GBA: process audio at 2MHz instead of 32KHz¹ MD: do not allow the 68K to stop the Z80, unless it has been granted bus access first MD: do not reset bus requested/granted signals when the 68K resets the Z80 the above two fix The Lost Vikings MD: clean up the bus address decoding to be more readable MD: add support for a13000-a130ff (#TIME) region; pass to cartridge I/O² MD: emulate SRAM mapping used by >16mbit games; bank mapping used by >32mbit games³ MD: add 'reset pending' flag so that loading save states won't reload 68K PC, SP registers this fixes save state support ... mostly⁴ MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak] this fixes in-game graphics for Ristar. Title screen still corrupted on first run MD: detect and break sprite lists that form an infinite loop [Cydrak] this fixes the emulator from dead-locking on certain games MD: add DC offset to sign DAC PCM samples [Cydrak] this improves audio in Sonic 3 MD: 68K TAS has a hardware bug that prevents writing the result back to RAM this fixes Gargoyles MD: 68K TRAP should not change CPU interrupt level this fixes Shining Force II, Shining in the Darkness, etc icarus: better SRAM heuristics for Mega Drive games
Frogger
Игры Emerson Arcadia 2001
» Picostation PS1 11:08
» Angry Video Game Nerd и другие 10:59
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» [SMD] хакинг Dune: The Battle for Arrakis 10:09
» Хаки на любой вкус 09:58
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» Dendy lifa sm-888-2 09:47
» Совместное прохождение серии Metroid 09:17
» Пройденные игры 08:09
» Герберы на изготовление клонов Денди, исходники 07:58
» Terminator 2D: No Fate 07:29
» Эмуляционный арт 04:42
» Игра без звука 02:48
» "Dune II": ПК-версия vs. Mega Drive-версия 02:12
» Соревнования по ретро-играм (Dendy Challenge, SkillTest, RGG-Battle) 23:40