Originally Posted by NJ
Even with the C68K optimized, it's sped up so little that you might as well say it hasn't sped up at all.
Rather, maybe it's due to the lowered CPU cache hit rate thanks to the bloated code, but it's done just about the opposite and slowed down.
Everything would work out if it had about the same cache as a PC CPU, but 16KB is just too little.
At this rate it's looking like there's no end in sight, so, even though it wasn't what I had planned, I'm going to release a beta version around sometime tomorrow and then proceed to make the CPS1 fixes first.
(Planned) Changes for the beta version
-Finished-
-Set an optimal value for the texture size for each game. (Done)
However, it was originally allocated to a value that didn't cause any problems, so the speed hasn't changed much.
-Made it so that it won't load PCM data when the sound is turned off.
-Implemented paddle input for Puzz Loop 2. (The same methoud as CPS1PSP's forgottn)
-Fixed drawing issues with the games below.
The victory mark in Street Fighter ZERO 2 alpha's score rankings is funny. (Fixed)
A portion of the priority in Vampire Saviour's opening demo is funny.(Fixed)
The above and below scores in the ranking display in Mighty Pang weren't being masked. (Fixed)
The demo just prior to the battle with Ezza Hoden in D&D S.O.M. doesn't display correctly. (Fixed)
A portion of the sprites in Puzz Loop 2 aren't being displayed. (This was a bug with the ROM converter. Fixed)
-Changed the palette calculation methoud. I think fade out, etc... has slightly improved.
-Fixed the below C68K OP codes' clock count cost. (There were too many mistakes)
movep 16/32 All
movem 16/32 All
suba 16 register, other than direct, all
suba 32 register, direct as well as immidiate
adda 16 register, other than direct, all
adda 32 register, direct as well as immidiate
asr 32, lsr 32, ror 32, roxr 32, All
asl 32, lsl 32, rol 32, roxl 32, All
-Changed the clock count cost of MULU/MULS/DIVU/DIVS in C68K to be calculated as requested.
-It's not a bug but, eliminated a portion of the misalignment in the BG of fighting games when Raster Effects is set to Off. However, since the amount of drawing is increased, the speed drops slightly (about 1 to 2 fps on average).
Also, it has no effect in cases such as E Honda's stage in ssf2 where line scroll is being performed at the top and bottom of the screen.
-Many other small changes