Heh, GUI's aren't my thing as you can tell.
I already have overclocking implemented. If HW SDL doesn't conflict with the MMU patch, I can add that easily. Ram tweakings might help too but I haven't added those yet to any of my code.
Well those tweaks might not be needed as much this time around though...
Two tests with different results:
1. Worse case scenario would be Super Mario Bros 4 (this occurs in other games too right now) where things will be lightning fast and then at a certain point in the game speed goes to a crawl. It's probably the translation cache size. I might be able to easily fix this.
2. Best scenario would be a game like Advance Wars 2 where I was able to easily play the game at what appears to me to be fullspeed at *** 200MHz meaning no OCing! ***. This is confirmed by testing at 266MHz and things running the same playable speed. This is also impressive since the interpreter had a hard time with this game!
So some games might not be playable the first release, but others will be very playable for the first time.
There are still some minor bugs that can interfere with games, as I tested things out with a debugger GBA ROM and theres a few instructions giving problems. They will get sorted out soon enough.
Also keep in mind this is a very bloated dynarec, known as a "C Dynarec". Instead of doing something smart like Squidge was doing, or even something decent like most dynarecs would do, I call a lot of external functions to handle operations the ARM processor can do natively via its own instruction set. So this is not a 1:1 instruction conversion dynarec at all. It definitely will be getting the job done though!
I won't rush the development this time. I don't want to get burnt out. But a release is near.
Read the post above: A release by Friday seems doable. I'll see if I can take your Friday and beat it by 2 days.