La toute derni√®re version de Mupen64Plus en ligne de commande compil√© pour Windows (sup√©rieur √† XP) et cr√©√© par Richard42. A noter que plusieurs frontends d√©di√©s sont disponibles ici o√Ļ l√† (d’autres frontends et outils sont disponibles l√†).




Les nouveautés sont les suivantes:


All Modules

  • Move from bitbucket (Mercurial) to GitHub
  • Travis CI integration with GitHub for continuous automated build regression testing
  • New: MS Visual Studio 2013 project files
  • Finish integration with SDL2.0, and build against SDL2 by default


Audio-SDL Plugin

  • Add audioresource support for integration with Linux-based Nemo Mobile OS


Console-UI Front End Application

  • Update man page document
  • Add application desktop file and icons
  • New option: load savestate immediately on emulator startup
  • Compile-time flag to support building ui-console as a library (used by Android frontend)


Core Emulator Library

  • Game-specific fixes: Banjo Tooie, Zelda Ocarina of Time, DK64, Hydro Thunder, others
  • Game-specific override for # of clock cycles per cpu instruction
  • New Dynarec: Speed improvements, accuracy fixes, build support for MSVC
  • Cheat fixes for WWF No Mercy, Bomberman Hero, Super Mario 64, and Pokemon Stadium (E)
  • Major R4300 CPU core refactoring in many subsystems to improve code organization
  • Rewrite speed limiter code to improve performance and audio synchronization
  • Separate the logic of the Pure Interpreter from the Cached Interpreter
  • Regression test improvements
  • Support for building against OpenGL ES
  • Build system improvements for ARM / Raspberry Pi


Input-SDL Plugin

  • SDL2: use SDL1.2 keysyms in the mupen64plus.cfg file Input section for consistency
  • SDL2: use prioritization to decide among multiple matching auto-config sections (for XInput)
  • New auto-config sections for: Wiimote Classic, Wii U Gamecube / Pro, MS SideWinder GamePad Pro, 17 others
  • When Mouse=True but pointer is un-grabbed, fall back to joystick settings for analog x/y
  • New feature: prevent mouse/trackpad auto-centering behavior by pressing left-Windows key


Video-Glide64mk2 Plugin

  • Fix colors in compressed fxt1 textures by importing mesa code
  • Replace patented S3TC algorithm with compatible S2TC
  • Enable the dump_cache to allow loading of dat files
  • Bugfix: work around problem in OSD callback whereby core code doesn’t re-activate shader
  • Bugfix: Resident Evil II hang
  • Allow user override of game-specific settings via mupen64plus.cfg
  • New feature: option to enable full-scene antialiasing
  • Code cleanup to remove dead section of code
  • Add OpenGL ES support (2.0)
  • Add config option to force polygon offset values (fixes artifacts on certains games / renderers)
  • Fix broken C version of MulMatricesC
  • New optional frameskip feature, which drops frames instead of rendering if game is going slow
  • Fix texture pack read failure on some 64-bit platforms
  • Correct N64 ROM header analysis for PAL/NTSC detection
  • Bugfix: use memmove() instead of memcpy() for overlapping buffers
  • Win32: don’t set gamma table because it breaks monitor calibration


Video-Rice Plugin

  • Game-specific hack-fix to show last heart and map arrows in Zelda OoT & MM.
  • Lots of code cleanup, removal of deprecated code, and simplifications
  • Modernize OpenGL interfaces, remove code for supporting old opengl versions
  • Graphics fixes for: Fog, RDP InsertMatrix command
  • Fix for INI file loading under Windows
  • Minor OpenGL ES fixes
  • Add config option to force polygon offset values (fixes artifacts on certains games / renderers)
  • Bugfix: crash if RiceVideoLinux.ini not found


RSP-HLE Plugin

  • Game-specific fixes: Bottom of the 9th, IndianaJones, BattleForNaboo, Conkers Bad Fur Day
  • Support for MusyX microcodes
  • Improve audio microcode identification
  • Huge quantity of code cleanups and refactoring to improve organization
  • Add support for additional audio commands: #16, POLEF, RESAMPLE_ZOH
  • Multiple bugfixes in audio processing code
  • Bugfix: microcode detection could sometimes fail after reset

Forum EmuTalk sur le portage Windows. (source ici et là)


Télécharger Mupen64Plus v2.5 (3,0 Mo)

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AmiArcadia est le port am√©lior√© de Tunix2001 ex ‘Win Arcadia 2001′ (par Gavin Turner) pour Amiga. Ecrit par James Jacobs et Gavin Turner, cette version est en fait le port Windows du port Amiga ! (un backport)


Il émule les consoles basées sur la famille des Arcadia2001 : Bandai, Emerson, Grandstand, Hanimex, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Rowtron, Tele-Fever, Tempest, Tryom, Tunix, etc.


Il supporte aussi l’Interton VC 4000 et l’Elektor TV Games Computer.




Télécharger Win Arcadia (Ami Arcadia) v23.06 (2,3 Mo)

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Il s’agit de la suite du plugin vid√©o de Angrylion destin√© aux √©mulateurs de N64 permettant √† ceux-ci de proposer une image extr√™mement proche de la Nintendo 64 originelle


Now that I’m able to give posting here another chance, I decided that it seemed easier on everybody to have the rest of the development downloadable via the forum here. I’m sorry that it was inconveniencing people in so many issues when I was trying to make it work with the PJ forum. For those who haven’t known, a group of developers after the MAME N64 drivers started to do more reverse-engineering of the RDP after ziggy released his nice, accelerated OpenGL fork of MESS RDP at his z64gl thread. Since then, angrylion has done several hardware tests and reversing to verify his maintained C implementation of various informative sources. (I have also done a few tests myself to confirm 100% bit-by-bit graphical accuracy, with help from dsx and ExtremeDude2 who were able to capture pixel-by-pixel real N64 screenshots, both with and without the video DAC filtering.)


So what about my own fork of it here? Well, only 2 reasons really drove me to do my own fork. In the end, the biggest reason is that angrylion’s original plugin uses Microsoft DirectDraw, which of course on Windows has excellent blitting acceleration support but also is constricted to a couple unfortunate circumstances of GPU-defined graphical behavior with their closed specifications. I was happy to practice some basic, primitive OpenGL code to rewrite the plugin to force visual correctness, eventually having Linux releases (starting now). The other reason is that, from time to time, I like to staticize the C code (which includes but is not limited to SIMD vectorization, for example MMX ).


In an older generation of working on the plugin, performance and getting the plugin to work at full speed was the top priority. I hope that with this release, I have focused on enough portability, standards-compliance, compatibility etc. issues that I can look at making the plugin faster again. Not much in the way of speed has changed since the last download, except that my OpenGL blitting code is much faster now (GL 1.5 buffer mapping extensions to VRAM, if your hardware supports it), but if everyone is happy otherwise I can start to look at speed again finally.


The `/bin` folder has 32- and 64-bit Windows and Linux releases, but I only advise installing the 32-bit Windows plugin until we are able to test out a working 64-bit version of zilmar’s plugin specifications. If you’re on Linux, it’s even better to try just executing `./` in the source folder instead of using my pre-compiled binary release.


Voici les changements:

    Рsharper OpenGL rendering quality on the visual screen (NN and bi-linear)
    Рbetter compatibility with older OpenGL implementations
    РOpenGL 1.5 extensions for hardware-accelerated rasterization of the VI
      image as two triangles, rather than pixel data sent through the CPU bus
    Рcompatible with OpenGL ES 1.x specifications
    Рnow fully ported to compile outside of Windows
    Рable to maintain 64-bit and 32-bit Windows and GNU builds
¬†¬†¬† – renamed build files from « mylittle-nocomment » to « vigl »
    Рno more VS2013 files, just vigl.vcproj and .vcxproj for VS2005 and VS2010
    Рrepaired old VI origin scanline regression when in 480i interlaced mode
    Рrewrote RDP tex_rect and tex_rect_flip commands (fixed GE 007 menus)
    Рup-to-date with latest revisions upstream on Google Code as of r83
    Рmore changes to the DLL configuration GUI by RPGMaster
    Рchanged some confusing, maybe misleading elements to the Win32 GUI
    Рnew GUI option to export 4, 8, or 16 MB RDRAM to a binary output image
    Рchanged screen captures to check old file names to prevent overwriting
    Рchanged screen captures to write shots thru DAC if not DP FB res. formula
    Рscreen clearing to black background color, not gray or magenta
    Рsome scattered improvements to vectorizing some more of the RDP in places
    Рno longer any CRT dependencies, either dynamically or statically linked
      (no more msvcr*.dll requirement on Windows, uses plain kernel32)
¬†¬†¬† – I can’t remember.¬† Too many more commits to read to name other changes.


T√©l√©charger angrylion’s Per-Pixel RDP with OpenGL (2015/04/24) (373,4 Ko)

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Cr√©√© par Avery Lee (l’auteur de VirtualDub), il s’agit d’un √©mulateur d’Atari 8 bits (800/800XL/130XE). Il dispose de beaucoup d’options ainsi que d’une bonne compatibilit√©. Il prend en charge les jeux prot√©g√©s conform√©ment √† l’√©mulation.


features added
    РDebugger: bx (break on expression) can now create tracepoints (-n).
    РDisplay: Improved performance of D3D11 vsync code.


bugs fixed
    РDebugger: Fixed crash when canceling edit of watch expression.
    РDisk: Data checksum errors during SIO bus transfers now result in a NAK instead of Error.
    РHDevice: Fixed regression in NOTE/POINT commands.


Topic des versions Beta.

Télécharger Altirra v2.70 Test 9 (3,6 Mo)

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Un √©mulateur de GameBoy N&B et color, Super GameBoy et GameBoy Advance cr√©√© par Mudlord (avec l’aide de Nach, Squall Leonhart, Spacy, DJRobX, Jonas Quinn) et bas√© sur VBA de Forgotten et de la « VBA development team ». Le but est de r√©unir un maximum d’am√©liorations en provenance des autres builds de VBA.




Les builds sont compilés par emunewz.
Pack de plugins graphique pour VBA-M.


Télécharger VisualBoyAdvance-M SVN 1362 (1.2 Mo)

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Stella est un excellent √©mulateur Atari VCS 2600 multi-platformes, releas√© sous licence GPL. A la base, le projet a √©t√© d√©velopp√© pour Linux par Bradford W. Mott, cependant de nombreuses personnes ont rejoint l’√©quipe de d√©veloppement pour porter Stella sur diff√©rents syst√®mes d’exploitation tels qu’AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, GP2X, OS/2, MacOS, Unix, et Windows (ouf!).


Cette version inclut les binaires 32 et 64 bits.




– Fixed bug whereby text input could not be entered in certain widgets in the debugger.
– Updated UNIX configure script to work with GCC 5.x compilers.


Télécharger Stella (x86/x64) v4.6.1 (4,9 Mo)

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Une interface graphique pour Mame dédiée aux MameCabs.

Fonctionnalités :
РGratuit ! Code Source disponible sur demande ; faites moi savoir si vous trouvez des problèmes ou désirez des améliorations
– Support totalement jouable des mini-jeux du frontend ; George et R9-A se combattent pour le contr√īle de la s√©lection du jeu
– Supporte tout programme que vous pouvez lancer par ligne de commandes ; Si vous pouvez le lancer via la ligne de commandes, vous pouvez le lancer de Big Blue
– facile et simple configuration de liste de jeux qui n’a pas besoin d’√™tre chang√© continuellement √† chaque version de l’√©mulateur
– Fonctionne √† n’importe quelle r√©solution ou Aspect ratio (les r√©solutions de 320×240 √† 3840×2160 ont √©t√© test√©es)
– Theme qui change en fonction de l’heure de la journ√©e
– Effets Pixel shader
– Son et musique
– Economiseur d’√©cran avec timer configurable
– Possibilit√© d’arr√™ter ou red√©marrer l’ordinateur en sortant du frontend
– Contr√īles configurables du frontend


Télécharger Big Blue Frontend (2015/04/22) (39,1 Mo)

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Un excellent émulateur Nintendo NES pour windows .


PuNES supporte le mappers 0, MMC1, UNROM, CNROM. Il utilise la bibliothèque SDL.




Mappers supportés : 0, 1, 2, 3, 4, 5, 7, 9, 10, 11, 12, 13, 15, 16, 18, 19, 21, 22, 23, 24, 25, 26, 28, 32, 33, 34, 37, 38, 41, 42, 44, 45, 46, 47, 49, 50, 51, 52, 53, 56, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 99, 105, 107, 108, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 132, 133, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 147, 148, 149, 150, 152, 153, 154, 156, 158, 159, 163, 164, 165, 171, 172, 173, 175, 176, 177, 178, 180, 182, 183, 184, 185, 186, 189, 191, 192, 193, 194, 195, 199, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 211, 212, 213, 214, 215, 216, 217, 221, 222, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 240, 241, 242, 243, 244, 245, 246, 249.
Son : Implementé
FDS : Implementé
Game Genie : Implementé


Changements :
– fixed xBRZ in the D3D9 release.
– Added the translated english version of « Lagrange Point » to the database.


Télécharger puNES SDL (x86) v0.94 (7,7 Mo)

Télécharger puNES SDL (x64) v0.94 (8,1 Mo)

Télécharger puNES D3D9 (x86) v0.94 (7,6 Mo)

Télécharger puNES D3D9 (x64) v0.94 (7,9 Mo)

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Il s’agit d’un √©mulateur de MS-DOS en ligne de commande destin√© √† Windows x86-64. Version d√©di√©e √† l’√©mulation des processeurs i286/i386/i486.


Télécharger MSDos Player for Win32-x64 (24/04/2015) (1,7 Mo)

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Il ne s’agit pas d’un √©mulateur multi-syst√®mes mais d’une archive regroupant tous les √©mulateurs de Takeda.


Elle inclut:


– Emu5: Emulateur de SORD m5
– EmuLTI8: Emulateur de MITSUBISHI Elec. MULTI8
– EmuPIA: Emulateur de TOSHIBA PASOPIA
– EmuPIA7: Emulateur de TOSHIBA PASOPIA7 et LCD
РEmuZ-80A: Emulateur de MZ-80A par Mr Suga
– EmuZ-80B: Emulateur de SHARP MZ-80B
– EmuZ-80K: Emulateur de SHARP MZ-80K
– EmuZ-700: Emulateur de SHARP MZ-700
– EmuZ-800: Emulateur de SHARP MZ-800
– EmuZ-1200: Emulateur de SHARP MZ-1200
– EmuZ-1500: Emulateur de SHARP MZ-1500
– EmuZ-2200: Emulateur de SHARP MZ-2200
– EmuZ-2500: Emulateur de SHARP MZ-2500
– EmuZ-2800: Emulateur de SHARP MZ-2800
– EmuZ-3500: Emulateur de SHARP MZ-3500
– EmuZ-5500: Emulateur de SHARP MZ-5500
– EmuZ-6500: Emulateur de SHARP MZ-6500/6550
– eBabbage-2nd: Emulateur de Gijutsu-Hyoron-Sha Babbage-2nd
– eFamilyBASIC: Emulateur de Nintendo Family BASIC
– eFM-16pi: Emulateur de FUJITSU FM-16pi
– eFMR-30: Emulateur de FUJITSU FMR-30
– eFMR-50: Emulateur de FUJITSU FMR-50
– eFMR-60: Emulateur de FUJITSU FMR-60
– eFP-200: Emulateur de CASIO FP-200
– eFP-1100: Emulateur de CASIO FP-1100
– eHC-20: Emulateur de EPSON HC-20/HX-20
– eHC-40: Emulateur de EPSON HC-40/PX-4
– eHC-80: Emulateur de EPSON HC-80/PX-8/Geneva
– eHANDY98: Emulateur de NEC PC-98HA (HANDY98)
– eJ-3100GT: Emulateur de TOSHIBA J-3100GT
– eJ-3100SL: Emulateur de TOSHIBA J-3100SL
– eJX: Emulateur de IBM Japan Ltd PC/JX
– eMAP-1010: Emulateur de SEIKO MAP-1010
– eMYCOMZ-80A: Emulateur de Japan Electronics College MYCOMZ-80A
– eN5200: Emulateur de NEC N5200
– ePC-8001mkIISR: Emulateur de NEC PC-8001mkIISR
– ePC-8201: Emulateur de NEC PC-8201/PC-8201A
– ePC-8801MA: Emulateur de NEC PC-8801MA
– ePC-9801: Emulateur de NEC PC-9801
– ePC-9801E: Emulateur de NEC PC-9801E/F/M
– ePC-9801VM: Emulateur de NEC PC-9801VM
– ePC-98LT: Emulateur de NEC PC-98LT
– ePC-98DO: Emulateur de NEC PC-9801DO
– ePC-100: Emulateur de NEC PC-100
– ePC-3200: Emulateur de SHARP PC-3200
– ePC-ENGINE: Emulateur de NEC PC-ENGINE / SuperGrafx
– ePHC-20: Emulateur de SANYO PHC-20 emulator
– ePHC-25: Emulateur de SANYO PHC-25 emulator
– ePV-1000: Emulateur de CASIO PV-1000
– EmuGaki: Emulateur de CASIO PV-2000
– ePyuTa: Emulateur de TOMY PyuTa / PyuTa Jr
– ePX-7: Emulateur de Pioneer PX-7 (MSX1 + LaserDisc)
– eQC-10: Emulateur de EPSON QC-10/QX-10
– eRX-78: Emulateur de BANDAI RX-78
– eSC-3000: Emulateur de SEGA SC-3000
– eSCV: Emulateur de EPOCH Super Cassette Vision
– eTK-80BS: Emulateur de NEC TK-80BS (COMPO BS/80)
– eX-07: Emulateur de CANON X-07
– eX1: Emulateur de SHARP X1
– eX1twin: Emulateur de SHARP X1twin
– eX1turbo: Emulateur de SHARP X1turbo
– eX1turboZ: Emulateur de SHARP X1turboZ
– eYS-6464A: Emulateur de Shinko Sangyo YS-6464A


A cela s’ajoutent les √©mulateurs suivants :


РyaGAMEGEAR: Emulateur de  SEGA GAME GEAR (par Mr Tanam)
РyaMASTERSYSTEM: Emulateur de  SEGA MASTER SYSTEM (par Mr Tanam)
РyaPC-6001: Emulateur de  NEC PC-6001 (par Mr Tanam)
РyaPC-6201: Emulateur de  NEC PC-6001 mkII  (par Mr Tanam)
РyaPC-6401: Emulateur de  NEC PC-6001 mkII SR  (par Mr Tanam)
РyaPC-6601: Emulateur de  NEC PC-6601 (par Mr Tanam)
РyaPC-6801: Emulateur de  NEC PC-6601 SR (par Mr Tanam)
– yaMSX1: Emulateur de ASCII MSX1 (par Mr Tanam et Mr Umaiboux)
– yaMSX2: Emulateur de ASCII MSX2 (par Mr Tanam et Mr Umaiboux)


Télécharger Takeda Common Binaries (24/04/2015) (13,5 Mo)

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Highly-Experimental Playstation Simulator x64 est un émulateur PSone et PS2 en développement (au stade préliminaire), codé par TheGangster dont certains éléments proviennent de Mame/Mess ou PCSX.


– SPU optimizations
– timer interrupt bug fixed
– MFC0 bug fixed


Télécharger Hpsx64 v016 (1,6 Mo)

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Ecrit en Java par Shigekazu Hirao (HAL8999), u80 est un émulateur du premier ordinateur personnel Japonais : le TK-80, mais aussi son évolution le TK-85.




Télécharger u80TK/u85TK Release 1b30 (v1.b.30) (419,3 Ko)

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