jueves, 30 de noviembre de 2017

PPSSPP 1.5.4

Ha sido publicada una nueva versión final del mejor emulador de la consola portátil Sony PSP para windows y android,si queréis apoyarlo también tiene una versión gold que se puede comprar en ambas y que solo se diferencia en que pone gold, viene como siempre con novedades y arreglos.

Cambios:

– Full Vulkan support, also for Android now. Very fast on supported devices. (#10033, #10049)
– Smarter graphics state management, reduced CPU consumption on all backends (#9899)
– Android: Support for Arabic and other scripts we couldn’t support before
– Fix Android widgets, screen scaling (#10145)
– Fixes to video dumping
– Geometry problems fixed in Medal of Honor
– Implement immediate draws, fixing Thrillville (#7459) – Software rendering improvements, speed and accuracy
– Hardware tesselation of PSP Beziers and Splines (used by a few games)
– Partial sceUsbGps and sceUsbCam support (Android)
– Android « Sustained performance mode » to avoid thermal throttling (#9901)
– Linux controller mapping fixes (#9997)
– Assorted bugfixes and compatibility improvements

v.1.5.2
Released a quick update to take care of some common crashes in 1.5.

v.1.5.2
Released a quick update to take care of some common crashes in 1.5..2


Recordar que se pueden usar los trucos del cwcheat pack en todas  versiones y que mientras se termina el nuevo pack podeís descargar el actual gracias a psxdatacenter en .
http://psxdatacenter.com/psp/downloads/PPSSPP%20CW%20Cheats%20Pack%20v.1.0%20(23-08-2017).zip

Página oficial:
http://www.ppsspp.org/

Descarga de la versión de Windows:
http://www.ppsspp.org/files/1_5_4/ppsspp_win.zip

Descarga de la versión de Android:
http://www.ppsspp.org/files/1_5_4/ppsspp.apk


miércoles, 29 de noviembre de 2017

MAME 0.192



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:
Even if you’re still feeling burned from Singles’ Day, Thanksgiving, and/or Black Friday, MAME 0.192 is here, and there’s plenty packed into this update. At long last, the MCU for Ping Pong King is simulated, making the game playable, and Flower now runs better than it ever did. Taito’s abstract maze game Marine Date is also emulated better than ever, although there are still some issues with collision detection. We’ve got newly dumped prototypes, including a prototype of Battlecry, and a more complete version of Grudge Match that appears to come from a location test in Italy. Many of the Aristocrat MK5 gambling machines have been redumped so the ROM checksums pass and they boot. Missing graphics in the Merit Megatouch games have been fixed.

But we know that rumours about the next part of this announcement have made lots of arcade fans excited: IGS PGM2 software is showing signs of life. I’m sure at least some of you are wondering how this was achieved. Usual suspects Morten Shearman Kirkegaard and Peter Wilhelmsen (recently featured here in connection to their success in dumping Gaelco protection programs) have built another FPGA-based rig that allowed them to dump the internal programs from the ARM CPUs for Oriental Legend 2 and Knights of Valour 2 New Legend. On top of this, there are some nice performance improvements to MAME’s MPEG audio decoding that should benefit other systems as well.

In computer system emulation, we’ve got a number of graphical fixes for FM Towns, heaps of improvements for the Tatung Einstein, No-Slot Clock support for the Apple //e family, and support for some Brazilian CoCo clones from Prológica and Codimex. There are some big updates to the PC software lists, too. The ACI Destiny Prodigy, Mephisto RISC 1MB and Mephisto RISC II chess computers are now working. Finally, the Interpro drivers have numerous improvements, including preliminary keyboard/video support.

MAMETesters FALLOS ARREGLADOS
----------------------
- 00525: [Speed] (metro.cpp) bangball: When you finish a level, sometimes the game runs like slow-motion. (Angelo Salese)
- 02084: [DIP/Input] (saturn.cpp) sokyugrt: Emulation starts with 1 or more credits inserted. (Angelo
Salese)
- 03719: [Graphics] (meritm.cpp) magat5, megat6, megat3, megat4 and clones: "Run21" missing graphics for black-suited cards. (AJR)
- 03804: [Color/Palette] (ssozumo.cpp) ssozumo: Wrong colors in the title screen. (Angelo Salese)
- 03805: [Color/Palette] (lasso.cpp) wwjgtin, photof: Wrong colors. (Angelo Salese)
- 04366: [DIP/Input] (saturn.cpp) shanhigw: The game starts with 2 credits inserted. (Angelo Salese)
- 04651: [Misc.] (gei.cpp) geimulti: Thirteen game ROMs are loaded, only nine are listed in-game and playable. (Osso)
- 05761: [Crash/Freeze] (dwarfd.cpp) All sets in dwarfd.c: [debug] Assert shortly after start. (AJR)
- 06193: [Speed] (shanghai.cpp) shanghai, shangha2 and clones: When playing, the gameplay and sound are very fast. (Angelo Salese)
- 06518: [Graphics] (metro.cpp) blzntrnd: Sprite layer disappears entirely after completing single-player game. (Angelo Salese)
- 06527: [Sound] (taitosj.cpp) elevator: Elevator Action sound balance is incorrect. (hap)
- 06694: [Sound] (midtunit.cpp) mk: Missing music. (hap)
- 06735: [Original Reference] (einstein.cpp) einstei2: Cursor not visible in 80-column B/W screen! (Dirk Best)
- 06736: [Original Reference] (einstein.cpp) einstei2: Character set selection (M004) in 80-column B/W screen! (Dirk Best)
- 06742: [Graphics] (pacland.cpp) pacland and clones: Sprite priority problem in invincible state. (hap)
- 06745: [Crash/Freeze] (marinedt.cpp) marinedt: MAME crashes when starting game. (Angelo Salese)
- 06747: [Media Support] (einstein.cpp) einstein: Formatting on double-density drive fails! (Dirk Best)
- 06749: [Graphics] (toaplan1.cpp) outzonecv: Screen is misaligned 16 pixels to the left. (hap)
- 06754: [Color/Palette] (zx.cpp) ts1000: Timex Sinclair 1000 screen displays black on cyan (should be black on white). (star2root)
- 06755: [Core] (zx.cpp) ts1000: The Timex Sinclair 1000 emulation only has the option of having 2k of RAM. (star2root)
- 06759: [DIP/Input] (seta.cpp) calibr50: Speed difference when rotating player. (AJR)
- 06766: [Sound] (spacefb.cpp) spacefb and clones: DAC sounds not working 100%. (Tafoid)
- 06771: [Compiling] (coco12.cpp) coco3, dragon, etc.: Genie fails to detect nested dependency of coco_t4426 on mc14411. (hap)
- 06772: [Gameplay] (dragon.cpp) Dragon machines run too fast! (hap)

CAMBIOS EN EL CODIGO
--------------
-ygv608.cpp fixes and improvements: [Agiri]
 * Fixed rotation and scrolling.
 * Added scrolling-by-row (used in NCV1 Xevious Arrangement).
 * Fixed scaling effect (used in NCV2 Pacman Arrangement staff roll).

-mice updates - boots into monitor now: [AJR]
 * Generate Baud rate through 8155 (clock kludge required).
 * Factory settings for DSW7 to configure baud rate, data bits and parity.
 * Hooked up Rx and Tx interrupts.
 * Split into separate sets for each CPU-specific monitor program.

-i8155: Substantially rewrote timer emulation. [AJR]

-ringking: Fixed misconfigured NMI gate - works again now. [AJR]

-isbc8030: Remove hacky and superfluous UI-configurable Baud clock. [AJR]

-n8080.cpp: Directly set 8035 IRQ line rather than generating fake pulses (restores some sounds in
helifire). [AJR]

-Changed 9615 baud configurations to the nominal 9600 baud now that Z80SIO is more tolerant. [AJR]

-Made SDL input less eager to generate double-click events when mouse doesn't move between clicks. [AJR]

-m68000: Reinstated registration of SR for debug expressions. [AJR]

-mc68901: Improved USART behavior for polled operation. [AJR]

-v9938, v9958: Converted to use RGB32 bitmaps, fixed V9938-onV9938 transparent overlay in meritm.cpp. [AJR]

-Improved wraparound handling for relative inputs. [AJR]

-Attempted to fix PPC DRC scheduling bug (MT06615). [AJR]

-mc68681: Distinguish SCN2681 and MC68681 DUART types. [AJR]

-vt220: Hooked up SCN2681 based on schematics. [AJR]

-stvvdp1.cpp: Fixed line/polyline drawing (Die Hard Arcade wireframe map). [Angelo Salese]

-dec0.cpp: Sly Spy updates: [Angelo Salese]
 * Emulated sound protection state machine for Sly Spy and removed ROM patch.
 * First pass at emulating Sly Spy RNG device at $31c00d - used extensively for randomisation, especially with bosses.

-marinedt.cpp: Rewrote driver from scratch, fixing multiple issues that persisted in previous
implementation. [Angelo Salese]
 * Added sea bitmap and flashing when shark appears.
 * Improved sprite/tilemap colors - now more accurate to the references.
 * Fixed priority - both sprite layers are actually above text tilemap.
 * Added player 2 trackball inputs and global coin lockout.
 * Streamlined and improved collision detection (still not perfect, so still marked NOT_WORKING).

-flower.cpp: Rewrote driver from scratch, fixing multiple issues that persisted in previous implementation [Angelo Salese]
 * Fixed visible area to 288x224 - fixes leftmost columns (inside the big ship).
 * Corrected background layer priority (outside and inside the big ship).
 * Fixed zoom points for 32x32 sprites.

-gladiatr.cpp: Added preliminary sound emulation and MCU simulation for inputs in Pink Pong King. [Angelo Salese]

-cyclemb.cpp: Added preliminary audio for Cycle Maabou/Sky Destroyer. [Angelo Salese]

-Added/fixed HMC20 and screen raw parameters for multiple drivers. [Angelo Salese]
 * bogeyman.cpp, chanbara.cpp, dec0.cpp, dec8.cpp, firetrap.cpp, mystston.cpp, ssozumo.cpp

-mainevt.cpp: Fixed sprite shadows for Devastators. [Angelo Salese]

-chqflag.cpp updates: [Angelo Salese]
 * Improved shadow/highlight code - fixes black rain and lights at dawn.
 * K051937 sets up a register when background should be dimmed - fixes start/end pouring event colors.
 * Fixed dimmed screen condition bug after soft reset.

-amusco.cpp: Improved colors. [Angelo Salese]

-metro.cpp: Added sprite X/Y center point registers , and removed screen check hack. [Angelo Salese]

-Rewrote Imagetek i4100/i4220/i4300 video display processor family, and hooked it up to metro.cpp. [Angelo Salese]

-zx.cpp: Fixed ts1000 display and added extra RAM options. [Barry Nelson]

-attache: Added Attache 8:16 ROMs, and revision H BIOS; added preliminary communications between Z80 and 8086. [Barry Rodewald]

-fmtowns: Separated palette into a 256-colour palette and two 16-colour palettes for each layer - fixes colours in Abel. [Barry Rodewald]

-r9751: Added more SMIOC commands - disktool is now able to print startup text. [Brandon Munger]

-mrisc: Fixed opening book. [CB-Emu]

-cosmac: Added WAIT/CLEAR input lines. [Curt Coder]

-cdp1852: Added DO read function. [Curt Coder]

-tmc600 updates: [Curt Coder]
 * Added Euro bus skeleton, fixed printer handshake, and fixed RAM/ROM region sizes.
 * Implemented video according to actual hardware and fixed cursor blink rate.
 * Implemented TMC-700 real time clock.

-pgm2 improvements: [David Haywood]
 * Fleshed out driver, creating devices for the Atmel ARM AIC and a derived IGS036 CPU.
 * Emulated IGS037 video hardware - covers sprites (with zooming), tilemaps (including rowscroll), and the priority system.
 * Still marked NOT_WORKING due to missing memory card emulation (requires simulation of undumped MCU).

-mpeg_audio: Use pre-calculated cosine table for DCT decoding - yields significant performance improvement.[David Haywood, Aaron Giles]

-arm7: Fixed BLX (LO) thumb opcode in ARM7/9 - return address was offset by one halfword. [David Haywood]

-dsk_dsk: Don-t segfault on empty tracks - fixes einstein 4game. [Dirk Best]

-deco146: Fully handle sound latch internal to the device. [Dirk Best]

-einstein updates: [Dirk Best]
 * Created "Tatung Pipe" bus and converted 80 column device (use -pipe tk02 to use).
 * Added cursor rendering, support for alternate character, and save state support set to the 80 column device.
 * Removed redundant einstei2 driver.
 * Added user port bus interface with support for speech cartridge and mouse.
 * Corrected default floppy drive types, and added support for more types.
 * Added ADC0844 device, emulated analogue joystick, and fixed minor issues with memory map.
 * Marked Einstein 256 ROM dump as bad.
 * Added support for the Silicon Disc RAM drive as a pipe device (appears as drive 3).
 * Fixed Centronics port - printing now works.
 * Hooked up RS232 port.
 * Improved interrupts and add WIP Speculator support.

-px4: Fixed keyboard input from cold start. [Dirk Best]

-floppy: Added TEAC FD-30A 3 inch floppy drive. [Dirk Best]

-Added a generic Z80 daisy chain device, for use in drivers with non-Z80 peripherals. [Dirk Best]

-midvunit: Use ADC0844 device. [Dirk Best]

-micro3d updates: [Dirk Best]
 * Use ADC0844 device and fixed throttle regression.
 * Attached RS232 port to monitor port.

-adc0844: Added support ADC0848 variant and made some adjustments to differential mode. [Dirk Best]

-74123: Use line handlers for single lines. [Dirk Best]

-wave: Look up speaker count and cassette device relative to owner - fixes cassette speakers inside devices. [Dirk Best]

-headonn: Fixed colors and added DIP switch info. [Dirk Best]

-headon2: Fixed colors and cleaned up. [Dirk Best]

-spacetrk: Marked as imperfect graphics due to missing star field and background gradient. [Dirk Best]

-via6522: Added some interrupt logging. [Edstrom]

-prodigy: Added clickable layout, making the machine playable; updated keypad logic to use ioport_array. [Edstrom]

-t4426: Replaced a bad dump caused by corrosion with a new verified dump. [Edstrom]

-epc: Fixed load order for newer ROM (now gives same error as older ROM), and set EGA as default as it works. [Edstrom]

-z80scc: Ported improvements from z80sio and cleaned up code. [Edstrom]

-hp9895: Fixed NMI handling and secondary addressing in PHI chip. [F.Ulivi]

-hp85: Added support for I/O slots and emulation of HP82937 module; added support for internal printer. [F.Ulivi]

-Fixed metadata fro Brazilian CoCo clones, and renamed LZ Color64 ROMs to document labels and PCB locations. [Felipe Sanches]

-Added Codimex CD-6809 FDC (1986) device. [Felipe Sanches]

-trs80dt1 updates: [Frank Palazzolo, Robbbert]
 * Fixed keyboard key sense to fix key repeat.
 * Switched refresh to 60Hz to match with 60Hz jumper setting.
 * Added temporary hack to get the last three columns to display.

-i8275: Added check to avoid potential buffer overflow. [Frank Palazzolo]

-m68000: Added support for 68010/68020/68030 bus error stack frames formats - fixes common CPU type detection routine [Jean-Francois DEL NERO]

-Fixed DS128X/DS1288X main frequency divider - output frequency must be fixed to 1Hz. [Jean-Francois DEL NERO]

-smc91c9x: Implemented SMC91C9X Ethernet controller connected mode with WinPcap or TUN/TAP tunnel. [Jean-Francois DEL NERO]

-cv1k.cpp: Demoted all sets to imperfect timing, set audio output to mono, and documented DIP switches. [MetalliC]

-ymz77x improvements: [MetalliC]
 * Added pan, main volume level, and clip limit control.
 * Emulated YMZ774 chip at feature level used by PGM2-platform games.

-SH3/4 DRC: Mark DRC cache dirty on reset. [MetalliC]

-arm7: Handle DP-commands ROR  case where Rs=32/64. [MetalliC]

-arm7: LDR/LDRM should switch to Thumb mode on ARMv5T. [David Haywood, MetalliC]

-ti99_8: Added Hexbus write timing logic. [Michael Zapf]

-bbcb: Added Computer Village 1797 FDC (LVL Dos) - not working. [Nigel Barnes]

-electron: Added Acorn Plus 1 expansion device, moved cart slots to plus1, and replaced OS ROM with good dump. [Nigel Barnes]

-bbc: Added ARM Evaluation System co-processor device. [Nigel Barnes]

-cfa3000: Added input devices on userport, analogue, and 1MHz bus. [Nigel Barnes]

-bbcm: Allow switching between internal and external tube ports. [Nigel Barnes]

-mtx updates: [Nigel Barnes]
 * Fully implemented both ROM- and RAM-based memory maps.
 * Added Finnish and Danish keyboard ROMs.
 * Implemented ROM extension board and cartridge slot.
 * Added support for ROM 2 subpages on ROM extension board.
 * Implemented cassette motor control.

-accomm: Added CMOS RAM, serial and econet ports, implemented RAM/ROM switching according to manual, and documented full memory map [Nigel Barnes]

-interpro updates: [Patrick Mackinlay]
 * Added basic support for the system bus variously referred to as SR, SR bus, SRX and CBUS.
 * Added initial GT graphics card implementation sufficient to boot the diagnostic monitor in graphics mode.
 * Added high-level emulation of the InterPro keyboard with US English layout.
 * Added support for InterPro 20x0, 24x0 and 27x0 systems.
 * Added support for Ethernet, mouse, and serial DMA.
 * Improved timer, interrupt and DMA handling.
 * improved comments/documentation

-bt459 improvements: [Patrick Mackinlay]
 * Added support for blinking (pixel planes and cursors).
 * Fixed dual-cursor and X Window mode.
 * Corrected screen output alignment.

-28fxxx: Added device emulating 28F010 Flash memory and family (not compatible with JEDEC Flash protocol). [Patrick Mackinlay]
 * Converted Interpro to use this device.

-clipper: Floating point improvements: [Patrick Mackinlay]
 * Switched to softfloat implementation.
 * Implemented floating point macro instructions.
 * Implemented floating point exceptions and rounding.

-apple2: Added preliminary support for "SSB Apple" speech board. [R. Belmont, Apple II Documentation Project]

-apple2: Added preliminary support for AE TransWarp accelerator card. [R. Belmont, Apple II Documentation Project]

-apple2: Added No-Slot Clock support to //e, //c, and friends. [R. Belmont]

-apple2cp: Improved "MIG" custom chip handling for apple2cp. [mgcaret, R. Belmont]

-apple2cp: Corrected MIG RAM size to 2K (was 0.5K). [mgcaret, R. Belmont]

-apple2c: Fixed Slinky register return when no expansion RAM is present. [R. Belmont, mgcaret]

-ds1315: Added support for DS121x parts where the RTC sits in a ROM's address space. [R. Belmont]

-arm7: ARM v5TE support improvements: [R. Belmont]
 * Added support for high vector option.
 * Fixed v5 BLX to save the return address in R14.
 * Implemented BLX Rn form.
 * Fleshed out ARM946ES model, added movable DTCM and ITCM support.

-nds: De-skeletonized driver: [R. Belmont]
 * Added IPCSYNC.
 * Added WRAM banking and more mirroring.
 * Added timers, interrupt management, partial DMA, and ARM7 halt-until-IRQ.

-ibmpcjr: Added quiksilver fast-boot BIOS. [Robbbert]

-mmagic: Added sound samples. [Robbbert]

-Aristocrat MK5 updates: [Roberto Fresca]
 * Redumped the following sets so they have correct checksums and boot: Adonis (BHG1508, US), Boot Scootin' (GHG1012-02, US), Bumble Bugs (CHG0479-03, US), Cash Chameleon (DHG4078-99, US), Enchanted Forest (JHG0415-03, US), Golden Pyramids (AHG1206-99, US), Magic Garden (AHG1211-99, US), Margarita Magic (EHG1559, US, set 1), Party Gras (BHG1284, US),
Sweethearts II (PHG0742-02, US), Sweet Liberty Deluxe (AHG1575, US), The Gambler (EHG0902, US), Tropical Delight (PHG0625-02, US).
 * Added BIOS / USA Set Chip v4.04.08.
 * Reformatted the game drivers to be more readable.

-fmtowns: Fixed kanji ROM offset calculation and scrolling in 16-color mode. [r09]
 * Kanji in fixed ROM font now displays correctly, making boot messages intelligible.
 * Scrolling imperfect but better than before - fixes scrolling/positioning issues in multiple games.

-hcd62121 updates: [Ricardo Barreira]
 * Made improvements based on experiments with hardware using a CFX-9850G.
 * Fixed mistakes in CL flag calculations, and added more unknown instructions.
 * CFX-9850G is now emulated just accurately enough for most of the RUN mode to work well.

-mrisc: Added PROM dumps and removed the ARM boot hack. [RolandLangfeld, Sandro Ronco]

-arm7: Added rudimentary instruction prefetch buffer. Fixes GBA NES Classics games. [Ryan Holtz]

-gba: Made GPIO ports pass ROM through on read by default - fixes Doom 2 and Duke Nukem Advance. [Ryan Holtz]

-e132xs: Reworked all opcodes to reduce runtime branches and unnecessary work - now considerably faster. [Ryan Holtz]

-sm7238: Implemented reverse video, 80/132 column switching, and alternate font. [shattered]

-vt240: Fixed palette and screen size fix. [shattered]

-monty.cpp: Wake Monty Plays Scrabble and Master Monty from HALT instruction using reset. [smf]

-z80: Implemented HALT output and clear HALT condition during reset. [smf]

-c65 updates: [smf]
 * Reordered keys and renamed I/O ports to match system specification.
 * Added caps key and two extra keyboard columns, although only one of them may have made it into hardware.
 * Added support for switching between 40/80 columns with F1 and blink/underline/highlight/reverse attribute.
 * Allow switching between upper case/lower case character ROM with shift+Commodore key.

-chdman: Use DeviceIoControl to get disk length - allows chdman to access physical drives on Windows 10. [Ted Green]

-Added 32- and 64-bit population count utilities. [Vas Crabb]

-Moved object finder resolution before device_start (github #2759). [Vas Crabb]

-Added an SDLC consumer device that logs SNA frame headers and data. [Vas Crabb]

-Replaced hacky Kaypro keyboard that bypassed the SIO with emulated Kaypro 10 keyboard. [Vas Crabb, rfka01, TeamEurope]

-kaypro: Switched from z80dart to z80sio, hooked up BRG to SIOs, hooked up direct connections from SIOs to RS232 ports. [Vas Crabb]

-z80sio updates: [Vas Crabb]
 * Decoupled from device_serial_interface - it can't support synchronous modes, on-the-fly register updates, and other features.
 * Made asynchronous receive behave more like real device: check that start bit persists for half a bit
interval, sample data bits mid-interval, handle invalid stop bit as described in Zilog manual, check parity and latch overrun and parity errors.
 * Re-implemented break detection.
 * Implemented SDLC transmission including bit stuffing, transmit CRC, abort, and underrun/end-of-message behaviour.
 * Generalised synchronous transmission to other modes.
 * Completely overhauled interrupt logic - vectors should be correct now.
 * Improved handling of transmit and receive buffers and control lines.
 * Implemented different auto-reset receive errors in MPSC vs SIO.
 * Implemented enough of synchronous reception to pass uts20 loopback tests (not accurate, but helps understanding).
 * Disabled automatic CRC transmission in 1-byte sync mode (necessary to pass uts20 loopback tests).

-e132xs: Templated most Hyperstone register-register and immediate opcode handlers to reduce code
duplication. [Vas Crabb]
 * Also fixed behaviour in some corner cases including privileged register traps and SR as source in
subtraction.

-uts20 updates - all self-tests now pass without ROM patches: [Vas Crabb]
 * Hacked in permanent loopback on SIO channel A TxD to RxD, and SIO channel B TxD to RxD and WAIT/READY to DCD+RTS.
 * Implement parity poison and NMI on parity error feature.
 * Corrected NVRAM width to four bits.

-namcops2.cpp: Added dump of Time Crisis 3 V291 I/O board. [Darksoft, Mitsurugi]

-naomi.cpp: Dumped WaveRunnerGP motor board. [Darksoft, Mitsurugi]

-skyskipr: Added DIP switch locations. [einstein95]

-vicdual: Added sound samples for tranqgun and bonus sound sample for depthch. [Jim Hernandez]

-Fixed some typos. [Martin Lindhe]

-pgm2: Dumped IGS036 internal ROMs for Oriental Legend 2 and Knights of Valour 2 New Legend.
 [Morten Shearman Kirkegaard, Peter Wilhelmsen]

-pntnpuzl: Added 8798 MCU dump. [Reznor007]

-Added Commodore PC 30-III BIOS v2.00 and alternative Ericsson PC BIOS. [rfka01]

-Dumped obj roms for Seibu CATS system. [ShouTime, Bill D., The Dumping Union]

-Redumped Taikyoku Base Ball (previously called Champion Base Ball Part-2 (set 2) and only partially dumped).[ShouTime, progetto-SNAPS, Patrick Wheeler, Sean Sutton, Surgeville, Paul Vining, Marisol Nunez Serrano, Rod_Wod, Jeffrey Gray, John Wilke, gamerfan, Smitdogg, The Dumping Union]

-Identified Lives and Demo Sounds DIP switches for Sky Destroyer. [sjy96525]

-Corrected years for Spikeout: Final Edition, Ehrgeiz, Golgo 13 Kiseki no Dandou and Daytona USA. [sjy96525]

-Fixed failure to boot for Tekken Tag Tournament (World, TEG2/VER.C1, set 2) and Tekken Tag Tournament (US, TEG3/VER.B). [sjy96525]

-Corrected inputs for CPS3 multi-game bootlegs - Street Fighter III games and Red Earth / Warzard require six buttons. [sjy96525]

-namcos10.cpp: Updated documentation. [Guru]

NUEVOS JUEGOS AÑADIDOS O QUE ANTES NO FUNCIONABAN
------------------------------------------------------
Akai Katana (2010/ 8/13 MASTER VER.) [Bicycle Repairman]
Pac-Eight [rod_wod, The Dumping Union]
Player's Edge Plus (PS0239) Jackpot Jewels Slots [Brian Troha]
The Big Joke (Version 0.00) [Coolmod, The Dumping Union]

ACI Destiny Prodigy [Edstrom]
Cromenco MCB-216 [Robbbert]
Flower (US) [Angelo Salese]
Mephisto RISC 1MB [CB-Emu, RolandLangfeld, Sandro Ronco]
Ping Pong King [Angelo Salese]
Time Attacker [Angelo Salese]

NUEVOS CLONES AÑADIDOS O QUE ANTES NO FUNCIONABAN
----------------------------------------------------
'99: The Last War (bootleg) [ShouTime]
Action Fighter (System 16B, unprotected, analog controls) [David Haywood]
Action Fighter (unprotected) [David Haywood]
Action Fighter (unprotected, analog controls) [David Haywood]
Battlecry (Prototype) [ShouTime, progetto-SNAPS, Patrick Wheeler, Sean Sutton, Surgeville, Paul Vining, Marisol Nunez Serrano, Rod_Wod, Jeffrey Gray, John Wilke, gamerfan, Smitdogg, The Dumping Union]
Battlecry (Version C) [ShouTime, progetto-SNAPS, Patrick Wheeler, Sean Sutton, Surgeville, Paul Vining, Marisol Nunez Serrano, Rod_Wod, Jeffrey Gray, John Wilke, gamerfan, Smitdogg, The Dumping Union]
Bucky O'Hare (ver AA) [Bill D., The Dumping Union]
Codimex CD-6809 [Felipe Sanches]
Grudge Match (V00.90, Italy, location test?) [Vernimark, f205v]
Gunbird 2 (set 2) [Hyid Choi]
Head On N [ShouTime, Andrew Welburn, Rob Carr, Paul Vining, InsertMoreCoins, Smitdogg, The Dumping Union]
Kaypro 10 - 1983 [rfka01]
Otrona Attache 8:16 [Al Kossow]
Prologica CP400 Color II [Felipe Sanches]
Prologica CP-500 (PVIII REV.3) [Felipe Sanches]
The 26th Z [ShouTime, Paul Vining, The Dumping Union]
Thunder Dragon 3 (bootleg of Thunder Dragon 2) [ShouTime]
Troopy (bootleg of Mr. Kougar) [MikeMcBike]

Cromenco CB-308 [Robbbert]
Flower (Japan) [Angelo Salese]
Mephisto RISC II [CB-Emu, RolandLangfeld, Sandro Ronco]

NUEVAS MAQUINAS QUE AUN NO FUNCIONAN
----------------------------------
Add Arbor Ambassador [Robbbert]
ADDS Viewpoint 122 [Robbbert]
ADDS Viewpoint 60 [Robbbert]
Altos II Terminal [Robbbert]
Ampex Dialogue 80 [Robbbert]
AT&T 630 MTG [Robbbert]
C.Itoh CIT-220+ Video Terminal [Robbbert]
Convergent Mightyframe [Robbbert]
Data General Dasher D461 [Robbbert]
DEC VT-240 [Robbbert]
DISER Lilith [Robbbert]
Golgo 13: Juusei no Chinkonka (Japan, GLT1 VER.A) [Guru]
Hazeltine Esprit [Robbbert]
HP 2100 [Robbbert]
HP-2622A [Robbbert]
HP-700/92 [Robbbert]
InterPro 2000 [Patrick Mackinlay]
InterPro 2400 [Patrick Mackinlay]
InterPro 2500 [Patrick Mackinlay]
InterPro 2700 [Patrick Mackinlay]
Kaypro 1 [rfka01]
Kaypro 2/84 [rfka01]
Kaypro 4x [rfka01]
LSI M3 [Robbbert]
Micro-Term 420 [Robbbert]
Micro-Term 5510 [Robbbert]
Milwaukee Computers MC-1200 [Robbbert]
Motorola AMPS Car Phone [Robbbert]
Motorola Powerstack II [Robbbert]
Mushiking The King Of Beetles - Mushiking IV / V / VI (World) [Darksoft, f205v, MetalliC, rtw]
Onyx C5000 [Robbbert]
Qume QVT-102 [Robbbert]
Qume QVT-103 [Robbbert]
Qume QVT-190 [Robbbert]
Qume QVT-201 [Robbbert]
Qume QVT-70 [Robbbert]
Relisys TR175II [Robbbert]
Solbourne Series 5E Computer Workstation [Robbbert]
Sony PlayStation 2 [Robbbert]
Televideo TS-3000 [Robbbert]
Televideo TVI-912C [Robbbert]
Televideo TVI-955 [Robbbert]
Televideo TVI-965 [Robbbert]
Terco 4490 Mill CNC Control [Edstrom]
Three Rivers PERQ 1A [Robbbert]
TRS-80 DT-1 [Robbbert]
Vectrix VX384 Graphics Processor Terminal [Robbbert]
Visual 100 [Robbbert]
Visual 102 [Robbbert]
Wyse WY-50 [Robbbert]
Xerox Alto I [Robbbert]
Zentec Zephyr [Robbbert]
Ziatech ZT-8802 SBC [Robbbert]
unknown ACD computer [Robbbert]
unknown TTI SCSI host adapter [Robbbert]

NUEVOS CLONES AÑADIDOS QUE NO FUNCIONAN
----------------------------------
Action Fighter (FD1089A 317-unknown, analog controls) [David Haywood]
Action Fighter (FD1089A 317-unknown) [David Haywood]
Action Fighter (System 16B, FD1089A 317-unknown, analog controls) [David Haywood]
Action Fighter (System 16B, FD1089A 317-unknown, set 1) [David Haywood]
Action Fighter (System 16B, FD1089A 317-unknown, set 2) [David Haywood]
Commodore PC 40-III [rfka01]
Compaq Portable III [rfka01]
Gran Trak 10/Trak 10/Formula K (older) [TTL] [Ed Fries, Tim Giddens, Andy Welburn]
Hazeltine Esprit III [Robbbert]
Kaypro 4/84 plus88 [rfka01]
Kaypro New 2 [rfka01]
Landing High Japan (Ver 2.02 O) [ShouTime]
Martial Masters (ver. 102, 101, 101TW) [skate323k137, The Dumping Union]
Sanyo MBC-28 [rfka01]
Siemens PCD-2 [rfka01]
Wyse WY-150 [Robbbert]
Wyse WY-160 [Robbbert]
Wyse WY-30+ [Robbbert]
Wyse WY-55 [Robbbert]
Wyse WY-60 [Robbbert]
Wyse WY-85 [Robbbert]

Nuevo software list additions que funcionan
-----------------------------------
archimedes:
  ALPS - Adventure Language Programming System, APEC Utils Disc v1.3, Archimedes Hard Disc Utilities Disc, Euclid v2.06 [Nigel Barnes]
bbca_cass: 100 Programs for the BBC Microcomputer [Nigel Barnes]
bbcb_cass: Fairy Tale, Instant Recall, Starter Word Splits, WestQuest 1847 [Nigel Barnes]
bbcb_flop:
  Acornsoft Demo Disk v1.0, Revs Demo, Superior Software - Demonstration Disc, Tree of Knowledge [Nigel Barnes]
  BeebSID 18 - Club Hits [PitfallJones]
electron_cart: Starspell, Starspell & Starword, Starspell & View, Stop Press [Nigel Barnes]
fmtowns_cd:
  AnotherTOWNS - Anata~ Free Software Collection, Dragon Shock, NHK Jissen Eikaiwa, Okumanchouja II, Oshare Cooking II,Tom Snyder's Puppy Love 2, Toushin Toshi II [r09]
hp85_rom: Mass storage ROM [F.Ulivi]
ibm5150:
 B.A.T. (CGA/EGA/Tandy versions) (Quest & Glory Compilation), Teenage Mutant Hero Turtles: The Coin-Op! [ArcadeShadow  La Collection Amstrad PC - Arkanoid / Super Tennis, Oliver & Company [breiztiger]4D Sports Boxing (Euro, Alt), A Line in the Sand, A Nightmare on Elm Street,
  Advanced Dungeons & Dragons - Curse of the Azure Bonds (V1.1), Advanced Dungeons & Dragons - Curse of the Azure Bonds (V1.2), Advanced Dungeons & Dragons - Pool of Radiance, Advanced Dungeons & Dragons - Pools of Darkness, Advanced Dungeons & Dragons - Secret of the Silver Blades (1.10), Alpine Tram Ride, QNX Demonstration (Apr 17th, 1989),
  Word 1.15, Word 2.00, Word 5.0 (Swedish), Word 5.5 (3.5", German), Word 5.5 (3.5", Italian), Word 5.5 (5.25"),
  Word X1.06 (September 7, 1983 beta) [Justin Kerk]
ibm5170:
  Ecstatica, Fables & Fiends - The Hand of Fate (German), Heart of China, LucasArts Classic Adventures, Rise of the Dragon [ArcadeShadow]
  WarCraft - Orcs & Humans [breiztiger]
  hal91 0.2.0, HAL91 0.4.5, PC Tools 7.1 (5.25" HD), PC-MOS Version 5.01, PC-MOS/386 Version 1.02, PC-MOS/386 Version 3.00,
  Photon microGUI Development version 1.10 for QNX 4.2x, Photon microGUI Runtime version 1.10 for QNX 4.2x,

PicoBSD 0.41 (Dialup),
  PicoBSD 0.41 (Dialup) (Polish), PicoBSD 0.41 (ISP-alpha), PicoBSD 0.41 (Network), PicoBSD 0.41 (Network) (Polish),
  PicoBSD 0.41 (Router), PicoBSD 0.41 (Router) (Polish), PicoBSD 0.43 (Dialup), QNX 4.23, QNX 4.24, QNX 4.25,
  QNX Demo (Modem v4.00), QNX Demo (Network v400), QNX Demo Floppy (Modem Version V4), QNX Demo Floppy (Network Version V4),
  QNX Internet Appliance Toolkit Demo (v1.0), QNX Internet Appliance Toolkit Demo (v1.0a),
  QNX Internet Appliance Toolkit Demo (v1.0a Beta), QNX Internet Appliance Toolkit Demo (v1.1 - Russian),
  QNX Internet Appliance Toolkit Demo (Modem v3.03), QNX Internet Appliance Toolkit Demo (Network v2.0),
  QNX Internet Appliance Toolkit Demo (Network v3.03), QNX TCP/IP Runtime version 4.23, Serial Terminal

Linux (0.1),
  Serial Terminal Linux (0.2), Serial Terminal Linux (0.3) [Justin Kerk]
mtx_rom: MTX NewWord, Hisoft PASCAL [Nigel Barnes]
px4_cart: Dialtext 4 [Robbbert]

bbc_flop_arm: ARM Evaluation System Discs [Nigel Barnes]
ibm5150: Ikari Warriors (alt) [breiztiger]

Nuevo software list additions que no funcionan
-----------------------------------
dragon_cart: Dragon 32 Soak Test [Nigel Barnes]
electron_cart:
  Advanced Plus 3, Advanced Plus 4, Click, Cumana Floppy Disc System, Pegasus 400, Sound Expansion v1, Sound Expansion v3 [Nigel Barnes]
fmtowns_cd: Suikoden - Tenmei no Chikai [r09]
ibm5170:
  1830 - Railroads & Robber Barons, 5th Fleet, Alfalinux 0.3.1 -Laetitia-, Brutalware Linux 1.1, DLX Linux Demodisk V1.0, Phindows,
  tomsrtbt (1.7.185), tomsrtbt (2.0.103), Win32s (1.15), Win32s (1.15a), Win32s (1.25), Win32s (1.25a OLE), Win32s (1.30) [Justin Kerk]
lynx: Alpine Games [anonymous]
mtx_cart: MTX Node Ring [Nigel Barnes]
mtx_cass: Demonstration Tape, MTX Draughts [Nigel Barnes]
px8_cart:
  Clock, DAKComm, dBase II, Epson BASIC, Geneva Connection, Intext 1.0, Intext 1.1, Othello, Oval IRM, Portable Calc,
  Portable WordStar, SuperCalc, The Traveling Appointment Manager, The Traveling Expense Manager, The Traveling Time Manager,
  Turbo Pascal (unofficial ROM), CP/M Utilities [Nigel Barnes]
vsmile_cart: Disney Cenerentola - I desideri magici di Cenerentola (Ita), Disney Il re leone - La grande avventura di Simba (Ita), Disney La sirenetta - Ariel e la crociera magica (Ita), Disney/Pixar Ratatouille - Le nuove ricette di Remy (Ita), Disney/Pixar Up (UK), Kung Fu Panda - Path of the Panda (UK), Scooby-Doo! - Avventura a Funland (Ita), Zayzoo: An Earth Adventure (UK) [tag2015]

Traducciones añadidas o modificadas
-----------------------------------
Dutch [Jos van Mourik]
Greek [BraiNKilleRGR]
Portuguese [Pedro Simoes]
Spanish [A. Viloria]

Pagina oficial:
http://www.mamedev.org/

Descarga de la versión 32 bits:
http://www.mamedev.org/downloader.php?file=mame0192/mame0192b.exe

Descarga de la versión 64 bits:
http://www.mamedev.org/downloader.php?file=mame0192/mame0192b_64bit.exe

martes, 28 de noviembre de 2017

Cemu v1.11.1

Nueva versión final de este emulador de Wii U que va mejorando cada vez más pero por ahora empiezan a funcionar muchos  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:
– Mejorado el  recompilador PPC recompiler
– Mejorado el soporte online
- Arreglados fallos gráficos
- Mejorada la compatibilidad
– Implementación del ErrEula (Sistema de mensajes de Wii U’s)
- Algunos arreglos variados



En detalle:

– general: Improved online support, as a consequence Cemu now requires all ccert and scert files to be dumped
– general: Input window should open faster
– general: Improved error description when file copy operations fail (save migration and update/DLC installer)
– general: Cemu will generate meta folder for saves if not already present (necessary to identify saves)
– general: Updated application and window icon
– general: Updated game profiles
– PPC/JIT: New global linear-scan register allocator
Previous register allocator would only look at blocks of uninterrupted instructions,
while the new RA can allocate registers across branches and loops,
resulting in code with far less memory read/writes.
If you know x64/ppc asm and want to see an example, check this link:
http://cemu.info/changelog/cemu1.11.1_ra.txt
– PPC/JIT: Use BMI2 SHRX/SHLX for PPC SRW/SLW (if supported)
– PPC/JIT: Detect and replace common ADDIC+SUBFE pattern with x64 optimized code
– coreinit: Added missing MEMCreateUnitHeapEx, MEMDestroyUnitHeap exports
– coreinit: Fixed bugs in memory heap implementations
– coreinit: Added API MEMGetNthListObject, MEMGetPrevListObject, MEMPrependList, MCP_GetSystemVersion, MCP_TitleListByDevice
– ax: Small tweaks and optimizations to audio handling
– nn_ac: Added API GetConnectResult, GetLastErrorCode, GetStatus
– nn_ac: Fixed the return values of IsApplicationConnected, GetConnectStatus, GetAssignedAddress, GetAssignedSubnet
– nn_act: Implemented API AcquireIndependentServiceToken
– nn_acp: Implemented API ACPGetSaveDataTitleIdList, ACPGetTitleSaveMetaXml, ACPGetTitleSaveDirEx
– nn_erreula: Implemented preliminary support for nn_erreula library
– nlibcurl: Implemented a large chunk of Cafe OS nlibcurl functions
– GX2: Fixed a bug that caused a mismatch between geometry and pixel shader attribute location
– GX2: Fixed a rare bug that caused textures to be dropped from the texture cache after a period of time despite being still in use
– nsysnet: Added API NSSLCreateContext, NSSLSetClientPKI, NSSLAddServerPKI, NSSLAddServerPKIGroups, NSSLDestroyContext

Página oficial:
http://cemu.info/

Download:
http://cemu.info/releases/cemu_1.11.1.zip


sábado, 25 de noviembre de 2017

PSX Datacenter Actualización 25-Noviembre-2017 10th Aniversario

Nueva actualización semanal de la página de PSX Datacenter que celebra el 10 aniversario añadiendo en esta ocasión nuevas entradas de juegos de PSX y actualizando muchas otras como Out Live - Be Eliminate Yesterday, Overblood 1 y 2, Overboard!, Oyaji No Jiken, Pacapaca Passion, Pac-Man World o Pajama Sam - You Are What You Eat from Your Head to Your Feet [ con nuevo contenido como portadas en alta resolución, información, nuevos trucos, publicidades y muchos otros cambios.

CAMBIOS
10TH ANNIVERSARY UPDATE!!

First, thanks to all the people that had contributed in any way to the site during these 10 years of work, the site got more than 8600 entries that is more than I thought when I started this project 10 years ago, but there is still a lot of work to do to reach the final goal (maybe the site will never be fully completed, since there are still games that seems pretty hard to find, but we will try to make the site as complete as we can).

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.

¡¡¡10º ANIVERSARIO!!!

En primer lugar, gracias a todos los que han contribuido de alguna forma durante estos 10 años a la página, la página tiene ahora más de 8600 entradas, lo que más de lo que pensé que tendría cuando empecé este proyecto hace 10 años, pero todavía hay mucho trabajo por hacer para alcanzar el objetivo final (quizás la página nunca llegue a estar completamente acabada, puesto que aún hay juegos que parecen muy complicados de encontrar, pero intentaremos que la página esté tan completa como podamos).

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.



Añadidas las siguientes entradas a la PSX Datacenter:

NTSC-J:
Hissatsu Pachinko Station Puchi - Nanasy tte Nani [SLPS-02283] (J)
Nishijin Pachinko Tengoku Vol.1 [SLPS-00614] (J)
Nishijin Pachinko Tettei Kouryaku - CR Hanaman Sokuhou & CR Obake Land [SLPS-03268] (J)
Winning Lure [Fishing rod series] [SLPM-86548] (J)

ACTUALIZADAS:
Ace Combat 2 [SLUS-00404] (E)
Ace Combat 2 [SLPS-00830] (J)
Ace Combat 2 [Playstation the Best] [SLPS-91146] (J)
Ace Combat 2 [SCES-00699] (E)
Ace Combat 2 [SCES-00901] (F)
Ace Combat 2 [SCES-00902] (G)
Out Live - Be Eliminate Yesterday [SLPS-00746] (J)
Out Live - Be Eliminate Yesterday [Sunsoft Collection Best] [SLPS-01732] (J)
Out Live - Be Eliminate Yesterday [Value 1500] [SLPS-03282] (J)
Overblood - A 3D Sci-fi Adventure [SLUS-00464] (E)
OverBlood - 3D Active Adventure [SLPS-00392] (J)
OverBlood - 3D Active Adventure [PlayStation the Best] [SLPS-91032] (J)
OverBlood - 3D Active Adventure [Major Wave Series] [SLPM-86641] (J)
Overblood 2 [SLES-01879 & SLES-11879] (E)
OverBlood 2 [SLPS-01261~2] (J)
OverBlood 2 [PlayStation the Best] [SLPS-91140~1] (J)
OverBlood 2 [SCPS-45190~1] (J)
Overblood 2 [SLES-02187 & SLES-12187] (G)
Overblood 2 [SLES-01880 & SLES-11880] (I)
Overblood [SLES-00768] (E)
Overblood [SLES-00769] (F)
Overblood [SLES-00770] (G)
Overboard! [SLES-00865] (E)
Oyaji No Jiken - Nechan Tsuri Iku De! [SLPS-02590] (J)
Oyaji no Jiken: Nee-chan Tsuri Iku de! [Renka Ban] [SLPS-03260] (J)
Pacapaca Passion [SLPS-02122] (J)
Pachi Pachi Saga [SLPS-00288] (J)
Pachi Slot Kanzen Kouryaku - Cranky Pro [SLPS-01023] (J)
Pachi-Slot Aruze Oukoku 4 [SLPS-03089] (J)
Pachi-Slot Aruze Oukoku 4 [Deluxe Pack] [SLPS-03088] (J)
Pachi-Slot Aruze Oukoku 4 [PSOne Books] [SLPS-91499] (J)
Pac-Man World [SLUS-00439] (E)
Pac-Man World [SLPS-02345] (J)
Pac-Man World [SCPS-45445] (J)
Pac-Man World [SCES-00934] (E)
Pac-Man World [SCES-02277] (F)
Pac-Man World [SCES-02278] (G)
Pac-Man World [SCES-02279] (I)
Pac-Man World [SCES-02280] (S)
Pajama Sam - You Are What You Eat from Your Head to Your Feet [SLUS-01389] (E)
Pajama Sam - You Are What You Eat From Your Head to Your Feet [SLES-03576] (E)
Pyjama Sam - Heros du gouter [SLES-03577] (F)
Pyjama Sam - Süssigkeiten Kriegen Saures [SLES-03578] (G)
Shipwreckers! [SLUS-00558] (E)
Añadidas nuevas descripciones, portadas en alta resolución y fotos.

MANUAL:
Ace Combat 2 (J) [SLPS-00830]
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/

martes, 21 de noviembre de 2017

Snes9x v1.55



Ha salido una nueva versión final de uno de los mejores emuladores de la consola Super Nintendo  (SNES) , ha pasado mucho tiempo desde la última versión y por ahora solo ha salido en la versión de windows tanto en 32 como en 64 bits y la de macOS.

Cambios:

– Added support for the MSU-1 coprocessor. (qwertymodo)
– Added support for MSU-1 distribution pack. (qwertymodo)
– Added support for BS-X Satellaview memory packs and data files. (LuigiBlood)
– Improved BS-X memory mapping accuracy. (LuigiBlood)
– Fixed APU error causing issues with some games. (byuu, qwertymodo)
– Added option to ignore patch checksums. (qwertymodo)
– Fixed build warnings / undefined behavior. (bonimy)
– Correct pixel placement in hires. (BearOso, OV2)
– Fixed RAM mapping for Light Fantasy. (hex_usr, BearOso)
– Added Circuit USA APU timing hack. (BearOso)
– libretro: Merged some changes from downstream repository. (OV2)
– GTK+: Allow use of XDG config directory. (BearOso)
– GTK+: Add 10th save slot. (YamashitaRen)
– GTK+: Updated Spanish translation. (jristz)
– Win32: Switched to Studio 2017. (OV2)
– Win32: Fixed problems when minimized in d3d. (OV2)
– Win32: Split Patch/Rom directory. (OV2)
– Win32: Simplified compilation by removing or including some dependencies (included CG headers, completely removed FMOD and FMOD_EX, moved direct draw to compile switch) and reworking solution/configurations. (bonimy, OV2)
– Win32: Fixed crash with movie dialog (OV2)
– Win32: Changed hotplugging (OV2)

Página oficial:
https://sites.google.com/site/bearoso/

Descarga de la versión de 32 bits:
https://sites.google.com/site/bearoso/snes9x/snes9x-1.55-win32.zip?attredirects=0&d=1

Descarga de la versión de 64 bits:
https://sites.google.com/site/bearoso/snes9x/snes9x-1.55-win32-x64.zip?attredirects=0&d=1

Descarga de la versión de Mac:
https://sites.google.com/site/bearoso/snes9x/snes9x-1.55-macosx-i386.zip?attredirects=0&d=1

sábado, 18 de noviembre de 2017

PSX Datacenter Actualización 18-Noviembre-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 NadePro!! Kisama no Seiyuu Yatte Miro!, Namco X Capcom, Nana, Nanatsuiro, Jurassic Park - Operation Genesis, Nano Breaker, Narc, Ben-Hur, Myth Makers - Trixie in Toyland o Naruto - Ultimate Ninja

NTSC-J:
Keiei Simulation - Jurassic Park [SLPM-62346] (J)
Keiei Simulation - Jurassic Park [Konami the Best] [SLPM-62512] (J)
NadePro!! Kisama no Seiyuu Yatte Miro! [SLPM-55223] (J)
NadePro!! Kisama no Seiyuu Yatte Miro! [Limited Edition] [GWS-0007] (J)
Namco X Capcom [SCAJ-20130] (J)
Namco x Capcom [SLPS-25505] (J)
Namco x Capcom [PlayStation 2 the Best] [SLPS-73243] (J)
Nana [SLPM-65914] (J)
Nana [Konami the Best] [SLPM-66256] (J)
Nanatsuiro Drops Pure!! [SLPS-25758] (J)
Nanatsuiro - Drops Pure!! [First Print Limited Edition] [SLPS-25757] (J)
Nano Breaker [SLPM-65809] (J)
Nano Breaker [SLKA-25263] (K)
Naruto - Narutimate Hero [SLKA-25232] (J)
Naruto - Narutimate Hero [SLPS-25293] (J)
Naruto - Narutimate Hero [PlayStation 2 the Best] [SLPS-73212] (J)


NTSC-U:
Jurassic Park - Operation Genesis [SLUS-20380] (E)
Nano Breaker [SLUS-21010] (E)
Narc [SLUS-20730] (E)
Naruto - Ultimate Ninja [SLUS-21358] (E)

PAL:
Ben-Hur - Blood of the Braves [SLES-51350] (E)(F)(G)(I)(S)
Jurassic Park - Operation Genesis [SLES-51354] (E)(F)(G)(I)(S)
Myth Makers - Trixie in Toyland [SLES-53452] (E)
Nano Breaker [SLES-52964] (E)(F)(G)(I)(S)
Naruto - Ultimate Ninja [SLES-54163] (E)(F)(G)(I)(S)



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/

lunes, 13 de noviembre de 2017

RPCS3 v0.0.4-6820



RPCS3 es un  emulador de código abierto de Sony PlayStation 3 y debugger programado en C++ para Windows y Linux.El emulador empezó a desarrollarse a principios de 2011 y utiliza como modos para renderizar los gráficos el DirectX 12, Vulkan y OpenGL. El emulador llega empezar y en algunos casos es capaz de correr bastantes juegos comerciales y PlayStation 3 SDK demos. Muchos más títulos se van añadiendo a la lista de compatibilidad y empezando a ser jugábles gracias a nuestros contribuidores. El código fuente de RPCS3 es público en nuestro GitHub. Puedes encontrar las últimas revisiones compiladas en  AppVeyor o compilarlas tu mismo.

Por ahora funcionan muchos juegos algunos incluso a una velocidad perfecta, otros se puedeen completar y en algunos la velocidad al menos del sonido es algo lenta, hay juegos que aún no hacen  nada pero parece que puede ir mejorando más rápido ya que ahora se puede dedicar al emulador a tiempo completo si queréis apoyarlo y ayudar en su desarrollo puedes hacerlo en su página de patreon:
https://www.patreon.com/Nekotekina

REQUISITOS MINIMOS:
- Windows 7 64-bit or greater / Linux 64-bit.
- A modern x64 processor with SSSE3 support.
- A GPU that supports OpenGL 4.3 or greater.
- Minimum: 4GB of RAM. Recommended: 8GB of RAM or greater.
- Microsoft Visual C++ 2015 redistributable.
- PlayStation 3 PS3UPDAT.PUP system software file.
- PlayStation 3 self-dumped games or applications.
- Storage requirements will expand depending on installed PlayStation 3 software.
- We do not support piracy. All system software should be self-dumped.

GUIA.
https://rpcs3.net/quickstart

CAMBIOS:

This changelog lists the main (but not all) changes made since 0.0.3

» Resolution Scaling (up to 10K)!
» Anisotropic Filtering (up to 16x)!
» Linux AppImages!
» Trophies!
» Save Data Manager!
» Basic Networking Support (YouTube now works)!
» Evdev Controller Support!
» Improved Linux and BSD Support!
» Low-Level Emulation of cellGcm: Even more games now working!
» Huge Compatibility and Performance Improvements!
» Huge GUI Improvements!
» And TONS of Bugfixes as always!

Core
– Fixes idm::init, fxm::init
– Re-enable thread_local for all platforms
– Fixes ipc_manager::add
– Fixes access violation handler
– Fixes decrypt_self usage
– Patch: new ‘load’ syntax: [load, path_name1] – load sequence, [load, path_name2, -0x40] – same, but modify the addresses by -64
– mutex.cpp: New concept update (incomplete)
– Escapes problematic characters in VFS
– Added support for passing commandline arguments to ELF executable

Memory
– Allow overlapping ranges in cellGcmMapEaIoAdress with coherency check
– Fix deadlock in vm::unmap
– sys_mmapper: minor range fix
– Improved lv2_memory object
– Fixed utils::memory_decommit
– vm.cpp cleanup

PPU
– Sets PPU Recompiler (LLVM) as default option instead of PPU Interpreter (Fast)
– Implemented PPU Page Faults
– Fixed a crash on Recompiler due to null jit
– Implemented CALL_FUNC
– Fixes for instruction editor
– Optimizes PPU module loading
– ppu_acontext draft (Work in Progress)

SPU
– Re-implements timing in the SPU concurrency watchdog code. It is now possible to set a hint number of threads with little performance loss, e.g it is now possible to set ‘preferred threads’ to something like 2 and set a penalty of 0 to significantly improve smoothness if running a low end CPU. Note that games which run better with low ‘preferred threads’ values still need a delay penalty greater than 0 (leave it at 3)
– Copies sys_spu_segment info in SPU Thread Group
– Implemented syscalls _sys_spu_image_import, sys_spu_elf_get_information, sys_spu_elf_get_segments, _sys_spu_image_get_information, _sys_spu_image_get_segments, sys_event_port_connect_ipc
– sys_spu_image: Cleanup and extends templates
– Fixed sys_raw_spu_load, sys_raw_spu_image_load
– RawSPU: Implemented Prxy_TagStatus_offs (rollback to immediate MFC transfers)
– RawSPU: Implemented read SPU_NPC_offs
– RawSPU: Implemented read SPU_RunCntl_offs
– Adds vm::page_protect to SPU segments
– Implemented FM instruction for Interpreter Fast and Recompiler ASMJIT
– Fixes a bug in FMA/FMS/FNMS where cmpunord was used as an optimization but inadvertently broke some corner cases
– Implemented readch(mfc_cmd)
– Save and restore mfc cmd: SPU accuracy change, docs state registers are in an ‘undefined state’ after writing to mfc_cmd, but in practice though, they are just left alone

HLE
– Fixed sys_get_random_number, sys_rwlock_runlock, sys_rwlock_wlock, sys_rwlock_wunlock, sys_semaphore_wait (on timeout), sys_event_queue_receive, cellOskDialogLoadAsync, _sys_strncasecmp, cellGameGetParam, cellGameSetParam
– Fixed syscalls _sys_lwcond_signal, _sys_lwcond_signal_all, sys_event_port_connect_ipc
– Rewritten sys_mempool to be thread safe
– Registered new functions on cellCrossController, cellOskDialog, cellSailRec, cellSysutil, sceNp, sceNp2, sceNpSns, sceNpTus, cellRec, cellGameExec, cellGameResc, cellSysutilAvc2, cellSysutilAvconfExt, cellSearchUtility, cellUsbd, sys_net, cellHttp, cellNetCtl, cellAtracMulti, cellAtrac, cell_FreeType2
– Fixed sys_timer initial set state to correctly be STOP instead of RUN
– cellGame: Minor refactoring
– cellRec: Minor fixes
– Registered _sys_rwlock_trywlock
– Re-implemented the ‘Hook static functions’ option
– Refactored sys_lwmutex, sys_lwcond
– Implemented cellSslCertificateLoader, cellHttpUtilParseUri, _sys_tolower, _sys_toupper, __sys_look_ctype_table
– Fixed backspace in onScreenKeyboard
– Rewritten cellVideoOutConfigure, _sys_memcmp, _sys_strlen, _sys_strcmp, _sys_strncmp, _sys_strcat, _sys_strcrp, _sys_strrch, _sys_strncpy, _sys_strncat
– Implemented fs::file::get_handle
– Implemented fs::error::notempty
– cellGame: Add missing game categories AT, AM and SG
– Fixed fs::rename
– Fixed crash in sys_tty_write() if the return buffer for the written length is NULL (Resident Evil 5 demo does this)
– Improve sys_fs_ftruncate: Handles stream API lock (EBUSY) and handles append mode
– sys_fs: use g_tls_error for diagnostic. Affected syscalls: sys_fs_open, sys_fs_opendir, sys_fs_stat, sys_fs_mkdir, sys_fs_fcntl (get free space)
– Implemented checks for FNID duplication
– Implemented MFF_HIDDEN for VNIDs (Now possible: « `REF_FUNC(…).flag(MFF_HIDDEN);`)
– Implemented syscalls _sys_prx_get_module_info, _sys_process_exit, _sys_prx_load_module_on_memcontainer, sys_ss_random_number_generator
– Fixed _sys_strncasecmp
– Exitspawn support renewal: Implemented _sys_process_exit2 syscall, Rewritten sys_game_process_exitspawn, Rewritten sys_game_process_exitspawn2, Implemented _sys_process_atexitspawn, Implemented _sys_process_at_Exitspawn and some other changes
– sys_fs_mkdir: implement ENOENT
– Fixed several filesystem errors where behavior differed a lot from a real PS3
– cellKb: Returns invalid parameter if port number is bigger than number of connected keyboards
– cellVdec: Added stolen TLS hack
– Fixed a callback regression on sceNpManager
– Fixed /dev_bdvd/ for exitspawn
– Fixed NPDRM exitspawn
– Changes CryptAcquireContextW to try CRYPT_NEWKEYSET flag if key container doesnt exist already
– Make cellMouseGetDataList return CELL_MOUSE_ERROR_NO_DEVICE if mouse handler is set to null

LLE
– Implemented LLE emulation of cellGcm
– Added libad_async, libad_billboard_util, libad_core to the list of modules to LLE. Makes several games start working with PPU Recompiler

RSX
– Fixed vertex decompiler to support two argument destinations
– Fixed a buffer overrun crash
– Re-implemented the weak vertex cache using unordered_map for faster search performance
– Re-implemented the texture cache also using unordered_map for faster search as well
– Properly synchronizes the texture cache to avoid random rsx lockup
– Implemented zcull occlusion stats using native occlusion queries
– Implemented conditional rendering as well using the emulated zcull unit
– Added conditional shared locks that take a flag for consideration to avoid recursive lock acquisition
– Yield instead of sleeping rsx thread
– Fixed a situation where a query read-back is requested while zcull render is still active
– Re-implemented the RSX driver side of the vertex processing stage. Vertex attribute data is no longer processed on the CPU freeing up resources otherwise used up dealing with this task. This moves a lot of work over GPU side and slow iGPUs might become a bottleneck. Due to the increased complexity of the shaders, a preloaded shader cache system is also included to allow the shader compilation and linking to happen outside of gameplay. This fixes the hitching and stuttering ingame at the cost of longer loading times. The cache can be deleted from the context menu
– Fixed immediate indexed rendering when immediate index array is provided but vertex data is sourced from registers and array inputs (Wolfenstein)
– Don’t keep invalidated objects around too long. Games like Tales of Vesperia seem to be using a random memory allocator with very low collision chance. This means objects are very unlikely to be reused in such games leading to pile-up
– Ignore sending system reserved semaphores to renderer
– Fixed sca register assignment in vertex decompiler. Fixes some vertex shaders: Text in little big planet and chunks of graphics in alteir games
– Implemented pixel size 16
– Minor improvements to shader cache to reduce first time compile stutter and number of pipeline objects
– Fixed VP ARL opcode: respect the vector write mask
– Implement QUAD_STRIP by redirecting to TRIANGLE_STRIP. This can fail in some rare cases, but that’s not something that can be fixed with indexing anyway. Quads are planar, but adjacent triangles need not be
– Added nullptr check on sys_rsx_context_attribute for games that call it before sys_rsx_memory_allocate. This inevitably caused RPCS3 to crash when it doesn’t on a PS3
– RSX thread recovery in the event of an unknown command [WIP, still dies/loops infinitely if unmapped addresses are provided]
– Unified texture cache for Vulkan and OpenGL. This means that any bugs fixed for one backend should carry over making development easier
– Implemented draw call batching for the slow games that would throw thousands of small draws at the hardware. Significantly speeds some some games. There is an AMD driver bug that will cause missing graphics but it has been reported upstream
– Added support for split draw ranges which would otherwise assert in RSXThread
– Fixed some shader decompiler bugs (DBZ Raging Blast games)
– Fixed section scanning range for early reject (fixes hands)
– Texture cache fixes: Updates section flags when requested, fixes nullptr dereference: cached_dest will be null if dst_is_render_target is true (fixes a crash in some games when using GPU texture scaling)
– Makes the 3rd texture dimension matter: Mark cube map and 3D textures as separate from 2D surfaces in the cache. Also adds an error if a type mismatch is detected
– Added support for internal resolution scaling. Compatible with most applications out-of-the-box. Note that strict rendering mode disables this scaling
– Enabled forced anisotropic filtering up to 16x
– Improves memory protection behavior when strict mode is off. Use full range protection without trampling shared pages instead of only checking a single page. This fixes some missing graphics in some games without requiring strict mode (id tech 5)
– When encountering corrupt put/get registers do not discard entire commandbuffers in case there are semaphores held
– Fixed src/dst framebuffer detection
– Fixed memory protection checks when strict mode is disabled. Should help prevent WCB from hanging the emulator
– Re-implements index buffer expansion/emulation and improves use of the primitive restart flag
– Fixed clear commands for depth-only passes. This removes the need for the invalidate cache hack
– Restructures the texture cache to contain section manipulation to one function
– Fixed some leaking memory sections
– Fixed surface subsection sampling (Turbo: Super Stunt Squad)
– Workaround fixes for crashes due to 0 pitch (VirtualMemory.cpp crash)
– Better detection of situations that would require memory stitching (framebuffer blit operations). Should fix black screen regressions in some games
– Disables draw call batching when strict mode is enabled. Strict mode should always use the safest option and the batching solution has been shown to fail in rare cases (Okami HD)
– Fixed a critical bug in volatile attribute layouts that was introduced during vertex rewrite but went unnoticed. Likely fixes corrupt graphics or black screen in some games, probably only affects 2D elements since it requires immediate-mode drawing plus at least one referenced data register to trigger this condition
– Invalidates surface store address when tile unbound
– Makes dmactrl get ‘readonly’: rsx accuracy change, currently its possible to edit the get ptr from the game side and cause the rsxthread to freak out. It should only be able to be changed from the syscall, so we use an internal variable to keep track of command buffer position and write it to get ptr now
– Tag framebuffer memory when strict mode is enabled to check if content has been written to. This way, framebuffer contents can be ignored if they are known to be incorrect
– Rework memory protection and ignore flush requests if the data has already been written to the CPU. Speedup when using WCB
– Prevents recursive access violations that cause hanging when WCB is enabled
– Tries to determine pixel offsets when nv308a::color is indexed with a non-zero y coordinate. Hopefully fixes bugs where shader ucode is not properly written to rsx mem leading to failing to compile shaders
– Only reject framebuffer memory if it appears inside an actual texture. Ideally should destroy such textures if they exist since the framebuffer will replace the data as it is rendered to, but such a case may not even exist in practice
– Reimplemented the fragment shader pipeline (partially) and optimized cache access
– Implemented texture data casts where possible (1D <-> 2D)
– Implemented render-to-cubemap [realtime reflections] (still incomplete, but should work most of the time)
– Fixes for texture size detection using rsx antialias modes
– Fixes for hanging when using WCB
– Workaround for AMD driver: Catch segfaults in wglDeleteContext with SEH. In rare cases the driver derefs a nullptr and dies, taking the emulator with it. From testing, it seems the vram is indeed freed when this happens so its « safe » to continue
– Disables blit operations if the target will have a size of 0 in any dimension. Fixes blit engine crashing when GPU texture scaling is disabled.
– Bumped shader cache ver to 1.1. Vertex input declarations (unused since vertex rewrite) and texture sampling coord type (unnormalized vs normalized) no longer affect shader state and do not generate new shaders. Shader cache should generate fewer shaders in affected titles
– Do not respect FENCx instructions as they seem to be an optimization hint. Respecting FENCx instructions can result in some hilariously broken shaders including entire shaders that are one big NOP

OpenGL
– Fixed an bug when initializing framebuffers
– Implemented a weak vertex cache for OpenGL as well
– Properly implement VSync control when using OpenGL
– Fixed a zcull corner case
– Fixes for backbuffer blits and complete removal of the flip hack when using OpenGL
– Removal of redundant classes in OpenGL and general cleanup of the texture framework for that backend. There were 2 separate texture classes for example with very different approaches which was awful
– Improved mesa compatibility for OpenGL
– Checks that fence is not empty before calling destroy (workaround for a driver bug)
– Removed the broken strict mode behavior of depth range using GL
– GLVertexDecompiler: fixes undeclared diff_color and spec_color by using mapped variable name, even if the register is declared as output and nothing is written to it
– Compatibility workarounds for AMD cards: emulates glMultiDrawArrays which are broken on Windows driver
– Optimized get_surface_subresource

Vulkan
– Fixed vertex buffer binding for Vulkan. The key is to avoid ‘stale’ descriptors getting to the driver since the referenced buffer views are likely to have been destroyed, resulting in a use-after-free promptly followed by a segfault
– Improvements to multithreaded vertex processing
– Volatile vertex cache implemented to help performance in geometry heavy scenes
– Pre-emptive framebuffer flushing to lower the penalty of a cache miss
– Partial rewrite of the Vulkan renderer to take advantage of parallel frame processing. The frame queue is now double-buffered improving performance and reducing stutter.
– Fixed windowed mode -> fullscreen mode transition hangs and crashes
– Implementation of blit engine in hardware for Vulkan backend
– Reorganization of frame storage and heap management for Vulkan [WIP, slight performance degradation]
– Optimize frame storage and minimize hard sync point occurrence. Improves framerates and makes frametimes a lot more consistent.
– Mark resources with frameIDs to keep drivers that buffer up frames from crashing (Mostly NVIDIA)
– Implemented VSync mode
– Fixed window resize race condition when doing flip
– Improved error handling, recovery and display when running Vulkan (NVIDIA fullscreen & window resize woes)
– Tightens VSync control to not accept any modes that would allow tearing – including adaptive VSync. The reason for this is that gcm is timed to control the virtual graphics controller instead of running uncapped and letting the display limit the framerate. This causes slight judder where the overhead of threads getting scheduled around means we might miss a present window. While the adaptive VSync does a good job allowing consistent frametimes, it does allow tearing to prevent judder. This forces true VSync. If you experience frame judder, disable the VSync option
– Implemented notifications from the GSFrame QWindow to the Vulkan renderer thread. It is important as the renderer should pause until resizing is complete to keep some drivers from crashing when the native window suddenly changes size in the middle of drawing/presenting
– Updateed the vulkan dependancies to the newer spec version. Moves KHR_external to core. Also makes it easier to use newer Vulkan SDK on which newer drivers are based upon. Overall a very minor update, hopefully nothing breaks
– Compatibility workarounds for AMD cards: disabled primitive restart on Vulkan
– Fixed clipping bug when using Vulkan + GPU texture scaling
– Flush command queue before attempting to perform texture writeback to guarantee draw order
– Tag primary command buffers with a flush_only access hint to ensure they are always reopened if submitted outside flush_command_queue such as when dealing with access violations
– Improved handling of swap_bytes behaviour when using WCB
Direct3D 12– Added [DO NOT USE] on D3D12 selection

Audio
– Implemented PulseAudio backend
– Added Buffer Count setting

Input
– DualShock 4: Fixed bluetooth connectivity bug on controller reconnect
– DualShock 4: Fixed initial connection issue and hotplug/dongle calibration detection
– evdev: Added evdev joystick support
– evdev: Better joystick axis scaling
– evdev: Fixes axis reversal
– evdev: Improved controller detection, this fixes detection of the Steam Controller when used with sc-controller
– evdev: Added deadzones
– evdev: Added analog to dpad option
– XInput: Added config entry for Pad Squircling Factor
– Added joystick squircling, which makes running in certain games nicer, same implementation as XInput and DualShock 4 backends
– Respects the controller setting when returning data from cellPadGetData
– Added a window to setup multiple input types as once
– All controllers are now handled by a single thread
– Added ignoring of emulator shortcuts to keyboard_pad_handler

Networking
– sys_net: Converts endianess before passing buffers to setsockopt
– sys_net full rewrite: Implement sys_net syscalls, Clean libnet functions, LLE load libnet.sprx, libhttp.sprx, libssl.sprx, librudp.sprx and libbeisobmf.sprx (makes basic applications like YouTube now work)
– Implemented SYS_NET_SO_REUSEPORT

Trophies
– Fixes rXml limitation
– Fixes sceNpTrophyCreateContext
– Implemented a basic trophy notification dialog
– Allows null argument in sceNpTrophyUnlockTrophy (fixes null dereference on Jak 2)
– Fixes for trophies to show correct language depending on set system language
– Implemented Trophy Manager
– Prevent TROPUSR from crashing on « bad » input

GUI
– Enabled modules list multiselection
– Added drag and drop to gamelist for PUP, PKG, RAP, Disc Game Directories and EBOOTs
– Adjusted toolbar size
– Fixed a bug that would crash the emulator on second boot
– Added user defined notes to saves on Savedata Manager
– Added the ability to force a log comment while a game is running on Alt+L
– Fixed scroller and splitter on debugger frame
– Added hidden by default debug tab in settings
– Fixed GuiSettings to be in config_path settings
– Fixed sort and scroll in game list
– Added smooth icon size slider
– Fixed settings dialog size to be consistent
– Added custom config indicator (gear icon)
– Added disable mouse input setting while the game screen is active (for those who play with UCR)
– Minor refactoring on pad settings
– Added git_branch to version, displays branch on GSFrame when not RPCS3/master and prints to log as well
– Fixed resize on boot
– Fixed custom config creation. It created the yml file right when opening the dialog. Now it creates it only on saving
– Added user custom theme Kuroi (Dark theme)
– Implemented save manager
– Hide Utilities by default (it’s displayed when Debug Tab is enabled)
– Forces single line text for out of bounds issue in Game List
– Fixed a layout bug in the Boot Recent menu
– Fixed small buttons/missing icons in the toolbar
– Fixed gamepad settings layout issue, added refresh button
– Added scrollbar to about dialog
– Fixed graphics adapter selection
– Added more customization options for styleshets
– Added char count label to osk dialog
– Fixed a bug in settings dialog layout
– Disabled viewport settings on custom configs
– Fixed fullscreen icon
– Added syntax highlighter for cg_disasm
– Show tooltips in description box when hovering settings
– Save manager improvements: Makes size only 60% height of window screen initially, adds ability to delete/select multiple rows, adds ability to open the directory of the save
– Debugger improvements: Repositioned the debugger’s current instruction to be in the middle, added a breakpoints list so one can see all the current breakpoints
– GSFrame: Identify minimize/restore events as separate from regular resize and do not react to them
– GSFrame: Enable message queue consumption after loading the shaders cache. Also hides the frame during this step. This fixes the ‘start fullscreen’ bug when running vulkan
– Updated Tooltips
– Added Delete LLVM Cache option

Windows
– Resets windows sleep timer on pad input (prevents computer from sleeping when playing with controller input only)
– Registered Win32 error 32 (Sharing Violation)
– Minor Windows fix on fs::truncate_file and fs::utime
– Fixed an issue where having paths on games.yml that point to NOT_READY drives such as empty physical/virtual disc drives returns ERROR_NOT_READY (Win32 error code 21) which was not handled in fs::error, therefore throwing an exception and crashing RPCS3

Linux
– Fixed saving/loading on Linux for some games by changing param.sfo to PARAM.SFO (lol)
– Finalized AppImage support, started providing proper Linux AppImages on rpcs3.net/download
– Fixed an LLVM issue on openSUSE Tumbleweed when using AMD by bundling Qt5Svg.so
– Fixed segmentation fault in boot recent list
– Fixed Fedora glew install instructions
– Make it pass desktop-file-validate in Ubuntu 14.04
– Added option to build using shared llvm libs for Gentoo users
– Added warning about needing to install libglvnd for NVIDIA linux users
– Implemented progress bar in taskbar
– Fixed some of libpng known incorrect profile spam
– Implemented set_native_priority (posix)

BSD
– Allows building with ALSA on BSD
– Makes Vulkan optional on Linux / makes it possible on FreeBSD. When the USE_Vulkan flag is on, finds the Vulkan loader using pkg-config, and uses it if it’s been found. Also libX11 is now linked on any non-Apple Unix. It was necessary on FreeBSD

Debug
– Added an option to disable the vertex cache for cases where it causes bugs
– Added SPU and PPU Debug checkboxes to Debug tab
– Added a CPU-only mode for debugging texture management operations. While it is quite accurate, it is not perfect and is as expected is slow. Should only be used for debugging
– Fixes debug counters for texture cache. Also tracks texture memory usage
– Added buffer names to vulkan heaps to help debug OOM crashes (« Working buffer not enough » crash)
– Added check_program_status time to draw call setup statistics. It can slow down games significantly
– Added PPU instruction stat dumper, needs PPU Debug option to activate and PPU Interpreter, dumps after Resume (after Pause)

Log
– Small improvements to error formatting on log
– Added CPU to log
– Compresses log to RPCS3.log.gz when closing RPCS3
– Makes it impossible to disable fatal errors logging
– Config now prints eventual errors for enums
– Backs up last log to old_logs/
– Fixed global variables in Log.cpp
– Added « Clear » option to TTY log context menu

Misc
– Added support for multi-files pkg
– Implemented log stacking for error report
– Removed several warnings from the code
– Allows project to be built on macOS with Clang. Only available Render there is Null
– Updated ffmpeg submodule
– Added experimental build warning for non-master builds
– Fixed rare occurence where there a /PS3_GAME+something directory lead to weird behavior
– Fix for unpkg
– Minor refactoring on GUI code for firmware libraries searching
– Fixes moving disc games with arbitrary dir name
– Adds specific how to ask for support instructions on fatal error dialog
– Travis.yml: Coverity and Coveralls code analysis are removed as they don’t work currently, « dist: trusty » is removed as it is now the default Linux, some rework and cleanup added
– Cleans up old wxWidgets related references
– Added some visual studio filters for GUI code files
– Document some of the build options in README and CMakeLists.txt
– VS build: Copies Qt5WinExtras.dll to bin directory. When building RPCS3 on Visual Studio, there’s some DLLs that are copied from the local QT installation to the RPCS3’s output directory using a
post-build script. However, one of these DLL was missing, which is required for running the program on debug mode (for release versions, the file is already present on git)
– Deploy QT DLLs using windeployqt tool: Replace the old mechanism that manually copy the DLLs using either CMake or VS built-in functions. The new approach uses the windeployqt tool provided by the QT project that automatically detect the needed DLLs and perform the necessary copying. This approach should be more robust if there’s an upstream change on QT project regarding DLLs usage
– Fixes an error when compiling with visual studio if you have other executables in the bin folder
– Added a GitHub issue template, hopefully helps with invalid issue spam
– Remove unused rsx-debugger submodule
– Change compiler requirements in cmake script to match with the values listed in the README file
– CMake: Builds LLVM from the submodule if there’s no suitable version
– Moves optional.hpp as a submodule
– Fixed travis trying to upload AppImage from private forks. Always fails if not from upstream repo anyway and detects as an error
– AppVeyor: The project is now built with the Visual Studio solution instead of CMake. This should prevent contributors using Linux (like myself) to introduce a regression on Windows by missing changes in the Visual Studio project files. The AppVeyor artifact is generated with Qt 5.9.1 (previously Qt 5.8) like for Travis. The version 5.9.1 of Qt is not mandatory, there is no problem to keep the minimal requirement to Qt 5.7 except maybe if we have bugs fixed in a newer version
– Finally fix version indicator. Now displays correct commit number instead of « 3 »



Página oficial:
https://rpcs3.net/

Lista de compatibilidad:
https://rpcs3.net/compatibility

Descarga Windows:
https://ci.appveyor.com/api/buildjobs/hkrc02f9cjc40u4n/artifacts/rpcs3-v0.0.4-2017-11-12-0064976c_win64.zip

Descarga Linux:
https://rpcs3.net/cdn/builds/rpcs3-v0.0.4-2017-11-12-0064976-8746_linux64.AppImage

Demul v0.7 171111



Nueva versión final de este gran emulador de Sega Dreamcast, Atomiswave y Naomi 1 Y 2 entre otros sistemas arcade  para windows, que contiene mejoras y arreglos sobre versiones anteriores, con soporte dde muchos juegos nuevos arcade como Akai Katana o Mushiking IV/V/VI y es el mejor emulador de Dreamcast con gran compatibilidad incluso los juegos que necesitaban windows ce como Armada, etc.

Cambios:
* Akai Katana added
* Mushiking IV/V/VI added. new card codes included.
(to change 4-5-6 game version go to game test mode BACKUP CLEAR and hold both players buttons 1 for 3 seconds)
* DX11: fixed Cave bilinear filter
* ymz770: implemented main volume and clip control
* ARM: DP immediate Carry little fix
* basic analogs simulation when playing from keyboard (arcade only)
* Gaelco: improved ball mechanic simulation
* fixed Dreamcast game name handle
* DX11old: fixed shader filter settings load

Sitio oficial:
http://demul.emulation64.com/

Foro:
http://forum.emu-russia.net/viewtopic.php?f=25&t=503&sid=0e3436d07ae81905833908db633ddfef&start=180

Descarga de la versión:
http://forum.emu-russia.net/download/file.php?id=1228&sid=e03300f0d781f17a425dcfdbea6c6e92


miércoles, 8 de noviembre de 2017

Ootake v2.87

Nueva versión del mejor emulador de la consola pc engine junto con el mednafen de los que se siguen actualizando, soporta los cartuchos de pc engine y los juegos en formato de cdrom,permite usar savestates y muchas otra opciones.

Funciona en Windows 7/Vista/XP/8/10 (32 o 64) y una tarjeta gráfica que soporte Direct X v9.0 como mínimo.



Cambios:
– At the top of the « Input » menu, the current pad connection status is
displayed on one line, such as « Connect [x-Button Pad] ». If you place the
mouse cursor over it, the menu for changing the connection pad appears.
– « 3-Button Pad (I+II) » added to the pad selection of the above menu. If
this is selected, pressing [IIIr] button will result in pressing [I]+[II]
button at the same time. In addition, [IIIs] button becomes [RUN] button.
It can be used for jumping of [I]+[II] in « Double Dragon II », and for
simultaneous bullet shooting of [I]+[II] in « Super Darius » and « Darius
Plus », and so on.
– [Alt] key can be assigned to PCE controller setting. Therefore, when you
want to open the menu, please use [Esc] key, the button by « CPU->
Configure Pause Button » menu, or mouse click.
Also, when [Shift] key is pressed five times, the fixed key setting dialog
will not be displayed. As a result, [Shift] key can be assigned to PCE
controller setting.
– When setting PCE controller from the [Setting] button (lower left of the
initial green screen), PCE controllers #2-#5 are initialized (keys not
set). If your controller setting is not stable, please set it here.
– The number of save states can be used to a maximum of 80.
(increased from 50 to 80)
– In the visual scene of the end of « Tenshi no Uta II », the problem of
stopping was solved (occurred in recent version. adjustment of CD access
timing). I was able to check the operation without problem until ending
with this version.
– When entering the first tower in « Tenshi no Uta II », the problem that
large noise exists on the head of some audio tracks (* this noises exists
with a real PC Engine) was solved. In Ootake, this obvious unnecessary
noise is cut and played cleanly.
* This problem is probably caused by a CD-ROM production mistake at that
time (the sound of the end of the previous track is mixed at the
beginning of the track).
In « Tenshi no Uta II », « Rayxanber II », « Eikan ha Kimini » and « Ginga
Fukei Densetsu Sapphire », this problem happens. Ootake solves it. If you
uncheck « Setting-> Improve-> Cut Inaccurate CD-DA Track Head Noise »
menu, this solving will be invalid (noise appear like real PC Engine).
– When specifying « .cue file » as an argument from the command prompt, the
bug that could not be opened (occurred from v2.81) has been fixed.
– Additionally, a detailed part has been improved and corrected.
+ Thank you very much for your reporting and encouragement. In this version,
there are few changes and the source change is slight. For a while (at
least for the Japanese autumn horse racing season), I will take a break.
I am pleased if this v2.86 becomes a stable version. But, if urgent
trouble or things worked on the previous version did not work, I will fix
it soon and update it.

Página oficial:
http://www.ouma.jp/ootake/

Descarga de la versión de windows:
http://www.ouma.jp/cgi-bin/downOotake/downsue.cgi?Ootake287.exe

sábado, 4 de noviembre de 2017

PSX Datacenter Actualización 04-Noviembre-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 Game no Tatsujin, Air Combat, Azure Dreams, Oni Zero Fukattsu, Option Tuning Car Battle, Ore no Ryouri, Oshigotoshiki Jinsei Game, Otenki Kororin Weather Tales, Ouji-Sama Lv1, Oukyuu no Hihou Tension o Walt Disney Junglebogen - Groove Party 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:
Game no Tatsujin [SLPS-00030] (J)
Game no Tatsujin [Sunsoft Best] [SLPS-02052] (J)
Game no Tatsujin [Value 1500] [SLPS-03298] (J)

PAL:
Walt Disney Ksiega Dzungli - Groove Party [SCES-03028] (Pl)

ACTUALIZADAS:
Ace Combat [SLPS-00061] (J)
Ace Combat [Playstation the Best] [SLPS-91005] (J)
Air Combat [SLUS-00001] (E)
Air Combat [SCES-00007] (E)
Azure Dreams [SLUS-00614] (E)
Azure Dreams [SLES-01219] (E)(F)(G)
One Two Smash - Tanoshii Tennis [SLPS-02585] (J)
Oni Zero Fukattsu [Pandora Max Series Vol.6] [SLPS-03106] (J)
Option Tuning Car Battle [SLPS-01207] (J)
Option Tuning Car Battle [Playstation the Best] [SLPS-91037] (J)
Ore no Ryouri [SCPS-10099] (J)
Ore no Ryouri [PlayStation The Best] [SCPS-91207] (J)
Ore no Ryouri [PSOne Books] [SCPS-91323] (J)
Oshigotoshiki Jinsei Game [SLPS-03056] (J)
Oshigotoshiki Jinsei Game [The Best Takaramono] [SLPM-87316] (J)
Otenki Kororin Weather Tales [SLPM-87047] (J)
Othello World II - Yume to Michi e no Chousen [SLPS-00136] (J)
Othello World II: Yume to Michi e no Chousen [Rerelease] [SLPS-01174] (J)
Other Life - Azure Dreams [SLPM-86047] (J)
Other Life - Azure Dreams [Konami the Best] [SLPM-86104] (J)
Ouji-Sama Lv1 [SLPS-03412] (J)
Oukyuu No Hihou Tension [SLPS-00438] (J)
Oukyuu no Hihou Tension [VAP Best Thanks] [SLPS-02594] (J)
Walt Disney The Jungle Book - Rhythm N'Groove [SLUS-01278] (E)
Walt Disney The Jungle Book - Groove Party [SCES-03020] (E)
Walt Disney Junglebogen - Groove Party [SCES-03021] (D)
Walt Disney Jungle Boek - Groove Party [SCES-03022] (Du)
Walt Disney Viidakkokirja - Svengiseikkailu [SCES-03023] (Fi) 
Walt Disney Le Livre De La Jungle - Groove Party [SCES-03024] (F)
Walt Disney Das Dschungelbuch - Groove Party [SCES-03025] (G)
Walt Disney Il Libro Della Giungla - Il Ballo della Giungla [SCES-03026] (I)
Walt Disney Jungelboken - Groove Party [SCES-03027] (N)
Walt Disney Ksiega Dzungli - Groove Party [SCES-03030] (Sw)
Walt Disney El Libro de la Selva - Muévete con ritmo [SCES-03029] (S)

MANUAL:
Ace Combat (J) [Playstation the Best] [SLPS-91005]
Manual editado y creado en cbr por gladiator.



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https://www.patreon.com/psxdatacenter

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http://www.psxdatacenter.com/
o
http://psxdatacenter.com/