mirror of https://github.com/bsnes-emu/bsnes.git
84fab07756
byuu says: Changelog: - Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143 with display enabled - fixes backgrounds and text in Wacky Races - Game Boy (Color): fixed underflow in window clamping - fixes Wacky Races, Prehistorik Man, Alleyway, etc - Game Boy (Color): LCD OAM DMA was running too slow - fixes Shin Megami Tensei - Devichil - Kuro no Sho - Game Boy Advance: removed built-in frame blending; display emulation shaders will handle this going forward - Game Boy Advance: added Game Boy Player emulation - currently the screen is tinted red during rumble, no actual gamepad rumble support yet - this is going to be slow, as we have to hash the frame to detect the GBP logo, it'll be optional later on - Emulator::Interface::Palette can now output a raw palette (for Display Emulation shaders only) - color channels are not yet split up, it's just the raw packed value |
||
---|---|---|
.. | ||
addsub.cpp | ||
bg.cpp | ||
cache.cpp | ||
line.cpp | ||
mode7.cpp | ||
oam.cpp | ||
render.cpp | ||
render.hpp | ||
windows.cpp |