- UI: implement "Sharp" video filter for better nearest interpolation at non-integer scales - UI: implemented PPU viewers for palettes, tiles, backgrounds and sprites - UI: add an option to set the audio volume - UI: do not unpause emulator after loading a new ROM - Input: fix input dropping regression introduced in NBA 1.7.1 - Input: move from SDL game controller to SDL joystick API (fixes broken mapping on some controllers) - APU: MP2K HLE: interpolate envelopes and use floating-point math - APU: MP2K HLE: implement a better reverb algorithm - APU: MP2K HLE: add an option to force-enable reverb - APU: remove "Zombie" mode emulation (does not appear to exist on GBA) - APU: fix mid-note envelope frequency changes - APU: FIFO writes should happen in place - APU: reset FIFOs on overflow - APU: add master-enable checks for 16-bit/32-bit IO writes - PPU: fix sprite pixels from previous scanline displayed in the last scanline - PPU: more accurate update of attribute buffer for OBJWIN sprites - PPU: more accurate emulation of horizontal and vertical sprite mosaic - PPU: more accurate handling of mid-frame vertical mosaic reconfiguration - PPU: fix out-of-bounds bitmap fetches in Mode 3 to 5 - DMA: fix incorrect mapping of DMA channel to APU FIFO - Timer: somewhat handle timer overflow during one cycle enable delay - Game Pak: simulate ~6 ms EEPROM device busy period after write (not yet accurate to cartridges that e.g. have been in the freezer for 30 minutes) - Game Pak: emulate the Mask ROM internal address register - Audio: fix clicking artifacts when using Sinc resampling - Audio: fix incorrect liner interpolation in Cosine resampling - PlatformCore: fixed hang when fast-forwarding while the emulator is paused - Misc: implemented support for unicode paths
Проверял на TMNT 2007. В планах в будущем сделать полный рип музыки.
Super Fighters S
Игры Game Boy Color
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