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gameplaySP 0.7 released


Robert

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Gameboy Advance emulator for Playstation Portable

 

v0.7 - (beta than ever)

 

# Fixed a dynarec bug involving flags generating functions in

contiguous conditional blocks. Fixes music in Super Mario

Advance 2-4.

# Fixed a dynarec bug where Thumb mov imm instructions wouldn't

set flags. Fixes Zelda: Minish Cap, Megaman Battle Network,

probably others. Comes at a slight speed cost.

# Fixed a MIPS dynarec bug where some delay slots might not

get filled rarely, causing chaos. Don't know if it improves

any games.

# Improved self-modifying code detection. Makes Golden Sun,

Golden Sun 2, and Madden 2007 sorta work but excrutiatingly

slowly. Looking for a game-specific workaround for this - if you

want to play these games you'll have to wait for now <_>

# Fixed a bug causing the interrupt disable flag to go down

when SWIs are entered, causing crashes/resets. Fixes

Super Mario Advance 2-4.

# Fixed menu crashing when strings with certain characters are

printed (for instance going to the menu after loading the

BIOS)

# Accidentally forgot to render win0 + win1 + objwin when all

active at the same time, many weeks ago. Added that, should fix

some parts in games that had frozen screens.

# Fixed some issues with gpsp.cfg needing to be present and

corrupting, hopefully. At the very least sanity checks are

performed on the config file.

# Made it so assigning the frameskip button to something besides

triangle actually worked as expected.

# Fixed ability to restart current game if nothing is loaded

(ie, crash)

# Added interrupt on cpsr modification support to the dynarec

(fixes backgrounds in Castlevania: Harmony of Dissonance)

# Added open addressing for ldm/stm instructions (fixes

Super Mario Advance 3)

# Improved cycle accuracy a little. Don't know of anything this

fixes, but games with idle loops will run a little better w/o

idle loop elimination (but should still be added when possible)

# Fixed some bugs causing sound to play sometimes when it shouldn't.

@ Added dead flag elimination for Thumb code. May possibly have

noticeable performance increases (Thumb emited coded size can

have a reduction of 20% or more)

@ Added code generation for divide SWI. May have a small speed

increase in some games.

+ Added analog nub support (special thanks to psp298 for the

code)

+ Added fractional frameskip. Go below 0 to get them. A frameskip

of 1/2 for instance means render 2 out of every 3 frames, 2/3

means render 3 out of every 4 frames, etc. Possibly useful for

games that are not quite fast enough at fs0 but fullspeed at

fs1...

>> Get it HERE.

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