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	<title>GameTronik</title>
	<description>News émulation et jeux-vidéos</description>
	<link>http://www.gametronik.com/forum/index.php</link>
	<pubDate>Fri, 03 Sep 2010 04:45:45 +0200</pubDate>
	<ttl>15</ttl>
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		<title>GameTronik</title>
		<url>http://www.gametronik.com/favicon.ico</url>
		<link>http://www.gametronik.com/forum/index.php</link>
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	<item>
		<title><![CDATA[[EMU]Visual Pinball v9.0.9]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18576</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Visual Pinball v9.0.9</b><!--sizec--></span><!--/sizec--></div><br /><br /><br /><div align='center'><img src="http://nanotechent.s3.amazonaws.com/images/vp-hdr.png" border="0" class="linked-image" /></div><br /><br />Les amateurs de jeux de flippers, et je sais qu'il sont très nombreux sur GameTronik, vont avoir la bonne surprise de télécharger la nouvelle version de <b>Visual Pinball</b>  qui vient de sortir dans une version estampillée <b>9.09</b> dont voici les changements :<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Here are the big changes:<br /><br />HDRender and Reorder moved to Preferences/Video Options -- these are now global settings. You can toggle them at will without reloading tables. <br />DeadZone Slider added to the physics options for the table for cabinet users - this is also a global setting <br />Added Microsoft Freestyle USB as a valid motion control device <br /><br />Paste Preserving Names is now under the edit menu <br /><br />Optimizations by Toxie - should run a little faster now <br />More key remapping is possible - see the Key Preferences Dialog Box <br />Fixed tab order of all menus, boxes, etc <br />Script editor will now retain script formatting <br /><br />ManofWar´s changes should be added to the next release - we´re having minor crash issues with it included, so it was left out of this one.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />Les sections flippers sur GameTronik sont :<br /><ul><li><a href="http://www.gametronik.com/site/emulation/pinmame/" target="_blank">PinMame</a></li><li><a href="http://www.gametronik.com/site/emulation/pinmame_tables/" target="_blank">PinMame Tables</a></li><li><a href="http://www.gametronik.com/site/emulation/pinmame_tablesflipperless/" target="_blank">PinMame Tables Flipperless</a></li></ul><br /><br /><a href="http://nanotechent.s3.amazonaws.com/images/vp-hdr.png" target="_blank">Site officiel</a><br /><a href="http://www.vpforums.org/" target="_blank">Source</a>]]></description>
		<pubDate>Thu, 02 Sep 2010 18:01:21 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18576</guid>
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		<title><![CDATA[[ABD] La rentrée des classes de l'abandonware]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18575</link>
		<description><![CDATA[<div align='center'><u><b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Salut tout le monde!<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b></u> <img src="http://www.gametronik.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /></div><br /><br />Cette fois, c'est bon, la rentrée est (malheureusement) arrivé pour bon nombre de collégiens, lycéens, travailleurs même (je ne compte pas ceux qui sont à la fac, ce sont des <strike>feignasses</strike> chanceux), et signe souvent la fin du beau temps (ce que l'on espère pas, bien sûr). Mais ne vous en faites pas, <b><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Game<!--colorc--></span><!--/colorc--><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Tronik<!--colorc--></span><!--/colorc--></b> a trouvé la solution: vous proposer des jeux de qualité toute l'année, dans toutes les sections que vous trouverez sur notre très beau site. Et l'abandonware n'y déroge pas: voici, comme je le faisais avant ces vacances, 4 nouveaux jeux, dont un de notre partenaire <a href="http://www.abandonware-utopia.com/index.php" target="_blank"><b>Abandonware Utopia</b></a>!<br /><br />Il fallait marquer cette nouvelle saison de jeux d'un grand coup, et pour cela, je remercie <b>ced101</b> de nous avoir offert un certain <a href="http://www.gametronik.com/site/fiche/abandonware_strategie/The%20Tone%20Rebellion%20%28fr%29/" target="_blank"><b>The Tone Rebellion</b></a> en image CD et avec TOC conforme au jeu d'origine; et faites vous plaisir, il est en français! Le deuxième jeu de la semaine est un jeu de combat, et va ravir les joueurs de NeoGeo: voici <a href="http://www.gametronik.com/site/fiche/abandonware_combat/Samurai%20Shodown%202%20%28aka%20Samurai%20Spirits%29%20%28jap%29/" target="_blank"><b>Samurai Shodown II</b></a> (aussi appelé Samurai Spirits); soyez courageux: il est en japonais! Le troisième jeu est plutôt pour les fans de simulation, avec <a href="http://www.gametronik.com/site/fiche/abandonware_simulation/Aces%20of%20the%20Deep%20%28eng%29/" target="_blank"><b>Aces of the Deep</b></a>. Et enfin, le dernier jeu de la semaine, qui est à télécharger (d'urgence) chez notre partenaire en abandonware <b>Abandonware Utopia</b>, et qui est le jeu du film <a href="http://www.gametronik.com/site/fiche/abandonware_action/Rambo%20III/" target="_blank"><b>Rambo III</b></a>.<br /><br /><div align='center'><u><b>The Tone Rebellion (fr):</b></u></div><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_strategie/Jeux/The%20Tone%20Rebellion%20(fr)/Scans/the-tone-rebellion-pc.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_strategie/Jeux/The%20Tone%20Rebellion%20(fr)/FLOAT.PNG" border="0" class="linked-image" /></div><br /><br /><div align='center'><u><b>Samurai Shodown II (aka Samurai Spirits):</b></u></div><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_combat/Jeux/Samurai%20Shodown%202%20(aka%20Samurai%20Spirits)%20(jap)/Scans/113059840300.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_combat/Jeux/Samurai%20Shodown%202%20(aka%20Samurai%20Spirits)%20(jap)/Samurai%20II.PNG" border="0" class="linked-image" /></div><br /><br /><div align='center'><u><b>Aces of the Deep (eng):</b></u></div><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_simulation/Jeux/Aces%20of%20the%20Deep%20(eng)/Scans/Aces%20avant.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_simulation/Jeux/Aces%20of%20the%20Deep%20(eng)/subsim.png" border="0" class="linked-image" /></div><br /><br /><div align='center'><u><b>Rambo III:</b></u></div><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_action/Jeux/Rambo%20III/Scans/John.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_action/Jeux/Rambo%20III/Rambo.jpg" border="0" class="linked-image" /></div><br /><br />Merci à <b>ced101</b>, qui, grâce à sa contribution, a gagné <u><b>1000 GTrons</b></u>! Vous pouvez vous aussi proposer vos jeux si vous pensez qu'ils sont abandonwares (uniquement <u>le jeu en CD</u>) et ainsi gagner <b>1000GTrons</b>!<br />N'oubliez pas aussi que j'ai besoin de vous afin de faire des sections <b>Abandonwares</b> de qualité, alors si vous n'avez pas d'originaux sous la main, n'hésitez pas à proposer vos vidéos, vos tests de jeux...<br /><br />Sur ce, bonne rentrée à tous, ou bonnes vacances pour les retardataires ou les <strike>feignasses</strike> chanceux, et n'oubliez pas de suivre l'actualité des ABD sur GT chaque semaine!<br /><br /><div align='center'>Voila, c'est tout pour cette semaine! <img src="http://www.gametronik.com/forum/style_emoticons/default/smartass.gif" style="vertical-align:middle" emoid=":diplomé:" border="0" alt="smartass.gif" /> </div>]]></description>
		<pubDate>Thu, 02 Sep 2010 17:06:45 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18575</guid>
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		<title><![CDATA[[EMU]Demul v0.5.6]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18574</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Demul v0.5.6</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/DEMUL/index.jpg" border="0" class="linked-image" /></div><br /><br />Nouvelle version pour cet émulateur arcade qui supporte les systèmes <b>SEGA ATOMISWAVE, Dreamcast, NAOMI et NAOMI2</b> : <br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Demul 0.5.6 Changes: <br />AWAVE: many fix for controls, rail-shooters playable <br />AWAVE: xtrmhunt romset typo <br />CHD: reading problems fix <br />CHD: updated to 138u4 version <br />CORE: ROMs overreading protection <br />CORE: SB_SFRES "softreset" emulation (imperfectfor dynarec) <br />CORE: arcade roms loading by CRC only, now can load renamed/old/custom romsets with the same files <br />CORE: command line support, run selected game/system, list supported games, generate xml dat file (clrmame) for supported romsets with parent/clones info <br />CORE: dynarec instruction fix <br />CORE: emulation reset fix <br />CORE: enable SSE compilator optimization <br />CORE: full unicode support <br />CORE: interpreter memory translation optimization, MMU speedup <br />CORE: invalidation optimized, "Triggerheart Exelica", etc. speedup <br />CORE: logging and default output path fixed <br />CORE: macw, macl opcodes fix <br />CORE: round mode fix <br />CORE: savestates fix <br />CORE: savestates for VMU <br />CORE: timers bugfixes <br />CORE: various crashes fix <br />CORE: various maple fixes <br />CORE: various romset fixes <br />CORE: internal time with windows time auto synchronization <br />GDI: offset support (may be glitchy) <br />GDI: sector cache (test only) <br />GDI: various bugfixes <br />GPU: "Transform Z" options added (w-buffer to z-buffer transform enable), enabled by default (need restart for ogl if changed) <br />GPU: VRAM overreading protection <br />GPU: correct vertex intensity alpha <br />GPU: correct vertex intensity color clamping <br />GPU: ogl disable SSE compilator optimisation due to VC10 compiler bug <br />GPU: dx correct window size change <br />GPU: render and framebuffer fixes (still imperfect) <br />GPU: fullscreen frequency fix <br />GPU: polygons blending fix <br />GPU: sprites fix <br />GPU: stride untwiddled texture fix <br />GPU: yuv textures in vq mode supported ("Head Hunter" fix) <br />GUI: "15Khz/31Khz" modes selection, "31Khz" default option <br />GUI: "LLE MIE"/"HLE MIE" selection option, if "LLE MIE" is unavailable (no "NAOBD.BIN"), "HLE MIE" mode enabled automatically <br />GUI: "Time Hack" option, automatic Dreamcast flash time record correction for current time <br />GUI: GameBrowser "load decrypted" fix <br />GUI: GameBrowser forvard/backward sorting for game year, romset name, full name, developer/publisher and game system <br />GUI: GameBrowser keyboard input handling fix <br />GUI: GameBrowser gridlines workaround for WinXP <br />GUI: PAL/NTSC mode selection <br />GUI: custom savestate keys definitions <br />GUI: full game name/title display on windows title <br />GUI: mahjong controller setup <br />GUI: more video cable mode selection <br />NAOMI: MAMENaomi CHD-files supported (but not listed in dat), need CHD plugin in plugins directory <br />NAOMI: BIOS auto selection <br />NAOMI: board malfunction for A-C rev. BIOSes fix <br />NAOMI: cart encryption for direct and buffered protection modes supported, most encryption keys added <br />NAOMI: cart encryption key automatic detection for NO_KEY games (if any), may take a couple of minutes for complete process <br />NAOMI: default system configuration added if no nvram files found, auto selection cabinet orientation and player number for games depending on it <br />NAOMI: coin fix <br />NAOMI: gunsur2 encryption key added, playable with sound <br />NAOMI: club cart protection data <br />NAOMI: doa2 crash fix <br />NAOMI: ggx crash fix <br />NAOMI: hmgeo SHA1 fix <br />NAOMI: wldrider crash fix <br />NAOMI: initdv2j DES key added, doesn´t boot anyway <br />NAOMI: full HLE MIE (315-6146 Maple-JVS bridge MCU) support <br />NAOMI: full LLE MIE (315-6146 Maple-JVS bridge MCU) support, "NAOBD.BIN" file with MCU fake firmware needed <br />NAOMI: JVS interface and IO board(s) emulation <br />NAOMI: automatic analog controls mapping <br />NAOMI: VMS and Dreamcast gamepads handling for arcade games (if supported) <br />NAOMI: keyboard support, select "Keyboard" for "port B" and/or "port C" in "Plugins" configuration dialog <br />NAOMI: dybbnao, dygolf, alpilot, sstrkfgt, gunsur2, samba, crzytaxi, zombrvn, wldrider controls support <br />NAOMI: mahjong panel support <br />NAOMI: nvram load/save fix <br />NAOMI: proper 15/31Khz DIP switch handling <br />NAOMI: romset updated with MAME 139u2 ROMs <br />NET: added netplay support for DC, NAOMI1/2, ATOMISWAVE, only NULL plugin provided (see thrid party plugins) <br />PAD: various bugs fix <br />PAD: first time configuration crash fix <br />PAD: support for xbox360 gamepad (without analogs) <br />SPU: ARM7 core fixes <br />SPU: better synchronization <br />SPU: close fix, thread close fix <br />SPU: lp reset fix <br />VMU: beeper emulated<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/sept10/demul/vf4/00000020.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/sept10/demul/vf4/00000025.png" border="0" class="linked-image" /><br /><img src="http://www.gametronik.com/DataPage/News/sept10/demul/vf4/00000027.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/sept10/demul/vf4/00000028.png" border="0" class="linked-image" /></div><br /><br />La <a href="http://www.gametronik.com/site/emulation/DEMUL/" target="_blank">section Demul</a> sur GameTronik<br /><a href="http://demul.emulation64.com/" target="_blank">Site officiel</a>]]></description>
		<pubDate>Thu, 02 Sep 2010 12:02:13 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18574</guid>
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		<title><![CDATA[[MAJ]Vos Gtrons pour une place au Festival du Jeu vidéo.]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18573</link>
		<description><![CDATA[Je me sens vraiment bon aujourd'hui, je vais proposer un 3e concours avec encore une place à gagner !<br /><br />Maintenant que le Cyberthon est terminé que pouvez vous bien faire de vos Gtrons? vous pourriez monter le Culachezmoathon pour voir mes fesses, trouver une banque où les faire fructifier, ou bien les vendre aux enchères sur uBid...<br /><br />Non non arrêtez tout de suite ! Vous souvenez vous? Gametronik vous avait proposé de les échanger contre de vrais biens (<a href="http://www.gametronik.com/forum/index.php?showtopic=17983&st=0&start=0" target="_blank">Si si souvenez vous du t shirt</a>). On recommence et cette fois vous pouvez gagner une place pour le Festival du Jeu vidéo 2010 avec! Gametronik lance les enchères et vous avez jusqu'à Dimanche soir minuit (heure du forum faisant office de juge) pour faire vos enchères.<br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/aout10/affiche_festival_du_jeu_video_2010_horizontale.jpg" border="0" class="linked-image" /></div><br /><br />Pour enchérir il vous suffit de poster sur le forum le nombre de Gtrons que vous misez. Vous ne pouvez pas miser plus que vous ne possédez et il est inutile de flooder si vous êtes le meilleur enchérisseur (pensez plutôt à éditer votre message)<br /><br />Et pour ceux qui ont les poches vides, je vous rappelle les différents moyens de gagner des Gtrons :<br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/logos/gagnergtrons.gif" border="0" class="linked-image" /></div><br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->- Une visite du site par jour vous donne <b>10 GTrons</b>. <br />- Une description de jeu vous donne <b>100 GTrons </b>(plus ou moins 200 Gtrons selon la qualité) .<br />- Une proposition de news acceptée vous donne jusqu'à <b>500 GTrons </b>((plus ou moins 200 Gtrons selon la qualité)) .<br />- Une proposition chroniques Retro ou Arcadeus Nostalgia vous donne jusqu'à <b>2500 GTrons </b>(selon la qualité toujours). <br />- Nous signaler des erreurs ou nous donner un coup de main vous donne jusqu'à <b>500 GTrons</b>. <br />- Jouez aux Jeux Online (QCM', ...). <br />- Vous pouvez faire des screenshots de jeux, pour cela contactez msx. <br />- Gagner un défi vous permet de gagner entre <b>500 et 5 000 Gtrons</b>. <br />- Proposer une amélioration à propos d'une description de fiche (qui sera validée par la team) donne <b>50 GTrons</b>. <br />- Répondre correctement au QCM donne <b>5 GTrons</b>.<br />- La réalisation et l'upload d'un ISO fourni avec la TOC originale donne <b>1000 Gtrons</b>.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><a href="http://www.gametronik.com/site/gtrons.html" target="_blank"><i>En savoir plus... </i></a>]]></description>
		<pubDate>Thu, 02 Sep 2010 08:57:25 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18573</guid>
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		<title><![CDATA[[MAJX]Le quizz du Fesival du Jeu vidéo, avec une place à gagner.]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18572</link>
		<description><![CDATA[On continue avec une place pour les fidèles du site qui ont bien suivis les reportages de l'année dernière, voilà une petite série de questions le premier à m'envoyer un mp avec toutes les réponses gagnera sa place.<br /><br /><div align='center'><img src="http://www.festivaldujeuvideo.com/images/i/header.jpg" border="0" class="linked-image" /></div><br /><br />Question n°1 : Quel était le jeu que msx (notre grand gourou) attendait de voir avec impatience ?<br /><br />Question n°2 : Quel objet insolite avons nous rencontré sur le sol au détour d'une allée ?<br /><br />Question n°3 : Quels membres de la team ont pu jouer à la Nintendo 64 pikachu ?<br /><br />Question n°4 : Quel jeu a fait baver Jackc sur le stand de MO5.com ?<br /><br />Question n°5 : Qui fait les commentaires lors de la vidéo sur le SEGA Muséum ?<br /><br />C'est pas difficile alors foncez !]]></description>
		<pubDate>Thu, 02 Sep 2010 08:23:06 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18572</guid>
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		<title><![CDATA[[MAJX]Le jeu du QUI EST QUI ? 1 place pour le Festival du Jeu vidéo à gagner.]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18571</link>
		<description><![CDATA[De retour de vacances, je suis de bonne humeur, mon sens de la générosité me pousse à vous proposer des places faciles à gagner aujourd'hui.<br /><br />L'année dernière une partie de la team était présente au Festival du Jeu vidéo, profitons donc de la photo souvenir pour vous permettre de gagner une place...<br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/FJV09/FJV09_TeamGT.png" border="0" class="linked-image" /></div><br /><br />A vous de trouver l'identité de chacun des teamers et une place vous sera offerte. Une fois de plus premier arrivé, premier servis donc ne tardez pas à m'envoyer votre réponse par mp. (une seule participation par personne)<br /><br /><a href="http://www.gametronik.com/site/news-18553-Une_place_facile_a_gagner_pour_le_Festival_du_jeu_video.html" target="_blank">Et toujours une place à gagner ici pour les femmes !</a>]]></description>
		<pubDate>Thu, 02 Sep 2010 08:22:08 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18571</guid>
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		<title><![CDATA[[FUN] Canard PC numéro 217 Gratuit]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18568</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Canard PC numéro 217 Gratuit</b><!--sizec--></span><!--/sizec--></div><br /><br /><br />Comme les gars de chez <b>Canard PC</b> sont des gens sympas (et beaux... enfin peut-être pas tous) ils vous <b>offrent le numéro d'été</b> au format pdf sur leur site.<br /><br /><div align='center'><img src="http://img831.imageshack.us/img831/670/couvcanardpc217280.jpg" border="0" class="linked-image" /></div><br /><br />C'est une initiative très rare, c'est même la première fois que j'en vois une comme ça, donc <b>profitez en</b>.<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Pour fêter la rentrée, mais aussi parce que beaucoup de lecteurs étrangers n'ont pas reçu leur numéro à cause d'un problème d'adresse postale lors du routage, nous avons décidé de mettre gracieusement à disposition l'intégralité du numéro de cet été.<br /><br />De plus, cela permettra d'imprimer plus facilement le jeu de cartes pour ceux qui le souhaitent.<br /><br />"J'accepte les termes du contrat et je télécharge gratuitement le numéro 217 de Canard PC. Je m'engage alors à en faire grave la promotion et à ne pas recopier le contenu sans l'autorisation de ses auteurs et de Jacques Chirac".<br /><br />Merci pour votre compréhension.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />Le lien est <a href="http://www.canardpc.com/magazine-CPC217.html" target="_blank">ici</a> et il suffit de cliquer sur <b>"Télécharger la version numérique"</b> (enfin plutôt faire <b>"enregistrer sous"</b>).<br /><br />Voilà, voilà.  <img src="http://www.gametronik.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /><br /><br /><i>Source:</i> <a href="http://www.canardpc.com/news-48981-canard_pc_217_en_telechargement_gratuit__.html" target="_blank">Canard PC</a>]]></description>
		<pubDate>Wed, 01 Sep 2010 21:55:08 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18568</guid>
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		<title><![CDATA[[INFO] Section(s) en travaux]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18567</link>
		<description><![CDATA[<div align='center'><img src="http://img137.imageshack.us/img137/5402/gttravaux.jpg" border="0" class="linked-image" /></div><br /><br />Suite à d'importants travaux de mise à jour des <u>Sections No-Intros</u> du site, les <i>téléchargements</i> pour la section <b>No-Intro Commodore AMIGA</b> sont momentanément suspendus (excepté pour les lettre <b>A</b> à <b>C</b>).<br /><br />Veuillez nous excuser pour la gêne occasionnée.<br /><br />Il se peut que durant ce processus de mises à jour, certaines fiches de certaines sections No-Intros ne soient plus disponibles et/ou supprimées. Je vous tiendrais informé dans ce topic.<br /><br /><u><b>* Mise à jour :</b></u><br /><br /><ul><i>- Section No Intro - Commodore - Amiga  <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->[EN COURS]<!--colorc--></span><!--/colorc--></i></li></ul><br /><br />Cordialement,<br /><br />L'équipe TEAM Emulation GameTronik.]]></description>
		<pubDate>Wed, 01 Sep 2010 18:30:07 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18567</guid>
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		<title><![CDATA[[EMU]MAME 0.139u2]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18563</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>MAME 0.139u2</b><!--sizec--></span><!--/sizec--></div><br /><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/logos/MAMELogoTMSmall.jpg" border="0" class="linked-image" /></div><br /><br />MAME qu'on ne présente plus vient de sortir en version <b>0.139u2</b> avec comme changements : <br /><br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->0.139u2 <br /><br /><br />MAMETesters Bugs Fixed <br />02449: [Graphics] lethalen: Can´t find the flip bits used for the tiles.. (p2 start screen, reload indicator). <br />04026: [Graphics] combatscb: Experiences various graphics glitches. (robiza) <br />01215: [Crash/Freeze] combatscb: Crashes on level 3 and experiences various graphics glitches. <br />00229: [Color/Palette] truxton: The background colour on the title screen of Truxton should be green. (robiza) <br />00949: [Graphics] outzone: In stage 6 there are two blank box on the background. (robiza) <br />03203: [Misc.] All sets in docastle.c and mrdo.c: Unable to enter Service Mode (Phil Bennett) <br />04009: [Save/Restore] pacland and clones: Reload of state cause game issues (Phil Bennett) <br />03858: [Graphics] batsugun, batsuguna, batsugunsp, dogyuun: tiles/tiles and tiles/sprites priorities problems (David Haywood) <br />03718: [Crash/Freeze] shdancer: Freeze on stage 2-4 (Phil Bennett) <br />03881: [Crash/Freeze] minefld, rescue, aponow: Hangs at Post (Phil Bennett) <br />03961: [Crash/Freeze] racedriv and clones: Game resets itself before game start (Phil Bennett) <br />04006: [Graphics] fixeightb: Graphic glitches (David Haywood) <br />03755: [Sound] soldivid: No music after loading savestate (or -autosave) (Phil Bennett) <br />03820: [Save/Restore] batlbubl, bangball: Using -autosave causes audio to malfunction (Phil Bennett) <br />04004: [Graphics] pballoon: Screen is shifted left. (David Haywood) <br />03986: [DIP/Input] All sets in enigma2.c: Most Dip Switches no longer function (Phil Bennett) <br />03730: [Save/Restore] parodius: The game freeze or reboot when using -autosave/save state (Phil Bennett) <br />04001: [Save/Restore] All sets in mappy.c: Reload of state causes audio corruption (Phil Bennett) <br />03994: [Save/Restore] All sets in dcheese.c: Reload of state causes audio corruption (Phil Bennett) <br />03992: [Save/Restore] btoads: Reload of state cause major graphic corruption (Phil Bennett) <br />03991: [Save/Restore] bigevglf : Reload of state cause audio corruption (Phil Bennett) <br />03993: [Save/Restore] All sets in crshrace.c: Reload of state cause loss of audio (Phil Bennett) <br />03989: [Save/Restore] asterix and clones: Reload of state causes loss of audio (Phil Bennett) <br />03998: [Documentation] bmiidx3: Game name description. (M.A.S.H.) <br />03978: [DIP/Input] cyclshtg, bronx: Dipswitches are wrong (stephh) <br />03988: [Save/Restore] ace: Reload of state causes a graphic problem (hap) <br />03996: [Crash/Freeze] All games in taito_x.c: Crash before OK (Atari Ace)<br /><br /><br />Source Changes <br /><br />Added sound support to Signetics S2636 (by using VC4000 sound support from MESS). Hooked up sound to Malzak, Galaxia and Astro Wars [Mariusz Wojcieszek] <br /><br />Corrected rom names for Raiden Fighters 2 (Asia, Metrotainment License) set based on pcb pictures [Lord Nightmare, Tormod] <br /><br />Hooked up S2636 sound to zac2650.c [Mariusz Wojcieszek] <br /><br />seibuspi.c: Fixes the "FIX" graphics load. May require specific ENDIAN to work on all platforms. Both new Asian sets now work correctly. [Brian Troha] <br /><br />seibuspi.c: Add default EEPROM to the Raiden Fighters Jet (US, Single Board) set so it will boot correctly the first time run. [Brian Troha] <br /><br />Removed several exported non-const global variables from the core [Atari Ace] <br /><br />nycaptor, colt, cyclshtg, bronx (nycaptor.c) [stephh]: <br />Fixed Dip Switches and Inputs (after verification of the Z80 code)<br /><br />Golden Poker driver: Fixed tilemap issues with games using 60Hz/50Hz modes, selectable through DIP switches. [Roberto Fresca] <br /><br />Added support for ´Genie´. An old magic-lamp themed game from Video Fun Games Ltd. [Roberto Fresca] <br />Decoded graphics and colors. <br />Accurate inputs. <br />Discrete sound. <br />Default NVRAM support.<br /><br />Xtal, CPU clock, and some discrete components values need to be checked from PCB. <br /><br />Changed Noraut Joker Poker (Prologic HW) manufacturer to Video Fun Games Ltd. [Roberto Fresca] <br /><br />Added save-state support to the K053260 sound core [Phil Bennett] <br /><br />Added save-state support to the MSM5232 sound core [Phil Bennett] <br /><br />Converted TLC34076 to a device [Phil Bennett] <br /><br />Cleaned up toaplan2 driver and converted it to use driver_data [Atari Ace] <br /><br />Merged topshoot into the megadrvb driver (formerly genesisb) [Sonikos] <br /><br />Hooked up some quick and dirty video routine to Aristocrat Mk-5 [Angelo Salese] <br /><br />Acorn Archimedes / Aristocrat MK-5: Added Force IRQ/FIRQ hook-up and hooked up an undefined behaviour for a timer check, fixes CPU check during POST [Angelo Salese] <br /><br />Implemented I2C accesses to the Acorn Archimedes / Aristocrat MK-5 HW, fixing SRAM check [Angelo Salese] <br /><br />Added clock read-back register to the I2C device [Angelo Salese] <br /><br />Fixed the Sound DMA in Acorn Archimedes / Aristocrat MK-5, adding sound support to the drivers [Angelo Salese] <br /><br />Add IC pinout to VLM5030 driver. Still need translation of the datasheet for VCU, RST (which does more than just reset) and MTE. [Lord Nightmare] <br /><br />Added sound hook-up to the Erotictac HW, sound doesn´t yet work due of missing memory management hook-up [Angelo Salese] <br /><br />Added 2KHz timer to Aristocrat MK-5 HW [Angelo Salese] <br /><br />Attempt to fix reported GCC 4.5 problems [R. Belmont] <br /><br />Fixed a fatal bug in MEMC handling and removed the mapping kludge for Aristocrat MK-5 [Angelo Salese] <br /><br />Improved video emulation to the Aristocrat MK-5, added bare-bones VIDC DMA transfer and timings, added 8bpp mode [Angelo Salese] <br /><br />Added save-state support to the YMF278B core [Phil Bennett] <br /><br />Rewritten I/O device r/w accesses in Acorn Archimedes/Aristocrat MK-5 [Angelo Salese] <br /><br />Added missing save-state registration entries to the SH-2 core [Phil Bennett] <br /><br />Converted address_space to a class, and moved most members behind accessor methods, apart from space-&gt;machine and space-&gt;cpu. Removed external references to 8le/8be/16le/16be/32le/32be/64le/64be. All external access is now done via virtual functions read_byte()/read_word()/etc. Moved differentiation between the endianness and the bus width internal to memory.c, and also added a new axis to support small/large address spaces, which allows for faster lookups on spaces smaller than 18 bits. [Aaron Giles] <br /><br />Provided methods for most global memory operations within the new address_space class. Updated callers to use these instead of the old global functions. [Aaron Giles] <br /><br />Created new module delegate.h which implements C++ delegates in a form that works for MAME. Details are in the opening comment. Delegates allow member functions of certain classes to be used as callbacks, which will hopefully be the beginning of the end of fetching the driver_data field in most callbacks. All classes that host delegates must derive from bindable_object. Today, all devices and driver_data do implicitly via their base class. [Aaron Giles] <br /><br />Added an alternate set of address map macros. Now, if you #define ADDRESS_MAP_MODERN prior to #including "emu.h", you will get the new macros, which have the following properties: [Aaron Giles] <br />ADDRESS_MAP_START takes a 4th parameter, which is the name of the driver_data class the other macros will reference <br />AM_READ/AM_WRITE/etc. all assume you are providing method names off of the driver_data class you originally specified <br />AM_READ_LEGACY/AM_WRITE_LEGACY macros are provided for calling global static functions of yore <br />AM_BASE/AM_SIZE all assume you are providing member names off of the driver_Data class <br />AM_BASE_LEGACY/AM_SIZE_LEGACY are provided to reference globals if necessary<br /><br />Defined delegates for read/write handlers. The new delegates are always passed an address_space reference, along with offset, data, and mask. Delegates can refer to methods either in the driver_data class or in a device class. To specify a delegate in an address map, you must #define ADDRESS_MAP_MODERN before including emu.h, at which point the AM_READ/AM_WRITE macros will require member function pointers into your driver_data class. Delegates that are specified in an address map are proto-delegates which have no object; they are bound to their object when the corresponding address_space is created. [Aaron Giles] <br /><br />Added machine-&gt;m_nonspecific_space which can be passed as the required address_space parameter to the new read/write methods in legacy situations where the space is not provided. Eventually this can go away but we will need it for a while yet. [Aaron Giles] <br /><br />Added methods to the new address_space class to dynamically install delegates just like you can dynamically install handlers today. Delegates installed this way must be pre-bound to their object. [Aaron Giles] <br /><br />Moved beathead´s read/write handlers into members of beathead_state as an example of using the new delegates. This provides examples of both static (via an address_map) and dynamic (via install_handler calls) mapping using delegates. [Aaron Giles] <br /><br />Changed the DIRECT_UPDATE_CALLBACKs into delegates as well. Updated all users to the new function format. Added methods on direct_read_data for configuring the parameters in a standard way to make the implementation clearer. Updated all users. [Aaron Giles] <br /><br />Created a simple_list template container class for managing the common singly-linked lists we use all over in the project. [Aaron Giles] <br /><br />Replaced "const address_space" with "address_space" throughout the system. The purpose of making it const before was to discourage direct tampering, but private/protected does a better job of that anyhow, and it is annoying now. [Aaron Giles] <br /><br />neodrvr.c updates: [Johnboy] <br />Renamed the following sets: sengokh -&gt; sengokuh, fatfursa -&gt; fatfurspa, shocktra -&gt; shocktroa kof99 -&gt; kof99h, kof99a -&gt; kof99 <br />Removed wh2j (only diff. C-ROM arrangement; same data) <br />Added correct m1 to sengoku3 <br />Corrected ROM_REGION "maincpu" for . twinspri, ghostlop, aof2, aof2a, fightfev, fightfeva <br />Added correct p1 ROM to irrmaze<br /><br />Changed GP9001 (toaplan VDP device) to use DEVICE_SELF [David Haywood] <br /><br />Added 3 Bags Full - 5VXFC790 (Victorian). Set is now parent. Replaced the bad dumped GFX from NZ set with the new ones, since they match 4 of 6 bitplanes. [Roberto Fresca] <br /><br />Improvements to calomega.c driver [Roberto Fresca] <br />Added Game 24.0 (Gaming Draw Poker, hold). The game is playable. <br />Added missing 50/60Hz output frequency selector to systems 903-905. However, I dunno how it looks physically (switch/jumper/bridge?) <br />Injected missing start and NMI vectors to comg080 (Arcade Black Jack), from an exhaustive program ROM analysis / reverse engineering. The game now starts ok and is triggering proper NMI´s. <br />Inputs from the scratch for comg080 (Arcade Black Jack). <br />Added workaround to pass the vector-check protection. <br />Reworked the lamps circuitry by system-basis. <br />Updated games list and technical notes. <br />Promoted comg080 (Arcade Black Jack) to working state. <br />Added support for system 906III: <br />Accurate memory map, CRTC, and PIAs mapped. <br />Preliminary PIAs support (no multiplexion yet). <br />Added proper machine driver, with correct R65C02 CPU. <br />Documented the hardware specs. <br />Added Game 51.08 (CEI Video Poker, Jacks or Better), running in CEI 906III hardware. The game is not working.<br /><br />Various sm8500 CPU core fixes [Robbbert] <br /><br />Improvements to CEI 906 III system. [Roberto Fresca] <br />Corrected docs about the 906III memory map. <br />Mapped the AY8912. <br />Added AY8912 proper interfase. Tied SW2 to AY8912 port. <br />PIA0, portA is polled constantly. Tied some debug handlers to understand how the input system works. <br />Added notes about the PIAs R/W.<br /><br />Clear Z80 DART interrupts at constructor time. [Curt Coder] <br /><br />Imported the Hitachi HCD62121 CPU core from MESS. [Curt Coder] <br /><br />crospang, heuksun, bestri (crospang.c) [stephh]: <br />Improved Dip Switches (after verification of the M68000 code)<br /><br />Expanded the Z80-DART interface to allow future implementation of Z80-SIO features: [Curt Coder] <br />added separate clock inputs for channel B <br />added SYNC inputs/outputs for both channels<br /><br />Toaplan2: Attempted to implement dual VDP mixing with the equations provided by Quench, doesn´t yet work [David Haywood] <br /><br />added correct GFX roms for Gang Wars, renamed bootleg set as Euro set (and new parent),made note about bootleg GFX roms [David Raingeard] <br /><br />Documented unemulated protection in Super Champion Baseball, marked the game with GAME_UNEMULATED_PROTECTION due of that [Angelo Salese] <br /><br />segaic16.c: Treat unsupported read and write accesses to defined devices/memory as open-bus reads or unmapped writes instead of falling through to the memory-mapping registers [Phil Bennett] <br /><br />Added mask-free versions of read_word/read_dword/read_qword to address_space. Also added unaligned variants that can read unaligned values. Rewrote the core handler as a template that handles all cases, along with a simple unit test to verify that everything is correct. [Aaron Giles] <br /><br />Updated 68k, v60, i86, and nec cores to use unaligned read/ write instead of their own stubs for handling misalinged reads. [Aaron Giles] <br /><br />Fixed memory management of ga2 decryption. [Aaron Giles] <br /><br />Fixed Toaplan2 VDP mixing in Batsugun [David Haywood] <br /><br />Toaplan2: Removed tile limit hack, not needed now since VDP is mixed properly [David Haywood] <br /><br />Correct the rom labels for the atari version of Arabian [The Dumping Union] <br /><br />Cleaned up internal profiler code. [Aaron Giles] <br /><br />All American Football set updates: [Phil Bennett] <br />aafb: Added missing 03-28008.u93 GFX ROM <br />aafbb: Marked 24015-02.u59 BAD_DUMP and demoted set to GAME_NOT_WORKING<br /><br />Declared virtual functions in driver_data_t for: <br />machine_start, machine_reset <br />sound_start, sound_reset <br />palette_init, video_start, video_reset, video_update, video_eof<br /><br />The default implementations of these call through the machine configuration´s functions as before. However, if a driver_data_t overrides them, it will be called instead. [Aaron Giles] <br /><br />Also added virtual functions for pre_save() and post_load(), which can be overridden to implement machine driver-specific pre-save/post-load functionality instead of registering with the save state system. [Aaron Giles] <br /><br />Updated beathead to use these new virtual functions instead of specifying callbacks in the MACHINE_DRIVER. [Aaron Giles] <br /><br />CPS-1 update [Team CPS-1]: <br />Added proper willowj roms to match real pcb, it was using incorrect roms copied from parent set <br />Added an old pcb rev of knightsj, using split roms <br />Added an old pcb rev of kodj, using split roms <br />Added newer Street Fighter II CE set <br />Fixed kodj labels and confirmed pcb infos <br />Fixed qadj labels, added PALs and pcb infos <br />Fixed sf2ua labels and added pcb infos <br />Minor cleanups and fixes<br /><br />fastlane (fastlane.c) [stephh] : <br />Fixed Dip Switches and Inputs (after verification of the HD6309 code)<br /><br />Fixed various issues in the AA emulation, this makes Poizone to theoretically work as current ertictac.c emulation (not yet enabled) [Angelo Salese] <br /><br />firetrap, firetrapj, firetrapbl (firetrap.c) [stephh] : <br />Fixed Dip Switches and Inputs (after verification of the Z80 code) <br />Fixed coin insertion which now correctly supports "Coin A" and "Coin B" settings <br />Fixed MCU simulation for ´firetrapj´ (only the initialisation was different) so the game is now playable<br /><br />Z80DART changes: [Curt Coder] <br />added SIO specific constants <br />added sync character write registers<br /><br />Z80: Set IFF1 and IFF2 to 0 on a reset [Phil Bennett] <br /><br />Updated the 7474 device to no longer be legacy. [Harmony] <br /><br />Updated the 6522 VIA device to no longer be legacy. [Harmony] <br /><br />Updated the 6532 RIOT device to no longer be legacy. [Harmony] <br /><br />Updated the 6821 PIA device to no longer be legacy. [Harmony] <br /><br />Updated the 74123 device to no longer be legacy. [Harmony] <br /><br />Converted toaplan1/2 drivers to use driver_data [Atari Ace] <br /><br />fixing listxml year output (it was skipped if the year contains a ´?´) [Fabio Priuli] <br /><br />karnov, karnovj, wndrplnt, chelnov, chelnovu, chelnovj (karnov.c) [stephh]: <br />Fixed Dip Switches and Inputs (after verification of the M68000 code) <br />Fixed coin insertion which now correctly supports "Coin A" and "Coin B" settings<br /><br />Updated VIA 6522 to generate interrupt on T2 Pulse counting mode too, according to documentation [Miodrag Milanovic] <br /><br />flytiger: fixed colors [Roberto Zandona´, Angelo Salese] <br /><br />Fixed timers and irq clears in Acorn Archimedes / Aristocrat MK-5 / Erotictac drivers [Angelo Salese] <br /><br />mikie, mikiej, mikiehs (mikie.c) [stephh] : <br />Fixed Dip Switches and Inputs (after verification of the M6809 code)<br /><br />Updated the 6526 CIA device to no longer be legacy. [Harmony] <br /><br />Updated the M48T02, M48T35, M48T58 and MK48T08 devices to no longer be legacy. [Harmony] <br /><br />6255via: added support for shift mode 5 (shift out under T2 control) [Miodrag Milanovic] <br /><br />mrflea (mrflea.c) [stephh]: <br />Fixed Dip Switches and Inputs (after verification of the Z80 code)<br /><br />Converted ertictac / poizone driver to use shared AA devices [Angelo Salese] <br /><br />Added a set of macros to minimize the amount of copy/pasting necessary to convert a device to the new style. [Harmony] <br /><br />Updated the ACIA 6850 device to no longer be legacy. [Harmony] <br /><br />Updated the PTM 6840 device to no longer be legacy. [Harmony] <br /><br />naomi.c: Added information about the Namco MASK B-F2X cartridge [f205v] <br /><br />Improved sound in Erotictac / Poizone [Angelo Salese, Phil Bennett] <br /><br />De-converted MACHINE_DRIVER from tokens back to constructor functions, regaining type safety. If legacy devices still use inline data, those types are not checked. However, new devices no longer have access to the generic m_inline_data. Instead their MDRV_* macros should map to calls to static functions in the device config class which downcast a generic device_config to the specific device config, and then set the appropriate values. This is not to be done inline in order to prevent further code bloat in the constructors. See eeprom/7474/i2cmem/okim6295 for examples. [Aaron Giles] <br /><br />Updated the i8237 DMA device to no longer be legacy. [Harmony] <br /><br />Updated the 8255 PPI device to no longer be legacy. [Harmony] <br /><br />Updated the PCI bus device so that PCI buses can be arranged in a tree like in real hardware [Samuele Zannoli] <br /><br />Chihiro.c Improvements: [Samuele Zannoli] <br />Fixed the mapping of the bios at the top of the cpu addrsss space <br />Updated the ram size to 128 megabytes <br />Added some SMBus handling, to let the bios run <br />Added placeholders for a few devices on the PCI bus <br />Added the "jamdis StartAddress,Length" command to the debugger that<br /><br />lets you disassemble the "jam table" instructions used by the bios to do some basic hardware initialization. <br /><br />Updated the i8257 DMA device to no longer be legacy. [Harmony] <br /><br />Updated the Dallas DS1302 RTC device to no longer be legacy. [Harmony] <br /><br />pachifev (pachifev.c) [stephh] : <br />Fixed Dip Switches and Inputs (after verification of the TMS9995 code)<br /><br />Updated the Dallas DS2404 RTC device to no longer be legacy. [Harmony] <br /><br />Updated the Fairchild F3853 SMI device to no longer be legacy. [Harmony] <br /><br />Various snk drivers now use driver_data. [Atari Ace] <br /><br />Updated the i8243 Port Expander device to no longer be legacy. [Harmony] <br /><br />Updated the INS 8154 RAM I/O device to no longer be legacy. [Harmony] <br /><br />Updated the PCI bus device so that PCI buses can be arranged in a tree like in real hardware [Samuele Zannoli] <br /><br />m6800 - Fixed initial state of bit 7 and 6 of flag registers (according to documentation) [Miodrag Milanovic] <br /><br />[toaplan1] modified the mix for the tilemaps (like rallybik and demonwld); this fix outzone bug and vimana bug [Robert Zandona´] <br /><br />Fixed rom mapping in Super Poker. Removed "bad dump" flag from e2 roms, they pass self test now. [Mariusz Wojcieszek] <br /><br />toaplan1: removed custum video update for demonwld; now it´s the same of toaplan1. [Robert Zandona´] <br /><br />Updated the K033906 PCI Bridge device to no longer be legacy. [Harmony] <br /><br />Updated the K056230 LANC device to no longer be legacy. [Harmony] <br /><br />combatscb: fixed offset and priorities [Roberto Zandona´] <br /><br />lethalen: hooked up some k053244 register; [Roberto Zandona´] <br /><br /><br />New games added or promoted from NOT_WORKING status <br /><br />Raiden Fighters (Asia?, Metrotainment license) [anondumper] <br />Genie [Roberto Fresca, Ogoun] <br />Doki Doki Idol Star Seeker [Hurray Banana, cacis, Team Japump, David Haywood, The Dumping Union] <br />3 Bags Full - 5VXFC790 (Victorian) [Roberto Fresca, Ogoun] <br />Cal Omega - Game 8.0 (Arcade Black Jack) [Roberto Fresca] <br />Cal Omega - Game 24.0 (Gaming Draw Poker, hold) [Roberto Fresca] <br />Fire Trap (Japan) [stephh] <br />Royal Card (Nichibutsu) [Roberto Fresca, Tomasz Slanina, Ogoun] <br /><br /><br />New clones added <br /><br />Pioneer Balloon (Rock-Ola license) [gamerfan, Smitdogg, The Dumping Union] <br />Legion (bootleg of Legend) [Team Europe] <br />Eco Fighters (Phoenix Edition) <br />Knights of the Round (Japan 911127, B-Board 89625B-1) [Layne, john666, Ricky74, ranger_lennier, Smitdogg, The Dumping Union] <br />The King of Dragons (Japan 910805, B-Board 89625B-1) [Kevin Eshbach, takearushfan, M. De Pasquale, Smitdogg, The Dumping Union] <br />Street Fighter II´: Champion Edition (World 920513) [john666, Smitdogg, The Dumping Union] <br />Willow (Japan, Japanese) [Layne, john666, C. Trutmann, Smitdogg, The Dumping Union] <br />Yie Ar Kung-Fu (GX361 conversion) [Team Europe] <br />Super Poker (Version 10.15S) [anondumper] <br /><br /><br />New games marked as GAME_NOT_WORKING <br /><br />Olympic Hot Stuff [Ogoun] <br />Cal Omega - Game 51.08 (CEI Video Poker, Jacks or Better) [Roberto Fresca, Dave Ormiston] <br />Savage Quest [TrevEB]<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><a href="http://mamedev.org/" target="_blank"><b>Site officiel</b></a>]]></description>
		<pubDate>Tue, 31 Aug 2010 14:10:38 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18563</guid>
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		<title><![CDATA[[EMU]AppleWin v1.19.0]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18561</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>AppleWin v1.19.0</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://applewin.berlios.de/applewin.gif" border="0" class="linked-image" /></div><br /><br />Nouvelle version pour <b>AppleWin</b> qui comme sont nom l'indique émule... l'<b>Apple II</b>! Je vous laisse admirez le changelog de la mort : <br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Added No-Slot-Clock (located in $C300 ROM space).<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><a href="http://applewin.berlios.de/" target="_blank">Site officiel</a><br /><a href="http://www.gametronik.com/site/emulation/AppleII/" target="_blank">L'Apple II sur GameTronik</a>]]></description>
		<pubDate>Mon, 30 Aug 2010 14:21:41 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18561</guid>
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		<title><![CDATA[[MAJX] Le Blind-test: résultats !]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18560</link>
		<description><![CDATA[<div align='center'><img src="http://www.festivaldujeuvideo.com/images/i/header.jpg" border="0" class="linked-image" /></div><br /><br />Hello,<br />dans le cadre de notre partenariat avec le <a href="http://www.festivaldujeuvideo.com/" target="_blank">Festival des Jeux Videos</a>,<br />toute l'équipe de Gametronik est fière de proposer un max de places à vous faire gagner !<br /><br /><div align='center'><img src="http://ups.imagup.com/ano1/1282390700.jpg" border="0" class="linked-image" /></div><br /><br />Aujourd'hui, <b>l'épreuve du Blind-test</b> !<br />Voici 5 morceaux extraits de jeux videos, saurez-vous les identifier ?<br /><br />Les 5 morceaux sont en MP3, en pièces jointes.<br /><br /><i>Modalités:</i> Un MP avec les 5 réponses, 1 par membre. Les 2 plus rapides gagnent une place chacun.<br /><br />Telechargement  -ZIP de 5 mp3 - &gt;&gt;&gt; <a href="http://chez-alice.fr/herk/blindtest.zip" target="_blank">ici</a>.<br /><br /> <img src="http://www.gametronik.com/forum/style_emoticons/default/sorcerer.gif" style="vertical-align:middle" emoid=":sorcier:" border="0" alt="sorcerer.gif" /><br /><br />et toujours une place à gagner <a href="http://www.gametronik.com/forum/index.php?showtopic=18553" target="_blank">ici</a> !]]></description>
		<pubDate>Sun, 29 Aug 2010 19:03:29 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18560</guid>
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		<title><![CDATA[[MAJX] Les 7 différences]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18558</link>
		<description><![CDATA[<div align='center'><img src="http://www.festivaldujeuvideo.com/images/i/header.jpg" border="0" class="linked-image" /></div><br /><br />Hello,<br />dans le cadre de notre partenariat avec le <a href="http://www.festivaldujeuvideo.com/" target="_blank">Festival des Jeux Videos</a>,<br />toute l'équipe de Gametronik est fière de proposer un max de places à vous faire gagner !<br /><br /><br />Aujourd'hui, voici <b>le jeu des 7 différences</b>. Et oui, comme dans Pif Gadget et Mickey Parade quand vous étiez petit. <img src="http://www.gametronik.com/forum/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /><br />Il s'agit tout simplement de retrouver les 7 différences entre ces deux jaquettes de Dr Mario.<br /><br /><br />En voilà une:<br /><br /><div align='center'><img src="http://img443.imageshack.us/img443/6968/drmarioorigi.jpg" border="0" class="linked-image" /></div><br /><br />Voilà l'autre:<br /><br /><div align='center'><img src="http://img831.imageshack.us/img831/3814/drmariomodif.jpg" border="0" class="linked-image" /></div><br /><br /><i>Modalités:</i> comme d'hab, 1 réponse par membre. Par MP, toujours.<br />Les plus rapides à avoir trouver les 7 différences ont gagné chacun une place.<br /><br />Des commentaires, des remarques ? Postez ici !<br /><br /><b>NB:</b> il y a toujours une place à gagner <a href="http://www.gametronik.com/forum/index.php?showtopic=18553" target="_blank">ici </a>!]]></description>
		<pubDate>Fri, 27 Aug 2010 15:04:44 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18558</guid>
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		<title><![CDATA[[MAJX]Une place facile à gagner pour le Festival du jeu vidéo]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18553</link>
		<description><![CDATA[Salut à tous! <br /><br /><div align='center'><img src="http://www.festivaldujeuvideo.com/images/i/header.jpg" border="0" class="linked-image" /></div><br /><br />Le Festival du Jeu vidéo approche et il serait bien que j'y croise quelques belles femmes, le deal est simple si tu es une femme et que tu veux venir alors il te suffit de poster une photo sexy de toi... Pour éviter toute triche avec des photos venat de google il faudra qu'on puisse y lire le nom de Gametronik quelque part.<br /><br />La photo qui me plaira le plus sera la gagnante alors n'hésitez pas à m'amadouer avec mon nom inscript sur votre corps dénudé.... <br /><br />Les mecs pour vous peut etre une autre fois...A moins que vous n'ayez une soeur sympa.....]]></description>
		<pubDate>Thu, 26 Aug 2010 12:17:33 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18553</guid>
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		<title><![CDATA[[EMU]Stella 3.2.1]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18552</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Stella 3.2.1</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://stella.sourceforge.net/title.gif" border="0" class="linked-image" /></div><br /><br />Peu de temps après la sortie de la version 3.1, <b>Stella</b>, émulateur pour Atari 2600, revient avec quelques petites corrections que voici :<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Stella release 3.2.1 for Linux, MacOS X and Windows is now available. <br />Improved behaviour of joystick ´hat´ movement. This should fix bugs most visible in Yars´ Revenge. <br />Fixed bug in debugger rewind states; bankswitching wasn´t being performed during the rewind. Related to this, fixed a similar issue with the debugger ´loadstate´ and ´savestate´ commands. <br />Added game properties info for the newly released ´Halo 2600´ ROM.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />Cette nouvelle version est disponible pour les systèmes <b>Windows, Linux et Mac OS</b><br /><br /><a href="http://stella.sourceforge.net/index.php" target="_blank">Site officiel</a><br />L'Atari 2600 sur GameTronik en <a href="http://www.gametronik.com/site/emulation/atari_2600/" target="_blank">GoodDump</a>.]]></description>
		<pubDate>Thu, 26 Aug 2010 11:42:29 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18552</guid>
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		<title><![CDATA[[ABD] La news des vacances!]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18548</link>
		<description><![CDATA[<div align='center'><u><b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Salut tout le monde!<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b></u> <img src="http://www.gametronik.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /></div><br /><br />Depuis le 17 juillet, vous attendiez de nouveaux jeux abandonwares, ou du moins une nouvelle news (si, je sais que vous les adorez!), et bien en voici une, car qui dit vacances ne dit pas forcément pas de jeu. Si vous arpentiez les couloirs sombres de l'abandonwares depuis la mi-juillet, vous avez pu remarquer que trois jeux sont venus s'incruster sur <b><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Game<!--colorc--></span><!--/colorc--><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Tronik<!--colorc--></span><!--/colorc--></b>!<br /><br />Amateurs de sport et d'ambiance militaire, voici un jeu qui va sans doute vous plaire: <a href="http://www.gametronik.com/site/fiche/abandonware_sports/Boot%20Camp%20%28eng%29/" target="_blank"><b>Boot Camp</b></a> (jouable à deux)! Le second jeu est du domaine de l'action, et c'est grâce à <b>ced101</b> que vous allez pouvoir y jouer sur votre ordinateur: voici <a href="http://www.gametronik.com/site/fiche/abandonware_action/Alien%20Odyssey%20%28fr%2C%20eng%2C%20ned%2C%20de%2C%20esp%2C%20it%29/" target="_blank"><b>Alien Odyssey</b></a>, en version iso avec TOC certifiée conforme à l'original et en version multilingue! Enfin, le dernier jeu de cette période estivale est encore un jeu d'action, avec <a href="http://www.gametronik.com/site/fiche/abandonware_action/Crusader%20-%20No%20Regret%20%28eng%29/" target="_blank"><b>Crusader - No Regret</b></a>.<br /><br /><b><div align='center'><u>Boot Camp (eng):</u></div></b><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_sports/Jeux/Boot%20Camp%20(eng)/Scans/1193973686-00.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_sports/Jeux/Boot%20Camp%20(eng)/boot_000.png" border="0" class="linked-image" /></div><br /><br /><b><div align='center'><u>Alien Odyssey (fr, eng, ned, de, esp, it):</u></div></b><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_action/Jeux/Alien%20Odyssey%20(fr,%20eng,%20ned,%20de,%20esp,%20it)/Scans/alodpc0f.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_action/Jeux/Alien%20Odyssey%20(fr,%20eng,%20ned,%20de,%20esp,%20it)/odyssey_01.png" border="0" class="linked-image" /></div><br /><br /><b><div align='center'><u>Crusader - No Regret (eng):</u></div></b><br /><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_action/Jeux/Crusader%20-%20No%20Regret%20(eng)/Scans/REgret.jpg" border="0" class="linked-image" /></div><br /><div align='center'><img src="http://www.gametronik.com/site/rubriques/abandonware_action/Jeux/Crusader%20-%20No%20Regret%20(eng)/regret_000.png" border="0" class="linked-image" /></div><br /><br />Merci à <b>ced101</b>, qui, grâce à sa contribution, a gagné <u><b>1000 GTrons</b></u>! Vous pouvez vous aussi proposer vos jeux si vous pensez qu'ils sont abandonwares (uniquement <u>le jeu en CD</u>) et ainsi gagner <b>1000GTrons</b>!<br /><br />La reprise est proche pour beaucoup, ne vous en faites pas: <b><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Game<!--colorc--></span><!--/colorc--><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Tronik<!--colorc--></span><!--/colorc--></b> sera là cette année pour vous divertir avec de nouveaux abandonwares, comme durant la dernière période 2009-2010! Et suivez bien aussi les autres sections, car <b><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Game<!--colorc--></span><!--/colorc--><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Tronik<!--colorc--></span><!--/colorc--></b> est avant tout un site d'émulation!<br /><br /><div align='center'>Voila, c'est tout... Pour cet été! <img src="http://www.gametronik.com/forum/style_emoticons/default/smartass.gif" style="vertical-align:middle" emoid=":diplomé:" border="0" alt="smartass.gif" /> </div>]]></description>
		<pubDate>Wed, 25 Aug 2010 21:06:13 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18548</guid>
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		<title><![CDATA[[MAJ] Le video-rébus: TERMINE]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18547</link>
		<description><![CDATA[<div align='center'><img src="http://www.festivaldujeuvideo.com/images/i/header.jpg" border="0" class="linked-image" /></div><br /><br />Hello,<br />dans le cadre de notre partenariat avec le <a href="http://www.festivaldujeuvideo.com/" target="_blank">Festival des Jeux Videos</a>,<br />toute l'équipe de Gametronik est fière de proposer un max de places à vous faire gagner !<br /><br />Pendant quelques jours, on va vous proposer plusieurs jeux afin d'en profiter.<br /><br />Vous êtes des bêtes en RPG aucune énigme ne vous résiste? Alors on va voir si vous pourrez déchiffrer ces quelques lignes avec, <b>l'épreuve du Rébus</b> !<br /><br />Voici 5 rébus , exclusivement des titres de jeux videos.<br />Attention, il se peut que certains soient un peu tirés par les cheveux. <img src="http://www.gametronik.com/forum/style_emoticons/default/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /><br /><br />1. <img src="http://img693.imageshack.us/img693/4559/sanstitre1md.jpg" border="0" class="linked-image" /><br /><br />2. <img src="http://img203.imageshack.us/img203/7286/sanstitre2mq.jpg" border="0" class="linked-image" /><br /><br />3. <img src="http://img193.imageshack.us/img193/4674/sanstitre3os.jpg" border="0" class="linked-image" /><br /><br />4. <img src="http://img97.imageshack.us/img97/2063/sanstitre4xsz.jpg" border="0" class="linked-image" /><br /><br />5. <img src="http://img175.imageshack.us/img175/9239/sanstitre5kb.jpg" border="0" class="linked-image" /><br /><br />A vous de retrouver les 5 !<br /><br />Conditions:  <i>une seule proposition pour chacun des 5 rébus, et m'envoyer un MP unique</i>. Les deux premiers gagnent 1 place chacun.<br /><br />Des commentaires, des remarques ? Postez ici !]]></description>
		<pubDate>Wed, 25 Aug 2010 13:55:06 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18547</guid>
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		<title><![CDATA[[EMU]Clrmamepro v3.135]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18546</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Clrmamepro v3.135</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/ClrMamePro/but.gif" border="0" class="linked-image" /></div><br /><br /><br />Dans les gestionnaires de roms il n'en existe pas cinquante, l'autre poids lourd dans ce domaine se nomme <b>clrmamepro</b> qui nous arrive dans une nouvelle version :<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->added: adv scanner option to automatically move sets in wrong sysdefpaths <br />added: chd checksum option to read chd sector map <br />misc: don´t rebuild cache if newly created dats/exes are identical to others <br />misc: added *.xml filemask to setinfo export <br />misc: improved dupes scan to find double chd folders <br />misc: new option for rename wizard to not rename replaced sets <br />misc: some text changes here and there incl. copy/move prompts <br />misc: added warning to rebuilder if bios storing methods between scanner/rebuilder differ <br />fixed: miss/have lists handle sample-only sets <br />fixed: "version not found issue" for 64 bit versions <br />fixed: merger ignored sets with chds <br />fixed: chd folders in full merged modes can rarely create missing rom messages <br />fixed: set stats count for bios only + chd sets<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><a href="http://mamedev.emulab.it/clrmamepro/" target="_blank">Site officiel</a><br /><br />Je vous rappel qu'il y a sur GameTronik <a href="http://www.gametronik.com/site/tuto/14044/CLRmamepro_guide_complet/" target="_blank">un tuto très complet</a> pour vous apprendre à l'utiliser en toute simplicité.]]></description>
		<pubDate>Wed, 25 Aug 2010 11:48:06 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18546</guid>
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		<title><![CDATA[[EMU]RomCenter v3.53]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18545</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>RomCenter v3.53</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://www.romcenter.com/pictures/banner.gif" border="0" class="linked-image" /></div><br /><br />Nouvelle version du célèbre gestionnaire de roms avec comme changements : <br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->fix bugs in zip engine <br />fix some bugs with folders included in zip (still bugs remaining...) <br />fix rezip procedure including local paths in archive <br />fix import files with invalid date (files dates are restore to valid format) <br />display empty folders inside zip <br />fix nodump detection if roms are in a folder <br />Update included datafiles (cps1/cps2/kawaks...)<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><a href="http://www.romcenter.com/" target="_blank">Site officiel</a>]]></description>
		<pubDate>Wed, 25 Aug 2010 11:42:56 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18545</guid>
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		<title><![CDATA[[EMU] Bsnes v0.68]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18541</link>
		<description><![CDATA[<div align='center'><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->bsnes v0.68<!--sizec--></span><!--/sizec--></b></div><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/fev10/bsnes.png" border="0" class="linked-image" /></div><br /><br />Nouvelle version dont la grande nouveauté est le "noyau" désormais divisé en trois parties : <i>Précision</i>, <i>Performance</i> et <i>Compatibilité</i> (aux côtés de la base de compatibilité existant précédemment) :<br />- Précision qui permet l'émulation la plus précise jamais vu pour la <b>SNES</b> (aux dires du développeur)<br />- Performance pour permettre aux ordinateurs les plus lents de pouvoir enfin utiliser <b>BSNES</b> en pouvant atteindre 60 images par seconde dans les jeux standard, même sur un processeur d'entrée de gamme Intel Atom, communément trouvé dans les netbooks (toujours suivant les dires du développeur)<br /><br /><br /><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Nouveautés de la version 0.68 :</b><!--colorc--></span><!--/colorc--><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->This release officially introduces the accuracy and performance cores, alongside the previously-existing compatibility core. The accuracy core allows the most accurate SNES emulation ever seen, with every last processor running at the lowest possible clock synchronization level. The performance core allows slower computers the chance to finally use bsnes. It is capable of attaining 60fps in standard games even on an entry-level Intel Atom processor, commonly found in netbooks.<br /><br />The accuracy core is absolutely not meant for casual gaming at all. It is meant solely for getting as close to 100% perfection as possible, no matter the cost to speed. It should only be used for testing, development or debugging.<br /><br />The compatibility core is identical to bsnes v067 and earlier, but is now roughly 10% faster. This is the default and recommended core for casual gaming.<br /><br />The performance core contains an entirely new S-CPU core, with range-tested IRQs; and uses blargg's heavily-optimized S-DSP core directly. Although there are very minor accuracy tradeoffs to increase speed, I am confident that the performance core is still more accurate and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP, SuperFX and SA-1 processors are all clock-based, just as in the accuracy and compatibility cores; and as always, there are zero game-specific hacks. Its compatibility is still well above 99%, running even the most challenging games flawlessly.<br /><br />If you have held off from using bsnes in the past due to its system requirements, please give the performance core a try. I think you will be impressed. I'm also not finished: I believe performance can be increased even further.<br /><br />I would also strongly suggest Windows Vista and Windows 7 users to take advantage of the new XAudio2 driver by OV2. Not only does it give you a performance boost, it also lowers latency and provides better sound by way of skipping an API emulation layer.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><b>Le Changelog :</b><!--colorc--></span><!--/colorc--><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->* Split core into three profiles: accuracy, compatibility and performance<br />    * Accuracy core now takes advantage of variable-bitlength integers (eg uint24_t)<br />    * Performance core uses a new S-CPU core, written from scratch for speed<br />    * Performance core uses blargg's snes_dsp library for S-DSP emulation<br />    * Binaries are now compiled using GCC 4.5<br />    * Added a workaround in the SA-1 core for a bug in GCC 4.5+<br />    * The clock-based S-PPU renderer has greatly improved OAM emulation; fixing Winter Gold and Megalomania rendering issues<br />    * Corrected pseudo-hires color math in the clock-based S-PPU renderer; fixing Super Buster Bros backgrounds<br />    * Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas Quinn]; fixing Mega Man X2 "gained weapon" star background effect<br />    * Updated video renderer to properly handle mixed-resolution screens with interlace enabled; fixing Air Strike Patrol level briefing screen<br />    * Added mightymo's 2010-08-19 cheat code pack<br />    * Windows port: added XAudio2 output support [OV2]<br />    * Source: major code restructuring; virtual base classes for processor cores removed, build system heavily modified, etc.<!--QuoteEnd--></div><!--QuoteEEnd--><br />La Super Nintendo en <a href="http://www.gametronik.com/site/emulation/snes/" target="_blank">normale</a> et en <a href="http://www.gametronik.com/site/emulation/nisnes/" target="_blank">No Intro</a> sur GameTronik<br /><a href="http://byuu.org/" target="_blank">Site officiel </a>]]></description>
		<pubDate>Sat, 21 Aug 2010 23:53:53 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18541</guid>
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		<title><![CDATA[[EMU] PCSX Reloaded 1.9.92]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18539</link>
		<description><![CDATA[<div align='center'><img src="http://www.gametronik.com/DataPage/News/logos/Logo_PCSXR.png" border="0" class="linked-image" /><br /></div><br /><br /><b>PCSX-Reloaded</b> est un émulateur Playstation basé sur <b>PCSX-df 1.9</b>, avec ports pour Windows, GNU/Linux et Mac OS X ainsi que de nombreuses corrections et améliorations.. Ce projet n'est évidemment aucunement affilié aux projets <b>PCSX</b> et/ou <b>PCSX-df</b>.<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec--><!--coloro:#006400--><span style="color:#006400"><!--/coloro--><b>Release Notes</b><!--colorc--></span><!--/colorc--><br />- Many fixes/changes to the core and Internal HLE BIOS.<br />- Root counters code has been rewritten.<br />- Use GTE code from PCSX-Revolution Project which improved accuracy.<br />- Added netplay plugin for *NIX (based on netSock).<br />- Native support for FreeBSD and Solaris.<br />- Replaced HIDInput and CDDeviceInterface plugins with dfinput/dfcdrom for Mac OS X.<br />- PPF patching support.<br />- Other minor bugfixes/tweaks.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/aout10/PSDX6D3D001.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/PSDX6D3D002.png" border="0" class="linked-image" /></div><br /><br />A noter que la <b>version 1.9.92</b> disponible sur le site comporte un pack plus complet de plugins. Par ailleurs, pour avoir tester cet émulateur, je peux d'ores et déjà vous dire que c'est un <u>sérieux concurrent</u> de <b>EPSXE</b>.<br /><br /><a href="http://pcsxr.codeplex.com/" target="_blank">Site Officiel</a><br /><a href="http://www.gametronik.com/site/emulation/playstation/" target="_blank">Section Playstation GameTronik</a>]]></description>
		<pubDate>Sat, 21 Aug 2010 17:10:43 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18539</guid>
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		<title><![CDATA[[MAJ] New DUMPS MD]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18536</link>
		<description><![CDATA[<div align='center'><img src="http://www.gametronik.com/DataPage/News/logos/logo_md.gif" border="0" class="linked-image" /><br /></div><br /><br />Après vous avoir récemment proposer le dump de <a href="http://www.gametronik.com/forum/index.php?showtopic=18494" target="_blank"><b>Samurai Spirits 2 sur MEGADRIVE</b></a>, GameTronik continue sa lancée et vous propose aujourd'hui pas <i>UN</i>, mais<i> DEUX</i> nouveaux dumps MD !!!<br /><br />Le 1er Dump par la <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->TEAM ALACANT<!--colorc--></span><!--/colorc--> est issu d'une <b>cartouche Pirate</b>. Il s'agit de :<br /><br /><div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Dragon Ball Final Bout [Pirate]</b><!--sizec--></span><!--/sizec--><br /><br /><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/xCAeq5kE0Ko"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/jQd-80JGnw8" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/DRAGONBALLTRIFORCE%20final%20version_000.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/DRAGONBALLTRIFORCE%20final%20version_001.png" border="0" class="linked-image" /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/DRAGONBALLTRIFORCE%20final%20version_002.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/DRAGONBALLTRIFORCE%20final%20version_003.png" border="0" class="linked-image" /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/DRAGONBALLTRIFORCE%20final%20version_004.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/DRAGONBALLTRIFORCE%20final%20version_005.png" border="0" class="linked-image" /><br /><br /><a href="http://www.gametronik.com/site/fiche/megadrive/Dragon%20Ball%20Final%20Bout/" target="_blank"><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Dragon Ball Final Bout [Pirate]<!--sizec--></span><!--/sizec--></b></a></div><br /><br />Le second dump n'est autre que le <i>Beat-'Em-Up</i> <b>Stone Protectors</b>, developpé par <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Eurocom Entertainment Software<!--colorc--></span><!--/colorc--> et publié par <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Kemco<!--colorc--></span><!--/colorc--> en 1994 à l'origine pour la <b>SNES</b>. Pour une raison inconnue, alors que la version <b>MEGADRIVE</b> était terminée, celle-ci n'a jamais vue le jour...jusqu'à qu'elle soit finalement dumpée en 2010 et "liberée" !<br /><br /><div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Stone Protectors [Unreleased MD/Genesis]</b><!--sizec--></span><!--/sizec--><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectorsGenesis.jpg" border="0" class="linked-image" /><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_000.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_001.png" border="0" class="linked-image" /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_002.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_003.png" border="0" class="linked-image" /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_004.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_005.png" border="0" class="linked-image" /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_006.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/StoneProtectors_007.png" border="0" class="linked-image" /><br /><br /><a href="http://www.gametronik.com/site/fiche/megadrive/Stone%20Protectors/" target="_blank"><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Stone Protectors [Unreleased]<!--sizec--></span><!--/sizec--></b></a></div><br /><br /><b>NOTE:</b> Un grand merci à <b>Fumanchu</b> pour l' info !!!]]></description>
		<pubDate>Sat, 21 Aug 2010 00:19:24 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18536</guid>
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		<title><![CDATA[[EMU]AppleWin v1.18.2.0]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18535</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>AppleWin v1.18.2.0</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://applewin.berlios.de/applewin.gif" border="0" class="linked-image" /></div><br /><br />Nouvelle version pour <b>AppleWin</b> qui comme sont nom l'indique émule... l'<b>Apple II</b>!<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->. [Bug #017055] DDial timer running very fast.<br />- TAPEIN.bit7 was being read from floating-bus. Now fixed high.<br />. [Bug# 007237] VBl IO reg not updated in 'Stepping' mode<br />. Loading save-state file (.aws) wasn't Win32-closing .dsk images in drives.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><a href="http://applewin.berlios.de/" target="_blank">Site officiel</a><br /><a href="http://www.gametronik.com/site/emulation/AppleII/" target="_blank">L'Apple II sur GameTronik</a>]]></description>
		<pubDate>Fri, 20 Aug 2010 18:42:58 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18535</guid>
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		<title><![CDATA[[EMU]Stella 3.2]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18534</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Stella 3.2</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://stella.sourceforge.net/title.gif" border="0" class="linked-image" /></div><br /><br />Les fans de l'<b>Atari 2600</b> seront heureux d'apprendre que leur émulateur préféré vient de connaitre une importante mise à jour : <br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Stella v3.2 changelog:<br />- NOTE: because of the many event-related changes in this release, all event mapping should be reset to defaults after starting Stella for the first time. As well, because of other internal changes, older save-state files are no longer valid.<br />- Many improvements to joystick handling code, particularly for analog axes. Navigating the UI should be much smoother now, and remapping events to analog axes should be less 'twitchy'.<br />- Added ability to assign and remap 'combo' events in emulation mode. Combo events are basically a sequence of normal events (up to 8) that are generated from a single event (ie, one button on a joystick could generate up to 8 events). Updated Input Settings UI to access and modify these events.<br />- Default mappings are now available in UI and emulation mode for the first 'hat' detected on a joystick/gamepad. Related to this, a hat now works exactly like an axis in UI mode (holding down a direction continues that direction until the hat is released/centered).<br />- Several major improvements to the debugger:<br />-- the disassembler can now process multiple entry points, and caches entry points as they're encountered (ie, the disassembly isn't 'reset' each time a bank change occurs or you exit and re-enter the debugger);<br />-- preliminary support for disassembling from zero-page RAM;<br />-- re-added ability to change banks with the 'bank' debugger prompt command and within the ROM disassembly UI;<br />-- user labels in disassembly are now supported again;<br />-- 'runto' command is now case-insensitive, and shows a progressbar while searching through the disassembly;<br />-- the debugger window can be resized between ROM loads (previously, the app had to be restarted);<br />-- fixed bug in Distella disassembler output, where it sometimes generated addresses above $FFFF;<br />-- a vertical line separates the disassembly from the raw bytes.<br />- Fixed behaviour of SWCHB and SWBCNT; pins set to output now remember the values previously written. Some ROMs use this functionality for extra storage. Special thanks to Omegamatrix of AtariAge for advice and test ROMs in this area.<br />- Fixed bug when reading from illegal TIA addresses; a Space Invaders hack was showing pink enemies instead of white ones. Again, special thanks to to Omegamatrix of AtariAge for advice and test ROMs in this area.<br />- Fixed bug in handling INPT4/INPT5 latches from VBLANK; a least one ROM was working in Stella when it didn't on real hardware.<br />- Added 'ramrandom' commandline argument, which is used to randomize all RAM in the system; otherwise, the RAM is zeroed.<br />- Added 'finishing touches' to some of the UI descriptions, giving a better explanation of the functions. Related to this, certain options now show a message box explaining the option in further detail (particularly the ROM Audit mode). As well, when starting Stella for the first time, a prompt appears to select a ROM directory.<br />- Fixed bugs in the ROM launcher when viewing certain PNG images not created by Stella. Related to this, the official PNG library is now included in the Stella codebase (version 1.4.3). Also added composite snapshots for those ROMs which consist of several games. Thanks go to Buzbard of AtariAge for these images.<br />- Added several fixes for crashes on 'small' systems (those systems where the maximum resolution is less than 640x480).<br />- Tweaked bankswitch autodetection for 0840, DPC+, E7 and UA schemes.<br />- Improved F8 bankswitch autodetection for Yars Revenge in 8in1 ROM.<br />- Updated DPC+ bankswitch scheme to latest specifications.<br />- Snapshots taken in continuous snapshot mode are now timestamped, so older files are never overwritten.<br />- Fixed a TIA segfault that could occur with certain ROMs.<br />- The 'center' application window functionality can now be changed without having to restart the application. Related to this, mouse positioning bugs when using the Linux version in OpenGL mode with SDL 1.2.14 have been fixed.<br />- Reworked the manual, dividing it into 'Getting Started' and 'Advanced Configuration' sections. It still contains the same info as before, but hopefully in a better organized way.<br />- Updated Help dialog; it was showing incorrect info for some OSX shortcuts.<br />- Updated OSX build script to not crash when a previous build is detected, and to properly handle filenames with spaces.<br />- Updated included ZLib to latest release version (1.2.5).<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />Cette nouvelle version est disponible pour les systèmes <b>Windows, Linux et Mac OS</b><br /><br /><a href="http://stella.sourceforge.net/index.php" target="_blank">Site officiel</a><br />L'Atari 2600 sur GameTronik en <a href="http://www.gametronik.com/site/emulation/atari_2600/" target="_blank">GoodDump</a>.]]></description>
		<pubDate>Fri, 20 Aug 2010 18:31:37 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18534</guid>
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		<title><![CDATA[[EMU]RomCenter v3.52]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18533</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>RomCenter v3.52</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://www.romcenter.com/pictures/banner.gif" border="0" class="linked-image" /></div><br /><br />Nouvelle version de ce gestionnaire de roms incontournable avec comme nouveautés :<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->Fix crash with folder containing quotes; <br />Fix rezip operations; <br />Code clean up; <br />Fix some memory leaks; <br />Fix status sometimes not refreshed in treeview; <br />Fix roms sometimes moved to bad file during file merge; <br />Fix multiple row error with raine 0.52 datafile.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><br /><a href="http://www.romcenter.com/" target="_blank">Site officiel</a>]]></description>
		<pubDate>Fri, 20 Aug 2010 18:25:26 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18533</guid>
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		<title><![CDATA[[EMU] MAME v0.139u1]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18520</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>MAME v0.139u1</b><!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/logos/MAMELogoTMSmall.jpg" border="0" class="linked-image" /></div><br /><br />MAME qu'on ne présente plus vient de sortir en version <b>0.139u1</b> avec comme changements : <br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->0.139u1<br />-------<br /><br /><br />MAMETesters Bugs Fixed<br />----------------------<br />- 03969: [Crash/Freeze] All sets and drivers using OKI audio:<br />Eventual crash using Save States (Aaron Giles)<br />- 03981: [Crash/Freeze] bosco, xevious and clones: Game reboots or<br />hangs (Alex Jackson)<br />- 03977: [Graphics] tceptor2: Graphics are incorrect, the top and<br />bottom roads are displayed with grids and it looks like<br />there should be 4 instead of 2. (Phil Bennett)<br />- 03964: [Documentation] shangonro: Year is wrong (Smitdogg)<br /><br /><br />Source Changes<br />--------------<br />raiden2.c: Add missing "VOICE2" sample rom to Raiden 2 sets where it<br />was missing. Corrected rom names for MASK roms soldered to the PCB.<br />[Brian Troha]<br /><br />Southern Systems Joker Poker: Added missing CPU IO map to the machine<br />driver. This allow boot the game and enter into the attract mode.<br />[Roberto Fresca]<br /><br />Mini Boy 7 improvements: [Roberto Fresca]<br />* Added a new complete set. Now set as parent.<br />* Corrected Xtal frequency.<br />* Mapped the PIA MC6821 (not wired since is not totally understood).<br />* Preliminary attempt to decode the color PROM.<br />* Mapped the AY-3-8910, but still needs ports and some checks.<br />* Added debug and technical notes.<br /><br />New driver for Mega Double Poker, from Blitz System Inc.<br />[Roberto Fresca]<br />* Initial release.<br />* Preliminary memory map.<br />* Hooked both PIAs, but need more analysis to confirm the offsets.<br />* Accurate graphics and color decode.<br />* Added main PCB and daughterboard layouts.<br />* Added partial docs and diagrams about the CPU/MCU/ROMs addressing.<br />* Added debug and technical notes.<br /><br />Added Magic Train, from Subsino. Since it's driven by a HD647180X0CP6<br />(Subsino - SS9600) plus SS9601 and SS9602 (for video and I/O<br />respectively), it's possible that needs to be moved to a new driver in<br />a near future. Also added technical notes. [Roberto Fresca]<br /><br />mpu4drvr.c: Fixed mid-screen palette updates [David Haywood]<br /><br />segas16b.c: Documented the Sega game ID for the Heavyweight Champ rom<br />board as well as corrected the rom names. [Brian Troha]<br /><br />Return to type safety. Changed address maps back into functions that<br />build up the definition, rather than the whole tokenizing system,<br />which lost type checking. Added a new module addrmap.c which<br />implements the address map classes, and changed the macros to call<br />methods on the address_map and address_map_entry classes which are<br />strongly typed. Fixed a few incorrectly specified memory map entries<br />along the way in twincobr.c, lordgun.c, galaxold.c. [Aaron Giles]<br /><br />More API cleanup: [Aaron Giles]<br />* removed cputag_clocks_to_attotime() and cputag_attotime_to_clocks()<br />in favor of just expanding the class<br />* same for cputag_suspend() and cputag_resume()<br /><br />Fix crash when exiting the debugger if breakpoints are set.<br />[Aaron Giles]<br /><br />The dsp561xx CPU core now generates accurate disassembly for Konami<br />Polygonet hardware (verified against Motorola's reference<br />disassembler). [Andrew Gardner, Stiletto]<br /><br />Fixed image device error handling [ShimaPong, Miodrag Milanovic]<br /><br />Defined new class driver_data_t, which all driver_data classes must<br />derive from. Updated all class definitions to inherit from the new<br />class, and to call it in the constructor. Also changed the alloc()<br />signature to return a driver_data_t pointer instead of a void *.<br />Renamed and hid machine-&gt;driver_data as machine-&gt;m_driver_data. Added<br />a new templatized method machine-&gt;driver_data which returns a<br />properly downcast'ed version of the driver data. Updated all code<br />which looked like this:<br /><br />mydriver_state *state = (mydriver_state *)machine-&gt;driver_data;<br /><br />to this:<br /><br />mydriver_state *state = machine-&gt;driver_data();<br /><br />The new function does a downcast&lt;&gt; which in debug builds dynamically<br />verifies that you're actually casting to the right type. [Aaron Giles]<br /><br />Changed atarigen_state to be a base class from which all the related<br />Atari drivers derive their state from. [Aaron Giles]<br /><br />Removed global variables from gaelco, namco, and nile sound cores.<br />[Atari Ace]<br /><br />Converted seta.c, seta2.c, and ssv.c to driver_data. [Atari Ace]<br /><br />Updated SAA5050 to form 12x20 chars as noted in documentation.<br />Updated malzak driver to support SAA5050 changes. [Miodrag Milanovic]<br /><br />taitotz: add HDD image for Battle Gear 2 (2.04J) [gtbb08, R. Belmont]<br /><br />namcoic.c: Fixed incorrect road colours in tceptor2, finallap and<br />others [Phil Bennett]<br /><br />Fixed road transparency in Thunder Ceptor [Phil Bennett]<br /><br />Fixed Z80 SIO interrupts by clearing them at constructor time so Z80<br />daisy chain works properly and doesn't stall on a non-existant IEO<br />condition. [Curt Coder]<br /><br />Z80 DMA changes: [Curt Coder]<br />- Fixed DMA by re-adding a status update call to ENABLE DMA command<br />- Allowed illegal mode 0 DMA operation since trs80m2 in MESS is<br />abusing this<br />- Fixed ready signal handling by adding a check for ready condition<br />on each byte<br /><br />Started converting the Toaplan2 VDP into a device [David Haywood]<br /><br />dsp56k : Hooked up new execution engine. [Andrew Gardner]<br /><br />plygonet.c : Updates Polygonet driver to use driver_data class.<br />[Atari Ace]<br /><br />More refactoring to the Toaplan 2 / GP9001 VDP device [David Haywood]<br /><br />CPS-1 update [Team CPS-1]:<br />* Expanded and updated games table in video&#092;cps1.c<br />* Confirmed B-Board # for 3wondersu, varth<br />* Fixed labels in ghouls, ghoulsu to match real pcbs<br />* Removed 14.bin in dynwarj, it was a bad dump<br />* Marked nm_23.12b in nemoj BAD_DUMP<br />* Removed knightsja set (roms were split & hacked to work on a<br />suicided board)<br />* Added roms relationship between parent/clones where missing<br />* Fixed some incorrect notes added in previous update<br />* dynwaru -&gt; dynwara forgottnua -&gt; forgottnu, forgottnu -&gt; forgottnua<br />wofhfb -&gt; wofhfh as real name Huo Feng Huang<br />* Reordered some sets<br />* Minor cleanups<br />* Fixed sf2ceua labels and added pcb infos<br />* Fixed sf2ceub labels and added pcb infos, removed 1 incorrect rom<br />and replaced with proper redump done by Dumping Union<br />* Fixed punisher, punisheru Q-Sound labels and added D-Board PALs<br /><br />dsp56k.c : Remove globals from dsp56k cpu core. [AtariAce]<br /><br />cps1.c: Documentation update for some CPS1 sets (B-Board chip<br />information) verified via Team Japump PCB photos. [Brian Troha]<br /><br />Improved memory banking in Puzzle Star (Sang Ho Soft)<br />[Mariusz Wojcieszek]<br /><br />Fixed term2 (rev. LA4) freeze during the Cyberdyne stage opening<br />cinematic [Phil Bennett]<br /><br />Merged aladbl.c and ssf2md.c to create genesisb.c [Sonikos]<br /><br />video/astrocde.c: Limited the number of timers potentially produced by<br />astrocade_trigger_lightpen() [ranger_lennier]<br /><br />cps1.c: Set correct B-Board mapper for "resale" kits. This fixes<br />missing graphics in Area 88 (Japan Resale). [Brian Troha]<br /><br /><br />New games added or promoted from NOT_WORKING status<br />---------------------------------------------------<br />Pacman - 25th Anniversary Edition (V2.0) [Sara S.]<br />The Last Starfighter (prototype) [Phil Bennett, Ken Van Mersbergen]<br />Air Race (prototype) [Phil Bennett, Ken Van Mersbergen]<br /><br /><br />New clones added<br />----------------<br />Clash-Road (Data East license) [Tirino 73]<br />Quizard v1.2 [Team Europe, The Dumping Union]<br />Quizard Rainbow 4.2 [Team Europe, The Dumping Union]<br />Super Megatouch IV Turnier Version (9255-51-50 ROA, Bi-Lingual ENG/GER version)<br />[bodger319, Smitdogg, The Dumping Union]<br />Megatouch 5 Turnier Version (9255-70-50 RON, Bi-Lingual ENG/GER version)<br />[bodger319, Smitdogg, The Dumping Union]<br />Knights of the Round (Japan 911127, 91634B-2 B-Board)<br />[Team Japump, The Dumping Union]<br />Area 88 (Japan Resale Ver.) [Team Japump]<br />Ms. Pac-Man/Galaga - 20th Anniversary Class of 1981 Reunion (V1.00)<br />[Mark F.]<br />Ms. Pac-Man/Galaga - 20th Anniversary Class of 1981 Reunion (V1.03)<br />[Sara S.]<br /><br /><br />New games marked as GAME_NOT_WORKING<br />------------------------------------<br />Mini Boy 7 (set 1) [Roberto Fresca, Siftware]<br />Mega Double Poker (conversion kit) [Roberto Fresca, ChrisQC, Smitdogg]<br />Magic Train [Roberto Fresca]<br />Gundam Seed: Federation vs. Z.A.F.T. (SED1 Ver. A) [Guru, Smitdogg]<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/25pacman/0002.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/25pacman/0003.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/25pacman/0008.png" border="0" class="linked-image" /><br /><b>Pacman - 25th Anniversary Edition (V2.0)</b><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/airrace/0001.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/airrace/0002.png" border="0" class="linked-image" /><br /><b>Air Race (prototype)</b><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/area88r/0000.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/area88r/0001.png" border="0" class="linked-image" /><br /><b>Area 88 (Japan Resale Ver.)</b><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/knightsj/0000.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/knightsj/0004.png" border="0" class="linked-image" /><br /><b>Knights of the Round (Japan 911127, 91634B-2 B-Board)</b><br /><br /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/laststar/0001.png" border="0" class="linked-image" /><img src="http://www.gametronik.com/DataPage/News/aout10/MAME/laststar/0003.png" border="0" class="linked-image" /><br /><b>The Last Starfighter (prototype)</b><br /><br /><a href="http://mamedev.org/" target="_blank"><b>Site officiel</b></a>]]></description>
		<pubDate>Sat, 14 Aug 2010 18:25:53 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18520</guid>
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		<title><![CDATA[[MAJX]Tarifs réduits pour le Festival du Jeu Vidéo 2010 !]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18516</link>
		<description><![CDATA[La rentrée approche et si vous pensez tous aux divers cartables, cahiers, trieurs, stylos et tout le tralala moi je pense à autre chose... Je parle bien sûr du plus gros évènement français dans le monde du jeu vidéo : <a href="http://www.festivaldujeuvideo.com/" target="_blank">LE FESTIVAL DU JEU VIDEO</a><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/aout10/affiche_festival_du_jeu_video_2010_horizontale.jpg" border="0" class="linked-image" /></div><br /><br />Pour les derniers troglodytes qui ne connaissent pas encore ce rendez vous majeur de l'année, voilà un petit lien avec les comptes rendus de Gametronik sur l'édition de 2009 : <a href="http://www.gametronik.com/site/pages/17642/FJV09/" target="_blank">ICI</a><br />Bien entendu Gametronik tentera de rapporter le maximum d'infos de la prochaine édition mais le mieux reste encore d'y aller vous même. <br /><br />Alors il est temps d'aller piocher dans la prime de rentrée pour se payer une place à tarif réduit.. Si si c'est possible pour les plus impatients qui ne veulent pas attendre les concours que nous vous préparons pour vous faire gagner des places gratuites. En attendant les surprises que nous vous concoctons, voilà un petit tips qui vous permettra d'acquérir vos places au prix de 8€ au lieu du prix initial.<br /><br /><div align='center'><b><a href="http://www.festivaldujeuvideo.com/tarif-pref.html" target="_blank">Il vous suffit de cliquer ICI </a>et de rentrer le code de réduction DWS0KTO5S1.</b></div><br /><br />Pas bien compliqué n'est ce pas? Même mémé peut le faire... et pourquoi ne viendrait-elle  pas avec vous d'ailleurs? Ou bien embauchez-la pour surveiller Gametronik à votre place car dans très peu de temps, vous pourrez gagner des places....]]></description>
		<pubDate>Thu, 12 Aug 2010 17:50:38 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18516</guid>
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		<title><![CDATA[[EMU]AmpShell 1.1.2.9]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18513</link>
		<description><![CDATA[<div align='center'><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>AmpShell 1.1.2.9</b><!--sizec--></span><!--/sizec--></div><br /><div align='center'><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Front-End DOSBox<!--sizec--></span><!--/sizec--></div><br /><br /><br /><br />Mise à jour de ce Front-End développé en C# et marchant sous Linux/Mac en plus de Windows. <br /><br />Son <a href="ftp://download.tuxfamily.org/ampshell/changelog.txt" target="_blank">changelog</a>:<br /><br /><!--quoteo--><div class='quotetop'>Citation </div><div class='quotemain'><!--quotec-->1.1.2.9 (August 10 19h00)<br />GUI:<br />- No more flicker on the games' listview (for example, when resizing the window).<br />- The games' images are now displayed in 32 bits per pixel, and up to 256*256 pixels in Large View mode.<br /><br />Preferences:<br />- You can choose the size of the games' images for the Large view mode, from 48x48 up to 256x256. It affects all the categories' Large view mode.<br /><br />Bugfixes :<br />- mounting a secondary drive (not an image file) without using IOCTL was ignored.<br />- some mount commands made as additionnal commands were wrongly parsed.<br /><br />Other :<br />- Lots of code optimization (refactoring). Main.cs is now less than 1900 lines (before 1.1.2.7, it was close to 3000 lines!). =)<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br /><div align='center'><img src="http://ampshell.tuxfamily.org/AmpShell1.1.png" border="0" class="linked-image" /></div><br /><br /><br /><a href="http://ampshell.tuxfamily.org/" target="_blank">Site officiel d'AmpShell</a><br /><a href="http://ampshell.tuxfamily.org/download.php" target="_blank">Téléchargement d'AmpShell</a><br /><a href="http://www.dosbox.com/download.php?main=1" target="_blank">Téléchargement DOSBox</a>]]></description>
		<pubDate>Tue, 10 Aug 2010 23:49:32 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18513</guid>
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		<title><![CDATA[[FUN]Donkey Kong sur DS, ou pas...]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18504</link>
		<description><![CDATA[La mode est à la 3D, que se soit les télés hyper cher, les cinémas au prix eux aussi exorbitants, et les cadeaux Happy Meal qu'on peut trouver chez Mc Do en ce moment...<br /><br />Alors pour faire comme tout le monde je vous présente le Donkey Kong 3D qui joue à la DS.<br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/aout10/1357804007.png" border="0" class="linked-image" /></div><br /><br />Cette photo n'est pas truquée, un enfant ayant fait tomber sa DS dans l'enclos des gorilles a pu voir ceux-ci décrouvrir la console portable de Nintendo. Il aura fallu à l'animal quelques essais avant de trouver la position correcte pour tenir la console. Les autres photos sont disponibles <a href="http://spicuzzaphotoaday.blogspot.com/2010/08/you-got-donkey-kong-on-this-thing.html" target="_blank">ICI</a>, et malgré la grande délicatesse du mammifère, <a href="http://www.youtube.com/watch?v=f7JOcjt6ZLo" target="_blank">qui n'hésite pas à transporter la console dans sa bouche</a>,  il semblerais que la DS fonctionne toujours.<br /><br />Une infos trouvée une fois de plus sur l'excellent blog de Blink que je ne recommanderais jamais assez : <a href="http://insolite.blog.playersrepublic.fr/" target="_blank">http://insolite.blog.playersrepublic.fr/</a>]]></description>
		<pubDate>Sun, 08 Aug 2010 19:51:22 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18504</guid>
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		<title><![CDATA[[ACTU]Nolife enfin sauvé?]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18503</link>
		<description><![CDATA[A plusieurs reprises nous vous avons conseillé l'excellente chaine "<a href="http://www.nolife-tv.com/" target="_blank">Nolife</a>" qui comme vous l'aviez compris en chiait pas mal du fait que l'ADSL n'était pas sujet à la publicité.<br />La chaine survivait donc grâce aux abonnés de la chaine sur le net en attendant que des mesures médiamétrie soient faites. Pour ceux qui ont un abonnement Nolife (et ça c'est bien!) vous pourrez voir le petit message de Sebastien Ruchet qui annonce enfin une bonne nouvelle sur le numéro 31 des "News de Nolife online"... <br /><br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/juin08/nolife_logo.gif" border="0" class="linked-image" /></div><br /><br />Un problème technique à faussé la mesure tout au long de la période du test sauf la dernière semaine, projetant la chaine au pic d'audience de 68 milliers de téléspectateurs de 19h30 à 19h45 la semaine du 14 au 20 Juin 2010.<br /><br />la chaine peut à présent entamer les démarches concernant de la pub pour pouvoir rendre la chaine financièrement autonome. Le bout du tunnel est proche pour eux alors pensez à continuer vos abonnements le temps que la pub se mette en place (ce qui ne doit pas se faire bien vite je pense)<br /><br />PS: Non je n'ai pas d'action chez <a href="http://www.nolife-tv.com/" target="_blank">Nolife.</a>]]></description>
		<pubDate>Sun, 08 Aug 2010 12:31:43 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18503</guid>
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		<title><![CDATA[[ACTU]Capcom Vs Namco]]></title>
		<link>http://www.gametronik.com/forum/index.php?showtopic=18500</link>
		<description><![CDATA[Les mecs qui jouent à Tekken m'ont toujours beaucoup amusés avec leur façon de tenir le pad. Comme la plupart des coups consistent à appuyer sur 2 boutons en même temps, les adeptes utilisent non pas le pouce mais le pouce et l'index posés sur la manette. Bref une méthode que tout fan de Street Fighter (que je suis) n'hésite pas à critiquer étant donné le coté si peu technique de la chose.<br /><br />Mais le jour est enfin venu de voir quelle technique est la plus efficace, car <a href="http://www.capcom-europe.com/blog/2010/07/les-poids-lourds-du-combat-se-rencontrent-dans-street-fighter-x-tekken/" target="_blank">CAPCOM X NAMCO</a> est en développement les enfants! Vous aller pouvoir mettre une tôle aux petits joueurs qui pensent qu'appuyer sur 2 boutons en même temps c'est du jeu de baston (oui je troll et j'assume!), mais pour ça il faudra attendre un moment car le développement (basé sur le moteur de SF4 semblerait-il) a commencé il y a tout juste un mois...wait and see...<br /><br /><div align='center'><img src="http://www.gametronik.com/DataPage/News/aout10/femme-et-jv.jpg" border="0" class="linked-image" /><br /><br /><i>La photo c'est juste histoire de faire remonter un peu le compteur de visite du site...</i></div>]]></description>
		<pubDate>Fri, 06 Aug 2010 18:08:24 +0200</pubDate>
		<guid>http://www.gametronik.com/forum/index.php?showtopic=18500</guid>
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