• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Higan/BSNES (Cycle accurate SNES emulator) seems to be back in active development

Higan v095 is now out.

"Just when I thought I was out ... they pull me back in!"

After 20 months of development, higan v095 is released at long last!

The most notable feature is vastly improved Game Boy Advance emulation. With many thanks to endrift, Cydrak, Jonas Quinn and jchadwick, this release contains substantially improved CPU timings and many bugfixes. Being one of only two GBA emulators to offer ROM prefetch emulation, higan is very near mGBA in terms of accuracy, and far ahead of all others. As a result of these fixes, compatibility is also much higher than in v094.

There are also several improvements to SNES emulation. Most significantly is support for mid-scanline changes to the background mode in the accuracy profile.

Due to substantial changes to the user interface library used by higan, this release features yet again a brand-new UI. With the exception of video shaders and NSS DIP switch selection, it is at feature-parity with the previous UI. It also offers some new features that v094 lacked.

The cheat code database has also been updated to the latest version by mightymo.

Lastly, I will not be offering official 32-bit Windows binaries going forward. higan will technically build and run on 32-bit systems, but I am tired of having to jump through flaming hoops to update MinGW32's headers that haven't been updated since 1996. The 10% performance hit for running in 32-bit mode is also a significant deterrent. If anyone wants to take over 32-bit Windows builds, I'll happily link them from the higan downloads page.

Note: I'm working on a new user guide to explain how to use higan and icarus. So if you have trouble using this release, check back here in a few days please. But essentially, you run icarus to import your games, and then higan to play them. It's a bit different from the direct integration of ananke with v094.
 
So Higan and another emulator are the best in terms of cycle accurate GBA emulation?

Apparently. mGBA surpassed VBA-M as the top GBA emulator a little while ago and it sounds like byuu was able to incorporate a lot of mGBA's fixes to greatly improve Higan's GBA core.
 
> So, byuu's back or he never actually left?

I stopped for about a year, spent a while where I only accepted third-party patches in a kind of maintenance mode (was trying to pursue some other goals in life, and of course failed), and eventually picked things back up to get a new release out. That last part took me from around April until today to complete >_<

For the future, I'd like to work on the SNES debugger again, and then I'd like to improve my NES mapper emulation.

> Apparently. mGBA surpassed VBA-M as the top GBA emulator a little while ago and it sounds like byuu was able to incorporate a lot of mGBA's fixes to greatly improve Higan's GBA core.

Yeah, mGBA is now the best GBA emulator. endrift wrote a bunch of tests so we could finally emulate prefetch instead of just guessing how it worked. His emulator passes around 1060/1280 tests, and mine 1010/1280. All the other emulators are at 500/1280 or less. higan v094 was only at around 180/1280, so this is a huge jump for me.

Of course, that's just timing. There's a lot more to GBA emulation. Where mGBA really shines is that it also implements the solar sensor, the RTC, the link cable, and has some strides toward working with Dolphin's Game Boy Player emulation.

The main "cool feature" I have is native GBP simulation, so the rumble feature works as if you were playing on the GBP with a GC controller. Also have a really nice new GBA color simulation from Cydrak that's way better than any others. But the only serious reasons to use mine instead of mGBA, is if you like the game folder idea (people either love it or hate it), and/or like the idea of having all the 2D NES systems emulated by the same program.
 
I didn't hear about mGBA before. I think I'm gonna give it a try. And it's great news that higan is still in development.
 
Higan v096 is now out.

This release adds many UI refinements, new features, and GBA emulation improvements.

I'm looking for Super Famicom console donations, so that I can include hardware PCB scans and document differences for my SNES preservation efforts. If anyone would be interested in helping, I'd be very grateful. More about this here.

Also, I've attempted to add a WASAPI audio driver for the Windows port, but I'm having trouble getting it stable. If there are any WASAPI experts that could lend a hand there, that would also be very helpful!

Changelog:

- higan: absolutely massive amounts of coding style updates; probably 150 hours of work here
- higan: manifest format updated for much greater consistency and simplicity
- higan: wrote popen() replacement to suppress console flashing when loading games via icarus
- icarus: now includes external database with mapping information for all verified games
- icarus: added support for importing Campus Challenge '92 and Powerfest '94
- icarus: merged settings.bml with higan; changing library path in one affects the other now
- SFC: added MSU1 audio resume support
- SFC: added new expansion port device (eBoot); simulation of SNES-Boot hardware
- SFC: expansion port device can now be selected from system menu
- SFC: updated handling of open bus (thanks to Exophase for the design idea)
- SFC: "BS-X Satellaview" library folder renamed to "BS Memory"
- GBA: fixed 8-bit SRAM reading/writing
- GBA: PRAM is 16-bits wide
- GBA: VRAM OBJ 8-bit writes are ignored
- GBA: BGnCNT unused bits are writable
- GBA: BG(0,1)CNT can't set d13
- GBA: BLDALPHA is readable (fixes many games including Donkey Kong Country)
- GBA: DMA masks &~1/Half, &~3/Word
- GBA: fixed many other I/O register reads; gets perfect score on endrift's I/O tests
- GBA: fixed caching of r(d) to pass armwrestler tests (Jonas Quinn)
- GBA: blocked DMA to/from BIOS region (Cydrak)
- GBA: fixed sign-extend and rotate on ldrs instructions (Cydrak)
- tomoko: added "Ignore Manifests" option to advanced settings panel
- tomoko: re-added support for ruby/quark video shaders
- tomoko: improved aspect correction behavior
- tomoko: added new tool, "Manifest Viewer" (mostly useful for developers)
- ruby: fixed mouse capture clipping on Windows (Cydrak)
- ruby: won't crash when using OpenGL 3.2 Linux driver with only OpenGL 2.0 available
- ruby: added Linux fallback OpenGL 2.0 driver (not compiled in by default)
- ruby: added preliminary WASAPI driver (not compiled in by default, due to bugginess)
- hiro: fixed the appearance of Button and ListView::CheckButton on Windows classic
- hiro: added missing return values from several functions (fixes crashes with Clang)
 
Higan v097 is now out.

This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had.

Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well.

Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name.

Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users.

Changelog:

- higan: project source code hierarchy restructured; icarus directly integrated
- higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to %localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan
 
Does anyone want to be awesome and compile the Mac version for me?

Pretty please? :3

Edit: I actually think I got it, although it's not loading games. Can't figure out if that's because OS X support is unfinished, or I did something wrong.
 
Higan v098 is now out.

This release adds WonderSwan, WonderSwan Color and SwanCrystal emulation. Note that the SwanCrystal is 99.9% identical to the WonderSwan Color sans the LCD panel type; thus going forward I won't be including it in the list of emulated systems.

Please note that this will be the final higan release to include the balanced and performance cores. The accuracy core has now become the only core used by higan.

Furthermore, to simplify naming, the internal emulation cores are now nameless. This means bnes, bsnes, bgb, bgba and bws are now all just part of higan. loki is thus both a subset (the SNES core alone) and superset (with added debugging capabilities) of higan. The internal names were meaningless anyway, as they were never exposed anywhere except one line in each core's source code.
 
Well this thing crashes every time I load anything. I remember having other usability issues the last time I tried this emulator.
 
Well this thing crashes every time I load anything. I remember having other usability issues the last time I tried this emulator.

Honestly I don't see any real reason to use higan itself specifically these days; all of his emulation engines are ported to Retroarch, where you can get all the benefits of the super-accurate emulation in a more standardized container.
 
Higan v099 is now out.

Time for a new release. There are a few important emulation improvements and a few new features; but for the most part, this release focuses on major code refactoring, the details of which I will mostly spare you.

The major change is that, as of v099, the SNES balanced and performance cores have been removed from higan. Basically, in addition to my five other emulation cores, these were too much of a burden to maintain. And they've come along as far as I was able to develop them. If you need to use these cores, please use these two from the v098 release.

I'm very well aware that ~80% of the people using higan for SNES emulation were using the two removed profiles. But they simply had to go. Hopefully in the future, we can compensate for their loss by increasing the performance of the accuracy core.

If you want to know more about the removal of these two profiles, please read this article for a more in-depth explanation.

Changelog:

- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: expansion port devices can now be changed during gameplay (atlhough you shouldn't)
- SFC: fixed bug in SharpRTC leap year calculations
- SFC: emulated new research findings for the S-DD1 coprocessor
- SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y instructions [AWJ]
- SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker in games
- GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual manifests are needed for now
- GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon [endrift]
- GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift, gekkio]
- GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd, Road Rash, etc
- nall: execute() fix, for some Linux platforms that had trouble detecting icarus
- nall: new BitField class; which allows for simplifying flag/register emulation in various cores
- ruby: added Windows WASAPI audio driver (experimental)
- ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some Linux systems)
- ui: timing settings panel removed
- video: restored saturation, gamma, luminance settings
- video: added new post-emulation sprite system; light gun cursors are now higher-resolution
- audio: new resampler (6th-order Butterworth biquad IIR); quite a bit faster than the old one
- audio: added optional basic reverb filter (for fun)
- higan: refresh video outside cooperative threads (workaround for shoddy code in AMD graphics drivers)
- higan: individual emulation cores no longer have unique names
- higan: really substantial code refactoring; 43% reduction in binary size
 
Higan v100 is now out.

higan has finally reached v100!

I feel it's important to stress right away that this is not "version 1.00", nor is it a major milestone release. Rather than arbitrary version numbers, all of my software simply bumps version numbers by one for each official release. As such, higan v100 is simply higan's 100th release.

That said, the primary focus of this release has been code clean-ups. These are always somewhat dangerous in that regressions are possible. We've tested through sixteen WIP revisions, one of which was open to the public, to try and minimize any regressions. But all the same, please report any regressions if you discover any.

Changelog:

FC: render during pixels 1-256 instead of 0-255 [hex_usr]
FC: rewrote controller emulation code
SFC: 8% speedup over the previous release thanks to PPU optimizations
SFC: fixed nasty DB address wrapping regression from v099
SFC: USART developer controller removed; superseded by 21fx
SFC: Super Multitap option removed from controller port 1; ports renamed 2-5
SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
higan: audio volume no longer divided by number of audio streams
higan: updated controller polling code to fix possible future mapping issues
higan: replaced nall/stream with nall/vfs for file-loading subsystem
tomoko: can now load multi-slotted games via command-line
tomoko: synchronize video removed from UI; still available in the settings file
tomoko, icarus: can navigate to root drive selection on Windows
all: major code cleanups and refactoring (~1MB diff against v099)

Note 1: the audio volume change means that SGB and MSU1 games won't lose half the volume on the SNES sounds anymore. However, if one goes overboard and drives the sound all the way to max volume with the MSU1, clamping may occur. The obvious solution is not to drive volume that high (it will vastly overpower the SNES audio, which usually never exceeds 25% volume.) Another option is to lower the volume in the audio settings panel to 50%. In general, neither is likely to ever be necessary.

Note 2: the synchronize video option was hidden from the UI because it is no longer useful. With the advent of compositors, the loss of the complicated timing settings panel, support for the WonderSwan and its 75hz display, the need to emulate variable refresh rate behaviors in the Game Boy, the unfortunate latency spike and audio distortion caused by long Vsync pauses, and the arrival of adaptive sync technology ... it no longer makes sense to present this option. However, as stated, you can edit settings.bml to enable this option anyway if you insist and understand the aforementioned risks.
 
Two new updates!

1. Higan has a logo

0GgOCNg.jpg

2. A new article about emulator latency
 
Higan v101 is now out.

Not a large changelog this time, sorry. This release is mostly to fix the SA-1 issue, and to get some real-world testing of the new scheduler model. Most of the work in the past month has gone into writing a 68000 CPU core; yet it's still only about half-way finished.

Changelog:

- fixed SNES SA-1 IRQ regression (fixes Super Mario RPG level-up screen)
- new scheduler for all emulator cores (precision of 2^-127)
- icarus database adds nine new SNES games
- added Input/Frequency to settings file (allows simulation of latency)

Also, I've added a new tutorial page for higan, concerning firmware and its usage. This is made needlessly difficult right now due to the distribution methods used today. I implore the No-Intro team to please reconsider their position on firmware for the sake of making preservation more complete, and accurate SNES emulation easier for everyone.

Tutorial: higan - Firmware
 
Higan v102 is now out.

This release adds very preliminary emulation of the Sega Master System (Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine (Turbografx-16). These cores do not yet offer sound emulation, save states or cheat codes.

I'm always very hesitant to release a new emulation core in its alpha stages, as in the past this has resulted in lasting bad impressions of cores that have since improved greatly. For instance, the Game Boy Advance emulation offered today is easily the second most accurate around, yet it is still widely judged by its much older alpha implementation.

However, it's always been tradition with higan to not hold onto code in secret. Rather than delay future releases for another year or two, I'll put my faith in you all to understand that the emulation of these systems will improve over time.

I hope that by releasing things as they are now, I might be able to receive some much needed assistance in improving these cores, as the documentation for these new systems is very much less than ideal.

Also, please note that starting with this release, I am omitting the settings.bml file. This means that you will have to manually configure your gamepad input assignments, and select the appropriate devices from the system menu after loading games. You may also want to select a more conservative driver profile than the default (OpenGL, WASAPI.) If they cause you any troubles, a safer bet would be (Direct3D, DirectSound.)

The good news in omitting this file is that you'll only have to configure inputs once, and you won't lose any customizations by upgrading to future releases.

( Download ) ( Discuss )
 
Higan v103 is now out.

With this release, PC Engine, Master System, Game Gear, Mega Drive and the newly added SuperGrafx support are now quite usable! They're far from the best emulators for these systems, but with many bugfixes, full sound emulation, and save state support ... many games are now fully playable with decent accuracy.

The Game Boy Advance emulation is also now substantially improved with vastly improved sound quality and a new dot-based PPU renderer. With that change, every single component in higan is now cycle-based. Regrettably, these changes do carry a ~20% performance penalty compared to GBA emulation in v102.

Changelog:


  • added SuperGrafx emulation
  • improved audio band-pass filtering for all emulated systems
  • screen rotation is now a hotkey; automatically rotates control bindings
  • screen rotation now supported on the Game Boy Advance as well (used by a small number of games)
  • massive improvements to Mega Drive emulation
  • massive code cleanups and rewrites to many CPU emulation cores (MOS6502, WDC65816, SPC700, etc)
  • Famicom, Master System, Mega Drive: added PAL emulation support
  • PC Engine, SuperGrafx, Master System, Game Gear, Mega Drive: added save state support
  • PC Engine, SuperGrafx: added PSG sound emulation
  • Master System, Game Gear: added PSG sound emulation
  • Mega Drive: added Z80 APU emulation [with help from Cydrak]
  • Mega Drive: added PSG sound emulation
  • Mega Drive: added YM2612 sound emulation [Cydrak]
  • Super Famicom: fixed Super Game Boy emulation
  • PC Engine: added save RAM support (using per-game PCE-CD backup RAM)
  • Game Boy Advance: substantial improvements to audio emulation quality
  • Game Boy Advance: convert scanline-based PPU renderer to a dot-based renderer
  • Game Boy Advance: properly initialize CPU state (fixes Classic NES Series games)
  • Game Boy Advance: MUL timing corrected [Jonas Quinn]
  • Mega Drive: emulate special mappers for Phantasy Star IV, Super Street Fighter II, etc.
  • Super Famicom: use darker luma for INIDISP=0 (large improvement to Final Fantasy III opening)
  • Super Famicom: fixed bugs in SMP OR1,AND1 instructions
  • cheat code database regrettably removed from official releases; will be made available separately
This changelog is a summary of major changes. For a detailed list of all changes, which spans several pages, please see the higan Gitlab repository.

( Download ) ( Discuss )
 
Higan v104 is now out.

There are lots of improvements in this new release, both to core emulation and to the user interface. However, some of these changes are quite substantial, so regressions are a possibility. Please report any regressions from v103 on the forums if found.

Note that Mega Drive save RAM files will not be compatible with v103, but will now be compatible with save RAM files from all other Mega Drive emulators, and the format will be stable going forward.

Also!! Thanks to the tireless work of Screwtape, the Help->Documentation link in higan now takes you to a very comprehensive user guide. Please be sure to consult this if you have any questions about using higan.

Lastly, I've added a link to my Patreon page (https://patreon.com/byuu/) to the higan downloads page. The money will go exclusively toward purchasing SNES games for preservation, hardware and flash carts for reverse engineering, equipment such as backup drives, etc. Donating is entirely optional and comes with no rewards, but would of course be greatly appreciated! ^^;

Changelog:


  • nall/dsp: improved first-order IIR filtering
  • Famicom: improved audio filtering (90hz lowpass + 440hz lowpass + 14khz highpass)
  • Game Boy Advance: corrected bug in PSG wave channel emulation [Cydrak]
  • Mega Drive: added first-order 2.84KHz low-pass filter to match VA6 model hardware
  • Mega Drive: lowered PSG volume relative to YM2612 to match VA6 model hardware
  • Mega Drive: Hblank flag is not always set during Vblank
  • Mega Drive: fix PAL mode reporting from control port reads
  • Famicom: improved phase duty cycle emulation (mode 3 is 25% phase inverted; counter decrements)
  • Mega Drive: reset does not cancel 68K bus requests
  • Mega Drive: 68K is not granted bus access on Z80 reset
  • Mega Drive: CTRL port is now read-write, maintains value across controller changes
  • Z80: IX, IY override mode can now be serialized in save states
  • 68K: fixed calculations for ABCD, NBCD, SBCD [hex_usr, SuperMikeMan]
  • SPC700: improved all cycle timings to match results observed by Overload with a logic anaylzer
  • Super Famicom: SMP uses a separate 4x8-bit buffer for $f4-f7; not APU RAM [hex_usr]
  • Super Famicom: SMP TEST register is now finally 100% fully emulated [byuu, AWJ]
  • Game Boy Advance: DMA can run between CPU instruction cycles
  • Game Boy Advance: added 2-cycle delay between DMA activation and transfers
  • higan: improved aspect ratio correction accuracy at higher video scaling sizes
  • higan: overscan masking will now actually crop the underlying video instead of just blanking it
  • Mega Drive: center video when overscan is disabled
  • higan: added increment/decrement quick save slot hotkeys
  • Game Boy Advance: fixed wave RAM nibble ordering (fixes audio in Castlevania, Pocket NES)
  • higan: added new adaptive windowed mode: resizes the window to the current emulated system's size
  • higan: added new integral scaling mode: resizes the window to fill as much of the screen as possible
  • higan: main window is now resizable and will automatically scale contents based on user settings
  • higan: fixed one-time blinking of the main window on startup caused by focus stealing bug
  • ruby: fixed major memory leak in Direct3D driver
  • ruby: added fullscreen exclusive mode to Direct3D driver
  • Super Famicom: corrected latching behavior of BGnHOFS PPU registers
  • higan: all windows sans the main viewport can be dismissed with the escape key now
  • ruby: complete API rewrite; many audio drivers now support device selection
  • higan: output frequency can now be modified
  • higan: configuration settings split to individual menu options for faster access to individual pages
  • ruby: improved WASAPI driver to event-driven model; more compatible in exclusive mode now
  • libco: fix compilation of sjlj and fiber targets [Screwtape]
  • ruby: added YV12 and I420 support to X-Video driver
  • Game Boy: added TAMA emulation (RTC emulation is not working yet) [thanks to endrift for notes]
  • Game Boy: correct data ordering of MMM01 ROMs (MMM01 ROMs will need to be re-imported into higan)
  • Game Boy: store MBC2 save RAM as 256-bytes instead of 512-bytes (RAM is 4-bit; not 8-bit with padding)
  • Game Boy: fixed a bug with RAM serialization in games without a battery
  • Mega Drive: fix CRAM reads (fixes Sonic Spinball) [hex_usr]
  • Game Boy: added rumble support to MBC5 games such as Pokemon Pinball
  • Game Boy: added MBC7 emulation (accelerometer X-axis, EEPROM not working yet) [thanks to endrift for notes]
  • hiro: macOS compilation fixes and UI improvements [MerryMage, ncbncb]
  • Game Boy: added MBC6 emulation (no phone link or flash support; timing bugs in game still)
  • Game Boy: HDMA syncs to other components after each byte transfer now
  • Game Boy: disabling the LCD completely halts the PPU (fixes onscreen graphical corruption in some games)
  • Mega Drive: added 6-button Fighting Pad emulation [hex_usr]
  • 68K: TAS sets d7 when EA mode is a direct register (fixes Asterix graphical corruption)
  • Game Boy: STAT mode is forced to zero when LCD is disabled (fixes Pokemon Pinball)
  • LR35902: complete rewrite
  • icarus: high-DPI is not supported on Windows yet; remove setting for consistency with higan window sizes
  • hiro: added full support for high-DPI displays on macOS [ncbncb]
  • ARM7TDMI: complete rewrite
  • Super Famicom: disabled channels during HDMA initialization appear to set DoTransfer flag
  • V30MZ: code cleanup
  • Mega Drive: added optional TMSS emulation; disabled by default [hex_usr]
  • ARM7TDMI: pipeline decode stage caches CPSR.T [MerryMage]
  • ARM7TDMI: fixed timing of THUMB stack multiple instruction [Cydrak]
  • higan: detect when ruby drivers crash; disable drivers on next startup to prevent crash loop
  • Mega Drive: added automatic region detection (favors NTSC-J > NTSC-U > PAL) [hex_usr]
  • Mega Drive: support 8-bit SRAM
  • ARM7TDMI: PC should be incremented by 2 when setting CPSR.T via MSR instruction [MerryMage]
  • ruby: add Windows ASIO driver support (does not work on some systems due to buggy vendor drivers)
  • higan: default to safe drivers on a new install; due to instability with some optimal drivers
( Download ) ( Discuss )
 
I heard someone found a bug that would trigger on a real snes but not on any emulator (including higan). I think this release fixes it (and probably triggered it being released early so byuu could see if the fix broke anything).

GBA and WS emulation are really good. Dunno about NES as I use Mesen which is awesome.
 
Yes! My favorite! Love how much care is put in this. So is there a retroarch package for the update?

No, I assume because one of the retroarch devs is a bit of a turdburger and has been insulting byuu for years for god knows why.

I prefer individual emulators so it doesn't really affect me.
 
I wish there was a port of the latest Higan for Mac OS X. OpenEMU comes with a Higan core, but it's an old version. Maybe I'll set out to make a port with a simple UI for it when I find the time.

/edit: Oh, just saw in the changelog that there already is a UI?
 
Became a patron. Had no idea how much this emulator actually covered until I read the thread. Thanks for keeping updates posted.
 
my experience with the standalone version of higan is as follows:

sync to audio- no vsync causing huge amounts of screen tearing due to the snes video timing being slightly faster than the 60hz refresh of my lcd.

vsync- no screen tearing but now the audio is not correctly in time so crackles and pops

sync to audio with vsync- no screen tearing but audio is even worse than with just vsync

so unless you have a g-sync monitor the dynamic rate control in retroarch is the only way most people will play bsnes / higan without the above issues. luckily the bsnes core in retroarch isn't too antiquated and has had several of the updates backported but I wish someone could maintain the reroarch core properly, don't think its going to happen though.

https://twitter.com/byuu_san/status/886386675143909377
 
Higan v105 is now out.

This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix.

This will be the last release for a while: I have an upcoming vacation, and following that, I'll be shifting my focus back to the SNES preservation project until my backlog of 125 PAL games is cleared.

Changelog:


  • higan: many improvements to Emulator::Interface to support forks/frontends
  • higan: refreshed program icon
  • icarus: new program icon
  • Game Boy Advance: slight emulation speedup over v104
  • Game Boy Advance: synchronize APU FIFO updates better
  • Mega Drive: added automatic region detection [hex_usr]
  • Mega Drive: support 8-bit SRAM
  • Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage]
  • Master System: fix bug in backdrop color and background 0 priority [hex_usr]
  • Mega Drive: backgrounds always update output priority bit [Cydrak]
  • Mega Drive: emulated interlaced video output
  • Mega Drive: emulated shadow/highlight mode [Cydrak]
  • Super Famicom: auto joypad polling clears the shift register when starting
  • Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware
  • Game Boy Advance: rumble will now time out after being left on for 500ms
  • ruby: improved rumble support in udev input driver [ma_rysia]
  • M68K: move.b (a7)[+/-] adjust a7 by two
  • M68K: illegal/lineA/lineF opcodes do not modify the stack register
  • Mega Drive: emulate VIP status bit
  • uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare]
  • uPD7725: improved handling of DP, RP updates [Jonas Quinn]
  • Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak]
  • ruby: improved Direct3D exclusive mode monitor selection [Cydrak]
  • Super Famicom: fixed save state bug affecting SuperFX games [Cydrak]
  • Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo]
  • higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss
  • higan: fixed an edge case where int16_t <> double audio conversion could possibly result in overflows
  • higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb]
( Download ) ( Discuss )
 
Top Bottom