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EmuCR: BizHawkBizHawk Git (2019/07/23) 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
* Nintendo Entertainment System, Famicom, Famicom Disk System
* Super Nintendo Entertainment System and Super Famicom
* Nintendo 64
* Game Boy, Super Game Boy, and Game Boy Color
* Game Boy Advance
* Sony PlayStation
* Sega Master System, Game Gear, and SG-1000
* Sega Genesis
* Sega Saturn
* NEC PC Engine (AKA TurboGrafx-16), including SuperGrafx and PCE CD
* Atari 2600
* Atari 7800
* Atari Lynx
* ColecoVision
* TI-83 graphing calculator
* Wonderswan and Wonderswan Color
* Apple II

BizHawk Git Changelog:
* Merge pull request #1607 from TASVideos/c64-refactor
* C64: Don't reallocate the SID filter buffer every time (purely perf)
* C64: VC count enable seems to need to be delayed by 1 cycle after badline
* C64: Savestate should include the new variables
* Merge branch 'master' into c64-refactor
* C64: Writes to some registers on the VIC in phase 2 by the CPU should only take effect on the following cycle
* C64: Apparently the 6502X core needs interrupts delayed by a cycle, do that with IRQ and NMI
* C64: Split out VIC IRQ delays
* C64: Give BA/IRQ counting another go, seems to resolve many issues
* C64: Try counting IRQ and BA correctly
* C64: CPU reads open bus when !AEC is asserted
* C64: Remove an unused variable
* C64: Use the correct background color in bitmapped modes for 0
* C64: Writing to CPU port writes open bus data to 00/01
* C64: Make the system debuggable for once
* C64: No need to expose these with the CPU link in place
* C64: IRQ is implemented as a delay line; no delay added (yet)
* 6502X: pending IRQs are not delayed when !RDY is asserted
* 6502X: remove a comment (this is indeed a dummy fetch)
* C64: 0F7 is a badline eligible raster (fixes 26-line text demo in Frodo test suite)
* C64: Move VIC raster IRQ to phase 1
* C64: Split out VIC phase1/phase2
* Merge remote-tracking branch 'origin/c64-refactor' into c64-refactor
* C64: BA and raster IRQ cleanup
* C64: Raster interrupt bit can be set even if not enabled, just won't actually assert IRQ
* C64: Interrupts generated in phase 2 by the VIC won't trigger for the CPU until next cycle, also buffer BA
* C64: The CPU can trigger VIC badlines on its own (needed for VSP)
* C64: AEC does not prohibit the CPU from functioning, only BA (RDY) does
* 6502X: CPU does a read or write regardless if the result is trashed, even during reset and dummy pushes
* VIC: Use correct color mapping for non-multicolor bitmap mode
* VIC: Respect idle state background color registers, plus black in undocumented gfx mode
* VIC: Resolve background color registers separately to color matrix memory
* VIC: More accurate pixel pipeline
* 6502X: When !RDY is asserted, still do other operations. Plus, do dummy reads on stack ops
* C64: Optimize the RNG for 1541 flux transitions. (same output)
* C64: No need for LagCycles anymore.
* C64: Soft/Hard reset: it's about time
* 6502X: According to the datasheet, RDY must be high in order for interrupts to trigger
* C64: CIA was sometimes delaying too long to fire interrupts by 1 cycle.
* C64: Foreground pixels are black when VIC is in idle state.
* Merge branch 'master' into c64-refactor
* C64: Fix a typo disabling voice 3 when high pass filter is set
* C64: Reset the SID filter on hard reset.
* C64: Had the flag with the wrong polarity. Thanks, C64Anabalt.
* C64: When a sprite is eligible for display, initialize it with the correct crunch state based on Y expansion
* C64: Individual IRQ flags for S/S or S/D collisions are always set even if not eligible to assert IRQ externally
* C64: Reuse some local memory in the sprite renderer.
* C64: The T64 format was never supported, but at least make the core aware of it
* C64: Fix a function ambiguity in the CIA class.
* C64: Implement more CIA features and CIA/VIA defaults.
* C64: Implement more VIA features.
* C64: Use write protection on G64 images (which are often copy protected), and disable it on D64 images.
* C64: Allow writing to disk.
* C64: Format D64 sector headers with directory ID instead of A0/A0.
* C64: Use proper sector gaps based on density when converting from D64.
* C64: VIA PB7 output timing adjusted to match datasheet.
* 6502X: Fix ADC with decimal mode enabled.

Download: BizHawk Git (2019/07/23)
Source: Here

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