Large modifications demand a number change, so welcome to version 0.0.3. Firstly some relatively minor things. I changed the MMU to actually register waitstates with the clock, instead of just adding them to some useless variable; you should notice a little speedup. Also, I've modified the way SWI waits are handled, so they require acknowledgement before they can continue.
Moving up, I've moved the child window creation and handling from the main executable into the seperate DLLs. It was getting ridiculously unwieldy, and starting to clutter up the DLL vTable with entries that could be removed with a small redesign. There may still be a few bugs with the new child window handling; if you come across any, do let me know.
Some of you have commented that the emu has purported to load .NDS files for some time, without actually being able to interpret the header structure. Well, now the DS core can load the seperate CPU executables into their right places and start executing them. I'll leave you to see what loading two binaries means, but just note; it's bugged to high heck, and is unlikely to work in almost all cases.
CPU: Minor optimizations on the Thumb hireg operations
CPU: Optimized the instruction dispatchers a bit
GPU: Added support for modes 3-5
GPU: Fixed alpha-blending with more than 2 layers specified in BLDCNT
GPU: Fixed alpha-blending of 16-color text BGs
GUI: Added support for .nds files (only ARM9 code is loaded)
GUI: Fixed a bug where toggling the "Enable layer" checkboxes would change the selected renderer
GUI: The palette viewer now supports editing individual colors
The cool new stuff is a new graphics core, which makes drawing twice as fast, but doesn't exactly mean twice the emulation speed. In fact, it doesn't mean that at all. Just try it out and you'll see it's faster, though. Also, I added animated savestates, which I think are pretty nice. Make sure to delete your config file, or else you'll get some weird default values. Shouldn't break anything though.
let me ask you something. haven’t you ever wanted to build your very own guitar amp out of an old video game system? of course you have. well now you can start out with the dreamcast guitar amp. basically, it’s pretty easy, doesn’t require any soldering, and takes a lot of patience.
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