small fix to audio and made buffers smaller for less delay removed some redundant variables in PSPRenderer
Fixed compiling error from previous commit limit huge sprite (2045x2047) over 4mbs! that Worms Armageddon tries to load (props to Corn for spotting it) Implemented bg1cyc correctly (fixes sprite errors in Worms - Armageddon and other games that use this cmd)
Some clean ups and made several globals static in DLParser.cpp Removed extra test for disabling blending Minor fix to texture scaling to proper match 1.000 scale Removed a forced blend mode that made shadows in Rayman2 invisible Removed sanity checks from release mode in GBI1 Vtx (Only game that sets this is Quake II which eventually crashes anyways due clipping too many verts) Removed sanity checks from release mode in WRUS Vtx (it should never happen anyways) Fixed some compile errors and rendering logic Do not render degenerated or empty? tris in Tri4 (GE and PD) Made debug only sanity checks in GBI0 Vtx DKR only needs 80 verts array after all (no need for 128) Made Debug Dlist spam less for cleaner looking output to file Made inline of some functions in PSPRenderer Avoid wasting time loading the same texture in S2DEX Obj** (happens quiet often in yoshi, a good example are the white dots that appear around the screen) Rayman 2 textures stretching should work now Rayman2 hack (WIP, it still have issues but should be playable now)
reworked blend explorer and cleaned up debug info and reordered some code Instruction count should now match in debug dlist with value shown in Dlist length call popDL directly instead of endDL if possible small improvement in color adjustment process bail audio mixer when called with bogus values (YOSHI) Reorganized and optimized MemRect for Yoshi (small speedup)