Commit Graph

5758 Commits

Author SHA1 Message Date
zeromus fbad56bd14 fix bugs in lingering rom reading cursor caching code that made the winport memview capable of ruining rom reads 2017-04-11 21:14:16 -05:00
zeromus 297449caa2 winport: fix mis-sorted full/cartrom memdomains 2017-04-11 21:13:17 -05:00
zeromus c365617ff7 take a stab at fixing the ram/streaming option so that there arent split codepaths everywhere. homebrew that is eligible for DLDI patching now switches entirely to load from memory, because we lack the facilities to patch the DLDI in flight (although we now have a point to hook it into). really, all this code should be torched, but it's less of a mess now. 2017-04-11 19:40:31 -05:00
zeromus e332e3df26 fix error in initialization of clear depth register - fixes #57 (cod3r colorz top screen) 2017-04-10 21:12:25 -05:00
zeromus abe2e61997 fix possibility for display capture to VRAM block not-mapped-to-LCDC doing something which I guess can clobber important memory. Mario kart does this after course demo during black screen transition if buttons are pressed (maybe programming error or emulation timing bug). The functionality that used to block this was lost during HD revisions. Fixes #54 2017-04-09 17:30:00 -05:00
zeromus e7d7c08455 Merge pull request #55 from BigBigos/rtc-override
Add rtc-day/hour options to override NDS clock
2017-04-09 12:51:44 -05:00
Gustaw Smolarczyk bc34bb457d Add rtc-day/hour options to override NDS clock
--rtc-day and --rtc-hour may be used to override the emulated time.
rtc-day is a day of week (0-6) rtc-hour is the hour (0-23). Time
difference is calculated at emulator start and the emulated RTC then
reports time from the future. This difference is then maintained so that
an hour after the emulator is started means an hour passes according
to the RTC.
2017-04-09 18:18:19 +02:00
zeromus d141d13705 add cheat code DFFFFFFF 77777777/99999999 for enabling emulator hacks and allowing access to the ARM9. I didn't test this, I may have broken some cheats 2017-04-08 00:57:19 -05:00
zeromus 5172e1c1f3 Merge pull request #51 from intact/fix-jit-size
fix jit-size command line option processing
2017-04-08 01:35:28 -04:00
zeromus 58b0adab4b fix a bunch of broken non-standard sized register IOs in the SPU. fixes #53 2017-04-08 00:33:19 -05:00
zeromus 8c1627b8c0 action replay: fix D8 codes (were writing 16 bits instead of 8) 2017-04-06 00:15:33 -05:00
intact bb1f34c287 fix jit-size command line option processing 2017-04-03 22:05:48 +02:00
zeromus d82110e99b Update desmume.props
fix linking on vs2017
2017-03-14 19:35:25 -05:00
zeromus 3b6a5168c2 Merge pull request #49 from pal1000/work
Autoretarget Visual Studio 2017. Compilation still fails though
2017-03-14 18:24:11 -05:00
prodea2 27ffdf2ee9 Autoretarget Visual Studio 2017. Compilation still fails though 2017-03-14 22:33:07 +02:00
zeromus 199c9fb90d winport: support vs2017 in msbuild file (fixes #48) 2017-03-13 18:39:43 -04:00
zeromus 363424baaa fix mirroring of bank I across BBG (fixes #46, corrupted pause screen in ultimate mortal kombat) 2017-03-05 17:55:43 -06:00
zeromus e74ef8d0c5 winport: remove accidental relic StylusJitter inifile read 2017-03-05 02:49:40 -06:00
rogerman e38246da31 Cocoa Port: Update the UI for the removal of GFX3D_Zelda_Shadow_Depth_Hack, the changes in StylusJitter, and the addition of gamehacks. 2017-03-05 00:22:28 -08:00
zeromus 5563d61f66 fix #25 (monster trucks) by adding some hacky logic to permit redrawing the scene (for an altered clear image) even when no geometry's been flushed recently 2017-03-04 04:11:00 -06:00
zeromus 66b5da1cdc clear contents of geometry engine ram when it's powered down. fixes #31 (imagine teacher black garbage on screen) 2017-03-04 03:34:20 -06:00
zeromus 51163c33a1 tidy win32 3d options box 2017-03-04 01:54:35 -06:00
zeromus 3c48d83376 remove obsolete zelda depth comparison threshold hack 2017-03-04 01:45:32 -06:00
zeromus 23c8955551 fix last commit not working at all, and also, move stylus jitter (for CSI: dark motives) into a game hack 2017-03-04 01:42:08 -06:00
zeromus c1e5a56233 add system for applying individual game hacks by gamecode 2017-03-04 01:31:14 -06:00
zeromus 7c9abef399 rename game hacks 2017-03-04 01:12:28 -06:00
zeromus 859d47e7ff make CPU freezing flags more flexible, then don't use that. shrink overclocking interval. 2017-03-04 01:09:02 -06:00
zeromus adf682eb23 gpu: remove LCDC check in capture reset 2017-03-04 01:07:09 -06:00
zeromus 9909f34a35 fix hacks not getting enabled properly 2017-03-04 00:37:15 -06:00
zeromus b5a4cf3bac swrast: tiny speedup to backface tests 2017-03-03 21:53:48 -06:00
rogerman 1e96e738d2 Cocoa Port: Correct the touch display location transformation for Retina displays. (Regression from commit ce494a2. Fixes #42.) 2017-03-01 23:09:52 -08:00
rogerman 5e06fbc547 GPU: Change how DISPCAPCNT's CaptureEnable flag is handled, fixing a graphical issue when starting a battle in Pokemon Black/White. (Regression from r5259.)
- To note: This fix to Pokemon Black/White does not require
CommonSettings.pokehax to be enabled.
- The CaptureEnable flag is now only read at the start of line 0,
instead of being read directly from the DISPCAPCNT register per line.
In addition, this same state is held all the way through line 192.
- The CaptureEnable flag is now reset at the start of line 192, instead
of near the end of line 191 H-blank. (This is the proper behavior
according to GBATEK.)
- The CaptureEnable flag is now only reset when the VRAM configuration
is LCDC, instead of always being reset. This makes it possible for this
flag to remain set on line 192 if the VRAM configuration is changed to
a non-LCDC configuration.
- CommonSettings.pokehax is now initialized to false.
- Fix a small bug when setting CommonSettings.pokehax via the command
line.
2017-03-01 18:02:20 -08:00
zeromus 8e18531784 add win32 ui for game-specific workarounds toggling 2017-03-01 00:34:31 -06:00
zeromus cfae9c7674 add logic and CLI for game-specific workarounds 2017-03-01 00:34:09 -06:00
zeromus 99f68c8a51 fix errors in rigorous-timing and advanced-timing and spu-advanced commandline options 2017-03-01 00:31:38 -06:00
rogerman be8530bc3d GPU: Fix graphical issue in Billiards Action when running at custom framebuffer sizes.
- Fixes custom VRAM reads for OBJ bitmap reads when the read location
doesn’t start at line 0. This behavior is now consistent with how BG
extended layers do it.
2017-02-28 22:04:36 -08:00
rogerman 65c5cdd712 GFX3D: Also treat wireframe polygons using A3I5/A5I3 textures as opaque if the polygon is a Decal or Shadow polygon.
- Also do a few readability improvements in the OpenGL renderer.
2017-02-28 14:48:42 -08:00
zeromus 4fb55bddb9 fix: trying to use a dldi-function without --load-type=1 would end up in desmume crashing 2017-02-28 16:31:51 -06:00
zeromus 8c8ba5e355 does github want me to add this? 2017-02-28 15:11:58 -06:00
zeromus 1f5ece6eeb Update README.md 2017-02-28 15:10:57 -06:00
zeromus 2cb8ce2c4f Create README.md 2017-02-28 15:10:29 -06:00
rogerman 68958a7a08 GFX3D: Opaque polygons using A3I5/A5I3 textures are no longer considered transparent if the polygon is a Decal or Shadow polygon.
- Fixes the edge marking of blocks in Picross 3D when running
SoftRasterizer.
2017-02-27 15:20:58 -08:00
rogerman 3b74861fc2 OpenGL Renderer: Edge marking now blends properly to zero-alpha pixels. 2017-02-27 13:13:37 -08:00
rogerman 0f70654dab SoftRasterizer: Fix bug where edge marking can accidentally cause pixels to become fully transparent.
- Fixes the edge marking rendering issue for the girls in the title
screen of Love Plus.
2017-02-24 12:48:21 -08:00
rogerman a2273b5eac OpenGL Renderer: Prevent applying edge marking on wireframe polygons. 2017-02-23 19:38:41 -08:00
rogerman c71da856f5 Render3D: Another rework on viewport transformations in SoftRasterizer and OpenGL. Completes fixes on #27.
- Also fixes major rendering regressions with SoftRasterizer in Metroid
Prime Hunters and Princess Debut. (Regressions from e02d134.)
2017-02-23 15:40:23 -08:00
zeromus 5335312704 fix little bug in prior (re #27) 2017-02-23 01:55:17 -06:00
zeromus e277fb2aed fix prior commit for HD 3d (re #27) 2017-02-23 01:08:08 -06:00
zeromus e02d134482 fix handling of invalid viewports. solves homie rollerz character select. only implemented in softrasterizer. re #27 2017-02-23 00:55:33 -06:00
rogerman 8dd7c9b924 GPU: No more need for clients to specify whether to apply the master brightness on a per-scanline basis or on a per-framebuffer basis; GPUSubsystem can now automatically switch between applying per-scanline or applying per-framebuffer. 2017-02-22 17:07:11 -08:00