* Add ability to disable loading of enhancement data (visual & audio) * Initial Retroachievements implementation. Note: Does not have hardcore mode yet – that will eventually come once we verify that all is working well. * OBC1 emulation * Moved buttons around on mobile to reduce accidental presses * Added load state confirmation popup – enable it in the options * Fix for upper memory ram address pro action replay cheat codes * New Audio enhancements from Milon for Megaman X, Secret of Mana, and Super Metroid. Welcome Milon to the Enhancement Team! * Disabling enhancement textures now also disables Starfox 3D textures * Added initial starfox audio enhancement (thanks Milon for the samples!) * Added gaussian and cubic interpolation to enhanced audio * Added new Fall Season background effect
This release focuses on substantially improved XaviX2 support.
Correct both Super Dash Ball sticks' horizontal direction; add Golf's configurable Swing/Space action; improve independent Hamtaro circus glove controls. Correct TV-PC mouse coordinates and require mouse/keyboard input for Doraemon, Hello Kitty and Tottoko Hamtaro. Update the tested games' playability classifications.
Include Traditional Chinese setup, controls, all 40 ZIP/title mappings, and comprehensive 0.4.1 release notes. Distribute the compiled binary and documentation without publishing the 0.4.1 source code.
Keep the requested game viewport size when narrow windows wrap the menu.
Add -f fullscreen, -w1 through -w4 window scaling, and -s 4:3 stretch launch options with a direct ROM ZIP path. Without -s, use the original pixel aspect ratio. Preserve existing controller profiles and avoid saving temporary launch display overrides to the INI.
Simplify About to identify XaviXEmu as an emulator for XaviX, XaviX2000, and XaviX2. Update the application/file version to 0.4.1 and list all 40 recognized ZIP filenames with their full titles and current library status in the README.
Keep XaviX2 window zoom on a stable 320x240 display canvas across video modes and 3D enhancement. Take-copter's 4x window is 1280x960 instead of doubling to 2560x1920 when its 640x480 startup screen is active.
Mark Choro-Q Byun Byun Racer, Disney Princess, Doraemon Taikan Take-copter, Ham-chans: Ham Ham Challenge and IDATEN Jump as fully playable following the maintainer's reports.
Persist Dragon Ball Z2's 1024-byte game EEPROM separately from F5/F7 snapshots. In-game story saves now survive closing and restarting the emulator; F7 retains the current durable EEPROM instead of rewinding it.
Fix Dragon Ball Z2's lower-panel color flashes while holding a menu arrow. Empty polygon lists now use the same deferred sprite submission and completed-frame protection as mixed 3D/2D scenes, keeping one palette generation per displayed frame.
Calculate XaviX 2 CWD depth and perspective weights for culled polygons retained in the output list. Dragon Ball's coincident billboard anchors now supply the character depth read back by the CPU, allowing ordinary depth ordering to place battle text and attack effects in front. Remove the tiled-fighter/effect and exact-banner-descriptor ordering workarounds. Add optional submission/active-line diagnostics and periodic framebuffer captures to the boot probe without changing runtime-state layout.
Reapply the saved 1x-4x window scale after a game is launched from the ROM library. A selected 4x window therefore remains 4x after restarting the application instead of inheriting the smaller 1080x720 library window.
Decode XaviX 2 translucent palette entries as the hardware's interleaved premultiplied RGB444 plus three-bit Nalpha, rather than fixed one-half transparency, with Nalpha=7 as the indexed-texture transparent endpoint. Take-copter's water palette now produces the wide cyan/white distance haze that hides the sea/sky seam, and its three overlapping cloud planes no longer form a dark rectangular background. The same generic path is used by Blue Dragon, Naruto and both Dragon Ball titles. Enhanced 2x presentation now also retains the 3D contribution beneath partially transparent foreground sprites, avoiding a presentation-only seam where Dragon Ball's red energy aura crosses 3D geometry while keeping fully opaque sprite artwork pixel-sharp. Battle layer ordering now uses the corrected CWD-derived character depth described above.
Correct XaviX 2 premultiplied alpha composition from SSD's RPU patent. Take-copter's white/cyan horizon haze and Dragon Ball's shared translucent layers no longer halve their stored foreground RGB a second time. Match the Take-copter F7 flight/fade sequence to hardware at one IRQ-7 event per 60 Hz frame in every display mode; the logo/carousel width no longer incorrectly doubles GPU submissions and makes menu animation or audio miss real time. PCM pitch remains on its independent 98,437,488 Hz source. Implement the RPU sprite Filter=0 four-tap sampler, including interpolation of premultiplied alpha, so the scaled Take-copter flying characters no longer retain coarse nearest-neighbor edges. Emulate the title-programmed $e620 2-by-2 Gouraud dither pattern to soften RGB555 sky gradients without applying an invented whole-frame blur. Merge Take-copter's GPU0/GPU1 submissions across the $e408/$e414 pair: its ROM-provided depth-zero full-screen transition now composites after the clouds and characters, so the entire scene fades toward pale blue/white together instead of repainting clear sprites over an already-white sky. Restore the observed Type-1 backdrop then Nalpha-graded Type-0 water class order, reducing the recent hard white horizon strip.
Add dedicated epo_dtcj Take-copter controls. Keyboard directions, right- mouse drag, the selected PS/gamepad analogue stick, and Wii pointer input now feed the firmware's verified 4-by-4 head-tilt receiver; left mouse/Enter supplies a filtered forward/start gesture, and middle mouse/Space or a bindable action performs the original quick backward-to-forward boost. Per-game settings expose forward, backward, left, right, upright, and boost; the former orange host target is hidden because head tilt is not a screen cursor.
Add an in-game Escape confirmation: the first press pauses emulation and audio, a second Escape safely saves EEPROM and returns to the game library, while Enter resumes without advancing the guest during the prompt.
Add a PCSX2-style game library. Users can save a ROM directory in the local INI, browse every mounted drive, recursively scan exact supported ZIPs in all subfolders, view formal title, XaviXEmu's own verified green/yellow/red support status, release year, XaviX generation, maker, filename and a 160x120 screenshot thumbnail, then sort by any column. Double-click/Enter launches; right-click opens a title-specific control guide and that ROM's independent INI button bindings. F8 screenshots use the ROM shortname so the first capture is reused as the game's thumbnail.
Recognize rad_mtrk, rad_snow, rad_ssx, rad_sbw, tak_gin, tcarnavi, and tomthr by exact size/CRC32/SHA-1. Add an original-XaviX plain-input profile for 1/2/4 MiB boards without injecting Hamtaro wireless packets, plus independent F5/F7 state identities.
Add keyboard, mouse, and PS/gamepad analogue controls for the seven early racing/vehicle systems. Model Monster Truck's direction bit and 20 Hz wheel pulse interrupt, use graduated duty-cycle steering/board lean for fine analogue corrections, and expose the observed vehicle accessory func...
Fixed various controller button/dpad detection issues
Apple TV and Android TV support. It currently uses a local web server to transfer files over.
First pass Starfox Enhancement. Big thanks to Kandowontu, Sunlit, Alexander, and the Starfox EX team for making this possible! Re-creates 3D models and sprites as actual 3D models instanced on the GPU. Adds wide-screen, hi-res, and interpolation. Currently works only on the original v2 rom.
Initial custom .zlua script support
Internal widescreen is now off when per game widescreen is on. Fixes Super Metroid widescreen patch
Right analog stick now controls 3D layers mode. Click and hold the left analog stick to activate zoom mode.
Android frontend launcher support (thanks to Snu for the testing work!)
Custom .zsmod (enhancement) files can now be loaded. Put it with the rom and rename the .zsmod file to match the rom filename. We've also started beta testing the enhancement editor in discord.
Shell: Additions: – win32: Expose DMC pop reducer and high/lowpass filter options
Core: Additions:
Backport all changes from Nestopia JG 2.0.0: – Passed 144/144 AccuracyCoin tests – Passed 156/156 TASVideos Test Suite – Fixed MMC5 CHR bank update behaviour (Castlevania III flickering scanline) – Add support for Mapper 413 (BATMAP-SRR-X) – Add support for Mapper 372 (SFC-12) – Add support for Mapper 535 (UNL-LH53) – Add support for Mapper 512 (SACHEN-DAHENG) – Fix up Mappers 176, 215, 529 – Database fixes for some obscure games