GSE Version 0.5

GSE v0.5 is a newly released Game Boy Speedrun Emulator developed in C#. It targets speedrunners, succeeding the Gambatte-Speedrun emulator, and introduces Game Boy Advance emulation using the mGBA core. Key features include accurate emulation for all Game Boy systems, custom input settings, and a status bar for tracking run data. The update transitions from SDL2 to SDL3, improving controller support and introducing a Low Latency Mode. Bug fixes enhance performance across systems. GSE also permits save states, compression support for ROMs, and audio customization. Users can download it for various OSes, particularly Windows x64.

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GSE v0.5 has been released. GSE (Game Boy Speedrun Emulator) is an emulator designed for Game Boy, Game Boy Color, and Game Boy Advance, built in C#. With a focus on speedrunners, it features numerous enhancements aimed at optimizing gameplay for speedrunning. This emulator serves as a successor to the Gambatte-Speedrun emulator, utilizing the Gambatte emulation core for games on Game Boy and Game Boy Color. Now included in GSE is Game Boy Advance emulation, which currently relies on the mGBA emulation core.

GSE Features:
Emulation core
Original Game Boy titles playable in Game Boy Color mode (accurately emulated)
Game Boy / Game Boy Color titles playable in Game Boy Advance mode (i.e., as Game Boy Color on Game Boy Advance)
Game Boy Player emulation (i.e., Game Boy Advance mode with proper hard reset fadeout timing)
Super Game Boy 2 emulation (with accurate reset timing)
Battleground-tested Game Boy / Game Boy Color emulation capable of replicating Pokรฉmon RNG manipulations and creating
console verifiable TASes1
Highly precise Game Boy Advance emulation (i.e., for Game Boy Advance titles), though not at the same level as Game Boy
/ Game Boy Color emulation2
Speedrunning support
Bootrom/BIOS files necessary for operation
Status bar at the bottom of the screen displaying current ROM CRC32 and emulator cycle count, along with
status messages. The status bar can be disabled, displaying the ROM CRC32 upon hard reset above the game view. Status
messages will also appear similarly. This status bar is easily captured by window capture software (e.g., OBS), unlike the window title bar.
Differing game inputs cannot be linked to the same host input (e.g., binding Start and Select to Enter is not allowed)
Left+Right and Up+Down inputs are restricted
“Dead battery” RTC enabled by default for Game Boy Advance titles
Always runs at the correct framerate (approximately ~59.7275 FPS)
“Clock sync” for host timing purposes, ensuring consistent frame pacing (minimal “judder”) and reduced input
lag (crucial for one frame tricks and similar tricks)
Input logs maintained for all runs, offering run verifiers a secondary proof source3
Unnecessary features for speedrunning in runs or practice are omitted (e.g., no cheat code support)
Quality of Life improvements
100 savestate slots (operating on a “set” system with 10 slots per set, totaling 10 sets with 10 slots each)
Drag-n-drop support for ROM files and savestates
Support for 7z/rar/tar/gz/zip compressed ROMs
Color correction configuration option, based on SameBoy formulas
SGB border (for Super Game Boy 2 emulation) can be hidden via a configuration option
GUI
Nearest Neighbor, Bilinear, and Sharp Bilinear filtering options
DPI aware GUI scaling4
Options for dark and light mode
Dark mode title bar on Windows 10+ when the GUI is in dark mode
Input settings
Background input option available for both keyboard and joystick inputs
Background input can be configured to only apply to joystick inputs
Input bindings can have a “modifier” key specified.
There are no restrictions on which keys can act as a modifier (barring the aforementioned game input restrictions). Cross keyboard+joystick
modifiers are supported.
Input bindings can accommodate up to 4 bindings per input (aligned with how the Game Boy Player accepts 4 GameCube controllers
simultaneously)
All hotkeys are configurable, with no hardcoded options
Keyboard input text is localized to the keyboard layout, but the config refers to key positions, ensuring layout agnosticism
Audio settings
Select the host audio device as a configuration option
Automatic reconnection to the default audio device upon disconnection
Volume adjustable within the emulator
Volume implemented with logarithmic scaling instead of linear scaling (aligning more closely with human loudness perception)

GSE Changelog:
Fifth release of GSE.
This version primarily addresses bugs and makes internal improvements. The most significant change is the transition from SDL2 to SDL3. SDL is a library that manages various aspects internally in GSE, notably controller support. SDL3 provides even better controller compatibility than SDL2, including Support for Switch 2 controllers.
For now, this serves mainly as a straightforward port, enhancing support for present features in SDL. Over time, more capabilities may be added thanks to this upgrade.
A minor feature introduced in this version is “Low Latency Mode,” which delivers lower latency but may sacrifice slight consistency in frame pacing. It is turned off by default, as runners typically prefer reliable frame pacing over lower latency. In addition to this mode, various adjustments have been made to enhance latency overall.
Also, memory exports have been fixed for macOS and Linux, which assist autosplitters that currently only support Windows. This opens up potential macOS and Linux compatibility for future autosplitter development.
NOTE: The default audio latency has been increased to 35 ms, as numerous users reported issues with the prior default of 0 ms. This adjustment will not influence existing configs (only new ones), so those updating are encouraged to set their audio latency to the new default.
Multiple download options are available for various operating systems and CPU architectures, as noted in the README. Users with a Windows machine on an x64 device should download the GSE-win-x64.zip file.

Download: GSE v0.5 x64
Download: GSE v0.5 Android
Source:Here

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