News > News Archive
WinUAE v6.0.0
Zykon, 08:01, 07-07-2025
The Commodore Amiga console emulator has been updated - WinUAE
Custom chipset rewrite - Custom chipset emulation (Agnus/Alice and Denise/Lisa) almost completely rewritten. Almost every part of chipset emulation is now internally cycle accurate - Custom chipset Denise/Lisa emulation is now running in separate thread for large performance increase in accurate emulation modes compared to previous versions - VPOSW/VHPOSW tricks are now cycle-accurately emulated without restrictions - Horizontal and vertical blanking and sync start/end, csync, csync equalization pulses, etc are now fully cycle-accurately emulated, both hardwired and programmed. Mixing of hardwired and programmed is fully supported. Agnus/Alice hardwired PAL/NTSC sync generator is almost logic gate level emulated - “Display” and Agnus/Alice vertical and horizontal counters are now fully separately emulated, display emulation now works correctly even if Agnus vertical or horizontal is moved backwards or forwards or anywhere (even outside of normal display range), unlimited times per line and/or field - All screenmodes (including “Fake” NTSC or similar mode) now count total number of “display” lines and uses it to setup display height. These modes now work even if they do multiple V(H)POSW modifications - Interlace detection now uses vsync timing like real displays - BPLCON0 ERSY=1 without connected genlock sync stop timing is now accurate. This was faked previously - Full AGA hires/shres bitplane and sprite horizontal granularity support. Separate subpixel mode does not exist anymore - ECS Agnus/AGA UHRES bitplane and sprite RGA DMA slots (0x78, 0x7a) emulated. Completely useless feature because UHRES can only do some DMA transfers to nowhere. It needs extra hardware that was never implemented. UHRES needs to be emulated because (possibly accidentally enabled) UHRES DMA can steal cycles from copper, blitter and CPU - NTSC LOL (long line) state is accurately emulated. Mismatched STRLONG strobe and LOL state now causes correct lores pixel wide horizontal shift. (Mismatched = for example CPU writing to STRLONG when line is not long) - Blitter channel sequencer should be 100% accurate now, except possibly line to non-line mid operation switch. Blitter “micro-operation” timings are not yet 100%: when exactly it applies A shift, B shift etc. This will be tested and implemented in the future. Only affects blitter result if BLTxDAT/shifts/etc are modified mid-blit. Channel enable/fill mode/desc/minterm/BLTxMOD/BLTxPT mid-blit changes should be already fully accurate - Collision emulation is now very fast. Collision mode default changed to Full collision - Ultra extreme debug mode now shows normally hidden bitplane and sprite pixels inside horizontal and vertical blanking periods. Previously only background color was fully visible - DMA debugger has much more detailed information available Other new features - Low level keyboard emulation. Emulates keyboard microcontroller internal ROM code and keyboard matrix, optionally with or without NKRO. All 3 keyboard MCU variants supported. (CSG 6570-036, 68HC05C and D8039HLC. 6500-1 used in A1000 keyboards is same as 6570-036 but with older ROM code. 6500-1 ROM is not yet dumped). Caps lock led state is fully emulated in low level keyboard emulation modes, including demos that flash caps lock led. Chipset panel “Keyboard connected” checkbox replaced with Keyboard mode (“Disconnected”, “UAE high level keyboard” and list of different low level emulated keyboard models) - PCI Matrox Millennium, Millennium II, Mystique and Mystique 220 emulation from 86box (originally from PCem) - Merged Voodoo 3 emulation updates from 86box - Added 512kWOM A1000 512k WOM expansion emulation. Option in Expansions->Built-in expansions - Added RIPPLE IDE controller emulation Fixes - Prometheus FireStorm PCI bridge PCI IO mapping fixed - Fixed Mediator 1200TX second PCI window mapping logic - Fixed TekMagic onboard RAM config type - Do not reject (reject = not hardware accelerated, lets Picasso96 software fallback to handle it) uaegfx Picasso96 blit operation if RenderInfo BytesPerRow field is zero. Zero BPR is allowed - GDI mode didn’t free all resources when switching between native and RTG mode - If selected graphics API is not supported, test all other options. Previously failing D3D9 switched to GDI, even if D3D11 was available - Fast/non-accurate emulation mode and writing to CIA high timer register didn’t load timer from latch immediately in oneshot mode if timer was already running (Introduced in 4.9.x) - uaegfx RTG vertical blank interrupt might have been duplicated or lost in some situations (very old bug), depending on RTG panel refresh rate setting - Passthrough printing mode fix for v4+ Windows printer drivers - Fixed FDI disk image support - JIT FPU mode FPU registers lost some accuracy when FPU registers were read/written to/from memory with FMOVEM - Removing last sound device on the fly (for example USB sound card without enabled on-board sound device) crashed in WASAPI mode - Added A1000 EHB Denise and non-EHB Denise models to Chipset panel. Also renamed existing entries - Fixed strange window movement when clicking on title bar and keeping it pressed and “Automatically capture mouse when window is activated” was enabled - Expansion panel SCSI controller ID selection enable/disable/selection fixed. (For example A4091) Updates - Default configuration is now cycle-exact A500. Previously default was approximate A500 - Query PC drive/network drive/removable drive status only after confirming drive type first. For example if “Add PC drives at startup” or “CDFS automount” is only ticked, don’t query status of possible network drives that might not be mapped or available, causing boot delays - CD32 CD reads should be more real optical drive friendly, when CD32 is reading data sequentially (playing CD streaming animation or video), host side CD sector reads are now also sequential, without periodically re-reading part of previously read sectors - Disabled annoying CD audio playback aOSD led flicker - When exiting debugger, restore focus back to previously active window - If real HD/memory card has Windows supported partition table and partition metadata can be queried without administrator privileges but administrator privileges are needed to read/write partition data, list partition(s) in Add Harddrive dialog with “ACCESS DENIED” text. Previously partition(s) were not listed - Added Amiga GPT partition type support. Works the same as 0x76 partition type with MBR partitioned drives - Add harddrive Lock option didn’t lock all partitions if drive had MBR partition table + one or more Windows supported partition types - GUI Configurations file list’s expanded tree nodes are now stored in registry/ini and are loaded and expanded automatically in following sessions - Hide expansion device “autoboot disabled” checkbox when device does not have any autoboot jumpers. (or have nothing to do with storage devices) - Integer scale horizontal/vertical resolution aspect ratio correction should now work more sanely (for example if superhires + vertical doubling, output will be always vertically doubled first, after doubling, integer scaling ratio is selected). Supports also programmed doublescan modes - TV Overscan options now work when combined with most filter modes - Added (config file only currently, “rtg_noautomodes=true”) option that disables uaegfx automatically generated screen modes. With Picasso96 v3.4+ and P96Prefs new modes can be created manually, just like when using real hardware. Note: Older Picasso96 versions and PicassoMode utility don’t support manual uaegfx modes - Added 3840×1080 to known uaegfx automatically generated resolution list (“known” = gets static mode id) - Fixed crash when doubleclicking config tree view root node - Subpixel emulation option removed. Emulation is now always subpixel accurate in accurate emulation modes - On the fly chipset type switching improved (For example AGA colors are now preserved, not all registers were preserved fully previously) - Added line count and type to bottom border status line (for example 313p or 625i), fully supports all weird modes - Obsolete 16-bit host color depth support removed - All software filters removed. Removal of 16-bit host screen depth support and always-enabled temporary graphics buffer (new chipset emulation does not need it anymore) makes software filter support unnecessarily complex and they are obsolete anyway. In the future better shader filter support will be implemented - Serial port TCP/IP mode uses now TCP_NODELAY flag to reduce latency - If selected WASAPI sound channel mode is not supported, try all possible channel modes until supported mode is found, or until all combinations have been tested. Also if channel count needs changing from stereo to higher channel count (for example sound device only supports 6 or 8 CH modes internally), use 6/8 channel cloned stereo variant because user might only have stereo speakers - Limit initial Windows to Amiga clipboard copy to max 30k (initial = when Amiga is booted and Windows clipboard is not empty) if clipboard sharing is enabled. This prevent slow startup if clipboard sharing is enabled and configuration is not fast and Windows clipboard has some random large image - Added address and length to sample ripper file names
PCSX2 v2.4.0
Iron, 14:10, 03-07-2025
Release of the new stable version of the PlayStation 2 emulator - PCSX2.
Overview of key changes:
Ymir v0.1.5
Zykon, 16:53, 29-06-2025
The latest Sega Saturn emulator - Ymir, has been updated.
New features and improvements - App: Added command-line option -P to force emulator to start paused - App: Added new Tweaks tab to Settings window consolidating all accuracy, compatibility and enhancement settings - App: Added option to create internal backup RAM files per game - App: Added option to override UI scale - App: Added option to toggle fullscreen by double-clicking the display - App: Added recent games list to File menu - App: Automatically center Settings window when opening it - App: Close windows when pressing B or Circle on gamepads while nothing is focused - App: Enable gamepad navigation on GUI elements - App: Store relative paths in Ymir.toml - App: Use window-based DPI to adjust UI scale, allowing the UI to adapt to displays with different DPI settings - Backup RAM: Support interleaved backup image formats such as the ones produced by Yaba Sanshiro or the MiSTer core - Backup RAM: Support standard BUP backup files - SCSP: Added option to increase emulation granularity for improved timing accuracy - SCSP: Double-buffer DSP MIXS memory - SCSP: Implemented MIDI In and Out - SCSP: Interleave DSP execution and slot processing - VDP1: Added option to replace meshes with 50% transparency - VDP1: Clip sprites to visible area to speed up rendering, especially of very large sprites - VDP: Added option to deinterlace video - VDP: Added option to move VDP1 rendering to the emulator thread to improve compatibility with some games (e.g. Grandia) Fixes - App: Fix rare crash when loading a backup memory image in the Backup Memory Manager - App: Fix window scaling on macOS Retina displays when using HiDPI mode - App: Prevent loading internal backup memory image as backup RAM cartridge image - CD Block: Start new playbacks from starting FAD when previous playback has ended. Fixes WipEout freeze after SEGA logo - Media: Fix pregap handling in single BIN images - SCSP: Apply DAC18B to output. Fixes quiet audio in many games - SCSP: Fix loss of accuracy on MIXS send level calculation - SCSP: Fix send level, panning and master volume calculations - SCSP: Fix slot output processing order - SCSP: Fix swapped DAC18B and MEM4MB bits - SCSP: Run one additional DSP step to fix FRC issues - SCU, SH-2, SMPC, SCSP, VDP: Numerous fixes to interrupt handling. Fixes intermittent Rayman inputs and some audio glitches - SCU: Various DSP accuracy fixes - SH2: More fixes to FRT, WDT and DIVU - SMPC: Cancel scheduled command processing event when resetting SMPC. Fixes a long hang after hard resetting in some cases - SMPC: Change fixed bits from 111 to 100 in TH/TR control mode responses for the first data byte of the Control Pad and 3D Control Pad peripherals. Fixes Golden Axe booting back to BIOS - SMPC: Eliminate spurious INTBACK interrupts - SMPC: Prevent COMREG writes when a command is in progress. Fixes some boot issues leading to the "Disc unsuitable for this system" message - SMPC: Prevent optimized INTBACK report from occurring unless a continue request was sent. Fixes input issues with Yaul-based homebrew - SMPC: Prioritize INTBACK continue requests over break requests - System: Tighten synchronization between the two SH-2 CPUs and remove artificial timeslice limit. Improves performance and fixes Fighters Megamix and Sonic Jam intermittent boot issues - VDP1: Lower command limit to work around problematic games that don't set up a terminator in the command table - VDP1: Significantly slow down command execution when running the VDP1 renderer on the emulator thread. Fixes Dragon Ball Z - Shinbutouden freeze after SEGA logo - VDP2: Apply horizontal mosaic effect to rotation background layer. Fixes missing effect on Race Drivin' Time Warner logo - VDP2: Apply window effect to sprite layer. Fixes graphics going out of bounds in many games - VDP2: Check for invalid access patterns to determine if NBG characters should be delayed. Fixes background offsets in many games - VDP2: Disable NBG1-3 only if both RBG0 and RBG1 are enabled simultaneously - VDP2: Honor access cycles and VRAM bank allocations to restrict pattern name and character pattern accesses. Fixes garbage graphics in Panzer Dragoon Saga, Sonic 3D Blast and Street Fighter Alpha/Zero 2 - VDP2: Invert back screen color calculation ratio. Fixes black background on Sakura Taisen FMVs - VDP2: Move existing VCounter into VDP2 VCNT register. Fixes Assault Suit Leynos 2 freeze when going in-game and King of Fighters '95 not booting - VDP2: Synchronize background enable events with the renderer thread. Fixes FMV slicing issues on slow machines on Sakura Taisen - ymdasm: Fix SCU DSP unconditional JMP disassembly
Hatari v2.6.0
Zykon, 09:17, 25-06-2025
The Atari ST - Hatari emulator has been updated.
Emulation improvements: - 030+MMU: - Workaround to correct prefetch data after bus errors - DSP: - Fix: JMP can also form a long interrupt instruction - VME/SCU: - TT / MegaSTE SCU registers and interrupts implemented - Falcon Videl: - Refresh rate of monochrome monitor is now correctly detected with 71 Hz - MegaSTE: - Add support for CPU Freq / Cache control at $FF8E21 when running in cycle accurate mode. This gives cycle exact memory accesses when running at 16 MHz, as well as emulation of the external 16 KB cache - SCSI: - Fix REQUEST SENSE for SCSI v2 - Serial Ports: - Update values of DCD and CTS signals for the RS232 port connected to the MFP (as reported by the underlying OS) - Add support for using TCCLK as RTxCB clock for the Atari TT's SCC - Video: - Improve support for 4 pixel hardscroll by stopping shifter with $FF8260=3. Also handle $FF8261 - MFP: - Fix counter when timer is stopped/restarted while counting from 1 to 0 Emulator improvements: - SDL-GUI (and config options): - Improvements to GUI font characters - Add separate option for enabling/disabling >=030 CPU data cache - Fix: file selector exit with keyboard - Windows: - Open console window for error and help output, so that Windows users can actually see them - Keyboard / TOS localization: - Symbolic key mapping improved for different TOS language versions - Made it possible to use a mapping file with fallback to scancode mapping - New "--fast-forward-key-repeat" option for key repeat - (EmuTOS v1.4) Catalan country code support - Memory snapshots: - Fix: re/store all relevant YM2149 & MMU state variables - Joysticks: - Fix: segfault with negative joystick indexes - GEMDOS HD: - Fix: Fattrib() call on a directory - Fix: Return correct attrib for volume labels in FsFirst() - Fix: Fsnext() calls with DTAs having different attribs, when DTA is not from preceding Fsfirst() but earlier one - Fix: Handle additional '*' chars at end of file mask - Fix: Dfree() total/free on really large disk, free on Mac/BSD - SCC: - Fix: invalid channel B file close on uninit - SCSI: - Add CLI + config file option for (per ID) SCSI version - Command FIFO: - Fix crash when FIFO gets command right at Hatari start - Debugger: - Fix: DSP RESET instruction tracing - Similarly to Atari program symbols override, load TOS symbols on TOS load, if autoloading is enabled and .sym file is present - Add "find" command for searching CPU memory contents - Add "struct" command to better show contents of program's structures - Variable & debug symbol names can be given directly also to load, save, memwrite and register commands in addition to numeric values - File name completion for commands having optional file name args - Symbol name completion for "loadbin", "savebin" & "dspsymbols" commands - Align "memdump" character representation also when line is not full - Show also non-ASCII Atari chars in debugger memory content output - Add 'c' (character) argument type support for "memwrite" command - CPU disassembly shows resulting relative branch addresses - "dspreg" command shows also stack contents - When disassembling, translate logical addresses to physical ones if MMU is enabled - Tracing: - GEMDOS Dsetpath() + Frename() calls included to "os_base" traces - PC value added to more traces
Devector v8.0
Zykon, 09:40, 17-06-2025
The emulator of the Soviet computer Vector-06C has been updated.
Features: - Added option to search by labels in the Disasm window - Added drag-and-drop file loading - Added Lua script support with DrawText, DrawRect, and DrawRectFilled functionality, CPU, and memory access. Negative positions originate from the bottom right corner - Added Code Perf window to test code performance. It's auto data stored as part of debug data on disk - Added a tooltip in the watchpoints window that shows a hex and ASCII dump of up to 256 bytes - Added a tooltip to watchpoints with data represented as a string and a hex dump into Hex Window - Added the M register indication in the Hardware Stats window - Added a console option to run rom/fdd/rec if it’s the first and only argument after the emulator executable name Updates: - The Disasm search, HexViewer search, DebugData filter no longer require pressing Enter - Highlighted updated Hardware Stats, and independent CPU registers in the Stats Window - The default window background became darker to improve the contrast - The color scheme is stored in settings - Execution speed is now stored in settings - The frame slider in the record window now takes the full window width - Watchpoints and breakpoints now store debug data as strings for readability - Updated readme - Removed wstring from the project to resolve issues with Win11/Win8/Linux builds - Commented out SDL buffering notifications in the log - Increased recording time from 1 to 10 minutes - Increased trace log length from 100,000 to 300,000 commands Bug Fixes: - Fixed value representation in the Breakpoint window - Corrected disassembly of DB instructions in the Disasm window - Fixed Step Over to always take 12 cycles for j* instructions - Fixed switching from MAX speed execution to Normal, which previously took a long while - Fixed the minimum length of watchpoints - Fixed Trace Log update when RST7 is invoked - Fixed OUT N to output data by the next command execution - Fixed 1% CPU speed mode - Fixed crash during file reload - Fixed -path argument handling - Fixed code line selection highlight to properly highlight the navigated line - Fixed highlight for the next executed line - Fixed debug data loading when the working directory doesn’t match the executable directory - Fixed crash when settings or debug data JSON files had a broken format - Fixed debug data loading issue with FDD image - Fixed loading/saving of ram-disk image and imgui.ini file from working directory to executable directory - Fixed the wrong number of searched addresses in the Search window - Fixed issue with wrong debug data loading - Fixed the GCC build issue with the DPI detection function
PPSSPP v1.19
Zykon, 16:30, 06-06-2025
The PlayStation Portable console emulator has been updated - PPSSPP.
What's new in 1.19 Audio - Brand new sceAtrac implementation, fixing Flatout and multiple other long-standing issues! - More correctly implemented sceAtrac-through-sceSas functionality, fixing voice in Sol Trigger and multiple minis - Better support for using sceAudiocodec directly, fixing music in some homebrew apps - Volume control improvement Rendering fixes and performance - Important: This will be the last major version with D3D9 support. D3D11 will of course continue to be supported, along with Vulkan and OpenGL - Fix smoke effects in Jak'n'Daxter by re-using the fix from Ratchet & Clank - Software depth buffer rendering added to fix lens flares in multiple games efficiently (Midnight Club LA, Wipeout, Syphon Filter etc) - Multiple rendering-related crash fixes - Texture replacement load speed corrected and can now be controlled (#20286), regression fix for zipped packs - Additional assorted compatibility and other fixes - Persona 1/2 readback fixes - Other correctness fixes General emulation - Allow disabling HLE on a per-module basis (if games ship the module so we can load it). Enabled for sceCcc, and more importantly scePsmf, fixing multiple issues - Additional module loading improvements - More precise sleep function on Windows - More replacement texture improvements, allow replacing game icons - Disable certain features like fast-forward when networking is on, to avoid de-syncs - Fixes mono Atrac3 as video soundtrack - Improvements to RISC-V support Control and input - Touch gliding support added - Allow simultaneous DInput and XInput input New "Dear ImGui"-based PSP debugger: ImDebugger - Allows very rapid development of debugging features as-needed, and also implements a pretty good Ge debugger for stepping through draws - Unlike the old Win32 debugger (but similar to the unmaintained web debugger), works on all platforms (though cumbersome on touchscreens) - Major commits (though there are many more) Multiplayer - Added Infrastructure multiplayer support, with automatic DNS configuration - Implement more of sceNet (prerequisite for the former feature) - Socket re-mapping implemented - Assorted bugfixes, thanks ANR2ME UI - Loading spinner now actually spins properly, the app no longer appears to hang - Minor features: Asks for confirmation on exit in most scenarios, DPI scaling, can pause without menu - As usual a lot of tweaks, perf fixes, and fixes for hangs and crashes - Two new color themes, related themability fixes - Improvements and bug fixes in the savedata manager - Add "Move to trash" deletion funcionality to multiple platforms - Add ability to take "raw" screenshots of gameplay - More files can be loaded directly from ZIP - Developer Settings are now tabbed for easier access - Switch to the full libpng API so we can disable gamma correction, like the real PSP - Support displaying the battery percentage on more platforms - Allow picking a background image on iOS Platform compatibility - Exclude older Macs from using Vulkan (too many black screens, hangs) - Use portable-file-dialogs to provide file-open dialogs on Linux - "Cache full ISO in RAM" is now correctly hidden where it doesn't work - Now rendering at proper resolution on newer Macs - Mouse input improved on Android, including separate button mapping - Use the correct font again on Mac/iOS - Multiple file access optimizations made to make the most out of the flawed foundation called Android Scoped Storage
BigPEmu v1.19
Zykon, 21:46, 04-06-2025
The Atari Jaguar console emulator has been updated - BigPEmu.
- Added some more unaligned read/write edge case handling. This addresses a problem in Theme Park, possibly among other things - Changed some undocumented RISC instruction behavior to match some of my local hardware tests. One of these changes is known to correct an issue with object directions in Defender 2000 - Added more Jaguar GD functionality. Filesystem functions are stubbed out, but I wasn't sure if anyone really needs/wants this fully implemented, so let me know if it's important to you - Fixed a few "undefined" Blitter cases (not known to affect any existing titles) - Linux ARM64 builds are now part of the automated build set. Special thanks to cubanismo for guiding me through the minefield of cross-compiling for ancient Linux targets - Significant improvements to the network rollback functionality, propagated back from BigInstinct - All kinds of new platform/framework functionality, also propagated back from BigInstinct. I didn't feel like going through hundreds of changes to make a coherent summary, but one of the more notable additions is a byuu-style run-ahead option - Exposed a bunch of sound spatialization functionality to the scripting API - Exposed MOD and MP3 playback to the scripting API - Added a timing fix for Val d'Isere Skiing and Snowboarding - Various developer build changes to more accurately reflect hardware and/or detect errors which would break on non-developer builds (this includes enabling M68K address exceptions) - Lots of "anti-emulator" code will be failing in developer builds at this point, and some related functionality may be propagating to non-developer builds soon; relying on inaccuracies to prevent your software from running in BigPEmu is unwise. If you really want to prevent your software from running in BigPEmu, contact me about better/future-proof methods
Ymir v0.1.4
Zykon, 12:51, 02-06-2025
The latest Sega Saturn emulator - Ymir, has been updated.
New features and improvements - App: Added option to pause emulator when the window loses focus - App: Added shadow under playback indicators to make them visible on white backgrounds - App: Changed background color around screen to black on windowed mode - CD Block: Implement Put Sector command, used by After Burner II - Core: Performance improvements, especially for ARM builds - Debug: Simple CD Block commmand tracer window - Input: Implemented 3D Control Pad - Media: Preliminary support for CHD files - Media: Support multi-indexed audio tracks (BIN/CUE only) - SMPC: Set SF=0 on unimplemented commands so that games can move forward - SH-2: Build infrastructure needed to honor memory access cycles for improved performance and accuracy - SH-2: Slow down accesses to on-chip registers to 4 cycles - VDP: Rewrite VDP2 frame composition code to use SIMD on x86 and ARM for improved performance Fixes - App: Automatically adjust scaling when system-wide DPI is changed - App: Customized profile paths are now created at the specified location instead of the default - CD Block: Clear partitions and filters on soft resets triggered by Initialize CD System command. Fixes some game boot issues - CD Block: Clear the "paused due to buffer exhausted" flag when SeekDisc command pauses playback. Fixes Sakura Taisen 2 read errors after FMVs - CD Block: Don't clear the file system when opening the tray - CD Block: Fix audio track sector sizes. Fixes some CD audio track playback glitches with certain images (particularly MDF/MDS) - CD Block: Fix Delete Sector end position when sector count is FFFF. Fixes some game boot issues - CD Block: Fix directory indexing. Fixes one of Assault Suit Leynos 2 crashes on startup - CD Block: Free last buffer from partition when ending a Get Then Delete Sector transfer when the last sector isn't fully read. Fixes some game boot issues - IPL: Automatically load IPL ROM when switching disc images - M68K: Soft reset CPU when executing the RESET instruction. Fixes OutRun getting stuck on its own SEGA logo - Media: Fix crash when parsing CUE sheets with non-contiguous tracks - SCSP: Don't mirror sound RAM on 5A8'0000-5AF'FFFF. Fixes After Burner II audio and M68K crashes - SCU: Rework interrupt handling. Fixes Rayman inputs - SCU: Set ALU = AC before running DSP operations. Fixes Quake crash on boot - SCU: Timer enable flag applies to both timers. Fixes background priority issues in Need for Speed - SH-2: Fix PC offsets for exceptions, interrupts, TRAPA and RTE. Fixes some game boot issues - SH-2: Fix PC offsets for mova, mov.w and mov.l with @(disp,PC) operand - SH-2: Fixes and accuracy improvements to DIVU - SH-2: Fixes and accuracy improvements to FRT. Fixes freezes in Daytona USA - SH-2: Fixes and accuracy improvements to WDT - SH-2: Lazily update WDT and FRT timers. Provides a 5-10% performance boost and improves accuracy - SMPC: Various INTBACK handling adjustments. Partially fixes Assault Suit Leynos 2 no-boot issues - System: Fix cycle counting on the main loop not taking into account the number of cycles taken by the CPUs, resulting in undercounting timers - VDP1/2: Fix handling of 16-bit sprite data from VDP1 when VDP2 uses 8-bit sprite types. Fixes sprites in I Love Mickey Mouse/Donald Duck - VDP2: Allow 8-bit reads and writes to VDP2 registers - VDP2: Apply transparency to mixed-format sprite data when rendering the special value 0x8000. Fixes Assault Suit Leynos 2 black screen after loading - VDP2: Don't increment vertical mosaic counter if mosaic is disabled. Fixes text boxes and character portraits in Grandia - VDP2: Fix bitmap base address for RBGs. Fixes several graphics glitches on menus and in-game in Need for Speed - VDP2: Fix line screen scroll in double-density interlace mode. Fixes stretched videos in Grandia - VDP2: Fix special color calculation bits. Fixes Sonic R water effects - VDP2: Fix vertical cell scroll effect on games that set up access patterns that don't match the NBG parameters. Fixes Sakura Taisen 2 FMVs - VDP2: RBG0 was always being processed/rendered even when disabled - ymdasm: Fix file length when using a non-zero initial offset with the default length Known issues - After Burner II: some sprites that should be transparent are rendered in a black box - Akumajou Dracula X: sound effects sometimes play too quietly or are silent - Die Hard Arcade/Dynamite Deka: missing sound effects - Doom: minor graphics artifacts. Sound effects only play on the left channel when using Stereo audio - Fighters Megamix: some graphics are slightly offset to the left - I Love Donald Duck: sprites persist through some screens - I Love Mickey Mouse: status bar and other HUD elements are missing - Final Fight Revenge: the ground is just a plain color - Groove on Fight: character sprites are glitched - Marvel Super Heroes vs. Street Fighter: flashing graphics - NiGHTS into Dreams: doesn't play the intro video. You can skip it by pressing start on the black screen - Phantasy Star Collection: - Phantasy Star I: audio is quiet and only plays during the intro - Phantasy Star II and III: audio is played on the right channel only - Phantasy Star IV: goes to a black screen and only plays music - Sonic Jam: - Main menu text sometimes isn't rendered - The status bar at the top of the screen in Sonic World is partially drawn - Music stops playing after a while - Sonic R: some sound effects (like the pause jingle) play back incorrectly - Virtua Fighter: glitchy in-game graphics - Thunder Force Gold Pack 2: no audio in either game - X-Men vs. Street Fighter: flashing graphics Netlink-capable games are not supported yet; these either boot back to system menu or hang on the SEGA logo: - Daytona USA CCE Netlink Edition - Daytona USA Circuit Edition (Japan) - Duke Nukem 3D (USA) - Saturn Bomberman The following games softlock or freeze during gameplay: - Advanced V.G.: freezes when selecting a character - Assault Suit Leynos 2: freezes on a black screen in-game - Clockwork Knight 2: freezes on a black screen when starting the game - Grandia: freezes if VDP threading is enabled. The 3D graphics glitch out if VDP threading is disabled - Sakura Taisen: freezes during certain dialogue lines. Can be worked around by mashing B to skip sound clips before the softlock happens - Sakura Taisen 2: freezes during certain dialogue lines - Vampire Hunter: freezes if you let the intro sequence play past the "Vampire" logo The following games stay stuck on the SEGA copyright screen, on a black screen or boot back to the system menu: - Astal - Capcom Generation - Dai-5-shuu Kakutouka-tachi - Crusader - No Remorse - Discworld - Jung Rhythm - The King of Fighters '95 - Mega Man X3 Miscellaneous issues: - Switching discs or returning to the system menu with A+B+C+Start while using a Japanese IPL (BIOS) ROM may cause the system to display the "Game disc unsuitable for this system" or "Cartridge unsuitable for this system" messages. As a workaround, force a hard reset (Ctrl+R by default) to fix this - Rayman: inputs are inconsistent (feels like pushing a turbo/repeat button) and has some graphics issues This game currently only works with SH-2 cache emulation enabled: - Dark Savior
MartyPC v0.4.1
Zykon, 22:28, 01-06-2025
The x86 (IBM PC/XT) emulator has been updated - MartyPC.
Frontend Bug Fixes / Improvements - Added 'custom' ROM feature flag to make it easier to load custom ROM extensions - Removed bad IBM ROM definition file - Added 'repeat' field to ROM definitions and changed IBM ROM definitions to use it - fixes 1982 5160 BIOSes - Fixed CPU Status window updating when paused/stepping - Fixed PIQ flush on V20 CPU - Added Mode flag to CPU Status Window when using a V20 CPU - Fixed --machinescan option - Improved unique filename generation function - avoids O(n) behavior as file list grows (now O(log N), O(1) with hint) Core Bug Fixes / Improvements - Preliminary support for the V20's 8080 emulation mode - Fixed VGA cursor disable bit (Ferraro reference had it backwards) - Fixed controller support on Windows 7 - Added additional hard disk geometries to Xebec controller
News > News Archive