Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
- Various seta010 emulation fixes. (kps501)
- Pass blargg OAM tests with proper write behavior. (BearOso)
- Prevent interlacing in BG modes 1-4. (BearOso)
- Corrected IRQ and NMI emulation to allow more games to
work properly. (BearOso, OV2)
- Use 1 instead of 0 for initial PPU left window coordinate,
fixing garbage in left column of pixels in some games. (turhope)
- Added interpolation option hack for DSP. (kps501, mudlord,
- Added sprite-tile limit disabling hack. (Tatsuya79)
- Added libretro's fast snapshot support. (OV2)
- Add overclocking hack that increases IPC (retrotalker)
- Fix controller initialization issues preventing some games
from using multitap. (retrotalker)
- Proper write behavior for register $2122. (BearOso)
- Fix transparency issue with Star Fox asteroids. (redguy, BearOso)
- Increase SuperFX speed to more accurately represent
hardware, and fix bugs with Stunt Race FX and Yoshi's
- Resize viewport on state load. (retrotalker)
- Many fixes to variables not saved or saved incorrectly in
save states. (Dwedit)
- Pass decimal tests in blargg's math test ROMs. (BearOso)
- Remove memory leak in loadzip.cpp. (bonimy)
- Fix screen size not reverting when overscan is turned on
then off mid-frame. (BearOso)
- Include DirectDraw libraries and compile with DirectDraw
support by default. (OV2)
- Add a link to DirectX installer in error message displayed
when the needed DirectX libraries can't be found. (OV2)
- Save window position when exiting via menu (OV2)
- Make custom ROM dialog resizable. (OV2)
- Fix various cheat dialog issues. (OV2)
- Remove d3d9x DLL dependency by using DirectXMath. (OV2)
- Remove rarely-used HLSL shader option. (OV2)
- Add InitialSnapshotFilename support. (BearOso)
- Disable BG toggle keys by default. (BearOso)
- Proper centering and cropping for overscanned and
regular height modes. (OV2)
- Remove ability to disable the SNES's hires modes. (OV2)
- Added a Super Famicom-style icon resource to the EXE. (BearOso)
- Partial support for new cheats format. (OV2)
- Fix MacOS build. (marconett)
- Set default for new config options. (tmkk)
- Fix compilation on Mac OS Mojave (meepingsnesroms)
- Massive update of libretro code to latest downstream. (fr500, kps501,
- Use datarootdir instead of datadir on install. (orbea)
- Fix --with-system-zip configure flag. (BearOso)
- Draw interlaced fields when ready. (BearOso)
- Initial Wayland support. (remicalixte)
- Allow XV only in X11. (BearOso)
- Add Wayland support via EGL. (BearOso)
- Significant rewrite of OpenGL driver to support newer
standards. This won't work on cards < OpenGL ~1.5. (BearOso) - Changed frameskip option to speed throttling option with simpler, but more relevant methods of speed control. (BearOso) - Add support for relative-style save slots. (ichigo-0, BearOso) - Remove XML config file format in favor of one more like Win32. Make joystick bindings and more options human- readable and editable. (BearOso) - Try more device nodes when initializing OSS. (BearOso)
SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.11.2 Changelog:
- Each debug console in Cocoa now displays the ROM file name in its titlebar
- SameBoy can now load RTC information from battery saves from different emulators including BGB, VisualBoyAdvance, and VisualBoyAdvance-M and vice versa. Older battery saves will automatically be converted
- More accurate emulation of DAC charging and discharging. Fixes the buzzing sound heard in several games
- Fixed a bug where the left and right audio channel were swapped
- More accurate GDMA and HDMA timings
- Fixed several bugs, one of which is a regression, where channels 1 and 2 could play without a delay. Fixes missing audio in Gensan 2
- Correct emulation of enabling and disabling the volume envelope
- Correct emulation of a glitch where the volume envelope ticks when it usually wouldn’t
- Compensate for CPU prefetch in DIV’s initial value
- Correct emulation of turning the DACs on and off. Fixes missing audio in several games
- Fixed bugs in the debugger UI in Cocoa that made it unresponsive
- Fixed a bug where the libretro core didn’t save and load the RTC properly
RxNES has updated to v3.021. This release is an important update, and fixes the issue of generating gigs of data, due to constantly making new textures, where as now it now replaces existing textures, so should be reduced to a more manageable 500meg of ram.
This release also fixes issues to general emulation script RxEnhance.cs, which was getting confused in some rom emulation.
Also a call out to anyone who'd like to help with this project:
As you should know the main Enhancement script RxEnhance.cs is editable in a text/c# editor, and hopefully a user can optimize / improve it further and share with everyone else.
The sprites are rendered on their own layers, 1 layer for each of 4 screen palettes.
they are then cropped out for dumping.
This is the wrong approach, and sprites should be read from the cartridge and not from the screen; (but I spent weeks coding it this way). Problems arise when 2 sprites overlap each other and they dump combined and overlapping (Only if they use the same of 4 palettes).
Some sprites dumped are duplicates yet have different file names, cropping is over-cropped.
I dunno, I did my best effort on everything but I was really hoping for help from the community.
Lots of good things! The emu has tons going for it!
I just wanted to mention the bugs I would like to see fixed by users as I don't have a current interest in fixing them ('cause it doesn't run full speed).
Important to remember is that replacement graphics can be bigger than their original screen space, so the over-cropping issue shouldn't even matter if ppl are replacing the graphics with new ones anyway. The issue that remains is the corrupt sprites, if a sprite dumps at the same time as the nes is rendering it, it will be half and half of a frame and the frame before. This would cause the replacement sprite not to be used and the corrupted / incomplete sprite to flicker on.
Also, a good point, is that any .png can be replaced with a .obj 3d model. (For sprites and BG Tiles) Just make the .png trasparent and name the .obj the same hash fliename as the .png. The exact way it works is in the code and i'm just still waking up this morning.
I guess this is a call out to Unity3d coders to have a look at the RxEnhance.cs script and see if they can improve it. If you could with the release of this version, write up a call to coders to have a look and fix up the main script. (It compiles at Runtime :) )