mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-11-04 18:05:06 +01:00
- 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:
parent
30997a1c43
commit
25ef7a2064
@ -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
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user