./emulators/jgenesis, Sega Genesis - Sega CD - SNES - Master System - Game Gear emulator

[ CVSweb ] [ Homepage ] [ RSS ] [ Required by ] [ Add to tracker ]


Branch: CURRENT, Version: 0.8.2, Package name: jgenesis-0.8.2, Maintainer: pkgsrc-users

Cross-platform multi-console emulator supporting a number of 8-bit and 16-bit
gaming consoles.

Features:

- Emulation for the following consoles:
- Sega Genesis / Mega Drive
- Sega CD / Mega CD
- Sega Master System / Mark III
- Game Gear
- Nintendo Entertainment System (NES) / Famicom
- Super Nintendo Entertainment System (SNES) / Super Famicom
- Game Boy / Game Boy Color


Master sites:

Filesize: 725.729 KB

Version history: (Expand)


CVS history: (Expand)


   2024-11-27 14:20:33 by pin | Files touched by this commit (1)
Log message:
emulators/jgenesis: re-enable zenety dependency

Forgot to switch this on.
   2024-11-27 14:16:09 by pin | Files touched by this commit (5) | Package updated
Log message:
emulators/jgenesis: update to 0.8.2

v0.8.2

Mostly frontend improvements, the highlights being improved video/audio sync and \ 
more flexible

input/hotkey mapping. Also adds Genesis overclocking support.

Input/hotkey configuration is not compatible with previous versions; input \ 
configuration is now stored in a different format, and all input-related \ 
settings will one-time revert to defaults if using a config file from a previous \ 
version

Save states are not compatible with previous versions
New Features

    Video/audio sync improvements which should enable significantly improved \ 
frame pacing without needing to rely on 60Hz VSync (which can cause very \ 
noticeable input latency on some platforms)
        Added a new "frame time sync" option that uses the host system \ 
clock to match the emulated system's framerate and frame timing as closely as \ 
possible without relying on host GPU synchronization (i.e. VSync)
        Added a new option for dynamic audio resampling ratio, which \ 
periodically adjusts the audio resampling ratio to try and avoid audio buffer \ 
underflows and overflows (which both cause audio popping)
            This is implemented in a very conservative way in order to avoid \ 
audible differences in audio pitch, so it is not completely guaranteed to \ 
prevent audio buffer underflow/overflow
        Audio sync now checks the audio buffer size every 16 samples enqueued \ 
rather than only checking once per frame, which should significantly reduce \ 
stuttering when audio sync is enabled without VSync or frame time sync
        Adjusted default sync/audio settings values to hopefully make stuttering \ 
and audio popping less likely when running with default settings
        In the GUI, video/audio sync settings have been moved to a new window \ 
under Settings > Synchronization
    Input mapping overhaul to make input mapping/configuration more flexible \ 
(#134 / #137)
        Keyboard and gamepad settings are no longer separate configurations; \ 
each system now supports up to 2 mappings for each emulated button where each \ 
mapping can be a keyboard key, a gamepad input, or a mouse button
        Key/input/button combinations (2 or 3 simultaneous inputs) are now \ 
supported for mappings in addition to individual keys/inputs
        Hotkeys can now be mapped to gamepad inputs, mouse buttons, and \ 
combinations in addition to individual keyboard keys
        Each input settings window now has a button to apply one of two keyboard \ 
presets for P1 inputs, one with arrow keys mapped to the d-pad and one with WASD \ 
mapped to the d-pad
    Added a new set of hotkeys for saving/loading specific save state slots (#134)
    (Genesis / Sega CD / 32X) Added an option to overclock the main Genesis CPU \ 
(the 68000) by decreasing the master clock divider, which can reduce or \ 
eliminate slowdown in games (#133)
        Note that this is a fairly naive form of overclocking that works very \ 
well in many games but very poorly in some games; use with caution
        As far as SCD/32X, from my testing overclocking the 68000 almost always \ 
causes problems in 32X games (which are normally bottlenecked on SH-2 speed \ 
anyway), but it does fix slowdown in some Sega CD games
    (SMS / Game Gear) Replaced the "double Z80 CPU speed" setting with \ 
an option to overclock at finer granularity by decreasing the Z80 master clock \ 
divider
        Same caveat as above regarding this form of overclocking working very \ 
poorly in some games, and this is more of an issue for SMS/Game Gear than it is \ 
for Genesis/Sega CD
    Added an option to only hide the mouse cursor when in fullscreen, in \ 
addition to the previous settings of "always hide" and "never \ 
hide"
    Added an option to change the fullscreen mode from borderless to exclusive
    Added an option to change the audio output frequency from 48000 Hz to 44100 Hz

Improvements

    (Genesis / Sega CD) Slightly improved performance by advancing the emulated \ 
clock in larger intervals while a long VDP DMA is in progress
    (32X) Slightly improved performance by optimizing SH-2 instruction decoding
    (GB) Improved video frame delivery behavior when the PPU is powered off to \ 
make it play a little nicer with VSync and frame time sync
    The emulator window is now explicitly focused/raised when a game is loaded; \ 
previously this wouldn't always happen automatically, particularly on Windows

Fixes

    (Sega CD) Slightly extended the delay between a game sending a CDD Play/Read \ 
command and the CD drive reading the first sector; this fixes Time Gal having \ 
excruciatingly long "load times"
        "Load times" in quotes because the game was actually getting \ 
confused and repeatedly re-reading the same CD-ROM sectors until various \ 
interrupts happened to trigger at exactly the right times relative to each other
    (Sega CD) Fixed a bug where some backend settings would not correctly \ 
persist after loading a save state (they would temporarily revert to what they \ 
were when the save state was created)

v0.8.1

Small release with mostly bugfixes and a few save state-related features

SMS/Game Gear and NES save states are not compatible with previous versions, \ 
other systems' save states should be compatible
Features

    Made the game save file and save state locations configurable (#132)
        Can be set to the same folder as the ROM image (same as previous \ 
behavior), subdirectories in the emulator folder, or custom paths
    Added a new --load-save-state <SLOT> command-line arg to load a \ 
specific save state slot at game launch (#132)
    Added an option to attempt to load the most recently saved state when \ 
launching a game
        If this option is set when there are no save states or the most recent \ 
state cannot be loaded, the game will boot normally
    (Game Gear) Added an option to render at SMS resolution (256x192) instead of \ 
native resolution (160x144)
        The expanded parts of the frame often contain garbage because they \ 
weren't meant to be visible, but they sometimes contain an expanded playfield

Fixes

    (Sega CD) Fixed a bug where loading a save state could possibly crash the \ 
emulator due to a stack overflow; this was particularly likely to happen on \ 
Windows due to the small default stack size
        This was caused by the state deserialization code inadvertently \ 
deserializing some very large arrays into the stack before moving them to the \ 
heap, rather than deserializing directly into the heap
    (SMS/Game Gear) Fixed the VDP display disabled implementation so that it \ 
properly blanks the display rather than leaving the previous frame onscreen
    (SMS) Fixed the NTSC/PAL and SMS Model settings not having any effect when \ 
loading a game from a .zip/.7z file rather than a .sms file
    (NES) Fixed multiple bugs related to how the PPU determines what color to \ 
display when rendering is disabled while PPUADDR points to palette RAM; this \ 
fixes Micro Machines having a solid gray bar in the middle of the title screen, \ 
as well as several test ROMs that rely on this hardware quirk for high-color \ 
display (#53 / #55 / #56)
    GUI: Saving or loading a save state slot from the GUI window now also \ 
changes the selected save state slot
    CLI: Fixed

    the 32X option missing from the help text for the --hardware arg (#131)
    The video memory viewer window now renders without VSync; this fixes likely \ 
stuttering and audio popping while the memory viewer window is open
   2024-10-13 22:25:40 by pin | Files touched by this commit (6) | Package updated
Log message:
emulators/jgenesis: update to 0.8.0

Highlights
 - Added support for 32X emulation (with a caveat regarding performance)
 - Significant audio quality improvements for Genesis / Mega Drive and SNES
 - Support for loading directly from .zip and .7z files
 - Lots of Genesis / Mega Drive bugfixes

32X Notes
 - All released 32X games plus Doom 32X Resurrection should be playable except \ 
for the 6 FMV games that require the Sega CD 32X combo
     - Doom 32X Resurrection features that require Sega CD do not currently work \ 
(CD-DA music, offloading some audio processing to the Sega CD 68000)
 - SH-2 CPU cache and basic SH-2 memory access timings are emulated, so overall \ 
SH-2 speed should be moderately accurate (though still faster than actual \ 
hardware in some cases)
 - SH-2 emulation is currently not optimized well - full-speed 32X emulation \ 
requires a CPU with decent single-core performance, and fast-forward speed will \ 
be very limited
     - For a comparison point, the Steam Deck CPU barely runs 32X at full speed \ 
from my testing
     - This will likely improve in a future release - the current implementation \ 
is pure interpreter because that was easiest to implement and it (surprisingly) \ 
still runs at full speed with a fast
enough host CPU

New Features
 - Added support for loading directly from .zip and .7z compressed archives for \ 
every console except Sega CD (#91)
     - Archives containing multiple images are only partially supported; in this \ 
case the emulator will always load the first file with a recognized file \ 
extension
 - (SNES) Added an audio enhancement option for cubic Hermite interpolation \ 
between decoded ADPCM samples, which usually makes the audio sound sharper and \ 
less muffled
     - The difference is most noticeable in games that use low sample rate \ 
audio, such as the Donkey Kong Country trilogy
     - This is off by default because it pretty radically changes the sound in \ 
some games
 - (Genesis) Added an option to have no controller plugged into one or both of \ 
the controller ports, for games that behave differently based on the presence or \ 
absence of a controller (#113)
 - (NES) Added support for the UNROM 512 mapper (iNES mapper 30), a homebrew \ 
mapper used by a number of games including Black Box Challenge and Battle Kid 2 \ 
(#73 / #86)
     - This mapper unusually supports flash memory mapped as PRG \ 
"ROM"; for the games that have this (e.g. Black Box Challenge), it's \ 
emulated by persisting the entire current contents of PRG ROM to
the save file whenever the game modifies itself
 - (GB) Added partial support for the Hudson HuC-3 mapper, used by Robopon and a \ 
few Japan-only games (#89)
     - "Partial" because the builtin speaker, the IR sensor, and parts \ 
of the event/alarm functionality are not emulated
 - GUI: Added a new "Open Using" menu option to open a file using a \ 
specific emulator core, rather than always choosing the core based on file \ 
extension (#121)
 - GUI: Added an option to explicitly set the UI theme to light or dark rather \ 
than always using the system default

Improvements
 - (Genesis) YM2612 DAC crossover distortion (aka the "ladder effect") \ 
is now emulated, which significantly improves music accuracy in a number of \ 
games; this is extremely noticeable in Streets of
Rage, Streets of Rage 2, and After Burner II, among others
     - There is also a new option to disable ladder effect emulation, since the \ 
effect was less pronounced on later console models (and also because I think \ 
it's neat to hear how it affects the sound
by toggling a checkbox)
 - (SMS/GG/Genesis) Replaced the PSG and YM2612 low-pass filters with much more \ 
aggressive ones; this should generally improve audio quality, and in some cases \ 
will remove erroneous buzzing/popping
noises that were present before (e.g. in The Adventures of Batman & Robin) (#108)
 - Improved audio output behavior for all emulator backends, which should \ 
significantly reduce the likelihood of audio pops caused by audio buffer \ 
underflow
 - GUI: Added help text to most options menus
 - GUI: Improved performance when the main list table is large

Genesis / Mega Drive Fixes
 - Fixed the PSG's noise channel not oscillating when the period is set to 0 \ 
(which should behave the same as period of 1); this fixes missing high-frequency \ 
noise in Knuckles' Chaotix among other
games
 - Fixed a degenerate case for performance when a game repeatedly writes the \ 
same value to specific VDP registers during active display, as After Burner \ 
Complete does
 - Fixed some 68000 CPU bugs discovered while working on 32X support
     - Implemented line 1010/1111 exception handling for when the 68000 executes \ 
an illegal opcode where the highest 4 bits are 1010 or 1111; Zaxxon's Motherbase \ 
2000 depends on this to boot
     - Fixed divide by zero exception handling pushing the wrong PC value onto \ 
the stack; After Burner Complete frequently divides by zero and depends on \ 
correctly handling the exception
     - Fixed the DIVS instruction finishing way too quickly in some cases where \ 
the division overflows a signed 16-bit result but the CPU doesn't detect the \ 
overflow early
 - Fixed an off-by-one error in determining whether to set the sprite overflow \ 
flag in the VDP status register; this fixes flickering sprite graphics in Alex \ 
Kidd in the Enchanted Castle (#125)
     - This was a regression introduced in v0.6.1 as part of the changes to get \ 
Overdrive 2's textured cube effect working
 - Adjusted how writes to the controller CTRL registers ($A10009 / $A1000B) \ 
affect the controller's TH line; this fixes controls not working properly in \ 
Trouble Shooter (#110)
 - Made it possible for games to read the VINT flag in the VDP status register \ 
as 1 slightly before the 68000 INT6 interrupt is raised; this fixes Tyrants: \ 
Fight Through Time and Ex-Mutants failing
to boot (#127)
 - Implemented undocumented behavior regarding how the Z80 BIT instruction sets \ 
the S and P/V flags; this fixes missing audio in Ex-Mutants, which relies on \ 
this behavior in its audio driver code
 - Implemented approximate emulation of memory refresh delay
     - This is emulated by simply stalling the 68000 for 2 out of every 128 mclk \ 
cycles, unless it executes a very long instruction that doesn't access the bus \ 
mid-instruction (e.g. multiplication or
division)
     - Memory refresh delay is not emulated in 32X mode because it seemed to \ 
break audio synchronization between the Genesis and 32X hardware in some games
 - Added SRAM mappings for several games that have SRAM in the cartridge but \ 
don't declare it in the cartridge header: NHL 96, Might and Magic, and Might and \ 
Magic III (#107 / #116 / #117)
 - Little-endian ROM images are now detected and byteswapped on load; this along \ 
with a custom ROM address mapping fixes Triple Play failing to boot (#112)
 - The emulator will now recognize the unconventionial region string \ 
"EUROPE" as meaning that the game only supports PAL/EU; this fixes \ 
Another World incorrectly defaulting to NTSC/US mode instead of
PAL/EU (#122)
 - Unused bits in the Z80 BUSACK register ($A11100) now read approximate open \ 
bus instead of 0; this fixes Danny Sullivan's Indy Heat failing to boot (#120)
 - Improved VDP DMA timing; this fixes corrupted graphics in OutRunners (#118)
 - The vertical interrupt is now delayed by one 68000 instruction if a game \ 
enables vertical interrupts while a vertical interrupt is pending; this fixes \ 
Sesame Street: Counting Cafe failing to boot
(#119)
 - The Z80 BUSACK line now changes immediately in response to bus arbiter \ 
register writes instead of waiting for the next Z80 instruction time slot; this \ 
fixes the Arkagis Revolution demo failing to
boot (#123)
 - The emulator will now enable the bank-switching Super Street Fighter 2 mapper \ 
if the cartridge header declares the system as "SEGA DOA" in addition \ 
to the standard value of "SEGA SSF"; this fixes
the Demons of Asteborg demo not working properly (#115)

Other Fixes
 - Fixed save state slots not working properly if the ROM filename contains \ 
multiple dots; before this fix, only one slot would ever be used
 - (Sega CD) When a game issues a CDD command while the drive is playing, the \ 
drive now continues to read one more sector before it changes behavior in \ 
response to the new command; this fixes Radical
Rex crashing during the intro (#100)
 - (Sega CD) Writes to PRG RAM by the main CPU and the Z80 are now blocked \ 
unless the sub CPU is removed from the bus; this fixes Dungeon Explorer from \ 
crashing after the title screen (#104)
 - (Sega CD) The sub CPU is now halted if it accesses word RAM in 2M mode while \ 
word RAM is owned by the main CPU, and it remains halted until the main CPU \ 
transfers ownership back to the sub CPU.
This fixes glitched graphics in Marko's Magic Football (#101)
 - (Sega CD) Various fixes to CDC register and DMA behavior; with this plus all \ 
of the above fixes, the emulator now fully passes the mcd-verificator test suite \ 
(#105)
 - (NES) The UxROM mapper code (iNES mapper 2) no longer assumes that the \ 
cartridge has no PRG RAM; this fixes Alwa's Awakening: The 8-Bit Edition failing \ 
to boot (#93)
 - (SNES) Adjusted timing of PPU line rendering to occur 4 mclk cycles later; \ 
this fixes Lemmings having a flickering line at the top of the screen during \ 
gameplay
     - This worked correctly prior to v0.7.2 - it was broken by the CPU timing \ 
adjustment that fixed Rendering Ranger R2 from constantly freezing
 - (GB) Fixed the window X condition incorrectly being able to trigger when \ 
WX=255 and fine X scrolling is used (SCX % 8 != 0); this fixes corrupted \ 
graphics in Pocket Family GB 2
 - Fixed the emulator crashing if prescale factor is set so high that the \ 
upscaled frame size exceeds 8192x8192 in either dimension
   2024-10-08 16:39:41 by Thomas Klausner | Files touched by this commit (6)
Log message:
jgenesis: downgrade to 0.7.2

0.8.0 needs rust 1.80.1, which is not in pkgsrc HEAD yet
   2024-10-06 15:19:15 by pin | Files touched by this commit (6) | Package updated
Log message:
emulators/jgenesis: update to 0.8.0

Highlights
 - Added support for 32X emulation (with a caveat regarding performance)
 - Significant audio quality improvements for Genesis / Mega Drive and SNES
 - Support for loading directly from .zip and .7z files
 - Lots of Genesis / Mega Drive bugfixes

32X Notes
 - All released 32X games plus Doom 32X Resurrection should be playable except \ 
for the 6 FMV games that require the Sega CD 32X combo
     - Doom 32X Resurrection features that require Sega CD do not currently work \ 
(CD-DA music, offloading some audio processing to the Sega CD 68000)
 - SH-2 CPU cache and basic SH-2 memory access timings are emulated, so overall \ 
SH-2 speed should be moderately accurate (though still faster than actual \ 
hardware in some cases)
 - SH-2 emulation is currently not optimized well - full-speed 32X emulation \ 
requires a CPU with decent single-core performance, and fast-forward speed will \ 
be very limited
     - For a comparison point, the Steam Deck CPU barely runs 32X at full speed \ 
from my testing
     - This will likely improve in a future release - the current implementation \ 
is pure interpreter because that was easiest to implement and it (surprisingly) \ 
still runs at full speed with a fast enough host CPU

New Features
 - Added support for loading directly from .zip and .7z compressed archives for \ 
every console except Sega CD (#91)
     - Archives containing multiple images are only partially supported; in this \ 
case the emulator will always load the first file with a recognized file \ 
extension
 - (SNES) Added an audio enhancement option for cubic Hermite interpolation \ 
between decoded ADPCM samples, which usually makes the audio sound sharper and \ 
less muffled
     - The difference is most noticeable in games that use low sample rate \ 
audio, such as the Donkey Kong Country trilogy
     - This is off by default because it pretty radically changes the sound in \ 
some games
 - (Genesis) Added an option to have no controller plugged into one or both of \ 
the controller ports, for games that behave differently based on the presence or \ 
absence of a controller (#113)
 - (NES) Added support for the UNROM 512 mapper (iNES mapper 30), a homebrew \ 
mapper used by a number of games including Black Box Challenge and Battle Kid 2 \ 
(#73 / #86)
     - This mapper unusually supports flash memory mapped as PRG \ 
"ROM"; for the games that have this (e.g. Black Box Challenge), it's \ 
emulated by persisting the entire current contents of PRG ROM to the save file \ 
whenever the game modifies itself
 - (GB) Added partial support for the Hudson HuC-3 mapper, used by Robopon and a \ 
few Japan-only games (#89)
     - "Partial" because the builtin speaker, the IR sensor, and parts \ 
of the event/alarm functionality are not emulated
 - GUI: Added a new "Open Using" menu option to open a file using a \ 
specific emulator core, rather than always choosing the core based on file \ 
extension (#121)
 - GUI: Added an option to explicitly set the UI theme to light or dark rather \ 
than always using the system default

Improvements
 - (Genesis) YM2612 DAC crossover distortion (aka the "ladder effect") \ 
is now emulated, which significantly improves music accuracy in a number of \ 
games; this is extremely noticeable in Streets of Rage, Streets of Rage 2, and \ 
After Burner II, among others
     - There is also a new option to disable ladder effect emulation, since the \ 
effect was less pronounced on later console models (and also because I think \ 
it's neat to hear how it affects the sound by toggling a checkbox)
 - (SMS/GG/Genesis) Replaced the PSG and YM2612 low-pass filters with much more \ 
aggressive ones; this should generally improve audio quality, and in some cases \ 
will remove erroneous buzzing/popping noises that were present before (e.g. in \ 
The Adventures of Batman & Robin) (#108)
 - Improved audio output behavior for all emulator backends, which should \ 
significantly reduce the likelihood of audio pops caused by audio buffer \ 
underflow
 - GUI: Added help text to most options menus
 - GUI: Improved performance when the main list table is large

Genesis / Mega Drive Fixes
 - Fixed the PSG's noise channel not oscillating when the period is set to 0 \ 
(which should behave the same as period of 1); this fixes missing high-frequency \ 
noise in Knuckles' Chaotix among other games
 - Fixed a degenerate case for performance when a game repeatedly writes the \ 
same value to specific VDP registers during active display, as After Burner \ 
Complete does
 - Fixed some 68000 CPU bugs discovered while working on 32X support
     - Implemented line 1010/1111 exception handling for when the 68000 executes \ 
an illegal opcode where the highest 4 bits are 1010 or 1111; Zaxxon's Motherbase \ 
2000 depends on this to boot
     - Fixed divide by zero exception handling pushing the wrong PC value onto \ 
the stack; After Burner Complete frequently divides by zero and depends on \ 
correctly handling the exception
     - Fixed the DIVS instruction finishing way too quickly in some cases where \ 
the division overflows a signed 16-bit result but the CPU doesn't detect the \ 
overflow early
 - Fixed an off-by-one error in determining whether to set the sprite overflow \ 
flag in the VDP status register; this fixes flickering sprite graphics in Alex \ 
Kidd in the Enchanted Castle (#125)
     - This was a regression introduced in v0.6.1 as part of the changes to get \ 
Overdrive 2's textured cube effect working
 - Adjusted how writes to the controller CTRL registers ($A10009 / $A1000B) \ 
affect the controller's TH line; this fixes controls not working properly in \ 
Trouble Shooter (#110)
 - Made it possible for games to read the VINT flag in the VDP status register \ 
as 1 slightly before the 68000 INT6 interrupt is raised; this fixes Tyrants: \ 
Fight Through Time and Ex-Mutants failing to boot (#127)
 - Implemented undocumented behavior regarding how the Z80 BIT instruction sets \ 
the S and P/V flags; this fixes missing audio in Ex-Mutants, which relies on \ 
this behavior in its audio driver code
 - Implemented approximate emulation of memory refresh delay
     - This is emulated by simply stalling the 68000 for 2 out of every 128 mclk \ 
cycles, unless it executes a very long instruction that doesn't access the bus \ 
mid-instruction (e.g. multiplication or division)
     - Memory refresh delay is not emulated in 32X mode because it seemed to \ 
break audio synchronization between the Genesis and 32X hardware in some games
 - Added SRAM mappings for several games that have SRAM in the cartridge but \ 
don't declare it in the cartridge header: NHL 96, Might and Magic, and Might and \ 
Magic III (#107 / #116 / #117)
 - Little-endian ROM images are now detected and byteswapped on load; this along \ 
with a custom ROM address mapping fixes Triple Play failing to boot (#112)
 - The emulator will now recognize the unconventionial region string \ 
"EUROPE" as meaning that the game only supports PAL/EU; this fixes \ 
Another World incorrectly defaulting to NTSC/US mode instead of PAL/EU (#122)
 - Unused bits in the Z80 BUSACK register ($A11100) now read approximate open \ 
bus instead of 0; this fixes Danny Sullivan's Indy Heat failing to boot (#120)
 - Improved VDP DMA timing; this fixes corrupted graphics in OutRunners (#118)
 - The vertical interrupt is now delayed by one 68000 instruction if a game \ 
enables vertical interrupts while a vertical interrupt is pending; this fixes \ 
Sesame Street: Counting Cafe failing to boot (#119)
 - The Z80 BUSACK line now changes immediately in response to bus arbiter \ 
register writes instead of waiting for the next Z80 instruction time slot; this \ 
fixes the Arkagis Revolution demo failing to boot (#123)
 - The emulator will now enable the bank-switching Super Street Fighter 2 mapper \ 
if the cartridge header declares the system as "SEGA DOA" in addition \ 
to the standard value of "SEGA SSF"; this fixes the Demons of Asteborg \ 
demo not working properly (#115)

Other Fixes
 - Fixed save state slots not working properly if the ROM filename contains \ 
multiple dots; before this fix, only one slot would ever be used
 - (Sega CD) When a game issues a CDD command while the drive is playing, the \ 
drive now continues to read one more sector before it changes behavior in \ 
response to the new command; this fixes Radical Rex crashing during the intro \ 
(#100)
 - (Sega CD) Writes to PRG RAM by the main CPU and the Z80 are now blocked \ 
unless the sub CPU is removed from the bus; this fixes Dungeon Explorer from \ 
crashing after the title screen (#104)
 - (Sega CD) The sub CPU is now halted if it accesses word RAM in 2M mode while \ 
word RAM is owned by the main CPU, and it remains halted until the main CPU \ 
transfers ownership back to the sub CPU. This fixes glitched graphics in Marko's \ 
Magic Football (#101)
 - (Sega CD) Various fixes to CDC register and DMA behavior; with this plus all \ 
of the above fixes, the emulator now fully passes the mcd-verificator test suite \ 
(#105)
 - (NES) The UxROM mapper code (iNES mapper 2) no longer assumes that the \ 
cartridge has no PRG RAM; this fixes Alwa's Awakening: The 8-Bit Edition failing \ 
to boot (#93)
 - (SNES) Adjusted timing of PPU line rendering to occur 4 mclk cycles later; \ 
this fixes Lemmings having a flickering line at the top of the screen during \ 
gameplay
     - This worked correctly prior to v0.7.2 - it was broken by the CPU timing \ 
adjustment that fixed Rendering Ranger R2 from constantly freezing
 - (GB) Fixed the window X condition incorrectly being able to trigger when \ 
WX=255 and fine X scrolling is used (SCX % 8 != 0); this fixes corrupted \ 
graphics in Pocket Family GB 2
 - Fixed the emulator crashing if prescale factor is set so high that the \ 
upscaled frame size exceeds 8192x8192 in either dimension
   2024-08-12 08:31:50 by Thomas Klausner | Files touched by this commit (6)
Log message:
emulators/jgenesis: import jgenesis-0.7.2

Packaged by pin@ in wip.

Cross-platform multi-console emulator supporting a number of 8-bit and 16-bit
gaming consoles.

Features:

- Emulation for the following consoles:
  - Sega Genesis / Mega Drive
  - Sega CD / Mega CD
  - Sega Master System / Mark III
  - Game Gear
  - Nintendo Entertainment System (NES) / Famicom
  - Super Nintendo Entertainment System (SNES) / Super Famicom
  - Game Boy / Game Boy Color