Émulation en folie : les derniers émulateurs à tester sur Mac et iOS

ares version 143

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Parti de Bsnes et Higan développé par feu Near (se dénommant précédement Byuu), Ares est un émulateur multi-machines repris par Luke Usher et d'autres permettant d'émuler un certains nombres de mac

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

143

While this is an unusually quick release cycle, there was an issue that unfortunately made it into the last release that we feel needed a priority fix: This version fixes a regression that caused Super Game Boy, and other add-on carts for the Super Famicom/SNES to not load properly.

Important notes:

  • Distributors: The legacy build system is now gone, this release can only be compiled using CMake
  • MacOS: The minimum macOS system requirements have increased to 10.15 (Catalina)
  • Game Boy: The save data path for "Game Boy Color" has changed: existing users using a custom save game path will have to manually move their saves from "Game Boy Color" to "Game Boy". Users using the default "Save alongside rom files" will not have to take any action.

Since v142, 8 contributors have created 42 commits to the ares codebase.

As always, if you wish to see the full changelog in a per-commit format along with their authors, you can do so on GitHub here.

Nintendo - Game Boy / Game Boy Color

  • Use "Game Boy" save path for both GB and GBC, fixing using the same rom file on both GB and GBC hardware without losing save-data between them, and fixing Pokemon Stadium when loading a .gbc rom (the Transfer Pak only used the GB path)

Nintendo - Game Boy Advance

  • Improve timings when running multiple DMA channels at once.
  • Fix a timing bug when accessing the cartridge backup region.

Nintendo - Nintendo 64 / 64DD

  • Fix Joybus RTC read/write status byte
  • Don't report interrupt exceptions to GDB, improving performance while debugging.

Sega - Mega Drive / CD / 32X

  • 32X: Fix a timing issue that could cause some operations to update the ares internal timers twice.
  • 32X: Fix an issue where audio would fail to work correctly after restoring a saved state.
  • 32X: Fix layer blending when the MD VDP is in H32 mode.
  • 32X: Proper 32X region header processing for licensed games.
  • 32X: Fix SH2 framebuffer mirroring.
  • 32X: Improve emulation of FEN/PEN flags.
  • 32X: Improve emulation of 'FM' bit and relate stalls.
  • 32X: VDP register latches have been implemented, but may still be imperfect.
  • 32X: Implement VDP auto fill timing.

Other

Build

  • Add librashader headers to the source tree under thirdparty/librashader/include/, so that remotely fetched resources are no longer required to build ares on Linux.

User Interface

  • Fix an issue where saved games would be placed in incorrect paths if a custom Saves path was set on macOS.

MeloNX version 1.2

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MeloNX est un émulateur Nintendo Switch pour les appareils iOS.

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1.2.0

  • Information Section in Settings
  • Entitlement Checker
  • Device Memory in Information Section
  • Moved JIT Acquisition to Information Section
  • Language and Region Settings
  • On-Screen Controller Scale
  • Game Updates
  • Game Update Manager
  • Better Performance

Xemu version 0.8.16

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0.8.16
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Emulateur Xbox open source capable de faire tourner quelques jeux commerciaux (voir la liste sur le site).

VCMI version 1.6.5

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VCMI est une réimplementation du moteur de l'excellent jeu qu'est Heroes of Might & Magic 3.

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Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.6.4 -> 1.6.5

General

  • Fixed corrupted graphics of generated assets like water tiles on mobile systems
  • All generated assets are now used directly from memory without saving them to disk
  • Launcher will now correctly show screenshots for already installed mods
  • Fixed broken icons in commander information dialog

Stability

  • Fixed regression causing crashes in combat when touchscreen input is in use
  • Fixed regression causing crash on attempt to upscale empty image
  • Fixed crash on some creature abilities from mods that cast targeted spells on unit with battle propagator
  • Fixed crash on accepting next turn in multiplayer when local player has game settings window open
  • Fixed crash in multiplayer when one player changes his starting options while another player has hero overview window open
  • Fixed crash on double-clicking login to global lobby button

1.6.3 -> 1.6.4

General

  • xbrz image upscaling is now performed in background threads to avoid freezes in UI
  • Fixed a bug which caused importing data to fail on some Android devices.
  • It is now possible to add or remove per-language channels in lobby.
  • Fixed bug causing broken water tile animation when player opens launcher while game is running
  • Fixed smooth map dragging not working with right click drag
  • Game will no longer play sound on new chat message in global chat unless lobby UI is currently open
  • Fixed new building sound playing twice on costructing some buildings, such as town hall

AI

  • Significantly improved Battle AI performance
  • Slightly improved performance of Nullkiller AI
  • Improved scoring of on-map artifacts by Nullkiller AI
  • Nullkiller AI will now select artefact loadouts based on the hero's army, skills, spells, and mana points.
  • Nullkiller AI will now consider building resource silos in towns.
  • Fixed possible bug which could lead to AI avoiding map locations with placed events

Stability

  • Fixed a crash that could occur when winning a game by capturing a city that was set as a victory condition without first killing all enemies.
  • Fixed a possible crash on some platforms when opening the creature window if the hero has equipped artefacts that provide spell immunity.
  • Fixed crash when renaming preset to same name as before
  • Fixed possible crash when opening mod screenshots tab without selected mod
  • Fixed possible crash when loading game with broken mods active
  • Fixed crash on loading some user-made maps with objects that have unknown to VCMI map object ID or subID
  • Fixed crash on loading map in Wake of Gods format with pre-placed Mithril resource pile on map

Mechanics

  • Fixed war machines or units under the Bow of the Sharpshooter effect being unable to fire when blocked by enemy units.
  • Enemy corpses will no longer block adjacent enemy ranged units from using ranged attacks.
  • Spells banned on the map can no longer appear in towns.
  • Arrow towers will now consider units standing on wall tiles as inside town for target selection
  • Fixed possible integer overflow when player has more than 20 million gold or other resources.
  • Fixed the loading of vcmp campaigns when a specific hero is used in the bonuses of a scenario.
  • Fixed regression causing movement bonus from Stables (adventure map objects) and Stables (Castle town building) to stack with each other.
  • Fixed regression causing Pathfinding skill to reduce movement costs by only 1 movement point
  • Fixed bug causing hero paths not updating immediately after leveling up Pathfinding skill

Interface

  • Fixed multiple cases where town buidings were not ordered correctly and overlapping each other on town screen
  • Object search functionality is now case-insensitive and can search for similar strings to protect from typos
  • Thieves Guild will now show icons instead of text for resources comparison
  • Added support for custom images in multiplayer mode selection
  • TCP host/join dialogue now displays correct text in header
  • Main menu buttons for unavailable campaigns automatically hidden
  • Fixed graphical artefact near 3DO video when resolution is high and interface scaling is low

Map Editor

  • Object properties now show actual values instead of '...'.
  • Hovering over object properties now shows tooltip with full value

Modding

  • It is now possible to configure amount of creatures that would join on successful diplomacy check
  • It is now possible to disable joining for free for diplomacy
  • It is now possible to use images with -shadow or -overlay suffixes for 1x / unscaled mode
  • It is now possible to load pregenerated player-colored interface images using suffixes like -red or -blue in place of palette-based effects

1.6.2 -> 1.6.3

Stability

  • Fixed possible crash on attempt to play corrupted video file
  • Fixed possible crash on invalid or corrupted game data
  • Fixed possible crash on invalid upscaling filter

Interface

  • Added right-click popup to Keymasters, Border Guards, and Border Gates that show all discovered objects of the same color
  • Added right-click popup to Obelisks that shows all discovered objects and their visitation status
  • Added support for randomly selected main menu backgrounds
  • Fixed display of long text in text-only right-click popups
  • Hero overview screen on map setup will now have scrollbars for hero desription when necessary
  • Fixed teleporter right-click popup appearing out of screen when interacting with teleporter near screen edge
  • Scenario Information window will now correctly replace random hero with actual starting hero

AI

  • Improved performance of Battle AI
  • Improved performance of pathfinding calculations
  • Reduced calculation of threat range, especially on low difficulties to improve performance
  • Fixed Nullkiller AI not considering nearby objects for visiting in some cases, breaking its exploration logic
  • Fixed Nullkiller AI not building town dwellings

Map Editor

  • Added option to convert .h3c files into .vcmp
  • It is now possible to configure town to have same faction as player

Amiberry version 7.0.2

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Émulateur Amiga basé sur WinUAE prévu à la base pour Raspberry Pi.

Un build Intel est également disponible.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

7.0.2

🐛 Bugfixes

  • CPU usage would climb to 100% when paused (fixes #1595)
  • better fix for #1595
  • Fixed incorrect title showing after selecting a CD image in GUI (fixes #1604)
  • the default_prefs used ECS chipset settings (#1607)
  • Fixed issue when uaescsi.device was enabled, after previous commit (fixes #1610)
  • zfile changes caused exceptions if the filename had no extension

🔨 Improvements

  • Some Voodoo updates (merged from WinUAE)
  • initialize statefile_path with default prefs
  • CDTV/CD32 auto-detect improvements (#1605)
  • try to detect files with different capitalization in extensions (#1611)
  • correctly detect both lowercase and uppercase file extensions (#1611)

🪚 Refactors

  • move cap_fps to amiberry.cpp
  • set the default line mode to Double
  • CDDA playback changes (#1605)
  • when auto-loading CD, fallback to CD32 always (#1605)
  • remove extra function
  • skip lsblk command for macOS
  • use amiberry.conf for configured directories before creating the default ones (#1612, #1613)
  • don't always create Amiberry/conf on startup (#1612, #1613)
  • improve startup creation of whdboot files/dirs (#1615)
  • improve double-click to start Config (#1590)
  • fix build for CatchyOS systems (fixes #1619)
  • add more keyboard mapping rows from WinUAE
  • harmonize keyboard mapping with WinUAE - Backslash changed (#558)

🧹 Chores

  • add more ifdefs

DOSBox-X version 2025.02.01

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2025.02.01
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Reprise de l'émulateur original DosBox incluant le support du 3Dfx et permettant d'installer un Windows jusqu'au 98 et émulant même le PC-98. Les sources, compatibles SDL 1 et 2, sont disponibles.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

2025.02.01

  • Added new experimental dosbox.conf option that turns off the
    A20 gate automatically if loading a COM/EXE file to a memory
    location below 64KB. Option is off by default. This is intended
    for the startup routines of programs that assume 8086 wraparound
    to prevent them from crashing (joncampbell123).
  • Bump tinyfiledialogs to v3.19.1 (maron2000)
  • Fix VGA render-on-demand bug that causes all screen updates to
    stop working if something changes video state without changing
    any other attribute (width, height, frame rate, etc.). In
    PC-98 mode this bug could be triggered by leaving the text
    layer open while switching off the graphics layer when the
    graphics layer is in 256-color PEGC mode. Fix for KOARMADA.EXE
    when exiting back to the DOS prompt. (joncampbell123).
  • In PC-98 mode, add I/O port 43Bh which guest applications can
    then read to determine whether the 15MB "memory hole" is open.
    The guest can use this bit to determine whether the PEGC 256-color
    framebuffer is available at that location, or whether that is
    just plain system memory. Added for homebrew PC-9821 project
    KOARMADA.EXE which uses that bit to determine how to talk to
    the framebuffer. (joncampbell123).
  • Fix keyboard ISR in PC-98 mode to assume there is data waiting
    from the keyboard I/O ports (then check the status for more).
    The reason is that CWSDPMI.EXE for PC-98 has a keyboard ISR
    of it's own that reads the scan code first (which clears the
    "data available" bit) before then passing control to the
    real-mode keyboard ISR. If our keyboard ISR first checks for
    status in that case it will never see any keyboard data and
    keyboard input will never register to the guest while running
    under CWSDPMI (joncampbell123).
  • Fix BIOS POST location (F000:FFF0) JMP instruction in PC-98 mode
    so that the segment value of the JMP instruction matches a
    specific value that the DJGPP C runtime checks for to detect
    PC-98. (joncampbell123).
  • Stop serving IBM PC-specific CWSDPMI.EXE in NEC PC-98 mode.
    It happens to work unless any interrupt or exception happens.
    Instead, provide an alternate common version of CWSDPMI.EXE
    that was patched to support PC-98 machines when machine=pc98
    (joncampbell123).
  • Add support for ucrt64 builds (maron2000)
  • DOS CTRL+C handling: Remove NULL vector check because built-in
    COMMAND.COM long ago was fixed to provide a CTRL+C vector. Fix
    code to use a different value for the C++ exception so that it
    cannot be confused for any other common signal in the emulator
    (joncampbell123).
  • Remove DOSBox Integration Device VGA "self capture",
    which was never used much anyway, as part of cleanup (joncampbell123).
  • x86 paging: Remove unused non-"full TLB" code. (joncampbell123).
  • Use mmap() to allocate system memory if available. This is
    for future work that may involve something that requires
    page-aligned allocation, such as KVM support in Linux (joncampbell123).
  • VGA cleanup, organization (joncampbell123).
  • Fixed regression of specifying DBCS fontx file was ignored. (maron2000)
  • Fixed mistakes in adding double quotes to filenames to pass to IMGMOUNT
    command, and syntax errors in showing a message dialog box. (maron2000)
  • Fixed bug where bios memSize was not set when using TTF. (maitchison)
  • Fixed CMS was always disabled regardless of config settings. (xrip)
  • Switch off TTF mode in text modes not working in TTF mode. (maron2000)
  • Gravis Ultrasound: Add dosbox.conf option that when enabled,
    prints a warning to the log file every time the guest pokes
    data into GUS RAM beyond the 1MB supported by the card,
    in order to better identify errant Demoscene code and/or
    any bugs in new tracker code currently in development. (joncampbell123)
  • VGA: Fix buffer overrun that can occur with 4bpp planar
    16-color modes if the guest writes beyond the first 2MB
    of video RAM. The planar support code also copies the 3rd
    bitplane to a font RAM array used in EGA/VGA text mode.
    This font RAM array is only 512KB, therefore in planar
    memory space, writes beyond (2MB/4) = 512KB cause corruption
    of emulator state and possibly crashes. Solve the issue
    therefore by not copying to font RAM beyond 512KB. (joncampbell123)
  • VESA BIOS support: Fix VGA draw and bank switching code
    to ensure that the guest cannot write outside video RAM
    limits, and fix VBE bank switching code to consider 4bpp
    planar SVGA modes properly. (joncampbell123)
  • VESA BIOS support: Fix scan line and page calculations related
    to 4bpp planar 16-color SVGA modes. (joncampbell123)
  • VESA BIOS support: Fix 24bpp RGB bugs related to VBE calls
    that control scan line length and display panning/scrolling.
    Now VBETEST can test 24bpp panning without potentially giving
    the user an epileptic seizure, and there are no more overlong
    scanlines. (joncampbell123)
  • VESA BIOS support: Correct mode information for SVGA text modes (joncampbell123)
  • VESA BIOS support: Like real Pentium-era hardware, do not
    list 4bpp planar 16-color modes as having a linear framebuffer.
    Most SVGA cards only support planar VGA memory within the
    standard VGA A0000-BFFFFh region and do not support the same
    up in the linear framebuffer area. (joncampbell123)
  • Save state support: Let the option to control whether or not
    compression is applied, apply to the ZIP compression. If you
    turn off compression, the ZIP file uses "store" mode instead,
    otherwise compresses as normal. (joncampbell123)
  • It turns out that for whatever reason, the savestate code was
    compressing the state twice. Once by itself, and then again when
    writing to the ZIP archive. Furthermore, storing the original
    length at the end of the compressed data using size_t is a big
    problem. Remove the extra compression/decompression and let the
    ZIP file support do the compression. Save states from now on
    will be marked as "No compression" for at least some backwards
    compatibility. (joncampbell123)
  • Volume label cleanup and fixes. Do not pad labels with white spaces. (maron2000)
  • Some NEC PC-98 games that support MIDI through MPU-401 like to use
    Roland GS-specific SysEx messages to control master volume and
    reset the MIDI synth, instead of standard messages. These games
    were known in DOSBox-X to have problems with MIDI stuck notes and
    hanging notes for this reason. Added code to recognize Roland GS
    reset SysEx and reissue it as standard MIDI reset, to resolve that.
    Added code to Fluidsynth MIDI support to recognize the Roland GS
    master volume SysEx commands and apply it to the output, which
    allows these games to "fade out" the MIDI properly. PC-98 games
    should no longer have hanging/stuck MIDI notes (joncampbell123).
  • Fix VESA BIOS modelist mistake that marked all "high definition"
    modes as modes to round bytes per line up to a power of 2 (joncampbell123)
  • Fix memory size register determination for S3 Virge/VX (clbianco)
  • Fixed a Y2038 bug by replacing Int32x32To64 with regular multiplication.
    (CookiePLMonster)
  • Fixed pasting Bell code (0x07) from clipboard was ignored. (maron2000)
  • Fixed a segfault crash when pasting the content of clipboard is empty
    or consists of invalid characters only. (maron2000)
  • Fixed crash when trying to access MOUNTed empty physical CD/Floppy
    drives. (maron2000)

shadps4 version 0.6.0

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Un émulateur de PS4 qui a déjà des jeux jouables.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.60

A new release first of this year. A lot of things has been improved since last release , making a lot of new games playable and some others has interesting progress . Below is a short list of what’s changed

  • Improved Devtools
  • Improvements in shader recompiler
  • Added sceGnmGetEqEventType/sceKernelGetEventData
  • Improvements to audio backend (SDL)
  • Improved HLE fibers library
  • Motion Controls implementation
  • Improvements to savedata
  • Unmap Fixes
  • Implemented sceNpCmp functions
  • GUI: Speed up GUI loading by caching game sizes
  • sceKernelAio* implementation
  • Fixes to several Surface Formats
  • Fix for address_space initialization on Windows
  • sceKernelVirtualQuery Fixes
  • Added ability to change save data path
  • libraries: Implement libSceZlib
  • Several translations update

Ryujinx version 1.2.317

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1.2.317
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Émulateur opensource expérimental de Nintendo Switch écrit en C#.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.2.81

This is a relatively minor bugfix release, published to fix the fact that on case-sensitive file systems, shader cache and CPU cache would be stored in different folders, and potentially ignore your previous shader cache.

Other changes include:

  • A slightly more up to date embedded compatibility list
  • The ability to dump DLC RomFS
  • Option to hide the UI automatically when a game launches (#462)
  • Added a game library Title ID sort method (#553)
  • Visually merge "Actions" and "Tools" into one. The items in this list change depending on whether you're in a game.
  • Fix for the Amiibo keybind (Ctrl + A) only working after the Scan an Amiibo button's enabled state had been updated.
    • Previously it checked that state. Now it just directly checks if the emulated Switch is scanning for an Amiibo.

WolfMAME version 0.274

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Cette version de MAME est spécialisée dans la compétition (par exemple il est impossible de mettre un jeu en pause).

Il faut compiler les sources pour la version Mac.

MAME version 0.274

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0.274
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C'est l'émulateur Arcade incontournable. Seules les sources sont officiellement disponibles.

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  • Updated to MAME 250.
  • tvOS UX: use a Alert instead of a inline Segmented Control.
  • Show upload feedback in Web Server UX.
  • Added Make First Favorite to game context menu.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.274

Today’s the day you get to experience MAME 0.274 for the first time! As previously mentioned, our Windows binary releases now require a CPU with x86-64-v2 functionality. The most anticipated feature completed this month is almost certainly the 64-bit ARMv8 recompiler back-end. It’s been tested on macOS, conventional Linux and Android, and provides some very welcome performance improvements when emulating systems with RISC CPUs, including MIPS III, PowerPC and SuperH. In addition to the new back-end, we’ve fixed some bugs in the existing back-ends and made some performance improvements for x86-64. Keep in mind that the actual performance benefits you experience will vary substantially depending on your CPU and the emulated system and software.

While that was happening, emulation work continued to progress. This release adds support for numerous digital pets, a couple more Tronica LCD games, and several synthesisers. Several CD-i graphics formats have been fixed, and speaking of Philips, video emulation for their Minitel 2 terminal has been improved as well. Our NEC µPD17771C emulation has been completely overhauled, which is particularly noticeable in Star Speeder on the Epoch Super Cassette Vision.

Lots has been going on in computer emulation this month. We’ve taken a few steps along the road to emulating the first-generation Power Macintosh systems; the Heath/Zenith computers now have hard-sectored floppy formats and working joystick support; the JUKU E5104 now has mouse support; the Silicon Graphics Professional IRIS 4D workstations are now considered working. There’s also been some work on Amiga graphics emulation, although some of the improvements missed this release.

As always, you can read about all of the month’s development work in the whatsnew.txt file. If you’re excited and want to try it out, head right over to the download page where you can find the source code and 64-bit Windows binary packages. See you all again next month for another thrilling MAME release!

MAME Testers bugs fixed

  • 01595: [Sound] (galaxian/galaxold.cpp) drivfrcg, drivfrcb , drivfrct, drivfrcsg: The crash sound doesn’t play. (Robbbert)
  • 04095: [Sound] (namco/namcos1.cpp) splatter, splattero, splatterj: Music for the second stage boss scene is incorrect. (hap)
  • 04546: [Graphics] (snk/lasso.cpp) pinbo, pinboa, pinbos: The background color is incorrect. (hap)
  • 04729: [Misc.] (namco/namcond1.cpp) ncv1: [possible] The graphics ROM appears to have an incorrectly set bit. (MASH)
  • 05592: [Graphics] (konami/asterix.cpp) All games in asterix.cpp: The windmill animation doesn’t work properly. (hap)
  • 06865: [Interface] (taito/undrfire.cpp) undrfire and clones: The fake “Show gun target” switch doesn’t work. (hap)
  • 07312: [DIP/Input] (irem/m72.cpp) poundfor: Trackball inputs don’t work properly. (hap)
  • 07543: [Misc.] (konami/rungun.cpp) rungund, rungunad, rungunbd, rungunuad, rungunud, slmdunkjd: Out-of-bounds accesses. (hap)
  • 07573: [Sound] (orca/espial.cpp) netwars: Sounds/music play too slowly. (hap)
  • 07938: [Known Issues/To-Do's] (konami/konamim2.cpp) totlvice, evilngt: Second and third player light gun inputs are missing. (hap)
  • 07958: [Sound] (sony/taitogn.cpp) kollon, kollonc: Sound is distorted. (hap)
  • 08472: [Misc.] (sinclair/atm.cpp) some sinclair/* drivers: The emulator crashes on out-of-bounds palette accesses. (holub)
  • 08510: [Gameplay] (midway/balsente.cpp) stocker: The gear shift control should be a toggle switch. (John IV)
  • 08660: [DIP/Input] (namco/skykid.cpp) drgnbstr: The “Allow Continue” DIP switch settings are reversed. (Zach S.)
  • 08731: [DIP/Input] (taito/taito_z.cpp) bsharkjjs: Left/Right inputs are reversed. (Uncle Petros)
  • 08962: [DIP/Input] (konami/zr107.cpp) jetwave, jetwavej: Analog inputs are too sensitive. (hap)
  • 08980: [Known Issues/To-Do's] (konami/konamim2.cpp) all sets in konamim2.cpp: Poor performance while loading. (David Haywood)
  • 09052: [Misc.] (sega/segaybd.cpp) rchase: Recoil outputs for both gun controllers are sent to a single output. (AchillesPDX)
  • 09054: [Speed] (taito/bublbobl.cpp) tokio and clones: CPU time slices are unnecessarily short. (hap)
  • 09060: [Graphics] (gottlieb/gottlieb.cpp) krull: Graphics may not display correctly after loading a saved state. (JimCarlTay)
  • 09061: [Color/Palette] (nintendo/spacefb.cpp) spacedem: [possible] The background should be black. (hap)
  • 09062: [Sound] (sanritsu/drmicro.cpp) drmicro: PSG sound pitch is too high. (125scratch)
  • 09063: [Graphics] (pacman/pacman.cpp) alibaba and clones: The mystery item timer is not displayed. (hap)
  • 09065: [Sound] (snk/lasso.cpp) lasso, chameleo, wwjgtin: Sound pitch and tempo are incorrect. (hap)
  • 09067: [Interface] The tilemap viewer maps the pointer location incorrectly if the tilemap is flipped on either axis. (hap)
  • 09077: [Interface] (nichibutsu/nbmj8891.cpp) mjcamerb, mmcamera: Version on older hardware is not marked as a clone. (Vas Crabb)
  • 09084: [Sound] (galaxian/galaxold.cpp) 4in1: Explosion sounds do not play. (Robbbert)
  • 09087: [Gameplay] (philips/cdi.cpp) quizardi_10: The game does not boot correctly. (Ivan Vangelista)
  • 09094: [Interface] (snk/prehisle.cpp) gensitou: The description does not include the release region. (JimCarlTay)
  • 09095: [Interface] UI: The menu item highlight texture is not symmetrical. (Vas Crabb)
  • 09097: [DIP/Input] (seta/seta.cpp) drgnunit: The undocumented eighth DIP switch in the first bank adjusts stage time. (GoldS_TCRF)

New working systems

  • Bandai Digital Monster (Japan) [hap, azya]
  • Bandai Digital Monster Ver. 2 (Japan) [hap, azya]
  • Bandai Digital Monster Ver. 3 (Japan) [hap, azya]
  • Bandai Let's! TV Play Nou to Karada o Kitaeru Taikan Zunou Family Mattore (Japan) [David Haywood, TeamEurope]
  • Bandai Mothra no Tamagotchi (Japan) [hap, azya]
  • Bandai Tamagotchi (Gen. 2, Japan) [hap, azya]
  • Bandai Tenshitchi no Tamagotchi (Japan) [hap, azya]
  • Casio Casiotone 8000 [=CO=Windler, Devin Acker]
  • Casio Casiotone FK-1 [BCM, Devin Acker]
  • Code Magik (Ver 5.5) / Super 7 (stealth game) [Roberto Fresca, Grull Osgo, Jeff Hamelin]
  • Cuty Line (ver.1.01) [Taksangs, charlie]
  • CXG Systems / Newcrest Technology / Intelligent Chess Software Pocketchess (CXG) [hap, Sean Riddle]
  • Epoch Chibi Pachi: Alien Fever [hap, azya]
  • Epoch Minna no Tetris (Japan) [TeamEurope, David Haywood]
  • Hasbro Giga Pets Explorer (Version 1.34.1, Mar 17 2006) [QUFB]
  • Hegener + Glaser Mephisto Excalibur [hap, anonymous, Berger]
  • JAKKS Pacific Inc / Handheld Games Disney Pixar Classics (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / Handheld Games Power Rangers S.P.D. (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / Handheld Games Spider-Man 3 (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / HotGen Ltd Pirates of the Caribbean - Islands of Fortune (JAKKS Pacific TV Game) (Jun 1 2007 12:34:28) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / HotGen Ltd Superman in Super Villain Showdown (JAKKS Pacific TV Game) (26 Jan 2006 A) [David Haywood, TeamEurope]
  • Nikko Beans Collection: Venus Diet Monogatari [hap, azya]
  • Novag Industries / Intelligent Heuristic Programming Beluga [hap, Berger]
  • Oberheim DMX [m1macrophage]
  • Pyuuta-kun (Japan) [hammy]
  • Takara / SSD Company LTD Webdiver DX W-05 Gladion (Japan) [David Haywood, TeamEurope]
  • Tandy Corporation Stack Challenge [hap, azya]]
  • Techno Source Interactive Coloring Book: Disney / Pixar Cars [TeamEurope, David Haywood]
  • Techno Source Interactive Coloring Book: Disney / Pixar Toy Story [Sean Riddle, David Haywood]
  • Techno Source Interactive Coloring Book: Disney Princess [Sean Riddle, David Haywood]
  • Tronica Diver's Adventure [Milan Galcik, algestam]

New working clones

  • Cherry Bonus III (ver.1.40, set 7) [hammy]
  • Cherry Master I (E-Z Spin Hands Count bootleg / hack, set 1) [Ioannis Bampoulas]
  • Cherry Master I (E-Z Spin Hands Count bootleg / hack, set 2) [Ioannis Bampoulas]
  • Cherry Master I (ver.1.01, set 12) [hammy]
  • Egg Venture (Release 4) [Brian Troha, The Dumping Union]
  • Endless Riches (Ver 1.10) [hammy]
  • Fidelity International Excel 68000 Mach IV 68020 Master 2325 (set 1) [Berger]
  • Gradius III: Densetsu kara Shinwa e (Japan, version 3, newer) [alamone]
  • Hegener + Glaser Mephisto Excalibur (WCCC 1983 New York TM) [hap, anonymous, Berger]
  • Long Hu Da Manguan Duizhan Jiaqiang Ban (V200C3M) [dyq, little0]
  • N-Sub (cocktail) [system11]
  • New Lucky 8 Lines (set 14, W-4, Yamate) [Ioannis Bampoulas]
  • New Lucky 8 Lines (set 15, W-4, Cleco bootleg) [Ioannis Bampoulas]
  • New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus, Yamate, 1985) [Ioannis Bampoulas]
  • New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus, Yamate, 1988, set 1) [Ioannis Bampoulas]
  • New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus, Yamate, 1988, set 2) [Ioannis Bampoulas]
  • Novag Industries / Intelligent Heuristic Programming Diablo 68000 (set 1) [Gavin Fance]
  • Rocket Convoy [Luis Arrufat]
  • Run and Gun (ver UAB 1993  9.10, dedicated twin cabinet) [Bryan McPhail]
  • Super Poker (v120IN) [The Dumping Union]
  • Toride II (Japan, revision I) [twistedsymphony]
  • Tronica Clever Chicken [Milan Galcik, algestam]

Systems promoted to working

  • Bonanza's Joker Poker [Roberto Fresca, Grull Osgo]
  • Silicon Graphics Professional IRIS 4D/50 [Patrick Mackinlay]
  • Silicon Graphics Professional IRIS 4D/70 [Patrick Mackinlay]
  • Super Mini-Boy [Roberto Fresca, Grull Osgo]

Clones promoted to working

  • IPM Invader (set 2) [system11]

New systems marked not working

  • 7 Gold [hammy]
  • Alesis MIDIverb [m1macrophage]
  • AtGames 40 Bonus Games in 1 (AtGames) [TeamEurope, Patryk Stefanski]
  • AtGames Atari Flashback Portable (version 4) [Devin Acker]
  • AV-Mahjong Two Shot (Japan Ver 1.00 1990/05/21) [hammy]
  • Bandai / Koto Digimon X Arena (Japan) [TeamEurope, David Haywood]
  • Bandai / SSD Company LTD Let's! TV Play Disney Characters Oto! Iro! Ton-Ton! Miracle Parade (Japan) [TeamEurope, David Haywood]
  • Bandai / SSD Company LTD Let's TV Play Dragon Ball Z Battle Experience Kamehameha 2 ~Ossu Ome Goku Tenkaichi Budokai~ (Japan) [TeamEurope David Haywood]
  • Bandai / SSD Company LTD Let's! TV Play Futari wa PreCure MaxHeart Mat de Dance MaxHeart ni Odotchaou (Japan) [TeamEurope, David Haywood]
  • Bandai / SSD Company LTD Let's! TV Play Narikiri Taikan Boukenger Hashire! Ute! Mission Start!! (Japan) [David Haywood, TeamEurope]
  • Bandai / SSD Company LTD Let's! TV Play Taikan Cast Off - Kamen Rider Kabuto Clock Up & Rider Kick!! (Japan) [David Haywood, TeamEurope]
  • Bandai Let's! TV Play Digital Monster Battle Junction (Japan) [David Haywood, TeamEurope]
  • Beetlemania (Atronic) [Brian Troha, Heihachi_73]
  • BornKid 32 Bit Preloaded 139-in-1 Handheld Game Console [TeamEurope, David Haywood]
  • Casio Casiotone MB-1 [=CO=Windler, Devin Acker]
  • Champion 3001 Regular [hammy]
  • Cherry Bonus (A.A.I. bootleg) [Ioannis Bampoulas]
  • Cherry Bonus II (V2.00 06/01) [Ioannis Bampoulas]
  • Chickendales (Atronic) [Brian Troha, Heihachi_73]
  • Enter Tech Leadsinger II (LS-K2) [David Haywood, Sean Riddle]
  • Epoch / SSD Company LTD Doko Demo Doraemon Nihon Ryokou Game DX Taikan! Doko Dora Grand Prix! (Japan) [TeamEurope, David Haywood]
  • Epoch / SSD Company LTD Doraemon Taikan Take-copter! Sora Tobu Daibouken (Japan) [David Haywood, TeamEurope]
  • Epoch / SSD Company LTD Doraemon Ugoku! Oekaki (Japan) [TeamEurope, David Haywood]
  • Epoch / SSD Company LTD Hello Kitty Piano PC (Japan) [TeamEurope, David Haywood]
  • Epoch / SSD Company LTD Ishikawa Ryou Excite Golf (Japan) [David Haywood, TeamEurope]
  • Fisher-Price 3-in-1 Smart Sports! (US) [Sean Riddle, David Haywood]
  • Fizz Creations Pac-Man Arcade in a Tin [TeamEurope]
  • Fizz Creations Tetris Arcade in a Tin [TeamEurope]
  • Golden Number [hammy]
  • Gwasuwon (Korea) [Taksangs, David Haywood]
  • Hana Night Rose (Japan, TSM008-04) [hammy]
  • Happy Happy Hippy (Atronic) [Brian Troha, Heihachi_73]
  • JAKKS Pacific Inc / Digital Eclipse EA Sports Classics: NHL 95 & FIFA Soccer 96 (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / HotGen Ltd Bob the Builder - Project: Build It (JAKKS Pacific TV Game) (JUN 2 2006 14:42:01) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / HotGen Ltd Power Rangers to the Rescue (JAKKS Pacific TV Game) (Aug 8 2008 16:46:59) [David Haywood, TeamEurope]
  • JAKKS Pacific Inc / Santa Cruz Games The Amazing Spider-Man and The Masked Menace (JAKKS Pacific TV Game) [David Haywood, TeamEurope]
  • Jixiang Ruyi (V116CN) [dyq, little0]
  • Jin Hua Zhengba (V113CN) [dyq, little0]
  • JoyPalette / SSD Company LTD Anpanman Kazoku de! Ikunou Mat DX (Japan) [TeamEurope, David Haywood]
  • JoyPalette / SSD Company LTD Anpanman Pyon-Pyon Ikunou Mat (Japan) [TeamEurope, David Haywood]
  • Lexibook Arcade Center (JL1800_01) [TeamEurope, David Haywood]
  • Mahjong Tenho (Japan, P016B-000) [hammy]
  • Moog Music Memorymoog [m1macrophage]
  • New Mondo Plus (V0.6I) [hammy]
  • Oberheim OB8 [m1macrophage]
  • Omatsuri Yasan: Ganso Takoyaki [SnakeGrunger]
  • Pairs (Italian gambling game) [hammy]
  • Radica / Sega Menacer (Radica Plug & Play) [TeamEurope, David Haywood]
  • Senario The Amazing Spider-Man (Senario, floor mat) [Sean Riddle, David Haywood]
  • Shayu Daheng (V104CN) [dyq, little0]
  • Shuang Long Qiang Zhu Tebie Ban (V104CN) [dyq, little0]
  • Skill Chance (W-7, set 1) [Ioannis Bampoulas]
  • Super Ball 2001 (Italy version 5.23) [hammy, The Dumping Union]
  • Thinkway Toys Interactive M.A.G. Motion Activated Gear: Teen Titans Arena Showdown [Sean Riddle, David Haywood]
  • Tic Tac Toe (Sundance bootleg of New Lucky 8 Lines) [Ioannis Bampoulas]
  • Top-7 (V8.8, set 1) [Ioannis Bampoulas]
  • Typhoon Lagoon (Atronic) [Brian Troha, Heihachi_73]
  • unknown TAX game [hammy]
  • unknown VT369 based 128-in-1 (GC31-369-20210702-V2) [TeamEurope, David Haywood]
  • Vibes Retro Pocket Gamer 240-in-1 [TeamEurope, David Haywood]
  • VTech Paw Patrol: The Movie Learning Tablet (Spanish) [ArcadeHacker]
  • WinFun TV Art Design Center [David Haywood, TeamEurope]
  • Xiaoyao Dou Dizhu [dyq, little0]
  • YSN Play Portable Color GameU+ (90-in-1) (Japan) [TeamEurope, David Haywood]
  • Zupapa (Italian gambling game) [hammy]

New clones marked not working

  • Atronic SetUp/Clear Chips [Brian Troha, Heihachi_73]
  • Babooshka (Atronic) [Brian Troha, Heihachi_73]
  • Batman Forever (Italian, 4.0, Sept. 26 1995, Display Rev. 4.00) [Corrado Tomaselli]
  • Batman Forever (Italian, 4.0, Sept. 26 1995, Display Rev. 4.00, earlier sound ROM) [Corrado Tomaselli]
  • Bonus Chance (W-8, set 2) [Ioannis Bampoulas]
  • Cherry Bonus III (ver.5.1) [Ioannis Bampoulas]
  • Cherry Bonus V Five (V1.1) [Taksangs, charlie]
  • Cherry Master '97 (V1.7, set 2) [hammy]
  • Cuty Line (LC-88 bootleg, ver.7C.14) [Ioannis Bampoulas]
  • Cuty Line (LC-88 bootleg, ver.8.05C) [Ioannis Bampoulas]
  • Dream Maker (Atronic) [Brian Troha, Heihachi_73]
  • El Dorado (V1.1J) [Taksangs, charlie]
  • F-16 Super 8 Lines [Ioannis Bampoulas]
  • Fever Chance (W-6, Japan, set 2) [Ioannis Bampoulas]
  • Fever Chance (W-6, Taiwan) [Ioannis Bampoulas]
  • Golden Regular (version 388/2000) [hammy]
  • I C Money (Atronic) (set 2) [Brian Troha, Heihachi_73]
  • Inquizitor (V1.1) [Paul-Arnold]
  • Inquizitor (V1.2, alt) [Paul-Arnold]
  • Magic Bomb (Ver. A3.0) [Ioannis Bampoulas]
  • Magic Bomb (Ver. AB4.3A, 10/30/01S) [Ioannis Bampoulas]
  • Magic Bomb (Ver. AB5.3, 20/06/03) [Ioannis Bampoulas]
  • Magic Bomb (Ver. EB4.0, 05/04/01) [Ioannis Bampoulas]
  • Magic Touch (v. 28.05) [hammy]
  • Monkey Land (Ver. A1.2) [Ioannis Bampoulas]
  • Monkey Land (Ver. AA.21.B) [Ioannis Bampoulas]
  • Monkey Land (Ver. AA.21.C) [Ioannis Bampoulas]
  • NtCash (set 2) [hammy]
  • Omatsuri Yasan: Kingyo Sukui [SnakeGrunger]
  • Pentacup (rev. S) [Ken Sumrall, PinMAME]
  • Radica / FarSight Studios Connectv Real Swing Golf (set 2) [David Haywood, Sean Riddle]
  • Skill Chance (W-7, set 2) [Ioannis Bampoulas]
  • Sphinx II (Atronic) [Brian Troha, Heihachi_73]
  • Top-7 (V8.8, set 2) [Ioannis Bampoulas]

New working software list items

  • amiga_cd: Aminet Games [redump.org]
  • apple2_flop_clcracked: The Coveted Mirror (version 1983) (4am crack) [4am, A-Noid]
  • apple2gs_flop_orig:
    2088: The Cryllan Mission, Draw Plus (version 1.0), First Categories, MultiScribe IIgs (version 3.01c), The New Talking Stickybear Alphabet, Peanuts Maze Marathon IIgs, Photonix II (version 2.50), Reading Magic Library: Jack and the Beanstalk IIgs, TopDraw (version 1.01A (8/4/87)), The Ugly Duckling (version 1.1) [4am, A-Noid]
    List Plus (version 1.0 (11-Dec-87)), Panzer Battles IIgs, Skate or Die! IIgs (version 1.0), Transylvania III IIgs [4am, ianoid, A-Noid]
    The New Talking Stickybear Opposites [4am, LoGo, A-Noid]
  • cdi: Validation Disc (Version 1.0) [redump.org]
  • ibm5170_cdrom:
    Win32 Software Development Kit (version 3.51), Win32 Software Development Kit and Device Driver Kit (version 3.1), Windows NT 3.1 Service Pack 2, Windows NT 3.1 Service Pack 3, Windows NT 3.5 Service Pack 2, Windows NT 3.51 Service Pack 1, Windows NT 3.51 Service Pack 3, Windows NT 3.51 Service Pack 4, Windows NT 4.0 Option Pack, Windows NT Resource Kit (version 3.1), Windows NT Resource Kit (version 3.5), Windows NT Resource Kit (version 3.51), Windows NT Server Resource Kit (version 3.1), Windows NT Workstation Resource Kit (version 4.0) [Mike Swanson]
    Sonic CD (China), Sonic CD (Europe), Sonic CD (USA), Sonic CD (USA, 1996 release), Sonic CD (USA, 1997 release), Sonic CD (USA, Packard Bell) [redump.org]
  • juku: E5104 System Disks, EKTA Utilities Disk #4 [Elektroonikamuuseum, Märt Põder]
  • m3: M3 Utilities (Release 3) [Steve Hunt]
  • pc6001_cart:
    Turpin (1982-10-12) [Mike Stedman]
    Turpin (1983-01-29) [bsittler]
  • pc8801_flop: Berserkers Front Gaiden 3 Plus - Turning Point [krugman]
  • psx: 007 - Demain ne Meurt Jamais (France), 007 - Der Morgen Stirbt Nie (Germany), 007 - Die Welt Ist Nicht Genug (Germany), 007 - El Mundo Nunca es Suficiente (Spain), 007 - Le Monde ne Suffit Pas (France), 007 - The World Is Not Enough (Europe), 007 - The World Is Not Enough (Sweden), 007 - The World Is Not Enough (USA, prototype 20000826), 007 - Tomorrow Never Dies (Europe), 007 Racing (Europe), 007 Racing (France), 007 Racing (Germany), A Ressha de Ikou 4 - Evolution Global (Japan), A Ressha de Ikou 4 - Evolution Global (Japan) (PlayStation the Best), A.IV - Evolution Global (Europe), Actua Golf (Europe), Actua Golf (Japan), Actua Golf 2 (Europe), Actua Golf 3 (Europe) [redump.org]
  • spectrum_cass:
    Channel 1 - Spectrum Music Club - Double Issue 6 + 7 (Sept. 1991), Channel 1 - Spectrum Music Club - Issue 5 (Jan. 1991), Computer Form Pools Predictions, Sample Editor, Silent 'e' & /y/ Rules, VTX 711 Prestel & Terminal Software [Planeta Sinclair, Steven Brown]
    Libreria de Software Spectrum № 6 (covertape), Libreria de Software Spectrum № 6 (covertape, alt), Libreria de Software Spectrum № 7 (covertape), Libreria de Software Spectrum № 7 (covertape, alt), Libreria de Software Spectrum № 8 (covertape), Libreria de Software Spectrum № 9 (covertape), Libreria de Software Spectrum № 9 (covertape, alt), Libreria de Software Spectrum № 10 (covertape), Libreria de Software Spectrum № 10 (covertape, alt), Libreria de Software Spectrum № 11 (covertape), Libreria de Software Spectrum № 12 (covertape), Libreria de Software Spectrum № 12 (covertape, alt), Libreria de Software Spectrum № 13 (covertape), Libreria de Software Spectrum № 14 - Spy Chip (covertape), Libreria de Software Spectrum № 14 - Spy Chip (covertape, alt), Libreria de Software Spectrum № 15 - Invasion (covertape), Libreria de Software Spectrum № 16 - Carr-2001 (covertape), Libreria de Software Spectrum № 17 - Xirius (covertape), Libreria de Software Spectrum № 18 - Zortron (covertape), Libreria de Software Spectrum № 18 - Zortron (covertape, alt), Libreria de Software Spectrum № 19 - Argon (covertape), Libreria de Software Spectrum № 19 - Argon (covertape, alt), Libreria de Software Spectrum № 20 - Night (covertape, alt), Libreria de Software Spectrum № 21 - Voyager (covertape), Libreria de Software Spectrum № 22 - Blue Lands (covertape), Light Force (Zafi Chip), Lode Runner (48K), Misiles [Spectrum Computing]
  • zx81_cass:
    3D Monster Maze (ZX Data), Astral Convoy, Gulp II (ZX Data), Monstro das Trevas, ZX Breakout [Spectrum Computing]
    Centipede (Kayde), Constellation (red logo inlay), The Damsel and the Beast (red logo inlay), Dictator (red logo inlay), House of Gnomes, Multifile (Bug-Byte), Videograph [Steven Brown, Mark Westmoreland, Planeta Sinclair]
    3D 3D! (Kayde), 3D Monster Maze (Aackosoft), Asteroids (dK'tronics), Can of Worms (alt), Frogs (Aackosoft), Gulp II (Aackosoft), Invasion Force (Aackosoft), Love and Death, Mazeman, Morse Decoder, Ny Teknik - 7 Program till din Sinclair ZX 81, Skak, Stock Car (alt), ZX Breakout (pink inlay), ZX Nightmare Park (Aackosoft) [Steven Brown, Planeta Sinclair]

Software list items promoted to working

  • amigaocs_flop: Abandoned Places - A Time for Heroes (Europe), Alien Breed (Europe), Australo Piticus Mechanicus (Europe), B.C. Kid (Europe), BMX Simulator (Europe), Battle Isle (Europe), Bio Challenge (Europe), Body Blows (Europe, v2), Brutal - Paws of Fury (Europe), Ghouls 'n' Ghosts & Venus the Flytrap (Europe, Chart Attack), Lost Patrol (Europe), Lost Patrol (USA), Road Rash (Europe) [Angelo Salese]
  • zx81_cass: 3D 3D! [ArcadeShadow]

New software list items marked not working

  • amiga_cd: 17 Bit - Level 6 (Europe), 17 Bit - Phase Four (Europe), 17 Bit - The Fifth Dimension (Europe), The Big Red Adventure (Europe), Emulators Unlimited Plus (Germany), Final Odyssey: Theseus Verses the Minotaur (Europe), Gunbee F-99: The Kidnapping of Lady Akiko (Europe), Kang Fu, Pinball Brain Damage (Europe), Red Hat Linux 5.1 [redump.org]
  • ibm5170_cdrom: Sonic CD (USA, Pentium Processor Edition), Sonic CD (USA, Pentium Processor Edition, alt) [redump.org]
  • zx81_cass:
    Space Invaders (Kayde) [Steven Brown, Mark Westmoreland, Planeta Sinclair]
    ZXED [Steven Brown, Planeta Sinclair]

Merged pull requests

  • 12984: bus/hp_dio: Added the HP98628 and HP98629 communication cards. [F.Ulivi]
  • 13040: frontend/luaengine.cpp: Expose mame_ui_manager::show_menu() to scripts. [Nathan Woods]
  • 13040: bus/heathzenith: Use machine configuration fragments to supply additional connections to cards. [Mark Garlanger]
  • 13047: sega/segas32_v.cpp: Use 10-bit tilemap position values when zooming and 9-bit values otherwise. [mahoneyt944]
  • 13070: 3rdparty/bgfx: Cherry-picked upstream improvements for Wayland desktops. [Belegdol]
  • 13074: tvgames: Added eight XaviX-based TV games (not working), and improved XaviX video emulation. [TeamEurope, David Haywood]
  • 13080: 3rdparty/lzma: Don't treat K&R function definitions as an error. [FlykeSpice]
  • 13082: bus/heathzenith/h19/tlb.cpp: Added a machine configuration option to disable page 2 RAM for UltraROM. [Mark Garlanger]
  • 13089: psx.xml: Added nine working James Bond games and replaced three items with better dumps. [redump.org, ArcadeShadow]
  • 13090: moog/memorymoog.cpp: Added preliminary Memorymoog emulation (no sound output). [m1macrophage]
  • 13091: namco/mappy.cpp: Moved Phozon to a derived state class and cleaned up code. [cam900]
  • 13095: namco/namco_cus4xtmap.cpp: Converted CUS42 + CUS43 tilemap hardware to a device. [cam900]
  • 13105: bus/heathzenith/h89: Added the Z-89-11 multi-function interface card. [Mark Garlanger]
  • 13106: cpu/upd177x: Replaced high-level µPD17771C emulation with a CPU core. [Wilbert Pol]
  • 13107: cpu/mpk1839/kl1839vm1.cpp: Improved user-space VAX-11 instruction decoding. [holub]
  • 13108: cpu: Fixed various recompiler issues and added four UML instructions. [Windy Fairy]
  • 13109: machine/ncr5385.cpp: Mask auxiliary status bits if no interrupts are pending. [Adam Billyard]
  • 13110: tvgames/spg2xx_dreamlife.cpp: Added Hasbro Giga Pets Explorer. [QUFB]
  • 13112: moog/source.cpp, nec/pc88va.cpp: Fixed two Microsoft Visual C++ implicit conversion warnings. [Meerkov]
  • 13114: ibm5170_cdrom.xml: Added eight versions of Sonic CD. [redump.org, Mike Swanson]
  • 13115: taito/taito_z.cpp: Corrected Battle Shark left/right 8-way joystick directions (MT08731). [Uncle Petros]
  • 13119: neogeo: Reduced run-time tag lookups, suppress side effects for debugger reads, and cleaned up code. [cam900]
  • 13121: konami/nemesis.cpp: Moved games to derived state classes to reduce optional object finders, and cleaned up code. [cam900]
  • 13123: sinclair/atm.cpp, sinclair/pentevo.cpp: Fixed out-of-bounds palette accesses (MT08472). [holub]
  • 13134: taito/taitotz.cpp: Fixed FIFO packet size calculation and cleaned up code. [Ryan Holtz]
  • 13126: tvgames/spg2xx_jakks.cpp: Added Pirates of the Caribbean - Islands of Fortune. [David Haywood, TeamEurope]
  • 13127: philips/mcd212.cpp: Fixed CD-i DYUV color format decoding. [Vincent-Halver]
  • 13129: tvgames/spg2xx_jakks.cpp: Added Superman in Super Villain Showdown. [David Haywood, TeamEurope]
  • 13130: bus/heathzenith/h89/sigmasoft_sound.cpp: Fixed reading joysticks, and tidied code. [Mark Garlanger]
  • 13132: cpu: Fixed more recompiler back-end issues, particularly when handling 32-bit operands. [Windy Fairy]
  • 13133: atari: Cleaned up various Atari 2D arcade system drivers. [cam900]
  • 13134: tvgames/spg2xx_jakks.cpp: Added JAKKS Pacific Spider-Man 3. [David Haywood, TeamEurope]
  • 13135: imagedev/flopdrv.cpp: Removed code supporting functionality that’s no longer used. [Priit Laes]
  • 13136: tvgames/spg2xx_jakks.cpp: Added JAKKS Pacific Power Rangers S.P.D. [David Haywood, TeamEurope]
  • 13137: osd/interface/inputcode.h: Fixed enumeration range warnings in debug builds. [AJR]
  • 13140: handheld/hh_e0c6x.cpp: Fixed a typo in a comment. [einstein95]
  • 13141: tvgames/spg2xx_jakks.cpp: Added the third button for JAKKS Pacific Spider-Man 3. [David Haywood]
  • 13142: Updated README.md links and compiling instructions, and rearranged for readability. [Dirk Best]
  • 13144: cpu/hcd62121/hcd62121.cpp: Register recently added member variables for save states. [QUFB]
  • 13145: sinclair/tsconf.cpp Improved decoding of graphics tiles. [holub]
  • 13146: apple2gs_flop_orig.xml, apple2_flop_clcracked.xml: Added sixteen working items and updated one crack. [A-Noid33]
  • 13149: pc6001_cart.xml: Added two versions of Turpin. [Mike Stedman, bsittler, David Silva]
  • 13151: atari/atarig1.cpp, atari/atarig42.cpp, atari/atarigt.cpp, atari/atarigx2.cpp, atari/atarirle.cpp: Cleaned up code. [cam900]
  • 13153: Added two TV Games (not working), and improved SPG110 SoC emulation. [David Haywood, TeamEurope]
  • 13154: bus/heathzenith/h89/sigmasoft_sound.cpp: Fixed joystick polarity. [Mark Garlanger]
  • 13155: nmk/quizpani.cpp: Added comments noting the purpose of the video timing PROMs. [cam900]
  • 13156: nmk/ddealer.cpp: Clarified that the sprite DMA PROM bit is not used at all for this system. [cam900]
  • 13157: atlus/patapata.cpp: Added comments noting the purposed of the video timing PROMs. [cam900]
  • 13158: nmk/quizdna.cpp: Cleaned up memory banking, palette handling and graphics decoding. [cam900]
  • 13160: philips/minitel_2_rpic.cpp: Corrected the default serial frame settings for the second serial port. [Fabio D'Urso]
  • 13162: cpu/drcbearm64.cpp: Added a 64-bit ARMv8 (AArch64) recompiler back-end. [Windy Fairy]
  • 13163: moog: Tidied code to better follow MAME conventions. [m1macrophage]
  • 13165: oberheim/dmx.cpp: Added preliminary Oberheim DMX emulation (no sound output or cassette I/O). [m1macrophage]
  • 13168: sound/dac76.h: Corrected pinout in comment and noted equivalence to AM6070. [m1macrophage]
  • 13170: koei/pasogo.cpp: Fixed apparent copy/paste errors in the real-time clock code (fixes setting alarm). [einstein95]
  • 13171: bus/heathzenith/h19/tlb.cpp: Added joystick support to the SigmaSoft IGC board. [Mark Garlanger]
  • 13172: pasogo.xml: Updated the list of undumped software in the header comment. [David Silva]
  • 13173: nmk/nmk004.cpp, nmk/nmk16.cpp: Improved save state support and cleaned up code. [cam900]
  • 13174: zx81_cass.xml: Added 29 items (27 working), and promoted one item to working with usage instructions. [ArcadeShadow]
  • 13176: misc/4enraya.cpp: Corrected the speed and difficulty DIP switch settings. [Uncle Petros]
  • 13177: oberheim/dmx.cpp: Allow faders to be controlled with a single pointing device. [m1macrophage]
  • 13178: psx.xml: Added ten working items and replaced two items with better dumps. [redump.org, ArcadeShadow]
  • 13179: apple/macadb.cpp: Added support for second button of an ADB mouse (used by Apple IIgs). [as-tb-dev]
  • 13180: bus/heathzenith/h89: Don’t register fixed configuration member variables for save states. [Mark Garlanger]
  • 13182: gaelco/goldart.cpp: Changed main CPU clock frequency, and cleaned up code. [cam900]
  • 13184: machine/dl11.cpp: Added 1801VP1-065 variant and implemented more functionality. [shattered]
  • 13185: misc/4enraya.cpp: Labelled DIP switch on bit 1 (0x02) as unknown (it does not control demo sounds). [Uncle Petros]
  • 13186: moog: Added General MIDI note mappings to piano key inputs. [m1macrophage]
  • 13187: roland/roland_d70.cpp: Added five program versions as BIOS options and adjusted LCD palette. [Felipe Sanches]
  • 13189: dataeast/exprraid.cpp: Corrected DIP switch locations for Express Raider. [Uncle Petros]
  • 13193: bus/heathzenith/h89: Removed signals not present on a real H-89 bus. [Mark Garlanger]
  • 13194: gaelco/gaelco3d.cpp: Suppress side effects for debugger reads and cleaned up code. [cam900]
  • 13195: gaelco/gaelco.cpp: Cleaned up code. [cam900]
  • 13196: bfm/bfcobra.cpp: Load Inquizitor attract mode ROM, and added alternate versions as clones. [Paul-Arnold]
  • 13198: galaxian/galaxian.cpp: Added Rocket Convoy (War of the Bugs clone from Radar Ltd.). [Luis Arrufat, ClawGrip]
  • 13199: megacd.xml: Combined the Mega CD and Sega CD software lists. [Mike Swanson]
  • 13200: philips/minitel_2_rpic.cpp: Corrected the palette so all colors are distinct. [Fabio D'Urso]
  • 13203: irem/m72.cpp: Corrected the demo sounds DIP switch settings for Battle Chopper/Mr. HELI. [David Haywood]
  • 13204: handheld/hh_sm510.cpp: Added Tronica Diver’s Adventure. [Milan Galcik, algestam]
  • 13205: ussr/juku.cpp: Use a memory view for switching memory mapping, and added the mouse and fixed timer. [Märt Põder]
  • 13206: oberheim/dmx.cpp: Added sound emulation. [m1macrophage]
  • 13209: sound/roland_sa.cpp: Emulated the CPU-B board sound generation used in Roland SA-synthesis digital pianos. [Giulio Zausa]
  • 13210: sinclair/tsconf.cpp: Register data members for save states. [holub]
  • 13211: gottlieb/gottlieb.cpp: Moved systems with LaserDisc players to a derived state class and cleaned up code. [cam900]
  • 13212: roland/roland_d70.cpp: Added an internal layout. [Felipe Sanches]
  • 13213: excellent/excellent_spr.cpp: Fixed sprite delay and cleaned up code. [cam900]
  • 13214: oberheim/ob8.cpp: Added a skeleton driver for for the Oberheim OB8. [m1macrophage]
  • 13215: barcrest/mpu3.cpp: Corrected the 100 Hz input to the 6821 PIA IC3. [blueonesarefaster]
  • 13217: juku.xml: Added JUKU E5104 system disks from 1988 to 1989. [Elektroonikamuuseum, Märt Põder]
  • 13218: handheld/hh_sm510.cpp: Added Tronica Clever Chicken. [Milan Galcik, algestam]
  • 13219: matsushita/kn5000.cpp: Show feedback for pressed buttons and added some details to the internal layout. [Felipe Sanches]
  • 13221: edevices/edevices.cpp: Derive from device_gfx_interface to decode graphics, and cleaned up code. [cam900]
  • 13222: formats/h17disk.cpp: Added Heath hard-sectored floppy disk formats. [Mark Garlanger]
  • 13223: oberheim/dmx.cpp: Added support for pitch tuning and optimized pitch calculations. [m1macrophage]
  • 13224: cpu/mcs51/mcs51.cpp: Implemented the PES bit for the DS5002FP. [cam900]
  • 13225: video/ef9345.cpp: Implemented the service row for the TS9347 variant (used for Minitel 2 status display). [Fabio D'Urso]
  • 13226: heathzenith/h89.cpp: Simplified GPP handling for the MMS floppy controller. [Mark Garlanger]
  • 13228: oberheim/dmx.xpp: Added anti-aliasing/reconstruction filters, and refactored and optimized the code. [m1macrophage]
  • 13230: ibm5170_cdrom.xml: Added Windows NT service packs, resource kits and development kits. [Mike Swanson]
  • 13232: cpu: Calculate negative and zero flags for shifts/rotates with a zero shift count in DRC back-ends. [Windy Fairy]
  • 13234: misc/changyu.cpp: Identified contents of sound ROMs and set year to 1991 for 999 based on an advertisement. [flama12333]
  • 13235: Added eleven TV games and karaoke systems (two working). [David Haywood, TeamEurope, Sean Riddle]
  • 13236: vtech/vtech5303.cpp: Added a partial dump of the Spanish VTech Paw Patrol Learning Tablet. [ArcadeHacker, ClawGrip]
  • 13237: casio/ct8000.cpp: Emulated the Casiotone 8000 keyboard and related systems. [Devin Acker, BCM, =CO=Windler]
  • 13238: alesis/midiverb.cpp: Added a non-working driver for the Alesis MIDIverb digital delay/reverb unit. [m1macrophage]
  • 13239: cpu/drcbearm64.cpp: Fixed ADRP instruction usage (destination must be an X register. [Windy Fairy]
  • 13240: dataeast/deco156_m.cpp: Updated comments and cleaned up code a little. [cam900]
  • 13241: tvgames: Added seventeen TV games (four working). [TeamEurope, Sean Riddle, Patryk Stefanski, David Haywood]
  • 13243: philips/mcd212.cpp: Fixed CD-i RLE decoding and transparency color key bit mask. [Vincent-Halver]
  • 13244: alesis/midiverb.cpp: Hooked up the audio path with a pass-through placeholder for the DSP. [m1macrophage]
  • 13245: Added 34 working items, and improved metadata. [ArcadeShadow]
  • 13246: philips/mcd212.cpp: Implemented RBG decoding and RGB transparency bit. [Vincent-Halver]
  • 13247: tvgames/monkey_king_3b.cpp: Dumped the AtGames Atari Flashback Portable console. [Devin Acker]
  • 13249: util/corestr.cpp, sound/sdl_sound.cpp: Added missing standard library headers. [Belegdol]
  • 13251: bus/spectrum/zxbus.cpp: Use a memory view for shadow I/O selection. [holub]
  • 13252: kaneko/snowbros.cpp: Added Gwasuwon (made playable using protection data from another game). [Taksangs, David Haywood]
  • 13254: sinclair/scorpion.cpp: Added three variants of the new Scorpion GMX ProfROM +GMX V.6.xx.043.9226s BIOS. [holub]
  • 13256: sinclair/scorpion.cpp: Added the new ProfROM V.4.xx.043.9226su BIOS for the ZS-256 TURBO+. [holub]
  • 13257: oberheim/dmx.cpp: Emulated stereo sound output, improved voice balance, and optimized VCA emulation. [m1macrophage]
  • 13262: hash/pc8801_flop.xml: Updated usage comments for Babylon. [Marc Roy]
  • 13265: tvgames/generalplus_gpl16250_rom.cpp: Added Power Rangers to the Rescue (not working). [David Haywood, TeamEurope]
  • 13266: oberheim/dmx.cpp: Added tuning trim sliders to the internal layout. [m1macrophage]
  • 13267: seta/downtown.cpp: Adjusted Meta Fox/Arbalester video refresh rate to improve Meta Fox music tempo. [cam900]
  • 13269: pc8801_flop.xml: Added Berserkers Front Gaiden 3 Plus - Turning Point. [krugman, Marc Roy]
  • 13270: seta/simple_st0016.cpp: Removed unnecessary trampoline functions; seta/st0016.cpp: Improved member function names. [cam900]
  • 13272: tvgames/spg2xx_jakks.cpp: Added JAKKS Pacific Disney Pixar Classics. [David Haywood, TeamEurope]

Play! version 0.69

Mise à jour
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Version
0.69
Body

Nouvel émulateur Playstation 2 et arcade Namco System 2X6, celui-ci en est a ses débuts.

Fiche ios
Présent sur Altstore
Non

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.68

- Implemented missing instruction, fixing rendering in some visual novel games.
- Fixed regression in JIT that was causing rendering issues in Free Running.
- Fixed hanging when skipping intro video in Viewtiful Joe.
- Added missing HLE function needed for Mojib-Ribbon.
- (Desktop) Changed bootable filtering mechanism.
- (Windows) Fixed issue preventing Black Hawk Down from saving properly.

DuckStation version 0.1-8520

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Version
0.1-8520
Body

Jeune émulateur Open Source de Playstation utilisant Qt et SDL.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.1-8520

  • e34d23c FullscreenUI: Implicitly close non-multichoice dialogs
  • 7cc4755 FullscreenUI: Fix parent scroll resetting on directory change
  • f98b904 FullscreenUI: Add 'Set Cover Image' to game list
  • b982260 FullscreenUI: Show game icons in game list
  • 1481c1d System: Post-processing is shut down on GPU thread
  • e41f179 PostProcessing: Fix erroneous reload message
  • 08d2586 System: Allow host to set async worker count
  • 8f19ac2 System: Set rapidyaml error handlers on startup
  • d52bf79 GPU: Split backend into Backend+Presenter
  • 6cba825 System: Add fatal error shutdown path
  • dd97882 GPU: Refactor display presentation workflow
  • da13579 GPU: Align presenter/backends to cache line
  • 609fa5c GPUDevice: Add sampler cache to base class
  • 338d29d GPUDevice: Move empty/null texture to base class
  • d589696 PostProcessing: Get rid of GPU-dependent globals
  • e0a9bbe PostProcessing: Move into GPU presenter
  • 313f653 Data: Add one example overlay
  • 7fcf0a3 README: Update feature list for 2025
  • d62261e GPUDevice: Allow nested GL_SCOPE macros
  • 88b4337 GPUDevice: Replace explicit GL_PUSH/GL_POP with nested GL_SCOPE
  • 6131ddb GPU: Fill in unused/padded area in overlays
  • 725dcea GPU: Fix crash toggling border overlays
  • e1cbb50 GPU: Fix various capture/screenshot issues
  • 9b8d2a8 System: Required changes for Android
  • 9fdeeb3 GPU: Add alpha blending support to overlay
  • ade8bf7 GPU: Fix overlay+postprocessing combination
  • 8c5c0e6 Common: Fix Vector2->Vector4 zero-extend constructor
  • 7905793 GPU: Use screen alignment for overlay instead of display rect
  • 21b167d CDImage: Tidy up Open() method
  • c03b6f3 Misc: Replace isspace() usage with StringUtil::IsWhitespace()
  • 7c2488c PostProcessing/GLSL: Fix image moved off-screen with alignment
  • f219b47 FullscreenUI: Use constant width/height scale on Android
  • cc0ccf2 Data: Update resources
  • 78902d7 FullscreenUI: Fix several more unsafe reads
  • 4b20fc6 Path: Fix several errors in URLEncode/Decode and add tests
  • 17b0da7 GameList: URL encode custom properties paths with brackets
  • 9d4789e FullscreenUI: Fix blank screen flicker starting game
  • 389276b GPUDevice: Normalize supports_texture_buffers => texture_buffers
  • fb3e290 GPUDevice: Move exclusive fullscreen to features
  • 9c4b211 GPU: Fix incorrect screen draw rect
  • 080eccd GPUThread: Shutdown instead of panicing on switch failure
  • 19ca9cb GPU/HW: Use texture loads for native resolution
  • 78f6e11 GPUThread: Skip debug window update on Android
  • 4e588bb GPU: Fix incorrect interface for postfx config
  • af58740 System: Always display OSD warning messages
  • be75a97 GPUDevice: Fix swap chain clear colour normalization
  • 0166939 PostProcessing/GLSL: Clear alpha to 1.0
  • 0129679 GPU: Reduce overdraw when using overlays
  • 8eaa1f3 GPU: Fix overlay destination alpha with postfx
  • f045a17 GPUThread: Fix order of updating state
  • 89504b0 GPUThread: Push settings through FIFO
  • d395be0 Qt: Fix global setting showing incorrectly for int-list
  • b08ab9f Qt: Fix border overlay export button
  • 9113a6e Qt: Add 'Multiple Devices' to automatic mapping
  • df88227 GPU/HW: Further tweaks to replacement alpha handling
  • 4da1f61 System: Simplify CD speedup warnings
  • 13c7b85 GPUThread: Fix starting big picture mode
  • 807094d Atualização Português do Brasil (#3357)
  • dc5f85a System: Display safe mode warning when toggling on
  • 9096402 GameDB: Rakugaki Showtime does not support analog mode (#3358)
  • 9666abc FullscreenUI: Hook up to disc change hotkey

Provenance version 3.0.3

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Version
3.0.3
Body

Ce multi-émulateur fonctionne sur iOS (iPhone/iPad), tvOS (Apple TV) et sur Mac via Catalyst (que je ne parviens pas à lancer sur mon MBP 2018).

Fiche ios
Présent sur Altstore
Oui

3.0.3

• Improved core scanning to prevent startup crashes
• Enhanced error handling for RetroArch cores
• Fixed Intellivision on-screen controls
• Fixed 3DS settings not applying
• Improved graphics performance and less 3DS texture issues with custom MoltenVK implementation
• Fixed Atari Jaguar video rendering
• Added support for zipped BIOS files (Neo Geo and others)
• Various stability improvements and bug fixes
• Improved import conflicts system selection workflow

Wine version 10.0

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Version
10.0
Body

Il ne s'agit pas ici d'un véritable émulateur de PC.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

10.0

ARM64

  • The ARM64EC architecture is fully supported, with feature parity with the ARM64 support.
  • Hybrid ARM64X modules are fully supported. This allows mixing ARM64EC and plain ARM64 code into a single binary. All of Wine can be built as ARM64X by passing the --enable-archs=arm64ec,aarch64 option to configure. This still requires an experimental LLVM toolchain, but it is expected that the upcoming LLVM 20 release will be able to build ARM64X Wine out of the box.
  • The 64-bit x86 emulation interface is implemented. This takes advantage of the ARM64EC support to run all of the Wine code as native, with only the application's x86-64 code requiring emulation.

    No emulation library is provided with Wine at this point, but an external library that exports the emulation interface can be used, by specifying its name in the HKLM\Software\Microsoft\Wow64\amd64 registry key. TheFEX emulator implements this interface when built as ARM64EC.

  • It should be noted that ARM64 support requires the system page size to be 4K, since that is what the Windows ABI specifies. Running on kernels with 16K or 64K pages is not supported at this point.

Graphics

  • High-DPI support is implemented more accurately, and non-DPI aware windows are scaled automatically, instead of exposing high-DPI sizes to applications that don't expect it.
  • Compatibility flags are implemented to override high-DPI support, either per-application or globally in the prefix.
  • Vulkan child window rendering is supported with the X11 backend, for applications that need 3D rendering on child windows. This was supported with OpenGL already, and the Vulkan support is now on par.
  • The Vulkan driver supports up to version 1.4.303 of the Vulkan spec. It also supports the Vulkan Video extensions.
  • Font linking is supported in GdiPlus.

Desktop integration

  • A new opt-in modesetting emulation mechanism is available. It is very experimental still, but can be used to force display mode changes to be fully emulated, instead of actually changing the display settings.

    The windows are being padded and scaled if necessary to fit in the physical display, as if the monitor resolution were changed, but no actual modesetting is requested, improving user experience.

  • A new Desktop Control Panel applet desk.cpl is provided, to inspect and modify the display configuration. It can be used as well to change the virtual desktop resolution, or to control the new emulated display settings.
  • Display settings are restored to the default if a process crashes without restoring them properly.
  • System tray icons can be completely disabled by setting NoTrayItemsDisplay=1 in the HKLM\Software\Microsoft\Windows\CurrentVersion\Policies\Explorer key.
  • Shell launchers can be disabled in desktop mode by setting NoDesktop=1 in the HKLM\Software\Microsoft\Windows\CurrentVersion\Policies\Explorer key.

Direct3D

  • The GL renderer now requires GLSL 1.20, EXT_framebuffer_object, and ARB_texture_non_power_of_two. The legacy ARB shader backend is no longer available, and the OffscreenRenderingMode setting has been removed.
  • Shader stencil export is implemented for the GL and Vulkan renderers.
  • A HLSL-based fixed function pipeline for Direct3D 9 and earlier is available, providing support for fixed function emulation for the Vulkan renderer. It can also be used for the GL renderer, by setting the D3D setting ffp_hlsl to a nonzero value using the registry or the WINE_D3D_CONFIG environment variable.
  • The Vulkan renderer uses several dynamic state extensions, if available, with the goal of reducing stuttering in games.
  • An alternative GLSL shader backend using vkd3d-shader is now available, and can be selected by setting the D3D setting shader_backend to glsl-vkd3d. Current vkd3d-shader GLSL support is incomplete relative to the built-in GLSL shader backend, but is being actively developed.

Direct3D helper libraries

  • Initial support for compiling Direct3D effects is implemented using vkd3d-shader.
  • D3DX 9 supports many more bump-map and palettized formats.
  • D3DX 9 supports saving palettized surfaces to DDS files.
  • D3DX 9 supports mipmap generation when loading volume texture files.
  • D3DX 9 supports reading 48-bit and 64-bit PNG files.

Wayland driver

  • The Wayland graphics driver is enabled by default, but the X11 driver still takes precedence if both are available. To force using the Wayland driver in that case, make sure that the DISPLAY environment variable is unset.
  • Popup windows should be positioned correctly in most cases.
  • OpenGL is supported.
  • Key auto-repeat is implemented.

Multimedia

  • A new opt-in FFmpeg-based backend is introduced, as an alternative to the GStreamer backend. It is intended to improve compatibility with Media Foundation pipelines. It is still in experimental stage though, and more work will be needed, especially for D3D-aware playback. It can be enabled by setting the value DisableGstByteStreamHandler=1 in the HKCU\Software\Wine\MediaFoundation registry key.
  • Media Foundation multimedia pipelines are more accurately implemented, for the many applications that depend on the individual demuxing and decoding components to be exposed. Topology resolution with demuxer and decoder creation and auto-plugging is improved.
  • DirectMusic supports loading MIDI files.

Input / HID devices

  • Raw HID devices with multiple top-level collections are correctly parsed, and exposed as individual devices to Windows application.
  • Touchscreen input and events are supported with the X11 backend, and basic multi-touch support through the WM_POINTER messages is implemented. Mouse window messages such as WM_LBUTTON*, WM_RBUTTON*, and WM_MOUSEMOVE are also generated from the primary touch events.
  • A number of USER32 internal structures are stored in shared memory, to improve performance and reduce Wine server load by avoiding server round-trips.
  • An initial version of a Bluetooth driver is implemented, with some basic functionality.
  • The Joystick Control Panel applet joy.cpl enables toggling some advanced settings.
  • The Dvorak keyboard layout is properly supported.

Internationalization

  • Locale data is generated from the Unicode CLDR database version 46. The following additional locales are supported: kaa-UZ, lld-IT, ltg-LV, and mhn-IT.
  • Unicode character tables are based on version 16.0.0 of the Unicode Standard.
  • The timezone data is based on version 2024a of the IANA timezone database.

Internet and networking

  • The JavaScript engine supports a new object binding interface, used by MSHTML to expose its objects in a standard-compliant mode. This eliminates the distinction between JavaScript objects and host objects within the engine, allowing scripts greater flexibility when interacting with MSHTML objects.
  • Built-in MSHTML functions are proper JavaScript function objects, and other properties use accessor functions where appropriate.
  • MSHTML supports prototype and constructor objects for its built-in objects.
  • Function objects in legacy MSHTML mode support the call and apply methods.
  • The JavaScript garbage collector operates globally across all script contexts within a thread, improving its accuracy.
  • JavaScript ArrayBuffer and DataView objects are supported.

RPC / COM

  • RPC/COM calls are fully supported on ARM platforms, including features such as stubless proxies and the typelib marshaler.
  • All generated COM proxies use the fully-interpreted marshaling mode on all platforms.

C runtime

  • C++ exceptions and Run-Time Type Information (RTTI) are supported on ARM platforms.
  • The ANSI functions in the C runtime support the UTF-8 codepage.

Kernel

  • Process elevation is implemented, meaning that processes run as a normal user by default but can be elevated to administrator access when required.
  • Disk labels are retrieved from DBus when possible instead of accessing the raw device.
  • Mailslots are implemented directly in the Wine server instead of using a socketpair, to allow supporting the full Windows semantics.
  • Asynchronous waits for serial port events are reimplemented. The previous implementation was broken by the PE separation work in Wine 9.0.
  • The full processor XState is supported in thread contexts, enabling support for newer vector extensions like AVX-512.

macOS

  • When building with Xcode >= 15.3 on macOS, the preloader is no longer needed.
  • Syscall emulation for applications doing direct NT syscalls is supported on macOS Sonoma and later.

Builtin applications

  • The input parser of the Command Prompt tool cmd is rewritten, which fixes a number of long-standing issues, particularly with variable expansion, command chaining, and FOR loops.
  • The Wine Debugger winedbg uses the Capstone library to enable disassembly on all supported CPU types.
  • The File Comparison tool fc supports comparing files with default options.
  • The findstr application supports regular expressions and case insensitive search.
  • The regsvr32 and rundll32 applications can register ARM64EC modules.
  • The sort application is implemented.
  • The where application supports searching files with default options.
  • The wmic application supports an interactive mode.

Miscellaneous

  • The ODBC library supports loading Windows ODBC drivers, in addition to Unix drivers that were already supported through libodbc.so.
  • Optimal Asymmetric Encryption Padding (OAEP) is supported for RSA encryption.
  • Network sessions are supported in DirectPlay.

Development tools

  • The IDL compiler generates correct format strings in interpreted stubs mode (/Oicf in midl.exe) on all platforms. Interpreted mode is now the default, the old mixed-mode stub generation can be selected with widl -Os.
  • The IDL compiler can generate typelibs in the old SLTG format with the --oldtlb command-line option.
  • The winegcc and winebuild tools can create hybrid ARM64X modules with the -marm64x option.
  • The winedump tool supports dumping minidump tables, C++ exception data, CLR tables, and typelib resources.

Build infrastructure

  • The makedep tool generates a standard-format compile_commands.json file that can be used with various IDEs.
  • Using .def files as import libraries with winegcc is no longer supported, all import libraries need to be in the standard .a format. If necessary, it is possible to convert a .def library to .a format using winebuild --implib -E libfoo.def -o libfoo.a.
  • Static analysis is supported using the Clang Static Analyzer. It can be enabled by passing the --enable-sastoption to configure. This is used to present Code Quality reports with the Gitlab CI.

Bundled libraries

  • The Capstone library version 5.0.3 is bundled and used for disassembly support in the Wine Debugger, to enable disassembly of ARM64 code. This replaces the bundled Zydis library, which has been removed.
  • Vkd3d is updated to the upstream release 1.14.
  • Faudio is updated to the upstream release 24.10.
  • FluidSynth is updated to the upstream release 2.4.0.
  • LDAP is updated to the upstream release 2.5.18.
  • LCMS2 is updated to the upstream release 2.16.
  • LibJpeg is updated to the upstream release 9f.
  • LibMPG123 is updated to the upstream release 1.32.9.
  • LibPng is updated to the upstream release 1.6.44.
  • LibTiff is updated to the upstream release 4.7.0.
  • LibXml2 is updated to the upstream release 2.12.8.
  • LibXslt is updated to the upstream release 1.1.42.
  • Zlib is updated to the upstream release 1.3.1.

External dependencies

  • The FFmpeg libraries are used to implement the new Media Foundation backend.
  • A PE cross-compiler is required for 32-bit ARM builds, pure ELF builds are no longer supported (this was already the case for 64-bit ARM).
  • Libunwind is no longer used on ARM platforms since they are built as PE. It's only used on x86-64.

ET Legacy version 2.83.2

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Jeu multijoueur à la première personne (FPS) basé sur le code de Wolfenstein: Enemy Territory.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

2.83.0

General

  • Windows binaries are now signed with an official certification
  • ETLTV Improvements
    ETLTV now supports LUA alongside with many other improvements.
    See the full changelog here
    It has been successfully used to broadcast Nations Cup 2024 matches.
    (A huge thanks to Ryzyk for his amazing efforts on these matters!)
  • Added new 'video-pipe' command to pipe game footage to ffmpeg
    Pipes game footage to ffmpeg for video recording.
    If ffmpeg isn't part of your PATH environment variable, the executable must be placed next to the etl binary.

Gameplay

  • Fix Flamethrower damage being dependent on 'sv_fps'
    Flamethrower damage was previously dependent on 'sv_fps' and would cause massively more damage beyond 'sv_fps 20'.
    This is now fixed by making the Flamethrower damage independent of 'sv_fps'.
  • Smoke Bomb puffs are now deterministic
    Smoke from the Smoke Bomb of Covert Ops would previously flow into random directions on each client, causing situations where the view would be blocked for one client, but not blocked for another client.
    This is now fixed by making Smoke from the Smoke Bomb deterministic and thus equal among all clients.
  • Medic's passive heal is now deterministic
    Medics at full health would previously have a random 0-1 second delay before receiving their first passive heal tick.
    They now always receive their first passive heal tick after exactly 1 second, making it deterministic.
  • Diagonal medpack/ammopack throws are now possible without immediate self-pickup
    Medics and Field Ops would previously automatically pick up their packs when they throw it at a 45° Angle around them.
    This is now fixed by improved pickup collision detection.
  • MG42/Browning automatically attempts to prone on 'weapalt'
    MG42/Browning would previously require proning manually before they could be deployed.
    In order to bypass the need for this extra key action, which could've already been automated by a user binding, deploying an MG42/Browning now automatically tries to prone before deployment, saving a keystroke by default, similar to mortar.
    To opt out set 'cg_weapAltMgAutoProne' to '0' (default: '1')
  • Play 'noAmmoSound' when trying to switch to an empty weapon
    Attempting to switch to a weapon which is out of ammo would previously fail without any sound or visual cue.
    The 'noAmmoSound' is now being played as a sound cue (local to the player only).
    To opt out set 'cg_weapSwitchNoAmmoSounds' to '0' (default: '1')
  • Disambiguate weapon bank collisions
    This change disambiguates some weapon bank collisions:
    1. A Soldier with SMG Perk having both an SMG and a heavy weapon
    For such cases '2' will now select the SMG, '3' will select the heavy weapon.
    2. A Soldier with SMG Perk having 2 SMGs
    For such cases '2' will now select your team's SMG, '3' will select the other team's SMG.
    To opt out set 'cg_weapBankCollisions' to '1' (default: '0')

Visuals

  • Fixed gunFovOffset regression and add ETL Dynamic Fov Offset
    We introduced a regression in a previous release, where first person weapon models accidentally ended up being put too low in relation to the player view.
    We have fixed this regression and introduced a new default ETL Dynamic Fov Offset feature, which now ships defaults that aim to have consistent gun offsets across different 'cg_fov' values.
    These new defaults also aim to ship good default first person weapon visibility and consistency between the same weapon kinds of the 2 teams, while staying true to the original weapon look.
    (e.g. the MP40 now should roughly occupy the same screenspace as the Thompson when reloading)
    This also brings back guns, like the Panzerfaust, more to the forefront when it was accidentally previously cut short, without significantly obstructing visibility.
    To opt out set 'cg_gunFovOffset' to '75' to keep '2.82.1' behavior, or to '90' to go even further back to Vanilla ET behavior (default: '0')
  • Tweaked Character Animations
    Character animations have been slightly tweaked and reframed, to better represent playerstate and playeractions and to increase visibility in some instances.
    Death animations have been revamped to allow better visibility.
    Reload animations now better fit the weapon reload duration.
    Jump animations now are able to support animation transition, when they didn't before.
    Deploying/Undeploying an MG42 now plays a character animation.
    Firing animations don't persist despite the player having stopped firing.
    Alongside other small changes.
  • Player Float Sprites now follow heads when downed
    Player float sprites, like the revive icon that Medics see for their teammates, now track the head position instead of being placed immediately at a fixed height, which would clip inside the body during the first half of the death animation.
    This new feature does not affect hitboxes and is purely visual.
    To opt out set 'cg_spritesFollowHeads' to '0' (default: '1')
  • Tweaked First-Person Weapons
    Weapon animations have been reframed to more accurately reflect the duration of the weaponstate in instances where animations like reload would be interrupted or transition to soon to the IDLE animation despite still reloading.
    Weapon parts have been realigned to reduce graphical glitches, where parts would hover or flick around the screen due to unclean animation frames.
    In some instances models like hands were extended to not reveal clipped length at widescreen or higher 'cg_fovs'.
  • Tweak muzzle flash sizes
    Muzzles flashes have been frequently completely disabled (via 'cg_muzzleFlash 0') in the past, as they have been shipped dramatically oversized with little transparency and thus heavily obstructed visibility.
    We now ship a revamped set of default values with much improved visibility so that players are not incentivized to disable them in order to gain an advantage.
    To opt out set 'cg_muzzleFlashOld' to '1' (default: '0')
  • Changed 'Geometric Detail' from 'r_lodbias' to 'r_lodscale'
    The 'Geometric Detail' menu option previously made little difference and on highest option still caused needless polygon pop-in on character models
    The underlying CVAR has been changed to better reflect the available options.

HUD

  • Various HUD QoL improvement
    Big thanks to the community for all the feedback!
    See the full documentation for details.
  • Custom 'hud.dat' is now backed up when upgrading to a new version
  • Added Sharp Custom Crosshairs
    A new set of "vectorized"/sharp crosshairs have been added.
    They replace previous crosshair implementations via 'cg_customCrosshair 1-4' and are configurable via a set of 'cg_customCrosshair*' CVARs.
    etl-custom-crosshairs.png
    Depending on player feedback, we plan to further improve them and to eventually wrap a Crosshair Editor around them in the future.
    Documentation on the CVARs
  • Hotkeys for navigating limbo
    The limbo menu is now traversable via keyboard hotkeys:
    Team Selection
    1 - Team Axis
    2 - Team Allied
    3 - Spectator
    Class Selection
    e - Engineer
    c - Covert Ops
    f - Field Ops
    m - Medic
    s - Soldier
    Weapon Selection
    TAB - Switch between Primary and Secondary Weapon Panel
    Spacebar - Toggle Weapon Panel
    1-9 - When Weapon Panel is opened, select weapon matching weapon index
    Confirming/Cancelling
    y/z/Return - Confirm (OK)
    Escape - Cancel
  • New HUD 'chargebar'/'healthbar' needle
    Both 'chargebar' and 'healthbar' gained a new needle indicator.
    For 'chargebar' the needle indicates how much of the bar will be consumed by a given weapon.
    For 'healthbar' the needle indicates the HP bonus that is granted from the amount of medics in your team.
    To opt out uncheck 'Needle' on 'weaponchargebar'/'healthbar' in HUD Editor
  • Add kill assist system to the 'xpgain' component
  • Class Limbo Selection now requires confirmation
    Selecting a class in the Limbo menu would previously automatically confirm the loadout.
    In order to be able to look up the availability of weapons (e.g. Panzerfaust) without automatically switching to the class, selecting a class now only takes effect when the loadout is confimed via OK (or one of the new Limbo hotkeys: y/z/Enter).
    To opt out set 'cg_limboClassClickConfirm' to '0' (default: '1')

 

2.83.1

Engine

  • Removed the exec and execq commandline prioritization since it broke server configs

 

2.83.2

Engine

  • Fixed Q_ParseColor not setting Alpha by default to 1 when the value wasn't provided
  • Fixed windows resolution at initialisation when DPI is handle at OS system

Android

  • App no longer minimize when run in Fullscreen and System Bar is expanded
  • Fixed backward compability with older versions of legacy mod
  • Reworked Permisions for App
  • Changed Downloaded Data Location to External Storage of the App so it acts like basepath
  • Fixed issue with demos from external sources not showing up in Replay Menu

Client

  • Fixed +strafe framerate dependency by normalizing all movement to 125FPS, so m_forward/side behave the same regardless of framerate

General

  • Fixed cg_autoswitch 1 removing rifle grenade when picking up rifle ammo
  • Fixed incorrect objective touch trigger was taking up item when out of range
  • Fixed debriefing scoreboard was parsing incorect data set
  • Prevented /kill command when spawnshield is active (excluding revive)

Stability & Performance

  • Fixed a crash where non-client trigering a door movement was playing a player animation
  • Restored implicit linking of entities via create without reusing an existing bmodel, which is used in some mapscripts
  • Improved Spectator aim-following trace computation
  • Fixed incorrect return values for create/delete script action, causing map errors

Graphics

  • Fixed tracers displaying incorrectly while spectating player
  • Fixed various 1st person hand animation quirks
  • Reduced z-fighting from 100 to 20 unit to handle some occurence on non-trivial distance

UI

  • Fixed players name/health crosshair draw time instant fade out
  • Added back version info to development builds loading panel
  • Allowed cg_customCrosshair to be moved with cg_crosshairX/Y cvars
  • Fixed cursorhint text and bar was draw on entity without a valid value
  • Fixed crosshair selection wasn't possible for some crosshair
  • Fixed missing shader for some crosshair
  • Fixed missing crosshair draw in menu option
  • Removed CREDITS from ingame menu, as it is already available from main menu

Weapons

  • Fixed flamethrower damage on different sv_fps values where on some scenarios the dps gets effectively halved
  • Fixed spread scale for scoped weapon was halved for scoped rifle and divided by almost 15 for FG42, decreasing too fast the spread recovery time
  • Removed slowdown while being scoped
  • Fixed scope / unscope switch time was twice too long

DolphiniOS version 4.0.0b8

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Fork non officiel de D

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Oui

Rewritten Codebase

For version 4.0.0, we have started to rewrite the DolphiniOS code completely. We decided to abandon the old codebase for various reasons:

  • First, the old code had performance issues. As many people know, there are many odd issues surrounding performance in 3.2.0 and 3.2.1. One of our aims for the rewritten code was to avoid re-adding any of these issues and to achieve the maximum performance possible on every device.
  • Second, it was difficult to maintain the old code. To put it bluntly, the quality was very poor. Because of this, it became hard to add features, fix bugs, and to port it to additional platforms (for example, our proposed tvOS version). The rewritten code is built to be of good quality from the start and to be easily extensible.
  • Third, we wanted to be able to synchronize with official Dolphin versions more often. By minimizing changes to the Dolphin core, we are now able to update DolphiniOS to the latest code more easily.
  • Fourth, we wanted to create a new repository to host DolphiniOS’s source code. GitHub has an odd system where only you can only have one fork of a repository. Since we also do development work on the official version of Dolphin, changes meant for DolphiniOS and changes meant for official versions had to be pushed to the same repository. Separating DolphiniOS into its own repository cleans things up, allows for an issue tracker to be directly integrated into the repository, and makes pull requests less complicated.

Increased Performance

Testing by users with early betas of 4.0.0 shows that even in this early state, version 4.0.0 runs faster than version 3.2.1.

In addition, there are various new features that have been introduced in official Dolphin builds which help increase performance. These features have been ported to DolphiniOS in version 4.0.0:

  • A native Metal video backend (courtesy of TellowKrinkle)
  • SoftMMU, which gives a speed boost to devices that can’t use fastmem (courtesy of JosJuice)
  • VI Skip, which allows a game’s audio to run full speed even if the actual game itself isn’t (courtesy of samb)

Thank you to all the contributors that have helped to improve Dolphin.

External Display (Wired & AirPlay) Support

DolphiniOS now supports external displays, which allows you to stream your games to a compatible device such as an Apple TV or a Mac. This feature lets you enjoy your favorite games on a bigger screen with minimal latency.

To connect to an external display, follow these steps:

  1. Launch a game in DolphiniOS.
  2. Connect to your external display.
  3. Your game should now appear on the external display.

TrollStore

We finally have support for TrollStore.

Any iOS version that can run TrollStore can now install DolphiniOS and use it without the need for a JIT enabler. The TrollStore version of DolphiniOS also benefits from full fastmem support without the need for an Apple developer subscription, which will boost performance.

Thank you to PojavLauncher for their JIT workaround.

iOS 12 and 13 Support Discontinued

DolphiniOS will no longer support iOS 12 and 13 devices starting from version 4.0.0. This decision was made for several reasons:

  • We no longer have any devices that run iOS 12 or 13 that we can test on to ensure that DolphiniOS still works.
  • If DolphiniOS breaks on those iOS versions, fixing the issue would be difficult due to the lack of testing devices.
  • Code complexity was increased in some areas due to additional iOS 12 and 13 workarounds, which makes those parts harder to maintain.
  • According to our opt-in analytics, iOS 12 and 13 devices make up an extremely small portion of our userbase (less than 2%).

We apologize for any inconvenience this may cause to those who are still using these older iOS versions. We recommend that you either update your device to iOS 14 or later if possible, or use an older version of DolphiniOS that still supports your device. You can find downloads for previous versions of DolphiniOS on GitHub.

What’s Missing

The rewrite is not complete at the moment. There are still many features missing, including:

  • Delete software button
  • Install WAD button
  • Open external file without importing button
  • Launch GameCube IPL button
  • Touchscreen pointer for Wii games
  • Adjusting the touchscreen controller’s translucency
  • Rumble on/off toggle
  • Automatic save state when app enters background
  • Various debugging options

If you rely on any of these features, you may want to continue using version 3.2.1 for now.

vAmiga version 3.2

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Émulateur Amiga 500, 1000, 2000 développé pour macOS.

Une version web est disponible ici : https://vamiganet.github.io/.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

3.2

Enhancenemts:

  • Improved Dashboard (#856)
  • User-selectable number formats in inspector (#862)
  • Auto-completion for enum-like options in RetroShell (#861)
  • Framebuffer screenshots (#863)

Bug fixes:

  • The emulator does no longer crash when a dropdown menu in a shrinked toolbar is selected.

Internal changes:

  • Switched Swift interoperability from C to C++.
  • Encapsulated more data structures and types in the vAmiga namespace.

ZEsarUX version 12.0

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Avec son acronyme signifiant "ZX Second-Emulator And Released for UniX", cet émulateur vise à supporter les machines Sinclair ZX ainsi que d'autres : 

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

12.0

  • New things added:

Added ZX Microdrive emulation on ZX Spectrum: that includes:

  • Standard MDR emulation. Allow to browse inside MDR files, see file map, fragmentation, rename files, sectors info, chkdsk and emulate bad sectors
  • Raw microdrive emulation. Supporting other non-interface1 rom file formats, like extending microdrive space with Multiface 128 or CP/M for LEC memory. Allow to see microdrive raw map (gap zones, sync bytes, data) and have "real problems", like autogenerate bad sectors or stretching the microdrive when it's new.
  • Simulate data sound on read and write
  • Visual Microdrive: Allow to see a microdrive cartridge in action

Added Visual Cassette Tape window
Added LEC memory extension emulation
Added machines Czerweny CZ 1000, CZ 1500, CZ 1000 Plus, CZ 1500 Plus, CZ 2000, CZ Spectrum, CZ Spectrum Plus
Added Memory Cheat feature: useful to find counters of energy, bombs, ammo or any other cheat in a game
Added Find text string on memory menu
Added Quicksave screen function
Added setting to disable persistent writes on Z88 Cards
Added CPC Additional ROMS emulation
Added setting "--simplemenus" to have a very simple main menu

  • Improvements:

Allow save screen to bmp for most machines
Allow hotswap to Pentagon and to Spectrum +3
Allow hotswap from Spectrum 128 to Spectrum +3
Allow to load .SP snapshots of 64kb (like Shadow of Unicorn)
Improve Azimuth warning on External Audio Source Window
Added SDHC cards addressing support
Added Flash Color mode (128 colors)
Allow to not save snapshot when exiting ZEsarUX
Allow to load an additional config file .zesaruxdevrc
Allow to define Left Alt, Left Ctrl, Left Shift or TAB as Joystick Fire action
Allow to change current tape read position on Input Tape Viewer for .tap files
Allow loading a 8kb rom in ZX80 (for example the ZX81 rom, like an upgraded ZX80 to ZX81)
Allow magnify sprites on View Sprites
Added Sphere Meter Type to View Sensors
Improve compilation: settings --enable-memptr --enable-visualmem --enable-cpustats are enabled by default on ./configure
Improved Inves Spectrum+ emulation: alert when a game may crash due to the Inves write-on-interrupt bug
Improved Spectrum Z80 CPU emulation core: add wait state (needed to emulate microdrive)
Improved PCW emulation: add mode 3 (360x256x16), allow videomode changes by i/o port
Improved Sega Master System emulation: allow to swap controls player 1 <-> player 2
Improved ZSF snapshot: save Datagear DMA state
Improved ZX Recreated keyboard support: allow to use it also on menu
Allow saving .Z80 TC2048, TC2068, TS2068 snapshots. Allow loading .Z80 TC2048, TC2068 snapshots

Improved Spectrum Next emulation (the following allows, for example, run Atic Atac version for Next):

  • Added Layer modes 6 and 7 (blend modes)
  • Added stackless NMI
  • Added DAC Channels A,B,C,D
  • Allow tiles on RAM 7
  • Improve display render when only ula enabled (6% less cpu on my computer)
  • Fixed 128k/+2a/Pentagon timings
  • Fixed DIVMMC mapping after RETN
  • Fixed Copper timings
  • Fixed esxdos handler call DISK_FILEMAP
  • Fixed esxdos handler changing local directory when a .nex snapshot is loaded
  • Fixed palette offset for layer 2
  • Fixed ULA layer horizontal scroll
  • Fixed sprite clipping on left and top border
  • Fixed Tile wrapping at 16k/8k
  • Fixed DMA burst mode when prescaler=0
  • Fixed DMA Transfer restarting the byte count at the end of a transfer
  • Fixed cpu speed when opening tape file

Improved Hilow Datadrive emulation:

  • Added Raw emulation, like the real device
  • Allow ddh variable size (from 3 up to 256 sectors)
  • Allow to format only one side on ddh files
  • Allow to clear contents when formatting ("c/borrado" or "s/borrado") on ddh files

Improved Debug:

  • CPU history: allow to change memory pointer to the PC register show in history
  • CPU history: allow to see full history
  • Show when CPU is in wait state
  • Dissassemble numeric parameters on Z80N (Z80 Spectrum Next) opcodes (NEXTREG NN,A, TEST N, etc)
  • Added breakpoint action save-binary
  • Allow to enable/disable breakpoint at an adress (not just enable/remove), using key 'L' uppercase. Disabled state is saved on configuration
  • Added Symbol Table loading

Improved Hexadecimal editor:

  • Now the data is refreshed when the window has the focus too
  • Now the memory pointer can follow an expression (CPU register for example)

Improved ZX Vision:

  • More GUI improvements following more guidelines from the (retro)-specification IBM CUA
  • Menus show previous menus when selecting submenus
  • When selecting ZX Vision Style, it is applied on moving cursor
  • Improve cursor movement on menus when pressing PgDn/PgUp
  • Allow keys Home/End on windows
  • Added setting to allow use speccy keys for menu interaction: use keys 5678 as cursors, caps shift+space for ESC, caps shift+ctrl for TAB, caps shift+ctrl+m for Open Menu (F5)
  • Video layers window can now be backgrounded
  • Debug DMA window can now be backgrounded
  • Warn on the resize mark when a window has to be enlarged (because there is text beyond current size)
  • Allow a window to disable scroll actions
  • Process switcher is located at bottom-left part of the display by default
  • Now rainbow bars on windows title are visible on all GUI Styles when an error or splash message appears
  • Added a direct function to open Breakpoints window

Improved ZX Desktop:

  • Allow to enable/disable upper and lower buttons independently
  • Allow right click on the device icons located on the lower part of the ZX Desktop
  • Fixes:

Fixed ZX Vision:

  • Fixed right click on upper buttons when menu closed and no windows open
  • Fixed alt key pressed when changing to another window by using alt-tab on xwindow, cocoa, sdl1 and sdl2 drivers
  • Fixed recovering window position after restore/unminimize
  • Fixed bug reopening menu when executing run command on debug cpu and --allow-background-windows setting was disabled
  • Fixed text-to-speech on menu (bugs reading text on submenus and windows)
  • Fixed left clicking on an icon when menu was open

Fixed cpu+memory leak bug using Linux and Xwindow driver. This is a bug that has always existed (a "long life bug" XD)
Fixed ZX81 Online browser
Remove buffer full indicator when pressing shift+e on External Audio Source window
Fixed TZX autoload as Real Tape on Spectrum +3
Fixed inserting TZX file with invalid header type
Fixed saving .scr screen when located on RAM 7
Fixed esxdos handler call F_GETCWD when root directory (/)
Fixed esxdos handler call F_GETCWD when directory does not exist
Fixed hotswap ZX80 to ZX81, ZX81 to ZX80
Fixed Amstrad CPC Scroll
Fixed Cassette out sound: allow to hear it on computers: Jupiter Ace, CPC, MSX, Spectravideo
Fixed memory map and behaviour on Jupiter Ace: now it's perfect and better than any other emulator
Fixed loading .nex snapshots and Layer 2 not being initialized (fixes errors on Head Over Heels for Next, for example)
Fixed loading .nex snapshots and MMU not managed correctly
Fixed Search menu feature. Now it's enabled by default
Fixed bug saving .ZSF Z88 snapshot when RAM or Memory Card block is not compressed
Fixed showing footer message F5/Button menu
Fixed MSX keyclick sound
Fixed ZX-Uno write on addresses 0000h-3fffh when using Chloe MMU and segment is not ROM

  • As always, there are some other minor bugfixes and improvements

GemRB version 0.9.4

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GemRB (Game Engine Made with preRendered Background), est un moteur original se voulant compatible avec les jeux gérés par le fameux Infinity Engine de BioWare et permet donc, en plus de créer ses

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.9.4

New features:
 - iwd2 is now fully completable!
 - iwd2 turn undead, hybrid damage types, Heal Party on Rest
 - traditional bg2ee GUI is usable and the shaman class works
 - option to highlight learnable scrolls, draw empty containers gray
 - option to more easily use GemRB as a library
 - animfps.2da to set per-animation drawing speed

Improved features:
 - text encoding, drawing speed, drawing, (stereo) audio, GUI internals
 - feats, animations
 - scripting, projectiles, effects, movement speed, pathfinding
 - bugfixes

Hypseus version 2.11.4

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2.11.4
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Il s'agit d'un émulateur de bornes d'arcade LaserDisc, basé sur le précédent émulateur nommé Daphne, et utilisant la librairie SDL2.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

2.11.4

Note: This release contains a new folder required for MIDI operation.
If upgrading, ensure the new midi folder is copied to your existing folder setup.

Note: The SDL2_Mixer libraries are now required for compilation.
The libraries should contain support for MP3 and MIDI at run-time.

Note: Linux based distributions may require native, TiMidity++ or FluidSynth support for MIDI.

  • New SDL2 library requirement: SDL2_Mixer libraries
  • New midi subfolder added with GPL SR2 soundfont: TimGM6mb
  • Clear Game Controller queue of DEVICEADDED on load.
  • -romdir arg for alternate path definition of roms folder.
  • -nomanymouse arg for disabling ManyMouse loading.
  • Fix 'relative' co-ordinates reported by ManyMouse subsystem.
  • Lower video width loading restriction for better portrait game support.
  • Isolate Sinden border drawing Rect from the YUV window - video scaling is now isolated.
  • Alter Sinden border drawing priority, now layers over a main bezel.
  • Added MP3 and MIDI music support to Singe API calls.
  • Fixed a heap overflow in GPWorld sprite drawing.
  • Added JSON support for LUA (CJSON)
  • Custom MIDI soundfont support available via sub-folder.
  • Remove 'register' keyword deprecation warnings.
  • Address certain libmpeg2 build warnings on Mac.
  • Remove outstanding sprintf's.
  • Update and tidy documentation.

cloudpilot version 1.10.8

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Émulateur des différents PDA (ordinateurs de poche) de Palm jusqu'à Palm OS 4.0 fonctionnant en mode client serveur.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.10.5

MacOS: Please run xattr -rd com.apple.quarantine cloudpilot-server-1.10.5
in order to remove the server components from quarantine before you run the server for
the first time. The first start may take a few seconds.

MegaBoy version 1.0

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1.0
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Nouvel émulateur prometteur de GameBoy.

MegaBoy se lance depuis le terminal mais possède une interface graphique.

OpenRCT2 version 0.4.19.1

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Avec cet interpréteur vous allez pouvoir rejouer à Roller Coaster Tycoon 2 moyennant le fait d'avoir les fichiers originaux.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.4.18

  • Improved: [#23200] Add banked sloped turns and many other pieces to the Stand-Up and Classic Stand-Up Roller Coaster.
  • Improved: [#23260] Add diagonal (block) brakes to LSM Launched Roller Coaster.
  • Improved: [#23350] Increased the maximum width of the ride graph window.
  • Improved: [#23404] Folders are now paired with an icon in the load/save window.
  • Improved: [#23405] Filenames can now be input directly into the file browser (load/save) window.
  • Improved: [#23431] Opaque water and Corkscrew Roller Coaster boosters now show up if RCT1 isn’t linked.
  • Improved: [objects#369] Updated Russian translation.
  • Change: [#23413] The max number of park entrance objects has been raised to 255.
  • Fix: [#1122] Trains spawned on a cable lift hill will fall down and crash (original bug).
  • Fix: [#19780] Guest screams loop on long drops.
  • Fix: [#22742, #22793] In game console does not handle format tokens properly.
  • Fix: [#23135] Map generator tree placement has noticable patterns.
  • Fix: [#23286] Currency formatted incorrectly in the in game console.
  • Fix: [#23348] Console set commands don't print output properly.
  • Fix: [#23376] Peeps with balloons, hats and umbrellas may leave artifacts on screen.
  • Fix: [#23496] Newly spawned vehicles are invisible when spawned while the game is paused.
  • Fix: [#23509] Map generator window reverts to flatland after selecting a heightmap image.
  • Fix: [objects#359] Fix water colours in Hover Cars preview image.
  • Fix: [objects#361] Fix water colours in River Styx boats preview image.
  • Fix: [objects#362] Fix water colours in Neptune Ride preview image.
  • Fix: [objects#363] Fix water colours in Harpies Trains preview image.

iFBAs version 1.0.8

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Seul émulateur Arcade disponible actuellement sur l'App Store.

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【Major Features】

• Added finger-following joystick mode (landscape mode only)

• Added keyboard support for Apple M-series chips

• Added custom key mapping for keyboard controls

• Added game favorites feature with quick toggle between favorites/game lists
 

【Operation Improvements】

• Optimized long-press operations: supports file deletion, renaming and batch selection

• Adjusted joystick following mode touch area position

• Added Megadrive romdata support
 

【Performance Optimization】

• Optimized mask support: now supports PNG, JPG and JPEG static masks

• Enhanced default filter effects, added Simple CRT filter

• Fixed NEOGEO romdata issues and other hidden bugs
 

【System Requirements】

• Requires iOS 13.0 or later


 

Important: If you have updated to the latest version, please make sure to use the latest FBNeo ROMs, otherwise games may fail to run.

RetroArch version 1.20

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Émulateur reprenant les moteurs des meilleurs émulateurs dans leur genre, cette application demandant un OSX 10.13 au minimum, il supporte désormais l'architecture Arm64 mais tous les coeurs n'ont

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Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.20

  • AUDIO: Fix audio handling in case of RARCH_NETPLAY_CTL_USE_CORE_PACKET_INTERFACE
  • AUDIO: Include missing audio filters on some platforms
  • AUDIO/PIPEWIRE: Add PipeWire audio driver
  • AUDIO/PIPEWIRE: Add PipeWire microphone driver
  • APPLE: Hide threaded video setting
  • APPLE: Use mfi joypad driver by default
  • APPLE: Include holani, noods, mrboom, yabause, bsnes-jg core in App Store builds
  • CHEEVOS: Add rarity and points to achievement unlock widget
  • CHEEVOS: Add rank to leaderboard submission notification
  • CHEEVOS: Update to rcheevos 11.5
  • CHEEVOS: Update to rcheevos 11.6
  • CHEEVOS: Show rcheevos game image in Discord rich presence
  • CHEEVOS: Use translated strings for achievement messages
  • CLOUDSYNC: Allow saves and configs to be synced optionally
  • CLOUDSYNC: Add iCloud cloud sync driver
  • CLOUDSYNC: Speed up by upload/download in parallel
  • CLOUDSYNC: Allow thumbnails and system dir to be synced optionally
  • CLOUDSYNC: Enable CloudSync on Android (non-SSL)
  • CLOUDSYNC: Add more logs in failure situations
  • CLOUDSYNC: Fixes for reauthentication and parallel sync
  • CLOUDSYNC: Fixes for file resurrection
  • CLOUDSYNC: Enable CloudSync on Windows
  • CRT/SWITCHRES: Update switchres to 2.2.1
  • GENERAL: Support for mbedtls v3
  • GENERAL: Automatic Frame Delay refactor
  • GENERAL: Remove Frame Rest, obsoleted by Frame Delay refactor
  • GENERAL: Wrap around auto increment save state indexes when amount of states is limited
  • GENERAL: Enable CHD hashing for Switch and DOS
  • GENERAL: Enable auto save state when new content is loaded
  • GENERAL: Improve Preemptive Frames when pointing device is used
  • GENERAL: Fix building with menu disabled
  • HAIKU: Restore Haiku build
  • INPUT: Allow to select a preferred/reserved device for each player
  • INPUT: Enable Caps, Num, Scroll Lock modifiers on multiple platforms
  • INPUT: Autoconfig extension with alternative name/vid/pid
  • INPUT: Fix autoconfig profile saving when device is not in the default port
  • INPUT: Change classic turbo mode to work independently of which key was pressed first
  • INPUT: Pointer and lightgun handling sanitization on Windows and Linux desktop platforms. These input drivers will now report edge and offscreen positions in a harmonized way, and will not return 0 instead.
  • INPUT/DINPUT: Fix detection of quick shift key presses
  • INPUT/HID: Fix crash on macOS when disconnecting the controller a second time
  • INPUT/LINUX: Add illuminance sensor support to the linuxraw, sdl2, udev, and x11 input drivers
  • INPUT/Remaps: Sort and apply remaps based on the specific connected controller
  • INPUT/UDEV: Enable mouse buttons 4 and 5
  • INPUT/WAYLAND: Enable horizontal scroll and mouse buttons 4 and 5
  • INPUT/WAYLAND: Simulate lightgun input for cores
  • INPUT/WAYLAND: Support for cursor-shape-v1 and content-type-v1 protocol
  • INPUT/X11: Enable mouse buttons 4 and 5
  • iOS: Enable vibration by default
  • iOS: Better handling of physical mice/magic keyboard trackpad
  • iOS: Mouse grab fixes
  • iOS: Fix mouse cursor movement when button is held down
  • iOS: Fix microphone support request and entitlement
  • iOS: Enable compilation back to iOS 12
  • iOS: Fix OpenGL ES context usage on iOS 9
  • iOS/TVOS: Add Opera to App Store build
  • iOS/TVOS: Bring NEON defines in line with ARM64
  • iOS/TVOS: Flush save files on backgrounding
  • LIBRETRO: Support RETRO_ENVIRONMENT_GET_FILE_BROWSER_START_DIRECTORY
  • LIBRETRO: Support “/” as a file extension for loading a directory as content
  • FFMPEG: Fix crash when playing back a file with 96 kHz audio
  • MACOS: New display server, including support for ProMotion 120Hz V-Sync
  • MACOS: Create App Store build
  • MACOS: Generate key up events for command keys
  • MIDI: Fix long messages (SysEx) in WinMM driver
  • MIDI: Fix lingering notes on close in Alsa driver
  • MENU: Support local thumbnails in other image formats than png (jpg/jpeg, bmp, tga)
  • MENU: Delete also savestate thumbnails when savestates are garbage collected
  • MENU: Option to disable analog stick menu navigation
  • MENU: Fix pause toggle to not clear fast forward state
  • MENU: Fix search playlist index in XMB/Ozone
  • MENU: Fix renamed entry display
  • MENU: Filter unknown extensions also inside zip files
  • MENU: Add icons for present / missing firmware on core info page
  • MENU: Ignore other hotkeys when menu toggle is pressed
  • MENU: Fix menu jumping when using L3+R3 combo
  • MENU: System Information now only shows features relevant for the platform
  • MENU/GLUI: Make Show Sublabels options effective
  • MENU/GLUI: Icon fixes
  • MENU/XMB: Allow playlist icons to be individually customized, by looking for images in Named_Logos
  • MENU/OZONE: Add Selenium theme for Ozone
  • MENU/OZONE: Touchscreen improvements
  • MENU/OZONE: Add a touch-sensitive Resume button in the lower right corner
  • NETPLAY: Add East Asian relay server
  • OVERLAY: Add option to load overlay based on system name
  • PS2: Fix several broken cores depending on pthread
  • QT: Enable building with Qt6
  • QT: Fix input panel
  • RECORDING: New WAV recording driver (audio only)
  • REMOTE RETROPAD: Add gyro/acceleration/light sensor test screen
  • REMOTE RETROPAD: Add pointer test screen
  • REPLAY: Replay format extended to support external tools
  • TVOS: Support bluetooth keyboards on tvOS
  • TVOS: Fixes to run correctly on TVOS13
  • TVOS: Better handling of Siri remote
  • TVOS: WebDAV server for adding files more easily
  • TVOS: Add Settings.app option to reset retroarch.cfg
  • TVOS: Bring minimum tvos version down to 13.0
  • VIDEO: Show and use exact refresh rate (3 decimals) and interlace/doublestrike where available
  • VIDEO: Allow setting viewport bias to offset viewport horizontally/vertically
  • VIDEO: Support viewport bias also with integer overscale and custom aspect ratios
  • VIDEO: Use shader path from CLI for shader cycling
  • VIDEO: Pixel perfect integer scaling improvements: axis options, smart mode
  • VIDEO: Add upscale 1.66x filter
  • VIDEO/D3D: Fix GPU screenshots
  • VIDEO/KMS: Force fullscreen when KMS is used
  • VIDEO/OpenGLES: Improve version directive granularity
  • VIDEO/SHADERS: Fix memory leak when shader parameter step is 0.0
  • VIDEO/SHADERS: Add 2 uniforms, OriginalAspect and OriginalAspectRot.
  • VIDEO/SHADERS: Add CoreFPS and FrameTimeDelta uniforms.
  • VIDEO/SLANG: Support optional includes
  • VIDEO/VULKAN: Fix Vulkan window freezes when swapchain becomes suboptimal
  • VIDEO/VULKAN: Prefer IMMEDIATE mode without vsync
  • VIDEO/X11: Support inhibit of Xss screensaver
  • VITA: Enable analog L2/R2 triggers when a DS3 controller is used with PS Vita
  • WAYLAND: Fix segfault when relative pointer is not supported
  • WAYLAND: Use reverse DNS name for desktop file and icon
  • WAYLAND: Commit viewport resizes for more responsive display when resizing window
  • WINDOWS: Fix restart if path to executable contains non-ASCII symbols
  • WINDOWS: Hide directories starting with $ from file browser

Folium version 1.14

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Multi-émulateur open source iOS de Nintendo GBA, DS et 3DS.

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1.14

Added

  • Added PlayStation 1 emulation with the Lychee core (based on a modified PSXE by allkern)
  • Added new default emulation controllers with visually appealing blur effects
  • Added a new Missing Files option to the settings menu to assist with initial set up
  • Added new options to the App Settings screen
  • Added a new blurry button type to skins for skin creators
  • Added real world pedometer data to the Cytrus core
  • Added gyroscopic data to the Cytrus core
  • Added widgets for Last Played and Play Time
  • Added cached artwork for the Lychee and Mango cores
  • Added the ability to delete games for the Lychee and Mango cores

Changed

  • Changed the Cytrus Web API option from the App Settings screen to the Cytrus Settings screen
  • Changed the cards on the Library screen to be the correct aspect ratio for their respective consoles

Fixed

  • Fixed an issue where the Mango core would crash when no audio or video data is available
  • Fixed a minor memory leak for game icons using the Grape core

Removed

  • Removed swipe to tap which caused issues where the button would be stuck down

VICE version 3.9

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Très bon émulateur Open Source de C64, C128, VIC20, Plus/4, CBM-II (C610/C510) et des modèles PET.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

3.9

** general
----------

- (mostly) rewritten joystick mapping and -input system. Both the SDL and GTK
  versions share common code now, have the same features, and can use the same
  mapping files. However, unfortunately we ran out of time and could not implement
  a related UI in the GTK port yet - which means you will have to create and/or
  install the required mapping file manually like this, if the (very simple)
  default mapping does not work for you:

  1) find a matching SDL mapping file in DATA/C64. If none of the existing ones
     matches your controller, you may create one yourself (either manually or
     using the SDL port). (*)
  2) rename the mapping file to "gtk3-joymap-<MACHINE>.vjm" - for example
     gtk3-joymap-C64SC.vjm
  3) copy the resulting file to the (current) default location:
     Windows: the bin directory (where the .exe resides)
     Linux: $HOME/.config/vice/

  (*) if you create one for a controller we do not support yet, please send that
      mapping file to us, so we can include it.

  WE ARE LOOKING FOR WINDOWS AND MACOS DEVELOPERS WHO WANT TO HELP IMPLEMENTING
  AND FIXING FURTHER GAMECONTROLLER RELATED ISSUES - PLEASE GET IN TOUCH!

- Interrupt logic fix: Only when the first IRQ source becomes active, the CPU
  sees the IRQ input line go active; on additional ones, no change is visible.
  So most of the actions that are done should only be done when the first
  IRQ source becomes active, and not on additional ones. (bug #2052)

  IF YOU ARE USING VICE TO DEVELOP/DEBUG, IT IS STRONGLY RECOMMENDED TO UPDATE

- added an option that allows to skip soundchip emulation in warpmode (to increase
  performance, at the cost of some accuracy).

- reSID: scale down filtered voices on 6581
- reSID: scale and clip volume by an arbitrary factor, makes 6581/8580 nearly
  the same volume.
- reSID: implement DAC leakage.
- reSID: fix uninitialized var in old filter
- reSID: Fixed the 8580 filter voltages, now the values really make sense

- CIA: always toggle AM/PM flag when writing 12 o'clock time, no matter if this
  is a change to the hours register or not.

- cleanup of the userport system, devices that do not (and can not) work are no
  more available for a particular machine

- Added C64/C128/SCPU64 palette file created by Kim Lemon to allow for consistency
  in screenshots for lemon64.com.

- fixed handling of warp mode while movie recording is active
- improved ZMBV recording, now handles accurate fractional FPS
- fixed recording with external ffmpeg executable

- fixed polling POTX/POTY when no mouse is active
- added Chalkboard PowerPad emulation
- fixed Rushware Keypad
- fixed Cardco Cardkey keypad
- fixed Atari CX21 Keypad
- fixed SNES pad's raw data
- fixed mapping for keypads attached to joyports
- fix: WOJ Adapter bits where inverted (bug #2026)
- removed support for right and middle button with Amiga and AtariST mice -
  These connect POT lines with GND when pressed, and are open if not, which the
  CBM machines can not detect (since there is no pullup resistor)
- Allow CMD smartmouse time/date to be read and written even if the mouse is not
  grabbed

- When writing .tap values, add the remainder of the current value to the next,
  so overall tap length will be correct.
- do not automatically 'press play' when attaching a t64 image, we don't do this
  for taps either.
- 'press STOP' when detaching a tap image.
- Fix default tape header type (t64) for vic20 and c128 (it should be type 3,
  ie absolute).
- Fix the 'load to basic start' autostart option for tape.

- Reworked the log system. logging to stdout and to an actual file can coexist
  now, each can be selected separately.
- (Optional) support for colors in log messages
- Made ANE/LXA logging options available in all emus, except SCPU

- VICII: init color ram at powerup (bug #2037)

- fsdevice: fixed file name pattern matching.
- fsdevice: Directory loading of "$:" was loading the full directory but should
  have matched no files at all. It is actually a degenerate case where you
  specify an empty pattern and that matches no names. (bug #2047)
- fsdevice: make the first 'line number' in the directory 1 instead of 0. This
  is the partition number on cmd devices, and apparently the c64os setup chokes
  on it being 0

- fixed DigiMAX DAC addresses to make stereo replay work correctly
- RAMLINK: IO1 wouldn't bet setup properly after RAMLINK was turned back on
- fixed RTC core (RTC on CMD FD/HD and RAMLink)

- save 'jammed' status into snapshot for each cpu (bug #1770)

** Buildsystem
--------------

- make configure bail if pkg-config isn't found
- generate linker map files with `--enable-debug`
- configure: barf if `--enable-gtk3ui` is combined with `--without-zlib`
- Added "Game" and "Emulator" categories in the .desktop file template used by
  the `--enable-desktop-files` configure switch. Should fix issues with desktop
  environments not showing the icons after a `make install`.

** C64 fixes
------------

- extended DQBB support, support 16-256k RAM, support C128 mode.
- added support for UC1/UC15/UC2 cartridges
- added support for BMP Data Turbo 2000 cartridge
- correctly assign rr revision when mounting crt file
- various WiC64 related fixes
- Make possible to enable the CP/M cartridge again

** C128 fixes
-------------

- added snapshot support for c128 cartridge system
- Fixed various Z80 timing issues
- Fix: Z80 can not see charrom in c128 mode, but it can in c64 mode (bug #1987)
- added WZ reg for improved bit 3 and 5 status register results. x128 Z80 now passes ZEXALL.
- RAMlink: also exposes open-circuit when internal function roms are off (bug #1963)
- VDC memory is now properly accessed when memory configs differ; vdcdump runs
  in 16KB mode. (bug #1981)

** VIC20 fixes
--------------

- tweak ram init pattern, this makes some known cases that rely on it work
  (AE, Jelly Monsters)
- make the 'exp' command work in the monitor
- added support for 'rabbit tape' cartridge
- added support for 'Super Expander' cartridge
- added support for 'Mikro Assembler' cartridge
- added missing 'bin save', 'crt save', 'flush image' for Final Expansion,
  Megacart, Ultimem, VIC Flash Plugin

- added VIC20 SDL keymaps for UK(symbolic and positional) and DE (positional).

** Plus4 fixes
--------------

- fixed crash when xplus4 runs for a while
- new TED sound logic, heavily inspired by SDL-YAPE
- enabled userport printer
- added support for the 'PETSCII SNES ADAPTER'
- allow 8 controller ports
- make expansion port system (and 'exp' command) work like in other emus, move
  sid-card and digiblaster to cartridges
- improve the case when the TED is reading from floating bus.
- remove support for 'Hannes 4MB' expansion, which was kindof broken, and no
  software exists for even the 1mb variant :)

** PET fixes
------------

- remove the 'load to basic start (tape)' option, since PETs always load absolute
- CRTC emulation fixes (bug #2054)
- fixed PETREU. The masking of the memory bank number allowed too many bank
  address bits, overflowing the allocated memory. (bug #2061)
- fix monitor IO command in range 8800-8fff

** CBM2 fixes
-------------

- remove the 'load to basic start (tape)' option, since CBM2s always load absolute
- Implemented the missing cbm2 cartridge stuff
- handle Machine Power Frequency

** Monitor fixes
----------------

- Remove the weird delayed 'importing' of registers that were changed in the
  monitor. Instead explicitly export before, and import after, each invokation
  of any function that may 'break' into the monitor (and thus lets the user
  change the registers by the R or G command). (see bug #2025, bug #2024.)
  It is strongly recommended, for everyone who uses the monitor for debugging,
  to update to this version - as simply entering and exiting the monitor
  potentially screwed up registers and/or executes the last instruction twice,
  which obviously can lead to all kind of unexpected behaviour.

  THIS BUG EXISTS IN ALL VICE RELEASES PRIOR TO THIS RELEASE. You have been warned :)

- memmap extension: show reads of non initialized ram.
- added read/write as alias for load/store
- implement 'warp on'/'warp off' as advertised.
- limit the output of i and ii commands to a power of two, if the output would
  be smaller than a full screen width
- added monitor command 'tapeoffs <offset>' to set .tap to given offset, or to
  return the current offset when no args are given.
- Improve "help" command.
- Fixed some commands output wrapping against wide and narrow terminals.
- 6809 assembler fixes, "post-byte with submode" was wrong in some cases

** SDL fixes
------------

- added missing ui items for megacart, final expansion, ultimem, vic flash plugin
- Add menu item "Enable joystick menu navigation", enable joystick menu navigation
  by default
- support for Autostart Drag&Drop Mode


** GTK fixes
------------

- added a hidden feature for the 'set to default' button for the CRT sliders:
  hold shift or control, or click with right button, to reset to neutral setting
  instead of whatever (tweaked) defaults. Allows to quickly switch to a setting
  that reproduces a loaded palette 100%
- disable the "Recent files" in file dialogs
- Fix drag-n-drop not working on Windows
- Fix "Reset" button of the mixer widget
- New "ROM Settings" interface. The new interface actually allows users to
  load/save .vrs files, unlike the old interface. No support for ROM set
  archives (.vra), since nobody uses those and they're an unwieldy mess.
- Fixed "Printer Formfeed"
- register provided PETSCII fonts (PetMe, C64 Pro Mono) at startup
- removed DirectX 5 fallback from Win32 joystick driver

- Added "Autostart Drop Mode" option to control autostart behaviour on image drop.
  For Window managers that support it, the user can "override" the behaviour with
  Shift held during drop (attach only) or Alt held (attach and load). Not holding
  a key during drop will use the resource value.

- make GTK monitor window larger by default
- use scroll-wheel to scroll terminal window forth/back, ctrl+scroll wheel to zoom
- show only monospace fonts in the monitor font selection dialog
- Monitor uses PETSCII font (if available/selected)

** c1541 fixes
--------------

- actually check if opening disk images succeeded, Exit with `EXIT_FAILURE` if
  c1541 fails to open any of the images specified on the command line.

Gearsystem version 3.6.1

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Émulateur Sega Master System / Game Gear / SG-1000.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

3.6.1

  • Light Phaser support.
  • Paddle Control support.
  • Multi carts!!!
    • Zemina Best 25/39/88
    • Zemina 4-in-1
    • 11 Hap Gam-Boy (KR)
    • 2 Hap in 1 (Moai-ui bomul, David-2)
    • 128 Hap (KR)
    • Game Mo-eumjip 188 Hap
    • Game Chongjiphap 200
    • Super Game 270 Hap / Jaemissneun-270
    • Super Game World 260/75/30 Hap
    • Super Multi Game - Super 125/75 in 1
    • Hi-Com 3-in-1 The Best Game Collection A-F
    • Hi-Com 8-in-1 The Best Game Collection A-C
    • Super Game 45/52/150/180/200/270
    • Jaemiissneun Game Mo-eumjip 42/65 Hap
    • Mega Mode Super Game 138
    • Pigu-Wang 7 Hap - Jaemiiss-neun Game Mo-eumjip
  • Updated GLEW, SDL, Imgui, mINI, miniz and NFD libraries to latest version.
  • Properly codesign and notarize macOS binaries.
  • Improved audio client.
  • Game mode in macOS.
  • Configuration option to hide left bar in SMS mode.
  • Manual integer video scale settings.
  • Add option to unassign controls.
  • Change custom Imgui styles to green.
  • Make use of containing ROM folder optional by @TomChapple in #98
  • Windows ARM64 support by @tordona in #102
  • Flatpak App Manifest for Gearsystem by @TomChapple in #95
  • [WiiU] Aroma CFW Compatibility by @Ploggy in #104
  • ios/tvos: properly set min supported version by @warmenhoven in #107
  • Quality of life updates.
  • Minor bugfixes.

fheroes2 version 1.1.5

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Réimplémentation du moteur du jeu

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.1.5

  • Add new variants of the Observation Tower and Stone Liths objects on the Adventure Map
  • Add the ability to edit multiple Adventure Map action objects in Editor
  • Improve the AI's castle reinforcement logic
  • Over 30 issues have been closed since the 1.1.4 release

La Gazette des Nouveautés Rétro

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La documentation émulomane sur Mac