You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
(SNES) Added support for the SA-1 coprocessor, used by 35 games including Kirby Super Star, Kirby's Dream Land 3, and Super Mario RPG
(SNES) Added support for the Super FX coprocessor, used by 8 games including Star Fox and Yoshi's Island (9 games if counting Star Fox 2)
Also added an option to overclock the Super FX GSU, since some of the Super FX games benefit greatly from running it faster than stock speed
(SNES) Added a new horizontal blur shader ("SNES adaptive") that keeps a consistent amount of blur in games that change resolution between 256px and 512px, such as Seiken Densetsu 3 and Kirby's Dream Land 3
The blur amount is equivalent to 3-pixel horizontal blur at 512px internal resolution
This is particularly good for Kirby's Dream Land 3, which often uses pseudo-hi-res mode for a faux transparency effect that looks quite bad without some sort of blur
(All) Added a new Open Recent sub-menu to the GUI for quickly opening any of the 10 most recently opened files
Fixes/Improvements
(SNES) Improved rendering behavior when high-resolution mode is off (either BG mode 5/6 or pseudo-hi-res mode)
The emulator previously always rendered in 512x224 to account for games being able to change resolution mid-frame, which some games do (e.g. Donkey Kong Country on the splash screen, Seiken Densetsu 3 when displaying text boxes). It now renders in 256x224 by default when high-res mode is off, and if there's a mid-frame change into high-res mode then it will redraw the earlier parts of the frame in 512x224
(SNES) Fixed color math in mode 5/6 incorrectly rendering the math screen at 256px instead of 512px; this was discovered while testing Marvelous (SA-1) where the file select screen looked extremely wrong before this fix
(SNES) Somewhat improved performance by rewriting the core PPU loop to perform most operations per-line instead of redoing a ton of work per-pixel
(SNES) The APU now silences audio output when the console is reset
(SNES) The CGRAM debug window now ignores the PPU's brightness setting and always displays colors at max brightness; this fixes the color debug window not working in games that turn brightness to 0 before the end of the frame (e.g. Super Mario Kart)