Commit Graph

933 Commits

Author SHA1 Message Date
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