JGenesis to emulator szereg konsol do gier 8-bitowych i 16-bitowych. Udaje Sega Genesis / Mega Drive, Sega CD / Mega CD, Sega Master System / Mark III, Game Gear, Nintendo Entertainment System (NES) / Famicom, Super Nintendo Entertainment System (SNES) / Super Famicom, Game Boy / Game Boy Color i Sega 32X / Mega 32X.
JGenesis 0.10.1 17/06/2025
Bugfix release
Only one functional change in this release, which fixes a regression introduced in v0.10.0:
- (SNES) Corrected implementation of how Mode 7 clips scrolled center point coordinates; this fixes missing background graphics on some screens in Super Metroid (#426)
- (The PPU does not simply clip to signed 10-bit or signed 11-bit like previous implementations did; it converts from signed 14-bit to signed 11-bit by dropping bits 10-12, combining the lowest 10 bits with the sign bit from the full 14-bit value)
JGENESIS 0.10.0 13/06/2025
Notable changes since the last release (v0.8.3):
- Revamped low-pass filter options for Genesis / Sega CD / 32X that should be significantly more accurate to actual hardware than the v0.8.3 settings
- Improved audio quality for all emulated systems via much higher-quality audio resampling
- A rather large number of bugfixes for Genesis, Sega CD, 32X, SMS, Game Gear, SNES, Game Boy [Color]
- Major bugfixes for Linux AppImage builds in Wayland
- Save state files are now internally compressed using zstd, which should reduce save state file size by 70-80% in most cases
- Basic CPU + CD-ROM drive overclocking options for Sega CD, which have fairly low compatibility but do help in some games
New Features
- (Genesis / Sega CD / 32X) Replaced the low-pass filtering settings added in v0.8.3 with a new set of options that should be more accurate to actual hardware
- New option to apply a first-order 3.39 KHz low-pass filter to Genesis audio output; this is ON by default (biggest change from previous default settings)
- New option to apply a second-order 7.97 KHz low-pass filter to Sega CD PCM audio output; this is ON by default
- New options to individually configure whether the Genesis low-pass filter is applied to Sega CD and 32X audio output; these are all OFF by default
- (Genesis / SNES) Added a new video setting to disable deinterlacing in the handful of games that use interlaced display modes (e.g. Sonic the Hedgehog 2 in 2P Vs. mode, Ys III (Genesis) with the in-game "Int Mode" option enabled, Air Strike Patrol in mission briefing screens)
- Deinterlacing enabled matches the behavior in previous versions: normal-resolution interlaced modes display the same as progressive mode, and high-res interlaced modes make the graphics processor render all 448/480 lines every frame
- (Sega CD) Added an option to overclock the sub CPU by decreasing the master clock divider (#138)
- (Sega CD) Added an option to increase the disc drive speed when reading data tracks (#138)
- This has low compatibility but can shorten loading times in some games. Compatibility is slightly higher when the sub CPU is overclocked
- (Sega CD) Added an additional PCM chip interpolation option for 6-point cubic Hermite interpolation, which in some cases produces a slightly cleaner sound than 4-point cubic Hermite (the existing setting)
- Added a new hotkey to quickly toggle whether overclocking settings are enabled, for the systems that support overclocking (this includes Sega CD's new drive speed setting)
- This is mainly useful for Sega CD, where increasing the drive speed can shorten loading times during gameplay but almost always breaks FMVs and animated cutscenes
Improvements
- Audio resampling code has been rewritten to use the windowed sinc interpolation algorithm, which is much higher quality than the previous resampling implementation at a relatively low performance cost (for most emulated systems)
- Windowed sinc interpolation can be very performance-intensive for NES and GB/GBC audio resampling, so these two systems have a new audio setting to choose between windowed sinc interpolation and the old resampling algorithm (low-pass filter followed by nearest neighbor interpolation)
- (Genesis) Slightly improved performance by optimizing VDP rendering and tile fetching code
- (Genesis) Frontends now recognize .gen and .smd as file extensions for Genesis / Mega Drive ROM images (#149)
- This includes attempting to auto-detect when a ROM image is interleaved (common for .smd files), and deinterleaving it during load
- (SMS) The "crop vertical borders" video setting now defaults to enabled instead of disabled; unlike the left border, the vertical borders will only ever show the current backdrop color
- (SMS) The SMS model setting now defaults to SMS1, which emulates a VDP hardware quirk that is required for the Japanese version of Ys to render correctly (#182)
- (SMS / Game Gear) Reduced log level of a warning message that caused excessively verbose log output in Virtua Fighter Mini (#199)
- (SNES) In games that use the SA-1 coprocessor, the SA-1 CPU now gets a wait cycle every time it accesses SA-1 BW-RAM, similar to actual hardware
- The SA-1 CPU still runs faster than actual hardware in some cases because bus conflict wait cycles are not emulated
- GUI: When opening a game that requires a BIOS ROM or firmware ROM (e.g. any Sega CD game), if the BIOS/firmware ROM path is not configured, the error window now contains a button to configure the appropriate ROM path and immediately launch the game
- CLI: If no config file exists, the CLI will now attempt to write out the default config to the config path so that it can be edited manually if desired
- Save state files are now internally compressed using zstd which should reduce save state file size by at least 50%, often by 70-80%
- Frontends should now correctly handle files with uppercase file extensions
Multi-System Fixes
- Fixed a performance bug in the audio resampling code that could have caused intermittent extremely poor performance due to performing arithmetic on subnormal floating-point numbers, which can be up to 100 times slower than normal floating-point arithmetic on some CPUs (#135)
- Linux: AppImage builds now exclude all Wayland-related system libraries during packaging; this fixes the emulator failing to launch in some distros, e.g. Solus Plasma (#143)
- Linux: AppImage builds now interpret relative paths in command-line arguments as being relative to the original working directory where the AppImage was launched from, not the AppImage internal runner directory (#147)
- Linux/BSD CLI: For these platforms only and for the CLI only, reverted the change to estimate window scale factor because
SDL_GetDisplayDPI
does not return reliable values on Linux/BSD - Adjusted frame time sync's sleep implementation to fix frame time sync potentially causing slowdown on some platforms
- Save state files are now explicitly versioned, which fixes potential crashing when attempting to load an incompatible save state file from a different version
Genesis / Mega Drive Fixes
- Fixed the 68000 incorrectly being allowed to access audio RAM while the Z80 is on the bus; this fixes freezing in Joe & Mac (#144)
- Fixed Z80 RESET not clearing the Z80's HALT status
- Fixed writes to YM2612 F-num high / block registers ($A4-$A6 and $AC-$AE) taking effect immediately instead of after the next F-num low register write; this fixes some music glitches in Valis
- Implemented more accurate emulation of how the YM2612 computes operator amplitude from phase and envelope attenuation
- Fixed in-game saves not working correctly when Sonic & Knuckles is locked on to a cartridge with SRAM (e.g. Sonic 3)
- Fixed certain revisions of QuackShot not loading correctly due to having non-standard cartridge ROM address mappings (#174)
- Fixed some illegal 68000 opcodes incorrectly decoding to "valid" instructions (#184 / #185)
- Fixed an edge case related to how sprite tile/pixel overflow interacts with H=0 sprite masking (#186)
Sega CD Fixes
- Implemented a higher minimum seek time for small seek distances; this fixes Thunder Storm FX (JP) failing to boot (#178)
- Fixed a regression introduced in v0.8.3 that caused PCM chip channels to skip the first sample after being enabled (this made little-to-no audible difference in practice because the first sample is usually 0)
- Fixed slightly inaccurate emulation of PCM chip looping behavior at sample rates higher than 0x0800 / 32552 Hz
- Fixed inaccurate emulation of CD-DA fader volumes 1-3 out of 1024 (should be 50-60 dB of attenuation instead of complete silence)
- Unmapped/unknown address accesses will now log an error instead of crashing the emulator
32X Fixes
- Fixed a major bug in the PWM resampling code that caused PWM audio output to sound significantly more poppy and crackly than it's supposed to
- Fixed a bug around synchronizing SH-2 accesses to 32X communication ports that could have caused writes to be skipped in some cases; this fixes freezing in the Sonic Robo Blast 32X demo (#160)
- Significantly improved timing of 32X VDP interrupts for the SH-2s (#166)
- Significantly improved synchronization between the SH-2s and the 68000
- Fixed PWM DMA transfer rate via DREQ1 not taking the PWM timer interval into account; this fixes broken sound effects in BC Racers (#179)
Master System / Game Gear Fixes
- Fixed the Z80's RETI instruction not correctly copying IFF2 to IFF1 like RETN does; this fixes Desert Strike from freezing when you press Start/Pause (#181)
- Fixed incorrect handling of non-power-of-two ROM sizes, which fixes several homebrew games and demos (#201 / #203 / #204)
- (Game Gear) Fixed the emulator crashing if a game enables the VDP's 224-line mode, as the homebrew GG Turrican does (#202)
SNES Fixes
- Implemented more accurate clipping and truncation in Mode 7 intermediate calculations; this fixes glitched Mode 7 graphics in Tiny Toon Adventures: Wacky Sports Challenge (#161)
- Mode 7 registers are now latched about 12 pixels before line rendering begins; this fixes a glitchy line near the bottom of the play area in Battle Clash, where the screen transitions from Mode 1 to Mode 7
- Implemented an obscure behavior regarding the effects of writing to OAM during active display; this fixes incorrect sprite display in Uniracers' Vs. mode (#164)
- Made a best effort at implementing the effects on sprites of toggling forced blanking during active display; this mostly fixes some test ROMs that exercise this (#162)
- Adjusted behavior of APU communication ports when the 65816 writes to a port on the same cycle that the SPC700 clears the port; this fixes Kishin Douji Zenki: Tenchi Meidou failing to boot (#187)
Game Boy [Color] Fixes
- Implemented an obscure behavior where pulse channels should output a constant 0 after power-on until after the first phase increment; this fixes missing voice samples in Daiku no Gen-san - Robot Teikoku no Yabou (#151)
- Fixed a bug related to the pulse channel phase counter reloading on the same cycle as a frequency change via NR13/NR14/NR23/NR24; this combined with the above change fixes missing voice samples in Keitai Denjuu Telefang (#47)
- Added emulation for a hardware quirk where the Mode 2 STAT interrupt appears to trigger 145 times per frame, not 144; this fixes GBVideoPlayer (#155)
- CGB palette RAM auto-increment flags now default to 1 (#156)
- Slightly adjusted timings related to powering on the PPU; this combined with the above change fixes GBVideoPlayer2 (#156)
- Fixed an edge case where LYC writes at the beginning of a line were not triggering the LY=LYC STAT interrupt under certain conditions; this fixes glitchy graphics on the title screen of the SQRKZ homebrew (#154)
- The contents of OBJ palette RAM are now randomized at power-on (#152)
→ [Multi] JGenesis 0.8.0 16/09/2024
JGENESIS 0.8.0 16/09/2024
Highlights
- Added support for 32X emulation (with a caveat regarding performance)
- Significant audio quality improvements for Genesis / Mega Drive and SNES
- Support for loading directly from .zip and .7z files
- Lots of Genesis / Mega Drive bugfixes
32X Notes
- All released 32X games plus Doom 32X Resurrection should be playable except for the 6 FMV games that require the Sega CD 32X combo
- Doom 32X Resurrection features that require Sega CD do not currently work (CD-DA music, offloading some audio processing to the Sega CD 68000)
- SH-2 CPU cache and basic SH-2 memory access timings are emulated, so overall SH-2 speed should be moderately accurate (though still faster than actual hardware in some cases)
- SH-2 emulation is currently not optimized well - full-speed 32X emulation requires a CPU with decent single-core performance, and fast-forward speed will be very limited
- For a comparison point, the Steam Deck CPU barely runs 32X at full speed from my testing
- This will likely improve in a future release - the current implementation is pure interpreter because that was easiest to implement and it (surprisingly) still runs at full speed with a fast enough host CPU
New Features
- Added support for loading directly from .zip and .7z compressed archives for every console except Sega CD (#91)
- Archives containing multiple images are only partially supported; in this case the emulator will always load the first file with a recognized file extension
- (SNES) Added an audio enhancement option for cubic Hermite interpolation between decoded ADPCM samples, which usually makes the audio sound sharper and less muffled
- The difference is most noticeable in games that use low sample rate audio, such as the Donkey Kong Country trilogy
- This is off by default because it pretty radically changes the sound in some games
- (Genesis) Added an option to have no controller plugged into one or both of the controller ports, for games that behave differently based on the presence or absence of a controller (#113)
- (NES) Added support for the UNROM 512 mapper (iNES mapper 30), a homebrew mapper used by a number of games including Black Box Challenge and Battle Kid 2 (#73 / #86)
- This mapper unusually supports flash memory mapped as PRG "ROM"; for the games that have this (e.g. Black Box Challenge), it's emulated by persisting the entire current contents of PRG ROM to the save file whenever the game modifies itself
- (GB) Added partial support for the Hudson HuC-3 mapper, used by Robopon and a few Japan-only games (#89)
- "Partial" because the builtin speaker, the IR sensor, and parts of the event/alarm functionality are not emulated
- GUI: Added a new "Open Using" menu option to open a file using a specific emulator core, rather than always choosing the core based on file extension (#121)
- GUI: Added an option to explicitly set the UI theme to light or dark rather than always using the system default
Improvements
- (Genesis) YM2612 DAC crossover distortion (aka the "ladder effect") is now emulated, which significantly improves music accuracy in a number of games; this is extremely noticeable in Streets of Rage, Streets of Rage 2, and After Burner II, among others
- There is also a new option to disable ladder effect emulation, since the effect was less pronounced on later console models (and also because I think it's neat to hear how it affects the sound by toggling a checkbox)
- (SMS/GG/Genesis) Replaced the PSG and YM2612 low-pass filters with much more aggressive ones; this should generally improve audio quality, and in some cases will remove erroneous buzzing/popping noises that were present before (e.g. in The Adventures of Batman & Robin) (#108)
- Improved audio output behavior for all emulator backends, which should significantly reduce the likelihood of audio pops caused by audio buffer underflow
- GUI: Added help text to most options menus
- GUI: Improved performance when the main list table is large
Genesis / Mega Drive Fixes
- Fixed the PSG's noise channel not oscillating when the period is set to 0 (which should behave the same as period of 1); this fixes missing high-frequency noise in Knuckles' Chaotix among other games
- Fixed a degenerate case for performance when a game repeatedly writes the same value to specific VDP registers during active display, as After Burner Complete does
- Fixed some 68000 CPU bugs discovered while working on 32X support
- Implemented line 1010/1111 exception handling for when the 68000 executes an illegal opcode where the highest 4 bits are 1010 or 1111; Zaxxon's Motherbase 2000 depends on this to boot
- Fixed divide by zero exception handling pushing the wrong PC value onto the stack; After Burner Complete frequently divides by zero and depends on correctly handling the exception
- Fixed the DIVS instruction finishing way too quickly in some cases where the division overflows a signed 16-bit result but the CPU doesn't detect the overflow early
- Fixed an off-by-one error in determining whether to set the sprite overflow flag in the VDP status register; this fixes flickering sprite graphics in Alex Kidd in the Enchanted Castle (#125)
- This was a regression introduced in v0.6.1 as part of the changes to get Overdrive 2's textured cube effect working
- Adjusted how writes to the controller CTRL registers ($A10009 / $A1000B) affect the controller's TH line; this fixes controls not working properly in Trouble Shooter (#110)
- Made it possible for games to read the VINT flag in the VDP status register as 1 slightly before the 68000 INT6 interrupt is raised; this fixes Tyrants: Fight Through Time and Ex-Mutants failing to boot (#127)
- Implemented undocumented behavior regarding how the Z80 BIT instruction sets the S and P/V flags; this fixes missing audio in Ex-Mutants, which relies on this behavior in its audio driver code
- Implemented approximate emulation of memory refresh delay
- This is emulated by simply stalling the 68000 for 2 out of every 128 mclk cycles, unless it executes a very long instruction that doesn't access the bus mid-instruction (e.g. multiplication or division)
- Memory refresh delay is not emulated in 32X mode because it seemed to break audio synchronization between the Genesis and 32X hardware in some games
- Added SRAM mappings for several games that have SRAM in the cartridge but don't declare it in the cartridge header: NHL 96, Might and Magic, and Might and Magic III (#107 / #116 / #117)
- Little-endian ROM images are now detected and byteswapped on load; this along with a custom ROM address mapping fixes Triple Play failing to boot (#112)
- The emulator will now recognize the unconventionial region string "EUROPE" as meaning that the game only supports PAL/EU; this fixes Another World incorrectly defaulting to NTSC/US mode instead of PAL/EU (#122)
- Unused bits in the Z80 BUSACK register ($A11100) now read approximate open bus instead of 0; this fixes Danny Sullivan's Indy Heat failing to boot (#120)
- Improved VDP DMA timing; this fixes corrupted graphics in OutRunners (#118)
- The vertical interrupt is now delayed by one 68000 instruction if a game enables vertical interrupts while a vertical interrupt is pending; this fixes Sesame Street: Counting Cafe failing to boot (#119)
- The Z80 BUSACK line now changes immediately in response to bus arbiter register writes instead of waiting for the next Z80 instruction time slot; this fixes the Arkagis Revolution demo failing to boot (#123)
- The emulator will now enable the bank-switching Super Street Fighter 2 mapper if the cartridge header declares the system as "SEGA DOA" in addition to the standard value of "SEGA SSF"; this fixes the Demons of Asteborg demo not working properly (#115)
Other Fixes
- Fixed save state slots not working properly if the ROM filename contains multiple dots; before this fix, only one slot would ever be used
- (Sega CD) When a game issues a CDD command while the drive is playing, the drive now continues to read one more sector before it changes behavior in response to the new command; this fixes Radical Rex crashing during the intro (#100)
- (Sega CD) Writes to PRG RAM by the main CPU and the Z80 are now blocked unless the sub CPU is removed from the bus; this fixes Dungeon Explorer from crashing after the title screen (#104)
- (Sega CD) The sub CPU is now halted if it accesses word RAM in 2M mode while word RAM is owned by the main CPU, and it remains halted until the main CPU transfers ownership back to the sub CPU. This fixes glitched graphics in Marko's Magic Football (#101)
- (Sega CD) Various fixes to CDC register and DMA behavior; with this plus all of the above fixes, the emulator now fully passes the mcd-verificator test suite (#105)
- (NES) The UxROM mapper code (iNES mapper 2) no longer assumes that the cartridge has no PRG RAM; this fixes Alwa's Awakening: The 8-Bit Edition failing to boot (#93)
- (SNES) Adjusted timing of PPU line rendering to occur 4 mclk cycles later; this fixes Lemmings having a flickering line at the top of the screen during gameplay
- This worked correctly prior to v0.7.2 - it was broken by the CPU timing adjustment that fixed Rendering Ranger R2 from constantly freezing
- (GB) Fixed the window X condition incorrectly being able to trigger when WX=255 and fine X scrolling is used (SCX % 8 != 0); this fixes corrupted graphics in Pocket Family GB 2
- Fixed the emulator crashing if prescale factor is set so high that the upscaled frame size exceeds 8192x8192 in either dimension
Vox populi
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