Nueva actualización semanal de la página de PSX Datacenter de la parte de PS2 y lo hace añadiendo en esta ocasión nuevas entradas de juegos como Neo Atlas III, Neo Geo Battle Coliseum, Nettai Teikiatsu Shoujo, Never7 - The End of Infinity, Nights into Dreams, Bujingai - The Forsaken City, Nightshade o Noddy & the Magic Book
NTSC-J:
Bujingai [SCAJ-20056] (J)
Bujingai [SLPM-65459] (J)
Bujingai [SLKA-25150] (K)
Kunoichi [SCAJ-25026] (J)
Kunoichi [SLPM-65447] (J)
Kunoichi [SLAJ-25031] (Ch)
Kunoichi [SLKA-25135] (K)
Neo Atlas III [SLPS-25016] (J)
Neo Atlas III [Artdink the Best Choice] [SLPS-25176] (J)
Neo Geo Battle Coliseum [SLPS-25558] (J)
Neo Geo Battle Coliseum [SNK Best Collection] [SLPS-25737] (J)
Nettai Teikiatsu Shoujo [SLPM-66861] (J)
Nettai Teikiatsu Shoujo [Limited Edition] [SLPM-66860] (J)
Never7 - The End of Infinity [SLPS-25256] (J)
Never7 - The End of Infinity [Renai Game Selection] [SLPM-55088] (J)
Never7 - The End of Infinity [SuperLite 2000 Renai Adventure] [SLPM-65689] (J)
Nights into Dreams [SLPM-66926] (J)
Nights into Dreams [Nightopia Dream Pack] [HSN-0013] (J)
NTSC-U:
Bujingai - The Forsaken City [SLUS-20895] (E)
Neo Geo Battle Coliseum [SLUS-21708] (E)
Nightshade [SLUS-20810] (E)
PAL:
Bujingai - Swordsmaster [SLES-52495] (E)(F)(G)(I)(S)
Neo Geo Battle Coliseum [SLES-54395] (E)
Nightshade [SLES-52238] (E)(F)(G)(I)(S)
Noddy & the Magic Book [SLES-54311](E)(F)(P)(D)(N)
Si queréis contribuir y agradecer el trabajo en la página podéis hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Check them here:
http://www.psxdatacenter.com/
or
http://psxdatacenter.com/
sábado, 30 de diciembre de 2017
viernes, 29 de diciembre de 2017
GLideN64 3.0 N64 Plugin Gráfico Windows
Nueva versión de este gran plugin gráfico de N64 que corrige fallos sobre versiones anteriores y da soporte a nuevos juegos.
- Para usarlo en 1964, Mupen64 y Project64, copiar la dll y la ini en la carpeta de plugins del emulador correspondiente y luego seleccionarlo para poder configurarlo.
- Mupen64Plus colocais el archivo en el emulador , ejecutas el emulador y este creará una ini que podeís editar con worpad o similar o usando un frontend para el emulador.
Cambios:
Hello,
Today is time to set new Release tag to master branch. Previous Public Release made year ago. Time to set the new milestone. Some statistics: since previous public release
* over 600 commits to master
* closed over 250 various issues
During the year I tried to describe main project's achievements. Lets make a brief retrospective:
- The year started from a massive code refactoring. The source code changed drastically. Direct calls to graphics API totally removed from main code. Main code works with graphics via proxy class, which passes graphics call to a graphics back-end. Currently there is one back-end, which uses OpenGL. The refactoring allowed me and other developers to make OpenGL back-end dynamically adoptable for abilities of user's GPU. Thus, the same code works without recompilation for GL ES 2.0, GL ES 3.X, OpenGL 3.X, OpenGL 4.X. The more your GPU can do, the better and faster result you will get. With VAO/VBO support it became possible to use OpenGL core profile and finally port GLideN64 to MacOsX.
- After the code refactoring I made major modification of frame buffer and video interface emulation. It was very large and complex work, but the results were rewarding. Fixed lots of old issues, the frame buffer emulation code became simpler.
- Long awaited support for Resident Evil 2. The way this game programmed makes it hard to emulate on PC hardware. Many special code required to emulate it properly.
- HLE fixes. Most users prefer to use GLideN64 in High Level Emulation mode (HLE), which not only runs much faster than Low Level Emulation (LLE) but also allows them to use widescreen mode and per-pixel lighting. HLE mode has its own issues caused by incomplete or missing implementation of game's microcode. Most of Nintendo microcodes are documented and their implementations work without issues. However, there are many custom microcodes, created by other developers. Documentation for these microcodes is not available for emu devs. To support custom microcode, its assembler code must be reverse-engineered. This work requires skills and patience. The first results in microcode decoding obtained in 2016, when Gilles Siberlin decoded microcode for Kuiki Uhabi Suigo. This year olivieryuyu, the main beta tester of GLideN64, decided to take microcode decoding task and step by step he achieved outstanding results:
- T3DUX microcode decoded. Last Legion UX, Shin Nihon Pro Wrestling Toukon Road - Brave Spirits and Shin Nihon Pro Wrestling Toukon Road 2 - The Next Generation now playable with HLE.
- Custom lighting method used by Acclaim games decoded. Armorines - Project S.W.A.R.M., South Park, Turok 2 - Seeds of Evil, Turok 3 - Shadow of Oblivion now look much better with HLE.
- F3DAM microcode decoded. This is custom microcode, which only one game uses: Hey You, Pikachu! Now this game is fully playable with HLE without major graphics issues.
- F3DFLX microcode decoded. This custom microcode is used to draw vehicles in F-Zero. With implementation of this microcode, the vehicles got reflection effect in HLE mode.
- Zelda Majora's Mask point-lighting. This game uses custom lighting method, which graphics plugins developers could not properly implement for many years. Finally, olivieryuyu decided to decode it and he succeeded.
- Star Wars - Rogue Squadron. This game was co-developed by Factor 5 and LucasArts. Factor 5 created very complex and very large microcode to port this game on N64. HLE implementation of the game was near impossible because of amount of work necessary to decode and implement that microcode. This summer me and olivieryuyu decided to take it. We achieved first very modest results and started crowdfunding campaign on Indiegogo to support our hard work. Luckily, the campaign was supported and this support encouraged us in our efforts. The game became fully playable in HLE to the end of summer.
- Also, Gilles Siberlin has very promising results with HLE implementation of BOSS ZSort microcode for World Driver Championship and Stunt Racer. It should be ready to next release.
- Of course, the number of changes is much larger than I could highlight in this blog. Among the most noticeable changes are:
- Fixes in software depth buffer render made Body Harvest fully playable. The game suffered from problems with collisions detection.
- Emulation of YUV-to-RGB color space conversion allowed to work with YUV textures without hacks and finally fix problems with Projectile Effects in Killer Instinct Gold.
- Both Vigilante 8 games became playable after fixes with frame buffer emulation. There are still many glitches in menus, but at least menus are rendered. Game play looks ok.
- Gauntlet legends now can boot in HLE mode and works without flickering. This result requires changes not only in graphics plugin, but also in core and RSP, and currently available only with mupen64plus. Thanks LegendOfDragoon for support of this game in GLideN64.
- Many fixes made in GLideNHQ library, which responsible for texture enhancement and hires texture packs support.
- Acknowledgements:
- Thanks to all backers of "Star Wars - Rogue Squadron" campaign on Indiegogo. You made this project possible.
- Thanks to all my patrons on www.patreon.com/Gliden64 Your support is important for me.
- Thanks to all users of https://github.com/gonetz/GLideN64. Your bug reports and feedback greatly help us to improve quality of the program.
- Special thanks:
Francisco Zurita aka fzurita: Mupen64Plus FZ, GL ES fixes, general fixes
Logan McNaughton aka loganmc10: m64p project, general fixes
Ryan Rosser aka Aquatakat: GUI design
Very special thanks to olivieryuyu, who boosted HLE emulation forward this year.
- Página oficial:
http://gliden64.blogspot.com.es/
- Descarga del plugin Windows:
https://github.com/gonetz/GLideN64/releases/download/Public_Release_3_0/GLideN64_Public_Release_3.0.7z
- Para usarlo en 1964, Mupen64 y Project64, copiar la dll y la ini en la carpeta de plugins del emulador correspondiente y luego seleccionarlo para poder configurarlo.
- Mupen64Plus colocais el archivo en el emulador , ejecutas el emulador y este creará una ini que podeís editar con worpad o similar o usando un frontend para el emulador.
Cambios:
Hello,
Today is time to set new Release tag to master branch. Previous Public Release made year ago. Time to set the new milestone. Some statistics: since previous public release
* over 600 commits to master
* closed over 250 various issues
During the year I tried to describe main project's achievements. Lets make a brief retrospective:
- The year started from a massive code refactoring. The source code changed drastically. Direct calls to graphics API totally removed from main code. Main code works with graphics via proxy class, which passes graphics call to a graphics back-end. Currently there is one back-end, which uses OpenGL. The refactoring allowed me and other developers to make OpenGL back-end dynamically adoptable for abilities of user's GPU. Thus, the same code works without recompilation for GL ES 2.0, GL ES 3.X, OpenGL 3.X, OpenGL 4.X. The more your GPU can do, the better and faster result you will get. With VAO/VBO support it became possible to use OpenGL core profile and finally port GLideN64 to MacOsX.
- After the code refactoring I made major modification of frame buffer and video interface emulation. It was very large and complex work, but the results were rewarding. Fixed lots of old issues, the frame buffer emulation code became simpler.
- Long awaited support for Resident Evil 2. The way this game programmed makes it hard to emulate on PC hardware. Many special code required to emulate it properly.
- HLE fixes. Most users prefer to use GLideN64 in High Level Emulation mode (HLE), which not only runs much faster than Low Level Emulation (LLE) but also allows them to use widescreen mode and per-pixel lighting. HLE mode has its own issues caused by incomplete or missing implementation of game's microcode. Most of Nintendo microcodes are documented and their implementations work without issues. However, there are many custom microcodes, created by other developers. Documentation for these microcodes is not available for emu devs. To support custom microcode, its assembler code must be reverse-engineered. This work requires skills and patience. The first results in microcode decoding obtained in 2016, when Gilles Siberlin decoded microcode for Kuiki Uhabi Suigo. This year olivieryuyu, the main beta tester of GLideN64, decided to take microcode decoding task and step by step he achieved outstanding results:
- T3DUX microcode decoded. Last Legion UX, Shin Nihon Pro Wrestling Toukon Road - Brave Spirits and Shin Nihon Pro Wrestling Toukon Road 2 - The Next Generation now playable with HLE.
- Custom lighting method used by Acclaim games decoded. Armorines - Project S.W.A.R.M., South Park, Turok 2 - Seeds of Evil, Turok 3 - Shadow of Oblivion now look much better with HLE.
- F3DAM microcode decoded. This is custom microcode, which only one game uses: Hey You, Pikachu! Now this game is fully playable with HLE without major graphics issues.
- F3DFLX microcode decoded. This custom microcode is used to draw vehicles in F-Zero. With implementation of this microcode, the vehicles got reflection effect in HLE mode.
- Zelda Majora's Mask point-lighting. This game uses custom lighting method, which graphics plugins developers could not properly implement for many years. Finally, olivieryuyu decided to decode it and he succeeded.
- Star Wars - Rogue Squadron. This game was co-developed by Factor 5 and LucasArts. Factor 5 created very complex and very large microcode to port this game on N64. HLE implementation of the game was near impossible because of amount of work necessary to decode and implement that microcode. This summer me and olivieryuyu decided to take it. We achieved first very modest results and started crowdfunding campaign on Indiegogo to support our hard work. Luckily, the campaign was supported and this support encouraged us in our efforts. The game became fully playable in HLE to the end of summer.
- Also, Gilles Siberlin has very promising results with HLE implementation of BOSS ZSort microcode for World Driver Championship and Stunt Racer. It should be ready to next release.
- Of course, the number of changes is much larger than I could highlight in this blog. Among the most noticeable changes are:
- Fixes in software depth buffer render made Body Harvest fully playable. The game suffered from problems with collisions detection.
- Emulation of YUV-to-RGB color space conversion allowed to work with YUV textures without hacks and finally fix problems with Projectile Effects in Killer Instinct Gold.
- Both Vigilante 8 games became playable after fixes with frame buffer emulation. There are still many glitches in menus, but at least menus are rendered. Game play looks ok.
- Gauntlet legends now can boot in HLE mode and works without flickering. This result requires changes not only in graphics plugin, but also in core and RSP, and currently available only with mupen64plus. Thanks LegendOfDragoon for support of this game in GLideN64.
- Many fixes made in GLideNHQ library, which responsible for texture enhancement and hires texture packs support.
- Acknowledgements:
- Thanks to all backers of "Star Wars - Rogue Squadron" campaign on Indiegogo. You made this project possible.
- Thanks to all my patrons on www.patreon.com/Gliden64 Your support is important for me.
- Thanks to all users of https://github.com/gonetz/GLideN64. Your bug reports and feedback greatly help us to improve quality of the program.
- Special thanks:
Francisco Zurita aka fzurita: Mupen64Plus FZ, GL ES fixes, general fixes
Logan McNaughton aka loganmc10: m64p project, general fixes
Ryan Rosser aka Aquatakat: GUI design
Very special thanks to olivieryuyu, who boosted HLE emulation forward this year.
- Página oficial:
http://gliden64.blogspot.com.es/
- Descarga del plugin Windows:
https://github.com/gonetz/GLideN64/releases/download/Public_Release_3_0/GLideN64_Public_Release_3.0.7z
miércoles, 27 de diciembre de 2017
MAME 0.193
Nueva versión del Mame final como cada último miércoles del mes, que desde hace varias versiones incluye el Mess en el mismo programa. Es un emulador de maquinas recreativas creado por Nicola Salmoria y el Mess lo que hace es emular ordenadores y consolas como Spectrum, Commodore 64 y muchas mas.
CAMBIOS:
It’s a bit late for Christmas, but MAME 0.193 is ready today. First of all, let’s get the disclaimers out of the way. We’ve switched to GCC 7 for Windows binaries, and started requiring SSE 2 (Pentium 4, Opteron, Athlon 64, or equivalent) for 32-bit Windows binaries. In the unlikely event that either of these changes causes issues for your use case, you’ll have to build from source. There’s currently an issue with overlay artwork not being displayed when using bgfx video output. Unfortunately we haven’t been able to address this in time for the release. As a workaround, we recommend using Direct3D or OpenGL video output for systems that use overlay artwork (this includes many handheld/tabletop games, Space Invaders, and the Vectrex console). You can track progress on this issue at MAME Testers.
And now, the stuff you’ve all been waiting for: the highlights. We’ve added support for a whole lot of Tiger handhelds based on licensed IP in this release, including the unmissable MC Hammer, Batman Forever, Nightmare Before Christmas, and Robocop 2. We’ve also added some of Tiger’s handheld renditions of popular games from other platforms, like Mortal Kombat, Street Fighter II, Battletoads, and Space Harrier II. On the arcade side, newly working games include prototypes Calcune and In Your Face, a location test version of Teki Paki, PGM2 titles Oriental Legend 2 and Knights of Valour 2 New Legend, and a number of beatmania IIDX titles.
Computer fans don’t need to feel left out this Christmas, either. The Agat-7 floppy drive emulation has been improved to the point where it’s considered working, and the internal HP-9845 printer is now supported. If you’re at all interested in the FM Towns, you need to give this release a try, as r09 has made numerous improvements to sprites and scrolling, and greatly improved keyboard behaviour. There are also some big software list updates across a number of systems.
Of course, there are plenty more improvements you can read about in the whatsnew.txt file, and as always, you can get the source or Windows binaries from the download page.
MAMETesters FALLOS ARREGLADOS
----------------------
- 05902: [Crash/Freeze] (gba.cpp) gba [bombtour]: Game hangs unable to start. (R. Belmont)
- 06683: [Graphics] (surpratk.cpp) suratk: Visible area is too small. (Robbbert)
- 06779: [Crash/Freeze] (coco3.cpp) Mounting Zenix Floppy Disk crashes MAME with floating point exception error. (Dirk Best)
- 06780: [Sound] (midtunit.cpp) Possible Volume balance Issue with Williams ADPCM Soundboard. (hap)
- 06784: [Sound] (bagman.cpp) bagman, sbagman: bagman dying sound plays repetitively when game starts. (AJR)
- 06785: [Interface] (coco3.cpp) Can't change into directories that have a "." prefix in their name. (Vas Crabb)
CAMBIOS EN EL CODIGO
--------------
-swtpc: Split into two systems (SWTBUG and MIKBUG), and added preliminary SS-50 I/O bus. [AJR]
-et3400: Add Reset key and Segment Test input. [AJR]
-Fixed -listdevices' misplacement of subdevices in some configurations. [AJR]
-m6809: Started resolving the great MC6809/MC6809E device type/clock divider mix-up. [AJR]
-Added generic ripple counter device. [AJR]
-Added Seals 8K SC Memory Board to S-100 bus emulation. [AJR]
-Fixed random strings of question marks in displayed key names. [AJR]
-igs036crypt.cpp: Added support for kof98umh, and made key tables compatible with format uploaded by ARM CPU. [Andreas Naive]
-i386: x87 bug fixes and FERR support. [Andrey Merkulov]
-i8087: Fixed regression in Fanuc driver pending further investigation. [Andrey Merkulov]
-route16.cpp: Added player 2 inputs to T.T. Mahjong. [Angelo Salese]
-vgmplay.cpp: Added preliminary YM2608 OPNA support. [Angelo Salese]
-attache816: Enabled MCFG_QUANTUM_PERFECT_CPU on the 8086 - fixes deadlock when writing to RAM disk. [Barry Rodewald]
-z180: Fixed Z180_RCR_REFW, and added Wait State Generator (DCNTL) support. [BartmanAbyss]
-i8087: Created seperate 8087 device. [Carl]
-pet: Fixed video RAM mirroring. [Curt Coder]
-weststory: Verified sprite data by converting to bootleg format and figuring out what was scrambled from there. [David Haywood]
-micro3d: Added diagnostic terminals to the DrMath and VGB boards. [Dirk Best]
-prodigy: Added basic LAY to SVG XSLT filter. [Edstrom]
-myb3k updates: [Edstrom]
* Added ISA8 bus, moved FDC to ISA8 card, and added COM card and two new FDC cards.
* Added PIT, PIC, DMA and PPI devices.
* Corrected clocks, crystals and switches.
* Split ROM into BIOS and character generator, as physically present.
* Added clones for Ericsson Step/One and Panasonic JB-3000 rebranded versions (ROMs undumped for latter).
-myb3k.cpp: Fixed keyboard and audio - DOS 1.25 boots and runs BASIC demo. [Edstrom, Fredik Ohrstrom, Mattis Lind]
-trs80m2kb.cpp: Added missing keyboard controller ROM. [Edstrom, Sean Riddle]
-Added a preliminary rewind feature based on save states. [feos]
-myb3k: Added keyboard device and preliminary support for Ericsson Step/One keyboard. [Fredrik Ohrstrom]
-hp9845: Added high-level emulation of internal printer. [F.Ulivi]
-Fixed and improved metadata for CP-450 and CD-6809 CoCo FDCs. [Felipe Sanches]
-omti8621: Use custom brief instance name "disk" for compatibility with previous MAME versions. [Hans Ostermeyer]
-apollo_kbd: Handle virtual Num Lock toggle inside the devices. [Hans Ostermeyer]
-Atmel AIC: Implemented most features. [MetalliC]
-ymz774 improvements: [MetalliC]
* Implemented sequencer and SQC, and fixed SEQ/SQC save states.
* Added channel volume delayed transition.
* Implemented channel/SEQ pause/resume.
-ymz770: Implemented CHAN/SEQ "keep playing" command. [MetalliC]
-tms9995: Fixed READY check on RESET (auto-waitstate). [Michael Zapf]
-Updated GENie, BGFX, and BX, and added BIMG since it is separated now. [Miodrag Milanovic]
-Converted disassemblers to independent classes. [O. Galibert]
* All architectures are available in unidasm, and paged/non-linear program counters are supported better.
-emumem: Templated address_space::direct on address shift. [O. Galibert]
* Address passed to {read|write}_* on address_space or direct_read_data is now the logical address (not byte offset).
-ide: Disambiguated 16- and 32-bit CS access, and added non-space CS access methods. [O. Galibert]
-memory: Removed some space parameters from the apple2 domain. [O. Galibert]
-interpro: CPU and MMU improvements. [Patrick Mackinlay]
* Implemented most clipper CPU and MMU exceptions.
* Completed C300 instructions, adjusted for C400.
* Improved CAMMU dynamic translation and added faults.
* Refactored C300 CAMMU into separate instruction/data instances.
* Configurable IOGA and SR bus memory access.
-dp8510: Added new device emulating the National Semiconductor DP8510 BITBLT processing uni. [Patrick Mackinlay]
* Used in the InterPro GT family graphics boards.
-nscsi: Use CHD ident metadata for inquiry. [Patrick Mackinlay]
-Aristocrat MK5 updates: [Roberto Fresca]
* Redumped the following sets so they have correct checksums and boot: Inca Sun (DHG1577, US), Loco Loot (AHG1513, US),
Unicorn Dreaming (BHG1584, US).
* Removed Margarita Magic set 2 found to be a corrupt dump.
-riscpc: Fixed ROM load for rpc600. [R. Belmont]
-twinkle: Made many fixes to waveram banking and DMA - most sets are semi-playable now. [R. Belmont, Sarah Purohit]
-gba: Added various mirrors and fixed byte-wide VRAM/PRAM/OAM access. [R. Belmont]
-fmtowns improvements: [r09]
* Improved horizontal scrolling/positioning.
* Fixed mouse cursor moving on its own in Data West games.
* Implemented half-size sprites and sprite rotation.
* Fixed kana input and identified missing keys.
-TMS9995: Fixed debugger do command (thanks to Ryan Holtz). [Robbbert]
-Cortex: Made system usable although not complete. [Robbbert]
-Amatic Multi Game IV: Decrypted program ROM, added proper keys, created new machine configuration (also used for
Switched Multi Game III), and added third 8255 PPI. [Roberto Fresca]
-mc1502: Added BIOS 7.2 and TODO list. [shattered]
-agat7: Added 840KB floppy HLE and made some minor fixes, can be considered working. [shattered]
-twinkle updates: [smf]
* Changed RF5C400 clock to match notes added 8MB of dummy RAM to the RF5C400, and adjusted the banking so sounds play correctly.
* Improved LED font from available reference sources, mapped lamps and DIP switches, and added basic internal artwork. [smf]
-twinkle: Changed security card padding from 0x00 to 0xff, added dumps for 4th and 5th, and scrubbed serial numbers. [smf, Guru]
-RF5C400 updates: [smf]
* Converted to use device_rom_interface.
* Save/restore the external memory registers.
* Moved static variable into device state.
* Fix the commented out osd_printf_debug.
* Added skeleton for reading and writing channel register 0x0F (used by beatmania IIDX games).
-Refactored 680x0 so that member variables aren't public. [smf]
-Stopped save and load logging timers unless VERBOSE is set. [smf]
-seattle: Added gearshift to sfrush and sfrushrk. [Ted Green]
-atlantis/vegas: Fixed banking for DENVER and DSIO DCS audio. [Ted Green]
-et3400: Added better layout views including display labels and clickable keypad (github issue #2862). [Vas Crabb]
-arm7 changes:
* Fixed misaligned 16-bit loads (thanks to MoochMcGee for report). [Vas Crabb]
* Made IGS036 CPU derive from ARM946 (ARM9 implementation of ARMv5T with MPU). [David Haywood]
* Made LDMIA/STMIA align to 32-bit boundary. [endrift, R. Belmont]
* Made misaligned memory accesses match ARM9 behaviour. [MetalliC]
-pgm2.cpp changes:
* Made RTC tick and removed now-unnecessary patch from orleg2. [MetalliC]
* Documented debug features. [MetalliC]
* Made igs036 emulation use uploaded decryption tables for kov2nl and orleg2. [David Haywood]
* Use sprite decryption keys uploaded by games where we have internal ROM. [MetalliC, David Haywood]
* ICRW sim improvements. [MetalliC, Lord Nightmare]
* Converted memory card to an image device and added default card images to ROM sets. [MetalliC, David Haywood]
* Allow ddpdojh to run code from RAM rather than treating RAM as ROM. [David Haywood]
-Fixed Batrider's audio CPU clock (should be 32MHz/6). [Alex Marshall]
-mario.cpp: Verified marioo is revision G, and identified unknown PROM as main CPU memory map decoding PROM. [Bryan McPhail]
-cps1.cpp: Added yi22b.1a PAL dump and confirmed lwio.12e dump for 1941j. [caius, robotype]
-stlforce.cpp: Corrected OKI clock for twinbrat and clones. [caius]
-gngprot: Added correct character ROM. [chris @ windy gaming, Joe Magiera, nightmaretony]
-ironhors.cpp: Measured clocks. [Corrado Tomaselli]
-Added hand-made priority PROM for In Your Face. [dink]
-aristmk5: Updated layouts. [Heihachi_73]
-alphatpx: Identified more keys. [helwie44]
-pc_vga.cpp: Left-shift CRTC start address depending on mode, thanks to DOSBox-X (github issue #2954). [MoochMcGee]
-play_2.cpp: Updated cop402 ROM for zira. [PinMAME]
-cps1.cpp, kenseim.cpp: Reqplaced ioc1 PAL logical equivalent with real dump from an unprotected device. [Porchy, The Dumping Union]
-alphatpx: Added sound emulation. [rfka01]
-alphatpx: Made many improvements to emulation and documentation. [rfka01, helwie44, Carl]
-compc.cpp, pc10iii: Added BIOS v4.35c and matching character generator ROM. [rfka01]
-tispeak: Added correct Speak & Spell 1978 MCU ROM. [Sean Riddle]
-segae.cpp: Corrected ROM labels for Hang On Jr. [ShouTime]
-Corrected years for a number of systems: [sjy96525]
* Galaxian 3 - Theater 6 : Project Dragoon, Galaxian 3 - Theater 6 J2 : Attack of The Zolgear, LD Mahjong #4 Shabon-Dama,
Master's Golf, Correct Operation Thunder Hurricane, Paca Paca Passion, Panic Park, Soreike! Anpanman Popcorn Factory,
Virtua Striker 2 '99
-Improved controls for Landing Gear, Hyper Bishi Bashi Champ, and Salary Man Champ. [sjy96525]
-Raise a fatal error if lua console is requested but the console plugin is not found (rather than crashing). [Sylvain Glaize]
-cdi.cpp: Decapped and dumped quizard3 MCU. [Team Europe]
NUEVOS JUEGOS AÑADIDOS O QUE ANTES NO FUNCIONABAN
------------------------------------------------------
4-in-1 [Joe Magiera]
Apollo 13 (Tiger handheld) [hap, Sean Riddle]
Batman Forever - Double Dose of Doom (Tiger handheld) [hap, Sean Riddle]
Battletoads (Tiger handheld) [hap, Sean Riddle]
Calcune (Japan, prototype)
[David Haywood, ShouTime, gamez fan, Sacrilego, Paul Vining, Jeffrey Gray, Fabien Marsaud, Jarrod Wright, Darksoft, Rod_Wod,
Sean Sutton, Surgeville, The Dumping Union]
Chess King Master [hap, Berger]
Fidelity Designer Mach III Master 2265 [hap, yoyo_chessboard]
Fonas 3 in 1: Football, Basketball, Soccer [hap, Sean Riddle]
Gakken Invader 2000 [hap, Sean Riddle]
HP 2645A [F.Ulivi]
In Your Face (North America, prototype)
[ShouTime, Darksoft, Ryan Holtz, Surgeville, Sean Sutton, gamez fan, Smitdogg, The Dumping Union]
Joker Poker With Hi-Lo Double-Up [Joe Magiera]
Karnov (Tiger handheld) [hap, Sean Riddle]
MC Hammer: U Can't Touch This (Tiger handheld) [hap, Sean Riddle]
Mortal Kombat (Tiger handheld) [hap, Sean Riddle]
Nightmare Before Christmas (Tiger handheld) [hap, Sean Riddle]
Robocop 2 (Tiger handheld) [hap, Sean Riddle]
Slot (unknown bootleg?) [Alessandro Ghirardi, Lorenzo Fongaro]
Space Harrier II (Tiger handheld) [hap, Sean Riddle]
Street Fighter II (Tiger handheld) [hap, Sean Riddle]
TelePachi Fever Lion (V1.0) [Rod_Wod, Hammy, The Dumping Union]
The King of Fighters '98: Ultimate Match HERO (China, V100, 09-08-23)
[Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
The Shadow (Tiger handheld) [hap, Sean Riddle]
Vulcan XL 25 [hap, Sean Riddle]
beatmania IIDX 4th style (GCA03 JAA) [smf, R. Belmont, Sarah Purohit]
beatmania IIDX 6th style (GCB4U JAB) [smf, R. Belmont, Sarah Purohit]
beatmania IIDX 7th style (GCB44 JAA) [smf, R. Belmont, Sarah Purohit]
beatmania IIDX 8th style (GCC44 JAA) [smf, R. Belmont, Sarah Purohit]
beatmania IIDX Substream with DDR 2nd Club Version 2 (984 A01 BM) [smf, R. Belmont, Sarah Purohit]
Dodonpachi Daioujou Tamashii (V201, China) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Knights of Valour 2 New Legend (V302, China) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Oriental Legend 2 (V104, China) [Jeremy Romine, Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
San Francisco Rush: The Rock (boot rom L 1.0, GUTS Oct 6 1997 / MAIN Oct 16 1997) [Ted Green]
NUEVOS CLONES AÑADIDOS O QUE ANTES NO FUNCIONABAN
----------------------------------------------------
A-Blast (Japan) [system11, The Dumping Union]
Amigo (bootleg of Amidar, set 2) [f205v, The Dumping Union]
Attack (Defender bootleg) [ARPA, Recreativas.org, The Dumping Union]
Blood Bros. (US) [Bill D., The Dumping Union]
Blue's Journey / Raguy (ALH-001) [Razoola]
Fantasy (Germany, set 2) [Corrado Tomaselli, The Dumping Union]
Fidelity Designer Mach IV Master 2325 [hap, yoyo_chessboard]
G.I. Joe (Asia, AA) [coolmod, The Dumping Union]
Galaxian Growing Galaxip / Galaxian Nave Creciente (Recreativos Covadonga Spanish bootleg)
[ARPA, Recreativas.org, The Dumping Union]
Jolly Card (Italian, bootleg) [Team Europe, Rock Shebbich]
Coleco Head to Head Hockey (COP420L version) [hap]
Coleco Head to Head Soccer (COP420L version) [hap]
Oriental Legend 2 (V101, Oversea) [Jeremy Romine, Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Oriental Legend 2 (V103, Oversea) [Jeremy Romine, Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Oriental Legend 2 (V104, Oversea) [Jeremy Romine, Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Robin Hood (Tiger handheld) [hap, Sean Riddle]
Super Bagman (Itisa, Spain) [f205v]
SWTPC 6800 Computer System (with MIKBUG) [AJR]
Teki Paki (location test)
[ShouTime, Mouloud Bessaad, Dulleron, Christian Ricolleau, Marisol Nunez Serrano, Renato Mucciarelli, Jeffrey Gray, John Wilke,
Darksoft, Ryan Holtz, Smitdogg, The Dumping Union]
Twin Brats (set 1) [caius, The Dumping Union]
West Story (bootleg of Blood Bros., set 2) [Osso, caius, The Dumping Union]
Action Fighter (FD1089B 317-unknown) [David Haywood]
Action Fighter (FD1089B 317-unknown, analog controls) [David Haywood]
Action Fighter (System 16B, FD1089A 317-0018) [David Haywood]
Action Fighter (System 16B, FD1089B 317-unknown) [David Haywood]
Action Fighter (System 16B, FD1089B 317-unknown, analog controls) [David Haywood]
Agat-7 [shattered]
beatmania IIDX 6th style (GCB4U JAA) [smf, R. Belmont, Sarah Purohit]
Knights of Valour 2 New Legend (V300, China) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Knights of Valour 2 New Legend (V301, China) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Oriental Legend 2 (V101, China) [Jeremy Romine, Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Oriental Legend 2 (V103, China) [Jeremy Romine, Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood, MetalliC]
Tazz-Mania (Arfyc / Rodmar bootleg) [Ivan Vangelista]
NUEVAS MAQUINAS QUE AUN NO FUNCIONAN
----------------------------------
Chess Champion: Delta-1 [hap, Berger]
Golden Hexa [Yohji, Smitdogg, The Dumping Union]
Green Lizard (AHG1623, US) [Roberto Fresca]
Hexa President [Yasu]
Honkey Tonk - Cash Express (BHG1455, US) [Roberto Fresca]
Keep Your Hat On (BHG1204, US) [Roberto Fresca]
Multi Game IV (V.Ger 3.44) [Team Europe]
Ninja Gaiden (Tiger handheld) [hap, Sean Riddle]
Konami Picno [Team Europe, SSJ, Robbbert]
Konami Picno 2 [Team Europe, SSJ, Robbbert]
Pitch Hitter - Baseball Challenge [unknown]
Real Battle Super Phoenix Mahjong (Version 4.1) [Peter Wilhelmsen, The Dumping Union]
Shuriken Boy [rod_wod, The Dumping Union]
Torarechattano - AV Kantoku Hen [system11, ShouTime, The Dumping Union]
Wild Africa (AHG1535, US) [Roberto Fresca]
NUEVOS CLONES AÑADIDOS QUE NO FUNCIONAN
----------------------------------
Boot Scootin' (AHG1547, US) [Roberto Fresca]
Bumble Bugs (CHG0479-99, US) [Roberto Fresca]
Chicken (01J01886, NSW/ACT) [Roberto Fresca]
Chicken (RHG0730-99, US) [Roberto Fresca]
Creature from the Black Lagoon (L-4) [PinMAME]
Dangerous Curves (Ver 2.9 O) [Muddymusic, Porchy, The Dumping Union]
Death Crimson OX (Rev A) [Jorge Valero, ClawGrip, DU]
Enchanted Forest (AHG1615, US) [Roberto Fresca]
Enchanted Forest (JHG0415-99, US) [Roberto Fresca]
Ericsson Step/One [Fredrik Ohrstrom]
Filthy Rich (English) [Roberto Fresca]
Inca Sun (01J01946, Venezuela) [Roberto Fresca]
Panasonic JB-3000 [Edstrom]
King Galah (AHG1625, US) [Roberto Fresca]
Mine, Mine, Mine (NHG0416-99, US) [Roberto Fresca]
Money To Burn (English) [Roberto Fresca]
Mountain Money (BHG1464, US) [Roberto Fresca]
Penguin Pays - Cash Express (AHG1544, US) [Roberto Fresca]
Penguin Pays (OHG0417-02, US) [Roberto Fresca]
Penguin Pays (OHG0417-03, US) [Roberto Fresca]
Queen of the Nile (AHG1608, US) [Roberto Fresca]
Queen of the Nile (GHG4091-03, US) [Roberto Fresca]
Reel 'Em In (English) [Roberto Fresca]
San Francisco Rush 2049: Tournament Edition Unlocked [rtw, Stig Remnes]
Striker Xtreme (1.01 Italy) [PinMAME]
Triumph-Adler alphatronic P2 [rfka01, helwie44]
Triumph-Adler alphatronic P2U [rfka01]
Triumph-Adler alphatronic P30 [rfka01, helwie44]
Wild Cougar (AHG1531, US) [Roberto Fresca]
Wild Cougar (NHG0296-07, US) [Roberto Fresca]
Wild Cougar (NHG0296-99, US) [Roberto Fresca]
Winning Bid (English) [Roberto Fresca]
Nuevo software list additions que funcionan
-----------------------------------
cd32:
Akira, Banshee, Chambers of Shaolin, Fire Ice - The Daring Adventures of Cool Coyote, Rise of The Robots, Seek And Destroy,
Shadow Fighter [EoceneMiacid]
gmaster: Car Racing, Move It [SSJ, PeT]
ibm5150:
Advanced Dungeons & Dragons - Curse of the Azure Bonds (V1.0), Advanced Dungeons & Dragons - Pool of Radiance (5.25"),
Super Hang-On [ArcadeShadow]
Echecs 3D (French) [breiztiger]
A-10 Tank Killer (1.1), A-10 Tank Killer (1.5), IBM Personal Computer DOS (Version 1.10, Master diskette),
IBM Personal Computer DOS (Version 2.00, Master diskette), IBM Personal Computer DOS (Version 2.10, set 3) [Justin Kerk]
ibm5170:
Ontrack Disk Manager [Curt Coder]
1869 - Erlebte Geschichte Teil I (German), 3000 Icons for Windows, Classic Road 2, Gravis Utilities V2.1,
Gravis UltraSound (GUS) Installation - V3.53, Lotus 1-2-3 Release 3 (5.25"), Lotus 1-2-3 Release 3.1,
MS-DOS (Version 6.2/V, Upgrade) (Japanese) [Justin Kerk]
ibm5170_cdrom:
Noi Siamo Angeli (Italian), Pompei AD LXXIX [Arena80.it]
We Are Angels: Ein Engel schlaegt zu! (German) [archive.org]
Alien Rampage (v1.13), Crusader - No Remorse (v1.23), Iron Blood, Prototype, Rise 2 Resurrection - Director's Cut, Sideline,
Turrican II - The Final Fight [EoceneMiacid]
The UltraSound CD, The UltraSound Experience [Justin Kerk]
Arabian Kid, Claw (Japan v1.2), Doka-chan no Building Panic (Japan), Doom II for Windows 95 (Japan), Electronic Popple (Japan),
Golly! Ghosts! Goal! (Japan), Halloween Harry in Zombie Wars, Iwatobi Penguin Rocky & Hopper DeJig Puzzle (Japan), Orgaslave,
Pauly Mouse (Japan), PoiPon (Japan), Segata Sanshirou Choujin Densetsu, Silkroad Hoshi no Shima no Monogatari,
Space Invaders for Windows, W.Pressure (Japan) [Rod_Wod]
Lexmark Z22 / Z32 Color Jetprinter, Mustek Power of Scanning, Rayman (US v1.21), Viper -V16- RISE (International),
Viper -V16- Imagine (International) [The Onion Knight]
Alien Incident (Eng, Fre, Ger, Fin) (v1.30) [unknown]
lynx: Ponx [anonymous]
pce_tourvision:
Final Soldier, PC Genjin - Pithecanthropus Computerurus, Splatterhouse, Tenseiryuu - Saint Dragon, Tora e no Michi,
Violent Soldier [system11, The Dumping Union]
psx:
Chou Jikuu Yousai Macross - Ai Oboete Imasu ka (Japan), Fire Pro Wrestling G (Japan) (v1.1), Gradius Gaiden (Japan) (v1.1),
Gunners Heaven (Japan), Hokuto no Ken - Seikimatsu Kyuuseishu Densetsu (Japan),
Jikkyou Oshaberi Parodius - Forever with Me (Japan), Kaette Kita Cyborg Kuro-chan (Japan), Macross Digital Mission VF-X (Japan),
Macross VF-X2 (Japan), Super Robot Taisen Alpha Gaiden - Premium Edition (Japan),
Super Robot Taisen Alpha Gaiden - Shokai Genteiban (Japan), Super Robot Taisen Alpha (Japan) (v1.1),
Super Robot Taisen Complete Box (Japan), Super Robot Taisen F (Japan), Super Robot Taisen F Kanketsuhen (Japan),
Zanac X Zanac (Japan) [EoceneMiacid]
ti95_cart: Mathematics Library, Statistics Library [unknown]
Nuevo software list additions que no funcionan
-----------------------------------
cd32:
Alien Breed - Special Edition + Qwak, Alien Breed 3D, Alien Breed - Tower Assault, Alfred Chicken, The Chaos Engine,
The Classic Lotus Trilogy, Disposable Hero, Project-X + Ultimate Body Blows, Super Putty, Total Carnage [EoceneMiacid]
fmtowns_cd: Ishin no Arashi, Sangokushi II, Zan III - Ten'un Ware ni Ari [Reuental]
ibm5150: IBM Personal Computer DOS (Version 1.10) (Master diskette, alt) [Justin Kerk]
ibm5170:
Lotus 1-2-3 Realease 3 (3.5") [Curt Coder]
1942 - The Pacific Air War, AIV Networks (German), Gravis UltraSound BONUS Software Installation v. 1.52 [Justin Kerk]
ibm5170_cdrom:
Boorp's Balls, Geo ~The Iron Age~ (Japan), Heart of Darkness (Japan v1.1.05), Jake Burst (Japan), Kung-Fu Hero Akimbo Lee,
Moon Dragon (Japan), Twinbee Paradise In Donburi Shima [Rod_Wod]
Zyclunt [EoceneMiacid]
King's Quest - La Maschera dell'Eternita [The Onion Knight]
pcfx:
Amateur Teikyou CD-ROM, Battle Heat, Can Can Bunny Extra DX, Der Langrisser FX, Doukyuusei 2, Dragon Knight IV, Farland Story FX,
Fire Woman Matoigumi, Fushigi no Kuni no Angelique, Megami Paradise II, Pia Carrot e Youkuso!! - We've Been Waiting for You,
Sotsugyou II FX - Neo Generation [EoceneMiacid]
picno:
Anime Enikki, Kanji Club, Montage, Picno Art Puzzle, Picno de 1 2 3, Picno de A B C, Picno de A I U E O, Real Montage,
Shirayuki-hime Monogatari [Team Europe, SSJ]
Traducciones añadidas o modificadas
-----------------------------------
French [SSTSylvain]
Italian [theheroGAC]
Portuguese (Brazil) [Wellington Uemura]
Pagina oficial:
http://www.mamedev.org/
Descarga de la versión 32 bits:
http://www.mamedev.org/downloader.php?file=mame0193/mame0193b.exe
Descarga de la versión 64 bits:
http://www.mamedev.org/downloader.php?file=mame0193/mame0193b_64bit.exe
martes, 26 de diciembre de 2017
Vpinball X v10.4
Este programa es el complemento perfecto para el Visual PinMAME ya que hace las animaciones de las puntuaciones, la física de las bolas y más cosas .
Instalación y uso :
Para usarlo solo hay que extraer todas los archivos en el zip en el existente directorio de Visual Pinball, sustituyendo las que ya existan por las que están en el zip. Si ya tienes el core.vbs script en tu carpeta 'Tables' , puedes o borrarlas o mover todos los archivos contenidos en la carpeta 'Scripts' a 'Tables'.
Cambios:
Version 10.4 (See full changelog)
*** VPX ***
- add support for loading POV/backdrop settings automatically: One can define an extra POV(.pov) file for each table, named like the VPX file.
Example: you have some custom POV settings for the table "QBerts Quest (Gottlieb 1983).vpx". Save the POV settings into the file
"QBerts Quest (Gottlieb 1983).pov" and place it in the same directory as the VPX file. VPX will then also load the POV settings
automatically when loading the "QBerts Quest (Gottlieb 1983).vpx" (in the editor/player).
Or if you like to have default POV settings that are used for any other tables, save it as "autopov.pov".
- in addition, there is also -Pov [filename] to load, export POV settings and then close VPX (via the command line)
- change context menu behavior of add/remove to collection: it's now possible to add/remove one or multiple elements to other collections.
If you selected multiple elements but they are not part of the same collection/or are not part of any collection
the context menu is greyed out and the check marks tell you which collections were found for these selected elements.
- add Rotate/Scale around origin option to the rotate/scale dialog.
Simply uncheck "Rotate around origin" or "Scale around origin" to rotate/scale around the mouse position.
To use the current mouse position as rotate/scale reference use the following workflow:
1) select the element you want to rotate/scale
2) place the mouse cursor where the origin should be
3) press the context menu key on your keyboard (the one between "Alt Gr" and right "Ctrl") and select "Rotate" or "Scale"
4) uncheck the "Rotate/Scale around origin" and start the operation
- a selected element can be added/removed to/from a collection via the context menu
- add a new "In Use" column to the material manager dialog
- add a new column for the image manager to show the raw size in bytes for each image
- let user change the scatter angle for bumpers in the editor UI
- add additional thickness parameter to (transparent) materials,
which interacts with the standard amount (and/or alpha channel of the image) and edge opacity to provide a more natural look
- add (optional) legacy/VP9-like keyboard nudging code, can be enabled in the 'Keys, Nudge and DOF' preferences dialog
- add internal/rudimentary GPU & table element profiling functionality (accessed as usual via the F11 statistics/debug info display variants)
the normal statistics/debug info display now features multiple modes, the first mode works as before,
the second features additional timings for each main rendering block (like timings for Ambient Occlusion, pure rendering of the table elements, playfield reflection, etc),
the third one shows separate timings for each table element type(s), which is only approximate though, as it can not render the table in exactly the same way
- extend 'Disable Lighting' functionality for HitTarget, Primitive and Wall from simple dis/enable to a blend value 0..1
- add 'Disable Lighting from below' functionality for Primitives (0..1) to optionally disable light coming from below (e.g. from light elements)
- add new kicker meshes (KickerCup2, KickerWilliams, KickerGottlieb)
- add surround sound options/configurations:
1) Basic 2CH audio - this should operate exactly as it did before. Forward/rear panning is ignored.
2) All effects to rear - Moves the table sounds to the back audio channels. This allows one to move the sounds into the cab like one was able before, but without needing a second sound card.
3) Surround, front is front - This is the best setting when using a dedicated card for the surround sound table sounds. It makes the front channels the front of the cab (closest to the player). This way if one uses older versions of VP, the old legacy output still works well.
4) Surround, front is rear - This is a pretty "vanilla" surround setup. If you were to play on a home theater or with virtual 3D headphones, it's the most appropriate. The "front" speakers are in the rear of the cab (furthest from you). If VPinmame also uses the same soundcard, it will share the audio with these front channels.
5) 7.1 surround (aka 6ch audio) - If one wants to drive the backglass, and 4 channel table sounds all off of one card, this is the setting to use. It shifts all of the table audio to the side and rear channels, leaving the fronts available for VPM and backglass sounds. This might also be a good setting to try if you are using just 2 speakers in the cab and 2 in the backbox, the table sounds will pan partially towards the front in 4 speaker mode, letting the backbox provide some of the surround effect.
Please note that these modes are used in conjunction with the Windows speaker configurations. You can use any mode on any speaker system.
Some sound cards even have virtual surround options that would work with this setup. You could set up a full 7.1 setup and dedicate it to just the playfield if you wanted with option #3 or #4, and use a separate card for VPM.
The 7.1 mode was tested and it works great, but we recommend using the #3 option for now(!) as it is the most backwards compatible when also using VP9.X and VP9.X/PhysMod5.
There's also a much revamped sound manager that lets you tweak the positions without touching the table script.
- add tweaked ball rolling/collision PlaySound calls to the default table, to use the new surround/front_rear_fade parameter
- extend all other PlaySound calls of the default table to use the respective elements X and Y position (on the table) for panning and front/rear fading
- extend some PlaySound calls with DOF/Controller.vbs commands
- new table extended by an additional stripped down version of the default table and an updated example table (Thanks to BorgDog and Hauntfreaks)
- add nudge test and calibration table (by DJRobX, modded by Sir Cheddar) to tables directory
- stop playing sounds when exiting the sound dialog, or exiting position dialog, or when you pick a different sound
- remove rendering of lower playfield border/quad
- fix missing kicker holes at inclination values close around 0
- drop target hit event problems fixed
- fix duplicated functions in the script editor dropdown box (which also resulted in a lot of slowdown over time)
- fix some uninitialized dialog state
- fix some more editor crashes
- see core scripts (header of core.vbs) for the respective changelog (versions 3.54 and 3.55)
- see CommandReference.txt for the changelog of all the scripting properties/interface changes
*** CORE SCRIPTS ***
New in 3.55 (Update by nFozzy)
- Prevent 'object not a collection' errors if vpmNudge.TiltObj isn't set
- Support for double leaf flipper switches
- For now, keybinds for these staged flippers are defined in VPMKeys.vbs. By default they are set to LeftFlipperKey and RightFlipperKey, disabling them.
- Adapting older tables requires vpmFlips: Create upper flipper subs and point SolCallback(sULFlipper) and SolCallback(sURFlipper) to them.
- This may break compatibility with some older WPC tables that use the 'cSingleLFlip' method (More info in WPC.vbs), note that close to no 'modern' (e.g. VP8/VP9/VPX) table uses this anyway
- Integrated FastFlips, (new object vpmFlips): Low latency flipper response for games with pre-solid state flippers
- Ensure 'vpmInit me' is called in the table init section
- UseSolenoids = 2 enables and auto sets the game-on solenoid (based on GameOnSolenoid in the system .vbs script)
- Important info on supported WPC games is documented in WPC.vbs
- Pre-solid-state flipper games (except Zaccaria and LTD) should work perfectly. This includes Bally/Williams WPCs up to Terminator 2 / Party Zone
- Data East / early Segas will work perfectly, unless they have ROM-controlled flipper effects
- Fliptronics and WPC-S games (Addams Family through Jack Bot / WHO Dunnit) will work with caveats (no ROM controlled flipper effects, beware stuck balls. More info in WPC.vbs)
- Sega Whitestar (Apollo 13 / Goldeneye / etc), WPC95 (Congo / AFM / etc), and Capcom and everything onward will not work
- There's also a debug test command which may be useful if it's not working properly. Open the debug window (Accessible from the VP-escape menu, press the ">" button to bring up the text field) and type in 'vpmFlips.DebugTest'
New in 3.54 (Update by mfuegemann & nFozzy & Ninuzzu/Tom Tower & Toxie)
- Added UltraDMD_Options.vbs to configure Ultra DMD based tables globally (see the file itself for detailed descriptions)
- Added sam.vbs
- Added Class1812.vbs
- Added inder_centaur.vbs
- Restore basic functionality of cvpmDropTarget.CreateEvents for drop targets with an animation time (e.g. VP10 and newer)
- Minor cleanups and code unifications for all machines
- Add keyConfigurations to VPMKeys.vbs for Taito and also remap the hardcoded keycode '13' to keySoundDiag
For all the changes regarding the core vbs script file package look into core.vbs for the full changelog
Full changelog:
http://www.vpforums.org/index.php?s=bbc973f94c279eb3af582a057fbf4706&app=downloads&module=display§ion=changelog&file=11572
Página oficial:
http://www.vpforums.org/
Descarga:
http://www.vpforums.org/index.php?s=bbc973f94c279eb3af582a057fbf4706&app=downloads&module=display§ion=download&do=confirm_download&hash=143e2b8b57bd87ddc61e6b39b405d01c
Instalación y uso :
Para usarlo solo hay que extraer todas los archivos en el zip en el existente directorio de Visual Pinball, sustituyendo las que ya existan por las que están en el zip. Si ya tienes el core.vbs script en tu carpeta 'Tables' , puedes o borrarlas o mover todos los archivos contenidos en la carpeta 'Scripts' a 'Tables'.
Cambios:
Version 10.4 (See full changelog)
*** VPX ***
- add support for loading POV/backdrop settings automatically: One can define an extra POV(.pov) file for each table, named like the VPX file.
Example: you have some custom POV settings for the table "QBerts Quest (Gottlieb 1983).vpx". Save the POV settings into the file
"QBerts Quest (Gottlieb 1983).pov" and place it in the same directory as the VPX file. VPX will then also load the POV settings
automatically when loading the "QBerts Quest (Gottlieb 1983).vpx" (in the editor/player).
Or if you like to have default POV settings that are used for any other tables, save it as "autopov.pov".
- in addition, there is also -Pov [filename] to load, export POV settings and then close VPX (via the command line)
- change context menu behavior of add/remove to collection: it's now possible to add/remove one or multiple elements to other collections.
If you selected multiple elements but they are not part of the same collection/or are not part of any collection
the context menu is greyed out and the check marks tell you which collections were found for these selected elements.
- add Rotate/Scale around origin option to the rotate/scale dialog.
Simply uncheck "Rotate around origin" or "Scale around origin" to rotate/scale around the mouse position.
To use the current mouse position as rotate/scale reference use the following workflow:
1) select the element you want to rotate/scale
2) place the mouse cursor where the origin should be
3) press the context menu key on your keyboard (the one between "Alt Gr" and right "Ctrl") and select "Rotate" or "Scale"
4) uncheck the "Rotate/Scale around origin" and start the operation
- a selected element can be added/removed to/from a collection via the context menu
- add a new "In Use" column to the material manager dialog
- add a new column for the image manager to show the raw size in bytes for each image
- let user change the scatter angle for bumpers in the editor UI
- add additional thickness parameter to (transparent) materials,
which interacts with the standard amount (and/or alpha channel of the image) and edge opacity to provide a more natural look
- add (optional) legacy/VP9-like keyboard nudging code, can be enabled in the 'Keys, Nudge and DOF' preferences dialog
- add internal/rudimentary GPU & table element profiling functionality (accessed as usual via the F11 statistics/debug info display variants)
the normal statistics/debug info display now features multiple modes, the first mode works as before,
the second features additional timings for each main rendering block (like timings for Ambient Occlusion, pure rendering of the table elements, playfield reflection, etc),
the third one shows separate timings for each table element type(s), which is only approximate though, as it can not render the table in exactly the same way
- extend 'Disable Lighting' functionality for HitTarget, Primitive and Wall from simple dis/enable to a blend value 0..1
- add 'Disable Lighting from below' functionality for Primitives (0..1) to optionally disable light coming from below (e.g. from light elements)
- add new kicker meshes (KickerCup2, KickerWilliams, KickerGottlieb)
- add surround sound options/configurations:
1) Basic 2CH audio - this should operate exactly as it did before. Forward/rear panning is ignored.
2) All effects to rear - Moves the table sounds to the back audio channels. This allows one to move the sounds into the cab like one was able before, but without needing a second sound card.
3) Surround, front is front - This is the best setting when using a dedicated card for the surround sound table sounds. It makes the front channels the front of the cab (closest to the player). This way if one uses older versions of VP, the old legacy output still works well.
4) Surround, front is rear - This is a pretty "vanilla" surround setup. If you were to play on a home theater or with virtual 3D headphones, it's the most appropriate. The "front" speakers are in the rear of the cab (furthest from you). If VPinmame also uses the same soundcard, it will share the audio with these front channels.
5) 7.1 surround (aka 6ch audio) - If one wants to drive the backglass, and 4 channel table sounds all off of one card, this is the setting to use. It shifts all of the table audio to the side and rear channels, leaving the fronts available for VPM and backglass sounds. This might also be a good setting to try if you are using just 2 speakers in the cab and 2 in the backbox, the table sounds will pan partially towards the front in 4 speaker mode, letting the backbox provide some of the surround effect.
Please note that these modes are used in conjunction with the Windows speaker configurations. You can use any mode on any speaker system.
Some sound cards even have virtual surround options that would work with this setup. You could set up a full 7.1 setup and dedicate it to just the playfield if you wanted with option #3 or #4, and use a separate card for VPM.
The 7.1 mode was tested and it works great, but we recommend using the #3 option for now(!) as it is the most backwards compatible when also using VP9.X and VP9.X/PhysMod5.
There's also a much revamped sound manager that lets you tweak the positions without touching the table script.
- add tweaked ball rolling/collision PlaySound calls to the default table, to use the new surround/front_rear_fade parameter
- extend all other PlaySound calls of the default table to use the respective elements X and Y position (on the table) for panning and front/rear fading
- extend some PlaySound calls with DOF/Controller.vbs commands
- new table extended by an additional stripped down version of the default table and an updated example table (Thanks to BorgDog and Hauntfreaks)
- add nudge test and calibration table (by DJRobX, modded by Sir Cheddar) to tables directory
- stop playing sounds when exiting the sound dialog, or exiting position dialog, or when you pick a different sound
- remove rendering of lower playfield border/quad
- fix missing kicker holes at inclination values close around 0
- drop target hit event problems fixed
- fix duplicated functions in the script editor dropdown box (which also resulted in a lot of slowdown over time)
- fix some uninitialized dialog state
- fix some more editor crashes
- see core scripts (header of core.vbs) for the respective changelog (versions 3.54 and 3.55)
- see CommandReference.txt for the changelog of all the scripting properties/interface changes
*** CORE SCRIPTS ***
New in 3.55 (Update by nFozzy)
- Prevent 'object not a collection' errors if vpmNudge.TiltObj isn't set
- Support for double leaf flipper switches
- For now, keybinds for these staged flippers are defined in VPMKeys.vbs. By default they are set to LeftFlipperKey and RightFlipperKey, disabling them.
- Adapting older tables requires vpmFlips: Create upper flipper subs and point SolCallback(sULFlipper) and SolCallback(sURFlipper) to them.
- This may break compatibility with some older WPC tables that use the 'cSingleLFlip' method (More info in WPC.vbs), note that close to no 'modern' (e.g. VP8/VP9/VPX) table uses this anyway
- Integrated FastFlips, (new object vpmFlips): Low latency flipper response for games with pre-solid state flippers
- Ensure 'vpmInit me' is called in the table init section
- UseSolenoids = 2 enables and auto sets the game-on solenoid (based on GameOnSolenoid in the system .vbs script)
- Important info on supported WPC games is documented in WPC.vbs
- Pre-solid-state flipper games (except Zaccaria and LTD) should work perfectly. This includes Bally/Williams WPCs up to Terminator 2 / Party Zone
- Data East / early Segas will work perfectly, unless they have ROM-controlled flipper effects
- Fliptronics and WPC-S games (Addams Family through Jack Bot / WHO Dunnit) will work with caveats (no ROM controlled flipper effects, beware stuck balls. More info in WPC.vbs)
- Sega Whitestar (Apollo 13 / Goldeneye / etc), WPC95 (Congo / AFM / etc), and Capcom and everything onward will not work
- There's also a debug test command which may be useful if it's not working properly. Open the debug window (Accessible from the VP-escape menu, press the ">" button to bring up the text field) and type in 'vpmFlips.DebugTest'
New in 3.54 (Update by mfuegemann & nFozzy & Ninuzzu/Tom Tower & Toxie)
- Added UltraDMD_Options.vbs to configure Ultra DMD based tables globally (see the file itself for detailed descriptions)
- Added sam.vbs
- Added Class1812.vbs
- Added inder_centaur.vbs
- Restore basic functionality of cvpmDropTarget.CreateEvents for drop targets with an animation time (e.g. VP10 and newer)
- Minor cleanups and code unifications for all machines
- Add keyConfigurations to VPMKeys.vbs for Taito and also remap the hardcoded keycode '13' to keySoundDiag
For all the changes regarding the core vbs script file package look into core.vbs for the full changelog
Full changelog:
http://www.vpforums.org/index.php?s=bbc973f94c279eb3af582a057fbf4706&app=downloads&module=display§ion=changelog&file=11572
Página oficial:
http://www.vpforums.org/
Descarga:
http://www.vpforums.org/index.php?s=bbc973f94c279eb3af582a057fbf4706&app=downloads&module=display§ion=download&do=confirm_download&hash=143e2b8b57bd87ddc61e6b39b405d01c
domingo, 24 de diciembre de 2017
Visual PinMAME v3.0
Nueva versión final de uno de los mejores emuladores de maquinas pimball arcade, con muchas novedades sobre la versión anterior.
Cambios:
*** GENERAL ***
- Extend and update some parts of the .txt documentation files
*** CORE/CPU ***
- Add support for the Stern S.A.M. platform (e.g. Stern releases from 2006-2014), special thanks for improvements to the community, notably to Arngrim, CarnyPriest and especially DJRobX
- Correct SP0256 speech for IDSA games (needs additional sp0256-al2.bin file to work (for Basketball and V-1, only the latter features speech though))
- Fix reset / NMI handling for IDSA V-1
- Fix Stern SB300 noise generator regression (and slightly improve sound over older implementation, but still not accurate)
- Fix Rescue 911 (and maybe more: SFII, WCS, Shaq, mZOIS?) DMD brightness level mapping regression
- Improve Punky Willy sound emulation
- Fix sound for Taito Sure Shot (sounds awful, but like the real thing :)) and Mr. Black (Z-80 version still misses sound rom dumps though) (NMI line needs to be pulsed for these games)
- Make speech work for Taito Vegas and Lady Luck – working around a strange PIA issue
- Fix COP420 emulation, sound works now on Zira
- Add emulation pause support for alternate sound
*** ROM SUPPORT ***
Thanks to ipdb.org, Effect, Juan, Jubex77, JMan, Gore Daimon, Soren, barakandl, inkochnito
New:
- MAC: MAC Jungle
- Stern: S.A.M. System Flash Boot 1.02,1.06,2.10,2.3,3.1
- World Poker Tour 1.03(English),1.05(English),1.06(English,French,German,Italian,Spanish),1.08(English,French,German,Italian,Spanish),1.09(English,French,German,Italian,Spanish),1.09-2(French),
- 1.11(English,[English,French],[English,Italian],[English,Spanish],French,German,[German,French],Italian,Spanish)
- 1.12(English,[English,French],[English,Italian],[English,Spanish],French,German,[German,French],Italian,Spanish),1.129(French)
- 14.0(English,[English,French],[English,Italian],[English,Spanish],French,German,[German,French],Italian,Spanish)
- Simpsons Kooky Carnival (Redemption) 0.90 New Jersey,1.03,1.05,2.0
- Pirates of the Caribbean 1.08([English,Spanish]),1.09([English,French],[English,Italian],[English,Spanish],[German,French],
- 1.10([English,French],[English,Italian],[German,French]),1.11([English,Spanish]),
- 1.13([English,French],[English,Italian],[English,Spanish],[German,French]),
- 1.15([English,French],[English,Italian],[English,Spanish],[German,French]),
- 3.00([English,French],[English,Italian],[English,Spanish],[German,French]),
- 4.00([English,French],[English,Italian],[English,Spanish],[German,French]),
- 6.0 ([English,French],[English,Italian],[English,Spanish],[German,French])
- Family Guy 2.00(English),3.00([English,Italian]),4.00(English,[English,German],7.00([English,French],[English,Spanish]),8.00([English,Spanish])
- 10.00([English,French],[English,German],[English,Italian],[English,Spanish]),
- 11.0 ([English,French],[English,German],[English,Italian],[English,Spanish]),
- 12.0 ([English,French],[English,German],[English,Italian],[English,Spanish])
- Spider-Man 1.30([English,French],[English,Italian],[English,Spanish],[German,French]),1.32,1.4(+[English,French],[English,Italian],[English,Spanish],[German,French]),
- 1.42 BETA,1.6(+[English,French],[English,Italian],[English,Spanish],[German,French]),1.7(+[English,French],[English,Italian],[English,Spanish],[German,French]),
- 1.9(+[English,French],[English,Italian],[English,Spanish],[German,French]),1.92(+[English,French],[English,Italian],[English,Spanish],[German,French]),
- 2.0,2.1(+[English,French],[English,Italian],[English,Spanish],[German,French]),2.2,2.3,2.4,2.5,2.6,2.61,Vault Edition 1.00,Vault Edition 1.01
- Wheel of Fortune 1.0,2.0(+French,German,Italian),3.0(+French,German,Italian,Spanish),4.0(+French,German,Italian),4.01(Spanish),5.0(+French,German,Italian,Spanish)
- Shrek 1.3,1.41
- Indiana Jones 1.13(+French,German,Italian,Spanish),1.14(+French,German,Italian,Spanish),1.16(+French,German,Italian,Spanish),2.1(+French)
- Batman – The Dark Knight 1.5,1.6,2.0,2.1,2.2,2.4,2.9,2.94,3.00 Home Edition/Costco
- CSI: Crime Scene Investigation 1.02,1.03,1.04,2.0,2.1,2.3,2.4
- 24 1.3,1.4,1.44,1.5
- NBA 5.0,6.0,7.0,8.01,8.02
- Big Buck Hunter Pro 1.4,1.5,1.6,1.7
- Iron Man 1.0,1.1,1.2,1.4,1.6,1.81,1.82,1.83(+Vault Edition)
- Avatar 1.01LE,1.06,1.1,1.2LE,2.0 New CPU
- Rolling Stones, The 1.0LE,1.03,1.05,1.1,1.1LE
- TRON: Legacy 1.0LE,1.10,1.1LE,1.2,1.3LE,1.4,1.4LE,1.5,1.6,1.7,1.74,1.74LE,1.7402 New CPU
- Transformers 0.88LE,1.0LE,1.2,1.2LE,1.3LE,1.4,1.4LE,1.5,1.5LE,1.6,1.7,1.8,1.8LE
- AC/DC 1.21,1.25,1.3,1.4,1.5,1.5LE,1.52,1.52LE,1.6,1.6LE,1.61,1.61LE,1.63,1.63LE,1.65,1.65LE,1.68,1.68LE
- X-Men 1.0,1.02,1.04,1.05,1.2LE,1.21LE,1.22LE,1.23LE,1.24LE,1.3,1.3LE,1.5,1.5LE,1.51,1.51LE
- The Avengers 1.1,1.2LE,1.4,1.4LE,1.7,1.7LE-
- Metallica 1.03,1.05,1.06,1.12,1.13,1.13LE,1.16,1.16LE,1.2,1.2LE,1.22,1.22LE,1.5,1.5LE,1.51,1.51LE,1.6,1.6LE,1.63(+LED),1.63LE,1.64,1.64LE,1.7,1.7LE
- Star Trek 1.2,1.3,1.4,1.4LE,1.41LE,1.42LE,1.5,1.5LE,1.6,1.6LE,1.61,1.61LE
- Mustang 1.2,1.3,1.3LE,1.4,1.4LE(+Boss),1.45,1.45LE(+Boss)
- The Walking Dead 1.05,1.11,1.11LE,1.19,1.19LE,1.24,1.24LE,1.25,1.25LE,1.28,1.28LE,1.41,1.41LE,1.53,1.53LE,1.56,1.56LE,1.60.0,1.60.0LE
- Correct Dumps:
- Bally: Creature from the Black Lagoon (L-3 and D-3 use SL-1 sound ROMs)
- Judge Dredd (use L-3 Sound ROMs for corrected Deadworld sounds on machines without working/modified lock)
- Joctronic: Punky Willy
- LTD: Space Poker (corrected one more byte in the patched ROM)
- Playmatic: Zira (sound ROM is actually 2K wide and contains the same code twice)
- Taito: Sure Shot (fixed bad DAC data offset in ssh_s3.bin)
Clones:
- 301/Bullseye (normal pinball scoring)
- A.G. Football (R07u & R18u) (exact clone of A.G. Soccer-Ball)
- A.G. Soccer-Ball (R07u)
- Bubba the Redneck Werewolf (unofficial MOD of Hollywood Heat)
- Creature from the Black Lagoon L-2 & D-2
- Demolition Man LX-4C (competition MOD)
- Demolition Man H-5C (competition MOD)
- Demolition Man H-6C (competition MOD)
- Dirty Harry LF-2
- Eight Ball (Older version)
- The Getaway: High Speed II, L-5C (competition MOD)
- Junk Yard 1.2C (competition MOD)
- Meteor (Bugfix)
- Orbitor 1 (No Timed Game)
- Rambo (unofficial MOD of Raven)
- Star Trek: The Next Generation LX-7C (competition MOD)
- Star Wars 20th Anniversary 1.07 Spanish
- Striker Xtreme 1.01 Italian
- Time Warp L-3
- Trident (Newer version, previous trident set was renamed to tridenta)
*** VPM ***
– New method for the Controller object:
- HRESULT SoundMode([out, retval] int *pVal); – Get sound processing mode, e.g. 0 = standard builtin PinMAME emulation, 1 = builtin alternate sound file support, 2 = external pinsound, 3 = external pinsound + psrec sound recording
- HRESULT SoundMode([in] int newVal); – Set sound processing mode, e.g. 0 = standard builtin PinMAME emulation, 1 = builtin alternate sound file support, 2 = external pinsound, 3 = external pinsound + psrec sound recording
Página oficial:
https://sourceforge.net/projects/pinmame/files/pinmame/
Descarga:
https://sourceforge.net/projects/pinmame/files/latest/download?source=files
Cambios:
*** GENERAL ***
- Extend and update some parts of the .txt documentation files
*** CORE/CPU ***
- Add support for the Stern S.A.M. platform (e.g. Stern releases from 2006-2014), special thanks for improvements to the community, notably to Arngrim, CarnyPriest and especially DJRobX
- Correct SP0256 speech for IDSA games (needs additional sp0256-al2.bin file to work (for Basketball and V-1, only the latter features speech though))
- Fix reset / NMI handling for IDSA V-1
- Fix Stern SB300 noise generator regression (and slightly improve sound over older implementation, but still not accurate)
- Fix Rescue 911 (and maybe more: SFII, WCS, Shaq, mZOIS?) DMD brightness level mapping regression
- Improve Punky Willy sound emulation
- Fix sound for Taito Sure Shot (sounds awful, but like the real thing :)) and Mr. Black (Z-80 version still misses sound rom dumps though) (NMI line needs to be pulsed for these games)
- Make speech work for Taito Vegas and Lady Luck – working around a strange PIA issue
- Fix COP420 emulation, sound works now on Zira
- Add emulation pause support for alternate sound
*** ROM SUPPORT ***
Thanks to ipdb.org, Effect, Juan, Jubex77, JMan, Gore Daimon, Soren, barakandl, inkochnito
New:
- MAC: MAC Jungle
- Stern: S.A.M. System Flash Boot 1.02,1.06,2.10,2.3,3.1
- World Poker Tour 1.03(English),1.05(English),1.06(English,French,German,Italian,Spanish),1.08(English,French,German,Italian,Spanish),1.09(English,French,German,Italian,Spanish),1.09-2(French),
- 1.11(English,[English,French],[English,Italian],[English,Spanish],French,German,[German,French],Italian,Spanish)
- 1.12(English,[English,French],[English,Italian],[English,Spanish],French,German,[German,French],Italian,Spanish),1.129(French)
- 14.0(English,[English,French],[English,Italian],[English,Spanish],French,German,[German,French],Italian,Spanish)
- Simpsons Kooky Carnival (Redemption) 0.90 New Jersey,1.03,1.05,2.0
- Pirates of the Caribbean 1.08([English,Spanish]),1.09([English,French],[English,Italian],[English,Spanish],[German,French],
- 1.10([English,French],[English,Italian],[German,French]),1.11([English,Spanish]),
- 1.13([English,French],[English,Italian],[English,Spanish],[German,French]),
- 1.15([English,French],[English,Italian],[English,Spanish],[German,French]),
- 3.00([English,French],[English,Italian],[English,Spanish],[German,French]),
- 4.00([English,French],[English,Italian],[English,Spanish],[German,French]),
- 6.0 ([English,French],[English,Italian],[English,Spanish],[German,French])
- Family Guy 2.00(English),3.00([English,Italian]),4.00(English,[English,German],7.00([English,French],[English,Spanish]),8.00([English,Spanish])
- 10.00([English,French],[English,German],[English,Italian],[English,Spanish]),
- 11.0 ([English,French],[English,German],[English,Italian],[English,Spanish]),
- 12.0 ([English,French],[English,German],[English,Italian],[English,Spanish])
- Spider-Man 1.30([English,French],[English,Italian],[English,Spanish],[German,French]),1.32,1.4(+[English,French],[English,Italian],[English,Spanish],[German,French]),
- 1.42 BETA,1.6(+[English,French],[English,Italian],[English,Spanish],[German,French]),1.7(+[English,French],[English,Italian],[English,Spanish],[German,French]),
- 1.9(+[English,French],[English,Italian],[English,Spanish],[German,French]),1.92(+[English,French],[English,Italian],[English,Spanish],[German,French]),
- 2.0,2.1(+[English,French],[English,Italian],[English,Spanish],[German,French]),2.2,2.3,2.4,2.5,2.6,2.61,Vault Edition 1.00,Vault Edition 1.01
- Wheel of Fortune 1.0,2.0(+French,German,Italian),3.0(+French,German,Italian,Spanish),4.0(+French,German,Italian),4.01(Spanish),5.0(+French,German,Italian,Spanish)
- Shrek 1.3,1.41
- Indiana Jones 1.13(+French,German,Italian,Spanish),1.14(+French,German,Italian,Spanish),1.16(+French,German,Italian,Spanish),2.1(+French)
- Batman – The Dark Knight 1.5,1.6,2.0,2.1,2.2,2.4,2.9,2.94,3.00 Home Edition/Costco
- CSI: Crime Scene Investigation 1.02,1.03,1.04,2.0,2.1,2.3,2.4
- 24 1.3,1.4,1.44,1.5
- NBA 5.0,6.0,7.0,8.01,8.02
- Big Buck Hunter Pro 1.4,1.5,1.6,1.7
- Iron Man 1.0,1.1,1.2,1.4,1.6,1.81,1.82,1.83(+Vault Edition)
- Avatar 1.01LE,1.06,1.1,1.2LE,2.0 New CPU
- Rolling Stones, The 1.0LE,1.03,1.05,1.1,1.1LE
- TRON: Legacy 1.0LE,1.10,1.1LE,1.2,1.3LE,1.4,1.4LE,1.5,1.6,1.7,1.74,1.74LE,1.7402 New CPU
- Transformers 0.88LE,1.0LE,1.2,1.2LE,1.3LE,1.4,1.4LE,1.5,1.5LE,1.6,1.7,1.8,1.8LE
- AC/DC 1.21,1.25,1.3,1.4,1.5,1.5LE,1.52,1.52LE,1.6,1.6LE,1.61,1.61LE,1.63,1.63LE,1.65,1.65LE,1.68,1.68LE
- X-Men 1.0,1.02,1.04,1.05,1.2LE,1.21LE,1.22LE,1.23LE,1.24LE,1.3,1.3LE,1.5,1.5LE,1.51,1.51LE
- The Avengers 1.1,1.2LE,1.4,1.4LE,1.7,1.7LE-
- Metallica 1.03,1.05,1.06,1.12,1.13,1.13LE,1.16,1.16LE,1.2,1.2LE,1.22,1.22LE,1.5,1.5LE,1.51,1.51LE,1.6,1.6LE,1.63(+LED),1.63LE,1.64,1.64LE,1.7,1.7LE
- Star Trek 1.2,1.3,1.4,1.4LE,1.41LE,1.42LE,1.5,1.5LE,1.6,1.6LE,1.61,1.61LE
- Mustang 1.2,1.3,1.3LE,1.4,1.4LE(+Boss),1.45,1.45LE(+Boss)
- The Walking Dead 1.05,1.11,1.11LE,1.19,1.19LE,1.24,1.24LE,1.25,1.25LE,1.28,1.28LE,1.41,1.41LE,1.53,1.53LE,1.56,1.56LE,1.60.0,1.60.0LE
- Correct Dumps:
- Bally: Creature from the Black Lagoon (L-3 and D-3 use SL-1 sound ROMs)
- Judge Dredd (use L-3 Sound ROMs for corrected Deadworld sounds on machines without working/modified lock)
- Joctronic: Punky Willy
- LTD: Space Poker (corrected one more byte in the patched ROM)
- Playmatic: Zira (sound ROM is actually 2K wide and contains the same code twice)
- Taito: Sure Shot (fixed bad DAC data offset in ssh_s3.bin)
Clones:
- 301/Bullseye (normal pinball scoring)
- A.G. Football (R07u & R18u) (exact clone of A.G. Soccer-Ball)
- A.G. Soccer-Ball (R07u)
- Bubba the Redneck Werewolf (unofficial MOD of Hollywood Heat)
- Creature from the Black Lagoon L-2 & D-2
- Demolition Man LX-4C (competition MOD)
- Demolition Man H-5C (competition MOD)
- Demolition Man H-6C (competition MOD)
- Dirty Harry LF-2
- Eight Ball (Older version)
- The Getaway: High Speed II, L-5C (competition MOD)
- Junk Yard 1.2C (competition MOD)
- Meteor (Bugfix)
- Orbitor 1 (No Timed Game)
- Rambo (unofficial MOD of Raven)
- Star Trek: The Next Generation LX-7C (competition MOD)
- Star Wars 20th Anniversary 1.07 Spanish
- Striker Xtreme 1.01 Italian
- Time Warp L-3
- Trident (Newer version, previous trident set was renamed to tridenta)
*** VPM ***
– New method for the Controller object:
- HRESULT SoundMode([out, retval] int *pVal); – Get sound processing mode, e.g. 0 = standard builtin PinMAME emulation, 1 = builtin alternate sound file support, 2 = external pinsound, 3 = external pinsound + psrec sound recording
- HRESULT SoundMode([in] int newVal); – Set sound processing mode, e.g. 0 = standard builtin PinMAME emulation, 1 = builtin alternate sound file support, 2 = external pinsound, 3 = external pinsound + psrec sound recording
Página oficial:
https://sourceforge.net/projects/pinmame/files/pinmame/
Descarga:
https://sourceforge.net/projects/pinmame/files/latest/download?source=files
Traducción Princess Minerva SNES al inglés
Se han traducido completamente al inglés el juego de Super Nintendo Princess Minerva de Vic Tokai del año 1995 realizada por Dynamic-Designs
Página oficial:
http://www.dynamic-designs.us/
Descarga del parche IPS:
http://www.dynamic-designs.us/downloads/IPS/Princess%20Minerva%20v1.00%20IPS.zip
Descarga del parche XDELTA:
http://www.dynamic-designs.us/downloads/XDELTA/Princess%20Minerva%20v1.00%20XDELTA.zip
Página oficial:
http://www.dynamic-designs.us/
Descarga del parche IPS:
http://www.dynamic-designs.us/downloads/IPS/Princess%20Minerva%20v1.00%20IPS.zip
Descarga del parche XDELTA:
http://www.dynamic-designs.us/downloads/XDELTA/Princess%20Minerva%20v1.00%20XDELTA.zip
sábado, 23 de diciembre de 2017
PSX Datacenter Actualización 23-Diciembre-2017
Nueva actualización semanal de la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PSX y actualizando muchas otras como Ancient Roman - Power of the Dark Side, Choro Q, Mobil 1 Rally Championship, Parappa the Rapper, Paro Wars, PD Ultraman Invaders, Peak Performance, Pebble Beach no Hatou, Small Soldiers, Touge MAX - Saisoku Drift Master o Parasite Evecon nuevo contenido como portadas en alta resolución, información, nuevos trucos, publicidades y muchos otros cambios.
Añadidas las siguientes entradas a la PSX Datacenter:
NTSC-J:
Pachi-Slot Teiou 7 - Maker Susishou Manual 1 - Beat the Dragon 2 - Lupin Sanshei - Hot Rod Queen [SLPS-02991] (J)
Slot! Pro 4 - Tairyou Special [SLPS-03394] (J)
Slot! Pro 5 - Naniwa Sakura Fubuki & Shimauta [SLPS-03439] (J)
Slot! Pro 6 - Hyper Juggler V [SLPS-03469] (J)
ACTUALIZADAS:
Ancient Roman - Power of the Dark Side [SLPS-01108-9] (J)
Choro Q [SLPS-00242] (J)
Choro Q Ver 1.02 [Playstation the Best] [SLPS-91015] (J)
Mobil 1 Rally Championship [SLUS-01103] (E)
Mobil 1 Rally Championship [SLES-02574] (E)(F)(G)(I)(S)
Parappa the Rapper [SCUS-94183] (E)(F)(G)(I)(S)
Parappa the Rapper [SCPS-18002] (J)
Parappa the Rapper [PlayStation the Best] [SCPS-91070] (J)
Parappa the Rapper [PSOne Books] [SCPS-91307] (J)
Parappa the Rapper [SCPS-45051] (J)
Parappa the Rapper [SCES-00743] (E)(F)(G)(I)(S)
Parasite Eve [SCPS-45203-4] (J)
Parasite Eve [SLPS-01230-1] (J)
Parasite Eve [SLUS-00662 & SLUS-00668] (E)
Parlor! Pro [SLPS-00838] (J)
Parlor! Pro [PlayStation the Best] [SLPS-91183] (J)
Paro Wars [SLPM-86016] (J)
Paro Wars [Konami the Best] [SLPM-86392] (J)
Patriotic Pinball [SLUS-01539] (E)
Patriotic Pinball [SLES-04092] (E)
PD Ultraman Invaders [SLPS-00195] (J)
Peak Performance [SLUS-00400] (E)
Peak Performance [SLES-00727] (E)
Pebble Beach no Hatou Plus [SLPS-00632] (J)
Pebble Beach no Hatou [Reprint] [SLPS-00841] (J)
Penny Racers [SCES-00391] (E)
Pequeños Guerreros [SLES-01583] (S)
Small Soldiers [SLUS-01414] (E)
Small Soldiers [SLES-01580] (E)
Small Soldiers [SLES-01581] (F)
Small Soldiers [SLES-01582] (G)
Touge MAX - Saisoku Drift Master [SLPS-00592] (J)
Touge MAX - Saisoku Drift Master [PlayStation the Best] [SLPS-91041] (J)
MANUAL:
Ancient Roman (J) [SLPS-01108-9]
Manual editado y creado en cbr por gladiator.
Si queréis contribuir y agradecer el trabajo en la página podeís hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Podéis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/
Añadidas las siguientes entradas a la PSX Datacenter:
NTSC-J:
Pachi-Slot Teiou 7 - Maker Susishou Manual 1 - Beat the Dragon 2 - Lupin Sanshei - Hot Rod Queen [SLPS-02991] (J)
Slot! Pro 4 - Tairyou Special [SLPS-03394] (J)
Slot! Pro 5 - Naniwa Sakura Fubuki & Shimauta [SLPS-03439] (J)
Slot! Pro 6 - Hyper Juggler V [SLPS-03469] (J)
ACTUALIZADAS:
Ancient Roman - Power of the Dark Side [SLPS-01108-9] (J)
Choro Q [SLPS-00242] (J)
Choro Q Ver 1.02 [Playstation the Best] [SLPS-91015] (J)
Mobil 1 Rally Championship [SLUS-01103] (E)
Mobil 1 Rally Championship [SLES-02574] (E)(F)(G)(I)(S)
Parappa the Rapper [SCUS-94183] (E)(F)(G)(I)(S)
Parappa the Rapper [SCPS-18002] (J)
Parappa the Rapper [PlayStation the Best] [SCPS-91070] (J)
Parappa the Rapper [PSOne Books] [SCPS-91307] (J)
Parappa the Rapper [SCPS-45051] (J)
Parappa the Rapper [SCES-00743] (E)(F)(G)(I)(S)
Parasite Eve [SCPS-45203-4] (J)
Parasite Eve [SLPS-01230-1] (J)
Parasite Eve [SLUS-00662 & SLUS-00668] (E)
Parlor! Pro [SLPS-00838] (J)
Parlor! Pro [PlayStation the Best] [SLPS-91183] (J)
Paro Wars [SLPM-86016] (J)
Paro Wars [Konami the Best] [SLPM-86392] (J)
Patriotic Pinball [SLUS-01539] (E)
Patriotic Pinball [SLES-04092] (E)
PD Ultraman Invaders [SLPS-00195] (J)
Peak Performance [SLUS-00400] (E)
Peak Performance [SLES-00727] (E)
Pebble Beach no Hatou Plus [SLPS-00632] (J)
Pebble Beach no Hatou [Reprint] [SLPS-00841] (J)
Penny Racers [SCES-00391] (E)
Pequeños Guerreros [SLES-01583] (S)
Small Soldiers [SLUS-01414] (E)
Small Soldiers [SLES-01580] (E)
Small Soldiers [SLES-01581] (F)
Small Soldiers [SLES-01582] (G)
Touge MAX - Saisoku Drift Master [SLPS-00592] (J)
Touge MAX - Saisoku Drift Master [PlayStation the Best] [SLPS-91041] (J)
MANUAL:
Ancient Roman (J) [SLPS-01108-9]
Manual editado y creado en cbr por gladiator.
Si queréis contribuir y agradecer el trabajo en la página podeís hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Podéis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/
viernes, 22 de diciembre de 2017
Traducción Phantasmagoria PC v.3.0 al español
Se han traducido completamente los textos incluyendo los videos al español el Phantasmagoria de Sierra del año 1995 realizada por :
Asperet
Cireja
Marta García
Microweb
Mike Melanson
Pakolmo
walas74
Videos subtitulados con herramientas creadas especialmente por Mike Melanson.
Videos sincronizados por modificación de scripts por Pakolmo.
Es compatible con las versiones GOG, Steam y 7 Cds, posiblemente no funcionará con el ScummVM 2.0
- En la versión 3.0 el parche ya es compatible con el ScummVM 2.0
Página oficial:
http://www.pakolmo.galeon.com/Phantasmagoria1.htm
Descarga del parche:
https://drive.google.com/open?id=18RXUtgAmscc55V1zil2s0kJucTaLEiE
Asperet
Cireja
Marta García
Microweb
Mike Melanson
Pakolmo
walas74
Videos subtitulados con herramientas creadas especialmente por Mike Melanson.
Videos sincronizados por modificación de scripts por Pakolmo.
Es compatible con las versiones GOG, Steam y 7 Cds, posiblemente no funcionará con el ScummVM 2.0
- En la versión 3.0 el parche ya es compatible con el ScummVM 2.0
Página oficial:
http://www.pakolmo.galeon.com/Phantasmagoria1.htm
Descarga del parche:
https://drive.google.com/open?id=18RXUtgAmscc55V1zil2s0kJucTaLEiE
martes, 19 de diciembre de 2017
PCem v13.1
Es un programa que permite emular vatios tipos de ordenadores y que en ellos permite ejecutar hasta windows 95 y 98 (Con aceleración gráfica emula la 3dfx), es una buena opción para poder ejecutar todos esos juegos que no funcionan en vmware o virtualbox ya que necesitan un mejor soporte de windows 95 o 98 o cualquiera de los que en esos sistemas necesitaba el uso de una tarjeta gráfica como 3dfx o aceleración por hardware que no soportan ni vmware ni virtualbox.
Llega a emular hasta windows me e incluso xp.
Con el se puede emular hasta una sounblaster awe 32 que era de lo mejor en esa epoca y una 3dfx Voodoo 2
Cambios:
– Minor recompiler tweak, fixed slowdown in some situations (mainly seen on Windows 9x just after booting)
– Fixed issues with PCJr/Tandy sound on some Sierra games
– Fixed plasma display on Toshiba 3100e
– Fixed handling of configurations with full stops in the name
– Fixed sound output gain when using OpenAL Soft
– Switched to using OpenAL Soft by default
Paágina oficial:
http://pcem-emulator.co.uk/
Descarga la versión windows aqui:
http://pcem-emulator.co.uk/files/PCemV13.1Win.zip
Linux:
http://pcem-emulator.co.uk/files/PCemV13.1Linux.tar.gz
Llega a emular hasta windows me e incluso xp.
Con el se puede emular hasta una sounblaster awe 32 que era de lo mejor en esa epoca y una 3dfx Voodoo 2
Cambios:
– Minor recompiler tweak, fixed slowdown in some situations (mainly seen on Windows 9x just after booting)
– Fixed issues with PCJr/Tandy sound on some Sierra games
– Fixed plasma display on Toshiba 3100e
– Fixed handling of configurations with full stops in the name
– Fixed sound output gain when using OpenAL Soft
– Switched to using OpenAL Soft by default
Paágina oficial:
http://pcem-emulator.co.uk/
Descarga la versión windows aqui:
http://pcem-emulator.co.uk/files/PCemV13.1Win.zip
Linux:
http://pcem-emulator.co.uk/files/PCemV13.1Linux.tar.gz
lunes, 18 de diciembre de 2017
ScummVM 2.0
Ha salido la nueva versión final de este maravilloso programa que permite que funcionen sin problemas y fácilmente muchas aventuras gráficas que eran de dos y hasta windows 98 en multitud de plataformas incluyendo claro esta windows, linux, ios, psp, dreamcast, etc
En esta versión se soportan por primera vez todos los juegos de Sierra de 32-bit.
Cambios:
New Games:
- Cranston Manor
- Full Pipe
- Gabriel Knight
- Gabriel Knight 2
- King's Quest VII
- King's Questions
- Leisure Suit Larry 6 (hi-res)
- Leisure Suit Larry 7
- Lighthouse
- Mixed-Up Mother Goose Deluxe
- Phantasmagoria
- Phantasmagoria 2
- Plumbers Don't Wear Ties
- Police Quest 4
- RAMA
- Riven: The Sequel to Myst
- Shivers
- Space Quest 6
- Starship Titanic
- The Dark Crystal
- Time Zone
- Torin's Passage
- Ulysses and the Golden Fleece
New ports:
- Added PSP Vita port.
- Added RISC OS port.
General:
- Added bilinear filtering option for SDL2 fullscreen mode.
- Fixed a bug that caused a crash in the options dialog of the GUI.
- Added a command-line option to automatically scan for supported games in
the current or a specified directory.
- Added possibility to apply changes in the options dialog without closing
the dialog.
- Added support for on-the-fly GUI language switching.
- Updated Munt MT-32 emulation code to version 2.0.3.
- Improved handling of joysticks.
- Improved audio latency.
- Improved management of the ScummVM window in games that switch display
modes.
- Fixed list view drawing over text above it (for example in the save dialog).
- Changed location where screenshot are saved. This fixes issues when scummvm
is installed in a read-only directory. Also added setting to allow changing
this location.
- Changed screenshot format to png.
- Fixed multithreading issue that could cause a crash in games using MP3 audio.
ADL:
- Fixed application freeze when reading sign in rocket in Mission Asteroid.
AGI:
- Fixed game script blocking forever after loading a savegame that was saved
while music was playing (this could happen for example in Police Quest 1
poker back room.
- Fixed cursor behaviour in Manhunter.
- Fixed nightclub arcade sequence speed for Manhunter Apple IIgs version.
- Reduced fastest game speed to a maximum of 40 FPS to ensure the games do
not run too fast.
AGOS:
- Fixed subtitle speed setting in the Hebrew version of Simon the Sorcerer 1.
Composer:
- Added save/load from General Main Menu.
- Fixed the detection for the French Gregory.
- Added detection for German Baba Yaga.
Cruise:
- Fixed font rendering.
Drascula:
- Fixed bug that made it impossible to talk to the drunkard more than once in the inn.
- Added handling of the master volume and fix volume synchronization between
the game and ScummVM options.
- Added possibility to load and save games using GMM.
Dreamweb:
- Fixed crash when collecting last stones under church.
- Fixed detection of Italian CD release.
Kyra:
- Fixed a buffer overflow in Lands of Lore.
- Fixed crash due to missing palette data for Legend of Kyrandia floppy version.
MADE:
- Fixed badly distorted sound (bug #9753).
MADS:
- Fixed a bug that caused a crash after starting Rex Nebular and the Cosmic Gender Bender.
- Fix rare crash that can happen when Rex is first locked up
MOHAWK:
- Added patch to the original data files to correct the vault access
instructions in Myst ME.
- Fixed situations where Myst could appear to be unresponsive.
- Reworked sound handling in Myst to be more accurate.
- Fixed crash in Myst piano puzzle.
Neverhood:
- Fixed crash in musical hut in Russian DR version.
- Fixed late game notes crash in Russian DR version.
Pegasus:
- Fixed loading a game from the launcher after returning to the launcher.
- Ignored events occuring while the GUI is visible. This for example fixed an
issue where closing the GMM using Escape would also opens the game's own
menu.
- Fixed several crashes when toggling the shared screen space.
- Improved performances when fading screen.
SAGA:
- Fixed crash when using the give verb on an actor in IHNM.
- Fixed Gorrister invisible and stuck when reloading at mooring ring in IHNM.
- Fixed the conversation panel background color in IHNM.
- Added support French Fan Translation of Inherit the Earth.
SCI:
- Fixed a script bug in Laura Bow 2: Dagger of Amon Ra that made it impossible
to exit the party room with the large golden head inside the museum (room 350).
This bug is also present, when using the original interpreter.
- Improved startup speed when using the MT-32 emulator.
- Improved handling of MT-32 reverb in SCI0 games.
- Improved selection of synthesized sound effects in SCI0 games.
- Improved selection of digital audio in SQ4.
- Improved resource bounds checking.
- Improved error handling of corrupt MIDI data.
- Fixed slow leak of small amounts of data into save games over time.
- Fixed broken day/night cycle in QFG3.
- Fixed a script bug in Police Quest 3 to now grant 10 points when giving the
locket to Marie. Now it's possible to beat the game with a perfect score.
This bug is also present when using the original interpreter.
- Fixed various other script bugs.
- Improved audio volume and settings synchronization.
SCUMM:
- Fixed crash in amiga games.
- Fixed two soundtracks playing at once in Monkey Island 2.
- Fixed Caponians dont disguise after using blue crystal in Zak McKracken.
- Fixed Dr. Fred facing wrong way in lab cutscene in Maniac Mansion.
- Fixed actors being drawn one line too high in V0 and V1 games.
- Fixed Purple Tentacle appears in Lab Entry after being chased out in maniac Mansion.
- Fixed power not turning back on in Maniac Mansion when entering the lab
while Dr. Fred has the power off.
- Fixed actors skipping between certain walk-boxes in Maniac Mansion.
Sherlock:
- Fixed detection for Italian fan translation of Serrated Scalpel.
Sky:
- Fixed collision detection.
Sword1:
- Added thumbnail when saving from in-game dialog.
- Fixed audio and subtitles settings being changed when open the load/save
in-game dialog.
Tinsel:
- Fixed some Discworld 2 text/voice not displaying & playing all the way through
- Fix crash in in-game save menu when all slots are used with long names
TsAGE:
- Fixed regression preventing animations in Return to Ringworld from playing.
- Fixed display issues in Return to Ringworld Demo.
- Fixed loading Return to Ringworld savegames with unreferenced dynamic objects.
- Fixed deadlock in audio code.
- Fixed crash on Return to Launcher.
Voyeur:
- Fixed backgrounds not showing for static rooms.
- Fixed playback of audio events on VCR.
- Fixed exiting game from the VCR screen.
- Added workaround for original game bug using invalid hotspot Ids
macOS port:
- Added support for selecting any connected MIDI devices instead of automatically
using the first one.
- Improved behaviour of the file browser.
Página oficial:
http://scummvm.org/
Descarga versión windows:
http://www.scummvm.org/frs/scummvm/2.0.0/scummvm-2.0.0-win32.exe
Descarga de psp, dreamcast, debian,etc:
http://www.scummvm.org/downloads/?p=downloads
En esta versión se soportan por primera vez todos los juegos de Sierra de 32-bit.
Cambios:
New Games:
- Cranston Manor
- Full Pipe
- Gabriel Knight
- Gabriel Knight 2
- King's Quest VII
- King's Questions
- Leisure Suit Larry 6 (hi-res)
- Leisure Suit Larry 7
- Lighthouse
- Mixed-Up Mother Goose Deluxe
- Phantasmagoria
- Phantasmagoria 2
- Plumbers Don't Wear Ties
- Police Quest 4
- RAMA
- Riven: The Sequel to Myst
- Shivers
- Space Quest 6
- Starship Titanic
- The Dark Crystal
- Time Zone
- Torin's Passage
- Ulysses and the Golden Fleece
New ports:
- Added PSP Vita port.
- Added RISC OS port.
General:
- Added bilinear filtering option for SDL2 fullscreen mode.
- Fixed a bug that caused a crash in the options dialog of the GUI.
- Added a command-line option to automatically scan for supported games in
the current or a specified directory.
- Added possibility to apply changes in the options dialog without closing
the dialog.
- Added support for on-the-fly GUI language switching.
- Updated Munt MT-32 emulation code to version 2.0.3.
- Improved handling of joysticks.
- Improved audio latency.
- Improved management of the ScummVM window in games that switch display
modes.
- Fixed list view drawing over text above it (for example in the save dialog).
- Changed location where screenshot are saved. This fixes issues when scummvm
is installed in a read-only directory. Also added setting to allow changing
this location.
- Changed screenshot format to png.
- Fixed multithreading issue that could cause a crash in games using MP3 audio.
ADL:
- Fixed application freeze when reading sign in rocket in Mission Asteroid.
AGI:
- Fixed game script blocking forever after loading a savegame that was saved
while music was playing (this could happen for example in Police Quest 1
poker back room.
- Fixed cursor behaviour in Manhunter.
- Fixed nightclub arcade sequence speed for Manhunter Apple IIgs version.
- Reduced fastest game speed to a maximum of 40 FPS to ensure the games do
not run too fast.
AGOS:
- Fixed subtitle speed setting in the Hebrew version of Simon the Sorcerer 1.
Composer:
- Added save/load from General Main Menu.
- Fixed the detection for the French Gregory.
- Added detection for German Baba Yaga.
Cruise:
- Fixed font rendering.
Drascula:
- Fixed bug that made it impossible to talk to the drunkard more than once in the inn.
- Added handling of the master volume and fix volume synchronization between
the game and ScummVM options.
- Added possibility to load and save games using GMM.
Dreamweb:
- Fixed crash when collecting last stones under church.
- Fixed detection of Italian CD release.
Kyra:
- Fixed a buffer overflow in Lands of Lore.
- Fixed crash due to missing palette data for Legend of Kyrandia floppy version.
MADE:
- Fixed badly distorted sound (bug #9753).
MADS:
- Fixed a bug that caused a crash after starting Rex Nebular and the Cosmic Gender Bender.
- Fix rare crash that can happen when Rex is first locked up
MOHAWK:
- Added patch to the original data files to correct the vault access
instructions in Myst ME.
- Fixed situations where Myst could appear to be unresponsive.
- Reworked sound handling in Myst to be more accurate.
- Fixed crash in Myst piano puzzle.
Neverhood:
- Fixed crash in musical hut in Russian DR version.
- Fixed late game notes crash in Russian DR version.
Pegasus:
- Fixed loading a game from the launcher after returning to the launcher.
- Ignored events occuring while the GUI is visible. This for example fixed an
issue where closing the GMM using Escape would also opens the game's own
menu.
- Fixed several crashes when toggling the shared screen space.
- Improved performances when fading screen.
SAGA:
- Fixed crash when using the give verb on an actor in IHNM.
- Fixed Gorrister invisible and stuck when reloading at mooring ring in IHNM.
- Fixed the conversation panel background color in IHNM.
- Added support French Fan Translation of Inherit the Earth.
SCI:
- Fixed a script bug in Laura Bow 2: Dagger of Amon Ra that made it impossible
to exit the party room with the large golden head inside the museum (room 350).
This bug is also present, when using the original interpreter.
- Improved startup speed when using the MT-32 emulator.
- Improved handling of MT-32 reverb in SCI0 games.
- Improved selection of synthesized sound effects in SCI0 games.
- Improved selection of digital audio in SQ4.
- Improved resource bounds checking.
- Improved error handling of corrupt MIDI data.
- Fixed slow leak of small amounts of data into save games over time.
- Fixed broken day/night cycle in QFG3.
- Fixed a script bug in Police Quest 3 to now grant 10 points when giving the
locket to Marie. Now it's possible to beat the game with a perfect score.
This bug is also present when using the original interpreter.
- Fixed various other script bugs.
- Improved audio volume and settings synchronization.
SCUMM:
- Fixed crash in amiga games.
- Fixed two soundtracks playing at once in Monkey Island 2.
- Fixed Caponians dont disguise after using blue crystal in Zak McKracken.
- Fixed Dr. Fred facing wrong way in lab cutscene in Maniac Mansion.
- Fixed actors being drawn one line too high in V0 and V1 games.
- Fixed Purple Tentacle appears in Lab Entry after being chased out in maniac Mansion.
- Fixed power not turning back on in Maniac Mansion when entering the lab
while Dr. Fred has the power off.
- Fixed actors skipping between certain walk-boxes in Maniac Mansion.
Sherlock:
- Fixed detection for Italian fan translation of Serrated Scalpel.
Sky:
- Fixed collision detection.
Sword1:
- Added thumbnail when saving from in-game dialog.
- Fixed audio and subtitles settings being changed when open the load/save
in-game dialog.
Tinsel:
- Fixed some Discworld 2 text/voice not displaying & playing all the way through
- Fix crash in in-game save menu when all slots are used with long names
TsAGE:
- Fixed regression preventing animations in Return to Ringworld from playing.
- Fixed display issues in Return to Ringworld Demo.
- Fixed loading Return to Ringworld savegames with unreferenced dynamic objects.
- Fixed deadlock in audio code.
- Fixed crash on Return to Launcher.
Voyeur:
- Fixed backgrounds not showing for static rooms.
- Fixed playback of audio events on VCR.
- Fixed exiting game from the VCR screen.
- Added workaround for original game bug using invalid hotspot Ids
macOS port:
- Added support for selecting any connected MIDI devices instead of automatically
using the first one.
- Improved behaviour of the file browser.
Página oficial:
http://scummvm.org/
Descarga versión windows:
http://www.scummvm.org/frs/scummvm/2.0.0/scummvm-2.0.0-win32.exe
Descarga de psp, dreamcast, debian,etc:
http://www.scummvm.org/downloads/?p=downloads
sábado, 16 de diciembre de 2017
PSX Datacenter Actualización 16-Diciembre-2017
Nueva actualización semanal de la página de PSX Datacenter de la parte de PS2 y lo hace añadiendo en esta ocasión nuevas entradas de juegos como Natsuiro Komachi, Natsuiro no Sunadokei , Natsuzora no Monologue, Neo Angelique, Nihon Sumo Kyokai Kounin - Nippon Oozumou Kakutouhen, Neopets - The Darkest Faerie, Need for Speed - Underground o Neo Contra
NTSC-J:
Natsuiro Komachi [SLPM-65356] (J)
Natsuiro Komachi [First Print Limited Edition] [SLPM-65355] (J)
Natsuiro no Sunadokei [SLPM-65136] (J)
Natsuiro no Sunadokei [Limited Edition] [SLPM-65125] (J)
Natsuzora no Monologue [SLPM-55267] (J)
Natsuzora no Monologue [Limited Edition] [NMP2-00701] (J)
Need for Speed - Underground [SLPM-65471] (J)
Need for Speed - Underground J-Tune [EA Best Hits] [SLPM-65614] (J)
Need for Speed - Underground [SLKA-25136] (K)
Neo Angelique [SLPM-66340] (J)
Neo Angelique [KTW-00002] (J)(Ch)
Neo Angelique [Premium Box] [SLPM-66339] (J)
Neo Angelique [Koei the Best] [SLPM-66758] (J)
Neo Angelique Full Voice [SLPM-66956] (J)
Neo Angelique Full Voice [Premium Box] [SLPM-66955] (J)
Neo Angelique Full Voice [Super Premium Box] [KOEI-20153] (J)
Neo Contra [SLKA-25227] (E)
Neo Contra [SLPM-65752] (J)
Neo Contra [Konami Dendou Selection] [SLPM-65990] (J)
Nihon Sumo Kyokai Kounin - Nippon Oozumou Kakutouhen [SLPM-62099] (J)
NTSC-U:
Need for Speed - Underground [SLUS-20811] (E)(Du)(F)(G)(I)(S)
Neo Contra [SLUS-20961] (E)
Neopets - The Darkest Faerie [SCUS-97367] (E)
PAL:
Need for Speed - Underground [SLES-51967] (E)(Du)(F)(G)(I)(S)(Sw)
Neo Contra [SLES-52510] (E)(F)(G)
Si queréis contribuir y agradecer el trabajo en la página podéis hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Check them here:
http://www.psxdatacenter.com/
or
http://psxdatacenter.com/
NTSC-J:
Natsuiro Komachi [SLPM-65356] (J)
Natsuiro Komachi [First Print Limited Edition] [SLPM-65355] (J)
Natsuiro no Sunadokei [SLPM-65136] (J)
Natsuiro no Sunadokei [Limited Edition] [SLPM-65125] (J)
Natsuzora no Monologue [SLPM-55267] (J)
Natsuzora no Monologue [Limited Edition] [NMP2-00701] (J)
Need for Speed - Underground [SLPM-65471] (J)
Need for Speed - Underground J-Tune [EA Best Hits] [SLPM-65614] (J)
Need for Speed - Underground [SLKA-25136] (K)
Neo Angelique [SLPM-66340] (J)
Neo Angelique [KTW-00002] (J)(Ch)
Neo Angelique [Premium Box] [SLPM-66339] (J)
Neo Angelique [Koei the Best] [SLPM-66758] (J)
Neo Angelique Full Voice [SLPM-66956] (J)
Neo Angelique Full Voice [Premium Box] [SLPM-66955] (J)
Neo Angelique Full Voice [Super Premium Box] [KOEI-20153] (J)
Neo Contra [SLKA-25227] (E)
Neo Contra [SLPM-65752] (J)
Neo Contra [Konami Dendou Selection] [SLPM-65990] (J)
Nihon Sumo Kyokai Kounin - Nippon Oozumou Kakutouhen [SLPM-62099] (J)
NTSC-U:
Need for Speed - Underground [SLUS-20811] (E)(Du)(F)(G)(I)(S)
Neo Contra [SLUS-20961] (E)
Neopets - The Darkest Faerie [SCUS-97367] (E)
PAL:
Need for Speed - Underground [SLES-51967] (E)(Du)(F)(G)(I)(S)(Sw)
Neo Contra [SLES-52510] (E)(F)(G)
Si queréis contribuir y agradecer el trabajo en la página podéis hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Check them here:
http://www.psxdatacenter.com/
or
http://psxdatacenter.com/
nGlide 2.00
Es una utilidad alternativa a Dgvodoo que permite usar tarjetas que soportaban el chip gráfico vodoo en su modo Glide2 v2.1, v2.4 y v3.0 y napalm, es compatible con Windows Visra,7.8,XP y 10 o GNU/Linux con Wine Staging 2.10.0 o superior y con una nuevaVulkan API.
En la versión 2.00 el que se usa por defecto es DirectX y el secundario Vulkan. Este orden se revertirá en futuras versiones una vez se haya probado suficientemente el Vulkan.
Necesita una tarjeta gráfica:
-nVidia GeForce 600 o sùperior con 372.70 driver o sùperior
-Intel HD/UHD/Iris 500 series o sùperior con 15.60 driver o sùperior
- Radeons R serán soportadas cuando saquen un nuevo driver que solucione um problema actual.
Uso:
Ejecutar el setup.exe y puedes configurar la resolución y otros parámetros o jugar al juego
Cambios:
Glide2:
-added support for BoaBite 3D
-added support for K.O. Boxing
-added support for Natural Fawn Killers
-fixed Pył rare depth buffer bug
Glide3:
-fixed Die Hard Trilogy 2 regression (dx backend)
Miscellaneous:
-added Glide to Vulkan emulation
-new option in nGlide configurator: 'Video backend'
-new environment variable: NGLIDE_BACKEND
-new option in nGlide configurator: 'Refresh rate: By desktop'
-nGlide configurator window now repaints properly after resolution change
-nGlide configurator now implements both ANSI and Unicode WinAPI variants
-ICC profiles are no longer ignored in fullscreen mode
-game window coordinates are now restored properly on close
Página ofical:
http://www.zeus-software.com/
Descarga de la versión:
http://www.zeus-software.com/downloads/nglide
En la versión 2.00 el que se usa por defecto es DirectX y el secundario Vulkan. Este orden se revertirá en futuras versiones una vez se haya probado suficientemente el Vulkan.
Necesita una tarjeta gráfica:
-nVidia GeForce 600 o sùperior con 372.70 driver o sùperior
-Intel HD/UHD/Iris 500 series o sùperior con 15.60 driver o sùperior
- Radeons R serán soportadas cuando saquen un nuevo driver que solucione um problema actual.
Uso:
Ejecutar el setup.exe y puedes configurar la resolución y otros parámetros o jugar al juego
Cambios:
Glide2:
-added support for BoaBite 3D
-added support for K.O. Boxing
-added support for Natural Fawn Killers
-fixed Pył rare depth buffer bug
Glide3:
-fixed Die Hard Trilogy 2 regression (dx backend)
Miscellaneous:
-added Glide to Vulkan emulation
-new option in nGlide configurator: 'Video backend'
-new environment variable: NGLIDE_BACKEND
-new option in nGlide configurator: 'Refresh rate: By desktop'
-nGlide configurator window now repaints properly after resolution change
-nGlide configurator now implements both ANSI and Unicode WinAPI variants
-ICC profiles are no longer ignored in fullscreen mode
-game window coordinates are now restored properly on close
Página ofical:
http://www.zeus-software.com/
Descarga de la versión:
http://www.zeus-software.com/downloads/nglide
viernes, 15 de diciembre de 2017
Speccy 4.6 para Windows y Linux
Nueva versión de este gran emulador de Spectrum creado por Marat Fayzullin que permite el uso de ordenadores Sinclair ZX Spectrum 16kB, 48kB y 128kB, Spectrum +2, +2A, y +3 y Timex Sinclair , con gran compatibilidad en los juegos, uso de trucos y filtros gráficos para mejorar la imagen, también existe para Android en dos versiones gratis y una completa de pago.
Cambios en la nueva versión:
– Arreglado el soporte de DirectInput joysticks en Speccy-Windows.
– Ahora funciona el pad de dirección en los XBox gamepads.
Página oficial:
http://fms.komkon.org/Speccy
Descargar versión de Windows:
http://fms.komkon.org/Speccy/Speccy46-Windows-bin.zip
Descargar versión de Linux:
http://fms.komkon.org/Speccy/Speccy46-Ubuntu-x86-bin.tgz
Descargar versión de Android
https://play.google.com/store/apps/details?id=com.fms.speccy
Cambios en la nueva versión:
– Arreglado el soporte de DirectInput joysticks en Speccy-Windows.
– Ahora funciona el pad de dirección en los XBox gamepads.
Página oficial:
http://fms.komkon.org/Speccy
Descargar versión de Windows:
http://fms.komkon.org/Speccy/Speccy46-Windows-bin.zip
Descargar versión de Linux:
http://fms.komkon.org/Speccy/Speccy46-Ubuntu-x86-bin.tgz
Descargar versión de Android
https://play.google.com/store/apps/details?id=com.fms.speccy
jueves, 14 de diciembre de 2017
PCem v13
Es un programa que permite emular vatios tipos de ordenadores y que en ellos permite ejecutar hasta windows 95 y 98 (Con aceleración gráfica emula la 3dfx), es una buena opción para poder ejecutar todos esos juegos que no funcionan en vmware o virtualbox ya que necesitan un mejor soporte de windows 95 o 98 o cualquiera de los que en esos sistemas necesitaba el uso de una tarjeta gráfica como 3dfx o aceleración por hardware que no soportan ni vmware ni virtualbox.
Llega a emular hasta windows me e incluso xp.Con el se puede emular hasta una sounblaster awe 32 que era de lo mejor en esa época y una 3dfx Voodoo 2
Cambios:
– New machines added: Atari PC3, Epson PC AX, Epson PC AX2e, GW-286CT GEAR, IBM PS/2 Model 30-286, IBM PS/2 Model 50, IBM PS/2 Model 55SX, IBM PS/2 Model 80, IBM XT Model 286, KMX-C-02, Samsung SPC-4200P, Samsung SPC-4216P, Toshiba 3100e
– New graphics cards – ATI Video Xpression, MDSI Genius
– New sound cards added – Disney Sound Source, Ensoniq AudioPCI (ES1371), LPT DAC, Sound Blaster PCI 128
– New hard drive controllers added – AT Fixed Disk Adapter, DTC 5150X, Fixed Disk Adapter (Xebec), IBM ESDI Fixed Disk Controller, Western Digital WD1007V-SE1
– New SCSI adapters added – Adaptec AHA-1542C, BusLogic BT-545S, Longshine LCS-6821N, Rancho RT1000B, Trantor T130B
– New network adapters added – NE2000 compatible
– New cross-platform GUI
– Voodoo SLI emulation
– Improvements to Sound Blaster emulation
– Improvements to Pentium timing
– Various bug fixes
– Minor optimisations
Paágina oficial:
http://pcem-emulator.co.uk/
Descarga la versión windows aqui:
http://pcem-emulator.co.uk/files/PCemV13Win.zip
Linux:
http://pcem-emulator.co.uk/files/PCemV13Linux.tar.gz
Llega a emular hasta windows me e incluso xp.Con el se puede emular hasta una sounblaster awe 32 que era de lo mejor en esa época y una 3dfx Voodoo 2
Cambios:
– New machines added: Atari PC3, Epson PC AX, Epson PC AX2e, GW-286CT GEAR, IBM PS/2 Model 30-286, IBM PS/2 Model 50, IBM PS/2 Model 55SX, IBM PS/2 Model 80, IBM XT Model 286, KMX-C-02, Samsung SPC-4200P, Samsung SPC-4216P, Toshiba 3100e
– New graphics cards – ATI Video Xpression, MDSI Genius
– New sound cards added – Disney Sound Source, Ensoniq AudioPCI (ES1371), LPT DAC, Sound Blaster PCI 128
– New hard drive controllers added – AT Fixed Disk Adapter, DTC 5150X, Fixed Disk Adapter (Xebec), IBM ESDI Fixed Disk Controller, Western Digital WD1007V-SE1
– New SCSI adapters added – Adaptec AHA-1542C, BusLogic BT-545S, Longshine LCS-6821N, Rancho RT1000B, Trantor T130B
– New network adapters added – NE2000 compatible
– New cross-platform GUI
– Voodoo SLI emulation
– Improvements to Sound Blaster emulation
– Improvements to Pentium timing
– Various bug fixes
– Minor optimisations
Paágina oficial:
http://pcem-emulator.co.uk/
Descarga la versión windows aqui:
http://pcem-emulator.co.uk/files/PCemV13Win.zip
Linux:
http://pcem-emulator.co.uk/files/PCemV13Linux.tar.gz
Cemu v1.11.2
Nueva versión final de este emulador de Wii U que va mejorando cada vez más pero por ahora empiezan a funcionar juegos, es algo lento todavía pero progresa muy rápido.
Características:
- Puede correr imágenes de Wii U encriptadas (WUD) y archivos RPX/RPL
- Resolución Interna es 1920x1080 (Si el juego la soporta)
- Sin optimizar. Espera bajos framerates y largos tiempos de carga.
- Funciona sólo en Windows x64 . puede que en otras plataformas posteriormente.
- Requerido OpenGL 3.3
CAMBIOS:
- Mejorada la compatibilidad- Arreglados fallos gráficos
– Mejorado el soporte de Amiibo
- Algunos arreglos gráficos
- Varios pequeños ajustes y nuevas opciones
En detalle:
– general: Added file menu shortcuts to recently launched games
– general: Improved robustness of file location handling, includes unicode support and the ability to launch games from network storage
– general: If the mlc01 folder is not found, Cemu will ask if it should be created (helpful when you forget the specifiy the -mlc parameter)
– PPC/JIT: Fixed a crash caused by recompiling very large functions
– PPC/JIT: Implemented CRAND and SYNC instructions
– coreinit: Added API FSSetUserData, FSGetUserData, OSAndAtomic64, OSOrAtomic64, FSMakeDir
– coreinit: Fixed a bug where async FS callbacks for some file operations would have FSCmdBlock* set to null
– rpl: Improved handling of sdata2
– GX2: Added support for QUAD_STRIPS primitive type
– GX2: Added support for GPU special state 5 (convert depth to color)
– GX2: Added support for GPU special state 8 (clear color as depth buffer)
– GX2: Added support for A2_B10_G10_R10_UNORM texture format
– GX2: Fixed a bug where updating textures would fail if the updated texture was a view with a non-zero mip base
– GX2: Fixed a bug in GX2CopySurface() that caused the copy operation to be cancled if the source and destination mip index had different values
– GX2: Added support for data-sharing of overlapping textures between integer texture formats and BC4 3D textures (special case that requires pixel-data conversion since OpenGL does not support BC4 3D textures)
– GX2: Fixed mismatching pixel shader imports when a geometry shader is used (caused render glitches on AMD and Intel GPUs)
– GX2: Added API GX2SetDRCConnectCallback
– nn_boss: Implemented additional API
– nsyskbd: Added minimalistic usb keyboard implementation (no functionality, but it prevents games from softlocking or crashing)
– nn_nfp: Added missing fields to GetTagInfo(), GetNfpRomInfo() and GetNfpCommonInfo()
– nlibcurl: Fixed curl_global_init not setting the default memory functions correctly
– nlibcurl: Added API curl_multi_timeout
– nlibcurl: Added handling for CURLOPT_POSTFIELDS and CURLINFO_CONTENT_LENGTH_DOWNLOAD
– nn_act: Independent token cache can store multiple tokens now
– nn_act: Added API EnableParentalControlCheck, IsParentalControlCheckEnabled, AcquireEcServiceToken, AcquireIndependentServiceToken (new overload)
– vpad: Fixed missing deadzone when translating axis to analog direction buttons
– vpad: Fixed incorrect axis normalization after the deadzone has been already applied
– input: Deadzone and axis-range calculation is now applied to the mapped input rather than the raw api input
– sndcore2: Increased sound volume to be on the same level as sndcore1
Página oficial:
http://cemu.info/
Download:
http://cemu.info/releases/cemu_1.11.2.zip
Características:
- Puede correr imágenes de Wii U encriptadas (WUD) y archivos RPX/RPL
- Resolución Interna es 1920x1080 (Si el juego la soporta)
- Sin optimizar. Espera bajos framerates y largos tiempos de carga.
- Funciona sólo en Windows x64 . puede que en otras plataformas posteriormente.
- Requerido OpenGL 3.3
CAMBIOS:
- Mejorada la compatibilidad- Arreglados fallos gráficos
– Mejorado el soporte de Amiibo
- Algunos arreglos gráficos
- Varios pequeños ajustes y nuevas opciones
En detalle:
– general: Added file menu shortcuts to recently launched games
– general: Improved robustness of file location handling, includes unicode support and the ability to launch games from network storage
– general: If the mlc01 folder is not found, Cemu will ask if it should be created (helpful when you forget the specifiy the -mlc parameter)
– PPC/JIT: Fixed a crash caused by recompiling very large functions
– PPC/JIT: Implemented CRAND and SYNC instructions
– coreinit: Added API FSSetUserData, FSGetUserData, OSAndAtomic64, OSOrAtomic64, FSMakeDir
– coreinit: Fixed a bug where async FS callbacks for some file operations would have FSCmdBlock* set to null
– rpl: Improved handling of sdata2
– GX2: Added support for QUAD_STRIPS primitive type
– GX2: Added support for GPU special state 5 (convert depth to color)
– GX2: Added support for GPU special state 8 (clear color as depth buffer)
– GX2: Added support for A2_B10_G10_R10_UNORM texture format
– GX2: Fixed a bug where updating textures would fail if the updated texture was a view with a non-zero mip base
– GX2: Fixed a bug in GX2CopySurface() that caused the copy operation to be cancled if the source and destination mip index had different values
– GX2: Added support for data-sharing of overlapping textures between integer texture formats and BC4 3D textures (special case that requires pixel-data conversion since OpenGL does not support BC4 3D textures)
– GX2: Fixed mismatching pixel shader imports when a geometry shader is used (caused render glitches on AMD and Intel GPUs)
– GX2: Added API GX2SetDRCConnectCallback
– nn_boss: Implemented additional API
– nsyskbd: Added minimalistic usb keyboard implementation (no functionality, but it prevents games from softlocking or crashing)
– nn_nfp: Added missing fields to GetTagInfo(), GetNfpRomInfo() and GetNfpCommonInfo()
– nlibcurl: Fixed curl_global_init not setting the default memory functions correctly
– nlibcurl: Added API curl_multi_timeout
– nlibcurl: Added handling for CURLOPT_POSTFIELDS and CURLINFO_CONTENT_LENGTH_DOWNLOAD
– nn_act: Independent token cache can store multiple tokens now
– nn_act: Added API EnableParentalControlCheck, IsParentalControlCheckEnabled, AcquireEcServiceToken, AcquireIndependentServiceToken (new overload)
– vpad: Fixed missing deadzone when translating axis to analog direction buttons
– vpad: Fixed incorrect axis normalization after the deadzone has been already applied
– input: Deadzone and axis-range calculation is now applied to the mapped input rather than the raw api input
– sndcore2: Increased sound volume to be on the same level as sndcore1
Página oficial:
http://cemu.info/
Download:
http://cemu.info/releases/cemu_1.11.2.zip
viernes, 8 de diciembre de 2017
PSX Datacenter Actualización 09-Diciembre-2017
Nueva actualización semanal de la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PSX y actualizando muchas otras como Alnam No Tsubasa - Shouchiri No Sora No Achira E, Bob the Builder - Can we fix it?, Machine Hunter, Pacapaca Passion 2, PAL - Shinken Densetsui,Panekit - Infinitive Crafting Toy Case, Panzer Front, Panzer General o Pandemonium! con nuevo contenido como portadas en alta resolución, información, nuevos trucos, publicidades y muchos otros cambios.
Añadidas las siguientes entradas a la PSX Datacenter:
NTSC-J:
Bob Aggiustatutto [SLES-03674] (I)
Byggmester Bob - Kan det Fikses? [SLES-03563] (N)
Byggare Bob - Kan vi fixa det? [SLES-03562] (Sw)
Machine Hunter [SLES-00832] (I)
ACTUALIZADAS:
Alnam No Tsubasa - Shouchiri No Sora No Achira E [SLPS-01187-9] (J)
Bob the Builder - Can we fix it? [SLUS-01407] (E)
Bob the Builder - Can we fix it? [SLES-02856] (E)
Bob Le Bricoleur - Reparer C'Est Gagne! [SLES-03798] (F)
Bob the Builder - Kan vi Klare det? [SLES-03564] (D)
Machine Hunter [SLUS-00470] (E)
Machine Hunter [SLES-00630] (E)
Machine Hunter [SLES-00830] (F)
Machine Hunter [SLES-00831] (G)
Magical Hoppers [SLPS-00737] (J)
Pacapaca Passion 2 [SLPS-02720] (J)
Pachi Slot Kanzen Kouryaku 4 - Universal Koushiki Gaido Vol.4 [SLPS-02127] (J)
PAL - Shinken Densetsu [SLPS-00346] (J)
PAL - Shinken Densetsu [Playstation the Best] [SLPS-91067] (J)
Palm Town [SLPS-01820] (J)
Palm Town [Major Wave Series] [SLPM-87018] (J)
Pandemonium! [SLUS-00232] (E)
Pandemonium! [SLES-00526] (E)
Pandora Project - The Logic Master [SLPS-00347] (J)
Panekit - Infinitive Crafting Toy Case [SCPS-10096] (J)
Panzer Front [SLUS-01399] (E)
Panzer Front [SLPS-02503] (J)
Panzer Front [Enterbrain Collection] [SLPS-03345] (J)
Panzer Front [SLES-03339] (E)(F)(G)
Panzer General [SLUS-00132] (E)
Panzer General [SLPS-00552] (J)
Panzer General [SLES-00041] (E)
Paradise Casino [SLES-04048] (E)
Paradise Casino [Nice Price Vol. 9] [SLPS-03409] (J)
Puuha Pete - Korjataanko [SLES-03565] (Fi)
MANUAL:
Alnam no Tsubasa (J) [SLPS-01187-9]
Manual editado y creado en cbr por gladiator.
Si queréis contribuir y agradecer el trabajo en la página podeís hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Podéis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/
Añadidas las siguientes entradas a la PSX Datacenter:
NTSC-J:
Bob Aggiustatutto [SLES-03674] (I)
Byggmester Bob - Kan det Fikses? [SLES-03563] (N)
Byggare Bob - Kan vi fixa det? [SLES-03562] (Sw)
Machine Hunter [SLES-00832] (I)
ACTUALIZADAS:
Alnam No Tsubasa - Shouchiri No Sora No Achira E [SLPS-01187-9] (J)
Bob the Builder - Can we fix it? [SLUS-01407] (E)
Bob the Builder - Can we fix it? [SLES-02856] (E)
Bob Le Bricoleur - Reparer C'Est Gagne! [SLES-03798] (F)
Bob the Builder - Kan vi Klare det? [SLES-03564] (D)
Machine Hunter [SLUS-00470] (E)
Machine Hunter [SLES-00630] (E)
Machine Hunter [SLES-00830] (F)
Machine Hunter [SLES-00831] (G)
Magical Hoppers [SLPS-00737] (J)
Pacapaca Passion 2 [SLPS-02720] (J)
Pachi Slot Kanzen Kouryaku 4 - Universal Koushiki Gaido Vol.4 [SLPS-02127] (J)
PAL - Shinken Densetsu [SLPS-00346] (J)
PAL - Shinken Densetsu [Playstation the Best] [SLPS-91067] (J)
Palm Town [SLPS-01820] (J)
Palm Town [Major Wave Series] [SLPM-87018] (J)
Pandemonium! [SLUS-00232] (E)
Pandemonium! [SLES-00526] (E)
Pandora Project - The Logic Master [SLPS-00347] (J)
Panekit - Infinitive Crafting Toy Case [SCPS-10096] (J)
Panzer Front [SLUS-01399] (E)
Panzer Front [SLPS-02503] (J)
Panzer Front [Enterbrain Collection] [SLPS-03345] (J)
Panzer Front [SLES-03339] (E)(F)(G)
Panzer General [SLUS-00132] (E)
Panzer General [SLPS-00552] (J)
Panzer General [SLES-00041] (E)
Paradise Casino [SLES-04048] (E)
Paradise Casino [Nice Price Vol. 9] [SLPS-03409] (J)
Puuha Pete - Korjataanko [SLES-03565] (Fi)
MANUAL:
Alnam no Tsubasa (J) [SLPS-01187-9]
Manual editado y creado en cbr por gladiator.
Si queréis contribuir y agradecer el trabajo en la página podeís hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Podéis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/
sábado, 2 de diciembre de 2017
PSX Datacenter Actualización 02-Diciembre-2017 5º Aniversario
Nueva actualización semanal de la página de PSX Datacenter que celebra el 5 aniversario añadiendo en esta ocasión nuevas entradas de juegos de PS2 como Naraku no Shiro - Ichiyanagi Nagomu, Natsu Shoujo - Promised Summer, Natsu Yume Ya Wa - The Tails of a Midsummer Night's Dream, Natsuiro Hoshikuzu no Memory, NBA Street o Need for Speed - Carbon.
CAMBIOS
5th Anniversary!!
5 years ago we opened the second part of this project, the PSX Datacenter, right now we got more than 3100 entries and we want to thank the people that had contributed to this PS2 project during this year, we don't know how far will the PS2 project will reach, but anyway we hope that you like it.
I also would like to ask all of you a couple of favours:
- Since we are always needing people that could contribute to the site if you know a way to make this site more known please do it, we need any help that we can find, thanks for your help.
- We also got a Patreon so if you can help us with the running costs (server, domain, etc.) please think about become our patreon.
http://patreon.com/psxdatacenter
- If you got a scanner and can contribute hires covers or hires manuals (minimum of 300dpi) of the games that you own please contact us in our Facebook page, our Youtube Channel, our Twitter page or in our blog and tell me the games list. I'll tell you if we need those covers for the Datacenter.
Thanks for your help.
Nothing more for now, except the usual new entries
¡¡¡5º Aniversario!!!.
Hace cinco años abrimos la segunda parte de nuestro proyecto, la Playstation Datacenter, actualmente ya tenemos más de 3100 entradas y queremos agradecer a quienes han contribuido a este proyecto de PS2 durante este año, no sabemos lo lejos que llegará el proyecto de PS2, pero de todas formas esperamos que os guste.
Me gustaría pediros un par de favores:
- Puesto que siempre estamos buscando gente que contribuya a la página si sabes de alguna forma en que la página sea algo más conocida por favor hazlo, necesitamos cualquier ayuda que podamos conseguir. Gracias.
- También tenemos un Patreon así que si queréis ayudarnos con los gastos (servidor, dominio, etc.) por favor pensad en ser uno de nuestros mecenas.
http://patreon.com/psxdatacenter
- Si tienes un scanner y puedes contribuir con carátulas o manuales de buena calidad (300dpi como mínimo) de los juegos que tienes por favor ponte en contacto con nosotros en nuestra página de Facebook o en nuestro blog y dime la lista de los que tienes. Te diré si necesitamos esas carátulas para la Datacenter.
Gracias por vuestra ayuda.
Por ahora nada más y pasamos a nuestras habituales nuevas entradas.
Añadidas las siguientes entradas a la PSX Datacenter:
NTSC-J:
Naraku no Shiro - Ichiyanagi Nagomu, 2-dome no junan [SLPS-25848] (J)
Naraku no Shiro - Ichiyanagi Nagomu, 2-dome no junan [The Best Price] [SLPS-25913] (J)
Natsu Shoujo - Promised Summer [SLPM-65634] (J)
Natsu Yume Ya Wa - The Tails of a Midsummer Night's Dream [SLPS-25276] (J)
Natsu Yume Ya Wa - The Tails of a Midsummer Night's Dream [2800 Collection] [SLPM-66383] (J)
Natsuiro Hoshikuzu no Memory [SLPM-65786] (J)
Natsuiro Hoshikuzu no Memory [Limited Edition] [SLPM-65785] (J)
NBA Street [SLPS-20107] (J)
Need for Speed - Carbon [SLPM-66617] (J)
Need for Speed - Carbon [EA Best Hits] [SLPM-66869] (J)
Need for Speed - Carbon [EA-SY! 1980] [SLPM-55061] (J)
Need for Speed - Carbon [Collector's Edition] [SLAJ-25091] (E)
Need for Speed - Carbon [Collector's Edition] [SLKA-25185] (E)
NTSC-U:
NBA Street [SLUS-20187] (E)
Need for Speed - Carbon [SLUS-21493] (E)(S)
Need for Speed - Carbon [Collector's Edition] [SLUS-21494] (E)(S)
PAL:
National Geographic - Safari Adventures Africa [SLES-54508] (E)(F)(G)(I)(S)(Du)
NBA Street [SLES-50219] (E)(F)
Need for Speed - Carbon [SLES-54321] (E)
Need for Speed - Carbon [SLES-54322] (E)(Cz)(D)(Du)(Fi)(Hu)(Pl)(Sw)
Need for Speed - Carbon [SLES-54323] (I)(S)
Need for Speed - Carbon [SLES-54324] (R)
Need for Speed - Carbon [SLES-54493] (F)(G)
Need for Speed - Carbon [Collector's Edition] [SLES-54402] (F)(G)
Need for Speed - Carbon [Collector's Edition] [SLES-54492] (E)
Si queréis contribuir y agradecer el trabajo en la página podeís hacerlo en Patreon:
https://www.patreon.com/psxdatacenter
Podéis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/
CAMBIOS
5th Anniversary!!
5 years ago we opened the second part of this project, the PSX Datacenter, right now we got more than 3100 entries and we want to thank the people that had contributed to this PS2 project during this year, we don't know how far will the PS2 project will reach, but anyway we hope that you like it.
I also would like to ask all of you a couple of favours:
- Since we are always needing people that could contribute to the site if you know a way to make this site more known please do it, we need any help that we can find, thanks for your help.
- We also got a Patreon so if you can help us with the running costs (server, domain, etc.) please think about become our patreon.
http://patreon.com/psxdatacenter
- If you got a scanner and can contribute hires covers or hires manuals (minimum of 300dpi) of the games that you own please contact us in our Facebook page, our Youtube Channel, our Twitter page or in our blog and tell me the games list. I'll tell you if we need those covers for the Datacenter.
Thanks for your help.
Nothing more for now, except the usual new entries
¡¡¡5º Aniversario!!!.
Hace cinco años abrimos la segunda parte de nuestro proyecto, la Playstation Datacenter, actualmente ya tenemos más de 3100 entradas y queremos agradecer a quienes han contribuido a este proyecto de PS2 durante este año, no sabemos lo lejos que llegará el proyecto de PS2, pero de todas formas esperamos que os guste.
Me gustaría pediros un par de favores:
- Puesto que siempre estamos buscando gente que contribuya a la página si sabes de alguna forma en que la página sea algo más conocida por favor hazlo, necesitamos cualquier ayuda que podamos conseguir. Gracias.
- También tenemos un Patreon así que si queréis ayudarnos con los gastos (servidor, dominio, etc.) por favor pensad en ser uno de nuestros mecenas.
http://patreon.com/psxdatacenter
- Si tienes un scanner y puedes contribuir con carátulas o manuales de buena calidad (300dpi como mínimo) de los juegos que tienes por favor ponte en contacto con nosotros en nuestra página de Facebook o en nuestro blog y dime la lista de los que tienes. Te diré si necesitamos esas carátulas para la Datacenter.
Gracias por vuestra ayuda.
Por ahora nada más y pasamos a nuestras habituales nuevas entradas.
Añadidas las siguientes entradas a la PSX Datacenter:
NTSC-J:
Naraku no Shiro - Ichiyanagi Nagomu, 2-dome no junan [SLPS-25848] (J)
Naraku no Shiro - Ichiyanagi Nagomu, 2-dome no junan [The Best Price] [SLPS-25913] (J)
Natsu Shoujo - Promised Summer [SLPM-65634] (J)
Natsu Yume Ya Wa - The Tails of a Midsummer Night's Dream [SLPS-25276] (J)
Natsu Yume Ya Wa - The Tails of a Midsummer Night's Dream [2800 Collection] [SLPM-66383] (J)
Natsuiro Hoshikuzu no Memory [SLPM-65786] (J)
Natsuiro Hoshikuzu no Memory [Limited Edition] [SLPM-65785] (J)
NBA Street [SLPS-20107] (J)
Need for Speed - Carbon [SLPM-66617] (J)
Need for Speed - Carbon [EA Best Hits] [SLPM-66869] (J)
Need for Speed - Carbon [EA-SY! 1980] [SLPM-55061] (J)
Need for Speed - Carbon [Collector's Edition] [SLAJ-25091] (E)
Need for Speed - Carbon [Collector's Edition] [SLKA-25185] (E)
NTSC-U:
NBA Street [SLUS-20187] (E)
Need for Speed - Carbon [SLUS-21493] (E)(S)
Need for Speed - Carbon [Collector's Edition] [SLUS-21494] (E)(S)
PAL:
National Geographic - Safari Adventures Africa [SLES-54508] (E)(F)(G)(I)(S)(Du)
NBA Street [SLES-50219] (E)(F)
Need for Speed - Carbon [SLES-54321] (E)
Need for Speed - Carbon [SLES-54322] (E)(Cz)(D)(Du)(Fi)(Hu)(Pl)(Sw)
Need for Speed - Carbon [SLES-54323] (I)(S)
Need for Speed - Carbon [SLES-54324] (R)
Need for Speed - Carbon [SLES-54493] (F)(G)
Need for Speed - Carbon [Collector's Edition] [SLES-54402] (F)(G)
Need for Speed - Carbon [Collector's Edition] [SLES-54492] (E)
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