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Old April 3rd, 2003   #1 (permalink)
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Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 5,390
VGBA 2.0 released


http://fms.komkon.org/VGBA/


New on this version:
Majorly redesigned screen rendering routines, making them faster.
Added sprite sorting and precomputation to speed things up.
Fixed window rendering.
Fixed multiple screen rendering bugs.
Color effects can now be disabled in WININ/WINOUT registers.
Alpha blending can now be applied multiple times (Lord Of The Rings).
Disabled alpha blending for pixels with no second argument (Lord Of The Rings).
Added window support to bitmapped screen modes.
Disabled display of the first 512 sprite patterns in bitmapped screen modes.
Changed LDM instructions not to write back base register if it has just been loaded from memory (Golden Sun 2, Kong, VRally 3, etc.).
Now setting R12=0x04000000 in VBlankIntrWait() and IntrWait() (Bubble Bobble Old And New).
Added QOpARM() and WOpARM() functions for fast opcode fetching.
Removed data rotation in unaligned 32bit writes (Downforce).
Modified BIOS decoders that write to VRAM to use words, not bytes.
Now returning correct "broken" values when program tries to read BIOS area by bytes and 16bit words.
Now doubling byte writes to VRAM and palette.
Now mirroring VRAM as 64kB+2*32kB.
Now mirroring SRAM, OAM, and palette.
Removed mirroring of I/O addresses.
Now waiting for sound thread to die in VGBA-Unix.

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