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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.

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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.

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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.bz2

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As 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!