Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
What's New:
The frontend interface is pretty much functionally complete.
Fixes several significant performance issues.
Android version now runs at 60 fps even on lower end devices.
- Details
- Category: Multiple Platform
What's New:
The frontend interface is pretty much functionally complete.
Fixes several significant performance issues.
Android version now runs at 60 fps even on lower end devices.
- Details
- Category: Multiple Platform
What's New:
* I%YR fixes for values close to zero.
* Now pre-populating state name for States -> More -> Rename.
- Details
- Category: Multiple Platform
What's New:
Now pre-populating state name for States -> More -> Rename.
- Details
- Category: Multiple Platform
What's New:
Added features
- Full Pocket Camera support on Windows and Linux
- Cheat codes (GameShark and GameGenie)
- MBC7 support
- non-cgb mode support
- Basic serial emulation
- BootROM file chooser
- GBC color correction
Changes
- Save states are now BESS-compliant and are compatible with other emulator like SameBoy and bgb
Fixes
- Sprites in cgb mode now support oam priority
- Initial boot registers value on CGB
- Details
- Category: Multiple Platform
This is Apple ][ and Apple //e emulator written entirely in Rust, SDL and HTML5.
- Details
- Category: Multiple Platform
What's New:
- Added emulated Dimensions Toypad
- Fixed a corruption bug to could occur when reading from titles in .app/.wud/.wux format under rare circumstances
- Cemu will now validate all reads for .app/.wud/.wux format titles and log any detected errors to log.txt. In the future we will also show these errors on screen
- Reworked the Wii U error dialog implementation (ErrEula) for better accuracy. This should fix the bug where sometimes the error dialog was unskippable in some games
- Fixed a bug in the HLE implementation of proc_ui.ProcUIRegisterCallback/ProcUIRegisterBackgroundCallback
- Details
- Category: Multiple Platform
ChillyGB is a Game Boy (DMG) and Game Boy Color (CGB) emulator written in C that aims to simplicity and accuracy.
- Details
- Category: Multiple Platform
These are emulators that are updated several times a day to a couple times a week.
Many of these emulators can be updated to the lastest "nightly builds" from within the emulator itself.
I'm posting the latest versions every Monday or Tuesday for those who may be interested.
Multiple System Emulator - FinalBurn Neo Nightly 11-12-24
Multiple System Emulator - Mesen Nightly 11-12-24
Nintendo 3DS Emulator - Panda3DS 11-12-24
PlayStation 2 Emulator - PCSX2 Nightly v2.3.14
PlayStation Emulator - PCSX-Redux Nightly 11-11-24
PlayStation Vita Emulator - Vita3K Nightly 11-11-24
- Details
- Category: Multiple Platform
What's New:
Major changes:
- Support for Palm OS executables.
- Support for Wii U NUS packages.
- Support for Analogue Pocket ROM images. (slightly modified variant of Nintendo Game Boy ROMs)
- Support for CDI-format Dreamcast disc images.
- Details
- Category: Multiple Platform
TetaNES is a cross-platform emulator for the Nintendo Entertainment System (NES) released in Japan in 1983 and North America in 1986, written in Rust using wgpu. It runs on Linux, macOS, Windows, and in a web browser with Web Assembly.
It started as a personal curiosity that turned into a passion project. It is still being actively developed with new features and improvements constantly being added. It is a fairly accurate emulator that can play most NES titles.
TetaNES is also meant to showcase using Rust's performance, memory safety, and fearless concurrency features in a large project. Features used in this project include complex enums, traits, generics, matching, iterators, channels, and threads.
- Details
- Category: Multiple Platform
What's New:
It mainly fixes the untested games in 0.97.0, but I took the opportunity to totally overhaul the disassemblers in the console, they are not external anymore, they use the functions provided by mame to disassemble. With that you can disassemble z80 encrypted roms which is convenient, but I did it mainly because my offsets arrays was becoming way too big with the sh2 emulation, it had been done for the 68000 for 32k regions, here it was really far over the limit ! But those who don't use the console shouldn't notice anything.
Except that added the "psikyo SH2" driver to the drivers list in the game selection dialog options to be able to select these games more easily. That's all, the overhaul of the disassemblers is a very big change in git, it gets rid of most of the directories settings too.
- Details
- Category: Multiple Platform
What's New:
New Features
- Video/audio sync improvements which should enable significantly improved frame pacing without needing to rely on 60Hz VSync (which can cause very noticeable input latency on some platforms)
- Added a new "frame time sync" option that uses the host system clock to match the emulated system's framerate and frame timing as closely as possible without relying on host GPU synchronization (i.e. VSync)
- Added a new option for dynamic audio resampling ratio, which periodically adjusts the audio resampling ratio to try and avoid audio buffer underflows and overflows (which both cause audio popping)
- This is implemented in a very conservative way in order to avoid audible differences in audio pitch, so it is not completely guaranteed to prevent audio buffer underflow/overflow
- Audio sync now checks the audio buffer size every 16 samples enqueued rather than only checking once per frame, which should significantly reduce stuttering when audio sync is enabled without VSync or frame time sync
- Adjusted default sync/audio settings values to hopefully make stuttering and audio popping less likely when running with default settings
- In the GUI, video/audio sync settings have been moved to a new window under Settings > Synchronization
- Input mapping overhaul to make input mapping/configuration more flexible (#134 / #137)
- Keyboard and gamepad settings are no longer separate configurations; each system now supports up to 2 mappings for each emulated button where each mapping can be a keyboard key, a gamepad input, or a mouse button
- Key/input/button combinations (2 or 3 simultaneous inputs) are now supported for mappings in addition to individual keys/inputs
- Hotkeys can now be mapped to gamepad inputs, mouse buttons, and combinations in addition to individual keyboard keys
- Each input settings window now has a button to apply one of two keyboard presets for P1 inputs, one with arrow keys mapped to the d-pad and one with WASD mapped to the d-pad
- Added a new set of hotkeys for saving/loading specific save state slots (#134)
- (Genesis / Sega CD / 32X) Added an option to overclock the main Genesis CPU (the 68000) by decreasing the master clock divider, which can reduce or eliminate slowdown in games (#133)
- Note that this is a fairly naive form of overclocking that works very well in many games but very poorly in some games; use with caution
- As far as SCD/32X, from my testing overclocking the 68000 almost always causes problems in 32X games (which are normally bottlenecked on SH-2 speed anyway), but it does fix slowdown in some Sega CD games
- (SMS / Game Gear) Replaced the "double Z80 CPU speed" setting with an option to overclock at finer granularity by decreasing the Z80 master clock divider
- Same caveat as above regarding this form of overclocking working very poorly in some games, and this is more of an issue for SMS/Game Gear than it is for Genesis/Sega CD
- Added an option to only hide the mouse cursor when in fullscreen, in addition to the previous settings of "always hide" and "never hide"
- Added an option to change the fullscreen mode from borderless to exclusive
- Added an option to change the audio output frequency from 48000 Hz to 44100 Hz
Improvements
- (Genesis / Sega CD) Slightly improved performance by advancing the emulated clock in larger intervals while a long VDP DMA is in progress
- (32X) Slightly improved performance by optimizing SH-2 instruction decoding
- (GB) Improved video frame delivery behavior when the PPU is powered off to make it play a little nicer with VSync and frame time sync
- The emulator window is now explicitly focused/raised when a game is loaded; previously this wouldn't always happen automatically, particularly on Windows
Fixes
- (Sega CD) Slightly extended the delay between a game sending a CDD Play/Read command and the CD drive reading the first sector; this fixes Time Gal having excruciatingly long "load times"
- "Load times" in quotes because the game was actually getting confused and repeatedly re-reading the same CD-ROM sectors until various interrupts happened to trigger at exactly the right times relative to each other
- (Sega CD) Fixed a bug where some backend settings would not correctly persist after loading a save state (they would temporarily revert to what they were when the save state was created)
- Details
- Category: Multiple Platform
What's New:
Bump to 0.1.10
Update parallel-rdp
Add unsafe keyword for extern C
Update rfd requirement from 0.14 to 0.15
update eframe to 0.29
Update governor requirement from 0.6 to 0.7
Update parallel-rdp
- Details
- Category: Multiple Platform
What's New:
And what took me so long ? Finding something to use for the sh2 emulation in 64 bits, and it was not easy !
Finally I took the sh2 emulation from an old mame version (153), and modified it to be compatible with what gens did, so that it's compatible with the psikyosh driver. The result is slightly slower than the asm version, but not by a lot, so it will do for now. I lost a lot of time with yabause which I looked at before that.
Except that the windows status bugs seem fixed for good for those who missed the latest update of this painful story in the forum, there was a binary specific for that.
- Details
- Category: Multiple Platform
What's New
This release corrects an issue introduced in the 2119 update which caused desktop shortcuts to not function correctly.
After installing this update, all existing desktop shortcuts must be removed and re-created in order to function properly.