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v0.7.0

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@jsgroth jsgroth released this 01 Feb 03:11
· 127 commits to master since this release

Features

  • Added an emulation core for the Game Boy and Game Boy Color
    • This is somewhat based on my standalone GB/GBC emulator but is mostly a rewrite which should be more accurate
    • Supports MBC1/MBC2/MBC3/MBC5 cartridges, including the MBC3 real-time clock (used by Pokemon Gold/Silver/Crystal Version and 2 other games)
    • Supports a few different color palettes for GB mode and a few different color correction options for GBC mode
    • Supports an option to make games think they're running on a Game Boy Advance, which causes some GBC games to unlock additional content and/or use brighter colors (e.g. Shantae, The Legend of Zelda: Oracle of Ages/Seasons, Mega Man Xtreme 2)

Fixes/Improvements

  • (All) Updated published release builds to target x86-64-v2 CPUs instead of x86-64 CPUs (rustc's default for the x86_64 arch)
    • This should slightly improve performance at the cost of the published builds no longer working on CPUs made prior to 2009 or so. Builds from source will still work on older CPUs
  • (Genesis) Fixed a bug where the interlaced mode check was reading bits 0-1 of VDP register #12 instead of bits 1-2; this fixes single-screen interlaced mode from behaving as double-screen interlaced mode, which caused extreme graphical corruption in anything that used it (fixes #17)
  • (Genesis / Sega CD) Minor performance improvements in the VDP code and the main Sega CD loop
  • (SNES) Improved performance of the core PPU render loop, particularly when color math is enabled
  • (SNES) Games that use real-time clock chips now save the real-time clock state in a separate .rtc file instead of appending it to the end of the SRAM save file
    • This only affects 2 games, Tengai Makyou Zero (Epson RTC-4513 chip) and Daikaijuu Monogatari II (S-RTC chip)