Sorry to heard that cero... free feel to stay on old SGDK but you will miss some nice additions from the last SGDK.
I can understand that you don't want to "pollute" your computer with Java but honestly there is no way to develop rescomp in C as fast (and make it as powerful) as i can do it with Java.
Also Java offers easy multi platform, you don't need to recompile for OSX or Linux, another thing is that Java is almost always embed in system now (OpenJDK is often installed on linux as well OSX often contains a default JVM, only Windows platform doesn't have it by default).
Code: Select all
Waiting for another frame in case of a slightly delayed frame will cause jitter for little gain
This is the opposite. Delayed update (happen when you're running out of DMA capacity) is a way to avoid glitches. Now that sprite cutting operation is optimized, you can have 2 consecutive frames of animation using different hard sprites (that wasn't the case before), because of that you can have glitches appearing if hard sprites and tiles data aren't properly synchronized (something that can happen when you run over DMA capacity).
Also the "delayed update" is something you can disable but you likely want to let it enabled (default behavior) in general.
Zlib is just useless considering Megadrive development, do you were using it ? I didn't see any single Megadrive game relaying on it. APLIB compress better and LZ4W decompress much faster so i don't see the point of keeping it. We are on a Sega Megadrive, not on a PC :-/