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20080601소식 Emulator알림

[Arcade] Roberto Fresca WIP

--- 2008/06/01 ---

Sigma 2000 working...

Reworked the Sigma 2000 inputs. After the init sequence, the game started to work properly. In fact it has good graphics and adictive gameplay.




















[Arcade] Model 2 Emulator WIP

Re: Model 2 Emulator 0.7 WIP (#2)

Notapor Wesker el Dom Jun 01, 2008 12:49 pm
Mas novedades para poner los dientes largos:

- Ya se muestra correctamente el fondo del escenario "Forest" de Sega Rally, que el horizonte era una masa negra.
- Ya se muestran muchas de las texturas del Top Skater que aparecian como bloques negros.
Adjuntos

Model 2 Emulator v0.7 WIP - Sega Rally

Model 2 Emulator v0.7 WIP - Top Skater
[Arcade] Haze's WIP

June 1st, 2008

Deroon / Angel Eyes part 3

Nuapete came up with a solution which allows Angel Eyes to write background scroll registers. At the moment this causes the game to reset at random points (probably protection) but allowed me to hook up the scroll registers.
I also added sprite zooming (used on the shadows in Angel Eyes, and various places in Deroon) and fixed the sprite -> tilemap priority. Guru also redumped the Deroon graphic rom which was causing some missing graphics before.

Deroon Dero Dero












Angel Eyes




















[Arcade] Charles MacDonald WIP
News (6/1)
16-bit EPROM emulator

Last year I designed a 16-bit EPROM emulator based around the IDT7025 8Kx16 dual-port static RAM, a very useful chip that supports 8 and 16-bit access independently on either of its RAM ports. This is what I used for running tests on my Model 1 and Jaleco Mega System 32 boards, the latter needing two emulators in parallel to emulate four EPROMs.
The software to control it was a modified version of the 8-bit EPROM emulator utility. Support for multiple devices isn't implemented quite right, so just use it for controlling a single device. This ended up being my first project that used almost all surface mount parts, as well as PLCC chips. I'm quite proud of the way it came out, and so far it has been invaluable for running tests on 16-bit and 32-bit systems. Here is the PCB layout, documentation, utility program and source code: At some point I was thinking of making adapter PCBs that would support 27C4096 and 27C400 type pinouts as I have a few boards with those chips instead of two 8-bit EPROMs in parallel. It's just a wiring difference but this would be a neater solution and simplify cable assembly.
VDP pin assignments

Here is a mostly complete pinout for the 315-5313 VDP. If anyone does something cool like sticking a RAMDAC chip on the color bus outputs, do let me know. :)
V25 research

There are a number of instructions which delay interrupt and exception processing, allowing one more instruction to be executed before the interrupt is taken:
    POPF, CLI, STI
    POP [segment-register]
    MOV [segment-register], r/m16
    Segment prefixes: CS, DS, ES, SS
    Repeat prefixes: REP, REPNE, REPC, REPNC
    LOCK prefix
For the prefixes, this prevents an interrupt from being taken after the prefix byte has been fetched but before the instruction it applies to has been executed. Likewise for segment register loads, if an interrupt occurred after SS was changed, SP would be invalid. By delaying interrupts the following types of sequences become uninterruptible:
    pop ss
    mov sp, $F800
    ; or
    mov ss, [si+0]
    mov sp, [si+2]
It seems less important to have DS and ES register loads delay interrupts as well, I did not expect this behavior.
I have been looking at the MCU code for other games and it seems that they use similar, if not identical instruction encodings, despite using differently labeled MCUs. V-Five in particular seems to match the Knuckle Bash opcodes quite closely, and when/if I can get Knuckle Bash decrypted, I'll see how much of V-Five can be decrypted.
[Arcade Tool] Mameinfo.dat v0.125u3 Source
Updated - 1st June
.125u3

- New games: ChuckECheese's Match Game, Coronation Street Quiz Game and 'Player's Edge Plus (XP000112) White Hot Aces Poker'
- New Working games: beatmania THE FINAL (ver JA-A)
- New clones: Atomic Boy (revision B), Dynamite Cop (USA, Model 2C), 5x Fred Flintstones' Memory Match and Mighty! Pang (Euro 001010)
- 80286 CPU: Fixed memory access in the core which made i286.h obsolete. Changed CPUINFO_INT_MAX_INSTRUCTION_BYTES to prevent crashes during disassembly.
- MIPS CPUs
. Renamed struct mips3_config -> mips3_config
. Updated all drivers to the new names
. Removed MIPS3DRC_STRICT_COP0 flag, which is no longer used.
. A few minor cleanups
. Moved implementation-specific state into a pointer hanging off of the core MIPS3 state
. Removed large context in favor of a pointer to the large context to help improve context switch times
- COP420 CPU:
. Fixed COP420 instructions JSRP, LBI, LQID, SKT, XAS and INIL (Draco now has sound)
. Fixed cycle count for extended opcodes
. Added CKO general purpose input
- 8257 DMA (dkong.c)
. Added support for autoload mode
. Fixed bug in calculating count
- EEPROM: Renamed EEPROM_* to eeprom_*. Updated all drivers accordingly. Typedef'ed a real eeprom_interface structure.
- ampoker2.c
. Reworked the color routines switching to resnet system
. Added a resistor network diagram
. Switch to pre-defined crystal value
. Changed the WATCHDOG_TIME_INIT to be based on miliseconds instead of hertz
. Other minor cleanup/fixes
. Updated technical notes
- dcheese.c: Added a PORT_CUSTOM for the ticket dispenser callback. Updated the dcheese driver to use it. Many more drivers can be updated to use these new PORT_CUSTOMs in the future, eliminating hacky input port read handlers.
- peplus.c
. Updated coin-in timing
. Extended memory address range of DUART
. Fixed overlapping input port bits
- zaxxon.c: Removed meaningless service_coin_lockout_w function. Updated the Zaxxon driver to correctly handle the coin enable lines. There is no external coin lockout circuitry in Zaxxon; instead, the pcb simply latches the coin input, which then needs to be explicitly cleared by the game.
- beatmania THE FINAL (ver JA-A): Added missing harddisk (Game now playable)
- Clash-Road: Fixed Z80 CPU1 clock speed
- Draco: Game has now sound (COP420 fixes)
- GI Joe: Made game not crash, but still don't understand what the original code was trying to do.
- Hyper Duel: Fixed rom names
- Jack Rabbit/Money Money: Replaced TMS5220 sound with TMS5200
- Magical Error wo Sagase: Fixed gfx1 rom loading
- One + Two: Changed default dipswitches in driver. Common coinslot mode seems broken, or our code is wrong.
- Portraits: Replaced TMS5220 sound with TMS5200
- Power Spikes: Fixed visible area in clone clone '1991 Spikes (Italian bootleg)'
- Rainbow Islands: Fixed clocks in clone Jumping
- Super Pool (9743 Rev.01)
. Moved game to a better match hardware (magic10 driver)
. Fixed the ROM load and added a list of PCB components
. Fixed description, 68000 CPU1 clock speed, visible area and palettesize
- Wily Tower: Fixed Z80 CPU1 and I8039 CPU2 clock speeds
- Input port
. Fixed PORT_IMPULSE handling. The old code would force inputs to be asserted for at least the number of frames indicated, but keeping the button pressed would keep the input asserted. Now the input is asserted far exactly the number of frames indicated.
. Added a PORT_CUSTOM for the eeprom bit reading. Updated several drivers to use that by specifying it in their input ports instead of having a custom read handler that inserted the bit forcefully. Also added a PORT_CUSTOM for the ticket dispenser callback as well. Updated the dcheese driver to use it. Many more drivers can be updated to use these new PORT_CUSTOMs in the future, eliminating hacky input port read handlers.
. Changed error reporting during input port detokenization to fill a buffer rather than fatalerror-ing immediately. Should now properly skip over any invalid tokens. Enhanced error detection during input port detokenization to catch duplicate bits. There are a lot of these! Updated initialization code to print errors and fatal only if the input ports were unable to be constructed at all.
. Added internal default tags for input ports when saving/loading
. Removed meaningless service_coin_lockout_w function
. Added support for a NULL set of input ports, used by the empty driver.
. Fixed duplicate input port bits in cps1.c, dkong.c, gottlieb.c, megadriv.c, pacman.c and segae.c
- Description changes of Dynamite Cop (Export, Model 2A), Fred Flintstones' Memory Match (World?, Ticket version, 3/17/95), Magical Error wo Sagase, Super Pool (9743 Rev.01)
- Dipswitch
. Fixed bug that caused dipswitches to be improperly read from game cfg file in certain circumstances
. Fixes in dkong3, ghouls, knights, onetwoe, qbert, sqbert, tetrisse and tomahawk
- MAME
. Fixed cpu_getiloops() which was not returning the correct value
. Changed the behavior of the translate callback in the CPU interface: Added new 'intention' parameter to the translate callback to indicate read/write/fetch access, user/supervisor mode, and a flag for debugging. Updated all call sites to pass an appropriate value. Updated all CPU cores to the new prototype.
. Added new astring functions astring_del, astring_replace and astring_replacec
. Cheat engine: * Supported (preliminary) new cheat format: Added new operations: PDWWrite, RWrite, VRWrite, CWrite, Move, Branch, Loop and Popup. Added new options: ValueSelectNegative, Return, AddressReadFrom and DataReadFrom. Added cheat variables. You can store data with Write or Move operations and read as an address or data from each fields. Added condition check for CWrite, Branch and Popup operations. Added new custom codes: Separator and Layer. Supported Shared Code [MESS ONLY]. Different machine shares common code for a game. * Allowed mixed label-select or user-select with standard code. * Added label selector menu for label-selection code. * Added extend comment displayer for multi-line comments. * Added command menu for cheat list and watchpoint. Easy selectable cheat commands in this menu. * Added debug view menu [DEBUG BUILD ONLY]. It displays internal info to debug cheat system. * Supported unique separator by ui_draw_menu() in several menus. * Added user defined search region. You can set free memory range from cheat database. * Enhanced error check for cheat code to prevent from unexpected working. Error code is locked. If you select this code, the analyser works instead of the code activater. * Enhanced value input with keyboard-less. Cheat edit key gives new input system in several menus Left/right keys moves the edit cursor and up/down keys changes a value. * Added cheat command save, reload and reset in option menu. * Supported address shift in searching. Now searchable default region in TMS340*0 cpu games (Trog, Smash T.V. etc). * Refined cheat menu handling with function pointer called cheat_menu_handler. * Added format strings table to manage in an integrated fashion. * Deleted unused hacks of default search region for Neo Geo and TMS34010. * Refined code based on MAME coding guidelines: Renamed many functions/structures/constants. But not complete due to too many items. Converted small but often used functions to INLINE. Fixed a comparison in case of 0 or NULL. Added missing function prototype for several functions.
. Added new option -snapname which lets you provide a template for how snapshot names are generated. See config.txt for details.
. Updated documentation in several drivers based on old readmes and other data that might get lost
. UI menu
. Fixed behavior of toggle switches so that they don't lose their value when the UI is up. They also can now be used for multibit DIP switch settings in which case they toggle through all the options. Added new functions input_field_select_next_setting() and input_field_select_previous_setting() which can be used to iterate properly through DIP switches. Fixed the behavior for cases where conditional ports are in play (you could get stuck). Changed uimenu.c to call these instead of implementing its own.
. Changed uimenu.c so that hitting ENTER on a DIP switch resets it to its default value. This is analagous to how the OSD sliders behave.
. Changed text used to specify a menu separator in uimenu.c, and added a #define for the new string.
- Compiling
. DRC frontend changes: Fixed bug in handling edge case with the PC near the 0 or ~0. Added new flag to tag privileged instructions.
. UML updates: Added new opcode SETC to set the carry flag from a source bit. Added new opcode BSWAP to swap bytes within a value. Updated C, x86, x64 back-ends to support the new opcodes. Updated disassembler to support the new opcodes.
. Added TOKEN_SKIP_* macros to tokenize.h
Mameinfo.dat

0.125u3: Updated to MAME 0.125u3. Added 0.125u3 Source/Listinfo changes. Newest Bugs (29th May). Fixed Mameinfo.dat infos.

0.125u2: Updated to MAME 0.125u2. Added 0.125u2 Source/Listinfo changes. Newest Bugs (22nd May). Fixed Mameinfo.dat infos.
0.125u1: Updated to MAME 0.125u1. Added 0.125u1 Source/Listinfo changes. Newest Bugs (15th May). Added Romset (kb/files/zip) infos. Added 'Recommended Games'. Fixed Mameinfo.dat infos.
0.125: Updated to MAME 0.125. Added 0.125 Source/Listinfo changes. Newest Bugs (5th May). Fixed Mameinfo.dat infos.




Download

*NEW* MAMEINFO.DAT 0.125u3 (1229kb)

MAMEINFO.DAT 0.125u2 (1227kb)

MAMEINFO.DAT 0.125u1 (1224kb)

MAMEINFO.DAT 0.125 (1220kb)

MAMEINFO.DAT 0.124u5 (1219kb)

File extract info for Unix/Linux and Mac OS users
[Arcade] Story.dat & mamescore.ini. & default.el 20080601
MAMESCORE files

MAJ / Updated : 01/06/2008 17:17
pour enregistrer les fichiers, faites bouton droit -> enregistrer la cible sous...
to save those files, do right click -> save target as...


story.dat (470.7 Ko)

ce fichier va permettre d'afficher dans MAME les records établis sur MAMESCORE. Utile pour avoir une idée des scores à battre et du niveau des joueurs... Téléchargez story.dat et copiez-le dans le répertoire de votre MAME (le fichier doit se trouver dans le même dossier que l'*.exe de MAME)
Si vous préférez, téléchargez la version history.dat

This file allows you to see the MAMESCORE top scores in your MAME !
Download story.dat and place it in your MAME folder (with the mame*.exe)
Same file, if you prefer history.dat




mamescore.ini (14.59 Ko)

ce fichier permet de diffuser la liste des jeux dont des records sont dans MAMESCORE. Placez mamescore.ini dans le dossier "folders" de votre MAME (si ce dossier n'existe pas, crééz-le!) Lancez ensuite MAME et vous découvrirez sur la gauche un nouvel icone "mamescore" contenant la liste des jeux.

this file allows you to display the game list of MAMESCORE in your MAME (32 and derivatives). Download it and place it in the "folders" directory (create the folder if needed) Launch MAME and you'll see a new icon "mamescore" with the game list.



default.el (22.63 Ko)

ce fichier permet de diffuser la liste des jeux dont des records sont dans MAMESCORE avec le Front-end emuloader. Placez default.el dans le répertoire "resources\favorites" de emuloader.

this file allows you to display the game list of MAMESCORE in your Emuloader Front-end. Download it and place it in the "resources\favorites" directory.
[Computer AmstradCPC] PSPCAP32 v1.4.0
Amstrad CPC Emulator for PSP

Sunday, June 1. 2008

PSPCAP32: Amstrad CPC Emulator for PSP v1.4.0



Hi All,

Here new (final?) version of PSPCAP32 the CPC Emulator for PSP.

For those who haven't seen previous versions, Caprice32 is one of the best emulator of the Amstrad CPC home computer series running on Windows and Unix, written by Ulrich Doewich.
This emulator faithfully imitates the CPC464, CPC664, and CPC6128 models
(see caprice32 project)

What's new in version 1.4.0 :

- Major speed improvements, frame rate reached 55 fps at 222Mhz
on startup and 67 fps at 266Mhz
- Fix IR keyboard issue with fw >= 3.80 for FAT PSP
- Add gzipped disk file support, reduce disk file size from 190k to 20k !
(you may gzip original dsk file using www.7-zip.org)
Of course, gzipped disk files are also browsable using disk explorer
inside the emulator, and when possible, they can be run automatically.
- Add eboot's music
- A thumbnail image is now displayed in the file requester
while selecting any file with the same name of a previously
saved game (snapshot, disk, keyboard, settings).
It might be very helpful to recognize that game later if you
have thousand different games in your disk and snapshot folders !
- The virtual keyboard is now usable in the file requester menu to
choose the first letter of the game you search !
- In the emulator menu you can go directly to keyboard and settings
menu using the L-Trigger key.
- Fix random black screen issue
- Source code can now be compiled to build a linux version


How to use it ? Everything is in the README.txt file.

Sources are included, and this package is under the GNU public license,
read COPYING.txt file for more information about it.

This homebrew has been tested on both FAT and SLIM (thanks to Greg) with cfw 3.90-m33 + add fw1.5, but it should work on any other DAX custom firmwares.

pspcap32-v1.4.0-fw3x.zip

pspcap32-v1.4.0-fw15.zip

pspcap32-v1.4.0-src.zip

Thanks to Gryzor you can find here a set of snapshots in snz format.

If you look for disk images you can find most of them here

Want to know which games are good ? here is a good site !


Enjoy,

Zx.


If you want to discuss on this emulator, you can do it there :
zx81's forum on dcemu network or zx81's forum on qj.net

[Computer PC] OpenTTD v0.6.1
OpenTTD is an open source clone of the Microprose game "Transport Tycoon Deluxe".
OpenTTD 0.6.1
Sunday, June 1st 2008 18:01 GMT - posted by Rubidium
Today we have released 0.6.1 which contains lots of small bugfixes. It also fixes a bug that could lead to remotely triggered crashes of clients.

We therefor urge you to update to 0.6.1.
June 1, 2008
Release Name: openttd-0.6.1
Notes:
Today we've released the second stable release of the 0.6 branch. This release primarily fixes small issues that have been found in 0.6.0 and does not add any new features.

However, upgrading to this version is recommended.


Changes:
0.6.1 (2008-06-01)
------------------------------------------------------------------------
- Fix: Industry tiles would sometimes tell they need a 'level' slope when they do not want the slope (r13348)
- Fix: Attempts to make the old AI perform better (r13217, r13221, r13222)


0.6.1-RC2 (2008-05-21)
------------------------------------------------------------------------
- Fix: Do not send rcon commands of the server to the first client but do directly execute those on the server (r13137)
- Fix: For multiheaded engines, halve power and running cost when used instead of when loading, to allow callback values to work properly (r13074)
- Fix: Loading of TTDP savegames with rivers in them [FS#2005] (r13066)
- Fix: Update build industry window when raw_industry_construction setting is modified (r13060)
- Fix: Revert changes to multihead engine weight -- the original values were correct (r13023)
- Fix: Debugging was not possible with MSVC 2008 (r12996)
- Fix: List used for sorting GRFs was not freed (r12993)
- Fix: Default difficulty settings were different to TTD's original settings [FS#1977] (r12951)
- Fix: All vehicles would be available when an original scenario would be played [FS#1982] (r12948)
- Fix: Keep only first 15 bits for non failed callback results (r12947)
- Fix: Reading/modifying invalid data under some circumstances (r12943)
- Fix: Minor errors related to industries accepted/produced cargo (r12933)
- Fix: Town rating was affected even after the test run (r12920)
- Fix: Flood road tiles even when there are road works in progress [FS#1965] (r12919)
- Fix: Do not initialize Station struct with tile=0, buoys will never change that value [FS#1960] (r12915)
- Fix: Game crash when a spectator/server tried to show an engine with no owner when a NewGRF requested a specific variable (r12914)
- Fix: Report reverse sprite status (FD/FE) to NewGRF for manually toggled vehicles (r12910)
- Fix: Vehicles going twice to a depot when the automatic service interfered with the current order [FS#1985] (r12629)


0.6.1-RC1 (2008-04-26)
------------------------------------------------------------------------
- Fix: Vehicle groups, engine replacement rules and player/company names were not properly reset/freed after bankrupt (r12906)
- Fix: Remove trams from savegames saved in OTTD without tram support, it is better than to simply crash [FS#1953] (r12904)
- Fix: GCC on FreeBSD does not support -dumpmachine causing configure to fail. Use g++ instead [FS#1928] (r12876)
- Fix: Make the town rating tests use less memory and much quicker (r12859)
- Fix: Usage of AutoPtr made (trying to) build stuff very (time) expensive (r12857, r12855)
- Fix: Ensure that prop 25 is set for all vehicles in the consist before other properties as it could cause desyncs (r12856)
- Fix: Too much catenary was drawn about tunnel entrances, middle bridge pieces and non-rail station tiles (r12853, r12852)
- Fix: Use YAPF for fairly old savegames from before YAPF was introduced (r12845)
- Fix: The industry tick trigger should only be triggered once every 256 ticks, not every tick... Also bail out of the triggers a little earlier if you know they are not going to happen anyway (r12844)
- Fix: Inconsistent use of 8/15-bitness of NewGRF callback results with respect to TTDP's implementation of the specification (r12819, r12818, r12759)
- Fix: Possible out of bounds array access (r12809)
- Fix: Enforce autorenew values range in command (r12808)
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading [FS#1938] (r12795)
- Fix: [OSX] In some rare cases when using an uncalibrated monitor the system colour space could not be retrieved. Show an error when this happens instead of just trying an assertion (r12776)
- Fix: Slope checking for NewGRFs failed (r12759)
- Fix: Check the TILE_NOT_SLOPED flag of the _north_ tile of multi-tile houses to decide if autoslope is allowed (r12717)
- Fix: Do not move windows below the toolbar on resizes unless they would go behind the toolbar [FS#1904] (r12714)
- Fix: Increase default sound buffer size only for Vista [FS#1914] (r12708)
- Fix: Do not crash very hard on unrecognised savegames, just go back to the intro menu instead (r12707)
- Fix: In some cases a news messages would not be shown [FS#1906] (r12683)
- Fix: Removing road pieces from a town gave you twice the intended penalty [FS#1920] (r12682)
- Fix: When a road vehicle has a tram only stop multiple times in a row in it's orders, only the first one would be skipped [FS#1918] (r12678)
- Fix: Colour remaps on station sprites only worked for company colours [FS#1902] (r12674)
- Fix: Remove buggy buoys at tile 0 from old TTDP savegames (r12642)
- Fix: Possible NULL pointer dereference when reading some NewGRF data [FS#1913] (r12637)
- Fix: Infinite loop in case your compiler decides that enums are unsigned by default (r12622)
- Fix: The convert signal button disallowed signal dragging when the signal GUI was closed (r12577)
- Fix: Binding to a specific IP could cause OpenTTD to not register properly with the masterserver if one has multiple external interfaces (r12574)
- Fix: min() has 32bit arguments, clamping of 64bit values did not work (r12572)
- Fix: Towns could not terraform when inflation rised terraform prices enough (r12564)
- Fix: Do not affect town rating change by the order in which we examine stations (r12561)
- Fix: Redraw the signal GUI when the signal drag density changes in the patch settings and vice versa (r12553)
- Fix: Do not install scenarios into the current user's homedir when running 'make install', that is silly. Simply always install scenarios system wide instead (r12542)
[Computer FrontEnd] Boxer v0.7 alpha
Boxer is a front-end for DOSBox and Mac OS X.

Boxer 0.7α

Boxer is a DOS game emulator for OS X, built around the powerful DOSBox.
Boxer aims to make it easy and painless to play your DOS games.
Download Boxer 0.7α (12.4MB OS X disk image) Be sure to check the Boxer Release Notes for tips on running your DOS games. A copy of the Release Notes is also included in the Boxer download.

Compatibility

Boxer is a universal binary and has been tested on Intel Macs running OS X 10.5. 10.4.11 is supported but not thoroughly tested, and so may have bugs. Earlier versions of OS X are unsupported and unlikely to work correctly.

Boxer’s Features

Boxer provides DOSBox 0.72’s rock-solid DOS game emulation, plus:

  • Turn games into one-click game packages that you can launch like a Mac application
  • Easily install games from CDs or installer files into new game packages
  • Run DOS .exe, .com and .bat programs straight from Finder
  • Drop folders and CD-ROM images onto Boxer to open them in a DOS prompt
  • Enjoy Mac-friendly keyboard shortcuts, file locations and emulation settings

Boxer saves you from configuration hassles, by:

  • Setting up a DOS Games folder for you as the default DOS drive
  • Automatically mounting CD-ROMs, disc images and specially-named folders as DOS drives
  • Auto-configuring many games that need special emulation settings
  • Storing individual emulation settings with each game package
  • Using the appropriate DOSBox translation for your language
However, Boxer is still in an early state and does not yet offer a graphical interface for modifying game settings. Most DOS games should work straight away, but for the games that don’t you may need to do some configuration-file editing.

Boxer’s Goals

Boxer was created because one day, while clicking on a Nintendo ROM in Finder to instantly play a game, I wondered why MS-DOS game emulation has to be so hard.
Historically, this has been because MS-DOS itself is hard: a long way from plugging in a cartridge and pressing the power button. However, now that the tools are available to make MS-DOS emulation possible, it’s time for tools to make it easy: easier than it ever was back in the old days.
Boxer aims to make it that easy to run your favourite DOS games: without editing configuration files, without typing commandline parameters, without mounting folders, without learning a confusing frontend; without doing any more than clicking on a game in Finder.

What are Boxer’s game packages all about?

DOS game emulation lacks an equivalent to console ROM files, which contain a game’s data in a single file that’s easy to store, distribute and launch.
Boxer aims to address this with DOS Game Packages. These bundle a game’s files and configuration settings into a single tidy container, and can be created from an existing game folder just by renaming it. You (or anyone with Boxer) can then play the game just by clicking on the package.
In future, I hope to let game packages retrieve and store metadata about their games too: name, publisher, release date and even box art.
(Unfortunately for now this package format is Mac-only, specific to Boxer, and requires zipping for redistribution.)

Where to Find DOS Games

To get you started, here are some legal (to my knowledge) Boxer-ready game packages to download: (These games are packaged in OS X disk images, so only download them if you have a Mac!)

Commercial games

If you’re looking for out-of-print commercial DOS games, the right thing to do is to search Ebay and other internet auction sites for used copies. It’s possible to find CD rereleases or even mint-condition boxes of most popular games. (Let’s maintain the convenient fiction that you won’t just do a google search for “abandonware” and avail yourself of the many websites for pirated DOS games instead.)

Documentation

Replacementdocs carries good-quality PDF scans of game manuals, maps and other box material for a lot of DOS games.

Cover art

Your games collection will look even snazzier if you give your games custom icons. I recommend finding game-box cover art from Abandonia, Mobygames or a google image search, and turning the covers into OS X icns files using img2icns.
You can give a game folder or game package a new icon by opening its Get Info window and dragging the icns file onto the thumbnail in the top left corner. After you've done this you can delete the icns file.

Version History

  1. 0.7 (The install-o-matic release)

    Game package and game-installation improvements:

    • Running a DOS installer program (e.g. install.exe) which isn’t already in a game package will offer to install the game into a new package for you.
    • Boxer now handles drive C more robustly and predictably:
      • When launching a game package (or opening files inside one, no matter how deeply nested), the package will always be drive C. This means packages now act as self-contained little DOS machines.
      • The rest of the time your DOS Games folder will be drive C, and files inside it (again, no matter how deeply nested) will be opened relative to it.
    • Game packages can now run games from subfolders inside them. This will fix games that need to be run from C:\GAMENAME\ rather than C:\.
    • Mountable images/folders inside a game package can be named with the drive letter you want them to use: e.g. E.iso, D.harddisk, B.floppy.
    • Boxer now only auto-detects mounts and games inside packages, not inside regular folders. This reduces startup times for launching to a DOS prompt, but requires you to use packages for most tasks.
    • Added auto-configuration for a dozen more games.
    • More comprehensively-documented game configuration files.

    Other changes:

    • Boxer now chooses an appropriate label for mounted folders. This fixes physical CD-ROM detection for many games (ones that check the volume label of their CD.)
    • Added the DOS Utilities folder, which is installed to ~/Library/Application Support/Boxer/ and mounted as drive Y. Gravis Ultrasound drivers are included here to make them available to all games.
    • Recognise (most) Windows-only executables and give an alert instead of launching them.
    • Prompt to close the DOS window after a program exits.
    • Detect the resolution of the primary display and use it as the fullscreen resolution in DOSBox Preferences.conf. Currently this will not detect secondary displays nor reflect changes to the primary display.
    • Added support for .cdr disc images created by Disk Utility.
    • Fixes for bugs under OS X 10.4.
    • Improved error handling and error reporting in Boxer (does not apply to DOSBox errors).
    • Disabled support for .img disk images owing to too many false positives (which often cause DOSBox to crash). Support will be reintroduced once Boxer is smart enough to work out what a real disk image looks like.
    • New DOSBox icon to distinguish individual DOSBox sessions from the main Boxer application in the Dock. Also a new icon for the Boxer disk-image, and minor improvements to other icons.
  2. 0.65 (The mountaholic release)

    • Fixed myriad bugs that were preventing Boxer from working in OS X 10.4.
    • Working directory is now set to the folder of the current game, rather than root, which allows relative paths in DOSBox commands (e.g. MOUNT d "./folder_in_game_package/".)
    • Added default axis/button mappings for joysticks, and changed buttonwrap setting to false.
    • Alert dialogs modified to fit Apple HIG guidelines better.
    • Added auto-configuration for Ultima IV-VI.
    • Added Finnish translation.
    • Considerably revised website and release notes structure.

    Mounting improvements:

    • Recognise and mount .cue CD-ROM images. These have been given the imported UTI com.goldenhawk.cdrwin-cuesheet.
    • Recognise and mount .img images. Currently these are always treated as floppy disk images; future versions will try to distinguish floppy, hard-disk and CD-ROM .imgs.
    • Recognise and mount folders with the .cdrom extension as CDROMs, with the .floppy extension as floppy disks, and with the .harddisk extension as hard disks. These new folder types carry the exported UTIs net.washboardabs.boxer-cdrom-folder, net.washboardabs.boxer-floppy-folder and net.washboardabs.boxer-harddisk-folder respectively.
    • Automatically mount any CD-ROM images (.iso, .cue and .cdrom files), floppy images (.img and .floppy files) and hard disk images (.harddisk files) found inside a game’s folder/package. This allows configuration-free mounting: just drop your images into your game's folder and Boxer will mount them.
  3. 0.62

    • Auto-mount any CD-ROMs or CD-ROM images that are currently mounted in OS X.
    • Changed the cycles and frameskip keyboard shortcuts from +/- to up/down arrows, to avoid remapping hassles with non-US keyboards.
    • Added keyboard shortcut for turbo mode.
    • Updated UTI declarations to better reflect format conformance, match official Apple descriptions and embrace OSType codes.
  4. 0.61

    • First public release.

Credits

  • Boxer was created by Alun Bestor.
  • Boxer was translated by:
    • Finnish: Mika Latokartano
    • German: Florian Piesche & Florian Niederhöfer
  • Beaucoup thanks to Boxer’s testers:
    • Dave Angel
    • Brynjar Saunes Bye
    • David Green

DOSBox credits

  • DOSBox was created by The DOSBox Team.
  • The DOSBox translation files bundled with Boxer were created by:
    • Czech: Martin Sova
    • German: Christian König
    • Italian: Ludor
    • Norwegian: Alexander N. Sørnes
    • Portuguese: Lex Leite
    • Spanish: Rubén Balea Puente (readme by Gustavo Queipo de Llano Álvarez)
    (I could not find the details of translators for the other languages; contact me if you can provide them.)

Other credits

Boxer includes publicly-available Gravis Ultrasound drivers from Gravis/Kensington Technology Group.

Contact

Please send feedback, suggestions and bug reports to .
If you’re having problems running Boxer, remember to mention what version of OS X you are using, what game(s) you have trouble with, and any error messages you get. Oh, and be sure to check that you have the latest version of Boxer before getting in touch.

Lending a hand

If you can help out with Boxer in any way, please let me know! I’m particularly interested in configuration settings needed for your favourite games, so that Boxer can auto-detect them in future. I’m also eager to get more testers for OS X 10.4, and help translating Boxer to other languages.

The inevitable panhandling

Boxer is powered by orphans, who cost a lot of money to kidnap. If you like Boxer and want to see it keep improving, or you just hate orphans, please consider donating!
[Console SNES] DrPocketSnes v6.4.4
SNES emulator for the Gizmondo
GP32,GP2X and Gizmondo projects by Reesy
Sega Megadrive/Genesis Emulator
Sega Master System Emulator
Sega Game Gear Emulator
DrMD is a Sega Megadrive, Sega Master System and Sega Game Gear emulator originally written for the GP32 handheld games console created by Gamepark. It has now been ported to the GP2X and Gizmondo.
Super Nintendo (SNES) Emulator
DrPocketSnes is a Super Nintendo (SNES) emulator for the GP2X and Gizmondo. I've taken bits from PocketSnes and SquidgeSnes and merged them into another new emulator. I then stuck my menu system on it and called it my own :) you've got to love porting stuff. So I can't take much credit here.
Latest Updates
01/06/2008 14:00 DrPocketSnes - new Gizmondo version
Gizmondo version has been updated to include fixes done by HeadOverHeels. Also added zipped savestates which work quicker than unzipped states. Also removed the need for KGSDK.DLL, so this release just has the DrPocketSnes executable.
18/02/2008 18:57 Writing a new FAT16/SMC lib for GP32
Spent ages trying to get the samsung smc lib to work at a decent speed but I've given up and started writing my own.
30/01/2008 21:24 DrMD GP32 update in progress
Getting a little bored playing on my XBOX360, so I'm going to update the GP32 version of DrMD. I'll see if I can merge the SMS and MD emulator back into one and then sort out the GG emulation. I'm also going to try and sort out the issue where it takes ages to save anything to the SMC. Long live the GP32.
19/02/2007 18:00 DrPocketSnes version 6 released for Gizmondo
04/02/2007 20:00 DrPocketSnes version 6 released for GP2X
Fixes a problem with the rom browser
GP32,GP2X and Gizmondo projects by Reesy
DrPocketSnes
Super Nintendo (SNES) Emulator
DrPocketSnes is a Super Nintendo (SNES) emulator for the GP2X and Gizmondo. I've taken bits from PocketSnes and SquidgeSnes and merged them into another new emulator. I then stuck my menu system on it and called it my own :) you've got to love porting stuff. So I can't take much credit here.
Credits
Snes9x Team for creating the original Snes9x emulator
http://www.snes9x.com/
Scott Ramsby for PocketSnes port based on Snes9x sources
http://paqpark.nuclearfallout.net/projects/pocketsnes.php
Yoyofr for OpenSnes9x port based on Snes9x sources
http://yoyofr.fr.st/
Squidge for the SquidgeSnes port based on OpenSnes9x
http://squidge2x.com/
Notaz for his fixes and improvements to SquidgeSnes.
http://notaz.atspace.com/
Rlyeh for his work on the gp2x (not so)minimal sdk
http://www.retrodev.info/
HeadOverHeels for lots of fixes and added functionality
(No known website)
Reesy for merging everything and sticking a menu on it...the really complicated stuff ;).
GP2X Downloads Gizmondo Downloads
24/01/2007PocketSnes_v1.zip 14/12/2006DrPocketSnes_v1.zip
24/01/2007PocketSnes_v2.zip
24/01/2007PocketSnes_v3.zip
30/01/2007PocketSnes_v4.zip
03/02/2007PocketSnes_v5.zip
04/02/2007PocketSnes_v6.zip 19/02/2007DrPocketSnes_v6.zip
01/06/2008DrPocketSnes_v6.4.4.zip

Source Code Downloads
24/01/2007PocketSnes_v1_src.zip
24/01/2007PocketSnes_v2_src.zip
24/01/2007PocketSnes_v3_src.zip
30/01/2007PocketSnes_v4_src.zip
03/02/2007PocketSnes_v5_src.zip
04/02/2007PocketSnes_v6_src.zip
04/02/2007PocketSnes_v6_4_4_src.zip
[Console] CvEmu2 v0.6.1
CvEmu2 is a VTech creatiVision consoles emulator for Windows
CvEmu2 e foto VGH
Inserito il 01 Giugno 2008, Domenica - 21:17:25
E' online la versione 0.6.1 del CvEmu2,disponibile nella omonima sezione download.
Fra le novità c'è un nuovo frontend "spartano" per il caricamento delle rom nel CvEmu2, realizzato con le librerie QT3 e disponibile in versione binaria per Linux e Window$, oltre che in versione sorgente.
Anche il CvEmu2 è disponibile in versione binaria per le due piattaforme e come pacchetto sorgente per i più temerari
Ho anche caricato, in una sezione dedicata dei downloads, le foto del VGH; è un pacchetto zip di una trentina di mega.
Salus.
[Multi.] MooglyGuy WIP

Mission Statement

June 1st, 2008
Rumor has it that sometime next week some good folks from NOA are going to be reading this blog in order to give a final yay / nay on whether or not I’ll be able to submit all of my improvements to MESS.
With that in mind, I looked over my blog myself, and I realized that at no point have I really laid out any kind of mission statement as to just what I’m doing and what I plan to do. With that in mind:
The Story
In the mid to late 90’s, emulator authors in pursuit of kudos from people looking for wholesale piracy while the N64 was still alive and kicking were attempting to write N64 emulators using the traditional method at the time: Have a C or C++ implementation of each opcode of each CPU in the relevant system, and simulate the display processor through software rasterization. By late 1998, the best emulators of their ilk were able to display the opening 2D legal screens of a handful of games, including Waverace 64 and Mortal Kombat Trilogy.
Depending on one’s perspective, January 28th, 1999 marked the point at which everything came up roses (if you’re in it for free games, you pirate) or went straight to hell (if you’re a company that cares about your IP), which was when a brand new emulator hit the scene: UltraHLE.
UltraHLE introduced two concepts of emulation that were relatively unknown at the time: Dynamic Recompilation (DRC) and library black-boxing, dubbed “High-Level Emulation” or “HLE”.
The former is a straightforward method of speeding up the emulation of high-speed processors in order to achieve more efficiency on commodity hardware. Unlike a standard “interpreter” core that requires the overhead with a function call for every emulated opcode, a DRC core will convert blocks of opcodes into sequences of assembly code that can be executed in one go, often caching off heavily-used translated blocks in order to mitigate the overhead of block conversion.
The latter is also straightforward in principle, but is a bit of a square peg trying to be forced into a round hole when applied to the N64. When applied to systems that have a coprocessor with a fixed program, the principle involves figuring out what the program is doing, and then simply simulating the effects of the commands that are sent to it rather than attempting to simulate the coprocessor itself. This is applicable to the N64 as well, with one rather humongous caveat: There are a number (around 10) of different microcode programs that games uploaded to the RSP (the N64’s vector coprocessor), and not all of them are fully understood. The end result is emulators with many per-game hacks in order to make them work properly.
HLE, in fact, is most likely what Nintendo is using for Virtual Console - this is mostly obvious by the fact that all games appear to be running at a full 640×480 resolution, there is no visible dithering in alpha blending, the Invisible Cap Mario in Super Mario 64 is drawn as completely translucent rather than using a noise dither pattern, and the same issue occurs when Mario’s model fades in and out during teleportation. The latter two issues are kind of sad, actually, as I can think of at least one method that could accomplish the effect on the GX.
Unfortunately, the nature of people wanting free games without supporting their publisher being what it is, the end result of HLE was that popular games were made to run fine, whereas lesser-known games or games that push the RSP in unusual ways run in either a glitchy manner or not at all. I actually suspect that this is the primary reason why certain popular games may be delayed or be completely absent from Virtual Console entirely - Blast Corps relies on the processing speed of the RSP and the drawing speed of the RDP to slow things down rather than run out of control, Goldeneye (licensing notwithstanding) uses a bizarre method for drawing the skybox, and Animal Crossing has many graphical issues on most all HLE-based emulators.
The Plan
I’ve always been an accuracy-minded fellow, and it always pained me that low-level emulation of the N64 went by the wayside in favor of haphazard grabs at popularity and kudos from people interested in little other than piracy. Redemption came in the form of MAME, around two and a half years ago. MAME emulates arcade machines, but there were a number of arcade machines made for the Seta Aleck64 hardware, which is little other than a Nintendo 64 on a custom arcade board and custom per-game inputs. Emulator author Ville Linde wrote a first-pass implementation of the Nintendo 64’s hardware, which ran well enough that Magical Tetris Challenge ran, as it used almost entirely 2D commands.
Over the coming six months during the first half of 2006, Ville put together a Nintendo 64 driver for MESS, the sister project to MAME; whereas MAME concentrates on arcade machines, MESS concentrates on computers and game consoles. A number of games booted, but the majority of them had issues ranging from crashing MESS to major graphical glitches.
In early 2007 I came to the decision that I would start contributing to MESS’s implementation of the Nintendo 64, as Ville went Missing In Action to the siren song of World of Warcraft. Someone was kind enough to donate a Nintendo 64 cartridge copier, and another friend of mine helped me get a cross-compiling version of GCC running that could compile code for the Nintendo 64. The project is located here, uses no official Nintendo development tools or libraries, and as such is completely legal.
Once the groundwork was put down I began to write a test suite for the Nintendo 64 that could run RSP code in parallel with MESS’s implementation, verifying register contents after each opcode was executed. For good measure I threw in a memory viewer, an input tester, and a couple other bits and bobs. Thus was born NUTS: Nintendo Ultra64 Test Suite.
Until late 2007, all of my work was done to produce an initial version of NUTS. However, once NUTS was mostly done, I became interested in tackling the RDP as well, since Ville was well and truly engrossed in World of Warcraft and nobody else was stepping up to the plate. In the past six months I’ve begun working on a new tool, PIN64: Polygon Inspector for Nintendo 64. The end goal is to be able to capture a frame’s worth of RDP commands from MESS, then play back that frame in a separate program, being able to view the individual commands and the RDP’s state while the frame is being built. In addition, a user should be able to then play back that frame on a real Nintendo 64 as well, in order to compare how the RDP commands would behave on real hardware versus the current emulation state. You can see the current state of PIN64 in previous blog posts.
The Rules
The rules are simple: Do everything legally, accurately, and non-competetively.
From a legal standpoint, my intention is for everything to be on the up-and-up. This means that I will not use any confidential Nintendo documents, tools or hardware.
From an accuracy standpoint, I want to make MESS good enough that anything that will run on real hardware will run on MESS with no modifications and no degradation in graphical or aural quality. This means fully emulating every aspect of the RDP including coverage.
From a competition standpoint, unlike the folks who wrote HLE-based emulators, I am not in this for kudos, and I am not in it for free games. My goal is expressly for MESS not to draw attention away from Nintendo’s Virtual Console service. My accuracy goal will probably do this for me, as accuracy will in turn affect the overall emulation speed; the current inaccurate RDP implementation and interpreter RSP implementation causes games to run at an average of 10% of full speed on my average-spec laptop. Things will likely only grow slower as I make the RDP implementation more accurate.
This is not to say that I will reject any patches from other developers that increase the speed of MESS’s Nintendo 64 implementation without affecting accuracy, but I myself will not go out of my way to seek out kludgey optimizations.
In short, my entire goal can be summarized as follows: Do not upset and do no harm to Nintendo.
So far everything is on the up-and-up; now we can only hope that NoA agrees.

Pak Your Bags

June 1st, 2008
I’ve got a grab bag of assorted updates tonight!
First is a feature that I implemented several weeks ago but never got around to posting - proper frame sizing based on VI registers. As the driver was written, it relied entirely on the FB_WIDTH and VI_CONTROL registers to determine the frame size, which was incorrect. Games only use those two registers to determine the gross sizing of the framebuffer, but the actual video timing signals are generated based on an entirely different set of VI registers. The end result was that in the previous implementation, a lot of games displayed garbage in the surrounding frame that was supposed to be resized out of the frame based on the VI register settings.
A quick fix later and the driver goes from this (click for big):

To this (click for big):


Incidentally, this also fixes a number of issues wherein garbage would be displayed during transitions, when the games would set up the VI registers to display an effective height or width of 0, which would obviously display nothing on a real TV.
Next up, apparently Ville forgot to plug in the appropriate CIC response code for 6102-chipped games, resulting in Star Fox (among others) not booting. A quick fix there, as well, nets us this:

It boots, but man is it slow.
Last but not least, some fixes to PIF comms handling have caused a few things to spring to life. Hooray!
First, tweaking the controller status parameters that were being sent back by the Read Pad command now satisfies Command & Conquer:


For some reason or other, Armorines was displeased with PIF comms as well, and my fixes seem to have placated it, though it has rather severe texture issues in the UI (throw another game onto the growing list of RDP issues):


Lastly, I have Controller Paks almost working. Games will at least detect that a Controller Pak is inserted, but it detects the Pak as being irreparably damaged - all repair attempts fail. I think this is because the Controller Pak needs to have a few pages pre-initialized with some data that games are unable to re-write in the event of corruption, but I’ll have to verify this on real hardware if I can find someone selling Controller Paks that are New Old Stock (yeah, good luck).
With those tweaks in place, games start to light up, but as I said, are displeased with the corruption (click for big):



That’s about it for tonight, stay tuned for work on the PIN64 Viewer sometime in the next week!
[Ordi. Jeux Elec.] Speak & Spell 1978 Simulator 2.88.061
Speak & Spell 1978 Simulator for Windows/X680x0 Series UPDATE !
「Speak & Spell」は、米テキサスインストルメンツが1978年発売した世界初の音声合成を使用した子供向け学習マシンで、英単語の発音と綴りを楽しく学べるハードウェアです。1978年販売からバージョンアップモデルと派生モデルが登場しています。「Speak & Spell」の音声は、クラフトワークの「COMPUTERWELT」など80年代テクノ系サウンドで使用されていることで有名です。

「Speak & Spell 1978 Simulator」(SANDS)は、私が小さい頃からずっと持っている1978年版初代機を、X68000、WindowsXP/98上で再現しました。Ver.2.00以前は、「SayIt!」という全く違う名称を使っていましたが、Ver.2.00から「Speak & Spell 1978 Simulator」として再発表することにしました。くわしくはHTMLマニュアルをご覧ください。
☆ Speak & Spell 1978 Simulator for WindowsXP/2000/NT4/Me/98SE/98

Windows版です。Vistaでの検証実績はありません。ZIPツールで解凍してから、SETUP.EXEを実行してください。HTMLのマニュアルまですべて含まれています。インストーラーは日本語版、英語版の内容はセットアップ時の言語が異なるだけで、アプリケーション自体は同じです。またHTMLマニュアルはどちらも現在は日本語版だけです。バージョンアップ時は前バージョンを「プログラムのインストールと削除」でアンインストールしてから再インストールを行ってください。「プログラムのインストールと削除」のリスト内にない場合は、強制アンインストールツールを使用するか、インストール先のフォルダを丸ごと削除してください。

Warning:
'Speak & Spell 1978 Simulator for Windows' is produced by SHRINE FIELD(as Miyavoux), published and distributed by MIYAVOUX.COM/.NET only. Do not re-distribute the application and the archive file. If you break off the agreement, you cannot continue to use the application, and in your country or area. Now, it is impossible to download the correct archive in countries of France or French language. Because those countries had broken the rule of re-distribution.


Ver.2.88->2.88.061 更新内容
・ソースコードの見直し及び最適化。(Ver.2.88以降)
・使用期限の更新。(Ver.2.88.061)
--Optimized and changed the source code.(Ver.2.88 or later)
--Extended the limit day for use.(Ver.2.88.061)
Download Japanese Installer Ver.2.88.061(2008/06/01) 3,111KBytes Zip-Archive
Download English Installer Ver.2.88.061(2008/06/01) 3,111KBytes Zip-Archive


☆ Speak & Spell 1978 Simulator for X680x0

X680x0版です。X68030系でテストしていませんが動作すると思います。
LHAツールで解凍した後、ドキュメントをご覧ください。
HTMLのマニュアルは含まれていません。
Download Ver.2.00(2005/07/22) 1,288KBytes LH-Archive


☆ Speak & Spell 1978 Simulator HTML Manual

HTML版マニュアルです。
Download HTML Manual(2008/06/01) 373KBytes LH-Archive



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