1.36 - Finally worked out why the menu items weren't being highlighted in several ROMs, including Battletoads, U.N. Squadron and All Japan Pro Wrestling. Two problems: its seems the SNES does halve the colour value result when blending colours when only the fixed colour addition/subtraction is enabled, but doesn't halve the result when sub-screen is being blended and its a clear part of the sub-screen. The second problem was that I had an optimisation that prevented the time consuming colour blending code from being called if the colour being added/subtracted was black - adding zero to a number doesn't affect the result, but not performing the side-effect of halving the result does affect the final value... - Super Formation Soccer 95 requires that the DMA enabled register doesn't always return zero, otherwise the game locks up. - Thanks to several people reporting a screen flickering problem in the pseudo 3-d section of Jurassic Park 2 I've fixed a nasty problem in H-IRQ handling code which could cause double-triggers or skip IRQs altogether. With this fix I can now remove the special hacks for Ninja Warriors Again, Chuck Rock and F-1 Grand Prix. - More games needing the slow SPC700 timing: Zennihon Puroresu 2, Soulblazer and Robotrek. - The CPU idle time skipping code was skipping cycles during a software delay loop in Itchy and Scratchy, causing screen flicker. - Looks like reading the value of register $2137 shouldn't clear a pending IRQ - was causing screen flicker on Yoshi's Island. - Actraiser 1 & 2 both need the slow SPC700 timing. - Terranigma reads a sound channel's current sample output value and waits for it to be zero before preceeding. I forgot to always return zero when a channel was silent. This mistake was causing the game to lock up. + Itchy and Scratchy and was causing the music to stop and samples to be cut short in the Mario Early Years series. - Added a hack for Secret of the Evermore - at several points in the game, just as the plane is about to land, it reads from unknown registers $4000 and $4001 and, if it doesn't get the value its looking for, the game hangs or displays corrupt graphics. - Silva Saga 2 was accidentally triggering a colour blending hack I put in place Kirby Dreamland 3 and Kirby Superstar. - The ZSNES freeze-file loading code could leave a file open if the file wasn't a valid ZSNES freeze file. - Super Punch-out requires certain DMA registers to be updated after the DMA completes. Snes9x used to do that, but I must have accidentally left the code commented out whilst investigating a different problem in another game.