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.