx v18.35 (.NET 6, 64-bit)
Télécharger GameEx v18.35 (32-bit)
Télécharger GameEx Arcade Edition v18.35 (.NET 6, 64-bit)
Télécharger GameEx Arcade Edition v18.35 (32-bit)
Site Officiel de GameEx
 
 GameEx et GameEx Arcade Edition v18.34 
Mercredi 09/11/22 à 13:55 par Firebrand
Ces frontends multi-systèmes ont reçus trois mises à jour consécutives. Mais seules les notes pour la v18.32 sont (pour l'instant?) disponibles:
v18.32:
- For complete MAME list customization if required you can now specify a custom listxml file.
Télécharger GameEx v18.34 (.NET 6, 64-bit)
Télécharger GameEx v18.34 (32-bit)
Télécharger GameEx Arcade Edition v18.34 (.NET 6, 64-bit)
Télécharger GameEx Arcade Edition v18.34 (32-bit)
Site Officiel de GameEx
 
 GameEx et GameEX Arcade Edition v18.31 
Lundi 07/11/22 à 12:12 par Firebrand
Ces frontends multi-systèmes ont été mis à jour. Une seule nouveauté est à signaler:
- New and updated HBMAME profile and download.
Télécharger GameEx v18.31 (.NET 6, 64-bit)
Télécharger GameEx v18.31 (32-bit)
Télécharger GameEx Arcade Edition v18.31 (.NET 6, 64-bit)
Télécharger GameEx Arcade Edition v18.31 (32-bit)
Site Officiel de GameEx
 
 GameEx et GameEx Arcade Edition v18.30 
Jeudi 03/11/22 à 11:48 par Firebrand
Ces frontends multi-systèmes ont été mis à jour, mais les changements ne sont pas connus.
Edit: Les nouveautés ont été dévoilées avec un peu de retard:
- Adds Retroarch emulator profiles for MAME 2013, 2013 Plus and 2010.
- MAME Listxml files can now be used as map fiiles. Hyperlist, and MAME software lists were already supported.
Télécharger GameEx v18.30 (.NET 6, 64-bit)
Télécharger GameEx v18.30 (32-bit)
Télécharger GameEx Arcade Edition v18.30 (.NET 6, 64-bit)
Télécharger GameEx Arcade Edition v18.30 (32-bit)
Site Officiel de GameEx
 
 NegaMAME v0.249-1 
Dimanche 30/10/22 à 14:22 par Firebrand
Ce biuld de MAME pensé pour être utilisé avec le frontend Negatron a été mis à jour vers MAME v0.249.
Télécharger NegaMAME v0.249-1 (Windows)
Télécharger NegaMAME v0.249-1 (MacOS)
Télécharger NegaMAME v0.249-1 (Linux)
Site Officiel de NegaMAME
 
 RomVault v3.5.1 
Mardi 25/10/22 à 14:16 par Firebrand
Une nouvelle version de ce gestionnaire de ROMs a été publiée. Voici les nouveautés:
Feature Updates:
- Added experimental support for Dark Mode, enabled with a RomVault3cfg.xml flag (true)
- Added TorrentZipUI into the RomVault interface, accessible via the Help menu
- Added the ability for anyone (not just DatVault users) to submit “MIA Found” info to DatVault
- Added a new setting to send “MIA Found” information anonymously
- Added artwork support in the for the C64 DAT

Bug Fixes:
- Enhanced the scanning progress window to show the file currently being processed
- Enhanced the MIA submission functionality to support CHDs
- Enhanced the Game Info panel by adding the Category value
- Enhanced the Game List grid filter to clarify merged and deduped
- Fix for a bug where CHDs were incorrectly merged if the DAT contains CHDs with a .chd extension
- Fix for a bug that could cause CHD files to be incorrectly named with an extra .chd extension
- Fix for a crash if RomVault is launched without a DatRoot directory
- Fix for a crash that could occur when an MIA file is found but DatVault is unreachable or times out
- Fix for a crash due to “Incorrect Extraction size found 0 expected X” while scanning a corrupt archive with Shrink compression
- Fix for incorrectly reporting ZIP files as corrupt that used Deflate64
- Removed unnecessary Console.Write lines that could slow down scanning / fixing using Linux
Télécharger RomVault v3.5.1
Site Officiel de RomVault
 
 GameEx et GameEx Arcade Edition v18.29 
Mardi 25/10/22 à 14:11 par Firebrand
Ces frontends ont été mis à jour. Les améliorations sont les suivantes:
- Fixes Windows XP compatibilty for installer out of the box. Why? I just don’t know anymore. Seriously, for Wine and ReactOS, and XP is still awesome!.This is also the first release built on my new Ryzen 7950x DDR5 rig.
Télécharger GameEx v18.29 (.NET 6, 64-bit)
Télécharger GameEx v18.29 (32-bit)
Télécharger GameEx Arcade Edition v18.29 (.NET 6, 64-bit)
Télécharger GameEx Arcade Edition v18.29 (32-bit)
Site Officiel de GameEx
 
 RetroArch v1.12.0 
Mardi 18/10/22 à 14:18 par Firebrand
Une nouvelle version de cet ensemble de noyaux d'émulateurs réunis dans une même interface a été publiée. Voici la liste des changements:
- CONFIG/CLI: Allow use of –appendconfig with override cfgs instead of getting ignored
- CONFIG/LOGGING: No more console startup logging if logging to file
- CONFIG: Saves config on exit only once instead of (worst case scenario) 3 times
- DATABASE/EXPLORE/VIEW: Add View feature – Add saving of a filter set in the Explore menu into a so called “View” file which then gets listed alongside playlists. This also adds the ability to filter a category by range in the Explore menu and not just filter on exact matches.
- FILEBROWSER: Fix regression – certain extensions keep disappearing
- IOS: New modern iOS version (targeting iOS 13 and up), leverages Swift
- IOS: Fixes to iOS toolbar
- IOS16: Add iOS 16 lock screen widget
- IOS13+: Added emulator keyboard
- IOS13+: Add JIT support for non-jailbroken devices
- IOS13+: Added support for touch mouse handler
- IOS13+: Changed click-and-drag behavior to double tap hold and drag
- INPUT/HAPTIC/OVERLAYS/ANDROID: Improve haptic feedback for input overlays
- LINUX/MALI FBDEV: Add conditional support for OpenGL ES 3.x
- LOCALIZATION: Updates
- LOCALIZATION/ENGLISH: Add British English language option
- LOGGING/QT: Increase log buffer to 2048 characters – Vulkan validation layer messages output correctly now.
- MENU/XMB: Remember selection per main tabs. Addresses the following : collection playlists can contain hundreds or thousands of items. When scrolling through one, pressing left or right by accident can be common. This resets the playlist to the top
- MIST/STEAM/STEAMDECK: Don’t expose Black Frame Insertion (BFI) if we are running on a Steam Deck
- NETWORKING/WINDOWS: Disable poll support for MSVC 2010 and earlier. WSAPoll is not supported on Windows XP and earlier.
- NETWORKING/WIIU: Fix socket_connect_with_timeout for WIIU
- NETWORKING/WIIU: Fixes RetroAchievements login
- NETWORKING/WIIU: Fixes other online updater functionality
- SAVESTATES/NOTIFICATIONS: Add delay to savestate notifications, so that GPU savestate screenshots stay untouched
- SAVESTATES/SCREENSHOTS: Avoid ‘video_gpu_screenshot’ with savestates. Allow GPU screenshots with savestates only when there is no other way of getting a screenshot.
- SCREENSHOTS/VULKAN: Unload screenshot widget texture early. Fixes Vulkan crash when closing content while a screenshot widget is still on-screen
- SCREENSHOTS/VULKAN: Fix screenshot widget crash when ticker animating
- WAYLAND: Set correct app ID
- WIIU: Add some missing default directories
- WIIU: Get mkdir working on WiiU (directory creation)
Télécharger RetroArch v1.12.0 (32-bit) (Windows)
Télécharger RetroArch v1.12.0 (64-bit) (Windows)
Télécharger RetroArch v1.12.0 (XP/Vista 32-bit) (Windows)
Télécharger RetroArch v1.12.0 (XP/Vista 64-bit) (Windows)
Télécharger RetroArch v1.12.0 (64-bit) (MacOS)
Télécharger RetroArch v1.12.0 (Metal2) (MacOS)
Télécharger RetroArch v1.12.0 (Linux)
Télécharger RetroArch v1.12.0 (Nintendo GC)
Télécharger RetroArch v1.12.0 (Nintendo Wii)
Télécharger RetroArch v1.12.0 (Nintendo WiiU)
Télécharger RetroArch v1.12.0 (.3dsx) (Nintendo 3DS)
Télécharger RetroArch v1.12.0 (.cia) (Nintendo 3DS)
Télécharger RetroArch v1.12.0 (Nintendo Switch)
Télécharger RetroArch v1.12.0 (PlayStation 2)
Télécharger RetroArch v1.12.0 (PSP)
Télécharger RetroArch v1.12.0 (PS Vita)
Télécharger RetroArch v1.12.0 (Xbox One)
Site Officiel de RetroArch
 
 Messinfo.dat v0.248 (11.37) 
Samedi 15/10/22 à 13:45 par Firebrand
Ce fichier informatif clos le cycle de mises à jour des fichiers additionnels de ProgettoSNAPS pour MAME v0.248. Voici les changements:
- 11.37 10/14/2022: Aligned files to 0.248 version.
Télécharger Messinfo.dat v0.248 (11.37)
Site Officiel de Messinfo.dat
 
 mGBA v0.10.0 
Mercredi 12/10/22 à 15:30 par Firebrand
Une grosse mise à jour de cet émulateur GameBoy/GameBoy Advance a été publiée. Voici la longue liste des changements (et elle est longue!):
Been a bit, huh? It’s been 10 months since the last minor release, and over a year and a half since the last major release, but progress definitely has not stopped in the meantime. Although a lot of the changes in this version are under the hood, cleaning up a lot of older code, paying down technical debt and fixing bugs, there are still some major new features in this release. Maybe we spent a bit too long on the polish, though, since this release was intended to be released months ago. Note also that mGBA is written primarily by a single developer, so at times progress can stagnate; after all, mGBA has a bus factor of one. Fortunately, the extra-long wait is over, and mGBA 0.10.0 is here now!
Without further ado, let’s get to the feature list, as this first one is big.

Lua scripting support
- The biggest feature in this release is preliminary support for Lua scripting. For those of you who are familiar with what scripting brings to emulation, please be aware that there are a lot of features still forthcoming. As such, what is possible to do with scripting is currently somewhat limited. For those of you who aren’t, here are some quick ideas.
- Ever wanted to keep track of which Pokémon are in your party, their stats, and more, with an external tracker that auto-updates as you play the game? What about feeding text into an automated translation utility to get a comically bad auto-translation to compare against the comically bad official, in-house translation? And how about keeping track of the RNG state so you can develop RNG manipulation tricks for speedruns? All of these ideas, and more, have been implemented in various other emulators with Lua scripting before, and now with Lua scripting in mGBA it’ll be possible to start writing similar scripts for mGBA.
- To access scripting, click on the Scripting… option under tools. By default, there’s not much to look at; it’s just a window with three empty panes and a text entry field at the bottom. Until you load a script, none of these panes will actually do anything, though you can enter Lua directly into the text entry field and run it.
- The left pane is a list of text buffers that have been created by scripts, and the contents of those buffers are displayed on the top pane. You can change which text buffer you’re currently viewing simply by clicking on its name in the list. The output log, which is shared between all scripts, is shown on the bottom pane. None of these do much of anything without any script loaded, but after running a script they can be used to display information to the user.
- There are also a handful of example scripts that are included with mGBA. You can find them in the scripts folder. There’s also automatically generated API documentation located on its own page.
- As of this release there is no way to display any sort of graphical information in-emulator yet: no overlays, no separate windows, nothing. Only textual and network interaction are supported in the initial release. Although this feature was originally looking like it was going to get pushed back to 0.11, I got in enough early work on it that I decided to make a push to complete it for 0.10. That said…it’s also a big part of why 0.10 is so late. There’s plenty more planned for the future, but I had to cut a release sooner or later, so that’s it until 0.11.

Built-in Updater
- One of the more commonly requested features for mGBA is to have an auto-updater. Many major emulators these days are getting auto-updaters, especially the ones that update frequently. This release introduces an updater that can check for and automatically download and set up new versions for the user. The updater itself is located in the settings, and can be run manually, or configured to check for updates every time mGBA starts.
- Though mGBA releases are fairly rare, mGBA is actively developed and development builds are updated along with these. As such, the new updater features two update channels: stable, for releases like 0.10.0, and later 0.10.1, 0.11.0, etc., when they come out, and development, which is updated with every single code change. Currently, the updater is supported on the desktop version, though the auto-setup does not work on standard Linux builds, as that’s generally managed differently on Linux.
- Believe it or not, while 0.10 is the first version to feature an updater for the whole program, the groundwork for adding an updater has been in the works for several years! Notably, parts of it were first used in the BattleChip Gate feature in 0.8 to download updated chip images. Though currently only the desktop version has a built-in updater, the homebrew ports will support it in the future too.

Game Boy enhancements
- Though less exciting for many users than the aforementioned features, this release also includes some commonly requested features for the Game Boy core.
- Palette presets
*Nostalgic for the color palette of Pokémon Red on your Game Boy Color? How about Super Mario Land on the Super Game Boy? An often-requested feature, mGBA now includes all of the color palettes that could be selected on the Game Boy Color and Super Game Boy, along with the defaults used in the various games that had built-in support for these palettes. Further, you can manually select these palettes, plus a few additional palettes meant to mimic the colors on the original Game Boy, the Game Boy Pocket, and even the Game Boy Light. These can be selected in settings on both the desktop and homebrew versions.
*In mGBA 0.9 there were no presets and the default was just grayscale. Some new presets included in 0.10 range from nostalgic to extra bright.
- Super Game Boy Color
*If you’ve never heard of the Super Game Boy Color, well, there’s a good reason for that. It doesn’t exist. Fortunately, not existing isn’t an impediment for emulator developers and hasn’t stopped emulators from implementing it. So then, what is the Super Game Boy Color? While most features of the Super Game Boy are superseded by the Game Boy Color, the biggest feature that still isn’t present is dynamic borders.
*Although some emulators have an option to use a single Super Game Boy border in Game Boy Color mode in games that support both modes, this doesn’t actually work by running both modes at the same time. In fact, it turns out these two modes in practice are mutually exclusive—and as such, there are almost no games that will attempt to upload Super Game Boy borders while in Game Boy Color mode. Turns out, the option to use borders in GBC mode works by booting the game in SGB mode invisibly, waiting for the game to upload a border, and then restarting the game in Game Boy Color mode with the border displayed. Since the whole reboot process is invisible to the user, lots of users reasonably, but erroneously assume that this is actually just running in either pure Game Boy Color mode or some hybrid mode. There is one caveat however: since a Super Game Boy game can actually upload a border at any time, it can dynamically change the border while the game is running, but the SGB-then-GBC-reboot mode cannot support this.
*Super Game Boy Color mode removes this restriction, as now ROM hacks can upload borders at any time as well. This will not affect most, if any, existing games, as they tend to assume the modes are mutually exclusive. Going forwards, mGBA may implement the SGB-then-GBC-reboot mode, SGBC mode is already implemented in some ROM hacks, such as Crystal Clear, which uses it to display information about your party and game progress.
- Improved audio emulation
*mGBA’s Game Boy audio emulation has been a pain point for many years. While work has progressed on fixing various inaccuracies regarding edge cases, which the Game Boy’s audio processor is absolutely rife with, one of the limiting factors in improving the audio quality has been audio sampling.
*Internally, mGBA uses a sample rate of exactly 32768 Hz, which is the default sample rate on the GBA. Due to some widely criticized design measures used in the GBA, audio is output at an entirely digital level from the processor, one bit every clock cycle, and smoothed out by a rudimentary DAC to make the final audio waveform. Since the clock rate of the GBA is 16.78 MHz, a 32768 Hz “internal” sample rate equates to sending 512 cycle long pulse-width modulated (equivalent to about 9 bit depth) samples 32768 times per second.
*That doesn’t sound great, especially since GB audio channels, which are present on the GBA as well, could change within that 512 cycle period. This can result in terrible aliasing, leading to audible artifacts. And it turns out, the GBA’s sample rate is dynamic and most GBA games actually change this sample rate to 65536 Hz. Further, the Game Boy’s audio processor doesn’t operate at a sample level the same way as the GBA does. It actually has the ability to directly output a (roughly) analog signal every cycle, which means the theoretical sample rate of the Game Boy is orders of magnitude above 32768 Hz, compounding the GBA-specific issues. Taking all this into account, it meant that fixing this problem wasn’t as simple as just increasing the internal sample rate. Further, there were several parts of mGBA that internally assumed samples would always be generated at 32768 Hz, so having to shake those out alone wasn’t trivial.
*Another surprisingly major problem: speed. The audio subsystems of the GB and GBA cores are the third most intensive components of these cores, after the PPU and CPU, so running it twice as often, or more, is effectively a non-starter due to how much slower it would make the cores overall. One of the biggest tricks mGBA uses to make things faster is batching: instead of doing something twice as often, do twice as much in a single time running, or some other multiple. While this doesn’t sound like it should help that much, it can reduce the overhead in a bunch of different ways. Unfortunately, I wasn’t able to match the old speed of the audio subsystem in 0.9, but I’ve tried hard to make it nearly as fast, and I’ll be working on more optimizations in the future.
*After implementing the fairly extensive changes needed, I tested a few games. The audio is cleaner sounding in general, and while that’s a subjective measure, I decided to try and run a more objective test. There’s a project designed specifically for this sort of thing, called MDFourier, which can compare recordings of an emulator to recordings from hardware and give actual metrics on how close or far it is. Though it’s technically for comparing different models of the same system, there’s nothing stopping you from calling mGBA’s GB core a model of Game Boy. I guess. If you really wanted to. Regardless, the difference between spectrograms itself is striking.
*As an actually listenable example, I recorded and compared the intro sequence of The Legend of Zelda: Link’s Awakening, both before and after the change. While for the most part the differences were small, there are definitely some noticeable changes, leading to an overall cleaner sound. The clips are embedded below, in case you want to compare yourself before downloading.
*Now that this major shortcoming has been addressed, cleaning up the edge cases and other audio glitches in mGBA should lead to much less noticeable advances in quality. There’s still plenty of work to be done, but this was the biggest single impediment detracting from Game Boy audio quality in mGBA.

Improved mapper support
- Also new in 0.10 is improved support for a small handful of mappers, mostly with support for a few unlicensed mappers.
- The officially-licensed HuC-3 mapper, used in the Hudson Soft series Robopon and Pocket Family, has a real-time clock, much like the MBC3 mapper used in Pokémon gen 2, but has additional features such as a buzzer that can be set off by the game. Through some ongoing research I’ve been doing, and reverse engineering of the games by the SameBoy developer, these features are now well-understood enough to be implemented, and are in mGBA 0.10. Just in case you wanted to play a laggy Pokémon clone, but with robots.
- Another officially-licensed mapper that’s been a thorn in every GB emulator’s side, colloquially known as TAMA5 due to the marking on the chip, is used in exactly one game: Game de Hakken!! Tamagotchi Osucchi to Mesucchi. That’s a bit of a mouthful, so being the third Tamagotchi game for the Game Boy, it’s usually just called Tamagotchi 3. Unless you follow weird Game Boy games, you’ve probably never heard of this game. It was never released outside of Japan, and was based on the similarly named Tamagotchi series, also never released outside of Japan.
- While the basic functionality has been relatively well documented for a few years, the game also has a real-time clock that had never been successfully reverse engineered. Tamagotchi 3 has two modes of operation: Tamagotchi Time, which ticks fairly quickly and only keeps track of time while the game is running, and Real Time, which is exactly what it sounds like. Since the RTC had never been successfully reverse engineered, no emulator properly supported the RTC. Following literally 5 years of (admittedly sporadic) research on my part, the RTC is now well-understood enough for Real Time mode to work in this single game. Just in case you wanted to play this one specific Tamagotchi game that’s only in Japanese.
- There’s also new support when it comes to unlicensed mappers used in bootleg titles. Continuing with porting the support for unlicensed mappers from hhugboy, there’s now support for Sachen MMC1 and MMC2, as well as NT’s newer mapper type. Though for the vast majority of users this support is wholly irrelevant, if mGBA only had support for things relevant to most users it wouldn’t be where it is today. One of the goals of mGBA is making as much as possible playable, for the sake of preservation, and even that crust at the bottom of the barrel is worth preserving…I guess…maybe.
- On that note, the author of hhugboy has defined a new format called GBX. GBX is designed primarily for unlicensed ROMs and contains additional information about the ROM mappers, similar to how iNES headers define information about the mappers for NES ROMs. This is generally unnecessary for officially licensed Game Boy games as the internal Game Boy ROM header specifies which mapper it uses, but bootleg games don’t tend to follow those conventions. This means that quite often special heuristics are needed to determine which unlicensed mapper a given ROM uses. Heuristics are notably imperfect, however, and for some of these mappers, detection is done at a per-ROM level. When detection is that error-prone, every time another previously-undumped bootleg is released, the heuristics need to be updated.
- This isn’t really sustainable, so GBX takes another approach. While attaching other metadata to the file means it’s no longer just a raw dump, this new format with an additional footer works around this per-ROM detection by simply telling the emulator what mapper is in use to bypass the need for heuristics at all. mGBA 0.10.0 adds support for this GBX format, though not all mappers defined in the GBX specification are currently supported. More will be coming in future releases.

New builds
- As mGBA has gotten more popular, there has been some demand for additional binaries for various platforms. While this version doesn’t add support for any new platforms, it does add two new precompiled binary versions for existing platforms.
- If you’ve used mGBA on macOS any time in the past 4 or so years, you’ve probably noticed that the macOS version has been getting somewhat…crusty. It doesn’t support dark mode, it doesn’t have an Arm (sorry, I mean “Apple silicon”) native version, etc., due to being built with a very old version of the SDK. However, due to threading OpenGL seemingly being intentionally broken on newer macOS SDKs, I couldn’t use a newer version of the SDK to be more in-line with modern features of macOS.
- I spent a lot of time attempting various workaround to this problem, and eventually managed to come up with a slightly janky solution. It seems to have some minor performance and flickering issues on some Macs, however, which I’ve as of yet been unable to resolve. Over the past few months I’ve worked on bringing up a modern version of the macOS port, which is now available as a Universal Binary and supports macOS versions 10.13 and newer. Most people are on a supported version of macOS, so you can grab this version. However, for the handful of users on very old macOS, the “legacy” version is still supported (for now) on macOS versions 10.9 and newer.
- While mGBA has provided builds for Ubuntu releases for several years, Ubuntu is far from the only Linux distro. However, even just building several Ubuntu versions at the same time is a bit of a strain on the build infrastructure, so building separate versions for Debian, Fedora, CentOS, Arch, Manjaro, and whatever other distros people might want isn’t really feasible.
- Fortunately, there are a few solutions for having pre-packaged Linux binaries that run on several platforms. The simplest one of these appears to be AppImage, so I spent some time wrangling a builder for AppImages that can be run on a wide variety of distros, and AppImages are now built automatically for both stable and development channels. Best of all, since it doesn’t require special privileges to install them, they work with the new updater too!

Cheat codes in the homebrew ports
- For years now, every few months someone will ask “how do I access cheat codes on the 3DS?” or on Vita, or on Wii, or on Switch. And for these same years, the answer has always been “it’s complicated, but you probably shouldn’t.” While you could use cheats on the homebrew ports, it was tedious to set up, required exporting a file from the desktop version, and you couldn’t actually update or view the cheats from the homebrew version. Obviously, this was unsatisfactory for everyone, so 0.10 brings along the long-since planned cheat interface for the homebrew ports.
- To use the new cheats interface, start a game, open the menu, and select the new Cheats submenu. Much like on the desktop version, there’s an option to add a new cheat set, and from there you can add lines to the cheat set in question. The cheats will be automatically saved to an associated .cheats file, and automatically loaded on next run. You can also enable or disable the cheat, view the current cheat’s code, rename the cheat, or delete it. Further, .cheats files from the desktop version and the homebrew ports are compatible, so you can export or import them and share them between platforms.

Quality of life
- This release also polishes some existing features with new niceties. Some highlights are as follows:
*Additional settings for handling mute, including for multiplayer windows, or when minimized
*The accelerometers and gyroscopes in game controllers like DualShock/DualSense or Switch Pro Controller can be directly used in supported games, such as Kirby: Tilt ‘n’ Tumble and WarioWare: Twisted
*Discord Rich Presence now supports displaying time elapsed in-game
*GameShark Advance SP format save games can be imported using the existing save importing methods
*Multiplayer windows will now by default have separate save game files per window: .sav for player 1, .sa2 for player 2, .sa3 for player 3, and .sa4 for player 4
*A new RTC override type lets you use an offset from the computer’s current time
*A default Super Game Boy border is displayed before a game uploads its border
*The settings dialog was cleaned up and rearranged to make things easier to find

What about 1.0?
- Some of you are probably wondering why mGBA went from 0.9 to 0.10 instead of 1.0. After all, that’s not how math works! This is, however, how semantic versioning works, and there is a relatively well-defined set of criteria that has been laid out for what features and polish are required before releasing a 1.0 version:
*Netplay (codenamed mNP)
*IDE-style debugging interface
*A much-more polished user interface for the homebrew ports (codenamed mGUI2)
*A relatively stable API for developers wishing to integrate mGBA as a library (also known as libmgba), which will benefit projects that integrate libmgba like Dolphin and BizHawk
*Documentation on both libmgba and the more obscure features of mGBA
*Scripting support
- As mGBA 0.10 adds scripting support, albeit only preliminary scripting support, this checks off that item from the checklist. Subsequent releases, such as 0.11, should check off more items until 1.0 comes out with the list completed.


Changelog

Features
- Preliminary Lua scripting support
- Presets for Game Boy palettes
- Add Super Game Boy palettes for original Game Boy games
- Tool for converting scanned pictures of e-Reader cards to raw dotcode data
- Options for muting when inactive, minimized, or for different players in multiplayer
- Cheat code support in homebrew ports
- Acclerometer and gyro support for controllers on PC
- Support for combo “Super Game Boy Color” SGB + GBC ROM hacks
- Improved support for HuC-3 mapper, including RTC
- Support for 64 kiB SRAM saves used in some bootlegs
- Discord Rich Presence now supports time elapsed
- Additional scaling shaders
- Support for GameShark Advance SP (.gsv) save file importing
- Support for multiple saves per game using .sa2, .sa3, etc.
- Support for GBX format Game Boy ROMs
- New unlicensed GB mappers: NT (newer type), Sachen (MMC1, MMC2)

Emulation fixes
- ARM7: Fix unsigned multiply timing
- GB: Copy logo from ROM if not running the BIOS intro (fixes #2378)
- GB: Fix HALT breaking M-cycle alignment (fixes #250)
- GB Audio: Fix channel 1/2 reseting edge cases (fixes #1925)
- GB Audio: Properly apply per-model audio differences
- GB Audio: Revamp channel rendering
- GB Audio: Fix APU re-enable timing glitch
- GB I/O: Fix writing to WAVE RAM behavior (fixes #1334)
- GB MBC: Fix edge case with Pocket Cam register accesses (fixes #2557)
- GB Memory: Add cursory cartridge open bus emulation (fixes #2032)
- GB Serialize: Fix loading MBC1 states that affect bank 0 (fixes #2402)
- GB SIO: Fix bidirectional transfer starting (fixes #2290)
- GB Video: Draw SGB border pieces that overlap GB graphics (fixes #1339)
- GBA: Improve timing when not booting from BIOS
- GBA: Fix expected entry point for multiboot ELFs (fixes #2450)
- GBA: Fix booting multiboot ROMs with no JOY entrypoint
- GBA: Fix 1 MiB ROM mirroring to only mirror 4 times
- GBA Audio: Adjust PSG sampling rate with SOUNDBIAS
- GBA Audio: Sample FIFOs at SOUNDBIAS-set frequency
- GBA BIOS: Work around IRQ handling hiccup in Mario & Luigi (fixes #1059)
- GBA BIOS: Initial HLE timing estimation of UnLz77 functions (fixes #2141)
- GBA DMA: Fix DMA source direction bits being cleared (fixes #2410)
- GBA I/O: Redo internal key input, enabling edge-based key IRQs
- GBA I/O: Disable open bus behavior on invalid register 06A
- GBA Memory: Fix misaligned 32-bit I/O loads (fixes #2307)
- GBA Video: Fix OpenGL rendering on M1 Macs
- GBA Video: Ignore horizontally off-screen sprite timing (fixes #2391)
- GBA Video: Fix Hblank timing (fixes #2131, #2310)
- GBA Video: Fix rare crash in modes 3-5
- GBA Video: Fix sprites with mid-frame palette changes in GL (fixes #2476)
- GBA Video: Fix OBJ tile wrapping with 2D char mapping (fixes #2443)
- GBA Video: Fix horizontal lines in GL when charbase is changed (fixes #1631)
- GBA Video: Fix sprite layer priority updating in GL

Other fixes
- ARM: Disassemble Thumb mov pseudo-instruction properly
- ARM: Disassemble ARM asr/lsr #32 properly
- ARM: Disassemble ARM movs properly
- Core: Don’t attempt to restore rewind diffs past start of rewind
- Core: Fix the runloop resuming after a game has crashed (fixes #2451)
- Core: Fix crash if library can’t be opened
- Debugger: Fix crash with extremely long CLI strings
- Debugger: Fix multiple conditional watchpoints at the same address
- FFmpeg: Fix crash when encoding audio with some containers
- FFmpeg: Fix GIF recording (fixes #2393)
- GB: Fix temporary saves
- GB: Fix replacing the ROM crashing when accessing ROM base
- GB: Don’t try to map a 0-byte SRAM (fixes #2668)
- GB, GBA: Save writeback-pending masked saves on unload (fixes #2396)
- mGUI: Fix FPS counter after closing menu
- Qt: Fix some hangs when using the debugger console
- Qt: Fix crash when clicking past last tile in viewer
- Qt: Fix preloading for ROM replacing
- Qt: Fix screen not displaying on Wayland (fixes #2190)
- Qt: Fix crash when selecting 256-color sprite in sprite view
- Qt: Fix coloration of swatches on styles with distinct frame backgrounds
- VFS: Failed file mapping should return NULL on POSIX

Miscellaneous
- Core: Suspend runloop when a core crashes
- Core: Add wallclock offset RTC type
- Debugger: Save and restore CLI history
- Debugger: GDB now works while the game is paused
- Debugger: Add command to load external symbol file (fixes #2480)
- FFmpeg: Support dynamic audio sample rate
- GB: Support CGB0 boot ROM loading
- GB Audio: Increase sample rate
- GB MBC: Filter out MBC errors when cartridge is yanked (fixes #2488)
- GB MBC: Partially implement TAMA5 RTC
- GB Video: Add default SGB border
- GBA: Automatically skip BIOS if ROM has invalid logo
- GBA: Refine multiboot detection (fixes #2192)
- GBA Cheats: Implement “never” type codes (closes #915)
- GBA DMA: Enhanced logging (closes #2454)
- GBA Memory: Implement adjustable EWRAM waitstates (closes #1276)
- GBA Savedata: Store RTC data in savegames (closes #240)
- GBA Video: Implement layer placement for OpenGL renderer (fixes #1962)
- GBA Video: Fix highlighting for sprites with mid-frame palette changes
- mGUI: Add margin to right-aligned menu text (fixes #871)
- mGUI: Autosave less frequently when fast-forwarding
- Qt: Rearrange menus some
- Qt: Clean up cheats dialog
- Qt: Only set default controller bindings if loading fails (fixes #799)
- Qt: Save converter now supports importing GameShark Advance saves
- Qt: Save positions of multiplayer windows (closes #2128)
- Qt: Add optional frame counter to OSD (closes #1728)
- Qt: Add optional emulation-related information on reset (closes #1780)
- Qt: Add QOpenGLWidget cross-thread codepath for macOS (fixes #1754)
- Qt: Enable -b for Boot BIOS menu option (fixes #2074)
- Qt: Add tile range selection to tile viewer (closes #2455)
- Qt: Show warning if XQ audio is toggled while loaded (fixes #2295)
- Qt: Add e-Card passing to the command line (closes #2474)
- Qt: Boot both a multiboot image and ROM with CLI args (closes #1941)
- Qt: Improve cheat parsing (fixes #2297)
- Qt: Change lossless setting to use WavPack audio
- Qt: Use FFmpeg to convert additional camera formats, if available
- Qt: Resume crashed game when loading a save state
- Qt: Include cheats in bug report
- SDL: Support exposing an axis directly as the gyro value (closes #2531)
- Windows: Attach to console if present
- VFS: Early return NULL if attempting to map 0 bytes from a file
- Vita: Add bilinear filtering option (closes #344)
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