Since I've pretty much finalized the cache file specification, I plan to make the next release an alpha version.
There's quite a few things that have changed.
Since I've made a few large changes, some new problems will probably crop up.
-Changed the cache file specification. Since there isn't any compatibility with the cache files up until now, it'll be necessary to remake all of your cache files.
Thanks to this change, Memory Stick reading for the games below only occurs when loading the game.
ecofghtr / avsp / sfa / 19xx / megaman2 / qndream / spf2t / csclub / mpangj / pzloop2j
-Due to development circumstances, I've implemented save state. Since I'm thinking that there will be frequent changes to the specification before this becomes the official version, basically you should assume that save state compatibility will be lost each time this is updated.
-Fixed it so that it won't freeze on sleep.
-Fixed it so that ssf2t is read as the parent cache file for ssf2t and it's clone sets.
-Changed the palette processing. I'm now going to determine whether or not this works correctly.
-Change the initial sound sample rate value to 22050Hz.
-Rewrote the sprite management processing.
Although only slightly, I think the speed of shooting and side-scrolling action games has either improved or stabilized.
Conversely, for later, larger fighting games that frequently access the file , the speed has probably dropped. (The priority level for these types of games is very low, so I don't envision there will be any improvements from here on. Simply put, it's physically impossible to make them faster.)
-Made huge changes to the sprite drawing process.
Problems with the sprite mask drawing processing and priority in the following games has been fixed. (Even though I'm performing the drawing so as to not make the speed drop as much as possible, since the drawing is more complicated than usual, there are instances where the speed drops somewhat on such screens.)
csclub: Spot process of CAPCOM's logo directly after loading
ssf2t: Some of the character's continue screens
dimahoo: The ninja Tatumaki's shadow as well as all of the ending
gigawing: The Betting font, as well as all of the tanks and the BG's priority
progear: The second form of the third stage boss
ddsom: Stage 3-A on the heavy war cart where just the elf's sword and shield's priority is funny
If drawing problems occur other than those mentioned above, I'd appreciate it if you could report them using the
bug report uploader (As far as it's usage, please refer to the information at the link. This is being tested)
Checking sprite data one by one'll make your shoulders stiff and your eyes hurt, it's just too tough.
I'm not young anymore so this kind of work is hard on me.
From here on, I'll just work on those that are reported, or so I say, but if I find any I'm just going to want to fix them.