Commit Graph

3 Commits

Author SHA1 Message Date
Tim Allen f1a80075fa Update to v099r02 release.
byuu says:

Changelog:
- renamed sfc/ppu/sprite (OAM oam;) to sfc/ppu/object (Object obj;) [hex_usr]
- renamed sfc/ppu's memory {vram, oam, cgram} to just vram, oam, cgram
- fixed addr&=~1 regression [hex_usr]
- fixed 8bpp tiledata regression [hex_usr]
2016-06-15 21:32:17 +10:00
Tim Allen ae5b4c3bb3 Update to v099r01 release.
byuu says:

Changelog:
- massive cleanups and optimizations on the PPU core
- ~9% speedup over v099 official

This is pretty much it for the low-hanging fruit of speeding up higan. Any
more gains from this point will be extremely hard-fought, unfortunately.
2016-06-14 20:51:54 +10:00
Tim Allen 7403e69307 Update to v098r02 release.
byuu says:

Changelog:
- SFC: fixed a regression on auto joypad polling due to missing
  parentheses
- SFC: exported new PPU::vdisp() const -> uint; function [1]
- SFC: merged PPU MMIO functions into the read/write handles (as
  I previously did for the CPU)
- higan: removed individual emulator core names (bnes, bsnes, bgb, bgba,
  bws) [2] Forgot:
- to remove /tomoko from the about dialog

[1] note that technically I was relying on the cached, per-frame
overscan setting when the CPU and light guns were polling the number of
active display scanlines per frame. This was technically incorrect as
you can change this value mid-frame and it'll kick in. I've never seen
any game toggle overscan every frame, we only know about this because
anomie tested this a long time ago. So, nothing should break, but ...
you know how the SNES is. You can't even look at the code without
something breaking, so I figured I'd mention it >_>

[2] I'll probably keep referring to the SNES core as bsnes anyway.
I don't mind if you guys use the b<system> names as shorthand. The
simplification is mostly to make the branding easier.
2016-04-09 15:20:41 +10:00