Tue, 23 May 2017 23:47:40 -0700 |
Michael Pavone |
Go back to resetting the refresh counter after a DMA. Probably not quite correct as it is probably reset on VDP triggered refresh, but this is close enough for now given the general limitations with my refresh code. VDP FIFO Testing seems to be passing 100% reliably again (was occassionally failing still with the last commit)
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Tue, 23 May 2017 23:17:24 -0700 |
Michael Pavone |
Fixed regression from VDP sync changes. Direct color DMA demos are now achieving stable sync again
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Tue, 23 May 2017 23:00:32 -0700 |
Michael Pavone |
Attempt at improving refresh emulation
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Tue, 23 May 2017 21:09:38 -0700 |
Michael Pavone |
Remove HINT_FUDGE and make a small adjustment to how VDP syncs with rest of system instead. Worse results on CRAM dot issue, but much less of a hack
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Tue, 23 May 2017 21:07:56 -0700 |
Michael Pavone |
Fix interrupt latency for move.l with memory destination
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Tue, 23 May 2017 19:09:57 -0700 |
Michael Pavone |
Fix handling of test register selected sprite layer in border area. Gets rid of the border garbage in the "disco floor/ceiling" scene of OD2
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Tue, 23 May 2017 09:39:22 -0700 |
Michael Pavone |
Fix small blank spot on line -2 in "ninja escape" border fade in OD2
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Mon, 22 May 2017 22:04:07 -0700 |
Michael Pavone |
Force 3-button pad for combat cars as the options menu has some issues with a 6-button pad
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Mon, 22 May 2017 21:11:13 -0700 |
Michael Pavone |
Fix regression in horizontal interrupt timing that was breaking the "water" palette swap in the Sonic series and other games
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Fri, 19 May 2017 22:07:50 -0700 |
Michael Pavone |
Add a bit of a hack to HINT start cycle to give correct values in my test ROM and further improve prevelance of CRAM dot noise in Outrunners and OD2
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Fri, 19 May 2017 20:54:04 -0700 |
Michael Pavone |
Added some code to try and prevent Z80 accesses and refresh cycles from screwing up interrupt latency more than on hardware
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Fri, 19 May 2017 20:27:35 -0700 |
Michael Pavone |
Fix to M68K interrupt latency for most instructions. Still needs some work for RAW_IMPL instructions besides move
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Sun, 14 May 2017 12:07:39 -0700 |
Michael Pavone |
Fix regression in games that disable the display early like F1 World Championship. Remove debug printf
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Sun, 14 May 2017 11:15:56 -0700 |
Michael Pavone |
WIP attempt at fixing the minor line -2 glitch in the OD2 Ninja Escape scene
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Fri, 12 May 2017 23:34:17 -0700 |
Michael Pavone |
Print PATH in build_release script to help debug future build failures
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Fri, 12 May 2017 23:33:00 -0700 |
Michael Pavone |
Use printf rather than info_message for message about game controller mappings so it does not pop up a modal when not run from a terminal
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Thu, 11 May 2017 20:33:31 -0700 |
Michael Pavone |
Fix regression in Mode 4 sprite rendering
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Thu, 11 May 2017 08:01:10 -0700 |
Michael Pavone |
Fix regression in mode 4 introduced when advance_output_line was added
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Thu, 11 May 2017 07:51:28 -0700 |
Michael Pavone |
Fix resampling code to deal with case in which output frequency is greater than the input frequency. Probably could stand to be improved, but at least it doesn't cause the emulator to deadlock
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Wed, 10 May 2017 22:06:59 -0700 |
Michael Pavone |
Load extra controller mappings from gamecontrollerdb.txt
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Wed, 10 May 2017 19:32:13 -0700 |
Michael Pavone |
Updated special thanks and version number listed in menu ROM
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Wed, 10 May 2017 19:23:59 -0700 |
Michael Pavone |
Update README to account for new config file options
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Tue, 09 May 2017 22:57:12 -0700 |
Michael Pavone |
Add description of overscan settings to README
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Tue, 09 May 2017 00:02:59 -0700 |
Michael Pavone |
Added a ROM DB entry for Ninja Burai Densetsu as it has EEPROM
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Tue, 09 May 2017 00:01:49 -0700 |
Michael Pavone |
Added region override for Japanese version of Castle of Illusion to deal with an invalid region header
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Mon, 08 May 2017 23:41:45 -0700 |
Michael Pavone |
Added a region override for the Japanese version of Alien Soldier so it doesn't end up running at 50Hz
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Mon, 08 May 2017 22:31:28 -0700 |
Michael Pavone |
Implemented slow rise time of IO pins set as inputs, but not driven by device. Fixes input in Decap Attack and possibly other games with buggy controller code
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Sat, 06 May 2017 00:09:14 -0700 |
Michael Pavone |
King of the Monsters worked with my older more inaccurage 6-butotn pad emulation, but does not work with the real thing nor does it work with my current 6-butotn pad emulation. Added a ROM DB entry to force a 3-button pad for this game
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