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gpSP 0.7
Iron, 13:11, 12-09-2006
Эмулятор Gameboy Advance для PSP.
- # Fixed a dynarec bug involving flags generating functions in contiguous conditional blocks. Fixes music in Super Mario Advance 2-4.
# Fixed a dynarec bug where Thumb mov imm instructions wouldn't set flags. Fixes Zelda: Minish Cap, Megaman Battle Network,probably others. Comes at a slight speed cost.
# Fixed a MIPS dynarec bug where some delay slots might not get filled rarely, causing chaos. Don't know if it improves any games.
# Improved self-modifying code detection. Makes Golden Sun, Golden Sun 2, and Madden 2007 sorta work but excrutiatingly slowly. Looking for a game-specific workaround for this - if you want to play these games you'll have to wait for now sad.gif
# Fixed a bug causing the interrupt disable flag to go down when SWIs are entered, causing crashes/resets. Fixes Super Mario Advance 2-4.
# Fixed menu crashing when strings with certain characters are printed (for instance going to the menu after loading the BIOS)
# Accidentally forgot to render win0 + win1 + objwin when all active at the same time, many weeks ago. Added that, should fix some parts in games that had frozen screens.
# Fixed some issues with gpsp.cfg needing to be present and corrupting, hopefully. At the very least sanity checks are performed on the config file.
# Made it so assigning the frameskip button to something besides triangle actually worked as expected.
# Fixed ability to restart current game if nothing is loaded (ie, crash)
# Added interrupt on cpsr modification support to the dynarec (fixes backgrounds in Castlevania: Harmony of Dissonance)
# Added open addressing for ldm/stm instructions (fixes Super Mario Advance 3)
# Improved cycle accuracy a little. Don't know of anything this fixes, but games with idle loops will run a little better w/o idle loop elimination (but should still be added when possible)
# Fixed some bugs causing sound to play sometimes when it shouldn't.
@ Added dead flag elimination for Thumb code. May possibly have noticeable performance increases (Thumb emited coded size can have a reduction of 20% or more)
@ Added code generation for divide SWI. May have a small speed increase in some games.
+ Added analog nub support (special thanks to psp298 for the code)
+ Added fractional frameskip. Go below 0 to get them. A frameskip of 1/2 for instance means render 2 out of every 3 frames, 2/3 means render 3 out of every 4 frames, etc. Possibly useful for games that are not quite fast enough at fs0 but fullspeed at fs1...
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