BGB (32bit)  BGB (64bit)

What's New:

- emulation of the GameBoy, GameBoy Color, and Super Gameboy
- accurate emulation of the hardware, based on research with lots of test roms, useful for debugging/rom development.
  some highlights:
    * clock exact timing of LCD behavior/state changes
    * realistic initial ram values - random but with specific bit patterns, and simulated values left by bootroms (for example "nibbler (pd)" depends on this)
    * accurate emulation of LCD register writes during scanline (prehistorik man, demotronic demo)
    * emulation of inaccessible VRAM and OAM as on real hardware
    * 10 sprites per line limit
    * clock exact emulation of sprites causing mode 3 to take longer
    * correct memory access timing (access happening at the last/second to last clock of an opcode)
    * accurate emulation of the differences between DMG and GBC, including timing differences, differences in hardware behavior, initial state, etc.
    * can run a GBC rom as on a DMG, and a DMG rom as on a GBC
  powerful debugger:
    * disassembler
    * assembler (change code and ability to save modified rom)
    * symbols (SYM file) support
    * "inline" editing in code, data, and stack viewer
    * breakpoints
    * watchpoints (break on access)
    * conditional breakpoints
    * "on jump" watchpoints for breaking before a jump into a range is taken.
    * source code breakpoints (ld b,b)
    * singlestepping/tracing/animating/step out/step over
    * reverse singlestep, stepout, stepover (rewinding back in time)
    * vram viewer: BG map, tiles, OAM, palette.
    * IO registers viewer
    * live display of data during emulation and freezing of ram values
    * break on exceptions (accessing inaccessible VRAM, read unitialized RAM, echo ram access, access locked external ram, disable lcd outside vblank)
    * ability to modify all registers and state at any time
    * joypad window allows simulating button presses at any time while debugging
- SGB multiplayer with up to 4 gamepads
- rewind key
- graphics output: GDI, DirectDraw, Direct3D, OpenGL, null output
- graphics doubler: HQ2X, Scale2x, scanlines filter, blocky, dot matrix, GBC RGB
- sound output: waveout, directsound, Xaudio2, null, and disk writer supported. support for writing the 4 channels to separate wav files
- AVI recording, to installed system codec of choice. No sound included but is in sync and conveniently named with recorded wav file.
- runs almost all roms perfectly, compatibility comparable with the best GB/C emulators
- Accurate/high quality sound emulation, bandlimited synthesis
- accurate video emulation including "high color" graphics, correct sprite/background priorities, 10 sprites/line limit, and mid-scanline register changes.
- This emulator is fast.
- Joystick/Gamepad support, everything mappable to every button
- some user interface keys are configurable and can be mapped to joystick/gamepad buttons
- MBC3 Real Time Clock emulation. RTC is saved/loaded in the .sav file, compatible with VBA
- Auto delay/frameskip, emulation runs at 100% real speed and full 60 fps
- GameGenie and GameShark cheat, load/save cheats (auto and manual), "cheat searcher", easy creation of new cheat codes
- save/load state with quick (zsnes style, and mappable) keys, and preview screenshots for slots in select window.
- Load from ZIP and GZIP files
- good OS/platform compatibility/low requirements (works well on wine, windows 98, and on slow/old PCs)
- support for optional border bitmap or PNG file and pseudo and real fullscreen modes.
- TCP/IP game link support