![]() Updated copyright dates in header files and docs. Altered the deco32 CPU clocks to be more realistic. Improved cycle timings in the ARM CPU core. Properly implemented sound interrupts in Night Slashers. Note that the tokenization is a bit different for 32-bit versus 64-bit builds, so hopefully somebody with a 64-bit system can verify that it works (mame -listxml should produce identical results to the 32-bit version). This reduces the overall MAME code size by a significant amount. Ĭonverted input port definitions from code-based constructors to data-driven tokenized values. Īdded support for multiple instances of the samples sound system. They are disabled in the build, but will be maintained along with the MAME CPU cores as future changes are made. Īdded the remaining MESS CPU cores to MAME. Ĭorrected some incorrect DIP switch information in the 1942, toaplan2, and segag80r drivers. To see this, just pull up the DIP switch menu on drivers that have been documented. Īdded new visible representation of physical DIP switches for drivers that have them defined. ![]() įixed several bugs in the old System 16 bootleg code. Ĭhanged 6532riot and tia code to only allow initialization at init time. Ĭleaned up the 8080bw sound changes included with u1. Īdded missing initialization to the TMS5220 RNG. Added proper watchdogs to invaders and invad2ct. Also connected sounds properly per schematics. Its Lemmings everyone knows Lemmings a s its been ported to almost everything, heres whats new: Most of my time today, was spent testing Mario DS, up to the first stage, but I didn't make any proper shots: it seems pretty stable, even if it could be better. Today I just implemented a hacky way to support "flipped repeat textures", which consumes more memory than desired (even if only 1-2mb) and cpu, but works It's visible (or not, as now it's rendering as desired) in the sand path in the 3rd shot, which is using it. I've already written a few software renderers in the past, and I even started one (designed to be used in desmume) about a month ago, but I haven't got the time, neither the motivation needed for such a feat, mot to mention rewriting half of the cpu core for speed: at least, not now Mainly, I want to do some really hardcore cpu core rewrite to gain some speed, and moving the whole 3D renderer to software, instead of using opengl, as it is used now. I'm really concerned about some tidbits of the current state of DS emulation in desmume. I've not done much related to DS emulation, besides some profiling and considering where to go from here.
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