Battletoads Returns: Triple Punch
Доступна полная версия игры.
От автора:
"И того в игре 14 эпизодов геймплея (локаций).
В последнем уровне, как и обещал, вас ждёт королевна-царевна тёмная, с потёртыми геймпадами и клавиатурами. Но чтобы её отбуцкать, до неё надо сначала дойти. Поэтому желаю приятной игры!
Возможно ещё будут обновления с исправлениями, если это потребуется.
Теперь об изменениях относительно предыдущих билдов:
- Исправлены баги
- Немного оптимизирована игровая логика
- Улучшены палитры некоторых уровней
- На экране с логотипом движка, добавлена возможность прослушать всю музыку из билда
- Новые уровни
- Наградные медали на экране с титрами, за прохождение при разных условиях, на разных сложностях"
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Обновился эмулятор Atari Jaguar - BigPEmu.
Version 1.221 - Added some cheap hash-based desync detection to the network protocol. The host will now be alerted when a desync occurs in State Sync mode. (desyncs are only known to occur when settings don't match across players or a script is causing emulation to operate non-deterministically) - Removed unnecessary zlib dependencies from the network plugin in Linux builds. (thanks to SabreAZ for helping me test this) - Added a -nomenubg command line option Version 1.22 - Added a new "cheat_codes" script module. When this script module is active, the user will be prompted to toggle any available cheat codes (provided by cheat_codes.json) any time a software image is loaded. Cheat codes are provided for every cartridge and CD title in the Jaguar's retail library. Many of these cheat codes were adapted from jguff's BigPEmu scripting work, you can find the relevant scripts (and more) here: https://github.com/jguffer/BigPEmu_Scripts - Implemented the Blitter GPU interrupt. (mainly for developers; this functionality isn't used in any retail software) - Lots of new scripting API functionality, as well as some minor fixes/additions for existing scripts - Reworked a bunch of BigMaster stuff under the hood. You may need to re-enter some of your BigMaster credentials when updating from a previous version of the application - Fixed various potential bugs related to using per-game configs in network mode
Обновился эмулятор GBA - NanoBoyAdvance.
- Core: Improved fast-forwarding, adding 2x, 4x and 8x options alongside infinite - UI: Set default filter to nearest - Platform: Upgrade to Qt 6 - Platform: Fix controller lag on macOS - CI: Pivot Windows builds to MSVC, remove macOS Intel builds - Remove broken links from README, remove COMPILING and move its instructions to README - Update dependencies
Авторы ZSNES решили снова начать работу но уже с кардинально переделанным проектом Super ZSNES.
What's new for v0.110b: - Fixed ESC key to clear input - S-DD1 emulation - other special chips are coming - we're working on a bunch right now, just that this one is ready right now - Some Cycle consumption timing fixes - Various emulation fixes relating to SRAM writes and ROM mirroring. (Fixes MMX copy protections) - Added the ability to define custom paths to where you want to store your saves, .srm, .cht, and .bps files - Added the ability to disable the last save state - Added the ability to disable save history - Improvements to transparency processing - Multiple improvements to enhancement data based on feedback. We're still not there yet where we're happy with the quality of it, but we'll get there - Added Patreon Supporters to the about box - [Android] Add DPad touch sensitivity (movement and distance sliders) - [Android] Fixed filename formatting in quick load - [Android] Added icon that was missing on certain devices
Обновился свежий эмулятор Sega Saturn - Ymir.
New features and improvements - Debugger: Add Priority Stack to VDP2 debug overlay - VDP2: Various performance optimizations to the software renderer, improving performance in graphics-bound games (especially in high resolution modes). Technical details: - RBG1 was being unnecessarily rendered when NBG0 was enabled and RBG1 was disabled - Remove redundant transparency bit since priority zero acts as transparency - Remove various unused function arguments, reducing CPU register and stack pressure - Pass down VDP2 register references as arguments rather than fetching them from scratch everywhere - Reuse line data (i.e. skip recomputing lines) when rendering vertical mosaic - Bit-pack character pattern data in a single 32-bit value - Microoptimize scroll coordinates calculations - Rotation parameter table calculations: - Specialize calculations for (1) no coefficient table, (2) per-line coefficient table and (3) per-dot coefficient table - Hoist coefficient table enable and per-dot coefficients checks out of the loop - Make the inner loops SIMD-friendly - Avoid unnecessary computation of transparency and line color screen data if they are disabled - Microoptimizations to the compositor function: - Layer sorting now uses a combined key - Gather layer data in one single loop - Pixel fetching is now templatized and some bail out checks are done earlier - Color offset calculation enable flag is cleared in the fetch loop if no offset is actually applied Fixes - Debugger: Various SH2 stack analysis fixes - Game DB: Add slow VDP1 flag to Funky Fantasy to fix slow FMVs - Media: Detect postgaps in data tracks when the CUE sheet doesn't explicitly announce them. Fixes audio track shifts in bad Virtua Fighter 2 dumps - Media: Fix PREGAP/POSTGAP handling in CUE/BIN dumps. Fixes shifted audio tracks in games dumped with ImgBurn - SH2: Fix illegal slot instruction exception handling - VDP1: Add game-specific flag for skipping command processing if the top of the table is empty. Enable it exclusively for Sekai no Shasou kara - I Swiss-hen - Alps Tozantetsudou no Tabi. Fixes missing graphics in Gungriffon - VDP1: Disable early polygon drawing termination when rendering polygons when user clipping mode is inverted. Fixes clipped polygons around the minimap in Machine Head - VDP1: Implement simple infinite loop detection. Fixes slowdown in the Mojave Desert stage (1-2) in Gale Racer - VDP2: Apply color calculations to transparent sprite mesh on layer 0. Fixes stripes on ground plane in Gungriffon - VDP2: Apply color offset to transparent sprite mesh on layer 0 in a separate step. Fixes missing spotlight in the Colonel battle in Mega Man X4 - VDP2: Fix VRAM access calculations when RBG1 is enabled. Fix missing car graphics regression in Gale Racer - VDP2: Fix and use line color screen calculation ratio when LNCL is inserted. Fixes text background issues in Doukoku Soshite
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Добавлены переводы игр от Talking Cat.
Поддержать автора можно тут:
Boosty
VK
Youtube
Список игр:
- Assault Suits Valken (J) [SNES]
- Metal Gear [MSX2]
- Metal Gear 2: Solid Snake [MSX2]
- Megami Tensei Gaiden - Last Bible (JU) [GBC]
- Digital Devil Story - Megami Tensei (J) [NES]
- Digital Devil Story - Megami Tensei II (J) [NES]
- Monster Party [h Prototype Restoration] [NES]
- Power Blazer (J) [NES]
- Resident Evil (Unl) [NES]
- Splatterworld - Rick to Kyoufu no Daiou (J) [NES]
- Sweet Home (J) [NES]
- Takeshi no Chousenjou (J) [NES]




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Damned Forest, The (1988)(Cult Games)
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