May 10, 2011

Emulation News 046: Updates for 5-9-11



Updates for today, be sure to check them out as usual.

MESS SVN r11489

"r11489
[C64] Cartridge WIP. (nw)"


Source


MAME v0.142u3

"0.142u3
-------


MAMETesters Bugs Fixed
----------------------
- 01893: [Crash/Freeze] mk4: MK4 hangs in demo mode after about 5
mins/matches. (Phil Bennett)
- 04334: [Graphics] wiz: Missing sprites makes game unplayable
(Angelo Salese)
- 04326: [Graphics] Many games in cave.c: Graphics corruption
(Alex Jackson)
- 03103: [Color/Palette] all sets in mrdo.c: The color of "SCENE4" is
inaccurate. (kunikuni)
- 04325: [Documentation] madrace: Wrong production year. (J. Wallace)
- 04304: [Graphics] captaven: Color glitch on scrolling ocean on
Stage 2 (David Haywood)

Source Changes
--------------
Removed deprecat.h dependancy and updated irqs accordingly from the
following drivers: [Angelo Salese]
8080bw.c airbustr.c albazg.c argus.c aristmk4.c armedf.c atarifb.c
avalnche.c battlex.c bigevglf.c bionicc.c bionicc.c bishi.c bladestl.c
blockout.c blueprnt.c bmcbowl.c bogeyman.c bottom9.c bsktball.c
bublbobl.c buggychl.c bwing.c changela.c chqflag.c circus.c cischeat.c
cloak.c commando.c cosmic.c cshooter.c darkmist.c dbz.c deadang.c
destroyr.c discoboy.c djmain.c docastle.c dogfgt.c dogfgt.c dooyong.c
dorachan.c dragrace.c enigma2.c equites.c esd16.c espial.c exedexes.c
exidy.c expro02.c fastfred.c finalizr.c firetrap.c flower.c flstory.c
gberet.c gng.c goindol.c gsword.c gunsmoke.c itech32.c jack.c jack.c
kyugo.c ladyfrog.c liberatr.c m72.c matmania.c megaplay.c meijinsn.c
metlclsh.c mirax.c mjsister.c mlanding.c mouser.c namcos2.c namcos21.c
naughtyb.c nbmj8688.c nbmj8891.c nova2001.c overdriv.c pacman.c
paradise.c photon2.c polepos.c popper.c retofinv.c rollrace.c
route16.c sbugger.c segag80r.c segas18.c seta.c shisen.c slapfght.c
snk6502.c solomon.c sonson.c speedbal.c srmp2.c srmp2.c srumbler.c
sstrangr.c strnskil.c suna8.c suprloco.c tagteam.c taito_l.c tomcat.c
tsamurai.c tunhunt.c vastar.c vigilant.c vulgus.c wecleman.c
wheelfir.c wiz.c xxmissio.c zn.c zodiack.c

Fixed sprite regression in expro02.c [Angelo Salese]

Converted Taito_L driver to use AM_SHARE macro [Angelo Salese]

Removed sound hacks in Evil Stone, fixing sound drop if you die at
level 1 boss [Angelo Salese]

intelfsh.c: Added support for Fujitsu 29DL16X. [Sandro Ronco]

Fixed i86/i386 POP SP and POP ESP thanks to bug report for Xenix boot
by bs666 [Miodrag Milanovic]

Collapsed device_config and device_t into one class. Updated all
existing modern devices and the legacy wrappers to work in this
environment. This in general greatly simplifies writing a modern
device. [Aaron Giles]

psx.c: adjusted MDEC timing to avoid lockups. Most FMVs now have
fluent video. [R. Belmont]

Fixed Z80STI interrupts. [Curt Coder]

Fixed I8255 interrupt enable. [Curt Coder]

Fixed reset register bit masks in RP5C01 and RP5C15. [Curt Coder]

Added 3.5" ED floppy drive type. [Curt Coder]

Naomi / Triforce / Chihiro documentation update [f205v]

Fixed protection read-back registers 0x07 and 0x0e / 0x0f in k051733
math chip, finally fixing gameplay issues in Chequered Flag.
[Angelo Salese]

konamigv: Documentation updates [Guru]

diimage.c: fix uninitialized variables found by Valgrind [R. Belmont]

mc146818: Fix uninitialized variable found by Valgrind [R. Belmont]

Fixed inputs and removed digital hacks in Cisco Heat driver
[Angelo Salese]

Added MCCS1850 RTC emulation. [Curt Coder]

Added shifter display to Cisco Heat driver [Angelo Salese]

Removed cheesy hack to F1 GP Star 2 irq communications [Angelo Salese]

Fix second adpcm player in games using SEIBU_ADPCM [R. Belmont]

Made k051733 RNG to behave like an adder, improves pseudo-random
events in Fast Lane [Angelo Salese]

Tentative experiment for Hot Chase gameplay speed ... still not
perfect though (especially noticeable with sound) [Angelo Salese]

Reimplemented devcb using delegates and classes. Unified the logic for
identifying targets and simplified the code. [Aaron Giles]

naomi: Abstract the maple and jvs interfaces into a set of devices
[O. Galibert, MetalliC, Tormod, D. Knute]

Started unifying sprite implementations for setax001/x002 chips
[David Haywood]

drcbex64: Fix op_debug implementation [O. Galibert]

Add Puzznic MCU dump and added a PAL as NO_DUMP. The MCU still needs
to be properly hooked up. [Smitdogg, The Dumping Union, Lord
Nightmare]

naomi: Add jvs command 0x32, fixes Crazy Taxi and Virtua Tennis 2
booting [O. Galibert]

Added input button labels for Midway T-Unit driver [Joe Caporale]

De-stateized the NB1414M4 routines, and converted the correlated Armed
F text tilemap to be 8-bits [Angelo Salese]

Hooked up NB1414M4 to Ninja Emaki, greatly improving gfxs in it
[Angelo Salese]

Implemented serial type scrolling for Youma Ninpou Chou bootlegs
[Angelo Salese]

Support for dynamic devices added to the core. [Miodrag Milanovic]
* Added slot and slot card interfaces
* Added SLOT_INTERFACE macros in order to simplify device adding
* Added new menu option "Slot Devices" and support to change device
in runtime
* Updated emuopts to support command setting of slot cards

Update clifront and added listslots option to display available
slots and device options for each one [Miodrag Milanovic]

mpu4.c: Started adding support for the Crystal Gaming program card,
and the link keys for setting parameters. [J Wallace]

6840ptm.c: Fixed mode check in set_gate() [J Wallace]

srcclean.c: srcclean should remove invalid chars only for source files
which are not xml (softlists have UTF-8 characters) [Fabio Priuli]

Hooked up proper sound program in Combat School bootleg [Angelo
Salese]

Moved format handling and all formats to separate library
[Miodrag Milanovic]

Converted PlayStation DMA to an internal device to the CPU core. DMA
to external devices can be set in the machine config, the old calls
are still there until the rest of the code is converted. [smf]

Added support for default NVRAM in MCCS1850. [Curt Coder]

Various Irem M92 / M107 fixes [Alex Jackson]
* Hooked up sound CPU interrupts properly, using the V35 builtin
interrupt controller, rather than generating the vectors in the
driver.
* Cleaned up ROM mirroring, using AM_REGION macros in the address
maps instead of memcpy()ing all over the place in the
DRIVER_INITs.
* Converted bankswitching to use configured banks. Only configure the
banks and install the bankswitch WRITE_HANDLER in the games that
actually use it (i.e. those with a full megabyte of program ROM).
This and the previous change make the drivers a lot less confusing
to look at... I hope.
* Converted both drivers to use a scanline timer device instead of a
hand-rolled one.
* Added save state support to m92.c. Everything necessary was already
saved, I just had to add the tag. However, presumably due to the
core emu_timer breakage (MT 4330, 4331) the save states don't
actually work at the moment. I've already reported this as MT
#4333
* Added GAME_MECHANICAL tag to wpksoc and clone

Converted Ginga Ninkyouden to use proper 6840 PTM device
[Angelo Salese]

Fixed missing sprite regression in the Wiz driver [Angelo Salese]

chdman: Handle track type 6 in .nrg files [R. Belmont]

Compile fix for kFreeBSD [Christian Marillat]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Chequered Flag [Angelo Salese]
Super Wing [Tomasz Slanina, Wulfman]


New clones added
----------------
Witch Card (German, WC3050, 27-4-94) [Roberto Fresca, Team Europe]


New games marked as GAME_NOT_WORKING
------------------------------------
Quizard Rainbow 4.0 [Team Europe]
Frank 'n' Stein (unencrypted) [J Wallace]
Mahjong Maina - Kairakukan he Youkoso [alien_mame, The Dumping Union]
The Nanpa [alien_mame, The Dumping Union]
Cospure Tengoku 7 - Super Co-gal Grandprix
[alien_mame, The Dumping Union]
Fudol [alien_mame, The Dumping Union]"


Source


MameUI v0.142u3

New version has been released. Check source for details.
Source


Atari++ v1.60

"Emulator Features
Cycle precise emulation; this includes correct emulation of horizontal kernels and programs that modify chip registers within a horizontal line. In a less technical language, software making use of advanced displaying techniques will be emulated correctly.
Emulation of an advanced 1050 disk drive including single, double and enhanced density. The emulator not only understands .atr and .xfd files, but comes with a mini-boot loader that allows you to boot from binary load files (.exe and .com).
Supports .gz compressed images, and .DCM disk images. No additional tools required to load these disks.
Precise emulation of ANTIC and GTIA graphics, including undocumented scrolling features, undocumented GTIA player/missile priorities and collision detection, and some other less known GTIA features. Color artifacting is also available.
Precise emulaton of POKEY sound, including "Software Speech", high-pass filters and POKEY hardware timer interrupts. An emulation of the console speaker is also included.
Precise emulation of the POKEY SIO (serial transfer) protocol, including the Atari "sound effects" on disk loading and some lesser known influences of serial transfer on the sound subsystem.
Pokey stereo hack ("Gumby") included in the emulation.
Emulates graphics output either thru X11, or the SDL library, including a screen snapshot feature, saving images as PGM, BMP or PNG.
Sound output is either emulated by the Open Sound System (OSS), the ALSA system, the SDL library, or by recording the sound samples into a WAV file in CD quality.
Cylce-precise 6502 emulation, including "extra-instructions" that are not documented in the 6502-manual, and also including all known hardware-bugs of the 6502.
Printer emulation thru standard LPR printer user interface.
Flicker-Fixer option for games that toggle palettes fast for more colors.
Emulation of color artifacts due to PAL color subsampling
Optional de-blocking filter for magnified output
Built-in Os emulation
Joystick, paddle and lightpen emulation by keyboard or mouse, or by standard analogue PC joysticks. A special home-made interface allows the connection of Atari digital joysticks by an additional joystick driver. Hence, you'll be able to play all your old games even with your digital joysticks.
Includes emulation of the Pokey POT reading mechanism.
Saves and loads machine states to save games in the middle of the game play, and allows to resume from that point later on.
Includes emulation of a variety of cartridge types, including 5200 games cartridges and Oss supercarts.
Effective emulation of 800XL/XE and cartridge bank-switching mechanisms.
Emulation of the Atari 850 Interface box by the serial port of the host computer, including a full 850 driver "in ROM".
Interfaces to "Hias'" AtariSIO driver, allowing you to connect real Atari hardware to the PC.
Includes a Dos 2.xx compatible interface to the filing system of the emulator.
Easy to use graphical user front-end for simple setup and configuration, includes saving and loading of (human-readable) configuration files. The user front-end also allows to setup details like the player/missile collision setup to build "game-trainers" on demand.
Includes a built-in monitor allowing experts to debug Atari software easily.
And the best: It is free."


"Updates
- Redesigned parts of the pokey emulation. The new version offers the option to
be cycle-precise, i.e. pokey interrupts (POTs and timers) arrive now at the cycle. This improves the audio output for the "Electronic Speach Systems of Berkeley" considerably. (Kennedy Approach and others)
- Redesigned parts of the audio interfaces. The smarter audio output count now
clock cycles and generate output for exactly the number of clocks passed. The output frequency still requires dynamic adjustment since the CPU load of the host system is never precisely in sync with the emulated clock.
- The control mechanism to bring the emulated clock and the system clock in sync has been improved, it is now a PID type of control loop that gets faster in sync than the previous versions.
- The improved audio output is available currently only for the ALSA and DirectX
audio output chains. Oss/OssHQ and SDL remain unaltered. There is, however, little reason to fall back to the less precise chains. Prefer ALSA on Linux and DirectX on Windows.
- The parser for the keypad stick emulation was still buggy (oh bummer!) and was
finally fixed. "Space" and " " can now both be used.
- The windows emulation of the readdir() primtives still had a bug and could crash the emulator on accessing a network volume. Fixed."

Source

EMU v1.01 (2011/05/08)

"- Added support for the drive to MSX."

Source

DS2x86 v0.08 Alpha

"This version has a lot of previously missing opcodes implemented, so a few more games might run again. I did not have time to add support for new INT calls or I/O ports into this version, so those errors will still happen in the games that previously had these errors. I hope to be able to handle these in the upcoming versions.

I have also debugged some ill-behaving games, but sadly that has been mostly frustrating work with no clear improvements in the behaviour. I have collected a lot of information and have been able to close in on the actual problems, but have not yet been able to solve them yet.

After spending many days with various problems in the games, and getting frustrated, I decided to see if I could get Windows 3.00a to run in Standard Mode also in DS2x86. This basically meant porting the 16-bit protected mode features I had coded into the original DSx86 to DS2x86. This work progressed better, so that this version can run Windows 3.00a in both Real and Standard mode. The Enhanced mode would need support for virtual memory, which is not coded in yet, so that mode does not work.



The problem in Windows 3.00a that I have been fighting with today was that opening some programs, like Paintbrush, gave an error "File PBRUSH.DLL not found" or similar. I checked the Windows directory and the file does exist, and I even checked my SD card for errors, but still I got that error. Next I checked my emulated DOS System File Table contents, which has room for 64 entries, but there were only 16 entries used so that was not the cause. I debugged my DOS file routines, and made sure the directory and file name are exactly correct, and then found out that it was the DS2 SDK fopen() function that returned NULL for the file. Finally it then occurred to me to check the the SDK file system functions (which luckily come with source) to see what the file table size is there, and it had only 16 entries! So, I doubled the size to 32 entries, and now Windows 3.00a seems to run. I think I could increase the table to 64, to match my emulated DOS file table, but I'll do that later when I have more time to test that everything still works."

"This version has the following improvements:
- A lot of new opcodes implemented!
- Windows 3.00a can be run in either Real or Standard mode.
- Improved BSOD reporting further, now errors in the core emulation are
reported in the dsx86dbg.log file.
- Some other bug fixes and improvements."

Source

DSx86 v0.32 Beta

"DSx86 0.32 release notes

This DSx86 version has only one minor fix, as I have been focusing on DS2x86 during this two-week period. I implemented the direct file reading into EGA VRAM, which is used by games like Rockford and Heimdall. Here is a screen copy of the title screen from Rockford, which stayed black in the previous versions as the graphics are read directly to video RAM.
This version only has one minor fix, the direct file reading to EGA VRAM
has been implemented. This allows Rockford to run, and fixes the graphics
corruption problems in Heimdall when talking to other characters."

Source




SDLMAME v0.142u3 for Mac OSX

"0.142u3
-------


MAMETesters Bugs Fixed
----------------------
- 01893: [Crash/Freeze] mk4: MK4 hangs in demo mode after about 5
mins/matches. (Phil Bennett)
- 04334: [Graphics] wiz: Missing sprites makes game unplayable
(Angelo Salese)
- 04326: [Graphics] Many games in cave.c: Graphics corruption
(Alex Jackson)
- 03103: [Color/Palette] all sets in mrdo.c: The color of "SCENE4" is
inaccurate. (kunikuni)
- 04325: [Documentation] madrace: Wrong production year. (J. Wallace)
- 04304: [Graphics] captaven: Color glitch on scrolling ocean on
Stage 2 (David Haywood)

Source Changes
--------------
Removed deprecat.h dependancy and updated irqs accordingly from the
following drivers: [Angelo Salese]
8080bw.c airbustr.c albazg.c argus.c aristmk4.c armedf.c atarifb.c
avalnche.c battlex.c bigevglf.c bionicc.c bionicc.c bishi.c bladestl.c
blockout.c blueprnt.c bmcbowl.c bogeyman.c bottom9.c bsktball.c
bublbobl.c buggychl.c bwing.c changela.c chqflag.c circus.c cischeat.c
cloak.c commando.c cosmic.c cshooter.c darkmist.c dbz.c deadang.c
destroyr.c discoboy.c djmain.c docastle.c dogfgt.c dogfgt.c dooyong.c
dorachan.c dragrace.c enigma2.c equites.c esd16.c espial.c exedexes.c
exidy.c expro02.c fastfred.c finalizr.c firetrap.c flower.c flstory.c
gberet.c gng.c goindol.c gsword.c gunsmoke.c itech32.c jack.c jack.c
kyugo.c ladyfrog.c liberatr.c m72.c matmania.c megaplay.c meijinsn.c
metlclsh.c mirax.c mjsister.c mlanding.c mouser.c namcos2.c namcos21.c
naughtyb.c nbmj8688.c nbmj8891.c nova2001.c overdriv.c pacman.c
paradise.c photon2.c polepos.c popper.c retofinv.c rollrace.c
route16.c sbugger.c segag80r.c segas18.c seta.c shisen.c slapfght.c
snk6502.c solomon.c sonson.c speedbal.c srmp2.c srmp2.c srumbler.c
sstrangr.c strnskil.c suna8.c suprloco.c tagteam.c taito_l.c tomcat.c
tsamurai.c tunhunt.c vastar.c vigilant.c vulgus.c wecleman.c
wheelfir.c wiz.c xxmissio.c zn.c zodiack.c

Fixed sprite regression in expro02.c [Angelo Salese]

Converted Taito_L driver to use AM_SHARE macro [Angelo Salese]

Removed sound hacks in Evil Stone, fixing sound drop if you die at
level 1 boss [Angelo Salese]

intelfsh.c: Added support for Fujitsu 29DL16X. [Sandro Ronco]

Fixed i86/i386 POP SP and POP ESP thanks to bug report for Xenix boot
by bs666 [Miodrag Milanovic]

Collapsed device_config and device_t into one class. Updated all
existing modern devices and the legacy wrappers to work in this
environment. This in general greatly simplifies writing a modern
device. [Aaron Giles]

psx.c: adjusted MDEC timing to avoid lockups. Most FMVs now have
fluent video. [R. Belmont]

Fixed Z80STI interrupts. [Curt Coder]

Fixed I8255 interrupt enable. [Curt Coder]

Fixed reset register bit masks in RP5C01 and RP5C15. [Curt Coder]

Added 3.5" ED floppy drive type. [Curt Coder]

Naomi / Triforce / Chihiro documentation update [f205v]

Fixed protection read-back registers 0x07 and 0x0e / 0x0f in k051733
math chip, finally fixing gameplay issues in Chequered Flag.
[Angelo Salese]

konamigv: Documentation updates [Guru]

diimage.c: fix uninitialized variables found by Valgrind [R. Belmont]

mc146818: Fix uninitialized variable found by Valgrind [R. Belmont]

Fixed inputs and removed digital hacks in Cisco Heat driver
[Angelo Salese]

Added MCCS1850 RTC emulation. [Curt Coder]

Added shifter display to Cisco Heat driver [Angelo Salese]

Removed cheesy hack to F1 GP Star 2 irq communications [Angelo Salese]

Fix second adpcm player in games using SEIBU_ADPCM [R. Belmont]

Made k051733 RNG to behave like an adder, improves pseudo-random
events in Fast Lane [Angelo Salese]

Tentative experiment for Hot Chase gameplay speed ... still not
perfect though (especially noticeable with sound) [Angelo Salese]

Reimplemented devcb using delegates and classes. Unified the logic for
identifying targets and simplified the code. [Aaron Giles]

naomi: Abstract the maple and jvs interfaces into a set of devices
[O. Galibert, MetalliC, Tormod, D. Knute]

Started unifying sprite implementations for setax001/x002 chips
[David Haywood]

drcbex64: Fix op_debug implementation [O. Galibert]

Add Puzznic MCU dump and added a PAL as NO_DUMP. The MCU still needs
to be properly hooked up. [Smitdogg, The Dumping Union, Lord
Nightmare]

naomi: Add jvs command 0x32, fixes Crazy Taxi and Virtua Tennis 2
booting [O. Galibert]

Added input button labels for Midway T-Unit driver [Joe Caporale]

De-stateized the NB1414M4 routines, and converted the correlated Armed
F text tilemap to be 8-bits [Angelo Salese]

Hooked up NB1414M4 to Ninja Emaki, greatly improving gfxs in it
[Angelo Salese]

Implemented serial type scrolling for Youma Ninpou Chou bootlegs
[Angelo Salese]

Support for dynamic devices added to the core. [Miodrag Milanovic]
* Added slot and slot card interfaces
* Added SLOT_INTERFACE macros in order to simplify device adding
* Added new menu option "Slot Devices" and support to change device
in runtime
* Updated emuopts to support command setting of slot cards

Update clifront and added listslots option to display available
slots and device options for each one [Miodrag Milanovic]

mpu4.c: Started adding support for the Crystal Gaming program card,
and the link keys for setting parameters. [J Wallace]

6840ptm.c: Fixed mode check in set_gate() [J Wallace]

srcclean.c: srcclean should remove invalid chars only for source files
which are not xml (softlists have UTF-8 characters) [Fabio Priuli]

Hooked up proper sound program in Combat School bootleg [Angelo
Salese]

Moved format handling and all formats to separate library
[Miodrag Milanovic]

Converted PlayStation DMA to an internal device to the CPU core. DMA
to external devices can be set in the machine config, the old calls
are still there until the rest of the code is converted. [smf]

Added support for default NVRAM in MCCS1850. [Curt Coder]

Various Irem M92 / M107 fixes [Alex Jackson]
* Hooked up sound CPU interrupts properly, using the V35 builtin
interrupt controller, rather than generating the vectors in the
driver.
* Cleaned up ROM mirroring, using AM_REGION macros in the address
maps instead of memcpy()ing all over the place in the
DRIVER_INITs.
* Converted bankswitching to use configured banks. Only configure the
banks and install the bankswitch WRITE_HANDLER in the games that
actually use it (i.e. those with a full megabyte of program ROM).
This and the previous change make the drivers a lot less confusing
to look at... I hope.
* Converted both drivers to use a scanline timer device instead of a
hand-rolled one.
* Added save state support to m92.c. Everything necessary was already
saved, I just had to add the tag. However, presumably due to the
core emu_timer breakage (MT 4330, 4331) the save states don't
actually work at the moment. I've already reported this as MT
#4333
* Added GAME_MECHANICAL tag to wpksoc and clone

Converted Ginga Ninkyouden to use proper 6840 PTM device
[Angelo Salese]

Fixed missing sprite regression in the Wiz driver [Angelo Salese]

chdman: Handle track type 6 in .nrg files [R. Belmont]

Compile fix for kFreeBSD [Christian Marillat]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Chequered Flag [Angelo Salese]
Super Wing [Tomasz Slanina, Wulfman]


New clones added
----------------
Witch Card (German, WC3050, 27-4-94) [Roberto Fresca, Team Europe]


New games marked as GAME_NOT_WORKING
------------------------------------
Quizard Rainbow 4.0 [Team Europe]
Frank 'n' Stein (unencrypted) [J Wallace]
Mahjong Maina - Kairakukan he Youkoso [alien_mame, The Dumping Union]
The Nanpa [alien_mame, The Dumping Union]
Cospure Tengoku 7 - Super Co-gal Grandprix
[alien_mame, The Dumping Union]
Fudol [alien_mame, The Dumping Union]"

Source


Mame32Plus [Ash-Build] v0.142u2a

"-Updated at 08-05-2011.

-------------------------------------------------------------
==========================================================

- Mame Plus team updates. That fixes the TAB view problems =).

====================================================

NOTE: Some of those game must be hanging or doesn´t working at all, please gimme feedback about it."


Source


PSP Custom Firmware 6.38 ME-3

"PSP Custom Firmware 6.38 ME-3 has just been updated and release . PSP Custom Firmware 6.38 ME-3 is the latest PSP CFW to be release to the homebrew community by PSP Developer neur0n who has decided to release a third update for his PSP CFW 6.38 Minimum Edition to the homebrew community . Now PSP CFW 6.38 ME-3 is the latest Custom Firmware 6.38 available for PSP 1000 and PSP 2000 Only System . IF you tried to installed this on no hackable PSP 2000 Model or PSP 3000 it will cause a brick, So please do not tried to install this PSP CFW 6.38 ME-3 on those system as it might cause a brick . This latest version includes a few new features as well as bug fixes for better stability and compatibility for the PSP 1000 and PSP 2000 System . So go ahead and download this PSP Custom Firmware 6.38 ME-3 via our download section and don’t forget to read the developer statement for more information about 6.38 ME-3 . Remember that PSP Custom Firmware 6.38 ME-3 is still in beta stages so might not work as expected . Please use cautions when installing this PSP Custom Firmware 6.38 on your PSP System ."


"What is this?–
This is CFW work on PSP1000 and PSP2000.

The degree of stability is still unknown.
Please test it on your own and refer to different people’s test reports.

From 5.00M33 -> OK
From 5.50GEN -> OK(may need to edit version.txt)
From 5.50Prometheus -> OK(may need to edit version.txt)
From 6.20TN-D -> OK
From 6.20PRO-B4 -> Error
From 6.35PRO-B4 -> Error
From 6.20PRO-B5 -> OK
From 6.35PRO-B5 -> OK

–How to Install–
First, you need to install CFW or HEN in your PSP.

1. copy UPDATE folder at ms0:/PSP/GAME/.
2. Put 6.38 official update at ms0:/PSP/GAME/UPDATE/638.PBP .
3. Run installer from xmb.

– features –
Hold R trigger and turn on the psp, you can enter recovery menu.
Hold Home button and turn on the psp, you can Boot OFW.

– Credit –
This CFW is based Dark_AleX’s 5.00M33.
And usbdev.prx is his own.

–History–
v3
– Added Auto run EBOOT.PBP option.
– Added make JigkickBattery feature in RecoveryMenu."


Source


Altirra 1.9 Test 39

Source

Fceux SVN r2194

"r2194
win32: add hotkey for ntview"

Source

Glitch64 SVN r240

"r240
Fix Issue 239: Majora's Mask jugglers' balls in East Clock Town are the wrong color."

Source

DeSmuME SVN r4002

"r4002
win32: get rid of some broken cruft leftover from the last console checkin"

Source

Dolphin texcache-rewrite SVN r7532

"r7531
texcache-rewrite: Fix EFB copies in DX9.

As a bonus, dolphin will no longer resize the render target every time a viewport goes over the edge.

Please test DX9, it is definitely the fastest backend.
r7532
texcache-rewrite: Merge latest from trunk"

Source

Dolphin SVN r7533

"r7530
NAND:Consolidate Wad/Directory loading in CNANDContentLoader to one function
add ticket to CNANDContentLoader
move wad installer to CNANDContentManager
system menu can now be launched from a wad file without being installed first, (return to system menu from another title will still only work if system menu is installed)
cdb.vff: flushed to disc immediately, creates if the file exists but is too small, moved creation to Boot_WiiWad
r7533
Fix non-Windows build."

Source

Lambnes v0.0.3

"0.0.1 initial release
0.0.2 fixed command line rom loading issues. I think.
0.0.3 improved ppu functioning. Sprite flickering fixed. Working toward accurate ppu timing"

Source

PCSX Reloaded SVN r66705

"r66705
dfinput, mouse (experimental)."

Source

GSdx SVN r4635

"r4635
GSdx:
- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)

Thanks for the help, sudonim :)"

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