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News > Virtual GameBoy Advance 2.0

#4595 - SimonB - Fri Apr 04, 2003 1:29 am

VGBA 2.0 has been released.

New in this version:
-Majorly redesigned screen rendering routines, making them faster.
-Added sprite sorting and precomputation to speed things up.
-Fixed window rendering.
-Fixed multiple screen rendering bugs.
-Color effects can now be disabled in WININ/WINOUT registers.
-Alpha blending can now be applied multiple times.
-Disabled alpha blending for pixels with no second argument.
-Added window support to bitmapped screen modes.
-Disabled display of the first 512 sprite patterns in bitmapped screen modes.
-Changed LDM instructions not to write back base register if it has just been loaded from memory.
-Now setting R12=0x04000000 in VBlankIntrWait() and IntrWait().
-Added QOpARM() and WOpARM() functions for fast opcode fetching.
-Removed data rotation in unaligned 32bit writes.
-Modified BIOS decoders that write to VRAM to use words, not bytes.
-Now returning correct "broken" values when program tries to read BIOS area by bytes and 16bit words.
-Now doubling byte writes to VRAM and palette.
-Now mirroring VRAM as 64kB+2*32kB.
-Now mirroring SRAM, OAM, and palette.
-Removed mirroring of I/O addresses.
-Now waiting for sound thread to die in VGBA-Unix.

it can be found at http://fms.komkon.org/VGBA/