PCSX2 Git (2016/01/29)

EmuCR: PCSX2PCSX2 Git (2016/01/29) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 Git Changelog:
* pcsx2: Fix memleak in portable mode error dialog handling
* gsdx: add info to get a working driver
* dmac: madr msb bit is fixed to 0 in 8/9 channels
Fix another dmac tests 🙂
* dmac: implement memcpy wrapping for SPR
Partially fix the dma test
* Merge pull request #1142 from PCSX2-Alpha/Consolelog_stuffs
console: don’t remember size when maximised
console: make enable/disable/restore defaults affect all items
* Log window: Fix behavior of some menu items
Previously the Enable all / Disable all / Restore defaults menu options ignored the status of Dev/verbose and CDVD reads. The following commit makes them to also impact the other two menu items.
* Log window: better handling of display size.
Fixes Issue #1092 , don’t remember the display size when the log window is maximized since the display size gets too big and the next time you open PCSX2 you’ll see a gigantic log window 😉
V2: Fix a wrong indentation.

Download: PCSX2 Git (2016/01/29)
Source: Here

Nucleus Git (2016/01/29)

EmuCR: Nucleus Nucleus Git (2016/01/29) is compiled. This project focuses on PlayStation 3 emulation.

Please, understand that I’m not interested on providing support, releases, or attention to any comments, issues or pull requests for now.

Nucleus Git Changelog:
* Added missing nucleus-uwp assets
* Added draft keyboard/mouse event system
* Included stb library once again
* Temporary widgetVtxBuffer mock
* Fixed SwapChain resizing on D3D12 backend
* Added ui::Surface to track window changes
* Fixed UI test shaders
* Fixed HLSL compiler errors on shader input/outputs
* Added gfx::hir BuiltIn and Constant support on HLSL
* Simplified HLSL emitter for gfx::hir instructions
* Improved header parser in HLSL compiler
* Minor SPIR-V parser fixes
* Added SPIR-V parser and shader resources
* Replaced C++11 SPIR-V header with C++ version
* Updated gfx::hir definitions
* Removed non-SPIRV stuff from gfx::hir
* Added Flex-based GLSL tokenizer
* Added SPIR-V dependencies
* Including Bison outputs to avoid extra dependencies
* Bison-powered GLSL parser
* New building instructions
* New gfx::hir typing system and shader as resources
* Setting D3D12 root signatures on cmdBindPipeline
* Happy New Year 2016
* Implemented Direct3D12VertexBuffer
* Logging Direct3D12 debug messages
* Fixed D3D12 initialization on nucleus-windows
* Fixed resource loader and D3D12 initialization on UWP
* Access to host-OS-managed application folders
* Implemented common resource loader
* Split filesystems in Virtual/Host/Resource
* Updated readme
* Forked Xbyak into cpu/backend/x86/x86_assembler
* Fixed global compilation issues
* Removed mongoose and stb dependencies
* Added iOS project for VS2015
* Added Android project for VS2015
* Added D3D12 / GLES+Angle code for UWP
* Using shared projects for Nucleus codebase
* Added resource barriers to graphics project
* Implemented Direct3D12Fence
* Direct3D12 shader compilation and IAstate
* Direct3D12/OpenGL backend constants conversion
* Direct3D12 shader compiler draft
* Namespaced gfx backends and linked D3DCompile
* Direct3D12 fence/pipeline/shader creation
* Rewritten UWP wrapper and getting rid of XAML
* Debug Direct3D12 backend initialization
* Customized UWP templates
* Added Universal Windows Platform wrapper
* Minor Direct3D12 backend fixes
* Minor Direct3D11 backend fixes
* Vertex buffer binding on OpenGL backend
* Vertex buffer mapping/unmapping
* Callback for OpenGL debug messages
* Making Widgets populate global UI vertex buffer
* Implemented cmdBindPipeline on OpenGL backend
* Fixed GLSL compiler issues and builtins
* OpenGL shader builtins and instructions added

Download: Nucleus Git (2016/01/29) x64
Source: Here

Project64 Git (2016/01/29)

EmuCR: Project 64Project64 Git (2016/01/29) is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It’s open source now.

Project64 Git Changelog:
* Merge pull request #958 from LuigiBlood/64dd_2
64DD IPL ROM Recompiler support
* [RDB] 64DD IPL ROM works on Recompiler (Compatible)
* [Recompiler] Fix COP0_MT() Cause case
Results in 64DD IPL ROM fully working in Recompiler.
Thanks zilmar!
* Merge pull request #957 from cxd4/BOOL-does-not-name-a-type
[Settings] InitializeSettings() can return bool.
* [Settings] InitializeSettings() can return bool.
* Merge pull request #956 from cxd4/fix-glide-unix
[Glide64] small updates for fixing compile errors on non-Windows
* Include stdarg.h for va_start and va_end.
* Include string.h where needed.
* s/config.h/Config.h
* Merge pull request #950 from death-droid/PifRAMCleanupChanges
Prepare the emulator for easier implementation of the transferpak, pa…
* Made a slight mistake when porting over from my old branch.
Mempak and Rumblepak will work fine again.
* Prepare the emulator for easier implementation of the transferpak, pass Command[5] directly into the Pak functions, and also generate the address beforehand.
* [Common] Make sure we always have a path in CPath::SetComponents

Download: Project64 Git (2016/01/29) x86
Download: Project64 Git (2016/01/29) x64
Source:Here

DOSBox-X Git (2016/01/29)

EmuCR: DOSBoxDOSBox-X Git (2016/01/29) is compiled. DOSBox-x is a branch of DOSBox v0.74. DOSBox emulates an Intel x86 PC, complete with sound, graphics, mouse, joystick, modem, etc., necessary for running many old MS-DOS games that simply cannot be run on modern PCs and operating systems, such as Microsoft Windows XP, Windows Vista, Linux and FreeBSD.

DOSBox-X Git Changelog:
* S3 bugfix: INT 10h now uses I/O writes to clear & remove the hardware
cursor. It uses I/O, not direct changes to VGA state, so that it works
properly within Windows 95 I/O virtualization. This fixes the garbled
cursor that would otherwise appear if a DOS game goes fullscreen and
uses the VESA BIOS to switch into 640x480x256 or higher res SVGA modes.
At the same time, allowing Windows 95 to virtualize I/O means bringing
up a DOS box in a window will not kill the hardware cursor.
Bugfix for GitHub issue #148: “Documentation: Windows 95 dos box and
vesa mode with hardware mouse”.
* S3 Trio emulation bugfix: On S3 cards, the “compatible VGA” vs “Extended
SVGA” memory mapping is controlled by bit 3 in CRTC register 0x31. INT
10h emulation already writes the bit via I/O, but manually set the
“compatible chain 4” enable flag farther up. The problem with setting it
manually is that the generic “S3” driver in Windows 95 (using bank
switching and legacy VGA memory 0xA0000-0xAFFFF) expects to trap and
virtualize that bit through I/O, which it can’t when DOSBox just sets it
internally like that. Prior to the fix, opening a DOS box in Windows 95
would trigger “compatible chain 4” emulation which would then cause any
non-accelerated graphics drawn after that point to come out garbled,
until you forced a video mode reset by entering and leaving fullscreen
mode in the DOS Box. As a reminder, Windows 95 calls INT 10h AX=0x0003
(set 80×25 alphanumeric text mode) when opening a DOS box and it does
so in a virtualized sense so that INT 10h affects the DOS virtual
machine, not the actual Windows 95 desktop.

Download: DOSBox-X Git (2016/01/29) x86
Download: DOSBox-X Git (2016/01/29) x64
Source: Here

Citra Git (2016/01/29)

EmuCR: CitraCitra Git (2016/01/29) is compiled. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.

Citra Git Changelog:
* Merge pull request #1379 from lioncash/color
color: Make trivial helpers constexpr
* color: Make trivial helpers constexpr

Download: Citra Git (2016/01/29) x64
Source: Here

MAME Git (2016/01/29)

MAMEMAME Git (2016/01/29) is compiled. MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game’s ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.

MAME Git Changelog:
* Merge branch ‘master’ of https://github.com/mamedev/mame
* SDL: if binding, listening or connecting to a socket fails, then close the socket handle.
* added clickable artwork flag to some game drivers
* Merge pull request #589 from dankan1890/master
Small code cleanup
* wavwrite.cpp: call to nothrow allocation.
* Small code cleanup:
– corealloc.h: added macro definition for global_alloc (nothrow) memory allocation.
– textbuf.cpp / wavwrite.cpp: removed pointless cast.
– debugcmd.cpp / luaengine.cpp / render.cpp: avoid strlen calls in a loop.
– diimage.cpp: simplified “device_image_interface::set_image_filename” function.
– miscmenu.cpp / selgame.h / video.cpp(h): replaced int with bool where applicable.
– ui.cpp: removed unused code.
* Note about versions, nw
* Raw guessing, nw
* Fixed gearbox input, flipped around irqs for testing.
* Seems to work fine like this, guess that crashing issue is caused by master irqs …
* Added sound irq ack, removed hack (doesn’t seem necessary)
* overdriv.cpp: screen raw params.
* make internal mousepointer(that big orange one) smaller and less jaggies
* Merge branch ‘master’ of https://github.com/mamedev/mame
* woop
* fidelz80: added VSC foreign language sets
* i86: fix notes (nw)
* mmodular: removed gen32_oc custom MESS overclocked version of gen32_41
* Carnival King now working
* pulsarlb: added extra bios
* Added Google Benchmark library (nw)
Included sample benchmark for eminline for native and noasm
Made GoogleTest compile only if tests are compiled

Download:MAME Git (2016/01/29) x86
Download:MAME Git (2016/01/29) x64
Source: Here

Fceux SVN r3197

EmuCR:FceuxFceux SVN r3197 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.

Fceux SVN changelog:
r3197
UNIF RT-01 – new dump “Test Ver. 1.01 Dlya Proverki TV Pristavok (RT-01, by SS aka Snake)(Unl)[U][!]”
———————

Download: Fceux SVN r3197
Source: Here

MESS Git (2016/01/29)

EmuCR: MESSMESS Git (2016/01/29) is compiled. MESS(Multi Emulator Super System) is an open source emulator which emulates a large variety of different systems. MESS is a source-available project which documents the hardware for a wide variety of (mostly vintage) computers, video game consoles, and calculators through software emulation, as MAME does for arcade games. As a nice side effect to this documentation, MESS allows software and games for these hardware platforms to be run on modern PCs.

MESS Git Changelog:
* Merge branch ‘master’ of https://github.com/mamedev/mame
* SDL: if binding, listening or connecting to a socket fails, then close the socket handle.
* added clickable artwork flag to some game drivers
* Merge pull request #589 from dankan1890/master
Small code cleanup
* wavwrite.cpp: call to nothrow allocation.
* Small code cleanup:
– corealloc.h: added macro definition for global_alloc (nothrow) memory allocation.
– textbuf.cpp / wavwrite.cpp: removed pointless cast.
– debugcmd.cpp / luaengine.cpp / render.cpp: avoid strlen calls in a loop.
– diimage.cpp: simplified “device_image_interface::set_image_filename” function.
– miscmenu.cpp / selgame.h / video.cpp(h): replaced int with bool where applicable.
– ui.cpp: removed unused code.
* Note about versions, nw
* Raw guessing, nw
* Fixed gearbox input, flipped around irqs for testing.
* Seems to work fine like this, guess that crashing issue is caused by master irqs …
* Added sound irq ack, removed hack (doesn’t seem necessary)
* overdriv.cpp: screen raw params.
* make internal mousepointer(that big orange one) smaller and less jaggies
* Merge branch ‘master’ of https://github.com/mamedev/mame
* woop
* fidelz80: added VSC foreign language sets
* i86: fix notes (nw)
* mmodular: removed gen32_oc custom MESS overclocked version of gen32_41
* Carnival King now working
* pulsarlb: added extra bios
* Added Google Benchmark library (nw)
Included sample benchmark for eminline for native and noasm
Made GoogleTest compile only if tests are compiled

Download: MESS Git (2016/01/29) x86
Download: MESS Git (2016/01/29) x64
Source: Here

BizHawk Git (2016/01/29)

EmuCR: BizHawkBizHawk Git (2016/01/29) is compiled. BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.

BizHawk Supported Systems
– Nintendo Entertainment System / Famicom / Famicom Disk System (NES/FDS)
– Super Nintendo (SNES)
– Nintendo 64
– Gameboy
– Gameboy Color
– Super Gameboy
– Sega Master System
– SG-1000
– Game Gear
– Sega Genesis
– Sega Saturn
– PC-Engine (TurboGrafx-16) / CD-ROM
– SuperGrafx
– Atari 2600
– Atari 7800
– ColecoVision
– TI-83 Calculator
– Wonderswan
– Gameboy Advance

BizHawk Git Changelog:
* psx – add “determine lag from GPU frames” option
* movie save as – hide when needed.

Download: BizHawk Git (2016/01/29)
Source: Here