NgpCraft Emulator Version 2.9.1

NgpCraft Emulator v2.9.1 is a Neo Geo Pocket/Color emulator written in C++, featuring a calibrated timing system for accurate game speeds. Key features include a library with cover thumbnails, customizable search and sort options, a real BIOS boot sequence, and various video scaling and filtering options. The emulator supports save states, controller customization, and themes. Noteworthy are debug tools, including a debugger and ROM analysis capabilities. New enhancements allow two-player gameplay for Card Fighters’ Clash, improved serial timing, and additional debug panels. The emulator also supports recorded inputs and customizable cheat groups for gameplay.

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NgpCraft Emulator v2.9.1 has been released. This Neo Geo Pocket / Neo Geo Pocket Color emulator features a speedy native C++ core (TLCS-900H + Z80 + K2GE video) powered by a PyQt6 desktop shell. It’s meticulously timed to match real hardware — incorporating instruction-fetch wait-states on the cartridge flash, silicon-measured MUL/DIV, and LDIR costs — ensuring that self-timed games (like Cool Boarders Pocket and Densha de Go) run at their authentic 30 fps instead of the roughly 2× faster speeds common in most emulators.

Features:
A library with cover thumbnails (grid/list/compact) that live-reflows, enabling search, sort (by name, last played, most played, playtime, recently added, size, with direction toggle), favorites ★, and a never-played filter. Play count, playtime, and last-played dates are tracked per game.
Console boot functionality — with a real BIOS; the Boot BIOS powers the console, showcasing the Neo Geo Pocket intro before automatically booting the game, just like original hardware.
Video settings include integer/fit/stretch scaling, scanline/LCD-grid/CRT filters, color profiles, and true fullscreen support. The canvas resizes with the window, and there are size presets (Ctrl+1…5).
Black-and-white cartridges in color — NGP games on an NGPC are colorized similarly to how Game Boy games appear on a Game Boy Color. Both machines are selectable — see Monochrome cartridges.
Save states — manage 8 slots per game (via toolbar or keybindings: F2 save / F4 load / F3 slot).
In-game saves — utilize the game’s own flash save stored either in the ROM, as a separate file, or both.
The console retains its memories — the coin cell preserves BIOS settings and clock, maintaining the correct date upon the next startup. The RTC alarm is functional and will trigger on time.
Speed control — engage fast-forward (hold Tab) and adjust between 0.25× to 4× (using [ / ] or the toolbar).
Rewind functionality — hold , (or use the ⏪ toolbar button) to rewind the game, releasing to resume. The rewind button steps forward one frame; buffer length is configurable (Off / 10 / 20 / 30 s).
Screenshots (F12, folder is configurable), FPS overlay, and a hideable player toolbar.
Controller compatibility — supports an Xbox-style (XInput) pad in conjunction with the keyboard, featuring turbo/autofire on A and B at 5–20 presses per second.
Fully remappable controls — define console buttons and every in-game hotkey, receiving warnings for potential binding conflicts. Console buttons are visually represented on a diagram of the console, allowing users to select the D-pad’s left, rather than a generic row labeled “Left”.
Themes are adaptable — they automatically follow your desktop’s light/dark settings but can also be explicitly set to Light or Dark. Changes take effect immediately, with no need for a restart.
Debug tools (F1) — includes a comprehensive debugger: symbols, instruction stepping, call stack, raster event timeline, read/write watchpoints, an editable hex view with access highlights, RAM search, and audio analysis with VGM export options. Refer to Debugging.
ROM analysis — right-click on a game to boot, drive, and get a report detailing any issues. See ROM analysis.
Crash reports — faults in ROM will generate detailed crash logs in crashes/*.txt, documenting reasons, PC, opcode, registers, and both memory & stack dumps.
Multilingual interface — available in English and French, with live-switching capability and no restarts required. Each language’s data is contained in a single JSON file in lang/, so adding a new language simply involves adding a file without any code changes: see TRANSLATING.md. Contributions are encouraged.

NgpCraft Changelog:
Two-player link functionality
Card Fighters’ Clash can now support a full versus match, either locally on one PC or online.
Mirror mode can be initiated from the online lobby, eliminating the need for an IP address.
Select cable or mirror when creating a room, with the room list indicating the type for each entry.
Enhanced serial timing accuracy and an updated depiction of the lag tolerance for the cable.
Fixes: the debugger’s capture tools are operational for player two, and abandoning a cartridge exchange no longer results in an open connection.
New debug panels include
Hardware registers – detailing every console register and explaining each setting instead of displaying raw hex, along with warnings for states deemed illegal by hardware documentation.
Tilemap viewer – provides a complete view of an entire background layer, highlighting the currently visible part line by line to illustrate scrolling effects.
Sound CPU – a detailed overview of the sound processor, including code listing, registers, and stack data, with indicators as to whether the emulator or game has caused a halt.
Coverage – identifies which sections of a cartridge have been executed.
Profiler – tracks the time allocation of a frame, by function.
Recording and replay – record your inputs for exact playback later, allowing a bug encountered during gameplay to be turned into a file that others can replicate.
Script console – offers a Python prompt with the current console already scoped.
Cheats – lets you save named groups of addresses associated with their values per game in a plain text format that can be shared easily.
Panels are now organized into two rows instead of a single long strip.
Rewind features
Holding the rewind button accelerates the rewind the longer it is held: a ten-second buffer can be traversed in about two seconds instead of ten.
A timeline is displayed beneath the image while rewinding, allowing you to drag it to jump directly to a moment.

Download: NgpCraft Emulator v2.9.1
Source:Here

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