Update to v085r08 release.
byuu says:
Changelog:
- follow the Laevateinn topic to get most of it
- also added NMI, IRQ step buttons to CPU debugger
- also added trace masking + trace mask reset
- also added memory export
- cartridge loading is entirely folder-based now
FitzRoy, I'll go ahead and make a second compromise with you for v086:
I'll match the following:
/path/to/SNES.sfc/*.sfc
/path/to/NES.fc/*.prg, *.chr (split format)
/path/to/NES.fc/*.fc (merged format)
/path/to/GB.gb/*.gb
/path/to/GBC.gbc/*.gbc
Condition will be that there can only be one of each file. If there's
more than one, it'll abort. That lets me name my ROMs as
"Game.fc/Game.fc", and you can name yours as "Game.fc/cartridge.prg,
cartridge.chr". Or whatever you want.
We'll just go with that, see what fares out as the most popular, and
then restrict it back to that method.
The folder must have the .fc, etc extension though. That will be how we
avoid false-positive folder matches.
[Editor's note - the Laevateinn topic mentions these changes for
v085r08:
Added SMP/PPU breakpoints, SMP debugger, SMP stepping / tracing,
memory editing on APU-bus / VRAM / OAM / CGRAM, save state menu,
WRAM mirroring on breakpoints, protected MMIO memory regions
(otherwise, viewing $002100 could crash your game.)
Major missing components:
- trace mask
- trace mask clear / usage map clear
- window geometry caching / sizing improvements
- VRAM viewer
- properties viewer
- working memory export button
The rest will most likely appear after v086 is released.
]
2012-02-12 05:35:40 +00:00
|
|
|
struct Background {
|
2016-06-14 10:51:54 +00:00
|
|
|
Background(uint id) : id(id) {}
|
|
|
|
|
|
|
|
alwaysinline auto voffset() const -> uint16;
|
|
|
|
alwaysinline auto hoffset() const -> uint16;
|
|
|
|
|
|
|
|
auto frame() -> void;
|
|
|
|
auto scanline() -> void;
|
|
|
|
auto begin() -> void;
|
|
|
|
auto run(bool screen) -> void;
|
|
|
|
auto reset() -> void;
|
|
|
|
|
|
|
|
auto getTile() -> void;
|
|
|
|
auto getTileColor() -> uint;
|
|
|
|
auto getTile(uint x, uint y) -> uint;
|
|
|
|
alwaysinline auto clip(int n) -> int;
|
|
|
|
auto beginMode7() -> void;
|
|
|
|
auto runMode7() -> void;
|
|
|
|
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
struct ID { enum : uint { BG1, BG2, BG3, BG4 }; };
|
|
|
|
const uint id;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
struct Mode { enum : uint { BPP2, BPP4, BPP8, Mode7, Inactive }; };
|
|
|
|
struct ScreenSize { enum : uint { Size32x32, Size32x64, Size64x32, Size64x64 }; };
|
|
|
|
struct TileSize { enum : uint { Size8x8, Size16x16 }; };
|
2016-06-14 10:51:54 +00:00
|
|
|
struct Screen { enum : uint { Above, Below }; };
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
struct IO {
|
2016-06-14 10:51:54 +00:00
|
|
|
uint16 tiledataAddress;
|
|
|
|
uint16 screenAddress;
|
|
|
|
uint2 screenSize;
|
2011-04-27 08:57:31 +00:00
|
|
|
uint4 mosaic;
|
2016-06-14 10:51:54 +00:00
|
|
|
bool tileSize;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
uint mode;
|
2016-06-14 10:51:54 +00:00
|
|
|
uint priority[2];
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2016-06-14 10:51:54 +00:00
|
|
|
bool aboveEnable;
|
|
|
|
bool belowEnable;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2011-04-27 08:57:31 +00:00
|
|
|
uint16 hoffset;
|
|
|
|
uint16 voffset;
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
} io;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2016-06-14 10:51:54 +00:00
|
|
|
struct Latch {
|
2011-06-05 03:45:04 +00:00
|
|
|
uint16 hoffset;
|
|
|
|
uint16 voffset;
|
2016-06-14 10:51:54 +00:00
|
|
|
} latch;
|
2012-05-09 23:35:29 +00:00
|
|
|
|
Update to v068r12 release.
(there was no r11 release posted to the WIP thread)
byuu says:
This took ten hours of mind boggling insanity to pull off.
It upgrades the S-PPU dot-based renderer to fetch one tile, and then
output all of its pixels before fetching again. It sounds easy enough,
but it's insanely difficult. I ended up taking one small shortcut, in
that rather than fetch at -7, I fetch at the first instance where a tile
is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it
fetches at -3. That won't work so well on hardware, if two BGs fetch at
the same X offset, they won't have time.
I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While
I can shift and fetch just fine, what happens is that when a new tile is
fetched in, that gives a new palette, priority, etc; and this ends up
happening between two tiles which results in the right-most edges of the
screen ending up with the wrong colors and such.
Offset-per-tile is cheap as always. Although looking at it, I'm not sure
how BG3 could pre-fetch, especially with the way one or two OPT modes
can fetch two tiles.
There's no magic in Hoffset caching yet, so the SMW1 pixel issue is
still there.
Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic
code. After re-designing the BG mosaic, I ended up needing a separate
mosaic for Mode7, and in the process I fixed that bug. The obvious
change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause
the pendulum to jump anymore.
Windows were simplified just a tad. The range testing is shared for all
modes now. Ironically, it's a bit slower, but I'll take less code over
more speed for the accuracy core.
Speaking of speed, because there's so much less calculations per pixel
for BGs, performance for the entire emulator has gone up by 30% in the
accuracy core. Pretty neat overall, I can maintain 60fps in all but,
yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
|
|
|
struct Output {
|
|
|
|
struct Pixel {
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
uint priority; //0 = none (transparent)
|
Update to v068r13 release.
byuu says:
Bug-fix night for the new PPUs.
Accuracy:
Fixed BG palette clamping, which fixes Taz-Mania.
Added blocking for CGRAM writes during active display, to match the
compatibility core. It really should override to the last fetched
palette color, I'll probably try that out soon enough.
Performance:
Mosaic should match the other renderers. Unfortunately, as suspected, it
murders speed. 290->275fps. It's now only 11fps faster, hardly worth it
at all. But the old rendering code is really awful, so maybe it's for
the best it gets refreshed.
It's really tough to understand why this is such a performance hit, it's
just a decrement+compare check four times per pixel. But yeah, it hits
it really, really hard.
Fixed a missing check in Mode4 offset-per-tile, fixes vertical alignment
of a test image in the SNES Test Program.
2010-09-05 13:22:26 +00:00
|
|
|
uint8 palette;
|
|
|
|
uint16 tile;
|
2016-06-14 10:51:54 +00:00
|
|
|
} above, below;
|
2010-08-09 13:28:56 +00:00
|
|
|
} output;
|
|
|
|
|
2011-06-05 03:25:24 +00:00
|
|
|
struct Mosaic : Output::Pixel {
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
uint vcounter;
|
|
|
|
uint voffset;
|
|
|
|
uint hcounter;
|
|
|
|
uint hoffset;
|
2011-06-05 03:25:24 +00:00
|
|
|
} mosaic;
|
|
|
|
|
Update to v068r12 release.
(there was no r11 release posted to the WIP thread)
byuu says:
This took ten hours of mind boggling insanity to pull off.
It upgrades the S-PPU dot-based renderer to fetch one tile, and then
output all of its pixels before fetching again. It sounds easy enough,
but it's insanely difficult. I ended up taking one small shortcut, in
that rather than fetch at -7, I fetch at the first instance where a tile
is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it
fetches at -3. That won't work so well on hardware, if two BGs fetch at
the same X offset, they won't have time.
I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While
I can shift and fetch just fine, what happens is that when a new tile is
fetched in, that gives a new palette, priority, etc; and this ends up
happening between two tiles which results in the right-most edges of the
screen ending up with the wrong colors and such.
Offset-per-tile is cheap as always. Although looking at it, I'm not sure
how BG3 could pre-fetch, especially with the way one or two OPT modes
can fetch two tiles.
There's no magic in Hoffset caching yet, so the SMW1 pixel issue is
still there.
Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic
code. After re-designing the BG mosaic, I ended up needing a separate
mosaic for Mode7, and in the process I fixed that bug. The obvious
change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause
the pendulum to jump anymore.
Windows were simplified just a tad. The range testing is shared for all
modes now. Ironically, it's a bit slower, but I'll take less code over
more speed for the accuracy core.
Speaking of speed, because there's so much less calculations per pixel
for BGs, performance for the entire emulator has gone up by 30% in the
accuracy core. Pretty neat overall, I can maintain 60fps in all but,
yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
|
|
|
struct {
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
int x;
|
|
|
|
int y;
|
|
|
|
|
2016-06-14 10:51:54 +00:00
|
|
|
uint tileCounter;
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
uint tile;
|
|
|
|
uint priority;
|
2016-06-14 10:51:54 +00:00
|
|
|
uint paletteNumber;
|
|
|
|
uint paletteIndex;
|
|
|
|
uint32 data[2];
|
Update to v068r12 release.
(there was no r11 release posted to the WIP thread)
byuu says:
This took ten hours of mind boggling insanity to pull off.
It upgrades the S-PPU dot-based renderer to fetch one tile, and then
output all of its pixels before fetching again. It sounds easy enough,
but it's insanely difficult. I ended up taking one small shortcut, in
that rather than fetch at -7, I fetch at the first instance where a tile
is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it
fetches at -3. That won't work so well on hardware, if two BGs fetch at
the same X offset, they won't have time.
I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While
I can shift and fetch just fine, what happens is that when a new tile is
fetched in, that gives a new palette, priority, etc; and this ends up
happening between two tiles which results in the right-most edges of the
screen ending up with the wrong colors and such.
Offset-per-tile is cheap as always. Although looking at it, I'm not sure
how BG3 could pre-fetch, especially with the way one or two OPT modes
can fetch two tiles.
There's no magic in Hoffset caching yet, so the SMW1 pixel issue is
still there.
Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic
code. After re-designing the BG mosaic, I ended up needing a separate
mosaic for Mode7, and in the process I fixed that bug. The obvious
change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause
the pendulum to jump anymore.
Windows were simplified just a tad. The range testing is shared for all
modes now. Ironically, it's a bit slower, but I'll take less code over
more speed for the accuracy core.
Speaking of speed, because there's so much less calculations per pixel
for BGs, performance for the entire emulator has gone up by 30% in the
accuracy core. Pretty neat overall, I can maintain 60fps in all but,
yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
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};
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friend class PPU;
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2010-08-09 13:28:56 +00:00
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};
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