COMPILER
- RESCOMP
- added new sprite optimization options to SPRITE resource (see rescomp.txt for details)
- minor tweak on binary export order (can save some bytes with LZ4W compression)
- fixed resource duplication bug
- XGMTOOL
- fixed VGM loop
LIBRARY
- SYS
- safer SYS_setInterruptMaskLevel() so interrupt mask is not lost after SYS_enablesInts() call
- fixed/updated SGDK logo display code
- renamed getFPS() / getFPS_f() to SYS_getFPS() / SYS_getFPSAsFloat()
- DMA
- fixed possible DMA failure on some Megadrive when Z80 access 68K BUS at same time we trigger DMA
- minor fix on autoInc restoration after DMA_flushQueue()
- VDP
- tweaked default VRAM configuration so window can be freely used anywhere.
- added VDP_getAdjustedVCounter() method to have a consistent [0..255] V-Counter (avoiding rollback issue)
- tweaked up VDP_resetScreen() method
- added VDP_setHVLatching() and VDP_setDMAEnabled() methods
- PALETTE
- fixed VDP_getPaletteColors() and VDP_getPalette(..) methods (regression)
- fixed a bug with all palette fading methods (regression)
- renamed vdp_pal unit to pal unit (so all palette methods are now called PAL_xxx)
- JOY
- added JOY_reset() method to reset controller detection without clearing JOY state change event callback
- safer JOY_setSupport(..) / gun controller implementation
- more permissive mouse id detection in mouse pooling code
- fixed an issue where an EA 4-way multitap could be incorrectly detected
- TIMER
- safer waitSubTick(..) implementation during VInt.
- fixed getSubTick() method to take care of HV counter latching when light guns are used.
- RESOURCE
- added 2 alternate SGDK logo (free feel to use it)
- minor change on library resources name
- fixed version and added alias for old resource names
- added ENABLE_NEWLIB define in config.h file for those who want to use newlib within SGDK (you need to build it by yourself)
- changed u16 to bool where it makes sense to use bool (internally they are the same type, it's just for readability).
- minors tweaks, changes and fixes here and there
SAMPLE
- XGMPlayer
- updated to make it work with last SGDK (sprite engine difference mainly)
- SOUND
- reintroduced cry SFX test for XGM driver