- changelog updated

- added VFAT support and old files saved
- corrected some docs
- added SRAM crc calculation after SRAM saving on SDCARD
- modified reload_rom actions order
- fixed some vdp status bits
This commit is contained in:
ekeeke31 2007-08-16 14:34:16 +00:00
parent 30997a1c43
commit 25ef7a2064

View File

@ -11,19 +11,18 @@ used in a few games (now use game database) as backup RAM. This should fix SRAM
. NHLPA Hockey 93, Rings of Power (EA mapper)
. Micromachines games (Codemasters mapper)
- SRAM data is now initialized with 0xFF: fix Micromachines 2, Dino Dini Soccer and maybe more
- corrected 16-bits SRAM read/write: fix some Sega Sports and EA Sports games (NFL95, NBA Action 95, NL97, NHL98,...)
- modified SRAM initialization with 0xFF data: fix Micromachines 2, Dino Dini Soccer
- fixed SRAM word read/write handler: fix some Sega Sports and EA Sports games (NFL95, NBA Action 95, NL97, NHL98,...) which previously hang
- modified WRITE_xxx & READ_xxx macros for portability
- rewrote BIG ENDIAN support in render.c and vdp.c: should be a little faster (no more useless word swapping)
- fixed leftmost Window/PlaneA column render and implemented window bug (see gen-vdp.txt)
- sprite limit emulation and sprite collision detection should be now a little more accurate
- corrected test before CRAM writes
- rewrote BIG ENDIAN support in render.c and vdp.c: it should be a little faster now (no more useless swapping)
- fixed leftmost Window/PlaneA column render and implemented Window bug (as described in gen-vdp.txt)
- improved Sprite Limit emulation and Sprite Collision detection
- fixed test made before CRAM writes
- removed redundant "color_update()" calls
- added 9bits (RGB333) pixel color extrapolation to cover each color full range (0-31;0-63) in 16bits mode (RGB 565)
- completely rewrote interrupt (VINT/HINT) handling: Sesame's Street Counting Cafe now works without any hacks,
other timing sensitive games are ok
- added 9bits (RGB333) pixel color extrapolation to cover full color range (0-31;0-63) in 16-bit rendering mode (RGB565)
- rewrote Interrupts handling: Sesame's Street Counting Cafe now works without any hacks, other timing sensitive games seems not to be affected
- modified Hcounter tables: Road Rash games (I,II,III) don't need any timing hacks anymore
- corrected VDP latency so it does not interfere with DMA timings anymore
- fixed VDP latency so it does not interfere with DMA timings anymore