UPDATE: Here it is, Test 12/5. There’s a small ReadMe included so be sure to read it. No Atomiswave yet since I didn’t think T12 core could be salvaged, so I didn’t bother with it. I wasn’t exactly wrong there, with all the changes I made this version could easily be called Test 13 🙂
Anyway, other things of note (from the top of my head):
* Current renderer needs to go. I have a replacement of sorts prepared, as a part of software renderer project. I’m pretty sure it will be a bit slower but that remains to be seen. I need the new framework anyway to support both D3D9 and D3D11 at the same time.
* SH4 recompiler could use some sort of abstraction layer to handle the optimizations better. Again, it’d probably end up being marginally slower but more manageable and could in future be paired with x64 emitter.
* I’m going to drop support for non-SSE2 CPUs soon, mostly because it’d be easier to code the new recompiler. Quite frankly any CPU without SSE2 is not going to be fast enough to handle Makaron anyway.
* Windows XP and Direct3D 9 support is going to stay for now but once D3D11 renderer starts working properly I will focus mostly on that. While I realize that droping DX9 will upset XP users, I’d like to point out that Makaron always required a modern PC. I havent introduced any major changes lately but before that Makaron was the first Dreamcast emulator to require shaders, then it would work only with Shader Model 2 or higher. In return you got faster palletized texture support, shadows and fogging.