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Version 0.13 This version is backwards compatible with save states from SameBoy 0.11.x and newer. 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 |
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