You can get it from our MAME download page
Archive for December, 2006
As promised by the author over the past couple weeks, here is the update to the BEST Amiga emulator available for Windows before New Years. This update contains the following changes:
Download available at our Amiga emulation page
This didn’t take long did it? Apparantly the Nintendo WII has already been hacked to play “backups”. For those of you interested (and i’m sure there are plenty), check out the video below. I’m amazed it took longer to crack the Gamecube than it did the WII. Nintendo will never learn.
‘A little GUI for popstation that lets you change images, save id and title’
Changes include:
* Fixed bug that made memory stick led flash to much.
* Added PAL 2 NTSC fix. (Based on info from CoNsOlEmOdDeR, thanx)
* PBP files can now be Previewed.
* Dont have to re-add all pictures when editing PBP files.
* PBP files are now 100% editable. All info in them, except the iso, can be changed.
* Can automatically add pictures based on Game id. Add pictures in Pics folder. (Check readme for some more info)
* Can use bigger pictures and sound files, in bytes, then files converted with only popstation.exe.
For more info and to download click this thread
And for Smith’s Popstation frontend
* fixed the Modify EBOOT to — ya know — actually MODIFY the EBOOT
For more info and to download click this thread
A Playstation emulator for those who have a Gizmondo handheld
Here is the changelog:
- VGA in Portrait-Mode
- WindowsMobile 5.0 Support
- GDI driver for WM5.0 (as test)
- 2700g buffering for speedboost
- .NRG images are now supported
- You can now choose freely if an Onscreen Button is PUSH or STICKY which highers the amount of available buttons by 6 to 12!
- Directionale keys added to the Onscreen Buttons, now even the users with PDAs that do not allow Hardware Key- Combos can play the unconfined way ^^
- Many bugs were solved and the code was cleaned (less space needed)
About that outta the original changelog:
* Changed virtual memory allocation method.
* Fixed a bug into screenshot function.
* Removed XA skip function, it caused bugs and slowdowns.
* Several fixes for a clean/smaller code in the GUI.
* Threaded execution and completely rewritten the WinCE code.
* Sound volume level is saved at the end of an emulation session.
Original post on this release thread
Hi All,
Naytheyus here, and I’ll be helping posting emulation news on VGN.
you’ll all be seeing me around.. look forward to the experience. I’ll thank VGN for the opportunity of joining the team ;)
Booster comes through yet again with DevHook v0.52.0000. The post on PSP-HACKS mentions that this includes support for firmware 3.03, which was recently decrypted by Team C+D:
1. Copy the files inside MS_ROOT to ms0:/.
2. Use the PBP Unpacker on an untouched FW3.03 PBP and extract the DATA.PSAR file.
3. Copy the DATA.PSAR file to ms0:/.
4. Copy the FW3.03 PSAR Dumper (released by Team C+D) into ms0:/PSP/GAME/.
5. Run the PSAR Dumper on your PSP and press “X†or the “Cross†button when prompted to.
6. It should automatically return to the XMB once it is done.
7. Run DevHook v0.52.
8. Select “Flash Install.â€
9. Select “Setup firmware from PSAR dumper.â€
10. Read the disclaimer, and press “O†or the “Circle†button if you agree with it.
11. Once it is done, go back to the main DevHook v0.52 screen.
12. Select “Firmware.â€
13. Select “Firmware 3.03.â€
14. Select “Start.â€
15. Reboot the PSP.
16. Load DevHook v0.52 again and start FW3.03.
17. It should say that the setup information is corrupt (BSoD), just press “O†or “Circle.â€
18. Reboot the PSP.
19. Load DevHook v0.52 again and start FW3.03.
20. You should now be able to apply your personal settings to your PSP!
Too bad Sony!
Aaron Giles
December 28th, 2006
Now that the power is back on and Christmas vacation is over, I decided it was finally time to update a few stale pages on the site. The end of the year is always a good time to clean house. First, I removed the old MAME art section, since Mr. Do is doing a fantastic job accumulating nice, high quality artwork scans, and my feeble page seemed kind of sad in comparison!
Second, I went ahead and updated my MAME Log page with a summary of what I’ve been up to this past year. You’ll notice heavy use of the word “rewrote†— guess I felt some significant changes were needed. :) Luckily, I think things will settle down this coming year, with fewer rewrites (except for a few crufty drivers), and more fine tuning of the code that’s currently there.
Third, I got to remove a few items from my fairly random MAME To-Do List and threw a couple more onto the fire. The exciting thing is that both of the “core†items that used to be there — rewrite the video system and add laserdisc support — are either complete or in progress. The only other major change I have in my sights right now is combining some of the Windows and SDLMAME code into common core pieces, which I hope I get a chance to do in the coming year.
But first I need to get back to that laserdisc support! I’ve had a lot of offers of help from people who are really excited to see this finally happen in MAME, and some great and very talented folks are helping to make sure this is done right. With luck, we’ll have something to show for MAME’s 10th anniversary (that’s my hope, anyways!)
Man.. 10 years of MAME come feb. I am getting old :(
29th December, 2006
Here’s a very early WIP of something that is coming soon to a MAME near you :-)
(The screenshot appears to be of the game 1942 with dipswitch settings allowing the user to select the amount of “lives” in the game.
A “pre-release” version of the upcoming full version of Raine V0.50 is now available for download. The main changes from the older versions include a new video system, a new GUI, and other things. Be aware, that is this a pre-release, and may be buggy. Download from our arcade emulation page.
What is likely the last release of Turbo Grafx 16 / PC Engine emulator for Windows of 2006 was updated again with these set of changes:
2006/12/29 0.89 released
- “SUPER GRAFX”(higher model machine to which a little number was sold in
Japan) was mounted. “1941″, “Aldynes”, “Battle Ace”, “Granzort”, and
“Daimakaimura(Ghouls´N Ghosts)” five all chosen set of software came to
operate. A good year.
Download at our TG16/PC Engine emulation page
Just saw over at Emu64 that this Gamecube emulator for Windows is alive again!
Aaron Giles has released the first update of the MAME 0.112 release cycle. Changes in this update (whcih are numerous) include:
UPDATE: MAME32 and MAME32FX are now available for our MAME page
Interesting news from author CKEmu according to this thread regarding this Nintendo Gamecube emulator for Windows:
Dolphin x64 / Dual Core – Announced!
EmuTalk.net – View Single Post – Winphin Christmas Surprise
In any case, Dolphin in 64-bit dual core mode now also does 25-30 fps in Wind Waker on some Core 2 Duo monster machines.. 13-15 on my 3800+ X2.
Well the suprise for me is that ector announced it , so might as well let the ‘few’ gamecube followers on NGemu know (I swear this was meant to be a secret…tsk tsk ector!)
A few shots from it (rig in sig), and no ETA on release, and this is defo ‘preliminary’ work.
Zelda TP has no FPS on it due to a draw layer problem, however, in single core mode it runs 11-13 FPS. (dual core causes problems for this game, though it would add and extra 3-4 FPS on my machine for this game)
Ville Linde posted the following regarding his development for MAME:
December 25, 2006
Merry Christmas!
I wasn’t planning on making updates on Christmas, but this one seemed major enough ;-)
One of the most interesting parts of the Taito 3D hardware is the math co-processor that has been integrated into one of the Taito custom chips. The coprocessor does two functions. The first function does 3D point projection to 2D, and was quite straightforward to understand from the DSP disassembly. The second function however, required a lot more head scratching. Eventually I figured out that this function is used to calculate polygon intersection calculations while clipping the polygons against the viewport.
The reason why yet another math unit is needed may not be clear at first. But once you look at how the math functions work, it becomes more clear. Both of the math functions are dividing something, and a quick look at the TMS320C51 datasheet reveals that it doesn’t have a division unit at all.
The emulation of the math co-processor, coupled with some additional TMS320C51 bug fixes gives us almost perfectly working 3D.
The estimated release for the best Amiga emulator for Windows called WinUAE is still expected before new years, heres a list of some other things to expect:
Bugs fixed:
- Improved bsdsocket emulation stability
- Winuaeclipboard crash fix
- Windows Vista compatibility fixes
- Filesystem flag handling on FAT volumes
- Page Down-key Input panel remapping works properly
and more small fixes here and there..
Bugs introduced in 1.3.3 fixed:
- AVIOutput out of sync fix
- CPU emulation condition code fix
- Fixed handle leak in bsdsocket and AHI
- Sound pitch shifting in VSync-mode and other sound tweaks
Major new features:
- uaeserial.device introduced. Multi-port serial device, unit numbers
are directly mapped to PC serial ports (unit 0 = COM0, 1 = COM1 etc..)
- Improved serial port detection, virtual devices also supported
- Improved Catweasel MK3/4 non-Windows driver support
- Improved debugger features
- Sound system is not anymore reinitialized when losing/gaining focus
- 1M (1024KB) ROM image support
- Sound volume configuration setting also sets AHI audio volume
(previously was Paula audio only)
And more..
Personally, im still hoping for full screen/windowed stratch mods myself. ;)
Happy Holidays from all of us at The Vintage Gaming Network!
I don’t know what’s new
You can get it HERE
Roberto Fresca
— 2006/12/24 —
Ho Ho Hoooo!…
The missing piece has been found. Pool 10, that apparently was the father of some other italian gambling games. Still need a bit of work and code analysis. More to come…
A big Thanks to MAME Italian Forum guys for all their efforts.
Merry Christmas and Happy New Year!!…
Dox
24.12.2006:
Hacked a bit Rebus to make it display gfx.
Game is still unplayable.
Btw it’s running or pSOS (like other microhard games).
Finally, after few months(!!!) of pcb tracing and gamecode analyzing i have got Dwars Den to display (almost)correct gfx. It’s nasty old board with 8085(cpu) + 8275(crt) +ay8910(sound).
There was also annoying bug in i8085 core related to serial ‘port’ (or rather pin… ) in cpu.
Special thanks goes to ClawGrip for lenting me the pcb.
Yabause has been updated to 0.8.0
You can get it HERE

