New working systems
-------------------
Sphinx Galaxy (v2.03) [hap, Mr. Lars]
New working clones
------------------
Sphinx Galaxy (v2.00) [hap, Mr. Lars]
Sphinx Galaxy (v1.03) [hap, Mr. Lars]
New working software list items
-------------------------------
saitek_egr: Endgame ROM (ver. 1, set 2) [Mr. Lars]
saitek_kso: Kasparov Selected Openings (set 2) [Mr. Lars]
* Removed SDL2 source.
* Updated gradle.
* Updated SDL2 Java support glue code.
* Increased minimum supported Android API version to 24.
* Updated required asset files for Android app.
* Added proper tag for Android logging.
* Added SDL2 hint to make BGFX work on Android.
-----------------------------------
x68k_flop: Last Tempest (older)
ibm5150.xml: Replaced disk 1 of sq2 with a fresh mfm conversion, the previous one was twice as large as necessary (40 track disk dumped as 80 track). [Justin Kerk]
* Added callbacks for card detect, battery voltage and write protect to the PCCard interface.
* Added helpers to read/write data swapped (similar to the existing support in the ATA device).
* Add support for 2 MB and 4 MB SRAM PCMCIA models from Centennial with built-in EEPROM storage for CIS information.
* machine/linflash.cpp: Updated the linear Flash PCMCIA card emulation to use the new card detection support.
* machine/gayle.cpp: Rewrote the Amiga Gayle emulation, adding support for PCMCIA.
* Fixed an issue with Amiga interrupts arriving at the wrong time.
* Render sprites to intermediate buffer buffer and blend when mixing (fixes sprite/sprite priorities).
* Implemented mesh/checkerboard fake transparency (previously sprites using this were skipped).
* Improved precision of sprite scaling (fixes gaps and smoothness of scale in many places).
* Improved floor layer rendering for buriki and fatfurwa.
* Added preliminary sprite mosaic effect support.
Turned shader tool/shader manager into a class so multiple
screens/windows don't nuke each other.
Don't try to get supported extensions without a valid GL context with
Windows OSD.
Use per-context GL function pointers for shader manager and for all
functions when using GL dispatch. Windows doesn't guarantee extension
functions from one context are valid for another.
------------------------------
Honoo no Invader [hammy]
Hot Body (set 1) [f205v, Brian Troha, Sean Sutton, Smitdogg, The Dumping Union]
New clones marked not working
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Hot Body (set 2) [Guru]
This fixes "amplification" effects that would happen if the frame rate
rose above 100 Hz (whether by unthrottling or otherwise).
Synchronise with wall clock any time inputs are read. Not doing this
has weird effects on relative inputs with frame skipping and contributes
to unresponsiveness of menus.
Reduce visual latency for mouse movement on menus when paused or
skipping frames. The rest of the code changes to menus won't provide
benefits until draw can happen after event handling.