Обновился эмулятор Atari Jaguar - BigPEmu.
- Added some more unaligned read/write edge case handling. This addresses a problem in Theme Park, possibly among other things - Changed some undocumented RISC instruction behavior to match some of my local hardware tests. One of these changes is known to correct an issue with object directions in Defender 2000 - Added more Jaguar GD functionality. Filesystem functions are stubbed out, but I wasn't sure if anyone really needs/wants this fully implemented, so let me know if it's important to you - Fixed a few "undefined" Blitter cases (not known to affect any existing titles) - Linux ARM64 builds are now part of the automated build set. Special thanks to cubanismo for guiding me through the minefield of cross-compiling for ancient Linux targets - Significant improvements to the network rollback functionality, propagated back from BigInstinct - All kinds of new platform/framework functionality, also propagated back from BigInstinct. I didn't feel like going through hundreds of changes to make a coherent summary, but one of the more notable additions is a byuu-style run-ahead option - Exposed a bunch of sound spatialization functionality to the scripting API - Exposed MOD and MP3 playback to the scripting API - Added a timing fix for Val d'Isere Skiing and Snowboarding - Various developer build changes to more accurately reflect hardware and/or detect errors which would break on non-developer builds (this includes enabling M68K address exceptions) - Lots of "anti-emulator" code will be failing in developer builds at this point, and some related functionality may be propagating to non-developer builds soon; relying on inaccuracies to prevent your software from running in BigPEmu is unwise. If you really want to prevent your software from running in BigPEmu, contact me about better/future-proof methods
Обновился свежий эмулятор Sega Saturn - Ymir.
New features and improvements - App: Added option to pause emulator when the window loses focus - App: Added shadow under playback indicators to make them visible on white backgrounds - App: Changed background color around screen to black on windowed mode - CD Block: Implement Put Sector command, used by After Burner II - Core: Performance improvements, especially for ARM builds - Debug: Simple CD Block commmand tracer window - Input: Implemented 3D Control Pad - Media: Preliminary support for CHD files - Media: Support multi-indexed audio tracks (BIN/CUE only) - SMPC: Set SF=0 on unimplemented commands so that games can move forward - SH-2: Build infrastructure needed to honor memory access cycles for improved performance and accuracy - SH-2: Slow down accesses to on-chip registers to 4 cycles - VDP: Rewrite VDP2 frame composition code to use SIMD on x86 and ARM for improved performance Fixes - App: Automatically adjust scaling when system-wide DPI is changed - App: Customized profile paths are now created at the specified location instead of the default - CD Block: Clear partitions and filters on soft resets triggered by Initialize CD System command. Fixes some game boot issues - CD Block: Clear the "paused due to buffer exhausted" flag when SeekDisc command pauses playback. Fixes Sakura Taisen 2 read errors after FMVs - CD Block: Don't clear the file system when opening the tray - CD Block: Fix audio track sector sizes. Fixes some CD audio track playback glitches with certain images (particularly MDF/MDS) - CD Block: Fix Delete Sector end position when sector count is FFFF. Fixes some game boot issues - CD Block: Fix directory indexing. Fixes one of Assault Suit Leynos 2 crashes on startup - CD Block: Free last buffer from partition when ending a Get Then Delete Sector transfer when the last sector isn't fully read. Fixes some game boot issues - IPL: Automatically load IPL ROM when switching disc images - M68K: Soft reset CPU when executing the RESET instruction. Fixes OutRun getting stuck on its own SEGA logo - Media: Fix crash when parsing CUE sheets with non-contiguous tracks - SCSP: Don't mirror sound RAM on 5A8'0000-5AF'FFFF. Fixes After Burner II audio and M68K crashes - SCU: Rework interrupt handling. Fixes Rayman inputs - SCU: Set ALU = AC before running DSP operations. Fixes Quake crash on boot - SCU: Timer enable flag applies to both timers. Fixes background priority issues in Need for Speed - SH-2: Fix PC offsets for exceptions, interrupts, TRAPA and RTE. Fixes some game boot issues - SH-2: Fix PC offsets for mova, mov.w and mov.l with @(disp,PC) operand - SH-2: Fixes and accuracy improvements to DIVU - SH-2: Fixes and accuracy improvements to FRT. Fixes freezes in Daytona USA - SH-2: Fixes and accuracy improvements to WDT - SH-2: Lazily update WDT and FRT timers. Provides a 5-10% performance boost and improves accuracy - SMPC: Various INTBACK handling adjustments. Partially fixes Assault Suit Leynos 2 no-boot issues - System: Fix cycle counting on the main loop not taking into account the number of cycles taken by the CPUs, resulting in undercounting timers - VDP1/2: Fix handling of 16-bit sprite data from VDP1 when VDP2 uses 8-bit sprite types. Fixes sprites in I Love Mickey Mouse/Donald Duck - VDP2: Allow 8-bit reads and writes to VDP2 registers - VDP2: Apply transparency to mixed-format sprite data when rendering the special value 0x8000. Fixes Assault Suit Leynos 2 black screen after loading - VDP2: Don't increment vertical mosaic counter if mosaic is disabled. Fixes text boxes and character portraits in Grandia - VDP2: Fix bitmap base address for RBGs. Fixes several graphics glitches on menus and in-game in Need for Speed - VDP2: Fix line screen scroll in double-density interlace mode. Fixes stretched videos in Grandia - VDP2: Fix special color calculation bits. Fixes Sonic R water effects - VDP2: Fix vertical cell scroll effect on games that set up access patterns that don't match the NBG parameters. Fixes Sakura Taisen 2 FMVs - VDP2: RBG0 was always being processed/rendered even when disabled - ymdasm: Fix file length when using a non-zero initial offset with the default length Known issues - After Burner II: some sprites that should be transparent are rendered in a black box - Akumajou Dracula X: sound effects sometimes play too quietly or are silent - Die Hard Arcade/Dynamite Deka: missing sound effects - Doom: minor graphics artifacts. Sound effects only play on the left channel when using Stereo audio - Fighters Megamix: some graphics are slightly offset to the left - I Love Donald Duck: sprites persist through some screens - I Love Mickey Mouse: status bar and other HUD elements are missing - Final Fight Revenge: the ground is just a plain color - Groove on Fight: character sprites are glitched - Marvel Super Heroes vs. Street Fighter: flashing graphics - NiGHTS into Dreams: doesn't play the intro video. You can skip it by pressing start on the black screen - Phantasy Star Collection: - Phantasy Star I: audio is quiet and only plays during the intro - Phantasy Star II and III: audio is played on the right channel only - Phantasy Star IV: goes to a black screen and only plays music - Sonic Jam: - Main menu text sometimes isn't rendered - The status bar at the top of the screen in Sonic World is partially drawn - Music stops playing after a while - Sonic R: some sound effects (like the pause jingle) play back incorrectly - Virtua Fighter: glitchy in-game graphics - Thunder Force Gold Pack 2: no audio in either game - X-Men vs. Street Fighter: flashing graphics Netlink-capable games are not supported yet; these either boot back to system menu or hang on the SEGA logo: - Daytona USA CCE Netlink Edition - Daytona USA Circuit Edition (Japan) - Duke Nukem 3D (USA) - Saturn Bomberman The following games softlock or freeze during gameplay: - Advanced V.G.: freezes when selecting a character - Assault Suit Leynos 2: freezes on a black screen in-game - Clockwork Knight 2: freezes on a black screen when starting the game - Grandia: freezes if VDP threading is enabled. The 3D graphics glitch out if VDP threading is disabled - Sakura Taisen: freezes during certain dialogue lines. Can be worked around by mashing B to skip sound clips before the softlock happens - Sakura Taisen 2: freezes during certain dialogue lines - Vampire Hunter: freezes if you let the intro sequence play past the "Vampire" logo The following games stay stuck on the SEGA copyright screen, on a black screen or boot back to the system menu: - Astal - Capcom Generation - Dai-5-shuu Kakutouka-tachi - Crusader - No Remorse - Discworld - Jung Rhythm - The King of Fighters '95 - Mega Man X3 Miscellaneous issues: - Switching discs or returning to the system menu with A+B+C+Start while using a Japanese IPL (BIOS) ROM may cause the system to display the "Game disc unsuitable for this system" or "Cartridge unsuitable for this system" messages. As a workaround, force a hard reset (Ctrl+R by default) to fix this - Rayman: inputs are inconsistent (feels like pushing a turbo/repeat button) and has some graphics issues This game currently only works with SH-2 cache emulation enabled: - Dark Savior
Обновился эмулятор x86 (IBM PC/XT) - MartyPC.
Frontend Bug Fixes / Improvements - Added 'custom' ROM feature flag to make it easier to load custom ROM extensions - Removed bad IBM ROM definition file - Added 'repeat' field to ROM definitions and changed IBM ROM definitions to use it - fixes 1982 5160 BIOSes - Fixed CPU Status window updating when paused/stepping - Fixed PIQ flush on V20 CPU - Added Mode flag to CPU Status Window when using a V20 CPU - Fixed --machinescan option - Improved unique filename generation function - avoids O(n) behavior as file list grows (now O(log N), O(1) with hint) Core Bug Fixes / Improvements - Preliminary support for the V20's 8080 emulation mode - Fixed VGA cursor disable bit (Ferraro reference had it backwards) - Fixed controller support on Windows 7 - Added additional hard disk geometries to Xebec controller

Battletoads & Double Dragon: The Ultimate Team
Игры NES / Dendy
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