SEGA SATURN模擬器 Yaba Sanshiro 發布新版,更新請至官網.
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2026年5月18日 星期一
Jgenesis v0.12.1
SEGA多機種模擬器 Jgenesis 發布新版,更新如下 :
Settings Changes
- On Windows, the settings file is now stored in a user profile directory by default (generally
C:\Users\$NAME\AppData\Local\jgenesis\); other platforms already behaved this way (e.g. generally$HOME/.config/jgenesis/on Linux) - If you want to restore the old Windows behavior of storing the settings file in the emulator directory, there is a new option in Settings > Paths to switch the settings file location, or you can create a
portable.txtfile in the emulator directory (contents don't matter, the file just has to exist); this works on all platforms - The
--configcommand line arg still exists and overrides all of this behavior if it is used
Improvements
- The rewind buffer is now compressed in memory; this significantly decreases the emulator's RAM usage, particularly when emulating Sega CD or 32X
- Exact savings will vary based on a lot of things, but with 32X for example I'm seeing that a 10-second rewind buffer now takes 40-80 MB of RAM instead of ~600 MB
- Compression is performed asynchronously, so this should not impact emulator performance
- Save states are now compressed and written to disk asynchronously, which makes it significantly less likely that saving state will cause the emulator to stutter
Fixes
- Fixed turbo input mappings not working properly; this was a regression in v0.12.0
- This was caused by the backend changes to support the Genesis debugging tools added in v0.12.0, which involved mostly rewriting the main emulator execution loop (among other things); the new version was missing the bit of code that makes turbo buttons alternate between pressed and not pressed
- Fixed all settings reverting to defaults when a single setting fails to deserialize from the config file; now only the setting(s) that failed to deserialize will reset to default
- (SNES) Cartridges that specify a nonsensically high amount of SRAM in the cartridge header now get 256 KB of SRAM instead of none (#635)
- This seems to usually happen with prototype cartridges that don't have a proper cartridge header, where the "SRAM byte" is just part of a random chunk of code or data; some of these do require SRAM though
PPSSPP v1.20.4
PSP模擬器 PPSSPP 發布新版,更新如下 :
Ad-hoc
– Support for « data.json » live status from adhoc relay servers (#21496, #21526)
– RetroAchievements UI improvements around subsets (#21536)
– Assorted ad-hoc UI improvements (#21530, #21510)
– Fixes for The Warriors (#21464) and Street Riders (#21460) in relay mode
Texture upscaling
– Fix old bug causing some textures to get stuck unscales on some hardware when using GPU texture upscaling (#21533)
– Improved performance of MMPX-adv upscaler (#21555)
– NNEDI3 and Spline36 GPU texture scaling (#21527)
Rendering fixes
– Fix a bug in lens flare occlusion for the Syphon Filter games (#21511)
– Fix a bug in the software renderer (#21648)
Misc UI improvements
– Instant type-to-search in game browser (#21559, #21565, #21630)
– Fix file picker problems on some Android devices (regression) (#21614, #21656)
– Fix crash in text edit fields on Mac/iOS (#21601)
– PSP DVD prototypes can now load directly (#21599, #21601)
– Cheat UI has been cleaned up and supports titles and comments natively (#21590)
– RetroAchievements subset display improvements (#21536)
– Basic deep link support on iOS (#21615)
– Soft keyboard has more symbols (#21625)
Other
– Fix important (but mostly rare) crash bug affecting games that draw a lot (#21669)
– More plugin zip files can now auto-install (#21556)
– Pause on lost-focus on Linux (#21517)
– Frameskipping no longer breaks analog stick auto-rotation in GoW, however manual rotation still broken (#21508)
– Android: Restore « Landscape Auto » (#21482), the « Auto » screen rotation mode now overrides the user rotation lock (#21507)
– Contribution by lrzlin: Loongarch improvements (#21499, #21595)
– Basic support for extracting ISO from 7zip files (#21493)
– Fix a bug that prevented loading certain texture packs (#21491)
– Fix music looping in Death JR (#21490)
– Hide the save-load indicator in the corner by default (#21528)
– Fix crash in the remote debugger, by Nemoumbra (#21652)
– Fix screenshot cropping bug (#21665)
mfplat.dll is no longer required on Windows unless you need camera/microphone (#21660)
– Support for « data.json » live status from adhoc relay servers (#21496, #21526)
– RetroAchievements UI improvements around subsets (#21536)
– Assorted ad-hoc UI improvements (#21530, #21510)
– Fixes for The Warriors (#21464) and Street Riders (#21460) in relay mode
Texture upscaling
– Fix old bug causing some textures to get stuck unscales on some hardware when using GPU texture upscaling (#21533)
– Improved performance of MMPX-adv upscaler (#21555)
– NNEDI3 and Spline36 GPU texture scaling (#21527)
Rendering fixes
– Fix a bug in lens flare occlusion for the Syphon Filter games (#21511)
– Fix a bug in the software renderer (#21648)
Misc UI improvements
– Instant type-to-search in game browser (#21559, #21565, #21630)
– Fix file picker problems on some Android devices (regression) (#21614, #21656)
– Fix crash in text edit fields on Mac/iOS (#21601)
– PSP DVD prototypes can now load directly (#21599, #21601)
– Cheat UI has been cleaned up and supports titles and comments natively (#21590)
– RetroAchievements subset display improvements (#21536)
– Basic deep link support on iOS (#21615)
– Soft keyboard has more symbols (#21625)
Other
– Fix important (but mostly rare) crash bug affecting games that draw a lot (#21669)
– More plugin zip files can now auto-install (#21556)
– Pause on lost-focus on Linux (#21517)
– Frameskipping no longer breaks analog stick auto-rotation in GoW, however manual rotation still broken (#21508)
– Android: Restore « Landscape Auto » (#21482), the « Auto » screen rotation mode now overrides the user rotation lock (#21507)
– Contribution by lrzlin: Loongarch improvements (#21499, #21595)
– Basic support for extracting ISO from 7zip files (#21493)
– Fix a bug that prevented loading certain texture packs (#21491)
– Fix music looping in Death JR (#21490)
– Hide the save-load indicator in the corner by default (#21528)
– Fix crash in the remote debugger, by Nemoumbra (#21652)
– Fix screenshot cropping bug (#21665)
mfplat.dll is no longer required on Windows unless you need camera/microphone (#21660)
2026年5月8日 星期五
SuperZSNES v0.110
SFC / SNES模擬器 SuperZSNES 發布新版,更新如下 :
- Fixed ESC key to clear input
- S-DD1 emulation - other special chips are coming - we're working on a bunch right now, just that this one is ready right now.
- Some Cycle consumption timing fixes
- Various emulation fixes relating to SRAM writes and ROM mirroring. (Fixes MMX copy protections)
- Added the ability to define custom paths to where you want to store your saves, .srm, .cht, and .bps files
- Added the ability to disable the last save state
- Added the ability to disable save history
- Improvements to transparency processing
- Multiple improvements to enhancement data based on feedback. We're still not there yet where we're happy with the quality of it, but we'll get there.
- Added Patreon Supporters to the about box
- [Android] Add DPad touch sensitivity (movement & distance sliders)
- [Android] Fixed filename formatting in quick load
- [Android] Added icon that was missing on certain devices
2026年5月5日 星期二
BizHawk v2.11.1
多機種模擬器 BizHawk 發布新版,更新如下 :
- New experimental core:
- PPSSPP for PlayStation Portable
- Ares64
- Merged #4438 - ares64 core: Add basic support for the SC64 SD card interface
- Merged #4611 - Add analog keybinds for Ares64
- Enhancement #3871 - Ares64 does not have the analog stick controls unlike Mupen64Plus
- Fixed #3991 - Ares64: viewing System Bus address 0x04800000 in Hex Editor causes BizHawk to hang
- BSNES
- Fixed #4656 - [F.Rq.] Update BSNESv115+ core from upstream
- DOSBox-X
- Merged #4527 - [Dosbox-X] Adding sync settings to calibrate absolute mouse positions
- Merged #4595 - [DOSBox-x Core] Fix for data+audio cds
- Fixed #4297 - [DOS] CD music is not played during the gameplay
- Fixed #4521 - [DOSBox-X] Capitilize the R and the L for Keyboard Keys in the Piano Roll.
- Fixed #4509 - DOS load error: Unknown cue file type
- DSDA-Doom
- Add Lua script that combines Automap functionality with XDRE heads-up-displays and advanced logging (
Lua\Doom\doom.lua) - fix analog weapon selection not working
- Fixed desyncs coming from resolution changes with wipe enabled by making resolution settings sync related
- Add walking camera controls
- Support using doom2 as firmware
- Fixed #4234 - Rom loading improvements for DOOM
- Doom-specific lua callbacks:
doom.on_prandom()doom.on_use()doom.on_cross()doom.on_intercept()
- play for any of the 4 players alone (stop crashing when first player is absent and when POV player is missing)
- Input columns visible in TAStudio by default match XDRE controls
- New memory domains:
- Internal core memory as System Bus
- Players
- Sectors
- expose map trail
- disable damage palette when full vision is on
- Import Boom demos
- fix analog flylook
- Fixed #4596 - [DOOM] cannot load with path including cyrillic
- Fixed #4488 - DSDA core errors silently crash BizHawk
- Fixed #4487 - DSDA core crashes when loading a UDMF map
- Fixed #4340 - [DSDA-Doom] Missing Support for Chex Quest Series.
- Add Lua script that combines Automap functionality with XDRE heads-up-displays and advanced logging (
- Encore
- Gambatte
- Fixed #3293 - Gambatte Sound Inaccuracy
- Genplus-gx
- mGBA
- MAME
- fix clashes by adding tags to all the input dupes
- Fixed #4443 - [MAME] Disable Crosshair on Screenshots/Capture
- melonDS
- Mupen64Plus
- NeoPop
- Fixed #4590 - [NGP/NGPC] Core rejected the saveram / File with name SAV.flash already mounted
- NesHawk
- Nymashock
- Opera
- Fixed #4493 - 3DO (Opera): “Next Disc” skips multiple discs and “Previous Disc” causes crash
- Virtu
- Fixed #4500 - Virtu: any-key-down flag not restored when loading a savestate
- EmuHawk
- Merged #4512 - Fix video filename with ffmpeg writer
- Merged #4490 - Small fix for crashing log window when written from other thread
- Merged #4485 - Do not default bind two hotkeys to the same key combination.
- Merged #4480 - Improved menu keyboard navigation
- Merged #4552 - Controller backend improvements
- Fixed #4550 - New extra trailing `|` in input LogEntry for handheld consoles.
- Fixed #4712 - Cheats are no longer saved properly
- Fixed #4662 - Emulation menu QoL
- Fixed #4559 - Mouse Locked on BizHawk
- Fixed #4492 - Could Not Freeze Ram Addresses in Ram Watch or Hex Editor
- Fixed #4461 - [2.11] Controller/D-Pad Inputs using Axis Dropping R after U+R/D+R
- Fixed #4012 - Update/add more default input mappings
- Fixed #2115 - Save roms to recents even if they fail to load
- Fixed #1942 - Re-implement white noise for NullHawk (NullVideo)
- TAStudio
- don't process regular hotkeys while in axis edit mode
- Merged #4621 - Make branch load lua event more useful
- Merged #4589 - Create a TAStudio settings dialog
- Merged #4583 - TAStudio: better axis editing
- Merged #4475 - Do not disable recording mode when loading a branch.
- Merged #4661 - implement a multitrack recording/editing feature
- Merged #4530 - TAStudio: valid blank frames for OOB input indexes
- Fixed #4529 - Cloning frames silently breaks for the last movie "frame"
- Fixed #4700 - TAStudio lacks tool tips
- Fixed #4691 - Rotate breaks piano roll for computer-based systems
- Fixed #4568 - [TAStudio] "Analog incr./decr." and "Analog Incr./Decr. by 10" hotkeys do not work properly
- Fixed #4560 - Basic Bot + TAStudio Recording Mode issue (2.11)
- Fixed #4537 - Enabling "Hide Lag Frames" in TAStudio (N64) causes rows to not load
- Fixed #4528 - TAStudio load: greenzone restore broken sometimes (new regression in 2.11)
- Fixed #4477 - New crash from undoing branch loads
- Fixed #3584 - When TAStudio is focused, keybinds that include Alt don't work
- Fixed #2301 - TAStudio's undo/redo code probably needs a rewrite
- Fixed #2143 - In TAStudio recording mode, input can't be easily undone
- Hex Editor
- Fixed #4456 - [🐧] Hex editor memory highlighter shows incorrectly on Linux
- Basic Bot
- Fixed #4560 - Basic Bot + TAStudio Recording Mode issue (2.11)
- Lua Console
- "Clear output" button moved to the erase drawings button, because they're logically similar
- Old "Clear output" icon was cut off so you couldn't see the red cross so it was unclear why a bunch of lines means something gets cleared. just clear terminal icon should be more obvious what it does?
- Update "edit script contents" icon
- Lua API/scripting
- Include LuaCATS definition files for BizHawk in
Lua/_docs_luacats - Doom-specific lua callbacks:
doom.on_prandom()doom.on_use()doom.on_cross()doom.on_intercept()
- Merged #4598 - Lua: Show a future frame
- Merged #4497 - Add IsRewinding tool/Lua API
- Merged #4501 - Support passing bytes as Lua strings
- Enhancement #3035 - [Lua request] Read bytes as string (memory.read_bytes)
- Merged #4581 - Improve handling of Lua script callbacks
- Enhancement #4442 - Lua scripts' callbacks aren't always cleared
- Fixed #4585 - Lua accepts non-table value when table is expected, crashes
- Fixed #4575 - Request: Feature/Enhancement Allow LUA Console to Remap Keybindings
- Fixed #4564 - Lua accepts nil as value for non-optional parameters
- Fixed #4543 - Lua Console stack trace in `print` when a table has keys of different types
- Fixed #4385 - event.onframestart callback fired irregularly during TAStudio rewind
- Fixed #4290 - Add docs to the `tastudio` Lua functions with none
- Include LuaCATS definition files for BizHawk in
- Libretro
- RetroAchievements
- Merged #4508 - Use a virtualized FlowLayoutPanel for the rcheevos achievments form
- Fixed #4479 - Refactor RCheevosAchievementListForm and RCheevosLeaderboardListForm to not use a separate form for each respective item
- Fixed #4478 - Crash with RetroAchievements active
- Fixed #4603 - Logging into RetroAchievements currently breaks Dev Builds
- Merged #4508 - Use a virtualized FlowLayoutPanel for the rcheevos achievments form
Ymir v0.3.1
SEGA SATURN模擬器 Ymir 發布新版,更新如下 :
New features and improvements
- Debugger: Add Priority Stack to VDP2 debug overlay.
- VDP2: Various performance optimizations to the software renderer, improving performance in graphics-bound games (especially in high resolution modes). Technical details:
- RBG1 was being unnecessarily rendered when NBG0 was enabled and RBG1 was disabled
- Remove redundant transparency bit since priority zero acts as transparency
- Remove various unused function arguments, reducing CPU register and stack pressure
- Pass down VDP2 register references as arguments rather than fetching them from scratch everywhere
- Reuse line data (i.e. skip recomputing lines) when rendering vertical mosaic
- Bit-pack character pattern data in a single 32-bit value
- Microoptimize scroll coordinates calculations
- Rotation parameter table calculations:
- Specialize calculations for (1) no coefficient table, (2) per-line coefficient table and (3) per-dot coefficient table
- Hoist coefficient table enable and per-dot coefficients checks out of the loop
- Make the inner loops SIMD-friendly
- Avoid unnecessary computation of transparency and line color screen data if they are disabled
- Microoptimizations to the compositor function:
- Layer sorting now uses a combined key
- Gather layer data in one single loop
- Pixel fetching is now templatized and some bail out checks are done earlier
- Color offset calculation enable flag is cleared in the fetch loop if no offset is actually applied
Fixes
- Debugger: Various SH2 stack analysis fixes.
- Game DB: Add slow VDP1 flag to Funky Fantasy to fix slow FMVs.
- Media: Detect postgaps in data tracks when the CUE sheet doesn't explicitly announce them. Fixes audio track shifts in bad Virtua Fighter 2 dumps.
- Media: Fix PREGAP/POSTGAP handling in CUE/BIN dumps. Fixes shifted audio tracks in games dumped with ImgBurn.
- SH2: Fix illegal slot instruction exception handling. (thanks to @celeriyacon)
- VDP1: Add game-specific flag for skipping command processing if the top of the table is empty. Enable it exclusively for Sekai no Shasou kara - I Swiss-hen - Alps Tozantetsudou no Tabi. Fixes missing graphics in Gungriffon. (#810)
- VDP1: Disable early polygon drawing termination when rendering polygons when user clipping mode is inverted. Fixes clipped polygons around the minimap in Machine Head (#767).
- VDP1: Implement simple infinite loop detection. Fixes slowdown in the Mojave Desert stage (1-2) in Gale Racer.
- VDP2: Apply color calculations to transparent sprite mesh on layer 0. Fixes stripes on ground plane in Gungriffon.
- VDP2: Apply color offset to transparent sprite mesh on layer 0 in a separate step. Fixes missing spotlight in the Colonel battle in Mega Man X4. (#818)
- VDP2: Fix VRAM access calculations when RBG1 is enabled. Fix missing car graphics regression in Gale Racer. (#359)
- VDP2: Fix and use line color screen calculation ratio when LNCL is inserted. Fixes text background issues in Doukoku Soshite. (#502)
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