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EmuCR NanoBoyAdvanceNanoBoyAdvance v1.3 is released. NanoboyAdvance is a Nintendo Game Boy Advance (TM) emulator written in C++17. The goal is to create a minimal, accurate and reasonably efficient Game Boy Advance emulator in modern C++. The emulator implements the core hardware completely and with high accuracy. Almost all games can be emulated without any known issues, even the 'Classic NES' titles which abuse a variety of edge-cases and undefined behaviour.

nanoboyadvance Features:
* very accurate GBA emulation
* RTC emulation
* high quality audio rendering
* game controller support
* basic GLSL shader support
* lightweight: minimal, configurable SDL2 frontend

nanoboyadvance v1.3 changelog:
ARM: handle CMP, CMN, TST and TEQ with rD = 15
ARM: handle mode switches when the register bank does not change.
ARM: removed errorneous user-mode switch from LDRT/STRT opcodes.
DMA: allow DMAs to take priority over the CPU in the middle of an instruction
DMA: delay DMA startup by two cycles and account for 2I internal cycles
DMA: force ROM accesses to increment source address mode
DMA: respect source address mode setting for FIFO DMA
DMA: force FIFO DMA to use word sized accesses
DMA: handle manual disable (via enable flag) more gracefully
Timer: respect cascade flag in sample rate calculation
APU: emulate DAC enable bits (fixes #64)
PPU: match WIN0/1 trigger logic to hardware (thanks @destoer)
PPU: fix H-blank IRQ timing (once again)
PPU: better handle internal affine registers when multiple BG modes are used in a single frame.
PPU: handle invalid BG modes 6 and 7 (thanks @ladystarbreeze)
PPU: update internal affine & mosaic registers at the start of H-blank, not at the end.
MMIO: do not fallthrough on SOUNDBIAS writes (fixes #125)
Keypad: implemented keypad IRQ (thanks @destoer)
Serial: implemented a serial IRQ stub
SDL: always call glewInit() (fixes #129 )
SDL: use binary directory as current working directory

Download: NanoBoyAdvance v1.3 x64
Source: Here

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