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EmuCR: mGBAmGBA Git (2023/03/19) is compiled. mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.

* Highly accurate Game Boy Advance hardware support[1].
* Game Boy/Game Boy Color hardware support.
* Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
* Qt and SDL ports for a heavy-weight and a light-weight frontend.
* Local (same computer) link cable support.
* Save type detection, even for flash memory size[2].
* Support for cartridges with motion sensors and rumble (only usable with game controllers).
* Real-time clock support, even without configuration.
* Solar sensor support for Boktai games.
* Game Boy Camera and Game Boy Printer support.
* A built-in BIOS implementation, and ability to load external BIOS files.
* Turbo/fast-forward support by holding Tab.
* Rewind by holding Backquote.
* Frameskip, configurable up to 10.
* Screenshot support.
* Cheat code support.
* 9 savestate slots. Savestates are also viewable as screenshots.
* Video, GIF, WebP, and APNG recording.
* e-Reader support.
* Remappable controls for both keyboards and gamepads.
* Loading from ZIP and 7z files.
* IPS, UPS and BPS patch support.
* Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro.
* Configurable emulation rewinding.
* Support for loading and exporting GameShark and Action Replay snapshots.
* Cores available for RetroArch/Libretro and OpenEmu.
* Community-provided translations for several languages via Weblate.
* Many, many smaller things.H

mGBA Git Changelog:
* Scripting: Fix scalar hashing on different union layouts, e.g. big endian
* Util: Fix test build
* Util: Namespace geometry structs to avoid conflicts
* Merge branch 'feature/canvas'
* OpenGL: Separate sizes of image and drawn layer for image
* OpenGL: Fix layers not recentering properly when scale is reduced
* SDL: Border rendering
* SDL: Refactor use of VideoBackend to slim down GL backends
* Qt: Ask the display, not the core, what size it should be
* OpenGL: Add basic border rendering to modern GL driver
* OpenGL: Add basic border rendering to GL 1.x driver
* Util: Add some basic geometry math
* Qt: Start adding background/bezel image support
* Video: Start revising VideoBackend API
* Core: Revise screen size/info API

mGBA Git (2023/03/19) x64 : 1cloudfile bayfiles gofile multiup pixeldrain zippyshare
Source: Here

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