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Game Boy
Camera:
Added the Pocket Camera mapper so now Game Boy Camera boots.
Live viewfinder via host-side framebuffer injection (live USB webcam feed)
Per-scanline viewfinder injection in SGB BIOS mode + always-on in SHOOT mode
Viewfinder honors the contrast and matrix-based brightness slider
Added Brightness slider for the viewfinder (host-side, Up/Down)
Added Contrast slider for the viewfinder (host-side, Left/Right)
Audio (APU)
Low-pass APU output to fixes the ultrasonic wave-channel output
Seed DMG/SGB power-on wave RAM so CH3 isn't dead-silent
Post-boot APU state on boot-skip
PI rate-match / rate-lock the SPC resampler for once-per-frame SGB frontends (win32, GTK, Qt, libretro)
Video / PPU
Block CGB palette (CRAM) writes during mode 3; restrict the mode-3 lock to pixel output
Sample fetch_scy for the leftmost SCX-fine partial tile
Auto frame-blend Boxing (Tonkin House) to stop HUD flicker
SNES
BIOS-mode soft reset now restores a settled-title snapshot
Preserve GBRomPath across the BIOS switch
Libretro
Added Game Boy / Super Game Boy / GBC content support
Rebranded core to SuperSnes9x (supersnes9x_libretro, library name + core info)
Aligned valid_extensions with the core info file
Added GB/GBC core sources to the MSVC project
Mix the SGB BIOS SPC stream into audio output
Internationalization / Translations
Shared i18n translation files support (win32/Qt/GTK)
Extract the language-pack to i18n/ folder next to the executable.
Note: some translations are AI enhanced (expect non-sense at some translations)
Qt / GTK
GB frame-blend options (mode, layer, auto transparency) for GTK and Qt
Qt matches win32 config keys and single-store model
Poll joysticks more often; update SDL3 (FetchContent) and Windows Qt binary build scripts
Win32
Fixed crash when opening the ROM dialog a second time (Custom ROM Open)
Use a common function to get the base filename
Game fixed:
Donkey Kong (SGB) — soft reset in SGB BIOS mode no longer shows a garbled title / leaves music playing; restores a settled-title snapshot instead of letting DK re-upload its border visibly
Pit Fighter (GB) — fixed the faint continuous ~19 kHz whine (CH3 wave alias) with a 4th-order Butterworth low-pass on APU output
Pit Fighter, Bart Simpson, Mortal Kombat 4 (GB) — fixed audio going silent after a soft reset (games that never write NR50/NR51 now get the post-boot $77/$F3 state on boot-skip)
Game Boy Camera — now boots at all plus a full live webcam viewfinder with brightness/contrast sliders and steady per-scanline injection
Boxing (Tonkin House, GB) — stopped the every-other-frame HUD flicker (round/timer/head) via an auto frame-blend entry
Altered Space (GB) — restored the missing jump SFX by seeding the DMG/SGB power-on wave-RAM pattern (game drives CH3 without loading wave RAM)
LEGO Racers (GBC) — "Dark Forest Dash" wrong BG colors fixed by locking CRAM during mode 3 (drops the game's mid-scanline palette writes like real hardware); follow-ups kept the HUD palette from flashing and fixed the far-left horizon toggling grass↔dark (SCX-fine partial-tile SCY sampling)