Well, as you can see
here, there's always progress. My philosophy is that every day, something has to improve. Been doing that for almost 2 years now; haven't gone a day without at least 1 commit added to the code base
More specifically, most of the progress has been in other areas of the emulator. To name a few:
- Netplay support for DMG/GBC games
- GB Printer support
- GB Mobile adapter support (GBE+ is the first GB emulator to offer native support for this device).
- Limited GBC IR support
- Lots of bug fixes for games
- Vastly improved GBA sound quality and finally tackled a number of long-standing graphical issues (scaling/rotation for BGs and sprites).
- Moved to SDL 2.0 and OpenGL 3.3. Scaling filters like xBR are available as shaders.
So, that's basically what I've been doing since April of last year. Nearly all of my efforts have been towards the core emulation, but I have devoted some time to Custom Graphics. A lot of little bugs in the GUI were crushed, and after some feedback, the UI was changed to be more user-friendly. Unfortunately, a small part of the hashing algorithm was changed, so some graphics dumped and edited with 1.0 won't be compatible with 1.1 (which will come out... on April 1st, 2017, as usual).
Rather than anchor points, I've decided to go with using the address of a tile in VRAM to optionally distinguish two separate tiles. Some tiles have the same graphics, but are simply located in two different memory locations. It works in practice, and for SML, it would allow the sky and the ground to be replaced separately.
Also in the works, the NDS core is up and running, although it's pretty much restricted to homebrew at this point, but at least it can do a few test ROMs correctly.