ETA: Hmm, no. No, hooking up the S-CPU IRQ didn't seem to actually affect anything.
Argh, thought it was more important. It has to be used *somewhere* ... hmm. I know the SA-1 games use almost every last feature (except timer IRQs). Some features are used by only one game.
The SA-1 is better for adding little by little. Just cloning the S-CPU core is enough to get almost half the titles running, had that up in a day.
ETA2: Dammit, I reimplemented RAM and ROM buffering based on bsnes's spec, and it also isn't affecting anything. At least we're narrowing things down here.
That one had a big impact on timing in Winter Gold for me. All the skiers were flickering before I added it.
ETA3: byuu, do you have a copy of this? bsnes_v046_wip13.tar.bz2
Sure, I have everything from v019 and above. Accidentally formatted the hard drive with the earlier versions.
http://byuu.org/temp/bsnes_v046_wip13.tar.bz2As it turns out, HIB checks against 0x80 for the sign bit and not 0x8000. Oops.
Ah, so then you aren't using copy/paste for your opcode core. Perhaps I'll do a once over tomorrow to see if I can spot anything obvious.
You should try some SuperFX2 games. The only difference is the memory timing.
Overall, looking really good!