Il s’agit d’un émulateur de Sega Saturn très prometteur.
Quelques caractéristiques:
– Charger des jeux à partir de fichiers MAME CHD, BIN+CUE, IMG+CCD, MDF+MDS ou ISO
– Détection automatique de la ROM IPL (BIOS)
– Changement automatique de région
– Jusqu’à deux joueurs avec des manettes standard sur les deux ports (d’autres à venir)
– Raccourcis clavier entièrement personnalisables
– Prise en charge des cartouches RAM et DRAM (d’autres à venir)
– Gestionnaire de mémoire intégré pour importer et exporter des sauvegardes, et transférer entre la RAM interne et celle de la cartouche
– Sauvegarde des états
– Rewind (jusqu’à une minute à 60 fps), mode turbo, avancement image par image (avant et arrière)
– Mode plein écran avec prise en charge VRR et faible input lag
– Un débogueur en développement avec de nombreuses fonctionnalités avancées
Voici les nouveautés:
New features and improvements
– App: Added command-line option -P to force emulator to start paused.
– App: Added new Tweaks tab to Settings window consolidating all accuracy, compatibility and enhancement settings.
– App: Added option to create internal backup RAM files per game. (#99)
– App: Added option to override UI scale. (#251)
– App: Added option to toggle fullscreen by double-clicking the display. (#197)
– App: Added recent games list to File menu. (#196)
– App: Automatically center Settings window when opening it. (#251)
– App: Close windows when pressing B or Circle on gamepads while nothing is focused. (#251)
– App: Enable gamepad navigation on GUI elements. (#251)
– App: Store relative paths in Ymir.toml. (#207)
– App: Use window-based DPI to adjust UI scale, allowing the UI to adapt to displays with different DPI settings. (#221;Â @Wunkolo)
– Backup RAM: Support interleaved backup image formats such as the ones produced by Yaba Sanshiro or the MiSTer core. (#87)
– Backup RAM: Support standard BUP backup files. (#87)
– SCSP: Added option to increase emulation granularity for improved timing accuracy (thanks to @celeriyacon).
– SCSP: Double-buffer DSP MIXS memory (thanks to @celeriyacon).
– SCSP: Implemented MIDI In and Out. (#258;Â @GlaireDaggers)
– SCSP: Interleave DSP execution and slot processing (thanks to @celeriyacon).
– VDP1: Added option to replace meshes with 50% transparency.
– VDP1: Clip sprites to visible area to speed up rendering, especially of very large sprites.
– VDP: Added option to deinterlace video. (#66)
– VDP: Added option to move VDP1 rendering to the emulator thread to improve compatibility with some games (e.g. Grandia). (#233)
Fixes
– App: Fix rare crash when loading a backup memory image in the Backup Memory Manager.
– App: Fix window scaling on macOS Retina displays when using HiDPI mode. (#221, #266; @Wunkolo)
– App: Prevent loading internal backup memory image as backup RAM cartridge image.
– CD Block: Start new playbacks from starting FAD when previous playback has ended. Fixes WipEout freeze after SEGA logo.
– Media: Fix pregap handling in single BIN images.
– SCSP: Apply DAC18B to output (thanks to @celeriyacon). Fixes quiet audio in many games. (#237)
– SCSP: Fix loss of accuracy on MIXS send level calculation (thanks to @celeriyacon).
– SCSP: Fix send level, panning and master volume calculations.
– SCSP: Fix slot output processing order (thanks to @celeriyacon).
– SCSP: Fix swapped DAC18B and MEM4MB bits (thanks to @celeriyacon).
– SCSP: Run one additional DSP step to fix FRC issues (thanks to @celeriyacon).
– SCU, SH-2, SMPC, SCSP, VDP: Numerous fixes to interrupt handling (thanks to @celeriyacon). Fixes intermittent Rayman inputs and some audio glitches.
– SCU: Various DSP accuracy fixes (thanks to @celeriyacon).
– SH2: More fixes to FRT, WDT and DIVU (thanks to @celeriyacon).
– SMPC: Cancel scheduled command processing event when resetting SMPC. Fixes a long hang after hard resetting in some cases.
– SMPC: Change fixed bits from 111 to 100 in TH/TR control mode responses for the first data byte of the Control Pad and 3D Control Pad peripherals. Fixes Golden Axe booting back to BIOS. (#231)
– SMPC: Eliminate spurious INTBACK interrupts.
– SMPC: Prevent COMREG writes when a command is in progress. Fixes some boot issues leading to the « Disc unsuitable for this system » message. (#219)
– SMPC: Prevent optimized INTBACK report from occurring unless a continue request was sent. Fixes input issues with Yaul-based homebrew.
– SMPC: Prioritize INTBACK continue requests over break requests.
– System: Tighten synchronization between the two SH-2 CPUs and remove artificial timeslice limit. Improves performance and fixes Fighters Megamix and Sonic Jam intermittent boot issues. (#236, #242)
– VDP1: Lower command limit to work around problematic games that don’t set up a terminator in the command table. (#213, #216)
– VDP1: Significantly slow down command execution when running the VDP1 renderer on the emulator thread. Fixes Dragon Ball Z – Shinbutouden freeze after SEGA logo. (#233)
– VDP2: Apply horizontal mosaic effect to rotation background layer. Fixes missing effect on Race Drivin’ Time Warner logo. (#267)
– VDP2: Apply window effect to sprite layer. Fixes graphics going out of bounds in many games. (#173)
– VDP2: Check for invalid access patterns to determine if NBG characters should be delayed. Fixes background offsets in many games. (#169, #190, #226)
– VDP2: Disable NBG1-3 only if both RBG0 and RBG1 are enabled simultaneously.
– VDP2: Honor access cycles and VRAM bank allocations to restrict pattern name and character pattern accesses. Fixes garbage graphics in Panzer Dragoon Saga, Sonic 3D Blast and Street Fighter Alpha/Zero 2. (#203, #213)
– VDP2: Invert back screen color calculation ratio. Fixes black background on Sakura Taisen FMVs. (#241)
– VDP2: Move existing VCounter into VDP2 VCNT register. Fixes Assault Suit Leynos 2 freeze when going in-game and King of Fighters ’95 not booting. (#75)
– VDP2: Synchronize background enable events with the renderer thread. Fixes FMV slicing issues on slow machines on Sakura Taisen.
– ymdasm: Fix SCU DSP unconditional JMP disassembly.