COMPILER
- added VS project for easier compilation with Visual Studio (thanks to lab313)
LIBRARY
- TIMER
- fixed getSubTick() method (no more possible rollback)
- minor fix in getFPS() and getFPS_f() methods
- VDP
- tweaked default VRAM memory layout
- BITMAP
- changed get/setPixelXXX(..) methods so they now work on single pixel (not anymore doubled X pixel resolution)
- changed drawLine(..) method so it now work on single pixel (not anymore doubled X pixel resolution).
WARNING: drawLine(..) is not anymore doing clipping, use BMP_clipLine(..) first for that. - added get/setPixelXXXFast(..) methods for fast get/set pixel operation (no clipping check)
- SOUND
- fixed auto PCM selection when playing sample with driver 2ADPCM and 4PCM.
- fixed default tempo for PAL system with XGM driver
- SPRITE
WARNING: you now require to set the sprite depth to use depth sorting (not anymore using the sprite Y position).- replaced SPR_FLAG_AUTO_YSORTING by SPR_FLAG_AUTO_DEPTH_SORTING
- replaced SPR_setYSorting(..) method by SPR_setDepthSorting(..) / SPR_setZSorting(..)
- replaced SPR_sortOnYPos() by SPR_sortOnDepth()
- added void SPR_setDepth(..) / SPR_setZ(..) methods to set sprite depth
- fixed VDP_updateSprites() with DMA queue operation (prevent sprite table modifications before DMA occurs).
- STRING
- added int16ToStr(..) and uint16ToStr(..) methods (faster than intToStr(..) or uintToStr(..) for 16 bit integer, thanks to clbr)
- optimized intToStr(..) and uintToStr(..) methods (thanks to clbr for that)
SAMPLE
- added XGM Player sample :)
- Bench
- added some pixels / line draw tests
- Donuts
- updated for new depth sorting refactoring