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Subject: CVS commit: pkgsrc/emulators/sameboy
From: Nia Alarie
Date: 2020-06-03 15:47:21
Message id: 20200603134721.E8924FB27@cvs.NetBSD.org
Log Message:
sameboy: Update to 0.13
Version 0.13
This version is backwards compatible with save states from SameBoy 0.11.x
and newer.
New/Improved Features
* When emulating a Game Boy, you can now select out of 4 different
palettes
* New Monochrome LCD scaling filter
* It is now possible to display Super Game Boy, or a built-in default
border, even when emulating different models
* Improvements to the built-in boot ROMs; the DMG boot ROM has a new
animation, and the CGB boot ROM now features an anti-aliased logo
* Gamma correction added to the CRT scaling filter
* Add “Reduce Contrast” as an additional color correction mode
* Optional more accurate frame blending mode, emulating the
scanline-like appearance of actual Game Boy displays
* The next debugger command now skips over HALT
* The registers debugger command now display IME as well
* Added volume control to the SDL frontend
* The SDL frontend will now load and save “prefs.bin” relative to the
binary if such file exists
* The sidebar in the Cocoa debugger is now resizable and collapsable
* The Cocoa frontend now supports cheats
* Added support to ISX files, used by the official toolchain
* Rewritten and improved controller support in Cocoa, featuring rumble,
player LEDs, and analog controls for turbo and slow motion. Controller
support:
* GameCube adapters (Both official and PC adapters): Full support,
including automatic mappings, multiplayer, analog controls, and
rumble
* Unofficial adapters in PC mode support analog rumble, as
opposed to PWM binary rumble; the use of PC mode is
recommended
* Generic “Twin USB” DualShock 2 PC adapter: Automatic mapping,
multiplayer support
* Switch Pro Controller: Full support, including automatic
mappings, rumble, and player LEDs; via both USB and Bluetooth
* DualShock 3: Full support, including automatic mappings, rumble,
player LEDs, and analog controls; via both USB and Bluetooth
* Some Macs seem to be unable to communicate LED and rumble
information to DualShock 3 controllers; the use of USB for
this controller is recommended
* Generic controllers: Basic functionality, may need to be manually
remapped in settings
* Support for more controllers will come in future releases
* Optionally add rumble support to all games, even those without a
Rumble Pak, in all frontends
* SDL rumble support varies between operating systems and SDL
versions
* The debugger now allows more than one symbol at the same address
* Added the softbreak debugger command to enable/disable software
breakpoints (ld b, b)
* The SDL debugger now always outputs “>” when it’s waiting for an \
input
* The SDL debugger allows the use of the magic binary sequence
"\x03\x0a" to break the debugger from stdin in async-capable \
platforms
Accuracy Improvements/Fixes
* Fixed a regression bug that made the first frame blank instead of
repeated on the Game Boy Color
* Fixed an APU sequencer edge case
* Fixed a bug affecting HDMA timing
* Color correction is now more accurate
* Correct emulation of the OPRI register
* More accurate emulation of STOP mode
* More accurate emulation of LCDC write conflicts; although individual
units may behave differently
* Emulation of cases where PPU object fetched are aborted in the middle
* Correct emulation of changing object height during fetch
* More accurate emulation of the PPU fetcher’s timings
* Accurate emulation of SCX’s upper 5 bits changing mid-line
* Rewritten window implementation, which is much more accurate now,
including the various timing scenarios
* More accurate emulation of background FIFO push timings
* Emulate some of the cases where the PPU and LCD desync
* Accurate emulation of tilemap advance timings
* Implement a missing SGB command (ATTR_CHR)
* More accurate MBC2 emulation
* More accurate MBC3 emulation and proper MBC30 support
* Correct emulation of PCM12 and PCM34 reads when emulating CGB-C
* Improved HuC-1 emulation
* HuC-3 emulation, including RTC and alarm clock emulation
* Alarm clock emulation is only supported in the Cocoa frontend
* Partial emulation of glitched VRAM reads that happen right after mode
3
Bug Fixes
* Fixed a bug with scrolling menus in the SDL frontend when emulating a
Super Game Boy
* Fixed cases where the Cocoa frontend froze
* Fixed a bug where an incorrect minimum window size was enforced on the
Cocoa frontend
* Assignments to 16-bit expression in the debugger is now working
correctly
* Fixed operator priorities in the debugger
* Fixed a debugger parsing bug
* Fixed compatibility with older macOS versions in the Cocoa version,
restoring support for 10.9 (Mavericks) and newer
Misc Internal Changes
* Added per-commit automatic GitHub builds, with basic sanity tests
* When building the SDL frontend on macOS, the Brew version of SDL2 is
used
* Fixed various compilation errors with GCC
* Make the libretro frontend compile without warnings
* HuC-1 and HuC-3 IR are emulated now, but this is not currently
supported in any frontend
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