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[CGB] SameBoy 0.8

[4] @ Sobota, 13 Maja 2017 00:44CET

SameBoy jest emulatorem sprzętu Nintendo GameBoy i ColorGameBoy napisanym z myślą o Macintoshu, jednak i nam blaszakowcom dostała się wersja (SDL), którą można przetestować. Wersja bez GUI biorąc pod uwagę ilość innych projektów udawaczy tych konstrukcji może odstraszyć.

Version 0.8

This version is not compatible with save states of older versions. This version ignores key bindings set by older versions

New/Improved Features

  • The debugger now includes a ticks command, to allow tick counting
  • The debugger now includes a palettes command, to allow dumping the palettes in CGB mode
  • General optimizations
  • Complete GameBoy Camera support in the Cocoa port, basic support in the SDL port
  • Debugger syntax improved, commands now allow modifiers
    • print/eval can now have a format modifier (e.g. print/d)
    • examine can now have a byte count modifier (e.g. x/4)
  • The debugger now includes a disassemble command
  • Added a VRAM viewer to the Cocoa port
  • GameBoy Printer emulation in the Cocoa port
  • New icon for GBC files, following Nintendo’s color-coding convention, fixed icon alignment for both GB and GBC icons
  • Quick Look support in Cocoa: GB and GBC files now display in-game screenshots on their cartridge icon

Accuracy Improvements/Fixes

  • The APU emulation was refactored, and is now faster and now longer dependent on the sampling rate
  • LCDC’s bit 0 is now properly emulated (Fixes: Krusty’s Fun House)
  • The HALT bug is now emulated
  • The user is now prevented from pressing opposite keys at the same time (Fixes Pocket Bomberman)
  • Fixed MBC2 RAM emulation
  • Corrected emulation of the palette registers in CGB mode
  • HUC1 is now partially emulated, sans the IR sensor
  • Basic HUC3 support, only the MBC is emulated
  • Implemented the STAT-write interrupt bug (Fixed: Road Rash and Zero no Densetsu; these games do not work on CGBs)
  • Limited the LY=144 interrupt to DMG mode, as hinted by MooneyeGB’s test ROMs

The following games now pass the automatic testing: > All-Star Baseball ‘99, Cave Noire, Daisenryaku, F-1 Race, Gameboy Camera, Hatris, Ironman, Konami Golf, Kwirk, Meitantei Conan, Nintendo World Cup, Pocket Bomberman (J), Puzzle Boy, SS Spinner, The Smurfs, Speedball 2, Tecmo Bowl, Teenage Mutant Ninja Turtles 2, Tsuri Sensei, Ultima, Ultra Golf, WordZap, Z - The Miracle of the Zone, Zerd no Densetsu

Bug Fixes

  • Fixed a deadlock in the Hex Editor/Viewer when viewing APU data
  • Fixed a crash when accessing MBC RAM on some ROMs that do not have MBC RAM
  • Multiple watchpoints did not function correctly
  • Improved the behavior and performance of the open dialog in Cocoa
  • Fixed dereferencing a non-banked address in the debugger
  • VRAM was not initialized
  • Fixed an edge case where the Hex Editor/Viewer crashed
  • Breakpoint and watchpoint conditions no longer trigger other watchpoints; fixed potential crashes
  • Better handling of input in the Cocoa port when the system has a non-ASCII keyboard layout
  • Minor fixes for the help debugger command

Misc Internal Changes

  • Added rumble API, but it is not actually used by any of the GUIs
  • Added serial API, but it is currently only used internally for the GameBoy Printer

Version 0.7

New/Improved Features

  • The debugger now includes a backtrace command to show the stacktrace
  • Cocoa port now includes a Hex Editor/Viewer
  • The debugger help command was improved
  • General improvements to debugger usability
  • The SDL port now compiles on Windows (Binaries included)
  • Mouse hiding in Cocoa is now only enabled during full screen
  • The Cocoa port now remembers the mute setting
  • SameBoy now issues a warning when loading a game that uses an unsupported cartridge
  • Cocoa port now remembers previous breakpoints/watchpoints after reset
  • Cocoa port now automatically shows the open if needed

Accuracy Improvements/Fixes

  • OBP0/1 are now initialized to the correct value (Fixes Mooneye’s DMG hardware registers test).
  • A disconnected serial cable is now emulated. Fixes:
    • Baseball
    • Faceball 2000
    • Fighting Simulator
    • Godzilla
    • Hiryuu Gaiden
    • In Your Face
    • Lunar Lander
    • Pinball Party
    • Sneaky Snakes
    • Super R.C. Pro-Am
    • WWF Stars
    • Yoshi’s Egg
  • Correctly emulating unused OAM RAM in DMG mode
  • DMG boot ROM now finishes with the original register values (Fixes Mooneye’s DMG boot registers test)
  • RTC clock latching is now emulated.
  • Fixed APU issues where simultaneously running games could affect each other
  • Fixed APU issue that could break some games. Fixes:
    • Chiki Chiki Tengoku
    • Moguranya/Mole Mania
  • Fixed MBC RAM not being properly reset. Old save data must be deleted for this fix to apply. Fixes:
    • Purikura Pocket 3
    • Probably affects many other games

Bug Fixes

  • Boot ROMs were not trimmed correctly
  • Fixes several bugs that caused the Cocoa port to freeze when using the reset command during debugging

Misc Internal Changes

  • SameBoy can now be compiled with precompiled (non-SameBoy) boot ROMs
  • SameBoy includes an automated game ROM tester

Version 0.6

New/Improved Features

  • Conditional r/w/rw debugger watchpoints
  • Added the “!=” operator to the debugger
  • Redefined the debugger input and output syntax, being more consistent with RGBDS
  • Debugger now reads .sym files (Tested with 3 popular formats). It shows symbols when possible, and allows using them in expressions
  • Debugger data types can now be either 16-bit values, or 25-bit full addresses that include a bank identifier
  • Debugger commands and expressions support full addresses as parameters. This allows, for example, breaking on an address on a specific ROM bank, or reading a value from a specific MBC RAM bank.
  • Some debugger commands may now run without breaking the debugger. (Similar to LLDB or GDB’s async mode)
  • SDL port now supports save states
  • Improved performance by about 6% by enabling link-time optimizations
  • Reduced file size by stripping executables
  • Several Cocoa-only UX improvements:
    • Prevented being paused “twice” (Both by the pause option and the debugger)
    • Optional proportional resizing
    • Proper fullscreen support
    • Mouse cursor is now hidden while running

Accuracy Improvements/Fixes

This version includes major accuracy improvements, which allow it to pass 54 tests out of mooneye-gb’s 58 acceptance tests (2 of which fail due to not including the original boot ROM); more than any other emulator.

  • Rewritten MBC support, with MBC1M support (Fixing some N-in-1 cartridges)
  • Major accuracy improvements to OAM DMA.
  • Corrected a lot of instruction memory-access timings
  • Corrected some IO register masks
  • Major accuracy improvements to timers (TIMA/DIV)

Bug Fixes

  • Corrected operator priorities in the debugger
  • Fixed a bug where a breakpoint might have been ignored
  • Reduced CPU usage when running games with a real time clock
  • Handling ^C and ^D more sanely in SDL port
  • Fixed memory leak in Cocoa

Misc Internal Changes

  • Added infrared API, but it is not actually used by any of the GUIs
  • Fixed build system bugs that caused needless dep file generation, and made the Cocoa build fail sometimes if SDL is not installed

Version 0.5

This version is not compatible with save states of older versions.

New/Improved Features

  • Updated save state format, should now be much more future compatible
  • Save state compatibility between 32 and 64 bit versions of SameBoy
  • Cocoa version is now using OpenGL 3
  • HQ2x filter added (Cocoa only)
  • A new, redesigned OmniScale filter; old filter is renamed to OmniScale Legacy (Cocoa only)
  • Cocoa port now “remembers” the last window size
  • Added boolean operators to the debugger
  • Added conditional breakpoints

Accuracy Improvements/Fixes

  • Better emulation of certain behaviors of the SCX register
  • Fixed emulation of the STOP instruction
  • Minor fix to the accuracy of the JOYPAD register
  • Minor improvements to HDMA accuracy

Bug Fixes

  • Improved concurrency in the Cocoa port
  • Fixed a bug where an emulator window in the Cocoa port will freeze until resized
  • Fixed incorrect disassembler outputs
  • Fixed a potential crash when deleting a breakpoint

Misc Internal Changes

  • Large code refactoring, getting ready to stabilize API

Version 0.4

This version is not compatible with save states of older versions.

New/Improved Features

  • Cocoa port now includes several scaling algorithms, including a beta of the exclusive OmniScale algorithm
  • SDL port now includes sound support
  • SDL port now includes battery save support

Accuracy Improvements/Fixes

  • APU emulation now includes stereo support
  • Improved PCM registers emulation
  • More accurate STAT interrupt emulation. This fixes Altered Space.

Bug Fixes

  • The Cocoa port ignored some key presses if the user keyboard layout included non-ASCII characters
  • Fixed a bug that could cause a crash when adding or removing a breakpoint

Version 0.3

New/Improved Features

  • New debugger command: cartridge (alias: mbc) shows information about the cartridge and the current status of the MBC
  • Experimental debugger command: sld (Short for Stack Leak Detection) behaves similarly to finish, but stops if a stack leak or stack overflow is detected
  • The Cocoa port now allows configuring controls

Accuracy Improvements/Fixes

  • ROM banks now wrap (Fixes game: Pocket Monster Adventures (Bootleg))
  • Fixed incorrect DMA behavior, DMA might fail for specific source addresses (Fixes game: The Smurfs 3)
  • Timer registers were counting too slow in CGB double speed mode
  • Corrected read behavior of the HDMA5 register (Fixes game: A Bug’s Life in CGB mode)
  • Fixed a bug with the CGB boot ROM that prevented initialization of the wave RAM
  • The CGB boot ROM now loads the DMG tilemap for specific games, just like the original ROM (Fixes game: X (intro animation))
  • Fixed a bug where audio channel 3 was playing silently while it should have been muted.

Bug Fixes

  • Debugger’s finish command now behaves correctly when interrupts are involved
  • Corrected the description for the breakpoint command
  • SameBoy will not create save files for ROMs without cartridge RAM or RTC, even if they report having a battery, preventing 0-bytes save files

Version 0.2

New/Improved Features

  • Support for multiple breakpoints
  • Better debugger command style and error reporting; includes help command
  • In the SDL port, ^C in the terminal will break the debugger instead of quitting SameBoy
  • Cocoa port now saves preferences (Model and frame blending)
  • It is not possible to toggle console output and debugging in the Cocoa port

Accuracy Improvements/Fixes

  • Read/write masks corrected for several registers
  • Corrected 144th OAM interrupt behavior
  • LCD operation moved to advance_cycles, fixing some obscure timing issues (Fixes game: X / Ekkusu)
  • More accurate emulation of the registers controlling DMG emulation on CGB
  • Emulation of PCM_12 and PCM_34 in the SDL port

Bug Fixes

  • Debugger’s next command can now exit a function

Version 0.1

Initial public release

 

NOWSZY [CGB] SameBoy 0.16.7 4/10/2024

SameBoy 0.16.7 4/10/2024

New/Improved Features

  • It is now possible to cycle between different main cameras on supported iPhone models in the iOS frontend
  • The iOS frontend can now directly open ZIP archives
  • ROMs can now be deleted from the iOS library using a context menu as well
  • The Homebrew Hub in the iOS frontend was moved to a tab
  • A new flat CRT filter is now available
  • Retouched iOS icons, including support for dark and tinted icons

Bug Fixes

  • Worked around a Wayland bug that sometimes caused SameBoy to crash it on exit
  • Fixed a bug caused turbo/slow-motion/rewind modes to unexpectedly exit when using an external controller in the iOS frontend
  • Prevented the console from flashing in the Windows version
  • Fixed a bug when comparison operators had the wrong priority in the debugger
  • Fixed a potential crash involving haptics in the iOS frontend
  • Fixed a bug that caused the delete and unwatch commands to list the wrong breakpoint/watchpoint after deleting one
  • Fixed more potential edge cases that could prevent the Cocoa frontend from opening files
  • Fixed incorrect spellings of Game Genie as “GameGenie”

Misc Internal Changes

  • Fixed an issue that made macOS binaries incompatible with some older versions of macOS when using the latest macOS SDK
  • SDL2 has been upgraded for Windows releases
NOWSZY [CGB] SameBoy 0.16.6 14/06/2024

SameBoy 0.16.6 14/06/2024

New/Improved Features

  •  You can now browse Homebrew Hub and download submitted games and demos directly in the iOS frontend.
  •  Currently, only open-source submissions can be viewed in-app. The ability to allow other submissions to appear in SameBoy will be added to Homebrew Hub soon.
  •  The option to open SameBoy's Library in the Files app has been added to the iOS frontend's Library screen.
  •  Screen dimming is now disabled while emulation is running in the iOS frontend.
  •  Improved D-pad controls in the iOS frontend – the center point of the D-pad is now a safe "rest" zone; dragging a touch outside of the D-pad no longer releases the button.
  •  User-provided boot ROMs can now be selected in the iOS frontend.

Accuracy Improvements

  •  Accuracy improvements to the square "zombie stepping" glitch in CGB-D and CGB-E, fixed Telefang title audio that was broken for these revisions.
  •  Writing to NRx3 and NRx4 in the same cycle these registers are read by the APU is now emulated correctly.
  •  SameBoy will now select cgbE_boot.bin, if available, when emulating CGB-E.

Bug Fixes

  •  Fixed a bug that triggered occasional audio distortions on some Macs and iOS devices.
  •  Fixed a bug that made the iOS version sometimes incorrectly prefer SGB over CGB emulation for some newly imported ROMs.
  •  Fixed a bug that could crash SameBoy upon pausing in the iOS and Cocoa frontends.
  •  Fixed a bug that made the Cocoa frontend's Debug Console windows always on top.
  •  Fixed a 0.16.5 regression that broke the Cocoa frontend's Memory window on macOS Sonoma.
  •  Fixed stability issues when emulating the Game Boy Camera in the iOS frontend.
  •  Fixed a bug that caused haptics and rumble to temporarily stop working in the iOS frontend.

Misc Internal Changes

  •  Internal support for AGB-0's boot ROM was added to the core's API (AGB-0 remains unsupported as an emulated revision for now)

SameBoy 0.16.5 25/05/2024

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator. This version's change set includes the changes from version 0.16.4, which was exclusive to the iOS App Store.

New/Improved Features

  • The iOS frontend is now available on the App Store
    • The App Store version requires iOS 13 or higher, while the version targeting side-loading and jailbroken devices still supports iOS 11 and 12.
  • The following new features has been added to the iOS frontend:
    • Support for MFi, PlayStation, Switch and Xbox controllers. Support includes rumble functionality, motion controls, analog controls, and button remapping.
    • A launch screen was added.
    • A new "Import ROM File" button was added to the Library screen.
    • Multiple interface themes were added.
      • The App Store version has additional themes that can be unlocked by supporting SameBoy's development.
    • The iOS frontend now shows tips and facts in the pause menu.
    • Tapping SameBoy's logo now opens the pause menu.
    • The button haptics strength can now be changed.
    • After importing a new ROM, a suitable model is automatically selected
  • The default rewind duration in the Cocoa and iOS frontends was change to 2 minutes to match the SDL frontend.
  • Debugger windows no longer hide when the Cocoa frontend is out of focus.
  • Each debugger window now includes the ROM name in its titlebar in the Cocoa version.

Bug Fixes

  • The Cocoa and iOS frontends no longer incorrectly include the word "Version" in their version strings.
  • Fixed a bug that caused filtered screenshots to be saved as 32-bit per channel on the Cocoa frontend.
  • Fixed a bug affecting iPads that left the game paused under some conditions after exiting certain screens.
  • Fixed incorrect handling of loading save states of an incompatible MBC RAM size.
  • Fixed a visual glitch with the Monochrome LCD scaling filter, which also caused filter screenshots to be semi-transparent.
  • Fixed a bug that allowed rewinding auto-loaded states back to the boot ROM in the iOS frontend, potentially losing data.
  • Fixed a bug that caused the camera-change button to be positioned incorrectly on notched iPhones running the iOS frontend.

Misc Internal Changes

  • Fixed build issues when using the current master branch of RGBDS to build SameBoot.
  • Fixed a false positive warning when using certain GCC versions.
  • The iOS frontend's license has been updated.

SameBoy 0.16.3 12/04/2024

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • The “Hot Swap Cartridge” functionality now allows hot swapping a file with a newer version of itself in the Cocoa version
  • This can also be done with the new “Reload ROM” menu item, available while holding Shift in the Emulation menu
  • The SDL frontend now uses the modern folder selection dialog when selecting a boot ROMs folder on Windows
  • Add an option to allow pressing A+B by touching the space between the two buttons in the iOS frontend
  • The iOS frontend can now choose between 3 audio modes; Enabled, Disabled, and Controlled by Silent Mode
  • The iOS IPA release is now ad-hoc signed to prevent TrollStore from signing it with the wrong entitlements
  • The iOS Deb release is now compatible with both rootful and rootless jailbreaks

Accuracy Improvements/Fixes

  • Updated the built-in SGB boot ROMs so they're closer in timing to the original boot ROMs

Bug Fixes

  • The Cocoa and iOS versions now display the correct license for SameBoy
  • Improved compatibility with certain ISX files
  • Fixed the States screen displaying incorrectly in iOS 16 and newer
  • Fixed several spelling mistakes in the debugger
  • Fixed visual artifacts that may appear in certain scaling filters when scaling with a multiple of 3 factor
  • Prevent filtered screenshots from using 64-bit color depth on the Cocoa frontend, which improves compatibility with certain apps
  • The ticks debugger command no longer outputs “Tick count reset” if the keep flag was used
  • Fixed a bug that prevented Turbo Mode from working on iOS if dynamic speed controls were not enabled

Misc Internal Changes

  • Improved integration with libretro's build infrastructure, which should greatly improve the release schedule of the libretro version of SameBoy

SameBoy 0.16.2 13/01/2024

 

Accuracy Improvements/Fixes

  • Improvements to the "Accurate" frame blending option; SameBoy now correctly tracks the "parity" of each frame, and uses a more realistic blending ratio
  • Support for bootleg ROMs that claim to have no RAM in the MBC field, but also declare a non-zero RAM size

Bug Fixes

  • Removed XAudio 2.7 support and replaced it with the redistributable version of XAudio 2.9, fixing various crashes on Windows 7
  • Fixed an issue with the menu graphics being glitched in the SDL frontend if SameBoy is set to display a border
  • Fixed the update dialog in the Cocoa frontend displaying the changelog in the wrong font on versions of macOS
  • Fixed Quick Look support being broken on macOS Sonoma
  • Fixed a bug where the Cocoa and iOS frontend would sometimes flicker when using the Metal renderer
NOWSZY [CGB] SameBoy 0.16.1 23/12/2023

SameBoy 0.16.1 23/12/2023

New/Improved Features

  • SameBoy on iOS will now warn the user if it hasn’t been correctly signed, which could prevent “Open With” from working with SameBoy

Accuracy Improvements/Fixes

  • Fixed a bug that made SameBoy think a WorkBoy was connected in some cases where a Game Boy Printer was connected

Bug Fixes

  • Fixed a bug that made SameBoy incompatible with macOS versions 10.9 to 10.15
  • Fixed several UI issues with the Printer Feed on macOS Big Sur and newer
  • Prevent some Cocoa toolbar items from overflowing into a menu item that would crash on click
  • Fixed a bug that prevented SameBoy from opening ROM files if VisualBoyAdvance was also installed on macOS
  • VSync is now automatically disabled in the SDL frontend if the screen refresh rate is under 60Hz, which could cause garbled audio on some machines
  • Fixed a bug where the SDL frontend would indefinitely hang if the current audio device became unavailable while using the XAudio 2.7 driver

Misc Internal Changes

  • The iOS Deb releases no longer contain local file ownership information
  • The SDL version used in the Windows release has been updated to 2.28.5

 

SameBoy 0.16.0 16/12/2023

New/Improved Features

  • A new, fully-featured iOS frontend:
    • Supports every iPhone, iPad and iPod Touch model running iOS 11 or newer (iOS 13 or newer is recommended)
    • Can be installed by side-loading (using AltStore or TrollStore) or using a jailbreak
    • Innovative and customizable touch controls, including support for analog rewind, fast-forward and slow motion
    • Save states
    • Scaling filters
    • In-game rumble support
    • Game Boy Camera support
    • Motion controls for supported games
    • Notifications for alarm-clock-enabled games
    • Advanced emulation settings
    • A lot more!
  • Reopening a ROM from Finder or other means now reloads the ROM in the Cocoa frontend
  • The SDL frontend received a small facelift
  • Cheats support in the SDL frontend
  • The SDL frontend can now pick a specific revision from CLI
  • A new reset command in the debugger, supporting 3 types of resets
  • Several new changes that improved performance:
    • Disabled inlining of several slow-path functions
    • Enabled the compiler’s fast-math flag
    • Prevention of loop unrolling for large, non-speed-critical loops, to improve utilization of instruction caches
    • Optimize the GUI code for size rather than speed to improve utilization of instruction caches
    • Work around Clang and GCC generating slow code for inline compile-time constants
  • Support for ranged breakpoints and watchpoints
  • Breakpoints and watchpoints are now identified by a unique ID rather than an address, deletion is now done by ID
  • The IO_ prefix for hardware registers in the debugger has been removed in favor of the more standard r prefix
  • The Cocoa memory viewer’s “Go to” field can now switch banks and address spaces
  • The Cocoa memory viewer now symbolicates its selection in the status bar
  • The debugger now supports backwards single stepping, if rewinding is enabled (experimental)
  • Sending SIGUSR1 to the SDL frontend now triggers a reset command
  • Improved controller assignment in the Cocoa frontend, especially when playing multiplayer SGB games or when emulating the link cable
  • Menu and keyboard shortcuts to scale windows up and down to the next integer factor in the Cocoa frontend
  • The Windows builds are now 64-bit, greatly improving performance on Windows

Accuracy Improvements/Fixes

  • Emulation of open bus behavior when reading disabled cartridge RAM
  • More accurate emulation of volume envelope locking on the pre-Color models, as well as CGB revisions older than D
  • Improved Printer timings, allowing the mini game in Hello Kitty Pocket Camera to be played
  • First-party Nintendo games will now have correct initial register values when using the built-in CGB and AGB boot ROMs
  • Improved accuracy of JOYP switching delay
  • Fixed a timing issue when aborting an object fetch using an LCDC write
  • Improvements to object fetching address calculation timings
  • Accurate emulation of PPU registers write conflicts in CGB double speed mode
  • Correct emulation of reading SVBK, fixes Flyeyes (unlicensed game)
  • Wired Switch Controllers now get automatic button mappings in the Cocoa frontend
  • Fixed a bug where GBS files were starting with a wrong value in the IE register, fixes several GBS files
  • Emulation of the OAM corruption glitch triggered by the jr instruction, as well as halt and stop modes
  • Correct read emulation of the BANK register while still in the boot ROM
  • Fixed a bug where accurate RTC emulation halted while SameBoy wasn’t running
  • Accurate emulation of many sweep-related glitches, including revision differences
  • Fixed a bug where HDMA5 was not correctly updated when disabling HBlank HDMA
  • Correct, revision-accurate emulation of reading from VRAM in the last cycle of Mode 3
  • Channel 3 is now correctly mixed when emulating a GBA

Bug Fixes

  • The “Step” icon in the Cocoa debugger was broken on non-Retina displays
  • Fixed a bug where certain temperature tint settings would tint too much
  • Banked breakpoints no longer trigger while executing the boot ROM
  • Fixed camera emulation using the wrong aspect ratio on some Macs
  • Fixed a bug that caused artifacts on the right and bottom edges of the Game Boy Camera
  • Fixed a bug that allowed rewinding across ROM switches in the SDL frontend
  • Fixed a bug that made rewinding try to rewind across model changes
  • Fixed a bug that made save states created on Windows incompatible with other operating systems, and vice versa
  • Several settings in both the SDL and Cocoa frontends had some unexpected defaults, which have been adjusted
  • GameShark cheats were not imported correctly
  • Fixed imported cheats not appearing in the Cocoa frontend
  • Fixed the built-in MGB boot ROM being unexpectedly larger than it should be
  • Prevented cases where the Cocoa debug console would remain open after closing a ROM
  • Fixed a bug that caused the Libretro core to crash in link mode
  • Fixed support for Xbox Wireless Controllers in the Cocoa frontend
  • Some constants in the LCD and CRT filters were not updated when the shaders switched to linear RGB
  • Fixed a bug where jump-to breakpoints disassembled the wrong address under certain scenarios
  • Fixed an edge case where jump-to breakpoints did not work as expected, or took a slow code path
  • Fixes a bug where certain macOS versions would fail to restore the previously opened windows due to a regression in Apple’s code
  • Fixed a bug that caused the VRAM viewer’s toolbar to not appear on macOS Sonoma
  • Fixed a bug where controllers did not always automatically connect or reconnect in the SDL frontend

Misc Internal Changes

  • New APIs to explicitly reset the rewind buffer
  • When building SameBoy in debug mode, assertions will now make sure functions are always called from a safe thread context
  • Fixed an issue that caused the Cocoa preferences window to not open when building on some Macs
  • Certain false positive warnings when building with GCC 9 are now avoided
  • SameBoy can now be built as a library, allowing to disable certain features as required
  • New APU APIs to allow detailed querying of its state
  • SameBoy now correctly refers to its license as the Expat License
  • Fixed an issue that prevented SameBoy to be built if the repository’s path included a space

 

NOWSZY [CGB] SameBoy 0.15.8 06/11/2022
Marble Madness (Midway Home Entertainment, Inc., Dec 01, 1999)

SameBoy 0.15.8 06/11/2022

New/Improved Features

  • The button mapped to B, on both the keyboard and controllers, can now be used to return from menus in the SDL frontend 

Bug Fixes

  • Fixed a bug that caused the new Cocoa debugger interface display glitched buttons on newer versions of macOS 

SameBoy 0.15.7 31/10/2022

New/Improved Features

  • Debugger inputs in the Cocoa frontend now work if the emulator is paused rather than in debugger-stopped
  • The Cocoa debugger was given an improved interface with better contrast, and traditional Continue/Step Over/Step In/Step Out buttons
  • The debugger now has an interrupt command, in addition to the previously-available ^C key sequence
  • SameBoy is now properly categorized as a Game app in macOS's Launchpad
  • The lcd command now displays the background shifter and fetcher states
  • The Cocoa frontend can now perform a "quick reset", which is essentially equivalent to a reset via the cartridge reset pin, and retains RAM values, and other otherwise-uninitialized values
  • The Cocoa cheats window is now less strict about forcing a user to type $ when typing an address
  • The tick debugger command now has an optional keep argument, which prevents resetting the tick count
  • Joy-Cons are now fully supported in the Cocoa frontend:
  • This includes the usual pack of zero-configuration key-mappings, rumble support, player LEDs, and motion controls
  • Additionally, a dedicated Joy-Con arrangement sheet lets you combine and separate Joy-Cons and switch their orientation from horizontal to vertical

Accuracy Improvements/Fixes

  • Fixed a regression that made DMA restart timing inaccurate
  • Fixed a regression that caused ROMs that trigger one of the pixel insertion glitches to display incorrectly (Release builds) or trigger an assertion (Debug builds)
  • Fixed a different regression in a different pixel insertion glitch

Bug Fixes

  • Fixed a bug where the debugger finish command did not behave as expected in certain cases where the ROM manipulated the stack
  • Fixed a bug that caused the Cocoa cheat window to send debugger commands
  • Fixed a regression that caused the Cocoa cheat window to crash when attempting to add an invalid GameShark or GameGenie code
  • Fixed a bug that caused the Cocoa cheat window to crash while typing a cheat address on newer versions of macOS
  • Misc Internal Changes
  • SameBoy (and SameBoot) can now be built with RGBDS 0.6.x; support for RGBDS 0.4.x has been dropped
  • Fixed potential compilation warnings for incoming versions of Clang and GCC
  • Added the GB_quick_reset API

SameBoy 0.15.6 18

New/Improved Features

  • All CGB revisions, as well as MGB, are now available in the libretro core
  • The debugger now guides users to use the help command
  • Both frontends can now selectively mute and unmute each of the 4 audio channels
  • Both frontends now support cartridge hot swapping

Accuracy Improvements/Fixes

  • Fixed a bug where the libretro core sometimes ran at an incorrect speed after switching models
  • Fixed a minor DMA regression

Bug Fixes

  • Fixed a bug where the Cocoa Memory Viewer “Go To” field did not work correctly and occasionally crashed

 

SameBoy 0.15.5

New/Improved Features

  • Both frontends now include links to the debugger documentation and to the GitHub Sponsors page

Accuracy Improvements/Fixes

  • Fixed a bug where certain color correction modes were desaturating colors in an unbalanced manner
  • Accurate emulation of the first-frame-behavior while emulating the Game Boy Color and Game Boy Advance; fixes white flashes while playing games developed by THQ
  • More accurate emulation of the square channels sample repeat glitch, fixing certain audio pops in LSDj and various games while using a vibrato effect

Bug Fixes

  • Fixed a bug introduced in the previous release that introduced several issues in the Cocoa version, including:
    • The memory viewer crashing under some conditions
    • Attempting to save state returned an error, despite saving being completed successfully
  • Fixed a bug where MBC state was not properly reset, fixing bugs resulting in some games not booting correctly if they were loaded after certain other games in the SDL frontend, libretro, and other 3rd-party frontends

Misc Internal Changes

  • New memory management APIs for better integration of SameBoy as a library
NOWSZY [CGB] SameBoy 0.15.4 31/07/2022

Version 0.15.4 31/07/2022

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • The “Emulate Hardware” and “Preserve Brightness” color correction modes are now called “Modern – Balanced” and “Modern – Boost Contrast”, respectively, to better represent them in the context other modes that came after their introduction
  • A new “Modern – Accurate” color correction mode was added. This new mode preserves the modern saturation and contrast of “Modern – Balanced” but further improves on color balancing accuracy
  • The Cocoa preferences window now includes help buttons that describe the different Color Correction and High-Pass Filter modes
  • Major improvements to the performance of the Cocoa memory viewer
  • The Anti-aliased Scale4x filter has been revised and improved

Accuracy Improvements/Fixes

  • A color correction rounding error was fixed

Bug Fixes

  • Fixed potential visual artifacts when using certain scaling filters on some combinations of resolutions and devices
  • Fixed a bug that made SameBoy crash on launch on older versions of macOS if an update was available
  • Fixed a bug where the Cocoa memory viewer temporarily showed wrong addresses
  • The SDL will no longer get stuck (unless “Skip” is used) when trying to use certain joypads’ D-pad to configure the directional keys
  • Attempt to work around an X11 bug that caused file and directory selection dialogs to ignore mouse keys

Misc Internal Changes

  • The Cocoa memory viewer no longer requires access to internal structures

Version 0.15.3

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator

Accuracy Improvements/Fixes

  • Improvements to all color correction modes

Bug Fixes

  • Fixed a race condition that could cause the Memory Viewer to crash if used without pausing the ROM first
  • Fixed a bug that caused SameBoy to incorrectly warn about saves being unwritable
  • Fixed a bug that caused SameBoy on Windows to not warn about saves being unwritable
  • Fixed a bug that caused the SDL port to not respect the joypads-in-background setting at startup

Version 0.15.2

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • A setting to allow joypad input when SameBoy is not in focus was added to both frontends
  • The SDL GUI now follows the user-configured Game Boy palette
  • The SDL frontend now supports Game Boy palettes exported from the Cocoa port, and now includes 7 new palettes to choose from
  • The scrollbar in the SDL frontend is now draggable
  • The SDL GUI now correctly allows using the user-configured buttons in its menu
  • An OpenAL audio driver is now available for Linux and other Unix users in the SDL port
  • Up to two joypad hotkeys may now be configured to perform actions such as pausing and saving states in both frontends
  • The softbreak debugger command was given a better description
  • Both frontends will now warn you if progress cannot be saved when loading a ROM
  • Game Boy Player (using CPU AGB A) is now a selectable Game Boy Advance revision

Accuracy Improvements/Fixes

  • Emulated a glitch where a misconfigured window can insert pixels between tiles on models prior to the Game Boy Color, fixes Star Trek - 25th Anniversary
  • Fixed a window-related regression, affecting edge cases where WX=0
  • Accuracy improvements to emulation of the Game Boy Camera
  • Accurate emulation of JOYP switching delay on the DMG
  • Realistic emulation of button bouncing while keeping lag to a minimum

Bug Fixes

  • Fixed a bug where SameBoy crashed on Windows 7 when using turbo while the XAudio driver was in use

Misc Internal Changes

  • Fixed a potential memory corruption when SameBoy is used as a library in a C++ project

Version 0.15.1 8/07/22

This version is backwards compatible with save states from SameBoy 0.14.3 and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • Improvements to the updater mechanism in the Cocoa port, should handle both Gatekeeper and write permissions better
  • The SDL frontend now allows switching between audio drivers, rather than defaulting to the “best” supported driver
  • The Windows XAudio2 drivers now use the system’s default sample rate, which prevents audio resampling and improves the audio quality

Bug Fixes

  • Fixed SameBoy crashing on launch on Windows 8 and Windows 8.1 machines

Misc Internal Changes

  • Fix code signing when locally building release builds of SameBoy on ARM-based Macs
NOWSZY [CGB] SameBoy 0.15 03/07/2022
Lethal Weapon (Ocean of America, Inc., Apr, 1993)

 

Version 0.15 3/07/22

New/Improved Features

  • Improved UI for the VRAM Viewer's palette and object views
  • Customizable palettes for monochrome models in the Cocoa frontend
    • Bundled with several new palettes as examples
  • The bundled register names symbol file now correctly names several undocumented registers
  • Improved performance by better utilizing Link-Time Optimizations
  • The Memory Viewer, as well as the debugger examine command, no longer trigger side effects when reading from memory
  • The Develop menu in the Cocoa frontend now lists options to hide or show the background or object "layers"
  • Introducing PPU "fast paths", improving performance by up to 34% with not accuracy losses
  • Removed the use of slow floating point arithmetics in the APU code to improve performance
  • Introducing lazy APU output generation, improving performance by up to 17%
  • Link-Time Optimizations are now enabled for Windows build, significantly improving performance on Windows
  • A new dma debugger command
  • Improved the performance and responsiveness of the Cocoa VRAM Viewer and Memory Viewer
  • New icon, minor visual refresh across both the Cocoa and SDL frontends
  • Cartridge Instances now allow having multiple saves for the same ROM file in the Cocoa frontend
  • The debugger apu commands now display a single channel
  • Audio recording is now available in both the Cocoa and SDL frontends
  • The SDL frontend now uses XAudio2 on Windows, when available
  • The more common rX hardware symbol naming scheme now replaces the IO_X scheme; the latter remains supported
  • General code optimizations for overall performance improvements

Accuracy Improvements/Fixes

  • The Game Boy Pocket/Light is now available for emulation
  • Every CGB revision is now available for emulation, adding CGB revisions 0, A, B and D
    • An option to select the CGB revision is now available in the SDL port
  • Added MBC7 support
    • The mouse, as well as a joystick, can be used for motion controls
    • On the Cocoa frontend, a supported controller's motion controls can be used as well
  • Accurate timing of clearing bits in the IF register
  • Improved accuracy of LY change timings
  • Improved accuracy of the LY=LYC condition in revisions prior to CGB-D
  • Improved emulation of a glitch that makes channel 3 use the CPU's address bus as an index to the wave sample buffer
  • Fixed an incorrectly emulated theorized glitch where writing to VRAM in certain timings would corrupt data
  • Improved emulation of the TILE_SEL glitch
  • Major improvements to DMA, HDMA, and GDMA, including timings, revision differences, interaction with halt/stop, and all sorts of bus conflicts
    • This allows pixel-perfect emulation of certain demos, such as It Came from Planet Zilog
  • Improved IR modelling, fixes Gen 2 Pokémon Mystery Gift
  • Added MMM01 support, including Mani carts
  • Improved emulation of channel 1/2 "zombie stepping"
  • Improved serial accuracy
  • Correct emulation of how SCX prolongs mode 3
    • Including emulation of "SCX banging", which can disrupt the PPU state machine and, on a real device, damage the LCD
  • Improved emulation of object timings where X=0
  • Fixed a regression where MBC5's initial ROM bank was not 1
  • Improved emulation of the Game Boy Camera MBC
  • Improved HuC-1 emulation, fixes a Robopon Japanese Prototype ROM

Bug Fixes

  • Fixed a bug in the Cocoa frontend where screenshots with filters applied would come out blurry on Retina displays
  • Fix several instabilities in the Cocoa audio driver
  • Fixed a bug where certain writes, when emulating CGB-C, would corrupt the emulator state
  • Fixed a bug where the SDL fronted did not correctly load the palette setting
  • Fixed a bug where the debugger undo command was available while not stopped
  • Fixed GDMA being used incorrectly in SameBoot
  • Fixed a bug where the obscured object indicator did not function correctly in the VRAM Viewer's object view
  • Fixed the Preserve Waveforms setting, now it behaves as intended
  • Fixed a bug where closing an instance connected via serial to another instance would not behave correctly in the Cocoa frontend
  • Fixed SDL crashes on certain Linux systems
  • Fixed UI issues on OS X Mavericks
  • Fixed achievement supports in the Libretro frontend
  • Fixed the 16x16 cartridge icon in both Cocoa and FreeDesktop
  • Fixes audio glitches during the SGB jingle
  • Visual fixes for the GBS player on macOS Big Sur and newer

Misc Internal Changes

  • Improvements to the input hints API
  • Added safe memory read API
  • New memory write callback API
  • New API to determine DMG-mode CGB
  • Improved APIs to handle input
  • New execution callback API
  • New LCD line callback API
  • An API for adjusting the RTC speed, for TAS verifications
  • An API for detecting lag frames
  • The direct access API now supports accessing the CPU registers
  • An API for allowing illegal directional inputs
  • General preparation for future support of different AGB revisions
NOWSZY [CGB] SameBoy 0.14.7 30/10/2021

Version 0.14.7

This version is backwards compatible with save states from SameBoy 0.11.x and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • The Cocoa frontend now has a built-in screenshot functionality
  • The Cocoa palette viewer now uses a monospaced font

Accuracy Improvements/Fixes

  • Fixed incorrect emulation of the SVBK register
    • This fixed BESS compatibility issues between SameBoy and other emulators when importing save states of non-Color games on a Game Boy Color and using the original boot ROMs
    • This also fixes RAM not being properly randomized in DMG games running on a Game Boy Color when using the original boot ROMs

Bug Fixes

  • Improvements to stability and security when loading save states
  • The SDL port now detects ANSI-incompatible Windows consoles and reverts to the previous behavior

SameBoy Version 0.14.6 20/10/2021

This version is backwards compatible with save states from SameBoy 0.11.x and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • Scrolling is now smooth when running the SDL port on macOS
  • The SDL port’s debugger now has a readline-like interface; featuring history, search, auto-complete, text formatting, and improved asynchronous input
    • This also introduces asynchronous debugging to the Windows version
  • Minor UI improvements on Big Sur

Accuracy Improvements/Fixes

  • Fixed a bug where NR32 was treated as the wrong value after an APU reset
  • Writes to wave RAM are now blocked, as expected, when emulating a Game Boy Advance
  • Fixed the Game Boy Color and Advance boot ROM not properly initializing wave RAM
  • Improved accuracy of mid-line SCX writes, fixes Infinity
  • ld sp, hl now triggers an OAM corruption on affected models
  • Improved emulation of Super Game Boy multiplayer, fixes several games that were not responding to inputs
  • Fixed the Super Game Boy ATTR_SET command not working correctly, fixing several mis-colored SGB games
  • Fixed inaccurate Super Game Boy border fade timing, which caused some games to have corrupt borders
  • Fixed inaccurate Super Game Boy graphic transfers, which caused some games to have corrupt borders
  • Fixed Super Game Boy rendering of unused tiles, which caused some games to obscure the Game Boy viewport entirely
  • Fixed a bug that caused 7-part Super Game Boy commands to lock SGB features, effectively freezing some games on blank screens
  • Several timing improvements to the Super Game Boy
  • Fixed a mistyped condition that caused a timer glitch to be incorrectly emulated
  • Accurate emulation of how the wave channel behaves on restart
  • Mostly complete emulation of an APU glitch where channel 3 could read from wave RAM while inactive using the CPU’s main address bus on models prior to the Game Boy Advance
  • The Game Boy Color and Advance boot ROM animation had its timings slightly altered to better match the original boot ROMs

Bug Fixes

  • A typo was fixed in the debugger mbc command
  • Fixed a crash in the SDL port that could happen when swapping ROMs
  • Handling of tiny (Less than 32KB) ROMs is now more consistent
  • Fixed a bug in the SDL port that flipped the controller left and right keys in the menu
  • Resetting a game after loading a save state from a different CPU revision now resets the CPU revision to the user-selected revision on the Cocoa port

Misc Internal Changes

  • Fixed an internal struct issue that could have lead to future compatibility issues
  • The automatic tester now supports Super Game Boy

SameBoy Version 0.14.5 01/08/2021

This version is backwards compatible with save states from SameBoy 0.11.x and newer, as well as save states from any BESS compliant emulator. Outside of macOS, this version is identical to 0.14.4 other than the version number.

Bug Fixes

  • Fixed a bug that sometimes prevented opening GBS files

SameBoy Version 0.14.4 30/07/2021

This version is backwards compatible with save states from SameBoy 0.11.x and newer, as well as save states from any BESS compliant emulator

New/Improved Features

  • GBS support updated to support common non-standard formats, as well as ugetab’s GBS extensions
  • ROM and GBS loading errors and handled better in the Cocoa frontend
  • SameBoy is now better categorized on Linux desktops
  • The Cocoa frontend now includes an optional update checker and installer
  • Improved support for running without OpenGL in the SDL frontend, added command-line flag to disable OpenGL
  • SameBoy will now attempt to load .snX save states (used by other emulators such as BGB) if a .sX save state is not found
  • The Cocoa frontend now has volume control
  • The Cocoa and SDL frontends now include an optional speedrun-friendly OSD
  • DualSense controllers now have first-tier support in the Cocoa frontend, with rumble, LED, and analog turbo/slow-motion support, in both wireless and USB modes
  • The SDL frontend now supports the -s/–stop-debugger command line flag, which starts SameBoy with a stopped debugged on the first instruction
  • A new realistic low contrast color correction mode, “Harsh Reality”, was added
  • Improved the ticks debugger command with more detailed output
  • Improved warnings when entering PPU or APU odd-modes
  • Major improvements to JoyKit, which should allow previously broken controllers such as Xbox controllers or 8BitDo controllers to work in the Cocoa frontend
  • The libretro frontend has been updated to the newer options API, which majorly improves core option screens in RetroArch and other libretro interfaces

Accuracy Improvements/Fixes

  • Improved accuracy of RTC latching
  • Fixed a bug that prevented STAT interrupt blocking from functioning correctly in the transition to VBlank while the OAM interrupt was disabled
  • Disabled an attempt to improve audio accuracy that resulted in audio regressions in several games
  • Improved T-cycle accuracy of VBlank
  • Major improvements to emulation of the STOP instruction and speed switching
  • MBC5’s RAM enable register is now correctly emulated as an 8-bit register
  • Improvements to several edge cases of the OAM corruption bug
  • Fixed an issue where several DMG games would boot with incorrect palettes when using SameBoy’s built-in boot ROMs

Bug Fixes

  • Fixed a bug where the ‘O’ key could not be mapped in the SDL frontend
  • Corrected the default mapping for DualShock 4 and DualSense controllers in the Cocoa frontend
  • Fixed a bug that prevented using the Switch Pro Controller in USB mode in the Cocoa frontend
  • Fixed a bug where Cocoa’s VRAM viewer could appear blurry

Misc Internal Changes

  • The GBS APIs now allow loading from a buffer
  • Redundant MBC data removed from BESS save states

SameBoy Version 0.14.3 14/04/2021

Flash (THQ Inc., 1991)

New/Improved Features

  • GBS APIs available in the core
  • Built-in GBS player in the Cocoa frontend
    • Like standard ROMs in SameBoy, it supports debugging and selection of specific models/revisions
  • Support for emulation of the homebrew TPP1 MBC
  • Save states can be dropped into emulator windows to load them in both the Cocoa and SDL frontends
  • SameBoy now uses the BESS (Best Effort Save State) format within its save states, allowing interoperability between big and little endian save states, future versions of SameBoy, as well as other BESS compliant emulators (Such as the incoming releases of BGB and Emulicious)

Accuracy Improvements/Fixes

  • Fixed time syncing issues when turning the LCD off and on, fixes timing issues in Link’s Awakening
  • Fixed a bug where an invalid SGB command would be ignored, while the actual SGB firmware would still process it in some manner, fixes Donkey Kong Land

Bug Fixes

  • Better handling of more edge cases in the Linux build system
  • Fixed a memory leak in the SDL and libretro frontends when loading a second ROM
  • Fixed several potential crashes involving cheat codes
  • Fixed a bug where the screen would temporarily freeze in the Cocoa frontend if certain controllers are rumbling in specific strengths

SameBoy Version 0.14.2 1/03/2021

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

New/Improved Features

  • FreeDesktop installations now register and associate .ISX files

Accuracy Improvements/Fixes

  • Fixed an audio regression where some games would play audio one octave lower when emulating a DMG

Bug Fixes

  • Fixed a bug where certain Cocoa windows would incorrectly remain open after closing a ROM
Inspector Gadget: Operation Madkactus (Light & Shadow Production, Ubi Soft Entertainment Ltd., Mar 14, 2000). Bardzo fajny shader;)

SameBoy Version 0.14.1 1/03/2021

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

New/Improved Features

  • Improvements to installation and packaging support on Linux, BSD and other FreeDesktop environments

Accuracy Improvements/Fixes

  • Fixed a sweep regression when emulating DMG, SGB or CGB-C

Bug Fixes

  • Fixed various potential crashes when using symbol files
  • Fixed a bug where certain symbols would never be used with an offset
Fish Files (MC2-Microïds, Dec, 2001)

SameBoy Version 0.14

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

New/Improved Features

  • Emulation of the unreleased Workboy accessory in the Cocoa port
  • Emulation of Game Link Cable and infrared cross-game communication in the Cocoa port
  • Multiplayer support in the Libretro core now includes infrared support
  • The debugger now supports the undo command, which will revert the most recent state-modifying command
  • The automatic tester can now optionally output TGA files instead of BMP files
  • The debugger will now issue a warning when a ROM triggers PPU odd-mode
  • Improved support to non-QWERTY, Latin keyboard layouts in the SDL port
  • Simulation of an ambient light’s effect on the non-backlit screens of the Game Boy, with user-controlled ambient light color temperature
  • Improved menu scrolling in the SDL frontend
  • Improved mouse support in the SDL frontend, with mouse wheel scrolling and a visual scrollbar
  • The SDL port can now select a boot ROMs folder
  • The escape button now returns to the previous menu in the SDL port instead of closing it completely
  • Improved noise when emulating the Game Boy Camera on frontends without webcam support
  • The SDL port will exit cleanly and report an error if it fails to initialize
  • The automatic tester can now optionally create battery save files
  • Support of two Real Time Clock emulation modes:
    • Sync to system clock (Not affected by turbo, slow motion, pausing, etc.)
    • Accurate (Affected by the mentioned above)
  • The automation uses the new accurate RTC mode for stable results across runs
  • Refinements to the icon
  • Linux, BSD and other FreeDesktop users can now install SameBoy as both a command line utility and a GUI app by running make install

Accuracy Improvements/Fixes

  • Emulation of a scenario where an interrupt might trigger OAM corruption
  • Emulation of CGB-mode TILE_SEL mixing
  • Correct emulation of wave RAM reads when emulating a Game Boy Advance
  • Accuracy improvements to infrared
  • Accuracy improvements to the window
  • Major APU improvements, with correct emulation of countless edge cases and newly discovered quirks:
    • Complete rewrite of Channel 1’s sweep envelope
    • Complete rewrite of Channel 4’s noise generation, especially mid-pulse writes to NR43
    • Complete rewrite of the volume envelopes, including “Zombie Mode” and related quirks
  • The state of the NRx1 registers are now correctly preserved when emulating models prior to Game Boy Color
  • Emulation of a quirk where writes to NR44 might be delayed on models prior to Game Boy Color
  • Improved and more accurate color correction
  • Fixed a regression and improved the accuracy of speed switching, fixed a bug where odd-mode avoidance did not work correctly
  • Improved timing of the STOP instruction
  • Optional emulation of audio interference from the Game Boy SoC, with a user-controlled slider representing interference level
  • Emulation of an APU quirk where triggering Channels 1 and 2 might advance the duty cycle in certain cases in CGB-E (and CGB-D, currently unsupported)
  • Correct emulation of the differences between revisions when it comes to writes to NRx2 (“Zombie Mode”)
  • Accuracy improvements to RTC emulation
  • Minor improvements to MBC3 emulation
  • Prevent the printer from deadlocking if it was terminated during the transmission of a byte

Bug Fixes

  • Fixed a rare potential crash when loading symbol files
  • Fixed a bug where the Cocoa port would display wrong, dark, colors when disabling frame blending
  • Fixed a bug where the SDL and libretro ports would not update the game’s border when switching games and emulating a model other than the SGB
  • Fixed cases where the audio thread would deadlock the Cocoa frontend
  • Fixed a bug where changing the rewind length in the SDL port didn’t take effect until restarting
NOWSZY [CGB] SameBoy 0.13.6
VIP (Ubi Soft Entertainment, Inc., Jul, 2001). Scaling Filter: CRT Display

Version 0.13.6

New/Improved Features

  • Prevent SameBoy from asking for notification permissions until that feature is needed by an HuC-3 game
  • Improved user interface on macOS Big Sur
  • The SDL frontend now has the ability change the default window size
  • Bug Fixes
  • Fixed a bug that caused the Quick Look previews to include a border on macOS Big Sur
  • Fixed a bug where the RTC might drift when loading older saves or states, or when pausing SameBoy for a long time

Version 0.13.5

Bug Fixes

  • Fixed major regression introduced in 0.13.4 that prevented saving progress in games and caused several other issues

Version 0.13.4

New/Improved Features

  • Native support for ARM-based Macs (Experimental)
  • Improved the loading time of battery saves with an RTC time set to the far past

Bug Fixes

  • Fixed a spelling mistake in the debugger
  • Fix several major regressions affecting games that use a real time clock

Version 0.13.3

New/Improved Features

  • The scaling filters were updated to use gamma-corrected color mixing, improving the quality of all shaders, especially the LCD and CRT shaders.
  • Bug Fixes
  • Fixed a regression in the CGB and AGB boot ROMs where wrong palettes were chosen for Nintendo DMG games.

Version 0.13.2

New/Improved Features

  • The Cocoa debugger now has tab completion
  • Conflicting key mappings are now highlighted in red in the Cocoa button configuration dialog
  • Improved Dark Mode appearance in the Cocoa port
  • Better, more system native appearance for the Cocoa memory viewer
  • Improved Printer Feed window in the Cocoa port, now with an option to print with an actual printer

Bug Fixes

  • Fixed a bug in the Libretro frontend that prevented certain achievements from triggering
  • Fixed a bug where the save state format effectively used by the Windows build was not following the intended format
  • The non-Windows builds can now read pre-0.13.2 Windows save states and vice versa
  • Fixed a minor compatibility issue between save states created on 32-bit machines and ones created on 64-bit machines
  • Fixed a potential crash when loading certain save states while a printer is connected in the Cocoa port

Version 0.13.1

Bug Fixes

  • Fixed a potential memory corruption when loading certain malformed ROMs
  • Improved stability when loading corrupt preference files in the SDL port

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 "x03x0a" 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
NOWSZY [CGB] SameBoy 0.12.3

Version 0.12.3

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

New/Improved Features

  • Super Game Boy color correction is now available in the libretro port
  • It is now possible to hide the Super Game Boy border in the libretro port
  • The SDL port will now hide the mouse while a ROM is running

Accuracy Improvements/Fixes

  • Changing the frequency of channels 1 and 2 is now more accurate
  • Audio rendering should now be accurate when emulating Game Boy Advance

Bug Fixes

  • Fixed garbled graphics while emulting Super Game Boy in the SDL port when OpenGL 3.2 is not available
  • The Cocoa build is now linked against the correct SDK version, restoring compatbility with older macOS versions that was mistakenly dropped in the previous release
  • Fixed fullscreen related issues in the SDL port
  • Fixed a bug where the SDL port did not save the battery in some cases
  • Bug fixes to libretro achievement support
  • Restored Game Boy Camera support on newer macOS versions
  • Fixed High-DPI support on Windows 10

Misc Internal Changes

  • Improvements to the audio and ICD2 APIs
  • Allow compiling SameBoy for platforms with a non-standard bool size
  • Improved build portability, will now use pkg-config if available
NOWSZY [CGB] SameBoy 0.12.2
Antz (1999, Dreamworks)

SameBoy 0.12.2

Changes
  • This version is backwards compatible with save states from SameBoy 0.11.x and newer.

New/Improved Features

  • The Quick Look previewer now produces color-corrected thumbnails
  • The debugger now supports a wider range of symbol files

Accuracy Improvements/Fixes

  • Fixed a bug where samples in the wave channel were treated as if they’re 0, effectively muting the channel in some cases.
  • Fixed a regression that caused some PPU test ROMs to fail
  • More accurate emulation of memory access conflicts on the Super Game Boy
  • When emulating a Super Game Boy, built-in palettes for select games are now emulated
  • Accuracy improvements to Super Game Boy’s multiplayer mode
  • Super Game Boy and Game Boy Advance now have their own color correction filters

Bug Fixes

  • Improvements to audio in the SDL port, affecting some machines
  • Fixed a bug where the SDL port loaded the wrong boot ROM when emulating Super Game Boy 2
  • Fixed broken audio on libretro when used with some RetroArch audio drivers
  • Fixed a potential crash when closing a window in the Cocoa port
  • Fixed libretro achievements
  • Fixed major performence issues in the Cocoa port that affected some Macs, especially when emulating the original Super Game Boy

Misc Internal Changes

  • The emulation core now supports emulating a Super Game Boy without high level emulation of the SNES or SFC. SameBoy is now used for Game Boy emulation by bsnes, allowing extremely accurate low-level emulation of Super Game Boy.
  • Made it possible to compile the SDL port with older SDL versions
  • Compression improvements to the CGB and AGB boot ROMs
wstecz13/05/2017 00:44
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