


Added Striker Manager dongle emulation.ĭid test statefile checks and found some more regressions.

Agony interlace title screen swapped odd/even fields if accurate A50 mode (CLR.W $DFF02A.) b8 "Allow moving vertical position backwards (VPOSW/VHPOSW writes) if current vpos is out of range" only handled VHPOSW writes.Game ports panel autofire options didn't do anything (b8).Problem with this buffer is that it is static, it needs to be as big as max supported programmed display mode which is waste of memory when emulating normal PAL/NTSC modes. Adjusted buffer size again and added limit check, if it is still going to overflow, sprite emulation is skipped until next frame. Sprite buffer overflow was still possible.When you really want JIT disabled but don't want to modify anything else.

Added jit_inhibit config entry, can be used to force disable JIT temporarily even if uae-configuration/custom event is used to enable JIT.In some situations refresh conflict (even if it was harmless single cycle conflict due to bitplane DMA being enabled with "bad" position) left sprites in always on horizontal "conflict offset" state.On the fly switch from AGA to OCS/ECS and then back didn't restore original AGA background color until running program wrote different value to COLOR0 register.This is very similar to Striker Manager dongle. Added Multi-Player Soccer Manager dongle emulation."Remove interlace artifacts" + accurate modes: some blitter cycles were also rerun during "scandoubled" line.Random refresh conflict sprite offset was very nasty one. This should finally fix remaining reported bugs.
