Cet émulateur est également le plus complet des outils de développements X68000 existant aujourd’hui. Il s’agit d’un fork de l’émulateur XM6 v2.05 de PI avec une pléthore de nouvelles fonctionnalités. Les changements sont pour la plupart liés à l’interface utilisateur et un accent a été mis sur le développement et les fonctions de débogage plutôt que sur l’exactitude de l’émulation, cependant il y a suffisamment d’améliorations pour qu’il soit recommandé d’utiliser cette version plutôt que XM6 v2.06 finale.
 


 
Les changements:
 
Bug fixes:
– A few uncommon disk image formats were potentially causing concurrency failures,
as of the last release.
– Certain subwindows were sometimes opening behind others, as of the last release.
– Fixed some bugs in the previous release related to subwindow menus.
– Fixed some bugs related to the cheat entry non-modal dialog.

 

Télécharger XM6 Pro-68k Release 65 (250202) (4.4 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:
– Replace stringstream str() with C++20 move str() (Stenzek)
– GPU/HW: Warning fix (Stenzek)
– Atualização Português do Brasil (#3360) (Anderson Cardoso) #3360
– D3D11Device: Always query timestamp before present start
– Fixes high GPU usage reporting in D3D11 with AMD GPUs + Optimal Frame Pacing.

 

Stable Build (or rolling release):
– FullscreenUI: Implicitly close non-multichoice dialogs
– FullscreenUI: Fix parent scroll resetting on directory change
– FullscreenUI: Add ‘Set Cover Image’ to game list
– FullscreenUI: Show game icons in game list
– System: Post-processing is shut down on GPU thread
– PostProcessing: Fix erroneous reload message
– System: Allow host to set async worker count
– System: Set rapidyaml error handlers on startup
– GPU: Split backend into Backend+Presenter
– System: Add fatal error shutdown path
– GPU: Refactor display presentation workflow
– GPU: Align presenter/backends to cache line
– GPUDevice: Add sampler cache to base class
– GPUDevice: Move empty/null texture to base class
– PostProcessing: Get rid of GPU-dependent globals
– PostProcessing: Move into GPU presenter
– Data: Add one example overlay
– README: Update feature list for 2025
– GPUDevice: Allow nested GL_SCOPE macros
– GPUDevice: Replace explicit GL_PUSH/GL_POP with nested GL_SCOPE
– GPU: Fill in unused/padded area in overlays
– GPU: Fix crash toggling border overlays
– GPU: Fix various capture/screenshot issues
– System: Required changes for Android
– GPU: Add alpha blending support to overlay
– GPU: Fix overlay+postprocessing combination
– Common: Fix Vector2->Vector4 zero-extend constructor
– GPU: Use screen alignment for overlay instead of display rect
– CDImage: Tidy up Open() method
– Misc: Replace isspace() usage with StringUtil::IsWhitespace()
– PostProcessing/GLSL: Fix image moved off-screen with alignment
– FullscreenUI: Use constant width/height scale on Android
– Data: Update resources
– FullscreenUI: Fix several more unsafe reads
– Path: Fix several errors in URLEncode/Decode and add tests
– GameList: URL encode custom properties paths with brackets
– FullscreenUI: Fix blank screen flicker starting game
– GPUDevice: Normalize supports_texture_buffers => texture_buffers
– GPUDevice: Move exclusive fullscreen to features
– GPU: Fix incorrect screen draw rect
– GPUThread: Shutdown instead of panicing on switch failure
– GPU/HW: Use texture loads for native resolution
– GPUThread: Skip debug window update on Android
– GPU: Fix incorrect interface for postfx config
– System: Always display OSD warning messages
– GPUDevice: Fix swap chain clear colour normalization
– PostProcessing/GLSL: Clear alpha to 1.0
– GPU: Reduce overdraw when using overlays
– GPU: Fix overlay destination alpha with postfx
– GPUThread: Fix order of updating state
– GPUThread: Push settings through FIFO
– Qt: Fix global setting showing incorrectly for int-list
– Qt: Fix border overlay export button
– Qt: Add ‘Multiple Devices’ to automatic mapping
– GPU/HW: Further tweaks to replacement alpha handling
– System: Simplify CD speedup warnings
– GPUThread: Fix starting big picture mode
– Atualização Português do Brasil (#3357)
– System: Display safe mode warning when toggling on
– GameDB: Rakugaki Showtime does not support analog mode (#3358)
– FullscreenUI: Hook up to disc change hotkey

 

Télécharger DuckStation v0.1 build 90XX (40.2 Mo)

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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:
 
Since v141, 18 contributors have created 107 commits to the ares codebase.
Along with various improvements to emulator cores and the ares application itself, v142 adds support for a new system: The SETA Aleck64 Arcade board.
v142 also introduces a new CMake-based build system that improves compatibility with modern toolchains and IDEs, and simplifies the ares build process for new developers.

 
ARM7TDMI (Game Boy Advance CPU, ST018 Super Famicom coprocessor)
– IRQ timing improvements
– Lock bus during SWP instruction
– Implemented an undocumented encoding for bx instructions
– Write back upper 32 bits of product after lower 32 bits during multiply long instructions
– Add instruction test harness
 
Hitachi SH7604 (32X CPU)
– Improve performance by refactoring timer implementations to be loopless
– Fix an issue where instruction tracing would not work when using the recompiler
 
Motorola 68000 (Mega Drive CPU, Neo Geo)
– Add instruction test harness
– Fix program counter in privilege violation exception stack frame
– Fix CHK instruction timing and flags
 
Yamaha YM2612 (Mega Drive FM Synthesis)
– Improve cycle update order, fixing issues with feedback
– Fixed an issue where envelope update would erroneously happen twice in some situations
– Fixed LFO behavior to apply proper attenuation when disabled
– Improved accuracy of rate scaling calculations
 
These updates have fixed all currently known audio issues with Mega Drive games.
 
Arcade
– Introduced support for the SETA Aleck64 arcade board, supporting all Aleck64 titles from the mame0273 romset, except for Magical Tetris Challenge, as this game uses an undocumented additional video chip for the playfield layer.
– Update rom database to match MAME 0.273 (also impacts Neo Geo AES)
 
NEC – PC Engine / TurboGrafx / SuperGrafx / CD
– Improvements to performance with no impact on accuracy/compatibility.
 
Nintendo – NES / Famicom / Famicom Disk System
– Implement PPU rendering glitches caused by open bus behaviour (PPU scroll glitch)
– Fix an issue where writes to FDS disks would not always be persisted.
 
Nintendo – Game Boy Advance
– Halt prefetcher when full
– Improved open bus emulation
– Improved timings for pixel blending and background rendering
– Stall CPU when accessing memory regions that are being concurrently accessed by PPU
 
Nintendo – Nintendo 64 / 64DD
– Fix a typo in ISViewer debug emulation that prevented roms sized between 0x3f0’0000 and 0x3ff’0000 from working properly.
– Fix an issue where attaching GDB to debug a Nintendo 64 ROM could trigger a MIPS CPU exception.
– Improve VI timing to properly handle non-standard display modes, including PAL60.
– Fix VI interrupts in interlaced mode to happen on the exact same scanline as real hardware, including with known hardware bugs.
– Advance RSP DMA during RSP execution, preventing DMA races in long-running code blocks. (Fixes Tarzan)
– Correctly implement invalid SPECIAL opcodes in the RSP so that they match hardware behaviour.
– Fix signed integer multiplication and division when the input operands are not sign-extended 32-bit values.
 
Sega – Mega Drive / CD / 32X
– 32X: Make PWM timer interrupt interval read-only from the MD side
– 32X: Improve support for PWM at non-standard sample rates
– 32X: Add a DC filter to PW to reduce clicks/pops
– 32X: Improve accesses to 32X IO from the MD side (Fixes missing music in Brutal + stuttering in Night Trap)
– 32X: Force PAL region when (PAL) or (Europe) is in a rom filename, a fallback to fix games with invalid headers.
– 32X: Fix a typo preventing the right PWM audio channel from playing.
– Implement CRAM bus contention (CRAM dots).
– Improve FIFO emulation allowing VDPFIFOTesting rom to pass.
– Fix remaining (minor) issues running both Titan Overdrive demos.
– Fix an issue where an edge case in window behavior in H32 mode was handled incorrectly (fixes flickering line in International Superstar Soccer Deluxe).
– Fix an issue causing a flickering line in Sonic 2’s VS Mode.
– Various fixes to DMA timing, fixing test cases in the dma_speed_test rom.
– Add support for the unusual rom mapping used by QuackShot Starring Donald Duck (World) (Rev A)
 
Other
 
Build System
– Add support for building with CMake. The legacy makefile build system will be removed before v143. Distributors should update their workflow accordingly.
 
User Interface
– Add support for searching the game list for Arcade cores.
– Fix an issue that would cause improper framebuffer scaling in rendering for the Super Famicom and Mega Drive cores.
– Adjust the “overscan” option to crop strictly to the “active frame” area that the emulated system renders game content onto, rather than the area one might see using typical contemporary hardware (Famicom, Super Famicom, SG-1000, Master System, ColecoVision, My Vision, MSX).
– Fix an issue that could cause stuttering with default SDL audio settings.
– Improve error messages when loading games and systems.
– Make “Type” column visible by default in firmware window
– Fix an issue with repeated key inputs in the memory editor on Windows.
– Add an interface for DIP switches for cores that support them.
– (macOS) Update minimum system requirement to 10.13.
– (macOS) Use Metal as the default video driver.
– (macOS) Fix an issue causing ares to not remember the user’s “Force sRGB” setting.
– (macOS) Add support for the memory editor
– Various changes to more reliably locate database files and shaders on Linux.
 
Dependencies
– Update SDL to version 2.30.8
– Update librashader to version 0.5.1
– Update MoltenVK to version 1.2.11
– Update paraLLEl-RDP to revision 1cecd04
– Update slang-shaders 7e2975e to revision 7e2975e

 

Télécharger Ares (32 bits) v114 (3.3 Mo)

Télécharger Ares (64 bits) v144 (57.0 Mo)

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Les derniers builds betas de Nintendulator, l’émulateur Nintendo NES.
 

 

Télécharger Nintendulator (64 bits) v0.985 Beta (2025/05/17) (548 Ko)

Télécharger Nintendulator (32 bits) v0.985 Beta (2025/05/17) (504 Ko)

Télécharger Nintendulator (Français) v0.985 Beta (2025/02/04) (1.0 Mo)

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Il s’agit d’un émulateur de PlayStation 4 préliminaire. Testé uniquement avec les GPU AMD. Peut ne pas fonctionner avec NVidia pour le moment.
 
L’objectif est de créer un cadre autonome pour la reconstruction des shaders, la traduction des tampons de commandes et la gestion de la mémoire GPU, afin que d’autres puissent l’utiliser. Ce projet l’utilise pour exécuter des binaires “Linux” sous Windows.
 


 

Les modifications ne sont pas visibles ailleurs qu’ici.

 

 

Télécharger PsOff (2025/05/29) (6.4 Mo)

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NSFPlay est un lecteur de musiques NSF c’est à dire pour les jeux Nintendo NES (disquettes et cartouches) pour Windows. Il est également distribué sous forme de plugin destiné à Winamp. Il s’agit d’une version en cours de développement.
 
– Mention contrib folder in readme, and explain in contrib readme what the intended platforms are.
– Merge pull request #88 from tsone/master
– MSYS2 build action
– fix contrib build on linux and macos (nsf2wav, nsfmeta), add contrib to github workflow

 

 

Télécharger NSFPlay/NSFPlug WIP v2.6 (2025/02/04) (2.1 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:
 
– ci: Fix ubuntu artifact unpack
– ci: Build AppImage for aarch64
– ci: Fix Windows ccache key
– Misc fixes

 

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

Télécharger Xemu (64 bits) v0.8.67 (8.3 Mo)

Télécharger Xemu (Debug) v0.8.67 (9.2 Mo)

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Deecy est un émulateur de Dreamcast très expérimental écrit en Zig.

 

 

Télécharger Deecy v0.5.1 (6.3 Mo)

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Anciennement appelé Rarch, il s’agit d’un projet incluant le module kaillera (jeu en ligne) dans le multi émulateur RetroArch.
 


 
Les changements:
– Fix for kaillera input send (previously was sent only at the core/game request, now it’s send always at 60 fps, or at the speed of execution of current core).
 

Télécharger RetroArch (Kaillera) v1.16.0.K3 (117 Mo)

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XRoar est un émulateur Dragon32/64 mais aussi Tandy CoCo.
 


 

– Fix Mac OS X+ build under more modern compilers [Chad Krokosh]
– Fix Windows UI zoom in/out [Erico Monteiro]

 

Télécharger XRoar (x86) v1.8.1 (2.0 Mo)

Télécharger XRoar (x64) v1.8.2 (2.1 Mo)

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Il s’agit d’un multi-émulateur qui gère les systèmes suivants avec une superbe interface très simple d’utilisation.
Ordinateurs : Acorn Atom, Acorn BBC Micro, Acorn Electron, Commodore PET, Atari 8-bit, MSX
Consoles : Atari VCS 2600, Atari VCS 5200, Atari VCS 7800, ColecoVision, Magnavox Odyssey 2, Sega Master System, Sega Megadrive, Mattel Intellivision
Consoles portables : Atari Lynx, Sega Game Gear, Nintendo GameBoy
 
Vous aurez besoin de .NET Framework installé sous Windows. Pantheon est spécifiquement dédié aux jeux.
 
Le gros avantage est que ceux-ci sont téléchargés automatiquement en un clic sans que l’on ait besoin de faire quoi que ce soit d’autre. Il est bien dommage que Panthéon ne dispose pas de filtres, cela rend les jeux très pixelisés en raison des basses résolutions natives.

 

Télécharger Pantheon v15.0 (126 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 1.0.3 by @loganmc10 in #215
– Fix crash when game name cannot be parsed by @loganmc10 in #216
– Ignore summercart64 USB commands by @loganmc10 in #217
– emulate summercart64 ROM_WRITE_ENABLE flag by @loganmc10 in #218
– No need to check for ROM bounds on write by @loganmc10 in #219
– compress sd and rom saves during netplay by @loganmc10 in #220
– Update eframe requirement from 0.30 to 0.31 by @dependabot in #221
– Fix address masking in sc64 read/write by @loganmc10 in #222
– Fix out-of-bounds ROM dma by @loganmc10 in #223
– further sc64 cleanup by @loganmc10 in #224
– add Cargo.lock by @loganmc10 in #225
– remove some dependencies by @loganmc10 in #226
 
The naming convention for save files changed in this version. This means that the emulator won’t find saves that previously existed. You’ll need to go into the save file folder and rename your save file to the new naming convention if you want to keep using it.
 
For example, Ocarina of time was previously (the part after CZL- is the sha256sum of the ROM):
CZL-49ACD3885F13B0730119B78FB970911CC8ABA614FE383368015C21565983368D.sra
 
But is now:
THE LEGEND OF ZELDA-49ACD3885F13B0730119B78FB970911CC8ABA614FE383368015C21565983368D.sra
 
– bump to 1.0.2 by @loganmc10 in #212
– minor tweak to interrupt system by @loganmc10 in #211
– support for Advanced Homebrew ROM Header by @loganmc10 in #213
– SD card emulation by @loganmc10 in #214

 

Télécharger Gopher64 v1.0.16 (21.0 Mo)

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