Game Boy
Camera:
- Added the Pocket Camera mapper so now
Game Boy Cameraboots. - Live viewfinder via host-side framebuffer injection (live USB webcam feed)
- Per-scanline viewfinder injection in SGB BIOS mode + always-on in SHOOT mode
- Viewfinder honors the contrast and matrix-based brightness slider
- Added Brightness slider for the viewfinder (host-side, Up/Down)
- Added Contrast slider for the viewfinder (host-side, Left/Right)
Audio (APU)
- Low-pass APU output to fixes the ultrasonic wave-channel output
- Seed DMG/SGB power-on wave RAM so CH3 isn't dead-silent
- Post-boot APU state on boot-skip
- PI rate-match / rate-lock the SPC resampler for once-per-frame SGB frontends (win32, GTK, Qt, libretro)
Video / PPU
- Block CGB palette (CRAM) writes during mode 3; restrict the mode-3 lock to pixel output
- Sample fetch_scy for the leftmost SCX-fine partial tile
- Auto frame-blend Boxing (Tonkin House) to stop HUD flicker
SNES
- BIOS-mode soft reset now restores a settled-title snapshot
- Preserve GBRomPath across the BIOS switch
Libretro
- Added Game Boy / Super Game Boy / GBC content support
- Rebranded core to SuperSnes9x (supersnes9x_libretro, library name + core info)
- Aligned valid_extensions with the core info file
- Added GB/GBC core sources to the MSVC project
- Mix the SGB BIOS SPC stream into audio output
Internationalization / Translations
- Shared i18n translation files support (win32/Qt/GTK)
- Extract the language-pack to i18n/ folder next to the executable.
- Note: some translations are AI enhanced (expect non-sense at some translations)
Qt / GTK
- GB frame-blend options (mode, layer, auto transparency) for GTK and Qt
- Qt matches win32 config keys and single-store model
- Poll joysticks more often; update SDL3 (FetchContent) and Windows Qt binary build scripts
Win32
- Fixed crash when opening the ROM dialog a second time (Custom ROM Open)
- Use a common function to get the base filename
Game fixed:
- Donkey Kong (SGB) — soft reset in SGB BIOS mode no longer shows a garbled title / leaves music playing; restores a settled-title snapshot instead of letting DK re-upload its border visibly
- Pit Fighter (GB) — fixed the faint continuous ~19 kHz whine (CH3 wave alias) with a 4th-order Butterworth low-pass on APU output
- Pit Fighter, Bart Simpson, Mortal Kombat 4 (GB) — fixed audio going silent after a soft reset (games that never write NR50/NR51 now get the post-boot $77/$F3 state on boot-skip)
- Game Boy Camera — now boots at all plus a full live webcam viewfinder with brightness/contrast sliders and steady per-scanline injection
- Boxing (Tonkin House, GB) — stopped the every-other-frame HUD flicker (round/timer/head) via an auto frame-blend entry
- Altered Space (GB) — restored the missing jump SFX by seeding the DMG/SGB power-on wave-RAM pattern (game drives CH3 without loading wave RAM)
- LEGO Racers (GBC) — "Dark Forest Dash" wrong BG colors fixed by locking CRAM during mode 3 (drops the game's mid-scanline palette writes like real hardware); follow-ups kept the HUD palette from flashing and fixed the far-left horizon toggling grass↔dark (SCX-fine partial-tile SCY sampling)
Images:
