Releases with ports for two or more operating systems.
- Details
- Category: Multiple Platform
What's New:
- Now supports save data.
- H-counter and H-blank approximation.
- Correct sprite Y-coordinate wrap-around.
- Mega CD games can be drag-and-dropped onto the emulator window.
- Massively-optimised CPU idling.
- Complete window plane emulation.
- Debugger improvements.
- Overhauled sprite list debugger.
- VRAM, CRAM, VSRAM, and External RAM memory viewers.
- All memory viewers can save their contents to a file.
- Correct V-counter in Interlace Mode 2.
- Emulate invalid plane width and height settings.
- Emulate window plane bugs.
- Details
- Category: Multiple Platform
What's New:
- Fix out of bounds read in game specific plugin settings
- Fix inconsistent casing for the 'Left:' label in RMG-Input (thank you @cursedUs64-git)
- Fix incorrect error message in RMG-Core
- Update mupen64plus-video-GLideN64, mupen64plus-core, LZMA SDK and SDL_GameControllerDB
- Details
- Category: Multiple Platform
What's New:
- Updated PC-6001 compatible BASIC to 0.7.6
- Updated PC-6001 compatible basic ROMs to 0.7.6.
- Added Russian translation
- Details
- Category: Multiple Platform
What's New:
- Supports 1200baud tape image reading without ROM image
- Fixed default values for Kana key and Kana symbol key assignments
- Details
- Category: Multiple Platform
What's New:
- Support for Super Game Module (SGM) and AY8910 sound chip
- Support for Super Action Controller (SAC), Wheel Controller and Roller Controller
- Support for MegaCart
- Support for Activision cart
- Improved input keypad accuracy
- Native file dialogs
- Drag and drop rom files to open
- Debugger improvements
- Custom folders for saves and savestates
- Scaling improvements like fit to window size or fit to window height
- Hide cursor when hovering output window or when main menu is disabled
- Load symbol files from command line
- Support for WLA symbol files
- Improve input response time
- Save screenshots
- Support for WSL
- Automatic builds in GitHub Actions
- Several bug fixes
- add retrofw target
- add Miyoo target
- libretro: Refactor the input handling method to keep track of current…
- libretro: Add no sprite limit core option
- Details
- Category: Multiple Platform
What's New:
- Windows ARM64 support.
- Updated GLEW, SDL, Imgui, mINI, miniz and NFD libraries to latest version.
- Properly codesign and notarize macOS binaries.
- Improved audio client.
- Game mode in macOS.
- Manual integer video scale settings.
- [Debugger] Docking windows and multi viewport.
- [Debugger] Improved memory editor.
- [WiiU] Aroma CFW Compatibility
- [ios/tvos] Properly set min supported version
- Quality of life updates.
- Minor bugfixes.
- Details
- Category: Multiple Platform
What's New:
- added new traductions
- added FullScreen mode for Linux/Windows users (F11 key)
- upgrade width/height limit to 512 in Graphics Explorer
- added Amsdos header option for Memory import in configuration saves
- now you can resize Graphics Explorer window + size saved in configuration
- display an error message when a file is not supported (instead of simply discarding it)
- bugfix step over in trace with HALT, LDIR, CPIR and other 'looped' instructions
- bugfix number of selected Upper Rom, displayed in Gate Array window
- bugfix number of selected bytes after a successful search
- bugfix recovery of explorers coordinates after close/reopening
- Details
- Category: Multiple Platform
What's New:
* Added option to show the active keyboard map superimposed on the skin. The desktop versions have this in the Help menu, and the mobile versions have it in the About dialog.
* Added functions for direct access to matrix and list elements: GETMI, PUTMI, GETLI, and PUTLI. See the Free42 web site for details.
* iOS and MacOS versions: Improved Dark Mode support.
* In compatibility mode, VIEW(G(A)) would recall the global A to the stack, but view the local A. Fixed.
- Details
- Category: Multiple Platform
What's New:
- Television
- Corrected how Brightness / Contrast controls work
- Improved VSYNC
- TV tolerant of brief desynchronisations
- Debugger
- Stepping back works correctly in conjunction with recent user input
- Due to how the rewind system worked, any user input since the start of the last frame and the current position of the emulation would be lost on step back. This is now not the case
- PlusROM
- PlusROM host/path information was read incorrectly
- Caused problems with segmented banking schemes, like 3e+ [issue #35]
- Details
- Category: Multiple Platform
What's New:
* Added option to show the active keyboard map superimposed on the skin. The desktop versions have this in the Help menu, and the mobile versions have it in the About dialog.
* Added functions for direct access to matrix and list elements: GETMI, PUTMI, GETLI, and PUTLI. See the Free42 web site for details.
* iOS and MacOS versions: Improved Dark Mode support.
- Details
- Category: Multiple Platform
What's New:
Detailed list of changes
- Added translations for Catalan (ca_ES)
- Added translations for German (de_DE)
- Added translations for Dutch (nl_NL)
- Added translations for Korean (ko_KR)
- Decreased the memory footprint under some circumstances by completely freeing up video player resources after finishing view transitions
- The Git index stat cache is now refreshed for all themes when starting the theme downloader (this speeds up the inventory under some circumstances)
- Added Mandarine standalone as an alternative emulator for the n3ds system
- Added DREAMM standalone as an alternative emulator for the dos, pc and scummvm systems on Linux, macOS and Windows
- Added Kronos standalone as an alternative emulator for the saturn and saturnjp systems on Linux and Windows
- (Android) Changed the default audio driver from AAudio to OpenSL ES
- (Android) Added an audio driver menu option to the Sound settings menu
- (Android) Added experimental support for running in multi-window mode
- (Android) Directories for corrupt themes are now automatically removed when the theme downloader is started
- (Android) Added experimental support for the Nintendo Wii U (wiiu) game system
- (Android) Added SWF Player standalone as an alternative emulator for the flash system
- (Android) Added Infinity standalone as an alternative emulator for the pico8 system
- (Android) Added Virtual Virtual Boy standalone as an alternative emulator for the virtualboy system
- (Android) Changed Flycast standalone to use %ROMSAF% instead of %ROM% as the latter caused game launching to fail on some devices
- (Android) Added support for launching individual games directly with EKA2L1 for the ngage system
- (Android) Removed the FinalBurn Neo RetroArch core as an alternative emulator for the neogeocd and neogeocdjp systems as it didn't work correctly
- (Android) Adjusted the layout for the onboarding configurator to look better on screens with wider aspect ratios
- (Android) Added exception handling to the onboarding configurator for broken devices where the SAF directory picker is missing
- (Android) The storage permission now only needs to be granted once in the onboarding configurator as indicated with an "Already granted" button
- (Android) Added a temporary workaround to avoid crashes on non-character keyboard input when editing text (caused by a bug in the SDL library)
- (Android) Updated a number of Java and Kotlin dependencies to the latest stable versions
- (Android) Removed the built-in application update check for the Samsung Galaxy Store and Huawei AppGallery builds
- (Linux) Added support for the AppImage release of melonDS
- (macOS) Added support for the Sony PlayStation Vita (psvita) game system
- (macOS) Added the %RUNINBACKGROUND% variable for RPCS3 to work around an emulator issue where ES-DE would directly resume on game launch
- (Windows) Added FinalBurn Neo standalone as an alternative emulator for the neogeocd and neogeocdjp systems
- (Windows) Added Yaba Sanshiro 2 standalone as an alternative emulator for the saturn and saturnjp systems
- (Windows) Added BeebEm standalone as an alternative emulator for the bbcmicro system
- (Windows) Added a find rule for the SSE2 build of DuckStation
- Added the -f flag for fullscreen mode for melonDS standalone on Linux, macOS and Windows
- Various translation updates for multiple languages
- Added support to the theme downloader for detecting and handling theme repository URL changes
- Added a "textBackgroundCornerRadius" property to the carousel element
- Added a "textBackgroundCornerRadius" property to the grid element
- Made the "backgroundCornerRadius" and "selectorCornerRadius" properties for the grid element apply also to colored rectangles
- Changed an snprintf call in MathUtil as it could cause false positives for buffer overflow checks when building with GCC fortification
- (modern-es-de) Replaced some legacy carousel icons
- Added the Nanum Square Neo Korean font
- Updated SDL to 2.30.9 on Android, Windows, macOS and the Linux AppImage builds
- Updated the MAME index files to include ROMs up to MAME version 0.271
- Bundled the September 2024 release of the Mozilla TLS/SSL certificates
- (Windows) Updated OpenSSL to 3.4.0
Read more: Multiple Emulator Frontend - EmulationStation Desktop Edition v3.1.1 - Released
- Details
- Category: Multiple Platform
What's New:
New/Improved Features
- SameBoy for watchOS is now available:
- Transfer ROMs and saves to and from the iOS frontend (App Store only)
- Two customizable control schemes optimized for a small screen
- Fast Forward and Rewind support
- Settings and synced from the paired iPhone
- Available to active supporters or via a one-time payment
- The Cocoa frontend is now digitally signed and notarized
- SameBoy on Open Desktop platform can now generate thumbnails in file browsers via theXDG Thumbnails API
- Improved AirPlay Mirroring support in the iOS frontend
- Full-screen mode is now supported in the iOS frontend if a controller is used
- The Cocoa and SDL frontends now support automatic model selection
- Cheat Search is now available from the Cheats menu in the Cocoa frontend
- The user interface for the Cheats window has been improved in the Cocoa frontend
- The Cocoa and SDL frontends can now associate keyboard or joypad buttons with Rapid A or Rapid B
- Game Boy Printer can now be emulated in the iOS frontend
- Cheats can now be used in the iOS frontend
- iCloud support was added to the iOS frontend (App Store release only)
- The palette editor was added to the iOS frontend; it can now import, export and create its own palettes
- 7 new palettes were added to all frontends
- The horizontal layout on iPhones that have a notch has been improved
- 3 new interface themes were added to the iOS frontend (App Store release only)
- Improved ISX file compatibility
- The Cocoa frontend and now select a monospace font to be used in the debugger and other development windows
- The cartridge icons have been retouched and visually improved
- The SDL frontend on Windows can now associate itself with supported ROM files, and provide them with icons
- The box filter used for audio downsampling has been replaced with band-limited synthesis, vastly improving audio quality in all frontends
- A warning is now shown when loading a ROM with a RAM size smaller than a single bank
- iPhones that have x4 and x5 cameras can now pick a virtual x2 zoom factor when emulating a Game Boy Camera
- Improved the OAM viewer in the Cocoa frontend so it correctly show objects even when the object palette is all set to a single color
- Quick Look has been updated to support the newer thumbnailing and previewing APIs, required by macOS Sequoia
Read more: Game Boy / Color Emulator - SameBoy v1.0 - Released
- Details
- Category: Multiple Platform
What's New:
- Fixed a bug that prevented snapshots from reloading on Amstrad CPC introduced in version 2.1.18
- Fixed the loading of snapshots on zxuno 2048k (zxuno 4.2)
- The blurred background of the “Background blur” option now respects the saturation, brightness, contrast settings and also works with the green phosphor shader.
- Details
- Category: Multiple Platform
What's New:
- Tape images can now be read even if ROM images are not available
- Supports IntelHEX format
- Unicode Support
- Details
- Category: Multiple Platform
What's New:
- Update go modules
- Update libretro cores
- Remove mupen on ARM
- Update joypad mappings
- Details
- Category: Multiple Platform
What's New:
- the minimum required JDK version has been raised to 21
- the embedded JDK has been updated to 23.0.1+13
- upgraded the JInput library to 2.0.10
- refactoring, fixes in Z80 CPU emulation
- Details
- Category: Multiple Platform
What's New:
Emulation fixes:
- GB Audio: Fix audio envelope timing resetting too often (fixes #3164)
- GB I/O: Fix STAT writing IRQ trigger conditions (fixes #2501)
- GBA GPIO: Fix gyro read-out start (fixes #3141)
- GBA I/O: Fix HALTCNT access behavior (fixes #2309)
- GBA I/O: Fix audio register 8-bit write behavior (fixes #3086)
- GBA Serialize: Properly restore GPIO register state (fixes #3294)
- GBA SIO: Fix MULTI mode SIOCNT bit 7 writes on secondary GBAs (fixes #3110)
Other fixes:
- Core: Fix patch autoloading leaking the file handle
- GB: Fix uninitialized save data when loading undersized temporary saves
- GB, GBA Core: Fix memory leak if reloading debug symbols
- GB Serialize: Prevent loading invalid states where LY >= 144 in modes other than 1
- GBA Audio: Fix crash if audio FIFOs and timers get out of sync
- GBA Audio: Fix crash in audio subsampling if timing lockstep breaks
- GBA Core: Fix loading symbols from ELF files if the file doesn’t end with .elf
- GBA Memory: Let raw access read high MMIO addresses
- Qt: Fix crash when applying changes to GB I/O registers in I/O view
- Qt: Fix LCDC background priority/enable bit being mis-mapped in I/O view
- Qt: Fix saving named states breaking when screenshot states disabled (fixes #3320)
- Qt: Fix potential crash on Wayland with OpenGL (fixes #3276)
- Qt: Fix installer updates if a version number is in the filename (fixes #3109)
- Updater: Fix updating appimage across filesystems
Misc:
- Details
- Category: Multiple Platform
What's New:
New Features
- (Genesis / Sega CD / 32X) Added an audio setting to select 1 of 4 different audio low-pass filters, with cutoff frequencies ranging from about 15000 Hz (comparable to the existing filter) to about 5000 Hz (produces a very soft sound)
- Some hardware models had hardware low-pass filters with fairly low cutoff frequencies, and some game audio seems to be designed around this (e.g. anything that regularly plays the PSG's noise channel at ultrasonic frequencies, like Gunstar Heroes)
- The difference is also quite noticeable in Sega CD games that use the PCM sound chip, where a strong low-pass filter can clean up some (not all) of the audio aliasing
- (Genesis / Sega CD / 32X) Added a video setting to enable/disable individual graphics layers
- (Sega CD) Added an audio enhancement setting to apply cubic Hermite interpolation to PCM sound chip channels
- This significantly reduces audio noise and audio aliasing in games that play music or voice acting through the PCM chip (e.g. Lunar: Eternal Blue all the time, Sonic CD in past stages, basically every FMV game for cutscene audio)
- (GB) Added an option to use a custom 4-color palette, with a color picker UI for configuring the custom palette colors
- Added a new hotkey that completely exits the application (#140)
- The previous "quit" hotkey (which only closed the currently running game) has been renamed to "power off"
Improvements
- (32X) PWM chip audio output resampling now uses cubic interpolation rather than a filter that assumed a source frequency of 22 KHz; this should improve audio quality in games that use PWM sample rates other than 22 KHz (e.g. After Burner Complete and Space Harrier)
- Input mappings that use modifier keys (Shift / Ctrl / Alt) no longer distinguish between Left and Right versions of the modifier, e.g. Left Shift and Right Shift are now both treated as simply "Shift" for input mapping purposes (#139)
- Redesigned most of the audio low-pass filters to explicitly target a cutoff frequency of about 15000 Hz with a stopband edge frequency of about 20000 Hz, which should further reduce resampling-related audio aliasing
- For performance reasons, NES and GB/GBC instead target a cutoff frequency of roughly 10000 Hz with a less steep attenuation slope past the cutoff frequency
- Implemented a performance optimization in how audio low-pass filters are applied when running on CPUs that support x86_64 AVX and FMA instructions (which is almost every x86_64 CPU made in the last 10 years; AVX2 is not needed)
- To be clear, AVX/FMA instructions are used when supported but are not a hard requirement
- (SMS / Game Gear / Genesis) Improved video memory viewer UI so that it's now possible to view CRAM and VRAM simultaneously, as well as current VDP settings (captured once per frame at the beginning of VBlank)
- Display scale factor / DPI is now taken into account when determining initial emulator window size in windowed mode
- GUI: The GUI window is now repainted immediately when a directory scan finishes, rather than requiring mouse movement or a keyboard input to trigger the repaint
Fixes
- (32X) Fixed the 68000 incorrectly being allowed to change the PWM timer interrupt interval via PWM control register writes ($A15130); this fixes Primal Rage having horribly broken sound effects
- Fixed an input configuration bug that made it effectively impossible to correctly configure any gamepad where SDL reads digital buttons as analog axes, such as the 8BitDo M30 with its C and R buttons (#135)
- The v0.8.2 input changes broke this more, but this also did not work correctly in earlier versions - the configuration UI would set the axis direction to opposite what it was supposed to be (e.g. negative instead of positive)
- Fixed some minor bugs in the common audio resampling code related to how low-pass filters are applied
- CLI: For options that only accept a fixed set of possible values, the list of possible values in the help text is now auto-generated at compile time; this fixes at least one case where the list of possible values was incorrect