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README.md

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@@ -10,12 +10,11 @@ Features
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* CPU: 100% (only lacking a few unimportant tidbits)
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* PPU: ~80% (modes 0-4 and 7, 8x8 and 16x16 tiles, sprites, color math, brightness, windows)
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* SPC700: 99% (mostly everything is in)
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* DSP: no point yet
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* DSP: lacking noise and echo; interpolation is linear only
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* DMA and HDMA
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* SRAM with auto-saving
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Missing, oncoming features
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* DSP, whenever we get to play sound on the 3DS
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* expansion chips
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* hires (modes 5/6), mosaic, other fancy shiz
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TODO.md

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@@ -2,14 +2,17 @@ TODO
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short term
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* rebuild the rendering system to make it more flexible etc
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* some way to do pagescroll in the ROM list
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* atleast one expansion chip
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* bugfixes (see the GBAtemp thread)
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short-mid term
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* sound via 3DS DSP
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* mosaic? this effect is only used for screen transitions (also easier to implement in the hardware renderer)
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long term
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* sound
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* screen scaling
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* expansion chips and other fancy shiz
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* 3D
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* mosaic? this effect is only used for screen transitions
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source/main.c

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@@ -86,12 +86,6 @@ extern Handle gspEventThread;
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extern Handle gspEvents[GSPEVENT_MAX];
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Result svcSetThreadPriority(Handle thread, s32 prio)
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{
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asm("svc 0xC");
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}
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Handle spcthread = NULL;
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u8 spcthreadstack[0x4000] __attribute__((aligned(8)));
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Handle SPCSync;

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