User Interface
- Debugger: set per-processor trace history depth [invertego]
- Debugger: store 64-bit addresses in trace history [invertego]
- Debugger: use a hashset to track visisted addresses [invertego]
- Move Audio Driver settings onto a new line, to prevent large device names overflowing the container [LukeUsher]
- Implement 'Reload Current Game' hotkey/menu option [LukeUsher]
- Controllers: bind analog inputs only on motion away from center...
409MB RAM was freed from carveouts and was given to CMA so everything can easily use it with mmap
[*]Joycon/Procon driver
Added support for Sio (Switch Lite gamepad)
Improved HD Rumble and fix it once and for all
Improved and reorder init sequence
Improved high speed uart stability
Fixed hangs when using hd rumble
Changed Procon D-Pad from HAT to actual D-Pad
Fixed HORI analog stick limits
[*]WiFi & Bluetooth
Fully unlocked almost all WiFi channels,1-13 for 2.4GHz and 34-165 for 5GHz. 14/144 disabled).
Many 5Ghz channels will only be used if there's an existing AP (radar detection), for regulation reasons.
Fixed Bluetooth SCO mode (HSP/HFP). It now properly transmits audio instead of static
Significantly improved signal on both WiFi 2.4GHz and Bluetooth since default is now USB2
(USB3 can be enabled back via ini config)...
Full compatibility.
BigPEmu can run every game in the Jaguar's retail cartridge library.
Fast.
The emulator runs the entire retail library (with default settings) at full speed on almost any x64-capable processor. Every Jaguar processor runs on a single native core (maintaining deterministic emulation) and doesn't rely on any dynamic recompilation (maintaining console compatibility), all the while maintaining extremely low system requirements.
Accurate.
It's the most accurate Jaguar emulator to-date, although there is still lots of room for improvement. I'm continually working toward achieving system-wide cycle-accurate timing.
Better than hardware.
Although the emulator defaults to settings which are catered toward compatibility and accuracy, it's...
(NOTE: 1.14.1, released on December 20, fixes a black screen bug on older Android devices, plus some other odds and ends)
Updated Newtonsoft.Json to v.13.0.2
On perconfig fixed a problem with doubled quoted string
Better management of errors on failure extraction for compressed archive
In Cheat manager if the error 403 appear, MedGuiR try to connect again one time to gamehacking.org server
Unrecognized games will be named as original file name (thx Cyber Akuma for report the bug)
Fixed a bug with multiple entries for the same game with multi bin file (thx Cyber Akuma for report the bug)
Added sound device selector
Improved and fixed scan detection on PSX and Saturn games
Fixed error message for ST-V games on 32 bit OS
Added no$psx bios v2.1 hash to the supported psx bios
Fixed a regression on last MedGuiR release on multiple entries for bin file and undetected cd based games
- Don't prevent GetlocL after CDROM Init;
- Update sync interval on MakeCurrent() with OpenGLHostDisplay;
- Fixed broken missing-SBI detection;
- Don't unconditionally apply TTY enable patch;
- Remove sleep logging[/URL] in HostDisplay functions;
- Improved Timer SleepUntil();
- Allow using input button to clear bindings in FullscreenUI;
- Ensure Android source is always enabled in InputManager;
- Various fixes for the postprocessing controls in the fullscreen GUI;
- Added variable-sized EEPROM support, thanks to Reboot for providing some test cases. 512 byte and 2KB EEPROM settings are picked up from the MRQ file if it exists, otherwise any number of EEPROM address bits can be specified via the -eeprombits command line option.
- Added JaguarGD bank switching support.
- Fix for exception-handled M68K reads in unmapped address space.
- Fix for Blitter not correctly wrapping cyan/red on add when ADDDSEL is set, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Fix for Blitter not starting on the correct bit when block width is less than pixel size and phrase mode is not enabled, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Going in for a major surgery...
- Add savestate checkpoints to verify that MEASURE and WRITE match;
- OpenXR HUD support for even more games;
- Reserve some space in the checkpoints vector;
- Add a NOOP state to reduce logspam after error;
- Better handling infnan fog coefficients in softgpu;
- Cull verts outside post-viewport Z in softgpu;
- Optimize out texture proj for UVs;
- Handle infnan fog coefficients better;
- Fix wrong vreinterpret neon intrinsic usage
Full compatibility.
BigPEmu can run every game in the Jaguar's retail cartridge library.
Fast.
The emulator runs the entire retail library (with default settings) at full speed on almost any x64-capable processor. Every Jaguar processor runs on a single native core (maintaining deterministic emulation) and doesn't rely on any dynamic recompilation (maintaining console compatibility), all the while maintaining extremely low system requirements.
Accurate.
It's the most accurate Jaguar emulator to-date, although there is still lots of room for improvement. I'm continually working toward achieving system-wide cycle-accurate timing.
Better than hardware.
Although the emulator defaults to settings which are catered toward compatibility and accuracy, it's capable of...
WWWF Royal Rumble (NAOMI) - Enable Audio Sync by default
Ubuntu Linux 22.04 package compatibility
Upstream Changes
Steam Deck DPI Fix (@vkedwardli)
HLE BIOS: Fix PAL Detection for some WinCE games (Caesar's Palace 2K, The Next Tetris, KISS) (@flyinghead)
Game Box Thumbnails on Main Menu (@flyinghead)
GUI: Fix Divide by Zero crash when window is too small (@flyinghead)
Dependencies: Update SDL to 2.24.1 (@scribam)
- Make PPU imports/exports thread-safe;
- Move "Start Paused" SaveStates setting to UI;
- Add support for mounting and unmounting CELL_FS_SIMPLEFS;
- Mixed files mounting;
- Move 'LOD bias addend' to debug tab;
- Add Texture lod bias to UI;
- Fix channel order in cellAudioAdd6chData();
- Use the system keyboard layout for osk;
- Implemented sys_fs_mount() and sys_fs_unmount();
New/Improved Features
The button mapped to B, on both the keyboard and controllers, can now be used to return from menus in the SDL frontend
Bug Fixes
Fixed a bug that caused the new Cocoa debugger interface display glitched buttons on newer versions of macOS