Multiple System Emulator - DroidArcadia 2.2 - Released
- Details
- Category: Android
What's New:
Summary
- Added support for Dutch, Italian and Spanish languages.
- Bug fixes.
Details
- incorporated latest Greek translation.
- fixed: about activity had wrong label for "running on:".
- fixed: saving screenshots did not always work.
- fixed: greek translation was not used.
- added locale support for dutch, italian, spanish.
DOSBox Frontend - Dapplegrey v8.5.3 - Released
- Details
- Category: Mac
What's New:
- The issue addressed in 8.5.2 now works also, when switching the games list - Editing game description is supported for user's games entries only.
- In "About DOSBox" menu, current versions of DOSBox-X are no longer shown as "0.x", as their version number starts with creation year now.
Nintendo Entertainment System Emulator - jgnes v0.5.0 - Released
- Details
- Category: Multiple Platform
What's New:
- Additional mappers implemented:
* Namco 108 (iNES mapper 206); used in multiple games including Pac-Mania and Gauntlet (unlicensed version)
* Namco 108 variant w/ 128KB CHR ROM (iNES mapper 88); used in 3 games including Dragon Spirit: Aratanaru Densetsu
* Namco 129 / 163 (iNES mapper 19), including Namco 163 expansion audio; used in multiple games including Digital Devil Story: Megami Tensei II
* Namco 175 / 340 (iNES mapper 210); used in multiple games including Splatterhouse: Wanpaku Graffiti
* NAMCOT-3425 (iNES mapper 95); used only in Dragon Buster
* NAMCOT-3446 (iNES mapper 76); used only in Digital Devil Story: Megami Tensei
* NAMCOT-3453 (iNES mapper 154); used only in Devil Man
- Additional mapper features implemented:
* Konami VRC7's FM synthesizer chip is now implemented; this chip was only used in Lagrange Point. (The JP version of Tiny Toon Adventures 2 uses the VRC7 board but doesn't use the audio chip)
* The VRC7 implementation additionally will now work properly with older ROM dumps that don't specify an NES 2.0 submapper
- In the native GUI app, most options can now be changed while a game is running
* Input bindings notably cannot be changed while a game is running, for the moment
* Renderer (SDL2/wgpu) and wgpu backend also cannot be changed while a game is running
- Implemented fast forward with a configurable speed multiplier
- Implemented rewind with a configurable rewind buffer length (10 seconds by default)
- Removed the Adaptive VSync option because it isn't supported on any computer I was able to test on, including Windows with an Nvidia GPU. Fast VSync option is still present and is supported on common configurations
- Web frontend changes:
* Implemented input reconfiguration instead of having hardcoded key bindings
* Changed the canvas to display random white noise instead of nothing at all before the first ROM file is loaded
* Reduced the audio sync threshold to hopefully reduce audio lag at >60Hz refresh rates, although animation is unfortunately still somewhat choppy at high refresh rates
* Added a button to upload a save file for the currently running game (for games with persistent save files, e.g. the Zelda games)
* Made some minor tweaks to bring focus back to the emulator after clicking on certain UI elements, such as the Reset button
* Changed the 'Open ROM file' button text to 'Open NES ROM file'
- Fixed a very minor logging bug where the TRACE log message indicating that an address low byte overflow occurred during an absolute indexed read instruction was logged unconditionally instead of only logging when overflow occurred
Game Boy Emulator - GameRoy v0.3.0 - Released
- Details
- Category: Multiple Platform
What's New:
Added
- Implement a experimental libretro port.
- Add thumbnails to ROM list UI.
- Increase interpreter performance by 4 times.
- Implement a dynamic recompiler, a.k.a. JIT compiler, which is 70% faster than the interpreted version. But the recompiler is not very optimized yet. It is only targeting x64.
- Delta-compress rewinding's save states.
Changed
- Renamed packages from using _ to -, like from gameroy_native to gameroy-native.
Fixed
- Replace poorly maintained OpenGL backend by glutin.
- Fix resizing in Wayland.
- Fix bench command's "times faster" calculation.
Nintendo Switch Emulator - Egg NS v4.1.7 - Released
- Details
- Category: Android
What's New:
- The official version could watch ads now
- Fixed bugs in the one-day VIP
- Optimized UI disaplay
- Optimized the running effect of some games
Atari Jaguar Emulator - BigPEmu v 1.06 - Released
- Details
- Category: Windows
What's New:
- New scripting system. In developer mode, scripts are auto-recompiled on startup. Developer options are also available to automatically detect script changes while the application is running. Compiled scripts must be enabled through a new Script Modules feature.
- A new script is included which allows Cybermorph to render polygons/textures at the native resolution.
- An option for adjusting MSAA has been added to the video settings. This is only relevant to things which use the native depth buffer, like the new Cybermorph script.
- A new script is included which allows uncapping the framerate in Alien vs. Predator.
- A new script is included which fixes flickering in the Brett Hull Hockey prototype.
- A simplified CRT library along with a whole bunch of BigPEmu-specific API functionality is included in the scripting system via the Scripts/bigpcrt library.
- Basic native DLL (CDECL) call functionality has been implemented in the scripting API, so that others can take the initiative to start implementing things like RetroAchievements as desired.
- Added native mouse input support. (must be enabled in the input settings) Mouse movement and buttons can be bound to analog, rotary, and digital inputs interchangeably.
- Some more work on debugger-enabled builds has been done behind the scenes, but this shouldn't affect anything user-facing just yet.
- Even more terrible secrets have been added.
- Made sure native rendering works even with a Screen Effect active. However, this isn't generally a recommended combination, as the effect will be sourcing from a native-resolution buffer instead of a Jaguar-resolution buffer. (post-Patreon build addition)
- Added a -conout command line option. Under Windows, this spawns a console and directs log output here instead of to a file. (post-Patreon build addition)
- The breadth of functionality encompassed by the scripting system is too vast to cover here, so I've made a video to highlight some of the features and explain how the existing scripts work: https://youtu.be/y4gXxSmLOg4
- Please help me out with support on social media and Patreon! Things have continued to be rough on the health front lately, and I've found it's getting harder to use Twitter to reach my actual target audience, so I'm depending more on organic word of mouth to spread project news and hopefully bring in support.
Multiple System Emulator - WinArcadia v29.4 - Released
- Details
- Category: Windows
What's New:
Miscellaneous improvements.
Nintendo 64 Emulator - Mupen64 Lua v1.1.1 - Released
- Details
- Category: Windows
What's New:
- AVI Fixes
- Control Movies from Lua Scripts: 4 New Lua Functions
- Fix unknown country code warning reprompting on every frame
- added "Load Latest ROM" option
- Fix closing a ROM not updating the header
- fixed replay movie menu item hotkey indexes, file menu gui, and added load latest lua script option
- Fix FPS Bar, ensure FPS will be in valid range when loading config
- Attempt to fix movies stopping too early
- Move Movie menu out of Utilities
- Fix cancelling on file dialog selection
- Fix ROM properties dialog
- Fix recent rom menu being disabled
- New Recent Movies Menu, New Lua Functions, Bugfixes
- CPU Clock Cycle Multiplier (Lag Emulation Options)
- Start Movie from Existing Savestate, Saved Directories, and minor bugfixes/changes
- Added wgui.clearimage and wgui.drawimagescale
- Clean up dialog boxes for saving and playing movies
- Fix UI Issues, cleanup ffmpeg a little
- Clean up settings
- Remove resume -> pause on menu selection
- Fix looping on movie end issues
- Allow slot save states to be loaded through the load savestate menu
- Fix timer and crash log issues
- "Start from Existing Snapshot" movie compatibility, GUI fix
- Some new Lua functions
- fixed roms larger than 8,192kb failing to load
- fixed a couple places where movies wouldn't start in read-only mode
- Fixed heap corruption when loading .savestate files
- Fix crashing on roms with garbage data in unused rom header bits
- 10th Savestate Slot and Minor Bugfix
- Fix off by one when loading select slot key
- Fix some lua functions
- Add missing hotkeys to config, add clear hotkey button
Android Emulator - MEmu v9.0.1 - Released
- Details
- Category: Windows
What's New:
What’s added and optimized
- Keymapping: WASD supports the sprint function by pressing “shift”, which is under standard mode.
- Optimized the display of MEmu Desktop, small and medium icons, and game screenshots on MEmu game center.
What’s fixed
- Fixed the compatibility issues like Brawl Stars, Hay Day, Boom Beach and Clash of Clans.
- Fixed the game Teamfight Tactics stuck after a long time of gaming on HyperV mode.
- Fixed the crash issue when playing 4399 Game Box and Happy Crash.
- Fixed the crash issue when AMD graphics card may crash upon launch.
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