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