Créé par Near (ex byuu) et continué par Luke Usher (PolyBlast / CxBx-Reloaded) et d’autres, Ares est un émulateur multi-systèmes dont le développement a commencé le 14 octobre 2004. C’est un descendant de higan et bsnes. Il se concentre sur la précision et la préservation.
 

 

 
Ares émule les 34 machines suivantes:
 
– Atari 2600
– Famicom + Famicom Disk System
– Super Famicom / SuFami Turbo / Satellaview / Super Game Boy
– Nintendo 64/64DD + SETA Aleck64 (arcade)
– Game Boy + Game Boy Color
– Game Boy Advance + Game Boy Player
– SG-1000 (+ Arcade version) + SC-3000
– Master System + Game Gear
– Mega Drive + Mega 32X + Mega CD
– Nichibutsu – My Vision
– Playstation
– PC Engine + PC Engine CD + SuperGrafx
– MSX + MSX2
– ColecoVision
– Neo Geo Pocket + Neo Geo Pocket Color
– Neo Geo AES / MVS
– Sinclair Zx Spectrum
– WonderSwan + WonderSwan Color + SwanCrystal + Pocket Challenge V2
 
A noter qu’un pack de shaders est disponible ici.
Des packs MSU-1 sont disponibles ici.
 
Voici les informations depuis la dernière version d’ares:
 
This release’s highlights include steady improvements to the Game Boy Advance, WonderSwan, and Nintendo 64 cores, as well as a selection of application bug fixes, behaviour improvements and updates to third-party libraries.

 

ARM7TDMI (Game Boy Advance CPU, ST018 Super Famicom coprocessor)
– Fixed disassembler mnemonic for CMP
– Fixed R15 read offsets on many instructions = Fixed miscalculated carry flags in Thumb mode
– Disallowed writing 0 to the uppermost bit of PSR mode
– Added an idle cycle to instructions that perform shifts by register values
 
NEC V30MZ (WonderSwan CPU)
– Improved interrupt timing accuracy
– Improved timing of I/O port accesses
 
Bandai – WonderSwan
– Added color emulation support to the original “mono” WonderSwan.
– Note that WS games on WS are displayed using linear gamma, as opposed to WS games on WSC.
– Fixed bugs involving cartridge-side RTC protocol emulation
– Improved APU emulation accuracy
– Improved interrupt timing accuracy
– Added support for emulating cartridges using an 8-bit ROM bus width
– Fixed color zero not being writable on translucent PPU palettes
– Fixed UART IRQs not being cleared by disabling the UART
 
Nintendo – Game Boy / Game Boy Color
– Tick timer on the falling edge of DIV bits
– Implemented PCM12 and PCM34 registers for APU
 
Nintendo – Game Boy Advance
– Latch lower address lines when accessing ROM during burst transfer
– Improved background VRAM access timings
– Updated cartridge database
– Fixed handling of mid-scanline writes to linear background scroll registers
– Fixed some bugs that occurred when pixel accuracy was disabled
 
Nintendo – Famicom Disk System
– Added delay to disk state when swapping disks, resolving issues with multiple games where a disk swap was happening too quickly
 
Nintendo 64 / Aleck 64
– Fixed an issue that could cause an application hang under certain titles that deactivate the VI
– Add support for the unreleased port “O.D.T. – Escape… Or Die Trying” to the internal DB
– Fixed ID in internal DB for Rampage 2, so controller pak and rumble pak should now work correctly
– Added compile-time accuracy flag to bypass IPL2 checksum validation for development purposes
– Improved error messaging if the Aleck 64 Pif ROM is missing when trying to load an Aleck 64 game.
– Added support for configurable Controller Pak storage sizes
– Applied a fix to allow booting ROMs with non-standard PI DOM1 parameters in headers
– Disabled super-sampled RDP readbacks: fixes some accuracy issues/passes more test cases in the official RDP test suite.
 
Nintendo – SNES / Super Famicom
– Fixed loading of some games that require additional firmware for chips included in the cartridge
 
Sega – Master System
– Updated PAL only entries in the local DB so that they play at the correct 50Hz
 
Sega – Mega Drive / Genesis / CD / 32X
– Fixed incorrect hash for Wonder Boy in Monster World (USA, Europe) that allows for correct EEPROM detection, making the game playable
– Fixed YM2612 LFO ‘AM’ bit emulation (Fixing broken audio in Kid Chameleon and others)
– 32X: In H32 mode, the display is offset by approximately 3.25 pixels to the right
– 32X: Fix registers and machine state on reset
– CD: Fixed an issue where resetting the system while a game was running would result in the BIOS locking up on reboot.
– 32X: Improve synchronisation between MD/32X: fixes H/V tests in testpico when running in 32X mode.
– Improved VDP IRQ delay emulation
– Improve YM2612 timer emulation
 
Sony – PlayStation
– Fixed an assertion in Lunar disc 1 when walking into Alex’s house or the barn to the right of it, preventing a crash.
 
UI / Program
– Fixed a runtime crash on arm64 Linux with builds compiled with GCC
– Improved compatibility inside sandboxed environments
– Fixed passing relative paths for ROMs when launching ares on the command line
– Fixed an issue with the displayed release version name on Windows
– Fixed an issue causing malformed save directory names when a custom save path was specified
– Fixed an issue causing the “missing firmware” error to appear twice
– Fixed an issue that could cause runaway memory use on startup under the SDL input driver
– Fixed an issue affecting compatibility with macOS versions before 12.0
 
Dependencies
– Updated SDL to version 3.2.10 (SDL3)
– Updated librashader to version 0.6.3
– Updated slang-shaders to ref 25311dc

 

Télécharger Ares (32 bits) v114 (3.3 Mo)

Télécharger Ares (64 bits) v144 (57.0 Mo)

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Supermodel Dojo est une version dérivée de Supermodel, un émulateur de Sega Model 3, avec un accent particulier sur les fonctionnalités netplay, le replay et les options d’entraînement pour le jeu compétitif. A noter qu’il y a l’intention de l’auteur de maintenir Supermodel Dojo à jour avec les dernières modifications apportées au projet parent.
 

En plus des fonctionnalités décrites ci-dessus, Supermodel Dojo contient également un frontend pour l’émulateur afin de rendre le lancement de vos jeux préférés et l’ajustement des paramètres plus facile que jamais.

 


 

Actuellement, Supermodel Dojo ne prend en charge que les jeux avec des commandes de jeu de combat, y compris :
 

– Virtua Fighter 3
– Virtua Fighter 3 Team Battle
– Fighting Vipers 2
– Virtua Striker 2

 

Les fonctionnalités de relecture et de jeu en réseau sont prévues pour tous les jeux avec multijoueur local sur la même borne physique. Les jeux qui reposent sur des commandes numériques sont les premiers concernés.
 

Les changements sont les suivants:

– Proper Virtua Striker 2 Inputs addition, Training Mode Input Swap
– Fix support for ROM directory assignment with spaces
– Parity with upstream Supermodel updates

 

Télécharger SuperModel Dojo Prev 6 (7.2 Mo)

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Un service centralisé de gestion de bibliothèque/collection de jeux, axé sur l’émulation. Configurez une fois, jouez n’importe où.
 

 

Télécharger Retrom v0.7.21 (10.7 Mo)

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Un émulateur de Sinclair ZX Spectrum multi-plateformes.

 

 

Télécharger Spectral v1.11 (2.9 Mo)

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Il s’agit d’une version améliorée de M88, émulateur de Nec PC8801.
 

 

Télécharger M88x v2.21a (2025/04/24) (155 Ko)

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Il s’agit d’un émulateur de Sega Megadrive et Mega-CD.
 

 
Version en ligne disponible ici.
 
Les changements:
– Fixed out-of-bounds array access when a game sets its window plane horizontal boundary past the edge of the screen.
– Optimised the VDP renderer some more by drawing Plane B all at once, instead of being split across the window plane boundary.
– Made various optimisations.
..68000 bus callbacks.
..YM2612 phase step calculations.
..VDP line blitter.
..Offloaded screen scaling to SDL3.
..Offloaded audio resampling to SDL3.
– Added AArch64 Linux build.
– Added option disable rewinding.
– Improved SRAM support.
..Raised SRAM size limit from 16KiB to 64KiB.
..Fixed off-by-one error that prevented a size of exactly 16KiB from working.
..Fixed SRAM not being automatically mapped for software with a small ROM.
– Added support for the YM2612’s ‘DAC test’ mode.
– Improved accuracy of YM2612’s low-volume distortion emulation.
– Enabled SDL3’s adaptive V-sync.
– Added PCM low-pass filter.
– Fixed per-tile H-scroll not working correctly in interlace mode 2.

 

Télécharger Clownmdemu v1.3.0.1 (6.3 Mo)

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Xemu est une application multiplateforme et open source qui émule le matériel de la console de jeu Xbox d’origine, permettant aux utilisateurs de jouer à leurs jeux Xbox sur les systèmes Windows, macOS et Linux.
 

 
Ce projet est une branche active du projet XQEMU, qui est lui même basé sur le projet QEMU qui est populaire et très activement maintenu.
 

 

 

 
A noter que la version 32 bits n’est pas officielle (réalisée par Lo v2).
 
Quelques informations d’ordres générales concernant les modifications:
 
– meson: Bump SPIRV-Reflect to vulkan-sdk-1.4.309.0
– Misc fixes

 

Télécharger Xemu (32 bits) (2020/06/12) (6.2 Mo)

Télécharger Xemu (64 bits) v0.8.71 (8.3 Mo)

Télécharger Xemu (Debug) v0.8.71 (9.2 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 renderer supporting D3D11, D3D12, OpenGL, Vulkan and Metal APIs.
– Upscaling, texture filtering, and true colour (24-bit) in hardware renderers.
– PGXP for geometry precision, texture correction, and depth buffer emulation.
– Accurate blending via Rasterizer Order Views/Fragment Shader Interlock.
– Texture replacement system in hardware renderers.
– Vectorized and multi-threaded software renderer.
– Motion adaptive deinterlacing.
– Adaptive downsampling filter.
– Screen rotation for vertical or « TATE » shmup games.
– Post processing shader chains (GLSL and Reshade FX).
– Border overlays/bezels displayed around game content.
– « Fast boot » for skipping BIOS splash/intro.
– Save state support, with runahead and rewind.
– Windows, Linux, macOS support.
– Supports reading directly from CD, bin/cue images, raw bin/img files, MAME CHD, single-track – ECM, MDS/MDF, and unencrypted PBP formats.
– Preloading of disc images to RAM to avoid disk sleeping hitches.
– Merging of multi-disc games in game list/grid with memory cards shared between discs.
– Automatic loading/applying of PPF patches.
– Direct booting of homebrew executables.
– Direct loading of Portable Sound Format (psf) files.
– Time stretched audio when running outside of 100% speed.
– Digital and analog controllers for input (rumble is forwarded to host).
– GunCon and Justifier lightgun support (simulated with mouse).
– NeGcon support.
– Controller presets and per-game configuration.
– 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.
– Discord Rich Presence.
– Video capture with Media Foundation (Windows) and FFmpeg (All Platforms) backends.
– Free camera function.
– Parallel port cartridge emulation.

 
Configuration requise:
– Windows 10/11 (7/8/8.1 here [build]), 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:
– Remove ‘f’ from string float values (Stenzek)

 

Stable Build (or rolling release):
– CI: Bump flatpak-github-actions version
– ImGuiManager: Move drawing out of GPUDevice
– ImGuiManager: Fix incorrect backend flag on aux window
– CMake: Use upstream-compatible Findzstd
– GPUThread: Align commands to 16 bytes
– System: Pull screenshot format from path extension
– SmallString: Fix possible non-null-termination in set_size()
– Cheats: Make FormatCodeForFile() public
– GPU/HW: Fix black dots with some texture filters
– CI: Use flatpak/flatpak-github-actions
– FullscreenUI: Use path from game list entry on resume
– GameDB: Set tolerance for Spider-Man games
– GPUThread: Fix command size blow-up
– Atualização Português do Brasil (#3408)
– D3D12Device: Fix incorrect state when texture uploaded 2x w/o use
– Achievements: Defer login/game identify until after RAIntegration load
– CPU/Recompiler: Call RaiseBreakException() on BP
– Justifier: Handle byte 4 IRQ enable flag
– Justifier: Fix byteswapped RGB colours
– GameDB: Recompiler ICache for Crypt Killer
– Qt: Warn on cheat enable if gamesettings disabled
– VulkanDevice: Remove hardcoded 1.0 API version
– Log: Allow read-only access to the log file (#3409)
– Controller: Remove ‘f’ from string float values

 

Télécharger DuckStation v0.1 build 90XX (40.3 Mo)

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Emu80 est un émulateur de plateformes « Radio-86RK », « Partner », « Apogee », « Mikrosha », « specialist », « Orion », « Micro-80 », « UT-88 » pour Windows.
 

 
Merci à Breaker pour la news.
 
[+] Added basic support for ZX Spectrum 48K and 128K
[+] New mechanism for linking objects in configuration files (connect)
[+] Added support for custom glsl shaders
[+] Developed bwcrt shader to simulate black and white TV, also added several ready-made shaders ported from other sources to the emulator kit
[+] New « Gray background » window option. Window background is now off by default
[+] New « Remove Color » option to force grayscale color output (except for custom shaders)
[+] Specialist: configuration with SD controller by vinxru scheme
[+] Specialist: new configuration for Spetsislist with SD adapter by HWM PVV and SDOS scheme.
[+] Possibility to limit the list of offered platforms in settings
[+] Added option to switch UI to platform-independent Fusion style (may be necessary to use dark design theme)
[*] Half-frame blending mode now works with sRGB gamma, old behavior is separated into a separate option. Colors in gigascreen modes should now display more correctly
[*] PC8000: mode 0 now displays 8 characters in the last column as in real (only in curbed mode)
[*] Reduced chance of keys sticking in some cases in smart-layout mode
[*] Added information about used Qt version, compiler, platform, kernel, architecture, Qt platform and design style
[*] Redesigned window management code in Qt version, minimized problems with saving window sizes and positions
[*] Full support for the dark theme when building with the latest Qt versions, as well as in the web-version. Availability of dark theme in Qt depends on OS, Qt version and the design style used
[*] RK-86: added « Apogee » color mode
[*] Implemented case-independent file names in emulated file system for SD controller vinxru (relevant for Linux etc., mixed case names are not supported)
[*] Removed rarely used « Open wav » and « Print capture » buttons from toolbar
[-] Fixed bug that sometimes caused crash at startup
[-] Fixed artifacts on image border that appeared in some cases
[-] Fixed compatibility problems with Qt6
[-] Fixed problem with mouse cursor disappearing when opening dialog windows
[-] Added color modes for « Apogee », « RK-86 » and « Electronika KR-04 » PCs to settings dialog (switching modes via menu and hotkeys was available).
[-] Vector: fixed behavior on F11 reset
[-] Orion: fixed automatic selection of Orion configuration when opening Orion files

 
[+] Innovation
[*] Change / improvement
[-] Bug fixed
[!] Known issue

 
Site de développement.
 

Télécharger Emu80 v4.0.520 (14.3 Mo)

Télécharger Emu80 QT v4.0.521 (21.0 Mo)

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Les dernières versions de GameEX/Arcade, Multiplateforme et PinballX (32/64 bits) sont disponibles ci-dessous.
 
Notez que la version de GameEX inclue également la version ARCADE Edition qui était précédemment séparée.
 

 
Sachez que même si je ne les news pas souvent, les archives sont quand même très rapidement mises à jour sur notre site.
 

Télécharger PinballX v6.87 (331 Mo)

Télécharger GameEx v19.26 (432 Mo)

Télécharger GameEx Arcade Edition v18.87 (339 Mo)

Télécharger GameEx Multiplatform v19.19 (265 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 v0.1.7.1 Beta (8.3 Mo)

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CPCEC est un émulateur d’Amstrad CPC (modèles 464, 664 et 6128). ZXSEC est un émulateur de Sinclair ZX Spectrum (modèles 48k, 128k, +2/Plus2 et +3/Plus3) pour Windows. CSFEC est un émulateur de Commodore C64. MSXEC est un émulateur de la famille MSX (1983 MSX, 1985 MSX2, 1988 MSX2+).
 


 

Télécharger CPCEC / ZXSEC / CSFEC / MSXEC (2025/04/27) (1.2 Mo)

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