This is most likely more correct. .net framework does not have a dedicated method for checking absolute paths, so this was most likely accidentally used instead.
-closes #4068
There's still two callsites that don't check the return value, but I'm not sure whether they can fail and what they should do if they do.
"Don't use target-typed new for throw expressions"
doesn't include rebuilt assembly because it should be identical IL
modulo timestamps
one of these was `Exception` and got stripped, one was checked-in as
implicitly-typed
see 5fd840e14 and 29c15adbb
The Z80 should only be sampling the /WAIT pin during the 3rd cycle T of an IO REQ M Cycle.
Instruction timing tests verified on CPCHawk using WinAPE plustest.dsk.
Note: CPCHawk is the only core to currently use the Z80A /WAIT pin (FlagW), so other core exposure is 0.
* [CPCHawk] Start of new gate array and CRTC implementation
* [CPCHawk] Some cleanup
* [CPCHawk] More Cleanup
* [CPCHawk] More CRTC work
* [CPCHawk] More crtc work
* [CPCHawk] more CRTC work
* [CPCHawk] More CRTC work
* [CPCHawk] more crtc
* [CPCHawk] GateArray breaking changes WIP
* [CPCHawk] GA, CRTC and Screen changes
* [CPCHawk] CRTC and GateArray
* [CPCHawk] More stuff
* [CPCHawk] Progress
* [CPCHawk] Starting CRTC type abstraction
* [CPCHawk] Start CRTC status register implementation
* [CPCHAWK] Update colour palatte
* [CPCHawk] Trying to fix GA colour issues
* [CPCHawk] Actually use the Z80 /WAIT line
* [CPCHawk] Frame now running at req 19968 x6 INT
* [CPCHawk] Implement PAL16L8 as a separate device
* [CPCHawk] Border cropping SyncSetting
* [CPCHawk] Stuff
* [CPCHawk] More accurate CRT emulation
* [CPCHawk] Reset vertical timing var only when VSYNC ends in the middle of a scaline
* [CPCHawk] Allow IN port accesses to affect certain write-only devices
* [CPCHawk] Fixed high-impedence returns
* [CPCHawk] Readme update
* [CPCHawk] Update readme with Z80 timing test failures
* [CPCHawk] Update readme
Drawing a string is really having GDI+ do the drawing in software, uploading the result to a texture, then overlaying it to the render target. Since this texture is largely transparent, it needs blending. Of course, assuming the colors are all otherwise opaque, we only need to do this for the string texture draw