Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
What's New:
- Title bar colour matches the menu bar colour on Windows 11.
- Emulated RAM is cleared upon a hard reset.
- Audio 'ladder effect' is emulated.
- Broken splash screens in the 'Gametap Pro Gamer 6' ROM-hack are fixed.
- Support for the 'KDEBUG' debug message API has been added.
- Motorola 68000 instructions have accurate durations.
- Preliminary native multi-window support has been implemented. Due to defects, it is disabled by default.
- Details
- Category: Multiple Platform
What's New:
Release notes
save states made before version 0.3.0 will not work
Added features
Gamepad selection in input settings
- Details
- Category: Multiple Platform
What's New:
- Added cartridge mapper
- FA2
- eg. Star Castle
- non-volatile RAM for this cartridge type stored in the nv_ram of the configuration direcotry
- BF
- eg. The Realm of Riesig
- Supercharger
- Running a Supercharger game loaded from an audio file resulted in performance drop, even when the tape had stopped loading
- Performance is now equal as when loading from a fastload binary file
- Disassembly
- Disassembly is now completed in the background, leading to quicker loadtimes, particularly for very large cartridges
- Television / CRT Effects
- Blur shader is now applied more evenly
- this is most noticeable with high bloom values but produces better results generally
- Disabling the ghosting effect would cause the image to flip
- More efficient clearing of GL frame buffers
- small but significant performance improvement
- Regression testing
- Playback scripts can now be re-recorded automatically
- REDUX command now works with all regression test types
- Details
- Category: Multiple Platform
What's New:
nv2a: Check supported line width
* Added logic to check for the supported line width range before setting the line width to avoid errors.
I also moved the glLineWidth call so that it could be after the call to get the supported line width range for the desired line type.
* Moved the glLineWidth call outside the if/else
* Moved the code to query line GL_SMOOTH_LINE_WIDTH_RANGE and GL_ALIASED_LINE_WIDTH_RANGE to nv2a_gl_context_init(void) so that it's just called while OpenGL is being initialized.
* Removed the lineWidth local variable. It's simpler to just call glLineWidth in the if and else blocks
- Details
- Category: Multiple Platform
What's New:
v1.7.1
* Reduce memory use when reading gamepad mappings file
* Include missing files in tarball distribution [Rui Chen]
v1.7
* Avoid calling xroar_screenshot() when not supported [with Paul Ripke]
* Avoid X11 keyboard init when SDL not build with X11 support [Paul Ripke]
* SDL joystick module supports hotplug where possible
* SDL joystick module creates Left & Right stick profiles if found
* Support reading a SDL gamepad DB file for non-SDL joystick modules
* New -joy-db-file option specifies SDL-compatible gamepad DB file
* New Linux evdev joystick module (hotplug, internal SDL DB, L/R profiles)
* Large changes to underlying UI mechanisms
* New features backported to GTK+ 2 UI
- 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 11-19-24
Multiple System Emulator - Mesen Nightly 11-19-24
Nintendo 3DS Emulator - Panda3DS 11-19-24
PlayStation 2 Emulator - PCSX2 Nightly v2.3.19
PlayStation Emulator - PCSX-Redux Nightly 11-19-24
PlayStation Vita Emulator - Vita3K Nightly 11-19-24