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FCEUX11 v2.0.2

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@Laffinty Laffinty released this 08 Nov 12:16
· 2 commits to main since this release

Much faster, and much smoother to play
This release is mainly about speed, for both the NES and the GBA. On the NES side we removed pointless work from the debug path and streamlined the audio and video rendering logic, which brings overall CPU load down by 27%. High-quality audio mode is now close to twice as fast, so even the best sound settings stay smooth. On the GBA side we removed the duplicated work in frame generation and in encoding save files: frames are produced much faster and saving a game takes half the time. None of this changes your save format or the picture and the sound you get; games behave exactly the same, they just use less of your CPU, so even an older machine keeps up.

A batch of hardware emulation bugs fixed
An OAM DMA emulation defect that distorted the picture in some games is fixed, and so is the SNES mouse input protocol, which now reports correctly again. We also corrected several test cases that were reporting false failures: the emulator was not at fault, the tests simply were not given enough frames to run, so raising the frame limit made the results far more trustworthy. A dedicated interrupt overhaul was started as well: CPU interrupt handling now follows the real 6502 timing much more closely, which fixes the drift seen in a number of timing-sensitive games.

Stronger debugging tools and automated tests
The command line tools gained extra debug logging, performance statistics and hardware behaviour probes, the wrong disassembly display was fixed, and the scripting interface was completed, so developers can track down game bugs more easily.


模拟器运行速度大幅提升,游玩更流畅
这次重点优化了 NES 和 GBA 两大模拟器的性能。NES 端修复调试模块的无效运算、优化音频与画面渲染逻辑,整体 CPU 负载下降 27%;高清音频模式性能直接提升接近一半,就算开启高质量音效,模拟器也不会卡顿。GBA 方面解决了帧画面生成、存档时重复编码的资源浪费问题,画面生成速度大幅提升,存档耗时减半。优化不改动游戏存档格式,也不改动游戏画面与音频内容,原有游戏的表现完全不变,只是降低了电脑的 CPU 占用,低配电脑也能更顺滑地跑游戏。

修正一批硬件模拟 BUG,游戏行为更贴近真机
修复了 OAM DMA 硬件模拟缺陷,解决部分游戏画面异常;修复 SNES 鼠标的输入协议问题,鼠标输入逻辑回归正确。同时修正多例测试用例的“假报错”——不是模拟器有错,而是测试运行帧数给的不够,调整帧上限后,测试结果更加真实可信。开启中断专项改造,改进 CPU 中断处理逻辑,让中断响应时序更贴合真实 6502 硬件,解决部分时序敏感游戏的运行偏差。

强化调试工具与自动化测试
扩充命令行下的调试日志、性能统计、硬件行为探针等工具,修复反汇编显示错误,完善脚本接口,方便开发者排查游戏 BUG。

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