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 Messinfo.dat v0.230 (12.00) 
Jeudi 08/04/21 à 11:26 par Firebrand
L'équivalent de Mameinfo.dat pour la partie MESS de MAME semblait abandonné depuis près d'un an. Mais il a finalement été repris et ses données sont maintenant davantage à jour même si certaines informations sont encore manquantes:
- 12.00 07/04/2021: Aligned files to 0.230 version. All the info on the changes made to the various machines that took place between version 0.222 to 0.229 listed in all whatsnew are still missing.
- 11.50 02/04/2021: The study for the xml version of messinfo has started.
- 11.49 31/03/2021: Added information related machines, devices and drivers added in 0.228 and 0.229 version (Internal version only, not released).
- 11.48 25/03/2021: Aligned files to 0.227 version (Internal version only, not released).
- 11.47 23/03/2021: Aligned files to 0.226 version (Internal version only, not released).
- 11.46 20/03/2021: Aligned files to 0.225 version (Internal version only, not released).
- 11.45 15/03/2021: Aligned files to 0.224 version (Internal version only, not released).
- 11.44 10/03/2021: Aligned files to 0.223 version (Internal version only, not released).
- 11.43 01/03/2021: Aligned files to 0.222 version, only info on additional machines, devices and drivers, rename, delete, modified descriptions and manufactures, promoted to working and bugfixes (internal version only, not released).
Télécharger Messinfo.dat v0.230 (12.00)
Site Officiel de Messinfo.dat
 
 MedGui Reborn Stable v0.116 
Vendredi 02/04/21 à 16:12 par Firebrand
Ce frontend pour Mednafen a été mis à jour. Voici les améliorations:
- Fixed a bug on search rom filter in MedClient
- On textual menu, added a LED to notify if Autoconnect to Server is enabled or not
- Added a Virtual Keyboard usable with gamepad to Search Rom
- Changed beaviour of joypad button on the GUI
- Added a "fast load" option to MedGui settings to improve the populations of datagrid list rom
- Fixed a crash that occuring when MedClient FTP is not accessible
- Increased the folder rom detection for extracted game to 40000000 byte (thx to Alien Grey for report the bug)
- On Advanced menu added a option to rename a game name with a custom name (thx to Snacko for suggestion)
- Added video.glformat parameter/option for 16bpp graphics Mednafen output support
Télécharger MedGui Reborn Stable v0.116
Site Officiel de MedGui Reborn Stable
 
 NegaMAME v0.230-1 
Vendredi 02/04/21 à 16:08 par Firebrand
Ce build de MAME prévu pour être utilisé avec le frontend Negatron a été mis à jour avec les sources de MAME v0.230.
Télécharger NegaMAME v0.230-1 (Windows)
Télécharger NegaMAME v0.230-1 (MacOS)
Télécharger NegaMAME v0.230-1 (Linux)
Site Officiel de NegaMAME
 
 Mednafen v1.27.0 Unstable 
Vendredi 02/04/21 à 15:57 par Firebrand
Une nouvelle version, instable pour le moment, de cet émualteur multi-systèmes a été publiée. Les améliorations sont les suivantes:
- SS: Corrected threshold and semantics of envelope level-based blocking of slots' access to SCSP RAM, per tests on a SS.
- SS: Fixed a big-endian target incompatibility in the SCSP emulation code.
- Use ternary operator instead of std::min in endian.h, as doing so somehow causes gcc to produce smaller and faster machine code.
- PSX: Removed incorrect filtering of CD-XA ADPCM sectors based on the file and channel numbers of the first ADPCM sector played,- originally added in 0.9.24-WIP to fix the speech playback in "Yarudora Series Vol.1: Double Cast", but made unnecessary by later sector buffering accuracy improvements; fixes missing audio in the FMVs of "Blue's Clues: Blue's Big Musical".
- PSX: Adjusted which sectors are processed and reflected by GetLocP after SeekP completes to only those before the seek target(which is slightly different than SeekL behavior, which also includes the target and a few after, at least with a typical PS1 CD); fixes hangs at different points in some versions of "Tomb Raider", a problem initially fixed in 0.9.38.3, but regressed in 1.22.0-UNSTABLE.
- VB: Block writes to VSU registers and memories when A0 and A1 are not both 0, per tip from "enthusi".
- SS: Implemented incomplete(regarding stack frame data) M68K address error handling, and implemented M68K halting when accessing addresses where any of A21-A23 is 1. Fixes major audio distortion during boss battles in "Lunar: Silver Star Story" due to SCSP DSP register corruption that occurred when the game crashed the sound CPU during bootup.
- SNES-Faust: Don't call event handlers in read/write handlers if the read/write is from DMA/HDMA, to avoid problematic recursion and related issues.
- SNES-Faust: Fixed clearing of pending SuperFX IRQ on reset/power; fixes hang/crash in "Stunt Race FX" upon performing a virtual power toggle after the game boots up.
- SNES-Faust: Added commented-out fix for "Speedy Gonzales", to enable later.
- SNES-Faust: Added detection heuristics and support for mapping LoROM RAM into $8000-$FFFF, to fix save game saving/loading in "Light Fantasy", "PGA Tour Golf", and "Ys III".
- SNES-Faust: Added commented-out fix for "Kishin Douji Zenki Tenchi Meidou", to enable on a per-game basis in the future due to a minor negative performance impact.
- SNES-Faust: Reworked cart header detection and cart type detection logic a bit, fixes "Yuuyu no Quiz de Go! Go!".
- SNES-Faust: Return open bus in bits 4 through 6 for reads from $4210; fixes early hang in "Super Professional Baseball II".
- SNES-Faust: Return open bus in bits 0 through 6 for reads from $4211; fixes early hang in "Yuujin Janjuu Gakuen 2".
- SNES-Faust: Added support for special ROM mapping required by "Derby Stallion 96" and "Sound Novel Tsukuru".
- SNES-Faust: Changed power-on APU RAM initialization pattern; fixes hangs in "Ihatov Monogatari" and "Kyuuyaku Megami Tensei".
- Fixed an off-by-1 error in the multithreaded CD reader that would cause a hang if a read was attempted for the sector at LBA 449849.
- Fixed a design flaw that caused the creation of empty backup counter files when automatically attempting to back up a nonvolatile memory save file that does not exist.
- SNES-Faust: Disabled the PPU brightness modulation sanity check when compiling a non-dev build, and fixed array misalignment that was causing the code to segfault when compiled with stack smashing protection enabled on newer gcc.
- Resync console scroll to the last drawn line of the target unwrapped line in the scrollback buffer, not the first, otherwise the console will erroneously scroll up on windowed<->fullscreen transitions when the last line is wider than the console viewport, confusing the user. Fixed rendering of Unicode combining characters, fixed handling of combining characters when entering text in the console and debugger prompt, added support for pasting into the debugger prompt, cleaned up rendering of the debugger prompt box, implemented automatic scrolling when entering text in the debugger prompt, made console text entry automatic scrolling bidirectional, changed console scrollback buffer beginning/end scroll key combos to CTRL+Home/CTRL+End instead of SHIFT+Home and SHIFT+End, added support for clearing multiple characters at once in the console and debugger prompts by pressing CTRL with Backspace/Delete.
- Added support for reinitializing game controllers while Mednafen is running by pressing Shift+F3.
- Aborting the input configuration process for a virtual device will now discard the new configuration data, instead of combining it with the old configuration data for the not-configured buttons as previously done.
- Added "upper_center" and "center" options to the "fps.position" setting.
- WonderSwan: Fixed RTC month field being incorrectly treated as 0-based instead of 1-based.
- Give the user feedback when they try to toggle a graphics layer that doesn't exist or isn't toggleable.
- NGP: Sanitize some sound-related variables on state load to prevent potential memory corruption.
- SMS: Sanitize more variables on state load.
- NES: Fixed a few instances of missing variable initialization on poweron.
- GB: Sanitize a few variables on state load.
- Automatically create any missing parent directories to the Mednafen base directory on startup.
- Create each Mednafen data directory(e.g. firmware, sav, snaps, etc.) at startup based on the current value of the filesys.path_* setting instead of based on its default value, unless the corresponding filesys.fname_* setting is not set to its default value, in which case the directory is not created.
- NES: Sanitize more sound emulation variables on state load.
- NES: Added missing VRC6 variables to save states.
- GBA: Backup save game memory files on game load
- SMS: Fixed a bug that could cause the emulated reset button state to get stuck as pressed if a hard reset occurred within about 20 frames after a soft reset.
- GBA: Added a few missing variables to save states.
- GB: Added a few missing variables to save states.
- PCE-Fast: Renamed encapsulating namespace from "PCE_Fast" to "MDFN_IEN_PCE_FAST", to match the convention of all other emulation modules.
- Made Emulated* MDFNGI objects constant, copied over to a dynamically-allocated MDFNGI assigned to MDFNGameInfo on game load.
- Dynamically-allocate QTRecord LZO work memory.
- Apple2: Dynamically allocate state helper floppy disk object.
- PCE-Fast: Fixed massive overallocation of memory for the VDC background tile cache.
- Optimized MDFN_FastArraySet() for non-ideal counts.
- Utilized MDFN_HIDE in more places.
- Removed incomplete YCbCr MDFN_Surface support unused since 0.9.x, and likely to remain unused.
- Added support for 16bpp graphics output to core Mednafen code and the majority of emulation modules(excluding "pce", "pcfx", "psx", "snes", "ss", and "vb"), and added setting "video.glformat" to allow for using this support with OpenGL.
- PSX: Initialize some missed state on reset/poweron.
- Completely rewrote the save state preview image resizing code, so that now it's only somewhat wrong, instead of mostly wrong as before.
- GB: Use fastcall on 32-bit x86, for a tiny performance boost.
- Use MDFN_RESTRICT macro instead of __restrict__.
- NGP: Use fastcall calling convention on 32-bit x86 to boost performance a little bit.
- Apple2: Disabled some expensive asserts when compiling without MDFN_ENABLE_DEV_BUILD defined.
- Birthed pernicious human date/time calculation functions to replace the usage of _gmtime64() and _localtime64() on Windows, for Windows 9x compatibility.
- Set icon using Win32 API functions on Windows instead of relying on SDL_SetWindowIcon(), and use alternate, smaller(and boxier!) window icons when running on Windows 9x so the poor beetle doesn't look splatted.
- Don't call SetConsoleOutputCP() on startup on Windows, as it messes up the cmd.exe console on Windows 7(at least) even when Mednafen has exited, and for Windows 9x compatibility.
- Pass a pointer to a dummy variable, instead of NULL, as the output thread identifier pointer argument to _beginthreadex(), for Windows 9x compatibility.
- Allow for the absence of GetConsoleWindow() on Windows, for Windows 9x compatibility.
- Automatically attempt to lock file offset 0xFFFFFFFF if the attempt to lock offset 0xFFFFFFFFFFFFFFFF fails with an invalid parameter error on Windows, for Windows 9x compatibility.
- Use SetFilePointer(), GetFileSize(), and LockFile() instead of SetFilePointerEx(), GetFileSizeEx(), and LockFileEx() on Windows, for Windows 9x compatibility.
- Dropped usage of and dependency on libsndfile, and added a direct dependency on libFLAC. The only CD image audio file formats/encodings other than raw supported now are: FLAC, Ogg Vorbis, Musepack, and uncompressed PCM in AIFF/AIFC, AU/SND, W64, and WAV.
- Require the first four bytes of the tentative Ogg Vorbis file to be "OggS" before calling ov_open_callbacks(), to prevent unnecessary excessive reads when trying to determine the type of the audio file, and to avoid treating a non-Vorbis file as Vorbis under certain conditions.
- Open the main settings file for both reading+writing on startup instead of just reading, to allow file locking to work over NFS, and as a quick check to make sure the file is writeable before it's too late upon exit.
- Made various changes to the Windows support code, to allow for compiling a non-Unicode Windows build.
- Implemented stream buffering in the FileStream class, now using read(), write(), etc. instead of fread(), fwrite(), etc.
Télécharger Mednafen v1.27.0 Unstable (32-bit)
Télécharger Mednafen v1.27.0 Unstable (64-bit)
Site Officiel de Mednafen
 
 ares v119 
Vendredi 02/04/21 à 15:30 par Firebrand
Cet émulateur multi-systèmes a été mis à jour. Les améliorations sont les suivantes:
I'm releasing ares v119 today, which includes very preliminary Sega 32X emulation support. Compatibility is currently at around 50% with the dynamic recompiler, probably closer to 75% with the cached interpreter, and since the system requirements were a bit too steep (on account of my Mega Drive core being cycle/dot-accurate), I downclocked the SH2s a bit until I can speed up the emulator more. You'll currently need about a Ryzen 5 2600 to hit 60fps reliably. With the underclock, my Ryzen 7 5800X hits 120fps, and without it, 85fps.
Although the compatibility for the new 32X core is a bit low, this is mostly due to pesky CPU bugs. The accuracy is quite high and I've emulated as much of the 32X and SH7604 peripheral functions as possible. I pass all 161 tests from the Mars Check Program. It should not take much more work to reach 98% compatibility in the future. Sega CD 32X emulation support is present, but is likely not functional, as I haven't tested it yet.
Other major features in this release include Sega SVP support for Virtua Racing, plus improved Nintendo 64, Mega Drive, and Mega CD emulation compatibility.
I'm going to start working on Sega Saturn emulation now, while Luke Usher works on Neo Geo emulation. No promises as to when or if these cores will become playable, I'm just giving you all a heads up since you'll see the skeletons for these systems in the source code now.

Changelog:
- Nintendo 64: improved Expansion Pak detection
- Nintendo 64: fixed swapped L and R buttons [simer]
- Nintendo 64: emulated the RST bit for gamepads
- ruby: added library detection support for the Linux and BSD targets
- lucia: gained support for game paks (custom file dialog only)
- Super Famicom: added support for Super Game Boy, Sufami Turbo, and BS Memory packs
- hiro: made SourceEdit optional for gtk2 and gtk3 targets (disabled for ares)
- Nintendo 64: emulated 2048-byte EEPROM identifier and transfer protocol
- Super Famicom: corrected ppu-performance widths table indexing to consider overscan
- Mega CD: fixed a bug in register $ff8003; allows Popful Mail to boot [TascoDLX]
- Mega Drive: fixed a bug with 256-width video modes
- Mega Drive: improved VDP DMA emulation which should fix many games
- Mega Drive: added SVP emulation
- Mega Drive: added 32X emulation
- Mega CD: fixed a bit-masking bug in register $ff8004; fixes Radical Rex [TascoDLX]
- Nintendo 64: fixed C implementation of RSP VMACU instruction
- Nintendo 64: use correct NTSC and PAL PIF ROM images based on the region
- Mega Drive: fixed reset logic, Z80 interrupt timing + prefix timing + bus control [TascoDLX]
- Mega CD: fixed word RAM access and CDC DMA word RAM transfers [TascoDLX]
- Nintendo 64: improved RSP VMOV emulation [Rasky]
- Nintendo 64: fixed RSP DMEM DMA alignment (&~7, not &~3) [Rasky]
- Nintendo 64: upgraded to the latest version of ParaLLEl-RDP
- nall: greatly expanded recompiler/amd64's supported intrinsics
- mia: substantial refactoring around a new virtual filesystem implementation from nall
Télécharger ares v119
Site Officiel de ares
 
 MESS et MESSUI v0.230 (64-bit) 
Mercredi 31/03/21 à 15:12 par Firebrand
Ce build de MAME dépourvu des machines d'arcade a lui aussi été mis à jour. Voici les améliorations spécifiques (valables également pour MAMEUI):
- Lua initialisation errors are treated as warnings rather than fatal
- NES: do not crash if unknown UNIF PCB found.
- NewUI: do not crash if a cartridge that supports an extra slot gets removed
- MESSUI, MAMEUI: you can right-click on a game and choose "Delete game settings" to remove a game's INI,CFG,STA and NVRAM files.
Télécharger MESS v0.230 (64-bit)
Télécharger MESSUI v0.230 (64-bit)
Site Officiel de MESS
 
 RetroArch v1.9.1 
Lundi 29/03/21 à 17:09 par Firebrand
Une nouvelle version de cet ensemble de noyaux d'émulateurs réunis sous une même interface a été publiée. Voici les principaux changements:

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

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

Changed
- 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)

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

Added
- 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
 
 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...

Fixed
- Nasty bug causing the frontend to not find .ico files and icon.zip 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)

Changed
- 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
 
 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:
v16.78:
- 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: https://www.arcade-history.com/index.php?page=download.
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.

Fixed
- 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)

Changed
- 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

Added
- 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 "snap.zip" in one folder and "snap_sl.zip" 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
 
 Mednaffe v0.9.0 
Jeudi 28/01/21 à 14:09 par Firebrand
Ce frontend pour Mednafen n'avait pas été mis à jour depuis plus de deux ans. Il revient avec d'importants changements:
- Complete rewrite, dropping support for GTK2 and Windows XP.
- Almost all input options are included now.
- Added pce_fast and snes_faust modules.
- Added an option to show screenshots.
- Added the ability to send custom commands to emulator.
- Added a bios check widget.
- [Windows] Added an option to change themes.
- New logo & cosmetic changes.
Télécharger Mednaffe v0.9.0 (Windows)
Télécharger Mednaffe v0.9.0 (Linux)
Site Officiel de Mednaffe
 
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