- VDP1: Refactored the entire architecture - VDP1: Disabled force_interlace - VDP1: Implemented better timing - VDP1: Implemented handling of the MODR register - VDP1: Implemented handling for invalid command table data - VDP1: Implemented Color Calculation Mode 5 - VDP1: Implemented a new algorithm for quadrilateral rasterization - VDP1: Implemented anti-aliasing for Distorted Sprite and Polygon - VDP1: Rewrote user/system clipping and pre-cliping - VDP1: Rewrote end code process - VDP1: Rewrote High Speed Shrink - VDP1: Rewrote handling of the LOPR/COPR registers - VDP1: Rewrote manual frame change/erase - VDP1: Added access restrictions to the registers TVMR/FBCR - VDP1: Fixed a bug of EWLR/EWRR registers(Street Fighter Zero 3) - VDP2: Disabled VDP2_JIT - VDP2: Refactored the entire architecture - VDP2: Removed Character Pattern cache - VDP2: Supported 1M VRAM - VDP2: Implemented Special High-Resolution Graphics Mode(preliminary) - VDP2: Implemented HCNT/VCNT/EXLTEN handling(incomplete) - VDP2: Implemented RBG1 and EXBG - VDP2: Implemented rotation calculation with coefficient data - VDP2: Implemented Rotation Parameter Mode 2 of RBG0 - VDP2: Implemented Invalid Rotation Parameter Mode 2(when coefficient table is disabled) of RBG0 - VDP2: Implemented coefficient data as part of LNCL data - VDP2: Implemented Screen Over Process Mode 1 of RBG0/RBG1 - VDP2: Implemented Gradation - VDP2: Implemented Sprite Window - VDP2: Implemented sprite color calculation condition 3(MSB) - VDP2: Added support of sprite type 0~7 for 8-bit data - VDP2: Added support of sprite type 8~F for 16-bit data - VDP2: Added Character Pattern cache again - VDP2: Rewrote priority handling - VDP2: Rewrote handling of the SPCLMD and SPWINEN bits of the register SPCTL(Dragon Force 2) - VDP2: Rewrote Cycle Pattern handling(incomplete) - VDP2: Rewrote TVSTAT handling - VDP2: Rewrote Special Priority function - VDP2: Rewrote Extended Color Calculation - VDP2: Rewrote Sprite Screen Over Process - VDP2: Rewrote Window Process - VDP2: Rewrote Shadow Process - VDP2: Rewrote LNCL insertion - VDP2: Rewrote scrolling/zooming calculation of NBG0/NBG1/NBG2/NBG3 - VDP2: Rewrote Line Scroll/Vertical Cell Scroll process of NBG0/NBG1 - VDP2: Fixed a bug of byte access of the color RAM(wrong mask) - VDP2: Fixed a bug that the WxLWE bit of LWTA0U and LWTA1U are masked - VDP2: Fixed a bug of special color calculation mode 3(palette data MSB) - VDP2: Fixed a bug of RGB0 color calculation ratio - VDP2: Fixed a bug when the data is RGB format and color calculation is indicated by MSB - VDP2: Fixed a bug of palette number - VDP2: Fixed a bug of color RAM address offset - VDP2: Fixed bugs of Character Number Supplement Modes - VDP2: Fixed bugs of Normal Line Window coordinates - VDP2: Fixed a bug of sprite transparent dot - VDP2: Fixed a bug of Pattern Name Table Lead Address calculation - VDP2: Fixed bugs of display/color mode limits by settings of the Reduction Enable Register - VDP2: Fixed bugs of display limits by settings of NBG0/NBG1 color modes - VDP2: Fixed bugs caused by changes in mid-frame - VDP2: Fixed bugs of NBG2/NBG3 scroll values - VDP2: Fixed bugs of LNCL/BACK screen in single interface mode - VDP2: Fixed a bug of vertical Reduction - VDP2: Fixed a bug of Screen Over Process Mode 3 when bitmap vertical size is 256 - VDP2: Fixed a bug of rotation parameter when the graphic mode is hi-res or exclusive hi-res - VDP2: Fixed a bug of rotation parameter when it is double/single interlace - VDP2: Fixed a bug of Special Color Calculation Mode 2(by dot) when color format is RGB - VDP2: Fixed a bug of priority pattern(BIOS splash screen) - VDP2: Fixed a bug that BGON changes in mid-frame(Lunar Silver Star Story) - VDP2: Fixed a bug of sprite transparent dot - VDP2: Fixed a bug of single interface - VDP2: Fixed a bug of line scrolling - VDP2: Fixed a bug when the priority number is 0 - SCU: Rolled back the fix of PPAF handling in v0.4(Thunder Force V) - SCU: Fixed a bug of DMA indirect mode table address detection(Tactics Ogre) - SCU: Fixed a bug of DMA range checking(Burning Rangers) - SCU: Fixed a bug of DMA timing(too slow to end transfer of palette data during VBLANK) - CDB: Fixed bugs of CdReport when the pickup is in the Lead In/Out area - CDB: Supported MPEG audio decoding - MISC: Added ON/OFF switch for the VDP2 BACK layer - MISC: Fixed another wrong track mode bug of the MDS parser
Mundo Perdido, El (1988)(Topo Soft)
Игры ZX Spectrum
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