May 25, 2011

Emulation News 055: Updates for 5-25-11

So here are today's updates. Some notables are the new versions of MAME as well as a Javascript emulator ran online. I'm glad to have a day off so expect lots of new additions throughout the day.



MAME v0.142u4

"0.142u4
-------


MAMETesters Bugs Fixed
----------------------
- 04354: [Crash/Freeze] bigappg, casino5, dodge, slither, slithera,
ssingles: Heap corruption detected by VS2010 RTC (R. Belmont)
- 04350: [Graphics] buggyboy, buggyboyjr: Missing/corrupt graphics
(Alex Jackson)
- 04346: [Graphics] dangar, galivan and clones: Scrolling incorrectly
changes scene (Angelo Salese)

Source Changes
--------------
Removed deprecat.h usage for the following drivers: [Angelo Salese]
- galpanic.c, gradius3.c, halleys.c, hexion.c

Inputs from the scratch for Champion Poker (v100) [Roberto Fresca]

Cleaned-up protection simulation in Yam Yam!? [Angelo Salese]

Implemented an almost complete Konami k053252 device emulation, adds
accurate refresh rate timings and irq acks to many mid-90-era Konami
games [Angelo Salese, O.Galibert]

Various changes for PSX HW [smf]
- Modernised internal memory map;
- MDEC is now an internal device of the PlayStation CPU;
- Root counter & Serial I/O converted to internal CPU devices;
- Moved PlayStation IRQ code to sub device of the CPU;

Switch input ports to use function-based constructors instead of
tokens. Remove the old tokenizing helpers. Add basic classes for
ports, fields, settings, and dip locations as a first step. These will
be fully cleaned up later. Added machine() method to field to hide all
the necessary indirection. Changed custom/changed handlers into
generic read/write handlers, and added wrappers to convert them to
device read/write lines. [Aaron Giles]

Changed input read/write and crosshair callbacks into delegates.
Changed signature for callbacks to take an input_field_config
reference instead of pointer. [Aaron Giles]

Removed legacy trampolines from eeprom_device, taking advantage of new
input port support for delegates. [Aaron Giles]

mc6845.c: Converted to C++. [Wilbert Pol]

Fixed the disassembly of the "mov ax, mem" instructions (opcodes A0-
A3) in the i386 and NEC disassemblers. The argument (the memory
address) was being displayed as a signed number, which doesn't make
any sense. [Alex Jackson]

Fixed a tiny bug with the debugger hex dump command: the printable
characters in ASCII range from 32 to 12*6*, not 127. [Alex Jackson]

Fixed input regression with Racin' Force, allowing it to boot again
[Angelo Salese]

Gave labels to many inputs in Midway's T, Wolf and Y Unit games as
well as CPS1 and CPS3. [Joe Caporale]

Implemented experimental HLSL post-processing support on Direct3D 9
targets. [Ryan Holtz, Bat Country Entertainment]
* 5-pass post-processing: Upscale, Post-Process, Store Last Frame,
Defocus 1, Defocus 2
* Many tunable effects including: Scanlines, defocus, linear
deconvergence, radial deconvergence, pincushion, RGB colorspace
convolution, YIQ colorspace convolution, saturation, simulated dot
crawl, simulated chroma subsampling, aperture masking, and more.
* Requires a GPU that supports Shader Model 3.0 to be enabled and a
powerful GPU, the entire pipeline consists of approximately 30
texel fetches and approximately 230 arthimetic ops.
* Will supersample the framebuffer up to 9x in both X and Y, but this
requires an enormously powerful GPU that has not been invented;
users with Radeon 5000-class cards should limit themselves to 3x,
Radeon 4000 to 1.5x.
* The default configuration will NOT appear to do anything; it
requires tuning to the user's liking.
* Should nicely fall back in all cases except missing shaders, and it
might fall back correctly in that case as well. Report any
anomalies.
- For obvious reasons, the Direct3D8 renderer cannont support this.

Enable Visual Studio basic run-time checks in non-optimized builds
[Oliver Stoneberg]

Flush stderr, so the data is actually written when output is being
redirected [Oliver Stoneberg]

i286 - Added 286 LOADALL and triple fault resets. [Carl]

i286 - Added support for 16-bit protected mode far calls and segment
privilege checks. [Carl]

i86 - Fixed shift instructions, helps detecting proper CPU [Miodrag
Milanovic]

i86 - Fixed handling of invalid instructions in 0x60-0x6f section
[Miodrag Milanovic]

Major clean-up and state machine conversion for the Sega ST-V / Saturn
driver [Angelo Salese]

HLSL Updates [Ryan Holtz, Bat Country Entertainment]
* Split color convolution and deconvergence into separate shaders for
potential GPU savings down the line
* Added light and heavy variants of the color convolution shader, the
former with YIQ colorspace removed
* Re-worked defocus to occur prior to shadow mask application, as it
would be on a real monitor.
* Split "pincushion" into "Pincushion" and "Screen Curvature", the
former affecting the only the displayed image and the latter only
affecting the shadow mask.
* Made major fixes to CVBS simulation, significantly increasing color
saturation
* Added magnet deconvergence via a shader uniform
* Improved phosphorescence
* Improved YIQ codec
* Added adjustable color carrier in YIQ processing mode.
* Fixed resolution-change crash and likely D3D performance regression
with -nohlsl on low-spec cards
* Created a new OSD function, osd_get_slider_list, which allows
OS-specific slider controls.

HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
* The defocus pass is now switched off when defocus_x and defocus_y
are zero, allowing finer-grained performance tuning.
* Removed YIQ convolution from the main color-convolution shader and
replaced it with a full composite encode/decode pass. This is slower,
but looks amazing(ly like a terrible TV) and can be turned off.
* More authentic NTSC dot crawl and bandwidth limiting.

i86 - Implemented POP CS and MOV CS,reg instructions that are 8086
specific [Miodrag Milanovic]

Implemented multi-cart support to ST-V driver [Angelo Salese, Tafoid]

Managed to get the multiplexer/state machine emulated, amongst some
watchdog fixes for BFM games. [J. Wallace]

Added missing bipolar PROM dumps to Lucky Lady (Wing) [Team Europe]

pic8259 - updated to be more according to documentation [Carl]

Initial frameworking for upcoming artwork updates [Mr. Do]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Doraemon no Eawase Montage (prototype)
[dopefishjustin, Smitdogg, Luca Elia, The Dumping Union]

New clones added
----------------
Champion Poker (v100) [Roberto Fresca, Team Europe]
Gunbarl (Japan, GNB4/VER.A) [The Dumping Union]
Amidar (Konami/1982) [Patrik Styrnell]

New games marked as GAME_NOT_WORKING
------------------------------------
Baryon Future Assault [ Corrado Tomaselli, f205v, The Dumping Union]
Brixian [ Corrado Tomaselli, f205v, The Dumping Union]
Orbatak (prototype)
Popeye (20p/8 GBP Token) [J. Wallace]"


Source

Jpcsp SVN r2146

"r2145
Fixed the video engine TRXSIZE command. This might improve the graphics of applications using this command.
r2146
Small improvement for output to PSP stdout/stderr: no delay required.
Small fix in sceAtrac3plus: Issue 225."

Source

PCSX2 SVN r4667

"r4665
SPU2-X:
Some work on the fake reverb. Renamed it to "Custom Reverb" and the original to "SPU2 Reverb".
r4666
cmake: ubuntu moves file and become incompatible with current cmake version...
For the moment I import cmake file and do a small fix.
r4667
EERec: Implemented some common cases of Load/Stores with shifts. Adds a bit of speed here and there."

Source


8-Bit Hits v1.1.4

"Get your daily dose of Nintendo nostalgia right from your web browser. No need to blow into a cartridge ... just upload your favorite games and start playing.

IMPORTANT: games are not included -- you upload your own games. I've warned you, so please don't download this and give me 1 star because there are no games.

-- About 8-Bit Hits ---------------------

- HTML5, no flash, no plugins
- Works offline, no internet connection required
- Open Source: http://code.google.com/p/gwt-nes-port/

-- Bugs, To-Do's -----------------------

- No Sound, although a prototype is in progress
- Improve frame rates on slower PCs (is this even playable on a CR-48?)
- Improve frame rates when zoomed in, use WebGL
- Fullscreen mode
- Sync games across browsers

I could really use help with these To-Do's ... If you are interested please join our Google Code project: http://code.google.com/p/gwt-nes-port/"

Source

Classic99 v352

"- Changed palette (not final yet)
- Added CLOCK device support
- Made Ctrl-Alt-Reset configurableFixed Long Filename and >127 file option check boxes in file dialog
- Made disk path dialog box quote tolerant
- Fixed text entry/browse button when changing drive type
- Fixed Speech checkmark in menu to reflect configuration
- Fixed spelling of Help->Known issues
- Implemented by-sector file reads on disk images (not fully tested)
- Implemented PC99 disk image reading
- Fix crash bug getting file status on a non-existant file
- Removed unused code and fixed comments in ClipboardDisk.cpp
- Fixed manual so you can copy and paste from it (I think!)"

Source


MameUI v0.142u4

Here is a new version out now!

Source

Javascript PC Emulator (2011/05/24)


"- Added support for more browsers including Internet Explorer and Opera 9 11.11.
- Reduced RAM size of the virtual machine with 32MB to 16MB.
- Releasing the source code of the utility that runs Linux."

Source


napple v2.1

"2.1
- If a loading core has a value on the 0xF000 area, the mode
should be better change to 32K mode.
- Update SAMPLE_PROGRAMS file.

2.0
- Remove TODO list.
- Synchronize video output for ideal 60 Hz screen refresh.
- Remove terminalSpeed configuration. Now it is 60Hz only.
- Remove replica1 config in napple1.cfg and No more napple1.cfg.
- Mode change command filp 8K memory mode & 32K memory mode
- Delete unused charmap.rom
- Rename core/STARTREK to core/startrek

1.0
- Filename input for Load core.
- Confirmation to load basic to ram.
- Command list on the message buffer.
- Remove default core and basic.rom loading function.
- TODO file added.

0.6
- March 29, 2010
- Modify makefile as using macros for common options.
- Add #define _XOPEN_SOURCE 500 to prevent compile warning of usleep.
- Add filename input feature for 'D'ump core.

0.5
- March 25, 2010
- Fix time tic in m6502. To get milli sec current time, use gettimeofday.
- Wall option at compile. So, several fix in m6502.c to get rid of warnings.

0.4
- March 25, 2010
- Fix some descriptions in READE and SAMPLE_PROGRAMS
- Use independant ncurses windows for main screen and message buffer,
instead of a single stdscr. The new screen layoht is following.
During loading rom and core, printing some messages to the buffer.

+-----------------------------+
|(0,0) (0, 40)|
| screen |
| |
|(23,0) (23,40)|
+-----------------------------+
|(24,0) message buffer (24,40)|
+-----------------------------+

0.3
- March 21, 2010
- Update README
- Allow smaller lines/colums terminal

0.2
- March 18, 2010
- Delete automatic save memory function during quit.
- Shift + D "Dump core"
- Dump & Load core on file core/dumped
- Add sample core file in core directory

0.1
- March 16, 2010
- Fixed old program name nPom1 to napple1.
- napple1 now includes Pom1 rom.
- if napple1 started with normal mode, and if core file
isn't existing, load rom/basic.rom to ram 0xE000.

0.0
- March 15, 2010
- Derived from Pom1. First alpha release"

Source

EmuCenter2 v1.6.4.0 Beta

" Add CPS3 Emulator 1.0a emulator (Arcade Section)
- Replaces emulator bsnes by Snes9X 1.53 (x86/x64) (Nintendo Super NES)
- Accelerates the loading of the list of games and covers
- Fixed bug full screen function for NEC PC-Engine
- Fixed bug USA bios emulator Fusion undefined after adding it
- Fixed possibility of errors raised after having renamed games
- Fixed various things
- Improved function 'Search description' section for Arcade"

Source


EMU v1.01 (2011/05/23)

A new version is out. Be sure to check the source for more info.

Source

a5200DS 1.1

"a5200DS
--------------------------------------------------------------------------------
a5200DS is an Atari VCS 5200 console emulator.
To use this emulator, you must use compatibles rom with a52/bin format.
You also need the 5200.bin rom bios to use it. A quick search on atariage website
will help you about that ;-)
Do not ask me about such files, I don't have them. A search with Google will certainly
help you.

Features :
----------
Most things you should expect from an emulator.

Missing :
---------
All that is not yet emulated ;)
Need to improve speed
Hangs a lot of time if you do not choose the correct 16 bit cartridghe type
Seems centipede and missile command do not work ...


--------------------------------------------------------------------------------
History :
--------------------------------------------------------------------------------
V1.1 : 23/05/2011
* Quick fix about bios problem
* change screen height to 256
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Fix name in makefile (was 7800 and not 5200)

V1.0 : 22/05/2011
* Initial release
* Compiled with last version of Devkitpro/libnds, so DSi compatible \o/

--------------------------------------------------------------------------------
How tu use a5200DS :
--------------------------------------------------------------------------------
YOU NEED PERHAPS TO PATCH THE NDS FILE WITH THE DLDI PATCH BEFORE USING IT.
Unzip a5200DS.nds from the a5200DS.zip archive in a directory of your flash / (micro) SD
/ MMC card.
Put the a26/bin files where you want on your flashcard.

That's all, a5200DS can be use now :) !

When the emulator starts, click on the cartridge slot to choose a file. you are use Up/Down
to select a file, then use A to load it.

Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Shift button
* X : * button
* Y : # button
* START : START button
* SELECT : Pause button

Use stylus on buttons for other actions on bottom screen.

Of course, this emu is compatible with iMenu and BassAceGold menu (launch arguments
are tested for roms)"

Source

DSx86 v0.09 Alpha

"This version has the following improvements:
- Implemented screen scaling for all common graphics modes.
- Fixed the DOS and BIOS date/time functions to return proper Real Time
Clock values. This might fix some hanging games.
- Fixed EGA Read Mode 1 handling (fixes EGATrek graphical issues)
- Fixed EGA Read Mask initial value (fixes Ultima V hanging)
- Added a warning message for games that need a Floating Point Unit.
- Screen copies are saved to incrementally numbered files SCR00.BMP..SCR99.BMP."

Source

a7800DS v1.0

"a7800DS
--------------------------------------------------------------------------------
a7800DS is an Atari ProSystem 7800 console emulator.
To use this emulator, you must use compatibles rom with a78/bin format.
Do not ask me about such files, I don't have them. A search with Google will certainly
help you.

Features :
----------
Most things you should expect from an emulator.

Missing :
---------
All that is not yet emulated ;)
Need to improve speed

--------------------------------------------------------------------------------
History :
--------------------------------------------------------------------------------
V1.0 : 24/05/2011
* Initial release based on my a320 version (which is based on Prosystem 1.0.3)
* Compiled with last version of Devkitpro/libnds, so DSi compatible \o/

--------------------------------------------------------------------------------
How tu use a7800DS :
--------------------------------------------------------------------------------
YOU NEED PERHAPS TO PATCH THE NDS FILE WITH THE DLDI PATCH BEFORE USING IT.
Unzip a7800DS.nds from the a7800DS.zip archive in a directory of your flash / (micro) SD
/ MMC card.
Put the a78/bin files where you want on your flashcard.

That's all, a7800DS can be use now :) !

When the emulator starts, click on the cartridge slot to choose a file. you are use Up/Down
to select a file, then use A to load it.

Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Fire button 2
* SELECT : SELECT Button
* START : START Button
* R : RESET Button (yes R like Reset :P)

Use stylus on buttons for other actions on bottom screen."

Source

DS 1943 v2.1.1


"- Using the latest filenames and 1943kai 1943j. (Thank you Another World)"

Source

DeSmuME SVN r4015

"r4015
slot1:
- add support retail cartridge with NAND flash (Made in Ore/WariWare D.I.Y.);
winport:
- add choose Slot 1 device (Menu: Emulation->Slot 1);
- fix change type of R4 cheats base;
- fix printlog function;"

Source

VBA-ReRecording v24 with VBA-M core

"This seems to be generally laggier with most GBA games than the previous versions. However it cuts off quite a few unreal lags in certain games.

The source is included but you'll need to figure out how to compile it by yourself if you would like to."

Source

ISO Tool v1.976

"[NEW] "XMB icon creation" to "PIL to create icons" name change
[BUG] (PIL to create icon) Fixed the output is not properly (mostly, but when the file CSO, ISO as well as possibly during)
[NEW] (fake_np conversion) the licensing of destination. / data / fake_np / license from. / BACK_UP / fake_np_license changes"

Source


RomManager MAME Dats v0.142u4

As usual, every time there is a new Mame release there will be an update to the database.

Source

Dolphin SVN r7555

"r7555
Adds the option to change the path to the wii nand root
when nand root is changed the current sysconf is saved,
and the sysconf in the new location is either loaded (if exists)
or the default sysconf is created
wii menu item is updated when the root changes
small fix to saving gamelist paths to .ini paths that are removed from the gui are now removed from the ini instead of simply changing the number of paths"

Source

SDLMAME v0.142u4 for Mac OS X

"0.142u4
-------


MAMETesters Bugs Fixed
----------------------
- 04354: [Crash/Freeze] bigappg, casino5, dodge, slither, slithera,
ssingles: Heap corruption detected by VS2010 RTC (R. Belmont)
- 04350: [Graphics] buggyboy, buggyboyjr: Missing/corrupt graphics
(Alex Jackson)
- 04346: [Graphics] dangar, galivan and clones: Scrolling incorrectly
changes scene (Angelo Salese)

Source Changes
--------------
Removed deprecat.h usage for the following drivers: [Angelo Salese]
- galpanic.c, gradius3.c, halleys.c, hexion.c

Inputs from the scratch for Champion Poker (v100) [Roberto Fresca]

Cleaned-up protection simulation in Yam Yam!? [Angelo Salese]

Implemented an almost complete Konami k053252 device emulation, adds
accurate refresh rate timings and irq acks to many mid-90-era Konami
games [Angelo Salese, O.Galibert]

Various changes for PSX HW [smf]
- Modernised internal memory map;
- MDEC is now an internal device of the PlayStation CPU;
- Root counter & Serial I/O converted to internal CPU devices;
- Moved PlayStation IRQ code to sub device of the CPU;

Switch input ports to use function-based constructors instead of
tokens. Remove the old tokenizing helpers. Add basic classes for
ports, fields, settings, and dip locations as a first step. These will
be fully cleaned up later. Added machine() method to field to hide all
the necessary indirection. Changed custom/changed handlers into
generic read/write handlers, and added wrappers to convert them to
device read/write lines. [Aaron Giles]

Changed input read/write and crosshair callbacks into delegates.
Changed signature for callbacks to take an input_field_config
reference instead of pointer. [Aaron Giles]

Removed legacy trampolines from eeprom_device, taking advantage of new
input port support for delegates. [Aaron Giles]

mc6845.c: Converted to C++. [Wilbert Pol]

Fixed the disassembly of the "mov ax, mem" instructions (opcodes A0-
A3) in the i386 and NEC disassemblers. The argument (the memory
address) was being displayed as a signed number, which doesn't make
any sense. [Alex Jackson]

Fixed a tiny bug with the debugger hex dump command: the printable
characters in ASCII range from 32 to 12*6*, not 127. [Alex Jackson]

Fixed input regression with Racin' Force, allowing it to boot again
[Angelo Salese]

Gave labels to many inputs in Midway's T, Wolf and Y Unit games as
well as CPS1 and CPS3. [Joe Caporale]

Implemented experimental HLSL post-processing support on Direct3D 9
targets. [Ryan Holtz, Bat Country Entertainment]
* 5-pass post-processing: Upscale, Post-Process, Store Last Frame,
Defocus 1, Defocus 2
* Many tunable effects including: Scanlines, defocus, linear
deconvergence, radial deconvergence, pincushion, RGB colorspace
convolution, YIQ colorspace convolution, saturation, simulated dot
crawl, simulated chroma subsampling, aperture masking, and more.
* Requires a GPU that supports Shader Model 3.0 to be enabled and a
powerful GPU, the entire pipeline consists of approximately 30
texel fetches and approximately 230 arthimetic ops.
* Will supersample the framebuffer up to 9x in both X and Y, but this
requires an enormously powerful GPU that has not been invented;
users with Radeon 5000-class cards should limit themselves to 3x,
Radeon 4000 to 1.5x.
* The default configuration will NOT appear to do anything; it
requires tuning to the user's liking.
* Should nicely fall back in all cases except missing shaders, and it
might fall back correctly in that case as well. Report any
anomalies.
- For obvious reasons, the Direct3D8 renderer cannont support this.

Enable Visual Studio basic run-time checks in non-optimized builds
[Oliver Stoneberg]

Flush stderr, so the data is actually written when output is being
redirected [Oliver Stoneberg]

i286 - Added 286 LOADALL and triple fault resets. [Carl]

i286 - Added support for 16-bit protected mode far calls and segment
privilege checks. [Carl]

i86 - Fixed shift instructions, helps detecting proper CPU [Miodrag
Milanovic]

i86 - Fixed handling of invalid instructions in 0x60-0x6f section
[Miodrag Milanovic]

Major clean-up and state machine conversion for the Sega ST-V / Saturn
driver [Angelo Salese]

HLSL Updates [Ryan Holtz, Bat Country Entertainment]
* Split color convolution and deconvergence into separate shaders for
potential GPU savings down the line
* Added light and heavy variants of the color convolution shader, the
former with YIQ colorspace removed
* Re-worked defocus to occur prior to shadow mask application, as it
would be on a real monitor.
* Split "pincushion" into "Pincushion" and "Screen Curvature", the
former affecting the only the displayed image and the latter only
affecting the shadow mask.
* Made major fixes to CVBS simulation, significantly increasing color
saturation
* Added magnet deconvergence via a shader uniform
* Improved phosphorescence
* Improved YIQ codec
* Added adjustable color carrier in YIQ processing mode.
* Fixed resolution-change crash and likely D3D performance regression
with -nohlsl on low-spec cards
* Created a new OSD function, osd_get_slider_list, which allows
OS-specific slider controls.

HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
* The defocus pass is now switched off when defocus_x and defocus_y
are zero, allowing finer-grained performance tuning.
* Removed YIQ convolution from the main color-convolution shader and
replaced it with a full composite encode/decode pass. This is slower,
but looks amazing(ly like a terrible TV) and can be turned off.
* More authentic NTSC dot crawl and bandwidth limiting.

i86 - Implemented POP CS and MOV CS,reg instructions that are 8086
specific [Miodrag Milanovic]

Implemented multi-cart support to ST-V driver [Angelo Salese, Tafoid]

Managed to get the multiplexer/state machine emulated, amongst some
watchdog fixes for BFM games. [J. Wallace]

Added missing bipolar PROM dumps to Lucky Lady (Wing) [Team Europe]

pic8259 - updated to be more according to documentation [Carl]

Initial frameworking for upcoming artwork updates [Mr. Do]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Doraemon no Eawase Montage (prototype)
[dopefishjustin, Smitdogg, Luca Elia, The Dumping Union]

New clones added
----------------
Champion Poker (v100) [Roberto Fresca, Team Europe]
Gunbarl (Japan, GNB4/VER.A) [The Dumping Union]
Amidar (Konami/1982) [Patrik Styrnell]

New games marked as GAME_NOT_WORKING
------------------------------------
Baryon Future Assault [ Corrado Tomaselli, f205v, The Dumping Union]
Brixian [ Corrado Tomaselli, f205v, The Dumping Union]
Orbatak (prototype)
Popeye (20p/8 GBP Token) [J. Wallace]"

Source



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