Émulation en folie : les derniers émulateurs à tester sur Mac et iOS

DevilutionX version 1.5.3

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1.5.3
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Interpréteur permettant de jouer nativement sur OSX (Intel) à Diablo et depuis son extension Hellfire.

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Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.5.3

Bug Fixes

Multiplayer
  • Resolved validation multiplayer errors.
Translations
  • Added Hungarian translation.
  • Added Turkish translation.
Stability / Performance / System
  • Fixed issue where a line is repeated in the info panel.
  • Fixed errors when converting Hellfire saved games.
  • [Miyoo Mini] Update integration.
  • [Android] Update integration (now requires Android 5.0).
  • [Android] Improved the data import dialog.
  • [Android] Game now runs full screen on devices with a notch.
  • [Windows] Fix non-English TCP error messages.

Bugfixes for original Diablo bugs

Gameplay
  • Fixed item repairs with multiple gold piles.
Known Issues
  • Some builds (like Amiga) are not ready yet and will be uploaded over the next couple of days

RPCS3 version 0.0.33 Alpha (auto build)

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Émulateur expérimental de Sony Playstation 3 écrit en C++ demandant un Mac sous OS 11.6 minimum. Des builds automatiques sont disponibles sur le site.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.0.33 Alpha

Clock Signal (CLK) version 2024-08-27

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2024-08-27
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Multi émulateur open source assez jeune demandant OSX 10.13 minimum et supportant les puces Apple Silicon (architecture Arm64). Les plateformes suivantes sont émulables : Acorn Electron, Amstrad CPC

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

2024-08-27

  • corrects a bug that could cause half-screen games to flicker on the Acorn Electron;
  • improves automatic machine selection between the ZX Spectrum +3 and CPC for a large category of self-booting disk image; and
  • corrects 65C02 bus behaviour during BBR and BBS instructions, improving emulation accuracy of the Enhanced Apple IIe.

ares version 140

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140
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Parti de Bsnes et Higan développé par feu Near (se dénommant précédement Byuu), Ares est un émulateur multi-machines repris par Luke Usher et d'autres permettant d'émuler un certains nombres de mac

Le journal des nouveautés qui font rêver les nostalgiques

Changelog
ares v140 released
2024-08-27 17:45:00

ares v140 has now been released.

Since v139, a total of 15 contributors have created 53 commits to the ares codebase.

As always, if you wish to see the full changelog in a per-commit format along with their authors, you can do so on GitHub here.

Systems

Bandai - WonderSwan / WonderSwan Color

  • Implement cartridge SRAM open bus

Nec - PC Engine / TurboGrafx / SuperGrafx / CD

  • Automatic bios detection now prefers the Arcade Card bios for NTSC-J Region, rather than System Card 3.0

Nintendo - NES / Famicom / Disk System

  • Fix an issue where cartridge ram was not included in save states for some HVC-NROM and Sunsoft 1-3 mappers.
  • Add support for Camerica/Codemasters mappers
  • Add support for Tengen Rambo-1 mapper
  • Add support for Sachen-0037/Tengen-800008 mapper
  • Add support for the NES Zapper

Nintendo - Game Boy Advance

  • Prevent the debugger from advancing the CPU clock
  • Reset prefetch buffer on ROM accesses from DMA
  • Improve DMA timings
  • Implement that the prefetcher should halt only once DMA is accessing ROM
  • Prevent DMA from interrupting ROM accesses
  • Fix controls when using a rotated screen
  • Reload timer value after tick
  • Use separate latches per DMA channel
  • Implement graphics viewer in the debugger

Nintendo - Nintendo 64

  • Clear R0 register only when written to (Performance optimisation)
  • Fix an issue where loading save states would not set the correct audio frequency
  • Add missing fields to save states
  • Refactor to remove the branch state machine from the instruction epilogue (paving the way for future recompiler improvements)

Sega - SG-1000

  • Fix an issue where cartridge ram was not included for Taiwan-A and Taiwan-B mappers.

SNK - Neo Geo

  • Fix an issue where cartridge ram was not included in save states for the Jockey GP mapper.

Sony - PlayStation

  • Fix a crash when the display surface wraps around the framebuffer.
  • Fix an issue where CD-ROM seeking would not interrupt a read operation

Shared Components

ARM7TDMI

  • Fix reading SPSR register in user and system modes
  • Improve LDM/STM edge case handling

NEC V30MZ

  • Fix DAS overflow flag emulation
  • Fix instruction prefix handling
  • Fix IP on interrupt fired when prefixes are being used with non-prefixed instructions

Other

  • Fix an issue where settings may not save correctly on non-english locale
  • Improve the OpenGL integration with librashader; matching the implementation for the Metal driver
  • Improve the OpenGL driver on macOS: Fix flickering on resize, add fullscreen behavior toggle and fullscreen monitor selection
  • Fix building using Make 3.81 (macOS users no longer need to install a newer Make manually to build ares)
  • Properly detect the target arch when compiling with CL
  • Improve compatibility with FreeBSD
  • Fix an issue where the settings window would be too small to show all options on some configurations
  • Add the ability to switch between the interpreter and recompiler at runtime; previously this was a compile time switch unavailable to end users. You can use the "Force Interpreter" setting to force the 32X, N64 and PS1 cores to use the interpreter.

Cemu version 2.1

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Emulateur Nintendo Wii-U. Actuellement le seul à  faire tourner des jeux commerciaux comme Zelda Breath of the wild.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

Cemu 2.1

This is the major release of Cemu 2.1 with a cumulative changelog which includes the changes from all 93 experimental releases since Cemu 2.0.
For users that were already using our experimental updates (2.0-x), you can think of this release as the final experimental update. There are no noteworthy additional changes compared to Cemu 2.0-95 other than the new version number.

Starting with this release, Cemu will now only have a single release channel. Instead of experimental releases, there is a new option to control whether Cemu will update immediately to cutting-edge releases, which may contain uncaught bugs, or update with a slight delay. More details on this can be found

Major new additions:

  • Added appimage and flatpak releases for Linux
  • Added an experimental release for macOS. Available for x86-64 only for now but it can be run on ARM macs through Rosetta 2 emulation. MoltenVK is used as the graphics backend
  • Added a tool to emulate the USB portals for Skylanders and Disney Infinity
  • Added NFC/NTAG support. Pokemon Rumble U figures can now be scanned from a file similar to the existing Amiibo scanning
  • Added support for titles stored in .wuhb (Wii U homebrew) and .app(NUS) format
  • Added support for connecting to Pretendo network services
  • Cemu on Windows is now non-portable by default for new installations only. All data and config files will be stored in %appdata%/Cemu. This makes the Windows installation match other platforms. Existing installations will not be affected
  • Added portable mode by placing a directory named portable next to the Cemu executable. Cemu will then store data and config files in this folder. This works on all platforms

General:

  • Added Disable screen saver setting
  • Added --title-id command line parameter to launch games by title id
  • Added desktop shortcut creation to game list
  • Added experimental GamePad microphone support
  • Improved unicode character support across the board, including the names and descriptions of graphic packs
  • Cemu will no longer refuse to start when the MLC path is invalid
  • Fixed several GamePad window size issues
  • Fixed a regression causing an infinite loop in the renderer. This would previously cause Tokyo Mirage Sessions and Pokkén Tournament to freeze on boot
  • Fixed a regression causing some games to crash without dumped Mii system files. Known affected games were Sonic Lost World and Super Mario 3D World
  • Initial support for title switching
    • Improved compatibility with the Wii U menu which can now run and launch games
    • Games with launchers, like Ryū ga Gotoku 1 & 2 HD and Steamworld Collection, are now playable
    • This feature is still experimental. Once it's stable, the option to quit games without closing Cemu will be added
  • Fixed a crash that could occur when the Title Manager tried to display system data titles
  • Fullscreen mode can now also be toggled with F11
  • The GamePad view will now display the game-specific bootup screen
  • Discord rich presence will use the translated title name that matches the console language, instead of defaulting to English
  • Fixed an issue where error dialogs in a game (erreula) can't be interacted with if the GamePad window is open
  • Updated default game profiles
  • Decreased the latency of the H264 decoder by decoding frames asynchronously

Windows:

  • Re-enabled DPI awareness
  • Fixed a crash that would occur when no audio devices are available

Linux:

  • Added wayland support
  • Added support for storing MLC and game files on case-sensitive filesystems
  • Added an option to enable GameMode
  • Brought online features on a par with Windows builds
  • Enabled DSU controller support
  • Emulated games can now access HID devices from the host via libusb (e.g. Skylanders portal)
  • Many changes to improve robustness of the Linux build
  • Added debug option to create core dumps on crash
  • Improved diagnostics logging in case of crashes or other exceptions. Cemu is now also shipped with symbols so that stack traces show function names
  • The CPU and memory statistics in the overlay now work on Linux
  • The background colors of the Game List now match the brightness of the window theme instead of always using bright colors
  • Fixed an issue where closing the GamePad window would freeze Cemu
  • Fixed a bug where the GamePad window would not render anything with OpenGL
  • Fixed an issue where some UI dialogs would cause Cemu to crash after closing them
  • Fixed many smaller UI issues specific to WxWidget's wxGTK backend

UI:

  • Added Receive untested updates option to general settings. More info here
  • Added Open Cemu folder and Open MLC folder options to the File menu
  • Added new options when right-clicking a game inside the Game List
    • Copy the title ID, name or icon of a game
    • Delete the shader cache of a game
  • Added a location column to the Title Manager
  • Separated icons in the Game List into their own hideable column
  • Fixed empty title names in Title Manager if the console language is set to something other than English
  • Fixed an issue where custom game names would not show in the Game List when it was set to icon mode
  • Fixed an issue where an extra "c" entry would show up in the save import/export dropdown in the Title Manager
  • Fixed an incorrect error message that could occur while installing games due to a mistake in the calculation of free disk space
  • The font size of overlay text will now scale according to the display's DPI
  • Fixed a crash that would occur when clicking on the Format column header in the Title Manager
  • Use the long title names in the Game List instead of the short name. This was changed due to some games which have cut-off short names
  • UI elements for options that cannot be changed at runtime are now grayed out when a game is running
  • Simplified the Getting Started dialog
  • Various smaller tweaks and restructuring of the UI to make Cemu more user-friendly

CPU:

  • Improved emulation of PowerPC overflow condition. Improves compatibility with some Unity and DS Virtual Console games

GPU core (Latte):

  • Added support for more shader instructions, some of which are necessary for homebrew shaders compiled with CafeGLSL
  • Optimized output of the shader decompiler which slightly reduces shader compilation times
  • Removed shaderMulAccuracy min option since it has no measurable benefits over the other options
  • Use better hashing for the buffer cache to avoid hash collisions. Fixes a bug in BotW where the weapon trail effect would sometimes render in a solid red color for a single frame
  • Added support for a missing vertex format used by Rabbids Land
  • Corrected calculation of FragCoord.w. Fixes rendering issues in DS Virtual Console games
  • Fixed several issues where the shader decompiler could generate broken GLSL. Fixes rainbow colors on characters in Tekken Tag Tournament 2
  • Various smaller optimizations

OpenGL:

  • Removed -legacy command line parameter which has been non-functional for a long time. Originally this would disable some features to fix crashes on pre-2015 Intel GPU drivers
  • Cemu should no longer crash if OpenGL fails to initialize
  • Fixed a regression where Cemu's precompiled shader cache for OpenGL wasn't actually used
  • Lowered latency of texture readback. This fixes severe FPS drops in BotW whenever something is lit on fire

Vulkan:

  • The option Async shader compile is now enabled by default
  • Multi-threaded pipeline compilation during the shader cache loading screen is now again enabled on Nvidia drivers which results in much faster pipeline loading
  • Fixed incorrect decoding of R4G4 texture format when VK_FORMAT_R4G4_UNORM_PACK8 is not supported. Fixes invisible rupee counter in Twilight Princess HD
  • Several changes to make Cemu align more with the Vulkan specification
  • Avoid a crash if validation layer is enabled but not installed
  • Improve floating point emulation accuracy in shaders when VK_KHR_SHADER_FLOAT_CONTROLS extension is available. This fixes mobs in Minecraft having misplaced limbs
  • Added support for R32_X8_FLOAT color texture format
  • Allow RGBA16F texture format with SRGB bit. Fixes a crash in Sonic Transformed
  • Fixed stencil front mask using the value of the back mask
  • Enhanced synchronization of draw calls involving textures that are read from and written to simultaneously. Resolves an issue with broken heightmaps in BotW on the Mesa RADV driver
  • Resolved a crash that occurred when the pipeline cache failed to open due to corruption or other issues

Online Functionality:

  • Fixed online connectivity for accounts in North America region after Wii U system update 5.5.6
  • Added option to switch between Nintendo, Pretendo or custom server URLs
  • Online mode and server selection can be set per-account instead of only globally
  • The Download Manager will always connect to Nintendo servers even if the current account is set to Pretendo or custom servers. This avoids the hassle of having to switch server settings temporarily to use the Download Manager
  • Fixed SpotPass downloads not working at all on Linux/MacOS and generally improved robustness of SpotPass downloads
  • Correctly set the current app in the friend status so it doesn't show up as "???" to other friends anymore
  • Added rudimentary proxy support (can currently only be configured by editing settings.xml)

Input:

  • Added a pairing utility for Wiimotes
  • Added Wiimote support for Linux and MacOS
  • Fixed a crash on Cemu startup caused by DSU initialization that would occur when not connected to any network
  • Added support for analog triggers for DSU API controllers
  • Fixed incorrect CRC calculation in DSU protocol
  • Fixed an issue where the UI would allow to configure more controllers of a particular type than technically supported
  • Always refresh the input settings UI when a different controller profile is selected
  • Loading a controller profile in the input settings, then changing the name and saving it again correctly creates new profile under the new name now
  • Simulate the behavior of the Wii U input driver returning no input data when queried too quickly. Fixes extra controllers not being detected in Affordable Space Adventures
  • Increased frequency of WPAD/KPAD sampling callbacks. This fixes the high latency of controllers in Pokémon Rumble U

Audio:

  • Added a default device to the Cubeb device selection

Localization:

  • More parts of Cemu are now translatable
  • While some languages have been updated with new translations, most translations remain incomplete. We are looking into streamlining the translation process in the future

Graphic packs and patches:

  • The feature to change the pixel format of a texture (overwriteFormat in rules.txt) is now working correctly on Vulkan
  • Fixed an issue in the parser for assembly patches where commas inside strings would be treated as a delimiter
  • Games will now see new files added via graphic packs. Previously when a game iterated a directory, it would only see files matching the names of the original game files and not any of the new files added by graphic packs

Debugging:

  • Added GDB stub for attaching external debuggers
  • Added a simplistic PPC profiler to the PPC Threads view
  • Fixed register window not updating in PPC debugger on Linux/MacOS
  • Added logging breakpoints
  • Added support for memory read/write breakpoints on Linux
  • PPC stack traces in log.txt will display function names if they are available
  • Added Invalid API usage log type. This log type is aimed at homebrew developers and will inform about misuse of certain API functions
  • Assigned a name to all of Cemu's threads. The main thread is now called cemu
  • Added a window to view logging output in realtime (Debug -> Open logging window)
  • Various smaller fixes for the PPC debugger

Technical CafeOS and HLE improvements:

  • Fixed a bug in nn_save that would prevent a title from accessing the saves of other titles. This is often for bonus content like Captain Toad Treasure Tracker or demo versions of games
  • Fixed an out-of-bounds memory access in sndcore
  • Reworked coreinit API related to thread creation (OSCreateThread, OSCreateThreadType)
  • Added HLE implementions for nfc.rpl, ntag.rpl and proc_ui.rpl
  • Implemented coreinit FSA API which is used by homebrew compiled with WUT 1.3.0 or newer
  • Reworked nsyshid to support different backends (currently the backends are: libusb, Windows HID API and emulated portals)
  • Stubbed drmapp PatchChkIsFinished, AocChkIsFinished, TicketChkIsFinished and nn_sl.GetDefaultWhiteListAccessorto avoid errors and crashes on the Wii U menu
  • Stubbed sysapp.SYSSwitchToEManual to avoid softlocks when accidentally opening the manual in any game
  • Fixed a regression where most OSAtomic functions would return the wrong value
  • Fixed issues where Mii names where handled with the wrong endianness leading to names being displayed as garbled text in some games
  • OSReport and OSConsoleWrite are now thread-safe and calling them in parallel will not cause log corruption or crashes
  • Various improvements to coreinit OSDynLoad API
  • Reworked coreinit memory mapping API (OSAllocVirtAddr, OSMapMemory, etc.)
  • Tweaked coreinit thread scheduler to avoid a deadlock in Just Dance 2019
  • Fixed an issue where emulated PowerPC threads would sometimes immediately end their allotted timeslice
  • Added support for parent directory references ("..") in FS/FSA file paths
  • Fixed an issue where the FS/FSA working directory would be ignored for some filesystem operations
  • Implemented more parts of nn_olv. Mario Kart 8 tournaments and ranking uploads are now functional
  • Fully reworked nn_fp (Friend service) implementation
  • Implemented PPC va_list and va_arg. Additionally reworked functions that rely on these
  • Fixed UTC offset calculation in GetUtcOffset/GetUtcOffsetEx
  • Correctly handle permissions for FSGetMountSource. This fixes One Piece: Unlimited World Red freezing on boot
  • Started work on a new modularized approach of handling HLE modules. This will eventually simplify title switching and is a prerequisite for multi-process emulation
  • Improved accuracy of OSSwitchCoroutine. Fixes a crash in Injustice: Gods Among Us during boot
  • Implemented minimal code for KBDGetKey. Fixes MSX Virtual Console games freezing on boot
  • Correctly treat the target in GX2CopyColorBufferToScanBuffer as a bitmask and not an id
  • Avoid a crash in nsysnet.recvfrom when the peer address is null
  • Added support for SO_TYPE in nsysnet.getsockopt
  • Added support for SO_BIO and SO_ENOTCONN in nsysnet
  • Correctly set wiimote position visibility state in KPADRead. This fixes the wiimote cursor being invisible in Little Inferno
  • Fixed a crash that would happen when KPADGetUnifiedWpadStatuswas called while input logging is enabled
  • Improved handling of APIs that should fail gracefully in offline mode (e.g., nn_act.AcquireNexToken)
  • Implemented additional CafeOS API:
    • coreinit: OSIsDebuggerPresent, OSGetForegroundBucketFreeArea, OSGetSystemTick, MCP_GetTitleId
    • nsysnet: inet_ntop
    • nn_act: GetTransferableId
    • nn_acp: ACPGetTitleMetaXml, ACPGetOlvAccesskey
    • zlib125: deflateInit_

Disclaimer: The specific games mentioned in this changelog are notable examples that have known improvements, but the list is not all-inclusive. Other games likely benefit from these changes too but might not have been caught during testing. By nature all changes are game-independent

Credits

This release was brought to you in large parts by:
@capitalistspz, @ColinKinloch, @Crementif, @deReeperJosh, @emiyl, @Exzap, @Fs00, @GaryOderNichts, @goeiecool9999, @lijunyu-cn, @m-chojnacki, @Maschell, @MythicalPlayz, @qurious-pixel, @ssievert42, @SSimco, @Tachi107

With additional contributions by:
@20943204920434, @abouvier, @ActualMandM, @AGraber, @amppz, @ArtemisX64, @bitscher, @blueskythlikesclouds, @chrispurnell, @dougthor42, @ElijahPepe, @EpicUsername12, @exverge-0, @FearlessTobi, @german77, @greybaron, @gurrgur, @iamqk, @IntriguingTiles, @JakobDev, @jcrm1, @jn64, @jonbarrow, @krystian-booker, @lisa-wolfgang, @niko1point0, @OatmealDome, @rawdatafeel, @RivanParmar, @rluxv, @SamoZ256, @schspa, @Shoegzer, @splatoon1enjoyer, @Squall-Leonhart, @squelchiee, @tastymeatball, @Tillsunset, @UltraHDR, @why-keith, @yeah-its-gloria, @Zopolis4

Translations by:
@cakama3a, @Deci8BelioS, @FRtranslator, @Fs00, @Genglxy, @Hackjjang, @iliya8801, @liddack, @Linx-ESP, @Milihraim, @MMatiasMG, @MoonlightWave-12, @palody, @smileyhead, @wcxu21, @webserfer

VCMI version 1.5.7

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VCMI est une réimplementation du moteur de l'excellent jeu qu'est Heroes of Might & Magic 3.

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Changelog

1.5.6 -> 1.5.7

  • Fixed game freeze if player is attacked in online multiplayer game by another player when he has unread dialogs, such as new week notification
  • Fixed possible game crash after being attacked by enemy with artifact that blocks spellcasting
  • Fixed heroes on map limit game setting not respected when moving hero from town garrison.
  • Add workaround to fix possible crash on attempt to start previously generated random map that has players without owned heroes or towns
  • Fixed crash on right-clicking spell icon when receiving unlearnable spells from Pandora
  • Fixed possible text overflow in match information box in online lobby
  • Fixed overlapping text in lobby login window
  • Fixed excessive removal of open dialogs such as new week or map events on new turn
  • Fixed objects like Mystical Gardens not resetting their state on new week correctly

1.5.5 -> 1.5.6

Stability

  • Fixed possible crash on transferring hero to next campaign scenario if hero has combined artifact some components of which can be transferred
  • Fixed possible crash on transferring hero to next campaign scenario that has creature with faction limiter in his army
  • Fixed possible crash on application shutdown due to incorrect destruction order of UI entities

Multiplayer

  • Mod compatibility issues when joining a lobby room now use color coding to make them less easy to miss.
  • Incompatible mods are now placed before compatible mods when joining lobby room.
  • Fixed text overflow in online lobby interface
  • Fixed jittering simultaneous turns slider after moving it twice over short period
  • Fixed non-functioning slider in invite to game room dialog

Interface

  • Fixed some shortcuts that were not active during the enemy's turn, such as Thieves' Guild.
  • Game now correctly uses melee damage calculation when forcing a melee attack with a shooter.
  • Game will now close all open dialogs on start of our turn, to avoid bugs like locked right-click popups

Map Objects

  • Spells the hero can't learn are no longer hidden when received from a rewardable object, such as the Pandora Box
  • Spells that cannot be learned are now displayed with gray text in the name of the spell.
  • Configurable objects with scouted state such as Witch Hut in HotA now correctly show their reward on right click after vising them but refusing to accept reward
  • Right-click tooltip on map dwelling now always shows produced creatures. Player that owns the dwelling can also see number of creatures available for recruit

Modding

  • Fixed possible crash on invalid SPELL_LIKE_ATTACK bonus
  • Added compatibility check when loading maps with old names for boats

UTM version 4.5.4

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4.5.4
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Utilisant QEmu, UTM permet de créer des machines virtuelles de façon simples grâce à son interface graphique.

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Le journal des nouveautés qui font rêver les nostalgiques

Changelog

4.5.4

  • Fixed an issue causing "The file ... couldn't be opened" immediately after creating a new VM (#6398)
  • The timestamp of the .utm package will always update to the last time it runs, this should make managing backups easier (#6474)
  • Fixed the error "Failed to lock byte 100: Operation not supported" when trying to attach an ISO which the OS has mounted or from a network drive that does not support locking (#6564)
  • Fixed an issue where release notes loading can be delayed by a lack of internet connection (it should just fail silently)
  • Localization: Added Arabic (thanks @muhammadbahaa2001)
  • Localization: Updated Chinese (Simplified + Hong Kong) (thanks @changanmoon)
  • Localization: Updated Japanese (thanks @MMP0)
  • (iOS Remote) Remote: fixed empty list when a single VM is unavailable (#6380)
  • (iOS) Updated DEB to support rootless
  • (iOS) Terminal lines no longer get hidden by the top curved edge or by the keyboard (#6482)
  • (iOS) Fixed an issue where importing a drive shows up as a removable drive (#6485)
  • (iOS) Fixed an issue where creating a new drive sometimes automatically closes the popup
  • (iOS) External displays can now view serial output terminals (#6594)
  • (iOS) Added new tips overlay for new users
  • (macOS) Remote Server: Immediately start server when "autostart" option is checked (#6429)
  • (macOS) Remote Server: fixed crash when specifying an invalid port number (#6584)

Aleph One version 1.10

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Aleph One est le moteur permettant de revivre les excellents opus de la série Marathon créée par

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.10

Along with support for Classic Marathon Infinity on Steam and an uploader for the Steam Workshop, this release also includes a new scenario chooser.

To use the scenario chooser, place the Aleph One executable in a folder containing scenario folders, or add a "Scenarios" folder to one of the original trilogy folders. The scenario chooser is not included with all-in-one Mac apps; use the standalone Aleph One app instead.

Xemu version 0.7.132

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Emulateur Xbox open source capable de faire tourner quelques jeux commerciaux (voir la liste sur le site).

Citra version r5115f64

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r5115f64
Body

Émulateur de 3DS qui fait tourner quelques jeux commerciaux (qui devront préalablement être décryptés, ce qui est assez complexe).

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

  • act: Add more command names and implement GetErrorCode The command names have been extracted from 3dbrew and the JavaScript bindings that the NNID settings uses internally. The error names have been extracted from the Wii U implementation (102-XXXX), which are compatible with the 3DS ones except for 022-5XXX, which are error codes specific to the 3DS.
  • act: Split error codes into separate file

DuckStation version 0.1-7371

Mise à jour
  • Logos
    Logo de macOS
  • Logos
    logo intel
  • Logos
    Logo Apple Silicon
  • Logos
    Logo 64 bits
  • Logos
    Logo de l'API Metal d'Apple
  • Logos
    Le logo de la bibliothèque SDL
Version
0.1-7371
Body

Jeune émulateur opensource de Playstation utilisant Qt5 et la SDL2.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.1-7371

  • 81295c8 FileSystem: Correctly use lstat() on Linux
  • e6a682f System: Reduce rewind/runahead memory usage w/o 8MB enabled
  • 7041178 System: Make more functions static
  • aeb9d38 System: Add save state compression mode options
  • 4f16cb6 GPUDevice: Expose swap chain clear colour
  • b2ca23e GPU: Use full display rect for postfx calculations
  • 8ad133d FileSystem: Fix crash on file open fail in WriteAtomicRenamedFile()
  • c97516b CDROM: Further improve seek timing
  • d1f0669 SPU: Ensure all samples are generated prior to DMA write
  • 624ab4d Atualização Português do Brasil (#3273)
  • 5368a1d CI/AppImage: Work around broken AppImageLauncher
  • 55d0951 CDROM: Defer init completion until after seek
  • 76f6eaf Qt: Fix folder selection title bar
  • 98b1a70 GPU/HW: Use texture instead of RTs for rewind/runahead w/o MSAA
  • 010c7de dep: Bump vk_mem_alloc to 871913d
  • 34df233 VulkanDevice: Enable VK_KHR_maintenance4 and 5
  • b72e622 CubebAudioStream: Remove leftover field
  • 8295fd9 GPUDevice: Fix debug assertion tripping in Vulkan
  • 290c44f Error: Add TakeDescription()
  • 5f80827 VulkanDevice: Fix download inside render pass
  • af47eb6 System: Add video capture feature
  • 62eb557 MediaCapture: Warning fix
  • 00a58eb Bus: Fix sideloading EXEs without initial SP value
  • db4e28f GPU: Add cycle penalty for reloading CLUT
  • abbb21f GPU: Approxiate texture cache reload time for P8/C16 sprites
  • 78398f8 GameDB: Battle Athletess - Daiundoukai GTO
  • 5d84185 GameDB: Slightly bump up DMA rate for Chrono Cross
  • 9a58327 GPU: Vectorize VRAM fills
  • c30c4a5 GPU: Fix possible race in screenshot
  • 422a0a0 MediaCapture: Fix OpenGL capture
  • 8ad912c MediaCapture: Handle BGRA for MediaFoundation
  • ee07e9e Hotkeys: Move Toggle Media Capture to General
  • d5b6d35 dep: Add FFmpeg v7.0.2 headers
  • da4b5df MediaCapture: Add FFmpeg backend
  • da1fb4c Data: Update SDL game controller database
  • e8693ed README: Various corrections/updates
  • 3e708d0 Atualização Português do Brasil (#3274)
  • 5786f3a System: Fix loading state without media
  • f48d3b4 CMake: Copy FFmpeg dylibs into Mac bundle
  • 71738d1 GPU: Clear RT before sending to media capture
  • 9e09f53 Core: Add constexpr MIPS Encoder
  • cbbfc2f StringUtil: Add BytePatternSearch()
  • e96320d BIOS: Add Type 2 fastboot patch (PS2)
  • 421bd23 Bus: Add stub for SIO2 accesses
  • 34e0752 GameDB: Add hash for Starblade Alpha (Japan)
  • a6ba2b5 BIOS: Prioritize image enumeration
  • 09cdd98 Qt: Clarify BIOS support in setup wizard
  • 0af2c01 Updated Spanish (Latin America) translation (#3275)
  • f99d5ff FullscreenUI: Fix saving of list options (e.g. controller settings)
  • 13a3741 FullscreenUI: Fix popup close resetting window scroll
  • 7756c5a Qt: Fix log window mouse interaction
  • 05f9f33 ImGuiFullscreen: Fix choice popup selected drawing over border
  • f5815f3 ImGuiFullscreen: Display checkmark on right of choice dialog
  • 0f03aa3 GameDB: Fix Starblade Alpha JPN hash (#3276)
  • 159254c RegTest: Fix OOB array read
  • f2896d5 RegTest: Report performance stats on exit
  • 460acce MDEC: Ensure alignment of inputs
  • 2e24519 Misc: Fix ARM32 build (again)
  • 2f5aa45 SPU: Fix incorrect envelope rate
  • add4624 Qt: Fix list focus restoration after system shutdown
  • 7810c95 Atualização Português do Brasil (#3277)
  • 823ce58 update Simple-Chinese translation to latest. (#3278)
  • 681fab5 Qt: Update glyph ranges
  • 052930a System: Fix reset with Type 2 fastboot
  • ce7bbb4 FullscreenUI: Make "version" in Big picture translatable (#3279)
  • 44a12db Log: Flush on every write
  • b274bf4 System: Switch to new capture file on video FPS change
  • c6d14fe System: Log information on startup
  • 7ac3e2f Settings: Don't create deprecated achievement cache directories
  • 9d7a3b1 Settings: Fix incorrect videos directory
  • 6f9e8ef Qt: Fix a couple of theme switching glitches
  • e2ea0bf Qt: Fix link colouring in setup wizard
  • 3772706 System: Look up media capture settings on-demand
  • 3175214 MediaCapture: Fix MP3 audio encoding
  • ee98912 SPU: Fix SPU_DUMP_ALL_VOICES option
  • 304f69e CDROM: Fix rare interrupt race when cancelling commands
  • b2577ef Qt: Work around theme switching bug

ArcEmu version 1.6

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  • Logos
    Icône iOS
Version
1.6
Body

Émulateur disponible sur l'AppStore d'Apple pour 2€. Fonctionne sur iPhone, iPad et est même utilisable sur Apple Watch (contrôles compliqués).

Fiche ios
Présent sur Altstore
Non

1.6

  • Amélioration des performances et réduction de la consommation de batterie.
  • Les options ROM (nom, couleur, palette, etc.) sont maintenant partagées entre l'Apple Watch et l'iPhone.
  • Ajout du support pour iCloud pour les sauvegardes d'état.
  • Ajout de la fonction pour télécharger les ROMs directement sur la Watch via un lien direct (sans transfert depuis l'iPhone).
  • Ajout du support pour Family Setup (Apple Watch autonome) via le téléchargement des ROMs via un lien direct.
  • Nouveau D-Pad animé sur iPhone et iPad, compatible avec la fonction Sustain/Hold.
  • Ajout de la possibilité d'appuyer sur plusieurs boutons en même temps s'ils sont proches, comme par exemple A + B.
  • Ajout de nouveaux boutons dans le menu en jeu pour contrôler la rotation et autres.
  • Amélioration de l'importation des fichiers ZIP, qui recherche désormais les ROMs de manière récursive, sans s'arrêter au premier dossier.
  • Corrections de bugs.

shadps4 version 0.2

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    Logo de macOS
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    logo intel
  • Logos
    Logo 64 bits
Version
0.2
Body

Un émulateur de PS4 qui a déjà des jeux jouables.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.2

A short description of changes :

  • Adding macOS support
  • Big shader recompiler improvements
  • Core improvements
  • GUI improvements

 

And A large one 😀

WHAT’S CHANGED
  • shader_recompiler: Implement most integer image atomics, workgroup barriers and shared memory load/store by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/231
  • Recompiler: sampler patching by @psucien in https://github.com/shadps4-emu/shadPS4/pull/236
  • Fix ShowSplash size by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/235
  • Misc Fixes by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/233
  • shader_recompiler: Check usage before enabling capabilities by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/245
  • CMakeLists.txt cleanup by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/244
  • Misc fixes 3 by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/239
  • Create shortcut by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/246
  • fix linux again by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/254
  • Graphics: missing features and fixes by @psucien in https://github.com/shadps4-emu/shadPS4/pull/253
  • Eliminate compiler warning by @OFFTKP in https://github.com/shadps4-emu/shadPS4/pull/264
  • Fix sceAudioOutOpen not handling audio param attributes by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/267
  • Added Legacy Min/Max ops by @ItsStolas in https://github.com/shadps4-emu/shadPS4/pull/266
  • Update building-linux.md with full instructions by @BigTreezZ in https://github.com/shadps4-emu/shadPS4/pull/260
  • Improve physical device selection in Vulkan renderer by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/247
  • add V_MAD_U32_U24 by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/262
  • fix shortcut name with unaccepted characters by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/269
  • impl V_CMP_CLASS_F32 common filter masks by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/276
  • Update building-linux.md with thread numbers by @BigTreezZ in https://github.com/shadps4-emu/shadPS4/pull/275
  • More HLE stuff and fixes by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/273
  • Adding Bloodborne screenshot by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/278
  • HR Timers support and event queue refactoring by @psucien in https://github.com/shadps4-emu/shadPS4/pull/277
  • Filesystem errors and Base Array Layers by @vladmikhalin in https://github.com/shadps4-emu/shadPS4/pull/280
  • Misc implementations and fixes. by @polybiusproxy in https://github.com/shadps4-emu/shadPS4/pull/250
  • Update CMakeLists.txt to fix compilation error by @BigTreezZ in https://github.com/shadps4-emu/shadPS4/pull/282
  • Fixed an issue with number of components of shader attributes by @vladmikhalin in https://github.com/shadps4-emu/shadPS4/pull/283
  • Fix Linux builds by @polybiusproxy in https://github.com/shadps4-emu/shadPS4/pull/284
  • shader_recompiler/frontend: Implement opcodes by @polybiusproxy in https://github.com/shadps4-emu/shadPS4/pull/289
  • Missing graphics features for flOw & Flower by @psucien in https://github.com/shadps4-emu/shadPS4/pull/292
  • Fix pthread deprecation warnings by @jas0n098 in https://github.com/shadps4-emu/shadPS4/pull/290
  • gnmdriver: Implement shader functions by @polybiusproxy in https://github.com/shadps4-emu/shadPS4/pull/287
  • Various linux fixes by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/293
  • Return EBUSY from sceKernelPollEventFlag instead of ETIMEDOUT. by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/299
  • Implemented load_buffer_format_* conversions by @vladmikhalin in https://github.com/shadps4-emu/shadPS4/pull/295
  • Move “game_data” to RW directory inside user folder for linux by @qurious-pixel in https://github.com/shadps4-emu/shadPS4/pull/252
  • code: Fixup some regressions by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/300
  • kernel: Implement posix_pthread_once by @dima-xd in https://github.com/shadps4-emu/shadPS4/pull/297
  • Fixed buffer_store_* regression by @vladmikhalin in https://github.com/shadps4-emu/shadPS4/pull/302
  • Misc Fixes (forgot the number) by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/281
  • spirv: Address some regressions in buffer loads by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/304
  • Surface management rework (1/3) by @psucien in https://github.com/shadps4-emu/shadPS4/pull/307
  • vk_scheduler: Add api for defering operations by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/311
  • Add macOS support by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/294
  • Add sceKernelGetDirectMemoryType, update sceKernelReserveVirtualRange by @Borchev in https://github.com/shadps4-emu/shadPS4/pull/312
  • Replace remaining uses of QDir::currentPath() / "user" with GetUserPath(UserDir). by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/314
  • docs: Syntax highlighting for the example code by @noxifoxi in https://github.com/shadps4-emu/shadPS4/pull/316
  • Fix macOS builds by @VasylBaran in https://github.com/shadps4-emu/shadPS4/pull/317
  • Install x86_64 MoltenVK from Homebrew. by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/318
  • Fixed the button- PKG patch version is older by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/319
  • address_space: Fix windows placeholder mapping by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/323
  • memory: Cleanups and refactors by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/324
  • Misc Fixes 7 by @raziel1000 in https://github.com/shadps4-emu/shadPS4/pull/320
  • BUFFER_STORE_DWORDX2 by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/325
  • semaphore: Yet another race condition fix by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/327
  • 64 bits OP, impl V_ADDC_U32 & V_MAD_U64_U32 by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/310
  • fix tls patch on windows by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/328
  • Move presentation to separate thread/improve sync by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/303
  • Surface management rework (2/3) by @psucien in https://github.com/shadps4-emu/shadPS4/pull/329
  • log improvement ThrowInvalidType by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/330
  • Implement some pthread calls by @dima-xd in https://github.com/shadps4-emu/shadPS4/pull/332
  • Fixup for detiler artifacts on macOS by @VasylBaran in https://github.com/shadps4-emu/shadPS4/pull/335
  • Add sem_timedwait polyfill for macOS. by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/336
  • kernel: Implement sceKernelSetVirtualRangeName by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/338
  • Fix SearchFree function bug by @Borchev in https://github.com/shadps4-emu/shadPS4/pull/339
  • Don’t download unnecessary DLLs by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/341
  • Add pthread_attr_getstacksize thunk by @Borchev in https://github.com/shadps4-emu/shadPS4/pull/343
  • shader_recompiler: Small instruction parsing refactor/bugfixes by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/340
  • Reorganization of includes by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/348
  • core: Implement sceRandomGetRandomNumber by @dima-xd in https://github.com/shadps4-emu/shadPS4/pull/350
  • Adding macOS to readme + minor changes by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/351
  • SaveData Fixes by @raziel1000 in https://github.com/shadps4-emu/shadPS4/pull/346
  • Added Git version info by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/355
  • Better logo for shadPS4 by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/352
  • Add macOS icon. by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/356
  • reuse: fix license for externals by @abouvier in https://github.com/shadps4-emu/shadPS4/pull/358
  • Minor Qt GUI update by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/363
  • SampleCountFlagBits::e16 – GetGpuClock64 by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/360
  • add-SurfaceFormat by @DanielSvoboda in https://github.com/shadps4-emu/shadPS4/pull/365
  • video_core: Minor fixes by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/366
  • video_core: Implement guest buffer manager by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/373
  • Workflows cleanup + misc fixes by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/371
  • qt_gui: Added double-click game icon to start game by @ElBread3 in https://github.com/shadps4-emu/shadPS4/pull/379
  • qt_gui: Refreshing game list after install directory change by @SamuelFontes in https://github.com/shadps4-emu/shadPS4/pull/380
  • 361: Game directory window appears every time by @SamuelFontes in https://github.com/shadps4-emu/shadPS4/pull/381
  • revert some sdl switches by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/382
  • Kernel-Related Fixes by @StevenMiller123 in https://github.com/shadps4-emu/shadPS4/pull/386
  • Update latest build instructions.md by @SleepingSnakezzz in https://github.com/shadps4-emu/shadPS4/pull/385
  • Submodules updates + misc fixes by @georgemoralis in https://github.com/shadps4-emu/shadPS4/pull/368
  • gui: Implement settings dialog by @dima-xd in https://github.com/shadps4-emu/shadPS4/pull/390
  • Gnmdriver: More functions by @psucien in https://github.com/shadps4-emu/shadPS4/pull/410
  • Video Core: debug tools by @psucien in https://github.com/shadps4-emu/shadPS4/pull/412
  • Build stabilization by @psucien in https://github.com/shadps4-emu/shadPS4/pull/413
  • Enable VK_EXT_robustness2 nullDescriptor only if supported. by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/419
  • Add partial unmap support by @Borchev in https://github.com/shadps4-emu/shadPS4/pull/322
  • thread_management.cpp: Various Mandatory Threading Fixes | Resolve #398 by @lzardy in https://github.com/shadps4-emu/shadPS4/pull/394
  • spirv: fix image sample lod/clamp/offset translation by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/402
  • video_core: Crucial buffer cache fixes + proper GPU clears by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/414
  • Fix some Vulkan validation errors on macOS. by @squidbus in https://github.com/shadps4-emu/shadPS4/pull/420
  • Basic gamepad support through SDL by @counter185 in https://github.com/shadps4-emu/shadPS4/pull/407
  • video_core: Various fixes by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/423
  • qt-gui: Added GPU device selection functionality by @SamuelFontes in https://github.com/shadps4-emu/shadPS4/pull/399
  • video_core: CPU flip relay by @psucien in https://github.com/shadps4-emu/shadPS4/pull/415
  • core/memory: Fix error on virtual queries of reserved regions by @polybiusproxy in https://github.com/shadps4-emu/shadPS4/pull/429
  • spirv: Simplify shared memory handling by @raphaelthegreat in https://github.com/shadps4-emu/shadPS4/pull/427
  • scePthreadAttrSetstack implementation by @StevenMiller123 in https://github.com/shadps4-emu/shadPS4/pull/391
  • core: misc changes by @dima-xd in https://github.com/shadps4-emu/shadPS4/pull/430
  • shader_recompiler: basic implementation of BUFFER_STORE_FORMAT_ by @psucien in https://github.com/shadps4-emu/shadPS4/pull/431
  • Ability to change username by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/432
  • Qt-GUI: Adding User Name selection by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/440
  • gpu: handle primitive restart index register by @viniciuslrangel in https://github.com/shadps4-emu/shadPS4/pull/438
  • Qt-GUI: Cleaning the option menu by @Xphalnos in https://github.com/shadps4-emu/shadPS4/pull/443

NEW CONTRIBUTORS

  • @DanielSvoboda made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/235
  • @viniciuslrangel made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/267
  • @ItsStolas made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/266
  • @BigTreezZ made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/260
  • @vladmikhalin made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/280
  • @polybiusproxy made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/250
  • @jas0n098 made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/290
  • @squidbus made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/299
  • @dima-xd made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/297
  • @Borchev made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/312
  • @noxifoxi made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/316
  • @VasylBaran made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/317
  • @ElBread3 made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/379
  • @SamuelFontes made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/380
  • @StevenMiller123 made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/386
  • @SleepingSnakezzz made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/385
  • @lzardy made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/394
  • @counter185 made their first contribution in https://github.com/shadps4-emu/shadPS4/pull/407

Full Changelog: https://github.com/shadps4-emu/shadPS4/compare/0.1.0…v.0.2.0

Rokuyon version auto build

Mise à jour
  • Logos
    Logo de macOS
  • Logos
    logo intel
  • Logos
    Logo 64 bits
Version
auto build
Body

Émulateur de Nintendo 64 encore au stade expérimental mais des builds macOS sont disponibles sur le site.

OpenTESArena version 0.15

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  • Logos
    Logo de macOS
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    logo intel
  • Logos
    Logo Apple Silicon
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    Le logo de la bibliothèque SDL
Version
0.15
Body

Interpréteur pour rejouer à The Elder Scrolls : Arena.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.15

This release overhauls the graphics code to more closely match the look of the original game. The renderer now also uses meshes, shaders, and draw calls normally found in an OpenGL or Vulkan engine.

Overall FPS is below average due to draw calls not being batched yet and the rasterizer being relatively unoptimized (it was very challenging to reliably coax all compilers to output good assembly, so there is still room for improvement). One optimization of interest however is the addition of a voxel quadtree for efficiently testing visibility to the camera.

Release video is here.

New features and changes

  • New 3D software renderer
    • Closely matches original game's 256 color lighting (special thanks to @Carmina16)
  • Improved Arena data files detection (now checks default C: Steam install on Windows)
  • Added exclusive fullscreen option
  • Added tall pixel correction option
  • Initial work on player attributes (@gazorpo)
  • Improved screenshot saving
  • Minor change to player movement to match original game
  • ARM64 macOS support
  • Replaced debug collision option with ghost mode that allows flying
  • Replaced DebugFast build config with ReleaseGenericNoLTO
  • Removed time scale option

Fixes

  • Fixed fog color in Elden Grove and Murkwood
  • Fixed Ria Silmane voice not continuing in CD version
  • Fixed floor replacement texture when deleting voxels
  • Upgraded to SDL 2.0.10 to fix periodic lag caused by SDL_PollEvent()

Known issues

  • Collision detection is barebones and will be improved in a later release
  • Puddles are unusually expensive to render due to naïve draw call synchronization
  • Puddles might not reflect entities in an adjacent chunk
  • Exterior textures and sky don't update to match weather after entering and exiting an interior
  • Screen-space fog is not finished and appears as a low-res cube around the player
  • Some building names and interiors don't match original game

PPSSPP version 1.17.4

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Version
1.17.4
Body

PPSSPP est un émulateur PSP open-source.

Fiche ios
Présent sur Altstore
Non

1.17.4

  • Added setting to control the app switching mode on iOS (you can now get rid of the indicator at the bottom of the screen, at the cost of losing the double-swipe app switching behavior)
  • Fixed some bugs in savestate handling that could cause crashes
  • Fix bug in IR interpreter causing crashes and strange behavior like wrong camera in the Yu Gi Oh games
  • Fix handling of multiple savegames in GTA (didn't always load the most recent one)
  • Minor compatibility and rendering fixes

Gearcoleco version 1.2.0

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Version
1.2.0
Body

Émulateur de ColecoVision écrit en C++.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.2.0

  • Fix right button in gamepads. Fix #55
  • [Debugger] Improved Memory Editor.
  • [WiiU] Aroma CFW Compatibility by @Ploggy in #60
  • Add Windows ARM64 support.
  • [Debugger] Add more info to VDP viewer. #59
  • [Debugger] Add support for docking windows in macOS and Windows.
  • [Debugger] Add support for multi-viewport (drag windows outside the main window)

DREAMM version 3.0.1

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Version
3.0.1
Body

Interpréteur qui ne se focalise que sur les jeux LucasArt, mais qui n'utilise pas le principe de ScummVM de ré-écriture du moteur de jeu, mais de gérer les jeux, principalement ceux édités sur Wind

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

3.0.1

  • Much improved Steam and GOG game compatibility
  • Fixed crash/performance instability in 3D renderer on some systems
  • Fixed crash if exiting while a menu was active in Windows games
  • Fixed crash upgrading some games from the command line
  • Added stricter checks in a couple of spots where other crashes have been reported
  • Improved responsiveness of cancel when verifying

VirtualC64 version 5.0.1

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5.0.1
Body

Émulateur de Commodore 64.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

5.0

The main innovation in this release is run-ahead support. In addition, the internal code base has been completely overhauled, and many other minor changes were made.

DosBox Staging version 0.81.2

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0.81.2
Body

Fork de l'officiel émulateur

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.81.2

This patch release fixes a critical keyboard regression bug in the classic Bitmap Brothers game Gods. The regression was accidentally introduced in the 0.81.1 release (#3777).

The game is very difficult to play without this fix, as holding down the movement keys may result in delayed movement, jerky start/stop motion, or no movement at all after a bit of playing.

fheroes2 version 1.1.1

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1.1.1
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Réimplémentation du moteur du jeu

Le journal des nouveautés qui font rêver les nostalgiques

Changelog
  • version 1.1.1 (13 July 2024)

  • Release highlights:

  • Add support for Rumors, Daily Events and special conditions in the Editor
  • Update several UI dialogs for the Editor
  • Rework AI bonuses logic and fix rare cases with AI behavior on the Adventure Map
  • Over 40 issues have been closed since the 1.1.0 release
  • Full changelog:

  • update the Russian translation
  • properly set tile information upon placing a new object
  • update the Hungarian translation
  • implement special victory and loss conditions for heroes and towns
  • add Evil theme for ADD, EDIT and DELETE buttons in the Editor
  • fix object UID restoration after Redo operation in the Editor
  • add support for double click within Sphinx, Daily Events and Rumors lists
  • show date description for daily events
  • allow to disable any building in castles and towns in the Editor
  • add Find Artifact victory condition in Editor
  • add popup messages for right clicking on special map conditions
  • restrict obelisk placement to 48 objects
  • update logic related to human player selection for maps
  • fix crash when entering an empty line in text boxes
  • fix town placement over action objects
  • allow normal victory for "Accumulate gold" condition
  • fix the display of identical artifacts captured in battle
  • Magic Book window: show the maximum number of spell points
  • add "Out of Time" and "Accumulate Gold" map conditions within the Editor
  • add support of editing daily events within the Editor
  • show pressed monster button on Editor panel while clicking on it
  • add hotkey for passability within the Editor
  • add color names to Traveller's Tent and Barrier objects within object selection window
  • reduce castle area for mouse right clicking inside Editor's castle selection window
  • update map type popup message by right clicking to include Resurrection maps
  • add a new variation of Cave object on the Adventure Map
  • change hero selection dialog in the Editor
  • add an ability in the Editor to edit Rumors for maps
  • bring the logic of the Summon Boat spell for the human player in line with its logic of operation in the case of AI
  • AI: fix the assertion failure when visiting an object that is impossible to stand on
  • fix castle and hero radar rendering in the Editor
  • fix Magic Garden being shown without animation within the Editor
  • speed up save file loading and saving operations
  • add '?' symbol to Virtual Keyboard
  • properly check the Price of Loyalty resources in order to enable the Editor
  • move an existing object in front while trying to place an exact one on the same tile in the Editor
  • generate a random hero portrait for the Editor
  • fix crash when a hero is killed defending a castle
  • differentiate Random Castle and Town names in the Editor
  • update the Swedish translation
  • fix invalid logic for setting random artifacts
  • put the Graveyard object to the correct category, "hide" the alternative versions of Graveyard sprites
  • remove the AI unit growth bonuses and tune the income bonuses for different difficulty levels
  • limit the minimum slider length to 15 pixels
  • update the Portuguese translation
  • fix hero editing assertion
  • update the Ukrainian translation
  • fix random artifact types
  • implement the file manager for FH2M maps in Android
  • force use the non-typeable hotkeys for text input dialog and allow starting a new line in multiline texts
  • fix Editor instruments' buttons rendering
  • AI: properly handle the Spell Book artifacts on the Adventure Map
  • add missing checks for Miscellaneous objects in the Editor
  • add missing Sphinx part
  • fix text editing crash
  • fix crash when using quick switch to hero when castle is current object
  • fix the evaluation of the DOUBLE_SHOOTING and DOUBLE_MELEE_ATTACK abilities
  • version 1.1.0 (22 May 2024)

  • Release highlights:

  • Introduce the new Editor to the engine, which allows to create and play new maps
  • Rework several in-game dialogs
  • Improve AI behavior regarding enemy heroes and castles
  • Update multiple translations
  • Full changelog:

  • properly connect Streams and Deltas while placing Streams
  • do not allow placing Ultimate Artifact on non-diggable terrain in Editor
  • use golden color to highlight cells that are sometimes possible to edit
  • set the last edited map file as default for the new Standard game
  • allow picking-up the Magic Book artifact from the Adventure Map
  • show a warning message for no modification of normal artifacts
  • show a warning message that streams and roads cannot be placed on water
  • fix Editor interface items positions when Hide Interface mode is enabled in the engine
  • speed up object erasure in the Editor
  • allow only English to be used for text input within the Editor
  • add a general text for action objects with no metadata
  • display object coordinates in the right mouse click popup window
  • implement Event details window in the Editor
  • add generated buttons for map file dialog
  • make Editor panel buttons change good/evil interface
  • fix std::string serialization
  • implement base functions of Map Specifications dialog for the Editor
  • update the Swedish translation
  • add UI window to edit Sphinx properties
  • change a message while trying to get another Magic Book
  • fix the flickering of the map filter buttons in the map selection dialog
  • add an extra space between UI elements in the monster separation window
  • implement simple Save Map dialog for the Editor
  • properly handle objects while changing terrain in the Editor
  • properly connect roads and castles in the Editor
  • add a multi-line text editing feature to edit Sign and Bottle texts in the Editor
  • fix software cursor show delay
  • allow Events to be placed on Water within the Editor
  • remove Editor's beta flag
  • add Editor icon to the Main Menu
  • add a window to enter Random Ultimate Artifact radius
  • describe all Adventure Map objects used in the game
  • add relaxed requirements for object placement in the Editor
  • add a shortcut to go to the Main Menu from the Editor
  • allow river deltas to be placed anywhere in the Editor
  • implement Castle/Town details dialog in the Editor
  • add logic to handle victory and loss conditions for maps made by the Editor
  • fix typo in Hot Seat maximum players value
  • update the Russian translation
  • update the Portuguese translation
  • add a window to change Monster properties in the Editor
  • add the jailed hero details dialog in the Editor
  • implement hero details dialog in the Editor
  • do not add scaled resolutions for PS Vita
  • avoid extra I/O operations while changing game's settings
  • change the text in the monster separation window
  • introduce new object types: Swampy Lake and Frozen Lake
  • fix wrong name for Neutral race troops
  • update the Romanian translation
  • update the Ukrainian translation
  • use the AI pathfinder to assess the threat of enemy heroes instead of relying on the region database
  • update the Hungarian translation
  • fix hero battle info text X offset
  • make the default left and right hotkeys select skills in the level up dialog
  • add Editor related options
  • update the Spanish translation
  • version 1.0.13 (16 March 2024)

  • Release highlights:

  • Improve list scrolling and add slide to attack action on touch devices
  • Adjust campaign difficulties and fix carry over mechanics for campaigns
  • Update numerous texts and UI elements
  • Add the Eraser tool for the Editor (accessible only for developers at the moment)
  • Over 30 issues have been closed since the 1.0.12 release
  • Full changelog:

  • fix Sphinx title offset
  • add a window telling about demo version being used
  • add possibility to "draw" the attack angle between two hexes on touch screens
  • fix double daily resources award
  • fix rendering flaws of battle journal when using scroll bar
  • update the French translation
  • fix delayed cursor in campaign briefing dialog
  • add convenient list scrolling for touch screens
  • fix army split dialog text overflowing the dialog and add troops name
  • fix multiple objects and add missing ones in the Editor
  • fix a crash with AI hero animation
  • fix the troops carry over mechanics for campaign
  • update the Ukrainian translation
  • update the Swedish translation
  • update the Danish translation
  • kingdom Overview screen: automatically update status of castle dwellings that have just been built or upgraded
  • update the Vietnamese Translation
  • fix the mechanics of Genie special ability
  • add multiline stats in hero info window in battle
  • update the Hungarian translation
  • update the Spanish translation
  • fix many typos and improve English strings
  • add info about ranged penalty elimination to archery skill description
  • update combat disabling dialog text
  • adjust the difficulties of campaign scenarios that were hard-coded in the original game
  • update the resource panel immediately after a purchase in a castle
  • speed up application loading
  • add a feature to align the text non-uniformly
  • make several buttons text adapted and fix okay button redraw
  • add quick hero switch feature to the adventure map interface
  • cursor update code improvements
  • fix accidental map scrolling after exiting castle/hero screen
  • auto combat toggling improvements
  • version 1.0.12 (07 February 2024)

  • Release highlights:

  • Improve AI's defensive tactics in battles and add surrender logic
  • Finish adding all of the Adventure Map objects that can be added in the Editor (accessible only for developers at the moment)
  • Adjust the AI performance at different difficulty levels and improve its logic on the Adventure Map
  • Update several UI dialogs and improve overall game performance
  • Over 50 issues have been closed since the 1.0.11 release
  • Full changelog:

  • update the Russian translation
  • update the Spanish translation
  • correct icons alignment on the hero meeting screen
  • update the Polish translation
  • fix the retaliation of archers attacked by an ally under the influence of Berserker or Hypnotize spells, improve the AI usage of Hypnotize spell in general
  • fix incorrect Artesian Spring evaluation by the AI
  • make rules for AI surrender and retreat more unified
  • fix Oasis object passability
  • always offer one native hero at the beginning of a new week
  • puzzle and View World dialogs rendering improvements
  • implement Landscape Miscellaneous (non-action) objects placing in Editor
  • fix OKAY button translation for Interface Settings dialog after any setting change
  • make the AI not to know what objects contain
  • fix issue when Blind or Paralyze has been applied to a hypnotized unit during its turn
  • implement Adventure (action) Miscellaneous objects placing in Editor
  • tune the AI performance at different difficulty levels
  • add surrender cost to battle result dialog
  • improve overall image processing performance
  • update spell points, formations and artifacts descriptions
  • add infos on the cost of surrender
  • allow AI units covering an archer with the AREA_SHOT capability to attack neighboring units on their own
  • use proper name for PoL campaign in High Scores
  • use CP1257 code page for Lithaunian
  • offer the Wisdom skill to the heroes of "magic" classes on a mandatory basis at least once every three level-ups
  • implement Mountains, Rocks and Trees placing in the Editor
  • make the AI attack human heroes that have a greater chance to win than the AI heroes
  • implement Power-ups object placement in the Editor
  • allow AI units that ignore retaliatory strikes to attack neighboring enemy units while covering archers
  • avoid visiting Oasis and Watering Hole objects by AI heroes if they bring no benefit
  • make AI hero behavior depend on the time spent on the map
  • improve fog discovery by the AI heroes
  • adjust text in the skill popup dialog
  • implement Mines placing in the Editor
  • improve AI hero interaction with Witch's Hut object
  • allow the AI-controlled hero to surrender if his kingdom has sufficient gold reserves
  • add text width-adapted CANCEL button, change to StandardWindow for Resolution, Language, Adventure, File and Scenario Info dialogs
  • update Hungarian translation
  • add dwellings into the Editor
  • fix rare fog of war rendering issues
  • allow AI heroes to surrender if the conditions of retreat have been met, but it is impossible to retreat
  • implement the AI logic to transfer the slowest troops to the garrison at the end of the turn to try to get a movement bonus on the next turn
  • mark fheroes2 as DPI-aware on Windows
  • speed up image loading
  • speed up file loading and reduce memory usage on the Adventure Map
  • improve the AI logic for pay-to-hire dwellings on the Adventure Map
  • improve the AI heuristics of covering shooters when using defensive tactics
  • update buttons and add popup windows for them in Battle Only mode
  • use the "cautious offensive" tactics for AI only against melee-only armies without the distant attack potential (including damage spells)
  • update the Swedish translation
  • fix heroes with no names
  • add base code to load new map format files
  • use singular Mine form for the corresponding object
  • fix inaccurate Jail object removal
  • add missing rules for the plural in Hungarian language
  • restrict secondary skill name and level to the UI area
  • fix too wide text in quick hero info dialog
  • hide swap army/artifact buttons in the Battle Only mode
  • update several text descriptions
  • add Campfire object in the Editor
  • take into account SHIFT and CAPS LOCK being used at the same time
  • make radar rendering optimization
  • fix the AI spell damage estimation logic for units immune to the given spell
  • rework editor instrument groups: add new buttons, rework instrument panel, add evil interface
  • fix multiple spellbook-related issues in the Battle Only mode
  • update French translation
  • show an error when it is not possible to save a game on a hard disk
  • version 1.0.11 (23 December 2023)

  • Release highlights:

  • Expand Battle Only mode with saving functionality and updated UI
  • Add Town and Ocean objects placement in the Editor, and implement base file format for maps (accessible only for developers at the moment)
  • Improve the logic of AI defensive tactics
  • Rework multiple dialogs, fix and speed up several rendering issues
  • Over 30 issues have been closed since the 1.0.10 release
  • Full changelog:

  • improve the logic of AI defensive tactics
  • add Tree of Knowledge claimed and cost info to quick info dialog
  • add a different object popup window logic for the Editor
  • implement town and castle placing in the Editor
  • update the Spanish translation
  • update the French translation and add missing offset for an A with accent
  • update Bulgarian translation
  • increase width and height of the Campaign Difficulty selection dialog
  • make speed of fade-in & fade-out animations for AI-controlled heroes dependent on the AI speed setting
  • speed up battle pathfinder logic
  • update Spanish translation
  • add Spanish and Portuguese button font letters
  • fix invalid focus update after AI hero battle
  • update Danish translation
  • speed up the original map format reading
  • fix a crash with castle overlapping inside a map
  • add basic logic to load and save maps through Editor UI
  • add text rendering within a given ROI
  • do not show quick info for hidden buttons inside castle building info dialog
  • add missing AI team alliance to Evil campaign's 6th scenario
  • update Swedish translation
  • update Hungarian translation
  • update Vietnamese Translation
  • fix update of the morale/luck indicator when changing the hero in the Battle Only mode
  • add base map file format for the Editor
  • add Hotkeys categories for the future UI improvements
  • fix scroll location on file deletion
  • rework Battle Only mode
  • add cell selection in Details mode for the Editor
  • speed up map loading for New Game
  • allow application closure by close button if no resources available
  • fix multi-font text offset calculation
  • properly evaluate potential attack positions for wide units
  • correctly manage touch device events
  • add ability to place Ocean Objects within the Editor
  • version 1.0.10 (18 November 2023)

  • Release highlights:

  • Teach AI to use marketplaces to boost their castle development and improve AI decision making logic during battles
  • Add erase tool, artifact and treasure placement in the Editor, and implement possibility to add new future heroes (accessible only for developers at the moment)
  • Rework multiple dialogs, fix and speed up several rendering issues
  • Add new hero action button icon
  • Over 30 issues have been closed since the 1.0.9 release
  • Full changelog:

  • update Russian translation
  • rework Town Portal dialog
  • add artifact placement in the Editor
  • make Oracle dialog use selected interface mode (Good/Evil)
  • add treasure placement in the Editor
  • update hero status after digging on the Adventure Map
  • fix player names overlapping in Oracle and Thieves' Guild dialogs
  • fix dialog frames not being consistent for the same size windows
  • speed up monochrome cursors loading
  • fix rendering issue in Kingdom Overview dialog while dismissing a hero
  • fix castle and hero lists' updates after dismissing a hero in Kingdom Overview dialog
  • fix invalid attack positions from moat during battle
  • add support for right SHIFT, CTRL and ALT hotkeys
  • AI takes into account the spell immunity when calculating the effectiveness of mass damage spells
  • update Hungarian translation
  • fix incorrect AI estimation for moves during battle when a battlefield contains objects
  • update Vietnamese translation
  • fix several issues with loading ICN resources
  • add support for the future new heroes
  • fix the logic of purchasing a boat in a shipyard
  • increase the priority of those enemy units that have not yet got their turn, for proper AI decision making
  • add hero action button image
  • fix spelling in campaign text
  • display 0 shots during battle for archers with no shots left
  • fix random generator in normal and auto-combat modes
  • fix castle dialog rendering issues
  • adjust welcome window text at the first game launch
  • teach AI to use the marketplace to accelerate the development of their castles
  • update German translation
  • implement erase tool in the Editor
  • fix recruit dialog's MIN/MAX buttons when switching between creature upgrades
  • update Swedish translation
  • show proper Quick Info window for a hero during battle
  • fix troops' sprites overlapping in quick info
  • prioritize hiring those heroes whose portraits are not used by scenario specific heroes
  • version 1.0.9 (11 October 2023)

  • Release highlights:

  • Improve the AI logic regarding spells and monster positioning on the battlefield as well as path planning logic on the Adventure Map
  • Add the ability to confirm actions in battle for touch devices
  • Use the "continue movement" button on the Adventure Map to interact with an object a hero is standing on
  • Make the AI easier on low difficulties
  • Implement roads, streams, monsters and heroes placement in the Editor (accessible only for developers at the moment)
  • Update settings on the Adventure Map
  • Expand the Hot Keys window
  • Over 40 issues have been closed since the 1.0.8 release
  • Full changelog:

  • add "tent visited" info to barrier quick info dialog
  • update Vietnamese translation
  • rework Hot-Keys dialog
  • fix combat victory window creature position
  • Town Gate and Town Portal spells: use depersonalized wording
  • add an ability to place heroes in the Editor
  • add an ability to place Random Monsters in the Editor
  • fix rendering of very long scenario names in the campaign briefing dialog
  • disable the not implemented Random Map option in the Editor
  • update German translation
  • make a long press on the "continue movement" button to reset a hero's path
  • use the "continue movement" button to interact with an object a hero is standing on
  • make Grass the default terrain for new maps in the Editor
  • restrict heroes' meetings and army merging on Easy difficulty
  • AI should avoid splitting troops on Easy difficulty
  • add functionality to place monsters in the Editor
  • add a mirror image check during spell evaluation
  • teach battle AI to use shield spells
  • implement streams' placing in the Editor
  • adjust AI combat spell heuristics
  • fix rendering of long text in the Hero screen status bar
  • update Ukrainian translation
  • implement roads' placing in the Editor
  • fix the AI first strike logic
  • update Hungarian translation
  • fix battle AI protecting paralyzed archers
  • properly display player's name in the New Game window
  • fix memorizing the position in the map list when changing the map size filter
  • adjust the position of luck and morale icons in the hero info window
  • update the followers window to support text mode
  • fix the logic of ALWAYS_RETALIATE regarding paralyzed units
  • add historical changes support for the Editor
  • add the ability to confirm actions in battle for touch devices
  • update Russian translation
  • fix Editor Main Menu hotkeys
  • update Swedish translation
  • speed up overall rendering for cycling animation
  • do not render text beyond the info and status bars during battles
  • rework game settings on the Adventure Map
  • remove double spaces in translatable texts
  • update Bulgarian translation
  • update Slovak translation
  • update Czech translations
  • update Danish translation
  • use Home and End hotkeys to navigate among items within a list
  • always use the nearest cell to attack the nearby unit if a monster is under the Berserker spell
  • fix an assertion when a hero starts moving and a player immediately mouse left clicks on the Adventure Map
  • improve path calculations by AIWorldPathfinder in planning mode
  • Wand of Negation should grant immunity against the Mass Dispel spell
  • version 1.0.8 (11 September 2023)

  • Release highlights:

  • Enhance functionality of Load/Save file window
  • Improve AI behavior during battles
  • Expand translation coverage including vertical buttons, missing window titles and font letters
  • Implement terrain transitions in the Editor (accessible only for developers at the moment)
  • Limit the AI's Dimension Door spell usage based on the selected map difficulty
  • Over 50 bugs have been fixed since 1.0.7 release
  • Full changelog:

  • fix number placeholders not being replaced in campaign spell bonus texts
  • fix spell rendering issues when words are divided in the middle
  • fix ? symbols appearing in single-line texts
  • generate vertical high scores buttons
  • display missing resource dialog for at least 5 seconds
  • show only skills that the hero does not already have in battle only skill selection list
  • show highscores after multiplayer game
  • improve the logic of kiting enemies with archers
  • update Vietnamese translation
  • update Hungarian Translation
  • adjust the description of the Eagle Eye skill
  • fix an empty gap in between lines in buttons font
  • update Russian translation
  • translate disabled buttons and reset them when changing languages
  • make vertical buttons translatable
  • implement terrain transitions in Editor
  • rework the Save/Load game dialog to allow variable dialog size and support Evil interface
  • change Army Order to Turn Order
  • Add Czech to original resource exception
  • do not close File options menu on cancelling load game dialog
  • fix foreign pixels on snow battlefield objects
  • do not try to scout the area if the hero is in jail and gets an artifact assigned using the map editor
  • update Slovak translation
  • cancel Hut of Magi reveal area animation when a player clicks any button
  • show the "You have been eliminated from the game" message in the multiplayer game
  • add small skill icons for Xanadu visit dialog
  • fix invalid logic for some objects on water
  • update Polish translation
  • speed up map, translation and save files loading
  • fix missing hero and town name in dialogs for non-English languages
  • fix Load/Save file title position and color
  • change Shipyard construction message
  • expand clickable area for settings in the Main Menu
  • shift text in Surrender window
  • show ... in Load/Save File dialog for long names
  • fix monster name position in monster info dialog
  • speed up rendering for specific buttons
  • fix multiple rendering issues in the Kingdom Overview dialog
  • adjust text for Quick Info dialogs
  • improve fading animation using Redmean color distance calculation
  • limit Dimension Door spell usage for AI heroes on lower difficulties
  • center text in hero battle info window
  • add A and O with diaereses to CP1252 button font
  • fix size of the button letter Æ
  • improve Mage guild status message for learnt spells
  • add "New Month!" title for new month
  • add "Victory!" title to victory dialog
  • update Danish translation
  • update Ukrainian translation
  • allow early exit from puzzle map during reveal animation
  • remember map filter selection until you quit the game
  • improve the distance estimation when an AI-controlled hero passes through objects on the map
  • update Swedish translation
  • AI heroes should decline battles if passing by
  • implement basic terrain draw in Map Editor
  • version 1.0.7 (15 August 2023)

  • Release highlights:

  • Improve AI logic in pathfinding, battle decisions and add support of Summon Boat spell usage
  • Translate many in-game buttons and fix rendering for multiple windows
  • Fix event handling and fog discovery by human and AI heroes
  • Expand Android Toolset to support importing and exporting save files
  • Add terrain brush functionality into Map Editor (accessible only for developers at the moment)
  • Over 40 bugs have been fixed since 1.0.6 release
  • Full changelog:

  • properly update uncovered fog with all hero actions
  • fix an issue when AI hero "jumps back" during the fog discovery
  • AI heroes should not know what exactly a Treasure or Sea Chest contains
  • do not play simultaneous walk/fly sounds for battle speed 9 and 10
  • do not handle an event on the map twice
  • fix AI estimation of the castle garrison strength for priority tasks
  • rework "select from list" dialogs and also make all elements within dialogs right clickable
  • battle AI should switch to offense mode instead of passing turns
  • update Russian translation
  • add the ability to export and import save files in Android Toolset application
  • make many in-game buttons translatable
  • fix Army info button in level up dialog
  • update Ukrainian translation
  • update German translation
  • add Summon Boat spell support for AI
  • rephrase various game dialogs
  • add a dialog to confirm auto combat
  • add "Quit" title to quit dialog
  • fix Zounds grammar
  • update Norwegian Translation
  • the Shield spell should not affect the damage of the castle towers
  • apply AI growth bonus only on first AI player turn
  • show "cast down" animation for heroes on the battlefield
  • apply Cure & Mass Cure spells only if the target unit is either damaged or has negative magical effects
  • fix hero last frame delay after the spell casting animation
  • speed up several spell animations during battle
  • fix missing first animation frame of heroes on the battlefield
  • change heroes animation speed on the battlefield
  • fix puzzle screen exit button theme
  • reduce CPU usage while rendering castle's Well dialog
  • fix campaign buttons' rendering issues
  • make campaign buttons translatable
  • update Slovak translation
  • update Danish translation
  • update Swedish translation
  • disable Campaign button if no campaign resources are present
  • improve AI pathfinding logic regarding protected and guarded tiles
  • avoid engine execution with corrupted video files
  • add ability to select instrument brush and brush size in Editor UI
  • make thieves guild adapt background to chosen interface
  • fix a possible crash in Android toolset application
  • version 1.0.6 (15 July 2023)

  • Release highlights:

  • Speed up resource loading and overall rendering
  • Fix multiple issues with button rendering and add in-game pixel correction for many images
  • Improve AI behavior on the Adventure Map for hero and castle handling as well as for interaction with some objects
  • Allow to lower the campaign difficulty during playthrough
  • Create basic Map Editor GUI (accessible only for developers at the moment)
  • Over 20 bugs are fixed since 1.0.5 release
  • Full changelog:

  • allow to lower the campaign difficulty during playthrough
  • update Russian translation
  • reduce CPU usage while rendering High Score dialog
  • add some missing horizontal buttons to translations
  • fix missing redraw in Battle Only dialog after cancelling hero selection
  • fix last hotkey not showing up in the hotkey dialog
  • add Dismiss hotkey to hero screen
  • create basic Map Editor GUI
  • update Polish translation
  • add checks for object reachability when calculating their value for AI heroes
  • fix AI logic for visiting Shrines and Arena
  • correct spell value estimation for AI heroes
  • fix a case when a dead AI hero was trying to reinforce army in a castle
  • update priorities for AI heroes based on battle outcome and fog uncover events
  • rework the spell generation in castles' Mage Guilds
  • update Spanish translation
  • speed up Armageddon spell rendering
  • fix invalid pixels in multiple images from the original resources
  • speed up resource loading
  • update Slovak translation
  • do Main Menu fade-in before showing first game run
  • fix the fade effect on the "View World" screen
  • properly restore environment sounds and terrain music after opening a castle dialog from the Kingdom Overview screen
  • fix cases when false symbols appear after the blinking cursor in text input dialog
  • rework game credits to keep aspect ratio
  • add extra windows and greying out conditions for Summon Boat spell
  • fix several button text placements and button press rendering
  • version 1.0.5 (14 June 2023)

  • Release highlights:

  • Speed up rendering during battles and reduce resource usage while playing sounds
  • Fix the logic and passabilities with some objects on the Adventure Map
  • Add text input blinking and polish dozen of UI elements
  • Fix many issues with AI logic on the Adventure Map and improve their castle defensive strategy
  • Over 30 bugs are fixed since 1.0.4 release
  • Full changelog:

  • improve AI castle defensive strategy on Adventure Map
  • fix rating in campaign congratulations text in win video
  • update Danish translation
  • adjust battlefield Idle and Flag animation speed and avoid setting 0 animation delay for battlefield actions
  • show the currently selected bonus in the campaign scenario UI if the campaign scenario is already in progress
  • update Polish translation
  • add shadows for the Virtual Keyboard buttons
  • fix okay button not being redrawn in battle options dialog
  • improve army distribution in castles for AI players
  • make the text input cursor blink and add the ability to set the cursor position anywhere in the edited string
  • move jobless AI heroes into castles on a last day of a week
  • fix monster upgrade logic when AI was wasting resources for nothing
  • do not check whether a hero can cast a spell if spellcasting is prohibited in principle
  • fix AI heroes behavior ignoring empty castles with commanders
  • speed up AI decision making on Adventure Map
  • fix Magellan's Maps visit by AI heroes when discovered objects were not being added for exploration
  • fix missing logic for AI heroes to meet each other in the middle of a turn
  • reduce unit growth bonus for AI
  • do not play the same kill/wince sounds simultaneously
  • allow AI heroes to retreat when the kingdom has full house of heroes and when there are enough resources on the next turn
  • fix a crash when AI heroes capture a dwelling protected by monsters
  • add Editor Main Menu (only for development builds)
  • fix the Skeleton passability
  • fix the logic for defeated heroes in campaign scenarios
  • fix the logic of recognizing objects guarded by neighboring monsters
  • update hero's path after inspecting a castle
  • add Evil interface version of Monster recruitment dialog
  • update Bulgarian translation
  • add screen fade effect for transiting between game sections
  • add a check to avoid a crash for corrupted game resources
  • fix the rendering of the number of units during the castle siege
  • update Russian translation
  • speed up battlefield rendering
  • fix incorrect spell efficiency display for resurrection spells
  • set music type to MIDI is no MUSIC directory exist
  • fix cases with dropping audio volume when MUSIC directory is not present
  • fix crashes for Android devices due to usage a buggy third-party package
  • fix cases when AI ignores some objects during path evaluation
  • use 22050 sound sample rate for PS Vita to fix high CPU load
  • add diacritic signs to CP-1250 button font
  • update Slovak translation
  • update Ukrainian translation
  • fix Android version for Android 7 or lower devices
  • do not reset castle or heroes scrollbars when hero moves
  • version 1.0.4 (13 May 2023)

  • Release highlights:

  • Add widescreen resolutions support and update scaled resolution support
  • Add Polish and Russian languages support for Virtual Keyboard
  • Add missing post-victory map ratings
  • Improve AI logic towards collection of needed resources for kingdom and interaction with several Adventure map objects
  • Fix multiple logical and rendering issues during battles
  • Over 40 bugs are fixed since 1.0.3 release
  • Full changelog:

  • add Polish and Russian languages support for Virtual Keyboard
  • fix absence of delay after animating creature wince and before making next move
  • make haunt, set elemental guardian, identify hero and visions spells gray out when cannot be used
  • do not stop hero's movement after the first Dimension Door jump
  • do not show that enemy town or castle has no garrison if kingdom has no Thieves' Guilds
  • fix idle animation lag while casting any spell
  • fix creature idle animation freeze during Blind / Paralyze spell casting
  • fix an issue that caused an AI-controlled hero standing next to Stone Liths to block the path of another AI-controlled hero standing on these Stone Liths
  • add checks to detect corrupted data resources
  • improve the resource value estimation algorithm for AI
  • fix logic and reward of Daemon Cave object for AI
  • add an ability to cancel waiting for the end of the pre-battle sound
  • update Polish translation
  • create small and large obstacles on the battlefield at the same time
  • do not make an empty text line at the end of phrase and fix text rendering in a wider area than given maximum width
  • fix Battlefield animations freeze while waiting for Good Luck sound to end
  • add popup windows for monster dialog buttons
  • fill main menu with background when we do not stretch the main menu main image
  • update Russian translation
  • fix not returning to load menu while switching between campaign scenarios
  • fix Shipwreck Survivor bonuses
  • fix AI pathfinding when Spell Scroll was considered as an artifact which requires to defeat an army
  • rework logic for all Adventure Map objects' metadata
  • fix adventure map fog reveal on campaign scenario restart and when loading a Hot Seat save made in the first game day
  • adjust spell info message when hero has zero (0) mana
  • fix calculation of castle towers strength for AI
  • improve dialog titles related to losing the game
  • update Bulgarian translation
  • strategic AI economy update
  • AI should check for castles and funds before retreat
  • fix software cursor freezes during certain fading animations
  • rework the search algorithm for available scaled resolutions
  • show map ratings in victory video, add subtitles and color fading animation
  • add extra checks to prevent loading renamed MX2 maps on demo version
  • add "End Turn" title to dialog when heroes can move and you are ending your turn
  • catapult and castle towers should still act, even if there are no troops in the respective armies capable of taking any action
  • update Vietnamese translation
  • fix the behavior of Berserk and Hypnotize spells
  • add language support for highscores
  • expand wide screen support
  • properly handle absolute and relative paths in the CDDrive registry key for Windows scripts
  • update Danish translation
  • update Swedish translation
  • reset battlefield grid cursor position after using the spell book
  • fix a crash on deleting last save file
  • update Czech translation
  • update Slovak translation
  • update Ukrainian translation
  • fix recurring global events
  • redraw the status window after the amount of kingdom resources has changed at the beginning of the day
  • do not render hero/boat over the bottom map border
  • add "New week!" title to dialog showing start of a new week
  • version 1.0.3 (11 April 2023)

  • Release highlights:

  • Improve AI behavior on Adventure Map: better fog discovery and object prioritization
  • Fix multiple rendering issues and improve overall rendering on Adventure Map
  • Fix various issues in logic during battles such as Mirror Image or Teleport spell usage
  • Add a button to open Virtual Keyboard for dialogs which require text input
  • Over 40 bugs are fixed since 1.0.2 release
  • Full changelog:

  • update German translation
  • update Norwegian translation
  • preparations for Google Play Market release
  • add missing frame for hero information dialog when it is opened from hero meeting dialog
  • improve the destination indication for Teleport spell
  • translate more UI buttons within the game
  • fix endless jumping AI hero behavior while using Dimension Door spell
  • add Virtual Keyboard open button to Save Game and Player Name dialogs
  • add values to Morale and Luck stats within artifact description
  • show approximate information about the mine guardians to a non-owner player
  • adjust number of resources subtracted in event messages
  • fix projectile render position when hitting the target creature
  • reduce AI obsession with Wells
  • optimize object priority logic for AI heroes to prioritize more important locations
  • remove path icon after a hero/boat makes a turn, not before
  • show mirrored monster image in army order
  • make hotkey names translatable
  • improve AI fog discovery logic
  • fix a case when a hero has the same secondary skill but different levels of it set by an author of a map
  • add gold missing in Statue and Dungeon building description
  • add Vietnamese translation
  • fix the number of regenerated spell points with the Mysticism skill
  • focus on the AI hero before he disappears due to boarding a boat or using a Dimension Door or Town Portal spell
  • add legacy game detection on Windows x64
  • fix clicks in Android MIDI music
  • speed up Adventure Map rendering
  • fix AI hero animation being interrupted while moving inside a fog for the current player
  • fix Alchemist Lab flag and Ghosts from Abandoned Mine rendering while rest of the object is not visible on the screen
  • fix boat's shadow being rendered over a boat while sailing diagonally
  • adjust recruitment window position on castle well and kingdom overview
  • apply the commanding hero/captain bonuses to the castle towers
  • fix the number of raised skeletons by Necromancy after battle
  • update Polish translation
  • fix incorrect number of Ghosts present in Abandoned and Haunted Mines
  • add Slovak translation
  • properly handle the situation when wandering monsters and an AI hero eliminate each other
  • update battle log with special abilities of Vampire Lords and Ghosts
  • update Belarusian translation
  • add numeric speed of monsters in information window
  • fix quick info for non-action objects when their action tile is under fog
  • block Chain Lightning if first target unit resists the spell
  • fix cases when Road sprite is drawn over a hero
  • fix Hero shadow rendering on Adventure Map
  • update Russian translation
  • show Spell Points for spells in Magic Book popup dialogs
  • fix necromancy and calculation of casualties with mirrors
  • properly track the Mirror Image spell duration
  • update documentation about Android
  • update Czech translation
  • update Swedish translation
  • version 1.0.2 (12 March 2023)

  • Release highlights:

  • Add virtual keyboard support for touch devices
  • Add new option icons and missing part of Captain's Quarter in Sorceress Town
  • Fix multiple issues with sounds on objects on Adventure Map
  • Improve Adventure Map rendering speed
  • Fix many issues with spells and pathfinding during battles
  • Update AI heroes task logic and make AI heroes use Town Portal spell
  • Over 60 bugs are fixed since 1.0.1 release
  • Full changelog:

  • fix display of Haunted Mines on mini-map and in View World
  • update the Norwegian translation
  • allow resurrected units to act on the current turn if they have not yet had their turn
  • add missing part of Captain's Quarter in Sorceress Town
  • allow to resurrect Elementals
  • fix the battle casualty report when non-true Resurrect spell was used during battle
  • redraw hero icons to display movement bar change before action dialog box is shown
  • fight the guardians on dwellings on Adventure Map only once per game
  • change the logic of reinforcement of the guest hero's army during the castle defence
  • do not show Dragon City on mini-map
  • summon boat spell will only summon friendly boats
  • allow the player to refuse to level up in the Tree of Knowledge even if this level up is for free
  • add virtual keyboard support for touch devices
  • grey out Summon Boat, Town Gate and Town Portal spells if they cannot be used
  • clean up AI priority tasks if attacker was killed
  • update sounds used while visiting dwellings on Adventure Map
  • add logic of AI heroes using town portal
  • add missing symbols to button font
  • update Polish translation
  • fix high CPU usage during battle while using highest animation speeds
  • fix battle AI tactics estimation
  • fix pathfinding not being updated after revealing the fog on visiting Magellan's Map
  • animate lighthouse in lighthouse dialog
  • fix the experience calculation for AI-controlled heroes while visiting Tree of Knowledge
  • add a frame for a hero portrait on the quick info dialog
  • add missing experience being displayed in the Tree of Knowledge window
  • fix music effects while visiting an empty object on Adventure Map
  • display the world date for save files
  • rework AI hero task priority logic
  • fix invalid popup window being displayed while clicking on an empty hero list area within Adventure Map
  • add Graphics option icon
  • fix corner cases of fog rendering
  • fix invalid calculation of AI path leading to a crash
  • show sleeping hero icon for hero's portrait within castle dialog
  • speed up rendering on Adventure Map
  • properly restore the screen after closing the hero dialog during combat
  • render background between HEROES and TOWNS/CASTLES buttons in Kingdom Overview window
  • fix possible random crashes during the gameplay
  • fix Iron and Steel Golems animation issues
  • show kingdom income when gold per day income is clicked within Kingdom Overview window
  • fix a crash while visiting a castle after an ally captured it
  • speed up file searching on Windows
  • fix the spell id calculation for a spell scroll while loading a map
  • fix puzzle map window position
  • fix View World default adventure map position
  • memorize zoom level of the View World screen
  • fix inability to move monsters after Good Morale event
  • fix unintended ability to upgrade troops during battle
  • fix huge CPU usage in hero window during battle
  • redevelop standard window generation logic
  • update Bulgarian translation
  • fix volcano sounds
  • update Russian translation (main menu and dialog buttons)
  • fix issue with the puzzle rendering
  • fix musical effects for various objects
  • fix stereo audio playing in SMK files
  • add letter "Ў" and "’" sign to Cyrillic (cp1251) button font
  • add lighthouse information popup in kingdom overview
  • fix an invalid option for scenario 1 of Roland Campaign
  • optimize mini-map rendering
  • update Czech translation
  • add proper hotkeys option icon
  • fix title in German translation
  • optimize View World rendering
  • add tooltip damage info for single target attack spells during battle
  • version 1.0.1 (08 February 2023)

  • Release highlights:

  • fix many monster and spell animations in battle, even those present the original game
  • add "fh2 Toolset" for Android devices to help to setup the game and also to manage save files
  • speed up rendering in multiple places within the game
  • update multiple translations and fully rework Russian font for buttons
  • add scaled resolution support
  • complete initial work for the future Editor
  • Over 40 bugs are fixed since 1.0.0 release
  • Full changelog:

  • add the ambient sound for Abandoned Mine
  • add support for scaled resolutions
  • instantly update status bar in battle for hero's dialog options
  • fix invalid Kingdom income calculation
  • fix incorrect status bar update call
  • update Czech translation
  • add German and Russian translations of Android Toolset
  • Android Save File Manager: implement filtering of save files by type
  • fix scroll bar bottom position when dragging and fix high FPS rate when dragging scroll bar by mouse
  • make a narrower button font for cp-1251 (Cyrillic) characters
  • fix Druid projectile start position for shooting up
  • add PS Vita fixes and gamepad mapping improvements
  • add Danish translation
  • fix shooters projectile position during battle
  • fix high CPU load on Adventure map when Hero speed is set to Jump
  • Android toolset: add the ability to browse & delete save files
  • fix loss of the first frame in the after attack unit animation
  • update spell points for campaign heroes at the start of a scenario
  • uncover the fog during the hero's instantaneous movement only if the hero is actually moving
  • do not allow to dig for Ultimate Artifact second time
  • show spell effect animation so as not to cover the front troops
  • fix screen restoration after closing monster info dialog
  • fix the AI resurrect spell logic
  • fix the Dimension Door shadow on resolutions 640+x480 & 640x480+, temporarily hide auxiliary panels in "no interface" mode
  • rework pathfinding algorithm during battle to fix non-optimal paths for monsters
  • add Mossy Rock object which appears only on Swamp terrain while in the original game this object has no name
  • optimize Adventure Map rendering
  • do not do redundant redraws when dragging Adventure Map with the mouse
  • fix walking animations of certain monsters
  • fix the bridge operation when a wide friendly unit steps on it from the moat
  • fix creature wince animation for low morale and Lich cloud cases during battle
  • optimize Holy Shout spell effect rendering during battle
  • allow wide units to take a step back during battle
  • fix certain Peasant Huts being displayed as Thatched Huts with no ambient sounds on Adventure Map
  • update Polish translation
  • avoid excessing CPU usage for multiple windows in the game
  • set audio frequency to 44100 on Windows to avoid cracking sounds during playback
  • add fh2 toolset application on Android to help with setting up the main application
  • update French translation
  • reduce CPU usage in Select Language dialog
  • fix a case when external music was not being played on Ubuntu
  • fix incorrect logic for monster placement on Adventure Map
  • update German translation
  • do not lowercase creature name (or other string) when it is put first in phrase
  • fix forced Idle animation after switching to Static animation
  • fix screen flickering in SDL2
  • optimize Death Wave spell effect rendering during battle
  • automatically assemble artifacts sets if their parts were captured in the battle
  • fix controller support for PS Vita
  • add a full stop, A and E characters with accents for CP1252 button font
  • version 1.0.0 (21 December 2022)

  • Release highlights:

  • fix multiple issues with rendering on Windows and rendering speed on Adventure Map
  • make Android version fully playable with all basic features present
  • fix monster, Luck and catapult animations in battle
  • add Scout AI role and fix multiple issues with AI behavior on Adventure Map
  • expand the amount of translated buttons and update translations
  • Over 50 bugs are fixed since 0.9.21 release
  • Full changelog:

  • add Ubuntu ARM support
  • update Polish translation
  • update the French translation
  • fix incorrect resource placements on certain maps
  • adjust "Battlefield Casualties" vertical position
  • fix bridge logic after morale event
  • enable the instant battle by default
  • optimize rendering in multiple places
  • update the Norwegian translation
  • add global hotkey to toggle the text support mode
  • make the regular small buttons translatable
  • make Trade button in Marketplace window disabled by default
  • add popup windows for monster recruit dialog
  • fix animation of slowed flying creatures
  • fix multiple hero related awards for campaigns
  • fix Death Wave, Holy Shout and Holy Word spell animations
  • do not mirror corpses of defeated troops during battle
  • fix rendering an extra empty line for specific texts
  • fix monster idling animation during battle
  • use logarithmic scale of sound volume
  • enable touch support for all devices
  • make separate hotkeys to cast battle & adventure spells
  • add the "Quit game" hotkey
  • handle hotkeys in the Adventure Map's File dialog
  • optimize defensive strategy for AI castles
  • fix black area not being rendering during video playback
  • reduce priority for bottles in sea for AI
  • make File Dialog and Adventure Dialog buttons translatable
  • do not stop object animation during AI turn
  • update Russian translation
  • fix text rendering for game option's names of certain translations
  • fix incorrect battlefield image restoration in the place of the previous damage popup
  • adjust several button font characters
  • rework the hotkeys concerning the hero movement
  • make the Main Menu's dialog buttons translatable for specific languages
  • display the amount of gold in the diplomacy dialog
  • show object animation during Hut of Magi visit
  • fix Dwarves death animation
  • fix very slow hero movement animation when moving a cursor with software cursor rendering
  • fix translated Cancel button in monster recruit dialog being switched to English
  • fix animation of bridge destruction during battle
  • fix the smoke animation when demolishing a castle building during battle
  • improve Adventure Map rendering performance
  • fix multiline word splitting for short phrases with a long first word
  • fix position of left barbarian's captain quarters part
  • reset the cursor position at the start of 'human turn'
  • add an option to toggle screen scaling type
  • recreate the original rainbow animation during battle
  • fix Scenario Info window elements
  • improve hexagon shading during battle
  • add Danish language option and font
  • improve rendering speed with software cursor rendering
  • fix French and Italian characters not being shown with their assets
  • set the minimum supported version to Android 5.1
  • introduce AI Scout role
  • fix fullscreen mode with DPI higher than 100% on Windows
  • fix multi-monitor fullscreen support on Windows
  • update Bulgarian Translation
  • add Android installation and usage documentation
  • fix the scenario info dialog position
  • generate resizable buttons for both interfaces
  • fix inability to toggle V-Sync option dynamically
  • do not show resolution dialog on handheld devices on the first startup
  • add mouse right click simulation on touchscreen devices
  • fix cursor being too small for certain resolutions
  • disable Adventure Map scrolling for handheld devices by default
  • change battlefield hexagon generation to match the original
  • make fullscreen mode as a default state for Android devices
  • implement all troops transfer between armies within castle dialog
  • scroll Adventure Map with mouse left button pressed
  • use parabolic catapult projectile flight trajectory
  • update credits page
  • always show the Ultimate Artifact behind one of the last four central pieces of the puzzle
  • update captain's mana on map load and when building the Captain's Quarters
  • remove and integrate the rest of experimental options
  • always center text when a maximum width is provided
  • fix UI elements for the unhired hero popup window
  • update Ballista and Turrets damage information when they are destroyed
  • correctly reflect the change of fullscreen mode in the graphics settings dialog when it was toggled using a hotkey

Flycast Dojo version 6.46

Mise à jour
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Version
6.46
Body

Dérivé de l'émulateur Flycast permettant de jouer en réseau par https://www.fightcade.com notamment.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

Flycast Dojo 6.46 Changelog

  • Session Transmission: Send Spectate Start Message Once. Fixes Replays/Spectating.

Flycast Dojo 6.45 Changelog

  • Fightcade: Hide player names until received from service. Show correct order.
  • Session Stream: Enable guest score transmission

Flycast Dojo 6.44 Release Notes

  • Test Game: Fix Offline Game Launch

Flycast Dojo 6.43 includes various enhancements to Test Game mode, including loading controller profiles in the Settings prior to game launch for previews, as well as a Main Menu button to enter the emulator's main interface from the Test Game screen off of Fightcade. This new version also includes improved netplay savestate tracking for replays in preparation for netplay savestate auto-updating.

Flycast Dojo 6.43 Release Notes

  • Test Game: Fix Game Launch, Main Menu, Emulator Exit

Flycast Dojo 6.42 Release Notes

  • Netplay Savestates: Download list of commits locally with savestate download
  • Replays/Spectating: If commit from header unavailable, use Commit based on Quark Epoch

Flycast Dojo 6.39 Release Notes

  • Replays/Spectating: Get commit by Quark Epoch time & Game Name when missing from header
  • Replays/Spectating: Record current Savestate Commit on Session Start
  • Netplay Savestate Download: Make copy with commit extension for Replay versioning
  • Test Game: Add Main Menu Button

Flycast Dojo 6.36 Release Notes

  • Test Game: Load Button Names in Settings
  • Linux: Copy missing shared memory (EEPROM/NVMEM/VMU) from shared directory before game launch

Flycast Dojo 6.35 introduces more enhancements and bug fixes for controller mapping and button check. Button Check now also supports macro buttons, finally giving an accurate picture of what is seen in-game. To make button mapping more intuitive, the hovered row is now highlighted.

Flycast Dojo 6.35 Release Notes

  • Marvel vs. Capcom 2 (NAOMI): Change Button Names (Assist A/B -> 1/2, Strong -> Heavy)
  • Controller Mapping: Highlight hovered row for Button Assignment

Flycast Dojo 6.34 Release Notes

  • Macros: Refactor Macro Assignment, Show in Button Check

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

 

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return

 

Flycast Dojo 6.19 Release Notes

  • Fix Score Transmitting (disable by default for Fightcade)

This release now allows for match spectating with Match Codes! Spectating may be adjusted in the Replays settings, and matches may be watched either by entering the target Match Code in the main menu with SPECTATE selected, or visiting the replay server.

SPECTATE Match Code

Replay server interface

Flycast Dojo 6.18 Release Notes

  • Session Transmission: Enable only services (Match Code server/Fightcade) by default. Add toggle.

Flycast Dojo 6.17 Release Notes

  • Replays: Fix local file loading
  • Fix Upscale Bleeding Edge (by Immersion95, transplanting from upstream). Helps with MvC2/CvS2 upscaling sprite issues.
  • Player Info: correct Order

Flycast Dojo 6.15 Release Notes

  • Savestate download: Cleanup Dojo variables on post-game launch
  • Spectate Match Code paste button.

Flycast Dojo 6.14 Release Notes

  • Replay Stream/Spectate: Selection by Match Code
  • Fix main menu button spacing
  • Prevent Transmission on receive

Flycast Dojo 6.13 Release Notes

  • Macros: 1+2+5, A+B+Y

Flycast Dojo 6.12 Release Notes

  • Fightcade Game Definition: Fix Unicode File Path Handling (Fixes #47)

Flycast Dojo 6.11 Release Notes

  • Quick Load: Load last selected save slot

Flycast Dojo 6.10 Release Notes

  • Training: Fix Random Playback Loop, Disable Random on Stop Toggle

To make offline games run smoother for locals, this release introduces an improved Quick Map flow, allowing you to select a player port at the beginning of prompt. The quick map button is also made available in the settings, in case you are unable to hit a menu button from your controller during a game.

Training Mode now sees bug fixes and restored features. When the Dummy Playback Loop is enabled and you hit a random slot, it will now cycle randomly through your Recording Slots instead of repeating the same one.

Disabling/Enabling the visuals of a Training Mode Overlay and the Lua script can now be toggled from the in-game menu. You can now pause and use frame step in Training Mode again. Replays should also allow you to pause.

I am near the end of a major refactor that will have Flycast Dojo inherit and keep the latest upstream changes from the Flycast project. The 6.xx versions will be for bug fixes for the sake of stability when playing with others on Fightcade.

Flycast Dojo 6.9 Release Notes

  • Mac OS: Settings, fix row alignment for Controls

Flycast Dojo 6.8 Release Notes

  • Load BIOS from parent data/ directory if available. Allows use of Fightcade ROMs at default location when BIOS files are placed in different directory.
  • Game Reference JSON: Update Virtual-On Oratorio Tangram CHD definition
  • Settings: Controls, Fix Physical Device Columns

Flycast Dojo 6.7 Release Notes

  • Training: Restore Pause & Frame Step
  • Training: Fix Overlay Toggle, Add Lua Toggle
  • Quick Map: Add Button to Settings
  • Quick Map: Player Select
  • Quick Map: Platform Select if game not running
  • In-Game Menu: Allow P2 Menu Selection
  • Training: Random Playback Slot, Cycles Random Slots

GemRB version 0.9.3

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GemRB (Game Engine Made with preRendered Background), est un moteur original se voulant compatible avec les jeux gérés par le fameux Infinity Engine de BioWare et permet donc, en plus de créer ses

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.9.3

New features:
        - full i18n (language) support, custom journal entries
        - chunking approximation
        - BMP v3 and v5 support
        - small test suite, tracy support
        - iwd2 identification variants and speed data
        - nwn-for-bg2 compatibility

Improved features:
        - area music, creature & area sounds
        - colored logging, pathfinding, drawing
        - ee compat, effects, modals, projectiles, familiars
        - iwd2 & pst worldmap
        - switched to c++14, build system
        - bugfixes

SNES9X version 1.63

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L'un des meilleurs émulateur de Super Nintendo sur Mac. Le code et quelques builds sont disponibles sur github.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

1.63
 

General:
- Added a shortcut to change the backdrop color for sprite extraction.
- Fixed QuickSave 0-9 slot shortcuts not working.
- Allow "Address:byte" form for cheat inputs.
- Fixed ZIP files not being closed after patch search.
- Various memmap fixes to allow unofficial mappings.
- Added usage of ImGui to draw things on top of the screen instead of inside.

Win32:
- Fixed AVI not recording audio.
- Fixed framerate throttling in turbo mode (now works during AVI recording).
- Fixed interlaced output speed being double.
- Fixed command line arguments not working.
- Fixed WaveOut device name display for names longer than 31 characters.
- Fixed Bank+/- hotkey saving.
- Added hotkeys for aspect ratio, cheat edit/search.
- Added multiselect for cheat edit dialog.

Gtk:
- Fixed config file location to never put files directly in $HOME and obey
 $XDG_CONFIG_HOME.
- Updated translations from JakeSmarter and StanleyKid-22.

Mac:
- Added a new cheat finder.
- Added MultiCart support back.
- Create a blank window when starting the program, so the global menu change
 doesn't go unnoticed.

Yape version 0.80.1

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Yape (pour Yet Another Plus/4 Emulator), est un émulateur C16 plus/4. La version Mac est un portage utilisant la librairie SDL.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

0.80.1

New binary release for yapeSDL, the most notable novelty is comprehensive support for the Commodore VIC-20. Henceforth, yapeSDL supports emulating all three major 8-bit Commodore models in a single binary.

Overall

  • 1-bit format and drag'n'drop support for WAV files
  • remember last joystick keyset setting
  • paste from clipboard with Alt+V
  • cycle counter in external monitor
  • VS2022, Mac/XCode & Linux compilation fixes
  • serial IEC EOI improvement
  • CPU halt bug fixed
  • VIA improvements

Commodore plus/4

  • TED sound fixes
  • improved reading from open address space

Commodore VIC/20

  • NEW! Commodore VIC/20 emulation with a rather decent compatibility

DOSBox-X version 2024.07.01

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Reprise de l'émulateur original DosBox incluant le support du 3Dfx et permettant d'installer un Windows jusqu'au 98 et émulant même le PC-98. Les sources, compatibles SDL 1 et 2, sont disponibles.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

2024.07.01

  • Correct Hercules InColor memory emulation. Read and write planar
    behavior was incorrect due to a misunderstanding of available
    documentation. (joncampbell123).
  • Hercules/MDA and InColor integration broke the Hercules blend mode
    render, fix the render so that adjacent lit pixels are brighter
    again. (joncampbell123).
  • Fix "VRD" debugger command bug that didn't properly render out the
    rest of the VGA display frame. (joncampbell123).
  • Fixed debugger mapper shortcut bug where entering the debugger
    completes the 1 ms "tick" early, effectively jumping emulator time
    up to start of the next ms. This might explain the mysterious cases
    where a program always fails to work unless you are debugging it.
    (joncampbell123).
  • Added debugger command "VRT" which resumes running the guest until
    vertical retrace. Added for programmers who wish to write something
    to screen and then see it show up. (joncampbell123).
  • Fix IMGMOUNT, when mounting FAT disk images, to provide the DPB the
    actual media id byte instead of assuming 0xF8 or 0xF0. INT AH=1Ch
    should now report the proper media id byte for any floppy format,
    instead of always reporting 0xF0 (1.44MB floppy). (joncampbell123).
  • Allow BOOT to load and execute the boot sector of a guest OS even if
    memory size is too small (in IBM PC emulation, less than 32KB of RAM).
    MS-DOS 1.x of course will crash if you try that because of the
    assumptions made in the boot sector, but it's there if you are feeling
    adventurous or are in an experimental mood (joncampbell123).
  • If memsize is 4KB, place the COMMAND.COM PSP segment in the private
    UMB area instead of the normal MCB allocation chain (joncampbell123).
  • DOS kernel will always allocate kernel memory from private UMB area
    if memory size < 16KB, in order to continue to work (joncampbell123).
  • DOS kernel will allocate from segment 0x60 instead of 0x70 if the
    memory size is less than 64KB. (joncampbell123).
  • files= and fcbs= default value now automatically scales according to
    available conventional memory (640KB or lower) in order for memsize 64KB
    or lower to free up or memory and run properly. (joncampbell123).
  • dosbox.conf files= and fcbs= settings have been changed to allow
    "0" as a value to mean choose a reasonable default. (joncampbell123).
  • Fix bug where DOS kernel crashes on startup because of the initial
    stack pointer set by BIOS startup that points past available memory
    when memsize is 64KB or less. (joncampbell123).
  • If minimum mcb free is not set and memory size is less than 256KB,
    automatically set minimum mcb free to minimum mcb segment, in order
    to release more available memory within the limited space (joncampbell123).
  • Do not enable XMS emulation if system memory size is 1MB or less. (joncampbell123)
  • DOS drive cache: When listing a directory, defer the filename sort until
    the entire list is built. This improves directory listing performance
    in directories with many files. (joncampbell123).
  • INT 10h, if instructed, will now use the video parameter table to set
    standard VGA modes instead of internal logic. (joncampbell123).
  • Removed erroneous VGA display compensation code for certain EGA/VGA
    registers that really only caused incorrect display of the EGA 640x350
    4-color mode. (joncampbell123).
  • Corrected EGA and VGA video parameter tables by copying the parameters
    from actual IBM EGA VGA ROM BIOS images. They should be 100% correct
    now. (joncampbell123).
  • Corrected register values and video rendering of machine=EGA 640x350
    mode when emulating 64KB of RAM. This should fix rendering and display
    issues with EGA 640x350 4-color emulation. Also corrected INT 10h
    character printing functions to filter the color attribute value for
    640x350 4-color mode so the DOS prompt does not have alternating
    colors, in the same manner the real IBM EGA BIOS does. (joncampbell123).
  • Fix BIOS screen to use CGA 640x200 2-color mode if machine=ega with
    less than 128KB of video ram, or machine=ega200, instead of showing
    a garbled 640x350 display. (joncampbell123).
  • Fix memory buffer overrun with machine=ega that can occur with
    640x350 mode and less than 256KB of video RAM. (joncampbell123).
  • The DOSBox clipboard API (via INT 2Fh) is now disabled by default, because
    some programs use it's presence to detect whether they are running under
    Windows. This fixes a program where Norton Desktop 1.0 does not use it's
    "graphical" text UI elements because it thinks it's running within a
    Windows DOS box. (joncampbell123).
  • Remove unnecessary and useless Win32 fcntl() on some memory typecast
    to int which is causing a segfault whenever a ZIP file is mounted
    as a drive with an overlay filesystem atop it. (joncampbell123)
  • Update caption control feature to use equivalent APIs on Mac OS. (joncampbell123)
  • Add dosbox.conf and menu option to control whether the DOSBox-X window
    can be seen in screen captures in Windows 7/8/10/11. Windows 11 "Recall"
    is very concerning and users might not want their DOS gaming to be
    part of it's memory. (joncampbell123).
  • Correct EGA switch readback from port 3C2h to reflect a value of 0x8
    instead of 0x9 when machine=ega200 (joncampbell123).
  • Correct BIOS data area value that holds the "EGA switches" to reflect
    200-line EGA "emulation" when machine=ega200. Value 0x08 instead of 0x09
    (joncampbell123).
  • Correct mode parameters for CGA 640x200 2-color mode when using
    machine=ega200 so that it displays correctly. (joncampbell123)
  • DOS kernel: Remove fixed hacks for SFT and dynamically allocate the
    second SFT table for the last N - 5 file handles. Add code to zero
    SFT table memory to ensure that random data doesn't cause issues.
    Windows 3.1 is still perfectly fine with it, so the SFT table update
    and cleanup is complete. (joncampbell123).
  • DOS kernel: Move the magic "CON" strings into the first SFT and
    mimic the 5 default open file handles that every DOS process starts
    with: CON CON CON AUX PRN. Windows 3.1 is still happy with it, which
    is good. (joncampbell123).
  • DOS kernel: Put the CON driver somewhere else because allowing it
    to overlap the SFT is messy. Fix SFT generation to match the way that
    MS-DOS 5.0 does it where the first table is always 5 entries and the
    second table is always N - 5 entries. Cleanup the DOS memory allocation
    a bit. So far, Windows 3.1 doesn't have a problem with it. (joncampbell123).
  • DOS kernel: Interrupt handler IRET was accidentally placed within
    the SFT table, move it up to resolve the conflict. (joncampbell123).
  • Local DOS drive support: On Windows, if the guest is attempting to
    create a hidden file, make sure to call the right APIs to create a
    hidden file on the host. Not only is this needed to create a hidden
    file, but if the guest tries to create a hidden file and the file
    already exists as a hidden file, the file creation needs to succeed.
    Fix for "Facts of Life" by Witan because the demo creates a hidden
    WITAN.92 every time it is run (joncampbell123).
  • XMS: Add dosbox.conf option to XMS driver to switch on flat real mode
    when a) the XMS driver initializes and/or b) when the XMS driver is
    called on to move/copy memory. (joncampbell123).
  • INT 21h: If a DOS program frees a memory block, and then resizes the
    freed memory block, reassign ownership of that block to the program
    as if allocated. This is apparently canonical MS-DOS behavior. Added
    dosbox.conf option to control whether resizing a freed block silently
    assigns ownership (default setting) or whether it returns an error.
    DOS resize memory function for the most part DID assign ownership but
    not in the case where the size of the MCB was exactly the size requested
    to resize to. (joncampbell123).
  • Sound Blaster: Fix bug where "force autoinit" prevented Sound Blaster
    playback from working at all, fix for "Jump" by Public NMI (joncampbell123).
  • Debugger UI now shows PIC_FullIndex() and whether or not the CPU is
    in the HLT state. Single stepping does not do anything when the CPU is
    in the HLT state, so at least let the user know (joncampbell123).
  • Keyboard controller (IBM PC): Cancel the IRQ signal upon reading I/O
    port 60h. The reason for the IRQ, the pending data, was just read, so
    now there is no point in keeping the IRQ signal up. This fixes Escape
    key problems with "Cronologia" by Cascada that causes part 3 "Time"
    to immediately exit and continue to the credits. Part 1 and 2 are not
    affected by the pending IRQ because those parts mask IRQ 1 and poll
    the keyboard controller directly. (joncampbell123).
  • Fix complexity test code to determine when Odd/Even mode is enabled
    in all cases and to resolve a problem with garbled scrolling text
    in the "Vectorballs" part of "Unreal" (joncampbell123).
  • M_EGA display mode now applies CRTC BYTE/WORD/DWORD shift to display
    start address, same as M_VGA, to ensure correct display when demos
    and games set the CRTC to non-BYTE modes. This fixes page flipping
    flickering during the "Vectorballs" part of "Unreal" by Future Crew.
    (joncampbell123).
  • Update Configuration GUI to use radio buttons for selection, meaning the
    circular buttons that resemble those in Windows, not the check boxes.
    The GUI toolkit had them all along, the Configuration GUI was using
    check boxes for that for some reason. (joncampbell123).
  • Linux ALSA MIDI output: Any attempt to send RESET or other Fx commands
    to the ALSA library causes a segfault in the ALSA library. Revise the
    code to send without crashing. (joncampbell123).
  • Linux ALSA MIDI output: Add code to list and enumerate the MIDI sequencer
    devices available so the user can use it to determine what magic numbers
    to put into the midiconfig setting, especially if the user wants to send
    MIDI to an external synthesizer. (joncampbell123).
  • Suddenly Mac OS 14 and XCode consider the "id" and "int" datatypes
    different and assigning or returning one to the other is now a compiler
    error. Add typecast to enable compile on latest XCode. (joncampbell123)
  • INT 33 mouse emulation: Add dosbox.conf options to force a specific
    coordinate system for the DOS game with respect to host/guest mouse
    cursor integration (getting the DOS cursor to match the host cursor
    within the window). Add dosbox.conf option where additional adjustments
    are available. The maximum x/y and max-adjust options are ideal for
    Lemmings 2, which uses INT 33h in a way that confuses the automatic
    range detection code used to synchronize cursor position and therefore
    needs this option, and the first Lemmings as well. (joncampbell123).
  • PIT timer: Fix restart_counter(), the delay computation was completely
    backwards. This is particularly important where it concerns programs
    that use the PIT to detect the rate at which the Pentium time stamp
    (RDTSC) advances as the previous code caused wildly inaccurate measurements
    and bad timing (GRUB bootloader, the Microsoft CD-ROM boot "press a key
    to boot from CD" message). (joncampbell123).
  • IDE: Make sure to set feature/error register to 0x01 when the guest
    soft or hard resets the IDE devices through the controller. The Linux
    kernel uses a soft/hard reset on startup to detect PATA devices and
    if it does not see the correct value after reset, it will either ignore
    the device or complain about diagnostic failure and cautiously talk to
    the primary IDE hard drive while ignoring any ATAPI CD-ROM emulation.
    This allows the Linux kernel to boot and see the CD-ROM drive. (joncampbell123).
  • IDE: Do not clear registers unnecessarily when finishing IDENTIFY DEVICE.
  • The BOOT command now supports El Torito "no emulation" booting from a
    CD-ROM drive, which is needed to boot install CDs for Windows XP, Linux,
    etc. or Linux-based live CDs. Note that at this time, BOOT only supports
    "no emulation" and IMGMOUNT only supports "floppy emulation" (joncampbell123).
  • INT 13h extensions: If a read was interrupted by an error, update the
    block transfer count so the caller knows (joncampbell123).
  • DOS: Move version parsing farther up, so that the initial DOS version
    can affect memory layout and tables as needed. (joncampbell123)
  • DOS DPB and FAT driver: If the DOS version is 4.0 or higher, write a
    DOS 4.0+ compatible DPB structure (as DOSBox-X already has been doing
    since forking from DOSBox). If the DOS version is lower than 4.0,
    write an MS-DOS 3.30 compatible DPB structure. This allows Popful Mail
    to run without getting into an infinite loop scanning the DPB linked list
    when [dos] section ver=3 30 (MS-DOS 3.30), aside from the fact that the
    game will also run without this change if you set ver=4 0 since the game
    appears to be aware of the change in structure between MS-DOS 3.30 and
    MS-DOS 4.0, though for whatever reason the game refuses to run on
    MS-DOS 5.0 or higher. (joncampbell123).
  • IDE: Silently ignore SET FEATURES command 0x03. Any negative response
    to feature 0x03 causes the Linux kernel to reject the IDE device.
    (joncampbell123)
  • Add support for PIT timer 0 mode 4. Linux kernel 6.1.29 compiled in
    "tickless" mode uses mode 4 instead of mode 0 as a delay timeout. Prior
    to this fix, the Linux kernel would switch into tickless mode and then
    nothing would happen because IRQ 0 would never fire again. See also Linux
    kernel source code, drivers/clocksource/i8253.c function pit_set_oneshot()
    to see what I mean. (joncampbell123)
  • Windows 95 S3 driver behavior suggests that S3 16-color VESA modes
    0x202 to 0x208 are NOT planar modes, but packed modes. Change modes to
    M_PACKED4 and update modelist building to allow that range even if the
    dosbox.conf is configured not to list 4bpp packed VESA modes. This fixes
    Windows 95 S3 driver 16-color modes 800x600, 1024x768, 1280x1024.
    Noted: Windows 95 is the last version of Windows to support 4bpp packed.
    Windows 98 and higher refuses to support it and the Display settings
    will not allow you to select any 16-color mode other than the stock
    VGA 640x480 16-color planar mode. (joncampbell123)
  • Add --load-seg option to BOOT in case any PC-98 game boot floppy expects
    to be loaded somewhere other than the default. PC-98 game "Private School
    Adventure" will crash if loaded to segment 0x1FC0 but runs fine if booted
    with --load-seg 0x0FC0 instead. (joncampbell123)
  • Add dosbox.conf option to direct the EMS page frame segment, in a limited
    fashion, though only effective for PC-98 mode. PC-98 segment is still
    0xD000 by default, but apparently there are games that require the EMS
    page frame to exist at 0xC000. For these games, you can now set under the
    [dos] section "ems frame=C000". (joncampbell123)
  • Restored libslirp support for 32-bit MinGW CI builds which was temporarily
    dropped in 2024.03.01 release. Also since MinGW plans to gradually phase
    out 32-bit support, added code to manually build on our own. (maron2000)
  • Fixed build errors of Windows installers. Windows Vista support for standard
    installer is dropped to fix this issue. Vista users can either use the XP
    installer or portable builds instead. (maron2000)
  • Fixed compile error of speexdsp/fftwrap.c on gcc-14 (maron2000)
  • PC-98: Fixed US keyboard support for tilde (Shift+grave) key (maron2000)
  • Fixed DOSBox-X freezed when codepages regarding EGA18.CPX were set (maron2000)
  • Fixed CUE sheets of GOG games were rejected. Still requires "-t iso" or
    "-t cdrom" option for uncommon file extensions except ".CUE". (maron2000)
  • Added loongarch64 support (donmor)
  • Disable FP exceptions in a portable way (xry111, donmor)
  • Added "*.ccd" in file open dialog (maron2000)
  • Added CI builds for ARM mac (maron2000)
  • Bump tinyfiledialogs to ver 3.17.4 (maron2000)
  • Obtain geometry info of non-standard sized floppy from BPB (maron2000)
  • PC-98: Implemented int 18h ah=47h,48h,49h (nanshiki)
  • Added breakpoint type "Freeze memory" (Enmet)
  • Implemented seeking in MSCDEX
    (Imported from dosbox-staging/dosbox-staging#3516 authored by weirddan455)
  • Fixed built-in COPY command failed to obtain free space when reported DOS
    version is set to 7.1 (maron2000)
  • Fixed some file extensions in the filter list were ignored in the file open
    dialogs (maron2000)
  • Fixed mounting a non-FAT VHD image (maxpat78)
  • Fixed VHD geometry detection (maxpat78)
  • Fixed issue that IMGSWAP command did not work for CD drives. (maron2000)
  • Fixed loaded language file unexpectedly changes on launch. (maron2000)
  • Fixed reported size issues in builtin DIR command (maxpat78)
  • Added missing language file in Windows standard & XP installers. (maron2000)
  • Fixed a bug in IME character display on macOS Sonoma (nanshiki)
  • Fixed build errors of SDL1 code when built with gcc-14 (maron2000)
  • Fixed static link errors of libslirp >= 4.8.0 (maron2000)
  • PC-98: Added MEM command for PC-98 mode (maron2000)

vAmiga version 2.6.2

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Émulateur Amiga 500, 1000, 2000 développé pour macOS.

Le journal des nouveautés qui font rêver les nostalgiques

Changelog

2.6.2

  • Some config panels crashed when pressing "Revert to…" or "Use as default".
  • RetroShell Command amiga defaults was broken in 2.6.1.

2.6.1

  • The emulator no longer crashes when loading snapshots via the Open... menu.

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La documentation émulomane sur Mac