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"Many years ago, a beautiful country lost all the money suddenly. It could be the poisonous spider's doing." Holy Sssnake, it's finally here! The website that nobody demanded! Supervision: handheld of the less fortunate www.diskman.com/presents/supervision If you're familiar with the Supervision, you're probably laughing right now. If you're not familiar with the Supervision... oh boy, are you in for disappointment. This website is the result of 15 years [!] of research and collecting, and today (Oct. 4th, 2018) is its world debut. I'm sorry. There's also lots of other nifty, geeky, classic gaming stuffs on the main site, which you may enjoy a lot more than this Supervision nonsense... www.diskman.com
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Many sources online state that this Christmas, Atgames will release not only the Atari Flashback 7 but also the Atari Flashback Portable! This gets me very excited because for nearly two years now I have been wanting a portable Atari Flashback console to become a reality as you can see on this video I made quite a while ago on my old YouTube channel: Here is a video by The No Swear Gamer with more information on the Atari Flashback Portable: https://www.youtube.com/watch?v=GE5NBonvUt4 Here is some more information on the console that I found on atai.IO: http://forums.atari.io/index.php/topic/2210-coming-this-christmas-atari-flashback-7-and/?hl=%2Batari+%2Bflashback+%2Bportable Please take into account that I haven't been able to find any information directly from Atgames so I apologise if any of this information is incorrect. However, please feel free to post any new information you find here and share your thoughts on the console. I would love to get a discussion going!
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Looking for a US Gamate and some games. I have some stuff from trade as well if you're interested, albeit not a lot of retro other than Odyssey 2 and some loose 2600 games, other than that, I've got plenty of PS4, Switch, 360, Xbox One
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Hi! As the ATGames Flashback Portable cannot play most (all....) of the new Creations of the 2600-Scene, I would be interested to buy a new Handheld-Device for Atari 2600-Games "on the Go" (and only for that). Has someone made experiences with the Powkiddy V90 concerning Atari-Emulation? I like the Clamshell-Design that saves the Display from possible Scratches... There is a custom Firmware that should make Retroarch available for this Device. But: Does ist use a good Version of Stella (meaning >=6.x) so that Galagon and Co. are playable (at full Speed)? Or are there are Handhelds that are better for what I want?
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I recently purchased a Retroflag GPi Case (http://retroflag.com/GPi-CASE.html). It's a GameBoy-like case for the Raspberry Pi Zero, with a 2.8 inch IPS screen. The Pi is placed in a cart that you connect to the case similarly to a console's cart. With RetroPie on the Pi you can create a portable retro-gaming machine. The GPi is good product in general, the buttons and the D-pad are responsive and the screen looks fine, no tearing or lags. I have installed/configured with RetroPie all these systems (that runs fine on the Pi 0): Atari 2600, 7800, Genesis/Megadrive, Master System, NES, PC Engine, Vectrex, SG 1000, Game & Watch, Game Gear, Game Boy, Lynx, Famicom Disk System, Coleco, Intellivision, lr-MAME 2000, VideoPac/Odyssey 2, ZX Spectrum, MSX/MSX2, C64 and of course the TI99/4A! The GPi Case has a D-Pad and 8 buttons: A, B, X, Y, Start, Select and RB, LB on the back of the case. These are enough for all the consoles. With Colecovision, Intellivision, Spectrum and C64 it's possible to have virtual keyboards/keypad overlays so you can start all the games without having to hook up a Bluetooth keyboard. Really comfortable! Guess what? Only the TI 99 emulator needs a keyboard to start the games! ? The only emulator that can run on the Pi Zero is TI-99/Sim created by Marc Rousseau (https://www.mrousseau.org/programs/ti99sim/). It's a nice emulator, with good compatibility and speech support. It's not at MAME's level, but it's enough to play most games in this TI99 handheld. Unfortunately, the joystick config is hardcode and doesn't fit well with RetroPie/EmulationStation ecosystem. You need a keyboard to pass from TI99 initial screen to the game and play with the joypad. Moreover, the GPi Case is configured by default with the D-pad in Hat mode and the emulator is only using Axes mode. It's possible to change mode pressing Star+Up for 5 second, but then you need to reconfigure EmulationStation for using the menu. Looking at TI-99/Sim I've seen a new 0.16.0 version (released after last RetroPie distribution) and in the changelog there is a comforting note: "Changes to better support RetroPie setup & joystick usage", but no additional infos in the docs. I've contacted Marc asking for additional information. He explained that has ported the code to SDL2.0 and managed to get the keyboard emulation working properly. Basically, the joypad buttons can also simulate the pression of keys 1 to 9, so allowing to pass from title/option screen to the game. That sounds good, so I've compiled and tested this new version. It's now possible to move to the game screen, hovewer when testing Parsec I realized that it does not allows to change the speed for the refuel section. All the buttons acts as Fire button! ? Moreover, I cannot play Donkey Kong (it asks for Enter key...) and other Atarisoft games. The same for Alpiner, Big Foot, etc. Finally, to select a new game it's necessary to exit from the emulator pressing ESC on keyboard. I need also to press FCTN-REDO at game over to play again... Since I do not want to use a keyboard nor uninstall the emulator, I decided to have a look at the source code to "patch" it. I've added the Hat support and now it's possible to play most of the games without a keyboard. ? Most of the joypads have at least 8 buttons, so a minimal set of needed keys/combination of keys needs to be identified to run confortably most of the games. The ideal number of keys to have would be: 0 to 9, Enter, Space, +, FCTN+QUIT, FCTN+REDO, FCTN+BACK, FCTN+AID. Total is 17, plus the "Fire" button and "ESC" to exit from the emulator, for a total of 19 keys. This number must be reduced, since normally there are less button available. For example, the Xbox One controller has 10 buttons + 2 triggers, the 8bitdo SF30 has 12 buttons + 2 triggers. For my Retroflag's GPi Case 8 buttons layout, the selected keys are: Fire, 1, 2, 3, ESC, FCTN+QUIT, FCTN+REDO and Enter. With a joypad with 2 additional buttons it's possible to have also "+" and FCTN+REDO. Finally, with a 12 buttons joypad , it's possible to have also Space and 0. Summer is approaching and I know that there are guys here that needs to play some Parsec and MunchMan under beach umbrella, so in attachment the "patched" executable and the .cpp source if someone want to improve/made its customisation. Also a couple of images and videos (not edited, just raw recording, sorry for the poor production...). If you need .ctg games tested and ready to run, just check at the end of the article on the TI99 emulation with Raspberry on TI99IUC site (http://www.ti99iuc.it/web/index.php?pageid=homepage&artid=203#.XuZAoG5uKUk). Try this TI99 handheld, it's really fun! ? DKong.mp4 Parsec.mp4 Menu.mp4 ti99sim-0.16.0-Joypad_Patch.zip
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Is this a good option for transporting the Analogue Pocket?
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It's not an EverDrive, but it's the next best thing.
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I’m looking for a handheld emulator like the one pictured. I’m looking for something that can play NES to Gameboy advanced games. I’ve found some very affordable ones on Amazon and eBay but wondering if anyone can recommend one. Also, from the reviews I have not found one that can save progress. Anyone sell or can recommend a good affordable one? It’s for my 8 year old son so I can load the roms but ideally would like one that does not need mapping and allow him to save progress. Any help or links would be great. Thanks!
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Hello, All! The free VGB 5.7 for Windows and Linux, my GameBoy Color, GameBoy Classic, and Super GameBoy emulator, is now available for download: http://fms.komkon.org/VGB/ -- homepage http://fms.komkon.org/VGB/VGB57-Windows-bin.zip --Windows binary http://fms.komkon.org/VGB/VGB57-Ubuntu-x86-bin.tgz -- Linux binary The new version fixes several bugs with moving and resizing the application window and saves the choice of physical gamepad in VGB-Windows. The sound chip time is now measured in microseconds rather than milliseconds, for better precision. Finally, VGB-Windows comes with a menu option for clearing all current settings, in case they get messed up. ALL CHANGES: * Sound chip time is now measured in microseconds. * Fixed high-frequency sound limit (GBC Frogger). * Added "File | Clear Settings and Quit" option to VGB-Windows. * Fixed small windows behavior in VGB-Windows. * Fixed window position behavior in VGB-Windows. * Saving physical joystick/gamepad selection in VGB-Windows. Have fun! PS: AlmostTI, my Texas Instruments graphing calc emulator, is on $2.99 sale at Google Play this week: https://play.google.com/store/apps/details?id=com.fms.ati
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Hi, I am a long standing member for Atari Age. I also have an Etsy store where i sell Retro Game Items. You do not have to join Etsy to purchase anything...you can do it as a guest (many have) This is the second Sega Nomad, the first sold immediately. It comes with different cartridges and different case. Take a look: Sega Nomad Handheld w/ Extras Plays Genesis Cartridges can | Etsy If you have any questions you can contact me on my Etsy store or leave a message here. Thanks, Everett
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Early this year, I learned that MAME, which has recently been combined with MESS into one single emulator, also emulates some handhelds now... among those are some I have or had myself, Coleco's Donkey Kong tabletop game, MB's Bigtrak and Nintendo's Mickey & Donald (Game & Watch). I decided to take a deeper look at Mickey & Donald (after nearly competing the Bigtrak code, but that's off topic here) because I was always curious how such games have been programmed... I started on it in February 2016, about 33 years after I got the actual game. Obviously, this is a low-power device powered by two button cells and having an LCD screen. It's using a Sharp SM510 mictrocontroller with a fixed ROM. There is a nice write-up on that CPU here: http://watchdev.blogspot.co.at/2013/06/sharp-sm510-innards.html This chip has got a built-in LCD driver, and the display is memory-mapped, that is, all memory locations from $60 on are visible (at least if they've got segments connected to it). Since the disassembler in MAME didn't work quite correctly (don't know if it has been fixed by now), I wrote my own disassembler for the code in VB.net, which is actually not so hard considering the CPU doesn't have that many commands. There are some quirks like 1-byte subroutine calls which are routed through an address table in the first page, though this still only enables certain jump destinations because those addresses still only have 8 bits, but the address range of the CPU is 12 bits. Well, as I said I was curious how such a game is programmed. Actually it's quite different to what you're used to on video based systems. Normally you would have sprites, which are objects with an X and an Y coordinate, and they move and interact in some fashion. Well, for the most part, it doesn't work this way here. How it actually works is closer to a shift register, actually several of them. As you may know, a shift register is a stack of bits which get shifted left or right in sync to each other. In this game, there are several lines of bits which work like a shift register. But they're not hardwired, all of this is done in software. There is a subroutine for each possible bit which swaps that bit in a memory location with the carry flag. The actual bits in a line often don't have a real logical position in memory, rather they were seemingly positioned so the lines in the LCD screen are best used. For instance, for an object that has 3 possible positions, one position might be displayed when bit 2 of memory location $62 is on, the second one is on bit 1 of memory location $6D and the third one on bit 2 of memory location $6B. The line is now shifted by starting at the first position, fetching its status to the carry flag. Then you set the memory location for the next bit (by one instruction) and call the respective subroutine to swap the bit you want to access. Now you've got that bit in the carry bit and go on to the next location... and so on until the line is through. For instance, Mickey on the left has three possible positions, on bottom, in the middle or on top. If the player presses the "up" button, the Mickey line gets shifted upwards, on pressing "down" it gets shifted downwards, only that the last bit in the line gets re-set if it's found to be on after the shifting. The game code generally doesn't "know" the coordinates of any object visible on screen, it's all done by checking if a certain bit in memory is set. And there are more shift "lines"... two for the hose (one for small and one for big blobs), six for drops and fires and one for Donald on top. The fire shifting routine checks for each position if the corresponding drop bit is set, if so, both are cleared, a point is scored and the routine terminates. The routine shifting down the drops does the same. As for game variables, there are only a few controlling if there's one of the possible leaks, which game or demo mode is on, if the alarm is set, and as far as I can tell two counters for keeping the correct speed. But maybe there are some more which I missed because I didn't examine the complete code. Since the objects don't have coordinates in memory, all checks that depend on a certain location to be set or clear, such as collision detections, check the actual bit in memory... for instance, the routine that creates new drops checks all three possible locations of Donald to find out where he is and place a drop there. That way, they also go around the limitation of the CPU that indexed writes are very hard to do... with this game architecture, none are required, the closest thing to it is actually the routine that converts score digits to the 7 segments that are displayed for each number. This one uses an indirect jump instruction which loads the data byte to the PC. Keep in mind that the PC is not linear, but a pseudo-random shift register, which means that the numbers 0-9 get converted to addresses which are actually all over the place in that page. Oh, the total ROM in that chip is 2772 bytes (44 pages with 63 bytes each). I guess it's similar for other Game & Watch games, though much later models like Pinball and Super Mario Bros. might use a different chip, as may much earlier models like the Silver Series Ball, Vermin, Fire and Judge... there are more advanced models SM-511 and SM-512 supporting independent sound generation, more segments and more ROM up to 4K while the SM-510 has to generate sound writing 0's and 1's for each wave "by hand". On the other hand, there's a simpler chip with only 2016 bytes of ROM that may have been used on the first games. But still I suppose most Game & Watch games will have been programmed in a similar way, because you see some kinds of shifted strings of segments in all of them, with some of them going only one way and others going both ways.
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I'm trying for ages to actually get one, I just decided to make my own Entex Adventure vision clone of sorts. Video link below. Respectfully, Glen Planamento Glen's Retro Show on YouTube https://youtu.be/MgLfk77CCw0
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Hello, I just bought two retro Sega handheld consoles recently but I just realised that both of their screen are burnt as faulty. So I am look for an experienced repair for new LCD screens to replace them. I will happy to pay for LCD screens from websites like Ebay, Amazon, etc. I will pay you for your service to fix them. I will happy to drop them in Sydney metro but I don't mind to post them in only Australia as well. They are Sega Nomad Genesis and Sega Game Gear consoles. See pictures of them attached.
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MAME 0.209 With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips. Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved. Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.
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From the album: Smelly's Setup
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MAME 0.207 It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists. With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system. Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows. You can get the source and Windows binary packages from the download page.
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MAME 0.206 Welcome to 2019 – we’re starting the year with a bang! MAME 0.206 is an absolutely huge update when it comes to new dumps and newly working software, especially when it comes to TV games. As far as we know, MAME is the first V.Smile emulator with working controls and the most compatible, with almost all dumped titles fully playable for one player (the second joystick isn’t working yet). A number of JAKKS Pacific games based on similar technology are also working in this release. And from Japan, you can now play the Popira and Dance Dance Revolution Family Mat rhythm games, as well as Super Dash Ball. The Namco Nostalgia and Taito Nostalgia games are now playable, too. Game & Watch coverage is steadily expanding, with Black Jack, Lifeboat, Manhole (new wide screen), and Rain Shower added in this release. Black Jack is particularly notable as it hasn’t seen re-issue or emulation before now. On the arcade side, San Francisco Rush 2049 and its Special Edition have been promoted to working, and we’ve added alternate versions and bootlegs of several supported games. Heihachi_73 has tested the Aristocrat Mk V slot machines, and dozens have been promoted to working. If you enjoy spinning the wheels, why not give some a try? If you’re aware of the effort to preserve original Apple II software in the new low-level WOZ disk image format, it should come as no surprise that MAME is on board. We’ve started documenting these dumps in a software list, and we’ll continue to add dumps as they become available. If you’re a fan of Acorn computers, you might want to try some of the newly supported BBC Micro ROM slot expansions, including banked ROM devices, RAM expansions, and real-time clocks. A few additional Electron expansion devices have been added, too. Of course, these are just selected highlights, and there are plenty more bug fixes and emulation improvements in this release. There are also some incremental improvements to MAME’s system and software selection menus. You can get the source and Windows binary packages from the download page.
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I was unfortunate enough to have two different family members gift me these two things. So hey, why not write about them and do something useful with them? Pocket Player Review First off, neither of these things are going to be recommended, let's get that out of the way right now. But you probably already knew that. The My Arcade Pocket Player is a handheld which retails for $40 USD and comes with three games: the original Pac-Man, Pac-Mania, and Pac-Panic/Pac-Attack. The handheld is a rectangular thing which kind of reminds me of the Neo-Geo Pocket Color. It feels as light as you'd expect a cheap cashin to be. It can either be powered by 4 AAAs or a Micro-USB cable, either of which you'd need to supply yourself. I'm glad it comes with the second option, as I really don't want to waste time finding AAAs to use on this thing once or twice then never again. Obviously, there is no battery built in, so you would have to stay tethered to a USB port, whether from a wall outlet, computer, or external battery. The screen is nice and bright, though with poor viewing angles. Inside is a Genesis/Mega Drive clone, which I'm kind of surprised they didn't just use an NES on a chip like with the arcade machines. I'm not 100% certain, but considering Pac-Mania and Pac-Panic are the Genesis versions, it's safe to assume that's what it is. Booting up the console brings you to an extremely barebones menu with the three games listed. Pac-Man is probably the most interesting game on the system, oddly enough. It tries to emulate the arcade version, and does a decent job. You even need to insert your own credits, as a sticker on the back reminds you of (side note, yes you can insert 99 credits, though it will always say 1 player only). Either it uses a homebrew I don't know about, or was made in-house, as it's not based on the version included in Pac-Man 2 or any other existing version, as far as I can tell. I would not be able to tell you if the sound is good or not, as either the speaker on this handheld is the crappiest, most distorting, and quiet thing ever, the sound on my device is broken, or the sound emulation is poor. I wouldn't be surprised if the answer was all three, to be honest. What I can tell you is that for some reason the starting jingle plays upon every single new stage, and not just when you start a game. I would tell you if all the intermission cutscenes are accurate or if it has the 256 bug, but I don't have the patience to go that far on this tiny thing, especially as you can't pause, and I wasn't ever the best at the original game either. Pac-Mania is, as you guessed by my earlier statement, the original port released back during the Genesis' lifetime. Which is honestly a bummer, as the port already wasn't a great one, and its bad music is made worse by the distortion added by this little handheld. As far as I can tell, the only difference is that the logo screens were removed, since the companies originally involved either would rather not license their name, or are defunct. bringing you directly to a menu screen without any music. Pac-Panic is the same deal. Removed extraneous copyright screens, leaving only the one on the title screen. For obvious reasons, the versus mode is also removed. I never played the Mega Drive version, so I wouldn't be able to tell you if you could rotate pieces in both directions, but since there is no C button, if you could, you can't on this console. Overall, even if there was more than three games (come on guys, you couldn't at least add in Ms. Pac-Man or Pac-Man 2 to make there be at least a decent amount of content in this system?) I would not be able to recommend this thing. At least it comes with a lanyard, which Ashens fans are sure to enjoy. Very quick Blast! review: It's as bad as you'd expect. No settings, bad sound emulation, smudgy blurry mess of pixels. I don't think it's an NOAC, since the menu, save state, and rewind functions are obviously something the original hardware couldn't do (and yes, it is all the NES ports with the copyrights removed outright), but I don't think it's Android either, so no RetroArch sideload. Shame you can't use the controller on other games, since it actually isn't half bad. Frankly, I don't care if the above writings are poorly written. I just needed a place to vent about these two crappy things and actually be heard by people.
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http://youtu.be/A0S1MwgSutI The Sony Playstation Portable (PSP) rocked my world in 2005 with it's amazing power, beautiful 3D graphics and fun games. Here are some more PSP Hidden Gems from my collection. Gurumin A Monstrous Adventure Untold Legends The Warriors Code Pangya Fantasy Golf Brave Story New Traveler Sid Meier's Pirates! Chili Con Carnage Gitaroo Man Lives! Pursuit Force Extreme Justice What games would you like to see in Part 3?
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MAME 0.201 It’s the end of another month, and time for your scheduled MAME release, with more of everything we know you love. In a last-minute update, we slipped in a major performance for bgfx video output. It’s particularly noticeable when using cropped artwork, and there’s no longer a big performance penalty for bringing up the menu over the emulation on macOS. Another core improvement is support for TAP/TUN networking on Windows, providing a big performance improvement when connecting an emulated system to a network on the host machine. From the department of things considered lost to time, MAME 0.201 allows you to play as Chuby the octopus, in the incredibly elusive Spanish game Night Mare. Unfortunately the sound ROMs were missing, so you won’t be able to hear Chuby speak, and we still need to be on the lookout for the export version known as Clean Octopus. And speaking of rare games from Spain, two more Magnet System titles have been dumped: A Day in Space and The Burning Cavern. Newly dumped versions of supported arcade games include prototypes of Halley’s Comet (Taito) and Dog Fight (Orca), a newer version of the original Master Boy (Gaelco), and the Korean release of Raiden II (Seibu Kaihatsu). A redumped ROM allowed Psychic Force EX to run correctly. The vgmplay logged music player has had a big update in this release, with support for several more sound chips and a comprehensive software list. And this brings us to audio improvements, which seem to have all crowded their way into this release. We have fixes for long-standing sound bugs in Twin Eagle, Targ and Spectar. Sound in Amazing Maze is no longer cut off after thirty seconds or so. There are some big changes for QSound and Taito Zoom ZSG-2 that should make things sound nicer. There’s also preliminary support for the NEC PC-FX’s HuC6230 SoundBox, but be aware it has a DC offset so you’ll hear a big thud when you start or stop it. Recent improvements in NEC PC-98 emulation have seen dozens of titles promoted to working status, and we’ve added another batch of dumps from Neo Kobe Collection. There are a number of fixes that improve TI-99 floppy and cassette support in this release. InterPro systems can now be used via a serial terminal in configurations without a video card or keyboard. At long last, the Apple //c Plus can boot from its internal floppy drive. Other improvements to computer emulation include better keyboard support for Amiga systems, and improved GPU emulation for the HP Integral PC. Of course, you can get source and Windows binaries from the download page.
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MAME 0.200 Todays MAME release has two consecutive zeros in the version number! The only other time that happened was over twelve years ago! Although MAME version numbers are are just an incrementing number, by a series of coincidences, MAME 0.200 delivers several major changes. First of all, if youre building MAME with Microsoft Visual Studio (MSVC), youll need Visual Studio 2017. Weve dropped support for Visual Studio 2015. Starting this month, were building the official Windows binaries with GCC 7.3 this probably wont affect you (we still support building with GCC 5 and up). Were mirroring tagged releases at GitLab (source only) and SourceForge (source and binaries), so if for some reason youre unable to access GitHub, youll still be able to download official MAME releases. MAME 0.200 includes replacements for the memory system and callback API. This will enable new functionality and make MAME development more straightforward. The artwork layout system has also had an overhaul which opens new possibilities. Weve tried our best not to break things, but if you do find something wrong, let us know at MAME Testers, or on our IRC channel #mame on the freenode network. In arcade emulation this month, we have a number of new versions of supported titles, including a very rare prototype of Led Storm Rally 2011 and three more Street Fighter II': Champion Edition bootlegs. Dreamcast/NAOMI colours are greatly improved thanks to snickerbockers, and cam900 fixed some graphical effects in Gals Panic 3 and Billiard Academy Real Break. Enik Land improved emulation of the Sega Master System, Game Gear and Mega Drive VDPs, covering more corner cases. The really exciting emulation improvements this month are on the computer side. There are lots of improvements for UK home computers, including better Camputers Lynx tape support (with lots of additions to the software list), re-worked Acorn System emulation, and support for Acorn Bus slot devices. Weve got a brand-new modernised Apple IIgs driver, with improvements in just about every area. Also, Wayder updated the Sharp 68000 software list, correcting and organising the entries and adding the latest clean dumps. But even more exciting is the fact that, thanks to Patrick Mackinlays gargantuan effort and persistence, the CLIPPER-based InterPro 2000 workstation now works well enough to install and run CLIX (a UNIX operating system). As far as we know, this is a first for MAME. The improvements to SCSI, CD-ROM, and serial emulation also benefit other emulated computer systems. Instructions are on the MAMEdev wiki if you want to try it out. As usual, you can get source and Windows binaries from the download page.