More todo stuff.
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@@ -1,23 +1,29 @@
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Some Issues :
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All Ports:
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- Recode netplay feature, once core is not random anymore.
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SDL Port:
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- Low performance due to differences in surface sizes (internal and
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SDL), make both the same size.
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- OpenGL code is awful, uncomprehensible, stupid and awful again.
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We must fix it.
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Windows Port:
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- OpenGL, or Direct3D support would be nice (we have the source for
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OpenGL but it needs to be integrated into the main tree, any takers?)
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- MingGW support is now added thanks to Nach! But for some reason
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winlink.cpp will not compile with optimisations.
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- Auto-detect high/low latency connections and adjust settings accordingly
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Compatibility
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- Game not working - Guikuden 1 (and some more)
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- Graphics Glitches - Uniracers (2p mode), Killer Instinct (couple stages,
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black background), FF3 (some sprite clipping probs), Metal Combat,
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Tactic Ogre (Menus?)
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- Special Chips - DSP1 (95% done), DSP2 (0% done), SA-1 (95% done),
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SDD-1 (decompression left), and others
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- Game not working - Guikuden 1, Cu-On-Pa (and loads more)
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- Graphics Glitches - Killer Instinct (black background), FF3 (Range Time Over
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and other sprite trouble), Metal Combat (?), Tactic Ogre (Menus), Energy
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Breaker (mode7 world map), Super Aleste (offset incorrect in stage 4),
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lots of others...
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- Special Chips - DSP1 (95% done), DSP2 (0% done), DSP3 (0% done?), DSP4 (done?)
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SA-1 (95% done), C4 (done?), SDD-1 (done?), SPC7110 (all but decomp?)
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SFX1/2 (done?), OBC1 (have to clean the mess)
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Timing engine
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- Convert counter to 32-bit. (assigned to pagefault).
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@@ -27,4 +33,3 @@ Timing engine
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Graphics Engine
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- Fix some windowing/subscreen sprite problems that are still present in
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the new graphics engine. Probably pagefault will have to do this.
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