viernes, 29 de enero de 2016

PSX Datacenter Actualización 30-Enero-2016

Nueva actualización semanal de la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PSX y actualizando muchas otras como Hello Kitty - White Present, Herc's Adventures o Hermie Hopperhead Scrap Panic 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:
Fever - Sankyo Koushiki Pachinko Simulation [SLPS-02371] (J)
Fever - Sankyo Koushiki Pachinko Simulation [PSOne Books] [SLPS-91473] (J)
Fever 2 - Sankyo Koushiki Pachinko Simulation [SLPS-02760] (J)
Fever 2 - Sankyo Koushiki Pachinko Simulation [PSOne Books] [SLPS-91474] (J)

UPDATES:
Dark Messiah [SLPS-01422] (J)
Hellnight [SLES-01562] (E)(F)(G)
Hello Kitty's Cube Frenzy [SLUS-00778] (E)
Hello Kitty's Cube de Cute [SLPS-01427] (J)
Hello Kitty's Cube de Cute [Reprint] [SLPS-02455] (J)
Hello Kitty - White Present [SLPS-01766] (J)
Herakles no Daibouken [SLPS-01061] (J)
Herc's Adventures [SLES-00586] (G)
Herc's Adventures [SLUS-00298] (E)
Herc's Adventures [SLES-00653] (E)
Herc's Adventures [SLES-00645] (S)
Herc's Adventures [SLES-00642] (I)
Herc's Adventures [SLES-00655] (F)
Hermie Hopperhead Scrap Panic [SCPS-10012] (J)
Hermie Hopperhead Scrap Panic [Playstation the Best] [SCPS-91016] (J)
Heroine Dream [SLPS-00471] (J)
Heroine Dream [Limited Edition] [SLPS-00470] (J)
Heroine Dream [Mouichido Kimi ni Eitai...Loved Series vol.2] [SLPS-02264] (J)
Hexen [SLUS-00348] (E)
Hexen [SLPS-00972] (J)
Hexen [SLES-00555] (E)
High School of Blitz [SLPS-02351] (J)
Hikari No Shima - Seven Lithograhs in Shining Island [SLPS-02305] (J)
Hikaru no Go - Heian Gensou Ibunroku [SLPM-87059] (J)
Hikaru no Go - Heian Gensou Ibunroku [Konami the Best] [SLPM-87273] (J)
Hi-Octane [SLUS-00157] (E)
Hi-Octane [SLPS-00171] (J)
Hi-Octane [SLES-00115] (E)(F)(G)(S)
Hissatsu Pachinko Station - Monster House Special [SLPS-01577] (J)
Hissatsu Pachi-Slot Station 5 - Invader 2000 [SLPS-03030] (J)
Hogs of War [SLUS-01195] (E)
Hogs of War [SLES-01041] (E)
Hogs of War (Les Cochons De Guerre) [SLES-02766] (F)
Hogs of War (Frontschweine) [SLES-02767] (G)
Hogs of War (Marranos en Guerra) [SLES-02768] (S)
Hogs of War [SLES-02769] (I)
Hokuto no Ken - Seikimatsu Kyuuseishu Densetsu [SLPS-02993] (J)
Hole of the Legend Monster - Monster Complete World ver 2 [SLPS-02297] (J)
Hole of the Legend Monster - Monster Complete World Ver.2 [SuperLite 1500 Series] [SLPM-87115] (J)
Honoo no Ryourinin Cooking Fighter Tao [SLPS-01382] (J)
Añadidas nuevas descripciones, portadas en alta resolución,nuevas publicidades y imagenes.

MANUALES:
Overblood 2 (I) [SLES-01880]
Manual scans by Domustation, cleaned & compiled into cbr by gladiator.

Podeis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/





MameUI [Ash-Build] v0.170

Es una versión de Mame basada en el Mame Plus y como este ademas de una gui permite el uso de numerosos filtros para mejorar la imagen, se actualiza con la versión oficial cada vez que sale esta al final de cada mes, y añade algunas otras opciones a la versión oficial de Mame Plus

Páfina oficial donde podeis descargar las versiones  32 y de 64 bits:
http://ashura.altervista.org/




miércoles, 27 de enero de 2016

MAME v0.170

Nueva versión del Mame final que es la primera del año, que desde hace varias versiones incluye el Mess en el mismo programa. Es un emulador de maquinas arade creado por Nicola Salmoria y el Mess lo que hace es emular emuladores y consolas  como Spectrum, Commodore 64 y muchas mas.

CAMBIOS:

MAMETesters FALLOS ARREGLADOS
----------------------
- 06097: [Crash/Freeze] (viper.c) Most sets in viper.c: Crashing at start
  (32-bit only) (Robbbert)
- 06127: [DIP/Input] (m92.c) thndblst: "Continuous Play" dip switch
  value incorrectly labeled (kane)
- 06126: [Crash/Freeze] (suna8.c) hardhea2b: Exception at start (Osso)
- 04900: [Flip Screen/Cocktail] (battlex.c) battlex: Missing Title and
  Text while flipped (Osso)
- 06117: [Multisession] (bfm_sc2.c) qntoond, quintoon: MAME crashed when
  switching games (Osso)
- 02640: [Gameplay] (megasys1.c) kazan, iganinju: Multiple issues (slow graphic
  rendering, missing graphics) (Angelo Salese)
- 06114: [DIP/Input] (cps1.c) sf2m10: Kick inputs are not working LK MK HK (Osso)
- 06090: [Crash/Freeze] (namcos10.c) mrdrilr2, mrdrlr2a: Crash during Init (Osso)
- 06046: [Speed] Several drivers using mc6845.c: Speed is always 90-98% when
  throttled (crazyc)
- 06104: [Gameplay] (x1.c) x1 [druaga]: druaga fails to get past
  loading screen (crazyc)
- 06124: [Crash/Freeze] (phc25.c) phc25, spc1000, fc100: phc25, fc100 crash
  at start; spc1000 crash when a letter key is pressed (Osso)
- 06122: [Crash/Freeze] (x68k.c) x68000 [ffight]: crashes with stack crawl (crazyc)

CAMBIOS EN EL CODIGO
--------------
-Added more accurate SSi S14001A speech chip emulation, written by one
 of the people at SSi who originally laid out the S14001a silicon in
 1974/5! [Ed Bernard]

-nokia_3310.cpp: started implementing the driver based on available
 information. Also added dumps for various models. [Sandro Ronco]

-Corrections to some ROM names and labels on Elevator Action based on
 pcb pictures. [Lord Nightmare, brizzo]

-tispeak.cpp: Dumped and added correct version of 1979 US Speak &
 Spell. [Sean Riddle]

-vicdual: rewrote carnival music board emulation, copy-pasted samples
 handling from audio/pulsar.cpp. Kept sample names and function names
 the same. [hap]

-XAudio2 support [Brad Hughes]

-Removed this == nullptr checks and fixed most of the resulting
 crashes. [MooglyGuy, Tafoid]

-psychic5.cpp: added SCREEN_RAW_PARAMS [Angelo Salese]

-More configuration fixes [AJR]
 * terrafb: remove unused NB1414M4
 * segas16b.cpp: sanity check forgotten in last confix
 * sega16sp.cpp: fix region width, make required (as last confix
    allows)

-psychic5.cpp: Fixed sprite disable for Bombs Away. [Angelo Salese]

-Pass and return palette devices by reference, not as pointers [AJR]
 * Add screen_device::has_palette()
 * Require device_gfx_interface::gfx() and palette() to access members
 * Getters for atari_vad_device return devices as references, not
    pointers

-Driver configuration fixes [AJR]
- Implement found() method for object finders
- a1200, cubo, midzeus2, etc.: remove spurious palette tags
- bagman, sbagman & clones: correct PROM region lengths
- atomicp, snapper: remove unused(?) sprite device w/no ROMs

-taitotz: replace HLE rendering with actual chip emulation [Ville Linde]

-NAOMI/Chihiro docs update [f205v]
-document rest of Atomiswave registers [brizzo, MetalliC]
-added dump of World Club Champion Football's camera sensor board [ANY]

-tourvis.cpp: Added V4.0 BIOS to the Tourvision driver [system11]

-OS/2 patch [KO Myung-Hun]

-Arkanoid: Add note about the number of optical quadrature slots (24)
 the arkanoid 1:20 geared spinner's quadrature wheel. [brizzo]

-Arkanoid.cpp: Set YM2149 emulation to mix channels the same way the
 real pcb mixes them, by directly tying them together with no mixing
 resistors. This  introduces some distortion, but is more accurate
 to actual pcb audio. [Lord Nightmare]

-40love.cpp: added global color select bank, fixes colors in later
 levels for Forty-Love [Angelo Salese]

-spc1000: cassette tape motor fixed for working properly [Miso Kim]

-arkanoid.cpp: Added emulation of the 68705 timer and timer interrupts.
 Fixed bugs with MCU port c ddr handling, latches and edge detection,
 added missing interrupt on Z80 write to MCU, and removed a boost
 interleave hack which was made unnecessary by these fixes. Switched
 the Arkanoid (older) sets to use original Taito A75 06 MCU code as
 opposed to the bootleg MCU code used until now. The 3 (newer) and 1
 Tournament sets still use hand-hacked bootleg MCU code until original
 MCU chips can be dumped and/or decapped. All 9 of the dumped Arkanoid
 MCU code roms now work, if hooked up to the appropriate drivers. Hooked
 the now-working 'deprotected Taito' MCU dump up to arkanoidjbl. Added an
 alternate gfx rom dumped from an original 'older' US board. [Lord Nightmare, Brizzo]

-some fast invaders improvements [ANY]

-Return std::string objects by value rather than pass by reference [AJR]
  - strprintf is unaltered, but strformat now takes one fewer argument
  - state_string_export still fills a buffer, but has been made const
  - get_default_card_software now takes no arguments but returns a string

-Some comments on TRS-01 'early radar scope' 5-PCB set. Fixed some ROM
 names based on PCB pictures from Superully. [Lord Nightmare]

-segas18.cpp: Add documentation of a Laser Ghost test PCB [Arzeno Fabrice]

-meadwttl.cpp: ROM labels update for Bombs Away (Meadows) [Stiletto, Andrew Welburn]

-common osd path environment var expansion [Jeffrey Clark]

-add lua console support back in [Jeffrey Clark]

-pc9801_86: add pcm [Carl]

-added official updater roms to the calspeeda set so that you can
 update the hdd / game revision if you so please [mrsinister]

-ts803: can display text and graphics, can boot from disk [Gabriele D'Antona]

-dccons.c:
  Dreamcast v1.022 "no MIL-CD" BIOS dumped [Leonard Oliveira]
  Katana Set5 Dev.Box BIOS v1.001 found [MetalliC]
  sorted out bioses/flashes, removed outdated comments [MetalliC]

-apple2e: fix $c800 arbitration, fixes IDE and SCSI cards
 among others. [R. Belmont]

-R9751: Clean up, add timer register, and add another system disk
 set to software list [Brandon Munger]

-makedep.py: Finish making it python3-compatible [O. Galibert]

-sfkick.cpp: Fill in missing dipswitches and added dip locations. [Brian Troha]

-Added pre-compiled headers support to build system [Miodrag Milanovic]

-improvements to hp9845b driver [F.Ulivi]

-Increase debug console maximum parameters in debugcon.h [ConHuevosGuey]

-m68k: fix 020+ bfins instruction results and flags [Till Harbaum]

-fidelz80: redumped CC10B PRG ROM [Berger]

-rf5c400: added external memory r/w function [Ville Linde]

-marywu: Most of the hardware has been mapped by analysing the pcb tracks. [Felipe Sanches]
 This set of commits include:
a video layout with all 30 LEDs 13 double-digit 7seg modules
an improved memory map hooking up the couple AY8910-3 chips, 2kb of Static RAM and the keyboard/display controller (an i8279 clone)
multiplexing signals for the 7seg displays
LEDs being controlled by the IO ports of the 2 AY8910-3 chips
8-bit set of DIP-Switches, a 2x16 keyboard and 4 push buttons mapped to the i8279 scanlines and return lines

-Some more validity checking improvements: [AJR]
* The -validate command now accepts an optional string, validating only
 matching drivers. This has proven useful for debugging. The default is
 to validate all drivers as usual.
* Devices' names are tracked when validating their auto-finders.

-Have sound_stream::input_name return the std::string it constructs [AJR]

-Added SteamLink initial support [Sam Lantiga, Miodrag Milanovic]

-Refactored NTSC pass and added sliders [ImJezze]
* merged YIQ encode and decode pass into one NTSC pass
* fixed half texel offset
* re-added usage of A value
* re-added usage of P value
* re-added jitter of B value
* changed default O value to 0
* reduced sample count to 64
* removed duplicate YIQ settings definition
* added sliders for most NTSC settings
* fit B value jitter between a min/max range of 0 and 1
* fit A and B value between a min/max range of -1 and 1
 Refactored color convergence pass
* color convergence is now independent from ratio
* color convergence is now limited to a maximum of 10
* the radial color convergence now "translates" the most outer
 pixel as they would be translated by the linear color convergence
 with the same amount
* added color convergence pass to vector rendering
 Misc.
* fixed half texel offset in pre-scale pass
* fit scan-line jitter between a min/max range of 0 and 1
* color convolution, defocus and phosphor pass will now be skipped
 if all influencing parameters are 0
* added hum bar simulation based on [MooglyGuy's] GLSL port of the MAME shader pipeline
* added monochrome-chessboard.png
* added slot-mask-aligned.png (to simulate a TFT LCD

New machines added or promoted from NOT_WORKING status
------------------------------------------------------


NUEVOS JUEGOS AÑADIDOS O QUE ANTES NO FUNCIONABAN
------------------------------------------------------
Wing Force (Japan, prototype) [ShouTime]
Snow Board Championship [Charles MacDonald, David Haywood]
Waku Waku Marine [Ryan Holtz, Smitdogg, Shoutime, The Dumping Union]
Il Galeone [f205v]
Last Four (09:12 16/01/2001) [f205v]
Samsung SPC-1500 [Miso Kim]
TI-1250 [hap, Sean Riddle]
Speak & Spell Compact (3 versions) [hap, Sean Riddle, Lord Nightmare, Kevin Horton, plgDavid(David Viens)]
Ordisavant (France) [TeamEurope, dlfrsilver]


NUEVOS CLONES AÑADIDOS O QUE ANTES NO FUNCIONABAN
----------------------------------------------------
Gun Dealer (bootleg) [Yrouel]
Rambo 3 (bootleg of Ikari, Joystick hack) [Any]
Laser Ghost (Japan) (FD1094 317-0164) [Charles MacDonald, ShouTime]
Strider (USA, B-Board 90629B-3, Street Fighter II conversion) [system11]
Nova 2001 (Japan, hack?) [system11]
Stadium Hero '96 (USA, EAH) [Kevin Eshbach, The Dumping Union]
Multi Game '96 (Italy) [system11]
Sly Spy (US revision 4) [system11]

NUEVAS MAQUINAS QUE AUN NO FUNCIONAN
----------------------------------
Sequential Circuits Prophet-600 [R. Belmont]
Didact mp68a [Joakim Larsson]
Didact md6802 [Joakim Larsson]
Esselte 100 [Joakim Larsson]
 Labeled 'WU- MARY-1A [Felipe Sanches]
Various Tourvision (PCE bootleg) cartridges [system11, The Dumping Union]
 - 1943 Kai, After Burner, Armed-F, Ballistix, Be Ball, Chōzetsurinjin Beraboh Man, Bomberman,
   Chuka Taisen, Coryoon, Daisenpu, Dead Moon, Devil Crush, Dodge Ball, Dragon Spirit, Final Blaster
   Final Match Tennis, Gunhed, Hana Taka Daka, Jinmu Densho, Kiki Kaikai, Legend of Hero Tonma
   Mizubaku Daibouken Liquid Kids, Mr Heli, Ninja Ryukenden, Operation Wolf, Override, Pac-Land
   PC Genjin Punkic Cyborg, Power Drift, Pro Yakyuu World Stadium '91, Psycho Chaser, Puzzle Boy
   Raiden, R-Type II, Saiga No Nindou - Ninja Spirit, Salamander, Shinobi, Side Arms, Skweek
   Son Son II, Tatsujin, Terra Cresta II, Toy Shop Boys, Veigues, Winning Shot, W-Ring, Xevious
   Doraemon Meikyuu Daisakusen

Unknown Tab Austria Poker [ANY]
Roland TR-606 [hap, Kevin Horton]
Pyon Pyon Jump [Ryan Holtz, Smitdogg, Shoutime, Roberto Fresca, The Dumping Union]
Fidelity Voice Excellence [plgDavid, hap]
Fidelity Sensory Chess Challenger 12-B [Berger]
Dragon Treasure 3 (Rev A) (GDS-0041A) [Jorge Valero, rtw, The Dumping Union]

NUEVOS CLONES QUE AUN NO FUNCIONAN
--------------------------------
Fidelity Voice Chess Challenger (Spanish) [Berger]
Fidelity Voice Chess Challenger (German, French) [plgDavid, hap]
Sega Bass Fishing Challenge Version A [gamerfan, brizzo, MetalliC, Smitdogg, The Dumping Union]
Raizin Ping Pong (V2.01J) [Shoutime]
Power Shovel ni Norou!! - Power Shovel Simulator (v2.07J, alt) [Shoutime]
Desert Patrol (set 2) (Project Support Engineering (Telegames license)) [blinddog1, Paul Swan, gregf]
Maniac Square (protected) [Charles MacDonald]
Pacman Club (set 1, Argentina) [Roberto Fresca]
Pacman Club (set 2, Argentina) [Roberto Fresca]

New WORKING software list additions
-----------------------------------
tutor.xml: Tron (Jpn) [TeamEurope, Steve]
snotec.xml: added 4 new cart dumps. [TeamEurope]
Added 10 new cart dumps for PreComputer 1000. [TeamEurope]
Added 2 new cart dumps for Ordisavant (France). [TeamEurope, dlfrsilver]
c64_flop.xml: Added Little Knight Arthur. [Pasi Hytönen]
c64_cart.xml: Added KoalaPainter. [Curt Coder]

New NOT_WORKING software list additions
---------------------------------------
casloopy.xml: Loopy Town no Oheya ga Hoshii! [TeamEurope, Steve]
casloopy.xml: Lupiton no Wonder Palette  [TeamEurope, Steve]
database.xml: Leapfrog [TeamEurope & Steve]


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

Descarga de la versión 32 bits:
http://www.mamedev.org/downloader.php?file=mame0170/mame0170b.exe

Descarga de la versión 64 bits:
http://www.mamedev.org/downloader.php?file=mame0170/mame0170b_64bit.exe



viernes, 22 de enero de 2016

PSX Datacenter Actualización 23-Enero-2016

Como cada semana se ha actualizado la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PS2 como Ghost Rider,o Kinnikuman Generation

Añadidas las siguientes entradas a la PS2 Datacenter:

NTSC-J:
G1 Jockey 3 [SLPM-62277] (J)
G1 Jockey 3 [Koei the Best] [SLPM-62536] (J)
G1 Jockey 3 [Koei Teiban Series] [SLPM-62747] (J)
Ga-rou-den Breakblow [SLKA-25371] (J)
Ga-rou-den Breakblow [SLPS-25530] (J)
Gachinko Pro Yakyuu [SLPS-20301] (J)
Gakuen Utopia Manabi Straight! KiraKira Happy Festa! [SLPS-25752] (J)
Gakuen Utopia Manabi Straight! KiraKira Happy Festa! [Limited Edition] [SLPS-25751] (J)
Gambler Densetsu Tetsuya Digest [SLPM-62499] (J)
Gambler Densetsu Tetsuya Digest [Athena Best Collection Vol.3] [SLPM-62574] (J)
Gantz - The game [SLPM-65950] (J)
GetBackers Dakkanoku - Dakkandayo! Zenin Shuugou! [SLPM-62276] (J)
GetBackers Dakkanoku - Dakkandayo! Zenin Shuugou! [Konami the Best] [SLPM-62376] (J)
Kinnikuman Generations [SLPS-20369] (J)
Kinnikuman Generations [PlayStation 2 the Best] [SLPS-73105] (J)
Kinnikuman Generations [SLKA-15034] (J)

NTSC-U:
G1 Jockey 3 [SLUS-20690] (E)
Galactic Wrestling featuring Ultimate Muscle [SLUS-20822] (E)
Garfield - Lasagna World Tour [SLUS-21749] (E)
Ghost Rider [SLUS-21306] (E)

PAL:
G1 Jockey 3 [SLES-51357] (E)
Garfield - Lasagna World Tour [SLES-54817] (E)(F)(G)(I)(S)
Garfield - Lasagna World Tour [SLES-55042] (D)(E)(Fi)(N)(Sw)
Garfield - Lasagna World Tour [SLES-55043] (F)(Du)
Ghost Rider [SLES-54317] (E)(F)(G)(I)(S)

Podeis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/


jueves, 21 de enero de 2016

UoYabause v0.2.0



Nueva versión dinal de uoYabause que es un emulador gratuito de Sega Saturn para Android , que es una versión no oficial del emulador Yabause de Sega Saturn  Yabause SEGA Saturn Emulator( http://yabause.org/ ).

Algunos juegos llegan a poder jugarse correctamente.

uoYabause no incluye ningún juego,. para usarlo poones la iso de tus juegos en  "yabause/games/". Empieza uoYabause y presionael boton Load Game , y selecciona el nombre del archivo que has colocado antes.

Requires Android 4.4 o superior

Cambios:

- Incluye un nuevo modo para cargar las isos que tengamos mlas facil de usar ya que se ven todas ellas y se se selecciona la que queremos usar

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

Descarga:
https://play.google.com/store/apps/details?id=org.uoyabause.android&hl=en



domingo, 17 de enero de 2016

Higan v097 para windows x64

Este emulador se conocia antes como bsnes y es un emulador que emular con precisión las consolas de Nintendo desde la NES,SuperNES,GameBoy,GameBoy Color hasta la GameBoy Advance, tiene dos ficheros el archivo uno orientado a una emulación muy precisa y el otro es el que usa el usuario normalcon muchas mejoras como el uso de trucos, shaders,etc

Necesita una tarjeta gtáfica que como mínimo sea OpenGL 3.2 y el sistema operativo de 64 bits.

Cambios:
- higan: project source code hierarchy restructured; icarus directly integrated
- higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda – Minish Cap (Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to %localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan

Página oficial:
http://byuu.org/

Descarga de la versión:
http://download.byuu.org/higan_v097-windows.7z

viernes, 15 de enero de 2016

PSX Datacenter Actualización 16-Enero-2016

Actualización semanal de la página de PSX Datacenter añadiendo en esta ocasion nuevas entradas de juegos de PSX y actualizando muchas otras como Harry Potter y la Cámara Secreta, Heart of Darkness o Lifeforce Tenka con nuevo contenido como portadas en alta resolución, información, nuevos trucos, publicidades y muchos otros cambios.

Añadidas las siguientes entradas a la PSX Datacenter:

PAL:
Lifeforce Tenka [SLES-00616] (I)
Lifeforce Tenka [SLES-00617] (S)

NTSC-J:
Keiba Saishou no Housoku '99 Aki Fuyu [SLPS-02339] (J)
Wai Wai Jansou [SLPM-86544] (J)

UPDATES:
Bokujou Monogatari - Harvest Moon [SLPS-02489] (J)
Bokujou Monogatari - Harvest Moon [PlayStation the Best] [SLPS-91218] (J)
Codename Tenka [SCUS-94409] (E)
Deka Yonku - Tough the Truck [SLPS-00864] (J)
Deka Yonku - Tough the Truck [SCPS-45072] (J)
Hardball '99 [SLUS-00651] (E)
Hardcore 4x4 [SLES-00261] (E)(F)(G)
Harry Potter & the Chamber of Secrets [SLUS-01503] (E)(F)(S)
Harry Potter to Himitsu no Heya [SLPS-03492] (J)
Harry Potter & The Chamber of Secrets [SLES-03972] (E)(F)(G)
Harry Potter & The Chamber of Secrets [SLES-03974] (E)(D)(Du)
Harry Potter y la Camara Secreta [SLES-03973] (I)(P)(S)
Harry Potter & The Chamber of Secrets [SLES-03975] (E)(N)(Sw)
Harukaze Sentai V-Force [SLPS-00578-80] (J)
Harukaze Sentai V Force [Ving Best] [SLPS-02340-2] (J)
Harvest Moon - Back to Nature [SLUS-01115] (E)
Harvest Moon - Back to Nature [SLES-02781] (E)
Hashiriya Ookamitachi No Densetsu [SLPS-00704] (J)
Hatsukoi Valentine [SLPS-00831] (J)
Haunted Junction Seitokai Batch o Oe! [SLPS-00668] (J)
HBO Boxing [SLUS-01027] (E)
HBO Boxing [SLES-02738] (E)(G)
Heart of Darkness [SLUS-00696 & SLUS-00741] (E)
Heart of Darkness [SLES-00461 & SLES-10461] (E)
Heart of Darkness [SLES-00462 & SLES-10462] (F)
Heart of Darkness [SLES-00463 & SLES-10463] (G)
Heart of Darkness [SLES-00464 & SLES-10464] (I)
Heart of Darkness [SLES-00465 & SLES-10465] (S)
Heart of Darkness [SLPS-01908-9] (J)
Heaven's Gate [SLPS-00667] (J)
Hebereke's Popoitto [SLES-00156] (E)
Hebereke Station Popoitto [SLPS-00044] (J)
Hebereke Station Popoitto [Sunsoft Collection Best] [SLPS-02051] (J)
Hebereke Station Popoitto [Value 1500] [SLPS-03299] (J)
Heisa Byouin [SLPS-02714] (J)
Heisa Byouin [Reprint] [SLPS-03159] (J)
Heiwa Parlor Pro Dolphin Ring Special [SLPS-02689] (J)
Hellboy - Asylum seeker [SLUS-01414] (E)
Lifeforce Tenka [SLES-00613] (E)
Lifeforce Tenka [SLES-00614] (F)
Lifeforce Tenka [SLES-00615] (G)
TNN Motorsports Hardcore 4X4 [SLUS-00089] (E)
Yusha - Heaven's Gate [SLES-00713] (E)
Añadidas nuevas descripciones, portadas en alta resolución,nuevas publicidades y imagenes.

Podeís consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/



MasterGear v3.5 Windows y Linux


Nueva versioón 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, juego en red y filtros gráficos para mejorar la imagen, tambien exuste 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. que 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, etc

Cambios:

* Cambiado al nuevo modo de acceso a VRAM/CRAM/VDP .
* Añadido 224/240-pixel screen modos para la GameGear.
* Añadido  un nuevo CodeMasters mapper detection scheme.
* Arreglado serial port status (CJ Elephant Fugitive GG).
* Arreglado artefacts in Wolf Child.
* Arreglado Star Trek GG screen shift.
* Arreglado Micro Machines 1/2 GG screen artefacts.
* Arreglados la mayoria delos fallos Cosmic Spacehead .
* Añadido CodeMasters game CJ Elephant Fugitive GG.
* Añadido CodeMasters game Cosmic Spacehead GG.
* Añadido CodeMasters game Micro Machines GG.
* Añadido CodeMasters game Micro Machines 2 GG.
* Añadido CodeMasters game Pete Sampras Tennis GG.
* Amplificado pixel color raster effects.
* Añadido « Play Sound When Inactive » option to MG-Windows.
* Acrualizado MG-Windows « About » box.

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

Descarga versión windows:
http://fms.komkon.org/MG/MG35-Windows-bin.zip
Descarga versión linux:
http://fms.komkon.org/MG/MG35-Ubuntu-x86-bin.tgz

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




jueves, 14 de enero de 2016

Cemu v1.3

Nueva versión de este emulador de Wii U que va mejorando pero por ahora empieza a mostrar los gráficos y funcionan algunos juegos ,  es lento todavia pero progresa bastante rápido.


Caracteristicas:
- Puede correr umagenes de Wii U encriptadas (WUD) y archivos RPX/RPL
- Rsolución 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
- Probado en NVIDIA: Funciona bien en los controladores más recientes
- Probado en  Intel: No es perfecto pero funciona si soporta  la versión de OpenGL
- Sin probar en AMD

Cambios en la versión:
– Añadido soporte para GPU7 shaders
- Mejorado el soporte de texturas 2D matrix y cubemaps
– Mejora general de la emulación de shaders
– Nueva opción de debug: Permite el extraer texturas y shaders

Download:
http://cemu.info/releases/cemu_1.3.zip

Página ofical:
http://cemu.info/





miércoles, 13 de enero de 2016

WinUAE v3.3.0 Beta 2

Como practicamente cada semana nueva versión beta del mejor emulador que hay del ordenador Commodore Amiga, permite usar tofos los distintos modelos de Commodore desde el Amiga 500 , 1200C CDTV, CD32 y con muchos modos gráficos usando dx,opengl,permitiendo que los juegos ocupen toda la pantalla sin ningun borde,lectura de los cd en cdtv y cd32 mucho mas rápida que en la consola original, uso de savetates y muchas otras opcioes.

Cambios:

– Game Ports panel keyboard layouts didn’t load from config file. (b1)
– Only first (of 3) Input panel keyboard config slot was loaded correctly. (b1)
– Other input handling fixes (very old, old and b1) and updates. Some problems probably still remain unfixed.
– GUI allowed unsupported combination: more compatible CPU ticked in JIT + 68040/68060 modes.
– Hardfile SCSI emulation READ CAPACITY block count off by one if PMI bit was set.
– MODE SENSE (10) added to HD SCSI emulator.

Página oficial:
http://www.winuae.net/

Versión beta en los foros de English Amiga board
http://eab.abime.net/showthread.php?p=1029642#post1029642

Descarga de la versiión beta 2:
http://www.winuae.net/files/b/winuae_3300b2.7z

Descarga la última versión estable:
http://www.winuae.net/files/WinUAE3220.zip






martes, 12 de enero de 2016

Ishiiruka Dolphin r524 09-Enero-2016



Ishiiruka-Dolphin Custom Version es una gran versión creada por Tino que se centra en la velocidad de emulación, con muchas mejoras con respecto a la original y que oprimiza dos plugins de video (Dx9 que el Dolphin ofical ya no soporta, Dx11 y Dx12´).

Mejoras:
– Async shader compilación
- Galop’s DX11 Texture Encoder/Decoder (Mejora la decodificación de Texture especialmente en EFB TO RAM)
- Compilado previo del Vertex loader & Optimizado vertex decodificación usando SSSE3 y SSE4
– Dolpby Pro Logic II soporte para xaudio y openal
- Más grande Resolución interna (IRx6) para permitir el juego en 4k
- Mejoras en Custom Texture que permiten la carga directa de texturas comprimidas incluyendo mipmap
– DSP – Time Streching Option (Mejora del sonido para evitar que se corte en ordenadores menos potentes)
- DX9 soporte para ordenadores más antiguos
– Modificado el Post Procesing interface para soportar
Multiple Stages permitiendo efectos más complejos,
Depth and native gamma as inputs.
DX11.
Custom version of DolphinFX that work under dx11 and ogl
SSAO y DOF.
Texure Scaling soportado
Bump Mapping
Phong Specular reflection oara mejorar la calidad de la iluminación
Tessellation y Displacement Mappin
– Multithreaded Shader Compilación
– Depth test implementation para corregir fallos y mejorar la velocidad
– Fast-Depth option ahora controla el uso o no de la emulación precisa early z si se pone en rápido fast depth le dará una mejora de velocidad en algunos ordenadores.
– Fast EFB Access. Implementado el global EFB Access Cache para reducir GPU stalls causados por el acceso de
CPU al efb (Esta opción esta en el menu de Hack en Gfx Options)
– Reorganización de la generación del Shader Path para mejorar el rendimiento
– Implementado 3d soporte para Side by side/TopBottom 3d rendering
– Muchos errores de DX9 areglados  (ZComploc, Tev emulation, etc)

Cambuios en la versión:
- Algunos arreglos de fallos reportados en el foro
- Añadido soporte experimental de Tessellation en DX12 que aun no es muy estable
- Incluidos los últimos cambios realizados  por hdcmeta
- Añadido nuevo efecto de posrprocesado stenzek
- Y los arreglos del Dolphin normal

Página oficial:
https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version

Descarga la versión 524 aqui:
https://www.dropbox.com/sh/7f78x2czhknfrmr/AAAQHRS5JDWOEFKBduPZS8zPa/Ishiiruka.524%28e30a7a8%29.x64.7z?dl=0


lunes, 11 de enero de 2016

Phoenix v2.4 emulador de la consola 3do para Windows y Linux

Una nueva versión  final de este gran emulador de la consola 3DO para windows  y Linux crado por el programador ruso Altmer,usa renderizado por Hardware para mejorar la imagen, soporta isos comprimidas, etc.

Nuevo en esta versión para windows:

- Multithreading (DSP y CEL en procesos separados)
- Arreglado un fallo gráfico en Alone in the Dark II
– Una optimización del código a gran escala
– Añadido seed aleatorua para Random
– Shaders estan ahora disponibles para la edición

Requisitos minimos del sistema:
P3, 128mb, windows xp/vista/7  tarjeta gráfica con Shader 2.0, el procesador de 2.5GHz.

Pagina oficial en Ruso:
http://www.arts-union.ru/node/23

Descarga versión Windows 32 Bits:
http://www.arts-union.ru/sites/default/files/ph24-win32.zip

Descarga versión Windows 64 Bits:
http://www.arts-union.ru/sites/default/files/ph24-win64.zip

Descarga versión Linux 32 Bits:
http://www.arts-union.ru/sites/default/files/ph234-linux-x86.zip

Descarga versión Linux 64 Bits:
http://www.arts-union.ru/sites/default/files/ph234-linux-x64.zip


Wayder XML Trucos para MAME 0.169

Este archivo creado por Wayder , contiene los trucos para los juegos del emulador MAME actualizados hasta la versión 0.169, puedes escoger si usas este archivo o el de Pugsy  pero no los dos en el mismo MAME

Modo de empleo:
- Tras descargar el fichero descomprimir el archivo , que debeis extraer en el directorio del mame en este caso el 0.169 y seleccionarlo en la ruta de directorios de cheats en la configuración de cheats del mame.

Página oficial:
http://www.geocities.jp/ued_way

Descarga de su página oficial.
http://www.geocities.jp/ued_way/cheat/cheat_wayder_0169.zip

sábado, 9 de enero de 2016

PSX Datacenter Actualización 09-Enero-2016

Como cada semana se ha actualizado la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PS2 y con grandes juegos como Ape .Escape 2 ,Genji - Dawn of the Samura o Gauntlet - Seven Sorrows .

Añadidas las siguientes entradas a la PS2 Datacenter:

NTSC-J:
Ape Escape 2 [SCCS-40001] (Ch)
G1 Jockey 2 [SLPM-62020] (J)
G1 Jockey 2 [Koei the Best] [SLPM-62262] (J)
G1 Jockey 2 [Koei Teiban Series] [SLPM-62415] (J)
Gacharoku 2 - Kondo wa sekai isshuu yo!! [SCPS-11043] (J)
Gakuen Alice - KiraKira Memory Kiss [SLPM-66293] (J)
Gakuen Heaven - Boy's Love Scramble Type B [SLPS-25381] (J)
Genji [SCPS-15095] (J)
Genji [PlayStation 2 the Best] [SCPS-19318] (J)
Genji [SCAJ-20134] (J)
Genji [SCKA-20052] (K)
Saru! Get You! 2 [SCPS-15025] (J)
Saru! Get You! 2 [PlayStation 2 the Best] [SCPS-19206] (J)
Saru! Get You! 2 [PlayStation 2 the Best Reprint] [SCPS-19308] (J)

NTSC-U:
Ape Escape 2 [SLUS-20685] (E)
Gauntlet - Seven Sorrows [SLUS-21077] (E)
Genji - Dawn of the Samurai [SCUS-97471] (E)

PAL:
Ape Escape 2 [SCES-50885] (E)
Ape Escape 2 [SCES-51102] (F)
Ape Escape 2 [SCES-51103] (I)
Ape Escape 2 [SCES-51104] (G)
Ape Escape 2 [SCES-51105] (S)
Garfield [SLES-52843] (E)(F)(G)(I)(Du)(S)
Gauntlet - Seven Sorrows [SLES-53667] (E)(F)(G)(I)(S)
Genji - Dawn of the Samurai [SCES-53328] (E)(F)(G)(I)(J)(S)

MANUAL:
Genji - Dawn of the Samurai [SCES-53328] (S)
Manual scans, cleaned & compiled into cbr by gladiator.

Podeis consultarlas en:
http://www.psxdatacenter.com/
o
http://psxdatacenter.com/


viernes, 8 de enero de 2016

PCSX2 1.4.0

Por fin ha salido la versión estable del mejor emulador de ps2 para windows y linux.

Con muchos cambios:
Core

[New Feature] Debugger by Kingcom

Debugger

The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example.
list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt.

[New Feature] Folder memory cards by AdmiralCurtiss

Folder memory cards

The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!

Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.


Note: This feature is purely optional and can be disabled in the Memory Card Manager.


[New Feature] EE Overclock by ssakash and Blyss Sarania

EE overclock

You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.

Take a look at the following comparison video to understand the impact of the EE overclock feature.




[Bug-Fix] Recompiler Improvements and Core Refactors by Refraction , ssakash and Gregory


GIF: Better Handling for Finish Interrupt request signal by Refraction

Fixes issues on games like Indiecar Series 2005 where the previously fired finish signals weren't cleared and it eventually lead to multiple fires of Interrupt requests.

MicroVU: General Improvements by ssakash and Refraction

.dot Hack .dot Hack

There were some rare flickering issues on games like Naruto ultimate ninja series and dot hack games at cases when some of the MAC Flag instances got incorrectly skipped with the mVU Flag Hack. which later got fixed due to proper detection of Register index status before the Flag sets.

Also Proper Clamping with COP2 status as parameter was added to some of the VU upper OP codes to fix hangs on Superman - Shadow Of Apokolips and proper jump targets were used to fix lots of texture corruptions and spiky shadows on True Crime - New York City , DT Racer and DT Carnage.

Dev note: The XG Kick Instruction trigger has been reworked to delay cycles regardless of the status of MemVI parameter which later got removed since it was pretty much useless as there should always be a delay for XG Kick instructions.


SIF: Limit/Mask transfer size to 1mb-16bytes by Refraction

Gregory Horror Show enters playable state ! The issue was due to the game using a weird transfer from IOP to EE through SIF that has a size > 0x80000000 which was due to incorrect masking, causing a flag on the top of the passed size to be mistaken as part of the size itself. Thanks to jpd002 (Author of Play!) the suggestion to Limit / Mask the transfer size finally made the game to enter playable state.






VIF: Better handling of IRQ and MFIFO Timing improvements by Refraction

Stuart Little 3 enters playable state. The issue was actually caused by a VIF interrupt firing on a "Wait for GS Paths" instruction before the flushing was complete which caused the emulator to hang. The condition check has been made a lot more stable now so such issues should never happen again.

Chessmaster was one of those games which has suffered timing issues for quite a long time as it hangs even before reaching the menus. This was eventually changed as Refraction quickly fixed the issue by simulating the buffer filling time from scratch pad. Finally the game could now go past the menus!

A fix was made to the detection of invalid VIF Opcodes where the interrupt bit could be set on an invalid operation, causing Tarzan and Looney Tunes Back In Action to hang unexpectedly, the condition has now been updated to make sure this is less likely to happen.

EE Interpreter: Improved TLB miss exception handling by Gregory

The Program Counter value would be saved into the EPC register (Exception-Program Counter) whenever a TLB miss occurs and previously the program counter got incremented by 4 whenever a CPU exception was triggered. So instead of executing again the instruction after handling of the miss, we executed the next one!

This was eventually fixed by fetching the program counter value before the increment and executing them in case of CPU exception.


[New Feature] Support for loading Gzip and CSO compressed ISO's by Avih and Unknown W.Brackets

PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space! Here is a breakdown by Unknown Brackets himself:

A few of the differences between CSOs and gzipped ISOs, with respect to PCSX2, are:

* CSOs have the index built in to the file, and don't require an extra file.
* CSOs compress fairly well, but lose a bit compared to gzipped ISOs.
* However, if you keep the index file, CSOs may often be smaller.
* In my tests, CSOs read faster in pcsx2 and use less memory than gzipped ISOs. But this is a tiny part of overall emulation.

For a comparison on size using Final Fantasy 12 (US) as a random example:
CSO = 90.46% the size
ISO gz w/ pigz = 90.17% (90.95% including index file)
ISO gz w/ 7-zip = 89.49% (90.27% including index file)

Note that 7-zip required significantly longer (around 8 times longer) to create than the other two, but resulted in the best compression. It was 0.21% smaller than the CSO.

As far as tools, I of course recommend the tool I wrote. There are others, but I know maxcso supports >= 4GB ISO files, which some of the others don't.

https://github.com/unknownbrackets/maxcso/releases

Additionally, this will use all of your CPU cores to compress as optimally and quickly as possible. For gzipped ISOs, there's pigz which will also do this, but many other tools will only use one CPU core.

That's about it. Play! (another PS2 emulator) also supports CSO files. I don't think it supports gzipped ISOs.

-[Unknown]

GSDX

[Bug-Fix] Programmable blending to reproduce GS blending unit output by Gregory

The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.

Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.

The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.

Here are some screenshots showing the improvements :

Blending bugs Blending bugs Rule of Rose Rule of Rose Valkyrie Profile 2 Valkyrie Profile 2

[Bug-Fix] Improved CRTC output size handling by ssakash and .r5

There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.

Here are some comparison screenshots showing before and after the fix :

Tribes Tribes
Devil May Cry 3 Devil May Cry 3

[Bug-Fix] Software renderer improvements by Gabest and Gregory
  • Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
Silent Hill 3 Silent Hill 3
  • Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
  • Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd
[Bug-Fix] Accurate destination alpha testing by Gregory

Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.

Persona Persona

[Bug-Fix] Improved read of depth / color by Gregory

A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.

Suikoden Tactics Suikoden Tactics

SPU2-X


[New Feature] Per channel volume adjustment by gigaherz

A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.

It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.

You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.


[Bug-Fix] Time Stretcher: Improvements to tempo adjustments by Avih

Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.

The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.


GUI

[Enhancement] Configurable template on GSFrame titlebar by Avih

There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.

So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.


[Enhancement] Revamped Core and GSDX plugin dialogs by Turtleli , Gregory and ssakash

The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader )

on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.
Here is a preview of the old GSdx GUI and the new one:
GSdx old GUI GSdx new GUI:
Y muchos otros que seguramente no se comentan y que si hay interés iré comentando:

Página oficial:
http://pcsx2.net/

Descrga versión windows  instalador completo:
http://pcsx2.net/download/releases/windows/finish/6-windows/133-pcsx2-1-4-0-standalone-installer.html

Descrga versión windows:tienes que tener instaladas las

Visual C++ Redistributable para Visual Studio 2015 versión X86

http://pcsx2.net/download/releases/windows/finish/6-windows/134-pcsx2-1-4-0-windows-binary.html

Descargar versión linux:
http://pcsx2.net/download/releases/linux/finish/4-linux/132-pcsx2-1-4-0-linux-binary.html



miércoles, 6 de enero de 2016

Pugsys XML trucos para MAME 0.169

Este archivo crado por Pugsy que fue el primero en crear los trucos para MAME, contiene los trucos para los juegos del emulador MAME actualizados hasta la versión 0.169, podeis escoger si usais este archivo o el de Wayne pero no los dos en el mismo MAME

Modo de empleo:
- Tras descargar el fichero descomprimir el archivo , que debeis extraer en el directorio del mame en este caso el 0.169 y seleccionarlo en la ruta de directorios de cheats en la configuración de cheats del mame.

Páfina oficial:
http://cheat.retrogames.com/

Descarga de su página oficial.
http://cheat.retrogames.com/download/cheat0169.zip

viernes, 1 de enero de 2016

PSX Datacenter Actualización 02-Enero-2016

Feliz Año Nuevo y los mejores deseos para que este sea mejor que el 2915.


Y la primera noticia del año es la actualizado de la página de PSX Datacenter añadiendo en esta ocasion nuevas entradas de juegos de PSX y actualizando muchas otras como Gunners Heaven, Happy Salvage, Harde Edge o Harry Potter 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:
Nippon Pro Mahjong Renmei Kounin - Doujou Yaburi [SLPS-00793] (J)
Nippon Pro Mahjong Renmei Kounin - Doujou Yaburi [Reprint] [SLPS-02356] (J)
Nippon Pro Mahjong Renmei Kounin - Shin Tetsuman [SLPS-01653] (J)
Nippon Pro Mahjong Renmei Kounin - Shin Tetsuman [Reprint] [SLPS-02802] (J)

UPDATES:
Alex Ferguson Player Manager 2001 [SLES-03150] (E)
Diet Nyuumon Set - Undoubusoku Kaishou! (Blue) [SLPS-03372] (J)
Diet Nyuumon Set - Undoubusoku Kaishou! (Orange) [SLPS-03371] (J)
DSF Fußball Manager 2001 [SLES-03402] (G)
Gundam Battle Assault 2 [SLUS-01418] (E)
Gundam Battle Assault 2 [SLES-03934] (E)(F)(G)(I)(S)
Gunner's Heaven [SCPS-10006] (J)
Gunnm Kasei no kioku (Martian Memory) [SLPS-01408] (J)
Gunpey [SLPS-02485] (J)
Gunship [SLUS-00313] (E)
Gunship [SLPS-00495] (J)
Gunship [SLES-00027] (E)(F)(G)(I)(S)
Guntu Western Front June, 1944 [SLPS-01106] (J)
Gussun Oyoyo [SLPS-00041] (J)
Gussun Oyoyo [Xing Maruyasu Series] [SLPS-02723] (J)
Guucho de Park - Theme Park Monogatari [SLPS-00626] (J)
Guucho de Park - Theme Park Monogatari [PlayStation the Best for Family] [SLPS-91066] (J)
Guucho de Park - Theme Park Monogatari [PSOne Books] [SLPS-91476] (J)
Guy Roux Manager '99 [SLES-01934] (F)
Guy Roux Manager 2001 [SLES-03403] (F)
Guy Roux Football Manager Saison 97/98 [SLES-01360] (F)
Hai-Shin 2 [SLPM-86066] (J)
Hai-Shin 2 [DigiCube Best Selection] [SLPS-02432] (J)
Hai-Shin 2 [PSOne Books] [SLPS-91496] (J)
Hakaiou - King of crusher [SLPS-01677] (J)
Hanabi Fantast [SLPS-01439] (J)
Hanabi Fantast [Magical 1500] [SLPS-03080] (J)
Hanafuda Graffiti - Koi Koi Monogatari [SLPS-00367] (J)
Hanafuda Graffiti - Koi Koi Monogatari [Major Wave Series] [SLPM-87083] (J)
Happy Hotel [SCPS-45145] (J)
Happy Hotel [SLPS-01110] (J)
Happy Jogging in Hawaii (Stepping controller) [SLPS-03306] (J)
Happy Salvage [SLPS-02821-2] (J)
Hard Boiled [SLES-00033] (E)
Hard Boiled [SLES-00851] (F)
Hard Boiled [SLES-00852] (G)
Hard Boiled [SLPS-01484] (J)
Hard Edge [SLPS-01733] (J)
Hard Edge [Collection Best] [SLPS-02692] (J)
Hard Edge [Value 1500] [SLPS-03270] (J)
Hard Edge [SLES-01539] (E)(F)(G)
Hard Rock Cab [SLPS-00224] (J)
Hardball 5 [SLPS-00571] (J)
Hardball 5 [SLUS-00108] (E)
Harlem Beat - You're the one [SLPM-86329] (J)
Harry Potter & The Sorcerer's Stone [SLUS-01415] (E)(F)(S)
Harry Potter to Kenja no Ishi [SLPS-03355]    
Harry Potter & The Philosopher's Stone [SLES-03662] (E)(F)(G)
Harry Potter & The Philosopher's Stone [SLES-03663] (I)(P)(S)
Harry Potter & The Philosopher's Stone [SLES-03664] (Fi)(N)(Sw)
Harry Potter & The Philosopher's Stone [SLES-03665] (E)(D)(Du)
Player Manager Ninety Nine [SLES-01346] (E)
Player Manager Ninety Nine [SLES-02132] (E)
Player Manager Ninety Nine [SLES-01766] (G)
Player Manager Novanta Nove [SLES-01767] (I)
Rapid Reload [SCES-00004] (E)
Sportweek Player Manager 2001 [SLES-03569] (E)
T.R.A.G.: Tactical Rescue Assault Group: Mission of Mercy [SLUS-00813] (E)
Añadidas nuevas descripciones, portadas en alta resolución,nuevas publicidades y imagenes.

MANUALS:
Sanyo Pachinko Paradise 3 [SLPS-02633] (J)
Manual scans by Cobol, cleaned & compiled into cbr by gladiator.

Podeis consultarlas en:
http://www.psxdatacenter.com/
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http://psxdatacenter.com/