Dragon 32/64 and CoCo 2 Emulator - XRoar v1.8 - Released
- Details
- Category: Multiple Platform
What's New:
- Fix mouse virtual joystick on resize in SDL builds [Richard Kelly]
- New manual and automatic configuration saving from GUI
- Manage HD mounting from drive control dialog
- New MCX128 cartridge support for MC-10
- Fix some of the compatibility modes in GIME emulation
- Assert monitor detect line on CoCo 3 when RGB output selected
- Reduce write latency using Becker port [Ron Klein]
- Add some more flexible command-line trap options
Wolfmame v0.274 - Released
- Details
- Category: Multiple Platform
What's New:
Updated to latest MAME source.
Visual Pinball v10.8.0 - Released
- Details
- Category: Windows
What's New:
LIMITATIONS:
- Broken PROC support
- Broken SMAA postprocessing, will be fixed in 10.8.1
FEATURES:
- VPX and VPVR are finally reunited!
So, similar to the VP9.9 release, this pretty much rearchitects VPs whole rendering pipeline, but still allows to play all tables with (hopefully) pretty much the same look and feel.
Some of the changes that came in via VPVR:- added SDL2 / OpenGL / OpenGLES as an additional render pipeline.
switching between DirectX 9 and OpenGL is (for now) only possible at compile time, thus two executables are shipped. - the new OpenGL pipeline is also capable to render to VR devices (support for SteamVR):
To use VR you need a SteamVR compatible HMD, a Steam account, and the Steam client/app
with SteamVR client installed. More information on OpenVR + SteamVR can be found on http://steamvr.com
You may also want to check out OpenComposite, as it seems to provide a performance boost for some users. - autodetection of SteamVR driver installation. If its not installed, the standard 2D mode is started up instead.
If VR drivers are installed, and the HMD is turned on, VPX starts in VR mode. Otherwise a prompt shows up to choose between VR mode and 2D mode (can be disabled). - the new OpenGL pipeline also is no longer computing/approximating Stereo3D only from depth buffer information.
If any stereo mode is enabled, the table is then always rendered to two independent eye buffers instead.
This increases CPU and GPU load for all stereo modes, but increases the image quality.
Also anti-aliasing can be enabled for all stereo modes. - super-sampling based anti-aliasing can now be adjusted with a slider from 0.5 (downsampling) up to 2.
The factor describes the scaling in X and Y direction, so 2 increases the overall pixel-count by a factor of 4. - the new OpenGL pipeline in addition has full support for GPU multisample antialiasing (MSAA) which offers very good results for a fairly low performance overhead compared to super-sampling
- splitted the video settings into the 'old' 2D based video settings menu and a new VR settings menu.
Also different registry entries are used to store the various settings like stereo mode, display, resolution, postprocessing etc. separately.
Things like Ball rendering and Day/Night cycle are used for both.
To configure VR, go to the new Preferences->VR Settings menu and (de-)select it in the upper left drop down menu.
If you have performance issues, try disabling things like Ambient Occlusion, Supersampling (=1), Postprocess AA & Sharpen, Reflections, and Bloom.
One can also select an additional VR Preview window that shows the VR rendering on the screen as Side-By-Side. - when using VR, the near plane can be adjusted (in centimeters). It is like a wall in front of the player. Everything between the player and the near-
plane is invisible. It might be helpful if one wants to adjust visibility when moving or if one has changed the scaling too much. Having too small values for the near-plane will cause Z/depth-fighting rendering artifacts. - scaling of the table is now possible within the VR settings. One can either set a factor (e.g. 1.1 increases the table size by 10%) or one can
scale all tables to a fixed width (in centimeters) to match a PinSim Controller. The scaling factor has no lower/upper limit (so yes,
one can scale up the table to play soccer ;) Or be attacked by a giant rolling Indy-Trap Or scale it down to matchbox car size If it gets
weird we warned you). If you have issues locating the table or getting nightmares, it is NOT our fault.
Default values are: box unchecked and 1. - note that the VPVR fork did not support the roughness property of metallic parts (=always mirror like metal instead). Some VR-only tables thus feature wrong material shininess that will lead to
incorrect rendering of metal parts. These table's materials need to be updated to re-adjust the shininess of metal materials. - note that adaptive vsync (=mode value 2) is recommended (at least) on macOS/iOS and Android
- added rudimentary support for BAM Headtracking (thanks to Rafal from ravarcade.pl). Usage:
It works almost the same way as with Arcade Pinball, but one doesn't have control over the table location.
- added SDL2 / OpenGL / OpenGLES as an additional render pipeline.
MacOS Emulator - SheepShaver v31-01-2025 - Released
- Details
- Category: Windows
What's New:
- Fixes an issue with time discrepancy between host and guest when using the extfs (shared folder)
MacOS Emulator - SheepShaver v2.5 (20250125) - Released
- Details
- Category: Mac
What's New:
Several fixes and improvements, among which
- mag_rate (enlarging window size) can now use decimal values, e.g mag_rate 1.3
See Advanced features in setup guide
- Restarting now possible without freezing or crashing
PlayStation 4 Emulator - shadPS4 v0.6.0 - Released
- Details
- Category: Windows
What's New:
Improved Devtools
Improvements in shader recompiler
Added sceGnmGetEqEventType/sceKernelGetEventData
Improvements to audio backend (SDL)
Improved HLE fibers library
Motion Controls implementation
Improvements to savedata
Unmap Fixes
Implemented sceNpCmp functions
GUI: Speed up GUI loading by caching game sizes
sceKernelAio* implementation
Fixes to several Surface Formats
Fix for address_space initialization on Windows
sceKernelVirtualQuery Fixes
Added ability to change save data path
libraries: Implement libSceZlib
Several translations update
Mupen64plus Frontend - Rosalie's Mupen GUI v0.7.2 - Released
- Details
- Category: Multiple Platform
What's New:
- Fix Log dialog and Netplay Session dialog not having a minimize button
- Fix Netplay Session dialog not having an icon
- Fix cheats not applying at emulation start
- Improve netplay dialogs by saving and restoring the server selection
- Improve netplay dialogs by adding icons to some buttons
- Improve netplay dialogs by showing the ping
- Improve device detection of RMG-Input
- Implement cheat support for netplay
HP Calculator Emulator - Plus42 v1.2.2 - Released
- Details
- Category: Multiple Platform
What's New:
* User-defined units with SI prefixes didn't work in the CUSTOM menu. Fixed.
* Units with SI prefixes didn't work in the CUSTOM menu. Fixed.
Multiple Frontend - Playnite v10.35 - Released
- Details
- Category: Windows
What's New:
New
- Added Lime3DS emulator profile (by Jeshibu)
- Added shadPS4 emulator support (by vaughngx4)
Fixed
- RetroArch emulator profile updates (by darklinkpower)
- prevent HDR from being activated on Windows 24H2 when closing a game (by lscholte)
- Updated gamepad input library
- PluginStatus and SettingsBinding markups not available to themes in Fullscreen mode
PinMAME v3.6.0 - Released
- Details
- Category: Windows
What's New:
"AltSound 2.0"
- Completely re-written AltSound (mode 1) processing
- Fixed existing bugs and regressions in the original AltSound code
- Compatible with all existing AltSound library formats
- New G-Sound library format. Provides a new option for authors to develop
immersive, multi-layered AltSound packages - New AltSound configuration options via per-table .ini file
- Independent and configurable always-on AltSound logger
- Ability to record live game sound commands. Useful for testing sounds without
having to repeatedly create a live game. - Ability to script game sound commands (currently dev only feature). Useful
for testing specific scenarios like mode progressions or sound mix behavior
without having to create them in a live game - Ability to playback recorded sound commands via standalone AltSound driver
preserving original game timing (currently dev only feature) - Ability to stop
- Added altsound command processing support for Gottlieb System 80A
- Improved master/rom volume processing for DCS machines
blueMSX, openMSX and Emulicious Frontend - Novo Player v1.12 - Released
- Details
- Category: Windows
What's New:
- Added sound chip detection and usage to the openMSX session management window
- Added support for launching games on the emulator Emulicious
- Few bug fixes, enhancements and updates
Mameinfo.dat v0.274 - Released
- Details
- Category: Windows
What's New:
- New games: 'Code Magik (Ver 5.5) / Super 7 (stealth game)', Cuty Line (ver.1.01) and Pyuuta-kun (Japan)
- New Working games: Bonanza's Joker Poker, IPM Invader (set 2) and Super Mini-Boy
- New Non-Working games: 7 Gold, AV-Mahjong Two Shot (Japan Ver 1.00 1990/05/21), Champion 3001 Regular, Cherry Bonus (A.A.I. bootleg), Cherry Bonus II (V2.00 06/01), Golden Number, Gwasuwon (Korea), Hana Night Rose (Japan, TSM008-04), Jixiang Ruyi (V116CN), Jin Hua Zhengba (V113CN), Magic Touch (v. 28.05), Mahjong Tenho (Japan, P016B-000), New Mondo Plus (V0.6I), Omatsuri Yasan: Ganso Takoyaki, Pairs (Italian gambling game), Shayu Daheng (V104CN), Shuang Long Qiang Zhu Tebie Ban (V104CN), Skill Chance (W-7, set 1), Super Ball 2001 (Italy version 5.23), Tic Tac Toe (Sundance bootleg of New Lucky 8 Lines), Top-7 (V8.8, set 1), 'unknown TAX game', 'Xiaoyao Dou Dizhu' and Zupapa (Italian gambling game)
- New clones: Bonus Chance (W-8, set 2), Cherry Bonus III (ver.1.40, set 7), Cherry Bonus III (ver.5.1), Cherry Bonus V Five (V1.1), Cherry Master '97 (V1.7, set 2), Cherry Master I (E-Z Spin Hands Count bootleg / hack, set 1), Cherry Master I (E-Z Spin Hands Count bootleg / hack, set 2), Cherry Master I (ver.1.01, set 12), Cuty Line (LC-88 bootleg, ver.7C.14), Cuty Line (LC-88 bootleg, ver.8.05C), Egg Venture (Release 4), El Dorado (V1.1J), Endless Riches (Ver 1.10), F-16 Super 8 Lines, Fever Chance (W-6, Japan, set 2), Fever Chance (W-6, Taiwan), Golden Regular (version 388/2000), Gradius III: Densetsu kara Shinwa e (Japan, version 3, newer)', Inquizitor (V1.1), Inquizitor (V1.2, alt), Long Hu Da Manguan Duizhan Jiaqiang Ban (V200C3M), Magic Bomb (Ver. A3.0), Magic Bomb (Ver. AB4.3A, 10/30/01S), Magic Bomb (Ver. AB5.3, 20/06/03), Magic Bomb (Ver. EB4.0, 05/04/01), Monkey Land (Ver. A1.2), Monkey Land (Ver. AA.21.B), Monkey Land (Ver. AA.21.C), N-Sub (cocktail), New Lucky 8 Lines (set 14, W-4, Yamate), New Lucky 8 Lines (set 15, W-4, Cleco bootleg), New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus, Yamate, 1985), New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus, Yamate, 1988, set 1), New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus, Yamate, 1988, set 2), NtCash (set 2), Omatsuri Yasan: Kingyo Sukui', Rocket Convoy, Run and Gun (ver UAB 1993 9.10, dedicated twin cabinet)', Skill Chance (W-7, set 2), Super Poker (v120IN), Top-7 (V8.8, set 2) and Toride II (Japan, revision I)
- New AGEMAME games: Atronic SetUp/Clear Chips, Babooshka (Atronic), Beetlemania (Atronic), Chickendales (Atronic), Dream Maker (Atronic), Happy Happy Hippy (Atronic), 'I C Money (Atronic) (set 2)', Sphinx II (Atronic) and Typhoon Lagoon (Atronic)
- New PinMAME games: Batman Forever (Italian, 4.0, Sept. 26 1995, Display Rev. 4.00), Batman Forever (Italian, 4.0, Sept. 26 1995, Display Rev. 4.00, earlier sound ROM) and Pentacup (rev. S)
MAMEUI64 Plus v0.274 - Released
- Details
- Category: Windows
What's New:
megacd.xml: Use conventional phonetic 'zu' reading rather than 'du' in 'Kanzume'.
MAMEUI v0.274 - Released
- Details
- Category: Windows
What's New:
- Fixed minor issues with galaxian-based games such as 4in1, frogger, pacmanbl, mooncrst and jumpbug [MT 02074, 02077, 09084, 05208, 01598]
- Centralised version control to the top of the makefile
- Fixed crash sound in drivfrcg and clones [MT 01595]
- ELF2: fixed numerous bugs to get this system working [MT 09076]
MAME v0.274 - Released
- Details
- Category: Multiple Platform
What's New:
MAME Testers bugs fixed
-----------------------
- 01595: [Sound] (galaxian/galaxold.cpp) drivfrcg, drivfrcb , drivfrct, drivfrcsg: The crash sound doesn’t play. (Robbbert)
- 04095: [Sound] (namco/namcos1.cpp) splatter, splattero, splatterj: Music for the second stage boss scene is incorrect. (hap)
- 04546: [Graphics] (snk/lasso.cpp) pinbo, pinboa, pinbos: The background color is incorrect. (hap)
- 04729: [Misc.] (namco/namcond1.cpp) ncv1: [possible] The graphics ROM appears to have an incorrectly set bit. (MASH)
- 05592: [Graphics] (konami/asterix.cpp) All games in asterix.cpp: The windmill animation doesn’t work properly. (hap)
- 06865: [Interface] (taito/undrfire.cpp) undrfire and clones: The fake “Show gun target” switch doesn’t work. (hap)
- 07312: [DIP/Input] (irem/m72.cpp) poundfor: Trackball inputs don’t work properly. (hap)
- 07543: [Misc.] (konami/rungun.cpp) rungund, rungunad, rungunbd, rungunuad, rungunud, slmdunkjd: Out-of-bounds accesses. (hap)
- 07573: [Sound] (orca/espial.cpp) netwars: Sounds/music play too slowly. (hap)
- 07938: [Known Issues/To-Do's] (konami/konamim2.cpp) totlvice, evilngt: Second and third player light gun inputs are missing. (hap)
- 07958: [Sound] (sony/taitogn.cpp) kollon, kollonc: Sound is distorted. (hap)
- 08472: [Misc.] (sinclair/atm.cpp) some sinclair/* drivers: The emulator crashes on out-of-bounds palette accesses. (holub)
- 08510: [Gameplay] (midway/balsente.cpp) stocker: The gear shift control should be a toggle switch. (John IV)
- 08660: [DIP/Input] (namco/skykid.cpp) drgnbstr: The “Allow Continue” DIP switch settings are reversed. (Zach S.)
- 08731: [DIP/Input] (taito/taito_z.cpp) bsharkjjs: Left/Right inputs are reversed. (Uncle Petros)
- 08962: [DIP/Input] (konami/zr107.cpp) jetwave, jetwavej: Analog inputs are too sensitive. (hap)
- 08980: [Known Issues/To-Do's] (konami/konamim2.cpp) all sets in konamim2.cpp: Poor performance while loading. (David Haywood)
- 09052: [Misc.] (sega/segaybd.cpp) rchase: Recoil outputs for both gun controllers are sent to a single output. (AchillesPDX)
- 09054: [Speed] (taito/bublbobl.cpp) tokio and clones: CPU time slices are unnecessarily short. (hap)
- 09060: [Graphics] (gottlieb/gottlieb.cpp) krull: Graphics may not display correctly after loading a saved state. (JimCarlTay)
- 09061: [Color/Palette] (nintendo/spacefb.cpp) spacedem: [possible] The background should be black. (hap)
- 09062: [Sound] (sanritsu/drmicro.cpp) drmicro: PSG sound pitch is too high. (125scratch)
- 09063: [Graphics] (pacman/pacman.cpp) alibaba and clones: The mystery item timer is not displayed. (hap)
- 09065: [Sound] (snk/lasso.cpp) lasso, chameleo, wwjgtin: Sound pitch and tempo are incorrect. (hap)
- 09067: [Interface] The tilemap viewer maps the pointer location incorrectly if the tilemap is flipped on either axis. (hap)
- 09077: [Interface] (nichibutsu/nbmj8891.cpp) mjcamerb, mmcamera: Version on older hardware is not marked as a clone. (Vas Crabb)
- 09084: [Sound] (galaxian/galaxold.cpp) 4in1: Explosion sounds do not play. (Robbbert)
- 09087: [Gameplay] (philips/cdi.cpp) quizardi_10: The game does not boot correctly. (Ivan Vangelista)
- 09094: [Interface] (snk/prehisle.cpp) gensitou: The description does not include the release region. (JimCarlTay)
- 09095: [Interface] UI: The menu item highlight texture is not symmetrical. (Vas Crabb)
- 09097: [DIP/Input] (seta/seta.cpp) drgnunit: The undocumented eighth DIP switch in the first bank adjusts stage time. (GoldS_TCRF)
Nintendo 64 Emulator - Gopher64 v1.0.0 - Released
- Details
- Category: Multiple Platform
What's New:
- remove rdp_full_sync
- fix freeze in JFG
- static link MoltenVK
- Modify RSP sync points
- add another sync point for RSP
- dont run rsp task when dma is busy
- RDP sync updates
- add rdram reg that libdragon seems to access
- fix masking pi regs
- use TCP_RECEIVE_SAVE_WITH_SIZE for netplay
- cache apt packages in github workflow
- cleanup dir detection
- check accept value of netplay begin_game message
- use binary format for rom saves
- dont create new UI on close
- move sse2neon to versioned folder
- Use SDL_Vulkan_GetVkGetInstanceProcAddr
- Don't create UI in same thread as egui
- Use github arm runner
- on mac, run game in new process
TI-99/4A Computer Emulator - Classic99 v399.072c - Updated
- Details
- Category: Windows
What's New:
- added unsupported Horizon RAMDISK emulation
Cemu Graphic Packs v931 - Released
- Details
- Category: Windows
What's New:
[Skylanders Imaginators] Fix long fall respawn
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