This release brings in a 25% speed increase, optional frameskipping during fast forward (allowing an additional 33% max frame rate), official HD mode 7 support, SameBoy integration for 60% faster and more accurate Super Game Boy emulation, software filter support (snes_ntsc, HQ2x, Eagle, scanlines, etc), the return of mightymo's integrated cheat code database, cheat search support, movie recording and playback support, rewind support, cubic audio interpolation, 7-zip decompression support, ExLoROM board mapping support, adaptive sync support for OpenGL, and greatly improved macOS support. And if that's not enough, there's also true pixel-perfect ZSNES snow effect emulation ... seriously!
bsnes now also has an official GitHub repository with nightly builds to enable more rapid and collaborative development.
bsnes and Mesen-S now feature a new way of overclocking that comes from the NES emulation scene: inserting additional scanlines into the CPU thread, without running the video and audio during this time. The result is a method of removing slowdown in just about any SNES game, without any framerate or pitch distortion, and without harming compatibility in 99% of games (even streaming audio games such as Tales of Phantasia work as expected.)
The SA-1 and SuperFX can also be overclocked in this way. The other coprocessors (DSP-1, Cx4, etc) support HLE which results in all of their operations occurring instantly, so it didn't seem useful to add overclocking to them.
Changelog:
greatly improved macOS support, fixing all obvious bugs and adding fullscreen support
added libretro target [Themaister, rtretiakov]
much smarter automatic HD mode 7 perspective correction support [DerKoun]
added CPU and SA-1 overclocking support
added fast forward speed limiting
added a new "hotfixes" option to fix critical (deadlocking) bugs that also occur on real hardware (eg for Dirt Racer)
added options to emulate bugs in ZSNES and older Snes9X releases to increase compatibility:
"No VRAM blocking" for older fan translations
"Echo shadow RAM" for older Super Mario World ROM hacks
"CPU fast math" for older homebrew
"Entropy: none" technically counts as well, for demoscene software made for SNES copiers
added dialog for IPS patching to choose whether they were made for headered or unheadered ROMs
lowered volume during fast forwarding and rewinding to reduce audio distortion
added option to mute sound during fast forwarding and rewinding
added an option to deinterlace all SNES games by rendering at 480p (almost no speed hit; highly recommended)
added multi-monitor support to Windows, Linux, and BSD
improved pause and frame advance support
improved mosaic emulation for the fast PPU
added entropy (randomness) settings; default to no randomness for movie recording (guarantees consistent playback)
improved MLT_REQ Super Game Boy emulation; fixes Killer Instinct to default to player 1 instead of player 2 [endrift]
added option to disable video dimming during pausing (useful for screenshots with window decorations)
redesigned the settings and tools windows to use lists instead of tabs
redesigned the input and hotkey settings windows to be easier to use and with clearer naming + icons
added option to make hotkeys combinatorial (eg Ctrl+F) instead of separate (eg F11 or Gamepad L-shoulder)
restructured the settings menu to be more intuitive
fixed path selection dialog from sometimes appearing offscreen
added wildcard search support to the file loading window
fixed the --fullscreen command-line option
redesigned the thread scheduler to allow enhanced compatibility with SA-1 and SuperFX overclocking
fixed the pseudo-hires blur emulation support with the accuracy PPU
removed template integer classes from the fast PPU to make the code more portable
removed icarus from bsnes and merged the heuristics directly into bsnes itself
~5% speedup by optimizing CPU memory accesses and the PPU counters
fixed an out-of-bounds memory access in the DSP core [Sour]
enhanced the snow effect with depth-of-field and alpha blending support
double-clicking a cheat finder result will now add the new cheat code directly
added "[HLE]" indicator to the title bar when coprocessor HLE is being used
simplified game titles with multi-carts (eg omit "Super Game Boy +" in SGB mode)
the emulator now pauses on Windows when navigating the menus
added SNES support for decoding Game Genie and Pro Action Replay codes
added Game Boy support for decoding Game Genie and Game Shark codes
added many more tooltips to explain GUI functionality
minor speedups to SuperFX and Cx4 emulation (via object locality)
simplified the mode 7 rendering code for the accurate PPU
suppress Alt+F4 while in fullscreen mode
fixed every reported regression caused by the speed optimizations I've been adding recently
Y yo, 2019 y sigo usando un monitor CRT de 17'' en mi computadora, jajajaa.jeje bueno, mi monitor habitual es LCD, y la tele del salon para ver pelis tambien, solo que cuando quiero echar un vicio a emuladores necesito la sony trinitron.
Ahora seguro que los venden a precio de oro.
Yo tengo dos CRT dando vuelta. Funcionan perfectos pero ahora que recuerdo uno de ellos lo tengo que mandar a limpiar porque esta tapado de mugre por dentro. :lol:
Hay que tener cuidado con los CRT usados como dice gatuno. Siempre probar antes de comprar, por que muchos vienen con la imagen quemada en la pantalla o el zumbido de fondo (Un problema bastante frecuente con estos monitores) que suele joder y mucho
Los CRT y tengo que admitirlo, tenían su encanto. Muchos juegos antiguos se siguen viendo mejor con estos monitores que con los LCD o LED por lo que, salvo que estén rotos, nunca los descarten.
Realmente y viendo que lo retro siempre vuelve, seria genial que relanzaran nuevas versiones de estos monitores CRT (Obvio mas actualizados y con mejoras, pero manteniendo esa relación de aspecto que era nostalgica)
¡¡¡Saludos!!!
https://byuu.org/higan
https://web.archive.org/web/20120304230150/emuxhaven.net/~neopop/
http://emulation.gametechwiki.com/index.php/Emulator_Files#Game_Boy_.2F_Game_Boy_Color
https://github.com/jeapostrophe/higan/tree/master/higan
* v107.1
- don't show "Disconnect" button when "Nothing" is selected if nothing is currently connected to a port
select the currently connected peripheral (or "Nothing" if disconnected) when selecting a port from the node manager
- GTK: fix focus behavior to always work when changing which peripheral is connected to a port
disable any action on connecting an already-connected peripheral (was previously losing focus on the port connection panel)
- hide events from the node manager (use the event manager instead)
- added Node::Peripheral::manifest() API and connected it for all emulated cartridges, floppy disks, and CD-ROMs
- added peripheral overview to see game manifests
- removed Settings -> Advance Mode (failed concept; it didn't do anything)
- removed v107 beta release warning message
Another beta before a v1 release ...
If folks could please test this and let me know of any serious issues, I'd like to get those addressed before releasing a final v1 release build. Thanks!
Changelog:
update driver settings when changing audio and input drivers
correct sound output when not outputting at 48KHz
correct sound output when changing frequency after game is loaded
show program icon when game is not loaded
move from native status bar to higan/bsnes-style status bar
fix a bug with WonderSwan internal EEPROM data
fix hotkey polling in fullscreen mode
added joypad support
fixed initial bindings for gamepad axes and hats
allow multi-selection clear on input mappings
added path searching to higan::Node::find()
added higan::Node::scan() to locate relative tree nodes
exposed settings for color bleed/emulation, interframe blending, overscan
default to Path::desktop() instead of Path::user() for loading games
Known issues with v0.10:
region detection is not working (PAL games are running at NTSC speeds)
Update: I posted v1.1 to address some rendering issues affecting key Super Nintendo games. Apologies, it will be a touch rocky at the start while I iron out all the kinks in the new renderers. Things should stabilize in the coming months as they did with the bsnes relaunch. Thank you!
I'm excited to release the first official version of my magnum opus software project, byuu version 1.0!
byuu is a multi-system emulator that aims to combine the accuracy of higan with the simplicity and performance of bsnes. Essentially, what bsnes did for higan's SNES emulation, I want byuu to do for all 25 of higan's emulated systems.
byuu currently emulates the Nintendo, Super Nintendo, SG-1000, Master System + Game Gear, Sega Genesis, TurboGrafx-16 + SuperGrafx, MSX + MSX2, Game Boy + Color, Game Boy Advance, WonderSwan + Color, Pocket Challenge V2, and Neo Geo Pocket + Color.
I poured my soul into this, and even for a first release, there has been substantial development. As compared to higan v107, byuu v1 features a brand-new, easy-to-use user interface in the general style of bsnes, that loads traditional game ROM images directly, supports native file dialogs, more than doubles the performance of Super Nintendo and Sega Genesis emulation, quadruples the performance of TurboGrafx-16 emulation, and provides a 20% boost to Game Boy Advance emulation. A Ryzen 5 2600 CPU should be able to run any supported system at 150fps or more. As with my other emulators, features like adaptive sync and dynamic rate control come standard.
Future plans for byuu v2+ are ambitious: I hope to add support for rewind, run-ahead, a save state manager, a cheat code editor, frame advance, screenshot capture, and much more. Possibly even a hybrid desktop + couch-mode user interface! I also want to expose my Famicom Disk System, Sega CD, and future PC Engine CD emulation to byuu. Furthermore, I hope to expand byuu beyond my own collection of emulators: specifically, I would like to offer Nintendo DS, Nintendo N64, Sony PlayStation, and Sega Saturn emulation in future releases by relying on other leading emulation projects; although I may need help in achieving those goals.
And now a heartfelt plea: I'm putting everything I have into this project, and my future in the emulation scene depends upon this project's success. Essentially, I'm getting older, and I have too many emulation cores to maintain as just one person. bsnes brought a revival to higan's SNES emulation, and I am hoping that byuu can do the same for higan's other cores.
I am looking for other developers to join on as equal contributors to this project. If this proves highly successful, I'll stick around to guide the project forward. But if not, then I will be looking for a new lead to take over the project. In that case, I would continue to periodically submit patches, time permitting, but would hope for someone else to guide byuu, higan, and bsnes forward. If neither of these two things happen by the end of this year, then my current intention is to regrettably step down from the projects, although I haven't decided on an exact date of when yet. Effectively, I've gone about as far as I could as a sole developer.
Essentially, I am hoping for this project to be what I'm remembered by after I'm gone one day, and so I want it to be as much of a success as possible. I also want these emulation cores to live on beyond me, and not just be tied to me as a person. Already bsnes and higan benefited massively thanks to 15+ years of contributions from well over a hundred volunteers. These emulators are so much more than just me. I hope to accelerate that trend, so that one day I can pass on the torch.
I hate to ask this, but anything you all can do to help promote this project would be greatly appreciated! Getting the word out about it, creating user guides and video tutorials, writing an article about it, posting about it on a forum, adding it to an existing emulation website, ... anything would help. I am hoping that in naming the project eponymously, that I can short-step some of the time-consuming struggle of establishing a new emulator project, but word of mouth is still vital for people to know that this project exists.
Thank you all so much! I hope you'll enjoy this new software as much as I've enjoyed making it.
~ Near
Famicom: emulated the X24C01 EEPROM for Bandai-FGC boards (no X24C02 support yet)
Mega CD: CDC PCM DMA can only write to current bank [EkeEke]
Mega CD: CDC DMA address setting now clears d0-d2 for proper transfer alignment [EkeEke]
Mega CD: improve power-cycle handling (not perfect; best to restart the emulator between each Mega CD game still ...)
PC Engine: trigger VDC coincidence IRQs at start of scanline (fixes Bomberman '94, Air Zonk start screen rendering issues)
PC Engine: improved RCR interrupt emulation (fixes Air Zonk in-game)
PC Engine: fix VDC DCR writes (fixes Gaia no Monshou, Magical Chase, etc)
PC Engine: reduced VDC access delays (fixes Wonder Momo, but may not be hardware accurate)
PC Engine: improved instruction timing
PC Engine: added Avenue Pad 6 emulation (higan only for now)
WonderSwan: window emulation improvements
byuu: BIOS firmware settings window improvements
byuu: can now load firmware from inside ZIP archives
byuu: added trace logging tool
byuu: added manifest viewer tool
byuu: add path overrides for saves, BPS patches, and DSP firmware files
higan: fixed a serious issue with the "Create New System" option from the launch screen
nall: fixed a subtle yet important issue with Natural/Integer::bit() that allowed out-of-range bits to be set
This release substantially improves PC Engine emulation, fixing 80% of known issues.
Regretfully, this will be my final release. I will be stepping down, and my emulators will be maintained going forward as a team project. I'll have more to say on this in the near future in a separate post.
Changelog:
PC Engine: improved IRQ handling significantly
PC Engine: fixed T-flag instructions, and implemented all addressing modes for it
PC Engine: improved VDP penalty cycle timing
PC Engine: always fire Vblank IRQs every frame, regardless of VDW setting
PC Engine: add support for STreet Fighter II CE's custom mapper
PC Engine: emulated MPR latch used by TMA and TAM instructions
PC Engine: randomize various registers and memory at power-on
PC Engine: do not allow block moves to read from $ff:0800-17ff
PC Engine: always set P.B flag (except when pushing P during BRK)
PC Engine: delay PSG synchronization when not needed (~8% speedup for accuracy profile)
PC Engine: emulate 4-color background and sprite modes
PC Engine: emulate grayscale VCE mode
PC Engine: emulate extra scanline VCE mode
PC Engine: fixed VRAM->VRAM DMA transfers (was transferring one byte less than it should)
PC Engine: improve burst-mode emulation (early VRAM->VRAM termination, etc)
PC Engine: add display timing latching to the performance profile's scanline renderer
PC Engine: many disassembler improvements
PC Engine CD: added skeleton implementation (non-functional)
Mega Drive: fix a crash when loading Sonic & Knuckles or the Game Genie without a daughter cartridge connected
higan: fix System menu option enabling when "Create New System" is selected
icarus: fix typo in save RAM portion of Master System game manifests (was marked as ROM by mistake)
byuu: don't show the program icon briefly when loading a new game
byuu: focus the viewport after loading games
byuu: add trace log path override option
byuu: use save path override for SNES save RAM files as well
It took 22 years, but they finally found my one weakness, and they've won. I tried everything.
I tried acknowledging and addressing all criticisms made of me for the past two years now to no avail.
I tried making the software everyone wanted, running a GitHub account, and more, to no avail.
I even tried changing my name, and later my emulator name, to no avail.
Decir que a la emulacion todavia le queda mucho porque quizas unos juegos 3D de megadrive tengan algun problema con los graficos, creo que no es justo.
It is my privilege to release ares v117 today.
Most notably, this release adds Sony PlayStation emulation. Please understand however that this support is new, and compatibility will be low. That said, the base hardware is entirely emulated, including MDEC, SPU, CD-XA, memory card support, etc. It shouldn't take much effort to raise the compatibility to a respectable level in the future. And thanks to dynamic recompilation and multi-threading, it should run at full-speed even on modest hardware. ares can run games in either ISO/CUE or BIN/CUE format, as split/WAV files or as a single merged BIN file.
As for the Nintendo 64, Themaister has ported Parallel-RDP to it, and it too is now capable of running commercial games at full-speed, with accuracy just shy of Cen64. However, the support is too new and untested to release at this time, and memory card support has not been added yet. Nintendo 64 support should ship with the next release instead.
Beyond this, there are six months of emulation improvements: many new Famicom mappers were added, several Master System and Game Boy Advance emulation bugs were fixed, etc. Also, a second virtual gamepad has been added for multi-player support.
[Nintendo 64] ParaLLEl-RDP renderer added to ares. Uncapped speed => 130-200fps. CPU accuracy is very slightly lower than Cen64. RDP + VI is as accurate as angrylion. (https://twitter.com/near_koukai/status/1360956749847519233)
I'm excited to launch ares v118 today, the first release featuring playable, full-speed Nintendo 64 emulation!
The new Nintendo 64 emulation is made possible thanks to Themaister very graciously porting his Vulkan-based ParaLLEl-RDP graphics renderer to ares. With its default settings, it is nearly pixel-perfect to real hardware, and it optionally supports upscaling to 2x or 4x the original Nintendo 64 resolution, plus optional supersampling back down to the original resolution (for enhanced anti-aliasing) if desired. The Vulkan support requires an appropriate graphics card, and either Windows or Linux. At this time, Vulkan is not available for macOS nor the BSDs.
Also new for the Nintendo 64 core in this release is Rumble Pak, Cartridge Pak, SRAM, EEPROM, and Flash save support. Note that for right now, the Rumble Pak will only be enabled for games which use internal saves (SRAM, EEPROM, and Flash.) That does not cover all Rumble Pak-capable games. The option to choose between Rumble Paks and Cartridge Paks will be added to a future release.
For the PlayStation core, Luke Usher provided two rendering fixes that allow Final Fantasy VII and Tony Hawk's Pro Skater to be fully playable!
Right now, approximately 33% of the Nintendo 64 library is fully playable, and about 67% of the PlayStation library is fully playable. Each core has only been under active development for about one month each, so they both have a long way to go. Please treat these early releases as tech samples, rather than finished emulation cores.
Further, note that the Nintendo 64 and PlayStation cores employ cached interpreters. This is a middle-ground between the accuracy of interpreters and the performance of dynamic recompilers. As such, ares' system requirements will be a bit higher than traditional emulators for these systems. Presuming no background task interference or CPU throttling, generally speaking, a Ryzen 5 2600 or better CPU should get you to around ~120fps in the average case, and ~60fps in the worst case.
http://www.emu-france.com/?wpfb_dl=7775
https://as.com/meristation/2021/06/28/noticias/1624874875_847063.html
Si de verdad como tememos la cosa ha terminado así espero que la policía intente dar con los culpables, aunque deduzco que crímenes así deben ser casi imposibles de demostrar.
ares v122 released
This release primarily provides improved Neo Geo Pocket/Neo Geo Pocket Color and Sega 32X emulation.
The entire Neo Geo Pocket/Color library is now thought to be playable, with minor graphical issues in four titles.
A small number of SEGA 32X games are now playable, although most still experience graphical and/or audio issues.
ares v123 includes significant improvements to the emulation of the ColecoVision, SG-1000 and the Game Boy/Game Boy Color.
This release brings the compatibility rating for ColecoVision and SG-1000 to four stars.
This means that we have 100% compatiiblity with both of those libraries, with the only exception being the few games that require additional peripherals (driving controllers; touchpads, etc).
The Game Boy improvements are significant, but not quite enough to increase the compatibility rating at the present time, even so, Many more games are playable than before.
Finally, a few tweaks to MegaDrive emulation have improved compatibility, reduced the occurance of video corruption, and improved performance of the Sega 32X emulation.
Changelog:
- fc: implement GTROM mapper [LukeUsher]
- hiro: track window focus via messages, not polling [invertego]
- mia: prefer known rom extensions in zip archives [invertego]
- ms/sfc: fix some light-gun related crashes [invertego]
ares v126 brings even more improvements to the NES/Famicom emulation by adding support for many more rom mappers. Compatibility for MSX1/MSX2 has also improved as a result of adding heuristics for better mapper detection.
An issue that prevented Windows users from mapping inputs in v125.1 has also been fixed.
Changelog:
- fc: support for namco 175/340 boards [encoded-byte]
- fc: support for namco 118 board [encoded-byte]
- fc: support for Color Dreams board [sp1187]
- fc: support for bandai 74161 boards [encoded-byte]
- fc: split bandai fcg / lz93d50 boards [encoded-byte]
- fc: Support for Action 52 board [sp1187]
- fc: support for bandai lz93d50 variant [encoded-byte]
- fc: support for unrom variants [encoded-byte]
- fc: support for sxrom boards with mmc1a [encoded-byte]
- fc: support for cnrom with security [encoded-byte]
- fc: support txrom variants [encoded-byte]
- fc: support for namco 163 board (no sound) [encoded-byte]
- fc: attach sunsoft 4 + ext rom [encoded-byte]
- fc: support for cprom board [encoded-byte]
- fc: support for bandai karaoke board [encoded-byte]
- fc: fix saving on bandai lz93d50 + m24c02 [encoded-byte]
- fc: support for bandai oeka board [encoded-byte]
- fc: partial support for bandai datach [encoded-byte]
- msx: add heuristics for rom type detection [LukeUsher]
- msx: msx: use the slot layout and memory expected by cbios [LukeUsher]
- component: fix eeprom m24c mode selection [encoded-byte]
- hiro: monitor activate messages for window focus [invertego]
- mia: updated fc database [encoded-byte]
Rasky ha estado trabajando duro para mejorar la emulación de N64; asegurándonos de pasar tantas pruebas como sea posible en la nueva ROM de prueba para el sistema; después de mucho trabajo, ahora pasamos casi todas las pruebas; más que cualquier otro emulador de Nintendo 64 existente actualmente.
Aunque la compatibilidad no es tan alta como la de otros emuladores, la mayoría de los juegos funcionan y creo que es seguro decir que ares es el emulador de Nintendo 64 más preciso en el momento de la publicación; basado en estos resultados de prueba, así como en la jugabilidad.
This is an emergency hotfix release for macOS and Linux users that fixes the following issues
- N64, PS1 and 32X emulation crashes on Intel macs running macOS versions newer than Catalina. Unfortunately this slipped through the net because it was functional on Catalina, which I have, and the latest macOS on M1, which Rasky has.
- For Linux users, some Audio/Video/Input driver options were missing, due to broken dependency resolution.
- Additionally, one minor emulation fix did get merged: the Copyright screen on Perfect Dark now renders using MAME RDP. (This is not yet fixed when using Parallel-RDP, as we are still working on getting it fixed upstream)
- macOS users on Apple Silicon/ARM64 platforms, and Windows users can safely skip this update if they wish to do so.
Build System
- Fix broken package detection after the switch to pkg-config [LukeUsher]
Nall (Standard Library)
- Fix the recompiler/JIT on Intel macOS platforms newer than Catalina [LukeUsher]
Nintendo 64
- Handle vstart/vend RDP coordinate wraparound when using MAME RDP [Rasky]
Systems
Bandai – WonderSwan / WonderSwan Color
– Implement cartridge SRAM open bus
Nec – PC Engine / TurboGrafx / SuperGrafx / CD
– Automatic bios detection now prefers the Arcade Card bios for NTSC-J Region, rather than System Card 3.0
Nintendo – NES / Famicom / Disk System
– Fix an issue where cartridge ram was not included in save states for some HVC-NROM and Sunsoft 1-3 mappers.
– Add support for Camerica/Codemasters mappers
– Add support for Tengen Rambo-1 mapper
– Add support for Sachen-0037/Tengen-800008 mapper
– Add support for the NES Zapper
Nintendo – Game Boy Advance
– Prevent the debugger from advancing the CPU clock
– Reset prefetch buffer on ROM accesses from DMA
– Improve DMA timings
– Implement that the prefetcher should halt only once DMA is accessing ROM
– Prevent DMA from interrupting ROM accesses
– Fix controls when using a rotated screen
– Reload timer value after tick
– Use separate latches per DMA channel
– Implement graphics viewer in the debugger
Nintendo – Nintendo 64
– Clear R0 register only when written to (Performance optimisation)
– Fix an issue where loading save states would not set the correct audio frequency
– Add missing fields to save states
– Refactor to remove the branch state machine from the instruction epilogue (paving the way for – future recompiler improvements)
Sega – SG-1000
– Fix an issue where cartridge ram was not included for Taiwan-A and Taiwan-B mappers.
SNK – Neo Geo
– Fix an issue where cartridge ram was not included in save states for the Jockey GP mapper.
Sony – PlayStation
– Fix a crash when the display surface wraps around the framebuffer.
– Fix an issue where CD-ROM seeking would not interrupt a read operation
Shared Components
ARM7TDMI
– Fix reading SPSR register in user and system modes
– Improve LDM/STM edge case handling
NEC V30MZ
– Fix DAS overflow flag emulation
– Fix instruction prefix handling
– Fix IP on interrupt fired when prefixes are being used with non-prefixed instructions
Other
– Fix an issue where settings may not save correctly on non-english locale
– Improve the OpenGL integration with librashader; matching the implementation for the Metal driver
– Improve the OpenGL driver on macOS: Fix flickering on resize, add fullscreen behavior toggle and fullscreen monitor selection
– Fix building using Make 3.81 (macOS users no longer need to install a newer Make manually to build ares)
– Properly detect the target arch when compiling with CL
– Improve compatibility with FreeBSD
– Fix an issue where the settings window would be too small to show all options on some configurations
– Add the ability to switch between the interpreter and recompiler at runtime; previously this was a compile time switch unavailable to end users. You can use the « Force Interpreter » setting to force the 32X, N64 and PS1 cores to use the interpreter.
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.
As always, if you wish to see the full changelog in a per-commit format along with their authors, you can do so on GitHub here.
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)
While this is an unusually quick release cycle, there was an issue that unfortunately made it into the last release that we feel needed a priority fix: This version fixes a regression that caused Super Game Boy, and other add-on carts for the Super Famicom/SNES to not load properly.
Entre los aspectos más destacados de esta versión se incluyen mejoras importantes en los núcleos de Game Boy Advance, WonderSwan y Nintendo 64, así como correcciones de errores de aplicaciones, mejoras de comportamiento y actualizaciones de librerías de terceros.