Inauguriamo oggi la sezione Roms Finder , il nuovo motore trova roms di Emuita.it!
Lo trovate a questo indirizzo. Sono accetti commenti e consigli.
Buona ricerca!
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Roms Finder
Dolphin Git 3.0-407
linknomorehero
- il 02-02-2012 alle 10:31 - 0 commenti
Aggiornamento per il miglior emulatore per Gamecube e Wii, il Dolphin.

Dolphin si è aggiornato alla versione Git 3.0-407:
L'emulatore come sempre è raggiungibile nel nostro archivio emulatori nelle sezioni per Gamecube e Wii ai seguenti link:
Sezione Gamecube
Sezione Wii

Dolphin si è aggiornato alla versione Git 3.0-407:
Merge branch 'variousSmallFixes'
L'emulatore come sempre è raggiungibile nel nostro archivio emulatori nelle sezioni per Gamecube e Wii ai seguenti link:
Sezione Gamecube
Sezione Wii
Rom del Giorno: Sensible Soccer v1.0 1992
linknomorehero
- il 01-02-2012 alle 13:23 - 0 commenti
La rom del giorno di oggi è il capostipite di una saga grandiosa di videogame di calcio: SENSIBLE SOCCER.
Questo primo capitolo uscito nel lontano 1992 per Amiga e Atari ST si distinse per la sua visuale a volo d'uccello (quando molti giochi fino ad allora usavano una visuale laterale o dalla verticale, come Kick Off e Matchday), squadre modificabili e, secondo molti, una giocabilità ancora oggi insuperata.

Questo gioco è rimasto talmente nel cuore dei fan che tutt'oggi vengono organizzati dei tornei in ogni parte del mondo con la vecchia versione di Sensibile Soccer, come ad esempio in Serbia, Galles, Repubblica Ceca, Danimarca, Germania e Brasile. C’è stato però anche un torneo ufficiale a cui presero parte 32 giornalisti e celebrità.

Ora basta con i preamboli e vi lascio al gioco:
Sensible Soccer Amiga
Sensible Soccer Atari ST
Gli emulatori:
Emulatori Amiga
Emulatori Atari ST
Questo primo capitolo uscito nel lontano 1992 per Amiga e Atari ST si distinse per la sua visuale a volo d'uccello (quando molti giochi fino ad allora usavano una visuale laterale o dalla verticale, come Kick Off e Matchday), squadre modificabili e, secondo molti, una giocabilità ancora oggi insuperata.

Questo gioco è rimasto talmente nel cuore dei fan che tutt'oggi vengono organizzati dei tornei in ogni parte del mondo con la vecchia versione di Sensibile Soccer, come ad esempio in Serbia, Galles, Repubblica Ceca, Danimarca, Germania e Brasile. C’è stato però anche un torneo ufficiale a cui presero parte 32 giornalisti e celebrità.

Ora basta con i preamboli e vi lascio al gioco:
Sensible Soccer Amiga
Sensible Soccer Atari ST
Gli emulatori:
Emulatori Amiga
Emulatori Atari ST
MameUI v0.144u7
linknomorehero
- il 01-02-2012 alle 08:35 - 0 commenti
E' stato pubblicato un nuovissimo aggiornamento per MAMEUI.

MameUI è arrivato alla sua versione 0.144u7 di cui purtroppo non si conosce il Changelog.
MameUI è disponibile nelle sue varianti Windows che trovate qui sotto:
MameUI32 v0.144u7
MameUI64 v0.144u7
MameUI Source v0.144u7

MameUI è arrivato alla sua versione 0.144u7 di cui purtroppo non si conosce il Changelog.
MameUI è disponibile nelle sue varianti Windows che trovate qui sotto:
MameUI32 v0.144u7
MameUI64 v0.144u7
MameUI Source v0.144u7
M.E.S.S. v0.144u7b
linknomorehero
- il 31-01-2012 alle 12:43 - 0 commenti
Aggiornamento anche per M.E.S.S.

Il poderoso emulatore multiconsole è giunto alla sua versione v0.144u7b.
L'emulatore è disponibile come sempre nelle due versioni Windows 32 e 64 bit ed è disponibile nei link sottostanti:
M.E.S.S. v0.144u7b - 32 Bit
M.E.S.S. v0.144u7b - 64 Bit
Ecco a voi la lista della macchine emulate da M.E.S.S.

Il poderoso emulatore multiconsole è giunto alla sua versione v0.144u7b.
0.144u7 New System Drivers Supported: ----------------------------- (none) Systems Promoted from GAME_NOT_WORKING: --------------------------------------- (none) Skeleton drivers: ----------------- - Wang Professional Computer [Anna Wu] - Boris Diplomat [Sean Riddle, Justin Kerk] - Apricot FT//ex 486 (J3 Motherboard) [Kaylee] - Apricot FTs (Panther Rev F 1.02.26) [Kaylee] System Driver Changes: ---------------------- -nespal: fixed bug #1394, the driver is back to the correct speed. [Fabio Priuli] -bullet: Implemented Wave Mate Bullet Revision F hardware, a ROM dump is missing though. [Curt Coder] -nes: fixed longstanding regression in 4screen mirroring games (e.g. Gauntlet) [Fabio Priuli] -vic20: Implemented the expansion port. You can now plug in an IEEE-488 cartridge and any of the CBM IEEE floppy/hard drives. (e.g. mess vic20p -exp ieee488 -exp:ieee488:ieee9 c4040 -flop2 diskimage.d64; SYS 45065; LOAD "$",9) [Curt Coder] -vic20: Emulated the VIC-1110 8K RAM Expansion cartridge. [Curt Coder] -vic20: Emulated the VIC-1210 3K RAM Expansion cartridge. [Curt Coder] -vic20: Emulated the VIC-1111 16K RAM Expansion cartridge. [Curt Coder] -vic20: Emulated the VIC-1211A Super Expander with 3K RAM cartridge. [Curt Coder] -vic20: Emulated the VIC-1010 Expansion Module. You can now connect up to 6 cartridges using this expander. (e.g. mess vic20p -exp exp -exp:exp:slot1 ieee488 -exp:exp:slot2 8k -exp:exp:slot3 8k -exp:exp:slot4 8k) [Curt Coder] -lynx: timer changes (fixes a palette change bug in viking child) [Huygens] xor sprites check if collision processing is enabled (fixes todd's adventures intro flicker and xenophobe) added rendering to a secondary bitmap to fix tearing (there's probably a better way to do this) Software Lists: ---------------- -tiki100.xml: Added software list. [Curt Coder] -a2600.xml: added a couple of dumps and region compatibility. [Kaylee] Source Changes: ---------------- -i386: Various improvements of cpu core, mostly protected mode related [Carl,Barry Rodewald] -SoundBlaster: added DMA timer for more realistic IRQ acks, added 0xD0 stop DMA command, cleaned up DRQ semantics. [R. Belmont] -floppy: Do specific UI handling [O. Galibert] -ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli] -m68fpu: Accept some more variants of fsave/frestore [O. Galibert] -flopimg.h: docbookified documentation [balrog] -floppy: libertarian relicensing [O. Galibert] -m4510: initialize the input callback too [O. Galibert]
L'emulatore è disponibile come sempre nelle due versioni Windows 32 e 64 bit ed è disponibile nei link sottostanti:
M.E.S.S. v0.144u7b - 32 Bit
M.E.S.S. v0.144u7b - 64 Bit
Ecco a voi la lista della macchine emulate da M.E.S.S.
Dolphin Wii-Network Git 3.0-384
linknomorehero
- il 31-01-2012 alle 12:25 - 0 commenti
Aggiornamento per Dolphin Wii-Network!

Questa feature è giunta alla versione Git 3.0-384 con il seguente changelog:
Potete trovare questa feature seguenti i due link sottostanti:
Dolphin Wii-Network Git 3.0-384 32 bit
Dolphin Wii-Network Git 3.0-384 64 bit

Questa feature è giunta alla versione Git 3.0-384 con il seguente changelog:
* Added 0x1005 handling * Multitude of fixes for networking. * HLE massacre! * Stability fixes for network recv and ssl_read functions. Sometimes dolphin is just too fast! * Reverted back to old user ID, added comment explaining groupID choice. Added back some debug prints to files... * Added auto generation of setting.txt, thanks to Treeki for the base code :D * Added generation of serial number for dolphin, we found problems with games like Fifa 11 who tie their user accounts to certain serial numbers. * No longer need settings files. * Fixed line endings. * Tidied up networking functions * Missed a rename. * My tidy up should have been done AFTER pull :P * status for network has to be 3 to enter settings, fixed files so they can have more than one handle opened at a time. * delroth pointed out that it should be "starts with" not "contains". Unlikely this has ever affected anyone.... * Added ifdef to make windows only for WSAGetError
Potete trovare questa feature seguenti i due link sottostanti:
Dolphin Wii-Network Git 3.0-384 32 bit
Dolphin Wii-Network Git 3.0-384 64 bit
Aggionarmenti M.A.M.E. 31.01.2012
linknomorehero
- il 31-01-2012 alle 08:47 - 0 commenti
Buongiorno a tutti voi popolo di Emuita.it.
Anche stamattina apriamo con gli aggiornamenti per il caro M.A.M.E.

SDLMAME v.0.144u7 64-bit Intel Binary MacOS di cui purtroppo non si conosce il Changelog e di cui è disponibile il download nel link sottostante:
SDLMAME v.0.144u7 64-bit Intel Binary
M.A.M.E. Artwork Update (2012-01-29):
Ecco il link per il download:
M.A.M.E. Artwork Update (2012-01-29)
Anche stamattina apriamo con gli aggiornamenti per il caro M.A.M.E.

SDLMAME v.0.144u7 64-bit Intel Binary MacOS di cui purtroppo non si conosce il Changelog e di cui è disponibile il download nel link sottostante:
SDLMAME v.0.144u7 64-bit Intel Binary
M.A.M.E. Artwork Update (2012-01-29):
In-Game Artwork: 31 new games; 125 games updated; 1 deleted; ALL LAY files changed First, let's start with the main updates... Nightvoice did a lot of work on marquees and control panels for the last year and a half. It's about time I start adding this stuff. For today, we have the control panels for Orbit, Starhawk, and Gravitar. With the artwork there now, these games are a bit easier to understand. We have some new friends over at Arcade Forever; Lord Hiryu and Tapule have been cleaning up artwork on their own for awhile now, which you can see over at A4E. I'll be incorporating some of their stuff in the next updates, and they've agreed to start helping clean up more artwork that we have waiting in the wings. So with that... Mortal Kombat I and II have been updated. After seeing this post at BYOAC, and then looking back at the artwork, I realized I did a crap job on both of these. So... I redid the instruction cards for both, and added the improved marquees from Lord Hiryu, along with the control panels (all scans originally from the BYOAC / CAG artwork). Tapule did a real nice cleanup on the artwork for Ikari Warriors; bezel has been replaced, and marquee and control panel added (all scans originally from the BYOAC / CAG artwork). To show off what he's got, Lord Hiryu cleaned up the bezel for Power Drift, which has been added. I updated Armor Attack and Superman. Armor Attack was never set up correctly in the LAY file, so this has been fixed. On Superman, the colors always bugged me a bit; I think I've got it right this time. I cleaned up and added the marquee for Mr. Do!'s Wild Ride, scan courtesy from the BYOAC / CAG artwork. After the work I spent on it, I picked up a better version of the marquee =P. Well, I'm adding it anyway for now, and I'll go back and improve it later; leaving it in as a reminder to not "rush stuff out the door." Thanks to Bad Boy Billy for pointing out that the clones on DECO Cassette games weren't referencing artwork. I figured out this was due to how MAME treats the parent-clone relationship of games that use a BIOS. It's not something that recently changed in MAME, it's just something that I never noticed before =P. So anyway, decocass.zip has been deleted, and there are now individual artwork files for each DECO Cassette game. BUT WAIT... don't download them all just yet... see the update file below. All of the currently existing Neo Geo games have had artwork added for the bezel and control panel. BUT WAIT... don't download them all just yet... see the update file below. WAY back a while ago, as of MAME 0.110u1, Aaron made a change to the artwork layout loading, so that a game will also look for "default.lay" rather than "gamename.lay. In the end, this makes things easier to update, play around with other artwork files, etc. For whatever reason, I never changed everything over back then. Well, now they're done; the LAY file in every game has changed from gamename.lay to default.lay. PLEASE DON'T download every artwork file again; you'll waste 1.49GB of bandwidth. Just grab the update file below (along with the 10 games that show updated 2012-01-25) and use the current DAT file and CLRMAME to fix all your files. The file below also includes the DECO artwork and Neo Geo artwork mentioned above, so CLRMAME can fix those for you also (and save you from downloading 152 files). While I'm on the subject of Aaron, it's dev gush time For those that weren't around six years ago, or don't remember six years ago, I just want to remind everyone that a LOT of thanks goes out to Aaron for getting the ball rolling on a lot of things to lead up to the current state of the MAME artwork project: Aaron updated the artwork system back in May-July 2006 to handle hi-res artwork In fact, going back even further to July 2002 is when Aaron first added generic support so that any game could use artwork. Prior to that, artwork was handled on a per-game basis. He was the first to convert existing artwork to the new system: http://aarongiles.com/?p=177 He was the first to purchase and scan artwork "specifically" for use as MAME artwork He was the first to borrow artwork from an arcade collector "specifically" for use as MAME artwork All of that, in addition to Ad_Enuff grabbing existing bezel files from The Arcade Art Library and posting to MAMEWorld as new artwork files, is what inspired me to put the site together, start co-ordinating everything, making new contacts, etc., to get things the way they are today. Also thanks again to all the people listed here. Oh... one last thing. I haven't made any new screenshots yet for this release, so if someone wants to volunteer... =D And I'll update the INI file next time, too.
Ecco il link per il download:
M.A.M.E. Artwork Update (2012-01-29)
Aggiornamenti M.A.M.E.
linknomorehero
- il 30-01-2012 alle 12:38 - 0 commenti
Il buon vecchio M.A.M.E. si aggiorna portano nuove versioni di alcune sue feature giunte alla 0.144u7.

M.A.M.E. 0.144u7
Download
M.A.M.E.32 inifiles 0.144u7
Changelog:
Download
renameSET.dat 0.144u7
Changelog:
Download
mameinfo.dat 0.144u7
Changelog:
Download

M.A.M.E. 0.144u7
0.144u7 ------- MAMETesters Bugs Fixed ---------------------- - 04610: [Crash/Freeze] Multiple sets in cave.c: Segfaults in various places; sprites clipped in middle of screen. (Aaron Giles) - 04268: [Crash/Freeze] All sets using OKI6295 audio: Use of save states eventually crashes MAME upon loading (R. Belmont) - 04629: [Crash/Freeze] topgunnr: [debug] Assert after OK (Aaron Giles) - 04630: [Crash/Freeze] skyraid: [debug] Assert after OK (Aaron Giles) - 03761: [Graphics] edrandy and clones: Do not see the clouds in the background (hap) - 04508: [Graphics] charlien: Little graphic garbage (David Haywood) - 04623: [Timing] drivers that use SCREEN_VBLANK: change from SCREEN_EOF to SCREEN_VBLANK regressed timing (hap) - 04637: [Graphics] chukatai: Garbage sprites on the left side of the screen. (David Haywood) - 04633: [Graphics] rollerg and clones: Graphics corruption on right side of screen (Aaron Giles) - 04638: [Graphics] All sets in hng64.c: Missing 3D graphics. (Aaron Giles) - 04639: [Graphics] wheelfir: Missing foreground layer. (Aaron Giles) - 04643: [Crash/Freeze] All sets in chsuper.c: [debug] Exception after OK with debug build (Aaron Giles) - 04620: [Documentation] j6cpalb: In according with ACE flyer, the exact release year is 1998. - 04606: [Graphics] mach3, cobram3: Missing and/or corrupted graphics (Aaron Giles) - 04624: [Graphics] blswhstl, detawin: Missing graphics (hap) - 03600: [Gameplay] gberet: 30fps framerate seems abnormal (hap) - 04618: [Documentation] All sets in taito.c: All sets in this driver are made by "Taito do Brasil". - 04617: [Documentation] rally: According to ipdb.org reports, the exact release year is 1980. - 04616: [Documentation] radcl_l1 and clones: The correct description is "Radical!..." with the exclamation point. - 04615: [Documentation] rackempp: The correct description is "Rack 'em Up! (Pinball)". - 04613: [Graphics] pballoon: Scrolling problem (hap) - 04612: [Crash/Freeze] All sets in aleck64.c: Crash before OK (MooglyGuy) - 04611: [Crash/Freeze] galpanis galpanisj: both sets freeze on region information (hap) - 04595: [Crash/Freeze] cryptklr: Crashes MAME before it can display the disclaimer. (Curt Coder) Source Changes -------------- Rewrote tilemap.c as a C++ class. For now kept the global functions and just inline mapped them to the class. Will do a pass soon to actually update drivers to use the C++ methods directly. Also, the tilemap callbacks are now delegates which should make for cleaner integrating into modern devices and drivers going forward. [Aaron Giles] Add libjpeg; converted Sliver to decompress pictures on the fly [David Haywood, R. Belmont] Remove support for 4bpp packed graphics. These only manifested for drivers that used GFX_RAW support for 4bpp systems, and yet we had a bunch of extra code to support it. Updated these drivers to do without it and removed all the extra code for supporting it. [Aaron Giles] tagmap is just a C++ template now. Added iterators to it as well. Updated a few outlying uses. [Aaron Giles] VGA: Fixed Double Scan / Maximum Scan Lines condition, and removed a bunch of kludges [Angelo Salese] CGA: fixed display disable read flag [Angelo Salese] i386: BTR and page fault fixes [Carl] i386: basic implementation of FIST and FBLD FPU instructions. [Barry Rodewald] i386: Fixed BSR/BSF and CMPS based on test-i386 output. [Barry Rodewald] VGA: first attempt at adding proper refresh rates [Angelo Salese] i386: Fixed STR and SLDT instructions. [Barry Rodewald] Added Intersil IM6402 UART emulation. [Curt Coder] Added documentation (pinout/dips/chip ID) for popobear based on PCB picture and manual. [Tafoid] i386: fixed a bug with JCXZ opcode [Carl] Changes for GCC 4.7 compatibility [Belegdol] Added FLAC (lossless audio) codec support plus experimental hooks in samples and chdman. Bumped up CHD-CD hunk size to get better compression ratios on both zlib and flac. [David Haywood, R. Belmont] i386: Made stack limit checks better handle the difference between 16 and 32-bit stacks in IRET and RETF. [Barry Rodewald] i386: Stopped IOPL from being changed by IRET when CPL is zero. [Barry Rodewald] ppu2c0x: converted NES PPU to be a modern device. [Fabio Priuli] Further Stepper clean-ups [J. Wallace] floppy: Do specific UI handling [O. Galibert] Added Pluto 5 technical notes about clocks, EPROM config, and addresses/data scrambling for different EPROM types on 16-bit mode. [Roberto Fresca] Move devices into a proper hierarchy and handle naming and paths consistently for devices, I/O ports, memory regions, memory banks, and memory shares. [Aaron Giles] Fixed pcap network device search [Carl] Converted Lemmings, Wizard Fire, Desert Assault, Rohga and Schmeiser Robo to use deco generic sprite device [David Haywood] Major overhaul of VGA memory handlers, added CGA, monochrome emulation and fixed text banking while at it [Angelo Salese] Rewrote i386 x87 emulation: [Phil Bennett] * Use SoftFloat arithmetic functions * Implemented tag word updates * Implemented status word/exception flag updates * Implemented stack underflow/overflow behaviour i386: Various protection mode fixes. [Carl] Fixed some dipswitch defaults and added diplocations to many Konami and Namco games. [kanikani] i386: added 32-bit operand size version of SMSW [Barry Rodewald] Fixed bad assumption by the (pre)GX video mixer [R. Belmont] ksys573: fix disk regions, games boot again [R. Belmont] taitogn: fix card region, games boot again [R. Belmont] Verified and corrected the Sega Security CPU number (317-xxxx) for one of the two unknown Turbo Out Run sets. [Brian Troha] oki6295: force creation of banks so loading a state from after the game has set a bank before the game sets the bank doesn't die [R. Belmont] SDL: don't show misleading message for .BDF UI fonts [R. Belmont, The Flying Ape] i386: Major update to segment limit and protection checking. [Carl] Fixed VGA memory map writes [Grull Osgo] New games added or promoted from NOT_WORKING status --------------------------------------------------- Steal See (& Get Land) [N. A. Jimenez, M. Krug, ShiggsUnderground, C. Stefano, Ted Bailey, R. Mucciarelli, Smitdogg, The Dumping Union] New clones added ---------------- Carrier Air Wing (bootleg) [Bonky0013] (not working) Flying Shark (bootleg, set 2) [Bonky0013] Arcana Heart [Dumping Union] Rapid Fire v1.1 (Build 238) [Brian Troha, The Dumping Union] New games marked as GAME_NOT_WORKING ------------------------------------ Ichi Ban Jyan [Guru] Mushiking The King Of Beetle 2K3 2nd [f205v, The Dumping Union] Virtua NBA (prototype) [Arzeno Fabrice] Popo Bear [R. Mucciarelli, N. Francfort, Smitdogg, The Dumping Union]
Download
M.A.M.E.32 inifiles 0.144u7
Changelog:
* Updated to MAME 0.144u7 * Added 0.144u7 Source/Listinfo changes * Newest Bugs (29th Jan) * Fixed Mameinfo.dat infos
Download
renameSET.dat 0.144u7
Changelog:
2.82 2012/01/29: Added 0.144u7, update 'allMAMErenames.txt' and 'renameSET.ini'
Download
mameinfo.dat 0.144u7
Changelog:
* Updated to MAME 0.144u7 * Added 0.144u7 Source/Listinfo changes * Newest Bugs (29th Jan) * Fixed Mameinfo.dat infos
Download
Recensione Pitfall II: Lost Caverns online...
Vincenzo Scarpa
- il 29-01-2012 alle 21:36 - 0 commenti
Ciao a tutti,
ho aggiunto la recensione di Pitfall II: Lost Caverns per Atari 8-bit (a cura di Retrogaming History). Buona lettura... :-)
http://www.emuita.it/emuwiki (sezione Retrogames)
ho aggiunto la recensione di Pitfall II: Lost Caverns per Atari 8-bit (a cura di Retrogaming History). Buona lettura... :-)
http://www.emuita.it/emuwiki (sezione Retrogames)
Final Burn Alpha v0.2.97.21
linknomorehero
- il 28-01-2012 alle 10:48 - 0 commenti
Aggionrnamento per il caro Final Burn Alpha, emulatore per Capcom CPS-1 e CPS-2.

FBA giunge alla sua versione 0.2.97.21 con il seguente changelog:
L'emulatore è disponibile seguendo i link sottostanti:
Final Burn Alpha v0.2.97.21 32 bit
Final Burn Alpha v0.2.97.21 64 bit

FBA giunge alla sua versione 0.2.97.21 con il seguente changelog:
- Updated the H6280 core and interface to support multiple CPUs [iq_132] - Added multiple-CPU support to debug tracking in the H6280 core and interface [Barry] - Updated Final Romance 2 in the Neo Geo driver to use Razoola's updated version [Barry] - Tidied World Cup '90 driver and fixed video timing and save states [Barry] - Fixed negative sound samples causing an app crash in some PC-Engine games [lantus] - Big-endian fixes for Capcom CPS-1/2/3, Cave, Irem, Psikyo and Megadrive drivers [lantus] - Big-endian fixes for the NEC CPU core [lantus] - Fixed excessive CPU usage when FB Alpha isn't doing anything [Barry] - Fixed non-Ascii output in the gamelist translation template export [doomking] - Hopefully fixed gamelist translation on Chinese systems [Barry] - Changed gamelist localisation to use the system codepage by default [Barry] - Some small localisation fixes [Barry, reported by Benjamin Siskoo] - Reduced the OSD text size to fit in the cliparea [Barry] - Fixed dat file writing from the command-line and added command-line options for PC-Engine dats, as found by MSVC SYMBOL build [Barry] - Fixed bug in game selection dialog with not allocating enough memory for gamenames when scanning sets [Barry] - Updated the default rom path to be the last path again (ie, 20 instead of 8) [Barry] - Updated helpfile with command-line changes [Barry]
L'emulatore è disponibile seguendo i link sottostanti:
Final Burn Alpha v0.2.97.21 32 bit
Final Burn Alpha v0.2.97.21 64 bit
GameBoy Online 28.01.12
linknomorehero
- il 28-01-2012 alle 10:38 - 0 commenti
Nuovissimo aggiormaneto per GameBoy Online.

Questo emulatore sviluppato in Javascript è completamente online e funziona tramite i nostri browser!
Changelog:
L'emulatore è raggiungibile da questo link:
GameBoy Online (28.01.12)

Questo emulatore sviluppato in Javascript è completamente online e funziona tramite i nostri browser!
Changelog:
- Clearing out unused files. - Optimized the GBC BG and Window rendering by special casing out the BG priority flagging into a separate BG and WINDOW renderers.
L'emulatore è raggiungibile da questo link:
GameBoy Online (28.01.12)
PCSX2 SVN r5083
linknomorehero
- il 28-01-2012 alle 08:48 - 0 commenti
Buongiorno a tutti quanti!!! 
E anche stamattina cominciamo l'aggiornamento dei nostri cari emulatori partendo da PCSX2 che giunge alla SVN r5083.

Changelog:
L'emulatore lo potete trovare di consueto seguendo il link sottostante:
PCSX2 SVN r5083
E anche stamattina cominciamo l'aggiornamento dei nostri cari emulatori partendo da PCSX2 che giunge alla SVN r5083.

Changelog:
r5083 GSdx: more fun with shaders but nothing works yet.
L'emulatore lo potete trovare di consueto seguendo il link sottostante:
PCSX2 SVN r5083
OpenMSX 0.8.2
linknomorehero
- il 27-01-2012 alle 08:43 - 0 commenti
Nuovo emulatore inserito nella sezione per Home Computer.
Si tratta di OpenMSX un emulatore chiaramente dedicato a MSX.

Questo emulatore è nato originariamente per Sistemi Operativi Linux che nel corso dello sviluppo ha ricevuto porting per Windows e MacOS. Ora è giunto alla sua versione 0.8.2 con questo changelog:
L'emulatore è raggiungibile in tutte le sue versioni seguendo questo link:
Archivio Emulatori MSX
Si tratta di OpenMSX un emulatore chiaramente dedicato a MSX.

Questo emulatore è nato originariamente per Sistemi Operativi Linux che nel corso dello sviluppo ha ricevuto porting per Windows e MacOS. Ora è giunto alla sua versione 0.8.2 con questo changelog:
This is mostly a bug fix release with some small improvements. Here's the list with all highlights: MSX device support: - Bug fixes: - (regression) sprite colors in screen 7/8 (visible in Ikari for instance) - VDP emulation bug, which was visible in Psycho World's 3x3 power up matrix - Y8950 (MSX-AUDIO) when using NOP Real Motion - MoonSound FM 4op mode - crash in YM2151 (in Yamaha CX5M) - sample playing in Nettou Yakyuu - several small issues in existing MSX machine configurations - Accuracy improvements: - MSX-MUSIC (YM2413 (Okazaki)): implemented SETTLE (or DUMP) phase - MoonSound (YMF278): fixed x-tal frequency and some other details - GFX9000: added basic support for set adjust registers - Added support for several laserdisc features to be able to run the Lascommate Junior High School Mathematics LD's, including a dummy Lascom Kanji cartridge implementation - Added emulation of the following mapper types: - Baby Dinosaur Dooly - Manbow 2 2nd release - Best of Hamaraja Night - Added emulation of memory based I/O for MSX RS-232C, making emulation of Sony HBI-232 possible - Added Sony HB-F9S and Sony HB-G900P machine - Added support for JoyMega: Mega Drive joy pad with 6 buttons New or improved emulator features: - Video output: - Faster laserdisc rendering - Added horizontal stretch for SDL renderer (useful for Dingoo for instance). As horizontal stretching is enabled by default, the CPU usage of openMSX when using the SDL renderer will now be higher than before. Set horizontal_stretch to 320 to disable it and gain some performance (but have a less accurate aspect ratio of the screen). - Sound generation: - Sync sound to EmuTime (greatly improves sample playback in e.g. Real Motion and TRAX Player - Added new sound driver based on libao - Fixed sound quality of blip resampler - MSX developer features: - Added vdpcmdinprogress_callback setting, which can be used to trigger a script when a write to the VDP command engine registers is detected while there is still a VDP command in progress. - Fixed memory usage issue when using step_back (e.g. via debugger) - Greatly improved performance for step_back - Fixed bug with watchpoints that triggered too late sometimes - Command line options/support: - Added recognition of .tcl extension as extra start up scripts - Fixed recognition of OMR/OMS files which were re-gzipped - Added command line option -replay to load and view a replay and also support dropping replays (OMR files) on openMSX to view them - Added command line option -savestate to load a savestate and also support dropping savestates (OMS files) on openMSX to view them - OSD menu improvements (mostly useful for hand held users): - added connector submenu - added support for running tapes - added support for horizontal stretch setting - Joystick support: - Allow joystick axis motion events to be bound, as the manual promises - Made real joystick support a bit more flexible: read all axes - Channel recorder: - Fixed record_channels command to record to the soundlogs directory - Added option to record all channels of all sound chips with record_channels - Platform specific improvements: - Fix Caps lock behaviour on Mac OS X - Add support for MIDI output to a virtual endpoint for Mac OS X - Comfortable machine configurations: - Added new fantasy machine: Boosted MSX2+ JP, based on Panasonic FS-A1WSX - Added basic compiler to Boosted MSX2 EN - Miscellaneous: - Updated all scripts to make full use of Tcl 8.5 (and clean them up in the process) to improve performance - Support in the hardware config XML format for using a single ROM image (i.e. a physical (EP)ROM dump) which is used by several devices - Make PgUp/PgDn reverse step depend on the speed setting - Reverse bar now indicates recording (red) and replaying state - The 'about' console command can now also be used to find settings - Fixed 64k ROM mapper detection Build system, packaging, documentation: - Upgraded Tcl dependency to Tcl 8.5 - Upgraded 3rd party libs - Optional additional dependency on libao - Added support for the Clang compiler - Make our ARM inline asm routines compile in Thumb2 mode - Moved Dingux port to OpenDingux: openMSX now only compiles for OpenDingux - Added lto flavour to enable Link-Time Optimization And of course the usual various bug fixes. In "doc/manual/index.html" you can find a set of HTML manuals for openMSX. Make sure you read this if you haven't used openMSX before, but also to learn more about the new and changed features. Known issues / caveats: - Emulation is not perfect yet. See the bug tracker on sourceforge.net for known bugs. - Until we reach version 1.0.0, file formats can change in an incompatible way without backwards compatibility. This happened between 0.4.0 and 0.5.0, for example. Keep this in mind if you create machine descriptions, ROM database entries etc. We do try to be backwards compatible for at least one release, though. Keep in mind that openMSX is still evolving at a considerable speed. - openMSX is confirmed to run on the following operating systems: Linux, Windows, Mac OS X, FreeBSD, OpenBSD and NetBSD; on x86, x86-64, PPC, ARM, MIPS and Sparc CPU's. Running on other operating systems (wherever SDL runs) or CPU's should be possible, but may require some modifications to the build system. If you are compiling on a new platform, please share your experiences (see below for contact info), so we can make openMSX more portable. - CPU and graphics performance varies a lot, depending on the openMSX settings and the MSX hardware and software you're emulating. Some things run fine on a 200 MHz machine, others are slow on a 2 GHz machine. For performance tuning tips, see the Setup Guide.
L'emulatore è raggiungibile in tutte le sue versioni seguendo questo link:
Archivio Emulatori MSX
M.E.S.S. SVN r14181
linknomorehero
- il 27-01-2012 alle 08:18 - 0 commenti
Buongiorno a tutti!
Nuovo aggiornamento per M.E.S.S. che giunge alla versione SVN r14181.

Changelog:
L'emulatore come sempre lo potrete trovare nel nostro archivio emulatori nei seguenti link:
Windows 32 bit
Windows 64 bit
Nuovo aggiornamento per M.E.S.S. che giunge alla versione SVN r14181.

Changelog:
r14180 vga: avoid a freeze when the crtc is not initialized faster than light [O. Galibert] r14181 m4510: initialize the input callback too [O. Galibert]
L'emulatore come sempre lo potrete trovare nel nostro archivio emulatori nei seguenti link:
Windows 32 bit
Windows 64 bit
Neo Geo torna in versione portatile
linknomorehero
- il 25-01-2012 alle 12:23 - 2 commenti
SNK ha finalmente concesso in licenza il marchio Neo Geo per la produzione di una nuova console portatile con all'interno già alcuni dei titoli più famosi della console.
La console è dotata anche di uno slot SD: ciò significa che arriveranno altri titoli per la macchina da gioco portatile. Lo schermo ha una diagonale di 4,3 pollici mentre le dimensioni della console sono 170×72x15mm. Altre features: 2GB interni di spazio di memorizzazione interna e una batteria da 2200mAh.
Prima di lasciarvi ad alcune immagini della console e non potervi dare al momento notizie sul prezzo e sulla possibile commercializzazione in Europa, ecco la lista completa dei giochi precaricati:
World Heroes
Ultimate 11
Top Player’s Golf
Sengoku
NAM-1975
Mutation Nation
Last Resort
King Of Monsters
Frenzy
Cyber Lip
Fatal Fury Special
Art of Fighting
Super Sidekicks
League Bowling
Metal Slug
Magical Lord
Baseball Stars Professional
Samurai Shodown
King of Fighters ‘94
Fatal Fury


La console è dotata anche di uno slot SD: ciò significa che arriveranno altri titoli per la macchina da gioco portatile. Lo schermo ha una diagonale di 4,3 pollici mentre le dimensioni della console sono 170×72x15mm. Altre features: 2GB interni di spazio di memorizzazione interna e una batteria da 2200mAh.
Prima di lasciarvi ad alcune immagini della console e non potervi dare al momento notizie sul prezzo e sulla possibile commercializzazione in Europa, ecco la lista completa dei giochi precaricati:
World Heroes
Ultimate 11
Top Player’s Golf
Sengoku
NAM-1975
Mutation Nation
Last Resort
King Of Monsters
Frenzy
Cyber Lip
Fatal Fury Special
Art of Fighting
Super Sidekicks
League Bowling
Metal Slug
Magical Lord
Baseball Stars Professional
Samurai Shodown
King of Fighters ‘94
Fatal Fury


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