Flycast est un émulateur multiplateforme de Sega Dreamcast, Naomi et Atomiswave qui est basé sur Reicast. Informations ici.
 

 

 


 

Il prend en charge les jeux aux formats suivants:
– SEGA Dreamcast (CHD, CDI, GDI, CUE)
– SEGA Dreamcast utilisant WinCE
– SEGA NAOMI (.zip, .7z, .dat/.lst)
– SEGA NAOMI GD-ROM (.zip, .7z, .dat/.lst et .chd)
– Sammy Atomiswave (.zip, .7z)
 

Il ne prend pas encore en charge les jeux SEGA NAOMI 2, Hikaru et SEGA System SP.
 

Des packs de textures sont disponibles ici.
 


 

Builds automatiques (debug).
 

Télécharger Flycast v2.7 (9.4 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 and AArch64)
– Hardware (D3D11, OpenGL, Vulkan) 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
– « Fast boot » for skipping BIOS splash/intro
– Save state support
– Windows, Linux, highly experimental macOS support
– Supports bin/cue images, raw bin/img files, and MAME CHD 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 NoGUI frontends for desktop
– Automatic updates for Windows builds
– Automatic content scanning – game titles/regions are provided by redump.org
– Optional automatic switching of memory cards for each game
– Supports loading cheats from libretro or PCSXR format lists
– Memory card editor and save importer
– Emulated CPU overclocking
– Integrated and remote debugging
– Multitap controllers (up to 8 devices)
– RetroAchievements

 
Configuration requise:
– A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, or AArch64/ARMv8, otherwise you won’t get a recompiler and it’ll be slow.
– For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.0/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). 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:
– [314f520]: Android – Atualização Pt-Br (Anderson_Cardoso) #1811
– [c3eeed5]: Update strings.xml (6lackmag3) #1813
– [58baec8]: Update arrays.xml (6lackmag3) #1814
– [9580685]: Update Simple-Chinese language file to latest (zkdpower) #1816
– [b828ac8]: Android – Atualização Pt-Br (#1810) (Anderson_Cardoso) #1810
– Fix trigger magnitude being doubled (Connor McLaughlin)
– Fix double-clicking psexes/psfs in game list (Connor McLaughlin)
– Add controller settings to ingame menu (Connor McLaughlin)
 
Development Build:
– Update latest news (Connor McLaughlin)
– Fix master enable not having any effect (Connor McLaughlin)
– Fix crash when loading input profile and multitap disabled (Connor McLaughlin)
– Make hardware renderer init failure an OSD message (Connor McLaughlin)
– Prevent quick menu opening over other windows (Connor McLaughlin)
– Don’t pass key input to controllers/hotkeys when ImGui has focus (Connor McLaughlin)
 

Stable Build:
– 2021/03/03: RetroAchievements are now available. You can now log in to your retroacheivements.org account in DuckStation and gain points in supported games. Currently only for Windows/Linux/Mac, Android will be added in the future.
– 2021/03/03: Multitap is now supported for up to 8 controllers. You can choose which of the two main controller ports have taps connected in Console Settings and bind controllers in Controller Settings.
– 2021/03/03: Ability to add/remove touchscreen controller buttons and change opacity added for the Android app.
– 2021/01/31: « Fullscreen UI » added, aka « Big Duck/TV Mode ». This interface is fully navigatible with a controller. Currently it’s limited to the NoGUI frontend, but it will be available directly in the Qt frontend in the near future, with more features being added (e.g. game grid) as well.
– 2021/01/24: Runahead added – work around input lag in some games by running frames ahead of time and backtracking on input. DuckStation’s implementation works with upscaling and the hardware renderers, but you still require a powerful computer for higher frame counts.
– 2021/01/24: Rewind added – you can now « smooth rewind » (but not for long), or « skip rewind » (for much long) while playing.
– 2021/01/10: Option to sync to host refresh rate added (enabled by default). This will give the smoothest animation possible with zero duped frames, at the cost of running the game <1% faster. Users with variable refresh rate (GSync/FreeSync) displays will want to disable the option. - 2021/01/10: Audio resampling added when fast forwarding to fixed speeds. Instead of crackling audio, you'll now get pitch altered audio. - 2021/01/03: Per game settings and game properties added to Android version. - 2020/12/30: Box and Adaptive downsampling modes added. Adaptive downsampling will smooth 2D backgrounds but attempt to preserve 3D geometry via pixel similarity (only supported in D3D11/Vulkan). Box is a simple average filter which will downsample to native resolution. - 2020/12/30: Hotkey binding added to Android version. You can now bind hotkeys such as fast forward, save state, etc to controller buttons. The ability to bind multi-button combinations will be added in the future. - 2020/12/29: Controller mapping/binding added for Android version. By default mappings will be clear and you will have to set them, you can do this from Settings -> Controllers -> Controller Mapping. Profiles can be saved and loaded as well.
– 2020/12/29: Dark theme added for Android. By default it will follow your system theme (Android 10+), but can be overridden in settings.
– 2020/12/29: DirectInput/DInput controller interface added for Windows. You can use this if you are having difficulties with SDL. Vibration is not supported yet.
– 2020/12/25: Partial texture replacement support added. For now, this is only applicable to a small number of games which upload backgrounds to video RAM every frame. Dumping and replacement options are available in Advanced Settings.
– 2020/12/22: PGXP Depth Buffer enhancement added. This enhancement can eliminate « polygon fighting » in games, by giving the PS1 the depth buffer it never had. Compatibility is rather low at the moment, but for the games it does work in, it works very well. The depth buffer will be made available to postprocessing shaders in the future, enabling effects such as SSAO.
– 2020/12/21: DuckStation now has two releases – Development and Preview. New features will appear in Preview first, and make their way to the Development release a few days later. To switch to preview, update to the latest development build (older builds will update to development), change the channel from latest to preview in general settings, and click Check for Updates.
– 2020/12/16: Integrated CPU debugger added in Qt frontend.
– 2020/12/13: Button layout for the touchscreen controller in the Android version can now be customized.
– 2020/12/10: Translation support added for Android version. Currently Brazillian Portuguese, Italian, and Dutch are available.
– 2020/11/27: Cover support added for game list in Android version. Procedure is the same as the desktop version, except you should place cover images in /duckstation/covers (see Adding Game Covers).
– 2020/11/27: Disc database is shipped with desktop and Android versions courtesy of redump.org. This will provide titles for games on Android, where it was not possible previously.
– 2020/11/27: Compatibility databases added to libretro core – broken enhancements will be automatically disabled. You can turn this off by disabling « Apply Compatibility Settings » in the core options.
– 2020/11/27: SDL game controller database is included with desktop versions courtesy of https://github.com/gabomdq/SDL_GameControllerDB.
– 2020/11/21: OpenGL ES 2.0 host display support added. You cannot use the hardware renderer with GLES2, it still requires GLES3, but GLES2 GPUs can now use the software renderer.
– 2020/11/21: Threaded renderer for software renderer added. Can result in a significant speed boost depending on the game.
– 2020/11/21: AArch32/armv7 recompiler added. Android and Linux builds will follow after further testing, but for now you can build it yourself.
– 2020/11/18: Window size (resize window to Nx content resolution) added to Qt and SDL frontends.
– 2020/11/10: Widescreen hack now renders in the display aspect ratio instead of always 16:9.
– 2020/11/01: Exclusive fullscreen option added for Windows D3D11 users. Enjoy buttery smooth PAL games.
– 2020/10/31: Multisample antialiasing added as an enhancement.
– 2020/10/30: Option to use analog stick as d-pad for analog controller added.
– 2020/10/20: New cheat manager with memory scanning added. More features will be added over time.
– 2020/10/05: CD-ROM read speedup enhancement added.
– 2020/09/30: CPU overclocking is now supported. Use with caution as it will break games and increase system requirements. It can be set globally or per-game.
– 2020/09/25: Cheat support added for libretro core.
– 2020/09/23: Game covers added to Qt frontend (see Adding Game Covers).
– 2020/09/19: Memory card importer/editor added to Qt frontend.
– 2020/09/13: Support for chaining post processing shaders added.
– 2020/09/12: Additional texture filtering options added.
– 2020/09/09: Basic cheat support added. Not all instructions/commands are supported yet.
– 2020/09/01: Many additional user settings available, including memory cards and enhancements. Now you can set these per-game.
– 2020/08/25: Automated builds for macOS now available.
– 2020/08/22: XInput controller backend added.
– 2020/08/20: Per-game setting overrides added. Mostly for compatibility, but some options are customizable.
– 2020/08/19: CPU PGXP mode added. It is very slow and incompatible with the recompiler, only use for games which need it.
– 2020/08/15: Playlist support/single memcard for multi-disc games in Qt frontend added.
– 2020/08/07: Automatic updater for standalone Windows builds.
– 2020/08/01: Initial PGXP (geometry/perspective correction) support.
– 2020/07/28: Qt frontend supports displaying interface in multiple languages.
– 2020/07/23: m3u multi-disc support for libretro core.
– 2020/07/22: Support multiple bindings for each controller button/axis.
– 2020/07/18: Widescreen hack enhancement added.
– 2020/07/04: Vulkan renderer now available in libretro core.
– 2020/07/02: Now available as a libretro core.
– 2020/07/01: Lightgun support with custom crosshairs.
– 2020/06/19: Vulkan hardware renderer added.

 

Télécharger DuckStation v0.1 build 12XXX (71.6 Mo)

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Il s’agit d’un émulateur de Nec PC9821 pour Windows et créé par Satotomi.

 

sl9821_2
 
sl9821_1
 

Télécharger SL9821 v0.4.0.2 (542 Ko)

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Il s’agit d’un émulateur de NEC PC-9801 qui supporte également le NEC PC-9821.

 

neko

 

Télécharger Neko Project 21/Win v0.86 Rev. 105 (21.3 Mo)

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Les dernières versions de GameEX/Arcade et PinballX sont disponibles ci-dessous.
 

 

Télécharger PinballX v7.32 (328 Mo)

Télécharger GameEx v19.98 (460 Mo)

Télécharger GameEx Multiplatform Arcade Edition v19.97 (271 Mo)

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Raine est un émulateur Arcade/NeoGeoCD ainsi qu’une excellente alternative à MAME.
 

 
En résumé:
– one is about the speed of games like pang for the 64 bits version (they were too slow !), it’s specific to the z80 emulation using the C version only.
– and the other is quite original, a graphical glitch in some cps2 games like hyper street fighter 2 and some others which was unnoticed for more than 10 years ! You can see pictures along with the discussion there : https://github.com/zelurker/raine/issues/25#issuecomment-799135733

 

Télécharger Raine (Dos) v0.96.6 (5.3 Mo)

Télécharger Raine (32 bits) v0.98 (7.2 Mo)

Télécharger Raine (64 bits) v0.98 (7.1 Mo)

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Un émulateur d’Amstrad CPC écrit en C++ et en assembleur.

 


 
Les changements:
– Setup option to use arrow keys as joystick
– Main menu improved for small screens (Android, iOS)
– Improved output in CRT-monitor mode (« Video mode=1 », including better window behaviour for desktop versions)
– Improved emulation of the HSYNC signal (« blacker than black », relevant for some demos as Dreamend)
– Fixed errors: Folder sharing on Android, sound output, poke database (Android, iOS)

 

Télécharger CPCEMU (Win) v3.0.2 (2.8 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.
 

 
– Misc
 

Télécharger Hpsx64 v0500 (8.7 Mo)

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pantheon
 
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 v16.754 (138 Mo)

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Créé par Avery Lee (l’auteur de VirtualDub), il s’agit d’un émulateur d’Atari 8 bits (800/800XL/130XE) disponible en 32 et 64 bits. Il dispose de beaucoup d’options ainsi que d’une bonne compatibilité. Il prend en charge les jeux protégés conformément à l’émulation. Il s’agit d’une version de développement au stade de béta.
 

 
Topic des versions Beta.

Télécharger Altirra (Beta) v4.50 Test 28 (7.7 Mo)

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Créé par Exzap (et aidé par Peter Gov), il s’agit du second émulateur de Wii U à être disponible au public mais le premier à émuler des jeux commerciaux. Il peut décrypter les images Wii U qui utilisent le format Wud mais également les fichiers RPS ou RPL. La résolution interne peu aller jusqu’à 1920×1080 selon les jeux (et au delà avec des packs graphiques). Actuellement, le DRC (GamePad), le contrôleur Pro et le contrôleur classique sont émulés. Les Wiimotes sont également émulées (y compris le support natif). Les entrées du clavier + contrôleurs USB en tant que périphériques d’entrée sont également pris en charge. La saisie tactile du GamePad peut être contrôlée par un clic gauche de la souris. La fonctionnalité Gyro est émulée avec des limitations et peut être contrôlée via le bouton droit de la souris. Cette version n’est compatible que pour les Windows x64 (à partir de Windows 7) avec une carte graphique gérant OpenGL 4.1 (ou supérieur) ou Vulkan et il faudra posséder 4 à 8 Go de mémoire vive (Ram) pour le faire fonctionner. (Correspondance ID-Titre [archive ici]).
 
Un tuto est disponible ici, ou ici et là.
 
cemu
 
Les changements:
 
En résumé:
– Bug and crash fixes
– Minor compatibility improvements

 
En détails:
 

general: Fixed a recent regression where -mlc command line parameter would be parsed incorrectly

UI: Display a scrollbar if a graphic pack has more options than can fit into the window

HLE: Prevent Wind Waker HD from softlocking when using single-core recompiler

HLE: Prevent dynamic resolution scaling in Super Mario 3D World
This fixes a long standing issue where mirror effects in Level 1-5 would
cause the texture cache to be flooded, leading to stutter and sometimes even crashes if
not enough VRAM is available

coreinit: Optimized niche cases in Cafe OS synchronization primitives
This should improve performance in Paper Mario Color Splash when using multicore recompiler
The issue has not been entirely solved yet and further improvements are planned

Vulkan: Fixed a crash that could occur when a game supplied invalid texture sampler parameters
Resolves a crash in Super Meat Boy (#479)

GX2: Corrected a bug in the calculation of texture pitch for the tiling aperature
Fixes corrupted textures in Super Meat Boy (#479)

GX2: Improved robustness of OSScreen API and made it compatible with GX2
Previously drawing any frames with GX2 would disable OSScreen output permanently
Required by some homebrew applications which mix OSScreen and GX2

coreinit: Implemented API MEMRecordStateForFrmHeap, MEMFreeByStateToFrmHeap
Used by WUT homebrew
 
Note:
(#xx) refers to resolved bug tracker issues. See http://bugs.cemu.info/projects/cemu/

 

 
A noter que des packs graphiques haute définition sont disponibles ici. Ils permettent, entre autre, d’augmenter la résolution native des jeux car contrairement à Dolphin et parce que la machine est techniquement différente il n’est pas possible à Cemu d’augmenter la définition autrement que par cette méthode.
A l’inverse, des packs SD (définitions standards et/ou basses) sont disponibles sur ce lien et permettent à certains PC manquant de performance de lancer des jeux en 60 FPS.

 
Une liste de compatibilité est disponible ici.

 
Site source.

Télécharger Cemu v2.6 (35.6 Mo)

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Une version améliorée de Neko Project II et Neko Project 21 (PC98XX) mais dont les principales informations sont en japonais (l’interface est disponible en anglais). Plus d’informations.
 

 
(Ancien thread ici et là | Nouveau thread)
 

Télécharger Neko Project II / Project 21 fmgen v0.83k8 (2025/11/28) (764 Ko)

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https://getourbonus.com/fr/accueil

https://www.romspedia.com/