[multi] Higan 0.95

[1] # Byu | Czwartek, 8 Października 2015 00:10CET

[multi] Higan 0.95
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Higan jest nowym dzieckiem Byuu, autora Bsnesa, bazujący głównie na jego kodzie emuluję cała rodzinę konsol Nintendo od NES8, aż do Nintendo DS (w planach), prawdopodbnie Byuu chce dodać parę bibliotek do obsługi np. Nintendo DS nieswojego autorstwa, stąd ta dodatkowa odmiana Bsnes.

higan v095 released 2015-10-07

After 20 months of development, higan v095 is released at long last! The most notable feature is vastly improved Game Boy Advance emulation. With many thanks to endrift, Cydrak, Jonas Quinn and jchadwick, this release contains substantially improved CPU timings and many bugfixes.

Being one of only two GBA emulators to offer ROM prefetch emulation, higan is very near mGBA in terms of accuracy, and far ahead of all others. As a result of these fixes, compatibility is also much higher than in v094.

There are also several improvements to SNES emulation. Most significantly is support for mid-scanline changes to the background mode in the accuracy profile. Due to substantial changes to the user interface library used by higan, this release features yet again a brand-new UI. With the exception of video shaders and NSS DIP switch selection, it is at feature-parity with the previous UI. It also offers some new features that v094 lacked. The cheat code database has also been updated to the latest version by mightymo.

Lastly, I will not be offering official 32-bit Windows binaries going forward. higan will technically build and run on 32-bit systems, but I am tired of having to jump through flaming hoops to update MinGW32's headers that haven't been updated since 1996. The 10% performance hit for running in 32-bit mode is also a significant deterrent. If anyone wants to take over 32-bit Windows builds, I'll happily link them from the higan downloads page.

→ [multi] Higan 0.106
Immortals, pierwsza komnata i śmierć na miejscu... Kocham tę grę:)

higan v106 released 2017-11-19

  • This release adds auto-saving RAM support and a new tool to save per-game text notes. It also adds 64 new SNES PAL game verifications to the icarus database, courtesy of DoNotWant and Smarthuman.
→ [multi] Higan 0.105TR

higan v105tr1 2017-10-25

This release supersedes higan v105, and is released to fix a critical issue that was affecting the newly completed English translation of Tengai Makyou Zero. It also has fixes for two other games.

Changelog:

  • Super Famicom: fixed real-time clock functionality in Tengai Makyou Zero [Cydrak]
  • Super Famicom: fixed real-time clock functionality in Dai Kaijuu Monogatari II [Cydrak]
  • Super Famicom: fixed SMP regression that broke Majuu Ou in previous releases [Jonas Quinn]

higan v104 2017-08-12

There are lots of improvements in this new release, both to core emulation and to the user interface. However, some of these changes are quite substantial, so regressions are a possibility. Please report any regressions from v103 on the forums if found. Note that Mega Drive save RAM files will not be compatible with v103, but will now be compatible with save RAM files from all other Mega Drive emulators, and the format will be stable going forward. Also!! Thanks to the tireless work of Screwtape, the Help->Documentation link in higan now takes you to a very comprehensive user guide. Please be sure to consult this if you have any questions about using higan. Lastly, I've added a link to my Patreon page (https://patreon.com/byuu/) to the higan downloads page. The money will go exclusively toward purchasing SNES games for preservation, hardware and flash carts for reverse engineering, equipment such as backup drives, etc. Donating is entirely optional and comes with no rewards, but would of course be greatly appreciated! ^^;

Changelog:

  • nall/dsp: improved first-order IIR filtering
  • Famicom: improved audio filtering (90hz lowpass + 440hz lowpass + 14khz highpass)
  • Game Boy Advance: corrected bug in PSG wave channel emulation [Cydrak]
  • Mega Drive: added first-order 2.84KHz low-pass filter to match VA6 model hardware
  • Mega Drive: lowered PSG volume relative to YM2612 to match VA6 model hardware
  • Mega Drive: Hblank flag is not always set during Vblank
  • Mega Drive: fix PAL mode reporting from control port reads
  • Famicom: improved phase duty cycle emulation (mode 3 is 25% phase inverted; counter decrements)
  • Mega Drive: reset does not cancel 68K bus requests
  • Mega Drive: 68K is not granted bus access on Z80 reset
  • Mega Drive: CTRL port is now read-write, maintains value across controller changes
  • Z80: IX, IY override mode can now be serialized in save states
  • 68K: fixed calculations for ABCD, NBCD, SBCD [hex_usr, SuperMikeMan]
  • SPC700: improved all cycle timings to match results observed by Overload with a logic anaylzer
  • Super Famicom: SMP uses a separate 4x8-bit buffer for $f4-f7; not APU RAM [hex_usr]
  • Super Famicom: SMP TEST register is now finally 100% fully emulated [byuu, AWJ]
  • Game Boy Advance: DMA can run between CPU instruction cycles
  • Game Boy Advance: added 2-cycle delay between DMA activation and transfers
  • higan: improved aspect ratio correction accuracy at higher video scaling sizes
  • higan: overscan masking will now actually crop the underlying video instead of just blanking it
  • Mega Drive: center video when overscan is disabled
  • higan: added increment/decrement quick save slot hotkeys
  • Game Boy Advance: fixed wave RAM nibble ordering (fixes audio in Castlevania, Pocket NES)
  • higan: added new adaptive windowed mode: resizes the window to the current emulated system's size
  • higan: added new integral scaling mode: resizes the window to fill as much of the screen as possible
  • higan: main window is now resizable and will automatically scale contents based on user settings
  • higan: fixed one-time blinking of the main window on startup caused by focus stealing bug
  • ruby: fixed major memory leak in Direct3D driver
  • ruby: added fullscreen exclusive mode to Direct3D driver
  • Super Famicom: corrected latching behavior of BGnHOFS PPU registers
  • higan: all windows sans the main viewport can be dismissed with the escape key now
  • ruby: complete API rewrite; many audio drivers now support device selection
  • higan: output frequency can now be modified
  • higan: configuration settings split to individual menu options for faster access to individual pages
  • ruby: improved WASAPI driver to event-driven model; more compatible in exclusive mode now
  • libco: fix compilation of sjlj and fiber targets [Screwtape]
  • ruby: added YV12 and I420 support to X-Video driver
  • Game Boy: added TAMA emulation (RTC emulation is not working yet) [thanks to endrift for notes]
  • Game Boy: correct data ordering of MMM01 ROMs (MMM01 ROMs will need to be re-imported into higan)
  • Game Boy: store MBC2 save RAM as 256-bytes instead of 512-bytes (RAM is 4-bit; not 8-bit with padding)
  • Game Boy: fixed a bug with RAM serialization in games without a battery
  • Mega Drive: fix CRAM reads (fixes Sonic Spinball) [hex_usr]
  • Game Boy: added rumble support to MBC5 games such as Pokemon Pinball
  • Game Boy: added MBC7 emulation (accelerometer X-axis, EEPROM not working yet) [thanks to endrift for notes]
  • hiro: macOS compilation fixes and UI improvements [MerryMage, ncbncb]
  • Game Boy: added MBC6 emulation (no phone link or flash support; timing bugs in game still)
  • Game Boy: HDMA syncs to other components after each byte transfer now
  • Game Boy: disabling the LCD completely halts the PPU (fixes onscreen graphical corruption in some games)
  • Mega Drive: added 6-button Fighting Pad emulation [hex_usr]
  • 68K: TAS sets d7 when EA mode is a direct register (fixes Asterix graphical corruption)
  • Game Boy: STAT mode is forced to zero when LCD is disabled (fixes Pokemon Pinball)
  • LR35902: complete rewrite
  • icarus: high-DPI is not supported on Windows yet; remove setting for consistency with higan window sizes
  • hiro: added full support for high-DPI displays on macOS [ncbncb]
  • ARM7TDMI: complete rewrite
  • Super Famicom: disabled channels during HDMA initialization appear to set DoTransfer flag
  • V30MZ: code cleanup
  • Mega Drive: added optional TMSS emulation; disabled by default [hex_usr]
  • ARM7TDMI: pipeline decode stage caches CPSR.T [MerryMage]
  • ARM7TDMI: fixed timing of THUMB stack multiple instruction [Cydrak]
  • higan: detect when ruby drivers crash; disable drivers on next startup to prevent crash loop
  • Mega Drive: added automatic region detection (favors NTSC-J > NTSC-U > PAL) [hex_usr]
  • Mega Drive: support 8-bit SRAM
  • ARM7TDMI: PC should be incremented by 2 when setting CPSR.T via MSR instruction [MerryMage]
  • ruby: add Windows ASIO driver support (does not work on some systems due to buggy vendor drivers)
  • higan: default to safe drivers on a new install; due to instability with some optimal drivers

higan v103 2017-06-21

With this release, PC Engine, Master System, Game Gear, Mega Drive and the newly added SuperGrafx support are now quite usable! They're far from the best emulators for these systems, but with many bugfixes, full sound emulation, and save state support ... many games are now fully playable with decent accuracy.

The Game Boy Advance emulation is also now substantially improved with vastly improved sound quality and a new dot-based PPU renderer. With that change, every single component in higan is now cycle-based. Regrettably, these changes do carry a ~20% performance penalty compared to GBA emulation in v102.

Changelog:

  • added SuperGrafx emulation
  • improved audio band-pass filtering for all emulated systems
  • screen rotation is now a hotkey; automatically rotates control bindings
  • screen rotation now supported on the Game Boy Advance as well (used by a small number of games)
  • massive improvements to Mega Drive emulation
  • massive code cleanups and rewrites to many CPU emulation cores (MOS6502, WDC65816, SPC700, etc)
  • Famicom, Master System, Mega Drive: added PAL emulation support
  • PC Engine, SuperGrafx, Master System, Game Gear, Mega Drive: added save state support
  • PC Engine, SuperGrafx: added PSG sound emulation
  • Master System, Game Gear: added PSG sound emulation
  • Mega Drive: added Z80 APU emulation [with help from Cydrak]
  • Mega Drive: added PSG sound emulation
  • Mega Drive: added YM2612 sound emulation [Cydrak]
  • Super Famicom: fixed Super Game Boy emulation
  • PC Engine: added save RAM support (using per-game PCE-CD backup RAM)
  • Game Boy Advance: substantial improvements to audio emulation quality
  • Game Boy Advance: convert scanline-based PPU renderer to a dot-based renderer
  • Game Boy Advance: properly initialize CPU state (fixes Classic NES Series games)
  • Game Boy Advance: MUL timing corrected [Jonas Quinn]
  • Mega Drive: emulate special mappers for Phantasy Star IV, Super Street Fighter II, etc.
  • Super Famicom: use darker luma for INIDISP=0 (large improvement to Final Fantasy III opening)
  • Super Famicom: fixed bugs in SMP OR1,AND1 instructions
  • cheat code database regrettably removed from official releases; will be made available separately
→ [multi] Higan 0.103

higan v102 2017-06-20

With this release, PC Engine, Master System, Game Gear, Mega Drive and the newly added SuperGrafx support are now quite usable! They're far from the best emulators for these systems, but with many bugfixes, full sound emulation, and save state support ... many games are now fully playable with decent accuracy.

The Game Boy Advance emulation is also now substantially improved with vastly improved sound quality and a new dot-based PPU renderer. With that change, every single component in higan is now cycle-based. Regrettably, these changes do carry a ~20% performance penalty compared to GBA emulation in v102.

Changelog:
  • added SuperGrafx emulation
  • improved audio band-pass filtering for all emulated systems
  • screen rotation is now a hotkey; automatically rotates control bindings
  • screen rotation now supported on the Game Boy Advance as well (used by a small number of games)
  • massive improvements to Mega Drive emulation
  • massive code cleanups and rewrites to many CPU emulation cores (MOS6502, WDC65816, SPC700, etc)
  • Famicom, Master System, Mega Drive: added PAL emulation support
  • PC Engine, SuperGrafx, Master System, Game Gear, Mega Drive: added save state support
  • PC Engine, SuperGrafx: added PSG sound emulation
  • Master System, Game Gear: added PSG sound emulation
  • Mega Drive: added Z80 APU emulation [with help from Cydrak]
  • Mega Drive: added PSG sound emulation
  • Mega Drive: added YM2612 sound emulation [Cydrak]
  • Super Famicom: fixed Super Game Boy emulation
  • PC Engine: added save RAM support (using per-game PCE-CD backup RAM)
  • Game Boy Advance: substantial improvements to audio emulation quality
  • Game Boy Advance: convert scanline-based PPU renderer to a dot-based renderer
  • Game Boy Advance: properly initialize CPU state (fixes Classic NES Series games)
  • Game Boy Advance: MUL timing corrected [Jonas Quinn]
  • Mega Drive: emulate special mappers for Phantasy Star IV, Super Street Fighter II, etc.
  • Super Famicom: use darker luma for INIDISP=0 (large improvement to Final Fantasy III opening)
  • Super Famicom: fixed bugs in SMP OR1,AND1 instructions
  • cheat code database regrettably removed from official releases; will be made available separately

 

 

→ [multi] Higan 102

higan v102 2017-01-19

This release adds very preliminary emulation of the Sega Master System (Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine (Turbografx-16). These cores do not yet offer sound emulation, save states or cheat codes.

I'm always very hesitant to release a new emulation core in its alpha stages, as in the past this has resulted in lasting bad impressions of cores that have since improved greatly. For instance, the Game Boy Advance emulation offered today is easily the second most accurate around, yet it is still widely judged by its much older alpha implementation.

However, it's always been tradition with higan to not hold onto code in secret. Rather than delay future releases for another year or two, I'll put my faith in you all to understand that the emulation of these systems will improve over time.

I hope that by releasing things as they are now, I might be able to receive some much needed assistance in improving these cores, as the documentation for these new systems is very much less than ideal.

Also, please note that starting with this release, I am omitting the settings.bml file. This means that you will have to manually configure your gamepad input assignments, and select the appropriate devices from the system menu after loading games. You may also want to select a more conservative driver profile than the default (OpenGL, WASAPI.) If they cause you any troubles, a safer bet would be (Direct3D, DirectSound.)

→ [multi] Higan 101

higan v101 released -- back to basics 2016-08-08

Not a large changelog this time, sorry. This release is mostly to fix the SA-1 issue, and to get some real-world testing of the new scheduler model. Most of the work in the past month has gone into writing a 68000 CPU core; yet it's still only about half-way finished.

  • fixed SNES SA-1 IRQ regression (fixes Super Mario RPG level-up screen)
  • new scheduler for all emulator cores (precision of 2^-127)
  • icarus database adds nine new SNES games
  • added Input/Frequency to settings file (allows simulation of latency)

Also, I've added a new tutorial page for higan, concerning firmware and its usage. This is made needlessly difficult right now due to the distribution methods used today. I implore the No-Intro team to please reconsider their position on firmware for the sake of making preservation more complete, and accurate SNES emulation easier for everyone.

higan v100 released 2016-07-08

I feel it's important to stress right away that this is not "version 1.00", nor is it a major milestone release. Rather than arbitrary version numbers, all of my software simply bumps version numbers by one for each official release. As such, higan v100 is simply higan's 100th release.

That said, the primary focus of this release has been code clean-ups. These are always somewhat dangerous in that regressions are possible. We've tested through sixteen WIP revisions, one of which was open to the public, to try and minimize any regressions. But all the same, please report any regressions if you discover any.

  •     FC: render during pixels 1-256 instead of 0-255 [hex_usr]
  •     FC: rewrote controller emulation code
  •     SFC: 8% speedup over the previous release thanks to PPU optimizations
  •     SFC: fixed nasty DB address wrapping regression from v099
  •     SFC: USART developer controller removed; superseded by 21fx
  •     SFC: Super Multitap option removed from controller port 1; ports renamed 2-5
  •     SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
  •     higan: audio volume no longer divided by number of audio streams
  •     higan: updated controller polling code to fix possible future mapping issues
  •     higan: replaced nall/stream with nall/vfs for file-loading subsystem
  •     tomoko: can now load multi-slotted games via command-line
  •     tomoko: synchronize video removed from UI; still available in the settings file
  •     tomoko, icarus: can navigate to root drive selection on Windows
  •     all: major code cleanups and refactoring (~1MB diff against v099)

Note 1: the audio volume change means that SGB and MSU1 games won't lose half the volume on the SNES sounds anymore. However, if one goes overboard and drives the sound all the way to max volume with the MSU1, clamping may occur. The obvious solution is not to drive volume that high (it will vastly overpower the SNES audio, which usually never exceeds 25% volume.) Another option is to lower the volume in the audio settings panel to 50%. In general, neither is likely to ever be necessary.

Note 2: the synchronize video option was hidden from the UI because it is no longer useful. With the advent of compositors, the loss of the complicated timing settings panel, support for the WonderSwan and its 75hz display, the need to emulate variable refresh rate behaviors in the Game Boy, the unfortunate latency spike and audio distortion caused by long Vsync pauses, and the arrival of adaptive sync technology ... it no longer makes sense to present this option. However, as stated, you can edit settings.bml to enable this option anyway if you insist and understand the aforementioned risks.

→ [multi] Higan 0.99
→ [multi] Higan 0.96
SNES Super Nintendo:Higan:StarGate
StarGate

higan v096 2015-12-21

Changelog:

  • higan: absolutely massive amounts of coding style updates; probably 150 hours of work here
  • higan: manifest format updated for much greater consistency and simplicity
  • higan: wrote popen() replacement to suppress console flashing when loading games via icarus
  • icarus: now includes external database with mapping information for all verified games
  • icarus: added support for importing Campus Challenge '92 and Powerfest '94
  • icarus: merged settings.bml with higan; changing library path in one affects the other now
  • SFC: added MSU1 audio resume support
  • SFC: added new expansion port device (eBoot); simulation of SNES-Boot hardware
  • SFC: expansion port device can now be selected from system menu
  • SFC: updated handling of open bus (thanks to Exophase for the design idea)
  • SFC: "BS-X Satellaview" library folder renamed to "BS Memory"
  • GBA: fixed 8-bit SRAM reading/writing
  • GBA: PRAM is 16-bits wide
  • GBA: VRAM OBJ 8-bit writes are ignored
  • GBA: BGnCNT unused bits are writable
  • GBA: BG(0,1)CNT can't set d13
  • GBA: BLDALPHA is readable (fixes many games including Donkey Kong Country)
  • GBA: DMA masks &~1/Half, &~3/Word
  • GBA: fixed many other I/O register reads; gets perfect score on endrift's I/O tests
  • GBA: fixed caching of r(d) to pass armwrestler tests (Jonas Quinn)
  • GBA: blocked DMA to/from BIOS region (Cydrak)
  • GBA: fixed sign-extend and rotate on ldrs instructions (Cydrak)
  • tomoko: added "Ignore Manifests" option to advanced settings panel
  • tomoko: re-added support for ruby/quark video shaders
  • tomoko: improved aspect correction behavior
  • tomoko: added new tool, "Manifest Viewer" (mostly useful for developers)
  • ruby: fixed mouse capture clipping on Windows (Cydrak)
  • ruby: won't crash when using OpenGL 3.2 Linux driver with only OpenGL 2.0 available
  • ruby: added Linux fallback OpenGL 2.0 driver (not compiled in by default)
  • ruby: added preliminary WASAPI driver (not compiled in by default, due to bugginess)
  • hiro: fixed the appearance of Button and ListView::CheckButton on Windows classic
  • hiro: added missing return values from several functions (fixes crashes with Clang)
→ [multi] Higan 0.94

higan v094 released 2014-01-20

  • sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
  • sfc: remove random/ and config/, merge to system/ with better randomization
  • gb: improved color emulation palette contrast
  • gbc: do not sort sprites by X-priority
  • gbc: allow transparency on BG priority pixels
  • gbc: VRAM DMA timing and register fixes
  • gbc: block invalid VRAM DMA transfer source and target addresses
  • gba: added LCD color emulation (without it, colors are grossly over-saturated)
  • gba: removed internal frame blending (use shaders to simulate motion blur if desired)
  • gba: added Game Boy Player support (adds joypad rumble support to supported games)
  • gba: SOUND_CTL_H is readable
  • gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
  • gb/gbc: OAM DMA runs in parallel with the CPU
  • gb/gbc: only HRAM can be accessed during OAM DMA
  • gb/gbc: fixed serialization of games with SRAM
  • gb/gbc: disallow up+down or left+right at the same time
  • gb/gbc: added weak hipass filter to remove DC bias
  • gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
  • gb/gbc: fixed underflow in window clamping
  • gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does not affect accuracy)
  • gb/gbc/gba: audio volume reduced for consistency with other systems
  • fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted format
  • ethos: replaced file loader with a proper game library
  • ethos: added display emulation shader support
  • ethos: added color emulation option to video settings
  • ethos: program icon upgraded from 48x48 to 512x512
  • ethos: settings and tools windows now use tab frames (less wasted screen space)
  • ethos: default to optimal (video, audio, input) drivers instead of safest drivers
  • ethos: input mapping system completely rewritten to support hotplugging and unique device mappings
  • ruby: added fixes for OpenGL 3.2 on AMD graphics cards
  • ruby: quark shaders now support user settings inside of manifest
  • ruby: quark shaders can use integral textures (allows display emulation shaders to work with raw colors)
  • ruby: add joypad rumble support
  • ruby: XInput (Xbox 360) controllers now support hotplugging
  • ruby: added Linux udev joypad driver with hotplug support
  • phoenix: fixed a rare null pointer dereference issue on Windows
  • port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU C++ extensions)
  • port: added out-of-the-box compilation support for BSD/Clang 3.3+
  • port: applied a few Debian downstream patches
  • cheats: updated to mightymo's 2014-01-02 release; decrypted all Game Genie codes

 

→ [multi] Higan 0.93r10
Nintendo GameBoy:Advance:Higan:F-Zero:Nintendo of America Inc.:NDCube Co., Ltd., Nintendo R&D1:Jun 11, 2001:
F-Zero: Maximum Velocity (Nintendo of America Inc., Jun 11, 2001)

higan v093r10 released 2013-12-17

  • Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143 with display enabled
    • fixes backgrounds and text in Wacky Races
  • Game Boy (Color): fixed underflow in window clamping
    • fixes Wacky Races, Prehistorik Man, Alleyway, etc
  • Game Boy (Color): LCD OAM DMA was running too slow
    • fixes Shin Megami Tensei - Devichil - Kuro no Sho
  • Game Boy Advance: removed built-in frame blending; display emulation shaders will handle this going forward
  • Game Boy Advance: added Game Boy Player emulation
    • currently the screen is tinted red during rumble, no actual gamepad rumble support yet
    • this is going to be slow, as we have to hash the frame to detect the GBP logo, it'll be optional later on
  • Emulator::Interface::Palette can now output a raw palette (for Display Emulation shaders only)

I'm able to load slot games here, so if you still have issues please don't report that unless you have a fix, thanks =)

 

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