Releases: hcs64/neon64v2
Releases · hcs64/neon64v2
Neon64 WIP 2024-06-02
- Minimal MMC5 support for Castlevania 3 (#10)
CRC $48693ef1 $3be35df0
Neon64 WIP 2024-05-19
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
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
- 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
First source release