- A GD-ROM's single-density lead-out is track 2's end, not 13085 (falls
back to it when the image gives none); a GDI track ends where its file
ends; a GD CHD track's pad frames come off its end (Shenmue disc 3,
Re-Volt's CD player). Every GDI and GD CHD game gets these TOC values.
- Windows CE under the HLE BIOS: the boot file's first 2 KB goes to
8ce01000 (it was skipped), the rest to 8c010000 as before.
- With no disc, a hard reset leaves the drive busy for 1 s, then "no
disc" with unit attention, as upstream (it said "no disc" at once).
- The real BIOS for the games that need it when its file is there:
MIL-CDs, Jimmy White's 2, Railroad Tycoon II (EU), Miss Moonlight,
KenJu, Force Five, Fushigi no Dungeon, Slave Zero (PAL), WSB 2K2;
without it they boot as today. The HLE BIOS even with the real one for
Stupid Invaders, Suika and Cool Boarders Burrrn.
- Depth scales: NHL 2K2 1e8; Re-Volt JP, Sturmwind, V-Rally, South Park
Rally, Capcom vs SNK Pro (DC and NAOMI) added; Samurai Shodown VI's
replaced by upstream's game patch. The no-RGB list applies only with
the RGB cable chosen. TrickStyle (US) in English, the flash's language
put back at the end.
- Widescreen cheats as upstream's table: original values checked where
upstream does, matching by software name, 11 more Dreamcast games, the
NAOMI table upstream's 35; a bad address is warned about and skipped
instead of trapping. Game fixes applied every frame for Extreme Hunting
2, King of Route 66, Dave Mirra, Samurai Shodown VI, Fur Fighters,
Ooga Booga and the Dricas authentication of Aero Dancing i/i2/F,
Daytona JP, Sega Tetris, Golf Shiyou Yo 2, Culdcept II, Outtrigger JP
and F355 JP.
Ikaruga (Japan): the entry does not work and is taken out. Floigan
Bros.: for the PAL disc only. Tokyo Xtreme Racer 2 (USA): it had no
product number, so it was never used, and the wrong value. As upstream.
The option was read at every change but acted on only when the game
was loaded, and said "(Restart Required)". It no longer does.
A cheat writes a few words of the game's memory every frame, most of
them constants of the game's program that the game never writes
again. Turning it on only needs the game's cheat looked up, as when
the game is loaded. Turning it off needs what the cheat wrote taken
out again, or the picture stays as the cheat made it.
So the cheat remembers what it finds: each frame, a word that is not
the cheat's value is the game's - the program as it was loaded, or a
value the game has just set - and is kept before it is written over.
(A word that is already the cheat's is no longer written again.)
Turned off, each word still holding the cheat's value gets the
game's back. The frontend is told the picture's new shape either
way.
One case is not put right: a word that has held the cheat's value
for as long as the cheat has been looking, as after loading a state
that was saved with the cheat on. There is nothing to put back, and
it stays until the game writes it.
The label loses its note in the six translations that had it.
Checked in the headless harness with a temporary cheat for the test
disc, not in this patch, on a word the boot loader writes after the
machine starts: on from the start, and turned on at frame 120, the
word holds the cheat's value; on from the start and turned off at
frame 200, it holds what the loader wrote again. No game with a
cheat was run. The live test passes on gl as far as it was run and
the headless test passes.