Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
What's New:
- Fixed many inaccuracies, benefiting numerous games:
* Contra: Hard Corps
* Castlevania Bloodlines
* Thunder Force IV
* Mega Man: The Wily Wars
* The Adventures of Batman & Robin
* Battletoads
* Road Rash, Road Rash II, Road Rash III
* Skitchin'
* The Immortal
* Jungle Strike
* Marble Madness
- Added two sprite debuggers.
- Configuration files are now saved to a standard per-user directory ('AppData' on Windows and '.local/share' on Linux).
- Text output of the disassembler and the debug log can be selected and copied elsewhere.
- Details
- Category: Multiple Platform
What's New:
Border/Overscan overhaul
- When ares was initially designed, it was geared primarily towards SNES emulation, and as such the "Overscan" option in video settings behaved like the overscan feature of the SNES: showing or hiding the lower 16 lines of display. This behavior is not how most end users expect overscan to function.
- For ares v136, we have overhauled how borders and overscan is handled across all cores in ares.
- The overscan option has been reworked to show or hide all non-desirable edges of the screen (in most cases this is blank borders, but it can include areas that commonly just contain garbage pixels).
- Additionally, we have updated most of the emulator cores in ares to have hardware accurate border and aspect ratio when overscan is visible: this also includes PAL, so PAL games are finally rendered at the correct aspect ratio to real hardware when 'aspect ratio correction' is enabled.
NOTE: The border regions for All TMS9918 VDP based consoles are thought to be be correct, as are Master System, Mega Drive, and NES, while SNES and PC-Engine are (educated) estimates. Hiding the overscan area is not yet implemented for Atari 2600, PC-Engine, Nintendo 64 or PlayStation as more hardware verification is required.
Cheat Support
- A popular request: ares finally has support for cheat codes, as well as a cheat editor. You can access the cheat editor by going to Tools -> Cheats while a game is loaded.
- Cheats are currently implemented for all cores, except for Nintendo 64 and PlayStation: support for these requires larger changes to ares that did not make the cut for this release.
- The cheat code format is a simple patch code format XXXXXXXX:YY where X is an address, and Y is the data to write; most emulators support this format so it shouldn't be difficult to port cheats between them.
- It is possible to chain multiple codes into a single cheat entry by separating the codes with a + symbol; this is useful if a single cheat requires multiple code to work.
- Cheats are saved in a cheat database file alongside the rom: for example, Game.sfc will create a cheat file titled Game.cheats.bml.
Nintendo - Game Boy Advance
- Implement prefetch buffer reset on ROM accesses from the CPU.
- Implement that timer 0 count-up bit cannot be set.
Nintendo - Super Famicom / SNES
- Fix an issue where the Super Gameboy 2 was running at the incorrect clock frequency.
Nintendo - Nintendo 64
- Implement newly discovered PI DMA behavior when crossing RDRAM row boundaries.
- Fix a corner face in FPU exception handling
Sega - Mega Drive/Genesis, Mega CD, 32x
- Add the Mega CD's PC RAM to the debugger memory viewer.
- Implement subchannel processing for Mega CD (Allows the playback of CD+G/karaoke discs provided a valid .sub file is provided)
Sony - PlayStation
- Improvements to the handling of the GPUSTAT register.
Other
- Switched back to wglSwapInterval for VSync on OpenGL for Windows; the DwmFlush approach caused worse tearing for most users.
- Fixed an issue where the SDL input driver considered all controllers to be the same device.
- Fixed an issue where rumble events could be missed causing rumble issues in many games.
- Improved VSync stability with the DirectX video driver.
- Details
- Category: Multiple Platform
What's New:
- The high-fidelity mode supports Windows 95.
- Memory-size greater than 32MB and FPU recommended.
- High-Resolution PCM support.
- Details
- Category: Multiple Platform
What's New:
- Port DECchip 21143 "Tulip" NIC emulation from QEMU
- net_tulip.c: Copyright header
- net_eeprom_nmc93cxx.c: Proper logging
- Port Realtek RTL8139C+ emulation from QEMU
- Add DECchip 24110 NIC emulation
- Fix 4.1 build issues and do some linting
- Add OPL4-ML daughterboard emulation
- Add Dell Dimension XPS Pxxx (OEM version of Intel Premiere PCI/II)
- Add Micronics Thunderbolt (PhoenixBIOS 4.0 Rel 6.0 for 430TX)
- Add Gateway 2000 OEM Version of Intel VS440FX
- Fixes and GHA for SDL UI
- net_pcap: use standard unsigned type names
- S3 fixes:
- Details
- Category: Multiple Platform
What's New:
- Orgams ROM pack upgrade to FF240128
- new registers shortcuts in GOTO popup
- new script in video_stream in order to convert k-frames to PNG
- new snapshot watcher option to automatically reload snapshot on modification
- new zig-zag visualisation in Graphics Explorer
- ACE snapshots backups full FDC+Drive configuration
- FDC new breakpoints for GetID and Weak sector data read
- EDSK huge track skips track-header when building MFM flow (Thanks Lone)
- more interactivity with selection in RAM/ROM Explorer with cursor
- can scroll in Graphics Explorer with PageUp/PageDown
- bugfix Emulator background at correct size when popup asking something
- bugfix Emulator background in debug when using zoom x2
- bugfix FDC SenseInterrupt when seek was terminated but ready lost
- bugfix FDC default when using snapshot
- bugfix ROM chunk compression in snapshot
- Details
- Category: Multiple Platform
These are emulators that are updated several times a day to a couple times a week.
Many of these emulators can be updated to the lastest "nightly builds" from within the emulator itself.
I'm posting the latest versions every Monday or Tuesday for those who may be interested.
Nintendo 3DS Emulator - Citra Nightly-2098
Multiple System Emulator - FinalBurn Neo Nightly 02-20-24
PlayStation 2 Emulator - PCSX2 Nightly v1.7.5571
PlayStation Emulator - PCSX-Redux Nightly 02-19-24
Sega DreamCast Emulator - Redream v1.5.0-1103-gcda99f5
Nintendo Switch Emulator - Ryujinx v1.1.1204
PlayStation Vita Emulator - Vita3K Nightly 02-18-24
Xbox 360 Emulator - Xenia (Canary) 02-19-24
Nintendo Switch Emulator - Yuzu v1721
- Details
- Category: Multiple Platform
What's New:
Google Translate:
- Compatible with SDL2.
* Environments other than SDL2 are not supported.
- Changed key assignments
* Due to changes in key processing in response to SDL2, some key assignments have been changed. Basically, the left Alt key is "GRPH" and the right Alt key is "Kana".
- The rhythm sound file "ym2608_adpcm_rom.bin" is required to read the rhythm sound of the MAME sound driver from an external file . If there is no file, no rhythm sound will be played.
- Create a new icon
- Unify file character encoding to UTF-8
- Fixed to compile properly with clang and gcc
- Details
- Category: Multiple Platform
What's New:
- UI: implement "Sharp" video filter for better nearest interpolation at non-integer scales (thanks GranMinigun)
- UI: implemented PPU viewers for palettes, tiles, backgrounds and sprites
- UI: add an option to set the audio volume
- UI: do not unpause emulator after loading a new ROM
- Input: fix input dropping regression introduced in NBA 1.7.1
- Input: move from SDL game controller to SDL joystick API (fixes broken mapping on some controllers)
- APU: MP2K HLE: interpolate envelopes and use floating-point math
- APU: MP2K HLE: implement a better reverb algorithm
- APU: MP2K HLE: add an option to force-enable reverb
- APU: remove "Zombie" mode emulation (does not appear to exist on GBA)
- APU: fix mid-note envelope frequency changes
- APU: FIFO writes should happen in place
- APU: reset FIFOs on overflow
- APU: add master-enable checks for 16-bit/32-bit IO writes
- PPU: fix sprite pixels from previous scanline displayed in the last scanline
- PPU: more accurate update of attribute buffer for OBJWIN sprites (fixes #275)
- PPU: more accurate emulation of horizontal and vertical sprite mosaic (fixes #322)
- PPU: more accurate handling of mid-frame vertical mosaic reconfiguration
- PPU: fix out-of-bounds bitmap fetches in Mode 3 to 5
- DMA: fix incorrect mapping of DMA channel to APU FIFO
- Timer: somewhat handle timer overflow during one cycle enable delay (thanks alyosha)
- Game Pak: simulate ~6 ms EEPROM device busy period after write (not yet accurate to cartridges that e.g. have been in the freezer for 30 minutes)
- Game Pak: emulate the Mask ROM internal address register
- Audio: fix clicking artifacts when using Sinc resampling
- Audio: fix incorrect liner interpolation in Cosine resampling
- PlatformCore: fixed hang when fast-forwarding while the emulator is paused
- Misc: implemented support for unicode paths
- Details
- Category: Multiple Platform
What's New:
Changes
- Renamed the application from EmulationStation Desktop Edition to ES-DE
- Renamed the application data directory from .emulationstation to ES-DE
- Updated the splash screen to reflect the new application name
- Added a new default theme named "Linear"
- Split the es_find_rules.xml and es_systems.xml files for Linux and BSD Unix into separate directories
- Added support for defining font sizes from the theme configuration and selecting these from the UI settings menu
- Added the theme font sizes count to the theme downloader interface
- Added support for medium and large font sizes to the Slate and Modern themes
- Added an option to the Input device settings menu to swap the A/B and X/Y buttons
- Added support for .webp, .svg and unanimated .gif files to the slideshow screensaver when using a custom image directory
- Changed the default slideshow custom image directory from slideshow/custom_images to screensavers/custom_slideshow
- Changed the custom slideshow image directory setting from ScreensaverSlideshowImageDir to ScreensaverSlideshowCustomDir
- The HTTP error code will now be shown on scraper errors instead of the "File is smaller than 350 bytes" message
- Removed the ScraperHaltOnInvalidMedia option and corresponding menu entry as it has been superseded by the HTTP error code logic
Read more: Multiple Emulator Frontend - EmulationStation Desktop Edition v3.0.0 - Released
- Details
- Category: Multiple Platform
New Crowdin updates
- Details
- Category: Multiple Platform
What's New:
- Keyboard mapping fixes.
- Android version: Support for external keyboards.
- Linux version: Changed ALSA device from "plughw:0,0" to "default".
- Details
- Category: Multiple Platform
What's New:
- Keyboard mapping fixes.
- Android version: Support for external keyboards. Fixed Alt-key handling.
- Linux version: Changed ALSA device from "plughw:0,0" to "default".
- Details
- Category: Multiple Platform
What's New:
- Added support for eXoDOS V6 and V6r2. While both the convertor and importer have been improved, using the importer has advantages; it has the ability to import the custom DOSBox versions that come with eXoDOS, creates filter tabs for Playlists and can import the Media Pack Add-On and soundfonts. Both applications now work on Mac and Linux systems as well. More details can be found in section Game collection management.
- Added support for the IBM Music Feature Card, in the profile editor (Neville).
- Slovakian translation update by Tomas K.
- Implemented a workaround for strange zipfile check which prevented certain GamePackArchives from being imported on modern Java versions (charliemcd).
- implemented another workaround for SWT bug resulting in broken artwork on Linux (LewisWoolridge).
- Allow parent directories to be considered relative, if configured as such (red_avatar).
- Display image dimensions in thumb dialog title (red_avatar).
- Fixed a few crash bugs: when DOSBox dynamic options are somehow invalid (red_avatar), when editing an imgmount with fstype=none or when creating a filter with a very lengthy condition.
- Updated multiple Java libraries, most importantly SWT which now requires Java 17 !