- Fix compiling issues for big-endian systems.
- Fix bug where the Recent ROMs menu and also launching the app while loading a ROM file would fail to load the ROM on macOS v10.5 Leopard.
- Fix bug where GPU main memory display mode would show incorrect pixels on big-endian systems when running at 15-bit color depth.
- As an unintended collateral improvement, GPUEngineA::_HandleDisplayModeMainMemory() now has SSE2-accelerated versions for 18-bit and 24-bit color depths. This was done less for its performance benefit (main memory display mode is an extremely rare feature) and more for better code consistency and code completeness.
- After years of testing, no one has reported running into the assert in gfx3d_ysort_compare() so I think we should be safe in reverting std::stable_sort() back to std::sort().
- For the sorting function, use gfx3d_ysort_compare_orig() since this function compiles down to fewer instructions than gfx3d_ysort_compare_kalven() does, resulting in better sorting performance.
- Of note, I'm pretty sure that SF commit r5132 is what fixed the original bug (see SF#1461 for more details) by getting rid of the NaN comparisons that were tripping up std::sort(). In the future, we should research why we're dividing by 0 in the first place, since r5132 is clearly a hack of a fix.
- Also do a minor performance optimization by only doing the framebuffer clear once for each power-off condition, rather than repeatedly and unnecessarily clearing the framebuffer for each and every V-blank.
- Of note, when running at custom resolutions, we are now being more aggressive in performing early tests for rejecting pixels as soon as possible. This may yield a minor performance improvement in some very specific rendering scenarios that require the window test.
- It is still possible to create a PowerPC binary, but this now requires some extra steps. From now on, you must use an Intel Mac running Mavericks or earlier to re-save the .xib files with a deployment target of macOS 10.5 in Interface Builder 3.2, and then use Xcode 3 to build a PowerPC binary using the Xcode 3 project file.
- Apparently, MSVC has a more strict implementation of IEEE-754 single-precision floats (with 23-bit significands) than Clang and GCC, and so we going to drop 2 LSBs during the calculation so that we're multiplying z by a 22-bit significand. Coincidentally, this now matches what we're doing with the OpenGL renderer, so this tends to better code consistency.
- New Behavior: Due to the rarity of needing to emulate 'Depth-LEqual polygon facing' and its guaranteed reduction in performance in all games, this accuracy feature is now OFF by default.
- Expose these new settings in the Cocoa port UI.
- SoftRasterizer may now drop at most one LSB, down from dropping 9 LSBs.
- OpenGL will now drop only 2 LSBs, down from 9 LSBs. In this case, dropping 2 LSBs was specifically chosen to ensure that the Dragon Quest IV overworld map continues to work.
- If this change makes the depth inaccuracy too much worse than before, then we may have to make these particular depth calculations optional in the future. This will need additional testing.
- Now, the only two methods for changing any firmware setting is by modifying CommonSettings.fwConfig or by loading an external NDS firmware binary file.
- All methods for changing the firmware MAC address through the WifiHandler class have been removed.
- The FirmwareConfig struct can now handle the WFC User ID.
- Clients can now retrieve the current MAC address and WFC User ID using NDS_GetCurrentWFCUserID(). It is also possible to retrieve the WFC User ID from CommonSettings.fwConfig.
- Setting up the firmware in NDS_Reset() should now be more consistent. However, this does change some of the loading/unpacking order previously set by NDS_FakeBoot(). This will need additional testing.
- Do a whole bunch of code refactoring and cleanup.