What's New : ------------ v1.01 - Fixed a problem with offset per tile mode with MMX2 in the new 16bit engine - Fixed crashing problem in MMX2 (Win port) - Removed clock option (Win port) - Disabling the new graphics 16bit engine is now properly saved in the configuration files - Added the win port version number to the about box (Win port) - Fixed the % of execution problem in IPX/Modem modes v1.000 - Implemented C4 emulation : - C4 Sprite structure -> OAM conversion routines - Sprite Rotate/Scale ability - Sprite disintegrate function - All in-game used math co-processor functions (hopefully) - Both wireframe modes - There are still some problems with C4 emulation, but I'd consider them to be quite minor to just leave them there. Thanks to StarCreator for recording a bunch of movies off of the real snes for me to compare! - Tweaked ADSR a bit - Decreased envelope when key on is issued while sound is still playing. This fixed static/popping sound bugs that affected many games. - Added the ability to select the Add-on device (Snes Mouse/Super Scope) from the GUI through the Add-on option in the Config Menu - Added a hack to allow the mouse to control the cursor in Lethal Enforcers (Press '7' 4 times to activate or select it from the Add-on option in the Config Menu). Unfortunately, this method has problems (ie. mouse moves things that it shouldn't) but it should be good enough, especially for those who asked for this. I doubt this works in LE2, however. - Added a manual load entry box so that you can type in the filenames/directories manually or type in part of the filename and the GUI will seek to whichever filename contains or closely contains that part - Pharos coded a water effect, getting help from Scott Scriven's water effect code. - You can enable/disable the Water Effect and Snow Effect from the GUI Options (MISC Menu in the GUI) - Implemented Sprite Windowing to the new gfx 8bit engine. This completes all the features that I have planned for that engine. - Fixed a really nasty stereo bug that caused volume levels/pans to sound completely off on one of the speakers - Added player 5 as a normal player instead of just being available in modem/ipx play - Implemented an option to turn in-game messages/fps display to be transparent - Added a Set Keys feature to the Input Routines in the GUI that allows you to set all of the standard SNES keys all at once instead of clicking on the inputs separately to set them - Ported the new graphics 8bit engine to 16bit: - All the standard snes features from the 8bit engine - Works with all 16bit resolution modes/effects - Ported high resolution Mode 7 - Added proper main/sub screen support and windowing support - Added all transparencies modes - Added Direct Color Mode7 - 2xSaI and 50/75% scanlines can now co-exist with high resolution modes - This is now the default engine for 16bit. Some games won't work well with this engine such as some SuperFX games (eg. Stunt Race FX in the menus). You can switch back to the old graphics engine by pressing the '8' key. - Implemented a dual cache system in the tile modes. I don't know how much of a speed increase this gives since my system can already run the old graphics engine at full speed and framerate. - Full 15bit transparencies for MMX cpus only. - High Resolution Mode7 can be toggled on/off in the Video Options. It is disabled by default since this feature requires a fast CPU. - Added 48khz sound sampling rate - Tweaked VBlank timing a bit - Tweaked 65816 CPU cycle execution a bit - Added Kreed's Super 2xSaI engine. It's written in C, so it requires a really fast cpu to run it. - Added picture preview to the save states in the F3 window. Newly created save states will contain a small picture in them. Pictures will not appear in old save states, however.