Dolphin Git 4.0-8824

EmuCR: DolphinDolphin Git 4.0-8824 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.

Dolphin Git changelog:
* Merge pull request #3579 from Sonicadvance1/GLExtesions_gl_4_2
Implement support for GL 4.2 in GLExtensions
* Implement support for GL 4.2 in GLExtensions
* Merge pull request #3580 from Tilka/fix_warnings
Fix warnings
* Fix warnings
* Merge pull request #3426 from Sonicadvance1/ES_fix_framedump
Add support for framedumping to OpenGL ES.
* Add support for framedumping to OpenGL ES.

Download: Dolphin Git 4.0-8824 x64
Download: Dolphin Git 4.0-8824 for Android
Source: Here

PCSX2 Git (2016/01/28)

EmuCR: PCSX2PCSX2 Git (2016/01/28) 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:
* usbqemu|dev9ghzdrk: Use _WIN32 for Windows preprocessor macro
* spu2-x: Use _WIN32 for Windows preprocessor macro
* pcsx2|common: Use _WIN32 for Windows preprocessor macro
It’s predefined, unlike WIN32 and _WINDOWS (and other variants), which
are defined in the property sheets.
* gsdx: s/_WINDOWS/_WIN32/
It’s the proper Windows preprocessor macro.
* utilities: Use C99+ size definitions on Windows
Also remove a LONG definition for Linux – it’s unused.
* pcsx2: Remove useless plugin load failure error messages
If wxDynamicLibrary.Load() fails, wxWidgets provides a good enough error
message anyway.
* tests: update the list of bad test
* dmac: wrap source address to remain in 16K
Add some assertions of memcpy that overflow (need to be wrapped)
* dmac: limit address to the scratch pad memory
Help dma tests
* iop: don’t load any value in r0
Fix lsu.irx test
* iop: fix division handling based on the EE div operator
Division will now handle properly division by 0 and signed overflow
* iop:interpreter: remove special case for unsigned division
* iop: fix division on the interpreter
Recompiler is still completely broken just add tons of FIXME
* iop: fix 64 bits build
remove the offset which is useless

Download: PCSX2 Git (2016/01/28)
Source: Here

rpcs3 D3D12 Git (2016/01/28)

EmuCR: rpcs3 rpcs3 D3D12 Git (2016/01/28) is compiled. rpcs3 D3D12 is a branch of rpcs3.rpcs3 is an open source PlayStation 3 (PS3) emulator for the Microsoft Windows. Current versions can run only small homebrew for PS3. Developers are planning to make it to emulate PS3 on its speed in the near future.

rpcs3 purpose:
– Make PS3 developers easily test their apps and homebrews on PC without crashing their PS3 or moving their apps from PC to PS3.
– Just playing PS3 games on your PC and have fun! ( In the future )

rpcs3 D3D12 Git Changelog:
* rsx/common/d3d12: Support for texture 1d too.
They are used in after burner climax
* d3d12: Reinterpret depth texture as RGBA8 when sampled.
* d3d12: Compile utility shaders offline.

Download: rpcs3 D3D12 Git (2016/01/28) x64
Source: Here

rpcs3 Git (2016/01/28)

EmuCR: rpcs3 rpcs3 Git (2016/01/28) is compiled. rpcs3 is an open source PlayStation 3 (PS3) emulator for the Microsoft Windows. Current versions can run only small homebrew for PS3. Developers are planning to make it to emulate PS3 on its speed in the near future.

rpcs3 purpose:
– Make PS3 developers easily test their apps and homebrews on PC without crashing their PS3 or moving their apps from PC to PS3.
– Just playing PS3 games on your PC and have fun! ( In the future )

rpcs3 Git Changelog:
* Merge pull request #1458 from vlj/rsx
rsx/common: Make RSXFragmentProgram key and not just pointer.
* rsx/common: Make RSXFragmentProgram key and not just pointer.
* Merge pull request #1456 from vlj/rsx-debug
rsx-debug: Dump windows origin/pixel center.
* rsx-debug: Dump windows origin/pixel center.
* Merge pull request #1457 from vlj/rsx
rsx/common: Base offset is actually correctly supported.
* rsx/common: Base offset is actually correctly supported.
Outrun uses it and cars are correctly displayed.
* cellGame fix
* PSF Loader simplified
* GLGSRender fix
* fixed GameViewer crash if entry not exists
fixed psf::entry::as_string & psf::entry::value(string)
* added psf::object::get
* Reimplemented psf loader
* Merge pull request #1455 from vlj/d3d12
D3d12: Drop IAInputLayout and use SV_VertexID + SRV instead
* d3d12: Make some memory helper structure uncopyable/unmovable.
* d3d12: Compare mipmap/depth count when checking texture compatibility.
d3d12: Check for depth in texture cache.
Fix Resogun crash when loading a level.
* d3d12: Store vertex attributes as SRV and disable Input_layout.

Download: rpcs3 Git (2016/01/28) x64
Source: Here

Project64 Git (2016/01/28)

EmuCR: Project 64Project64 Git (2016/01/28) 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:
* [Project64] Code cleanup and added some more log messages
* [Project64] Be able to pass base dir to app init
* Merge pull request #944 from LuigiBlood/64dd_2
Fix Disk.cpp time/date code & F-Zero X (J) RDB update
* [RDB] F-Zero X (J) to use 8MB RDRAM for Expansion Kit
* Fix Disk.cpp time/date code
* Merge pull request #946 from death-droid/MempakFix
Change up the way Mempaks are meant to work, use the standard file fu…
* Change up the way Mempaks are meant to work, use the standard file functions. Mempaks are now loaded in when the game launches, and file handles are only opened durring read and writes
* Merge pull request #945 from AmbientMalice/patch-29
Change Rainbow 6 to use old buffer swap mode.
* whoops
* Change Rainbow 6 to use old buffer swap mode.
I have absolutely no idea why this works. It should be significantly slower. But with this setting, the game no longer chokes and runs rather smoothly.
* Merge pull request #949 from cxd4/corrupt-commits
Don’t force other contributors to make unreadable PRs.
* XPM is not a binary-encoded image format; it’s text.
* MSVS stuff is indifferent to LF or CRLF, and Windows is CRLF.
* Don’t force other contributors to make unreadable PRs.
* Merge pull request #942 from LuigiBlood/64dd_2
[RDB] Added 64DD IPL ROM

Download: Project64 Git (2016/01/28) x86
Download: Project64 Git (2016/01/28) x64
Source:Here

DOSBox-X Git (2016/01/28)

EmuCR: DOSBoxDOSBox-X Git (2016/01/28) 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:
* Actually, port 3X3 returning 0x00 makes sense after GUS reset, since
0x00 is what you wrote to 3X5 to reset the card in the first place, and
3X3 reflects the last read or write to 3X3-3X5, so logically, it’s port
3X3 acting like it’s usual self and GUS reset seems not to reset any of
that.
* gus bugfix: resetting the GUS clears the value read from 3X3, but
apparently does not clear the selected register. bugfix for “Dope” by
Complex, which apparently resets the GUS like this:
outb(0x343,0x4C);
outb(0x345,0x00); /* reset */
outb(0x345,0x01); /* take out of reset */
Note that it doesn’t re-select register 0x4C, it assumes the selected
register stays the same through reset. Since the value we read back on
real GUS hardware is some sort of latch reflecting ANY I/O through
3X3-3X5, we can’t assume that the register select is reset to 0x00 even
if port 3X3 returns 0x00 after GUS reset.
* gus emulation update: The select register (3X3) has documented behavior
for writing, but undocumented behavior for reading. While it seems to
always return the last register index you selected, it actually returns
the last byte read OR written to I/O ports 3X3-3X5 on real GUS hardware.
* Merge branch ‘master’ of https://github.com/joncampbell123/dosbox-x
* GUS emulation updates according to GUS classic observed behavior.
Through select register 0x4C (GUS reset), bits 1-2 are zeroed if
entering into or coming out of reset. The 8-bit reset register can be
seen from both 3X4 and 3X5, though it only responds to 3X5 on writing.

Download: DOSBox-X Git (2016/01/28) x86
Download: DOSBox-X Git (2016/01/28) x64
Source: Here