Mednafen v0.9.47 released!
Posted by azoreseuropa @ 02:09 PM CET | Comments: 0 | Site
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Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).
Mednafen v0.9.47 Changelog:
| - Lynx, MD, NGP, SMS: Added a few missing variables to save states.
- SS: Added save state support.
- Revamped save state helper macros and functions, to allow save-stating of variables in arrays of structs to be simpler.
- SS: Fixed BCR1 write protect, and added stub emulation of the other BSC registers.
- SS: Added incomplete stub Action Replay 4M Plus emulation(for experimentation); proper Action Replay support would require SH-2 UBC emulation, and that may be too costly performance wise.
- SS: Implemented very rough approximation of bus timing side effects when master SH-2 DMA is active(accurate handling of bus priorities and sharing would increase
- CPU requirements noticeably, but it may ultimately be necessary as a database-driven option for some stubborn games in the future). Fixes startup hangs in "Device Reign", "Real Sound", "Resident Evil", "SD Gundam G Century S", "Super Tempo", "Tennis Arena", "Tilk", "Yuukyuu Gensoukyoku", "Yuukyuu Gensoukyoku 2nd Album", "Yuukyuu Gensoukyoku ensemble", "Yuukyuu Gensoukyoku ensemble 2", "Yuukyuu no Kobako Official Collection", and "Zero4 Champ".
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For: Windows and Linux
https://mednafen.github.io
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Thursday, August 17, 2017 |
Ootake v2.82 released!
Posted by azoreseuropa @ 06:14 PM CET | Comments: 0 | Site
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Ootake is a PC Engine emulator for Windows. Ootake is the most frequently updated PC Engine emulator available for windows, and Ootake is also one of the more complete. Also, Ootake is FREE unlike Magic Engine.
Ootake v2.82 changelog:
| - With Windows8/10 when "Play Installed CD" is selected, fixed the problem that Ootake stopped.
- When "Sorcerian" is started, the title screen is launched immediately. (launched with [I] button pressed) If you do not need this, please uncheck [Adjust Sorcerian BGM Repeat] of [Setting->Improve] menu.
- [Auto Skep Opening (Sorcerian)] was added to [Setting->Improve] menu. If this menu is checked, when "Sorcerian" is started, the title screen is launched immediately.(launched with [I] button pressed). By default this is off. + When this menu is checked, if you reset the game with [SELECT]+[RUN], you can see the opening demo.
- In "Sorcerian", when the party returned to the castle, fixed a problem where BGM was disturbed.
- The operation of the PCE built-in sound (wave memory sound) has been brought close to the real machine. In "Xevious - Fardraut Densetsu", when PAUSE was released, the problems that sound became thin was solved.
- When "Gotzendiener" is started, it is starts with Multi-Tap removed. The problem that the motion was unstable has been solved. (This problem will occur in the same way on the real machine)
- Additionally, a detailed part has been improved and corrected.
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For: Windows
http://www.ouma.jp/ootake/
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no$psx v2.0 released!
Posted by azoreseuropa @ 02:33 PM CET | Comments: 0 | Site
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no$psx is a nocash Playstation PSone emulator by martin korth
no$psx v2.0 Changelog:
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webpage: moved from http://nocash.emubase.de/ to http://problemkaputt.de/
hc05: low-level cdrom sub-cpu emulation (motorola mc68hc05 with cdrom bios)
hc05: setup: allows to select new low-level emu, older/faster high-level emu
hc05: setup: ignores hc05 low-level option if file MC68HC05.ROM is missing
hc05: setup: forces reset when changing between low-level and high-level emu
hc05: setup: prevents skipping mips-bios-intro in low-level cdrom emulation
hc05: cpu: emulates motorola hc05 opcodes and hc05 onchip I/O ports and timer2
hc05: cpu: switches between mips/hc05 (on interval and on 1F80180xh access)
hc05: io: emulates servo amplifier and signal processor CX(nn) commands
hc05: io: emulates servo/signal SENSE result (with SERIAL SENSE on new chips)
hc05: io: emulates decoder cmd/param/reply fifos and sector data transfers
hc05: io: emulates SUBQ spi bus transfers (for position and table of contents)
hc05: scex: simulates serial scex bitstream (when DISK,near POS0,SINGLE speed)
hc05: scex: simulates new subq channel "encrypted" scex signal (version vC3)
hc05: disc: creates SUBQ data for TOC (with point A0h,A1h,A2h,01h..NNh)
hc05: disc: skips nonsense track 0 (lead-in) entries in .nrg "CUES" chunks
hc05: sled-mech: supports sled move via FastSled and TrackJump commands
hc05: sled-mech: supports sled brake (with reduced kick and move voltages)
hc05: sled-mech: computes non-linear sector number versus sled seek distance
hc05: mech: simulates DOOR OPEN switch period (required to sense disc changes)
hc05: mech: simulates POS0 switch (required for sled reverse lead-in seeking)
hc05: mech: nag feature: simulates GFS=bad on spindle speed change (eg.spinup)
hc05: mech: nag feature: forces GFS=bad and FOK=bad when disc missing
hc05: audio: forwards xa-adpcm data (on adpmnt) and cd-da data (when demuted)
hc05: tty: logs incoming cmd/param fifo and outgoing irq/reply fifo transfers
hc05: tty: logs CX(nn) commands (with description on known command/params)
hc05: tty: logs most recent MM:SS:FF alongsides with CX(nn) commands
hc05: bios: cdrom-image-loader treats 16.5K ".ROM" files as cdrom bios-images
hc05: bios: autodetects chipset and oscillator (via CXDnnnn strings in BIOS)
hc05: debug: supports f6-key set pc, f4-key break, f7-key trace
hc05: debug: ctrl+t toggle between MIPS and HC05 debug view (if low level on)
hc05: debug: optional bad I/O warnings (with CODE window moved to fault addr)
hc05: debug: integrated low-level mode in debugger (re_read_io, vac, iomap)
hc05: snapshots: saves hc05 registers and memory and low-level/chipset type
hc05: help: added summary of used CX(nn) values for vC1,vC2,vC3 versions
hc05: help: add notes on sled motor control methods (move, brake, nonlinear)
hc05: help: add info on vC3 specials (TzcOut, NewScex, CX(nn0000)-padding)
hc05: help: add info on oscillator clocks, and openbus-reading effects
hc05: help: add motorola bootstrap info and cdrom bios dumping info/link
cdrom: doesn't set stat.read/play bits until seek completion (gran turismo 1)
cdrom: slightly more accurate setloc (kept pending after seek_l/seek_p)
cdrom: computes average time per seek distance (faster than real hw though)
help: added note on DTL-H2000 using a Sony SPC700 sub-cpu (not Motorola HC05)
setup: allows to select 0,1,2,or 8 memcards (workaround for problem in "One")
debug: optional MIPS and HC05 tracelog function in TTY window (as in no$sns)
debug: new TTY buffer size option (1/10/100MB limit, with optional stop/wrap)
debug: resolves ASCII datazones and a0h/b0h/c0h jump lists for DTL-H2000 bios
tty: added "tty_force_newline" at begin of auto-generated (non-user) lines
cdrom: always uses low-level sector buffer (removed high-level buffer relicts)
help: added info on DTL-H2000 memory and atcons/dip/led/etc I/O ports
help: added 176-pin CXD2941R pinouts (SPU+CDROM+SPU_RAM on PM-41(2) boards)
help: notes on missing cdrom commands in vC0 (1Dh+1Eh+5xh + 19h,22h..25h/7xh)
help: fixed apu min/max typos, and cpu j/jal F0000000 typo (thanks mitikoro)
help: note on cache/cop0 info in LR3330/L64360 datasheets (thanks LostTemplar)
a22i: added ".pack_crc32 result,initial" directive (use with ".pack_org")
a22i: added ".pack_chksum_xor8bit result" and ".pack_chksum_add8bit result"
snapshot: bugfix: removed duplicated "SECT" chunk name (cdrom sector buffer)
help: added new "PSX Dev-Board Chipsets" chapter (for DTL-Hnnnn boards, etc)
debug: fixed tty bios patch for cex-1000 (opcode 0FF019CDh instead 0FF019E1h)
bios: gui doesn't mute cd-audio (eg. required for games like wipeout 2097)
bios: recognizes GetID result for unlicensed mode2 disks WITH audio tracks
debug: allows editing values in REGS window (alternately rx=nn in CODE window)
bios clone: sends secret unlock commands (works/tested: boots without modchip)
a22i: added mc68hc05 assembler (for testing/re-assembling cdrom sub-cpu bios)
a22i: resurrected nocash-syntax in online assembler (if disass in nocash mode)
help: hardware numbers: added sony's DTL-Hxxxx developer tool hardware numbers
gpu/dma2: pre-checks linked-list size (and abort/warn if endless-link-chain)
spu: supports multi-block manual ram write (repeated spucnt=C010h; bios intro)
spu/irq: emulates i_stat edge-triggering (gex,finalfantasy9,tokimekimemorial2)
cdrom/irq: emulates i_stat edge-triggering (though rarely needed in practice)
emu: emulates dirt effects on 8bit/16bit/32bit writes to various I/O ports
help: added details on multi-block manual spu ram writes, and on spu ram addr
help: extra note on I_STAT bits being edge triggered (was already mentioned)
help: unpredictable things: added details on 8bit/16bit/32bit write effects
help: memctrl correction: 1F801020h.16-17 and FFFE0130h.8,11-31 are fully R/W
spu: ignores writes to "read-only" registers (SPUSTAT and ENDX voice flags)
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For: Windows
http://problemkaputt.de/psx.htm
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higan v104 released!
Posted by azoreseuropa @ 02:11 PM CET | Comments: 0 | Site
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higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
- Wonder Swan/ WonderSwan Colour
- Mega Drive
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan Changelog:
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* nall/dsp: improved first-order IIR filtering
* Famicom: improved audio filtering (90hz lowpass + 440hz lowpass + 14khz highpass)
* Game Boy Advance: corrected bug in PSG wave channel emulation [Cydrak, dwedit]
* Mega Drive: added first-order 2.84KHz low-pass filter to match VA6 model hardware
* Mega Drive: lowered PSG volume relative to YM2612 to match VA6 model hardware
* Mega Drive: Hblank flag is not always set during Vblank
* Mega Drive: fix PAL mode reporting from control port reads
* Famicom: improved phase duty cycle emulation (mode 3 is 25% phase inverted; counter decrements)
* Mega Drive: reset does not cancel 68K bus requests
* Mega Drive: 68K is not granted bus access on Z80 reset
* Mega Drive: CTRL port is now read-write, maintains value across controller changes
* Z80: IX, IY override mode can now be serialized in save states
* 68K: fixed calculations for ABCD, NBCD, SBCD [hex_usr, SuperMikeMan]
* SPC700: improved all cycle timings to match results observed by Overload with a logic anaylzer
* Super Famicom: SMP uses a separate 4x8-bit buffer for $f4-f7; not APU RAM [hex_usr]
* Super Famicom: SMP TEST register is now finally 100% fully emulated [byuu, AWJ]
* Game Boy Advance: DMA can run between CPU instruction cycles
* Game Boy Advance: added 2-cycle delay between DMA activation and transfers
* higan: improved aspect ratio correction accuracy at higher video scaling sizes
* higan: overscan masking will now actually crop the underlying video instead of just blanking it
* Mega Drive: center video when overscan is disabled
* higan: added increment/decrement quick save slot hotkeys
* Game Boy Advance: fixed wave RAM nibble ordering (fixes audio in Castlevania, Pocket NES) [Cydrak, dwedit]
* higan: added new adaptive windowed mode: resizes the window to the current emulated system's size
* higan: added new integral scaling mode: resizes the window to fill as much of the screen as possible
* higan: main window is now resizable and will automatically scale contents based on user settings
* higan: fixed one-time blinking of the main window on startup caused by focus stealing bug
* ruby: fixed major memory leak in Direct3D driver
* ruby: added fullscreen exclusive mode to Direct3D driver
* Super Famicom: corrected latching behavior of BGnHOFS PPU registers
* higan: all windows sans the main viewport can be dismissed with the escape key now
* ruby: complete API rewrite; many audio drivers now support device selection
* higan: output frequency can now be modified
* higan: configuration settings split to individual menu options for faster access to individual pages
* ruby: improved WASAPI driver to event-driven model; more compatible in exclusive mode now
* libco: fix compilation of sjlj and fiber targets [Screwtape]
* ruby: added YV12 and I420 support to X-Video driver
* Game Boy: added TAMA emulation (RTC emulation is not working yet) [thanks to endrift for notes]
* Game Boy: correct data ordering of MMM01 ROMs (MMM01 ROMs will need to be re-imported into higan)
* Game Boy: store MBC2 save RAM as 256-bytes instead of 512-bytes (RAM is 4-bit; not 8-bit with padding)
* Game Boy: fixed a bug with RAM serialization in games without a battery
* Mega Drive: fix CRAM reads (fixes Sonic Spinball) [hex_usr]
* Game Boy: added rumble support to MBC5 games such as Pokemon Pinball
* Game Boy: added MBC7 emulation (accelerometer X-axis, EEPROM not working yet) [thanks to endrift for notes]
* hiro: macOS compilation fixes and UI improvements [MerryMage, ncbncb]
* Game Boy: added MBC6 emulation (no phone link or flash support; timing bugs in game still)
* Game Boy: HDMA syncs to other components after each byte transfer now
* Game Boy: disabling the LCD completely halts the PPU (fixes onscreen graphical corruption in some games)
* Mega Drive: added 6-button Fighting Pad emulation [hex_usr]
* 68K: TAS sets d7 when EA mode is a direct register (fixes Asterix graphical corruption)
* Game Boy: STAT mode is forced to zero when LCD is disabled (fixes Pokemon Pinball)
* LR35902: complete rewrite
* icarus: high-DPI is not supported on Windows yet; remove setting for consistency with higan window sizes
* hiro: added full support for high-DPI displays on macOS [ncbncb]
* ARM7TDMI: complete rewrite
* Super Famicom: disabled channels during HDMA initialization appear to set DoTransfer flag
* V30MZ: code cleanup
* Mega Drive: added optional TMSS emulation; disabled by default [hex_usr]
* ARM7TDMI: pipeline decode stage caches CPSR.T [MerryMage]
* ARM7TDMI: fixed timing of THUMB stack multiple instruction [Cydrak]
* higan: detect when ruby drivers crash; disable drivers on next startup to prevent crash loop
* Mega Drive: added automatic region detection (favors NTSC-J > NTSC-U > PAL) [hex_usr]
* Mega Drive: support 8-bit SRAM
* ARM7TDMI: PC should be incremented by 2 when setting CPSR.T via MSR instruction [MerryMage]
* ruby: add Windows ASIO driver support (does not work on some systems due to buggy vendor drivers)
* higan: default to safe drivers on a new install; due to instability with some optimal drivers
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For: Windows, macOS
https://byuu.org
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Wednesday, August 09, 2017 |
RockNES v5.53 released!
Posted by azoreseuropa @ 08:33 PM CET | Comments: 0 | Site
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RockNES is a Nintendo (NES) emulator that supports total PPU emulation, total intelligent emulation (including VRCVI intelligent, used by some Japanese games), battery backed RAM, Famicom DiskSystem, VS Unisystem, and some 70 different mappers. In gain, RockNES includes lots of different video modes, as substantially as the ability to loading and economise your back at any stage. You can flush record movies of gameplay.
RockNES v5.53 Changelog:
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– Improved mapper 64 IRQ timing.
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For: Windows
http://rocknes.web.fc2.com
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Mesen v0.9.1 released!
Posted by azoreseuropa @ 09:53 PM CET | Comments: 0 | Site
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Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.9.1 Changelog:
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New Features
* HD Packs: Improved support for HDNes' HD packs and added an HD Pack Builder tool.
* Debugger: Added several new features and options (Step Back, configure input, etc.)
* Video: Added option to automatically re-enable sprite limit to reduce graphical glitches caused by the "remove sprite limit" option.
* VS System: The custom color palette can now be applied to VS System games as well.
Bug Fixes
* Overclocking: Bug fixes and improved compatibility.
* Cheats: Fixed issue with 8-character Game Genie codes.
* FDS: Fixed a crash, an issue with automatic disk insertion and improved emulation compatibility.
* NSF: Fixed issue with MMC5 multiplication register (fixes Just Breed NSF).
* Others fixes and improvements for the debugger, game selection screen, rewinding, mappers 48/163, a number of unlicensed games and more.
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For: Windows
https://www.mesen.ca
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Ootake v2.81 released!
Posted by azoreseuropa @ 02:47 PM CET | Comments: 0 | Site
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Ootake is a PC Engine emulator for Windows. Ootake is the most frequently updated PC Engine emulator available for windows, and Ootake is also one of the more complete. Also, Ootake is FREE unlike Magic Engine.
Ootake v2.81 changelog:
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- [Customize "save" Folder] added to the [File] menu. You can set the
location where the Save State (and Resume save) files are placed. Use this
if you want to share saved files with two ir more PCs.
- [Customize "install" Folder] added to the [CD-ROM] menu. You can set the
location where the file of CD-FullInstall(Import CD-ROM data and music to
PC). * When this is set to a location other than the default,
[CD Uninstall] on the [CD-ROM] menu can not be used. (Please delete it
manually if you want to delete it.)
- The operation of the PCE built-in sound (wave memory sound) has been
brought close to the real machine. In "Super Volleyball" and
"Image Fight", the problem that extra sound was generated was solved. In
"Xevious - Fardraut Densetsu", when PAUSE was released, the problems that
sound became thin (Occurred from v2.79) was solved. In "Fire Pro Wrestling
series", "Formation Soccer '90" and "F1 Triple Battle", etc., the sound
approached the real machine.
- The timing of the operation is brought close to the real machine. In
"Parasol Stars", at the stage clear, the problem that the screen shakes
rarely was solved. In "Private eye dol", the problem that the upper side
of the demo scene was disturbed by one frame (occurred in recent version)
was solved.
- It corresponds to "Trigger Button" of the game pad for Windows.
Specifically, L2 and R2 buttons can also be used when PS4 pad etc. are
connected to PC.
- For the sake of simplicity, [CD Install (CD speed-up)] on the [CD-ROM]
menu has been abolished. Please use [CD FullInstall] (install Data and
Audio track) menu.
- Additionally, a detailed part has been improved and corrected.
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For: Windows
http://www.ouma.jp/ootake/
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Thursday, August 03, 2017 |
iNES v5.0 released!
Posted by azoreseuropa @ 08:31 PM CET | Comments: 0 | Site
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iNES is a program that emulates Nintendo Entertainment System (NES) and Famicom videogame consoles on your computer. It plays NES games on PCs, PocketPCs, Macs, Unix boxes, etc.
iNES v5.0 Changelog:
| - Added support for DirectInput joysticks to iNES-Windows.
- Moved all input-related options to the "Input" menu in iNES-Windows.
- Fixed crash when changing audio sampling rate in iNES-Windows.
- Added "Draw 65% Frames" option to iNES-Windows.
- Fixed screen updates after changing scaling algorithm in iNES-Windows.
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For: Windows
http://fms.komkon.org/iNES/
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Wednesday, August 02, 2017 |
Cemu v1.9.0c released!
Posted by azoreseuropa @ 07:00 PM CET | Comments: 0 | Site
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Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.9.0c Changelog:
| # New in 1.9.0c (public release):
Input: Fixed blow microphone button mapping not working
Input: Input window should now properly scale on high DPI settings
# New in 1.9.0b:
general: Fixed mouse cursor not hiding
Input: Fixed opening input window sometimes triggering a crash
Input: Fixed z-axis swapped for DirectInput
Input: Fixed left and right axis for Pro and Classic controller
Input: Fixed left axis being mapped to dpad for Pro Controller
Input: Fixed XInput axis being incorrectly normalized
# New in 1.9.0:
general: Hide mouse cursor in fullscreen if not moving for 3 seconds
general: Fixed bug that caused keyboard hotkeys to be ignored
general: Added logging for input API
Input: New interface and profile system for controller configuration
Input: Added support for XInput
VPAD: Improved implementation of VPADControlMotor
VPAD: Improved GamePad gyro control via mouse. Control third axis with mouse wheel
VPAD: Added APIs for cross stick emulation, button repeat, sampling callback, lcd mode, touchpad calibration, zero drift mode and gyro dir revise
padscore: Added APIs for button repeat, connection and extension callback, max controllers and reading of unified status.
nn_acp: Added API ACPCreateSaveDirEx()
nn_act: First steps towards accurate account and mii handling
nn_act: Added API CreateConsoleAccount(), GetAccountIdEx(), UpdateMii(), GetDefaultAccount()
sysapp: Added preliminary support for sysapp lib (responsible for title switching)
GX2: Added experimental debug option to force full GPU<->CPU synchronization at GX2DrawDone()
GX2: Added debug option to toggle BotW crash workaround
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For: Windows
http://cemu.info
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