Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
What's New:
Google Translate:
・[VC version] Fixed the sound part.
・It is now possible to use a joystick with the A port of PIA. You can set it in the joystick setting dialog.
・The key assignment dialog and the joystick setting dialog have been changed.
- Details
- Category: Multiple Platform
What's New:
- Upscaling and downscaling options in the graphics settings now work correctly on Vulkan. Previously, the hermite and bicubic scaling options would only work on OpenGL and silently fall back to bilinear filtering on Vulkan
- Graphic pack support for custom scaling shaders has been reworked and is now functional on Vulkan, with fixes carrying over to OpenGL. If you are a graphic pack developer see #1392 for details
- Cemu will now show an error if the MLC directory is not writeable
- Added a workaround for graphic driver crashes seen in the eShop versions of Fatal Frame. These are caused by the game shipping with shaders that contain infinite loops. The actual hardware has an escape mechanism for this that we don't yet emulate
- Added support for connecting Wiimotes via L2CAP on Linux (Details in #1353)
- Set correct version for MacOS bundle
- Updated Arabic, German, Russian and Swedish translations
- Details
- Category: Multiple Platform
What's New:
- Implemented support for special DOSBox 'families' such as DOSBox-X, Staging, ECE and SVN. Please note that you'll have to select the correct family and version when configuring a 'DOSBox Version' in DBGL. For DOSBox-X, make sure to use the dosbox-x.reference.full.conf configuration file, or some options might remain disabled in DBGL.
- It's recommend to disable any existing DOSBox version-specific options (as shown here), to make full use of the new features for the newly supported DOSBox families/versions, see this.
- Rewrote the template/profile editor, now having the settings categories on the left side in a tree structure, allowing for many more configuration options. When hovering over a configuration item, a small tooltip will show the DOSBox configuration [section] & item associated with it.
- Added support for importing/converting eXoDOS V6r4, the new Media Pack and eXoDemoScene.
- Fixed a possible crash when trying to export the profile list, plus an issue that could lead to duplicate templates and DOSBox versions (Neville).
- Fixed an issue where, when editing a profile and changing the associated DOSBox Version, the association would 'stick' after cancelling (in memory, not on disk).
- Spanish and German translation update by Neville and Marcel, respectively.
- implemented a small tool to renumber all database object IDs, see this (ElTipejoLoco and others).
- Updated multiple Java libraries, most importantly SWT (dropping support for Windows versions older than Win7 for the moment)
- Details
- Category: Multiple Platform
What's New:
- Arrange memory device allocation so that it is possible to allocate up to about 3900MB of memory instead of 3500MB. (joncampbell123).
- Fix S3 LFB PCI base alignment error if system memory pushes it to a higher address (joncampbell123).
- Fix EGA 640x350 4-color mode (when EGA memory size is 64KB) to display correctly. Prior to this fix, 640x350 4-color only worked properly if the INT 10h Video Parameter Table was enabled. (joncampbell123).
- Fix S3 VGA memory size reported through register CR36 to cap at 4MB and set the value correctly. This fixes a known issue where setting vmemsize to 8MB caused Windows 98 to report memory size as 2.5MB. (joncampbell123).
- Fixed a problem when VZ Editor is resident in PC-98 mode. (nanshiki).
- INT 10: SVGA mode 0x6A does not exist on plain VGA hardware. (joncampbell123).
- INT 10: Fix mode 0x6A (800x600 4-color SVGA) to use a correct dot clock so that the refresh rate is >= 60Hz instead of 37Hz, and make sure mode 0x6A is a 100% clone of VESA BIOS MODE 0x102. (joncampbell123).
- Fix MMX/SSE instruction decoding, correct some mistakes in MMX emulation. (joncampbell123).
- IMGMAKE: Add -partofs option to allow control of where the partition begins in the image (joncampbell123).
- IMGMAKE: Add -align option so that the FAT filesystem can be arranged for more optimal I/O on devices with larger sectors, such as modern 4096-byte/sector drives. (joncampbell123).
- IMGMAKE: Add -label option so that the generated FAT filesystem has the specified volume label. (joncampbell123).
- MDA emulation: Fix non-blink attributes 0xF0 and 0xF8 to correctly render bright green background. (joncampbell123).
- Fixed crash when a CD image was loaded to an "empty" drive (maron2000)
- Log loaded .conf file (maron2000)
- Supress redundant screen reports in log (maron2000)
- Fixed mouse capture locking by middle button (maron2000)
- Fixed toggling the menu option "Autolock mouse" did nothing (maron2000)
- Fixed build failure with libc++ 19 (DimitryAndric)
- Fixed fullscreen mode not responding when launched in TTF mode in Windows (maron2000)
- Fixed crashes when changing floppies mounted by drive numbers on a booted guest OS (maron2000)
- Fixed launching host programs with white spaces in path (Windows) (maron2000)
- Convert paths from relative to absolute when launching host programs in a mounted drive (Windows) (maron2000)
- Added an option not to pause after host program execution is completed (maron2000)
- Fixed corrupted display when loading language files at launch (maron2000)
- Fixed Z Drive path expansion to be case insensitive (maron2000)
- Details
- Category: Multiple Platform
What's New:
- Fixed a recently introduced timing issue in the Pentagon that caused incorrect border rendering
- Fixed memory contention on +2A/+3 models
- Fixed an AY bug that prevented Match Day II 128k and Tai-Pan 128k from loading properly
- AY registers 14 and 15 are now correctly saved in snapshots
- Details
- Category: Multiple Platform
These are emulators that are updated several times a day to a couple times a week.
Many of these emulators can be updated to the lastest "nightly builds" from within the emulator itself.
I'm posting the latest versions every Monday or Tuesday for those who may be interested.
Multiple System Emulator - FinalBurn Neo Nightly 12-03-24
Multiple System Emulator - Mesen Nightly 12-03-24
Nintendo 3DS Emulator - Panda3DS 12-03-24
PlayStation 2 Emulator - PCSX2 Nightly v2.3.42
PlayStation Emulator - PCSX-Redux Nightly 12-02-24
PlayStation Vita Emulator - Vita3K Nightly 12-03-24
Xbox 360 Emulator - Xenia (Canary) 12-03-24
- Details
- Category: Multiple Platform
What's New:
MAME Testers bugs fixed
-----------------------
- 03108: [Color/Palette] (konami/finalizr.cpp) finalizr: Colours are inaccurate and sound is incorrect. (hap)
- 04989: [Flip Screen/Cocktail] (irem/travrusa.cpp) shtrider, shtridera: Changes to screen flipping setting are not applied. (hap)
- 05419: [Crash/Freeze] (universal/docastle.cpp) idsoccera, asoccer: Emulated games crash showing a black screen. (hap)
- 05695: [Crash/Freeze] (misc/coolpool.cpp) amerdart, amerdat2, amerdart3: Emulated game freezes after completion. (Peter Ferrie)
- 05737: [Sound] (sega/system1.cpp) choplift and clones: Sampled speech playback rate is too high. (hap)
- 05782: [Graphics] (sega/system1.cpp) choplift: Graphics show a horizontal discontinuity on levels 3 and 4. (hap)
- 06435: [Sound] (seibu/dynduke.cpp) dynduke: Some sound effects are missing. (hap)
- 06472: [Gameplay] (mr/sshot.cpp) sshot: The game runs at over twice the speed it should. (hap)
- 07071: [DIP/Input] (universal/docastle.cpp) docastle, docastle2: “Advance Level on Getting Diamond” settings reversed. (OzFalcon)
- 07520: [Sound] (orca/zodiack.cpp) dogfight: Sound effects play too fast. (hap)
- 07740: [Sound] (nichibutsu/cclimber.cpp) yamato: Sound effects and music play too fast. (hap)
- 07777: [Sound] (gameplan/enigma2.cpp) enigma2: Music between stages plays incorrectly. (hap)
- 07869: [Gameplay] (sega/system1.cpp) choplift: The game pauses while speech is playing. (hap)
- 08842: [Misc.] (irem/travrusa.cpp) travrusa: Selecting the palette PROM layout is irritating. (hap)
- 08897: [DIP/Input] (jaleco/homerun.cpp) dynashot: The game starts with one credit before any coins are inserted. (hap)
- 08943: [Crash/Freeze] (misc/quizpun2.cpp) quizpun2: The game fails to boot, only showing a black screen. (hap)
- 08946: [Misc.] (sega/stv.cpp) znpwfvt: The system description does not match the displayed title. (Vas Crabb)
- 08954: [Graphics] (sega/system1.cpp) pitfall2 and clones: The main title is not displayed. (hap)
- 08963: [Crash/Freeze] (taito/tsamurai.cpp) ringfgta: The game fails to boot. (hap)
- 08966: [Interface] UI: The software selection menu is sorted incorrectly for systems with multiple software lists. (Vas Crabb)
- 08968: [Media Support] (vtech/vtech1.cpp) vz300 and clones: The system freezes when attempting to read floppy disks. (AJR)
- 08970: [Timing] (irem/travrusa.cpp) shtrider: The countdown to the start of the race is too slow. (hap)
- 08971: [Debugger] (pacman/pacman.cpp) mspacman: The emulated game crashes when debugger memory windows are open. (hap)
- 08973: [Gameplay] (cvs/quasar.cpp) quasar: Enemies never fire shots. (hap)
- Details
- Category: Multiple Platform
What's New:
- Added a script for Raiden touch control. Ship automatically travels to the touch point and auto-fires when held, with a 2-finger tap to trigger bombs.
- Added a script for Vid Grid touch control. Drag and drop!
- Added a script for Towers II touch control. (with an option to uncap the framerate) In-game menu cursor is touch-driven, 2-finger tap exits the menu.
- Added a script for Myst touch control. Hold to drag the cursor, tap to activate.
- Added some scripting functionality to allow setting custom read/write handlers for non-RAM/ROM memory regions.
- The iOS port now prompts the user to determine their battery/heat versus performance preference on first run. (since we can't just be energy-efficient without the iOS scheduler punishing us, and I'm not having any luck getting anyone to read the FAQ/user manual)
- The iOS port now has a separate "Connected Idle Time" setting, which defaults to 3.0 and is used instead of "Overlay Idle Time" when at least one external device is connected. (workaround for the same FAQ/user manual problem above)
- Added lots of random new scripting functionality.
- Fixed game thumbnails rendering at the incorrect scale in portrait mode.
- Details
- Category: Multiple Platform
What's New:
* Fix built-in configs with non-default CPUs
* Fix direct loading of DragonDOS binaries
- Details
- Category: Multiple Platform
Nesmancer is a Nintendo Entertainment System emulator written in C++ for Windows and Linux.
- Details
- Category: Multiple Platform
What's New:
* Fix GIME issue when loading from snapshot
* Fix becker port status polling [Pierre Sarrazin]