Age | Commit message (Collapse) | Author |
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changed at an inopportune time
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don't crash when switching games via the menu
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advance_output_line to handle the later vcounter increment in that mode
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Minor cleanup to H40 border rendering
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it expects a byte-sized jump offset. Avoid an unnecessary m68k_check_cycles_int_latch for register to register moves
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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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achieving stable sync again
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system instead. Worse results on CRAM dot issue, but much less of a hack
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of the border garbage in the "disco floor/ceiling" scene of OD2
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a 6-button pad
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palette swap in the Sonic series and other games
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ROM and further improve prevelance of CRAM dot noise in Outrunners and OD2
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screwing up interrupt latency more than on hardware
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for RAW_IMPL instructions besides move
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Championship. Remove debug printf
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mappings so it does not pop up a modal when not run from a terminal
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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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with an invalid region header
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doesn't end up running at 50Hz
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device. Fixes input in Decap Attack and possibly other games with buggy controller code
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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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the window plane on the left side of the screen
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consistently drawn
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m68k instruction retranslation
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noticed while tracking down a different issue
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borders. Fixes the remaning issue with the border dissolve in the "Ninja Escape" scene of Overdrive 2
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Titancade scene of Overdrive 2
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in effect for H40. Extended horizontal borders in Titancade scene and ninja escape scene mostly correct now
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