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Posted (edited)

SEGA Master System emu for GBA

 

Wow, 3 months again without a word from me... so I hope you like Sega 8-bit stuff.

New SMSAdvance with lot's of unimportant stuff added and some games fixed as well.

I guess the biggest thing is that allmost all games now run full speed all the time, enjoy!

 

*Added copying of first 32kB ROM to VRAM for faster execution.

*Added selection of machine.

*Added correct noise generation for SG-1000 emulation.

*Added correct palette in TMS9918 modes on SMS machines.

*Added different vdp capabilities depending on selected machine.

*Added some very basic Mode5 support when Machine=MegaDrive.

*Added different io maps depending on selected machine.

*Added support for the SMS1 tilemap address masking (Ys(J)).

*Added support for turning on/off internal RAM.

*Added auto save of SRAM (if it's allready present) when entering menu.

*Added auto turn off of Bios when no header found (on machine=Auto).

*Added auto region (Pop Breaker GG (J)).

*Fixed support for Dodgeball King (KR).

*Fixed pushing and poping of AF register (Adventure of Batman GG).

*Fixed sprite bugs in unscaled mode on Codemasters games.

*Fixed initializing of all CPU regs on reset.

*Fixed timing of HALT instruction.

*Fixed palette setting for TMS9918 modes on GG.

*Fixed noscrolling for TMS9918 modes.

*Fixed up Mode1 graphics a bit.

*Fixed correct HCounter and latching.

*Better switching between TMS9918 and SMS video modes.

*More info shown from the game header.

*Optimised tile rendering for mode 0 & 2 (for real this time).

*Optimised all Z80 memory reads, one instruction and cycle shorter.

*Optimised DAA opcode.

*Optimised DEC opcodes.

*Optimised SBC A/HL opcode.

*Optimised one of the SRA opcodes.

*Optimised CPI, CPD, CPIR & CPDR opcodes.

>> Get it HERE.

 

EDIT: V2.2 has a bug, V2.3 was just released to fix it.

Wow, just fixed a small bug with the new VRAM copy, download V2.3
Edited by Robert

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