zeromus
09229a159e
fix dual screen 3d bug: when capturing 2d+3d output, but the display mode is not producing 2d+3d data (such as in vram display mode), then we should peek directly at the 3d output as if we were capturing 3d output only
2009-01-31 02:58:45 +00:00
luigi__
e4a7588d4a
Added casts from s16 to s32 in the PSG noise func.
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Added the new channel_struct variables to savestates.
Fixed the wave write core (WMP doesn't complain anymore when playing a wave file recorded from DeSmuME)
2009-01-30 13:08:50 +00:00
gecko_reverse
8c2a951941
mac compile fix
2009-01-29 23:54:55 +00:00
zeromus
e661331bd1
revert something crazymax did in dma which broke repeating dmas
2009-01-29 14:38:11 +00:00
luigi__
18fa16d748
Added support for PSG white noise.
2009-01-29 14:34:28 +00:00
riccardom
a87501a235
Put brackets around a possible empty macro.
2009-01-26 19:52:42 +00:00
riccardom
23cffd809c
Make gfx3d_FlushFIFO() static.
2009-01-26 19:51:07 +00:00
zeromus
2df831cbb0
add some diagnostic messages
2009-01-26 18:43:34 +00:00
mtabachenko
4e9176a4c0
core:
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- add busy flag in GXSTAT for BoxTest, PosTest & VecTest;
- fix pop matrix stack;
- GXFIFO emulation (with USE_GEOMETRY_FIFO_EMULATION definition in FIFO.h): I some corrected FIFO, but this have errors. On Homebrew roms (with small commands buffer) it`s work perfectly, but in commercial games with glitches. I can`t understand when it is needed flush GXFIFO to render. I always get the buffer overflow and loss of data. Where is a bug? I wrote small test for GXFIFO for comparing to the real DS (http://www.turboupload.com/files/get/wuf9IR3Oo1/fifo-3d.zip )
2009-01-26 13:18:17 +00:00
zeromus
18fed5b2ac
speedup to x/y window handling code by precalculating as much as possible at beginning of scanline or when WIN0H* are set
2009-01-26 09:28:09 +00:00
zeromus
fecd7ffd69
fix a bug that made some sprites get cut off in x=255; also some small speedups in GPU
2009-01-26 07:58:13 +00:00
zeromus
9689548ac8
change back to linear interpolation in SPU. it seems a bit extravagant now. perhaps we should make it configurable.. or, for luigi__'s consideration, I added a commented-out cos lookup table instead of doing the full call to cos()
2009-01-26 07:55:36 +00:00
zeromus
990c2a062e
fix a bug in windows framerate throttling which made frameskip auto unable to skip frames.
2009-01-26 07:53:42 +00:00
zeromus
1d71a7d4b7
check me crazymax: it is a shame to have to memset the fifo so often. would it be sufficient just to reset the tail?
2009-01-26 07:02:50 +00:00
zeromus
0055130494
readme crazymax: matrix stack "size" is 31 for 32 entry stack (silly, i know) so your overrun check was wrong.
2009-01-25 22:11:50 +00:00
mtabachenko
63605b9967
core:
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- added stack level into GXSTAT register;
2009-01-25 20:49:24 +00:00
zeromus
b0fbd6a919
fix to sprite windows which I broke the other day. various speedups in win32 and in GPU
2009-01-25 20:16:19 +00:00
riccardom
26dc322b2c
Remove extern stuff thas has been made static in GPU.cpp
2009-01-25 15:52:53 +00:00
zeromus
0c8e597533
finish some things i meant to do in the mosaic system and do some other gpu cleanups.
2009-01-25 07:26:01 +00:00
zeromus
1f2982fa5c
fix recently introduced bug which made >256 wide BGs crash the map viewer debug tool.
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remove redundant GPU blending code and add a lookup table.
2009-01-25 06:12:19 +00:00
riccardom
82b6c5c8ea
Reenable gtk-glade compilation with offscreen mesa enabled for gtk frontend.
2009-01-24 13:43:46 +00:00
riccardom
a3775a0138
gtk-glade: make a couple of functions static
2009-01-24 13:07:46 +00:00
riccardom
577a91896b
Oops, i missed to commit the same change to header :)
2009-01-23 22:30:44 +00:00
riccardom
c23054364d
We can make quite a bit of data const.
2009-01-23 22:28:45 +00:00
riccardom
1f68f2de4a
Make a few functions static and put parentheses around shift operators
2009-01-23 22:21:14 +00:00
riccardom
1b10babf27
Add proper includes to compile on linux (patch by gualteri)
2009-01-23 22:13:13 +00:00
yabause
d2070ca6e5
Updated version number to something else, so users testing
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svn won't get confused.
Also removed the check for a C compiler. It seems that
when searching for both a C and a C++ compiler, configure
don't care that there's no C++ if there's a C one.
2009-01-23 14:21:28 +00:00
mtabachenko
dd167055b2
fix typos in addons and make functions is static (thanks xrmx)
2009-01-23 10:09:09 +00:00
mtabachenko
f9d81fcd0d
core:
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- add experimental GFX FIFO emulation (It has a bit bugs and a revision is required. I will endeavour to correct it soon)
2009-01-22 21:50:51 +00:00
riccardom
992214a67a
Fix a buffer overflow :)
2009-01-22 20:49:13 +00:00
riccardom
74a217400b
noext is allocated by malloc in strdup so use free instead of delete [].
2009-01-22 20:40:18 +00:00
riccardom
3289c31d62
Make a couple of functions static.
2009-01-22 20:17:57 +00:00
riccardom
bfc30a659e
gcc does not like to skip variable initialization with gotos
2009-01-22 20:13:05 +00:00
zeromus
672b8e3c8f
apply my planned mosaic optimizations to BG
2009-01-22 07:24:57 +00:00
zeromus
3e57278979
fix crash after loading savestate matrix stacks originating from revision 1513
2009-01-22 07:22:46 +00:00
zeromus
a6b21e74e1
never mind. i was persuaded that i was wrong
2009-01-22 06:29:21 +00:00
zeromus
b8b16c02df
I think we should throw out touch input when it is out of bounds of the touchscreen, instead of clamping it. what do other people think?
2009-01-22 05:59:45 +00:00
luigi__
c6c4871020
Implemented a more efficient frameskip support, skipping frames at GPU level, which is loads faster.
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It only works for Windows port atm, to make it work in the other ports :
call NDS_SkipFrame with param : true = skip the current frame, false = render the current frame.
2009-01-21 22:35:46 +00:00
luigi__
47785d2015
Some minor optimiSome minor optimizations to the BG mosaic func.
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Feel free to correct any problem I may have introduced!
2009-01-21 21:48:44 +00:00
mtabachenko
d742dd7745
core:
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- fix quick save states (bug in geometry)
2009-01-21 19:43:40 +00:00
luigi__
fbd32a12da
Oops... the blending is forced only if the 3D layer has the highest prio, not if it's selected as 1st target...
2009-01-21 19:25:08 +00:00
riccardom
83fb5e2223
Make a couple of functions static and put () around & operands.
2009-01-21 18:59:47 +00:00
mtabachenko
a5e3e92106
core:
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- added VRAM mapping for DMA;
2009-01-21 14:06:16 +00:00
mtabachenko
c92e7dca78
fixed bug in dma
2009-01-21 13:12:34 +00:00
mtabachenko
2affa600c1
- some cleanup (added template DMA & change send data to TOONTABLE implementation)
2009-01-21 11:30:54 +00:00
zeromus
a645bdb1d9
apply a similar mosaic approach to sprites. however, it is substantially different in practice, and I am sure it is not entirely accurate. however, it is reasonably close, and immediately mosaic will work decently for every kind of sprite, so it is a good starting point.
2009-01-21 08:28:13 +00:00
zeromus
3dc426451e
fix recently introduced exit-time crashy bug in windows
2009-01-21 06:54:08 +00:00
riccardom
8b2ebeb2da
Add static where due, remove unused variable
2009-01-21 06:41:48 +00:00
riccardom
c7188b2d48
stop shadowing of i
2009-01-21 06:41:17 +00:00
mtabachenko
f9acd10d94
- add clear data for paths variables;
2009-01-21 00:16:36 +00:00