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    Saturday, June 22, 2019
SameBoy v0.12 macOS released!

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 v0.12 Changelog:

New/Improved Features
An experimental support for emulating CGB-CPU C is now available in the Cocoa port. This is still experimental and does not accurately represent all differences between CGB-CPU E and CGB-CPU C yet
The Libretro port no longer restarts the core after changes to the high-pass filter or color correction
The SDL port can now start in fullscreen mode via a command line argument
High level emulation of Super Game Boy:
Supports game colorization
Supports borders, including correct emulation of the fade animations and borders that obscure parts of the Game Boy display window
Up to 4-player multiplayer (Currently only in the Cocoa and Libretro ports)
Can choose between Super Game Boy (NTSC), Super Game Boy (PAL) and Super Game Boy 2, with correct CPU speed emulation
All models include open source boot ROMs, just like previously supported models
Includes a default border for games without SGB support
Includes a boot animation
Accurate emulation of cases where the internal frame buffer loses sync with the SNES/SFC side
New CRT display filter
New preference panel in the Cocoa port
Minor visual improvements to the icon
Many performance all around the core
The debugger now includes jump-to breakpoints
New APU debugger commands
The SDL port now has mouse support
The SDL port now has an “Open ROM” dialog window, in addition to the previously available drag and drop support
The Cocoa and SDL ports now have better support for sub-frame input accuracy
The VRAM display window in the Cocoa port can now display SCX and SCY on the tilemap
Redesigned audio API that should improve audio quality in all ports
Accuracy Improvements/Fixes
WRAM, VRAM, and other types of memory are now realistically initialized to random values. The randomization patterns vary across emulated models and revisions. This fixes several games that rely on non-zero values on boot
Slightly more accurate emulation of the undocumented $FF4C register, which controls DMG mode on CGBs
Fixed an APU regression where the noise channel’s volume envelope ran too fast
More accurate emulation of analog APU characteristics
Fixed a CGB boot ROM bug that made some games boot with incorrect palettes
Fixed incorrect emulation of echo RAM
Fixed a very rare edge case when an interrupt occurs while the stack points to $FF11
Correct emulation of the time required to switch the CPU speed
Correct emulation of CGB palette accessibility in different PPU timings, fixes Lego Racers
Other accuracy improvements to OAM and VRAM accessibility
The serial registers now behave realistically by working with bits instead of bytes
More accurate initial RAM and VRAM values when using the built in CGB boot ROM
Accurate emulation of AGB audio mixing, which is different from older models
Fixed the behavior of the wave channel’s first sample playback, fixes buzzing sounds on LSDJ and several games
Most aspects of STOP mode are now accurately emulated
Fixed a bug where initial register values were incorrect when selecting a palette for a DMG game in the built in CGB boot ROM
Fixed incorrect emulation of the Background and Window enable bit in LCDC
Bug Fixes
Fixed a bug where the SDL port would not recognize joypads if started directly to a ROM
Fixed a bug where the Quick Look previewer would show glitched thumbnails for DMG games
Fixed a regression that made the Cocoa port unable to display anything on Macs not supporting Metal
Fixed a bug where modifying RTC data could corrupt MBC RAM data
Fixed a bug where CGB save states were significantly larger than they should have been, older save states are converted
Fixed several bugs in expression parsing in the debugger
Work around a bug where some Windows 10 machines using Intel HD Graphics had unresponsive UI in the SDL port
Fixed a bug where the D-Pad did not work on several gamepads in the Cocoa port
Fixed a bug where the gamepad D-Pad had unexpected behaviors in the menus of the SDL port
Fixed a bug where underclocking slowed down the core to ~40% of its speed instead of an exact 50%
Misc Internal Changes
Rename all Z80 instances to SM83, which is most likely the name of the CPU core used in the Game Boy
Size optimization in the CGB boot ROM



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