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Releases: codingncaffeine/Emutastic-For-Linux

Emutastic for Linux 0.8.7

16 Jun 20:49

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A reliability tweak for Neo Geo + RetroAchievements. RetroAchievements already works
for Neo Geo in Emutastic — nothing was broken, and your games and saves are untouched.
This just updates the way Neo Geo cartridge files are fingerprinted so they keep matching
RetroAchievements' database no matter how the file was produced.

What's Changed

  • More robust RetroAchievements matching for Neo Geo carts. RetroAchievements
    identifies a game by fingerprinting its file. Neo Geo .neo cartridges start with a
    4 KB header that can differ between conversion tools — same game, different header —
    which could keep a cart from lining up with RetroAchievements' database. Emutastic now
    skips that header and fingerprints only the cartridge's ROM data, the same way
    RetroAchievements does, so a given Neo Geo game identifies and unlocks its achievements
    regardless of how its .neo file was made.

Install

Tarball and .deb on the releases page,
or on Arch via the AUR: yay -S emutastic-bin. Existing installs update in-app
from Preferences → About.

Emutastic for Linux 0.8.6

16 Jun 17:39

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Your memory cards now sync. Cloud sync used to back up only battery saves (SRAM)
and your library — now it also covers the memory cards and save trees that disc and
handheld systems write, so progress on GameCube, Dreamcast, PSP, 3DS, DS, Saturn, PS2
and PS1 follows you between machines.

What's New

  • Memory cards and save trees back up to the cloud. Previously only frontend
    battery saves (.srm) and the library database synced — so console-managed saves
    silently never backed up. Now the saves that cores write themselves are covered too:
    GameCube and Dreamcast memory cards, PSP/3DS/DS save data, PS2 and PS1 memory cards,
    Saturn backup RAM, and arcade NVRAM. Cards are compressed before upload, and emulator
    caches, shader caches and save-states are deliberately left out.
  • Saves are ready before you play. A full sync now runs in the background at
    startup and right after you sign in, so your latest saves are already on disk by the
    time a game launches — with a brief "Syncing saves…" indicator while it runs. On a
    fresh machine, signing in pulls everything down.

Improvements

  • Saves are organized per console. Battery saves and memory cards now live in a
    per-system folder instead of one shared directory, so the saves folder stays tidy and
    each system's data is self-contained. Existing saves are moved into place
    automatically the first time you launch this version — nothing to do by hand.

Install

Tarball and .deb on the releases page,
or on Arch via the AUR: yay -S emutastic-bin. Existing installs update in-app
from Preferences → About.

Emutastic for Linux 0.8.5

10 Jun 02:01

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PlayStation 2 arrives. Import your PS2 games and play them, hardware-accelerated,
with adjustable internal resolution — plus a clearer BIOS setup flow and fixes across
import and controller input.

What's New

  • PlayStation 2 is here (PCSX2). Import .iso/.chd/.bin/.m3u and play.
    Rendered through the OpenGL hardware path, with Internal Resolution and
    Texture Filtering adjustable live from the in-game cog → Visuals. Box art and
    metadata scrape automatically, RetroAchievements identify and unlock, and the
    DualShock 2 is mapped out of the box. Grab the core from Preferences → Cores.
  • PS2 needs a BIOS. PlayStation 2 now appears in Preferences → System Files with
    the common known-good dumps listed — drop a valid BIOS into the PS2 BIOS folder (or
    next to your ROMs) and it's detected automatically.

What's Fixed

  • A missing BIOS now tells you so. Launching a game that needs a BIOS you don't
    have shows a clear "BIOS required" dialog pointing you to System Files, instead of
    failing silently or with a cryptic core error. Applies to every system that needs a
    BIOS (PS2, PS1, Saturn, Sega CD, and more).
  • Controller input on more cores. Some emulator cores read the whole controller in
    a single combined poll rather than button-by-button; those reads weren't being
    answered, so input didn't register at all. Now handled — affected cores respond to
    the pad correctly.
  • DAT downloads from redump.org work. Redump serves its DAT databases zipped; they
    are now unwrapped on download, fixing a silent failure where the saved file couldn't
    be read for ROM identification.

Improvements

  • Cleaner BIOS panel. Preferences → System Files now groups BIOS files in a
    two-level layout (manufacturer → console → files), each with its own present/missing
    badge, so multi-console sections read clearly at a glance.
  • Download All for DAT files. A single button fetches every reference DAT in turn,
    with per-system progress.

Install

Tarball and .deb on the releases page,
or on Arch via the AUR: yay -S emutastic-bin. Existing installs update in-app
from Preferences → About.

Emutastic for Linux 0.8.3

09 Jun 00:45

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A controls-and-PSP release: PSP now runs properly under Wayland, control remaps take effect immediately, and Vectrex and PlayStation input work.

What's Fixed

  • PSP (PPSSPP) now runs under Wayland. On some setups the PSP game window never appeared — you'd hear audio but see nothing — and when it did show, it ran rough with crackling sound. PSP now opens its window reliably, holds a steady 60fps, and plays clean audio.
  • Vectrex movement works. The joystick directions weren't being applied, so nothing moved — with either a d-pad or the analog stick. Vectrex now responds to both the d-pad and the left analog stick (plus the 1/2/3/4 buttons, which already worked).
  • PlayStation d-pad works. PS1 defaulted to an analog pad that left the d-pad dead, making some games (e.g. Symphony of the Night) uncontrollable. PS1 now uses the digital pad by default, so the d-pad works.

Improvements

  • Control remaps apply immediately. Editing a console's controls while a game is running now takes effect right away, instead of only the next time you launch the game. (On a console you hadn't mapped yet, that delay looked like the controls "weren't saving.")

Install

Tarball and .deb on the releases page, or on Arch via the AUR: yay -S emutastic-bin. Existing installs update in-app from Preferences → About.

Emutastic for Linux 0.8.2

08 Jun 16:15

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A focused N64 release: correct speed, clean audio, and working internal-resolution
controls.

What's Fixed

  • Nintendo 64 no longer runs too fast. A pacing bug let some N64 games run
    ~20% above full speed (≈72fps instead of 60). The loop now never paces a game
    faster than its content rate.
  • Clean N64 audio out of the box. The default N64 core is now
    Mupen64Plus-Next, which produces correct-rate audio on Linux's SDL3 audio
    path — the previous default (Parallel N64) under-produced audio at correct
    speed, causing a rough/garbled sound. Parallel N64 is still available in
    Preferences → Cores if you prefer it.
  • N64 internal resolution actually changes now. The in-game Visuals menu
    drives the resolution that the renderer outputs (sharper N64, default 960×720),
    and adjusting it takes effect. The setting is applied when the game starts, so
    change it and relaunch the game.

Improvements

  • In-game core-option changes now persist. Tweaks you make in the cog →
    Visuals menu are saved per-core and survive a restart (previously they were
    lost when you closed the game). This is what makes "restart to apply" options
    like N64 resolution work at all.
  • In-game menu fits its box. Long option values (resolutions, texture-filter
    names) no longer spill past the edge of the cog menu, and a missing-glyph box
    no longer appears on labels.

Install

Tarball and .deb on the releases page,
or on Arch via the AUR: yay -S emutastic-bin. Existing installs update in-app
from Preferences → About.

Emutastic for Linux 0.8.1

08 Jun 04:14

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A polish release on top of 0.8.0: smoother pause effects in fullscreen, a
simpler RetroAchievements sign-in, faster box-art downloads for paid
ScreenScraper accounts, and a clearer in-game FPS readout.

What's Fixed

  • Pause effects are smooth in fullscreen again. The animated pause
    overlay rendered on the CPU at full window resolution every frame, which
    bogged down at fullscreen (especially 1440p/4K) and made the animation
    crawl in slow motion. It now composites on the GPU at a fixed internal
    resolution, so it runs at full speed at any window size.
  • RetroAchievements: signing in is the only step. The separate "Enable
    RetroAchievements" toggle is gone — it was redundant with entering your
    credentials and easy to forget (signed in, but achievements silently off).
    Now achievements simply work whenever you're signed in. (Heads-up: with
    Hardcore Mode on, RetroAchievements shows an "Unknown emulator" message at
    game start — this is expected. RA only approves an emulator for hardcore
    after it's been public for six months; until then, turn Hardcore Mode off
    if you'd rather not see it. See Preferences → Achievements.)
  • Faster 2D box-art downloads on paid ScreenScraper accounts. Cover-art
    fetching was running one image at a time regardless of your account tier.
    It now uses your account's allowed thread count (up to 6 for paid
    supporters), matching the metadata and 3D-art paths.

Improvements

  • The in-game FPS readout now distinguishes display from emulation. The
    number is the frames actually shown on screen; when the core runs faster
    than the screen can present, it appends emu N — telling you the
    bottleneck is presentation (GPU/compositor), not emulation.
  • System Files tab tidied — dropped the dead MT-32 ROM and SoundFont
    drag-drop references (leftovers from a system that isn't supported).

Install

Available as a tarball and .deb on the releases page,
or on Arch via the AUR: yay -S emutastic-bin. Existing installs update
in-app from Preferences → About.

Emutastic for Linux 0.8.0

07 Jun 18:50

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The big one: GameCube and Dreamcast arrive, and the emulation loop got a
deep tune-up — smoother pacing, cleaner audio, and high internal resolutions
that no longer cost you frames. Every change below was verified with
benchmarking on real games.

What's New

  • GameCube is here (Dolphin). Import .rvz/.iso/.gcm and play.
    Tuned out of the box — dual-core emulation and fast memory access are on by
    default (the old conservative settings were a Windows-era caution that
    doesn't apply on Linux), measured taking Mario Kart: Double Dash from
    ~45fps to a locked 60. First-ever launch of a game warms a shader cache
    (brief dips); after that it boots clean. Internal resolution, anisotropic
    filtering, and anti-aliasing are adjustable live from the in-game cog.
  • Dreamcast is here (Flycast). .chd/.gdi/.cdi all load, VMU saves
    work out of the box, fast GD-ROM loading is on by default, and
    RetroAchievements identify and unlock — including .chd dumps. Internal
    resolution and texture upscaling adjustable from Core Options.
  • DS Visuals menu — Internal Resolution and xBrz Texture Scaling now sit
    in the in-game cog for Nintendo DS, mirroring the 3DS layout. Resolution
    choices are capped where CPU rendering stays playable.
  • DS performance defaults — the DS core now uses its JIT recompiler and
    a multi-threaded renderer by default (previously interpreter +
    single-threaded). Measured: Mario Kart DS at 4x internal resolution went
    from ~48fps to a locked 60. Your own Core Options choices still win.

Smoother and Faster

  • The multi-second freezes at screens and transitions are gone. A
    long-standing pacing bug made the emulator sit idle for seconds at scene
    changes (Dreamcast menus were the worst case — bursts of frames, then
    3–4 second gaps with crackling audio). Root-caused and fixed; boot
    sequences and menus now flow at full speed. This also removed most of
    GameCube's launch stall.
  • Games that run at 30fps internally now pace perfectly. The loop now
    follows the game's own clock (the audio it actually produces) instead of
    forcing the console's nominal rate — 30fps titles settle at a steady 30
    with clean audio, 60fps titles at 60, automatically.
  • High internal resolutions are now (almost) free. The frame-transfer
    path used to move the full-size rendered image every frame — at 3DS 10x
    that's ~43MB a frame, and it capped games in the 40s. The transfer is now
    bounded by your window size no matter the internal resolution: 3DS at 10x
    runs a locked 60. GameCube, PSP, and N64 high-res benefit the same way.
  • 3DS resolution settings now apply correctly at launch. Saving a high
    internal resolution used to clip the picture to a corner sliver on the
    next boot (a core init quirk); the setting is now applied a frame after
    boot instead, which renders correctly at any factor.

What's Fixed

  • Video snap previews survive Arch-style VLC packaging. On distros that
    split VLC into per-plugin packages, a missing codec plugin used to silently
    kill every video preview; the app now recovers and logs which package to
    install (vlc-plugin-ffmpeg on Arch). The wiki's Other Distributions page
    has the details.
  • RetroAchievements "unrecognized dump" messages are console-aware
    disc systems suggest Redump dumps, cartridges suggest No-Intro, arcade
    explains ROM-set matching, instead of one generic hint.

For Tinkerers

  • EMUTASTIC_FPS_LOG=1 logs a per-second fps + frame-cost line to
    emulator-host.log — the same readout used to verify everything above.
  • EMUTASTIC_FULLRES_READBACK=1 restores full-internal-resolution frame
    transfer (for maximum-quality recording at a frame-rate cost).

Emutastic for Linux 0.7.8

06 Jun 19:53

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A focused release: full in-game UI on X11 sessions, plus library polish.

What's New

  • Play touch-based DS games entirely on a controller. The right analog
    stick now moves an on-screen crosshair and taps with the right trigger —
    so games that require the touchscreen are fully playable from the couch.
    A bindable Touch button also appears under Preferences → Controls →
    Nintendo DS ("Touch Screen" section). Mouse taps keep working as before.
  • Full in-game experience on X11 — if your desktop runs X11 (XFCE, MATE,
    Cinnamon on Xorg, etc.), the game window previously showed just the game:
    no status bar, no hover controls, no settings menu. X11 now gets the
    complete in-game UI — the status line, the Power/Pause/Reset/Save/Record
    pill, the full cog menu, achievement toasts and indicators, pause effects —
    plus bezels and Vectrex screen overlays, and games now render at the
    correct display aspect ratio on X11 too. (Your window manager keeps its own
    title bar; shader presets and full-resolution screenshots remain
    Wayland-only for now.)
  • Sharper power button in the in-game controls — the new art is crisp at
    any size, where the old one rendered soft on large or high-scale displays.

What's Fixed

  • The "ghost card" is gone — after closing a game, the card you launched
    could linger over the next library you opened, following you across views
    until enough clicking dislodged it. Root-caused to a view-virtualization
    quirk (a keyboard-navigation bookmark pinned the old card's container) and
    fixed at the source — verified gone.
  • Far less console noise — a binding in the library card template
    produced tens of thousands of harmless-but-noisy errors per session while
    scrolling and switching views; it now resolves without the noise.
  • Controller bindings that can't be resolved are now reported in
    controller-diag.log instead of being silently ignored, making "this
    button does nothing" problems diagnosable.
  • Library hygiene on view switches — selection and focus are released
    when you switch libraries, so a card from the previous view can't hold
    state into the next one.