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À partir d’avant-hierArs Technica

This emulator reimagines Nintendo’s Virtual Boy with a full color display

Last year, we reported on Red Viper, a Virtual Boy emulator that added a splash of Super Game Boy-style color to Nintendo's famously failed red-on-black "portable" 3D headset from the '90s. Now, a new emulation experiment, VBoy Color, has taken the concept to a higher level, using a tile-based palette system that allows for many more distinct colors in each individual Virtual Boy frame.

Rather than simply replacing the Virtual Boy's four shades of red with four different colors, VBoy Color's readme files explain how the emulator's game-specific Color Packs can assign a distinct four-color palette to each 8x8 tile in a Virtual Boy scene. That means the emulator can differentiate between green pipes, grey platforms, and red brick wall in Mario Clash, for instance, even though all those in-game objects share the same overlapping red hues in the original game.

The Game Boy Color-esque results feel like being transported into an alternate history where Nintendo invested in a full-color display rather than cheaper red LEDs for the Virtual Boy hardware. The increased contrast between differently colored elements is particularly welcome in games like Jack Bros. or Vertical Force, where the original red-on-red display often makes it hard to differentiate the player-character from busy red background elements.

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ESA targets Anbernic emulation handhelds as "superfake" piracy enablers

For years, Chinese hardware manufacturers have carved out a market niche with an array of handheld Android gaming devices focused on retro emulation and/or more modern game-streaming capabilities. Now, though, a major game industry trade group is targeting one of those manufacturers, Anbernic, asking the US Trade Representative (USTR) to add the company to its list of "Notorious Markets" that "engage in or facilitate substantial copyright piracy or trademark counterfeiting."

TorrentFreak was among the first to notice the request from the Entertainment Software Association (ESA), which was submitted to the USTR last week. In it, the US trade group—which represents major publishers including Nintendo, Microsoft, PlayStation, Amazon, Epic, EA, Ubisoft, and more—notes that Anbernic devices "are routinely offered or shipped with removable memory cards preloaded with hundreds or thousands of unauthorized copies of copyright-protected video games published by ESA members."

While many online sellers do include an SD card full of ROMs alongside emulation hardware of all types, Anbernic itself does not appear to do the same when selling directly from its website. Regardless, the ESA argues that these ROM-laden Anbernic devices selling through "normal retail channels" help to "normalize hardware-based piracy by delivering illicit catalogues through a polished consumer product." This, the ESA says, meets the threshold for a "superfake," an ill-defined designation that applies to "high-quality counterfeit trademark goods ... on a commercial scale."

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PS5 emulation is suddenly making big strides on PC

For a long time, PC gamers could access many PlayStation 5 games only if the publisher invested in a bespoke port (something Sony has recently said it will be scaling back). Now, though, rapid advancements in PS5 emulators and other tools are making recent PlayStation titles increasingly playable on generic PCs.

SharpEmu was the first of these emulators, advancing from a "very early alpha stage" in May to a current state that can "load the eboot.bin of real games, execute native CPU instructions, and partially handle GPU-related functionality." The most recent release boasts 10 tested games that reach a "playable" state, including six that developer CursedIfElse says are "fully playable at 60 fps." That includes simple 2D games like Tetris Forever but also 3D titles like Astro Bot and the PS5 Demon's Souls remaster running at playable frame rates.

"SharpEmu has prioritized hardware accuracy from the very beginning, and we’re finally starting to see that investment pay off," CursedIfElse wrote on social media this week. "It was built completely from scratch, and this is how far we’ve come."

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"Super ZSNES" is a stab at a modern SNES emulator from the original developers

Aficionados of game console emulator history will almost certainly be familiar with ZSNES, an MS-DOS-based (and, later, Windows-based) emulator for the Super Nintendo Entertainment System that originally launched back in 1997. Originally written in x86 assembly code, it was known best for its performance on low-end PCs and was capable of running some games at full speed on chips as slow as a 233 MHz Pentium II, though it usually did so at the expense of emulation accuracy.

ZSNES developed rapidly (alongside the contemporary, competing Snes9x project) throughout the late ’90s and early 2000s. Updates slowed after the original creators left the project, and new releases ceased entirely around 2007.

But a successor to ZSNES has arrived. The project's original creators (who go by the handles zsKnight and _Demo_) have returned 19 years later with a new follow-up project called "Super ZSNES," an SNES emulator that emphasizes audio-visual upgrades to those aging ’90s-era Super Nintendo games. The only more surprising emulator news would be if NESticle somehow rose from the dead.

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