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.
  • Encore
    • Merged #4670 - Adjust analog binds to also allow button binds
      • Enhancement #4597 - Can't map keyboard to analog on 3DS etc.
    • Fixed #4015 - 3DS: Tilt/gyro desyncs and resets neutral if moved too fast or too far
  • Gambatte
    • Fixed #3293 - Gambatte Sound Inaccuracy
  • Genplus-gx
    • Merged #4578 - Fix gpgx hard reset failing when done multiple times consecutively
      • Fixed #4565 - [GenPlus-GX] Reset not working with BIOS enabled
    • Fixed #4504 - Genesis trace logger: wrong disassembly
  • mGBA
    • Fixed #4631 - NRE on core reboot if memory callback is set via Lua with mGBA
    • Fixed #3801 - [GBA] `event.on_bus_exec` is apparently fired *after* instruction is executed, not before
    • Fixed #3700 - GBA trace logger's results are mislabeled
  • MAME
    • fix clashes by adding tags to all the input dupes
    • Fixed #4443 - [MAME] Disable Crosshair on Screenshots/Capture
  • melonDS
    • Merged #4555 - MelonDS System Bus
      • Fixed #3121 - MelonDS system bus 16 and 32 bit reads do not work
    • Fixed #4454 - MelonDS - Invalid Operation Exception
    • Fixed #4139 - MelonDS Core - event call value not passed
  • Mupen64Plus
    • Merged #4670 - Adjust analog binds to also allow button binds
      • Enhancement #333 - [Request] Allow binding keyboard to emulated analog that isn't full magnitude
  • NeoPop
    • Fixed #4590 - [NGP/NGPC] Core rejected the saveram / File with name SAV.flash already mounted
  • NesHawk
    • Merged #4455 - Fixed DMC DMA bus conflicts with controllers
    • Merged #4637 - Fixed FDS registers, and OAM Buffer
    • Fixed #4336 - (NesHawk) Corrupt graphics in Full Quiet (NES 2.0, 32 KiB CHR RAM)
  • Nymashock
    • Merged #4670 - Adjust analog binds to also allow button binds
      • Enhancement #4597 - Can't map keyboard to analog on 3DS etc.
    • Fixed #4232 - PSX rumble with nymashock core does not work
  • 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
  • Libretro
    • Fixed #4507 - [Libretro] ppsspp doesn't load midnight club or battlefront 2
    • Fixed #4669 - [Libretro] Beetle PSX can't read firmware at some point after 2.10
  • 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
  • Multiplatform
    • Merged #4526 - Add some arm64 library files
      • Enhancement #4052 - [🐧] ARM (AArch64) Linux port discussion
    • Fixed #4467 - [🐧] F13–24 keys aren't recognized

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)

BigInstinct v1.0

殺手輓歌 Killer Instinct 1 & 2 專屬模擬器 BigInstinct 發布新版,更新如下 :

- First public release. The emulator is now free for public use, but the script modules (which enable features like stereo sound, stereoscopic 3D rendering, training mode, and gameplay adjustments) are only available to Patreon supporters.

 - Added a new ki_gameplay script. This new script features various gameplay adjustment options, including "more forgiving" special move inputs and programmable special triggers. Programmable special triggers enable users to assign any move to an extra button modifier, even moves which are normally inaccessible. This means you can trigger normal special moves, chain-only moves, ultra chains, humiliations, etc. on demand. This feature makes it very easy to break the game in hilarious ways.

 - Added additional move state tracking to the training script.

 - Added a new distance representation mode to the training script.

 - Reworked a bunch of BigMaster stuff under the hood. You may need to re-enter some of your BigMaster credentials when updating from a previous version of the application. All Patreon-exclusive content is now managed through the BigMaster service, you can register and link your accounts here: https://www.richwhitehouse.com/bigmaster/

BigPEmu v1.22

Atari Jaguar & Jaguar CD模擬器 BigPEmu 發布新版, 更新如下 :

– Added a new « cheat_codes » script module. When this script module is active, the user will be prompted to toggle any available cheat codes (provided by cheat_codes.json) any time a software image is loaded. Cheat codes are provided for every cartridge and CD title in the Jaguar’s retail library. Many of these cheat codes were adapted from jguff’s BigPEmu scripting work, you can find the relevant scripts (and more) here: https://github.com/jguffer/BigPEmu_Scripts

– Implemented the Blitter GPU interrupt. (mainly for developers; this functionality isn’t used in any retail software)

– Lots of new scripting API functionality, as well as some minor fixes/additions for existing scripts.

– Reworked a bunch of BigMaster stuff under the hood. You may need to re-enter some of your BigMaster credentials when updating from a previous version of the application.

– Fixed various potential bugs related to using per-game configs in network mode.

2026年4月28日 星期二

SuperZSNES v0.100

骨灰級SFC / SNES模擬器 ZSNES 重生為 SuperZSNES 發布新版,更新如下 :

Welcome to SUPER ZSNES

The two original developers of ZSNES are finally back together! Introducing SUPER ZSNES! Re-written completely from scratch, this GPU-powered SNES emulator is here to bring you the following: some of what is familiar, some of what's new, and then some of what goes beyond.

Key Features

Far more accurate CPU and Audio cores than the original ZSNES
GPU-powered PPU core to allow for hi-res Mode 7 and special per-game enhancement features
Classic UI with falling snow, modernized with higher definition and improved UX
Fast forward, rewind, save states, auto save history, save bookmarks, cheat codes, quick load, and more
No Vibe Coding. Classic development style.

Super Enhancement Engine, where the ZSNES developers are enhancing the games one at a time
Super Enhancement Engine
Currently implemented with support for 7 popular games. Support for more games will keep increasing as this emulator is in development.

High Resolution - Not just an auto upscalar, but an internal drawing program is used to make sure that the higher resolution details can be manually drawn to look nice and crisp.
Texture/Normal Map - Adds some nice details to the backgrounds to give them a higher resolution look.
Overclock - Select games often filled with slowdown are overclocked.
Wide Screen (where available) - We enable widescreen whenever the game is internally coded to support partial or full widescreen.
Uncompressed Audio Replacement - We curate and pick uncompressed audio samples to replace original highly compressed audio samples.
3D - Currently only supported on perspective-style Mode 7, replaces tiles with 3D height mapped data.
All enhancements can be individually disabled to suit your play style.
Note: Enhancement data contains no ROM or copyrighted data. You will need to provide the ROMs. Do not ask the developers for ROMs.

2026年4月24日 星期五

Deecy v0.6.1

 SEGA Dreamcast模擬器 Deecy 發布新版,更新如下 :

  • Per-Game cheats
  • 16:9 aspect ratio support
  • DC Keyboard & Mouse support
  • Dream Pico Port support
  • VMU beeps

Gopher64 v1.1.18

 N64模擬器 Gopher64 發布新版,更新如下 :

– Fix a crash on MacOS 15
– Press F1 to toggle showing FPS (internal game FPS) and VI/S (emulated refresh rate)
– Added support for opening a ROM by dropping it onto the window
– Added option for VSync
– Added list of recently opened ROMs
– GameBoy RAM is now written back to the save file
– Improved transferpak loading (file dialogs appear when you enable a transferpak, not when the game starts)

Ymir v0.3.0

 SEGA SATURN模擬器 Ymir 發布新版,更新如下 :

New features and improvements

– App: Add command line option `-F` / `–fast-forward` to launch the emulator in fast‑forward mode.
– App: Always use installed mode under Flatpak.
– App: Check for profile at the executable location. (#706)
– App: Warn users about Flatpak filesystem permissions if the app is running in its sandbox and a disc image fails to load.
– Backup RAM: Support in-memory and copy‑on‑write memory‑mapped files in addition to regular memory‑mapped files.
– Build: Add simple feature flags system. All feature flags enabled by default on development builds.
– Build: Support Profile‑Guided Optimization (PGO) builds. (#742)
– Debugger: Allow scrolling the SH2 disassembly view. (#743)
– Debugger: Colorize VRAM access timing slots in the delay viewer.
– Debugger: Implement keyboard navigation and interactions in the SH2 disassembly view.
– Debugger: Manage SH2 breakpoints and watchpoints on the frontend and allow enabling/disabling them.
– Debugger: Optimize SH2 breakpoints and watchpoints when debug tracing is enabled.
– Debugger: Trace and display SH2 call stack.
– Debugger: Trace and display SH2 data stack contents.
– GameDB: Add new game‑specific flags to improve compatibility (MC68EC000 clock, VDP1 stalls, VDP1 slowdown, relaxed VDP2 checks).
– Input: Added support for mouse events.
– Input: Capture mouse for light gun and mouse peripherals (System mouse / Physical mouse modes).
– Input: Experimental Virtua Gun peripheral implementation. (#33)
– Input: Implemented Shuttle Mouse peripheral. (#32)
– MIDI: Force RtMidi to use dummy API if initialization fails.
– Save states: Added actions to undo a save state and restore an undone save state. (#700, #727)
– Save states: Store one extra save state per slot for undo. (#700, #727)
– Settings: Show currently loaded profile path in Settings > General.
– System: Select preferred system variant (Saturn, HiSaturn, V‑Saturn, Dev Kit) and auto‑pick matching IPL ROM. (#637, #725)
– Video: Add option to enable/disable video synchronization in full screen mode.
– Video: Allow selecting full screen resolution and target display. (#705)
– Video: Allow switching graphics backends for GUI rendering.
 
Fixes

– Build: Introduced separate x64‑win‑llvm toolchains for SSE2 and AVX2 support. (#713)
– Build: Perform ad‑hoc signature on macOS binaries to work around “damaged app” warning. (#698)
– Build: Remove duplicate binary from macOS packages.
– GameDB: Fix crashes and issues in multiple games (Vampire Savior, Baku Baku Animal, Chisato Moritaka, DBZ, Emit Vol.3, Metal Fighter Miku, Spot Goes to Hollywood, Steamgear Mash, Waku Waku 7).
– GameDB: Fix crashes in Deep Fear. (#740)
– GameDB: Fix no‑boot regression in Jikkyou Oshaberi Parodius. (#283)
– GameDB: Fix performance issues in Fishing Koushien II. (#812)
– Input: Fix analog to D‑Pad axis conversion. (#754)
– MIDI: Defend against crashes when library fails to initialize.
– SCU: Timer fixes.
– SH2: Interrupt, cache, and watchpoint decoding fixes.
– VDP1: Fix zero horizontal character size handling.
– VDP1: Fix framebuffer swap race condition (Actua Golf, FIFA 98, Gran Chaser).
– VDP1: Increase PTM=1 drawing delay during VBlank (Earthworm Jim 2).
– VDP1: Properly load save state data with threaded rendering.
– VDP1: Rework cycle counting method and increase cycle budget (Road Rash, Virtua Cop, Burning Rangers).
– VDP1: Stall drawing on VRAM writes for Mega Man X3 / Rockman X3. (#244)
– VDP1: Stop processing commands on all‑zeros entry (Sekai no Shasou kara). (#761)
– VDP2: Multiple fixes for VRAM access, timing, scroll CP, bitmap access, sprite data, priority, and special cases (Radiant Silvergun, Mr. Bones, Sonic 3D Blast, X‑Men vs SF, Girls in Motion Puzzle, Daisuki, BattleSport, etc.)

2026年4月19日 星期日

Azahar v2125.1

 3DS模擬器 Azahar 發布新版,更新如下:

All
– Added emulation of the 3DS’s notification LED.
– Only the desktop frontend exposes this functionality as of now (see « Desktop » section).
– Fixed color blend modes behaving incorrectly on the OpenGL graphics backend.
– This notably fixes an issue where a black square could appear in the bottom-right corner of the screen in some games (e.g. Shin Megami Tensei IV)
– Implemented `syscore` CPU time limiting to match real hardware behaviour.
– Makes emulated applications properly use the `syscore` without starving LLE system applets, which fixes several subtle timing issues.
– Most notably, fixes stability issues caused by having the `BOSS` LLE module enabled.
– The `BOSS` LLE module is now enabled by the « Enable required LLE modules for online features » setting.
– Fixed emulated applications receiving incorrect error values from `getaddrinfo`/`getnameinfo` functions.
– Optimize GeometryEmitter SETEMIT state, providing a minor performance improvement for games which use geometry shaders.
 
Desktop
– Added a new UI element which displays the emulated 3DS’s notification LED.
– Fixed Discord rich presence often not being set correctly due to a race condition.
– Removed Vulkan warnings which could appear at application launch on setups with missing Vulkan features.
– Removed Mesa OpenGL version override due to improved upstream support.
 
Android
– All builds of Azahar on Android, including the libretro core, now use the Vulkan renderer by default.
– Note: On builds of Azahar other than the libretro core, this change doesn’t apply retroactively to existing user configurations.
– Added a button to the about game dialog which allows deletion of disk shader cache on a per-game basis.
– Addressed an issue where orientation changes while a 3DS application is booting could cause the emulator to crash.
– Fixed an issue where hidden 3DS system titles could appear in the application list erroneously.
– Fixed an issue where, if a game was launched via an intent while another game was already open, the new game would be stuck infinitely loading.
– Fixed an issue where resetting the values of the background color setting to the default would cause the app to crash.
– Fixed application exits (e.g. with homebrew apps that close themselves) resulting in an « Invalid ROM Format » error dialog.
 
libretro
– Fixed an issue where the libretro core could crash under certain circumstances when using the Vulkan renderer.
 
Technical
– Added new `ENABLE_BUILTIN_KEYBLOB` CMake option, enabled by default.
– This is enabled by default for all of our builds, mimicking prior behaviour.
– Disabling it omits the built-in keys usually distributed with Azahar, which disables certain functionality.
– Added new `USE_SYSTEM_OAKNUT` CMake option.
– Improved logging for SVC failures.
– Our x86_64/Intel macOS binaries are now cross-compiled from an ARM64 macOS runner.
– Fixed an issue where attempting to build Azahar’s test suite alongside our libretro core while using GCC would result in a linker error.
– Fixed several issues related to building and using Azahar on NetBSD.
– Unit tests are now able to be discovered by IDEs via `catch_discover_tests`.
– Correct the response of SendToOther in soc:U.
– This is a correctness fix, and has no effect on the end-user.

Mandarine Neo v1.3.0

 3DS模擬器 Mandarine Neo 發布新版,更新如下:

New changes:
Note: This release is minimal on purpose, I need to gather feedback as in to what direction this project should go. This release was just meant to get Mandarine back into it’s feet after almost a year.
 
– externals: Updated all dependencies
All externals have been updated to their latest commits, Azahar submodules are used when possible.
– android: Remove entry for favorites in game filter list
 
Unreleased changes after the 1.2.1 release in ‘legacy’ branch:
Universal
– Added « Small Screen Position » feature
– memory: Cache last physical memory pointer & plgldr fix
– renderer: Add disable right eye performance hack
– Use NEON intrinsics in Vec4 dot operation
– Improved realtime audio implementation
 
PC
– mandarine_qt: Allow to set server address on room_create
– nandarine_qt: Switch to GetUserDefaultUILanguage to fetch active display language on Windows
– Revert « PC: Fix SDL2 linking library, minimun GLES is 3.2 and add more options to QT »
– Bring back SDL2 support
 
Android
– Conditional display for ticks and frame limit settings
– Implement GPU driver importing support
– Make shortcut name and icon customizable
– Add uninstall game and open folder options
– Remove SearchFragment and redesign GameFragment
– Refactor SetupFragment to support multiple page buttons
– Fix keyboard crash
– Implement play time tracking
– Add game thumbnail to EmulationFragment menu drawer
– Improve FPS overlay (now it has way more options)
– Fix pause icon on resume when re-opening the app
– Fix controllers opening nav drawer even after being bound to a hotkey
– Add favorites game selection

Gopher64 v1.1.16

 N64模擬器 Gopher64 發布新版,更新如下:

– MacOS (ARM) support
– RetroAchievements support (Please see this note about RetroAchievements support)
– Windows ARM support
– Updated Rust and SDL3 to latest versions
– Improved speed limiter
– Reset hotkey (F12). Simulates pushing the Reset button on the console
– Minor bug fixes

2026年3月31日 星期二

Tanuki3DS v0.5.0

 3DS模擬器 Tanuki3DS 發布新版,更新如下  :

  • GPU emulation improvements:
    • correct lighting emulation
    • normal mapping, shadow mapping
    • fog
  • Camera and Mic support
  • Motion controls fixes
  • New game list UI
  • Other misc fixes/improvements