Il s’agit d’un émulateur de GameBoy Advance écrit en C++ encore au stade expérimental.
 

 
– ARM: force CPSR/SPSR bit 4 to one (fixes Banjo-Kazooie: Grunty’s Revenge)
– Bus: Game Pak access sometimes incurs a one-cycle penalty when prefetch is active
– Bus: HALT incurs a two-cycle penalty
– DMA: make access pattern (more) accurate for ROM to ROM and other weird DMAs.
– DMA: move the second internal cycle at the end of the transfer
– DMA: handle more changes to the control register during a transfer
– IRQ: rework interrupt delay emulation (once again)
– Timer: writing to the control register takes one cycle to apply
– PPU: apply horizontal sprite mosaic as a post-process
– APU: model FIFO as a buffer of seven (not eight) 32-bit words (thanks Gericom) (fixes #101)
– APU: high bits of SOUND2CNT_L should return zero
– Input: make KEYINPUT updates atomic to avoid incorrect game resets (from the Key IRQ)
– UI: maintain a list of recently opened files for quick loading
– UI: allow loading ROMs via process arguments
– UI: add shortcuts for fullscreen and window scale
– UI: implement a workaround for the broken menu bar during fullscreen on Windows
– UI: hide the FPS counter by default and add an option to unhide it
– OpenGL: fix a black screen issue on some Intel integrated GPUs
– macOS: build NanoBoyAdvance as an App Bundle (thanks nadiaholmquist)

 

Télécharger NanoBoyAdvance (x64) v1.8.1 (10.3 Mo)

Télécharger NanoBoyAdvance (x86) v1.3 (1.4 Mo)

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