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Update to v106r60 release.
byuu says: I added (imperfect) memory conflict timing to the SA1. Before: - WRAM↔↔ROM ran 7% too fast - ROM↔↔ROM ran 100% too fast - WRAM↔↔IRAM ran 7% too fast - ROM↔↔IRAM ran 7% too fast - IRAM↔↔IRAM ran 287% too fast - BWRAM↔↔BWRAM ran 100% too fast - HDMA ROM↔↔ROM ran 15% too fast - HDMA WRAM↔↔ROM ran 15% too fast - DMA ROM↔↔ROM ran 100% too fast After: - ROM↔↔ROM runs 14% too fast - HDMA WRAM↔↔ROM runs 7% too fast - DMA ROM↔↔ROM runs 4% too fast If you enable this with the fast PPU + DSP, your framerate in SA1 games will drop by 51%. And even if you disable it, you'll still lose 9% speed in SA1 games, and 2% speed in non-SA1 games, because of changes needed to make this support possible. By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or uncomment the line in sfc/sfc.hpp) if you want to try it out. This'll almost certainly cause some SA1 regressions, so I guess we'll tackle those as they arise.
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@@ -26,11 +26,23 @@ template<typename T, typename U> alwaysinline auto ror(const T& lhs, const U& rh
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#if INTMAX_BITS >= 128
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inline auto operator"" _u128(const char* s) -> uint128_t {
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uint128_t p = 0;
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while(*s) {
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auto c = *s++;
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if(c == '\'') continue;
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if(c < '0' || c > '9') break;
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p = (p << 3) + (p << 1) + (c - '0');
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if(s[0] == '0' && (s[1] == 'x' || s[1] == 'X')) {
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s += 2;
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while(*s) {
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auto c = *s++;
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if(c == '\'');
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else if(c >= '0' && c <= '9') p = (p << 4) + (c - '0');
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else if(c >= 'a' && c <= 'f') p = (p << 4) + (c - 'a' + 10);
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else if(c >= 'A' && c <= 'F') p = (p << 4) + (c - 'A' + 10);
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else break;
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}
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} else {
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while(*s) {
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auto c = *s++;
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if(c == '\'');
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else if(c >= '0' && c <= '9') p = (p << 3) + (p << 1) + (c - '0');
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else break;
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}
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}
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return p;
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}
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