Pureikyubu Git (2026/09/20) is compiled. pureikyubu is work-in-progress emulator of Nintendo GameCube console. The goal of the emulator is to research the hardware features of GameCube and reverse engineer technologies used to develop games for this platform. GameCube is the hardware masterpiece of Nintendo/ArtX engineers and it's a pleasure to explore this device and discover something new for yourself.
Pureikyubu Git Changelog:
* Merge pull request #440 from ogamespec/master
* GBA: the frontend blends each shown frame with the one before it (dmgemu's LCD effect)
* Merge pull request #439 from ogamespec/master
* GBA: a double sized affine OBJ is drawn in the middle of its doubled area
* Merge pull request #438 from ogamespec/gba-memory-timings
* GBA: model Game Pak accesses from WAITCNT's first/second access times
* GBA: a higher priority trigger preempts a running DMA transfer
* GBA: a transfer does not change the SAD/DAD registers
* GBA: the video capture runs on the lines GBATEK gives it, and stops itself at line 162
* GBA: an empty selection in KEYCNT's logical AND mode is a met condition
* GBA: pin the "copy a routine below the stack and bx sp" mechanism
* GBA: generate the H-Blank interrupt on the hidden lines too
* GBA: pin the timer prescalers with the aging cartridge's own measurement
* GBA: the DMA's per-unit cost follows the bus width, and the H-Blank flag rises at cycle 1006
* GBA: a DMA transfer spends its cycles while it runs
* GBA: the internal memories charge their documented access cycles
* Merge pull request #437 from ogamespec/gba-scroll-fixes
* GBA LCD: the text layers scroll by their full nine bit offset, not by its low byte
* Merge pull request #436 from ogamespec/gba-fixes
* GBA: the EEPROM answers only in its own window, so a game can run its EEPROM routine from the ROM
* GBA LCD: BG2 is affine in mode 1, the bitmap modes sample through the matrix, and the edges the manuals specify
* Merge pull request #435 from ogamespec/gba-ppu-fixes
* Merge branch 'master' into gba-ppu-fixes
* Merge pull request #434 from ogamespec/gba-sound-fixes
* Disasm: the halfword transfer's offset form was read backwards, and a writeback was inside the bracket
* gba_bench: the two new test files in the Visual Studio project, and the Readme brought up to date
* GBA HLE BIOS: the decompressors as the official BIOS has them, and its IRQ contract
* HLE BIOS: HuffUnComp against deeper trees - an open finding, and what the HLE gets right
* Game Boy: the PPU's line-start STAT interrupt, the DMG mode on a CGB, and the CGB's VRAM DMA
* Merge pull request #433 from ogamespec/gba-sound-fixes
* GBA HLE BIOS: the sound driver's mixer, verified byte for byte against the official BIOS
* HLE BIOS: record where the sound driver's mixer lives in the official image
* GBA HLE BIOS: the official SWI numbers, HuffUnComp, MidiKey2Freq and the sound driver's setup
* GBA: a repeating DMA streams its source, so the sound FIFO plays the music and not one 16 byte loop
* Sound: a clock correction that is a rate and not noise, a high pass filter switch, and a way to record it
* Game Boy: one clock to a dot, so a frame is 70224 clocks and not four times that
* GBA: the sound controller against GBATEK and the AGB manual, and the device as the machine's clock
* Game Boy: the sound controller runs at the rates the manuals specify
* Merge branch 'master' into gba-sound-fixes
* Merge pull request #432 from ogamespec/gba-emu-fixes
* GBA: the boot animation runs - a Thumb LDMIA/STMIA no longer skips an instruction
* GBA: SVBK maps a written 0 to WRAM bank 1, so DMG cartridges run on the CGB
* GBA: the sound is pushed into a mixer buffer and played by the audio callback
* Merge pull request #431 from ogamespec/master
* SDL2 as StaticLibrary
* Merge pull request #430 from ogamespec/master
* filters
Download:
Pureikyubu Git (2026/09/20) x64 (SHA1: 179bd5e38b07d1b758a5a789a6a6e47114de0ef7) :
mirrored
gofile
koramaup
1cloudfile
vikingfile
send
usersdrive
Source: Here
2026-09-20

NewsLetter
Bookmark
Submit News
Email Us

Random Related Topic
0 Comments
Post a Comment
Can't post a comment? Try This!