emulator FrodoPalm v4.2 Beta 3
system PalmOS
C64 emu, news:
With version 4.2, I try to add the single cycle version of Frodo (known as FrodoSC in Windows and Linux). I don't want to have two programs installed in my Palm, so I integrated the single cycle version into Frodo for PalmOS as a new option. You can switch between single cycle emulation and the standard emulation on the fly.
With this option and enabled 1541 emulation, nearly every game should work. Please report not working games in discussion forum at sourceforge.
News:
# New option: SID filters (better sound quality but performance a bit slower)
# New option: limit speed of emulation from 10% to 100% (makes some games easier to play)
# Performance enhancement in single cycle emulation
# Added indicators for single cycle emulation (SC) and 1541 emulation (1541) next to performance indicator
# Prevent switching to 1541 emulation when T64 or P00 file is selected
This is beta 3 of version 4.2 and of course there are some know issues:
# Single cycle emulation is slow. After some optimizing, I get 80-85% of original C64 speed on my Treo650 (~300 Mhz CPU) with these settings: 50 frames, no sound, no 1541 emulation.
# Don't switch betwenn single cycle emulation and standard emulation during disk operations.
# Switching betwenn single cycle emulation and standard emulation sometimes crashes the C64 and a reset is required (only C64, not your Palm device).
# Frame skip increase C64 speed only a few percent (9% when 25 frames, 16% when 10 frames selected on my Treo650)
You can use your snapshots and preferences from version 4.1c (starting with beta 6) in version 4.2, so you don't need to delete the old version from your device, but it's recommended to make a backup, because you can't go back to the previous version after installing version 4.2.
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emulator MAME 0.117u1
system PC - Windows
the u's begin, news:
MAMETesters Bugs Fixed
----------------------
brkthru091u1gra [Luigi30]
debbuger+psx_0117ora [Aaron Giles]
cbtime0117red [Zsolt Vasvari]
hotpinbl0117gra [Roberto Fresca]
batrider0114red [Alex Jackson]
battleg0113u4red [Alex Jackson]
battleg0116u1ora [Alex Jackson]
Source Changes
--------------
Fixed bug in screenless systems. [Nathan Woods]
Fixed crash in chd code if reading beyond the end of the file.
[Roman Scherzer]
Moved Sand Scorpian and Gals Panic over to use the Pandora emulation.
Also fixed some problems in the pandora emulation which improves the
sprites in Djboy. [David Haywood]
Added new function timer_call_after_resynch(), which effectively
sets a zero-duration timer for resynchronization. Replaced instances
of zero-duration timers in the code with this more descriptive call.
[Zsolt Vasvari]
Defined new macro TIMER_CALLBACK, which should be used to wrap
timer callbacks. Added a running_machine * parameter to timer
callbacks. Updated all existing timer callbacks to use the new
macro. [Zsolt Vasvari]
Added more opcode decryption to gussun. [Robiza]
Added discrete sound to headon and clones in vicdual.c. [couriersud]
Added two inverter oscillators supporting enable and mixing in signals
to discrete.h / disc_wav.c. [couriersud]
Fixed a few bugs in the change lanes video emulation. [Adam Bousley]
Updated the monzagp driver into a somewhat playable state. There are
still some graphics problems. LEDs still need to be hooked up for
score/time-remaining display. [Phil Stroffolino]
Neo-Geo update: [Zsolt Vasvari]
- BIOS only driver 'neogeo' no longer crashes
- Cleaned up memory banking code to use memory_set_bank() instead
of memory_set_bank_ptr()
- Fixed LEDs
Improvements to the toaplan2 driver: [Alex Jackson]
- Replaced byteswapped truxton2 M68K program ROM with correct one
- Fixed sound CPU communications in the Raizing games. This is
educated guesswork, but it's more complete and probably more
correct than what was there before, and doesn't rely on excessive
use of cpu_yield()
- Added more information about the Raizing sets to the comments in
the driver, and corrected some errors
- Reorganized the Battle Garegga sets in a more sensible fashion
Reworked input system to push more features into the core. Cleaned
up architecture to properly separate dependencies. Please note that
this change only addresses the lower layer of input handling. The
upper layer (i.e., input port handling at the driver layer) remains
the same. [Aaron Giles]
Major changes include:
* Removed the concept of os_code from the system. Now all codes
are defined via a set of macros in input.h. Each code is a 32-bit
value that encodes a device class, device index, item class,
item modifier, and item ID.
* Removed OSD functions osd_get_code_list() and osd_get_code_value().
Instead, the OSD layer during osd_init() must register one or more
devices and the input items attached to each device via two new
functions input_device_add() and input_device_item_add().
* Separated input sequence code into new module inputseq.c.
* Moved support for the following options into the core: -mouse,
-joystick, -lightgun, -steadykey, -offscreen_reload, -joy_deadzone,
-joy_saturation, -paddle_device, -adstick_device, -pedal_device,
-dial_device, -trackball_device, -lightgun_device,
-positional_device, -mouse_device. The OSD layer should simply
register all devices at osd_init() time and allow the core to
enable/disable them according to the options.
* Added two new options: -multikeyboard and -multimouse. By default,
both options are OFF. When OFF, the core will combine all keyboard
or mouse input into a single keyboard or mouse device. When ON,
these options instruct the core to keep inputs for each keyboard
and/or mouse independent.
* Added new option: -joystick_map. This option allows for a 9x9 grid
to be specified which controls analog-to-digital mapping of
joystick inputs.
* Changed the Windows implementation of input handling to fully
support the raw input interfaces for keyboard and mouse.
DirectInput is still used for all joystick inputs, as well as for
keyboard and mouse inputs on pre-Windows XP systems. This allows
for multiple keyboards and mice to be supported. Also changed
keyboard and mouse behavior to use non-exclusive mode in
DirectInput, and to keep the devices alive during pause for more
consistent input handling.
* Broke windows.txt into config.txt, which contains all common
core-supported options and commmands, and windows.txt, which now
only lists Windows-specific additions.
Added support for frame update callbacks, similar to pause and exit
callbacks but called at the same time as osd_update(). [Aaron Giles]
Changed osd_init() to no longer return a value. OSD initialization
should now rely on fatalerror() to report fatal initialization
problems. [Aaron Giles]
Added new function mame_schedule_new_driver() which allows for a new
driver to be queued after a hard reset. [Aaron Giles]
Added experimental new minimal game selection user interface. This
interface can be accessed if MAME is started with no parameters, or
via the main menu by choosing "Select a New Game". This interface
allows you to select a game driver by typing in the name of the game.
As you type, MAME's fuzzy name matching code will list the top 15
selections that match. The interface will only display games that
it finds in your rompath. [Aaron Giles]
Added "empty" driver which is used to host the game selection screen
when no valid game is selected. [Aaron Giles]
Changed behavior in the Windows build so that double-clicking on
MAME brings up the new game selection interface. [Aaron Giles]
Removed the NOT_A_DRIVER flag which was overloaded to mean two
different things. There are now two new flags: GAME_IS_BIOS_ROOT
indicates that a particular driver represents a BIOS rather than
a full game. And GAME_NO_STANDALONE indicates that the given driver
should not be listed or permitted to execute on its own. For MAME,
most BIOSes are executable on their own, so they have the
GAME_IS_BIOS_ROOT flag set but not the GAME_NO_STANDALONE flag.
[Aaron Giles]
Added new routines mame_openpath(), mame_readpath(), and
mame_closepath() for iterating over all files in a path specification,
including support for multiple paths. [Aaron Giles]
Changed audit interfaces to take a game_driver * instead of a game
index. [Aaron Giles]
Changed driver_get_approx_matches() and driver_get_count() APIs to
work on arbitrary driver lists rather than being hard-coded to the
static driver list. Renamed the functions from driver_get_* to
driver_list_get_* [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Sliver [Tomasz Slanina]
New clones added
----------------
Space Dragon (Moon Cresta bootleg) [David Haywood]
Battle Garegga - Type 2 (Europe / USA / Japan / Asia) [Alex Jackson]
New games marked as GAME_NOT_WORKING
------------------------------------
Gals Panic (US, EXPRO-02 PCB) [David Haywood]
Balloon & Balloon [Tomasz Slanina]
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dat Mameinfo.dat v0.117u1
info on games in mame, news:
* Updated to MAME 0.117u1.
* Added 0.117u1 Source/Listinfo changes.
* Newest Bugs (19th Jul).
* Added Romset (kb/files/zip) infos.
* Completely re-added MAME 0.90u1-0.91.
* Fixed/Added 'Recommended Games'.
* Fixed Mameinfo.dat infos.
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here for a ready patched version
emulator UAE4ALL GP2x v0.7.0
system GP2X
Amiga emu, news:
* Cyclone integrated.
* GnoStiC's blitter optimizations added.
* Added switching between SDL_HWSURFACE and SDL_SWSURFACE for better performance and to avoid menu crashes.
* SDL_Mixer removed to reduce binary size and for minor performance improvement.
* FPS counter added (enable status line to see).
Unfortunately virtual keyboard began flickering because of SDL_HWSURFACE change, but that hopefully won't hurt too much.
The fps count increased around 70% in auto frameskip mode for me. Cyclone gave similar improvement as switching to SDL_HWSURFACE, GnoStiC's improvements did a bit less but they are still noticeable. I'm able to run Turrican at 50fps (or very near it, with RAM hacks and overclocking). I'm not sure what impact this will cause on compatibility, but several games I tested work without problems.
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Emulator WinUAE 1.4.3 Public Beta 10
system PC - Windows
Amiga emu, news:
- Arcadia emulation crash fixed
- SCSI emulator MODE SENSE code 3 and 4 crash fix (uaehf.device only)
- A3000 KS 1.3 ROM removed from rom scan "available"-list (only proper A3000 ROMs, 1.4b and 3.1 included)
- added missing version numbers to cartridge roms
- xBCD instruction 68040/060 undefined behaviour emulated, N and V flags are not cleared. (from Basilisk II JIT)
- JIT LSL, LSR, ASR X-flag was incorrectly modified when shift count was zero (from Basilisk II JIT)
- configuration and bootlog (text format) saved with statefile (compressed, few kb size increase, only for debugging purposes) NOTE: fake END-hunk inserted before CONF and LOG hunks, you can simply delete all "useless" data after first END-hunk without corrupting the statefile.
- action replay/hrtmon statefile hunks are now compressed
- drive GUI properly initialized when restoring state (disabled drives are "blanked", no track number visible)
- empty drive disk change status was incorrect in some cases when restoring state (load state, OS detects disk in empty drive)
- do not allow JIT direct mode if emulation was originally started without JIT direct enabled (different memory allocation which is not compatible with direct = crashes. Will be properly fixed in future)
- uaescsi.device SCSI mode selection reset after loading new config
- messagebox in fullscreen mode tweaks, perhaps fixes problem with hidden "too old rtg.library" messagebox in fullscreen mode
- close native-side open filehandles after software reset (fixes locked startup-sequence after directory fs setpatch reset)
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emulator Hoxs64 v1.0.4.24
system PC - Windows
C64 emu, news:
1) IRQ timing adjusted. VIA timers adjusted. SID and CPU register fade adjusted.
The following titles will now work:- "Locomotion", "Aurora 90%", "The Addams Family"
and "Star Expedition"
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