Age | Commit message (Collapse) | Author |
|
|
|
and this revert brings the code a bit closer to mainline Snes9x.
|
|
automatic frameskip in games like Super Metroid. It doesn't work well.
See the video for this bug at <http://www.youtube.com/watch?v=sUWjVxAD9Q8>.
|
|
as of commit 3cd20e203f3b0af8c32921f86547a126d74b34eb (still not fixed in this commit!), Donkey Kong Country's Rareware icon is split by black columns.
|
|
This makes the menu text in Secret of Mana readable.
Sprites in Background Mode 5 are still messed up. At least they're at the right X coordinate, roughly...
|
|
|
|
tile.cpp: Optimise the common case of drawing an unclipped but possibly flipped 8x8 tile. Instead of calling WRITE_4PIXELS16 16 times, each performing setup and teardown, move the loop into DrawTile16.
tile.h, tile.cpp, gfx.h, gfx.cpp: End the use of global variable GFX.ScreenColors to pass around the current frame's palette. This saves on memory stores/loads.
|
|
At -O3 these get unrolled; at -Os they become shorter code, fitting into the cache with other code.
|
|
gfx.cpp, others: Avoid always checking for Settings.SixteenBit if FOREVER_16_BIT is defined.
port.h: Define FOREVER_16_BIT below PIXEL_FORMAT.
|
|
With the MIPS instruction cache, this means that two consecutive SNES CPU instructions using e.g. the same addressing style or the same opcode have a chance that the second one will use the first one's code and that it will be cached.
|
|
|