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20080704소식 Emulator알림

[Arcade MAME] MAME Plus! v0.125u9

2008-07-04

MAME Plus! 0.125u9

updated French text [Benjamin Siskoo]
updated Traditional Chinese gamelist [lin352468]
updated Simplified Chinese gamelist (0125u9_0704) [kof2112]
[MAME] sync with 0.125u9 [xvi]
fixed kf2k3pcd [Creamymami]
updated Japanese command.dat [commandlist jp]
바이너리
Win/x86 바이너리 0.125u9New 2008-07-04 11.09 MB for 32-bit Windows
MAME Plus! may incorporate unstable changes from various sources
PLEASE DO NOT FILE A BUG REPORT TO MAMETESTERS unless you have confirmed official MAME has the same issue
Win/x86 바이너리 0.125u8aNew 2008-06-30 11.05 MB
Updates for Translation
소스 코드
소스 코드 0.125u9New 2008-07-04 1.47 MB MAME Plus! source diff against corresponding official source and updates
소스 코드 0.125u8New 2008-06-29 1.48 MB
소스 코드 0.125u6a 2008-06-19 1.47 MB
소스 코드 0.125u6 2008-06-18 1.47 MB
소스 코드 0.125u5 2008-06-16 1.45 MB
소스 코드 0.125u4 2008-06-06 1.46 MB
소스 코드 0.125u3 2008-05-30 1.46 MB
소스 코드 0.125u1 2008-05-16 1.51 MB
소스 코드 0.125 2008-05-07 1.46 MB
Integrated Fonts 2007-09-28 1.54 MB MAME Plus! source for integrated fonts
IPS
IPS Collection 3.51New 2008-07-01 38.08 MB A huge collection of ROM hacks, to breathe new lives into cherished old games.
maintained by Flycboy
컴파일러
Extra Utils 2007-12-24 537.72 KB Extra utils required to compile MAME Plus! Please extract to source code directory.
You also need official MAME Development Tools and MinGW 4.2.1 G++ Module
Makelang tools 2007-10-16 965.03 KB Translation tools
Makelang text 2008-06-19 749.72 KB Translation Text
추가 기능
Artwork MAME.net
Sample MAME.net
Cheat Pugsy's MAME Cheat
High Score Unofficial Highscore.dat
History Arcade History Database
History (일본어) MAME E2J
Mameinfo MASH's MAMEINFO
Command Procyon Lotor's homepage
Command (일본어) コマンドリスト 日本語版
Snapshot the mame32 qa
Crashtest's Emulation Page
Flyer The Arcade Flyer Archive
Cabinet the mame32 qa
Marquee EMAM - Marquees
Title MAME Titles
Control Panel Emu-France.com
Icon the mame32 qa
MAMu_'s MAMEICONS
Background the mame32 qa
All supported files: Emu-France.com
[Arcade] AGEMAME/AGE32 v0.125u9

New Version Of The Fruit Machine Emulator AGEMame

July 4, 2008 by Hawq
This fruit, poker and quiz machine emulator born from Mame gets an update, not a huge list of changes for it but it cleans things up a bit and my binaries are back (assuming anyone actually used them):
  • Finally removed all traces of deprecated code from AGEMAME drivers.
Download the patch from the homepage or below and you can get my binaries from below as well, following an error with my hosting last month my site for it is gone until I can get everything back up again.

AGEMame Source CodeAGEMame Source Code (3.3 KiB, 2 Downloads) - Version .125u9
AGEUI32 For WindowsAGEUI32 For Windows (1.8 MiB, 4 Downloads) - Version .125u9
AGEMame And AGEUI32 For WindowsAGEMame And AGEUI32 For Windows (3.5 MiB, 5 Downloads) - Version .125u9
[Arcade MAME] MAMEXT32 v0.125u9
MAME MAMEXT32 0.125u9
MAME
MAMEXT32 0.125u9 (All in One)

Source
MAMEXT 0.125u9 (Source)

CLRMAME PRO
DAT (CM): 0.125u9
[Arcade MAME] MAME Plus! XT v0.125u9
[Arcade MAME] SDLMAME for OS X Universal Banary v0.125u9

SDLMAME for OS X Universal Binaries!

SDLMAME v0.125u9 (experimental): whatsnew.txt - 7/4/2008
- 32-bit Universal Binary - 20.6MB
These binaries were compiled on OS X 10.5.3 with GCC 4.0.1 (Apple Inc. build 5465) and SDL 1.2.13 for Intel unless noted. If these do not work for you, compile your own. Do NOT send me or the SDLMAME team emails regarding these binaries. NOTE: These builds will only work on OS X 10.4 and above.
Links:
MAMEDev: http://mamedev.org/
SDLMAME Homepage: http://rbelmont.mameworld.info/?page_id=163
SDLMAME Forum: http://www.bannister.org/forums/ubbthreads.php?ubb=postlist&Board=8
SDLMAME for OS X Intel: http://www.mametesters.net/sdlmame/ (no longer being maintained?)
MameTunes Frontend: http://brpg.hp.infoseek.co.jp/mame_tunes/
Old stable releases are here.
MAME™ is a trademark of Nicola Salmoria.
This site is hosted by Parodius Networking.
0.125u9
-------


MAMETesters Bugs Fixed
----------------------
- 01962: [DIP/Input] tailg: "Fatal error: Input ports cannot be read
at init time!" with -debug (Aaron Giles)
- 01948: [Misc.] All alg.c and cliffhgr.c sets: Access Violation when
taking a snapshot (Aaron Giles)
- 01940: [Misc.] All cps3.c sets: Access Violation (Aaron Giles)
- 01946: [DIP/Input] Various: Fatal error: Input ports cannot be read
at init time! (part 2) (Aaron Giles)
- 01957: [Core] Access Violation on hardreset with -debug (Aaron Giles)
- 01955: [DIP/Input] gauntleg: Unable to locate input port 'IN1' /
gauntleg cannot start (Aaron Giles)
- 00654: [DIP/Input] usclssic: Can't start 2P game. Seems like 2P
Start key has no effect. (stephh)
- 01945: [Misc.] All asteriod.c sets: Assertions (couriersud)
- 01939: [Misc.] All sega80v.c sets: Assertions (couriersud)
- 01947: [DIP/Input] All omegrace.c sets: Assertions (couriersud)
- 01941: [Misc.] pleiads, pleiadbl, pleiadce: Fatal error:
activecpu_get_info_int() called with no active cpu!
(src/emu/cpuintrf.c:1160) (couriersud)
- 01944: [DIP/Input] hachamf: Unable to locate input port 'DSW'
(robiza)
- 01936: [DIP/Input] All namcos21.c sets: Unable to locate input port
'AN7' (robiza)
- 01938: [Gameplay] vaportrx: Game freeze (Aaron Giles)
- 01937: [Interface] All Sets: Fatal Exception on In-Game Menu
(couriersud)



Source Changes
--------------
SH2 core: [R. Belmont]
* refactored to separate out things that aren't part of the
interpreter.
* converted context struct to go through a pointer

Fixed nile pitch calculation. [h0pdmiYX0]

MIPS3 recompiler: [Aaron Giles]
* don't generate compare interrupts unless the compare register was
written to; fixes hangs in blitz, calspeed, and others
* stash jump target address before executing delay slot; also, don't
update link register until delay slot has finished executing;
fixes hang in gauntleg
* marked IDT instructions for R4650 only
* accounted for time taken in throwaway likely branch slots
* fixed jalr to respect the correct link register
* fixed c.eq, c.lt, c.le to fail if unordered
* fixed swxc1, sdxc1 to use the correct source register
(fixes many Gauntlet problems)
* fixed CCR31 display in debugger
* fixed LWXC1/LDXC1; corrects gauntleg camera

ADded state saving for flower.c. [couriersud]

Corrected dip setting for Risky Challenge. [Brian Troha]

Changed how watchpoints work so that supporting them adds 0 overhead
unless some are actually live. [Aaron Giles]

Removed calls to memory_set_context() in favor of
cpuintrf_push_context(). [Aaron Giles]

Renamed wilytowr.c to m63.c. Added Irem M63 PCB layout (based on
Atomic Boy). [Tomasz Slanina, Stefan Lindberg]

Fixed 32031 so that it doesn't call the debugger if not enabled.
[Aaron Giles]

Fixed assertion in astring.c when compiled against MSVC and the
string is UTF-8. [Nathan Woods]

Night Striker update: [kanikani]
- Added World version as new parent (nightstr)
- Renamed already-supported US version to nghtstru
- Added Japanese version (nghtstrj)
- Removed unnecessary analog input remapping
- Added analog stick adjusting port

Added diplocations to all games in taito_z.c. [kanikani]

Added pot wheel support to world rally 2. [Mirko Mattioli]

Split ADSP2100 execution loop between debug/non-debug. [Aaron Giles]

Improved behavior of PGM on big-endian. The ARM7 boots properly now
but can't sync with the 68k for some reason. [R. Belmont]

Update S14001A core: improved filtering to be more accurate to the
chip, changed internal audio renderer to produce 4 bit sound as the
real chip does. Moved filter outside of the main rendering loop into
the glue code. Note: with this update, you may hear a whining noise
that was not previously present. This is accurate to the chip! The
real chip would almost always have an analog filter placed on its
output to suppress this whine. [Lord Nightmare]

Fixed some save state problems in the DCS driver. Still comes out
garbled on a load, however. Extended memory.c to support up to 4096
banks. [Aaron Giles]

Improvements to Cal Omega driver: [Roberto Fresca]
- Unified MACHINE_RESET for systems 903/904/905.
- Created a new handler to manage the first 4 bits of system 905's
PIA1 portB as input mux selector (905 is still not working)
- Updated technical notes.

Fixed incorrect assumption in the x86/x64 implementation of HASHJMP
that the base table for a mode will always be allocated when a fixed
mode is first used. [Aaron Giles]

Fixed 64-bit writes in UML C back-end. [Aaron Giles]

Preliminary emulation of video hardware (simple blitter) in Strip
Teaser. [Tomasz Slanina]

I80286: Fixed POP ES in protected mode. [Wilbert Pol]

tumbleb.c update: [stephh]
- updated Dip Switches for 'wlstar' and 'wondl96'
- added notes for these 2 games and updated some others
- added port tags and updated memory definitions and read handlers

Updated cheat system [ShimaPong]
- Roll back older periodic function
Now standard/old format work in this function
Otherwords, several operations which doesn't exist in older
function and added recently are now disabled
- Separated load_cheat_code() to 3 indipendent functions
And added new cheat options, "Load New/Standard/Old Format Code"
(Default : load all format codes)
NOTE : delete all cheat options in the database before start
or reload default options (Shift + Reload key)
in cheat general menu
- Added format strings structure to accept huge size strings
in loading a database to prevent from breaking other strings
- Changed Link in new format
Label code is now "Link-Label" and sub-label is "Label-Sub-Link"
"Standard-Link" is no longer label
- Added choose_label_index() to manage label selection
- Fixed build_label_index_table() to prevent from crashing
And disabled to build label index table in case of
standard/old format
- Fixed memory free problem in case of standard/old code
- Fixed several reported/found bugs

Cleaned up input handling in seta.c and bigevglf.c. [stephh]

Adds rom loading for the cadillacs & dinosaurs sets with PICs, and
for several similar punisher sets. No good dumps of the PICs exist,
and this is mainly for reference so that we don't forget the graphic
rom loading on them. They don't work. They're basically the same set
from different PCBs, so one will probably be removed eventually.
[David Haywood]

Fixed memory leak in ledutil.c. [HeadKaze]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Touchmaster 8000 (v9.04 Standard) [Brian Troha]
Galactic Storm [Hau, Team Japump!]



New clones added
----------------
Night Striker (Japan) [kanikani]
Night Striker (US) [kanikani]
Wiz (Taito, set 2) [David Haywood]
Moon Lander [David Haywood]
Star Force (encrypted, set 2) [highwayman]
Spy Hunter (Playtronic license) [stefanocsw]
Captain Commando (bootleg) [highwayman] (NOT WORKING)



New games marked as GAME_NOT_WORKING
------------------------------------
King of Football [Tomasz Slanina]
Hell Night (ver EAA) [Guru]
[Arcade] Guru news
4th July, 2008
This thing arrived a couple of days ago.....









I've just dumped the DIMM firmware (look closely, it's the TSOP56 flashROM located in the middle of the board, 4th pic), so that's another piece of the NAOMI puzzle sorted.

In other news, we still need more funds for postage of items we've purchased. If you can help out, please visit my
donations page. Thanks!
[Arcade] [Annc] Benchmarks on u9 at 4.05Ghz [e8400 445x9]
Benchmarking MameUI involves passing arguments to the .exe using -str 'seconds to run' and -unthrottle to measure the overall speed of the game as a percentage. I run two different types of tests, the pure CPU benchmarks with -video none and -nosound take the graphic and sound subsystems out of play and measure pure CPU results. The second command-line uses MameUI defaults and outputs video using Direct3D. I use 90 seconds as my baseline which usually is enough to get from diagnostic and demo mode into some gameplay, it should be noted of course that the numbers below are not indicative of what you may see actually in-game.
Bench run from build .125.6 to .125.9. This shows the results of having the debugger rolled into the .exe in u9, there is a dip in some of the games by double-digit percentage numbers unfortunately. This bench run also showcases results from my new Core 2 Duo E8400 I've overclocked to 4.05Ghz [445x9] and also at stock 3Ghz for comparison. Games included were chosen for their complexity as well as games that were historical Mame performance check-points like Roadblasters, Hard Drivin', Crusin' USA, and Stun Runner. Some of the SH-2 CPU games were included [cyvern, gnbarich, vfkids], to provided data points for the before on RB's forthcoming UDRC for that CPU.


Bench run from build .125.4. The orange columns are the x86 version of MameUI [MameUI32] run on Vista SP1 x86. The blue columns are the same box running Vista SP1 x64 and MameUI64. As before these are CPU runs w/ the -nosound -video none switches to compare chips. This revision of Tia is my C2D e6400 overclocked from stock 2.13 to 3.5Ghz. Takeaway: The roughly 25% increase by going to pure 64bit environments, the best setup for Mame.






[Arcade] Roberto Fresca WIP

--- 2008/07/04 ---

Lucky 74...

Well... I spent a lot of time working on this one. Manufactured by Wing Co. Ltd, Lucky 74 was a kind of legend at least on this side of the world. The hardware looks interesting: A black CPU box based on Z80, NPC SM7831 co-processor, 2x 82C255 (equivalent to 4x 8255) for I/O, a YM-2149F and OKI M5205 for sound, and a USART IC for serial/parallel communication. The color circuitry is based on different states and assign a different palette for each graphics bank. Two video RAMs handling fore & background graphics respectively that will be merged in the final blitter. In fact, the game is very addictive and has good whores graphics.
Only the attract mode is working for now, and sound need to be hooked/fixed. A lot of thanks to Tomasz Slanina, that fixed the lack of interrupts at very begining, and Grull Osgo, that provided a complete dump, PCB pictures, bipolar PROMs connection info, and then vanished in the ether... (maybe the known curse of this game reached him). Here some shots...












[Arcade] Story.dat & mamescore.ini. & default.el 20080704
MAMESCORE files

MAJ / Updated : 04/07/2008 23:33
pour enregistrer les fichiers, faites bouton droit -> enregistrer la cible sous...
to save those files, do right click -> save target as...


story.dat (478.33 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 (14.68 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 (22.77 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 Atari ST] SainT v2.11
the Atari ST Emulator for Windows
04/07/2008 Finally a new SainT release J
I’m totally busy since a long time with job and family. Anyway I succeed to released a new SainT featuring a cool feature: read your original Atari disk using your PC floppy drive in real time J Read new features. Download here !
21/12/2006 A new daugther and a new SainT :-)
After a new daughter, a new SainT :-) SainT 2.0 features news stuff such as new fullscreen resolution, windowed mode more compatible (32bits colors), *very fast* movie recording, etc. Read new features. Download here !
29/06/2006 STSound GPL v1.2
Some fixes and few improvements. Read details here and download the package here.
5/12/2005 Micro-Photo is out
A friend and I wrote a joke-tool called MicroPhoto ! It works on GameBoy-Avance systems. Get more infos here !
22/08/2005 SainT 1.99g small update
Minor changes.Nasty CPU bug re-introduced fixed again. Read new features. Download here !
08/07/2005 Small SainT update
Minor changes and large Pasti files fixed. Read new features. Download here !
25/06/2005 Fun with Non-Rigid body simulation
Today Rigid body physic is a *must have* and everybody use it. Then I wanted to write more funny stuff, and here is a result: a really strange little world, made of non-rigid body stuff. Get more infos and download here !
13/05/2005 StSoundGPL library updated (v1.1b)
Some new features (SyncBuzzer supported, Interger only version and multi-platform improved), and some fixes (big-endian issue on some platform). Read details here and download the package here.
10/04/2005 SainT 1.99d updated
Minor bugs fixed and digisound boost a bit lowered to please PC sound hardware. You can now really enjoy the fantastic STF 50Khz module replay routines by Paulo Simoes. Get these 5 disk on ATARI Legend and enjoy the sound quality on SainT emulator ! Read new features. Download here !
16/03/2005 SainT 1.99c updated
Some bugs fixed and sound quality (quartet digiroutine) even improved ! Read new features. Download here !
10/02/2005 ST-Sound becomes Open Source
10 (Ten!!) years later, I take time to re-open old source code and make an open source package of ST-Sound, with tutorial samples. Read more about here ! Or simply download it from the ST-Sound download page !
30/01/2005 SainT v1.99b small update
Some bugs fixed and new features. Download here !
25/01/2005 SainT v1.99, First emulator to run Froggies and Transbeauce2 Demo !
SainT just have a major new improvement: It features a real 6301 keyboard processor low level emulator, written by Vincent Joguin. Now SainT is the *only* emulator perfectly running Froggie's demo and Transbeauce 2 !! Many games are now working with perfect mouse or joystick support ! The SainT online documentation is updated too, with a new credits section ! As always, you can see the new features in details here.
23/11/2004 v1.85, Pasti Protected disk imager support
Beta support of Pasti, a protected disk imaging system. Get infos and download the Pasti DLL here. Now add to ST,MSA and FDI format, SainT support the protected STX image format. Just copy the latest Pasti.dll in the SainT directory and you can run STX image. You can get the original UnionDemo STX image here ! Read details about new features here, and download here !
03/11/2004 v1.80, SainT sounds Better Than Ever !!
You already though SainT has great emulated sound ? Now it's even better ! ATARI STF Digital sound emulation improved using a new technic called "Volume register caching". Thanks to Paulo Simoes for nice talks and ideas about it ! Add to this, 68000 emulation bugs fixs, Stereo sound support and other stuff. Read details about new features here, and download here !
And to proove the sound quality improvement, try to listen the WAV file of the "European Demo" loading sample recorded with the old SainT and with the new one !
21/10/2004 SainT 1.72
Again, some *weird* fullscreen related bugs fixed. Click here to read all changes, and here to download that beauty !
And for oldskool guys, still no news about the sprite record break contest ! :-)
17/10/2004 SainT 1.71
I release that "old" version ready on my disk since one month. Some minor changes. Click here to read all changes, and here to download that beauty !
And to all "SainT" fans, just know the next release will contain some really cool stuff ! Be patient....
15/08/2004 Running your ST code on TT, FALCON and CT60
I just write small infos to run your ST code on every ATARI machines. Could be usefull if you want to do the next ATARI MegaDemo !! :-) Read the article here !
19/07/2004 SainT 1.70b ( stupid bug fixed)
A stupid bug comes with the new MFP emulation core wich can produce BUS Error when writing to high MFP register. Now SainT is v1.70b and become the only download.
18/07/2004 SainT 1.70 is here !!!
As always, SainT is back with new features ! MFP emulation is 100% re-written to support cycle accurate registers reading. Now SainT is the first emulator to run perfectly the "Overscan Demos" by Paulo Simoes. Lots of bug fixed and other sexy stuff, read the news ! And now, download the new SainT here !!
21/04/2004 SainT is not dead !! new 1.61 !
You all guessed SainT was dead ? No I was just *really* busy with my first children. Anyway I manage to release my current version wich is v1.61. Please read the "versions.txt" for new features, and go here to download that gem ! :-)
New: Memory snapshot (restart game where you stop it) added, improved documentation and many bug fixed. Added internal debugger (with documentation) to help external programmers finding compatibility problem.
New: SainT v1.00 package contains a user documentation. You can read an online version here !
New 1.00b: Fullscreen bugs fixed (now Darkside mainmenu is running !!)
Please note SainT 1.00b is the first ST emulator to run one of my fave ATARI screen: The full-distorter by Gunstick/ULM.
Know bugs of SainT 1.00b: Playfield-screen has a syncroller problem. Hope I can fix it.
What is SainT ??
SainT is a Windows based cycle accurate ATARI-ST emulator, written by James Boulton and Arnaud Carré. You can read the online documentation to get more information.
Download v2.11 ( 04/07/2008 )
Download SainT v2.11 (1.01Mb) !! ( read the versions.txt file in package for details)
Download v2.10 ( 30/06/2008 )
Download SainT v2.10 (1.01Mb) !! ( read the versions.txt file in package for details)
Download v2.00 ( 21/12/2006 )
Download SainT v2.00 (1.11Mb) !! ( read the versions.txt file in package for details)
Download v1.99g ( 22/08/2005 )
Download SainT v1.99g (811Kb) !! ( read the versions.txt file in package for details)
Download v1.99f ( 08/07/2005 )
Download SainT v1.99f (809Kb) !! ( read the versions.txt file in package for details)
Download v1.99d ( 10/04/2005 )
Download SainT v1.99d (814Kb) !! ( read the versions.txt file in package for details)
Download v1.99c ( 16/03/2005 )
Download SainT v1.99c (814Kb) !! ( read the versions.txt file in package for details)
Download v1.99b ( 30/01/2005 )
Download SainT v1.99b (808Kb) !! ( read the versions.txt file in package for details)
Download v1.99 ( 25/01/2005 )
Download SainT v1.99 (807Kb) !! ( read the versions.txt file in package for details)
Download v1.85 ( 23/11/2004 )
Download SainT v1.85 (694Kb) !! ( read the versions.txt file in package for details)
Download v1.80 ( 03/11/2004 )
Download SainT v1.80 (693Kb) !! ( read the versions.txt file in package for details)
Download v1.72 ( 21/10/2004 )
Download SainT v1.72 (683Kb) !! ( read the versions.txt file in package for details)
Download v1.71 ( 17/10/2004 )
Download SainT v1.71 (683Kb) !! ( read the versions.txt file in package for details)
Download v1.70b ( 20/07/2004 )
Download SainT v1.70b (682Kb) !! ( read the versions.txt file in package for details)
Download v1.61 ( 21/04/2004 )
Download SainT v1.61 (682Kb) !! ( read the versions.txt file in package for details)
Download v1.60 ( 20/12/2003 )
Download SainT v1.60 (683Kb) !! ( read the versions.txt file in package for details)
Download v1.50 ( 22/11/2003 )
Download SainT v1.50 (680Kb) !! ( read the versions.txt file in package for details)
Download v1.40b ( 12/11/2003 )
Download SainT v1.40b (678Kb) !! ( read the versions.txt file in package for details)
Download v1.40 ( 22/10/2003 )
Download SainT v1.40 (678Kb) !! ( read the versions.txt file in package for details)
Download v1.32 ( 04/06/2003 )
Download SainT v1.32 (704Kb) !! ( read the versions.txt file in package for details)
Download v1.30 ( 16/04/2003 )
Download SainT v1.30 (704Kb) !! ( read the versions.txt file in package for details)
Download v1.21 ( 16/03/2003 )
Download SainT v1.21 (730Kb) !! ( read the versions.txt file in package for details)
Download v1.20 ( 20/10/2002 )
Download SainT v1.20 (749Kb) !! ( read the versions.txt file in package for details)
Download v1.10 ( 15/07/2002 )
Download SainT v1.10 (700Kb) !!
Download v1.00b ( 14/06/2002 )
Download SainT v1.00b (598Kb) !!
NEW ! Darkside of the Spoon disk image !
You waited for a long time ? Here it is ! The DarkSide of the spoon disk image. I patched it to remove the protection.
Screenshots
Here you can watch screenshots from famous Demos or Games !
[Computer PC6001] PC6001VW v2.05c
PC6001V の Win32 移植版です。
対応OS はWindows 98/Me/2000/Xp/Vista です。

※ ver205 注意
"どこでもセーブ" のフォーマットが変更されました。 ver204 以前のバージョンの保存ファイルは使用できなくなりますので、注意してください。

履歴:
2008.07.04 ver 205c 初代機以外の機種において、メガロム使用中のどこでもセーブデータをロードしたとき、メガロムバンクのページが0に初期化されてしまう不具合を修正。
2008.05.05 ver 205b "PC6001VW.exe","p6vwemu.exe","p6vwsub.exe","p6vwview.exe" UPX非圧縮モジュールアップロード。
2008.04.30 ver 205b SAVETAPEイメージが存在しないとシステムメニューが終了できない不具合を修正。SRモード・解像度:640x480・スキャンラインありの設定でリセットを行うと、スキャンラインが解除されてしまっていた不具合を修正。
2008/02/24 ver 205a 初代機使用時のモニタ画面メモリバンク表記が誤っていたので修正。
2008/02/01 ver 205 MEGA-ROM対応。MEGA-ROMタイプ切り替えメニュー項目追加。モニタ画面に(BC)(DE)(HL)(IX)(IY)(SP)の表示追加。
2005/11/25 ver 204a bugfix。デスクトップ解像度判定の不具合を修正。
2005/11/23 ver 204 SCC実装。PSG to SCC 実装。SRのDISK自動起動での不具合修正。仮想DISKへの書込を定期的に実DISKイメージに反映するように修正。コンテキストメニューで仮名と片仮名が同時選択出来た不具合を修正。
2005/10/21 ver 203a SR機種にてVDPフォント表示の不具合を修正。非SR機種でも BASREQ_OFF に出来るよう修正。テープ読込の不具合修正。P6Tテープ自動読込にMODE:6(SR-BASIC)対応。
2005/10/09 ver 203 VDGフォント読込機能追加。PSG to FM変換演奏機能追加。Z80とフォント描画関数の合理化。その他、不具合修正。
2005/09/01 ver 202 S98形式のサウンド録音追加。モニタモードに "outs" 命令追加。ヘルプも変更。
2005/07/24 ver 201 N60モード,SCREEN4,CSS1 の画面で滲み表示するように修正。画面回転追加。
2005/07/01 ver 200c 不具合修正。
2005/06/20 ver 200b 不具合修正。その他…
2005/06/06 ver 200a 不具合修正。
( 以前、history2.txt 参照… )

[Computer Macintosh] Basilisk II PSP Test 1
PostPosted: Fri Jul 04, 2008 3:01 pm Post subject: Reply with quote

Okay Wally, I know you've been waiting...

Here's a test build. It's not meant to be used, it's for feedback on the GUI mainly. That doesn't mean it doesn't work - it boots my 8.0 CD just fine. It's just not usable yet due to limitations.

Ignore the crappy refresh routines - I'll be replacing them entirely in the next few days. I just used enough of a stretch blit to be able to see something to be certain the emu is running.

Currently, the analog stick is the mouse, with LTRIGGER/RTRIGGER as the buttons. The d-pad is the cursor keys, and X is ENTER. I'll eventually have denzef keyboard and pspirkeyb support, as well as the ability to remap the buttons when in that mode. As I mentioned, this is just a test.

The only volume you can select is the cdrom. You can select hardfiles, but they aren't remembered or used (yet). I'll put a floppy selector in there as well tomorrow or the next day.

The default directory for roms is "roms", the default dir for floppys is "disks" (and floppies should all have an extension of .dsk), the default dir for cdroms is "cdroms", and hardfiles is "hardfiles". It doesn't mean they HAVE to be in those directories, but that is where the file requester will go first.

I allow three Mac resolutions - 512x384, 640x480, and 768x576. You can select four different depths - 4bit, 8bit, 16bit, and 32bit. At the moment, the video is also hardcoded to only display on the LCD. I'll change that when I change the refresh routines.

The binary here is currently set for small memory so I could check how it would work on a phat - you can get up to 16M on a phat and 44M on the slim (not with this build - with a build set for large memory).

Anywho, here's the current test build and src arcs.

binary
source
[Console NES] FakeNES for PlayStation 3 YDL

EmuWiki.com - The Emulation Encyclopedia

From EmuWiki

Jump to: navigation, search
This site is in pre-opening state. We are now serving 2684 emulators, and growing every day.

Looking for volunteers : We are looking for bright people with good ideas or with special abilities such as being able to dig through the history of some emulators to build the website. Contact us at admin@emuwiki.com if you are interested in helping. We're looking for different profiles : php programmers, mediawiki hackers, reporters, or just people who know emulation and who want to edit the encyclopedia.

News

1. Click on the executable to see if it works.
2. The sound may be crappy at the beginning. You need to change Audio->Output-> to OpenAL. You can do this manually or copy the config file to /YOURUSERDIRECTORY/.fakenes/. The config file also has the PS3 joystick already mapped.
3. If after choosing the option OpenAl, you don't get any audio, you may need to install openal. Enable the fedora extra repos for Fedora Core 6 and type yum search openal. Install all the openal files. Really do this only if you don't hear anything. You should have perfect emulation, perfect sound, and plugged-in joystick support. Compatibility is not 100% yet but comparable to the same emulator on other platforms and totally acceptable.

Here is a video showing the results :

Leave a Comment



[show]FakeNES for Playstation 3 YDL Here is a compiled ..→ 05:35, 4 July 2008 By EmuWikiAdmin

Here is a compiled version of FakeNES v0.5.9 beta 3 for Yellowdog Linux running on Playstation 3. Emulation, sound, and plugged-in PS3 joystick support are just perfect. Best of all, FakeNES is a great emulator with a nice GUI, and it's click & play. Download the FakeNES package. Sources for this compilation have not been modified, they are the originals v0.5.9-beta3. Extract the package and follow the instructions in the readme :
Compiled & tested on YDL 6.
Image:StellaSS1.jpg
Image:StellaSS2.jpg
Image:StellaSS3.jpg

Leave a Comment



[show]Atari 2600 on Playstation 3 Hi. ..→ 01:09, 3 July 2008 By EmuWikiAdmin

Hi. Stella, the great Atari 2600 emulator, can be compiled for Playstation 3 (YellowDog Linux) ! Why play those new games like Grand Theft Auto 4 when you can actually play California Games on your new console ! Here is the procedure for those who don't know how to compile programs. I will also provide you with a special configuration file that includes mapping for the PS3 joystick (plugged-in, no wifi yet, unless you know something I don't know) and correction of a small display problem. You need to have YDL 6 installed (maybe previous versions will work). You also need to have the basic development kits installed (if you're not sure, yum install gcc). Here are the steps :

1. Download the Stella v2.6.1 sources.

2. Open up a terminal, go to the directory where you downloaded the Stella sources and type :

tar zxvf stella-2.6.1-src.tar.gz

3. Go to the directory where it extracted. Type these lines one after another :

./configure
make
make install

4. Download the EmuWikiAdmin's Configuration File for Stella. 2 changes were made to the default configuration : the menu size was reduced (the problem was that all the options of the Stella menu could not be clicked because they were hidden when Stella was ran in Gnome on PS3 in 1080p). I have also mapped the PS3 joystick. Start = Reset, Triangle = Pause, Select = Level, X = Red button. Take this file and copy it to /YOURUSERNAME/.stella/ and erase the default configuration file. That's it, you're ready to play Atari 2600 games on your Playstation 3 ! You can run Stella by going into Applications->Games or by typing stella in the terminal.

There's probably more to come, I'll go around the good Linux emulators like those for Nintendo, Nintendo 64, Atari, Playstation, Genesis etc... and try to see if they can compile so come back for some more guides on EmuWiki.com. Here's how nice atari 2600 can get in 1080p :


[show]New Wayback Machine invented Have a look ..→ 02:38, 26 June 2008 By EmuWikiAdmin

Have a look here. The page contains a new extension I just designed. The Wayback Machine extension allows you to browse through archived versions of a given website. In this case, you can browse through the history of FinalBurn.com. How did the site look like in 2001, 2003, 2007 ? The extension is based on the archives at http://www.archive.org. Eventually, it will be possible to browse through the history of any emulation-related website directly from EmuWiki.com. Have fun!

Leave a Comment

Leave a Comment



[show]Collective video editing I was recently ..→ 02:19, 18 June 2008 By EmuWikiAdmin

I was recently contacted by a guy named Ido Setter. He was telling me that they made a wiki extension that allowed collective video editing by all users and then displaying of the video to the community. I installed it and it's pretty funny. You can see my first test here. It's pretty nice you can actually cut and paste bouts of Youtube videos or your own videos and make a complete sequence, and every user can contribute. It's really nice, I don't know if it's going to serve a lot for emulation fans who are not necessarily bent toward web 2.0 (they actually prefer playing atari 2600 games), but if you have ideas of videos you want to make just go ahead and use the extension!
  • IdoSet Says:

    Hi everyone, Ido from the Kaltura team is here. Would love to answer any questions you might have regarding the video extension, and help creating some videos... ~~~~

Leave a Comment



[show]Brand new News and Comments system I finally decided ..→ 03:32, 16 June 2008 By EmuWikiAdmin

I finally decided to put myself on the task of developing this linkage between the blog program Wordpress and Mediawiki that was already started but that was unfortunately one-way (Wordpress comments could be printed in Mediawiki, but Mediawiki news could not be automatically imported to Wordpress). What this means for you is that every user that submits news on the wiki using the News submission system will automatically see his news text in a new entry in our collective EmuWiki Blog and it will be possible for users to comment the news. The coordination between MediaWiki and Wordpress is now 2-way : if you comment in Wordpress, you will see the comments in the mediawiki news page and if you comment in the mediawiki news page you will see your comments in the Wordpress version. We're not talking only about comments here; every user can actually post a news, so this is really a collective blog, I hope to see you guys use it (for the beginning, I would recommend using it only for emuwiki-related things, but eventually this will be the system to use to publish news about new emulator releases).
EmuWikiAdminSays:

Testing new feature.
EmuWikiAdminSays:

OMG this is not so bad!! Try it and have fun!
ChayehSays:

This is a good new feature.

Leave a Comment



[show]What history pages should look like Hi guys. Well I ..→ 16:50, 15 June 2008 By EmuWikiAdmin

Hi guys. Well I had been off the site for about a month but now I'm back and stronger than ever. Some of you may be interested in helping but may not know where to start so I started what I consider to be a complete historical page just so you see what I would like to have for every emulator. I decided to make the history page of Final Burn and Final Burn Alpha. Have a look at it, and you'll see what I mean by a complete history page. It's not over yet I still need to find some more versions but it's a good model if you want to do the same thing for other emulators that would be really cool. As you can see, we're trying to get all the versions we can find to see the evolution of the emulator. For some versions, we can find information about the release itself (what's new, etc...) but we can't find a downloadable version. In these case we just put the description and no download link. I've made all the required templates so that it's now easier to do the same thing for any other emulator, but just to give you an idea, I've spent about 10 hours making this history page, including the templates and everything, so it's a huge job, but I think the result is great so don't hesitate to mail me if you're interested in helping but don't know where to start.
  • EmuWikiAdmin Says:

    Oh and by the way you may love this new feature which I'm currently experiencing, we can now leave comments for every news I will post (I still have to work out some php things if we want the comments to be available for any user-posted news but I promise I'll look at this. The display may be weird for a while because this is a combination of wiki and wordpress and it's still pretty experimental, especially for modified wiki esthetics like ours, but I'll look at everything and try to find a way so that it looks nice and allows users to express what they want!
[show]New Document Archive Section I just added a ..→ 03:00, 30 April 2008 By EmuWikiAdmin

I just added a Document Archive section. This section will be an archive of all texts published about emulation. I hope to see you guys contribute to this section by going around the Internet and finding all of them!

[show]New Emulebrities Section! A new section has ..→ 19:58, 19 April 2008 By EmuWikiAdmin

A new section has been added to EmuWiki.com : the Emulebrities section. It will contain all information about important names of the emulation world.

[show]New Websites Section! We now have a ..→ 00:08, 5 April 2008 By EmuWikiAdmin

We now have a special section on the website to put links on other emulation-related websites. It is the Emulation Websites section. Come and add your favorite websites! We want them all!

[show]2 New Super-Features It is now possible ..→ 03:52, 3 April 2008 By EmuWikiAdmin

It is now possible for all registered users to Submit News and Submit Videos. It is now also your responsability as a user of EmuWiki.com to bring nice content to the site. I'll be working on content and feature improvement in the next months too, and together we might build something very strong. Talk about EmuWiki.com to all your friends!

[show]New Feature : EmuWiki.com chat room. I'm currently ..→ 00:30, 2 April 2008 By EmuWikiAdmin

I'm currently playing with all wiki extensions I can find and I just installed the IRC client and made an IRC channel where people that want to work on the site can come and talk with me! Do not hesitate to come and see, it's EmuWiki Chatroom under 'Community'.

[show]EmuWiki.com goes pre-opening. The site goes from ..→ 19:01, 1 April 2008 By EmuWikiAdmin

News

Here is a compiled version of FakeNES v0.5.9 beta 3 for Yellowdog Linux running on Playstation 3. Emulation, sound, and plugged-in PS3 joystick support are just perfect. Best of all, FakeNES is a great emulator with a nice GUI, and it's click & play. Download the FakeNES package. Sources for this compilation have not been modified, they are the originals v0.5.9-beta3. Extract the package and follow the instructions in the readme :

Compiled & tested on YDL 6.
1. Click on the executable to see if it works.
2. The sound may be crappy at the beginning. You need to change Audio->Output-> to OpenAL. You can do this manually or copy the config file to /YOURUSERDIRECTORY/.fakenes/. The config file also has the PS3 joystick already mapped.
3. If after choosing the option OpenAl, you don't get any audio, you may need to install openal. Enable the fedora extra repos for Fedora Core 6 and type yum search openal. Install all the openal files. Really do this only if you don't hear anything. You should have perfect emulation, perfect sound, and plugged-in joystick support. Compatibility is not 100% yet but comparable to the same emulator on other platforms and totally acceptable.

Here is a video showing the results :
[Console SNES] Snes9x GTK/X11 Port 38
Snes9x GTK/X11 is a port of Snes9x v1.51 to the GTK by BearOso.
2008-07-04
Hi all. I've been working on a GTK port of Snes9x in my free time, and it's at the point where it does pretty much everything I'd want it to do now. So, I figured I'd release it in case someone wants it.

I'm putting up 3 different files, each in various stages of compilation. I'd suggest building it all the way from patch form if you can, as it saves on limited bandwidth, and will be most compatible with your system.

Update:
Changes for version 38
* Fixed a regression that caused sound driver callbacks to occur too often.
* Added a setting to adjust the sound buffer size.
Older changes are further below.

Arrow Download the Patch (updated)

Arrow Download the Patched Version of Snes9x 1.51 sources (updated)

Arrow Download a Precompiled Binary (linux-i386, GTK, Xv, OpenGL, NetPlay, Joystick support) (updated)
Tested on bleeding-edge Gentoo and Ubuntu 8.04 Hardy

Arrow Download .deb (Ubuntu and Debian) Packages and Get Info About Apt Source Trees

Note: If you downloaded this, and experience crashes, redownload the file (and reapply/rebuild if source) and delete your $HOME/.snes9x/snes9x.xml file.

Dependencies
GTK 2.10 or greater with all dependencies
PortAudio (libportaudio) "unstable" 1.9 branch (libportaudio2)

For OpenGL, you also might want
gtkglext-1.0 or greater

For Joystick support, you'll need
SDL 1.2.12 or greater (only needed for Joystick support)

Obviously, building from source requires headers and development packages if you're on a binary-based distribution or OS.

Building Instructions:
Building from Patch
Extract the patch tarball over your extracted copy of the Snes9x source. Then from the source directory run:
Code:
snes9x-1.51-src$ patch -p1 < snes9x-gtk.diff
snes9x-1.51-src$ autoconf

Continue building from source.

Building from Source
Run the configure script from the source directory with the --with-gtk flag. If you want OpenGL support, also add the --with-opengl flag. For example:
Code:
snes9x-1.51-src$ ./configure --prefix=/usr --with-gtk --with-opengl

You can also add whatever other flags you like.

Depending on where your OS puts certain things, and if you've built some dependencies from source, you may need to specify some pkg-config paths. If you experience errors, use a configure command like this instead:
Code:
snes9x-1.51-src$ PKG_CONFIG_PATH="/usr/lib/pkgconfig:/usr/local/lib/pkgconfig" ./configure --with-gtk --with-opengl

Then run 'make'
Code:
snes9x-1.51-src$ make

This'll produce a snes9x-gtk executable file in the source directory. Copy it, run it, whatever. If you want to install everything, execute the following with super-user privileges:
Code:
snes9x-1.51-src# make install

Notes
Generally, it works like Snes9x does. If you can't find an option in the relatively simple GUI, you can use the same command-line arguments as you normally would in, for example, the unix port.

OSS/ALSA issue with PortAudio
If PortAudio is built with ALSA support, ALSA will need to be installed to function. If you use OSS only and have removed some ALSA packages from your system, you will need to make sure PortAudio isn't compiled with ALSA support. See http://www.snes9x.com/phpbb2/viewtopic.php?t=3703&start=141.

Joystick Support
Previously, this port used libjsw for joystick support. As it turns out, libjsw supports very few operating systems, so I switched to SDL. libjsw will mess with your kernel joystick calibration on Linux, so you'll probably need to restart if you've calibrated on your current boot.

Compiz
The latest version of Compiz fixes all known issues. If you're having trouble, upgrade Compiz.

Missing Features/Bugs
The GUI is fairly sparse and condensed for simplicity. If there's a function missing that is a must-have or you find any bugs, just mention them, and I'll try to get them in eventually.

Obligatory Screenshots






Changelog

Changes for version 37
* Fixed a spurious edit that made the last release pointless.
Changes for version 36
* Properly enumerate all available sound APIs for initialization instead of trying only the PortAudio default.
Changes for version 35
* Added a toggle box for the status bar to the View menu.
* Fixed several fullscreen issues.
Changes for version 34
* Fixed possible shared memory violation when switching to the Xv driver.
* Added a splash to the background instead of using the default window color.
* Allow persistence of the game image when switching video drivers.
* Allow access to the GUI in fullscreen mode. To enable this, one must uncheck the box for the old escape behavior in the Emulation tab of Preferences.
* Changed key-binding buttons into entries.
Changes for version 33
* OpenGL: Fix issue with no display when turning NPOT texture support off.
* OpenGL: Fix very specific case where the NTSC filter won't work with NPOT textures and GL_RGB PBOs enabled.
Changes for version 32
* OpenGL: Added option to turn on non-power-of-two/rectangle textures instead of automatically activating them. This option is off by default.
Changes for version 31
* Fixed memory leak in Xv driver.
* Xv driver now prefers adaptors more formats. Fixes a regression that causes use of lossy modes when lossless are available.
* Fixed a few small bugs.
Changes for version 30a
* Add a key binding for exiting Snes9x to the bindings in the emulator tab.
* 30(a): Snes9x now properly leaves fullscreen mode on exiting.
Changes for version 29
* Adjusted display pane in preferences to be cleaner. Preferences will also remember its size.
* Artifacts around edges in the Xv driver are fixed by changing the stored image size.
* Disabling sound emulation is no longer possible. Instead, a mute option is included. Sound emulation is needed to run many games, so the ability to disable it was a bad idea in the first place.
* Fixed an issue with no sound in NetPlay when not using the Sync by Reset option.
* When another player pauses in NetPlay, the status bar will now properly show the paused state.
Changes for version 28
* Added a setting to pause the emulator when the focus switches away.
* The Xv driver will now choose the first (default) output port, instead of the last.
* Added netplay support.
* The status bar is now less verbose.
* Xv output can now be compiled out.
* XRandR support will now fail cleanly if the server doesn't support it. It can also be compiled out.
* OpenGL support no longer compiles binaries that only work on the build system's GLX version.
* The OpenGL output will resize textures on NPOT systems to avoid darker and miscolored right and bottom edges.
* The multithreaded scaler and filter option now allows the user to specify a number of threads up to 8.
Changes for version 27
* Fixed install target if directories don't already exist.
* Fixed OpenGL BGRA format on little-endian to correctly use the fast upload path.
* Miscellaneous other fixes.
Changes for version 26
* Added complete support for different byte-orders in Xv.
* Changed Xv to select 16 bit RGB modes first to possibly improve data transfers.
* Fixed an issue with compiling on non-standard platforms.
* Fixed inconsistencies with "Maintain Aspect Ratio" in Xv and GTK drivers.
* Attempted to fix issue where key-binding buttons wouldn't stay clicked.
Changes for version 25
* Added lossless RGB format detection for Xv output.
* Stopped hiding new windows on creation. Should fix http://ubuntuforums.org/showpost.php?p=4517672&postcount=40.
* Refactored some things.
Changes for version 24
* Appended Xrandr library in case it isn't indirectly linked in.
* Fixed a couple of issues with fullscreen.
Changes for version 23
* Removed Complex2x filter and instead supplied a "Force Hires Output" option.
* Attempted to resolve stall when leaving fullscreen with resolution changing enabled.
* Changed "Maintain aspect ratio" to use 8:7 instead of basing it on whatever the pixel size of the given image is.
Changes for version 22b
* Fixed nasty fullscreen problems introduced in v22a.
Changes for version 22a
* Added pixel-doubling Complex2x filter.
* Further refined fix for colored border issue in Xv.
Changes for version 22
* Attempted to fix colored border issue in Xv again.
* Prevented -filter command-line parameter from skipping the next parameter.
Changes for version 21
* Attempted fix of colored border filtering issue in Xv.
* Attempted fix of event loss in Xv.
* Added a -filter command-line parameter.
Changes for version 20
* Added XVideo output.
* Adjusted NTSC filter options to be offsets with respect to the output format.
* Set Auto-Frameskip on by default instead of a fixed 0-frameskip.
* Set use pixel buffer objects by default in OpenGL.
Changes for version 19
* Added NTSC filter.
* Fixed bug with install target not defining a default prefix.
* Refactored several things.
Changes for version 18
* Fixed regression where OpenGL must be available when running application if support is compiled in.
* Improved race condition on leaving fullscreen mode with a resolution change.
* Fixed some HIG problems.
Changes for Version 17
* Disabled automatic use of texture rectangle extension in OpenGL.
Changes for Version 16
* Added new targets to make for compatibility.
Changes for Version 15
* Fixed a divide-by-zero in the mouse motion handler.
* Adjusted configure script to more accurately report missing dependencies.
* Added an install target to make, along with a .desktop file and icon.
Changes for Version 14
* Fixed the problem where individual thresholds for joystick axes weren't used at all.
Changes for Version 13
* Fixed a bug where the threshold for a joystick axis binding could use the threshold from another joystick with the same axis bound.
Changes for Version 12
* Allow individual thresholds for joystick axis bindings. New joystick mappings are set with the value in the Joystick Options pane. You will need to reassign any existing axis bindings.
* Allow simple calibration for joysticks. This is primarily for fixing centering issues on control sticks and analog triggers/buttons.
* Fixed several minor bugs/issues.
Changes for Version 11
* Use unwrapped glXGetProcAddress to retrieve OpenGL extension functions.
Changes for Version 10c/d
* Hack to work around gtkglext bug.
* More robust OpenGL pixel buffer compatibility.
Changes for Version 10b
* Made custom folder selection box use selected folder, not current folder.
Changes for Version 10a
* Fixed some crashes in the cheat dialog.
Changes for Version 10
* Made PBO external format configurable.
* Implemented custom folder support for SRAM saving.
* Added a basic cheat entry dialog.
Changes for Version 9a
* With OpenGL Pixel-Buffer Objects enabled, do pixel swizzling prior to upload. Can improve OpenGL speed ~50%.
Changes for Version 9
* Preliminary movie support.
* Preliminary support for OpenGL Pixel-Buffer Objects for texture uploading.
* Many small enhancements.
Changes for Version 8
* Changed joystick support to allow large numbers of axes instead of 3, i.e. for analog triggers, multiple control sticks, and so on.
* Some refactoring.
Changes for Version 7
* Altered auto-framerate method to be less sensitive to CPU usage changes.
* OpenGL driver now stores textures in 32-bit RGBA format to avoid hitting software paths on some cards.
* Implemented multithreaded filters and scaling.
Changes for Version 6
* Changed joystick numbering scheme. (1st joystick is #1 instead of #0)
* Fixed hqxx filtering bug. (http://www.snes9x.com/phpbb2/viewtopic.php?t=3775)
* Fixed issue with joysticks where every joystick's events were sent to the first one.
* Implemented saved window size.
Changes for Version 5
* Added .zip to filters for file chooser.
* Simplified OpenGL texture uploading code--decreases CPU usage.
Changes for Version 4
* Added .jma to filters for file chooser.
* Save last directory when choosing roms.
Changes for version 3a
* Fixed missed joystick event when axis changes too quickly.
Changes for version 3
* Fixed issue with joysticks causing crashes.
* Now uses SDL for joystick support instead of libjsw for more compatibility. Restarting your joystick driver/OS may be necessary to reset and undo calibration.
* Refactored the graphics code.
* Partially reverted OpenGL bilinear fix, as it causes issues with 512 pixel width games.
Changes for version 2
* Joystick support is now optional. Use the --with-joystick configure flag to build with joystick support.
* Fixed bug with crashing when Preferences are opened.
* Possibly fixed issue with libjsw. Older libjsw versions have a bug that causes crashes on JSClose--please upgrade to libjsw 1.5.6, if possible.
* Fixed issue with edge artifacts after changing scaling modes when using OpenGL bilinear filtering.


Last edited by BearOso on Fri Jul 04, 2008 7:25 am; edited 58 times in total
[Console ] PCSX2 v.0.9.5 – SVN – R.384 - Bugfix Version
发表于 2008-7-4 00:23
PCSX2 v.0.9.5 – SVN – R.384 - Bugfix Version

http://www.4shared.com/dir/6918000/a0164f2e/sharing.html

[ 本帖最后由 lo585983 于 2008-7-4 00:46 编辑 ]
[Console Plugin PS2] LilyPad v0.9.2
input plugin for PS2 emulators
2008-07-05
LilyPad 0.9.2 - pad plugin with a lame name and excessive documentation

LilyPad 0.9.2 is a Windows pad plugin. If you run into any bugs or have any suggestions, I'm open to ideas. I'll update this post and bump the thread when I release new versions. Changelog included in rar. 0.9.2 adds a couple minor fixes and work arounds. Work around for config screen display issues for people who have messed up font settings fixed, force feedback option that will work with buggy force feedback drivers for some devices, fix for resizing issue when using the mouse. dll is bigger because I switched compilers, and it now statically links to the C runtime to avoid requiring updated dlls. 64-bit dll removed, since anyone who needs it can compile it and having it around only really serves to confuse the helpless. C++ source is available. I'm not terribly concerned about it, but consider it licensed under GPL version 2.

A quick list of the features: Keyboards/Mice/Direct Input devices are all supported. It supports multiple devices of all types, and devices of different types can be mixed and matched. Sensitivity can be adjusted. Force feedback is supported. Multiple keys/buttons/axes can be bound to the same PS2 button, and one key/button/axis can be bound to multiple PS2 buttons. Keys can be mapped to the analog sticks. Axes can be mapped to fake Lx/Rx axes. Pressure sensitive buttons and other single-direction axes (Like foot peddles) are also supported. Screenshots and LilyPad itself are at the bottom of the post.

LilyPad Documentation

Troubleshooting
As discussed below, to bind a d-pad or joystick of any type, use the bind horizontal/vertical axis buttons rather than the individual direction buttons.

If you experience delayed response to input, make sure PCSX2's priority is set to normal or lower.

If having trouble with the keyboard or mouse, try changing modes. DirectInput has been the most heavily tested and raw input the least. I'd recommend you just stick with DirectInput unless you run into any issues.

If you have trouble getting some of the buttons on your gamepad/whatever working, try rebooting (If you haven't rebooted since installing the device). A number of people have reported that this resolves some problems.

Also, if you run into any trouble, make sure you've installed any software that comes with your game pads. Even if the pad partially/mostly works without the drivers, force feedback, for example, may well require the drivers be installed.

More generally, if you have trouble with several plugins not being detected by PCSX2 at all, try setting your plugins directory in the configuration screen, even if it appears to already be set correctly (Suggestion from WhoShotYa).

If you have an issue with a controller, first make sure you can see it under "DirectInput Device Diagnostics". If it's not there, probably nothing I can do. Make sure "Game Devices" are set to "Direct Input". If it is listed, double click it and see if the object(s) you're having trouble with are listed and being read correctly. Tell me if they are and give as complete a description of your issue as possible: Device type, device control that has issues (d-pad, button, pressure sensitive button, axis, etc), if you can't bind the control or if the problem is only in game, etc.

Logging is generally only useful if you only have issues with one game and everything else works fine. In these cases a blockdump would be best for me, but logs are also useful. Simplest not to bother unless I ask for it.

Basic Control Configuration
The input mode sets the Microsoft input API LilyPad uses to read input. Mice and keyboards both have 4 input modes. The modes are: Windows messaging, raw, DirectInput, and disabled. DirectInput is the recommended mode, though any mode except disabled should be fine for most people. You must set a keyboard mode other than disabled if you want PCSX2/GS hotkeys to work.

Raw mode distinguishes between multiple keyboards/mice under XP/Vista, but does not support horizontal mouse wheels and won't distinguish between right/left control/shift/alt keys (And doesn't work under w2k and w9x). DirectInput mode is poll-based while the other two methods are pushed-based. DirectInput mode is the most compatible (especially if everything is set to either DirectInput or disabled and the hacks are all disabled). Only DirectInput provides support for more than 5 buttons on a mouse.

Other devices (Game devices, certain extended keyboard keys, etc) are only available through DirectInput.

To configure bindings, first you need to set a mode for keyboards/mice/other devices. Then just go to the tab for the appropriate pad. If you switch input modes after binding keys, the bindings for the old input mode will be hidden, but will reappear if you switch back. Direct Input devices have a prefix of "DX" ("DI" looks odd), raw devices are just followed by a number ("Mouse 1", "Keyboard 1", etc), and Windows messaging devices are prefixed by "WM". DirectInput devices with configured controls that are not currently plugged in are called "Lost DX Device #". You need to press refresh on the first page when you plug devices back in for their name to be displayed properly. Press the button corresponding to the button/axis you want to bind, and then press the button/jiggle the axis you want to bind it to. Bindings are sorted first by device, then by PS2 button/axis, and finally by object type and id.

You can adjust the sensitivity or flip axes by selecting a bound axis and using the slider and button to the lower right. Sensitivity determines the pressure sent for the sticks in dual shock mode, and whether or not a key is considered "down" for the digital portion of the controller state. I'm not sure how the actual dual shock works, but I currently only say a key is down when dual shock pressure is at 50% of maximum or more. What the default sensitivity value of "1.000" means depends on the device itself. The default is high enough that relative axes (Which are primarily used by mice) are generally either considered fully up or down. For absolute axes (And force feedback devices), which are used by most game devices, a value of 1.0 should map the device's extreme values to the extreme values of a stick/pad.

For all 3 vertical axes, down is positive and up is negative. This agrees with windows screen coordinates, and mice and joysticks generally work as expected if you bind vertical to vertical. For some other axis types, however, this may result in flipping up/down. In particular, if you bind a mouse wheel to a vertical axis, you'll need to flip the axis for mouse wheel down to act like down.

To map a POV slider (Better known as a "hat". They are objects that only provide a direction. D-pads are hats on many pad controllers), press an axis button and move the slider in the direction you want to bind to it. Binding one direction to a d-pad/analog stick axis will automatically bind the other direction to the perpendicular axis. As POV objects only report a direction, they have no sensitivity; however, their axes can be flipped independently. Each POV object can only be bound once, so if you bind one to Lx/Rx, up and down will do nothing.

To configure force feedback, select the device and axis/axes in the pulldown menu you want to bind. I number the axes starting from 1 instead of giving their string names because of space constraints. They are generally sorted x, y, and then z. The second pulldown sets the functions used for the effect. This is only for funky devices that associate different functions with different motors, as all functions are configured so they're effectively constant. The "sensitivity" sets the force used when an effect is triggered. The default sensitivity maps the maximum PS2 vibration to the maximum Direct Input vibration. Flip flips the direction of the effect axis. This most likely will have no noticeable effect. Once a force feedback axis is configured (As in bound and selected in the list of bound controls, not selected in the drop down menu), you can click "Test FF" and the axis will then vibrate at the maximum possible value a game can set it to. Note that the small motor is only either off or on at max, while the big motor's vibration can be set from 0 to 255.

To bind a pressure-sensitive button or other single-direction axis to a button, select the "Allow binding axes to buttons" option under DirectInput on the first page. It theoretically lets you bind any absolute axis to any button, which is why it has its own section, though mice and keyboards rarely (Never?) have absolute axes. If you so desire, once you've bound the axis to a button, you can disable the option and bindings it was used to create will remain. Also note that this will not work for toggle buttons, which have special handling. The analog button, the "lock" buttons, and the "mouse" button are all toggles.


Special button bindings
The "Mouse" button lets you bind a key to pad 1 or pad 2 that releases the mouse. This makes the cursor visible and lets you move/resize the emulator window. Alt-tabbing to another application also makes the cursor visible, but focusing the emulation window hides it again. Note that though the binding appears on the page of a particular pad, pressing the button affects all mice.

The "Lock Input" button locks the current state of the pad. Any further input is handled normally, but the initial pad state is the locked state instead of a state with no buttons pressed. Pressing it again releases the old pad state, if the old pad state had any keys pressed. Otherwise, it's released automatically.

"Lock Direction" does the same thing, except it only applies to the d-pad and analog sticks. Pressing this when all input is locked unlocks only the pad and sticks. Pressing it again will lock them again, keeping the buttons locked. "Lock buttons" does the same thing, only with the opposite set of controls.

Pressing "Lock Input" when only half the input is locked (directions or buttons) will lock the other half, leaving the already locked half still locked, and in its old locked state.

The "ignore key" button both attempts to block the specific key(s) you give it and does not pass them on to PCSX2. It currently cannot block the windows key (I'm not sure why). It was implemented primarily to prevent passing F7 to the GS plugin, which I occasionally hit when playing with graphics options and can cause PCSX2 to crash. Ignored keys are listed with pad 1's bindings. If an ignored key is also bound to a command, the command may or may not be triggered. The ignore button works like most of the other buttons: Press it and then the key to be ignored. You do not have to configure ignored keys again when you change the keyboard input mode.


Other options
All the options under "Hacks" are a bit hackish, and may not work with all graphics plugins or emulators (PSX emulators, in particular). I do almost all my testing with ZeroGS. That having been said, the worst that can result from using them is an emulator crash (Not a system crash) when starting/stopping the emulator. Shouldn't cause any issues in game, and crashing behavior should be consistent (Either always does or never does).

"Send escape on window close" sends an escape message instead of closing the window when you try and close the graphics windows. This prevents bad things from happening when you try and close the GS plugin window. After the first attempt to close the window, however, PCSX2 closes the pad plugin. As a result, attempting to close the window while the emulator is not actively running still isn't a great idea.

"Close emulator on window close" kills the emulator instead. I don't recommend this, as I'm not sure how well everything cleans up after itself when you do this.

"Disable Screensaver" will disable the screensaver (And entering low power monitor mode) when the emulation window is in the foreground. This is primarily intended for people using neither mouse nor keyboard, as game device input does not prevent the screensaver from popping up.

"Start in analog mode" starts a pad in analog mode, and after a game initializes the pad, attempts to switch the pad to analog mode as well. This is handy for the lazy, who don't want to have to hit the analog button whenever they start the emulator for games that support but do not automatically enable analog mode, and for loading states in games that get upset when you load a state before the pad is initialized. May theoretically cause issues with some games, especially very old ones.

"Allow multiple binding" allows one DirectInput control to be bound to multiple commands. One control can be bound to commands on both pads as well. The sensitivity of each force feedback axis can be set independently as well, by binding them independently.

"Start without mouse focus" starts the plugin without stealing the mouse focus and hiding the cursor. Mainly useful for people who only occasionally use the mouse. Equivalent to just pressing the mouse button whenever you start the emulator.

"Refresh" will update the list of DirectInput devices. Double clicking a DirectInput device or selecting "Test Device" will display a continuously updated list of the state of all objects on the selected device. DirectInput devices not currently enabled in the mode selection list at the top are not displayed.

Notes
As with all pad plugins, you should set both the pad1 and pad2 plugins to LilyPad so LilyPad doesn't fight with another plugin for control of user input devices. If you really need to use two different pad plugins for some reason, and one is LilyPad, disable LilyPad's keyboard handling so that the F-keys, used to control the emulator, don't behave as if you always press them twice.

Some PSX emulators (At least PSXeven) require pad plugins to be named pad*.dll. To use LilyPad with those, you'll have to rename the dll. The most popular two psx emulators don't use pad plugins and LilyPad is really aimed at use with PCSX2, anyways, so I'm not going to rename the dll, to minimize confusion.


Guitars
To make a pad work as a guitar in Guitar Hero or Rock Band, select the Guitar checkbox for that device and rebind the controls. Note that you must start the game with the checkbox selected. Toggling it later won't work. For the Xbox 360 guitars, tilting apparently acts like a button, while it's a button on the PS2 guitar (Needs verification - could actually be right stick vertical or something. At the moment, LilyPad binds it to select). For this reason, allow pressure sensitive buttons is forced on when either pad is in guitar mode, so I don't have to answer the same question 50 times. Also, you may need to flip the whammy bar.

Guitar Hero 2 has some sort of additional check to prevent the use of 3rd party guitars. I don't know how to convince it I'm a real guitar. As a workaround, there's a GH2 hack option in the hacks section. Check it and the pad's guitar setting to play GH2 with a guitar. You'll have to press the strumbar and the frets at the same time to navigate through menus. This is a result of the GH2 hack causing the guitar to identify itself as a pad, but behave more like a guitar in-game. There's no reasonable workaround I can do for this, unless I learn how to convince GH2 I'm really a guitar. A PCSX2 patch file might be possible, however.

Particular thanks to cottonvibes for info on the PS2 guitar. Also thanks to (In alphabetical order) bitterSTAR, Knaiffi, lazyk, and silent-circuit for additional information and testing. Sorry if I left anyone out.


Think that's about it. Feel free to redistribute the plugin however you like. Screenshots are of an older version.
Attached Images
File Type: png LilyPad.png (16.5 KB, 923 views)
File Type: png LilyPad2.png (20.7 KB, 1032 views)
Attached Files
File Type: zip LilyPad 0.7.1.zip (68.6 KB, 689 views)
File Type: rar LilyPad 0.8.2.rar (64.7 KB, 278 views)
File Type: rar LilyPad 0.8.3.rar (66.3 KB, 407 views)
File Type: rar LilyPad 0.8.4.rar (66.3 KB, 3378 views)
File Type: rar LilyPad 0.8.4 source.rar (62.3 KB, 293 views)
File Type: rar LilyPad 0.9.0.rar (69.0 KB, 346 views)
File Type: rar LilyPad 0.9.1 source.rar (50.5 KB, 108 views)
File Type: rar LilyPad 0.9.1.rar (69.5 KB, 2599 views)
File Type: rar LilyPad 0.9.2 source.rar (58.9 KB, 6 views)
File Type: rar LilyPad 0.9.2.rar (80.4 KB, 87 views)

Last edited by ChickenLiver; 1 Day Ago at 17:00.
[HandHeld NintendoDS] NeonDS v0.2.0

NeonDS 0.2.0发布!

这个版本里面3D渲染引擎用GLSL重新实现了,在支持GLSL的显卡上可以获得较好的3D显示效果。点这里下载。
运行这个版本的模拟器需要OpenGL 2.0以上显卡支持。声音还没有实现



下面是这次的具体更新内容:

用GLSL重新实现3D渲染引擎
实现视频捕捉
实现2D背景马赛克效果
实现RTC
实现NDS Firmware设置参数
其他的模拟器错误修正

NeonDS最新版本下载



目前的最新版本是 v0.2.0


点击查看使用说明

所有的版本

版本 更新记录
0.2.0 用GLSL重新实现3D渲染引擎
实现视频捕捉
实现2D背景马赛克效果
实现RTC
实现NDS Firmware设置参数
其他的模拟器错误修正
0.1.1 部分实现3D显示引擎
使用OpenGL代替D3D渲染
支持2倍放大屏幕输出
修正部分DMA错误
0.1.0 模拟BIOS函数(运行游戏不再需要BIOS文件)
实现2D背景旋转和缩放
实现位图模式背景和精灵
优化2D窗口处理
优化mmu实现
0.0.5 修正2D显示错误
修正DMA模拟时序
提高模拟速度
增加游戏兼容性
支持2Mbit flash存档
0.0.4 支持背景alpha混合(半透明效果)
增加部分游戏兼容性
支持DirectInput游戏手柄输入
支持自定义键盘和手柄输入
0.0.3 支持精灵旋转和放缩
0.0.2 第一个发布版本

NeonDS 0.2.0 Released!

3D rendering was completely rewritten using GLSL in this version, on systems supported you'll get better 3D display output. click Here to download the new version.
In order to run this emulator your system need to support OpenGL 2.0 or above. Sound is still not emulated yet.



Here are the details of this update:
New 3D display engine using GLSL
Video capture
2d background mosiac effect
RTC
NDS firmware settings
Other emulator bug fixes

Download NeonDS



The newest version is v0.2.0


Click to read Help


Version History

Version ChangeLog
0.2.0 New 3D display engine using GLSL
Video capture
2d background mosiac effect
RTC
NDS firmware settings
Other emulator bug fixes
0.1.1 3D display engine (incomplete yet)
Replace D3D with OpenGL for display rendering
Support 2x display zooming
Fix some DMA bugs
0.1.0 Emulate BIOS functions
Implement 2D background rotate and scale
Implement bitmap mode background and sprite
Optimize 2D window handling
Optimize mmu implementation
0.0.5 Fix 2D display emulation
Fix DMA emulation timings
Improve ARM instruction emulation speed
Improve game compatibility
Support 2Mbit flash saving
0.0.4 Implement background alpha blending
Improve game compatibility
Support DirectInput joystick input
Support customize keyboard and joystick input map
0.0.3 Implement sprite rotation and scaling
0.0.2 First public version

[HandHeld NintendoDS] DeSmuME v0.8.0wp2 amh
DeSmuME v0.8.0wp2 amh is a Nintendo DS emulator (based on DeSmuME.)
商用ROMの動作防止プロテクト
インターネット上などで違法に配布されている商用ROMイメージの動作を防止するために、商用ROMイメージは直接エミュレーションできないようにプロテクトをかけてあります。
私的複製の範囲外で複製(ダウンロード)されたROMイメージの、DeSmuME うぃずぱっち版を利用したエミュレーションは厳禁です。DeSmuME うぃずぱっち版でなくても、そういった行為は禁止されていますので、絶対に行わないで下さい。
  1. 1. 概要 (overview)

    オープンソースエミュレータであるDeSmuMEを非公式に改造した、DeSmuME うぃずぱっち版を公開しています。

    主に開発/解析者向けの機能を強化・追加してあり、今後も開発/解析者向けの機能を強化・追加するかもしれません。

    単にNDS向けhomebrewソフトウェアを動作させるだけであれば、より高速で高い再現性を持つNO$GBAがありますので、そっちを使いましょう。
  2. 2. うぃずぱっち版の特徴

    公式版のDeSmuMEと比較して、うぃずぱっち版のDeSmuMEは次のような特徴があります。
    • 動作環境
      • 公式版はマルチプラットフォーム仕様ですが、Microsoft Windows NT/2000/XP上での動作のみに限定して開発を行っています。
      • マルチコア/マルチプロセッサ環境に向けたマルチスレッド最適化を行っているため、マルチコア/マルチプロセッサ環境で高速な動作が期待できます。
    • ARMエミュレーション
      • 公式版では無効化されているARM命令を、有効化しています。
    • グラフィック機能
      • Direct 3Dによるジオメトリエンジンの実装を行っているため、一般的なDirectX対応ビデオカードで高速な動作が期待できます。
      • 3Dの強制ワイヤフレーム表示が可能です。ただし、Direct 3Dエンジンでは四角形プリミティブは三角形プリミティブ表示となります。
      • ライティングの強制無効化が可能です。
      • 独自に実装したレンダリングエンジンにより、正確で高速な動作が期待できます。
      • 画面の回転をサポートしています。
    • サウンド機能
      • 独自に実装したサウンドエンジンにより、高速な動作が期待できます。
    • デバッグ機能
      • 公式版に付属しているビューアToolは付属しません。
      • gdb(GNU Debugger)によるデバッグを、実験段階ですが、サポートしています。
      • メモリエディタを搭載しています。メモリエディタはMMUを経由するので、I/O空間へのアクセスが可能です。
      • 主要なレジスタを見やすい形式で表示する機能を搭載しています。
    • UI機能
    • その他
      • RTC(Real Time Clock)をサポートしています。
      • Cランタイムやzlibなどのライブラリをスタティックリンクしています。そのため、最小限の外部DLLで動作します。
      • タイマーなどの精度を(必要最小限の精度にまで)落とす、無限ループを自動検出してCPUを割り込み待ちhaltさせる、など、いろいろずるい最適化を行っています。
    DOS窓は出ていようが出ていまいが速度は変わんないですね。gxfifoエラーのprintfは確実に遅くなってるけど。DOS窓がどうしても嫌いなら、main.cppのCONSOLEを#defineしてるのをコメントアウトね。gxfifoの方のprintfのコメントアウト忘れると、printfの書式化処理自体は行われ続けて重いので、セットでコメントアウトすべし。

    あ、そうそう、ビルドするときは、nmake RELEASE=1、と、RELEASE=1を付けた方が、1fps位速くなりますね。SSE2必須になりますが。
  3. 3. 次回予告(next work)

    時間とやる気と元気と資料が足りません。ストックがもうなくなった。('A`)めんどくさい
            _,. .--::::::::::::- .、
          .,.':::::::::::::::::::::::::::::::::::\
         .,':::::::::::,:::::::::::::::::::::::::::::::::::'.,
         /::::::::/:::::::::::::::::::::::::::::::::::::::',
        ,':::::::/::、__/............λ 、::::ヽ:::i
         i::::::,'::::::::::/-─-/ i:::/i_;::::::::i::::i    もうなんかgdgdですね
        .i::::::::`iヽi.,.--- '、 レ' i::`イ/:::::|
       .|:::::::::/|::::i ""     '"ヽ/ヘ/::/
       |:::::::,'::::i....i '.,   、_  ",'i:::|:;/   DeSmuMEコアではたかが知れてますからね。速度とかいろいろ。
        |::::::::::::::',::',/へ、  __,,.イ::|:::|
       ,':::::::,- '´ヽiヽ、 ~〈ヽ;;;;::|::,'::::|  ( ::)  一から自分で書く時間も気力も無いんでどうしようもないですけどね
      ノ:::::/   ヽ、`ヽy / ヽレ'|:::::| ( ::)
      ,':::::/、.    ',/^ー:r ̄ ̄ ̄i:|        公式もどこもぜ~んぶgdgdですね
     /::::',     /    ノ、___ノ 〉
    .,'::::::::i,へ/ 「 ̄ヽrー´i l   ̄iイ::|
    
  4. 4. すくしょ(screen shot)

    mdnでVRAMCNTの一括writeに対応
    ( ^ω^)っ infini world genの下画面(座標)が描画されるようになったおっぉっぉ~

    メニューも見やすくくっきり表示 アイテム「階段」を知らなかった頃が私にもありました ミラクルチキン? ぼこぼこにしてやんよ ちーとうめぇ
     ∧_∧
     ( ・ω・)=つ≡つ   シレン?
     (っ ≡つ=つ    ちゃんと表示されてんよ
     /   ) ババババ
     ( / ̄∪
    
  1. 1. 更新履歴 (changes logs)

    • 2008/07/04 DeSmuME v0.8.0wp2 amh
      • DISPCAP機能の改善した。
      • I/Oレジスタ領域のアクセス幅の問題を少しだけ改善した。
      • その他なんかいじったかも。
    • 2008/04/25 DeSmuME v0.8.0wp1 gle
      • DISPCAP機能を大幅改良した。
      • msds_*オーディオエンジンの音量調整バグを修正した。
    • 200?/??/?? DeSmuME v0.7.3wp1 mdn
      • half-word, word, 単位でのVRAMCNTアクセスに対応した。
      • 公式の「Patch #1810861 by carlo_bramini」を取り込んだ。
      • 他にも何か少しいじったかも。
    • 200?/??/?? DeSmuME v0.7.2wp5sp rop
      • 画面の回転をサポート。
      • ものっそい勘違いを修正。
    • これより前の記録は、何か吹っ飛んだってことにする(゚∀゚)
  2. 2. ダウンロード (download)

投稿者 wizard
2007/11/03 22:36.15



toolshell