MAME for Slackware v0.274 - Released
- Details
- Category: Linux
What's New:
- Updated to latest MAME Source.
MAME4droid 2025 v(0.274) 1.21.1 - Released
- Details
- Category: Android
What's New:
- Updated to MAME 0.274 which adds a 64-bit ARMv8 recompiler (DRC). This means a huge performance boost on very demanding systems like K.Instinct or CPS-3.
- Support 16 KB page sizes so that new Android devices will work
- Fixed issue where the notch was always used on Android 15
MAME Frontend - Erockus ARCADE v12.8 - Released
- Details
- Category: Multiple Platform
What's New:
- Updated for MAME .274
Atari 8-bit Computer Emulator - A8DS v4.2 - Released
- Details
- Category: Nintendo DS
What's New
- Fixed Turbo 128K cart type so it doesn't inadvertently disable the cartridge port.
- Added Right-Side cart support for Atari800 (fixing a few A800 emulation issues as well).
- Added Atari 5200 cart support for carts of 128K or less (rename your 5200 carts to ".a52" for easy loading)
- Added new key maps for SHIFT and CONTROL to NDS keys.
- Massive simplification of the configuration handling for machine type.
- New NTSC and PAL color palettes from the awesome Trebor Pro Pack.
- New Caps Lock LED added to all virtual keyboards.
- Added new cart types for SIC+ (1MB), Corina (1MB+EE and 512K+512K+EE), Telelink II and MIO_8, XE Multicart and more...
Atari 5200 Emulator - A5200DS v3.7 - Released
- Details
- Category: Nintendo DS
What's New:
- New banking handling so we only move pointers - not blocks of memory. Renders all 5200 Super Banked games playable.
- New NTSC palette from Trebor's Pro Palette (NTSC_LUM1_HOT 5200).
- Added 5200 512K Super Cart banking.
- Improved Pokey emulation (around the random scanline start value - fixes one Acid800 test).
- Improved keypad debounce for Star Raiders.
- Improved sound handling to reduce pops/clicks. Increased the sample rate on the DSi for improved fidelity.
Retrom v0.7.4 - Added
- Details
- Category: Multiple Platform
Retrom is a centralized game library management service that allows you to host your games on a single device, and connect clients on any amount of other devices to (un)install/download and play them when and where you want to! Think of it as a sort of self-hosted Steam for your DRM-free game library.
Nintendo 3DS Emulator - Mandarine3DS v1.2.1 - Released
- Details
- Category: Multiple Platform
What's New:
- Add screen orientation presets to layout settings on Android @kleidis
- Fix a few strings on android that weren't modified properly previously
- Fix cherry-picking mistake for Swedish translations
Multiple System Emulator - WinArcadia v33.91 - Released
- Details
- Category: Windows
What's New:
Miscellaneous improvements and bug fixes.
Dragon 32/64 and CoCo 2 Emulator - XRoar v1.8 - Released
- Details
- Category: Multiple Platform
What's New:
- Fix mouse virtual joystick on resize in SDL builds [Richard Kelly]
- New manual and automatic configuration saving from GUI
- Manage HD mounting from drive control dialog
- New MCX128 cartridge support for MC-10
- Fix some of the compatibility modes in GIME emulation
- Assert monitor detect line on CoCo 3 when RGB output selected
- Reduce write latency using Becker port [Ron Klein]
- Add some more flexible command-line trap options
Wolfmame v0.274 - Released
- Details
- Category: Multiple Platform
What's New:
Updated to latest MAME source.
Visual Pinball v10.8.0 - Released
- Details
- Category: Windows
What's New:
LIMITATIONS:
- Broken PROC support
- Broken SMAA postprocessing, will be fixed in 10.8.1
FEATURES:
- VPX and VPVR are finally reunited!
So, similar to the VP9.9 release, this pretty much rearchitects VPs whole rendering pipeline, but still allows to play all tables with (hopefully) pretty much the same look and feel.
Some of the changes that came in via VPVR:- added SDL2 / OpenGL / OpenGLES as an additional render pipeline.
switching between DirectX 9 and OpenGL is (for now) only possible at compile time, thus two executables are shipped. - the new OpenGL pipeline is also capable to render to VR devices (support for SteamVR):
To use VR you need a SteamVR compatible HMD, a Steam account, and the Steam client/app
with SteamVR client installed. More information on OpenVR + SteamVR can be found on http://steamvr.com
You may also want to check out OpenComposite, as it seems to provide a performance boost for some users. - autodetection of SteamVR driver installation. If its not installed, the standard 2D mode is started up instead.
If VR drivers are installed, and the HMD is turned on, VPX starts in VR mode. Otherwise a prompt shows up to choose between VR mode and 2D mode (can be disabled). - the new OpenGL pipeline also is no longer computing/approximating Stereo3D only from depth buffer information.
If any stereo mode is enabled, the table is then always rendered to two independent eye buffers instead.
This increases CPU and GPU load for all stereo modes, but increases the image quality.
Also anti-aliasing can be enabled for all stereo modes. - super-sampling based anti-aliasing can now be adjusted with a slider from 0.5 (downsampling) up to 2.
The factor describes the scaling in X and Y direction, so 2 increases the overall pixel-count by a factor of 4. - the new OpenGL pipeline in addition has full support for GPU multisample antialiasing (MSAA) which offers very good results for a fairly low performance overhead compared to super-sampling
- splitted the video settings into the 'old' 2D based video settings menu and a new VR settings menu.
Also different registry entries are used to store the various settings like stereo mode, display, resolution, postprocessing etc. separately.
Things like Ball rendering and Day/Night cycle are used for both.
To configure VR, go to the new Preferences->VR Settings menu and (de-)select it in the upper left drop down menu.
If you have performance issues, try disabling things like Ambient Occlusion, Supersampling (=1), Postprocess AA & Sharpen, Reflections, and Bloom.
One can also select an additional VR Preview window that shows the VR rendering on the screen as Side-By-Side. - when using VR, the near plane can be adjusted (in centimeters). It is like a wall in front of the player. Everything between the player and the near-
plane is invisible. It might be helpful if one wants to adjust visibility when moving or if one has changed the scaling too much. Having too small values for the near-plane will cause Z/depth-fighting rendering artifacts. - scaling of the table is now possible within the VR settings. One can either set a factor (e.g. 1.1 increases the table size by 10%) or one can
scale all tables to a fixed width (in centimeters) to match a PinSim Controller. The scaling factor has no lower/upper limit (so yes,
one can scale up the table to play soccer ;) Or be attacked by a giant rolling Indy-Trap Or scale it down to matchbox car size If it gets
weird we warned you). If you have issues locating the table or getting nightmares, it is NOT our fault.
Default values are: box unchecked and 1. - note that the VPVR fork did not support the roughness property of metallic parts (=always mirror like metal instead). Some VR-only tables thus feature wrong material shininess that will lead to
incorrect rendering of metal parts. These table's materials need to be updated to re-adjust the shininess of metal materials. - note that adaptive vsync (=mode value 2) is recommended (at least) on macOS/iOS and Android
- added rudimentary support for BAM Headtracking (thanks to Rafal from ravarcade.pl). Usage:
It works almost the same way as with Arcade Pinball, but one doesn't have control over the table location.
- added SDL2 / OpenGL / OpenGLES as an additional render pipeline.
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