byuu says:
Changelog:
- WS/WSC: re-added support for screen rotation (code is inside WS core)
- ruby: changed sample(uint16_t left, uint16_t right) to sample(int16_t
left, int16_t right);
- requires casting to uint prior to shifting in each driver, but
I felt it was misleading to use uint16_t just to avoid that
- ruby: WASAPI is now built in by default; has wareya's improvements,
and now supports latency adjust
- tomoko: audio settings panel has new "Exclusive Mode" checkbox for
WASAPI driver only
- note: although the setting *does* take effect in real-time, I'd
suggest restarting the emulator after changing it
- tomoko: audio latency can now be set to 0ms (which in reality means
"the minimum supported by the driver")
- all: increased cothread size from 512KiB to 2MiB to see if it fixes
bullshit AMD driver crashes
- this appears to cause a slight speed penalty due to cache locality
going down between threads, though
byuu says:
Changelog:
- WS: fixed sprite window clipping (again)
- WS: don't set IRQ status bits of IRQ enable bits are clear
- SFC: signed/unsigned -> int/uint for DSP core
- SFC: removed eBoot
- SFC: added 21fx (not the same as the old precursor to MSU1; just
reusing the name)
Note: XI Little doesn't seem to be fixed after all ... but the other
three are. So I guess we're at 13 bugs :( And holy shit that music when
you choose a menu option is one of the worst sounds I've ever heard in
my life >_<
byuu says:
Changelog:
- fixed DAS instruction (Judgment Silversword score)
- fixed [VH]TMR_FREQ writes (Judgement Silversword audio after area 20)
- fixed initialization of SP (fixes seven games that were hanging on
startup)
- added SER_STATUS and SER_DATA stubs (fixes four games that were
hanging on startup)
- initialized IEEP data (fixes Super Robot Taisen Compact 2 series)
- note: you'll need to delete your internal.com in WonderSwan
(Color).sys folders
- fixed CMPS and SCAS termination condition (fixes serious bugs in four
games)
- set read/writeCompleted flags for EEPROM status (fixes Tetsujin 28
Gou)
- major code cleanups to SFC/R65816 and SFC/CPU
- mostly refactored disassembler to output strings instead of using
char* buffer
- unrolled all the subfolders on sfc/cpu to a single directory
- corrected casing for all of sfc/cpu and a large portion of
processor/r65816
I kind of went overboard on the code cleanup with this WIP. Hopefully
nothing broke. Any testing one can do with the SFC accuracy core would
be greatly appreciated.
There's still an absolutely huge amount of work left to go, but I do
want to eventually refresh the entire codebase to my current coding
style, which is extremely different from stuff that's been in higan
mostly untouched since ~2006 or so. It's dangerous and fickle work, but
if I don't do it, then the code will be a jumbled mess of several
different styles.
byuu says:
Changelog: (all WSC unless otherwise noted)
- fixed LINECMP=0 interrupt case (fixes FF4 world map during airship
sequence)
- improved CPU timing (fixes Magical Drop flickering and FF1 battle
music)
- added per-frame OAM caching (fixes sprite glitchiness in Magical Drop,
Riviera, etc.)
- added RTC emulation (fixes Dicing Knight and Judgement Silversword)
- added save state support
- added cheat code support (untested because I don't know of any cheat
codes that exist for this system)
- icarus: can now detect games with RTC chips
- SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II)
- ( I was adding the extra leap year day to all 12 months instead of
just February ... >_< )
Note that the RTC emulation is very incomplete. It's not really
documented at all, and the two games I've tried that use it never even
ask you to set the date/time (so they're probably just using it to count
seconds.) I'm not even sure if I've implement the level-sensitive
behavior correctly (actually, now that I think about it, I need to mask
the clear bit in INT_ACK for the level-sensitive interrupts ...)
A bit worried about the RTC alarm, because it seems like it'll fire
continuously for a full minute. Or even if you turn it off after it
fires, then that doesn't seem to be lowering the line until the next
second ticks on the RTC, so that likely needs to happen when changing
the alarm flag.
Also not sure on this RTC's weekday byte. On the SharpRTC, it actually
computes this for you. Because it's not at all an easy thing to
calculate yourself in 65816 or V30MZ assembler. About 40 lines of code
to do it in C. For now, I'm requiring the program to calculate the value
itself.
Also note that there's some gibberish tiles in Judgement Silversword,
sadly. Not sure what's up there, but the game's still fully playable at
least.
Finally, no surprise: Beat-Mania doesn't run :P