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r571 / 28-09-2014

Gambatte

Accuracy

Performance

Features

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Gambatte is a portable Game Boy Color emulator. Its accuracy is among the highest and is based off numerous reverse engineering tests and documented studies. It is currently available as both a core for RetroArch, as well as an individual emulator. That said, it's not actively developed anymore.


As such, you can always check an active fork gambatte-speedrun which was also blessed by sinamas. 

--

Windows: Doesn't mention minimum

Linux: Doesn't mention minimum

Mac: OS X+

Most Recent Changes

--0.5.0 r571--

None provided

Show Previous Changes

--0.5.0 r550--

None provided


--0.5.0 r537--

None provided



--0.5.0 r532--

None provided



--0.5.0 (wip2)--

Note: wip2v2 merely fixes a typo causing a build error on *nix with GCC 4.6 or newer.


Rough changelog since wip1:


- XvBlitter: Try grabbing all adapter ports before giving up. Fixes XVideo

  engine unnecessarily unavailable while mplayer running.

- Don't call glTexSubImage2D in blit() because that tends to block on OS X (and

  quite possibly other implementations), use paged-flipped sw double buffer.

  This should fix OS X being less audio underrun-resistant than other platforms.

- Add GBC DMG palettes. Wasn't able to use the .pal-files by nitro322, but

  thanks nonetheless.

- Use mapped GBC palette by default for recognized DMG game titles.

- libgambatte: Add ROM title getter.

- Add Turbo A/B input mapping with configurable number of frames per press.

- Add Quit input mapping.

- Support Game Genie codes.

- Support 01xxxxxx Game Shark codes.

- Support .gz files.

- Avoid using magic header values to detect file type to avoid potential conflicts

  with ROM content.

- Gambatte Qt: Support command line parameters.

- Gambatte Qt: Work around WMs messing up if full screen is set too early.

- InputDialog: Protect against Qt signaling redundant inputbox focusIn events

  causing joystick mutex relock, which could basically break joystick input.

- Always pause on file dialog for all platforms. Too much screwiness with

  the way native dialogs work in Qt, and I think this may be overall nicer either

  way.

- AlsaEngine: Limit number of iterations of snd_pcm_writei loop to make sure we

  don't get an infinite loop in weird cases.

- Allow loading HuC1 ROM images.

- Provide option to use heuristics to support certain multicart MBCs disguised as

  MBC1 (Bomberman Collection, Mortal Combat I & II, Super Chinese Land 1,2,3 Dash,

  maybe others)

- Default fast-forward speed 8.

- libgambatte: compilation and warning fixes for clang.

- Better facilitate overriding CC and CXX from the command line.

- Mac OS X build fixes for newer SDKs.

- Redirect some error printing from stdout to stderr

- Minor fixes, refactoring and clean-ups.



--0.5.0 (wip1)--

- Support shared mode WASAPI surround mix format.

- Add GBA CGB mode option.

- Add save path selection.

- Stop using different file name for save files when forcing DMG.

- Set worker thread MMCSS priority to "Audio".

- Flush audio on ROM load to avoid noise from previous ROM when switching.

- Dont re-initialize on resetAudio for engines that drain when paused.

- Deactivate undesired menu options on ROM load fail stop.

- Use fast, fail-safe ROM reset.

- reenable some printing on load fail due to unsupported mbc.

- Be less sensitive when configuring joystick input.

- Use event-driven scheduling for shared mode WASAPI.

- Include 96000 Hz as a sampling rate listed by default.

- Separate vsync option for exclusive full screen because it tends to work

better, so you may want to enable it while leaving non-exclusive vsync off.

- Add some tool tips.

- Work around DWM compositor screwing up when duplicating frames by adding

"DWM triple buffering" option (on by default) which sets presentparameters

with frame queueing for all blitters.

- Work around DWM breaking windows with frame queuing after composition is

disabled and re-enabled, by resetting present parameters on next video

frame after composition enable event.

- Work around DWM breaking OpenGL window on minimize by unsetting present

params on hide event, and setting on show event.

- Ignore sync to vblank when DWM composition is active.

- Deactivate sync to frame rate option when DWM composition is active.

- Make window size setting a menu rather than a part of video settings dialog.

- Work around Windows file dialog blocking events by waiting for pause to

complete before launching such dialog.

- Work around events getting blocked when resizing on Windows by consuming

pending blit requests on resizeEvent.

- WASAPI: Detect and use shared stream sampling rate in shared mode because

all other rates appear to fail.

- Default screen names start at "1" rather than "0".

- Build fixes for mingw gcc 3.4.

- Refactoring.

- Add one level of unrolling to cic2.

- Allow intermediate polyphase sinc resamplers in a resampling chain to

start/end (after fold) roll-off at limit of hearing if applicable, not

just the final one.

- Modify chain cost formulae and their derivatives for optimal ratios

accordingly.

- don't wait for video frame consumption if approximate usecs from underrun

is low comapred to video frame timeout.

- slightly higher precision in frametime inc/dec representation.

- Adjustable base frame rate.

- alsaengine: Increase start threashold to full buffer.

- alsaengine: Block rate estimation when pcm not in running state.

- alsaengine: Default custom device plughw rather than hw.

- one more decimal position in refresh rate representation.

- use xrandr screen names

- hide empty full mode comboboxes

- windowed resolution -> window size

- lots of refactoring.

- libgambatte: * (edit: meaning pretty much tons of stuff rewritten and

updated to a shitload of reverse engineering work done covered by several

hundreds of new tests)

- tons of re (cgb _and_ dmg).

$ ./run_tests.sh

...

Ran 2755 tests.

0 failures.

- done a ton of stuff to better facilitate automated testing.

- DMG testing

- Fix 2xSAI video filter reading out of bounds.

- Optimize save state thumbnail generation.

- Get rid of potential double free of unusable blitter.

- ignore() keyPress/keyRelease events so that global keys still function.

- Better (simpler and makes sense) hypothesis for mode3 sprite cycles.

- Document libgambatte better.

- Document resampling framework better.

- Use a single constant for setting number of resampler channels rather

than two.

- Move uncopyable.h to common.

- ScalingMethod header.

- length of video frame -> duration of video frame.

- Document Qt media framework better.

- Move resample files around to separate interface files from

implementation files.

- Move Qt media framework files around to separate interface from

implementation somewhat.

- Redesign Qt multimedia framework to use a worker thread for MediaSource

updates. This was a ton of work, but should make underruns a lot less

likely. The majority of underruns are caused by video I/O blocking (even

when not syncing to vblank). It also means that vsync blocking is a

non-issue. Lots of thread-safety considerations had to be done. Lots of

tools developed to deal with new problems. Things redesigned to be

asynchronous to avoid blocking the worker thread. New interfaces developed

to give clients access to these things without too much pain, as clients

need to deal with thread-safety issues, and be able to do things

asynchronously to avoid blocking and unnecessary synchronization. Things

developed and then scrapped as I changed my mind. Lots of thinking and

testing to ensure video smoothness.

- Make configuration of the multimedia framework way more flexible, by

adding methods for configuring video and sound, rather than forcing the

use of the SoundDialog or VideoDialog. Thus clients can make their own GUI

for such things.

- Pass raw input events to MediaSources so that clients will not have to use

the InputDialog with its Button system.

- Split BlitterWidget blitting into three methods: blit, draw, and sync,

such that blitting is supposedly a fast pixel copy or buffer swap, while

draw prepares for presentation, and sync presents the completed video

frame ASAP. Blit needs to be fast to avoid blocking the worker thread to

avoid underruns.

- Allow heavy MediaSource video work to be skipped when frames are skipped.

- Do some work in parallel on SMP systems.

- Adjust low audio buffer detection to make it more robust.

- Move variance calculation to the user of estimations, because the variance

calculated by estimators is not well defined anyway.

- Add support for adjustable fast-forward speed.

- Fast-forward now outputs audio, by skipping entire segments of audio when

skipping frames.

- Adjust blitters to conform to the new threaded model.

- Direct3DBlitter: Apparently vertices point to the center of pixels.

Subtract 0.5 from vertex coordinates.

- DirectDrawBlitter: Sleep more when far from vblank.

- QGLBlitter: Get rid of makeCurrent calls, because they apparently block

and can be slow and don't seem to be needed anyway. They also seem to

cause instability with some drivers.

- XvBlitter: Double buffer to delay updates to sync time.

- X11Blitter: Double buffer when not scaling to delay updates to sync time.

- QPainterBlitter: Double buffer when not scaling to delay updates to sync

time.

- SdlBlitter: Delay updates to sync time.

- AlsaEngine: Set max periods to 16 to work around stupid ALSA plugins and

drivers that advertise smaller period sizes than properly supported. ALSA

always picks the maximum number of periods allowed, which means it picks

the smallest period size allowed for a given buffer size.

- QPainterBlitter: Don't disable updates when not paused, because this

breaks macx.

- Support pause on focus out.

- Add MiscDialog to allow user configuration of fast-forward speed and focus

policy.

- Separate sync to refresh rate logic from sync to vblank logic.

- Sync to refresh rate menu option.

- Use semi-bilinear filtering rather than bilinear filtering for

soft-scaling blitters.

- MakeSincKernel: Consider rounding effects when computing absolute gain.

- MakeSincKernel: Use a function pointer rather than a template argument to

reduce code bloat.

- Reorder sinc kernel phases.

- PolyPhaseConvoluter: Simplify some calculations.

- Replace Hamming and Blackman windowed sincs with Kaiser windowed sinc of

appropriate betas, because they require a lower number of taps to achieve

the same specs.

- Use rounding shifts in resamplers for higher precision and performance.

- libgambatte: Update returns on video frame completion rather than using a

callback for notification.

- libgambatte: Move video filters and color conversion out of the library.

- libgambatte: Get rid of unnecessarily complex VideoBlitter interface.

- libgambatte: Use bit flags rather bools for input state.

- Change some parameters to constants in 2xsai and hqx video filters.

- Probably other stuff I've forgotten about.

- swscale.h: Add semiLinear scaler, which is almost as sharp and fast as

nearestNeighbor for large scales, yet reduces aliasing like the linear

scaler.

- swscale.h: Center nearest neighbor bias.

- swscale.h: Optimize a bit more.

- ossengine: Reduce number of requested fragments again slightly to 6,

because OSSv4 has a default minimum fragment size of about 10 ms causing

excessive minimum latency.

- ossengine: Fix horribly broken rate estimation on OSS4 (and possibly other

implementations) by using GETOPTR rather than GETOSPACE.

- ossengine: Increase number of fragments requested from 4 to 8 for more

accurate OSPACE/OPTR information with OSS4 (and possibly other

implementations).

- ossengine: Minor include corrections and namespace fixes.

- ossengine: Use log(x)/log(2) rather than non-c++98 log2.

- ossengine: Minor rounding fix in fragment size calculation.

- AlsaEngine: Set start threshold to half the buffer size, to avoid

(possibly infinite) repeated xruns due to ALSA's default threshold of 1

frame.

- Use RGBA internal texture format, as it usually means less conversion.

- Get rid of pointless initialization of OpenGL state that is equal to

the default, or otherwise meaningless. Enable GL_CULL_FACE in case it's

slightly faster in some configurations.

- Use MinKeeper to schedule Memory::events.

- Remove old incEndtime function since it's not worth the maintenance

overhead.

- Add data structure that efficiently keeps track of the minimum of a

small, fixed set of variables, using templates to autogenerate

efficient, unrolled functions that update the binary tree for each

variable. It also efficiently supports priorities among variables when

their values are equal, and can give variables that change the most

frequently a better spot in the tree if the number of variables isn't a

power of 2. Will be used for event scheduling.

- Lyc0irq on display enable.



-- 0.4.1 --

libgambatte:

    - Fix HqXx filter pitch.

    - Fix mbc2 not getting a rambank.

    - Make sure to reset passed pointers when deleted. Fixes potential crash

      when loading ROM during OAM busy.

common:

    - Substantially improved rate estimation averaging.

    - RateEst: Add a convenient way of filtering measures that extend beyond

      a buffer time, and are as such probably invalid.

    - RateEst: Allow using a custom timestamp in feed().

    - RateEst: Keep a queue of the last ~100 msec worth of samples and

      duration, and filter out collective samples that give a pre-estimate

      that seems way off.

    - Replace "Game Boy / Game Boy Color emulator" with "Game Boy Color

      emulator" for now to avoid misleading anyone on the current status.

gambatte_qt:

    - Disable BlitterWidget updates (paintEvents) while not paused.

    - QGLBlitter: Do a cheap front blit rather than a vsynced flip if audio

      buffers are low.

    - Allow BlitterWidgets to opt in to get paintEvents while unpaused. Do so

      for QGLBlitter since it may need to clear buffers afterwards.

    - QGLBlitter: Try to blit right after sync in the case of single buffering.

    - Up default audio buffer latency to 100 ms (some common system audio

      servers require a lot of buffering to work well).

    - Adaptively skip BlitterWidget syncs if audio buffer is low, in a manner

      that should minimize wasted skips in sync to vblank situation, and tries

      to be non-disturbing. This replaces frame time halving, and blitter

      specific rescueing.

    - Clear display buffers in DirectDrawBlitter and Direct3DBlitter in

      exclusive mode, since blits don't necessarily cover the entire buffers.

    - DirectDrawBlitter: Make sure that a minimum amount of time has passed

      between calls to WaitForVerticalBlank, since it can return in the same

      vblank period twice on a fast system.

    - DirectDrawBlitter: Support vsync for refresh rate ~= 2x frame rate.

    - DirectDrawBlitter: Refactor somewhat and get rid of a couple minor

      potential bugs.

    - DirectDrawBlitter: Some tweaks to get updates closer to sync time in

      certain situations.

    - DirectDrawBlitter: Some tweaks to better support DONOTWAIT.

    - DirectDrawBlitter: Make only updating during vblank while page flipping

      optional.

    - Direct3DBlitter: Some tweaks to get updates closer to sync time in

      certain situations.

    - Filter out very short frame times in frame time estimation.

    - Don't adjust frame time during turbo, but rather skip BlitterWidget

      syncs to speed up, which avoids vsync limits without disabling vsync.

    - DirectDrawBlitter: Add triple buffering option.

    - Direct3DBlitter: Use D3DSWAPEFFECT_DISCARD in non-exclusive mode.

    - Direct3DBlitter: Allow triple buffering and vblank-only updates in

      non-excusive mode.

    - Rename "Page flipping" in Direct3D and DirectDraw blitters to

      "Exclusive full screen".

    - Pause audio on win32 titlebar clicks/drags to avoid looping audio due to

      underruns from blocked timerEvents.

    - Use wildcards for platform detection to avoid being unnecessarily

      compiler/architecture specific. Fixes bug 2377772.

    - Rewrite most of DirectSoundEngine, supporting primary buffer option,

      making it more robust, correct and hopefully cleaner. Only use part of

      the primary buffer if the desired buffer size is lower than the

      primary buffer size.

    - Direct3DBlitter and DirectDrawBlitter: Force blocking updates when sync

      to vblank is enabled. Some updates only block if there's a prior

      unfinished update in progress. This screws up frame time estimation in

      turn screwing up vsync. To fix this we do a double update (and extra blit)

      if close to a frame time period has passed since the last update when

      sync to vblank is enabled. I really should have noticed this earlier as

      it pretty much breaks vsync adaption completely.

    - Direct3DBlitter: Use the D3DCREATE_FPU_PRESERVE flag when creating

      device. Omitting this flag can screw up floating point calculations in

      other parts of the code. For instance WASAPI cursor timestamps get

      utterly screwed up here.

    - Direct3DBlitter: It appears that managed textures are updated before

      they are unlocked, which screws up redraws, making things appear choppy

      in some situations. Use a default memory texture and a system memory

      texture and the UpdateTexure method instead.

    - DirectSoundEngine: Make use of the sample period limit feature of

      RateEst, rather than duplicating the feature.

    - Add polling WASAPI engine with exclusive mode support. Latency and rate

      estimation is generally better than DirectSound, and in exclusive mode

      there is less blocking as well as exclusive mode being better than

      shared mode in the other areas too.

    - WasapiEngine: Add device selection.

    - WasapiEngine: Add static isUsable() method. Only listed if isUsable().

      Default engine if isUsable().

    - WasapiEngine: Use default device if there's only one device available,

      since we don't show the combobox anyway.

    - DirectSoundEngine: Provide the integrated read and status get write

      method optimization.

    - XvBlitter: Set NosystemBackground attribute rather than OpaquePaintEvent.

      Reimplement paintEngine to return NULL as suggested by Qt docs.

    - X11Blitter: Reimplement paintEngine to return NULL.

    - AlsaEngine: Make use of sample period limit feature of RateEst. Don't

      increase estimated sample rate on underrun.

    - OssEngine: Make use of sample period limit feature of RateEst. Don't

      increase estimated sample rate on underrun.

    - Esc exits fullscreen on macx.

    - Drop OpenAL from default macx binary.

    - Add some useful but commented build flags for macx to .pro files.



-- 0.4.0 --

libgambatte:

    - less fixed-width type dependencies. don't assume unsigned int > 16 bits

    - slightly faster sprite mapping

    - Skip potential high frequency events when they don't matter.

    - do sprite sorting and cycle calculations pr line as needed instead of all

      at once

    - fix broken volume on/off event notification

    - less int > 16-bits assumptions

    - more type width dependency fixes

    - int width deps. Gambatte namespace

    - wx affects sprite m3 cycles

    - cache m3 cycles, related refactoring

    - readjust cgb dma cycles to previously changed m3 timing

    - clean up goofy lyc calculation.

    - cgb dma from various areas results in 0xFF being written.

    - 0xFEA0-0xFEFF not writable when OAM isn't

    - unusable ioram bits fixes

    - dmg ioram startup state fixes.

    - various oamdma accuracy

    - oamdma bus conflicts with cpu, ppu, cgbdma.

    - rewritten memory read/write methods.

    - accurate timing of ppu sprite mapping reads.

    - fix recent cgb sprite cycles sorting slip up.

    - preoffset mem pointers.

    - get rid of unused memory.

    - save state infrastructure,

    - clean up video timing code,

    - use save state for initialization and reset,

    - do color conversion outside filters

    - fast rgb32ToUyvy,

    - add overlooked oamdma event,

    - adjust subcycle irq timing (shouldn't affect anything),

    - various refactoring

    - save savedata before loading state

    - fix silly initstate ifreg regression

    - save state selection

    - save state osd preview snapshots

    - fix a few potential security holes when loading invalid state

    - get rid of some undefined behaviour in statesaver

    - always draw in rgb32, color convert afterwards, too bad for maemo/16-bit

      depth users

    - get rid of silly c string stuff

    - add bitmap font rendering with font based on Bitstream Vera Sans

    - osd state n saved/loaded text

    - empty state osd thumbs marked with "Empty" text

    - adjust thumbnail interpolation weighing slightly

    - utilize templates for more flexible osd text printing

    - use grey osd text with black outline for save/load state messages

    - move state 0 OSD pos to rightmost to match kbd layout

    - state 1 default on ROM load

    - support external save state files

    - missing includes

    - missing virtual destructor

    - std::ifstream construction missing binary flag

    - fix gcc-4.3 compilation

    - avoid signed overflow in constant (which is both undefined and likely

      to cause problems on architectures where sizeof(long) != sizeof(int)) in

      rgb2yuv code.

    - Fix wrong pitch passed to filter if color conversion is needed.

    - Fix potential problem with rgb32ToUyvy cache init values on 16-bit systems

    - Correct unhalttime when resetting counters. Fixes perodic infinite halt

      issue in Kirby's Star Stacker and probably other games.

    - Fix LY display disable regression

    - Use deltas and a running sum to decrease buffer writes in sound emulation

      sample generation.

    - Rearrange sound emulation event loop to optimize for high-frequency event

      units.

    - Initialize palette arrays to avoid valgrind noise.

    - Don't do resampling in libgambatte. Update API to reflect this.

    - No rambanks for ROMs that don't request any.

    - Route invalid rombank addresses in non-power-of-2 number of rombanks

      cases to disabled area assuming ceiled power of 2 address bus.

    - no sprites or sprite mapping busy cycles on first line after display

      enable. slight cleanup.

    - small oam accessibility correction.

    - Tile loading and tile rendering can seemingly get out of sync when

      modifying scx at a critical time. Another pessimation with little gain in

      the name of accuracy.

    - Use a look-up table to do tile byte merging.

    - Append "_dmg" to save base name when forcing DMG mode, to avoid

      corrupting CGB save files and vice versa.

    - saner ly write behaviour

    - Add adapted and optimized hq3x.

    - Revert to big f'ing switch hq2x code, as there's less duplication now.

      Also optimized interpolation functions further. No idea how I missed that

      initially.

    - Lower opacity OSD text.

gambatte_sdl:

    - less retarded indenting

    - saner placement of fill_buffer function

    - int width deps. Gambatte namespace

    - Scalebuffer dstpitch aware.

    - save state selection

    - add number key slot selection shortcuts

    - Estimate actual output sample rate in terms of OS timers

      and derive frame rate from it.

    - Move AudioData and RingBuffer classes to separate files.

    - Make underruns slightly less painful, by resetting buffer

      positions.

    - Skip resampling when fast-forwarding

    - Fill available buffer space before waiting for more.

    - Audio buffer command line options.

    - Use half video frame sleep time if audio buffer is close to underrun.

    - Adjust estimated frame time each frame.

gambatte_qt:

    - more likely to build on mac os x

    - Fix fixed window size issues with various window managers (metacity,

      xfwm4...)

    - macx build fixes

    - hopefully fix opengl clearing issues

    - Gambatte namespace

    - Decouple Qt GUI from gambatte.

    - Lots of cleanups, flexibility added

    - setting of various properties, frame time, aspect ratio, button events,

      video sources, sample rates, pauseOnDialogExec, custom menus etc.

    - Document some interfaces.

    - Support for setting approximate sound buffer latency.

    - Use rational math for 100% exact timers (even though the actual system

      timers are unlikely to be accurate).

    - Add fast-forward to input settings.

    - timeGetTime() fallback for win32

    - Store full screen mode values/text rather than less reliable indexes.

    - Repaint on xvblitter port changes to avoid color key not getting

      repainted.

    - improved ALSA buffer reporting

    - add sampleRate info to MediaSource::setSampleBuffer.

    - clarify that "samples" refers to stereo samples

    - fix 24-bit depth non-shm ximage creation

    - fix blittercontainer incorrectly using minimumSize for integer scaling

    - add unrestricted fast bilinear and nearest neighbor sw scaling to

      x11/qpainter blitter

    - swscale: remove forgotten static qualifiers

    - swscale: center linear weighing bias

    - swscale: exclude iostream

    - swscale: less bloated

    - macx fixed/variable window size change issue fixed

    - macx opengl drawbuffer change issues worked around

    - add openal engine, default on macx

    - add macx quartz video mode toggler

    - multi-head infrastructure

    - support multiple monitors in macx quartz toggler

    - more work-arounds for Qt failing to set correct geometry on video mode

      changes.

    - more explicit fast-forward button handling, to avoid missed key

      press/release events on macx

    - opengl doublebuffer preblitting, try to make actual screen updates as

      close to right after sync wait is over as possible

    - add xf86vidmode toggler (xrandrtoggler is default)

    - x11blitter: check for other supported visuals if the default is

      unsupported.

    - temporarily return to original video mode and minimize on full screen

      alt-tab (except on macx or if there are multiple screens), switch back on

      focus-in

    - hide mouse cursor after move timeout, or key/joystick pressed (more sane

      on macx)

    - exit fullscreen rather than toggle menubar on macx (note that the menubar

      will automatically pop-up on macx full screen if the mouse is moved to

      the top of the primary screen)

    - add (independent) pause counter for non-client pauses.

    - reset X11 screen saver on joystick activity

    - change "turbo"-mode to temporarily set frametime as a way of avoiding

      vsync issues (for a laugh, check out the video dialog while in

      fast-forward mode and see "Sync to vertical blank in 65535 and 131070 Hz

      modes").

    - fix win32 compilation

    - refix win32 fullscreen geometry correction

    - neater win32 BlitterWidget::sync

    - avoid misleading minimize on fullscreen close

    - refactor Blitterwidget::sync

    - directdrawblitter: remove unecessary turbo conditions

    - gditoggler: add multi-monitor support (win32)

    - videodialog: save actual hz values for real this time

    - quartztoggler: avoid potentially reverting to the wrong mode on double

      setFullMode(false) in multi-head configs

    - make sure window is within screen after mode change, so Qt doesn't reset

      it to the primary screen

    - revert to previous win32 fullscreen geometry correction behaviour so that

      the geometry gets properly reset after fullscreen

    - Add directdraw device selection.

    - directsoundengine: add device selection.

    - directdrawblitter: only list devices if there are more than 2 devices

      (including primary)

    - directdrawblitter: use private static member rather than global friend

      enumeration callback

    - capitalization changes

    - add direct3d9 blitter with support for vsync, bf, page flipping, triple

      buffering, device selection, multi-head etc. d3d9.dll loaded at runtime

    - more strict and thorough exclusive mode handling to support d3d fullscreen

    - work around file open dialog not returning focus properly

    - gditoggler: use current registry settings for return modes

    - directsoundengine: set DSBCAPS_GETCURRENTPOSITION2 flag

    - revert bad macx return from fullscreen on menu-toggle

    - don't build xf86vidmodetoggler by default

    - add save state actions to GUI menu

    - clean up GUI menu creation code

    - move GUI recent files to submenu

    - support external save state files

    - add number key slot selection shortcuts

    - missing includes

    - missing virtual destructor

    - make sure windows path arguments don't use backslashes by using QFileInfo

    - add Play menu with Pause, Frame Step, Dec/Inc/Reset Frame Rate

    - Add tab support to input settings dialog.

    - Add alternate key support to input settings dialog.

    - Auto-focus to next likely input box after settings key in input dialog.

    - Add "Play" and "State" input settings dialog tabs.

    - Avoid using the most convenient keys as forced menu short-cuts, set them 

      as default keys in input settings dialog instead. This unfortunately 

      makes the more useful shortcuts less visible, but it allows remapping 

      the most convenient keyboard keys.

    - Avoid duplicate joystick axis "press" events by keeping a map of axis 

      states.

    - Make sure to discard irrelevant/old joystick events.

    - Don't give MediaSource button events when stopped.

    - Allow joystick-based button events while paused by using a very 

      low-frequency poll timer.

    - Make some of the joystick event wrapping stuff less messy.

    - missing string include

    - use QString for videoSourceLabel passed to MainWindow constructor

    - store currently selected scheme as string, since it appears ModelIndex 

      is neither tied to the data it points to nor invalidated by changes.

      enforce valid state on reject since the list of schemes may have 

      changed.

    - Direct3DCreate function pointer typedef needs WINAPI macro

    - disable page flipping dependent checkboxes in constructor to ensure 

      correct start state

    - add custom sample rate support

    - change default buffer latency to 67 ms

    - don't auto-repeat buttons bound to keyboard

    - use enums for somewhat more robust gambattesource button setup

    - fix silly "alsa not using default device by default" bug

    - Only ask for xrandr config once to avoid potential server roundtrips in

      some xrandr versions.

    - Make sure xrandr version is >= 1.1 and < 2

    - Prevent all text editing of input boxes.

    - Add custom context menu to input boxes.

    - Update AudioEngine to support sample rate estimation in terms of OS

      timers.

    - Implement sample rate estimation in ALSA and OSS audio engines.

    - AlsaEngine: Revert to using snd_pcm_avail_update for buffer status since

      snd_pcm_delay may consider external latencies.

    - AlsaEngine: Use snd_pcm_hw_params_set_buffer_time_near. Don't request a

      particular number of periods per buffer.

    - AlsaEngine: Use hw as default custom device string, rather than hw:0,0.

    - OssEngine: Don't trust GETOSPACE fragment info.

    - Estimate optimal frame rate based on sample rate estimations.

    - Extend BlitterWidget to support estimation of vsynced frame rate in terms

      of OS timers.

    - Implement vsync frame rate estimation in QGlBlitter, Direct3DBlitter and

      DirectDrawBlitter.

    - Use a combination of OS timer sample rate estimation and vsync frame rate

      estimation to derive resampling ratio for no-frame-duplication vsync.

    - Change API to reflect MediaSources not being responsible for resampling.

    - Make sure to parent PaletteDialog list model, so it gets deleted properly.

    - Various refactoring, small changes and stuff I forgot.

    - limit vsync frame rate estimation deviation

    - More averaging in estimation code.

    - Stricter estimate deviation limit

    - Adjust estimated frame time each frame.

    - Use half frame time if audio buffer is close to underrun.

    - Provide combined audioengine write and status get, to avoid doing

      potentially expensive operations twice. Utilized in OSS and ALSA engines.

    - Saner vsync estimate variance protection.

    - allow dynamically setting samples per frame

    - Don't bother allowing sources the choice of which output sample rates are

      selecrable, as it's not really a per source thing at this point. If

      resampling avoidance is desired, then that should rather be a user option

      (to depend on the OS for resampling, which is mostly nonsensical for the

      Game Boy/NES/PSG-system case btw).

    - Move Qt media framework to a separate subdir

    - postpone buffered x11 blits to after sync.

    - Add support for XRandR 1.2 + multi-head

    - use crtc mode dimensions rather than crtc dimensions when discarding

      modes since crtc dimensions may be rotated

    - Fractional bits for intermediate rate estimation averages.

    - Add RateEst reset method. Initialize RateEst count to 1.

    - Less refresh rate estimation averaging.

    - Allow more refresh rate estimation deviation.

    - Return NULL paintEngine in windows blitters that use the PaintToScreen

      attribute.

    - Add checks for things not being initialized in DirectDraw-blitter and

      QPainterBlitter paintEvents.

    - Don't reparent blitters (mainly to make a bug in Qt 4.4.3 win less

      annoying, widgets that do internal reparenting are still affected).

    - Check for window position less than screen top-left after mode change,

      before full screen, to avoid Qt moving it to the primary screen.

    - Add rate estimation to DirectSound engine.

    - Better underrun detection in DirectSound engine.

    - Don't duplicate blitter pointer in mainwindow.

    - Use RateEst.reset rather than re-initing on pause.

    - Add CoreAudio engine with rate estimation and buffer status support.

      Default engine on Mac OS X.

    - 44100 Hz default sample rate on OS X, since OS X tends to resample

      everything to 44100 Hz.

    - Get rid of buffer status averaging in OpenAlEngine, since it makes

      assumptions on usage pattern that shouldn't be made.

    - Fix CoreAudio engine reporting buffer status in samples rather than

      frames.

    - Update SDL_Joystick to SDL-1.2 SVN.

    - #undef UNICODE in win32/SDL_mmjoystick.c to avoid joystick name mangling.

    - work around annoying random non-updating OpenGL on Mac OS X after full

      screen.

common/other:

    - Fix GCC 4.3 warnings about people getting confused by operator precedence

      by adding parentheses.

    - Real-time, sophisticated resampling framework with several

      performance/quality profiles for dynamically generated windowed sinc and

      CIC chains based on analysis of fourier transforms and optimal cost

      equations. Fast 2-tap linear as a low quality alternative.

    - Move non-emulation common code to a common directory to avoid duplication.

    - Update front-ends to new libgambatte API.

    - Utilize resampling framework in front-ends. Selectable resamplers.

    - Improved adaptive sleep class that estimates oversleep.

    - Various refactoring, small changes and stuff I forgot.

    - Do per phase normalization to avoid dc fluctuations.

    - More averaging in estimation code.

    - Stricter estimate deviation limit

    - Fractional bits for intermediate rate estimation averages.

    - Add RateEst reset method. Initialize RateEst count to 1.

    - Extend ringbuffer.h to support resetting size, and move it to common dir

      since gambatte_qt/coreaudioengine uses it too now.

    - Add "force DMG mode" option.

    - Allow more rate estimation deviation.

hwtests:

    - wx affects sprite m3 cycles.

    - cgb dma from various areas results in 0xFF being written.

    - add hwtests for oam dma

    - m3 cycles wo bg

    - more oamdma tests

    - various oamdma accuracy. oamdma bus conflicts with cpu, ppu, cgbdma.

    - accurate timing of ppu sprite mapping reads.



-- 0.3.1 -- 

gambatte_qt:

    - Enable Joystick POV-Hat events.



-- 0.3.0 -- 

libgambatte:

    - Fix adc/sbc and add_hl_rr hfc calc, sp_plus_n cf/hcf calc and daa thanks

      to blargg.

    - document HF2 better

    - Update sound core according to blargg's findings.

    - Improve resampling quality and performance.

    - Fix overlooked "add hl,sp" flag calculation.

    - fix initial endtime value

    - check for resampling ratio < 1

    - Add support for DMG palette customization.

gambatte_sdl:

    - use std::map for parser

    - Don't bother hashing.

    - Add input config support.

    - Add joystick support.

    - Fix horrid "turbo can affect emulation" bug.

    - Add sw and yuv overlay scaling.

    - Use cond/mutex for thread syncing, RAII, refactor.

    - add option for sample rate choice

    - Add option to list valid input keys

    - don't die if audio fails

gambatte_qt:

    - no point in filter being non-static anymore

    - use std::map for input vectors

    - remove unused unusedBool

    - Fix horrid "turbo can affect emulation" bug.

    - remove some useless optimizations

    - auto_ptr love.

    - support joystick hat.

    - nicer input handling.

    - Add sound dialog.

    - Add custom dev choice for oss, alsa engines.

    - Use rgb if available for xv.

    - Get rid of BAD_MATCH warnings for setting non-existent xv attributes.

    - make subblitters private nested classes

    - add reset action

    - Add support for DMG palette customization.

    - Add global buffer option for dsound engine



-- 0.2.0 --

libgambatte:

    - fix 64-bit compile and segfault. Thanks to Nach for noticing.

    - Add zip support. Thanks to Nach for contributing nice, clear code

    - fix sound ch4 frequency calculation

    - Several PPU reads timings depend on wx. Thanks to franpa for noticing the

      corrupt line in The LoZ: Oracle of Seasons.

    - remove unused doubleSpeed parameter from m3ExtraCycles call

gambatte_sdl:

    - Thread safety, bigger sound buffer

    - Compile on more platforms. Thanks to Thristian for the find.

    - actually increment iterator so the loop makes some sense (parser.cpp)

gambatte_qt:

    - fix 64-bit compile. Thanks to Nach.

    - better license info for x11getprocaddress.cpp

    - initial joystick support, mostly using SDL's joystick code (separated from

      the rest of SDL)

    - use binary search for gb inputs.

all:

    - make sure to use std:: despite sloppy compilers allowing omission. Thanks

      to blargg for the reminder.

    - get rid of some valgrind warnings. Thanks to Nach for noticing.

hwtests:

    - add tests for wx effects on PPU read timings.

build:

    - add -Wextra to default compile flags

doc:

    - mention optional zlib dependency

    - additions to thanks section


-- 0.1.1 --

libgambatte:

    - fix integer overflow in color conversion to rgb16

    - only accept valid filter indexes

gambatte_sdl:

    - print version

    - print usage

    - support command line arguments.

    - add option for starting in full-screen

    - add option for using video filter

gambatte_qt:

    - clean up obsolete includes.

    - directdraw: only use alpha if primary surface uses it.

    - add support for loading rom from porgam argument.

    - s/"a highly accurate"/"an accuracy-focused"/ in about box

    - gditoggler: fix unordered video mode listing

build:

    - Support external CPPFLAGS

    - Use sdl-config

doc:

    - fix silly wording in README about section

    - s/seperate/separate/

    - s/Automake/Make/

    - mention XShm dependency

    - mention sys/shm.h requirement

    - document key mapping better

    - s/"a highly accurate"/"an accuracy-focused"/

    - add man pages

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