Commit Graph

1486 Commits

Author SHA1 Message Date
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.
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.
Feel free to correct any problem I may have introduced!
2009-01-21 21:48:44 +00:00
mtabachenko d742dd7745 core:
- 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:
- 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:
- 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 :(
(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.
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.
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.
Again, feel free to fix any error I made.
2009-01-19 20:46:49 +00:00
yabause eeb78c4086 Added/fixed some copyright headers.
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.
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:
-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:
- added display memory FIFO;
2009-01-18 13:43:05 +00:00
luigi__ 5b53b8c73e I made the first correct implementation ever for sprite blending!
(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:
- 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.
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.
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. :)
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.
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.
We'll now be able to do proper sprite blending.
2009-01-17 13:48:58 +00:00