Formerly called UoYabause, YabaSanshiro is a version based on Yabause (emulator Saturn) maintained by Devmiyax (Japanese Developer).
Devmiyax had proposed several patches for the official branch and then nothing for long months until the arrival of YabaSanshiro on the Saturn emulation scene for the Android system and on which this Windows version is based. The emulator plays almost equal with SSF (some of them pass better on Yabause) making the two emulators complementary.
Note on the v2: Devmiyax offers a new version of its Saturn emulator based on Yabause. Completely abandoning the Windows version and focusing only on the Android port, thanks to the architecture of Yabause, the modifications/improvements on the games are passed on normally to all ports. Several features no longer work with the Windows port. It is sad to see that this promising fork has collapsed over time.
The changes are:
– Complete redesign of the VDP2 emulation to reproduce the actual reading and composition pipeline of the Saturn sega pixel by pixel.
– Abandonment of the old rendering based on polygons and the classic GPU blending in favor of an architecture faithful to the operation of the original material.
– Fixed problems of excessive transparency caused by the incorrect accumulation of translucent layers.
– Correct implementation of the “alpha destination” using the immediately lower priority layer as on the Saturn hardware.
– Support for special priority with priority management at the pixel level and no longer only per layer.
– Support of the “extend color calculation” allowing the composition of the 3rd and 4th priority levels.
– New architecture based on G-Buffers dedicated to each graphic layer.
– Separate decoding of the NBG0, NBG1, NBG2, NBG2, RBG0 and sprites layers before final composition.
– Recording attributes by pixel (color, priority, transparency, color calculation parameters, etc.).
– New composition shader performing the sorting of priorities and color calculations in the real order of Saturn material.
– Full implementation of layer compositing and pixel-based priority management.
– Implementation of normal color calculation (ratio, addition and CCRT® mode).
– Implementation of the “alpha destination”.
– Implementation of extended color calculation using the 3rd and 4th priorities.
– Implementation of the Line Color (LNCL).
– Implementation of Special Priority by character and pixel.
– Implementation of the Special Color Calculation (SFCC® and palette colors).
– Implementation of the Color Offset and the tracking of parameters by scanning line.
– Implementation of the three CRAM modes and layer display windows.
– Implementation of color gradients and special management of high-resolution CRAM.
– Composition logic of MSIB sprites and shadows finalized, validation of the attributes still in progress.
– Correction of the rendering of translucent walls in Doom.
– Fixed the purple hue displayed in Luna’s text windows.
– Fixed the translucent menu background in Azel (Panzer Dragoon Saga).
– Fixed the ocean transparency mix in Sonic R.
– About 90% of the composition and color calculation features of the VDP2 are now supported.
– The “Special Color Calculation” functions in direct RGB color mode are not yet supported.
– Color calculation windows and the mosaic effect are not yet implemented.
– Impact on performance limited to about 8% on average despite a significantly higher accuracy.
– Maintaining a framerate well over 60 FPS on modern Android devices tested.
– Use of modern features such as MRT and G-Buffers to faithfully reproduce the operation of the VDP2.
www.yabasanshiro.com
Devmiyax had proposed several patches for the official branch and then nothing for long months until the arrival of YabaSanshiro on the Saturn emulation scene for the Android system and on which this Windows version is based. The emulator plays almost equal with SSF (some of them pass better on Yabause) making the two emulators complementary.
Note on the v2: Devmiyax offers a new version of its Saturn emulator based on Yabause. Completely abandoning the Windows version and focusing only on the Android port, thanks to the architecture of Yabause, the modifications/improvements on the games are passed on normally to all ports. Several features no longer work with the Windows port. It is sad to see that this promising fork has collapsed over time.
The changes are:
– Complete redesign of the VDP2 emulation to reproduce the actual reading and composition pipeline of the Saturn sega pixel by pixel.
– Abandonment of the old rendering based on polygons and the classic GPU blending in favor of an architecture faithful to the operation of the original material.
– Fixed problems of excessive transparency caused by the incorrect accumulation of translucent layers.
– Correct implementation of the “alpha destination” using the immediately lower priority layer as on the Saturn hardware.
– Support for special priority with priority management at the pixel level and no longer only per layer.
– Support of the “extend color calculation” allowing the composition of the 3rd and 4th priority levels.
– New architecture based on G-Buffers dedicated to each graphic layer.
– Separate decoding of the NBG0, NBG1, NBG2, NBG2, RBG0 and sprites layers before final composition.
– Recording attributes by pixel (color, priority, transparency, color calculation parameters, etc.).
– New composition shader performing the sorting of priorities and color calculations in the real order of Saturn material.
– Full implementation of layer compositing and pixel-based priority management.
– Implementation of normal color calculation (ratio, addition and CCRT® mode).
– Implementation of the “alpha destination”.
– Implementation of extended color calculation using the 3rd and 4th priorities.
– Implementation of the Line Color (LNCL).
– Implementation of Special Priority by character and pixel.
– Implementation of the Special Color Calculation (SFCC® and palette colors).
– Implementation of the Color Offset and the tracking of parameters by scanning line.
– Implementation of the three CRAM modes and layer display windows.
– Implementation of color gradients and special management of high-resolution CRAM.
– Composition logic of MSIB sprites and shadows finalized, validation of the attributes still in progress.
– Correction of the rendering of translucent walls in Doom.
– Fixed the purple hue displayed in Luna’s text windows.
– Fixed the translucent menu background in Azel (Panzer Dragoon Saga).
– Fixed the ocean transparency mix in Sonic R.
– About 90% of the composition and color calculation features of the VDP2 are now supported.
– The “Special Color Calculation” functions in direct RGB color mode are not yet supported.
– Color calculation windows and the mosaic effect are not yet implemented.
– Impact on performance limited to about 8% on average despite a significantly higher accuracy.
– Maintaining a framerate well over 60 FPS on modern Android devices tested.
– Use of modern features such as MRT and G-Buffers to faithfully reproduce the operation of the VDP2.
Yaba Sanshiro - SEGA Saturn Emulator
Experience SEGA Saturn gaming on modern devices with Yaba Sanshiro