EmuCR Feeds
Email Us

jgenesis v0.12.0 is released. Cross-platform multi-console emulator supporting a number of 8-bit and 16-bit gaming consoles: Sega Genesis / Sega CD / SNES / Master System / Game Gear emulator.

jgenesis Changelog:
New Features
Added an NTSC composite video shader (in Video > Filtering)
For video filtering reasons, this only works with the emulated systems that directly support TV video output and use 1 of 2 supported video clock rates (Genesis, SMS, SG-1000, NES, SNES)
For NES specifically, enabling this shader also makes the emulated NES PPU directly output an NTSC video signal instead of generating RGB pixels, which is much more accurate to how actual hardware generates video
Added some other video shader/filter options (#496)
xBRZ image upscaling filter by Zenju, with 2x through 6x upscaling options
MMPX pixel art magnification filter by Morgan McGuire & Mara Gagiu
The scanlines filter now supports multiple different brightness levels instead of only 50% (previously "Dim") and 0% (previously "Black")
Added a new option to render using supersampling when the display window is significantly smaller than the frame size (either natively or because of shaders), which reduces aliasing in some cases
The anti-dither heuristic filter is now a separate setting from the video shader, so you can enable it in combination with the xBRZ or MMPX upscaling filters
Added a new video option to rotate the frame in increments of 90°, meant for handheld games/demos that are designed around rotating the console (#169)
(Genesis) Lots of new debugging functionality within the Memory Viewer window:
Disassembly views for each emulated CPU, including the Sega CD sub CPU and 32X SH-2s when they are present
Current register values for each emulated CPU
Read/write/execute breakpoints for specific memory addresses and for address ranges; emulator execution halts mid-instruction when a breakpoint is hit
Interactive step-by-instruction for each emulated CPU
Added register/state viewers for the YM2612 and SN76489 sound chips
CRAM and 32X palette RAM viewers now show detailed information for colors by hovering over them, and you can click on a color to pin its state to a new side panel
(Sega CD) When running a multi-disc game, the GUI now attempts to auto-detect other discs and supports changing to any found disc in the Emulation > Change Disc menu
Note this is based purely on the filename containing "(Disc N)", and it will only search in the same directory as the loaded disc's CUE/CHD file
There is still a "Select file..." option if auto-detection fails to locate the other discs or if you want to change to a non-auto-detected disc
Improvements
Emulator backends can now see inputs updates at any time rather than only once per frame, which may slightly reduce input latency in some games depending on when they read inputs
Note this behavior is heavily affected by sync settings; VSync enabled and frame time sync enabled both cause most inputs updates to occur near the start of the vertical blanking period (fairly similar to previous behavior)
Horizontal blur shaders now blend colors in sRGB color space instead of linear color space
This is very wrong from an ideal image processing perspective, but it produces colors much closer to what show up on a TV over contemporary video cables (e.g. RF or composite)
Fixes
(Genesis) Many invalid memory address reads now return open bus instead of a hardcoded 0xFFFF value; this fixes Sonic 3D Blast: Director's Cut freezing when you enter a password that has the final stage unlocked (#630)
(Genesis / SMS / Game Gear) More accurate emulation of how the Z80's R register is updated during/after each instruction (some games read the R register as a source of pseudo-randomness)
(Sega CD) Fixed The Smurfs incorrectly being auto-detected as US/NTSC instead of EU/PAL (#624)
(NES) When the PPU is in greyscale mode, palette RAM reads through PPUDATA now always have the 4 hue bits masked out (#551)
(GBA) Fixed certain (officially) undefined ARM opcodes from crashing the emulator (#629)
On Windows, implemented a workaround for a color space bug that sometimes caused colors to be way too dark when using the Vulkan backend with an AMD GPU
Removed Features
The OpenGL wgpu backend option has been removed. The OpenGL backend lacks features compared to the Vulkan/DX12/WebGPU backends, and this started to cause problems while implementing the new shaders, so I removed it as an option

Download: jgenesis v0.12.0
Source: Here



Random Related Topic Refresh Related Topic

Random Related Topic Loading...

0 Comments

Post a Comment

Can't post a comment? Try This!