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
mtabachenko
8b80838fb8
- added detect Homebrews for game serial :)
2009-01-21 00:09:43 +00:00
mtabachenko
63e9338860
:( stupid me!!! I declared variable "buf" as array pointers "char" with size MAX_PATH in LoadROM. sorry
2009-01-20 23:20:32 +00:00
luigi__
8c9d99b608
Optimized the 3D pixel blitting funcs a bit.
2009-01-20 22:32:33 +00:00
zeromus
e3ce9a41f4
forgot to checkin a file
2009-01-20 22:12:20 +00:00
zeromus
f251df055e
example of how i think mosaic should work, for 16 and 256 color standard BGs. not tested well.
2009-01-20 22:10:41 +00:00
mtabachenko
16eee0c416
- opps I broke display FIFO. fixed :)
2009-01-20 22:03:55 +00:00
luigi__
9f6ed6db93
Blending should now work correctly in SPP.
2009-01-20 21:36:44 +00:00
mtabachenko
a0c3c02ea9
core:
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- fix display FIFO;
- more accurate RTC implementation (is working more correct with Homebrew now);
2009-01-20 21:31:32 +00:00
luigi__
36132978f5
Oops, forgotten to remove a hack to disable mosaic :(
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(anyway mosaic is buggy)
2009-01-20 16:47:28 +00:00
luigi__
dd92d07548
Oops, it seems that the palette index can't be used when using regular palettes on 16-bit affine backgrounds.
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BTW, DeSmuME now validates all the graphics tests! (http://wiki.akkit.org/Nds_test_app_releases )
Does somebody have champagne? :P
2009-01-19 22:28:57 +00:00
luigi__
b104d06b4f
Fixed a bug with 16-color affine BGs.
2009-01-19 21:42:45 +00:00
yabause
06ab1d081b
Added copyright headers for files coming from FCEU.
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I'm mostly unsure about those one :)
Again, feel free to update them.
2009-01-19 21:36:27 +00:00
yabause
6909133c5f
Added missing copyright headers.
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Again, feel free to fix any error I made.
2009-01-19 20:46:49 +00:00
yabause
eeb78c4086
Added/fixed some copyright headers.
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Feel free to double check and further fix what I've done.
2009-01-19 20:25:40 +00:00
luigi__
b4a3a5ddef
Better determination if BG0 has the highest prio.
2009-01-19 19:04:10 +00:00
luigi__
d652b5a0f4
Cleaner and better blending logic for backgrounds.
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For info, not performing blending if BLDALPHA_EVA is 16 can cause glitches.
2009-01-18 16:40:31 +00:00
luigi__
15904d31de
Changed default color to pink, so we can now distinguish between transparent and black pixels.
2009-01-18 15:49:09 +00:00
mtabachenko
b76fc6277b
core:
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-fix VRAM mapping for textures (broke in rev 1459, zeromus check it)
2009-01-18 15:25:57 +00:00
mtabachenko
f15e3c1b6a
- added display FIFO data to savestate;
2009-01-18 13:48:18 +00:00
mtabachenko
38bdc6c2f2
core:
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- added display memory FIFO;
2009-01-18 13:43:05 +00:00
luigi__
5b53b8c73e
I made the first correct implementation ever for sprite blending!
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(Transparency for bitmap sprites isn't supported yet... tell me if you see sprites that still don't blend correctly)
2009-01-18 12:47:53 +00:00
mtabachenko
c4a0542ad3
winport:
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- fix crash when close the input config dialog and on exit (on systems where no feedback game devices);
2009-01-18 08:07:53 +00:00
luigi__
45ee9f6bb5
Changed the sprite drawing functions to save sprite type & alpha.
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I've figured out how to implement sprite blending, I'll do it soon.
2009-01-18 00:39:24 +00:00
riccardom
4447955558
Fix strange usage of decrement operator.
2009-01-17 20:09:53 +00:00
luigi__
bf5ca69394
Reverted the save file extension to sav.
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Why was it changed to dmc ? I can't find a good reason, it's only annoying.
2009-01-17 17:29:47 +00:00
mtabachenko
081a269f94
core: - cleanup LoadROM and adden paths variables; I changed file saves extension for different with others emuls. :)
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for saves (memory cards): dmc (DeSmuME memory card);
for quick saves: dsx (DeSmuME saves when x-number of slot);
for cheats: dct (DeSmuME cheats).
may need later add import saves (memory card) from another emuls.
2009-01-17 16:12:46 +00:00
luigi__
e271c6c4eb
Reverted the direct sprite blitting as it causes problems when sprites are behind translucent backgrounds.
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Added a new param to the sprite rendering funcs, meant for proper sprite blending.
2009-01-17 15:08:55 +00:00
mtabachenko
fd69a0e0aa
ops... forgot update file :( - fix winport compile
2009-01-17 14:16:07 +00:00
luigi__
17f285d455
Changed sprite blitting to draw them directly on GPU_screen instead of a separate buffer.
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We'll now be able to do proper sprite blending.
2009-01-17 13:48:58 +00:00