zeromus
649a4c49ac
Move the windows/cocoa OGLRender to the emu core and replace ogl_collector. Now every platform shares the same 3d code. I fixed GTK to use it, but I may have broken cocoa.
2008-09-14 05:21:06 +00:00
zeromus
c0b228007b
fix the auto frameskip bug which made throttling explode and cause the emu to run slow!!!
2008-09-14 01:22:34 +00:00
zeromus
b00df5e746
Added gfx3d module which emulates the whole GE as part of the core emu. This is step 1 of making every platform share the same 3d code. Step 2 will be to bring down the windows/cocoa OGLRenderer and make it act as the ogl_collector did.
2008-09-13 19:34:08 +00:00
gecko_reverse
fa73952d6c
Cocoa port compiling and running again, with all the new cpp files
2008-09-13 17:09:51 +00:00
yabause
7009a9a91b
Added the missing file in my last commit
2008-09-13 12:38:01 +00:00
yabause
3287452dd7
Fixed the gtk glade port. As far as I can test it(that is
...
only the 2D part), it seems to be working...
2008-09-13 12:31:23 +00:00
zeromus
e4f9a0f5dc
- oglrender: add some lookup tables, optimize getline.
...
- add load average calculation and display it in windows (for correlating slow cpu to slow emulation)
- fix bug(?) in texture transformation mode 1. I'm not 100% positive about it.
2008-09-13 06:11:12 +00:00
adelikat
ecc0a65749
Win32: Desmume remembers window size. Game pauses while Desmume window is activated.
2008-09-13 03:06:07 +00:00
adelikat
ad51030f91
Added Display frame counter to french + dutch menus (did not translate though)
2008-09-12 18:01:45 +00:00
adelikat
8f7c2a548c
Win32 - Frame Advance implemented (with hotkey "N"). Frame Counter Display enabled. TODO: frameCounter must be added to savestate info. frameCounter must be displayed on screen instead of the console window.
2008-09-12 17:54:03 +00:00
zeromus
f059cc7ae1
Added a bunch of crazy templates to the cpu and mmu which speed up a the emu little by optimizing variable accesses
2008-09-11 06:02:44 +00:00
zeromus
b1b3a9e3bb
more dgbstub cpp fixes
2008-09-11 05:57:18 +00:00
zeromus
481348f807
gdbstub needed converting to c++
2008-09-11 05:52:21 +00:00
adelikat
a7fa57da3f
Added "N" accel key is preparation for addinga frame advance hotkey
2008-09-11 03:42:48 +00:00
mtabachenko
49d272cd1a
- fix 3D null crash
2008-09-10 11:37:48 +00:00
mtabachenko
c362daaf74
- fix VS2008 project
2008-09-10 07:58:35 +00:00
mtabachenko
a35042ef5d
VS2008 project fix
2008-09-10 07:47:03 +00:00
adelikat
504c654fb3
Config has an X button. Functionally works as a cancel (so you aren't forced to save the changes you made.
2008-09-10 03:16:54 +00:00
adelikat
63d4b51e6c
Removed execute from main menu and moved pause to the spacebar Hopefully spacebar won't interefere with people's key binding preferences but it is temporary until a hotkey mapping system is in place.
2008-09-10 03:05:26 +00:00
zeromus
11d989908f
- Reorganize 3d code to defer rendering to vblank. eliminates tearing, and maybe some texturing artifacts. also possibly helps performance a bit by letting the hardware pipeline work some more before blocking for framebuffer read.
...
- Tweak optimization flags and change entire source code to use fastcall.
- Add opengl state caching. This is of dubious performance assistance, but it is easy to take out so I am leaving it for now.
- Add MMU->GPU signal for when vram mappings change, which allows it to assume textures are unchanged unless vram has changed. (big 3d speedup)
2008-09-09 08:50:00 +00:00
zeromus
f11b11b18e
fix windows release build. fix windows inputconfig. fix a bug in 4x4 texture decoding introduced during c++ conversion.
2008-09-09 02:46:54 +00:00
zeromus
121cfb01ac
remove cvsignore files
2008-09-08 17:33:47 +00:00
yabause
21d4d4abd1
Commited patch by Orphis so gtk port build again.
2008-09-08 14:29:21 +00:00
normmatt234
08e135804b
Fixed SBC and RSC, and cleaned up the ORRS code a little.
2008-09-08 09:50:43 +00:00
zeromus
83b753ae11
fixing windows things that broke when fixing linux
2008-09-08 08:22:19 +00:00
zeromus
fa04607aa5
more cpp cleanups
2008-09-08 08:18:16 +00:00
zeromus
a30d1d9a67
xx
2008-09-08 08:15:44 +00:00
zeromus
faed278acd
cleaning linux up after cpp
2008-09-08 08:06:35 +00:00
zeromus
2680bf1103
etc
2008-09-08 07:41:28 +00:00
zeromus
00e77306e0
more cpp work
2008-09-08 07:38:17 +00:00
zeromus
106bd5ab5e
more cpp conversion
2008-09-08 07:32:44 +00:00
zeromus
67fb83cb5e
apply adelikat's patch for a pause toggle hotkey
2008-09-08 05:23:24 +00:00
zeromus
1ca38ed1d4
windows release mode fixed
2008-09-08 05:13:15 +00:00
zeromus
85d3c82e08
windows build is repaired
2008-09-08 05:10:20 +00:00
zeromus
eede1ef9c2
beginning the process of c->cpp conversion
2008-09-08 04:27:18 +00:00
zeromus
886cfc5344
oops youll need this also. application icon temporarily disabled
2008-09-08 04:17:36 +00:00
zeromus
bff7a43fef
try to repair resource files.
2008-09-08 04:15:27 +00:00
zeromus
d3605aed43
Fix the 2d/3d compositing well enough for NSMB to fix bugs, but it is still bad
2008-09-08 03:01:34 +00:00
zeromus
2e7b135228
fix newly introduced bug which caused texcoord generation to totally break (level5 in nsmb)
2008-09-07 22:22:35 +00:00
zeromus
3daa24c932
Defer rendering until after flush. This was a necessary architectural change, as it permits savestate for the display list, and allows us eventually to separate the GE emulation from the rendering
2008-09-07 20:35:30 +00:00
zeromus
de1b998454
Implement lighting model in software instead of using opengl; improves (potential?) compatibility
2008-09-07 04:23:21 +00:00
zeromus
aecb8413d5
toon shading infrastructure and a demo implementation
2008-09-06 21:39:38 +00:00
zeromus
4846ba414e
(changelog)
2008-09-06 04:10:03 +00:00
zeromus
5278185e73
- Add many of NHerve's improvements into OGLRender because I was trying to fix all the 3d issues
...
- Track polycount better. still worthless: at the very least, it doesnt account for clipping and culling
- carry w=1 from vertex() through pipeline (this will be necessary for software 3d rendering)
- Make GPU matrix mult and load commands clear out unused rows and cols to identity correctly
- Make matrix 4x4 multiply routines use W-coordinate.
2008-09-06 04:08:35 +00:00
zeromus
7d2fc8964e
fix windows build by #defining __packed to nothing
2008-09-06 03:49:20 +00:00
yabause
164ffb7a07
Applied patch by Colin McQuillan that fixes compilation
...
on Linux and remove warnings.
2008-09-05 23:07:08 +00:00
yabause
1287388bfa
Updated the website url.
...
This commit is also done to test if everything is ok with
SVN migration.
2008-09-05 22:40:27 +00:00
gecko_reverse
53bb6b334d
Cocoa Port: compile fixes, several code cleanups, and removed requirement for hardware accelerated opengl renderers. updated email for mac port related questions
2008-09-02 03:37:46 +00:00
zeromus
421ad80ab2
attention crazymax: fixed the race condition which caused NDS_3D_Reset and NDS_glInit to interfere with each other
...
added a 5bit to 31bit conversion table covering entire range from 0 to INT_MAX to prevent such problems as alpha=31 polys being ever so slightly transparent. I applied it also to the material colors since I think those should exactly cover the whole range also.
2008-08-26 06:45:52 +00:00
zeromus
d27e959a69
Revert NDSSystem.c which I overwrote earlier when i was goofing up cvs
2008-08-26 05:56:40 +00:00