War of the Gems - waiting for SPC History """"""" 0.40 65c816: Fixed a bug that could cause WAI to miss a waiting IRQ Source: Many changes to reduce repetition in 65c816/SPC opcodes 65c816: Made a few improvements to the register allocation Sound: Fixed a possible buffer underrun bug PPU: Went back to the old VRAM read method - 'VRAM read buffering' might make more sense, but it doesn't work well with ActRaiser... PPU: Fixed a bug in VRAM full address increment (untested...) Render: Completely changed the tile caching method DMA: Made a few slight changes to the DMA/HDMA emulation Timing: Rewrote event handling, now using more correct timing for rendering and HDMA Timing: Implemented pre-NMI delay (fixes Chrono Trigger intro freeze) Timing: Fixed controller ready bit in HVBJOY (fixes Chrono Trigger combat slowdown and combat menu flickering) Thanks to Neill Corlett for info! Timing: Implemented much more correct H-IRQ timing, should also allow multiple H-IRQ's on a scanline Source: Ported some of the source from GNU-AS (GAS) to NASM (memory mapper, APU skipper, special screenmode setup) Joypad: No longer reporting parodoxical inputs - up and down can no longer be pressed at the same time, nor can left and right (fixes a potential problem in Zelda 3 name entry) SPC700: Now updating SPC timers at least once every Vblank SPC700: Fixed a major bug that caused the SPC to freeze after about 17.5 minutes of virtual execution