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July 4th, 2008, 23:59 Posted By: JKKDARK
Progress on the homebrew game for PC.
The second area is done, at least the map and tiles. There are some scripting events to be done and tweaked. Right now I'm preparing the tilesets for the third area. Just as many of you suggested, the ruins will be some kind of industrial/mining facilities.
Here is a snapshot of the caves before the third area, this shows the new tile color palette. The background will be properly replaced soon.
Alpha Metroids are being tweaked and improved all the time. Currently they have the normal introductions done (normal and coming out of the cocoon), I'll be adding more these days.
Sound production is becoming really funny. In order to do some cool screeching sounds for the different Metroid evolutions, me and a friend are recording some really weird screams here at the studio, and then applying a lot of effects. I'm ripping sounds from plenty of games too, sound test in emulators are really useful. These will be used to create new sounds for the game.
Music production has also begun, there's still a long way to complete the soundtrack.
Thanks everybody for your comments and suggestions, I really appreciate them.
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July 4th, 2008, 21:31 Posted By: Shrygue
via Joystiq
Whether calling it out for being too colorful or even too conservative, Diablo 3 naysayers have certainly not lacked for ammunition to sling at the action RPG since it was made all official like late last month. Now pessimists can add another rock to the pile, with Blizzard poster Bashiok writing on the official World of Warcraft forums that the Diablo 3 devs are working to discourage online skullduggery, and that multiplayer will focus primarily on cooperative play.
Explained Bashiok, "We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down." However, PvP will apparently have its place in the game, as Bashiok baited forumers by adding, "That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing." So for now it looks like PKers will need to find another outlet for their griefing ways, perhaps by venturing outside into the sunlight for a rousing game of Freeze Tag.
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July 4th, 2008, 20:11 Posted By: JKKDARK
via PSO-World
As previously reported, SEGA will be moving to a new office building in mid-July, and as a result, the PSU servers will be down for a few days. We now have confirmation that the servers will go down at approximately 2:00a.m. Pacific on Monday, July 14, and should be back up at some point on Wednesday, July 16.
In other news, the MAG extension that has been up in the air for the past month is still undecided. In fact, SonicTeam have even considered cancelling the extension and giving out the rewards that have already been earned. As it stands, nothing is set in stone, so there is still a chance of the extension happening. Stay tuned, as we'll keep you updated with the latest information on this story.
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July 4th, 2008, 19:28 Posted By: JKKDARK
FreeDO is a 3DO emulator for PC.
Well — it’s decided then — the project will be released as open source. We’ll host the SVN repository. Open as read only to everybody and as read/write to those who will decide to contribute.
The only question left — what license should we be released under.
Please comment your choice.
The projects being released are :
* * FreeDO
* * IDE Adapter
* * FPGA FreeDO
You need to register an account for read more there.
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July 4th, 2008, 19:12 Posted By: JKKDARK
New version of the Nintendo DS emulator for Windows.
Changelog:
- Fixed a bug in texture Management.
- Fixed a bug in BindTexture with Translucent Polygons.
- Fixed a bug in VRAM Control Registers.
- Fixed a bug in DMA with FIFO.
- Fixed a bug in pixel rendering in Mode 3,4,5.
- Added Palette Viewer.
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July 4th, 2008, 19:03 Posted By: JKKDARK
New version of the front end for PC.
- Create games list for "SEGA Model 2 Emu v0.8a" and "AAE beta 1 update 5" emulators are updated to use the new XML files from Logix (ClrMAMEPro).
- Old .dat files are no longer supported!
- AAE and SEGAModel2 games lists must be created again due to changes in the ROMs IDs (games list files)
- Support new settings for MAME 0.125u8
- Support for SEGA Model 2 Emulator v0.8a. Emulator settings screen updated, but unfortunately the format and comments of "emulator.ini" file cannot be maintained.
thanks to 1emulation ofr the news
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July 4th, 2008, 18:59 Posted By: JKKDARK
New release of Xfire.
# Video capture in Xfire In-Game (Scroll Lock + V) is now enabled by default for everyone. Please try capturing and sharing some videos!
# Unified voice overlay/configuration window in Xfire In-Game.
# Fixed several opacity and drawing errors with the voice overlay in Xfire In-Game.
# Fixed display problem when editing voice chat settings in a chat room.
# Fixed several performance issues on Windows Vista 64-bit.
# Fixed corruption problem when taking a screenshot (Scroll Lock + S) in a full-screen game, changing to windowed mode, and then taking another screenshot.
# New games supported: Spaceinvasion ChaosCars Gladiators II Seafight
DarkOrbit Lego Indiana Jones: The Original Adventures GRID Guilty Gear x2 Reload
Nitro Stunt Race Stage 1 MTV's Virtual World Kung Fu Panda Aliens versus Predator Gold Edition
Turok 2: Seeds of Evil Wonderland Online Devil May Cry 4 Trial Blokus World Tour
Star Sonata Bullet Candy Bus Driver The Incredible Hulk
Stronghold Crusader Extreme Marble Blast Gold UEFA Euro 2008 Little Farm
SPORE Creature Creator Psi-Ops: The Mindgate Conspiracy Zu Online Angels Online
Dreamlords: The Reawakening Alien Shooter WALL-E Alone In The Dark
thanks to 1emulation for the news
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July 4th, 2008, 18:57 Posted By: JKKDARK
New version of the Sega Saturn emulator for PC.
Changelog:
Changes:
0.9.5 -> 0.9.6
sdl joystick core:
- Fixed it...
software video core:
- Improvements and bug fixes.
carbon port:
- Added detection of sdk in the build process.
- Changed the cd core so that the first device found is used. Users shouldn't have anything to set up when using cd device now.
gtk port:
- Tagged more strings to be translatable.
- Fixed bugs when setting a resolution in settings.
- Fixed controller settings so keys can now be configured even if emulation is not started.
qt port:
- Removed libsjw core.
wii port:
- Updated to use the last devkitppc.
- Added support for classic controller and for wiimote, disabled keyboard support.
windows port:
- Added command line support.
general:
- Updated copyright for some files where it was missing or inaccurate.
- Fixes and improvements to the build process: fixed cross compilation of Qt port, added Wii port support, found a better way to "trigger" compilation of gen68k, fixed a bug when calling the sub-configure, .inc files are now cleaned, added MINI18N variable support, forwarded distclean rule to qt makefiles, configure now make sure the compiler is a cross compiler when cross compiling
- Added a workaround for the "limits.h" problem... now distros should fix their headers...
- Fixed the .desktop files for linux (gtk + qt ports)
- Added translation files for fr and pt in the repository.
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July 4th, 2008, 18:56 Posted By: JKKDARK
New version of the Arcade emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
-----------------------------------
- 01962: [DIP/Input] tailg: "Fatal error: Input ports cannot be read at init time!" with -debug (Aaron Giles)
- 01948: [Misc.] All alg.c and cliffhgr.c sets: Access Violation when taking a snapshot (Aaron Giles)
- 01940: [Misc.] All cps3.c sets: Access Violation (Aaron Giles)
- 01946: [DIP/Input] Various: Fatal error: Input ports cannot be read at init time! (part 2) (Aaron Giles)
- 01957: [Core] Access Violation on hardreset with -debug (Aaron Giles)
- 01955: [DIP/Input] gauntleg: Unable to locate input port 'IN1' / gauntleg cannot start (Aaron Giles)
- 00654: [DIP/Input] usclssic: Can't start 2P game. Seems like 2P Start key has no effect. (stephh)
- 01945: [Misc.] All asteriod.c sets: Assertions (couriersud)
- 01939: [Misc.] All sega80v.c sets: Assertions (couriersud)
- 01947: [DIP/Input] All omegrace.c sets: Assertions (couriersud)
- 01941: [Misc.] pleiads, pleiadbl, pleiadce: Fatal error: activecpu_get_info_int() called with no active cpu! (src/emu/cpuintrf.c:1160) (couriersud)
- 01944: [DIP/Input] hachamf: Unable to locate input port 'DSW' (robiza)
- 01936: [DIP/Input] All namcos21.c sets: Unable to locate input port 'AN7' (robiza)
- 01938: [Gameplay] vaportrx: Game freeze (Aaron Giles)
- 01937: [Interface] All Sets: Fatal Exception on In-Game Menu (couriersud)
Source Changes
--------------------------
SH2 core: [R. Belmont]
* refactored to separate out things that aren't part of the interpreter.
* converted context struct to go through a pointer
Fixed nile pitch calculation. [h0pdmiYX0]
MIPS3 recompiler: [Aaron Giles]
* don't generate compare interrupts unless the compare register was written to; fixes hangs in blitz, calspeed, and others
* stash jump target address before executing delay slot; also, don't update link register until delay slot has finished executing; fixes hang in gauntleg
* marked IDT instructions for R4650 only
* accounted for time taken in throwaway likely branch slots
* fixed jalr to respect the correct link register
* fixed c.eq, c.lt, c.le to fail if unordered
* fixed swxc1, sdxc1 to use the correct source register (fixes many Gauntlet problems)
* fixed CCR31 display in debugger
* fixed LWXC1/LDXC1; corrects gauntleg camera
ADded state saving for flower.c. [couriersud]
Corrected dip setting for Risky Challenge. [Brian Troha]
Changed how watchpoints work so that supporting them adds 0 overhead unless some are actually live. [Aaron Giles]
Removed calls to memory_set_context() in favor of cpuintrf_push_context(). [Aaron Giles]
Renamed wilytowr.c to m63.c. Added Irem M63 PCB layout (based on Atomic Boy). [Tomasz Slanina, Stefan Lindberg]
Fixed 32031 so that it doesn't call the debugger if not enabled. [Aaron Giles]
Fixed assertion in astring.c when compiled against MSVC and the string is UTF-8. [Nathan Woods]
Night Striker update: [kanikani]
- Added World version as new parent (nightstr)
- Renamed already-supported US version to nghtstru
- Added Japanese version (nghtstrj)
- Removed unnecessary analog input remapping
- Added analog stick adjusting port
Added diplocations to all games in taito_z.c. [kanikani]
Added pot wheel support to world rally 2. [Mirko Mattioli]
Split ADSP2100 execution loop between debug/non-debug. [Aaron Giles]
Improved behavior of PGM on big-endian. The ARM7 boots properly now but can't sync with the 68k for some reason. [R. Belmont]
Update S14001A core: improved filtering to be more accurate to the chip, changed internal audio renderer to produce 4 bit sound as the real chip does. Moved filter outside of the main rendering loop into the glue code. Note: with this update, you may hear a whining noise that was not previously present. This is accurate to the chip! The real chip would almost always have an analog filter placed on its output to suppress this whine. [Lord Nightmare]
Fixed some save state problems in the DCS driver. Still comes out garbled on a load, however. Extended memory.c to support up to 4096 banks. [Aaron Giles]
Improvements to Cal Omega driver: [Roberto Fresca]
- Unified MACHINE_RESET for systems 903/904/905.
- Created a new handler to manage the first 4 bits of system 905's PIA1 portB as input mux selector (905 is still not working)
- Updated technical notes.
Fixed incorrect assumption in the x86/x64 implementation of HASHJMP that the base table for a mode will always be allocated when a fixed mode is first used. [Aaron Giles]
Fixed 64-bit writes in UML C back-end. [Aaron Giles]
Preliminary emulation of video hardware (simple blitter) in Strip Teaser. [Tomasz Slanina]
I80286: Fixed POP ES in protected mode. [Wilbert Pol]
tumbleb.c update: [stephh]
- updated Dip Switches for 'wlstar' and 'wondl96'
- added notes for these 2 games and updated some others
- added port tags and updated memory definitions and read handlers
Updated cheat system [ShimaPong]
- Roll back older periodic function. Now standard/old format work in this function. Otherwords, several operations which doesn't exist in older function and added recently are now disabled
- Separated load_cheat_code() to 3 indipendent functions. And added new cheat options, "Load New/Standard/Old Format Code" (Default : load all format codes)
NOTE : delete all cheat options in the database before start or reload default options (Shift + Reload key) in cheat general menu
- Added format strings structure to accept huge size strings in loading a database to prevent from breaking other strings
- Changed Link in new format. Label code is now "Link-Label" and sub-label is "Label-Sub-Link" "Standard-Link" is no longer label
- Added choose_label_index() to manage label selection
- Fixed build_label_index_table() to prevent from crashing. And disabled to build label index table in case of standard/old format
- Fixed memory free problem in case of standard/old code
- Fixed several reported/found bugs
Cleaned up input handling in seta.c and bigevglf.c. [stephh]
Adds rom loading for the cadillacs & dinosaurs sets with PICs, and for several similar punisher sets. No good dumps of the PICs exist, and this is mainly for reference so that we don't forget the graphic rom loading on them. They don't work. They're basically the same set from different PCBs, so one will probably be removed eventually. [David Haywood]
Fixed memory leak in ledutil.c. [HeadKaze]
New games added or promoted from NOT_WORKING status
------------------------------------------------------------------------------
Touchmaster 8000 (v9.04 Standard) [Brian Troha]
Galactic Storm [Hau, Team Japump!]
New clones added
----------------------------------
Night Striker (Japan) [kanikani]
Night Striker (US) [kanikani]
Wiz (Taito, set 2) [David Haywood]
Moon Lander [David Haywood]
Star Force (encrypted, set 2) [highwayman]
Spy Hunter (Playtronic license) [stefanocsw]
Captain Commando (bootleg) [highwayman] (NOT WORKING)
New games marked as GAME_NOT_WORKING
-------------------------------------------------------------------
King of Football [Tomasz Slanina]
Hell Night (ver EAA) [Guru]
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July 4th, 2008, 18:55 Posted By: JKKDARK
New version of the multi-system emulator for Windows and Amiga.
Changelog:
Changes since 7.03:
"DISassemble" command.
"Settings|Speed|Autopause when inactive?" option.
"Settings|Sound|Use IBM-PC speaker?" option (WinArcadia only).
Miscellaneous improvements and bug fixes.
Changes between 7.02 and 7.03:
"Settings|Use ANSI colours?" option.
New ARexx command: WAITFRAME (AmiArcadia only).
Miscellaneous improvements and bug fixes.
thanks to 1emulation ofr the news
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July 4th, 2008, 18:53 Posted By: JKKDARK
New version of the Windows emulator for Unix.
Changelog:
- Many more gdiplus functions implemented.
- Improved graphics tablet support.
- Many Richedit fixes and improvements.
- Support for HWND_MESSAGE windows.
- A lot of new MSHTML functions.
- Many fixes in MSI registry handling.
- Initial implementation of the inetmib1 DLL.
- Improvements to the quartz renderers.
- Various bug fixes.
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July 4th, 2008, 18:52 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
Bugs fixed:
- drag & drop enabled when no dat loaded
- param form captions to small for some translation
- some log translation not handled
- empty db loaded when an error occur during db creation
- folders with ' in name are not loaded
- 'reload path' when 'files roms' selected does not refresh the status
- Non zipped files not counted in listview status bar
- Non-zipped 'expected filename' incorrectly showed when a plugin is used
- 'fix extension' option removed (useless and confusing)
- Xml error when loading some no-intro dat
Added:
- help file
- up to date datafiles
- new 'maws' online db
- datutil 2.40
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July 4th, 2008, 18:51 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
Version 1.97
* Greatly expanded the search for valid artwork. If there is no art for the specific game, it looks for the clone, the parent, the parant's clone, etc. until it finds something. If still nothing, it uses "generic.png" as before.
Version 1.96
* I believe I finally have all the bugs squashed related to parsing rom sets that have no "video" section. These sets were causing a problem because they never filled in the Raster/Vector and Horizontal/Vertical arrays, causing stack overflows.
* Added realtime filtering. You can hold the P2 start button and use up/down on the joystick to show/hide clones, and left/right to show/hide horizontal games (for vertical cabs).
* Separated the list generation from the XML converstion. This allows you to customize your listinfo.xml file with tools like "ROMLISTER" (outputting back to XML) and UltraMAME will convert this file. Unfortunately, at this time the XML files that ROMLISTER outputs are not compatible with XML2INFO.
Version 1.95
* Fixed bug where frontend would crash on certain games when it couldn't parse the orientation properly.
* Activated player 2 button to toggle between showing clones or not.
* Fixed the ListView mode which may have been broken for a while since I don't use it.
* Fixed some more scaling/centering issues with all photos in all modes.
* Fixed it so that cabinet views are never a toggle option in quadrant IV in the ImageBrowser mode, since they are always in quadrant II already.
* Fixed quadrant II cabinet view to use 'generic.png' if no cabinet picture is found for the selected game.
Version 1.94
* Fixed long standing problem with launching MAME under Windows XP versions SP2 or later and Windows Vista. UltraMAME is now compatible with all Windows releases, XP and Vista.
* You must now hold the SHIFT and press the exit button to quit the program. This was necessary for fixing the MAME launch issue.
* I moved the Information bar to the top instead of the bottom, where it's much easier to see on a cocktail machine.
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July 4th, 2008, 18:48 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------
- 01931: [Gameplay] sqix: [possible] sprites slowdown (couriersud)
- 01631: [Core] sqixbl, perestro, perestrf: game resets after starting
game (couriersud)
- 01874: [Core] windheat: Game freeze (Aaron Giles)
- 01905: [Misc.] Many Sets: Fatal Error crash - Fatal error: Input
ports cannot be read at init time! (src/emu/inptport.c:1278)
(Aaron Giles)
- 01928: [DIP/Input] chplft, chplftb, chplftbl: Choplifter player 2
video is upside down (couriersud)
- 01712: [DIP/Input] exerizrb, skyfox: Coin 1 mapped twice.
(couriersud)
- 01886: [Graphics] gradius4: 3D gfx problem. (Aaron Giles)
- 01927: [Misc.] Effects overlay showing in snapshots (Aaron Giles)
- 01901: [Graphics] kinst13, kinst14, kinstp: Attract mode graphics
regression (Aaron Giles)
- 01916: [Misc.] srmvs: Assertion (Aaron Giles)
- 01900: [DIP/Input] All sets in kinst.c: Mass coin input disables
dipswitch access, and thus further coin input during a fight.
(Aaron Giles)
- 01709: [DIP/Input] startrek, tacscan, zektor: Duplicate P1 + P2
Starts Mapped (couriersud)
- 01715: [DIP/Input] ballbomb: Player 1 Left+Right and Button 1 mapped
twice. (couriersud)
- 01714: [DIP/Input] ssfindo: Player 2 Start mapped twice.
(couriersud)
- 01818: [DIP/Input] All sets in rastan.c: 2nd (unused) Service Mode
DIP assigned. (stephh)
- 01912: [DIP/Input] Various: Unable to construct input ports!
(part 2) (Aaron Giles)
- 01889: [DIP/Input] realbrk, realbrkk, realbrkj: Flip screen DIP
switch doesn't work. (couriersud)
- 01869: [DIP/Input] alienar, alienaru, splat: Duplicated Inputs
(couriersud)
- 01575: [DIP/Input] joust, joustr, joustwr: Player 1 and Player 2
Start buttons are mapped twice. (couriersud)
- 01866: [DIP/Input] gstream: Duplicated Inputs (couriersud)
- 01903: [Graphics] mooncrst and most clones: 3rd+4th Wave have
enemies that are corrupted. (couriersud)
- 01908: [Misc.] Various: Access Violation when saving a snapshot
(Aaron Giles)
- 01911: [DIP/Input] nomnlndg: Unable to locate input port 'DSW'
(Fabio Priuli)
- 01906: [Misc.] All sets in atartig1.c: Fatal Exception crash
(Aaron Giles)
- 01904: [DIP/Input] teetert: Player movement has slowed from
previous MAME (Aaron Giles)
Source Changes
--------------
Fixed input port read at init time in grchamp.c. [Curt Coder]
Fixed input port read validation. The previous check was way too
aggressive, and prevented CUSTOM_INPUT handlers from reading other
ports. This one sets an "all clear" flag as soon as the configuration
data is loaded. [Aaron Giles]
GX era haradware: update video parameters to use actual values written
to the CCU. [Yasuhiro Ogawa]
MultiPCM/315-5560 rewrite. All features are now supported including
PLFO and ALFO. [ElSemi]
Fixed read from input port during VIDEO_START in namcofl.c.
[couriersud]
Cleaned up z80dma interface [couriersud]
* removed compatibility to old z80dma driver
* now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER)
* updated mario and dkong3 accordingly
Implemented 8257 dma controller as proper device [couriersud]
* rewrote 8257dma.[ch]
* updated dkong.c accordingly
dkong.c: Merge driver init code for drakton and strtheat [couriersud]
* made decryption for drakton and strtheat more compact
* moved decryption and driver init code into dkong.c
* deleted drakton.c and strtheat.c
Added emulation of ST-0026 NiLe (sound). Added audio to Super
Real Mahjong P6. [Tomasz Slanina, R. Belmont]
i8x41 improvements: [Wilbert Pol]
- Removed i8x41.ram hack from the i8x41 cpu core.
- Fixed disassembly for opcode 0x67.
- Added configurable i8x41/i8x42 subtype support.
- Fixed carry flag handling in ADDC A,#N instruction.
- Fixed carry flag handling in RLC A instruction.
- Updated the ram sizes. 8041 uses 128 bytes, 8042
8042 uses 256 bytes.
- Added support for re-enabling interrupts inside
an interrupt handler.
- Fixed cycle count for DJNZ instruction.
Converted voodoo into a proper device. Updated drivers accordingly.
[Aaron Giles]
Cal Omega driver updates: [Roberto Fresca]
- Lots of improvements on the input system.
- Adjusted the CPU adressing to 14 bits for systems 903/904.
- Adjusted the CPU adressing to 15 bits for system 905.
- Rewrote all the ROM loads based on these changes.
- Defined CPU, UART and sound clocks.
- Splitted the sound interface to cover different systems.
- Splitted the PIAs interfaces to cover different systems.
- Added sound to system 905 games.
- Added MACHINE_START and MACHINE_RESET to initialize the devices
properly.
- Documented the systems 903/904 UART connections.
- Traced and added PIAs connection diagrams for systems 903/904/905.
- Hooked the missing DIP Switches bank to the AY8912 for system 903.
- Added preliminary serial/UART support to systems 903/904.
- Hooked the missing DIP Switches bank to the ACIA 6850 for systems
903/904. It allow to choose the proper transfer rate for UART.
- Fixed graphics ROM loads for different Hotline versions.
- Added support to Game 8.0 (Arcade Black Jack).
- Added support to Game 12.3 (Ticket Poker).
- Added support to Game 23.0 (FC Bingo (4-card)).
- Renamed all roms of each set according to the systems schematics and official list.
- Cleaned-up the sets.
- Cleaned-up the driver.
- Updated technical notes.
Save state support: [Aaron Giles]
* added save state support to the MIPS3 recompiler
* added save state support to CAGE audio system
* added save state support to the voodoo emulator
* added save state support to the smc91c9x emulator
* added save state support to the kinst, seattle, and vegas drivers
* fixed core video handling of save states with dynamic screen resolutions
* added save state support to the SHARC CPU core
* added save state support to the PowerPC recompiler
* added save state support to the virtual TLB system
* added save state support to the RF5C400 sound core
* added save state support to konppc module
* added save state support to K056800 host controller
* added save state support to the Konami hornet driver
SMC91C9x: [Aaron Giles]
* converted to proper device
* updated seattle and vegas drivers to allocate devices
* added separate 91C96 device for eventual 2049 use
* cleaned up code
Added machine parameter to memory_region() and memory_region_length()
functions. Cleaned up usage of these throughout the code to cache
pointers rather than calling these functions repeatedly during loops.
[Atari Ace]
Fixed poor default CLUT handling in the voodoo driver. [Aaron Giles]
Added additional Naomi BIOSes. [Brian Troha, Guru]
DRC fixes: [Aaron Giles]
* Fixed WRITEM opcode on 64-bit to call through memory instead of
directly. Solves assertions with gcc 4.3 and 64-bit linux.
* Fixed DCMP opcode on the 32-bit back-end
* Fixed LZCNT opcode in x86 and x64 back-ends
* Added support for flags in LZCNT and BSWAP opcodes on x86 and x64
back-ends
Changed debugger so it does not stop while we are waiting for a
pending event to occur. This eliminates some confusion during reset
and state loading. [Aaron Giles]
Explicitly disabled overlays for non-native snapshots (native
snapshots already had them disabled). [Aaron Giles]
Added more complete readmes for Konami PowerPC games. [Guru]
Cleaned up system register access in Konami PowerPC games. Connected
EEPROM in hornet driver (doesn't seem to affect much). Altered network
IRQ timing to fix several problems. Most games are back to their
previous "working" states. [Aaron Giles]
Changed DRC frontend to pass a pointer to the previous instruction
when describing. Updated PowerPC frontend to approximately take into
account branch and CR logic folding in timing computations.
[Aaron Giles]
Updated cheat system: [Shimapong]
- Merged 3 different search menu functions to search_main_menu()
- Added new cheat options, "Vertical/Horizontal Key Repeat Speed"
NOTE : delete all cheat options in the database before start
or reload default options (Shift + Reload key)
in cheat general menu
- Changed assignment of Entry for Activation Key and Pre-enable
command code. Now there are check the tag in comment field
instead of index number. But it's only for new format command
and old is as before
- Added tag output in save_activation_key() and save_pre_enable()
- Cleaned up save_cheat_options() to output description
- Changed memory read function in watchpoints
No longer "Debugger" watchpoint mis-hit "Cheat" watchpoint
- Fixed several reported/found bugs
- Renamed funcitons/enum based on coding guidlines
All functions are completed in this update
Removed DEBUGGER flag from makefile and ENABLE_DEBUGGER macro from the source code. All MAME builds now include the debugger, and it is enabled/disabled exclusively by the runtime command-line/ini settings. This is a minor speed hit for now, but will be further optimized going forward. [Aaron Giles]
Changed the 'd' suffix in the makefile to apply to DEBUG builds (versus DEBUGGER builds as it did before). [Aaron Giles]
Changed machine->debug_mode to machine->debug_flags. These flags now indicate several things, such as whether debugging is enabled, whether CPU cores should call the debugger on each instruction, and whether there are live watchpoints on each address space. Redesigned a significant portion of debugcpu.c around the concept of maintaining these flags globally and a similar, more complete set of flags internally for each CPU. All previous functionality should work as designed but should be more robust and faster to work with. [Aaron Giles]
Added new debugger hooks for starting/stopping CPU execution. This allows the debugger to decide whether or not a given CPU needs to call the debugger on each instruction during the coming timeslice. Also added new debugger hook for reporting exceptions. Proper exception breakpoints are not yet implemented. [Aaron Giles]
Added 360degree wheel (dial) input to GTMR, which is available when the Controller dip is set to 'Wheel', and Controls dip is set to '1P Side'. Note when Controls dip is set to 'Both Sides', 270degree wheel (paddle) input is used. [Minwah]
Verified clocks and adjusted sound volumes in Fairyland Story. [Corrado Tomaselli]
More conversion to input_port_read: [Fabio Priuli]
* updated the whole mid*unit family of drivers + seattle & zeus which shared some input code.
* updated most namco systems + a couple of old drivers sharing the input handling, minus namcos22
* updated most of the M->Q drivers + finally removed indexed reads from megadriv.c (without breaking ssf2ghw)
* removed indexed read from drivers starting with r (and slightly simplify inputs in royalmah.c)
* unified nichibustu mahjong input ports (using common ports in nbmj9195.c as well as in the other drivers), removed indexed read and exploited tags to reduce complexity in a couple of handlers
Fixed missing sha1 values in ampoker2.c, atarigx2.c, cabal.c, and ksys573.c. [John Gilbert]
Fixed a few build problems with the cpu/sound cores M65CE02, ALPHA8201, TMC0285, TMS5200 and corrected the dependencies for the mips core. [Atari Ace]
Finish the work on ddragon3: [Sonikos]
- Mapped the correct dip "SW1-8" before was incorrect
- Added "FBI Logo" dips in ctribe
- Fixed the dips condition's implementation to avoid the mame crash in ctribe
- Change the name of (Italian bootleg) in a better (bootleg Set 2)
Set OKI 6295 pin 7 to high in gotcha driver. [Sonikos]
Fixed make MSVC_BUILD=1 -j2 and corrected an oversight in the cross-build support. [Atari Ace]
Cleaned up most of the Machine stuff in src/emu/machine. There is a bit left to clean up, but it's mostly stuck at some interfaces now. [Oliver Stoeneberg]
New games added or promoted from NOT_WORKING status
--------------------------------------------------------------------------------
Survival [nuapete]
WonderLeague '96 [David Haywood]
New games marked as GAME_NOT_WORKING
----------------------------------------------------------------------
Cal Omega - Game 8.0 (Arcade Black Jack) [Roberto Fresca]
Cal Omega - Game 12.3 (Ticket Poker) [Roberto Fresca]
Cal Omega - Game 23.0 (FC Bingo (4-card)) [Roberto Fresca]
0.125u8
--------------
MAMETesters Bugs Fixed
------------------------------------
- 01935: [Core] All output commands (-listxml, -cc, -listfull, ETC) crash with error (couriersud)
Source Changes
-------------------------------
Updated config.txt to describe debugger. Turned off debugger flag by default. [Aaron Giles]
Fixed input port read during init on most (Super) System 22 games. [R. Belmont]
Fixed dip switches and added dip locations. [Brian Troha]
New clones added
--------------------------
Mahjong Electron Base (parts 2 & 4, Japan, BOOTLEG) [XingXing]
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July 4th, 2008, 18:47 Posted By: JKKDARK
New version of the Neo Geo emulator for PC.
Changelog:
* Fixed a problem with the drawing of some big sprites in the toaplan2 driver (not all of them, just some of them with a middle symmetry, like with the 1st boss in the demo of dogyuun for example !). Very old bug.
* Took this opportunity to add basic sound support to kbash, fixeight and batsugun from the findings by mame in the toaplan2 driver (very basic sound anyway).
Also I enabled sound for dogyuun but since I don't know which sound maps to what it's more noise than sound effects for some parts, anyway it's still better than silence, and turn sound off if you don't like it ! It works also for vfive/grindstm but I had to make it a clone of dogyuun to be able to borrow dogyuun's samples.
* Added kbash2, a bootleg with a better sound support than kbash !
* Fixed the sound in finalttr (it probably never worked before past the 1st screen!)
* Finally made the animations of the cave sprites more smooth when they are zoomed in or out (previously it was an approximation which showed specially in mazinger, now the animations are much better).
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July 4th, 2008, 18:44 Posted By: JKKDARK
http://www.barryharris.me.uk/article_view.php?id=105
I have decided to look at the burner interface for a bit. I don't usually enjoy WIN32 API programming but some of this is probably overdue!
I have added a context menu to the game selection dialog. Currently this gives the option of playing the game or viewing the game information dialog (see later). I also have a nice new feature planned to go here later which I hope comes off ok.
As mentioned above I have added a game information dialog. This can be accessed via the game selection dialog or the menus when in-game. It contains the following information about a game:
* Preview screenshot or title screenshot (in the games correct aspect ratio read from the driver)
* Pictures of the games flyer, cabinet, marquee, control panel and PCB
* The games roms as read from the driver
* The games history as read from the history.dat database. Some basic formatting is also applied.
The dialog is unicode only at the moment. I'll probably go back and make it work with non-unicode builds though.
I have also expanded the cheat support by merging in iq_132s cheat code. This provides the ability to read cheats in from FBA cheat files, Nebula/Kawaks cheat files or the MAME cheat.dat file. The MAME support is slightly limited but most things work. The code also adds support for more CPUs so more drivers will have cheats. Unfortunately, cheats which require changes to multiple CPUs aren't supported by this code.
I have also added a feature requested by one person on and off for a long time - the ability to auto-switch into full-screen after loading a game from the dialog. Should make at least one person happy!
I plan on simplifying the game selection dialog a bit now (the game information dialog replaces some of it's functions) and maybe adding some new features to it. Then I might start looking at my idea for something to add to the context menu.
thanks to 1emulation for the news
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July 4th, 2008, 18:43 Posted By: JKKDARK
New version of the SID Emulator Frontend for Windows.
Changelog:
* Fixed possible multi load/display of STIL.txt
* Fixed possible missing extension when saving PlayList
* Forced alphabetical sort of Composer/Sid list, which did not work on some machines
thanks to 1emulation for the news
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