Mostrando entradas con la etiqueta Linux. Mostrar todas las entradas
Mostrando entradas con la etiqueta Linux. Mostrar todas las entradas

viernes, 8 de junio de 2018

Snes9x v1.56.1 para windows y linux



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 , no parece que sean compatibles los savestates con la versión anterior pero en esta tiene unas cuantas novedades interesantes como el añadido del filtro xBRZ 1.6

Cambios:

1.56.1:
– Automatic input rate now only works for close multiples of 60Hz. (BearOso)
– Win32: Cheats are now shown in the correct order in the list view. (BearOso)
– GTK+: Check for version greater than 3.22 when using GTK+ 3. (BearOso)
– GTK+: Don’t resize code and description field in GTK+ 2. (BearOso)

1.56:
– Increased the speed of SA1 emulation to match hardware (BearOso)
more closely.
– Fixed negative SA1 division (BearOso, Jonas Quinn)
– Changed the location where we poll input to potentially (Brunnis, BearOso)
reduce lag.
– Fixed the interlace fields being swapped after skipping (BearOso)
frames.
– More updates for BS-X support. (LuigiBlood)
– Updated xBRZ to version 1.6. (zenju, OV2)
– Added a DMA timing hack for rpgone’s Koryu no Mimi (OV2)
translation.
– Updated HDMA to not update indirect addresses until after (BearOso)
transfers are completed.
– Improved cheats support. This stores cheats in a human- (BearOso, OV2)
readable and editable format as gamename.cht. Cheats are
converted from the old format on load. They can be added
in many different formats, but they will convert to the
simple address=condition?byte format.
Also, now included is mightymo’s cheat database, and the
ability to match a game and automatically load cheats
from it.
– Don’t reset a pending NMI on vblank end. Fixes Super (furrykef)
Punch-Out.
– Redo NMI timing. Fixes Secret of Evermore (PAL). (BearOso)
– Test for transparency before dithering on SuperFX. This (RedGuy(yyy))
fixes some graphical artifacts in Star Fox.
– Change some of the SDD1 guesswork mapping. Fixes a Tales (BearOso)
of Phantasia hack.
– Return PPU1 MDR for reads of $2137 instead of CPU MDR. (BearOso)
Fixes Mario’s Time Machine graphical glitch.
– Memset less memory for sprite calculations. (Nebuleon)
– Don’t spuriously update register 14 when running SuperFX. (BearOso)
Fixes graphical glitches in Doom.
– Added a SuperFX clock modifier variable. (BearOso)
– Write CPU MDR during some DMA and HDMA transfers. Fixes (BearOso)
Speedy Gonzales and Funaki Masakatsu Hybrid Wrestler.
– Calculate next IRQ time in advance instead of continously (BearOso, OV2)
checking for it.
– Added some IRQ timing quirks. Fixes at least Marko’s (BearOso, OV2)
Magic Football.
– Fixed wrong tile selection in offset-per-tile mode. (BearOso)
– Advance the VRAM pointer even if VRAM writes at the time (kps501)
are invalid.
– Return 0x80 instead of 0xff in DSP1 simulation. Fixes (kps501)
Powerfest ’94 Mario Kart.
– Initialize controllers on reset. Fixes Looney Tunes (kps501)
B-Ball multitap.
– Attached APU instruction tracer and made some additions (BearOso)
to debugging output.
– Fix line doubling in interlaced mode. (kps501)
– Added support for M.A.C.S. rifle peripheral. (kps501)
– Fixed a bug where the MSU1 channels were reversed. (qwertymodo)
– Win32: Added dynamic rate control support for XAudio2 (OV2)
– Win32: Added different volume level configuration for (OV2)
regular and turbo speed.
– Win32: Added option to disable EPX scaling for messages (OV2)
– Win32: Improve multi-rom loading. (OV2)
– Win32: Add libpng and zlib dependencies as submodules for (qwertymodo, OV2)
easier compiling from source.
– Win32: Fixed icon registration. (OV2)
– Win32: Better support for running while unfocused. (OV2)
– Win32: Changed icon. (BearOso)
– Win32: Report hidpi support. (BearOso)
– Win32: Added mute hotkey and hotkeys for saving/loading (OV2)
from file.
– Win32: Disabled hotplugging in favor of a menu option to (OV2)
reconfigure joysticks.
– Win32: Added a reduce input lag option. (BearOso)
– Win32: Added ability to use GLSLP shaders with OpenGL, (OV2)
including a dialog to tweak custom parameters.
– GTK+: Added dynamic rate control support for audio to (BearOso)
reduce buffer overflows and underflows.
– GTK+: Increased SDL requirement to version 2.0. This (BearOso)
improves joystick compatibility.
– GTK+: Improved GTK+ 3.0 support and made it the default. (BearOso)
– GTK+: Added ability to start from a snapshot on the (julien2512)
command line.
– GTK+: Added automatic input rate handling. (BearOso)
– GTK+: Use 16-bit 5-6-5 pixel format for better colors. (BearOso)
– GTK+: Now disables the compositor in fullscreen mode. (BearOso)
– GTK+: Changed icon. (BearOso)
– GTK+: Require libepoxy for OpenGL support. (BearOso)
– GTK+: Add full compatibility with GLSLP shaders, with a (BearOso)
parameters dialog to configure them.
– Unix: Add xinerama support and window position hints. (Francesco149)
Página oficial:
http://www.snes9x.com/phpbb3/viewtopic.php?f=8&t=24451

Descarga de la versión de 32 bits:
http://www.s9x-w32.de/dl/snes9x-1.56.1-win32.zip

Descarga de la versión de 64 bits:
http://www.s9x-w32.de/dl/snes9x-1.56.1-win32-x64.zip

Descarga de la versión de Linux:
http://www.s9x-w32.de/dl/snes9x-1.56.1.tar.gz

sábado, 2 de junio de 2018

Colem 4.6 emulador de la consola Colecovison para windows y Linux

Es un gran emulador de Colecovision creado por Marat Fayzullin que permite el uso de juegos de la
consola Colecovison y empieza a emular Coleco Adam.

Cambios en la nueva versión:

– Made replay save states approximately every 170ms.
– Added ability to browse through paused replay.
– During replay, press [UP] to pause or resume.
– When replay paused, press [LEFT] and [RIGHT] to browse.
– Press any other button to continue playing.
– Now cancelling replay if any key or button is pressed.
– Made WaitJoystick() exit when window closed.



Página oficial:
http://fms.komkon.org/ColEm/

Descargar versión de Windows
http://fms.komkon.org/ColEm/ColEm46-Windows-bin.zip

Descargar versión de Linux
http://fms.komkon.org/ColEm/ColEm46-Ubuntu-x86-bin.tgz

sábado, 19 de mayo de 2018

Speccy 4.8 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 usando archivos de pokes 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:

– Made replay save states approximately every 170ms.
– Added ability to browse through paused replay.
– During replay, press [UP] to pause or resume.
– When replay paused, press [LEFT] and [RIGHT] to browse.
– Press any other button to continue playing.
– Now cancelling replay if any key or button is pressed.
– Made WaitJoystick() exit when window closed.
– Fixed NMI and REWIND keys in Speccy-Linux.



Página oficial:
http://fms.komkon.org/Speccy

Descargar versión de Windows:
http://fms.komkon.org/Speccy/Speccy48-Windows-bin.zip

Descargar versión de Linux:
http://fms.komkon.org/Speccy/Speccy48-Ubuntu-x86-bin.tgz

Descargar versión de Android
https://play.google.com/store/apps/details?id=com.fms.speccy

miércoles, 16 de mayo de 2018

fMSX 5.4 para Windows y Linux

También se ha actualizado con una nueva versión de este gran emulador de MSX creado por Marat Fayzullin que permite el uso de ordenadores MSX, MSX2, and MSX2+,con gran compatibilidad en los juegos, uso de trucos y filtros gráficos para mejorar la imagen, también existe para Andróid en dos versiones gratis y una completa de pago.

Cambios en la nueva versión:

– Made replay save states approximately every 170ms.
– Added ability to browse through paused replay.
– During replay, press [UP] to pause or resume.
– When replay paused, press [LEFT] and [RIGHT] to browse.
– Press any other button to continue playing.
– Now cancelling replay if any key or button is pressed.
– Made WaitJoystick() exit when window closed.



Página oficial:
http://fms.komkon.org/fMSX/

Descarga de su página oficial la versión de Windows:
http://fms.komkon.org/fMSX/fMSX54-Windows-bin.zip

Descarga de su página oficial la versión de Linux:
http://fms.komkon.org/fMSX/fMSX54-Ubuntu-x86-bin.tgz

Android gratis:
https://play.google.com/store/apps/details?id=com.fms.fmsx

Andoid completa por 2.99 EUR :
https://play.google.com/store/apps/details?id=com.fms.fmsx.deluxe

domingo, 13 de mayo de 2018

MasterGear v4.3 Windows y Linux

Nueva versión de este gran emulador de consolas Sega de 8-bit creado por Marat Fayzullin que permite el uso de ordenadores SEGA MasterSystem y GameGear,con gran compartibilidad en los juegos, trucos, juego en red y filtros gráficos para mejorar la imagen, tambien existe para Andriud en dos versiones gratis y una completa de pago.


Si te gusta la versión de winsows o linux y quieres ayudar a su desarrollo puedes considerar descargar la versión MG-Android  para tu telefono o tablet.La versión de  Android  tiene otros muchos extras como una Cheatopedia con trucos para mucjos de los juegos más populares, State Exchange que permite intercambiarlos con otros usuarios los savestates y muchas ottras.

Cambios:

– Fixed saved state compatibility between 32bit and 64bit systems.
– Recompiled sources with « -Wall » and fixed warnings.
– Deprecated -DNO_WAVE_INTERPOLATION compilation option.
– Deprecated -DNEW_STATES compilation option.



Página oficial:
http://fms.komkon.org/MG/

Descarga versión windows:
http://fms.komkon.org/MG/MG43-Windows-bin.zip

Descarga versión linux:
http://fms.komkon.org/MG/MG43-Ubuntu-x86-bin.tgz

Versión Android de pago 4.99 :
https://play.google.com/store/apps/details?id=com.fms.mg

domingo, 22 de abril de 2018

PCem v14

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 – Compaq Portable Plus, Compaq Portable II, Elonex PC-425X, IBM PS/2 Model 70 (types

3 & 4), Intel Advanced/ZP, NCR PC4i, Packard Bell Legend 300SX, Packard Bell PB520R, Packard Bell PB570,

Thomson TO16 PC, Toshiba T1000, Toshiba T1200, Xi8088
– New graphics cards added – ATI Korean VGA, Cirrus Logic CL-GD5429, Cirrus Logic CL-GD5430, Cirrus Logic

CL-GD5435, OAK OTI-037, Trident TGUI9400CXi
– New network adapters added – Realtek RTL8029AS
– Iomega Zip drive emulation
– Added option for default video timing
– Added dynamic low-pass filter for SB16/AWE32 DSP playback
– Can select external video card on some systems with built-in video
– Can use IDE hard drives up to 127 GB
– Can now use 7 SCSI devices
– Implemented CMPXCHG8B on Winchip. Can now boot Windows XP on Winchip processors
– CD-ROM emulation on OS X
– Tweaks to Pentium and 6×86 timing
– Numerous bug fixes

Paágina oficial:
http://pcem-emulator.co.uk/

Descarga la versión windows aqui:
http://pcem-emulator.co.uk/files/PCemV14Win.zip

Linux:
http://pcem-emulator.co.uk/files/PCemV14Linux.tar.gz




miércoles, 4 de abril de 2018

Colem 4.4 emulador de la consola Colecovison para windows y Linux

Es un emulador de Colecovision creado por Marat Fayzullin que permite el uso de juegos de la consola Colecovison y empieza a emular Coleco Adam.

Cambios en la nueva versión:
– Added ROM page switch specific for carts with EEPROM.
– Added 24c08 EEPROM support (Black Onyx saves now).
– Added 24c256 EEPROM support (Boxxle works).
– Now saving EEPROM state into .SAV files.
– Now saving SGM state into .STA files.
– Now accepting both AA55h and 55AAh MegaCarts.
– SGM games Buckrogers, Subroc, Zaxxon, Dragon’s Lair work.
– Fixed restoring background screen color from .STA files.
– Added EEPROM menu selections to ColEm-Windows.
– Added links to CV Addict and AtariAge forums to ColEm-Windows.
– Added -24c08, -24c256, and -noeeprom command line options.
– Compiled ColEm-Unix with -Wall and eliminated warnings.
– Replaced -DNO_WAVE_INTERPOLATION with -DWAVE_INTERPOLATION, off by default.
– Removed old LoadSTA() and SaveSTA() code.
– Finally deprecated -DNEW_STATES.



Página oficial:
http://fms.komkon.org/ColEm/

Descargar versión de Windows
http://fms.komkon.org/ColEm/ColEm44-Windows-bin.zip

Descargar versión de Linux
http://fms.komkon.org/ColEm/ColEm44-Ubuntu-x86-bin.tgz

jueves, 29 de marzo de 2018

Speccy 4.7 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 usando archivos de pokes 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:
– Added remaining time display during replay.
– Stopping replay when emulation reset or state loaded.
– Fixed replay rollover mechanism.
– Added shadow underneath the time display.
– Compiled Speccy-Unix with -Wall and eliminated warnings.
– Replaced -DNO_WAVE_INTERPOLATION with -DWAVE_INTERPOLATION, off by default.
– Deprecated -DSOUND, sound code always compiles now.



Página oficial:
http://fms.komkon.org/Speccy

Descargar versión de Windows:
http://fms.komkon.org/Speccy/Speccy47-Windows-bin.zip

Descargar versión de Linux:
http://fms.komkon.org/Speccy/Speccy47-Ubuntu-x86-bin.tgz

Descargar versión de Android
https://play.google.com/store/apps/details?id=com.fms.speccy

miércoles, 28 de marzo de 2018

fMSX 5.3 para Windows y Linux

También se ha actualizado con una nueva versión de este gran emulador de MSX creado por Marat Fayzullin que permite el uso de ordenadores MSX, MSX2, and MSX2+,con gran compatibilidad en los juegos, uso de trucos y filtros gráficos para mejorar la imagen, también existe para Andróid en dos versiones gratis y una completa de pago.

Cambios en la nueva versión:
– Added remaining time display during replay.
– Stopping replay when emulation reset or state loaded.
– Fixed replay rollover mechanism.
– Added shadow underneath the time display.
– Compiled fMSX-Unix with -Wall and eliminated warnings.
– Replaced -DNO_WAVE_INTERPOLATION with -DWAVE_INTERPOLATION, off by default.
– Removed old LoadSTA() and SaveSTA() code.
– Finally deprecated -DNEW_STATES. .



Página oficial:
http://fms.komkon.org/fMSX/

Descarga de su página oficial la versión de Windows:
http://fms.komkon.org/fMSX/fMSX53-Windows-bin.zip

Descarga de su página oficial la versión de Linux:
http://fms.komkon.org/fMSX/fMSX53-Ubuntu-x86-bin.tgz

Android gratis:
https://play.google.com/store/apps/details?id=com.fms.fmsx

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


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


sábado, 16 de diciembre de 2017

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

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

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



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

jueves, 26 de octubre de 2017

Speccy 4.5 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:
– Añadido soporte de varios monitores ala vez al Speccy-Windows.
– Arreglada la ventana que desaparecia  en Speccy-Windows.
– Arreglada la detección del mejor modo de pantalla completa en Speccy-Windows.
– Arreglado el problema de que la ventana parpadeara que apareció despues de los últimas actualizaciones de Win10.
– Movida la opción del disco al menu de "Hardware" en Speccy-Windows.
- Cambiadoi el Speccy-Linux  ausar elmodo de sonido PulseAudio.
- Actualizado el viejo controladorr de PulseAudio para 64bit Linux.



Página oficial:
http://fms.komkon.org/Speccy

Descargar versión de Windows:
http://fms.komkon.org/Speccy/Speccy45-Windows-bin.zip 

Descargar versión de Linux:
http://fms.komkon.org/Speccy/Speccy45-Ubuntu-x86-bin.t

Descargar versión de Android
https://play.google.com/store/apps/details?id=com.fms.speccy

miércoles, 20 de septiembre de 2017

Mednafen 0.9.48



Nueva versión final del Mednafen es un emulador multisistema que no tiene gui propia se recomienda usar el frontend recomendado para usarlo,puede sacarse fotos en formato png, grabar videos en formato quicktime, en esta versión prosigue sus mejoras fundamentalmente en la versión de Sega Saturn y emula los siguientes sistemas:

Atari Lynx
Neo Geo Pocket (Color)
WonderSwan
GameBoy (Color)
GameBoy Advance
Nintendo Entertainment System
Super Nintendo Entertainment System/Super Famicom
Virtual Boy
PC Engine/TurboGrafx 16 (CD)
SuperGrafx
PC-FX
Sega Game Gear
Sega Genesis/Megadrive
Sega Master System
Sega Saturn (experimental, x86_64 only)
Sony PlayStation

Mednafen 0.9.48 Cambios de la versión:
- SS: Fixed graphics corruption in the intro of "Batman Forever".
- SS: Fixed hang in "Jung Rhythm" when trying to retry a failed stage.
- SS: Fixed crash in "Tenchi Muyou! Ryououki Gokuraku" when it tries to play an opening movie.
- SS: Fixed messed-up colors in "Discworld 2".
- SS: Fixed hang when trying to resume a suspended game in "Tactics Ogre".
- SS: Fixed the periodic loud popping noise during FMV playback in "Grandia"(an emulation bugfix; sound may still pop/click if you have a slower CPU of course).
- SS: Added a hack/kludge to allow bypassing of data cache on reads(such that the timing benefits of partial cache emulation are preserved, without cache coherency problems that partial cache emulation sometimes leads to with poorly programmed games), and added an internal database to enable it on select games; fixes graphical glitches and/or hangs in "Area 51 (USA and Europe)", "Clockwork Knight 2 (USA)", "DeJig - Lassen Art Collection", "Father Christmas", "Golden Axe The Duel", "Sega Saturn Choice Cuts", "Spot Goes to Hollywood (USA and Japan)", "Street Fighter Zero", "Street Fighter Zero 3", "Super Puzzle Fighter II Turbo", and "Virtual Volleyball".
- SS: Full cache emulation is now enabled for "Whizz"(by using an internal database), to resolve(or at least reduce) quasi-random hanging issues during startup.

Página oficial:
http://mednafen.fobby.net/

Desacrga de la versión Windows 32:
http://mednafen.fobby.net/releases/files/mednafen-0.9.48.-win32.zip

Desacrga de la versión Windows 64:
https://mednafen.github.io/releases/files/mednafen-0.9.48-win64.zip

Desacrga de la versión Linux:
https://mednafen.github.io/releases/files/mednafen-0.9.48.tar.xz

Frontend recomendado descarga Windows y Linux:
https://github.com/amatcoder/mednaffe

viernes, 18 de agosto de 2017

Colem 4.1 emulador de la consola Colecovison para windows , Androidy Linux

Es un emulador de Colecovision creado por Marat Fayzullin que permite el uso de juegos de la consola Colecovison y empieza a emular Coleco Adam.

Cambios en la nueva versión:
- Añadido soporte para DirectInput joysticks al ColEm-Windows.
– Movidas todas las opciones relaccionadasd con los controles al menu « Input » en ColEm-Windows.
- Arreglado el fallo que hacia fallar el emulador cuando se cambiaba la calidad del sampleado del sonido  audio en ColEm-Windows.
– Añadida la opción « Draw 65% Frames » en ColEm-Windows.
- Arregladas las actualizaciones de pantalla despues de cambiar el agoritmo de escalado en ColEm-Windows.



Página oficial:
http://fms.komkon.org/ColEm/

Descargar versión de Windows
http://fms.komkon.org/ColEm/ColEm41-Windows-bin.zip

Descargar versión de Linux
http://fms.komkon.org/ColEm/ColEm41-Ubuntu-x86-bin.tgz

Descargar versión de Android gratuita
https://market.android.com/details?id=com.fms.colem

Comprar versión de Android de pago con mas opciones
https://market.android.com/details?id=com.fms.colem.deluxe

miércoles, 12 de julio de 2017

fMSX 5.0 para Windows y Linux

También se ha actualizado con una nueva versión de este gran emulador de MSX creado por Marat Fayzullin que permite el uso de ordenadores MSX, MSX2, and MSX2+,con gran compatibilidad en los juegos, uso de trucos y filtros gráficos para mejorar la imagen, también existe para Andróid en dos versiones gratis y una completa de pago.

Cambios en la nueva versión:
- Cambaiiado a microsegundos la emulación del AY8910 PSG.
- Ahora se actualiza , hace el render y toca el sonido cada 8 scanlines
– La prueba del PLAY "S8M90O6G" MML funciona ahora...
– Añadido soporte para DirectInput joysticks al fMSX-Windows.
– Arreglado el fallo que rompia el emulador al cambiar el audio sampling rate en fMSX-Windows..



Página oficial:
http://fms.komkon.org/fMSX/

Descarga de su página oficial la versión de Windows:
http://fms.komkon.org/fMSX/fMSX50-Windows-bin.zip

Descarga de su página oficial la versión de Linux:
http://fms.komkon.org/fMSX/fMSX50-Ubuntu-x86-bin.tgz

Android gratis:
https://play.google.com/store/apps/details?id=com.fms.fmsx

Andoid completa por 2.99 EUR :
https://play.google.com/store/apps/details?id=com.fms.fmsx.deluxe

miércoles, 5 de julio de 2017

Speccy 4.4 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:
– Añadido soporte para DirectInput joysticks al Speccy-Windows.
– Movidas todas las opciones relaccionadas con los controles al menu « Input » en Speccy-Windows.
– Arreglado el fallo que rompia el emulador al cambiar el audio sampling rate en Speccy-Windows.
– Arreglado el que se narque la opción de « Wave To Melody » en Speccy-Windows.
– Añadiida la opción « Draw 65% Frames » a Speccy-Windows.
– Arreglados los screen updates despues de cambiar el agoritmo de escalado en  Speccy-Windows.



Página oficial:
http://fms.komkon.org/Speccy

Descargar versión de Windows:
http://fms.komkon.org/Speccy/Speccy44-Windows-bin.zip

Descargar versión de Linux:
http://fms.komkon.org/Speccy/Speccy44-Ubuntu-x86-bin.t

Descargar versión de Android
https://play.google.com/store/apps/details?id=com.fms.speccy