Excellence Broker Binary Option Platform Review

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to emulation [link] [comments]

./play.it 2.12: API, GUI and video games

./play.it 2.12: API, GUI and video games

./play.it is a free/libre software that builds native packages for several Linux distributions from DRM-free installers for a collection of commercial games. These packages can then be installed using the standard distribution-provided tools (APT, pacman, emerge, etc.).
A more complete description of ./play.it has already been posted in linux_gaming a couple months ago: ./play.it, an easy way to install commercial games on GNU/Linux
It's already been one year since version 2.11 was released, in January 2019. We will only briefly review the changelog of version 2.12 and focus on the different points of ./play.it that kept us busy during all this time, and of which coding was only a small part.

What’s new with 2.12?

Though not the focus of this article, it would be a pity not to present all the added features of this brand new version. ;)
Compared to the usual updates, 2.12 is a major one, especially since for two years, we slowed down the addition of new features. Some patches took dust since the end of 2018 before finally be integrated in this update!
The list of changes for this 2.12 release can be found on our forge. Here is a full copy for convenience:

Development migration

History

As many free/libre projects, ./play.it development started on some random sector of a creaking hard drive, and unsurprisingly, a whole part of its history (everything predating version 1.13.15 released on Mars 30th, 2016) disappeared into the limbs because some unwise operation destroyed the only copy of the repository… Lesson learned, what's not shared don't stay long, and so was born the first public Git repository of the project. The easing of collaborative work was only accidentally achieved by this quest for eternity, but wasn't the original motivation for making the repository publicly available.
Following this decision, ./play.it source code has been hosted successively by many shared forge platforms:

Dedicated forge

As development progressed, ./play.it began to increase its need for resources, dividing its code into several repositories to improve the workflow of the different aspects of the projects, adding continuous integration tests and their constraints, etc. A furious desire to understand the nooks and crannies behind a forge platform was the last deciding factor towards hosting a dedicated forge.
So it happened, we deployed a forge platform on a dedicated server, hugely benefiting from the tremendous work achieved by the GitLab's package Debian Maintainers team. In return, we tried to contribute our findings in improving this software packaging.
That was not expected, but this migration happened just a little time before the announcement “Déframasoftisons Internet !” (French article) about the planned end of Framagit.
This dedicated instance used to be hosted on a VPS rented from Digital Ocean until the second half of July 2020, and since then has been moved to another VPS, rented from Hetzner. The specifications are similar, as well as the service, but thanks to this migration our hosting costs have been cut in half. Keeping in mind that this is paid by a single person, so any little donation helps a lot on this front. ;)
To the surprise of our system administrator, this last migration took only a couple hours with no service interruption reported by our users.

Forge access

This new forge can be found at forge.dotslashplay.it. Registrations are open to the public, but we ask you to not abuse this, the main restriction being that we do not wish to host projects unrelated to ./play.it. Of course exceptions are made for our active contributors, who are allowed to host some personal projects there.
So, if you wish to use this forge to host your own work, you first need to make some significant contributions to ./play.it.

API

The collection of supported games growing endlessly, we have started the development of a public API allowing access to lots of information related to ./play.it.
This API, which is not yet stabilized, is simply an interface to a versioned database containing all the ./play.it scripts, handled archives, games installable through the project. Relations are, of course, handled between those items, enabling its use for requests like : « What packages are required on my system to install Cæsar Ⅲ ? » or « What are the free (as in beer) games handled via DOSBox ? ».
Originally developed as support for the new, in-development, Web site (we'll talk about it later on), this API should facilitate the development of tools around ./play.it. For example, it'll be useful for whomever would like to build a complete video game handling software (downloading, installation, starting, etc.) using ./play.it as one of its building bricks.
For those curious about the technical side, it's an API based on Lumeneffectuant that makes requests on a MariaDB database, all self-hosted on a Debian Sid. Not only is the code of the API versioned on our forge, but also the structure and content of the databases, which will allow those who desired it to install a local version easily.

New website

Based on the aforementioned API, a new website is under development and will replace our current website based on DokuWiki.
Indeed, if the lack of database and the plain text files structure of DokuWiki seemed at first attractive, as ./play.it supported only a handful of games (link in French), this feature became more inconvenient as the library of ./play.it supported games grew.
We shall make an in-depth presentation of this website for the 2.13 release of ./play.it, but a public demo of the development version from our forge is already available.
If you feel like providing an helping hand on this task, some priority tasks have been identified to allow opening a new Web site able to replace the current one. And for those interested in technical details, this web Site was developed in PHP using the framework Laravel. The current in-development version is hosted for now on the same Debian Sid than the API.

GUI

A regular comment that is done about the project is that, if the purpose is to make installing games accessible to everyone without technical skills, having to run scripts in the terminal remains somewhat intimidating. Our answer until now has been that while the project itself doesn't aim to providing a graphical interface (KISS principle "Keep it simple, stupid"), still and always), but that it would be relatively easy to, later on, develop a graphical front-end to it.
Well, it happens that is now reality. Around the time of our latest publication, one of our contributors, using the API we just talked about, developed a small prototype that is usable enough to warrant a little shout out. :-)
In practice, it is some small Python 3 code (an HCI completely in POSIX shell is for a later date :-°), using GTK 3 (and still a VTE terminal to display the commands issued, but the user shouldn't have to input anything in it, except perhaps the root password to install some packages). This allowed to verify that, as we used to say, it would be relatively easy, since a script of less than 500 lines of code (written quickly over a week-end) was enough to do the job !
Of course, this graphical interface project stays independent from the main project, and is maintained in a specific repository. It seems interesting to us to promote it in order to ease the use of ./play.it, but this doesn't prevent any other similar projects to be born, for example using a different language or graphical toolkit (we, globally, don't have any particular affinity towards Python or GTK).
The use of this HCI needs three steps : first, a list of available games is displayed, coming directly from our API. You just need to select in the list (optionally using the search bar) the game you want to install. Then it switches to a second display, which list the required files. If several alternatives are available, the user can select the one he wants to use. All those files must be in the same directory, the address bar on the top enabling to select which one to use (click on the open button on the top opens a filesystem navigation window). Once all those files available (if they can be downloaded, the software will do it automatically), you can move ahead to the third step, which is just watching ./play.it do its job :-) Once done, a simple click on the button on the bottom will run the game (even if, from this step, the game is fully integrated on your system as usual, you no longer need this tool to run it).
To download potentially missing files, the HCI will use, depending on what's available on the system, either wget, curl or aria2c (this last one also handling torrents), of which the output will be displayed in the terminal of the third phase, just before running the scripts. For privilege escalation to install packages, sudo will be used preferentially if available (with the option to use a third-party application for password input, if the corresponding environment variable is set, which is more user-friendly), else su will be used.
Of course, any suggestion for an improvement will be received with pleasure.

New games

Of course, such an announcement would not be complete without a list of the games that got added to our collection since the 2.11 release… So here you go:
If your favourite game is not supported by ./play.it yet, you should ask for it in the dedicated tracker on our forge. The only requirement to be a valid request is that there exists a version of the game that is not burdened by DRM.

What’s next?

Our team being inexhaustible, work on the future 2.13 version has already begun…
A few major objectives of this next version are :
If your desired features aren't on this list, don't hesitate to signal it us, in the comments of this news release. ;)

Links

submitted by vv224 to linux_gaming [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to MAME [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to cade [link] [comments]

MAME 0.220

[ Removed by reddit in response to a copyright notice. ]
submitted by cuavas to emulation [link] [comments]

MAME 0.219

MAME 0.219

MAME 0.219 arrives today, just in time for the end of February! This month we’ve got another piece of Nintendo Game & Watch history – Pinball – as well as a quite a few TV games, including Dream Life Superstar, Designer’s World, Jenna Jameson’s Strip Poker, and Champiyon Pinball. The previously-added Care Bears and Piglet’s Special Day TV games are now working, as well as the big-endian version of the MIPS Magnum R4000. As always, the TV games vary enormously in quality, from enjoyable titles, to low-effort games based on licensed intellectual properties, to horrible bootlegs using blatantly copied assets. If music/rhythm misery is your thing, there’s even a particularly bad dance mat game in there.
On the arcade side, there are fixes for a minor but long-standing graphical issue in Capcom’s genre-defining 1942, and also a fairly significant graphical regression in Seibu Kaihatsu’s Raiden Fighters. Speaking of Seibu Kaihatsu, our very own Angelo Salese significantly improved the experience in Good E-Jan, and speaking of graphics fixes, cam900 fixed some corner cases in Data East’s innovative, but little-known, shoot-’em-up Boogie Wings. Software list additions include the Commodore 64 INPUT 64 collection (courtesy of FakeShemp) and the Spanish ZX Spectrum Load’N’Run collection (added by ICEknight). New preliminary CPU cores and disassemblers include IBM ROMP, the NEC 78K family, Samsung KS0164 and SSD Corp’s Xavix 2.
As always, you can get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

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