The rest will option king binary options added to the sidebar soon. Fixed IRQ corner case that caused Umihara Kawase’s water to cover the whole screen.
Fixes Dragon Ball Z – Super Butouden 2. Clear WAI when IRQLine is active. Fix reading the wrong tile data in mosaic drawing. Gets rid of glitch at top of FF6 battle transitions. Break a specific opcode into cycles.
Win32: Don’t mix garbage into the last line with NTSC filter. Win32: Allow disabling scanlines in NTSC filter. Added an undo load state option. Unix: Preserve current joypad state when rewinding. Automatic input rate now only works for close multiples of 60Hz. Win32: Cheats are now shown in the correct order in the list view.
Check for version greater than 3. Increased the speed of SA1 emulation to match hardware more closely. Changed the location where we poll input to potentially reduce lag. Added a DMA timing hack for rpgone’s Koryu no Mimi translation. Updated HDMA to not update indirect addresses until after transfers are completed. This stores cheats in a human-readable and editable format as gamename.
Cheats are converted from the old format on load. Also, now included is mightymo’s cheat database, and the ability to match a game and automatically load cheats from it. Don’t reset a pending NMI on vblank end. Test for transparency before dithering on SuperFX. This fixes some graphical artifacts in Star Fox.
Change some of the SDD1 guesswork mapping. Fixes a Tales of Phantasia hack. Fixes Mario’s Time Machine graphical glitch. Memset less memory for sprite calculations. Don’t spuriously update register 14 when running SuperFX.
Added a SuperFX clock modifier variable. Write CPU MDR during some DMA and HDMA transfers. Fixes Speedy Gonzales and Funaki Masakatsu Hybrid Wrestler. Calculate next IRQ time in advance instead of continously checking for it.