Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
What's New:
* Fix GIME issue when loading from snapshot
* Fix becker port status polling [Pierre Sarrazin]
- Details
- Category: Multiple Platform
What's New:
- Title bar colour matches the menu bar colour on Windows 11.
- Emulated RAM is cleared upon a hard reset.
- Audio 'ladder effect' is emulated.
- Broken splash screens in the 'Gametap Pro Gamer 6' ROM-hack are fixed.
- Support for the 'KDEBUG' debug message API has been added.
- Motorola 68000 instructions have accurate durations.
- Preliminary native multi-window support has been implemented. Due to defects, it is disabled by default.
- Details
- Category: Multiple Platform
What's New:
Release notes
save states made before version 0.3.0 will not work
Added features
Gamepad selection in input settings
- Details
- Category: Multiple Platform
What's New:
- Added cartridge mapper
- FA2
- eg. Star Castle
- non-volatile RAM for this cartridge type stored in the nv_ram of the configuration direcotry
- BF
- eg. The Realm of Riesig
- Supercharger
- Running a Supercharger game loaded from an audio file resulted in performance drop, even when the tape had stopped loading
- Performance is now equal as when loading from a fastload binary file
- Disassembly
- Disassembly is now completed in the background, leading to quicker loadtimes, particularly for very large cartridges
- Television / CRT Effects
- Blur shader is now applied more evenly
- this is most noticeable with high bloom values but produces better results generally
- Disabling the ghosting effect would cause the image to flip
- More efficient clearing of GL frame buffers
- small but significant performance improvement
- Regression testing
- Playback scripts can now be re-recorded automatically
- REDUX command now works with all regression test types
- Details
- Category: Multiple Platform
What's New:
nv2a: Check supported line width
* Added logic to check for the supported line width range before setting the line width to avoid errors.
I also moved the glLineWidth call so that it could be after the call to get the supported line width range for the desired line type.
* Moved the glLineWidth call outside the if/else
* Moved the code to query line GL_SMOOTH_LINE_WIDTH_RANGE and GL_ALIASED_LINE_WIDTH_RANGE to nv2a_gl_context_init(void) so that it's just called while OpenGL is being initialized.
* Removed the lineWidth local variable. It's simpler to just call glLineWidth in the if and else blocks
- Details
- Category: Multiple Platform
What's New:
v1.7.1
* Reduce memory use when reading gamepad mappings file
* Include missing files in tarball distribution [Rui Chen]
v1.7
* Avoid calling xroar_screenshot() when not supported [with Paul Ripke]
* Avoid X11 keyboard init when SDL not build with X11 support [Paul Ripke]
* SDL joystick module supports hotplug where possible
* SDL joystick module creates Left & Right stick profiles if found
* Support reading a SDL gamepad DB file for non-SDL joystick modules
* New -joy-db-file option specifies SDL-compatible gamepad DB file
* New Linux evdev joystick module (hotplug, internal SDL DB, L/R profiles)
* Large changes to underlying UI mechanisms
* New features backported to GTK+ 2 UI