March 18th, 2016
Converted Shanghai HW to use the newer HD63484 device core. This fixes various long standing gfx glitches in it, namely the animation screen in Shanghai .
Also, rewritten Super Cross II driver after the relicensing. Toy Pop/Libble Rabble a.k.a. Namco System 16 Universal HW rewrite is in progress (currently lacking sprites and timing for the Namco custom i/o device).
February 9th, 2016
Fixed a NCS core bug with ADCX actually being an ADDX opcode, fixing some garbage happening in Night Gal driver. It also mostly improves Sexy Gal/Sweet Gal/Night Gal Summer. Sweet Gal is almost working, the other two suffers from random layer clearances that wipes out big gfx chunks from time to time.
January 14th, 2016
Fixed screen bank color select in Forty-Love. Also fixed screen disable bit for Field Day / The Undoukai during transitions.
December 9th, 2015
Got two easy gfx bug fixes yesterday, both related to background drawing:
* Fixed background breakable objects in 64th Street, it was caused by missing writes to a VRAM mirror.
* Fixed castle tiles not properly drawn in Sexy Parodius stage 3B (a.k.a. Castlevania / Akumajou stage). It probably need a blending effect for the mosaic windows tho:
December 7th, 2015
Added dual screen support for Run N Gun: they used a multiplexer mechanism that sends signals at alternating intervals to each screen. What wasn’t obvious since now is that connected VRAMs were also bankswitched, and that was causing issues even in single screen mode because the supposedly unused sprite RAM is in reality used for internal gameplay state.