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

fheroes2

1.1.6

Release highlights:

  • Rework multiple buttons in the game and introduce additional buttons in both the Editor and gameplay
  • Expand the functionality of Adventure Map events
  • Display additional information for Adventure Map objects in the Editor
  • Fix various rendering and logical issues in the Editor
  • Over 50 issues have been closed since the 1.1.5 release

Full changelog:

  • fix Ultimate Artifact being erased for any action done on a map
  • fix Editor buttons not being translated
  • fix an assertion regarding maximum spell points
  • update the French translation
  • update the Czech translation
  • add return to the Main Menu and Play Map buttons to the Editor
  • replace "max" text with MIN and MAX buttons for integer input dialog
  • check Loss conditions before Victory conditions
  • expand the functionality of the Adventure map event
  • update the Swedish translation
  • show a proper icon for music and audio settings when they are off
  • rework rendering of experience indicator
  • increase the maximum allowed map name length from the original 17 characters to 50
  • show a range of available values in the input dialog
  • fix the interface not being updated in time in the Editor
  • show the total obelisk number while clicking on the Adventure Map object
  • update the Spanish translation
  • add a script to extract resources from CD images
  • fix rendering of text for several checkboxes
  • display monster count for the Monster object for the Editor
  • update the Hungarian translation
  • add more game options for the Editor
  • use a single button to switch between castle and town in the Editor dialog
  • make the "Week of Monster" deterministic
  • fix text rendering for the level-up dialog
  • display the chosen resource amount in the right-click popup info in the Editor
  • fix the Main Menu rendering after calling the Settings dialog
  • add a dialog pop-up when pressing standing horse
  • add button shine to engine-generated buttons
  • shorten hero name if name plus level is too long
  • add Undo and Redo icons in the Editor
  • show the Artifact description window when clicking on it in the Editor
  • add info about 50% retaliation damage to the Blind spell description
  • update Hero Movement button
  • fix Mine flag rendering on the Adventure Map
  • fix a crash in the View World mode for the Editor
  • add dialog to choose between Auto Combat and Quick Combat
  • fix the project version not being properly displayed in the PSV port of the engine
  • fix overlap of the FPS info and popup message in the Editor
  • fix selected Ore mine resetting in the Mine placement dialog
  • fix the Hideous Mask behavior causing neutral units to never flee
  • fix issues with pressed button states on the battle screen
  • improve morale UI for the undead army
  • update the background image for the PSV port of the engine
  • display spell name in the dialog for spell casting error
  • remove additional passability marks on the bottom part of tiles
  • improve side tile passability logic
  • modify Button layout to be similar to the original game
  • Android: gracefully handle errors when the system chooser does not start for some reason
  • add swap army and swap artifacts to the heroes meeting screen
  • expand Text Support mode for New Map selection dialogs

Ryujinx

1.2.82

Significant changes include:
DualSense/DualShock 4 LED customization (by @Otozinclus, UI by @GreemDev),
PPTC Profiles (by @LotP1),
Dynamic Discord Rich Presence support for select games (system by @GreemDev, many more games added by @piplup55)

Merged PRs in this release (in the order they were merged):
#572, #583, #568, #578, #569, #589, #370, #590, #599, #592, #601, #614, #612, #625, #624, #630, #618, #638, #642, #615,
#649, #650, #633, #626, #594, #658, #664, #661, #662, #666

UI:

  • Changed the Match System Time button to a toggle which will launch games with a time value equal to your current time. (by @GreemDev)
    • You still need to set the time zone according to your real location in order for the time in games to match reality.
      • I might look into detecting that when Match System Time is enabled, too.
  • Focus Loss mode (by @GreemDev)
    • When you tab off of Ryujinx, you can choose something for Ryujinx to do to reduce resource usage / annoyance while not focused on the emulator.
    • Current choices are:
      • Block Controller Input
      • Mute Volume
      • Block Controller Input and Mute Volume
      • Pause Emulation
    • When you tab back in, this system undoes the action it performed.
  • Background Update Checker mode (by @GreemDev, inspired by RPCS3)
    • Checks for updates on startup and shows a button in the bottom status bar of the window next to the Firmware Version when not in a game.
  • Game compatibility information has been put underneath the version in the List view. (by @GreemDev)
    • It is clickable, and opens the game's entry in the compatibility list.
    • You can hover it to see the list of labels that the game has, and for a description as to what the status means.
  • You now have access to a new option when right clicking on an application: Show Game Info.
    • This shows all of the information previously only visible on List view in a popup dialog.
    • Game compatibility information is also clickable in this popup.
    • This also shows previously internal information, such as games with registered Discord RPC asset images.
  • Pretty Atmosphère mod names (by @GreemDev)
  • Renamed Ignore Applet to Ignore Controller Applet.
    • This option only ever ignored the controller applet specifically, and no others.
  • Fix dialog symbols being reversed on Right to Left languages.
  • The Mod Manager is now capable of displaying mods available for installed DLC content.
  • Added --backend-threading argument for launching games via shortcut/command line. (#599)
  • Added the following games to Discord RPC asset images:
    • Arcade Archives VS. SUPER MARIO BROS.
    • Bluey: The Video Game
    • Brawlhalla
    • Divinity Original 2 - Definitive Edition
    • Minecraft
    • Monopoly
    • Risk
    • Stardew Valley
    • Super Bomberman R
    • Titan Quest
    • Valkyria Chronicles 4

Input (SDL2):

  • DualSense & DualShock 4 LED customization (#572) (by @Otozinclus, UI by @GreemDev)
    • Added the ability to change the LED on your LED-enabled controllers (only ones I know of that work are PS controllers)
    • You can choose any RGB value, or turn it off entirely on DualSenses (DualShock 4s ignored the request to turn off in testing)
    • You can also make it cycling rainbow! Speed of change is customizable but applies to every controller using rainbow.

CPU:

  • PPTC Profiles (#370) (by @LotP1)
    • Allows games with previously unsupported ExeFS mods to use the PPTC system, without causing incompatibilities with other sets of ExeFS mods or the base game's caches.
    • Improves the boot times of your games and drastically reduces the amount of repeated work your system needs to do every time you launch a game.
    • The most notable benefit with this change is PPTC support with the best way to play Tears of the Kingdom in an emulator: the Optimizer!
  • JIT Cache Regions (#615) (by @FluffyOMC)
    • Instead of pre-allocating 2GB of memory for the JIT cache, it is now divided into many regions of 256MB.
    • If more than 256MB is needed, it will create a new region.
      • This can keep going, past 2GB total.
    • This allows games that need more than 2GB for JIT Cache to continue and not crash, and allows for games which don't need that much JIT cache to be lighter on memory usage.
    • This has nothing to do with disk/hard drive/SSD usage.

I18N:

Improved Simplified Chinese translation (#568, #578, #590, #642, #650)
Updated Korean translation (#624)
Updated Swedish translation (#594)
Updated Norwegian translation (#658)
Updated Brazilian Portuguese translation (#633, #666)
Updated German translation (#626)

HLE:

  • Play Report Analysis (system & API by @GreemDev, formatter implementations for various games from @FluffyOMC, @piplup55, @GreemDev)
    • Allows you to listen to values in Play Reports and format them in a multitude of ways.
      • Currently only used for Dynamic Discord RPC, on specific games.
      • You can see the games that support it by right-clicking on the game in Ryujinx and clicking "Show Game Info."
        • Hovering the support indicator shows you what value(s) are formatted for Discord RPC.

LDN:

  • Increased the NAT discovery timeout for those with slower internet (#589)

Headless:

  • Default to Vulkan instead of OpenGL

Infra:

  • Updated CI scripts to Ubuntu 24.04 due to GitHub deprecating 20.04 in April.

Nerd Zone:

  • Raised minimum required Windows 10 version.
    • This mostly has no effect, since versions which fall under the threshold can't even boot the app anymore due to .NET 9 CET Enforcement.
  • Removed all usages of var everywhere in the project.
  • Use target-typed new (i.e. byte someByte = new()) everywhere in the project.
  • Use collection expressions everywhere in the project.
  • Collapsed all GeneratedRegexes into a common utility class.
  • Here's the implementation for the Play Report Analyzer system.

MeloNX

DevilutionX

1.5.4

Multiplayer

  • Make invalid items unusable

Controls

  • Better support for various gamepads
  • Gamepad: Improve navigation of the stash
  • Improve keymapper options

Platforms

  • Added support for macOS 10.4 PowerPC
  • Added support for Windows XP
  • Android: Avoid game lagging on devices that can switch refresh rates
  • Correct networking support on big-endian systems
  • iOS: High refresh rate support
  • Xbox One/Series: Include translations

Translations

  • Improve rendering of Turkish texts
  • Update Italian translation
  • Update Russian translation
  • Update Ukrainian translation

Stability / Performance / System

  • Fix crashes on device hot-plugging
  • Fix game crash
  • Hide Upscale option in the Settings menu to avoid stability issues
  • Looser validation in Single Player games
  • Make file sync services less likely to corrupt saves
  • Make it clearer how to switch between Hellfire and Diablo
  • Use available screen space in the Settings menu

Bug Fixes

Gameplay

  • Fix being able to repair equipped items for free
  • Fix game freezing when loading Lazarus lair from a save game
  • Unique drops now reset on a new game
  • Wake up the whole pack of Gargoyles when disturbed

Platforms

  • Android: Fix performance and audio issues on recent versions
  • Android: Fix full immersive mode in Android 9 and higher
  • Incorrect menu graphics on DirectFB devices
  • PS4/Switch/Vita/Xbox One/Series: Correct controller mapping

Multiplayer

  • Correct some item validation
  • Fix items being lost when held in the cursor during lag spikes

Bug Fixes for Original Diablo Bugs

Gameplay

  • Fix non-solid fences in the caves

Bug Fixes for Original Hellfire Bugs

Gameplay

  • Fix incorrectly solid tile next to crypt stairs down

Multiplayer

  • Fix runes not being seen as a player spell in PvP

Known Issues

  • Releases still being build and will be uploaded soon

DOSBox-X

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

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

Play!

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.

ArcEmu

Sudachi

ET Legacy

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

ZEsarUX

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

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

MegaBoy

Hypseus

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.

iFBAs

RetroArch

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

Eggvance

VICE

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.

GearBoy

3.6.1

  • Fix keyboard assignment.
  • Add option to unassign controls.
  • Change custom Imgui styles to purple.
  • Minor bugfixes.

Gearcoleco

1.3.1

  • Fix keyboard assignment.
  • Add option to unassign controls.
  • Change custom Imgui styles to brown.
  • Minor bugfixes.

Einstein

v2024.12.26

  • various maintenance fixes

Panda3DS

0.9

  • Mostly complete HLE audio (Enable audio via the audio settings to try it out)
    • Includes support for AAC audio, and other goodies such as the ability to boost audio volume above 100%
  • Much better performance on Android, comfortably running fullspeed on a lot of phones
  • Desktop UI rework
    • New configuration menu with most emulator settings + UI configuration settings
    • Support for translations (At the time of writing this there's English, Greek, Spanish, Dutch, and Brazilian Portuguese)
    • Cheats UI, Scripting UI, ROM patching UI, some debug UI widgets for dumping game filesystems & DSP firmware, ...
    • Fixed resizing the window on both SDL and Qt, added support for optionally remembering window size & position
    • Qt frontend now supports controllers (SDL already did)
    • New Qt UI themes (Cream, Greetings Cat)
  • Official Libretro core
    • You can download it in the Retroarch UI after enabling support for "Experimental Cores"
  • Lots of GPU emulation work and fixes
    • New fragment shader generation backend heavily reduces GPU usage
    • New shader decompiler heavily reduces both CPU & GPU usage, making the emulator orders of magnitude faster on phones and lower end laptops/PCs.
    • Metal API GPU backend for Apple devices (Currently only supported on the SDL build of the emulator)
    • Fog emulation
    • Proper lighting emulation
    • x64 and arm64 shader JIT improvements
    • Fixed various rendering errors & crashes (Try toggling the "Accelerate shaders" option in case a game doesn't work)
    • Implemented missing GPU registers (Eg VSH_OUTMAP_MASK)
    • ...
  • Added support for gyroscope and accelerometer ("motion controls")
    • Supported on desktop when the user has a compatible controller
    • Supported on Android by moving your phone
  • Android
    • Much improved performance, the emulator is now properly usable on many phones.
    • Audio support, motion support, encrypted games support...
    • Support for configuring 3DS screen layout
    • More emulator settings exposed via the UI
    • Store Access Framework (SAF) support
    • Use Material for parts of the UI
  • MacOS builds are now universal (ie include both an arm64 and x64 binary)
    • Improves performance on arm64 Macs, ie "Apple Silicon", as the emulator no longer runs under Rosetta.
  • Fixed various bugs and crashes that would occur when loading encrypted games.
    • Also added support for decrypting games that require seeddb.bin, provided the user has seeddb.bin in the correct path.
    • Added support for decrypting games in the Android backend. User can provide aes_keys.txt and seeddb.bin via the settings UI.
  • Lots of emulation fixes
    • Improved audio emulation, games have audio and will no longer hang due to needing more of the audio DSP implemented (For example in Pokemon X/Y, Pokemon ORAS, Pokemon Mystery Dungeon Gates To Infinity, TLoZ: A Link Between Worlds, Professor Layton, ...).
    • Improved filesystem emulation, fixes a lot of OS apps (3DS Sound, Face Raiders, AR cards, ...), homebrew (Anemone3DS) and retail games (Luigi's Mansion)
    • Improved camera emulation (but still not supporting proper camera captures): Games will no longer hang due to camera not being implemented
    • Added support for the Software Keyboard & Mii Selector applets, games will no longer hang when they ask the user to select a mii or enter their name.
    • CRO fixes (Pokemon games no longer randomly crash, other than Sun/Moon and US/UM which need one last thing implemented)
    • Kernel fixes
    • Y2R fixes
    • Home Menu related fixes for the future
  • Various optimizations:
    • Added scheduler for scheduling emulator events
    • Handwritten SSE/NEON code for faster GPU & DSP emulation
    • Added idle skipping
    • ...
  • Lua:
    • Expose more emulator functions to the scripting API
    • Expose libuv
  • Miscellaneous fixes
    • Fixed system volume slider not working on Android.
    • Fix touchscreen emulation not working on Qt.
    • Fix Android APKs being huge due to not being properly stripped
    • Fix emulator hanging on devices where audio couldn't be initialized

Nestopia UE

1.53

Shell:

 Changes:
  - FLTK: Major rewrite to become a Nestopia-specific "Jolly Good API" frontend
  - FLTK: Use libsamplerate directly instead of relying on SDL's abstraction
  - FLTK: Better looking theme
  - FLTK: Window is freely resizable and the image scales to the window size
  - FLTK: Codebase is now ISO C++17
  - FLTK: Far better support for macOS

 Additions:
  - FLTK: Support for significantly more input devices
  - FLTK: Joystick hotplugging
  - FLTK: All UI controls may be assigned to a joystick button
  - FLTK: Aspect ratio options
  - FLTK: OpenGL 3.1/GLES 3.0 renderer with shaders
  - FLTK: Configurable overscan masking on all edges
  - FLTK: Drag and Drop support
  - FLTK: Support FDS microphone using a real microphone/headset
  - FLTK: Support for loading XML Romsets
  - win32: Support for loading VC/NES Remix ROMs

Core:

 Additions:
  - Support for loading Virtual Console/NES Remix format ROMs
  - Support NES 2.0 Default Expansion Device field
  - Add support for Mapper 555 (EVENT2)

 Fixes:
  - Better support for MMC3 hacks with large WRAM, CHR RAM, or PRG ROM sizes
  - VRC heuristics improvement to help with VRC hacks and homebrew
  - Handle NES 2.0 Mapper 30 special battery flag case

UTM

4.6.4

  • Fixed an issue with virtio-ramfb device where Windows may sometimes try to render to an inactive display target causing black screen, "Guest has not initialized the display (yet)", or broken cursor. This sometimes happens right after installing the viogpudo drivers for the first time and more recently while upgrading to Windows 11 24H2. (#6332, #6883)
  • Fixed a crash that might occur when a serial port is used and a large amount of data arrives at startup
  • Fixed a crash that might occur on a VM with a serial port if data arrives as the guest is shutting down
  • (macOS) Fixed a crash launching any ARM64 virtualized QEMU VMs on macOS Monterey or older (#6881)
  • (macOS) Fixed a deadlock (freeze) which can be observed if a Linux VM with GL acceleration enabled is left running for a long time (#5205)
  • (macOS) Fixed auto-resolution restore not working properly after a macOS guest is paused or suspended (#6874)
  • (macOS) Fixed an issue causing the mouse cursor to disappear when a macOS guest is paused (#6875)

 

4.6.3

Highlights

  • QEMU v9.1.2 The backend has been updated to the latest upstream QEMU which brings with it a variety of bug fixes and performance improvements.
  • (macOS 15) Nested virtualization for Linux Linux VMs using Apple Virtualization backend on macOS 15 and M3 or newer will now have nested virtualization enabled by default.
  • (macOS 15) Total Store Ordering for QEMU VMs using QEMU backend on macOS 15 can now enable TSO (in QEMU settings) at the hypervisor level. When TSO is enabled on a guest operating system that is aware of the system register (i.e. Rosetta for Linux), performance of Intel emulation within the guest can be greatly improved. Note that if the guest kernel supports dynamically toggling TSO, you do not need to enable this.
  • (macOS 15) Improved macOS guest support The last window size (including full screen size) will be restored when the guest supports dynamic resolution. Removable drives and shared directories can now be ejected and changed while the macOS VM is running. Copy/paste synchronization between macOS 15 guest and host now works when the guest tools are installed (from the CD icon in the toolbar).

Notes

  • (macOS) There is a known issue with macOS 15.0 and 15.0.1 where accesses to files will fail due to permission error. This issue has been resolved with macOS 15.1.
  • (macOS) There is a known issue on M4 series of Macs where virtualization fails for macOS guests older than 13.4. The issue should be addressed by Apple in a future update. (#6794)
  • There is a known issue (#6332) with Windows 11 24H2 that causes the display to show a black screen or "Guest has not initialized the display (yet)" upon boot. We recommend not upgrading to 24H2 for existing installs and 23H2 for new installs. If you have already upgraded, please follow the workaround described in the linked issue.
  • The default CPU for x86_64 emulation and virtualization will now try to match the architecture of your system or the highest architecture that QEMU supports. For example, a 2016 MacBook Pro or newer will now emulate a "Skylake" based processor instead of a generic x86_64 processor. This should improve compatibility and performance of newer operating systems but may cause issues with older operating systems. If you run into issues, you can manually change the CPU model to an older one in the VM's System settings.
  • The update to QEMU v9.1.2 will likely introduce other issues and regressions. If you experience any problem (crashes, performance, errors) that was not evident in v4.5.x, please open an issue and provide all the requested information. It would also be helpful if you can provide a reproducible example and note the last version of UTM where it worked properly.

Changes (v4.6.3)

  • (iOS) Fixed a bug which caused Hypervisor to not work on supported devices
  • (macOS) Fixed a bug where the restored resolution gets re-scaled causing the window size to be incorrect (#6854, #6864)
  • (macOS) Workaround for a bizarre issue that causes QEMU VMs to not boot up because reading of the BIOS file results in failure

Changes (v4.6.2)

  • Updated QEMU to v9.1.2 and fixed a crash during Windows setup (x86_64) (#6835)
  • Fixed a race condition that causes starting VM to fail with "QMP stream error seen"
  • (iOS) Fixed DEB install
  • (iOS) Fixed a crash when the main bundle executable is not the same as the currently running executable
  • (iOS) Fixed a crash on iOS 18 due to namespace collision with internal names
  • (iOS) Fixed auto-zoom to fill screen not properly working when Display Zoom is used (#6736)
  • (macOS) Fixed TSO mode not working in QEMU
  • (macOS) Fixed slow virtualization issues on Intel Macs (#6325)
  • (macOS) Fixed boot issues with Windows 11 24H2 (x86_64) (#6772)
  • (macOS) Support > 32GiB RAM configurations in QEMU (#5537)

Changes (v4.6.1)

  • Updated SPICE GTK to v0.42, libsoup to v3.6.0, and phodav to 3.0
  • Fixed an issue where an empty and broken .utm package is created when creation of VM fails
  • Localization: Updated Chinese (Hong Kong, Simplified) (thanks @changanmoon)
  • Localization: Updated Japanese (thanks @MMP0)
  • (macOS) Fix fullscreen button showing up as zoom when the dock icon is disabled (thanks @ntoskrnl) (#6269)
  • (macOS) Fixed an issue "With SME enabled, at least one vector length must be enabled." when an M4 series Mac is running macOS 15.2 beta (#6790)
  • (macOS) Fixed permission issue with EFI vars when installed with Nix (#6725)
  • (macOS 13) Enable changing shared directory for newer macOS guests (#6807)
  • (macOS) Fixed a memory leak caused by an event listener not unregistering after the VM window is closed
  • (macOS) Support saving and restoring dynamic resolution when the guest supports it (both QEMU SPICE based and Apple Virtualization based guests)
  • (macOS) Scripting: added new import and export commands to the Apple Script interface as well as extra QEMU args to the configuration for a new VM (thanks @naveenrajm7) (#6716, #6734, #6741)
  • (macOS) Scripting: Fixed a crash when an invalid .utm package is found
  • (macOS 15) Virtualization: Fixed nested virtualization not being set (#6789)
  • (macOS 15) Virtualization: Support ejecting and changing removable drives while the VM is running
  • (macOS 15) Virtualization: Support installing guest tools for macOS guests
  • (macOS 15) Virtualization: Support copy-paste on macOS 15 guests when guest tools is installed
  • (macOS) Home: Fixed alerts not showing up
  • (macOS) Home: Fixed VM download confirmation not showing up when wizard is open (#6820)

Changes (v4.6.0)

  • Updated to QEMU v9.1.0
  • Fixed "RPC timeout" when stopping a VM
  • Fixed a race condition when cleaning up SPICE objects
  • Localization: Updated Chinese (Hong Kong, Simplified) (thanks @changanmoon)
  • (iOS 16+) Home: Always show the sidebar
  • (macOS 15) Enable nested virtualization when available

Plus42

1.1.17

  • Fixed pasting of GETMI, PUTMI, GETLI, and PUTLI.
  • Added ALPHA mapping from Y^X to '↑'.
  • Fixed crash with circular unit definitions.

ScummVM

Almost one year after the last major release, and just in time for Christmas, ScummVM 2.9.0 - "Close Encounters of the 2.9th Kind" has landed. Amongst its gifts, you will find 15 newly supported games and a new supported platform.

New games

  • The Adventures of the Good Soldier Schweik
  • Backyard Basketball
  • Castle Master
  • Marvellous Mice Adventures: Meeting Sea Rat
  • Marvellous Mice Adventures: Sea Rat's Birthday
  • Mask Show
  • Moonbase Commander
  • Orion Burger
  • Rise of the Dragon
  • The Space Bar
  • Thimbleweed Park[^1]
  • Total Eclipse
  • Total Eclipse 2
  • Unrest
  • Wait for it! Issue 3. Song for a Hare

New platform

ScummVM now has an official Sailfish OS port. While we are waiting for official builds to appear, adventurous users are welcome to build their own and very personalized copy!

Notable engine enhancements

The AGS engine has been brought up to version 3.6.1.30 from upstream, which adds support for some recently released games, such as Stranger in Utopia, The Phantom Fellows, and It Takes Two to Tangle.

Keymapper support was added to more than 20 engines, allowing customization of the keys, mouse buttons, and joystick buttons used to play the games.

The SCI engine benefits from numerous script fixes for various games and an impressive speech repair feature for Gabriel Knight 1 CD.

The SCUMM engine sees graphics and audio improvements for the Macintosh version of several games.

Notable platform enhancements

The macOS release for recent Intel and Apple Silicon systems has been signed and notarized, so it has been accepted by Apple Gatekeeper.

The Android release now supports Android 15 and has improved gamepad support.

The iOS release adds support for the Apple Pencil, which was one of the most requested features.

The full release notes contain a comprehensive summary of the changes and enhancements.

On our downloads page, you can find the downloads for various platforms. The iOS version is available in the Apple App Store and the Android versions should soon be available in the Google Play Store (once the update has been approved). If you are using Windows, macOS, or either the Ubuntu Snap or Flatpak packages, the autoupdater will assist you in updating to ScummVM 2.9.0.

Our macOS users with a 64-bit Intel Mac and a macOS version between 10.9 and 10.12 will need to download manually the new update from our downloads page using the "Mac OS X 10.9+ Intel 64 Bits (without Sparkle) Disk Image" download. The version downloaded using the auto-update feature now requires macOS 10.13 or above.

Play the games, and enjoy ScummVM with a hot cup of grog[^2]!

[^1]: Thimbleweed Park is only supported on a subset of platforms as it requires OpenGL with Shaders. [^2]: Other beverages available.

Consoles

SameBoy

1.0

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • SameBoy for watchOS is now available:
    • Transfer ROMs and saves to and from the iOS frontend (App Store only)
    • Two customizable control schemes optimized for a small screen
    • Fast Forward and Rewind support
    • Settings and synced from the paired iPhone
    • Available to active supporters or via a one-time payment
  • The Cocoa frontend is now digitally signed and notarized
  • SameBoy on Open Desktop platform can now generate thumbnails in file browsers via theXDG Thumbnails API
  • Improved AirPlay Mirroring support in the iOS frontend
  • Full-screen mode is now supported in the iOS frontend if a controller is used
  • The Cocoa and SDL frontends now support automatic model selection
  • Cheat Search is now available from the Cheats menu in the Cocoa frontend
  • The user interface for the Cheats window has been improved in the Cocoa frontend
  • The Cocoa and SDL frontends can now associate keyboard or joypad buttons with Rapid A or Rapid B
  • Game Boy Printer can now be emulated in the iOS frontend
  • Cheats can now be used in the iOS frontend
  • iCloud support was added to the iOS frontend (App Store release only)
  • The palette editor was added to the iOS frontend; it can now import, export and create its own palettes
  • 7 new palettes were added to all frontends
  • The horizontal layout on iPhones that have a notch has been improved
  • 3 new interface themes were added to the iOS frontend (App Store release only)
  • Improved ISX file compatibility
  • The Cocoa frontend and now select a monospace font to be used in the debugger and other development windows
  • The cartridge icons have been retouched and visually improved
  • The SDL frontend on Windows can now associate itself with supported ROM files, and provide them with icons
  • The box filter used for audio downsampling has been replaced with band-limited synthesis, vastly improving audio quality in all frontends
  • A warning is now shown when loading a ROM with a RAM size smaller than a single bank
  • iPhones that have x4 and x5 cameras can now pick a virtual x2 zoom factor when emulating a Game Boy Camera
  • Improved the OAM viewer in the Cocoa frontend so it correctly show objects even when the object palette is all set to a single color
  • Quick Look has been updated to support the newer thumbnailing and previewing APIs, required by macOS Sequoia

Accuracy Improvements/Fixes

  • Improvements to OAM accessibility timings
  • Improvements to PPU timings in CGB revisions 0 to C
    • These revisions are no longer marked as "Experimental"
  • More accurate emulation of SCX write conflicts on all models
  • More accurate PPU fetcher timings, fixes visual glitches in in “Mr. Chin's Gourmet Paradise” and “Turrican”
  • Improved accuracy of cases where WX is 166 on pre-CGB models
  • Improved accuracy of window edge cases, including emulation of a newly-discovered CGB window glitch, and improved accuracy in double speed mode
  • Improved accuracy of LYC edge cases when emulating CGB revisions 0 to C in double speed mode
  • Improved emulation of LCDC OBJ_EN write conflicts

Bug Fixes

  • Fixed a bug that caused the Mute menu item to incorrectly appear marked while a ROM is paused in the Cocoa frontend
  • Fixed a bug that made keyboard shortcuts affect the wrong ROM in certain cases where multiple ROMs and debug windows were open in the Cocoa frontend
  • Fixed a bug that prevented macOS 10.13 and older from using Link Cable emulation in the Cocoa frontend
  • Fixed a bug that made importing palettes in the Cocoa frontend glitchy
  • Fixed a bug that made Game Boy Camera emulation in the Cocoa frontend sometime incorrectly stretch the camera input to incorrect aspect ratios
  • Fixed a bug that made audio output too low in the iOS frontend under certain conditions
  • Fixed a bug that caused the Library in the iOS frontend to crash if ROMs were modified in the Files app while it was open

Misc Internal Changes

  • The core now supports outputting 2MHz audio (without downsampling)
  • The Quick Look plugin and the main application now share the same code on disk, making the Cocoa frontend slightly smaller
  • Fixed a bug that caused certain APIs to return success values despite failing
  • Improved thread and context safety assertions in the core
  • make lib builds SameBoy as a dynamic library now, in addition to the previously available static library
    • This includes Windows support, which remains unsupported for static libraries
  • Improvements to the core APIs. The API is now stable and documented

Bluestacks

La Gazette des Nouveautés Rétro

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