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
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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
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--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
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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
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fix linking on vs2017
2017-03-14 19:35:25 -05:00
zeromus
3b6a5168c2
Merge pull request #49 from pal1000/work
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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.)
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- 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.
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- 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.
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- 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.
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- 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.
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- 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 .
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- 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