Originally Posted By byuu
Wow. I can't believe you ported Andreas' C++ S-DD1 classes to C. I didn't want to mess with that at all. Disappointed about using the system time for the S-RTC, but oh well. It's more of a preference than anything else. You will need to add a hack to pass the SPC7110 test like ZSNES in that case. It sets the time and then checks it a second later to make sure it's incrementing properly.

Ahh, I probably should have put a comment at the top of both the S-RTC and S-DD1 files containing a massive disclaimer that none of the code contained within actually works. Now that you explained how S-RTC works, I'll be redoing it to be more like your code, and currently neither SFA2 nor Star Ocean boot. frown

I'm trying to debug S-DD1 right now, actually. I'll have a trace of what it's doing posted up here shortly.

Originally Posted By byuu
SuperFX, wow. You had to rewrite almost all of it. Sucks not having references and overloaded operators in C, but I don't want to start a language war so I'll shut up. Very impressive how fast you put that together. And I see you dodged all the common mistakes I made impeccably.

My biggest mistakes were not realizing that SREG and DREG are sometimes the same, and clobbering them before getting flag states and such; and screwing up the pipeline fetching, but those look pretty good with your code.

Glad you were able to avoid the messiness of the Snes9X core's faux-pipeline trickery in every single opcode and automate it as I have.

Ah, I only dodged the mistakes because you made them first, and I thank you for that. I couldn't have done it anywhere near as cleanly or as quickly without being able to use your code, so hats off to you for writing such a great emulator to begin with!