Pretty happy with this week's progress. A lot of stupid CPU bugs have been eliminated. Super Dodge Ball Advance now gets to the title screen. Some LCD stuff isn't working (special effects, but that's for later) and the little ball won't animate, but I've implemented bare-bones support for sprite rendering. Input works too, albeit very slowly. A number of instructions and actions aren't clocked by the emulated CPU (especially not DMA transfers; VBlankIntrWait BIOS call take forever without proper clocking) so there's input lag of about 20 seconds :p Looking good though. I think I can make it in-game if I implement VCOUNT interrupt triggering.
