136 Commits
Author SHA1 Message Date
SourMesen 918379b7a7 Debugger: Tilemap viewer - Added option to pick background color (#238)
Also, minor bug fixes for WS:
-Fixed tilemap viewer for sometimes using the wrong background color
-Fixed the 4-bit RGB color values in the palette viewer having the R and B values swapped
2026-07-28 19:55:12 +09:00
SourMesen 112b6f3d09 Debugger: SuperGrafx - Added VPC options and VDC1/VDC2 filter in the event viewer (#234) 2026-07-28 19:52:25 +09:00
SourMesen e055ddee35 SNES: Added deinterlacing options (#224) 2026-07-24 14:50:15 +09:00
SourMesen ed9a919abf Video: Fixed black screen when toggling VRR while in fullscreen mode (#233)
When the user turned on fullscreen mode without VRR enabled, then enabled the VRR option, and then turned off fullscreen mode, it would cause the screen to be black until the application is closed.
2026-07-24 14:49:32 +09:00
SourMesen 1489d34441 SNES: Added support for BlueRetro controller (#220)
This controller/adapter supports rumble as well as reading the state of both analog sticks and the L/R triggers.

Code by @RandalLinden
2026-07-16 05:10:26 -07:00
SourMesen 49c9a3a4ba GB: Added overclock and remove sprite limit options (#216) 2026-07-11 17:47:41 +09:00
SourMesen 5b71c4e072 SNES: Added "Remove sprite limit" option (#207) 2026-07-11 16:43:58 +09:00
SourMesen c660425d48 SNES: Added color correction options (#205) 2026-07-11 15:34:36 +09:00
SourMesen 8a7971397e GBA: Added support for MRC/MCR for CP14 (#196) 2026-07-02 15:54:24 +09:00
Takumi Grainger c8f8bc31c3 NES: Add FCNS controller (#193)
Also fixes presets/clear buttons for NTT, Pachinko & Hypershot, and improves layout for all controller config popups (buttons/borders are aligned, etc.)
2026-06-28 13:34:30 +09:00
SourMesen 6c54ae1989 Video: Support for VRR in borderless fullscreen (Windows only) and improved frame pacing (#178)
* Video: Add support for VRR when in borderless fullscreen mode (Windows only) and improve frame pacing

* Fixed debug stats not disappearing when unchecking option in some scenarios

* Changed frame pacing graph scale/logic to show the gap between the ideal pacing and the current pacing (within +/- 2ms)
2026-06-21 01:29:30 -07:00
SourMesen dc2cda6c51 Debugger: Memory search usability improvements (#173)
-Removed the confusing/hard-to-use "previous refresh value" "compare to" option
-The "last value" column now shows the values that "previous search value" will compare against
-Added "update values" button to apply an empty filter that does not hide any addresses, but updates the "last value" that will be used for subsequent filters
2026-06-15 17:47:49 -07:00
SourMesen a13ae9a461 Code: Added naming style CI checks for C#/UI code (#132) 2026-05-22 20:43:13 +09:00
FiskbitandSour b82eb7b213 NES: Improve OAM corruption accuracy. (#122)
* NES: Improve OAM corruption accuracy.

Our understanding of OAM row corruption has significantly improved since Mesen's implementation of the feature that was based on oam_flicker_test.nes results. This change improves the accuracy of the two OAM corruption emulation options.

Primary OAM (OAM1) and secondary OAM (OAM2) live in the same block of memory, made up of 9-byte rows where the first 8 bytes are consecutive OAM1 bytes and the last byte is an OAM2 byte. The PPU accesses OAM on every dot. On some dots, it uses the OAM1 address ($2003), and on other dots, it uses its internal OAM2 address. If the address changes during an OAM access (the 2nd half of a dot) and this causes the selected row to change, then it can trigger either analog corruption (the new row gets 'random' data) or a row copy (the old row's 9 bytes are copied to the new row). More information can be found at nesdev.org/wiki/OAM_internals.

Address selection is fairly simple. When rendering is off, OAM1ADDR is always selected. When rendering is on, OAM1ADDR is selected on odd dots in 1-256, and otherwise OAM2ADDR is selected.

Corruption occurs on the NES in 3 situations:
1. Writing to $2003 on NTSC PPUs, because writes are not synchronized at all and so the CPU open bus value and the new value can both cause the row to change mid-access. Depending on the timing, this can do nothing, cause analog corruption, or cause row copy. This was fixed in PAL PPUs, but we don't know about Dendy.
2. Toggling rendering on an OAM2ADDR dot. Depending on the direction and the timing, this can do nothing or cause analog corruption of or row copy to the new row.
3. On 2C02E and later PPUs, having a row mismatch if rendering is enabled at the start of pre-render. This always causes a row copy from the OAM1ADDR row to the OAM2ADDR row and is required for Huge Insect to spawn enemies in level 1. (2C02C PPUs have some corruption in this situation, too, but it is not yet understood.)

This change adds support for OAM corruption in situations 1 and 2 using the "Enable PPU $2003/rendering-toggle OAM corruption" setting, which is off by default. This does not take alignment into account at all and only does row copy, not analog corruption. Recommended for developers, but probably undesirable for actual users. This setting was previously called "Enable PPU OAM row corruption emulation". Note that situation 1 ($2003 writes) is not perfectly matching blargg's oam_read test results in the most vulnerable alignment yet, suggesting there is more research to be done on this.

Situation 3 is now supported under the "Disable PPU frame-start OAM corruption (2C02D and earlier)" setting, so this corruption happens by default. Mesen was already doing some corruption here to support Huge Insect, with the previous version of this setting being called "Disable PPU OAMADDR bug emulation". These changes make the corruption more accurate and apply in more situations, so there is a chance it will break some user software, but because it is required for a game, we've opted to have it on by default. This feature should match hardware very closely, as it doesn't have the timing and analog aspects seen in situations 1 and 2.

To support these, sprite rendering was reworked a bit to more accurately manage the OAM1 and OAM2 addresses during rendering. This should make sprite rendering behavior more accurate when rendering is toggled mid-frame, although there are still inaccuracies that come up if you do this. The OAM2 address can also now be seen in the register viewer below $2003.

This was tested against a suite of NES tests, AccuracyCoin $2004 Stress Test, and oam_flicker_test.nes/oam_flicker_test_reenable.nes. The $2003-based corruption causes a few tests to change behavior when enabled (which is expected), but oam_read and related tests are not failing exactly right yet. Tests otherwise pass.

* Changes based on code review.

* Removed _spriteAddrL/_spriteAddrH members, use local variables instead.

* Simplify firstVisibleSpriteAddr assignment

---------

Co-authored-by: Sour <[email protected]>
2026-05-19 03:17:34 -07:00
SourMesen 830ffc3b04 Video: Fixed "merge fields" issues (#129)
Phase should be 0 when this option is enabled, otherwise there's still jitter from one frame to another (though less obvious jitter)
Also made the GB/GBA/WS filters alternate between the 2 phases (SNES filter is used), which makes the colors look much better, even without merge fields enabled.
2026-05-19 00:02:25 -07:00
Adrian "asie" Siekierka 5bb64aacf0 WS: Initial Pocket Challenge V2 support (#95)
The Pocket Challenge V2 is an education handheld based on the ASWAN SoC, as used in the WonderSwan. It uses the same boot ROM (with an early exit), but has some implementation changes:

    The LCD icon segment area is not present (on the display panel only).
    There is no onboard internal EEPROM.
    The input keypad layout differs.
    The headphone output is always used with a custom onboard DAC, as opposed to relying on the SoC's own PWM DAC for the internal speaker.

This PR implements support for all of this. Support for the PCv2-exclusive cartridge mapper (KARNAK) will be added by a separate PR.
2026-05-17 01:11:02 +09:00
NovaSquirrelandSour 325c78fcbd GB: Link cable support with two local consoles (#77)
* GB: Link cable support with two local consoles

* GB: Fix crash when color blending is enabled

* GB: Fix formatting

* GB: Link UI fixes, control fixes, audio fixes

Copied from Sour's branch. Also a separate change to use separate savefiles.

* GB: Try to avoid crashes from buffer overflows

* GB: Separate savefiles with linked multiplayer

* GB: Add support for faster link speed

* GB: Move enum to correct file

* GB: Refactor, move serial transfer to function

* -Fixed secondary console sometimes running far ahead of the main console when frame counters did not match (e.g because one console had their LCD disabled longer, etc.) This would cause buffer overflows in the audio buffer.
-Fixed screen tearing when both consoles are not perfectly in sync (because of the LCD being disabled for a different amount of time, etc.)
-Fixed main console not calling PlayQueuedAudio properly mid-frame
-Reuse VS Dualsystem code to merge audio/video when possible/simple and moved that to AvMergeUtilities

Some visual glitches can appear on the secondary screen (for GB) while rewinding, but this can't really be fixed.

* Fixed warning (unused local variable)

* Prevent loading single-console save states when in dual-console modes

* Disable debugger for VS DualSystem's subconsole. Fixes issues when debugging VS DualSystem games

* Code cleanup

* Rework solution to disable debugger on second console to improve performance
Added InternalRunFrame for nes & gb to avoid checking for the presence of the second console after each cpu instruction

* Don't enable the linked GB option by default

* Removed unused function

* Netplay: Force game to reload after updating emulation settings when connecting to the server (or when the host changes game)
This ensures that e.g the GB link cable setting is applied and that the game loads correctly, regardless of the client's link cable settings (otherwise the game could load without the link mode enabled, etc.)

---------

Co-authored-by: Sour <[email protected]>
2026-05-15 02:35:27 -07:00
NovaSquirrel 6312748563 SNES: Add Turbo File Twin support (#109)
* SNES: Add Turbo File Twin support

* SNES: Try to make write mode flag more accurate

Hardware tests on Turbo File Twin seem to be showing that if you write data then it stops reporting that the write flag is on, despite letting you write more data

* SNES: Move bit array access to a utility

Also add note about how bit 26 in STF report is not fully verified

* SNES: Add behavior seen when reading without read command

When you turn the strobe on and off outside of a read command, the shift register gets reloaded with the most recently read or written byte

* NES, SNES: Emulator::SaveBattery() for saving console and controller

* Fix range limit in SetBitInArray

* Add notes about unknown aspects of TFII mode

* Add comments to make it clear what's unknown

* STF mode ignores out-of-range addresses

Also allocate _data instead of putting it in the class
2026-05-15 00:05:31 -07:00
NovaSquirrel 4380777010 GB: Add GBC palette to memory viewer (#93) 2026-05-10 10:29:18 +09:00
NovaSquirrel 8e7e4c2ff9 SNES: Add SPC dumper tool (#89)
* SNES: Add SPC dumper tool

* SNES: SPC dumper fixes
2026-05-08 17:31:34 -07:00
NovaSquirrel 1e2b4b5755 SNES: Add support for NTT Data Keypad (#86)
* SNES: Add support for NTT Data Keypad

Also make it available on NES

* SNES: Disable Multitap for NTT Data Keypad for now
2026-05-05 19:23:29 -07:00
SourMesen f3e124212f SNES: Added alternative blend mode option for high resolution modes (#63)
Blending even/odd columns only allows fake transparency effects to work while avoiding a blur effect on the picture. This however does not work well in all scenarios (e.g high resolution text in Secret of Mana menus)
2026-04-26 16:57:37 -07:00
SourMesen 6dcd959e76 Debugger: NES - Header editor - Support PRG/CHR sizes below 1 KB (#52)
+Fixed some incorrect/missing validations
+Disable save button when an error message is shown
+Fixed .nes load logic ignoring PRG/CHR sizes from NES 2.0 headers (was getting overriden by game DB)
2026-04-26 03:27:13 -07:00
Fiskbit 1d7fc869c1 Changes Mesen to MesenCE and updates About window.
This updates the Mesen naming in title bars, the About window, and the default data folder name. It also changes copyright information to note the new contributors, changes the website to MesenCE's GitHub page, and updates the build link.

I'm not convinced I found everything, so a thorough review would be appreciated.
2026-04-09 20:05:55 -07:00
Fiskbit 48e4cd469b Adds a new, default GB option to prefer the best model the game supports.
There was previously no auto option that would select the best model a game has any support for and which falls back to the original Game Boy if that's all the game can do. The "Auto (prefer Game Boy)" option would select Game Boy except when given a GBC-exclusive game. The new "Auto (prefer best)" option selects GBC if the game has any GBC support, SGB if it has any SGB support, and GB otherwise. This option is now selected by default.
2026-04-08 18:51:44 -07:00
NovaSquirrel 2ea2ed729c Debugger: Add "Vertical" tile layout option 2026-02-26 23:20:18 -05:00
Sour 5350959230 SNES: Added new controller type that supports rumble 2025-06-23 10:26:31 +09:00
Sour b8a12138ed NES: Fixed behavior/label for the double arkanoid controller option in the NES 2.0 header 2025-06-05 16:26:34 +09:00
Sour da47fb105e Linux/macOS: Display error message when SDL2 cannot be found, instead of silently crashing 2025-06-04 21:16:02 +09:00
Sour bae3203baf UI: Auto-update changes/improvements 2025-05-16 21:11:10 +09:00
Sour f0ed27179a GBA: Added support for overclocking 2025-05-11 00:10:28 +09:00
Sour 176f14ae33 GBA: Fixed missing sprites in Guranbo's character name screen
The game sets the sprites to obj mode 3 (by mistake?), which is an unused "stereoscopic" mode for sprites. Mode 3 seems to behave like mode 0 when the global "stereoscopic" flag is not set (previously "green swap"), so the sprites are meant to display normally in this scenario (instead of being hidden like they were before)
2025-04-26 18:20:47 +09:00
Sour 7267e28e21 Debugger: GBA - Added option to configure whether unidentified code/data is disassembled as arm/thumb 2025-03-31 18:11:29 +09:00
Sour acbe931ba0 Debugger: SNES - Added break on options for SPC
Break on BRK, STOP/SLEEP
2025-03-27 23:46:36 +09:00
Sour 2d96724b28 Debugger: SNES - Added new "break on..." options
Invalid vram/oam/cgram access, controller read while auto-read is running
2025-03-27 21:30:38 +09:00
Sour ad548465c6 Debugger: NES - Added new "break on..." options
Invalid VRAM access, Invalid OAM write, DMA controller read, Unstable opcodes
2025-03-27 21:16:02 +09:00
Sour fef5573bda NES: Added option to reverse DPCM bit playback order
Improves DPCM quality for some specific games that have their DPCM data reversed
2025-03-23 20:52:09 +09:00
Sour 5ec6763a8e UI: Added commit ID in about window
+ Removed ubuntu 20.04 build (no longer supported by github)
+ Enable ccache to speed up github builds
2025-03-22 20:41:07 +09:00
Sour d324582c6f Debugger: Script window - Added option to show line numbers 2025-03-18 21:48:09 +09:00
Sour d72658de7a NES: FDS - Fixed issues with Kosodate Gokko (unlicensed disk copying program)
+ Added option to save directly to the original rom file instead of creating .ips files (for FDS & cartridges with flashable prg/chr rom)
2025-02-19 21:27:15 +09:00
Sour 30fd76d9e0 NES: Added support for .qd format FDS roms 2025-02-07 21:06:17 +09:00
Sour 18269da46b SNES: Add support for Sufami Turbo games 2025-01-03 09:18:59 +09:00
Sour 8d6830a70a SNES: Add support for ST018 coprocessor
Used by a single game: Hayazashi Nidan Morita Shougi 2
2024-12-29 23:41:52 +09:00
Sour 21f1f62424 SNES: Added sinc audio interpolation option 2024-12-27 23:02:02 +09:00
Sour 88210b3fcf SNES/PCE/SMS: Added missing "allow invalid input" option (and prevent invalid inputs by default) 2024-12-20 14:48:15 +09:00
Sour 71ecb09ffe UI: Added Firmwares tab in emulation settings to view/manage firmware files 2024-12-19 20:06:28 +09:00
Sour 0ff6e6a1ea Debugger: Added basic support for SDCC symbol files (.cdb), including source mappings 2024-12-12 22:28:33 +09:00
Sour 355ca16074 Debugger: Lua - Added getCdlData API 2024-12-01 15:27:46 +09:00
Sour a91f8ecf73 Debugger: Source View - Added tab size option 2024-11-14 19:38:52 +09:00
Sour ce4b3b8a56 NES: Added option to emulate sprite eval bug that causes unexpected pixels to be shown at X=255
This bug exists only on older PPU revisions (2C02B and earlier)
2024-10-19 10:15:35 +09:00