Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
These are emulators that are updated several times a day to a couple times a week.
Many of these emulators can be updated to the lastest "nightly builds" from within the emulator itself.
I'm posting the latest versions every Monday or Tuesday for those who may be interested.
Multiple System Emulator - FinalBurn Neo Nightly 11-12-24
Multiple System Emulator - Mesen Nightly 11-12-24
Nintendo 3DS Emulator - Panda3DS 11-12-24
PlayStation 2 Emulator - PCSX2 Nightly v2.3.14
PlayStation Emulator - PCSX-Redux Nightly 11-11-24
PlayStation Vita Emulator - Vita3K Nightly 11-11-24
- Details
- Category: Multiple Platform
What's New:
Major changes:
- Support for Palm OS executables.
- Support for Wii U NUS packages.
- Support for Analogue Pocket ROM images. (slightly modified variant of Nintendo Game Boy ROMs)
- Support for CDI-format Dreamcast disc images.
- Details
- Category: Multiple Platform
TetaNES is a cross-platform emulator for the Nintendo Entertainment System (NES) released in Japan in 1983 and North America in 1986, written in Rust using wgpu. It runs on Linux, macOS, Windows, and in a web browser with Web Assembly.
It started as a personal curiosity that turned into a passion project. It is still being actively developed with new features and improvements constantly being added. It is a fairly accurate emulator that can play most NES titles.
TetaNES is also meant to showcase using Rust's performance, memory safety, and fearless concurrency features in a large project. Features used in this project include complex enums, traits, generics, matching, iterators, channels, and threads.
- Details
- Category: Multiple Platform
What's New:
It mainly fixes the untested games in 0.97.0, but I took the opportunity to totally overhaul the disassemblers in the console, they are not external anymore, they use the functions provided by mame to disassemble. With that you can disassemble z80 encrypted roms which is convenient, but I did it mainly because my offsets arrays was becoming way too big with the sh2 emulation, it had been done for the 68000 for 32k regions, here it was really far over the limit ! But those who don't use the console shouldn't notice anything.
Except that added the "psikyo SH2" driver to the drivers list in the game selection dialog options to be able to select these games more easily. That's all, the overhaul of the disassemblers is a very big change in git, it gets rid of most of the directories settings too.
- Details
- Category: Multiple Platform
What's New:
New Features
- Video/audio sync improvements which should enable significantly improved frame pacing without needing to rely on 60Hz VSync (which can cause very noticeable input latency on some platforms)
- Added a new "frame time sync" option that uses the host system clock to match the emulated system's framerate and frame timing as closely as possible without relying on host GPU synchronization (i.e. VSync)
- Added a new option for dynamic audio resampling ratio, which periodically adjusts the audio resampling ratio to try and avoid audio buffer underflows and overflows (which both cause audio popping)
- This is implemented in a very conservative way in order to avoid audible differences in audio pitch, so it is not completely guaranteed to prevent audio buffer underflow/overflow
- Audio sync now checks the audio buffer size every 16 samples enqueued rather than only checking once per frame, which should significantly reduce stuttering when audio sync is enabled without VSync or frame time sync
- Adjusted default sync/audio settings values to hopefully make stuttering and audio popping less likely when running with default settings
- In the GUI, video/audio sync settings have been moved to a new window under Settings > Synchronization
- Input mapping overhaul to make input mapping/configuration more flexible (#134 / #137)
- Keyboard and gamepad settings are no longer separate configurations; each system now supports up to 2 mappings for each emulated button where each mapping can be a keyboard key, a gamepad input, or a mouse button
- Key/input/button combinations (2 or 3 simultaneous inputs) are now supported for mappings in addition to individual keys/inputs
- Hotkeys can now be mapped to gamepad inputs, mouse buttons, and combinations in addition to individual keyboard keys
- Each input settings window now has a button to apply one of two keyboard presets for P1 inputs, one with arrow keys mapped to the d-pad and one with WASD mapped to the d-pad
- Added a new set of hotkeys for saving/loading specific save state slots (#134)
- (Genesis / Sega CD / 32X) Added an option to overclock the main Genesis CPU (the 68000) by decreasing the master clock divider, which can reduce or eliminate slowdown in games (#133)
- Note that this is a fairly naive form of overclocking that works very well in many games but very poorly in some games; use with caution
- As far as SCD/32X, from my testing overclocking the 68000 almost always causes problems in 32X games (which are normally bottlenecked on SH-2 speed anyway), but it does fix slowdown in some Sega CD games
- (SMS / Game Gear) Replaced the "double Z80 CPU speed" setting with an option to overclock at finer granularity by decreasing the Z80 master clock divider
- Same caveat as above regarding this form of overclocking working very poorly in some games, and this is more of an issue for SMS/Game Gear than it is for Genesis/Sega CD
- Added an option to only hide the mouse cursor when in fullscreen, in addition to the previous settings of "always hide" and "never hide"
- Added an option to change the fullscreen mode from borderless to exclusive
- Added an option to change the audio output frequency from 48000 Hz to 44100 Hz
Improvements
- (Genesis / Sega CD) Slightly improved performance by advancing the emulated clock in larger intervals while a long VDP DMA is in progress
- (32X) Slightly improved performance by optimizing SH-2 instruction decoding
- (GB) Improved video frame delivery behavior when the PPU is powered off to make it play a little nicer with VSync and frame time sync
- The emulator window is now explicitly focused/raised when a game is loaded; previously this wouldn't always happen automatically, particularly on Windows
Fixes
- (Sega CD) Slightly extended the delay between a game sending a CDD Play/Read command and the CD drive reading the first sector; this fixes Time Gal having excruciatingly long "load times"
- "Load times" in quotes because the game was actually getting confused and repeatedly re-reading the same CD-ROM sectors until various interrupts happened to trigger at exactly the right times relative to each other
- (Sega CD) Fixed a bug where some backend settings would not correctly persist after loading a save state (they would temporarily revert to what they were when the save state was created)
- Details
- Category: Multiple Platform
What's New:
Bump to 0.1.10
Update parallel-rdp
Add unsafe keyword for extern C
Update rfd requirement from 0.14 to 0.15
update eframe to 0.29
Update governor requirement from 0.6 to 0.7
Update parallel-rdp
- Details
- Category: Multiple Platform
What's New:
And what took me so long ? Finding something to use for the sh2 emulation in 64 bits, and it was not easy !
Finally I took the sh2 emulation from an old mame version (153), and modified it to be compatible with what gens did, so that it's compatible with the psikyosh driver. The result is slightly slower than the asm version, but not by a lot, so it will do for now. I lost a lot of time with yabause which I looked at before that.
Except that the windows status bugs seem fixed for good for those who missed the latest update of this painful story in the forum, there was a binary specific for that.
- Details
- Category: Multiple Platform
What's New
This release corrects an issue introduced in the 2119 update which caused desktop shortcuts to not function correctly.
After installing this update, all existing desktop shortcuts must be removed and re-created in order to function properly.
- Details
- Category: Multiple Platform
What's New:
- True Drive LED management
- FDC Shadow polling management
- FDC Long HUT bug emulation
- FDC HUT cutoff for Seek/Calibrate/Illegal
- Reset emulator when draging new ROM to Dandanator
- Ludicrous timings adjustments in FDC polling according to electronic measures
- Ludicrous timings adjustments according to drive models for Ready loss with motor ON
- bugfix right-click on HUD buttons (wont trigger anymore vertically above)
- bugfix drive conflicts between A and B
- bugfix breakpoints on FDC Scan
- Details
- Category: Multiple Platform
What's New:
Added
- Ability to search games on view games page
Fixed
- Styling regression on "all artwork" view in non-EmuDeck themes
- Titles with LaunchOptions not launching from View Games page
- Regression that prevented fix match from working on "all artwork" view.
- Details
- Category: Multiple Platform
What's New:
ZIP file support
- ROM Selection window can navigate into zip files
ARM Additions
- Profiling can now be viewed as 'cycles / call'
* this shows the relative performance of a single call to the program's function
- Distinguishes between memory alignment requirements for different ARM architectures
* ARMv4 doesn't allow misalignment at all and will access an aligned address instead
* ARMv7 does allow misalignment depending on the instruction
* recent versions of Gopher2600 incorrectly assumed a ARMv7 architecture, which leads to incorrect Harmony emulation
- Misaligned memory accesses optionally treated as memory faults
* when enabled misalignment is reported in the memory faults window
* and will cause execution to abort if Abort of Memory Fault option is enabled
- Strobing of local variables in local variables window
- Added COPROC MEM DUMP
* also accessible through context menu in static memory window
ARM Corrections / Bug Fixes
- Static memory window performance improvement
- ASR disassembly corrected
- COPROC ID corrected
- 32bit EOR (register) instruction
- Allocation of instruction to source lines uses EndSequence flag in DWARF line entry
* this improves startup time and removes trailing instructions from functions
- Disassembly of 32bit instructions
* instructions following a 32bit instruction had the wrong address
- More accurate identification of VCS "kernel" in which ARM code is being executed
Other Bug fixes
- Fixed supercharger mutliloading for 'fastload' binaries
- PlusROM network transmission
- Corrected reflection of HMOVE information
* a new HMOVE would be noted in the reflection overlay but it would never be cleared
Other Changes
- Notification icons and FPS window
* ARM developer icon moved to the FPS overlay
* FPS window now shows multiple icons if required
- Mouse wheel works for rewinding in the debugger
* moves in 10 frame increments. hold shift-key for single frame increments
NOTE: Compilation of Gopher2600 from source now requires Go v1.22.0 or above
- Details
- Category: Multiple Platform
What's New:
- Added a 'Recent files' menu.
- Fix misalignment of screenshots.
- Added and fixed settings (up to mednafen 1.31.1).
- pce, pce_fast: Correct sha-256 bios (thanks to SamRohod for reporting).
- [MacOS] Use macOS keyboard mapping when __ APPLE __ is defined (patch by codeman38).
- Details
- Category: Multiple Platform
What's New
- Improved rasterizer cache validation heuristic
* This results in extreme performance improvements for several games. See here for examples
- Android: Added an option to adjust the size of on-screen buttons
- Android: Added an option to adjust the opacity of on-screen buttons
- Non-user facing code improvements related to the removal of telemetry
Notes
- If you are using Android, please migrate to using Obtainium for installing and updating Lime3DS, as this is now our official method. You can find more information in our readme
- This update introduces a regression in Luigi's Mansion: Dark Moon while using Vulkan. This involves a consistent crash during the first Pixelator cutscene. Please use OpenGL for the time being when playing this game. Apologies for any inconvenience
- This update changes which files are available to download with releases. Namely, Android App Bundles (.aab) and 7Zip archives (.7z) are no longer available to download
- Details
- Category: Multiple Platform
These are emulators that are updated several times a day to a couple times a week.
Many of these emulators can be updated to the lastest "nightly builds" from within the emulator itself.
I'm posting the latest versions every Monday or Tuesday for those who may be interested.
Symbian OS Emulator - EKA2L1 04-10-24
Multiple System Emulator - FinalBurn Neo Nightly 04-15-24
Nintendo 3DS Emulator - Panda3DS 04-14-24
PlayStation 2 Emulator - PCSX2 Nightly v1.7.5708
PlayStation Emulator - PCSX-Redux Nightly 04-12-24
Nintendo Switch Emulator - Ryujinx v1.1.1281
Xbox 360 Emulator - Xenia (Canary) 04-11-24
- Details
- Category: Multiple Platform
What's New:
- Preliminary fix for fw 18.0.0
- Preliminary fix for Princess Peach: Showtime
- Fix NROs crashing and loading infinitely
- Fix issue #94
- Increase Limit ( FSR Sharp , AUDIO ) Android