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Improve render perf by not locking the whole texture
Disabling EnhancedMode7 led to broken map rendering (Fixes #141)
Submodule got overwritten if using staircase when trapdoors opening (#126)
Fix messed up module index when using bottles in a transition (#126)
Fix VerifySnapshotsEq issue with hdma_table
Fix Heart dupe vanilla bug (#126)
Fix some clipping bugs that moved Link to impossible places (#126)
Fix so super bomb won't return to the player on screen change (#126)
Don't levitate across chasms with turbo (#126)
Clear Mosaic variable when loading a save (#126)
Avoid cape magic underflow if an anti-fairy consumes magic. (#126)
Using the Cane of Somaria might refund magic. (#126)
Cane of Somaria didn't reset a variable when out of magic (#126)
Decompile mismatch in LinkState_Recoil
Added switch build info into readme (#134)
Update Makefile and silence warnings (Fixes #136)
Reset Apu queue when loading snapshots (#125)
Add DisableFrameDelay in zelda3.ini
frameCtr needs to be incremented each frame
Improve performance when SDL volume is set to max
Remove an #ifdef from main.c and make it work with TCC again
add basic support for in-application volume adjustment (OS mixer or SDL mixer, depending on platform) (#131)
SDL_RenderPresent may not be called more than once per frame.
More fine grained audio locking (Fixes #132)
Added switch support (#133)
Change a lot of places to use the oam helpers
Use SetOamHelper0 to setup some OAM entries
Write directly to VRAM instead of through zelda_ppu_write
Simplify PPU code / interactions
Change ppu zbuffer layout and remove unused ppu code
Add a useful glitches FAQ from the Internet
Add support for ZSPR files to change Link's appearance
Fix jump ledge exploration glitch (#126)
Fix broken Zoras in Shallow Water in Misery Mire (#126)
Fix abruptly changing music in whirlpool (#126)
Fix discovery chime for dark world ice palace portal (#126)
Fix Mothula L3/L4 sword damage (#126)
Fix Kholdstare shell fading (#126)
Allow bird travel to be cancelled
Fix recently introduced hud gfx glitch
Fix gfx glitch with lanmolas in misery mire (#126)
Save&Quit doesn't count as a death (#126)
Dragging items in cape mode used no magic (#126)
Ensure Cane of Somaria can't overflow the magic meter (#126)
Fix Blue shield color after Pikit (#126)
Fix Mushroom Glitch garbled graphics (#126)
Vanilla bug: Fix incorrect gloves color (#126)
Bow icon in hud didn't show the right status
Add config option to carry more rupees (9999 instead of 999)
Clean up and refactor the emulator vs own state
Workaround graphics glitch when Link is blinking
Add config option to disable the per-scanline sprite limits
Update README.md (#118)
Add information on how to build with TCC
Remove some junk from vcxproj file
Add MSVC configuration to deploy all/only needed files
Duplicate cone of light appeared in 16:9 mode (Fixes #116)
Adjust ocarina spawn pos in 16:9 mode (Fixes #121)
Update README.md
Update README.md
Update README.md
Put all assets into zelda3_assets.dat instead of .h files
Update README.md
Good bee didn't work (Fixes #117)
Add 'MoreActiveBombs' to extend bomb count from 2 to 4
Extend size of some ancilla arrays
Fix some ram validation regressions
Workaround a possible zelda chest minigame bug (Related to #113)
Fix a mismatch in the minigame chest code (Related to #113)
Fix Sky bg layer corruption in 16:9 mode on inventory screen (Fixes #115)
Add issue, feature request templates and PR template. (#112)
Avoid up/down and left/right from being pressed at the same time (Fixes #105)
The old renderer isn't playing nice with widescreen (Fixes #98)
Update keybindings for L&R buttons in QWERTZ and AZERTY layouts (#108)
Update zelda3.ini (#107)
Crash in inventory screen with secondary item feature (Fixes #106)
SkipIntroOnKeypress defaults to zero
"Mysterious Pond" Crash (fixes #104)