viernes, 28 de julio de 2017

PSX Datacenter Actualización 29-Julio-201

Nueva actualización semanal de la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PSX y actualizando muchas otras como London Seirei Tantei-Dan, Doki Doki on Air 2, Need for Speed III y Porsche, Neo Atlas II, Neorude - Kizamareta Monshou, Next King o los NFL 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:
Doki Doki on Air 2 [SLPS-01942] (J)
Kanazawa Shougi '95 [SLPS-00052] (J)
Keitai Eddy [SLPS-02717] (J)
Kita Denshi - Virtua Pachi-Slot 2 [SLPS-02746] (J)

ACTUALIZADAS:
London Seirei Tantei-Dan [SLPS-01787] (J)
Need for Speed III - Hot Pursuit [SLES-01154] (E)(F)(G)(I)(S)(Sw)
Need for Speed III - Hot Pursuit [SLUS-00620] (E)(F)(G)(I)(S)(Sw)
Need for Speed - Porsche Unleashed [SLUS-01104] (E)
Need for Speed - Porsche 2000 [SLES-02689] (E)(G)(Sw)
Need for Speed - Porsche 2000 [SLES-02700] (F)(S)(I)
Neo Atlas II [SLPS-02238] (J)
Neo Atlas II [Artdink Best Choice] [SLPS-02974] (J)
Neo Atlas II [SuperLite 1500 Series] [SLPM-87283] (J)
Neorude - Kizamareta Monshou [SLPS-02417] (J)
Next King - Koi no Sennen Oukoku [SLPS-00859] (J)
Next King - Koi No Sennen Oukoku [Limited Edition] [SLPS-00858] (J)
NFL Blitz [SLUS-00617] (E)
NFL Blitz 2001 [SLUS-01146] (E)
NFL Gameday [SCES-00291] (E)
NFL Gameday [SCUS-94505] (E)
NFL Gameday 98 [SCUS-94173] (E)
Over Drivin' III - Hot Pursuit [SLPS-01593] (J)
Añadidas nuevas descripciones, portadas en alta resolución,nuevas publicidades y imagenes.

MANUALS:
London Seirei Tanteidan (J) [SLPS-01787]
Manual scans cleaned & compiled into cbr by gladiator.

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

miércoles, 26 de julio de 2017

Cemu v1.8.2b

Nueva versión final de este emulador de Wii U que va mejorando cada vez más pero por ahora empiezan a funcionar juegos, es algo lento todavía pero progresa muy rápido.

Características:
- Puede correr imágenes de Wii U encriptadas (WUD) y archivos RPX/RPL
- Resolución Interna es  1920x1080 (Si el juego la soporta)
- Sin optimizar. Espera bajos framerates y largos tiempos de carga.
- Funciona sólo en Windows x64 . puede que en otras plataformas posteriormente.
- Requerido OpenGL 3.3

CAMBIOS:
- Mejoras en el rendimiento del recompiler
- Mejoras de sonido
- Mejor soporte de softdec videos
- Pequeñas mejoras de la compatibilidad
- Pequeños cambios y nuevas opciones



En detalle:
– CPU/JIT: Fixed crash that could occur during instruction analysis
– misc: Added some exports for Cemuhook

# New in 1.8.2:
– general: Any .rpl files placed in cafeLibs/ directory will be loaded instead of the internal HLE modules (experimental feature, no real use yet)
– general: Cemu window can now be resized
– CPU/JIT: Fixed a bug in recompiler SRWI instruction
– CPU/JIT: Fixed a bug that could cause the recompiled code to skip an instruction if the thread was
switched between the beginning of a loop and an inlined function
– CPU/JIT: Added STBUX instruction to recompiler
– CPU/JIT: Several other optimizations for the recompiler:
Use AVX non-destructive 3-operand instructions to optimize some copy operations away
Delay/Avoid endian-swapping between LWZ/STW if the data is not used for any other operation
Generate shorter code for BCTRL, BL, BLR and other far branches (2 instructions, only 1 for far branches with no LR update)
Replace branches with conditional moves (CMOVcc) if possible
Avoid redundant FPR loads and stores
Better detection for situations where x64 flags can be used instead of testing CR bits
Avoid extra work of thread scheduling checks in tight non-infinite loops
– coreinit: New API OSTryAcquireSpinLockWithTimeout(), OSSwitchFiberEx(), MCP_Open(), MCP_Close()
– coreinit: More accurate emulation of foreground bucket memory and it’s subregions
– coreinit: FSOpenDir() no longer ignores the current working directory
– coreinit: Fixed integer overflow in OSTicksToCalendarTime()
– AX: Added AX voice debugger
– AX: Fixed biquad filter
– AX: New API AXSetVoiceSamplesAddr(), AXSetVoiceLoopOffset()
– GX2: Improved detection of changed data for typical screen-size textures in texture cache (fixes softdec videos)
– GX2: Fixed invalid GLSL code being generated for 3D texture access with offset
– GX2: Fixed bug in indices generation for PRIMITIVE_RECTS
– GX2: Fixed a bug where adding entries to a shader cache .bin archive would sometimes have no effect (causing Cemu to recompile the affected shaders everytime)
– GX2: Various smaller optimizations throughout the graphic backend (performance gain 1-3%)
– GX2: Added support for tileMode filter in graphic packs texture rules (Useful to exclude video frames or other CPU-accessed textures)
– GX2: Aspect ratio calculation now uses effective size of texture (after graphic pack rescaling) rather than original size

Página oficial:
http://cemu.info/

Download:
http://cemu.info/releases/cemu_1.8.2.zip


MAME 0.188

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



CAMBIOS:
MAME 0.188 comes to you with tales of perseverance, blind luck, and the kind of insanity you’d get from no-one else. By sheer chance, a DECO Cassette system Brian Troha picked up cheap happened to come with a set of graphics ROMs for Explorer. While the Explorer program cassette was dumped sixteen long years ago, the graphics ROMs have proved elusive until now. We can finally all enjoy this Tempest-inspired title from the early ’80s.

After much effort and rendering several boards inoperable, Peter Wilhelmsen and Morten Shearman Kirkegaard successfully extracted the programs from the DS5002FP protection modules on Gaelco World Rally 2 and Touch & Go. Yet another seemingly impenetrable protection scheme has been been emulated. Persistence has paid off. This is also a boon for people wishing to repair Gaelco games that have ceased to function after the lithium cell in the protection module has failed. After extracting the program from a working board, it’s possible to reprogram other boards running the same game.

As for MAMEdev-brand insanity, we are (to the best of our knowledge) the world’s first and only emulator for the INTELLEC® 4. This system was used to develop software for Intel’s earliest microprocessor family, the 4004 and 4040. We’ve even put together a user manual of sorts if by chance you want to see what interactive debugging was like in the ’70s. It has lots of fun LEDs and switches!

Fans of handheld LCD games will be pleased to see the steady stream of improvements: 0.188 adds support for several Konami and Tiger handhelds, and vector backgrounds have been added for Mario Bros, Mickey & Donald, and Cement Factory.

On the arcade side, we’ve added support for Operation Wolf SC. This is a version of the military-themed shooter Operation Wolf with reduced difficulty intended for small cabinets located in shopping centres (hence the SC). Children could stay out of trouble storming concentration camps and powder magazines while their parents shopped in peace. Another very interesting addition from Taito’s history is a very rare prototype of Bubble Bobble on Tokio hardware. It has different graphics and music, and includes a functional stage editor. Of course we’ve added an assortment of clones as usual, including versions of Act-Fancer, Kageki, Logger, Solar Assault, Street Fighter II, Taisen Idol-Mahjong Final Romance 2, and Xevious 3D/G.

I’ll finish by mentioning that save states and scheduled exits should now work properly in Emscripten builds (thanks to James Baicoianu), colours are fixed for Time Limit and Omega (thanks to ShouTime dumping the PROMs), and ROM identification (-romident verb) is even faster (under ten seconds on my old notebook).

MAMETesters FALLOS ARREGLADOS
----------------------
- 05900: [Sound] (ddenlovr.cpp) funkyfig, funkyfiga: Missing music and partial sound FX (Ivan Vangelista)
- 06261: [Sound] (polepos.cpp) polepos2: Crowd Cheering sounds are messed up at the chequered flag (goal). (Robbbert)
- 06370: [Save/Restore] (vegas.cpp) sf2049se, sf2049te: Crashes on reload (-str 8) in a staggered -str 20 run (Ted Green)
- 06562: [Crash/Freeze] All sets in octopus.cpp, zorba.cpp: Fatal Error when using various
terminal/printers in slots (Ivan Vangelista)
- 06564: [Crash/Freeze] (ti99_4x.cpp) All sets in ti99_4x.cpp, ti99_4p.cpp: SuperAMS memory expansion card (samsmem) Fatal Error when mounted (Ivan Vangelista)
- 06581: [Interface] Various problems with software loading/unloading: Various problems with software loading (Nathan Woods)
- 06588: [Interface] Regression loading softlist items from the command line with changed slot options (Nathan Woods)
- 06592: [DIP/Input] (nbmj8891.cpp) chinmoku: DSW B should not exist. (Robbbert)
- 06613: [Crash/Freeze] (rohga.cpp) schmeisr: Exception on exit (David Haywood)
- 06620: [Crash/Freeze] (itech8.cpp) ninclown: During final boss Twisto the game can potentially crash (Phil Bennett)
- 06624: [Misc.] (mc10.cpp) Emulation of the right-shift and rotate instructions (ASR, LSR, ROR) do not correctly modify the overflow flag (V) (AJR)
- 06627: [Sound] (segas32.cpp) kokoroj2: Missing voice in game (Arzeno Fabrice)
- 06631: [Sound] (vgmplay.cpp) vgmplay: Attempting to play a .vgm/.vgz file containing 2 X POKEY does not play back correctly. (AJR)

CAMBIOS EN EL CODIGO
--------------
-z8: Fixed disassembly of DECW RR opcode, added more control registers to state for debugger. [AJR]

-Added support for experimental overclocking of sound devices through UI sliders with -cheat enabled. [AJR]

-ym2151, ymf271, namco: Added support for dynamic changes to clock frequency. [AJR]

-Fixed scheduler overflow when a device executes for more cycles than there are in a second. [AJR]

-nibbler, levers: Changed joysticks to 4-way as documented in manuals. [AJR]

-megadpkr: Hooked up 68705P5 MCU, figured out banking, and added timekeeper RAM and inputs. [AJR]

-colt: Fixed colors. [AJR]

-vgmplay enhancements: [AJR]
 * Added support for YMZ280B and YMF271.
 * Fixed clock speed for dual POKEY.
 * Produce error message when nonexistent file is specified.

-froggeram: Fixed PPI accesses allowing sound emulation to work. [AJR]

-listxml enhancements: [AJR]
 * Match arguments against device names as well as driver names.
 * Allowed DTD output for -listxml, -listsoftware and -getsoftlist to be suppressed with -nodtd option.

-gunfront: Corrected "Upright Controls" DIP switch - OFF is Single, and should not be the default. [AJR]

-mrdo: Load protection PAL data (not used at the moment). [AJR]

-mastboy: Changed parallel EEPROM type to "EAROM" (rather than generic NVRAM). [AJR]

-MC6800: Fixed LSR/ROR/ASR overflow flag generation (N XOR C). [AJR]

-funystrp: Added serial EEPROM for high score entries. [AJR]

-ygv608.cpp: Added CRTC function, turned IRQs into handler callbacks, added border color. [Angelo Salese]

-blackt96.cpp improvements: [Angelo Salese]
 * Added flip screen and coin counter support.
 * Reimplemented text layer as tilemap.
 * Added notes, promoted game to MACHINE_IS_INCOMPLETE - bugs like the timer not decrementing are actually caused by sloppy coding.

-cvs.cpp: Kludged a protection check in Superbike that was resetting the machine under certain conditions. [Angelo Salese]
 * Also demoted to MACHINE_UNEMULATED_PROTECTION since game can lock indefinitely under a particular condition.

-Wrote a new device container for Nichibutsu sound hardware, used by csplayh5.cpp and niyanpai.cpp. [Angelo Salese]

-Standardized button layout for PCE bootlegs. [Angelo Salese]

-Fixed screen misalignment regression in Bionic Commando. [Angelo Salese]

-Added sound samples to PT Reach Mahjong. [Lord Nightmare, Angelo Salese]

-socrates: Reimplemented keyboard MCU simulation as a separate timer-driven function. [Lord Nightmare]
 * Fixes issues with super painter and a few other games not recognizing keyboard input.
 * Also eliminated anonymous timers and keyboard tagmap lookups, and added savestate support.

-arkanoid.cpp: Added machine definition for Akranoid bootleg with 68705P3 and AY-3-8910, matching real hardware. [Lord Nightmare]
 * Also added notes about which sets bootlegs are derived from.

-dectalk.cpp: Removed unnecessary driver init and replaced with machine_start, eliminated anonymous timers, and added savestate support. [Lord Nightmare]

-taitocchip.cpp: Hooked up the four 'ASIC RAM' shared bytes/semaphores/command registers between external

CPU and the C-chip, got
 rid of hack for megablast. [Lord Nightmare]

-Implemented DIP switches and tweaked inputs for Bubble Bobble prototype so that the stage editor works. [Lord Nightmare]

-missb2 updates: [Lord Nightmare]
 * Fixed OKI read/write bitswap so what seem to be the correct sound effects are played.
 * Replaced the corrupt OKI ROM dump with the bublpong OKI ROM - all non-corrupted areas are identical.
 * Added watchdog.

-retofinv.cpp: Added original Taito 68705 MCU dump. [Corrado Tomaselli, Lord Nightmare, brizzo]
 * Moved bootleg 68705 MCU to its own set, renamed sets to make it more obvious which are bootlegs.
 * Verified XTAL, dividers, and SN76489A type from PCB pictures.
 * Added missing original color PROMs and allowed video/retofinv.cpp to use either those or the single bootleg color PROM.

-Added correct palette weighting for all dec8 games. [Bryan McPhail]

-Made DECO RM-C3 into a device used by dec8 and karnov.cpp games. [Bryan McPhail]

-Fixed colours in Crude Buster (verified against real hardware); added documentation to cbuster.cpp. [Bryan McPhail]

-pc9801: Moved cbus to bus and added WIP mpu401 support. [Carl]

-plugins/cheat updates: [Carl]
 * Poll for setting hotkeys.
 * Link simple cheats.

-Added Motorola MC14411 Bit Rate Generator device. [Joakim Larsson Edstrom]

-fccpu1 updates: [Joakim Larsson Edstrom]
 * Updated LOG system and replaced CLOCK_SIGNAL_HANDLER with real MC14411 BRG device.
 * Added machine configuration for baud rates for all three serial ports using MC14411 device.
 * Added newer version of firmware Force Debugger v1.1.

-68340: Added configuration macros and callbacks for 8-bit ports A and B, updated LOG system. [Joakim Larsson Edstrom]

-sda5708: Added layout support and state saving. [Joakim Larsson Edstrom]

-sda5708: Added layout with generated bezels and program snippet to redo it as a comment. [Joakim Larsson

Edstrom]

-dbox: Added sda5708 matrix display layout (displays version number on start but hangs shortly thereafter). [Joakim Larsson Edstrom]

-ti99: Changed Hexbus chaining; moved Hexbus up one level (from bus/ti99 to bus). [Michael Zapf]

-Overhauled MAME options handling. [Nathan Woods]
 * The new options system is more dynamic and should detect errors earlier.
 * The slot menu now shows updated options in response to selections made by the user.

-Added a menu listing existing state files displayed when choosing a position to save/load. [Nathan Woods]
 * Any position may be selected with keyboard 0-9/A-Z or joystick buttons.
 * Existing positions may be selected using UI navigation controls.

-Made the length parameter for debugger 'load' command optional (defaults to length of file), converted code from stdio to iostream [Nathan Woods]

-MC6847: Fixed "Semigraphics 6" mode on CoCo/MC-10 (issue reported by Jim Gerrie). [Nathan Woods]
 * Displays "stripes" for video bytes $00-$7F because INT/EXT is asserted but A/S is not, and there is no external ROM.

-Cleaned up the MC-10 driver. [Nathan Woods]

-Fixed regression in ROM loading that resulted in not all actual hashes being printed on mismatch. [Nathan Woods]

-sdl: Added SDL_WINDOW_BORDERLESS for fullscreen, required by some Linux window managers. [O. Galibert]

-dvdisasm: Simplified by decoupling information creation and display rendering. [O. Galibert]

-debugcpu: Eliminated direct() from read_opcode. [O. Galibert]

-options: Set the value when setting the default as before. [O. Galibert]

-mameopts: Don't lose the system inipath when looking for hashpath. [O. Galibert]

-dimemory: Lifted cap on number of address spaces per device, renamed AS_DECRYPTED_OPCODES to AS_OPCODES. [O. Galibert]

-Fixed media option numbering with custom instance names (github issue 2468). [O. Galibert]

-cbuster.cpp: Added a x3 hack to the YM2203 clock frequency to fix incorrect pitch. [Phil Bennett]

-Improved -romident performance by dynamically allocating large arrays at device_start time. [Phil Bennett]

-m377xx: Added preliminary M37720 support. [R. Belmont]

-alphatro improvements: [R. Belmont]
 * Added correct banking and partial floppy support.
 * Corrected motor on and FDC reset.
 * Corrected number of driver (real machine only has two), and fixed B: drive.

-output: Fleshed out network output provider to have the same capabilities as legacy Win32 provider: [R. Belmont]
 * Messages are of form "verb = value\1"; "hello = 1" on successful connection, "mamerun = 0" on shutdown.
 * Send "send_id = n" to query IDs where n=0 means machine shortname, and n=1-? are output node names.

-Rewrote MCS-40 (4004/4040) emulation/disassembly: [Vas Crabb]
 * Added support for all 4040 features besides interrupts.
 * Split address/status, RAM/ROM ports, and program memory into separate address spaces.
 * Emulated 8-clock instruction cycle, interruptible at any point, bus signals exposed.
 * Converted inputs to input lines, added callbacks for chip select outputs and 4008/4009/4289 signals.
 * Made disassembly output closer to what ASL accepts as input.
 * Allowed 4-bit registers to be set independently through the debugger.

-Added INTELLEC 4 driver with support for MOD 4 and MOD 40 variants: [Vas Crabb]
 * Supports TTY, PROM programmer, and all front-panel debugging features using clickable artwork.
 * Supports PROM, program/data storage and high-speed paper tape reader cards.

-Updated flicker to use new MCS-40 core and improved emulation: [Vas Crabb]
 * Re-implemented I/O based on how hardware actually works (wasn't possible with previous 4004 core).
 * Corrected flicker RAM size, removed NVRAM, and connected playfield lamps and operator adjustments.
 * Added save state support.

-Layout system improvements: [Vas Crabb]
 * Made scripts do substantial validation of layouts at build time.
 * Drop views that don't validate at runtime rather than entire layouts to help machines with terminals connected by default.

-Cleaned up serial, matrix keyboard and TI-8x link protocol interfaces: [Vas Crabb]
 * Switched to delegate timers and moved state registration to post-start, making implementations a bit less error-prone.

-Made device_memory_interface own its address space objects. [Vas Crabb]

-Made parent/clone loops raise a fatal error rather than hanging in a loop appending to a string. [Vas
Crabb]

-Made internal UI list missing/incorrect files when audit fails. [Vas Crabb]

-Cocoa debugger improvements: [Vas Crabb]
 * Save/restore window positions/sizes/splits/scrolling/expressions/focus (excluding device info viewer).
 * Fixed scroll jump on clicking a memory/disassembly view that's been scrolled while unfocused.

-Made XML file a specialisation of data node that can be easily managed with smart pointers, and added a method for copying a data node/subtree into a different tree. [Vas Crabb]

-Fixed fatal error on selecting a software part with internal UI, and made software parts menu sort by
name. [Vas Crabb]

-Cleaned up Gaelco protection MCU interface device. [Vas Crabb]

-hh_sm510 artwork updates:
 * Added background vector graphics to gnw_ml102. [ChoccyHobNob]
 * Improved gnw_mw56 SVG screen and added background graphics. [hap, ChoccyHobNob, Tanukichi]
 * Improved gnw_jr55 LCD segments. [hap, JonasP]
 * Added background graphics to nupogodi.svg. [Igor, hap]
 * Added background graphics to gnw_dm53.svg.  [O. Galibert, hap]

-segas16b.cpp: Replaced goldnaxe2 317-0122 i8751 bad dump with working redump from undamaged chip and removed simulation code.[anonymous, digshadow]

-segas32.cpp: Redumped kokoroj2 sound data ROM. [Arzeno Fabrice]

-Improved WD2010 emulation: [Bavarese]
 * Better feedback on cylinder positions, almost all checks pass except low level tests expecting manufacturer or diagnostic tracks.

-Added Commodore D9060 82S137 PROM dumps. [Bo Zimmerman, Andrew Welburn]

-r9751: Added preliminary SMIOC device with 8237 DMA controllers and RS-232 ports. [Brandon Munger]

-Added an external panel for the Ensoniq VFX family of keyboards, with a websocket interface and an HTML/Javascript implementation that can be served over HTTP. [Christian Brunschen]

-Fixed QT 5.5.1 for Ubuntu 14.04 "Trusty Tahr" (allows Travis CI build to complete). [dankan1890]

-naomi.cpp: Dumped earlier Sega Gun Board firmware. [Darksoft]

-opwolf, opwolfa, opwolfj, opwolfjsc, opwolfu: Added C-chip dumps (game-specific EPROM still bad).[Caps0ff, David Haywood]

-Touch & Go, World Rally 2, TH Strikes Back: Dumped DS5002FP security modules, replaced simulation. [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]

-Created Taito C-chip device and used in asuka.cpp, opwolf.cpp, rbisland.cpp, taito_f2.cpp, taito_x.cpp and volfied.cpp. [David Haywood]

-srdarwin: Replace MCU simulation with internal ROM dump: [Caps0ff, David Haywood]
 * Using real dump for srdarwin, and hand-modified version to satisfy srdarwinj.
 * Fixes incorrect behaviour for 6th boss (no longer skips first form).

-Split decocass state class up so that the dongle types aren't polluting base class. [David Haywood]
 * Also added support for bootleg multigame and fixed regression caused by change in draw order.

-tehkanwc.cpp: Fixed DIP switches for tehkanwcd (different setup to other sets); added DIP switch locations for all sets in driver [David Haywood]

-Identified DIP switches for a number of DECO Cassette sets. [David Haywood]

-Irem M62 cleanups: [David Haywood]
 * Split PROM regions up by function (legacy from when MAME only allowed a single PROM region per system).
 * Made use of multiple palettes and gfxdecode structures.

-upd7810, upd7811: Added internal address maps. [David Haywood]

-gaelco/ds5002fp updates: [David Haywood]
 * Made ds5002fp store battery-backed internal RAM and SFR registers as NVRAM.
 * Made SFR defaults configurable in ROM loading like NVRAM defaults.
 * Made external SRAM persistent as well (some games store scores etc. in it).
 * Cleaned up Touch & Go dump and added preconfigured internal RAM.
 * Created device for Gaelco protection module and removed remaining simulation code.

-Decrypted SEGA_315_5133 used by 'seganinja' set. [David Haywood]
 * Shares identical code with other sets, just encryped with a different key.

-Add DIP switches to Tsukande Toru Chicchi. [einstein95]

-Initial HP series 80 emulation: [F.Ulivi]
 * Working HP-85A with 16kB RAM, including Capricorn CPU, keyboard, CRT text/graphics modes, timers, and beeper.
 * DC100 cassette, extension ROMs, I/O modules, and integrated printer are not supported.

-ITT3030: Corrected 70-track drive type, and added 35-track drive type and format definition. [helwie44, rfka01]

-Added Commodore PC10-III ROM dumps collected by German vintage computer forum users. [rfka01]

-Added original Commodore PC 10/PC 20/ PC 30 in two BIOS variants. [rfka01]

-Fixed default DIP switch settings for Parodius. [Jack Li]

-Enhanced Emscripten support: [James Baicoianu]
 * Fixed save/load support and scheduled exit.
 * Improved main loop, simplified integration points, and made JavaScript entry points static members of running_machine.
 * Exposed soft_reset, hard_reset, exit load and save functions, allowing more control of emulation session from JavaScript.

-Fixed #include path with USE_LIBSDL on macOS. [Joshua Root]

-Hooked up ibm5150 softlist to compc and europc drivers; changed europc to use single built-in 3.5" drive.  [Justin Kerk]

-snk.cpp: Added PAL dumps to victroad. [Kevin Eshbach, The Dumping Union]

-wolfpack: Fixed missing Torpedo trail. [MASH]

-z80scc: Added basic wait/DMA request support, renamed WRDY to WREQ to match datasheet. [Patrick Mackinlay]

-ncr5390 improvements: [Patrick Mackinlay]
 * Improved initiator transfer information logic.
 * Split transfer count/counter.
 * Added rudimentary 53C90A/53C94 support.
 * Reworked initiator transfer information state machine, should now support all SCSI phases
 * Improved handling of DMA/non-DMA commands.
 * Added an undocumented hack to make InterPro work.
 * Implemented interrupt status flag in status register for 53C90A (critical for InterPro).
 * Improved tcounter and DMA/DRQ handling.
 * Corrected tcounter and transfer count zero handling (based on transfers to/from SCSI bus, not DMA).
 * Prevent fifo over/underrun, requires restarting state machine from dma_r()/dma_w().
 * Corrected bus/function complete with FIFO (interrupt only when it empties, but state detected based on SCSI bus).
 * Clear status, istatus and sequence when reading istatus (not status) with active interrupt.
 * Tweaked DRQ behaviour - only assert if there is insufficient data in FIFO.

-nscsi_hd: Corrected INQUIRY command handling when a non-zero LUN is requested. [Patrick Mackinlay]

-interpro: Got SCSI working and other improvements: [Patrick Mackinlay]
 * Reworked DMA, added eth registers.
 * Improved 5390 device, removed legacy 539x SCSI stuff.
 * Passes all iogadiag tests if bus error hack is enabled.
 * Implemented basic serial DMA.
 * Switched to ncr53c94.
 * Initial preparation for Ethernet implementation.
 * Implemented timer-based DMA.

-Implemented i82586 Ethernet MAC, ~90% complete. [Patrick Mackinlay]

-Improved wheel board on Midway Seattle and Vegas, and added layout for sf2049. [Risugami]

-sun1: Replaced console hack with upd7201 device. [shattered]

-chihiro.cpp: Added Quest of D Firmware Update DVD dump. [ShouTime]

-freekick.cpp: Dumped color PROMs for Omega (Nihon System), correcting the colors. [ShouTime]

-Redumped Time Limit color PROMs. [ShouTime, TServo2049, pablopelos, The Dumping Union]

-shootaw2: Added dumped EEPROM image. [Smitdogg, The Dumping Union]

-Added skeleton driver for Yamaha TG100 MIDI module. [superctr]
 * H8/520 CPU is not implemented, sound chip is Yamaha YMW258-F (likely to be identical to Sega MultiPCM).

-Game Boy/Super Game Boy improvements: [Tauwasser]
 * Added Super Chinese Land 1.2.3' to MBC1 Collection check code.
 * Fixed MMM01 zero-adjust logic for ROM bank.
 * Fixed Super Game Boy VRAM transfers and removed border hack.
 * Fixed various code style and comment issues.

-macpci: Added more Pippin ROM sets. [unknown]

-retofinv.cpp: Added DIP switch locations and documented edge connectors. [Brian Troha]

-wrally.cpp: Added World Rally PCB layout. [Brian Troha]

-targeth.cpp: Added PCB layout, defined CPU clocks in terms of OSC/resonator, corrected OKI clock, and corrected Target Hits v1.1 program ROM labels. [Brian Troha]

-stv.cpp: Corrected Taiwan BIOS label. [cpsystem3]

-sms.xml updates: [Enik Land]
 * Fix The Terminator by adding their on-cart RAM.
 * Added notes for games with SK-1100 keyboard support.
 * Corrected Great Baseball (Euro, USA, Bra) release year.
 * Corrected Teddy Boy Blues (Jpn, Ep-MyCard, Prototype) and Ghost House (Sega Card, Prototype) interface types.

-kinst.cpp: Updated hardware info. [Guru]

-abcheck: Added default EEPROM so the game boots without going into service mode first. [Guru, R. Belmont]

-Updated compiling instructions for Fedora Linux. [inflatador]

-Updated hiscore.dat. [Leezer]

-Added -output option to documentation with description of available choices. [OzFalcon]

-megasys1.cpp: Added information regarding R&T (Rod-Land Prototype). [Ryou]

-SDL sound: Fill buffer with silence on underrun. [057a3dd61f99517a3afea0051a49cb27994f94d]

NUEVOS JUEGOS AÑADIDOS O QUE ANTES NO FUNCIONABAN
------------------------------------------------------
A-One Arrange Ball/Tandy Zingo/LJN Computer Impulse [hap, Sean Riddle]
Blades of Steel (Konami handheld) [hap, Sean Riddle]
Bucky O'Hare (Konami handheld) [hap, Sean Riddle]
Double Dragon (Tiger handheld) [hap, Sean Riddle, Kaede]
Gauntlet (Tiger handheld) [hap, Sean Riddle]
Go Go Cowboy (English, prize) [Brian Troha, Ryan Holtz, Smitdogg, The Dumping Union, Luca Elia]
INTELLEC 4/MOD 4 [Vas Crabb]
INTELLEC 4/MOD 40 [Vas Crabb]
Legend (SNES bootleg) [ShouTime, MetalliC]
Milton Bradley Arcade Mania [hap, Sean Riddle]
Sonic The Hedgehog (Tiger handheld) [hap, Sean Riddle]
Space Jam (Tiger handheld) [hap, Sean Riddle]

Alphatronic PC [R. Belmont, Carl, rfka01]
Black Touch '96 [Angelo Salese]
Explorer (DECO Cassette) (US) [Brian Troha, David Haywood]
Game & Watch: Mickey Mouse [hap]
Mega Double Poker (conversion kit, version 2.3 MD) [Caps0ff, AJR]
Ron II Mah-Jongg [Angelo Salese]
The Roulette (Visco) [Team Europe, Luca Elia]
Touch & Go (World) [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
World Rally 2: Twin Racing [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]

NUEVOS CLONES AÑADIDOS O QUE ANTES NO FUNCIONABAN
----------------------------------------------------
Act-Fancer Cybernetick Hyper Weapon (World revision 3) [Corrado Tomaselli, The Dumping Union]
Bubble Bobble (prototype on Tokio hardware) [Arzeno Fabrice, brizzo, Phil Bennett, rtw, Alex Meijer, The Dumping Union]
Cobra-Command (World/US revision 4) [Bryan McPhail]
Deco Cassette System Multigame (ROM based) [David Haywood]
Explorers of Space [hap, Igor]
Fidelity Excel 68000 Mach III [CB-Emu]
Fidelity Excel 68000 Mach II (rev. C+) [CB-Emu]
Game & Watch: Egg [hap]
Golden Poker Double Up (bootleg) [Arcade Vintage, Roberto Fresca]
HP 85 [F.Ulivi]
Kageki (World) [frsj8112, The Dumping Union]
Logger (Rev.2) [Andrew Welburn, Craig Anstett, The Dumping Union]
Nu, pogodi! [hap, Igor]
Operation Wolf (Japan, SC)  [ShouTime]
Player's Edge Plus (PP0006) Standard Draw Poker [Brian Troha]
Return of the Invaders (bootleg no MCU set 3) [f205v]
Silk Worm (prototype?) [frsj8112]
Solar Assault (ver JAA)[ShouTime, pablopelos, Dullaron, Paul Vining, Jason Wible, Surgeville, Sean Sutton, David Mercer, John Cunningham, Smitdogg,The Dumping Union]
Solar Assault Revised (ver JAA)  [ShouTime, pablopelos, Dulleron, Paul Vining, Jason Wible, Surgeville, Sean Sutton, David Mercer, John Cunningham, Smitdogg, The Dumping Union]
Space Invaders (Nas Corp bootleg) [Guru]
Street Fighter II: The World Warrior (Japan 911210, CPS-B-17) [ShouTime, Bonky, MetalliC]
Super Triv (English questions) [Smitdogg, The Dumping Union]
Taisen Idol-Mahjong Final Romance 2 (Japan, newer) [system11, The Dumping Union]
Tetris (v341R) [Arzeno Fabrice, MetalliC]
The Ninja Warriors (World, earlier version) [Irongiant, The Dumping Union]
Xevious 3D/G (World, XV32/VER.A) [rtw, invzim, The Dumping Union]

Frogger (bootleg on Amigo? hardware) [Ivan Vangelista]
Mega Double Poker (conversion kit, version 2.1 MD) [Caps0ff, AJR]
Sega Ninja (315-5113) [David Haywood]
Touch & Go (Non North America) [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
Touch & Go (earlier revision)  [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]

NUEVAS MAQUINAS QUE AUN NO FUNCIONAN
----------------------------------
Abnormal Check [R. Belmont, Guru]
Ai-mode - Pet Shiiku [system11, The Dumping Union]
Block Pong-Pong [Arzeno Fabrice, brizzo]
Casino Strip [any]
Casino Strip IX [any]
Casino Strip VIII [any]
Dam Dam Boy [R. Belmont, ShouTime, Sean Sutton, Surgeville, Ryan Holtz, Phil Bennett, Smitdogg, The Dumping Union]
MAC Jungle [PinMAME]
Mahjong Gal-pri - World Gal-con Grandprix (Japan) [system11, The Dumping Union]
Mahjong Hanafuda Cosplay Tengoku 6 - Junai-hen (Japan) [sytem11, The Dumping Union]
Mahjong Mogitate [system11, The Dumping Union]
Need for Speed - 4 Cab Link (2 Discs) (v1.0.1 Rev B) [ShouTime]
Need for Speed GT (Hard Drive+2 Discs) (v1.1.0 Rev C) [ShouTime]
Nichibutsu DVD Select (Japan) [system11, The Dumping Union]
Percussion Freaks 4th Mix (G*A25 VER. AAA) [smf]
PokoaPoka Onsen de CHU - Bijin 3 Shimai ni Kiotsukete! (Japan) [system11, The Dumping Union]
Renai Mahjong Idol Gakuen (Japan) [system11, The Dumping Union]
Sharp FontWriter FW-700 (German) [R. Belmont, rfka01]
Super Derby II [Phil Bennett, Hammy]
Tsuugakuro no Yuuwaku (Japan) [system11, The Dumping Union]
VG Pocket Mini (VG-1500) [BeckieRGB]
VG Pocket (VG-2000) [BeckieRGB]
Virtua Striker 4 (Export) (GDT-0014) [rtw]
Virtua Striker 4 Ver.2006 (Japan) (Rev B) (GDT-0020B) [rtw]
VT330 [Toshi]
WaiWai Drive [Arzeno Fabrice, brizzo]
War: The Final Assault (EPROM 1.91 Apr 13 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [rtw, Smitdogg, The Dumping Union]
World Kicks PCB (World, WKC2 Ver.A) [rtw, Smitdogg, The Dumping Union]
Yamaha TG100 [vampirefrog, superctr, bmos, Valley Bell]

NUEVOS CLONES AÑADIDOS QUE NO FUNCIONAN
----------------------------------
Beat the Clock (with flasher support) [noahpdavis]
Commodore PC 10 [rfka01]
Dirty Harry (LF-2) [PinMAME]
Fighting Vipers (Revision B) [Phil Bennett, MooglyGuy, Tourniquet, Smitdogg, The Dumping Union]
Motocross Go! (MG2 Ver. A, set 2) [ShouTime, Bill D, The Dumping Union]
New Super Triv III [Smitdogg, The Dumping Union]
Tazz-Mania (Rodmar bootleg) [Arcade Hacker, The Dumping Union]
Triv Five Special Edition [Smitdogg, The Dumping Union]

Nuevo software list additions que funcionan
-----------------------------------
abc80_flop: ABCDatastorm [Genesis Project]
coco_flop: Pacman (z80 to 6809 Transcoded - v1.01) (512kb) [Glen Hewlett]
gameboy: Sachen 4 in 1 (Euro, 4B-003) [Tauwasser]
ibm5150:
  Le Manoir de Mortevielle [breiztiger]Battle Chess, Blades of Steel, Castlevania, Double Dribble, Earl Weaver Baseball, Future Wars - Adventures in Time, Gamer's Edge Sampler - Catacomb and Dangerous Dave, Hardball 2, Heroes of the Lance, John Madden Football, King's Bounty, Lakers vs Celtics and the NBA Playoffs, Links - Championship Course - Bountiful Golf Course, Links - The Challenge of Golf, Mean Streets, Monopoly v2.00 (Shareware), Monty Python's Flying Circus, Ninja Gaiden II, Nova 9, Over the Net, Pharaoh's Pursuit, Secret of the Silver Blades, Speedball II, Street Fighting Man, Super C, Superstar Ice Hockey, Superstar Indoor Soccer,Superstar Indoor Sports, Superstar Outdoor Soccer, The Cycles, Top 10 Solid Gold Volume II, Wings of Fury, Zool [Justin Kerk]
ibm5170:
  B-17 Flying Fortress, Body Blows, Corncob Deluxe, DOS/V (multiple versions), Dune, Global Conquest, King's Quest V, Lightspeed,
  MS-DOS (Version 6.22, Brazilian Portuguese), Star Trek - 25th Anniversary [Justin Kerk]
pce_tourvision: Doraemon - Nobita no Dorabian Night, Majin Eiyuu Den Wataru [system11, The Dumping Union]
x68k_flop: Chourensha 68k (v1.00) [Justin Kerk]

Nuevo software list additions que no funcionan
-----------------------------------
ibm5150: Boulder Dash Construction Kit [Justin Kerk]
ibm5170: IBM Personal Computer DOS (Version J5.00/V) (Japanese), PC-DOS (multiple sets using XDF disk format) [Justin Kerk]

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

Descarga de la versión 32 bits:
http://www.mamedev.org/downloader.php?file=mame0188/mame0188b.exe

Descarga de la versión 64 bits:
http://www.mamedev.org/downloader.php?file=mame0188/mame0188b_64bit.exe

lunes, 24 de julio de 2017

RPCS3 v0.0.3 Alpha

RPCS3 es un  emulador de código abierto de Sony PlayStation 3 y debugger programado en C++ para Windows y Linux.El emulador empezo 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 algunos 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 empiezan a funcionar algunos juegos pero la velocidad al menos del sonido es algo lenta 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:

PPU
– Fixed instructions FCTIW, FCTID, FCTIWZ, FCTIDZ, MULLW, DIVD, DIVDU, DIVW, DIVWU, MULHW;
– Removed HACK instruction;
– Updated VREFP, VRSQRTEFP instructions;
– Optimized MTOCRF instruction;
– Analyser: TOC detection logic improved;
– Analyser: Several bugfixes;
– Opcodes: Added RLDICR, STFD, STVX, LFD, LVX, CLRRDI;
– Debug Mode Implemented;
– Interpreter Precise: SAT bit implemented;
– Recompiler updated from LLVM 3.8 to LLVM 4.0;
– Recompiler: Implemented STSWI, LSWI;
– Recompiler: compiles only one block at time, uses tail calls to move between blocks and fully writes PPU context, except CIA;
– Recompiler: Implemented multi-threaded compilation;
– Recompiler: Optimized MFCR;
– Recompiler: Improved FlushRegisters;
– Recompiler: Disabled some LLVM passes;
– Recompiler: SSA reordering (Fetches indirect jump target, flushes registers earlier);
– Recompiler: Relocation support;
– Patch engine for PPU executables implemented.

SPU
– Speedboost: Lower SPU priority and Bind SPU threads to secondary cores added (prevents PPU threads from being starved, Windows-only for now);
– Interpreter: Fix isdenormal, Fix MFC_WrTagUpdate;
– Disable SPUJIT.log by default;
– Patch engine for SPU images implemented;
– SPU Recompiler: Updated ASMJIT submodule, adding 1 year worth of fixes from upstream;
– Checks exponent bits in FMA ops: Modifies the result of SPU FMA if exponents in a or b are at max and discards the value. This is by no means even close to accurate handling of corner cases in the SPU, but rather a fast workaround;
Discards the result of (a * b) if either a or b has extended exp bits (usually inf) without degrading performance too much.;
– Properly implement FCGT and FCMGT SPU opcodes;
– Minor tweaks to SPU wait loops and DMA transfers to improve stalling behavior;
– ASMJIT Recompiler: Avoid aggressively locking the asmjit db and make compilation step multi-threaded. It takes a much shorter time to compile a function than it does to wait on a lock especially with non-spurs-type kernels;
– ASMJIT Recompiler: Cache compiled functions and avoid calling database analyze function when not needed;
– Add loop condition detection by triggering an OS scheduler update on RdDec – this function can only be sensibly used as part of a loop. [Disabled by default for now];
– Add concurrent execution analysis. This only affects spurs-type kernels where multiple threads are executing the exact same code at the exact same time. Introduces a small delay to racing threads so that they are effectively desynchronized whenever they enter a sensitive function. [Disabled by default].

Core
– Fixes to SPRX Relocation;
– Removed throw cpu_flag;
– Auto load LLE improvements: added libdtslbrdec, libssl, libhttp, libfs, various encoders;
– Implemented sys_ppu_thread_register_atexit, strncasecmp, strrchr;
– Configuration code simplified;
– LV2 Load: Don’t LLE savedata modules, preventsbroken saves;
– Enhancements to VirtualMemory;
– Implemented FREFS/Weak Imports;
– Implemented REF 4, REF 6 and REF 57;
– Fixed hex_to_bytes;
– Added ror8/16/32;
– Added moving disc games to outside of /dev_hdd0/game on boot if they’re there;
– Fixes to dev_bdvd mounting;
– cellSaveData: Only return data for dir and bind where requested;
– Reduce watchdog memory footprint by using the segment address as a base + 256K;
– Check AVX for Intel processors;
– Use RTM instructions when available.

HLE
– HLE linkage rewritten;
– Fixes for module initialization;
– Improvements to cellSave, sceNpTrophy and cellVdec modules;
– Big improvements to sys_fs;
– Rewritten sys_spu_image loading and sys_ppu_thread_once;
– Implemented _sys_sprintf, cellHddGameGetSizeKB, cellGameDataGetSizeKB, cellGameGetSizeKB, cellPadGetDataExtra, cellPadPeriphGetData, cellHttpUtilParseUri, sys_fs_disk_free;
– Fixed cellGameContentErrorDialog, cellPadGetData, sceNpTrophyGetRequiredDiskSpace, sceNpBasicGetEvent;
– Fixed max_connect on cellKbInit and cellMouseInit;
– cellVideoOut: Add 59.94 Hz support required by some games;
– Registered many unknown new modules/functions such as sys_lv2coredump, sys_crashdump, cellDaisy.

RSX
– Workaround for src type 3 as we gather more information;
– Workaround for invalid/unknown methods;
– Fix TXP when performed on a cubemap texture;
– Do not always assume a tex variable exists when doing alphakill checks (Variable may have been optimized away).
– Adds in support for immediate mode rendering between begin/end command pairs;
– Fixes missing draw calls in most homebew games;
– Clamp mipmap count to always > 0;
– Throw if user attempts to use Vulkan/DX12 without driver support;
– Re-implements vertex shader output control; adding in options for more complex conditions;
– Added a workaround for intel drivers which don’t report their capabilities via extensions for some reason;
– Include strict vertex shader output declaration for compatibility with mesa drivers which are very strict;
– Rewrites vertex upload, removing the slower methods used before. The old code is improved as well and kept around for debugging until its state is known to be mature enough (performance is up anywhere from 10-300% for geometry heavy scenes);
– Lifts some restrictions on vertex register formats and adds a fix for register type data uploads when using a vertex buffer stream;
– Fix BRK/RET fp instruction;
– Image clipping fixes. Fixes software mode clipping in nv3089::image_in. Fixes cropped graphics in some games.
– Fix stencil clear values;
– Fix some buffer misalignment crashes when using debuggers or faulty drivers;
– Fix OpenGL clip space conversion (Z symmetry);
– Add a workaround to fix shadow map generation;
– Add hardware PCF shadow support;
– Fix stencil buffer reset;
– Remove several hundred compilation warnings from RSX code;
– Improve SPIRV compilation speed by avoiding unnecessary SH context (re)creation;
– Register NV4097_SET_COLOR_KEY_COLOR method;
– Fix index buffer generation when using a non-zero base offset;
– Added a toggle to ensure strict rendering mode. Currently only affects framebuffer feedback loops. When disabled, we ignore the feedback loop in Vulkan and issue a texture barrier in ogl. When enabled, a duplicate texture is created to ensure this is not an issue but there is a tangible performance penalty (Defaults to OFF).;
– Fix a regression when emulating index buffers for generated primitives. Removes the ‘first’ parameter since rpcs3 does not support disjoint vertex ranges at the moment anyway;
– Added a ‘speed hack’ – not really a hack – for games that share memory regions between textures and other GPU resources such as shaders. Significantly boosts performance in games where the cache is invalidated often. Can be disabled by setting ‘Strict Rendering Mode’ to true;
– Small to moderate speedup on games with many draw calls due to some minor tweaks to c++ object management;
– Implement frame skipping (config file option only for now);
– WIP: Batch together draw calls using the same geometry with different translation matrices;
– Allow multi-threaded vertex processing;
– Fixed some fragment shader instructions;
– Implement RSX framebuffer memory persistence;
– Avoid aggressive resource create/delete cycles when using Vulkan. Moderate speedup in some games and fixes flickering in some cases;
– Fix an RSX crash when a null address is provided for the fragment shader location;
– Improved multithreaded vertex processing so that the penalty is much lower if there are no resources available. Its also tunable now allowing the threshold to be set.

OpenGL
– Actually bind a stencil attachment on FBO creation;
– Implement glArrayElement indexing scheme;
– Force align DXT compressed textures to block_edge size;
– Fix legacy clamp mode: The meaning of texture border has changed starting with GL 3+ due to the resulting confusion from broken and incomplete implementations on hardware of the GL 1.x era. As such, legacy clamp is closer to the modern edge clamp than border clamp as it once was. Border pixels in textures are not supported on newer hardware and never truly worked in the past either, especially on NV cards. Should hopefully fix any games showing visible grid lines in OpenGL;
– Implements texture blitting and scaling using the GPU to avoid texture readback whenever possible;
– Use sampler objects instead of binding sampler state to texture handles;
– Adds some simple driver capabilities checks to determine if the driver can run the emulator or if we need to disable some features. Also adds in other fallback paths;
– Fix for the mix-and-match nature of ps3 shaders causing issues with mesa’s linker;
– Minor typo fix affecting intel GPUs with OGL;
– Fix a rare OpenGL crash when trying to capture traces with renderdoc;
– A minor behavior fix for OpenGL when strict mode is not enabled. Makes behaviour alot more reliable to debug now;
– Added Stretch to Display area as an optional setting.

Vulkan
– Silence useless error on vk::program destructor;
– Fix stencil clear value on Vulkan;
– Fixes gsl::span errors with Vulkan as well as not throwing an exception if an attribute/texture is enabled, but not active in the shader;
– Added a fix for LINE_LOOP rendering using Vulkan;
– Re-enable layout transitions in Vulkan: Image layout transitions were disabled at some point during code refactoring. The impact on Nvidia drivers is not too bad, but horrible moire artefacts appear on AMD, especially newer cards;
– Lay foundation for GPU scaling implementation;
– Implements synchronized framebuffer r/w for Vulkan. Still missing some important pieces such as hw accelerated image_in, but that will get merged in later;
– Minor fixes for broken contexts on unsupported devices;
– Fix a few Vulkan API spec violations. Fixes a free-during-use on a leaky handle when the debug overlay is enabled. Also clips clear rects to always fit within the current render target;
– Monitor buffer usage to prevent running out of working space on Vulkan. Also reorganizes some of the buffer init process on Vulkan;
– Fix a rare Vulkan shader compiler bug;
– Adds ‘add_signed’ in blend ops;
– Added Stretch to Display area as an optional setting;
– Fix Vulkan layout transitions;
– Fix a Vulkan crash about undeclared fog_c. Also fixes default parameter initialization that should fix some games that have broken graphics with Vulkan but work fine with OpenGL.

D3D12
– Lay foundation for GPU scaling implementation;
– Adds in a very old bugfix that makes D3D12 crash properly instead of throwing a cryptic range error. This DOES NOT fix D3D12 crashing, merely generates a more useful fatal error message.

Crypto
– Fix SPRX/SELF check in npDrm;
– EDAT fixes;
– C00 SPRX Loading fixed.

Input
– Implemented Native DualShock 4 Support;
– XInput/MMJoystick: Fix connection status;
– XInput: Vibration support;
– DualShock 4: Use controller calibration values for accel/gyro.

Audio
– Added Downmix to Stereo option.

Linux
– Mutexes fixed (cause of constant freezes);
– Added installation;
– Initial support for Linux AppImages;
– Reimplemented Vulkan Render on Linux;
– Implemented low-latency ALSA Audio Renderer for Linux;
– Added compatibility with mesa drivers;
– Fixed LLVM compatibility on Linux with gallium based drivers (mesa): llvm_map_components_to_libnames provides a list of static libraries to link our target to. Unfortunately, on linux, this causes llvm to be initialized once on program launch and then when any component loads shared llvm, e.g mesa resulting in the « inconsistent commandline options » error. This changed links against dynamic llvm library when compiling on linux;
– Added instructions and support for Fedora;
– Enable optimizations on TravisCI.

BSD
– Improved portability for BSDs.

GUI
– Icon updated;
– GUI rewrite: Replaced wxWidgets 3.1 with Qt 5.7;
– GUI Redesigned;
– Added Grid View;
– Added Tiny, Small and Huge Sizes;
– Added Welcome Screen;
– Debugger is now hidden by default;
– DPI Scaling issues fixed;
– Re-implemented VFS manager;
– Re-organized the graphics options tab a bit to separate main options from debugging options;
– Improved Debugger and Disassembly;
– Improved Categories in Gamelist;
– Added stacking option for same log messages to log contextmenu;
– Added sort indicator to Gamelist;
– Added background color to icons for better readability;
– Added default layout for better looks on first start;
– Added Resolution, Sound Format and Parental Level columns to Gamelist;
– Added Save Manager;
– Added tooltips and descriptions to Settings;
– Check system for SSSE3 presence and throw error message when opening the emulator;
– Added Toolbar Icon Color Picker;
– Added Game window resize on boot.



Página oficial:
https://rpcs3.net/

Descarga.
https://ci.appveyor.com/project/rpcs3/rpcs3/build/0.0.3-5417/artifacts



viernes, 21 de julio de 2017

PSX Datacenter Actualización 22-Julio-2017

Tras una semana tranquila llega como es habitual la nueva actualización semanal de la página de PSX Datacenter de la parte de PS2 y lo hace añadiendo en esta ocasión nuevas entradas de juegos como Missing Blue, Miko mai - Eien no Omoi, Memories Off #5, Mirai Shounen Conan, Metal Slug 3, Micro Machines o Medal of Honor - European Assaultn

NTSC-J:
Medal of Honor - Europa Kyoushuu [SLPM-66079] (J)
Medal of Honor - Europa Kyoushuu [EA Best Hits] [SLPM-66514] (J)
Medal of Honor - Europa Kyoushuu [EA:SY! 1980] [SLPM-55037] (J)
Medal of Honor - European Assault [SLKA-25243] (K)
Memories Off #5 - Togireta Film [SLPM-66147] (J)
Memories Off #5 - Togireta Film [Limited Edition] [SLPM-66146] (J)
Memories Off #5 - Togireta Film [SuperLite 2000 Renai Adventure] [SLPM-66571] (J)
Metal Slug 3 [SCAJ-20021] (J)
Metal Slug 3 [SLPS-25209] (J)
Metal Slug 3 [SNK Best Collection] [SLPS-25428] (J)
Metal Slug 3 [SLKA-25049] (K)
Miko mai - Eien no Omoi [SLPM-66052] (J)
Mirai Shounen Conan [SLPM-65973] (J)
Missing Blue [SLPS-25051] (J)
Missing Blue [Best Price] [SLPS-25365] (J)
Missing Blue [Limited Edition] [SLPS-25039] (J)

NTSC-U:
Medal of Honor - European Assault [SLUS-21199] (E)
Micro Machines [SLUS-20472] (E)

PAL:
Medal of Honor - European Assault [SLES-53332] (E)(D)(Du)(Sw)
Medal of Honor - European Assault [SLES-53333] (F)
Medal of Honor - European Assault [SLES-53334] (G)
Medal of Honor - European Assault [SLES-53335] (I)
Medal of Honor - European Assault [SLES-53336] (S)
Metal Slug 3 [SLES-52599] (E)(F)(G)(I)(S)
Micro Machines [SLES-50820] (E)(F)(G)(I)(S)

MANUALS:
Medal of Honor - European Assault (Du) [SLES-53332]
Manual scans by Narfnarf, cleaned & compiled into cbr by gladiator.



Si queréis contribuir y agradecer el trabajo en la página podéis hacerlo en Patreon:
https://www.patreon.com/psxdatacenter

Check them here:
http://www.psxdatacenter.com/
or
http://psxdatacenter.com/

sábado, 15 de julio de 2017

PSX Datacenter Actualización 15-Julio-2017

Nueva actualización semanal de la página de PSX Datacenter añadiendo en esta ocasión nuevas entradas de juegos de PSX y actualizando muchas otras como NCAA March Madness, Necronomicon, Need for Speed, Neo Atlas, Neorude o Neues 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:
Jissen Pachi-Slot Hisshousou! Single - Epsilon R [SLPM-86333] (J)
Mario Mushano's Hyper Shogi School [SLPS-00964] (J)
Meka Pokeler [SLPS-02649] (J)
Minna no Shiiku Kyoushitsu - Kuwagatahen [SLPS-03279] (J)

ACTUALIZADAS:
NCAA March Madness 2000 [SLUS-01023] (E)
NCAA March Madness 2001 [SLUS-01320] (E)
Necronomicon - The Dawning of Darkness [SLES-03493 & SLES-13493] (E)
Necronomicon - L'Aube des ténèbres [SLES-03494 & SLES-13494] (F)
Necronomicon - Die Dämmerung der Dunkelheit [SLES-03495 & SLES-13495] (G)
Necronomicon [SLES-03496 & SLES-13496] (I)
Necronomicon - El Alba de las Tinieblas - [SLES-03497 & SLES-13497] (S)
Necronomicon - O Despertar das Trevas [SLES-03498 & SLES-13498] (P)
Need for Speed - Road Challenge [SLES-01788] (E)(Sw)
Need for Speed - High Stakes [SLUS-00826] (E)
Need for Speed - Road Challenge [SLES-01789] (F)(G)
Need for Speed - Road Challenge [SLES-01790] (E)(I)(S)
Need for Speed - High Stakes [SLES-01876] (E)
Need for Speed II [SLES-00658] (E)(F)(G)(I)(S)(Sw)
Need for Speed II [SLUS-00276] (E)(F)(G)(I)(S)(Sw)
Neo Atlas [SLPS-01212] (J)
Neo Atlas [Playstation the best] [SLPS-91117] (J)
Neo Atlas [Superlite 1500 series] [SLPM-87240] (J)
Neorude [SLPS-00823-4] (J)
Neorude [Technosoft Collection] [SLPS-02212] (J)
Neues [SLPS-02559] (J)
Neues [Escot Original Best-Ban] [SLPS-02981] (J)
Newman Haas Racing [SLUS-00602] (E)
Newman Haas Racing [SLES-00933] (E)(F)(G)(I)
Over Drivin' II [SLPS-00895] (J)
Over Drivin' IV [SLPS-02099] (J)
Añadidas nuevas descripciones, portadas en alta resolución,nuevas publicidades y imagenes.



MANUALS:
Minna no Shiiku Kyoushitsu (Raise Your Own Insect) [J] [SLPS-03279]
Manual scans by Renzukoken, cleaned & compiled into cbr by gladiat

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

Si queréis contribuir y agradecer el trabajo en la página podeís hacerlo en Patreon:
https://www.patreon.com/psxdatacenter



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

martes, 11 de julio de 2017

Pugsy Cheat v.0.187

Este archivo creado 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 0.184, podéis escoger si usáis 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 debéis extraer en el directorio del mame en
este caso el 0.187 y seleccionarlo en la ruta de directorios de cheats en la configuración de cheats del
mame.

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

Descarga de su página oficial.
http://cheat.retrogames.com/download/cheat0187.zip

viernes, 7 de julio de 2017

PSX Datacenter Actualización 08-Julio-2017

Nueva actualización semanal de la página de PSX Datacenter de la parte de PS2 y lo hace añadiendo en esta ocasión nuevas entradas de juegos como Meine Liebe II - Hokori to Seigi to Ai, Melty Blood - Act Cadenza, Memorial Song, Memories Off - Sorekara, Metal Slug 3D, Manager de Liga 2002, Mercury Meltdown Remix o Mercenaries - Playground of Destruction

NTSC-J:
Meine Liebe II - Hokori to Seigi to Ai [SLPM-66247] (J)
Meine Liebe II - Hokori to Seigi to Ai [Konami Dendou Selection] [SLPM-66667] (J)
Melty Blood - Act Cadenza [SLPM-66438] (J)
Memorial Song [SLPS-25144] (J)
Memories Off - Sorekara [SLPM-65610] (J)
Memories Off - Sorekara [Limited Edition] [SLPM-65609] (J)
Memories Off - Sorekara [Love Game Selection] [SLPM-55100] (J)
Memories Off - Sorekara [SuperLite 2000 Renai Adventure] [SLPM-66039] (J)
Mercenaries - Playground of Destruction [SLPM-65942] (J)
Mercenaries - Playground of Destruction [EA Best Hits] [SLPM-66465] (J)
Metal Slug 3D [SLPS-25650] (J)
Metal Slug 3D [SNK Best Collection] [SLPS-25788] (J)

NTSC-U:
Mercenaries - Playground of Destruction [SLUS-20932] (E)
Mercury Meltdown Remix [SLUS-21548] (E)

PAL:
BDFL Manager 2002 [SLES-50548] (G)
Football Manager Campionato 2002 [SLES-50549] (I)
LMA Manager 2002 [SLES-50546] (E)
Roger Lemerre La Sélection des Champions 2002 [SLES-50547] (F)
Manager de Liga 2002 [SLES-50550] (S)
Mercenaries - Playground of Destruction [SLES-52588] (E)
Mercenaries - Playground of Destruction [SLES-52589] (F)
Mercenaries - Playground of Destruction [SLES-52590] (G)
Mercenaries - Playground of Destruction [SLES-53008] (I)(S)
Mercury Meltdown Remix [SLES-54432] (E)(F)(G)(I)(S)
Miami Vice [SLES-52853] (E)(F)(G)(I)(S)



Si queréis contribuir y agradecer el trabajo en la página podéis hacerlo en Patreon:
https://www.patreon.com/psxdatacenter

Check them here:
http://www.psxdatacenter.com/
or
http://psxdatacenter.com/

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

lunes, 3 de julio de 2017

Wayder Cheat v0.187

Este archivo creado por Wayder contiene los trucos para los juegos del emulador MAME actualizados hasta la versión 0.187, puedes escoger si usas este archivo o el de Pugsys pero no los dos en el mismo MAME


Modo de empleo:
- Tras descargar el fichero descomprimir el archivo , que debeís extraer en el directorio del mame en este caso el 0.184 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_0187.zip

sábado, 1 de julio de 2017

Cemu v1.8.1b

Nueva versión final de este emulador de Wii U que va mejorando cada vez más pero por ahora empiezan a funcionar juegos, es algo lento todavía pero progresa muy rápido.

Características:
- Puede correr imágenes de Wii U encriptadas (WUD) y archivos RPX/RPL
- Resolución Interna es  1920x1080 (Si el juego la soporta)
- Sin optimizar. Espera bajos framerates y largos tiempos de carga.
- Funciona sólo en Windows x64 . puede que en otras plataformas posteriormente.
- Requerido OpenGL 3.3



CAMBIOS:
- Mejorada la compatibilidad
- Mejorados los gráficos
- Añadido soporte para socket API (nsysnet)
- Mejorado el Software Keyboard
- Fallos arreglados

En detalle:
# New in 1.8.1b:

general: Fixed a bug causing permanent full CPU load on one thread

# New in 1.8.1:

CPU/JIT: Fixed a bug in ADDME. instruction
CPU/Interpreter: Fixed a bug in PSQ_STX and PSQ_LDX instruction (GQR index parsed incorrectly from opcode)
CPU/Interpreter: Fixed invalid endianness in instruction STHBRX

coreinit: Added 'errno' export
coreinit: Added API OSCalendarTimeToTicks(), OSCancelThread(), IM_GetHomeButtonParams(),

OSCalendarTimeToTicks(), FSAppendFile(), FSRemove(), SAVEChangeDir()
coreinit: Fixed GHS flock handling. Added __ghs_flock_file() and __ghs_funlock_file()
coreinit: Added support for milliseconds and microseconds in OSTicksToCalendarTime()
coreinit: Fixed bug where FSOpenFile() with mode 'r+' would not allow read access
coreinit: Fixed a bug where shared-write file access prevented simultaneous read access from the same file

GX2: Added API GX2GetScissorReg(), GX2GetTargetChannelMasksReg(), GX2SetDefaultState()
GX2: Better handling for invalid/uncompilable shaders (avoid drawcalls that will lead to errors)
GX2: Added support for vertex format 32_32_32_32_FLOAT for primitive RECTS
GX2: MULADD shader instruction will now use correct rules in regards to 0*anything
GX2: Fixed OpenGL error caused by games requesting more mip levels than possible for a texture
GX2: Fixed source mip level parameter for GX2CopySurface()
GX2: Avoid shadow samplers on AMD GPUs. This workaround can be forced on other GPUs via -amdshadows command line parameter

SWKBD: Fixed handling of active state (previously it was tied to the keyboard being visible whereas it should be separate)
SWKBD: Fixed input handling (should no longer clash with wxWidgets, leading to input sometimes being ignored)

RPL: Fixed bug where imports/exports were mapped incorrectly if the internal module name included '.rpl'

zlib: Overhauled Cafe OS zLib implementation

nsysnet: Added nsysnet (socket) library





Página oficial:
http://cemu.info/

Download:
http://cemu.info/releases/cemu_1.8.1.zip