L'un des émulateurs GameBoy les plus précis existant a été mis à jour. Les améliorations sont les suivantes: New/Improved Features - When emulating a Game Boy, you can now select out of 4 different palettes - New Monochrome LCD scaling filter - It is now possible to display Super Game Boy, or a built-in default border, even when emulating different models - Improvements to the built-in boot ROMs; the DMG boot ROM has a new animation, and the CGB boot ROM now features an anti-aliased logo - Gamma correction added to the CRT scaling filter - Add “Reduce Contrast” as an additional color correction mode - Optional more accurate frame blending mode, emulating the scanline-like appearance of actual Game Boy displays - The next debugger command now skips over HALT - The registers debugger command now display IME as well - Added volume control to the SDL frontend - The SDL frontend will now load and save “prefs.bin” relative to the binary if such file exists - The sidebar in the Cocoa debugger is now resizable and collapsable - The Cocoa frontend now supports cheats - Added support to ISX files, used by the official toolchain - Rewritten and improved controller support in Cocoa, featuring rumble, player LEDs, and analog controls for turbo and slow motion. Controller support: *GameCube adapters (Both official and PC adapters): Full support, including automatic mappings, multiplayer, analog controls, and rumble .Unofficial adapters in PC mode support analog rumble, as opposed to PWM binary rumble; the use of PC mode is recommended *Generic “Twin USB” DualShock 2 PC adapter: Automatic mapping, multiplayer support *Switch Pro Controller: Full support, including automatic mappings, rumble, and player LEDs; via both USB and Bluetooth *DualShock 3: Full support, including automatic mappings, rumble, player LEDs, and analog controls; via both USB and Bluetooth .Some Macs seem to be unable to communicate LED and rumble information to DualShock 3 controllers; the use of USB for this controller is recommended *Generic controllers: Basic functionality, may need to be manually remapped in settings *Support for more controllers will come in future releases - Optionally add rumble support to all games, even those without a Rumble Pak, in all frontends .SDL rumble support varies between operating systems and SDL versions - The debugger now allows more than one symbol at the same address - Added the softbreak debugger command to enable/disable software breakpoints (ld b, b) - The SDL debugger now always outputs “>” when it’s waiting for an input - The SDL debugger allows the use of the magic binary sequence "\x03\x0a" to break the debugger from stdin in async-capable platforms
Accuracy Improvements/Fixes - Fixed a regression bug that made the first frame blank instead of repeated on the Game Boy Color - Fixed an APU sequencer edge case - Fixed a bug affecting HDMA timing - Color correction is now more accurate - Correct emulation of the OPRI register - More accurate emulation of STOP mode - More accurate emulation of LCDC write conflicts; although individual units may behave differently - Emulation of cases where PPU object fetched are aborted in the middle - Correct emulation of changing object height during fetch - More accurate emulation of the PPU fetcher’s timings - Accurate emulation of SCX’s upper 5 bits changing mid-line - Rewritten window implementation, which is much more accurate now, including the various timing scenarios - More accurate emulation of background FIFO push timings - Emulate some of the cases where the PPU and LCD desync - Accurate emulation of tilemap advance timings - Implement a missing SGB command (ATTR_CHR) - More accurate MBC2 emulation - More accurate MBC3 emulation and proper MBC30 support - Correct emulation of PCM12 and PCM34 reads when emulating CGB-C - Improved HuC-1 emulation - HuC-3 emulation, including RTC and alarm clock emulation *Alarm clock emulation is only supported in the Cocoa frontend - Partial emulation of glitched VRAM reads that happen right after mode 3
Bug Fixes - Fixed a bug with scrolling menus in the SDL frontend when emulating a Super Game Boy - Fixed cases where the Cocoa frontend froze - Fixed a bug where an incorrect minimum window size was enforced on the Cocoa frontend - Assignments to 16-bit expression in the debugger is now working correctly - Fixed operator priorities in the debugger - Fixed a debugger parsing bug - Fixed compatibility with older macOS versions in the Cocoa version, restoring support for 10.9 (Mavericks) and newer
Misc Internal Changes - Added per-commit automatic GitHub builds, with basic sanity tests - When building the SDL frontend on macOS, the Brew version of SDL2 is used - Fixed various compilation errors with GCC - Make the libretro frontend compile without warnings - HuC-1 and HuC-3 IR are emulated now, but this is not currently supported in any frontend |
|