Nouvelle version de cet émulateur de Playstation 2, celle-ci n’est compatible qu’à partir de Windows 10.
 

 
Un rapport des améliorations avec illustrations, est visible ici.
 
Le détails ci-dessous:
 

- GS/HW: Backport some tex is fb shaders to dx and opengl. (lightningterror)
- GS/DX12: Fix command list not flushing when in surfaceless mode. (refractionpcsx2)
- GitHub: Make authors disclose whether they used AI or not. (Ty)
- Core:macOS: Initialize all address variables passed to vm_map (TellowKrinkle)
- CMake: Support more package configurations to import with a Devel build (TheLastRar)
- GS/HW: Clean up HandleTextureHazards. (lightningterror)
- GS/HW: Fix some regressions relating to overlapping targets and valid rect + rgb (refractionpcsx2)
- GS/HW: Correct valid area for depth when taking alpha from rt. Add Tex in RT to Area 51 (refractionpcsx2)
- GS/HW: Fix up offset Z behaviour + work even when RT isn't offset. (refractionpcsx2)
- Formatting: Clean up some if spaces (refractionpcsx2)
- GS/GL: Check for texture creation hazard for fb copy. (lightningterror)
- GS/DX11: Merge CloneTexture with CopyRect. (lightningterror)
- GS/DX: DX requires a copy to sample the depth buffer. (lightningterror)
- GS/HW: Avoid target height mistakes on shuffles + Update new src == rt (refractionpcsx2)
- GS/TC: Delete dirty rt's in src lookup + usert in rt on 3 draw old rt's (refractionpcsx2)
- [ci skip] PAD: Update to latest controller database. (PCSX2 Bot)
- CI: Fix script building universal dependencies on macOS (SquishyLeaf)
- GS/HW: Allow partial depth copy on dx12. (lightningterror)
- DebugTools: Fix uninitialized variable in breakpoint code (chaoticgd)
- debugger: fix thread view row lookup (Ziemas)
- GS/TC: Don't allow Tex in RT 32bit target use as 16bit if not a shuffle (refractionpcsx2)
- GS/HW: Improve shuffle pre-detection (refractionpcsx2)
- GS/TC: only kill old misaligned targets on preload from previous frames. (refractionpcsx2)
- GameDB: Add missing variants + fixes (RedDevilus)
- GS/HW: Add sanity/hazard checks for DATE and Texture barriers. (lightningterror)
- GSClut: Get rid of m_read.dirty assert in GetAlphaMinMax32. (lightningterror)
- docs: update in order to redirect from the GH wiki to our website (GovanifY)
- GameDB: Add listings for PSX Update Disc. (Imre Eilertsen)
- GS/HW: Improve texture shuffle/copy detection (refractionpcsx2)
- GS/TC: On clear delete overlapping depth targets (refractionpcsx2)
- GameDB: Various Fixes Part 4 (one with cheese) (JordanTheToaster)
- OSD: Add VSync to the OSD (JordanTheToaster)
- github-workflows: Fix a broken link. (Mrlinkwii)
- GameDB: Add memcard filters for some NTSC-J titles. (#12708) (JohnSmith774)
- OSD: Fix performance overlay overwriting dump stats when shifted left (TheTechnician27)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- FSUI: Fix save state duplicate entry (KamFretoZ)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GS/HW: Invalidate cleared area if overlapping existing dirty (refractionpcsx2)
- [ci skip] PAD: Update to latest controller database. (PCSX2 Bot)
- GS/HW: Restore old coverage after updating mip layers. (lightningterror)
- GS/TC: Replace half right with Tex in RT, only update needed dirty (refractionpcsx2)
- GameDB: Add Tex in RT to required games (refractionpcsx2)
- GameDB: Add Tex in RT for Bard's Tale (refractionpcsx2)
- GS/DX12: Fix HDR copy scissor area (refractionpcsx2)
- CI: Fix a regression for flathub uploads (Ty)
- MemoryCardFile: Fix memory card sorting on Linux (JordanTheToaster)
- iR5900: Faster FTOI (TellowKrinkle)
- Interpreter: Fix FTOI on negative numbers (TellowKrinkle)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GS/TC: Fine tune Frame buffer conversion. (lightningterror)
- GS/GL: Add another hazard check, colclip hw. (lightningterror)
- GS/HW: Add/adjust logs for failed texture creation. (lightningterror)
- GameList: Fix region flag icons for non-English languages (chaoticgd)
- GameList: Prevent "Invalid" entry type appearing in filter list (chaoticgd)
- GameList: Clip flag and compatibility pixmaps to the available space (chaoticgd)
- GS/HW: Read back 16bit target if read as 8H (refractionpcsx2)
- GameDB: Add Tex in RT to Sand Grain Studios games (refractionpcsx2)
- GS: Add column sizing to psm format information (refractionpcsx2)
- GS/HW: Invalidate single columns on small writes when formats mismatch (refractionpcsx2)
- UI: Standardize order of option groups (TheTechnician27)
- GS/HW: Adjust SpriteNoGaps check for vertical strips (refractionpcsx2)
- Debugger: Improve DockTabBar ownership workaround (chaoticgd)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GameDB: Fix half right issue with Xtreme Bowling (JordanTheToaster)
- UI: Fix Discord Rich Presence not activating in FSUI (TheTechnician27)
- GS: Store entire GS transfer state at TRXDIR write (refractionpcsx2)
- GS: Bump GS Dump version and add transfer parameters to dump (refractionpcsx2)
- Core: Bump savestate version. (lightningterror)
- GS/TC: Fix inside target alignment check for ExactTarget lookup (refractionpcsx2)
- GS/TC: Improve copying of dst matched data (refractionpcsx2)
- GS/TC: Allow matching on source if TEX == RT (refractionpcsx2)
- GS/TC: Simplify and improve P8 texture conversion inside target (refractionpcsx2)
- GS/TC: Further matching parameters on preload and tex in rt (refractionpcsx2)
- GS/HW: Fix up alpha blending checks (refractionpcsx2)
- GS/TC: Correct valid area checks for target combining (refractionpcsx2)
- GS/TC: Adopt valid rgb/alpha from preload merged targets (refractionpcsx2)
- GS/HW: Adjust depth size on clear if overlapping by 1 pixel (refractionpcsx2)
- GS/HW: Replace frame target if dirty data matches old format. (refractionpcsx2)
- GS/TC: Don't allow Tex in RT 8bit textures from C24 (refractionpcsx2)
- GS/HW: Create new targets on shuffles when no target found (refractionpcsx2)
- GS/HW: Don't make new scaled targets on shuffles if source is downscaled (refractionpcsx2)
- GS/TC: On RT->Z dst_match delete on format change if not a shuffle (refractionpcsx2)
- Qt: Improve handling of DPI (TheLastRar)
- Qt: Fix DPI icon scaling in various settings windows (TheLastRar)
- QtUtils: Remove redundant method (TheLastRar)
- Qt: Use `DevicePixelRatioChange` to detect DPR changes (TheLastRar)
- [ci skip] PAD: Update to latest controller database. (PCSX2 Bot)
- GS: Better handle hazards when dx12/vk device creation fails. (lightningterror)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GameDB: Remove SoftwareRendererFMVHack from Armored Core 2 (Berylskid)
- GameDB: Re-add CRC to Death by Degrees (JordanTheToaster)
- GS/HW: Clear matched target on HW Move (refractionpcsx2)
- GS/CRC: Remove CRC for Simple 2000 Series Vol. 114, update GameDB Fixes (refractionpcsx2)
- CI: Fix flatpak (RedDevilus)
- Qt: Fix selected gamelist icons being wrong colour after theme switch (TheLastRar)
- Qt: Add workaround for incorrectly tinted icons after theme switch (TheLastRar)
- GS: Formatting (TellowKrinkle)
- GS: Create texture dump directory if it doesn't exist (TellowKrinkle)
- GS: Warn on texture replacement folder with wrong case (TellowKrinkle)
- Debugger: Add include required for older versions of KDDockWidgets (chaoticgd)
- Deps: Specify minimum version of KDDockWidgets (chaoticgd)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GSRunner: Use separate CPU thread (TellowKrinkle)
- GSRunner: macOS support (TellowKrinkle)
- MacOS: Better handle directories of non-bundle applications (TellowKrinkle)
- Input: Fix crash when shutting down without initializing input (TellowKrinkle)
- GSRunner: Fix surfaceless run on macOS (TellowKrinkle)
- GSRunner: Add type to shutdown message code (Ty)
- GS/HW: Add 16bit to 8bit conversion shader (refractionpcsx2)
- GameDB: Update Harry Potter fixes. (refractionpcsx2)
- GS/HW: Clean up target download formats (refractionpcsx2)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GameDB: Simple 2000 Vol 92 Fixes (JordanTheToaster)
- GameDB: Add native scaling to Scooby-Doo! Unmasked (icup321)
- AudioStream: Fix typo with default output latency (JordanTheToaster)
- Tools: Small fix to gsrunner args. (TJnotJT)
- GS/HW: Don't look up block offset targets on Exact target lookup (refractionpcsx2)
- GS/HW: Fix bug in target preloading causing misaligned base addresses (refractionpcsx2)
- GS: Add IsPageAlignedMasked to return an alignment mask (refractionpcsx2)
- GS/HW: Allow conversion of colour to Z formats during HW move (refractionpcsx2)
- GS/HW: Remove CRC hacks for Kunoichi and Sakura Wars (refractionpcsx2)
- GS/HW: Correct block offset target usage (refractionpcsx2)
- GS/TC: Improve rect block offset calculation for translation and invalidation (refractionpcsx2)
- GS/HW: Improve shuffle detection robustness (refractionpcsx2)
- GS/HW: Remove channel shuffle override from Namco CRC hack (refractionpcsx2)
- Debugger: Update search results when we are _not_ going to remove them (Ty Lamontagne)
- IopBios: truncate printf output if bigger than our buffer (GovanifY)
- IopBios: allow %u string formatting in IOP kprintf (GovanifY)
- [ci skip] PAD: Update to latest controller database. (PCSX2 Bot)
- GS/HW: Allow RT in RT offset on Z buffer if FRAME is disabled (refractionpcsx2)
- GS/TC: Remove old inside check from source lookup (refractionpcsx2)
- GS/TC: Fix region for tex in rt depth (refractionpcsx2)
- IopBios: do not overflow snprintf tmp buffer (GovanifY)
- IopBios: remove clang deprecated carveout (GovanifY)
- Qt: Fix Winconsistent-missing-override warning. (lightningterror)
- GS/HW: Fix possible null reference causing a crash (refractionpcsx2)
- GS/HW: Fix bug and improve inside target tracking on HW moves (refractionpcsx2)
- Host: Move Batch/NoGUI mode check to Host (KamFretoZ)
- BPM: Fix CTD when exiting BPM in No GUI mode (KamFretoZ)
- GS/HW: Adjust which function gets used for clearing depth on perfect match (refractionpcsx2)
- GSRunner: Fix broken compilation (JordanTheToaster)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- CI: Fix flathub versioning on tagless commits (Ty)
- [ci skip] Testing flathub versioning, please ignore (Ty)
- [ci skip] PAD: Update to latest controller database. (PCSX2 Bot)
- Debugger: Fix crash when breakpoint is hit before createMenuBar call (chaoticgd)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- CI: Restore repository check in Flathub publish action (TheLastRar)
- GS: Send all frames to capture, including skipped ones (TellowKrinkle)
- GS/HW: Don't resize target if only writing to alpha when RGB is valid (refractionpcsx2)
- GS/TC: Slight fix for rect translation with block offset (refractionpcsx2)
- GS/TC: Don't enable Frame buffer conversion on PSMT8. (lightningterror)
- GS/DX: Don't output color for datm/stencil date shaders. (lightningterror)
- GS/HW: Improve Native Scaling detection + Include direct mem reads (refractionpcsx2)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- Docs: Add missing third party license for KDBindings (chaoticgd)
- GS/TC: Fix region area on new source interpreted for shuffle (refractionpcsx2)
- GS/HW: Resize validity to draw size when most of target is covered (refractionpcsx2)
- GitHub: Update bug report OS list (JordanTheToaster)
- [ci skip] Github: Update app bug report OS list (JordanTheToaster)
- GS: Min alpha for AA1 is 0, not 128 (TellowKrinkle)
- GameDB: Various Fixes Part 5 (JordanTheToaster)
- ImGuiOverlays: Minor OSD text changes (JordanTheToaster)
- GS/HW: Purge Hitman Blood Money CRC (JordanTheToaster)
- FSUI: Replace various icons with SVG files (TheLastRar)
- Debugger: Don't check frame count in isAlive (Ziemas)
- Fix invalid comparator in FullscreenUI game list sort (Kuan-Wei Chiu)
- GameDB: Add memcardFilters to Armored Core: Last Raven NTSC-U SLUS-21338. (#12891) (twingofan)
- GameDB: Xenosaga Episode III fixes (JordanTheToaster)
- GS/TC: Fix CanTranslate rect BWs, disallow block inside target lookup (refractionpcsx2)
- GS/HW: Fix dirty check on SWPrimRenderer check (refractionpcsx2)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GS: Treat Q == 0 in STQ as FLT_MIN (refractionpcsx2)
- FSUI: Don't attempt to translate input profile names in game properties (TheLastRar)
- GS/DX11: Make sure no SRVs are bound using the same texture before binding it to a RTV. (lightningterror)
- GS/HW: Check if primid texture exists instead if it's a primid draw. (lightningterror)
- GS: Silence 3rdparty vk_mem_alloc warnings. (lightningterror)
- FullscreenUI: Fix -Wunused-variable warnings. (lightningterror)
- IopBios: Fix -Wcompare warnings. (lightningterror)
- FSUI: Centre disc/exe icon in game list selected preview (TheLastRar)
- GS/DX11: Also check DrawMultiStretchRects copy for srv conflicts with rtv. (lightningterror)
- FSUI: Improve layout scaling in games list selected preview (TheLastRar)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- [ci skip] PAD: Update to latest controller database. (PCSX2 Bot)
- GameDB: remove reference to old GSC (Mrlinkwii)
- CI/Linux: Link ffmpeg for the appimage (JordanTheToaster)
- GameDB: Stuart Little 3 loading screen fix (JordanTheToaster)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GS/GL: Add missing texture barrier count. (lightningterror)
- GS/DX11: Cache shader resource and sampler. (lightningterror)
- GS/DX11: Allow to pick whenever to update sr or ss, and some reordering. (lightningterror)
- GameDB: The Golden Compass fixes (JordanTheToaster)
- GS/HW: When expanding a target for display, expand valid area (refractionpcsx2)
- GS/HW: Improve double half clear detection heuristics (refractionpcsx2)
- GS/HW: Fix up offset Z behaviours and copy ranges (refractionpcsx2)
- GS/TC: Improve heuristics for sequenced draws inside targets (refractionpcsx2)
- GS/HW: Add ability to detect 16bit clears with 32bit draw (refractionpcsx2)
- GameDB: Add fixes for MLB 11 and Toro to Kyuujitsu (refractionpcsx2)
- GS/HW: Avoid single pixel overlap on lookups + improve buffer splitting (refractionpcsx2)
- GameDB: The Mummy fixes (JordanTheToaster)
- New translations pcsx2-qt_en.ts (Romanian) (Ty)
- New translations pcsx2-qt_en.ts (French) (Ty)
- New translations pcsx2-qt_en.ts (Spanish) (Ty)
- New translations pcsx2-qt_en.ts (Afrikaans) (Ty)
- New translations pcsx2-qt_en.ts (Arabic) (Ty)
- New translations pcsx2-qt_en.ts (Bulgarian) (Ty)
- New translations pcsx2-qt_en.ts (Catalan) (Ty)
- New translations pcsx2-qt_en.ts (Czech) (Ty)
- New translations pcsx2-qt_en.ts (Danish) (Ty)
- New translations pcsx2-qt_en.ts (German) (Ty)
- New translations pcsx2-qt_en.ts (Greek) (Ty)
- New translations pcsx2-qt_en.ts (Finnish) (Ty)
- New translations pcsx2-qt_en.ts (Hebrew) (Ty)
- New translations pcsx2-qt_en.ts (Hungarian) (Ty)
- New translations pcsx2-qt_en.ts (Italian) (Ty)
- New translations pcsx2-qt_en.ts (Japanese) (Ty)
- New translations pcsx2-qt_en.ts (Georgian) (Ty)
- New translations pcsx2-qt_en.ts (Korean) (Ty)
- New translations pcsx2-qt_en.ts (Lithuanian) (Ty)
- New translations pcsx2-qt_en.ts (Dutch) (Ty)
- New translations pcsx2-qt_en.ts (Norwegian) (Ty)
- New translations pcsx2-qt_en.ts (Polish) (Ty)
- New translations pcsx2-qt_en.ts (Portuguese) (Ty)
- New translations pcsx2-qt_en.ts (Russian) (Ty)
- New translations pcsx2-qt_en.ts (Serbian (Cyrillic)) (Ty)
- New translations pcsx2-qt_en.ts (Swedish) (Ty)
- New translations pcsx2-qt_en.ts (Turkish) (Ty)
- New translations pcsx2-qt_en.ts (Ukrainian) (Ty)
- New translations pcsx2-qt_en.ts (Chinese Simplified) (Ty)
- New translations pcsx2-qt_en.ts (Chinese Traditional) (Ty)
- New translations pcsx2-qt_en.ts (Vietnamese) (Ty)
- New translations pcsx2-qt_en.ts (Portuguese, Brazilian) (Ty)
- New translations pcsx2-qt_en.ts (Indonesian) (Ty)
- New translations pcsx2-qt_en.ts (Persian) (Ty)
- New translations pcsx2-qt_en.ts (Croatian) (Ty)
- New translations pcsx2-qt_en.ts (Latvian) (Ty)
- New translations pcsx2-qt_en.ts (Hindi) (Ty)
- New translations pcsx2-qt_en.ts (Quechua) (Ty)
- New translations pcsx2-qt_en.ts (Guarani) (Ty)
- New translations pcsx2-qt_en.ts (Spanish, Latin America) (Ty)
- [ci skip] Qt: Update Base Translation. (PCSX2 Bot)
- GS/DX11: Backports the avoid framebuffer optimization from GL. (lightningterror)
- GS/GL/DX11: Resolve potential rtv/srv conflict for primid date. (lightningterror)
- GS/DX11: Adjust blend/depth stencil state. (lightningterror)
- GS/GL: Don't re enable blend after SetupDATE. (lightningterror)
- GS/HW: Fix -Wunused-variable warnings. (lightningterror)
- GameDB: Shadow Hearts fixes (JordanTheToaster)
- GameDB: Various fixes (JordanTheToaster)

 

Un tutorial est disponible ici et un pack de shaders là (probablement incompatible avec les versions 2.0 et supérieur). Pack de textures ici et là, et Patchs disponibles ici (écran large, No Interlace, etc).
 
Et si vous voulez davantage d’effets graphiques, un site expliquant comment customiser l’émulateur avec Reshade et autre shaders, est disponible ici.
 
NB: Notez que la version 64 bits est à présent la seule version stable possible. Il est également recommandé de tout reconfigurer car les changements sont trop nombreux entre la précédente version et celle-ci.
 
Site de développement du projet.

Télécharger PCSX2 (32 bits | XP/Vista) v1.4.0 / v1.6.0 (14.8 Mo)

Télécharger PCSX2 (32 bits | 7/8/8.1) v1.6.0 (6.2 Mo)

Télécharger PCSX2 (64 bits) v2.4.0 (20.6 Mo)

Site Officiel

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Igir est un gestionnaire de collections de ROM qui permet de trier, de filtrer, d’extraire ou d’archiver, de patcher et d’établir des rapports sur des collections de toute taille sous n’importe quel système d’exploitation.
 

 

Télécharger Igir v4.0.2 (48.6 Mo)

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ChonkyStation3 est un émulateur en cours de développement pour le système PlayStation 3. Il peut actuellement lancer quelques jeux commerciaux simples. C’est un projet de loisir que l’auteur développe pour le plaisir et pour apprendre.
 

 
– RSX: Fix memory leak
– RSX: Swizzled textures
– RSX: R5G6B5 texture format, Frontend: Move input handling to the main thread on MacOS Qt builds
– RSX: Texture swizzle fixes
– RSX: Attach a depth texture to the framebuffer
– Fix Linux and MacOS builds

 

Télécharger ChonkyStation3 (2025/06/29) (1.6 Mo)

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BlastEm a pour objectif d’être un émulateur Genesis/Mega-CD (et Coleco) extrêmement précis tout en fonctionnant sur du matériel relativement modeste en utilisant des techniques de pointe.

 


 
Les changements sont les suivants:
 
Trop nombreux depuis 2019, on attendra le build stable pour lister le principal
 

Télécharger BlastEM v0.6.3 Preview (3.4 Mo)

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Site Officiel des binaires

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Il s’agit d’un émulateur de Sega Saturn très prometteur.

 


 

Quelques caractéristiques:
– Charger des jeux à partir de fichiers MAME CHD, BIN+CUE, IMG+CCD, MDF+MDS ou ISO
– Détection automatique de la ROM IPL (BIOS)
– Changement automatique de région
– Jusqu’à deux joueurs avec des manettes standard sur les deux ports (d’autres à venir)
– Raccourcis clavier entièrement personnalisables
– Prise en charge des cartouches RAM et DRAM (d’autres à venir)
– Gestionnaire de mémoire intégré pour importer et exporter des sauvegardes, et transférer entre la RAM interne et celle de la cartouche
– Sauvegarde des états
– Rewind (jusqu’à une minute à 60 fps), mode turbo, avancement image par image (avant et arrière)
– Mode plein écran avec prise en charge VRR et faible input lag
– Un débogueur en développement avec de nombreuses fonctionnalités avancées
 

 

Voici les nouveautés:
 
New features and improvements
– App: Added command-line option -P to force emulator to start paused.
– App: Added new Tweaks tab to Settings window consolidating all accuracy, compatibility and enhancement settings.
– App: Added option to create internal backup RAM files per game. (#99)
– App: Added option to override UI scale. (#251)
– App: Added option to toggle fullscreen by double-clicking the display. (#197)
– App: Added recent games list to File menu. (#196)
– App: Automatically center Settings window when opening it. (#251)
– App: Close windows when pressing B or Circle on gamepads while nothing is focused. (#251)
– App: Enable gamepad navigation on GUI elements. (#251)
– App: Store relative paths in Ymir.toml. (#207)
– App: Use window-based DPI to adjust UI scale, allowing the UI to adapt to displays with different DPI settings. (#221; @Wunkolo)
– Backup RAM: Support interleaved backup image formats such as the ones produced by Yaba Sanshiro or the MiSTer core. (#87)
– Backup RAM: Support standard BUP backup files. (#87)
– SCSP: Added option to increase emulation granularity for improved timing accuracy (thanks to @celeriyacon).
– SCSP: Double-buffer DSP MIXS memory (thanks to @celeriyacon).
– SCSP: Implemented MIDI In and Out. (#258; @GlaireDaggers)
– SCSP: Interleave DSP execution and slot processing (thanks to @celeriyacon).
– VDP1: Added option to replace meshes with 50% transparency.
– VDP1: Clip sprites to visible area to speed up rendering, especially of very large sprites.
– VDP: Added option to deinterlace video. (#66)
– VDP: Added option to move VDP1 rendering to the emulator thread to improve compatibility with some games (e.g. Grandia). (#233)
 
Fixes
– App: Fix rare crash when loading a backup memory image in the Backup Memory Manager.
– App: Fix window scaling on macOS Retina displays when using HiDPI mode. (#221, #266; @Wunkolo)
– App: Prevent loading internal backup memory image as backup RAM cartridge image.
– CD Block: Start new playbacks from starting FAD when previous playback has ended. Fixes WipEout freeze after SEGA logo.
– Media: Fix pregap handling in single BIN images.
– SCSP: Apply DAC18B to output (thanks to @celeriyacon). Fixes quiet audio in many games. (#237)
– SCSP: Fix loss of accuracy on MIXS send level calculation (thanks to @celeriyacon).
– SCSP: Fix send level, panning and master volume calculations.
– SCSP: Fix slot output processing order (thanks to @celeriyacon).
– SCSP: Fix swapped DAC18B and MEM4MB bits (thanks to @celeriyacon).
– SCSP: Run one additional DSP step to fix FRC issues (thanks to @celeriyacon).
– SCU, SH-2, SMPC, SCSP, VDP: Numerous fixes to interrupt handling (thanks to @celeriyacon). Fixes intermittent Rayman inputs and some audio glitches.
– SCU: Various DSP accuracy fixes (thanks to @celeriyacon).
– SH2: More fixes to FRT, WDT and DIVU (thanks to @celeriyacon).
– SMPC: Cancel scheduled command processing event when resetting SMPC. Fixes a long hang after hard resetting in some cases.
– SMPC: Change fixed bits from 111 to 100 in TH/TR control mode responses for the first data byte of the Control Pad and 3D Control Pad peripherals. Fixes Golden Axe booting back to BIOS. (#231)
– SMPC: Eliminate spurious INTBACK interrupts.
– SMPC: Prevent COMREG writes when a command is in progress. Fixes some boot issues leading to the « Disc unsuitable for this system » message. (#219)
– SMPC: Prevent optimized INTBACK report from occurring unless a continue request was sent. Fixes input issues with Yaul-based homebrew.
– SMPC: Prioritize INTBACK continue requests over break requests.
– System: Tighten synchronization between the two SH-2 CPUs and remove artificial timeslice limit. Improves performance and fixes Fighters Megamix and Sonic Jam intermittent boot issues. (#236, #242)
– VDP1: Lower command limit to work around problematic games that don’t set up a terminator in the command table. (#213, #216)
– VDP1: Significantly slow down command execution when running the VDP1 renderer on the emulator thread. Fixes Dragon Ball Z – Shinbutouden freeze after SEGA logo. (#233)
– VDP2: Apply horizontal mosaic effect to rotation background layer. Fixes missing effect on Race Drivin’ Time Warner logo. (#267)
– VDP2: Apply window effect to sprite layer. Fixes graphics going out of bounds in many games. (#173)
– VDP2: Check for invalid access patterns to determine if NBG characters should be delayed. Fixes background offsets in many games. (#169, #190, #226)
– VDP2: Disable NBG1-3 only if both RBG0 and RBG1 are enabled simultaneously.
– VDP2: Honor access cycles and VRAM bank allocations to restrict pattern name and character pattern accesses. Fixes garbage graphics in Panzer Dragoon Saga, Sonic 3D Blast and Street Fighter Alpha/Zero 2. (#203, #213)
– VDP2: Invert back screen color calculation ratio. Fixes black background on Sakura Taisen FMVs. (#241)
– VDP2: Move existing VCounter into VDP2 VCNT register. Fixes Assault Suit Leynos 2 freeze when going in-game and King of Fighters ’95 not booting. (#75)
– VDP2: Synchronize background enable events with the renderer thread. Fixes FMV slicing issues on slow machines on Sakura Taisen.
– ymdasm: Fix SCU DSP unconditional JMP disassembly.

 

Télécharger Ymir v0.1.5 (12.5 Mo)

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SCEPSX est un émulateur PlayStation 1 pour Windows (open source et écrit en C #). Le code est partiellement repris de ProjectPSX.
 

 
La version sans Reshade permet un démarrage plus rapide et économise plus de ressources.
 
Précisions Il y a trop de nouvelles versions pour trop peu de changements. Par conséquent, je réduirai la fréquence des news concernant cet émulateur jusqu’à ce que la situation se stabilise.
 

Télécharger ScePSX v0.1.7.5 Beta (6.4 Mo)

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Il s’agit du meilleur émulateur de PlayStation One, devant ePSXe et pSX.
 

 
Caractéristiques:
– CPU Recompiler/JIT (x86-64, armv7/AArch32, AArch64, RISC-V/RV64).
– Hardware (D3D11, D3D12, OpenGL, Vulkan, Metal) and software rendering.
– Upscaling, texture filtering, and true colour (24-bit) in hardware renderers.
– PGXP for geometry precision, texture correction, and depth buffer emulation.
– Adaptive downsampling filter.
– Post processing shader chains (GLSL and experimental Reshade FX).
– « Fast boot » for skipping BIOS splash/intro.
– Save state support.
– Windows, Linux, macOS support.
– Supports bin/cue images, raw bin/img files, MAME CHD, single-track ECM, MDS/MDF, and unencrypted PBP formats.
– Direct booting of homebrew executables.
– Direct loading of Portable Sound Format (psf) files.
– Digital and analog controllers for input (rumble is forwarded to host).
– Namco GunCon lightgun support (simulated with mouse).
– NeGcon support.
– Qt and « Big Picture » UI.
– Automatic updates with preview and latest channels.
– Automatic content scanning – game titles/hashes are provided by redump.org.
– Optional automatic switching of memory cards for each game.
– Supports loading cheats from existing lists.
– Memory card editor and save importer.
– Emulated CPU overclocking.
– Integrated and remote debugging.
– Multitap controllers (up to 8 devices).
– RetroAchievements.
– Automatic loading/applying of PPF patches.

 
Configuration requise:
– Windows 10/11 (7/8/8.1 here), Linux (AppImage/Flatpak), macOS.
– A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, AArch64/ARMv8, or RISC-V/RV64.
– For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.1/Direct3D 11 Feature Level 10.0 (or Vulkan 1.0) and above. So, basically anything made in the last 10 years or so.
– SDL, XInput or DInput compatible game controller (e.g. XB360/XBOne/XBSeries). DualShock 3 users on Windows will need to install the official DualShock 3 drivers included as part of PlayStation Now.

 

 

Les améliorations sont:
 
Preview Build:
– Fix HEVC encoding with Media Foundation (Stenzek)
– Don’t repeat frame rate calculations (Stenzek)
– Ensure there are no gaps in sample time (Stenzek)
– Fix imgui assertion in leaderboard view (Stenzek)
– Fix crash when loading/saving state (Stenzek)
– Fix fade on system start/stop (Stenzek)

 

Stable Build (or rolling release):
– mmpx enhance (#3443)
– GPU/HW: Split MMPX to MMPX and MMPX Enhanced
– GPU/HW: Work around fxc uninitialized variable false positive
– GPU/HW: Use signed difference in luma_distance()
– FullscreenUI: Fix animation glitch on choice select
– GPU/HW: Avoid texture filter dual-source output when unnecessary
– FullscreenUI: Remove padding from CD icon
– FullscreenUI: Improve title truncation in game grid
– FullscreenUI: Avoid losing game list selection inbetween mouse move and popups
– Data: Add variable weight fonts
– ImGuiManager: Switch to dynamic fonts
– FullscreenUI: Polish dialogs
– FullscreenUI: Fix trophy placement on non-square covers
– Data: Remove unused base fonts
– Data: Fix glyph conflict with vibration icon
– FullscreenUI: Fix crash in JogCon controller settings
– Qt: Disable unmaintained translations
– Host: Remove now-unused ReadCompressedResourceFile()
– Qt: Avoid showing « 0 minutes » of played time (#3447)
– Qt: Avoid truncating Serial column in game list view on macOS
– Qt: Right align size columns in game list view
– Update Indonesian Translation (#3445)
– Atualização Português do Brasil (#3444)
– Qt: Implement reset play time for disc sets
– Always use CTAD with std::unique_lock
– SmallString: Use L instead of L+1
– SmallString: Fix size bug in assign(SmallStringBase&&)
– Qt: Use GameList::FormatTimespan()
– ImGuiOverlays: Draw larger status indicator icons
– Qt: Use same size for serial across platforms
– README: Recommend AppImage over Flatpak
– README: Fix typo
– FullscreenUI: Use horizotal layout for about dialog
– FullscreenUI: Don’t tint background in landing/game list
– FullscreenUI: Keep a one-deep previous window stack
– ImGuiOverlays: Backport condition tidy-up
– Qt: Don’t hold lock while game list context menu active
– update the Simple-Chinese translation to latest. (#3448)
– GameDB: exclude analog support for Final Fantasy Origins (#3449)
– ImGuiOverlays: Fix display with only GPU/latency stats
– CI: Use maximum compression for zip builds
– Qt: Fix incorrect help text
– FullscreenUI: Warning fixes
– ImGuiOverlays: Warning fixes
– Qt: Avoid heap string copy for each context menu action
– ImGuiOverlays: Remove unused code
– GameDB: Fix number of players for Syphon Filter 2 & 3 (#3451)
– GameDatabase: Missing newline in compatibility report
– GameDatabase: Add three missing settings to compatibility report
– GameDatabase: Drop « GPU » prefix from PGXP settings in compatibility report
– Qt: Convert auto updater to window
– Qt: AutoUpdaterDialog -> AutoUpdaterWindow in translations
– Qt: Fix return to desktop mode with -nogui -bigpicture
– Separate mmpx enhance from mmpx (#3453)
– Achievements: Use gethostuuid() as machine key on macOS (#3452)
– Settings: Add missing case statement
– Qt: Raise updater window if already shown
– GPU/HW: Fix GLSL ES compile error
– Qt: Fix achievement login dialog sizing on MacOS
– Deps: Bump FontAwesome to 6.7.2 (#3456)
– DMA: Invalidate code pages on CD-ROM DMA write
– ImGuiManager: Load PF before FA
– Qt: Fix setup wizard achievements page title
– Data: Update SDL game controller database
– Qt: Fix return code confusion in AchievementLoginDialog
– ImGuiManager: Move font awesome to last priority
– FullscreenUI: Remove hardcoded sizes for menu items
– FullscreenUI: More hardcoded size removal
– FullscreenUI: Eliminate last of layout height constants
– FullscreenUI: Polish range dialogs
– FullscreenUI: Snap CenterImage() to integer coordinates
– Achievements: Release lock while waiting for HTTP requests
– FullscreenUI: Polish achievements page
– FullscreenUI: Bump animation time for theme change
– Qt: Fix achievement login tab order
– FullscreenUI: Skip drawing background if transparent
– FullscreenUI: Fix extra padding in resume state popup
– Data: Add missing file
– FullscreenUI: Add cheats/patches icons
– Qt: Swap console/emulation icons
– Qt: Add additional toolbar properties for labels/icons
– System: Log init/boot time
– Qt: Fix toolbar context menu lock inversion
– Qt: Fix default button in AudioStretchSettingsDialog
– Qt: Add button icons to InputBindingDialog
– Qt: Fix default button in InputBindingDialog
– Qt: Fix default button in ControllerLEDSettingsDialog
– Qt: Simplify connecting to QDialogButtonBox signals
– Qt: Use QDialog::Accepted/Rejected in more places
– Common: Don’t include deprecated (and unused) codecvt header
– Qt: Remove last use of SLOT
– Qt: Fix saving toolbar locked state (#3458)
– FullscreenUI: Further icon improvements
– Qt: Disable toolbar related actions if hidden
– Qt: Fix typo in toolbar icon action
– Qt: Refine use of ellipsis in game list context menu (#3459)
– Update the Simple-Chinese translation to latest. (#3460)
– Qt: Eliminate unnecessary includes in settingwidgetbinder.h
– Atualização Português do Brasil (#3462)
– Updated Swedish translation (#3461)
– Qt: Always perform update check on startup
– FullscreenUI: Change a few icons for improved consistency (#3463)
– dep/imgui: Sync to 5ee9c2a
– FullscreenUI: Fix returning to wrong window after back
– VulkanDevice: Only reset descriptor pool if used
– FullscreenUI: Avoid ID clash in controller settings
– Spanish (Spain) 2025-06-27 translation update (#3465)
– Qt: Fix hotkey category heading size on MacOS
– Data: Update SDL game controller database
– Achievements: Fix imgui assertion in leaderboard view
– FullscreenUI: Fix crash when loading/saving state
– FullscreenUI: Fix fade on system start/stop

 

Télécharger DuckStation v0.1 build 92XX (63.9 Mo)

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GamePlay est une interface pour DosBox, DosBox-X et Scumm. Il vous permet de jouer à des jeux MS-DOS facilement et rapidement—sans complications, sans configuration nécessaire. Il suffit de choisir un jeu dans la liste et de jouer. Tout est préconfiguré (meilleur audio, meilleurs graphismes, paramètres supplémentaires, etc.).
 

 
Une version intégrale comprenant des images, manuels, émulateurs et bien plus encore est accessible ici.
 

Télécharger GamePlay v0.30 (2.5 Mo)

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Il s’agit d’un émulateur de N64 écrit en Rust par Logan McNaughton (simple64) et dont certaines portions proviennent de mupen64plus et/ou ares.

 


 
Les objectifs en résumé sont les suivants:
– Performance. L’auteur veux pouvoir utiliser cet émulateur sur son ordinateur portable.
– Facile à utiliser.
– Facile de travailler avec. Les recompilateurs dynamiques sont performants mais ils sont très difficiles à lire et à comprendre. Cet émulateur n’aura des interprèteurs que pour le CPU et RSP. De plus, il est entièrement écrit en Rust (en dehors de Parallel-RDP), un langage de programmation moderne dont le nombre d’utilisateurs ne cesse de croître. L’auteur a essayé d’éviter l’utilisation de macros, qui peuvent réduire la répétitivité du code, mais aussi sa lisibilité.
 

Les changements sont:
 
– Bump to 1.0.18 by @loganmc10 in #418
– Bump bindgen from 0.71.1 to 0.72.0 by @dependabot in #420
– Bump cc from 1.2.25 to 1.2.27 by @dependabot in #425
– Bump zip from 4.0.0 to 4.1.0 by @dependabot in #424
– Bump tungstenite from 0.26.2 to 0.27.0 by @dependabot in #426
– Bump sevenz-rust2 from 0.14.1 to 0.15.1 by @dependabot in #428
– Don’t panic on invalid transferpak access by @loganmc10 in #430
– Use Slint for GUI by @loganmc10 in #432
– Slint fixes by @loganmc10 in #433
– Don’t enable VRU during netplay by @loganmc10 in #445
– use rust 1.88 by @loganmc10 in #447

 

Télécharger Gopher64 v1.0.18 (23.6 Mo)

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Play! est un émulateur de PlayStation 2 et Namco System 2X6 (ainsi que les variantes System 147/148) sous Windows / MacOS / iOS / Android. Il est actuellement écrit en C / C + + et utilise un système de mise en cache / de recompilation d’instruction pour obtenir de meilleures performances tout en émulant le CPU.
 
L’émulateur peut faire fonctionner un ensemble de jeux. L’objectif de l’auteur est d’atteindre un niveau de qualité qui permettra à quiconque de jouer à son jeu favori PlayStation 2 sur son PC.
 

 
– Update Nuanceur submodule.
– Merge pull request #1472 from Zer0xFF/cmake_updates
– Update libchdr submodule.
– Update submodules
– Fix build: Update datatype… libchdr switched to standard datatype
– Update libchdr submodule
– Update CMake Min version

 

Télécharger Play! (x86) GIT v0.69 (2025/06/26) (8.8 Mo)

Télécharger Play! (x64) GIT v0.69 (2025/06/26) (10.3 Mo)

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pfeMame (écrit par Gareth Finch) est un frontend pour MAME, écrit en Python. Il est multiplateforme (testé sur Linux – Ubuntu et Windows). Il comprend également une interface graphique destinée aux MameCab qui permet le contrôle à l’aide de joystick / manette.
 
pfemame_main
 

Télécharger pfeMame (32 bits) v2.34.7 (33.2 Mo)

Télécharger pfeMame (64 bits) v1.008 (12.5 Mo)

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Émulateur de jeux LCD portables en Python avec PyQt6.

 


 

Les jeux portables suivants sont actuellement émulés :
 
 
Casse-briques:
– Brick Game E-23 PLUS MARK II 96 in 1 (Un article décrivant l’ingénierie inverse.)
– Brick Game E-88 8 in 1
– Brick Game E-33 2 in 1
– Block Game & Echo Key GA888 (Tetris Jr. clone)
– Radio Shack Stack Challenge
– Keychain 55 in 1
– Keychain GA-878
– Micon KC-32
 
Animaux de compagnies virtuels:
– Tamagotchi P1 (distribué sans ROM)
– Tamagotchi P2 (distribué sans ROM)
– Tamagotchi Mothra (distribué sans ROM)
– Tamagotchi Angel (distribué sans ROM)
– Tamagotchi Umino (distribué sans ROM)
– Tamagotchi Morino (distribué sans ROM)
– Tamagotchi Genjintch (distribué sans ROM)
– Digimon Ver. 1 (distribué sans ROM)
– Digimon Ver. 2 (distribué sans ROM)
– Digimon Ver. 3 (distribué sans ROM)
– Nikko virtual pet
– Pocket Pikachu (distribué sans ROM)
– Mickey Deluxe Virtual Game virtual pet
– Apollo 2 in 1 virtual pet
 
Autres jeux LCD:
– Epoch Chibi Pachi Alien Fever
– Formel 1 (Hartung Spiele Berlin/Epoch)
– The Legend of Zelda Game Watch (distribué sans ROM)
– Super Mario Bros. Game Watch (distribué sans ROM)
– Space Intruder TK-150I
– Mame Game Tamagotch (distribué sans ROM)
– Mame Galaxian (distribué sans ROM)
– Keychain Pin Ball
– Hiro Pocket Boy No.2
– Gundam Space Combat 3 in 1
– Epoch Monster Panic
– Bandai Pengo
 


 

Télécharger BrickEmuPy (2025/06/26) (10.8 Mo)

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