zeromus
b1e4934421
- Change savestate code to support loosely bound chunks and more easily other parts of the emu (GE, GPU; also we need SPU eventually). The savestate format is changed, but from now on it is in principle more resilient (it will continue to break though)
...
- Remove 16MB of WRAM at 0x01****** from arm9
2008-09-19 08:08:34 +00:00
gecko_reverse
319adfc4e0
fixed incorrect if-else logic for reseting menu checks when loading a rom
2008-09-19 02:48:24 +00:00
gecko_reverse
92cf20225d
changed include guards around nsuinteger typedefs to hopefully conflict less
2008-09-19 02:18:33 +00:00
gecko_reverse
5198daf33b
cocoa port rakefile only stops compile for errors
2008-09-16 20:45:42 +00:00
mtabachenko
31b077646f
- some fixes in OSD (speed up);
2008-09-16 16:16:16 +00:00
mtabachenko
5319688cb2
typo fix
2008-09-16 10:28:03 +00:00
mtabachenko
844ef975e5
winport:
...
- Fix resizing, rotate & aspect ration of main window. Add save window position and parameters;
2008-09-16 10:19:41 +00:00
gecko_reverse
8a8d841778
cocoa port: added (experimental) rakefile to build from command line ('rake')
2008-09-16 08:53:54 +00:00
gecko_reverse
cfffc5927a
cocoa port compile fixes
2008-09-16 03:20:08 +00:00
zeromus
6c81c25c70
back when i templateized cpu core things I forgot to switch over some stuff
2008-09-15 18:13:38 +00:00
zeromus
cf03432643
i checked this in with GDB_STUB enabled. i now see that this would be bad for performance. removing it.
2008-09-15 17:55:18 +00:00
mtabachenko
6d61b91c23
- sorry, lost GNU license
2008-09-15 10:45:02 +00:00
mtabachenko
18cfc5726b
core:
...
- added early version of OSD;
2008-09-15 10:37:59 +00:00
zeromus
b193bca2bd
fix a bug in the windows gdb stub caused by passing a fastcall callback to createthread
2008-09-15 05:54:44 +00:00
gecko_reverse
cc760afb79
cocoa port compile fix (using src/oglrender for 3d now)
2008-09-15 03:50:32 +00:00
zeromus
416dcc5ff1
remove dependency on directx sdk
2008-09-15 01:32:28 +00:00
zeromus
e44fd0eac9
fix some things that I had left broken in the 3d engine
2008-09-14 22:13:11 +00:00
yabause
313ac48708
Applied patch by hanno boeck (ctulhu) to fix .desktop files.
...
.desktop.in are now useless so I removed them from the svn
and added the .desktop instead. Updated configure script
accordingly.
2008-09-14 21:09:22 +00:00
zeromus
2e2cc638a0
fix depth buffering which I just broke
2008-09-14 20:11:21 +00:00
zeromus
fe0413f8ad
better 2d/3d blending, but only in windows using the EXT_blend_func_separate
2008-09-14 20:05:17 +00:00
zeromus
8ee198006f
better reset 3d code. fix boneheaded mistake which caused alpha blending never to be enabled.
2008-09-14 18:50:16 +00:00
zeromus
c1435f875b
update texture decoding to use some of the lookup tables which were already there
2008-09-14 17:55:05 +00:00
zeromus
b8632d9563
fix a3i5 which had been broken by debug code.
2008-09-14 17:39:09 +00:00
zeromus
c56a1996f9
clean up my messes in the windows build
2008-09-14 16:27:40 +00:00
zeromus
ec3b477616
forgot to add file
2008-09-14 16:23:16 +00:00
mtabachenko
c60cbea90e
- fix windows port compile (temporally);
2008-09-14 08:12:10 +00:00
mtabachenko
7311a3f997
- fix VS2008 project
2008-09-14 07:40:12 +00:00
zeromus
56d00fd959
re-enable savestates in windows debug build
2008-09-14 06:54:48 +00:00
zeromus
1de6f8e460
add in some SPU interpolation code, conditionally compiled. enabled it in windows so we can see what it sounds like.
2008-09-14 06:34:08 +00:00
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