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Releases: hcs64/neon64v2

Neon64 WIP 2024-06-02

03 Jun 22:46
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Neon64 WIP 2024-06-02 Pre-release
Pre-release
  • Minimal MMC5 support for Castlevania 3 (#10)

CRC $48693ef1 $3be35df0

Neon64 WIP 2024-05-19

20 May 04:56
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Neon64 WIP 2024-05-19 Pre-release
Pre-release

Quick build after squashing some bugs this weekend:

  • MMC2 CHR bank switch for sprites now applies on the same line, fixes Mike Tyson's Punch-Out!!
  • MMC3 CHR bank switch PPU catch-up, fixes flicker in Kirby's Adventure and Might & Magic
  • Mid-line fine X hack fixes Rad Racer

Not quite ready for another numbered beta as I need to review and test a bit more. I may try to add a mapper or two now that I have more confidence in timing.

CRC: $990946af $dc0e6a92

Neon64 2.0 beta 4

06 Apr 18:20
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New

  • Controller 2!
  • Mapper 11 (various Color Dreams), thanks to @sp1187!
  • Mapper 34 (Deadly Towers), thanks to @ddp34!
  • Mapper 66 (Doraemon, etc)
  • Detect PAL from NES 2.0 header
  • Unofficial opcodes (Deadly Towers, Aladdin, Streemerz, etc)

Fixed

  • Controller detection issues #3 and #5
  • More accurate PCM playback on PAL (e.g. High Hopes demo)
  • More compatible video signal for compatibility with Retrotink (issue #8)
  • DMC looping (Bomberman II, issue #3)
  • Clock MMC3 IRQ counter (issue #4)
  • CPU bug in Qix
  • Initialize RAM to all 1s instead of 0s (Battletoads)
  • Delay immediate NMI by one instruction (Bomberman II attract mode)
  • Overall improved timing by delaying interrupts one instruction, though
    this is still not quite correct.
  • Remap PC when leaving a bank (Deadly Towers)

Neon64 2.0 beta 3

27 Jul 12:01
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  • Add mappers 9, 10 (MMC2, MMC4)
  • Added overlays, so mappers can modify the core PPU loop
  • Runtime PAL switch
  • Improved MMC3 IRQ timing
  • DMC and frame counter IRQ
  • Assorted timing adjustments
  • Support some mid-line changes (e.g. Marble Madness)
  • Fix MMC1 PRG mode 0 (e.g. Pirates!)
  • SUROM support (Dragon Warrior III and IV)

Neon64 2.0 beta 2

08 Jul 06:15
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First source release