GB / GBC模擬器 SameBoy 發布新版,更新如下 :
New/Improved Features
- When emulating a Game Boy, you can now select out of 4 different palettes
- New Monochrome LCD scaling filter
- It is now possible to display Super Game Boy, or a built-in default border, even when emulating different models
- Improvements to the built-in boot ROMs; the DMG boot ROM has a new animation, and the CGB boot ROM now features an anti-aliased logo
- Gamma correction added to the CRT scaling filter
- Add “Reduce Contrast” as an additional color correction mode
- Optional more accurate frame blending mode, emulating the scanline-like appearance of actual Game Boy displays
- The
next
debugger command now skips over HALT - The
registers
debugger command now display IME as well - Added volume control to the SDL frontend
- The SDL frontend will now load and save “prefs.bin” relative to the binary if such file exists
- The sidebar in the Cocoa debugger is now resizable and collapsable
- The Cocoa frontend now supports cheats
- Added support to ISX files, used by the official toolchain
- Rewritten and improved controller support in Cocoa, featuring rumble, player LEDs, and analog controls for turbo and slow motion. Controller support:
- GameCube adapters (Both official and PC adapters): Full support, including automatic mappings, multiplayer, analog controls, and rumble
- Unofficial adapters in PC mode support analog rumble, as opposed to PWM binary rumble; the use of PC mode is recommended
- Generic “Twin USB” DualShock 2 PC adapter: Automatic mapping, multiplayer support
- Switch Pro Controller: Full support, including automatic mappings, rumble, and player LEDs; via both USB and Bluetooth
- DualShock 3: Full support, including automatic mappings, rumble, player LEDs, and analog controls; via both USB and Bluetooth
- Some Macs seem to be unable to communicate LED and rumble information to DualShock 3 controllers; the use of USB for this controller is recommended
- Generic controllers: Basic functionality, may need to be manually remapped in settings
- Support for more controllers will come in future releases
- GameCube adapters (Both official and PC adapters): Full support, including automatic mappings, multiplayer, analog controls, and rumble
- Optionally add rumble support to all games, even those without a Rumble Pak, in all frontends
- SDL rumble support varies between operating systems and SDL versions
- The debugger now allows more than one symbol at the same address
- Added the
softbreak
debugger command to enable/disable software breakpoints (ld b, b
) - The SDL debugger now always outputs “>” when it’s waiting for an input
- The SDL debugger allows the use of the magic binary sequence
"\x03\x0a"
to break the debugger from stdin in async-capable platforms
Accuracy Improvements/Fixes
- Fixed a regression bug that made the first frame blank instead of repeated on the Game Boy Color
- Fixed an APU sequencer edge case
- Fixed a bug affecting HDMA timing
- Color correction is now more accurate
- Correct emulation of the OPRI register
- More accurate emulation of STOP mode
- More accurate emulation of LCDC write conflicts; although individual units may behave differently
- Emulation of cases where PPU object fetched are aborted in the middle
- Correct emulation of changing object height during fetch
- More accurate emulation of the PPU fetcher’s timings
- Accurate emulation of SCX’s upper 5 bits changing mid-line
- Rewritten window implementation, which is much more accurate now, including the various timing scenarios
- More accurate emulation of background FIFO push timings
- Emulate some of the cases where the PPU and LCD desync
- Accurate emulation of tilemap advance timings
- Implement a missing SGB command (ATTR_CHR)
- More accurate MBC2 emulation
- More accurate MBC3 emulation and proper MBC30 support
- Correct emulation of PCM12 and PCM34 reads when emulating CGB-C
- Improved HuC-1 emulation
- HuC-3 emulation, including RTC and alarm clock emulation
- Alarm clock emulation is only supported in the Cocoa frontend
- Partial emulation of glitched VRAM reads that happen right after mode 3
Bug Fixes
- Fixed a bug with scrolling menus in the SDL frontend when emulating a Super Game Boy
- Fixed cases where the Cocoa frontend froze
- Fixed a bug where an incorrect minimum window size was enforced on the Cocoa frontend
- Assignments to 16-bit expression in the debugger is now working correctly
- Fixed operator priorities in the debugger
- Fixed a debugger parsing bug
- Fixed compatibility with older macOS versions in the Cocoa version, restoring support for 10.9 (Mavericks) and newer
Misc Internal Changes
- Added per-commit automatic GitHub builds, with basic sanity tests
- When building the SDL frontend on macOS, the Brew version of SDL2 is used
- Fixed various compilation errors with GCC
- Make the libretro frontend compile without warnings
- HuC-1 and HuC-3 IR are emulated now, but this is not currently supported in any frontend
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