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MisfitMAME 0.113.6 released

Yes, time for another release, with 80 more games added!
Here is the changelog:
0.113.6
-------
Source changes
--------------
Fixed many CPS1 games.
Fixed all the Playchoice-10 games, and added 8 new ones.
Standardised rom names to avoid ClrMamePro complaints.
Added another 20 MGD2 sets (29 in total).
Added some games with builtin high-score support (marked with [h]).
Added driver for 93c66 serial nvram device.
Increased visible area of warofbug due to text clipped on right-hand side.
Added nvram to Minesweeper, this fixes the problem with best times.
Fixed matrimbl.
Add missing proms to centipede / millipede hacks.
Updated the FAQ.
Updates to neogeo driver:
- Remove all NO_DELTAT_REGION as it does nothing
- Remove loading of encrypted m1's as it is meaningless for hacks
- Replace empty SFIX regions with #define statements
- Add new machine driver to replace hacky screen resizing function
Games Removed (they are in MAME)
----------------------------------
1942, amidar, aof3, arkretrn, asteroid, astrob, astrof
baddudes, bagman, bangbead, blktiger, boxingb, breakers
brubber, cclimber, cleopatr, crush, diggerma, exerion
fatfursp, fightfev, ffight, galaxian, gaunt2, gekirido
gemini, gtg, gyrodine, karnovr, kicker, kizuna, landmakr
liquidk, magdrop3, mario, miexchng, mooncrst, mpatrol
mslug, orlegend, pang, pbobble, pbobble2, pickin, pnickj
puzzledp, ragnagrd, rbff1, rygar, s1945p, savagere
shocktr2, spacduel, shollow, tetris, trackfld, tron
viewpoin, volfied, wakuwak7
Games Added
-----------
2020bb, alpham2, androdun, aof, bstars, burningf, crsword, cyberlip, fatfury1 (MGD2)
gpilots, joyjoy, lresort, ncombat, roboarmy, sengoku, socbrawl, superspy, trally (MGD2)
sengoku2, wh1 (MGD2)
kf2k2evo (King of Fighters 2002 - Evolution)
kf2k2ori (King of Fighters 2002 - Orochi's Iori Remixed)
kf2k2ru (king of Fighters 2002 - Remix Ultra)
kf2k2xxx (King of Fighters 2002 - Perfect revised version)
kf99revo (King of Fighters '99 - Christmas Revolution)
kof2k1b3 (King of Fighters 2001 - Bloodlust)
kof2k2rs (King of Fighters 2002 - Iori Special Remix)
kof2kgbh (King of Fighters 2000 - Boss Hack: Gold Color Edition)
kof97ne (King of Fighters '97 - Remixed)
kof99sp (King of Fighters '99 - Super Plus)
labld2pl (Last Blade 2 - Plus)
lastbl2b (Last Blade 2 - Boss Hack)
matrimbl (Matrimelee bootleg)
rbff2fc (Real Bout Fatal Fury 2 - Enable Alfred v3 & Color Fix)
wh2ey (World Heroes 2 - Boss, PPX hack, remixed)
absurd (Absurd! / QuadBlok)
chtpac3d (Pacman-3D [c])
exerionj (Exerion - Japanese "Genuine" version)
galbug (Galaxians / War-of-Bug multigame)
galnamco (Galaxians)
hmpopeye (Hangly-Popeye) [sirscotty]
kgpe (Kingdom Grand Prix - Neill Corlett)
nrallyv (New Rally-X Vertical) [sirscotty]
spclone (Salamander Version YY)
splatsc1 (Splat! for Williams SC1 hardware)
tst_wow (Wizard of Wor Test Rom)
tst_galx (Fixed Galaxian Test Rom)
tst_gorf (Gorf Test Rom)
tst_gor1 (Gorf Memory Test)
tst_frog (Frogger Sound Test)
videight (Video Eight - 8in1 multigame)
pc_ark (Arkanoid)
pc_cch (Circus Charlie)
pc_dk (Donkey Kong)
pc_dk3 (Donkey Kong 3)
pc_galag (Galaga)
pc_gyrus (Gyruss)
pc_pacm (Pacman)
pc_skykd (Sky Kid)
cps1frog (Frog Feast cps1 - Rastersoft)
ngfrog (Frog Feast neogeo - Rastersoft)
pgmfrog (Frog Feast pgm - Rastersoft)
bmbjckhs (Bombjack [h])
btimehs (Burger Time - DataEast [h])
btimemhs (Burger Time - Midway [h])
ckonghs (Crazy Kong [h])
dcast1hs (Mr Do's Castle (set 1) [h])
dcast2hs (Mr Do's Castle (set 2) [h])
dcastohs (Mr Do's Castle (older) [h])
dkjrhs (Donkey Kong Junior [h])
dkonghs (Donkey Kong [h])
froghs (Frogger [h])
mrdohs (Mr. Do! [h])
mappyhs (Mappy (US) [h])
mappyjhs (Mappy (Japan) [h])
pengohs (Pengo [h])
reacths (Reactor [h])
supachs (Super Pacman [h])
f3demo (Demo for Taito F3 [NOT WORKING])
wmg (Williams 6in1 Multigame [NOT WORKING])
My hacks
--------
This section is dedicated to my very unofficial changes.
jumpbug (with more sounds)
>> Get it HERE.
dgVoodoo v1.50 Beta2 released

Glide wrapper
dgVoodoo is a Glide Wrapper that implements Glide 2.11 and Glide 2.43 API byusing DirectX.
dgVoodoo provides support to run Windows-based and DOS-based applications using
Glide, and it can also emulate VESA 2.0 for DOS applications.
Ok, I've made a new build after a year. But it's still a beta...
download dgVoodoo v1.50 Beta2 (released: 06.03.2007)
What's new in v1.50 Beta2
------------------------------
- Texture memory scalability to 4MB. Only for Red Baron 3D.
Idea and implementation technique is by GabiLaser!! Thanxxx GabiLaser!!!
And now that I'm writing this readme, it has come to my mind that I forgot
to include the promised "Ignore Palette Changes" function in the wrapper...
But it's late....
- Hardware accelerated regenerating of paletted textures when using the DirectX9 renderer,
if your videocard supports certain texture formats (mainstream cards support them...)
- Flashing desktop elements and other craps are eliminated. At least they should be.
- VESA-emu: the wrapper doesn't insist on the resolution and color depth coming from
a given VESA mode parameter. If a particular video mode isn't supported by the
videodriver, it looks up for the best matching available one, converts the color
format and scales the screen-image as needed (like in windowed mode).
What is more, it chooses the best matching refresh frequeny according to the one
given in the setup on VESA tab. It all needed because I had troubles with VESA emu
under Windows Vista.
Previous versions didn't supported it, and always used 60hz as monitor refresh freqency.
Only exceptions are 8 bit modes, they were wrapped to 32 bit because DirectX9 doesn't
support so legacy things.
- I think that's all, some other modifications were done as I recall, but they were so
long ago, I can't remember them exactly, and had some beers since then.
>> Get it HERE.
Xebra 2007-06-03 released
BSNES 0.020 released

SNES emulator
2007-06-03 - bsnes v0.020 released
Five months and 43 WIP releases in the making, today I am releasing bsnes v0.020. I'd really like to express my thanks to blargg, for he has written a new S-DSP emulator that is an impressive 32 times more precise than all existing S-DSP emulators. It is now bus-accurate, and should produce bit-perfect sound output to that of a real SNES, excepting very minor, very extreme edge cases. Not only did he do this, he went out of his way to develop a special version exclusively for bsnes to ease licensing concerns and take advantage of bsnes' unique features, notably cothreads. I can't thank him enough. Unfortunately, bsnes has taken a ~10% speed hit over v0.019 by using this new S-DSP emulator, but I must stress the speed hit is entirely due to the way bsnes is implemented. blargg's standalone S-DSP emulator is very, very fast. Anyone is free to take a look at his S-DSP emulator, as he has released it as open source under the LGPL, by visiting his homepage.
Unfortunately, the new cross-platform UI is not entirely finished. Some sacrifices had to be made to support libui. Specifically, the following features are missing from v0.019, but will hopefully be added back in future releases:
* Fullscreen support
* Input Configuration panel cannot capture joypad input. Joypad support is still present, but it must be mapped manually through the Advanced panel or through editing bsnes.cfg by hand
* The Cheat Code Editor is missing, but cht files can still be used from bsnes v0.019, and created by hand
Sufami Turbo support is not accessible from the UI
* The UI on Windows is slightly less polished due to compromises to allow the UI to be readable on Linux.
I am sorry for the rough edges listed above, but I wanted to get a new release out, as it has been over five months since the last release, and I really want the world to be able to experience blargg's new S-DSP emulator.
Changelog:
* Added blargg's new S-DSP emulator, runs at 1.024mhz. Many thanks to blargg for this, as this puts all portions of SNES emulation except for the S-PPU at bus-accuracy
* blargg's S-DSP core fixes bugs in both Koushien 2 (J) and Toy Story (U)
* Corrected all S-SMP cycle timings to be hardware accurate. Thanks to blargg for creating an amazing test ROM that tested every possible opcode
* Corrected S-CPU wai instruction timing, fixes Mortal Kombat II
* Reverted HDMA sync emulation once more to fix Breath of Fire II (G) and Secret of Mana (U)
* Completely rewrote user interface to use libui, which is a wrapper that allows the same code to produce the same UI on both Windows (through the Win32 API) and Linux (through the GTK+ API)
* Corrected $2100.d7 OAM reset behavior, thanks to research from anomie
* Massively revamped the Linux port, should compile with no warnings or errors now
* Added 64-bit support to libco, tested on FreeBSD/amd64, should work on Linux as well
* Revamped makefile with suggestions from Nach
* Improved Linux Xv renderer to use the far more common YUY2 format, which should work on most Xorg drivers, allowing hardware accelerated video scaling
* Completely rewrote config file system. bsnes.cfg is now saved to user's profile folder on both Windows and Linux, allowing multi-user support
* A lot more work has been done behind the scenes, including massive code cleanups and portability improvements