jgenesis v0.13.0 is a cross-platform multi-console emulator now supporting the PC Engine/TurboGrafx-16, alongside existing consoles like Sega Genesis and SNES. New features include cheat code support for several systems, compatibility with the XE-1 AP analog controller, and enhanced debugging tools. Improvements were made to audio performance, and default settings were altered for better game compatibility. Numerous fixes address graphical glitches, emulator crashing, and input handling issues. Notably, improvements were made for the Genesis, SMS, GBC, and SNES, ensuring a smoother gaming experience. Download options are available for the latest version.
(HEY YOU!! We hope you enjoy! We try not to run ads. So basically, this is a very expensive hobby running this site. Please consider joining us for updates, forums, and more. Network w/ us to make some cash or friends while retro gaming, and you can win some free retro games for posting. Okay, carry on đ)
jgenesis v0.13.0 has been released. It is a versatile, cross-platform emulator that supports multiple 8-bit and 16-bit gaming systems, including Sega Genesis, Sega CD, SNES, Master System, and Game Gear.
jgenesis Changelog:
New Features
Introduced support for the PC Engine / TurboGrafx-16
Currently, only the base system is emulated; CD-ROM or SuperGrafx support, and Turbo Tap/multiple gamepads are not yet available
Options remain limited, but it allows for video settings related to palette, the removal of sprite-per-scanline limits, and overscan area cropping
(Genesis / SMS / Game Gear) Cheat codes support has been added (#136)
Genesis now supports Game Genie codes, Pro Action Replay codes, and simple 68000 memory address/value pairs
SMS/GG supports Game Genie codes and Pro Action Replay codes
Cheats are also available for Sega CD and 32X, though Sega CD only allows overrides for main RAM (memory addresses $FF0000-$FFFFFF)
(Genesis) The XE-1 AP analog controller support has been implemented (#631)
This is compatible with about 10 official releases, including After Burner games and Space Harrier
True analog control requires a gamepad with analog support (any gamepad with an analog stick should suffice)
(Genesis) New debugging functionalities have been added
Interrupt breakpoints for the 68000 and SH-2 CPUs are now available
A new “VDP State” view is introduced that shows internal VDP state information usually not accessible by software, such as timing data and current control port state
(32X) A new view that displays some SH7604 register contents including the cache control register, internal interrupt registers, watchdog timer, and DMA controller has been added
The main 68000 disassembly view now presents any buffered memory writes from the perspective of the emulated CPU that haven’t been applied to memory yet, due to inter-processor timing reasons
All emulated systems now offer an Input option to allow opposing gamepad directions (Left+Right or Up+Down); previously, this was only available for NES
Official gamepads do not allow these, so these options are disabled by default (i.e., not permitted)
Input settings windows now feature a “Configure all” button, allowing you to adjust every input without clicking on each one separately
Support for the MMPX Enhanced/EX upscaling shader by CrashGG has been added (#644)
Improvements
Audio resampling performance has been slightly enhanced on CPUs supporting AVX2 and/or AVX512 instructions; this notably affects GB/GBC and NES (as well as PC Engine)
The AVX2 and AVX512 paths are gated behind runtime CPU feature checks (which are further gated behind compile-time architecture checks), ensuring the emulator can still run on CPUs lacking AVX capabilities
(SMS) The VDP version setting now defaults to SMS2 instead of SMS1, as more games seem to rely on SMS2 behavior than SMS1 (#658 / #659)
Fixes
(Genesis) Resolved an issue where the VDP might use outdated V scroll values when a game performs mid-scanline VSRAM writes while in per-2-cell V scroll mode; this corrects a glitchy line during the Two-Face boss fight in The Adventures of Batman & Robin (#653)
(Genesis) Adjusted VDP timing when display switches from disabled to enabled while the VDP FIFO is not empty; this fix addresses a glitchy line in Mickey Mania’s 3D chase stages (again) and corrects incorrectly visible CRAM dots in the left border (#654)
(Genesis) Bit 0 of $A11100 reads (Z80 BUSACK) is now open bus instead of mirroring bit 8; this resolves Time Killers not booting (#664)
(Genesis) Fixed the VDP’s incorrect latching of H scroll mode before reading each line’s H scroll values; this resolves a glitchy line in Toy Story’s racing stage (#655)
(Genesis) Resolved a critical timing edge case that could crash the emulator due to asserting conditions in the VDP code if the Z80 accessed ROM too quickly; Micro Machines triggered this issue intermittently
(Genesis) Fixed several I/O port behaviors flagged by test ROMs, primarily pertaining to ports utilized solely by peripherals (#652)
(Genesis) Enhanced heuristics for enabling the SSF bank-switching mapper, particularly for homebrew games lacking the SEGA SSF string in the cartridge header (#656)
(Genesis) Resolved inaccuracies identified by test ROMs (#669)
Implemented MOVEM memory-to-register instructions that now perform an additional read at the end
The Z80 can no longer read from main working RAM
Corrected the implementation of how the sprite attribute cache checks the full 17-bit VRAM address during VRAM writes (previously attempted but not accurately)
Fixed an issue where transparent sprite pixels could erroneously trigger the VDP sprite collision flag in certain situations
(Genesis) Adjustments were made for edge case handling in 6-button gamepad emulation
(SMS / Game Gear) Rectified the VDP frame interrupt flag possibly being set twice within the same frame if the CPU accessed the VDP status register at just the right/wrong moment; this resolves Back to the Future Part III not booting (#657)
(SMS) Resolved the VDP version SMS1/SMS2 setting not taking effect immediately when modified during gameplay
(SNES) Fixed ExHiROM SRAM bank mapping (previously not disregarding A23); this corrects functionality for select homebrew and late ExHiROM games
(GB) Corrected PPU rendering which displayed white instead of BG color 0 when the PPU was enabled while the BG was disabled; fixes screen flashing in Megami Tensei Gaiden: Last Bible and Last Bible II (GB versions) (#647)
(GB) Resolved serial port behavior so that it accurately emulates the lack of a connection to the serial port; this corrects Boxing not permitting game starts in 1-player mode (#641)
(Previously the emulator left the SB register unmodified rather than shifting in 1 bits per each serial clock)
(GBC) Fixed HDMA length behavior when HDMA5 is written mid-HDMA with bit 7 cleared (by @aabalke)
Addressed issues where the emulator failed to recognize key presses for keys lacking a virtual key mapping in SDL3, such as the Ãą key on Spanish keyboards (#668)
Fixed the xBRZ 6x shader causing the emulator to crash if enabled for 32X while the Genesis VDP was in H32 mode and horizontal border rendering was active, which led to the upscaled texture size surpassing wgpu’s default maximum size
The emulator will now enable a higher maximum size if the graphics device supports it and will also handle failures gracefully instead of crashing if this situation persists
In Linux AppImage builds, corrected the “Emulator folder” options for saving paths to ensure they save to the current working directory instead of the folder containing the AppImage file (if differing)
Retro Replay Retro Replay gaming reviews, news, emulation, geek stuff and more!