Systems marked as 'Experimental' are supported, but are not yet recommended for everyday use
Pocket Challenge V2
PC-Engine / TurboGrafx
PC-Engine CD / TurboGrafx CD
NES / Famicom
Famicom Disk System
SNES / Super Famicom
Game Boy Color
Game Boy Advance
Master System / Mark III
Mega Drive / Genesis
Neo Geo AES
Neo Geo Pocket
Neo Geo Pocket Color
Using the 'hiro' framework, ares looks and behaves like a native application on all supported platforms, using WinAPI (Windows), Cocoa (macOS), GTK2 or GTK3 (posix)
You can now synchronize both audio and video output at the same time, for a smooth experience for those systems that don't match the host frame-rate.
Resume where you left off, even if the game you're playing does not natively support saving.
Reduce input lag and response time by accounting for internal processing delays in the original games, it's now possible to achieve lower latency than is possible on real-hardware using a CRT!
Speed up and rewind gameplay as you wish; breeze past long cutscenes or recover from your mistakes.
Apply shader-based filters to enhance your experience; simulate the look of a CRT or smooth out the display, ares ships with a few shaders but you can add more from quark-shaders, or write your own using GLSL.
Optionally emulate the display characteristics of the originals systems for an authentic experience. Nostalgic for the washed out colours of the original GBA screen, or playing a game that relies on LCD ghosting? We've got you covered.
With Virtual Game-Pads, you only need to configure controls once and it will be automatically adapted to suit each system you emulate.
Simple debug features such as trace logging to aid development of original software for supported systems