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EmuCR: SameBoy SameBoy v0.13 is released. SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.

SameBoy v0.13 Changelog:
New/Improved Features
When emulating a Game Boy, you can now select out of 4 different palettes
New Monochrome LCD scaling filter
It is now possible to display Super Game Boy, or a built-in default border, even when emulating different models
Improvements to the built-in boot ROMs; the DMG boot ROM has a new animation, and the CGB boot ROM now features an anti-aliased logo
Gamma correction added to the CRT scaling filter
Add “Reduce Contrast” as an additional color correction mode
Optional more accurate frame blending mode, emulating the scanline-like appearance of actual Game Boy displays
The next debugger command now skips over HALT
The registers debugger command now display IME as well
Added volume control to the SDL frontend
The SDL frontend will now load and save “prefs.bin” relative to the binary if such file exists
The sidebar in the Cocoa debugger is now resizable and collapsable
The Cocoa frontend now supports cheats
Added support to ISX files, used by the official toolchain
Rewritten and improved controller support in Cocoa, featuring rumble, player LEDs, and analog controls for turbo and slow motion. Controller support:
GameCube adapters (Both official and PC adapters): Full support, including automatic mappings, multiplayer, analog controls, and rumble
Unofficial adapters in PC mode support analog rumble, as opposed to PWM binary rumble; the use of PC mode is recommended
Generic “Twin USB” DualShock 2 PC adapter: Automatic mapping, multiplayer support
Switch Pro Controller: Full support, including automatic mappings, rumble, and player LEDs; via both USB and Bluetooth
DualShock 3: Full support, including automatic mappings, rumble, player LEDs, and analog controls; via both USB and Bluetooth
Some Macs seem to be unable to communicate LED and rumble information to DualShock 3 controllers; the use of USB for this controller is recommended
Generic controllers: Basic functionality, may need to be manually remapped in settings
Support for more controllers will come in future releases
Optionally add rumble support to all games, even those without a Rumble Pak, in all frontends
SDL rumble support varies between operating systems and SDL versions
The debugger now allows more than one symbol at the same address
Added the softbreak debugger command to enable/disable software breakpoints (ld b, b)
The SDL debugger now always outputs “>” when it’s waiting for an input
The SDL debugger allows the use of the magic binary sequence "\x03\x0a" to break the debugger from stdin in async-capable platforms

Accuracy Improvements/Fixes
Fixed a regression bug that made the first frame blank instead of repeated on the Game Boy Color
Fixed an APU sequencer edge case
Fixed a bug affecting HDMA timing
Color correction is now more accurate
Correct emulation of the OPRI register
More accurate emulation of STOP mode
More accurate emulation of LCDC write conflicts; although individual units may behave differently
Emulation of cases where PPU object fetched are aborted in the middle
Correct emulation of changing object height during fetch
More accurate emulation of the PPU fetcher’s timings
Accurate emulation of SCX’s upper 5 bits changing mid-line
Rewritten window implementation, which is much more accurate now, including the various timing scenarios
More accurate emulation of background FIFO push timings
Emulate some of the cases where the PPU and LCD desync
Accurate emulation of tilemap advance timings
Implement a missing SGB command (ATTR_CHR)
More accurate MBC2 emulation
More accurate MBC3 emulation and proper MBC30 support
Correct emulation of PCM12 and PCM34 reads when emulating CGB-C
Improved HuC-1 emulation
HuC-3 emulation, including RTC and alarm clock emulation
Alarm clock emulation is only supported in the Cocoa frontend
Partial emulation of glitched VRAM reads that happen right after mode 3

Bug Fixes
Fixed a bug with scrolling menus in the SDL frontend when emulating a Super Game Boy
Fixed cases where the Cocoa frontend froze
Fixed a bug where an incorrect minimum window size was enforced on the Cocoa frontend
Assignments to 16-bit expression in the debugger is now working correctly
Fixed operator priorities in the debugger
Fixed a debugger parsing bug
Fixed compatibility with older macOS versions in the Cocoa version, restoring support for 10.9 (Mavericks) and newer

Misc Internal Changes
Added per-commit automatic GitHub builds, with basic sanity tests
When building the SDL frontend on macOS, the Brew version of SDL2 is used
Fixed various compilation errors with GCC
Make the libretro frontend compile without warnings
HuC-1 and HuC-3 IR are emulated now, but this is not currently supported in any frontend

Download: SameBoy v0.13
Source:Here



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