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 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
Télécharger RetroArch v1.9.1 (32-bit) (Windows)
Télécharger RetroArch v1.9.1 (64-bit) (Windows)
Télécharger RetroArch v1.9.1 (Windows XP/Vista 32-bit) (Windows)
Télécharger RetroArch v1.9.1 (Windows XP/Vista 64-bit) (Windows)
Télécharger RetroArch v1.9.1 (64-bit) (MacOS)
Télécharger RetroArch v1.9.1 (Metal2) (MacOS)
Télécharger RetroArch v1.9.1 (Nintendo GC)
Télécharger RetroArch v1.9.1 (Nintendo Wii)
Télécharger RetroArch v1.9.1 (Nintendo WiiU)
Télécharger RetroArch v1.9.1 (.3dsx) (Nintendo 3DS)
Télécharger RetroArch v1.9.1 (.cia) (Nintendo 3DS)
Télécharger RetroArch v1.9.1 (Nintendo Switch)
Télécharger RetroArch v1.9.1 (PlayStation 2)
Télécharger RetroArch v1.9.1 (PSP)
Télécharger RetroArch v1.9.1 (PS Vita)
Site Officiel de RetroArch
 mGBA v0.9.0 
Lundi 29/03/21 à 16:49 par Firebrand
Cet émulateur GameBoy/GameBoy Advance nous offre une mise à jour des plus réjouissantes. De nombreuses fonctions ont été ajoutés comme le support complet de l'e-Reader ou l’émulation du câble GameBoy Advance du GameCube pour une connexion avec Dolphin (seul VisualBoy Advance-M pouvait le faire) même s'il reste quelques progrès à faire du côté de Dolphin. Comme vous pourrez le constate, le notes de versions sont particulièrement longues:
After the seemingly longest year possible, mGBA 0.9.0 is finally here. It’s been a difficult year for the entire world and that definitely had an impact on development this cycle too. While progress marched on with mGBA for the first few months of last year, I was able to release 0.8.1 through 0.8.3 picking up most of the bug fixes I made along the way towards 0.9. After several months there were lots changed under the surface, but not many user visible new features. In the interest of releasing an properly exciting new version of mGBA I decided to hold onto releasing 0.9 until it was polished and featureful. During the latter half of the year I finally started a push for features, and released 0.8.4 as the last of the 0.8 line. Remember, mGBA currently only has one major developer, so things can take quite a long time to finish, and if I’m not actively working on it any given week then there isn’t progress made that week. While this did lead to 0.9 being effectively “coming soon” for many, many months in a row, it has led to what I believe to be an extremely polished release, so I’m now happy to announce that mGBA 0.9.0 is done and out.
Though it has dozens and fixes and tweaks under the hood, there are some pretty major features to announce, including full e-Reader support, some new enhanced utilities such as a save type converter and a bug report tool, and more. The most exciting features added in this release are detailed after the cut, along with a full change log.

Fully functional e-Reader support

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

Improved user tools

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

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

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

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

More debugging improvements

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

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

Oh yes, and another often requested feature…

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

And more…

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


- 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

- 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
 Ajout de ports d'émulateurs pour GameCube, Wi et WiiU 
Vendredi 26/03/21 à 16:22 par Firebrand
Les ports de Snes9x (SNES), FCEUX (NES) et VisualBoy Advance-M (GBA) pour GameCube, Wii et WiiU (en mode Wii) ont été ajoutés à notre site. Vous les retrouverez dans les sections correspondantes.
 VGBA v6.4 FR 
Samedi 13/03/21 à 15:18 par Firebrand
La dernière version de cet émulateur GameBoy Advance est disponible en français grâce à Tradu-France.
Télécharger VGBA v6.4 FR
 GameEx et GameEx Arcade Edition v16.83 
Mercredi 10/03/21 à 16:02 par Firebrand
De nouvelles versions de ces frontends multi-systèmes ont été publiées mais les changements ne sont pas connus.
Télécharger GameEx v16.83
Télécharger GameEx Arcade Edition v16.83
Site Officiel de GameEx
 Emu Loader v8.8.8 (version complète) 
Mercredi 10/03/21 à 15:59 par Firebrand
Ce frontend multi-systèmes a été mis à jour. Les améliorations sont les suivantes:
To triple infinity... and beyond!
I'm starting to use TNT Unicode Components Pack in the frontend. I should have done this a long time ago. Added TntRichEdit control so Unicode texts can be displayed in Game Docs panel and in message boxes. You might need a richedit20.dll file so non-English texts can be properly displayed. I tested the frontend with the file supplied by Windows 10 and the results are awful. You can do the same test on your system, try renaming the DLL and restart the frontend. If English / non-English mixed texts are good, you don't need this DLL.
For this build, and this build alone, such DLL file is supplied with the binary packages. Future releases will have a separate download link. Why ? You might already have a DLL in your system that produces good English / non-English mixed texts (usually when Microsoft Office is installed).
File is from the discontinued Microsoft Word Viewer. I tested 4 different DLL files and they all produce different results. Why, Microsoft... WHY??!!!
I rewrote the parsing function of MAME dat files and now Game Docs feature is now lightning fast!
Other tweaks were made, and history (xml or dat) now shows texts correctly. In fact, history.xml is now the preferred file.
New 4K Mode (2160p). But why ? If you're like me, have a 4K monitor and use screen DPI scale at 100%, everything looks tiny, and so does the frontend.
By enabling this setting, you will get resized dialogs with bigger fonts, bigger buttons and other enlarged stuff. I haven't tested this feature with DPI scale other than 100%...
This is my personal dream come true feature ever since I got a 4K monitor back in 2017. A font sized 16 looks so much better compared to size 9!
Warning: Do not attempt to enable this setting if your screen resolution is lower than 3840x2160, the frontend does not validate Windows resolution.
More tweaks to message boxes, better font colors and texts. Several message boxes were also updated with night mode colors. They can display Unicode texts too (see command line texts). The Run Game Confirmation Dialog in the new 4K mode looks awesome.
I've made some modifications to the TNT Unicode Components Pack so, if you already have it installed in your Delphi compiler, you must install my modified pack or some frontend features will not work, and Delphi will give compilation errors. I couldn't find a way to create new "extra" controls to keep the library with unaltered code.

- RichEdit controls had garbage RTF text in some screens
- Natural sorting of "Version Info" column was not working as it should

- RichEditURL component replaced by the Unicode ready "TntRichEdit" (from "Tnt Delphi Unicode Controls" library)
*show Unicode texts (English and non-English mixed together)... as long as you have a proper richedit20.dll file "richedit20.dll" v5.50.99.2010 file is supplied with the frontend, from the freeware "Microsoft Word Viewer" (if you have Microsoft Office 2010 or newer installed, this file might not be needed)
*MAME game docs can display non-English texts correctly now (mameinfo; history)
*message boxes can display non-English filenames in "command line" texts; mostly for console/computer games (not from MAME softlists)
*component class "TTntCustomRichEdit" modified by me to support "URL click" event, and other minor updates (TntComCtrls.pas)
- Command line texts in "Run Game Confirmation Dialog" now show a "run>" tag prefix
*it's a cosmetic feature and to look cute
*but it also fixes a weird "auto-font" bug from "RichEdit20W" class, depending on the .dll you're using (blaim our dear Microsoft for that!)
- function uCommon.CallShellExecute() updated to support UTF-16 WideString URLs; using ShellExecuteW() WinAPI
- Rewrite/optimization of functions to parse game docs dat files (mameinfo, history)
*game entry detection from "history.xml" is now blazing fast... no more 2 seconds lag when selecting games with "Game Docs" feature enabled
("history.xml" is now the preferred file and should be used instead of "history.dat")
- Text and text color tweaks to "Run Game Configuration Dialog" feature (on/off in main menu)

- RichEditURL component is no longer needed, removed from the entire project, replaced by TntRichEdit

- Updated Atari800 cartridge mappers list to include new entries; for .rom raw cart files without "cart header" (for Altirra, Atari800 only)
- New setting: "Enable 4K Mode (2160p)"
*Larger fonts, buttons, icons and other controls
*only message boxes are supported for now
*feature intended for monitors with 4K resolution (3840x2160) and screen DPI scale of 100%
*in the future, some screens/dialogs will be so much bigger than current implementation and will only fit in a 4K screen resolution (crazy mode on) (this is my personal "dream come true" feature) :) :)
Télécharger Emu Loader v8.8.8 (version complète)
Site Officiel de Emu Loader
 VGBA v6.4 
Mercredi 10/03/21 à 15:47 par Firebrand
Cet émulateur GameBoy Advance a été mis à jour. Les améliorations sont les suivantes:
- enables most command line options in the Windows version and adds optional framerate display. I've also fixed random audio initialization failures on Windows.
Télécharger VGBA v6.4 (Windows)
Télécharger VGBA v6.4 (Linux)
Site Officiel de VGBA
 ClrMAME Pro v4.041 
Lundi 01/03/21 à 14:03 par Firebrand
Ce gestionnaire de ROMs a été mis à jour. Les améliorations sont les suivantes:
- added: Select Sets variables %R %G to filter by for Region / Language
- added: Batcher, rebuilder setting to avoid message prompts
- misc: support dat date attribute format YYYY-MM-DD without specifying timestamp
- misc: rar/7z/uncompressed files timestamps are handled as UTC based, zip as non UTC based
- fixed: some unpack/pack zip operation fail on very long file/path names
- fixed: interative folder creation for UNC paths is broken
- fixed: systems auto assign fails for software lists
- fixed: fail to load dats from www when www profiler definition file doesn't use http/https in the links
Télécharger ClrMAME Pro v4.041 (32-bit)
Télécharger ClrMAME Pro v4.041 (64-bit)
Site Officiel de ClrMAME Pro
 Emu Loader v8.8.7 (version complète) 
Samedi 27/02/21 à 14:26 par Firebrand
Une nouvelle version de ce frontend multi-systèmes a été publiée. Voici la liste des nouveautés:
More bug fixes and improvements!
Mouse single click to enable/disable Favorites and MAMu_ icons (tool bar buttons). To call the popup menu, use mouse right-click on the buttons.
Much easier, no ? :)
That annoying white box bug between horizontal/vertical scrollbars in night mode is gone. Turned out it was caused by EasyListView, not by Win10.
Using mulitiple paths for MAMu_ icons (zipped / unzipped) was not working, the frontend could not find the .ico files (MAME only).
The frontend was using RichEdit v1.0 (richedit32.dll), causing problems and crashes with Game Docs feature (mameinfo, history, etc...). I updated Delphi 7's TCustomRichEdit class to v2.0 (richedit20.dll) and made other minor changes.
Still no support for multi-language Unicode text (Delphi 7 limitation).
URL links were not working in history.xml / history.dat. I missed the URL format change made to this file.
And I thought this project was solid, with some "minor" issues left to fix...

- Nasty bug causing the frontend to not find .ico files and if you have multiple icon folders set in MAME's "ui.ini" file
- White square bug between horizontal and vertical scroll bars (bottom/right) on night mode, when both scroll bars are visible (EasyListView bug)

- Toggle Favorites ON/OFF with single click (tool bar button)
*easier to enable favorites
*use mouse right-click to call the popup menu with more options; this info shows up in button's hint on mouse hover
*fixed a bug not making button state "pressed" at startup if favorites is enabled
- Toggle MAMu_ icons ON/OFF with single click (tool bar button)
*easier to enable game icons
*use mouse right-click to call the popup menu with more options; this info shows up in button's hint on mouse hover
*fixed a bug not making button state "pressed" at startup if MAMu_ icons is enabled
- Minor color tweaks in night mode:
*game title label colors; lighter green (good games) and lighter red (games with missing ROMs)
*scan mode labels color, from light blue to light gray
- Optimizations in "Show Game Docs" feature
*function to add text in RichEdit rewritten for future expansion
*better handling of Unicode strings (no proper multi-language support yet)
*removal of duplicated code to speed things up
*URL links in history.xml / history.dat were outdated, incorrect and not working
*updated TCustomRichEdit base class to use richedit20.dll (v2 / v3) instead of the old richedit32.dll (v1)
*increased RichEdit's text length limit to 16MB; it was causing crashes for some games
Télécharger Emu Loader v8.8.7 (version complète)
Site Officiel de Emu Loader
 NegaMAME v0.229-1 
Jeudi 25/02/21 à 14:17 par Firebrand
Ce build de MAME prévu pour être utilisé avec le frontend Negatron a été mis à jour avec les sources de MAME v0.229.
Télécharger NegaMAME v0.229-1 (Windows)
Télécharger NegaMAME v0.229-1 (MacOS)
Télécharger NegaMAME v0.229-1 (Linux)
Site Officiel de NegaMAME
 MESS et MESSUI v0.229 (64-bit) 
Mercredi 24/02/21 à 15:36 par Firebrand
De nouvelles versions de ces builds de MAME dépourvus des machines d'arcade ont été publiées. Voici leurs améliorations spécifiques (valables aussi pour MAMEUI):
- Executable names drop the "64" suffix.
- The hack that saved slider values on exit has been removed. This is because the slider code was refactored and the result was not compatible with the hack.
- Fixed a problem with the pluginspath which could cause plugin errors in certain circumstances.
- Fixed a problem where category files could not be found in certain win10 setups (MESS only)
Télécharger MESS v0.229 (64-bit)
Télécharger MESSUI v0.229 (64-bit)
Site Officiel de MESS
 ares v118 
Dimanche 21/02/21 à 13:53 par Firebrand
Le coup de pied dans la fourmilière de l'émulation Nintendo 64, qui n’avançait pas tant que cela ces derniers temps, qu'on attendait est probablement arrivé.Les prémices prometteuses sont désormais accessible au public dans cette nouvelle version. ares supporte le moteur de rendu ParaLLEl-RDP qui n'était auparavant intégré qu'à RetroArch. L'émulateur sera aussi plus gourmand en ressources que ce à quoi la concurrence nous a habitué. Certes, la compatibilité n'est que de 33% et il reste beaucoup de travail mais le projet est à suivre de très près. Voici les explications de l'auteur:
I'm excited to launch ares v118 today, the first release featuring playable, full-speed Nintendo 64 emulation!

The new Nintendo 64 emulation is made possible thanks to Themaister very graciously porting his Vulkan-based ParaLLEl-RDP graphics renderer to ares. With its default settings, it is nearly pixel-perfect to real hardware, and it optionally supports upscaling to 2x or 4x the original Nintendo 64 resolution, plus optional supersampling back down to the original resolution (for enhanced anti-aliasing) if desired. The Vulkan support requires an appropriate graphics card, and either Windows or Linux. At this time, Vulkan is not available for macOS nor the BSDs.

Also new for the Nintendo 64 core in this release is Rumble Pak, Cartridge Pak, SRAM, EEPROM, and Flash save support. Note that for right now, the Rumble Pak will only be enabled for games which use internal saves (SRAM, EEPROM, and Flash.) That does not cover all Rumble Pak-capable games. The option to choose between Rumble Paks and Cartridge Paks will be added to a future release.

For the PlayStation core, Luke Usher provided two rendering fixes that allow Final Fantasy VII and Tony Hawk's Pro Skater to be fully playable!

Right now, approximately 33% of the Nintendo 64 library is fully playable, and about 67% of the PlayStation library is fully playable. Each core has only been under active development for about one month each, so they both have a long way to go. Please treat these early releases as tech samples, rather than finished emulation cores.

Further, note that the Nintendo 64 and PlayStation cores employ cached interpreters. This is a middle-ground between the accuracy of interpreters and the performance of dynamic recompilers. As such, ares' system requirements will be a bit higher than traditional emulators for these systems. Presuming no background task interference or CPU throttling, generally speaking, a Ryzen 5 2600 or better CPU should get you to around ~120fps in the average case, and ~60fps in the worst case.
Télécharger ares v118
Site Officiel de ares
 GameEx et GameEx Arcade Edition v16.81 
Lundi 15/02/21 à 14:01 par Firebrand
De nouvelles versions de ces frontends multi-systèmes ont été publiées. Mais comme pour la plupart du temps, on ne sait rien sur les changements.
Télécharger GameEx v16.81
Télécharger GameEx Arcade Edition v16.81
Site Officiel de GameEx
 VGBA v6.3 FR 
Dimanche 14/02/21 à 14:18 par Firebrand
Tradu-France fête ses 19 ans! Bravo les gars, merci pour cette longévité! Pour l'occasion, une traduction en français de cet émulateur GameBoy Advance a été ajoutée.
Télécharger VGBA v6.3 FR
Site Officiel de VGBA
 VGBA v6.3 
Jeudi 11/02/21 à 12:11 par Firebrand
Une nouvelle version de cet émulateur GameBoy Advance a été publiée. Voici les changements apportés:
- enables melodic sound emulation while Direct Sound hardware is disabled. This should fix sound in Phantasy Star and International Karate games.
Télécharger VGBA v6.3 (Windows)
Télécharger VGBA v6.3 (Linux)
Site Officiel de VGBA
 ares v117 
Mercredi 10/02/21 à 15:14 par Firebrand
Near était censé être parti, mais il est en fait toujours resté derrière les rideaux. Il s'en explique ici. Et du coup, il a continué à travailler sur cet émulateur multi-systèmes. Cette nouvelle version ajoute l'émulation PlayStation avec un hardware complètment émulé mais une liste de compatibilité encore faible. Il y a eu de gros avancements sur la Nintendo 64, mais par manque de tests, ceux-ci n'apparaitront que dans la prochaine version, mais cela pourrait bien devenir un nouvel émulateur référence pour cette console Voici les changements apportés:
- Most notably, this release adds Sony PlayStation emulation. Please understand however that this support is new, and compatibility will be low. That said, the base hardware is entirely emulated, including MDEC, SPU, CD-XA, memory card support, etc. It shouldn't take much effort to raise the compatibility to a respectable level in the future. And thanks to dynamic recompilation and multi-threading, it should run at full-speed even on modest hardware. ares can run games in either ISO/CUE or BIN/CUE format, as split/WAV files or as a single merged BIN file.
- As for the Nintendo 64, Themaister has ported Parallel-RDP to it, and it too is now capable of running commercial games at full-speed, with accuracy just shy of Cen64. However, the support is too new and untested to release at this time, and memory card support has not been added yet. Nintendo 64 support should ship with the next release instead.
- Beyond this, there are six months of emulation improvements: many new Famicom mappers were added, several Master System and Game Boy Advance emulation bugs were fixed, etc. Also, a second virtual gamepad has been added for multi-player support.
Télécharger ares v117
Site Officiel de ares
 Mednaffe v0.9.1 
Jeudi 04/02/21 à 12:08 par Firebrand
Une nouvelle version de ce frontend pour Mednafen a été publiée. Voici la liste des nouveautés:
- [Windows] Show correct icons in window buttons.
- [Windows] Changed Windows10 theme in order to fix most issues.
- [Windows] Add support for the guide button (XInput devices).
- [Linux] Lower version requirement of Autoconf to 2.69.
Télécharger Mednaffe v0.9.1 (Windows)
Télécharger Mednaffe v0.9.1 (Linux)
Site Officiel de Mednaffe
 GameEx et GameEx Arcade Edition v16.79 
Dimanche 31/01/21 à 14:00 par Firebrand
Voici une nouvelle version de ces frontend multi-systèmes. Pas d'information à leur sujet, mais un changelog de la version précédent est apparue sur les forums de GameEx. Ca reste une denrée rare, donc on prend tout de même:
- New start menu in GameEx Arcade Edition
- Faster loading of Genres and other database videos
- Improved Wine support, with auto setup configuration and video rendering support.
- Improved Karaoke with auto title naming and ability to select by artist.
Télécharger GameEx v16.79
Site Officiel de GameEx
 Emu Loader v8.8.6 (version complète) 
Vendredi 29/01/21 à 15:13 par Firebrand
Une nouvelle version de ce frontend a été publiée. Voici la liste des changements:
Added support for history.xml format (MAME v0.228 and newer). The old history.dat is still supported, even for newer MAME builds. If you create a XML file for an older MAME version, it will work too. :)
You can get it here:
Per category "no image found" feature is back. You can have an different .png file for each of the 17 image categories (in-game snaps, titles, cabinets, flyers, etc...)
Files are to be placed in a new resources\images\img_missing\ folder and be in .png format. Since MAMu_, a.k.a. the icons master, already made images for no flyer and no marquee (years ago), they are included with the frontend as an example. You are welcome to create your own images set and share in Emu Loader's forum.
If one or more files are not found, emuloader.png will be used instead (as it was before).
Filenames are as follow:
Title Snapshot: title.png
Game Snapshot.: ingame.png
Marquee.......: marquee.png
Flyer.........: flyer.png
Cabinet.......: cabinet.png
Control Panel.: controlpanel.png
Software Cover: softwarecover.png
PCB...........: pcb.png
Game Artwork..: ingameartwork.png
End...........: end.png
Boss..........: boss.png
Logo..........: logo.png
Score.........: score.png
Versus........: versus.png
Game Over.....: gameover.png
How to Play...: howtoplay.png
Select........: select.png
There are other minor stuff, mainly bug fixes and more tweaking. Night mode's setting Use Windows 10 Dark Scroll Bar in Games List is enabled by default, and it might not be necessary anymore since this Win10 internal API code hack is working quite well (future setting removal ?). That's it for now.

- Wrong "Panels Colors" settings at startup, "Title Font/Shadow", "Title 2 Font/Shadow", "Text Font/Shadow" ("Night Mode" page, Preferences screen)
- Wrong "Search Games Panel Colors" settings at startup, "Filter Font/Shadow" ("Night Mode" page, Preferences screen)

- Modified the scope of "Ignore Exit Code 1: Invalid Function" setting to support all console/computer emulators
*"KEGA Fusion" is no longer the only emulator returning exit code of "one" on exit
*this error might be related to a missing and/or incompatible plugin or badly configured emulator
*even when nothing is wrong, the emulator might give you "code 1" as an exit code :(
NOTE: this exit code is caused by the emulators, not the frontend
- Updates to "Cleanse" feature in "Favorites Manager" screen
*a list of all entries to be removed from the favorite profile is shown for review
*you can remove entries from that list so they are not deleted from the profile .ini
*there's no way to show titles, only game names and/or filenames and the system they belong to

- Requested setting "Add Leading Zero to Version Info Column (MAME)" so you can have "0.200" text in the version info column instead of ".200"
- Multiple paths support for MAME preview images
*MAME and HBMAME only
*all image categories are supported: snaps, titles, covers, flyers, etc...
*you can have define as many image directories you want
*MAME softlist .zip files don't have to be in the same place as the arcade .zip files anymore, you can have "" in one folder and "" in another
- Support for MAME .201
*vgmplay software list is now correctly detected and sets are correctly loaded by the frontend
*new filter to hide vgmplay softlist entries from the games list: "Hide Video Game Music Files" ("Arcade Misc Filter" tool bar button)
Télécharger Emu Loader v8.8.6 (version complète)
Site Officiel de Emu Loader
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