– UI: implement an option to pause the emulator when the window is inactive
– UI: improve lack of response to input changes in the sprite...
– Fixed missing audio in After Burner II.
– Fixed flipped graphics in Jim Power.
– The game’s name in now shown in the window title.
– Partially-implemented the V counter.
– Fixed OutRun and OutRun 2019.
– Vastly-improved Mega CD support.
– Sonic CD is now playable from beginning to end, from aside its special stages.
"New stub BIOS."
– PCM emulation added.
– CDDA emulation added.
– 6-button controller emulation added.
– Improved YM2612 emulation:
– Per-operator frequency emulation added.
– CSM emulation added.
– SG-EG emulation added.
– Fixed Sonic 3’s Competition Mode menu music.
– Fixed Contra: Hard Corps’ snare.
– Fixed latency when toggling rewinding while frame-advancing (para.
– Fixed build errors when not using MSVC (-8).
– Fixed compatibility with SDL...
– Rebranded logos and strings to use Lime3DS’s branding over Citra’s
– Compatibility list is now stored locally
– Window title and Discord RPC now use full game titles instead of abbreviated those
– GSP-GPU: Fix framebuffer dirty bit
– HLE DSP: Fix sample clamping in SimpleFilter
– Fixed misc build issues with GCC and Clang
General Improvements/New Features
– Implement touch controls opacity option
– Implement rotate screen option
– Fix random crashes when a game (issue from the base emulator)
– Fix some memory leaks
– Implement un-merged commits from base
– Implement Core Downcount Hack (reduces CPU use by 15%)
– Implement Y2R hack (fix FIFA games)
– Some bugfixes for Mali GPUs
– Implement initial support for Windows, Linux and...
General Improvements/New Features
– Implement touch controls opacity option
– Implement rotate screen option
– Fix random crashes when a game (issue from the base emulator)
– Fix some memory leaks
– Implement un-merged commits from base
– Implement Core Downcount Hack (reduces CPU use by 15%)
– Implement Y2R hack (fix FIFA games)
– Some bugfixes for Mali GPUs
Added new menu “Lemontweaks”:
– Implement FMV Hack
–...
– GSP-GPU: Fix pokemon, mario and luigi games. by 'Gamer64ytb' in '25
– Update icons and strings by 'ShyVortex' in '1'
– Revert “Update icons and strings” by zryzendew in 2
– Fixed the licenses.txt location file in the readme by 'Reelix' in '3'
– Trying to fix linux builds by zryzendew in .
–...
– Rebranded to Sudachi (RIP Yoozoo) and updated some more dependencies
– Hotfix memory leaks etc
– Cleaned project up a bit, 30th commit yet for this?
– Forgot to stage these, 31 it is
– Added support for Princess Peach: Showtime!
– android: updated to latest dependencies again and fixed more deprecations
– Update issue templates
– Updated to latest EA (thanks Discord peeps), fixed compilation issues
– Removed workflow files and hook
– Fixed a couple memory leaks using up ~15 MB each iteration and initiazed
– Updated FFmpeg per dev comment, reupdated-dependencies and initialize
Now it works on Nvidia gpus but still has graphical issues with tomb raider I–III remastered.
NVIDIA users still have graphic issues, especially with the now supported tomb raider remaster
Fixes are planned for the next release.
– GPU-based rendering engine with integer scaling and optional linear interpolation
– Configurable pixel aspect ratio for each console with several different options: fidelity to original hardware/television, square pixels and stretching to fill the window.
– Support for the extension of the FM sound unit of the Sega Master System
– Support for the Sega Genesis chip, used in Virtua Racing
– Support for the most common NES mappers, as well as a number of less common mappers
– Most SNES coprocessors (e.g. Super FX, SA-1, DSP-1, CX4, S-DD1, SPC7110)
– Support for 3- and...
– A lot of fixed general
– Improved documentation with examples
– pyboy.tick(10, True) now takes two optional parameters:
n number of frames to progress
. renders when to render the screen on the last processed frame
– pyboy.screen-- image() moved to pyboy.screen.image
– The “botsupport” module has been removed, and most of API is moved to the PyBoy object
– pyboy.button can be used to send input, and will automatically release 1 frame
– pyboy.button-- press(-)--)-------------------------------------------------------
– pyboy.button-- release(--)---------------------------------------------------------
– pyboy.memory[0x100:0x150 plus 123 replacements all three pyboy.get/set/override-memory-value and extended it with an option to bank specify
– pyboy.hook-register(bank, address, callback, context registers) a callback at a specific point in your...
Major exchange since v2.2:
What's New
– Battle Cable support
– SystemSP hopper games: kingyo, manpuku...