- Speed up!
- Faster interpolation way
- More mappers and more roms
- Language pack support
- Siemens SX1 and SendoX support
- Scroll key in full screen mode
- Mapper 90,245 support
- Vigil has a new attack, stand still and hold down attack - its not completely finished yet
- Vigils wall jump kick is now an effect way to combo after his uppercut slice!
- Hit point bars from Wazat's Conquest mod have been plugged into TAoV! Now you're able to see an enemies health!
- Vigil is now able to wall grab when he is in his first set of pain frames while in air, to put it simply; loosened controls.
- New animations on Vigil, his idle frames have improved
- Arch Ghoul & Electric Squid now make an appearence! They've been added to the dungeon level
- Fixed a few minor bugs
- Minor tweaks to a lot of different aspects, every time I play the mod I notice something that could be improved, look better or act better
- Twister now gradually causes enemies to spin around it and be thrown in a random direction most of the time
- Firebeam's damaging has been completely recoded, more faithful on the amount of hits and is now able to hit the Wraith
- Skeleton's feet are no longer sinked into the ground, raised the models Z height by 3
- Vigil's default standing frames have been replaced with a more aggressive one
Features:
Emulates the 48k, 128K and Plus2 hardware, running at full speed
Supports images SNA, Z80, TAP, SP, TZX (limited).
Displays SCRshots.
I've ported the sprites from gladius' GPU, so there should be a lot more working GBA demos than there were yesterday. I know for a fact that at least a few sprite-based demos do work fine. I did have to add a double check for Y-coordinate bounding, on top of gladius' code, though; that seems strange.
I only have one DS demo that uses sprites, really, and that's Nibbles. However, it doesn't even start; it jumps to 0, just as many other DS demos do. It feels like a core bug to me, and until I fix that, I probably won't get much DS output.
Minor update to both Nibbles and Tetris. Both now uses the template from bottledlight, although with a different makefile for the arm9 part. You can now compile both emulator (arm9) binaries and hardware (passthrough) binaries easily.
Also fixed some logic bugs in Nibbles, and slowed it down a bit. And now you can eat cherries aswellNibbles now comes with (messy) source, due to requests.
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Catherine: Full Body’s English translation for the Vita