@playsegasaturn Hi, thank you!
The implementation is mostly complete now, and I’m currently doing wide-range testing. If no serious issues are found, I’m planning to release it this weekend.
🎮 I rebuilt the Saturn's VDP2(background/color) emulation from scratch. Old way:layers as textured polygons + GPU blending → couldn'tmatch Saturn's color math. New way: a per-pixel compositor that sorts layers by priority & does color calc in real-hardware order. #segasaturn
@playsegasaturn >Was AI used to improve the emulator in this version?
Of course, yes. I built a harness to help improve the emulator with AI. I like to think of myself as a pretty good cowboy.
The Windows version of yabasanshiro ver.1.20.10 has also been released! You can get it from https://t.co/vsZBG7MzeL or click [help] -> [Check for update]
@playsegasaturn >Does the Windows version have leaderboards like the mobile version? Or RetroAchievements?
No. Implementing leaderboards and game cards with the old C++/Qt codebase would be tedious and, honestly, not very fun.
YabaSanshiro v1.20.5 is out!
The VDP1 core has been completely rewritten with compute shaders, greatly improving sprite rendering accuracy and compatibility for Sega Saturn games.
Get the latest version on Google Play! #SEGASATURN#emulator
https://t.co/Dr75eXDMub
With this compute shader method, even the tricky task of expanding the bottom-right coordinate in a vertex-based approach becomes surprisingly simple. #segasatrun#emulator
I finally started using AI to work on the core of my emulator.
At first it kept breaking things.
But once I documented my debugging process and problem-solving methods, it started fixing issues faster and more reliably than I can. #claude#emulator