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EmuCR: BizHawkBizHawk Git (2023/08/13) is compiled. BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.

BizHawk Supported Systems
* Apple II
* Atari
* Video Computer System / 2600
* 7800
* Lynx
* Bandai WonderSwan + Color
* CBM Commodore 64
* Coleco Industries ColecoVision
* Mattel Intellivision
* PC Engine / TurboGrafx-16 + SuperGrafx + CD
* Neo Geo Pocket + Color
* Nintendo
* Famicom / Nintendo Entertainment System + FDS
* Game Boy + Color
* Game Boy Advance
* Nintendo 64
* Super Famicom / Super Nintendo Entertainment System
* Virtual Boy
* Sega
* Game Gear
* Genesis + 32X + CD
* Master System
* Pico
* Saturn
* SG-1000
* Sinclair ZX Spectrum
* Sony Playstation (PSX)
* Texas Instruments TI-83
* Uzebox
* More coming soon..?

BizHawk Git Changelog:
* revert bd9ec3c57d9a6db952f69f8f5528a7c1f424c3a4, fix bk2 framebuffer load
* add some kind of 3DS support to retroachievements, probably
* Create a new project to house the IGL WinForms controls (Bizware.Graphics.Controls), thus allowing for Bizware.Graphics to be netstandard2.0
* fix bug from 3622fe76f94e786ef4ab79cf116b7bf6d7d7a192, remove variable unused since 3622fe76f94e786ef4ab79cf116b7bf6d7d7a192
* use glBufferSubData when possible instead of glBufferData, gives a nice performance boost
* simplify IGL 2: Combine BindArrayData and DrawArrays calls into one Draw call: only supports triangle strips (already limitation with D3D9), assumes start is 0, binding and drawing are implicitly merged into a single call (in practice BindArrayData would just save the vertex pointer to some class level variable for DrawArrays, so this is just better all around)
* simplify IGL 1: Combine Clear and SetClearColor, remove support for non-color buffers (not supported by GDI+, never actually used)
* oops revert this
* mark citra script and executable as executable

BizHawk Git (2023/08/13) : 1cloudfile multiup pixeldrain send
Source: Here

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