[FIX] psp accelerated rendering fixed [FIX] fixed crashing bug with mosaic effects & psp accelerated modes [FIX] fixed sleep/resume freeze [NEW] snes BRR decoding in mips assembly (sample decoding, sounds better in man games) [NEW] snes cpu/hdma optimization [NEW] ppu optimization (FF6 is eventually playable) [NEW] implement snesadvance "speedhacks" [NEW] gui cosmetic enhancements & fixes (correct time, ...) [NEW] new ppu hacks mode to speed up emulation [NEW] autosave sram shortly after being modified (usually 1second) [NEW] auto savestate every n minutes [NEW] import savestate from uoSnes9x or Zsnes [NEW] help, press Triangle on a menu option [NEW] started internationalizing (english, french, japanese) (only for menu help, not complete) [NEW] disable savings features when battery too low (avoid memstick corruption) [NEW] mode 7 hack to speed up a bit the rendering [NEW] option to render PAL games as NTSC games (get ride of black border at bottom) [NEW] per game settings [NEW] configurable inputs ... ---------> logger les chgts de fixed col et refaire la main le bg! => possible pour clipping win ? --------------------- for all version (gp32, ljp,...) ---------------------- sram & srtc => extend snes sram area MAX_DIR 1 => 10 MAX_EXT => 10 optim 'FF6' dans ppu.cpp, sur le set 2132 pour fixedcolour & co int *echo; ==> malloc(24000*sizeof(int)); pareil pour les autres buffers error dans decodage asm son, method2 => method2loop dans jump ------------------------ current features: ----------------- *5 rendering modes : software (approx., accurate), hardware, mixed (soft. + hard.) *multiple zoom modes *zipped roms *audio *compressed savestates *ips patch file *sdd1 encrypted roms *sa1, superfx, C4, dsp1 special chipsets * next features: -------------- *spc player *network support (adhoc & infastructure) *animated savestate *better gui *autofire *configurable input *speed hacks *faster hardware rendering (1pass mode, logging every ppu event) *per game settings * ---------------------- regarder quels bgs/objs sont concernés par l'appel a screenupdate si un bg ne change pas (scroll identique, pas de chgt de prop add/sub, ...) ne pas le mettre a jour de suite. ne faire les maj que pour les bgs concernes => logger les causes d'appel a screenupdate et effectuer le boulot plus tard -------------------- recopie du subscreen dans le mainscreen quand colour window mainscreen uniquement quand les colour window de sub&main sont != ??? -------------------- trouver cause de clignotement de certains sprites verifier la logique dans colour window dans mainscreen ajouter le scroll au depart avec le msg d'avertissement