1.5 / 30-05-2022
NanoBoyAdvance is a Game Boy Advance emulator focused on accuracy. It has been reported that its CPU and timing emulation is more accurate than other software emulators right now, as in CPU and DMA is emulated with near cycle-accuracy and ARM emulation handles nearly all known edge-cases. It also has an HQ audio mixer (for games which use Nintendo's MusicPlayer2000 sound engine) and quite a few nice post-processing options (ghosting simulation, color correction, etc.).
Please note upon loading a ROM for the first time you will be prompted to assign the Game Boy Advance BIOS file. You can dump it from a real console (accurate) or use an unofficial BIOS (less accurate).
Windows: Nothing reported in particular
Mac: Install brew & install Qt5 from brew: brew install qt@5
Linux: Install SDL2, GLEW and Qt5
Most Recent Changes
ARM: force CPSR/SPSR bit 4 to one (fixes Banjo-Kazooie: Grunty's Revenge)
Bus: Game Pak access sometimes incurs a one-cycle penalty when prefetch is active
Bus: HALT incurs a two-cycle penalty
DMA: make access pattern (more) accurate for
ROM to ROMand other weird DMAs.
DMA: move the second internal cycle at the end of the transfer
DMA: handle more changes to the control register during a transfer
IRQ: rework interrupt delay emulation (once again)
Timer: writing to the control register takes one cycle to apply
PPU: apply horizontal sprite mosaic as a post-process
APU: model FIFO as a buffer of seven (not eight) 32-bit words (thanks Gericom) (fixes #101)
APU: high bits of SOUND2CNT_L should return zero
Input: make KEYINPUT updates atomic to avoid incorrect game resets (from the Key IRQ)
UI: maintain a list of recently opened files for quick loading
UI: allow loading ROMs via process arguments
UI: add shortcuts for fullscreen and window scale
UI: implement a workaround for the broken menu bar during fullscreen on Windows
UI: hide the FPS counter by default and add an option to unhide it
OpenGL: fix a black screen issue on some Intel integrated GPUs
macOS: build NanoBoyAdvance as an App Bundle (thanks nadiaholmquist)
Audio: added a high-quality software/HLE mixer for the MusicPlayer2000 sound engine
Platform: added a new Qt frontend with OpenGL post-processing options
PPU: render sprites one scanline ahead (fixes #130)
PPU: fix an off-by-one in the OBJ draw loop
PPU: apply OAM draw limit only on OAM (instead of pixel) boundaries for now
PPU: fix Mode4 transparency (fixes #169)
PPU: emulate BG enable delay (fixes #94)
PPU: update internal (affine) X/Y registers only if the BG is enabled (fixes #177)
Memory: handle 16-bit KEYCNT writes (fixes #152)
Memory: HALTCNT and POSTFLG should only be writable from BIOS code
Memory: mask top two bits of the IE register
DMA: each DMA channel should have its own memory data register (MDR)
CPU: rework IRQ signal propagation delay
CPU: improve IRQ exception timing
CPU: emulate user-mode LDM bus conflict
CPU: handle invalid CPU modes
CPU: emulate MSR user-mode restrictions
CPU: boot into supervisor mode instead of system mode
CPU: handle rD=r15 edge-case in CMP/CMN/TST and TEQ
CPU: Thumb ALU shifts now mask the shift amount
CPU: fix unsigned multiply-long timing
EEPROM: fix address masking
ARM: handle CMP, CMN, TST and TEQ with rD = 15
ARM: handle mode switches when the register bank does not change.
ARM: removed errorneous user-mode switch from LDRT/STRT opcodes.
DMA: allow DMAs to take priority over the CPU in the middle of an instruction
DMA: delay DMA startup by two cycles and account for 2I internal cycles
DMA: force ROM accesses to increment source address mode
DMA: respect source address mode setting for FIFO DMA
DMA: force FIFO DMA to use word sized accesses
DMA: handle manual disable (via enable flag) more gracefully
Timer: respect cascade flag in sample rate calculation
APU: emulate DAC enable bits (fixes #64)
PPU: match WIN0/1 trigger logic to hardware (thanks @destoer)
PPU: fix H-blank IRQ timing (once again)
PPU: better handle internal affine registers when multiple BG modes are used in a single frame.
PPU: handle invalid BG modes 6 and 7 (thanks @ladystarbreeze)
PPU: update internal affine & mosaic registers at the start of H-blank, not at the end.
MMIO: do not fallthrough on SOUNDBIAS writes (fixes #125)
Keypad: implemented keypad IRQ (thanks @destoer)
Serial: implemented a serial IRQ stub
SDL: always call glewInit() (fixes #129 )
SDL: use binary directory as current working directory
CPU: Optimized GamePak prefetch buffer emulation
CPU: Reading prefetched GamePak memory engages the GamePak prefetcher.
CPU: Delay all IRQs by four cycles (fixes James Pond)
CPU: Handle pipeline flush for halfword reads
CPU: Force next ARM instruction fetch to be sequential if the condition isn't met.
CPU: Optimized ADC and SBC flag calculations
DMA: Ignore repeat-flag for immediate DMAs
DMA: Mask source and destination addresses on write.
DMA: Properly disable non-repeating FIFO DMA (fixes #97)
Timer: Greatly optimized emulation efficiency, timers now are scheduled.
Memory: Fix unaligned S16 reads from out-of-bounds ROM
Memory: Allow read/write to POSTFLG register
Memory: Allow read from WAVE_RAM registers
Memory: Fix unaligned S8/S16 reads from SRAM
Memory: Handle DMA reads from open bus addresses (fixes #109)
Memory: Improved GPIO bus emulation
Memory: Force-align 16-bit expanded 8-bit VRAM and PRAM writes.
PPU: Raise H-blank IRQs after 960 cycles instead of 1006 (fixes #89)
PPU: Handle OBJ priority hijacking (fixes #99)
PPU: Respect per-scanline cycle limit for OBJ rendering (fixes #98)
PPU: Handle odd tile numbers in 256-color OBJs (fixes #106)
PPU: Emulate tile number limit for 256-color OBJs
PPU: Latch internal affine registers on mode switch (fixes #90)
PPU: Handle setting V-count setting to the current V-count value.
PPU: Make V-count IRQ edge-triggered
PPU: Fixed broken semi-transparency logic
APU: Clamp samples before converting to S16 format (fixes #100)
APU: Use BLEP resampler to improve quality of direct audio.
RTC: Fix off-by-one error in the day of month.
GameDB: Added save type override for Acrobat Kid (Japan)
GameDB: Added save type override for Baldur's Gate - Dark Alliance
GameDB: Added save type override for 007 - Everything or Nothing
GameDB: Added save type override for Super Monkey Ball Jr.
GameDB: Fixed save type override for Classic NES - Legend of Zelda
Common/DSP: Linearly interpolate CosineResampler lookup-table
Common/DSP: Added a BLEP resampler
Miscellaneous: Do not sync to audio by default
Miscellaneous: Experimental, optional hack to increase audio sample rate in games which use the M4A/Sappy sound engine. This will break games and is thus not turned on by default.
implemented GLSL shader support
fix broken Vsync on Windows and presumably macOS
fix crash when no keymap.toml is present