github shanytc/snes9x 1.63.24

4 hours ago

Game Boy

Camera:

  • Added the Pocket Camera mapper so now Game Boy Camera boots.
  • 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
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  • Boxing (Tonkin House, GB) — stopped the every-other-frame HUD flicker (round/timer/head) via an auto frame-blend entry
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  • 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)
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Images:

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