diff --git a/android/phoenix/res/layout/faq_system_requirements.xml b/android/phoenix/res/layout/faq_system_requirements.xml index f393bc6d84..089c085489 100644 --- a/android/phoenix/res/layout/faq_system_requirements.xml +++ b/android/phoenix/res/layout/faq_system_requirements.xml @@ -24,5 +24,6 @@ * Mednafen WonderSwan [WonderSwan] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n * Mednafen Virtual Boy [Virtual Boy] : Dual-core ARM Cortex A9 CPU or higher.\n * Mednafen PC Engine [PC Engine] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n + * TyrQuake [Quake 1] : Has been tested to run around give or take 55-60fps at 320x240 resolution on an ARM Cortex A8 single-core CPU.\n " /> diff --git a/android/phoenix/res/layout/faq_whats_new.xml b/android/phoenix/res/layout/faq_whats_new.xml index 486b00dc39..0729c97e11 100644 --- a/android/phoenix/res/layout/faq_whats_new.xml +++ b/android/phoenix/res/layout/faq_whats_new.xml @@ -10,6 +10,60 @@ android:layout_height="wrap_content" android:layout_margin="40px" android:text=" + r13 (May 26, 2013)\n\n + * (iOS) Add iOS port of RetroArch.\n + * (Blackberry) Add Blackberry port of RetroArch.\n + * Threaded video option. Mainly for Android users but works for OpenGL driver in general.\n + * (Android) Add iControlPad support. + * (Android) Add the following gamepads / etc to autodetection list:\n + - Tommo NeoGeoX Arcade Stick\n + - Xperia Play (fixes ANR issues after 30 seconds)\n + - TTT THT pad\n + - JXD S7300B\n + - Sega Virtua Stick\n + - Ouya pad (untested)\n + - Gamestop Wireless\n + - Tomee NES USB\n + - Thrustmaster T Mini Wireless\n + * (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.\n + * (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.\n + * (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's + OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to + exit the game and go to an 'external' settings menu.\n + * (RGUI) Added a 'Game History' list.\n + * (RGUI) Added sophisticated shader stacking - for Cg shaders.\n + * (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed + * (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android, + iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting + GL ES 2.0 is encouraged for maximum portability to mobile platforms.\n + * (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro + core to the frontend.\n + * (Libretro) Add SET_SUPPORT_NO_GAME to API.\n + * (RGUI) Change menu layout options.\n + * (PS3) Optimize PS3 video driver extensively.\n + * (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible + with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.\n + * (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.\n + * (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros\n + * (360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on + Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have + any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just + implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at + 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of + EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to + this 10MB EDRAM limitation for render targets.\n + * (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.\n + * (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).\n + * (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.\n + * (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code + maintenance at the expense of language customization by end-users. A solution will be looked at later.\n + * (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on + 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid + making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are + obvious - far faster switching between menu and game and consumes way less RAM which means games + like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.\n + * (Wii) Add additional VI resolutions.\n + * (ZIP support) Switch from builtin zlib to miniz - less codebloat.\n r12 (Feb 16, 2013)\n\n * [NEStopia] Famicom Disk System support. For Android users - put disksys.rom into the same folder as the FDS ROM you're trying to load. For everyone else - diff --git a/frontend/platform/platform_ps3.c b/frontend/platform/platform_ps3.c index 3ca9c4bfb1..128668ff82 100644 --- a/frontend/platform/platform_ps3.c +++ b/frontend/platform/platform_ps3.c @@ -386,13 +386,6 @@ static void system_deinit(void) static void system_exitspawn(void) { #ifdef HAVE_RARCH_EXEC -#ifdef HAVE_MULTIMAN - if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_MULTIMAN)) - { - RARCH_LOG("Boot Multiman: %s.\n", MULTIMAN_SELF_FILE); - strlcpy(g_extern.fullpath, MULTIMAN_SELF_FILE, sizeof(g_extern.fullpath)); - } -#endif #ifdef IS_SALAMANDER rarch_console_exec(default_paths.libretro_path, false); @@ -401,11 +394,20 @@ static void system_exitspawn(void) cellSysmoduleLoadModule(CELL_SYSMODULE_FS); cellSysmoduleLoadModule(CELL_SYSMODULE_IO); #else + char core_launch[256]; + strlcpy(core_launch, g_settings.libretro, sizeof(core_launch)); +#ifdef HAVE_MULTIMAN + if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_MULTIMAN)) + { + RARCH_LOG("Boot Multiman: %s.\n", MULTIMAN_SELF_FILE); + strlcpy(core_launch, MULTIMAN_SELF_FILE, sizeof(core_launch)); + } +#endif bool should_load_game = false; if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_START_GAME)) should_load_game = true; - rarch_console_exec(g_settings.libretro, should_load_game); + rarch_console_exec(core_launch, should_load_game); #endif #endif