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New Cyclone 68K - 0.066

PostPosted: Apr 24, 2004 @ 9:16pm
by fdave
Spiderman seems playable, Ecco shows a bit of graphics, Sonic 1 jump fixed, Castlevania Bloodlines - quite a lot of stuff actually. here's the techincal bits

get it from you know where
http://www.finalburn.com/


What's New
----------
v0.0066
+ Fixed a stupid typo for exg (orr r10,r10, not orr r10,r8), which caused alignment
crashes on Strider

v0.0065
+ Fixed a problem with immediate values - they weren't being shifted up correctly for some
opcodes. Spiderman works, After Burner shows a bit of graphics.
+ Fixed a problem with EA:"110nnn" extension word. 32-bit offsets were being decoded as 8-bit
offsets by mistake. Castlevania Bloodlines seems fine now.
+ Added exg opcode
+ Fixed asr opcode (Sonic jumping left is fixed)
+ Fixed a problem with the carry bit in rol.b (Marble Madness)

v0.0064
+ Added rtr
+ Fixed addq/subq.l (all An opcodes are 32-bit) (Road Rash)
+ Fixed various little timings

v0.0063
+ Added link/unlk opcodes
+ Fixed various little timings
+ Fixed a problem with dbCC opcode being emitted at set opcodes
+ Improved long register access, the EA fetch now does ldr r0,[r7,r0,lsl #2] whenever
possible, saving 1 or 2 cycles on many opcodes, which should give a nice speed up.
+ May have fixed N flag on ext opcode?
+ Added dasm for link opcode.

v0.0062
* I was a bit too keen with the Arithmetic opcodes! Some of them should have been abcd,
exg and addx. Removed the incorrect opcodes, pending re-adding them as abcd, exg and addx.
+ Changed unknown opcodes to act as nops.
Not very technical, but fun - a few more games show more graphics ;)

v0.0060
+ Fixed divu (EA intro)
+ Added sf (set false) opcode - SOR2
* Todo: pea/link/unlk opcodes

v0.0059: Added remainder to divide opcodes.

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