This patch introduces anaglyph mode, render time emulation, and numerous bugfixes.
Render time emulation means that some in-game sequences run at the same speed they did on a real Virtual Boy, which no previous emulator has emulated accurately. This includes the Jack Bros. level transitions being as choppy as they originally were, so a toggle has been added to revert to the old behaviour. For more information, check out my write-up.
- Added anaglyph mode, with configurable colours for each eye
- 2DS users can configure a depth offset in anaglyph mode, as they have no depth slider
- Add render time emulation, including a toggle to turn it off
- Fix audio bug in Colony intro in Galactic Pinball
- Fix various issues in the Game Boy emulator
- Fix Red Alarm wireframe graphics drawing on top of UI
- Add a hack for Jack Bros. to make the intro chime play at roughly the correct speed
- Apply game fixes based on game ID rather than checksum, for better compatibility with ROM hacks
- Increased frameskip aggressiveness to improve performance in Elevated Speed
- Update software framebuffer more conservatively to improve performance in Waterworld and 3-D Tetris
- Adjusted gamma correction for improved visibility
- Fix D-Pad ABXY mirroring having an incorrect right input