Bom... eleição já foi. É lembrar que quem é eleito, governa pra todos, não só para seus eleitores, o que TODOS esquecem bem rápido.
Então, vamos voltar ao normal, chega dessa porra de assunto.
Vibed up Dreamcast port run like shit? Trying to push polys like Shenmue, but wind up looking like Final Fantasy 7 for PS1? Is your weak SH4 math game holding you back from realizing your full potential on the little white box of dreams?
Well fret no more, fellow DC devs, cuz SH4ZAM v0.10.0 just released, and we're bringing the GAINZ!!!
1) New optimizations for many of the most critical XMTRX-based matrix transforms and more!
2) New accelerated routines for the scalar, vector, quaternion, matrix, and XMTRX APIs.
3) C and C++ minimum language version requirements drop to C11 and C++17 (for all you dinosaurs out there), with extra goodies being added for C23, C++20, and C++23, which are now optional.
4) Swap between SH4 accelerated and fully SW-based back-ends at compile-time now, for troubleshooting potential bugs or for just flexing the FPS diff with and without GAINZ.
5) Initial Cell Broadband Engine SPU back-end added for bringing the GAINZ to the Sony Playstation 3 (by Fancy2209)
6) Nintendo Gamecube and Wii support is now out-of-the-box with the software back-end via libogc(2), with plans for an accelerated back-end specifically for the Gekko PPC CPU in the future.
7) MinGW-w64 compiler support with CI verification.
8) New AI/LLM-friendly documentation, so all you vibers out there can direct your audacious little clankers to https://t.co/LMhX8jq5OS, where they can HOPEFULLY learn how to use my shit properly now. ;)
9) Critical bugfixes since previous release.
GET IT WHILE IT'S HOT:
https://t.co/VEh7FEwAej
Given recent news,and being true, my opinion is that a race between emulation and recompilation is about to begin. What do you think will happen first? 😬