Releases: Senryoku/Deecy
v0.6.2
New Features
- Rewind.
Regularly takes snapshots of the DC state, allowing you to return to a previous state at any time.
This is disabled by default, enable it from the newGeneralsetting tab. From there, you can also configure the snapshot interval and the maximum number of snapshots saved (Note: More snapshots will increase memory usage).
For the best experience, also map your preferred shortcuts to the rewind actions (Previous/Next/Confirm/Cancel). - Controller-Navigable Game Launcher.
Start games from your library using only your configured DC controller. You can set this launcher to open automatically on startup via theGeneralsettings tab. - Microphone support.
Enable microphone input by adding one to an expansion slot of your emulated controller. - MSAA x4 support for opaque pass.
Full Changelog: v0.6.1...v0.6.2
v0.6.1
What's new
All of the following new features are considered experimental.
- Per-Game cheats
- 16:9 aspect ratio support
- DC Keyboard & Mouse support
- Dream Pico Port support
- VMU beeps
Lots of bug fixes:
Full Changelog: v0.6.0...v0.6.1
v0.6.0
Warning
Configuration format has changed and won't carry over from previous versions of Deecy.
Warning
Game folders (under ./userdata/) may have changed names from previous versions. You can manually copy your VMUs and saved states to the new folder if you wish to keep them, they are compatible.
Thanks @Immersion95 for the numerous bug reports!
Which version should I use?
x86_64_v2 to x86_64_v4 refers to the instruction set supported by the CPU.
| Version | Target CPU | Note |
|---|---|---|
| x86_64_v2 | Older | Use if other versions crash (Illegal instruction) |
| x86_64_v3 | Standard | Most users should be able to run this one |
| x86_64_v4 | Recent | Best performance for newer hardware (roughly 2017+ for Intel, 2022+ for AMD) |
What's Changed
General
- Improved timing logic and optional frame limiter for a smoother framerate.
- Vibration Pack support.
- Improved support for 240p titles.
- Support for Zstd compressed hunks in CHD files.
- Better support for older CPUs. This needs more testers!
Rendering
- Experimental pipeline cache (Reduce pop-in due to shader compilation).
- Nearest-Neighbor scaling option.
- Texture filtering override setting.
UI
- Customizable shortcuts, keyboard or controllers.
- Improved controller settings.
- Expanded VMU configuration options.
Autocable setting will detect non-VGA compatible games and switch to the appropriate cable automatically.- Basic screenshot functionality (F12 by default).
- More detailed performance overlay.
Lots of small tweaks and bug fixes, see the full list of commit for those.
Changelog from previous Release Candidate: v0.6.0-rc...v0.6.0
Full Changelog: v0.5.4...v0.6.0
v0.6.0 Release Candidate
Warning
Configuration format has changed and won't carry over from previous versions of Deecy.
Warning
Game folders (under ./userdata/) may have changed names from previous versions. You can manually copy your VMUs and saved states to the new folder if you wish to keep them, they are compatible.
Thanks @Immersion95 for the numerous bug reports!
Which version should I use?
x86_64_v2 to x86_64_v4 refers to the instruction set supported by the CPU.
| Version | Target CPU | Note |
|---|---|---|
| x86_64_v2 | Older | Use if other versions crash (Illegal instruction) |
| x86_64_v3 | Standard | Most users should be able to run this one |
| x86_64_v4 | Recent | Best performance for newer hardware (roughly 2017+ for Intel, 2022+ for AMD) |
What's Changed
General
- Improved timing logic and optional frame limiter for a smoother framerate.
- Vibration Pack support.
- Improved support for 240p titles.
- Support for Zstd compressed hunks in CHD files.
- Better support for older CPUs. This needs more testers!
Rendering
- Experimental pipeline cache (Reduce pop-in due to shader compilation).
- Nearest-Neighbor scaling option.
- Texture filtering override setting.
UI
- Customizable shortcuts, keyboard or controllers.
- Improved controller settings.
- Expanded VMU configuration options.
Autocable setting will detect non-VGA compatible games and switch to the appropriate cable automatically.- Basic screenshot functionality (F12 by default).
- More detailed performance overlay.
Lots of small tweaks and bug fixes, see the full list of commit for those.
Full Changelog: v0.5.4...v0.6.0-rc
v0.5.4
v0.5.3
Main Changes
- Added a cache for game images, speeding up subsequent start up times with large game libraries.
- Fixed a couple of issues affecting WinCE games. Sega Rally 2 is now playable!
- Fixed a Tile Accelerator issue that was causing polygons to have wrong base or offset colors (e.g. black polygons in Dead or Alive 2).
- Improved interlace support, fixing some games that were running at half their intended speed.
- Improved and optimized rendering of translucent modifier volumes.
- Improved handling of axis aligned sprites when upscaling, reducing or eliminating visible seams in some cases.
Known issues
Crash on startup with Nvidia drivers on Linux: Compilation of the updated compute shader used in TMV rendering might cause a crash in Nvidia drivers on Linux, preventing the emulator to start entirely. I suspect this is a driver bug and don't have a workaround at this moment, other than using the previous release. See #110.
New Contributors
Full Changelog: v0.5.2...v0.5.3
v0.5.2
- Fixed a crash on Wayland.
- Experimental support for FLAC compressed hunks in CHD files.
- Miscellaneous smaller bug fixes.
Full Changelog: v0.5.1...v0.5.2
v0.5.1
v0.5.0
Experimental Windows CE support
![]() |
|---|
| Splash screen of games using Windows CE |
Most of the improvements in this release were needed to start supporting Windows CE games. Some of them now reach in game.
- SH4: MMU support and Exception handling
Like most OSes, Windows CE provides a virtualized memory address space to programs using the CPU builtin Memory Management Unit. This is the largest change needed to support games using the OS. It also implies proper handling of exceptions (MMU related, but also some other recoverable ones), which I was happily ignoring until now. - Multipass Rendering
Windows CE seems to be using at least two passes by default, meaning at least a basic support of multipass rendering was needed to correctly render most of them.
![]() |
|---|
| Resident Evil 2 uses two render passes... Although the first one doesn't do much. |
- Sort-DMA
Another way to send geometry data to the PowerVR. - Many small fixes/improvements
Other improvements
- Culling Modes support
Renderer now correctly follows culling mode (Disabled/Backface/Frontface) specified by software. Fixes rendering issues in Demolition Racer, or the Soul Calibur intro. - Bump Mapping support
Bump map textures are now properly displayed.
![]() |
|---|
| Rayman 2 uses bump textures to add details to the ground |
- PVR-DMA
Yet another way to send arbitrary data to the PowerVR. Allows Sonic Shuffle to get in game. - UI: Added a basic file search in library
Bug fixes
- Improvement in partially preserving draw order. Fixes rendering issues in Suzuki Alstare Extreme Racing and Demolition Racer.
- Force Punchthrough polygons final alpha value to 1.0.
Breaking changes
Warning
Save states from previous versions are not compatible with this release.
Full Changelog: v0.4.1...v0.5.0


