Commit Graph

1928 Commits

Author SHA1 Message Date
zeromus cfdc18fa53 win32: route all the old hardcoded accelerators through the hotkey system 2009-02-11 04:23:52 +00:00
zeromus 4247b76b47 win32: move hotkey code and definitions to its own file, for more easy organization 2009-02-11 03:14:36 +00:00
zeromus 41b8605937 win32: pass #2 of adding snes9x input configuration - hotkey system added 2009-02-11 03:05:59 +00:00
luigi__ c9bf594a3f POV diagonals now work correctly. 2009-02-10 22:16:18 +00:00
zeromus 4b4b307f0e win32: try this to fix compilation on older sdks 2009-02-10 21:45:30 +00:00
luigi__ c73cc81494 Added support for decal texture blending and toon/highlight shading. 2009-02-10 16:57:52 +00:00
luigi__ f42c529a5a Fixed language support for Vista. 2009-02-10 16:28:22 +00:00
mtabachenko 93a6318a42 -fix render & OSD (moved to gpu.cpp) 2009-02-10 12:54:10 +00:00
mtabachenko 7e4d70f2b8 - fix bug #2584564;
current osd method slow and incorrect. this need to rewrite. I think need make: data send to OSD buffer in core, but data from osd buffer must render in port depend (ex. in windows with DDraw). still this will fix display capture.
2009-02-10 10:56:39 +00:00
zeromus 3cb5c4a7c1 win32: fix joystick up/down; add something back for rumble support, but still havent tested it 2009-02-10 08:21:48 +00:00
zeromus 07ca5cc0a3 win32: pass #1 of adding snes9x input configuration - input binding system and dialog implemented, meshed with our directinput joystick system for rumble support. I have no rumble pad; can someone test it? 2009-02-10 06:47:06 +00:00
luigi__ b24f4fe17e The window is now refreshed even when resized or moved. 2009-02-09 22:21:14 +00:00
luigi__ 7dedcf1ab5 Made the OSD messages totally rotation aware. Thus, for example, when using rotation, the FPS counter doesn't rotate anymore.
Also a bit of cleanup (removed some unused funcs in main.cpp).
2009-02-09 22:07:49 +00:00
luigi__ 68375447ed Fixed a bug with texcoord generation mode 2 (normal). 2009-02-09 19:08:06 +00:00
luigi__ 32fd9d5ec5 The emu is now paused when minimized.
WM_PAINT is handled when the emu is paused so the screen is still refreshed.
The screen buffer is filled with white upon reset, if you don't like it you can set another color.
2009-02-09 18:59:52 +00:00
luigi__ a94dd4290e The GPU image data is now drawn to a temporary buffer, then copied to GPU_screen.
This avoids OSD messages overprinting when the screen isn't refreshed (for example when closing the lid).
2009-02-09 18:08:47 +00:00
luigi__ 2a47d2bcf6 Added support for Sleep mode (experimental), so for most games, when you close the lid, the game won't continue running. Also improved a bit the close lid func (no need to pause the SPU).
Also added basic support for the SPI power management device.
2009-02-09 17:18:58 +00:00
zeromus eedd91854f rasterize: clean up some interactions between translucent polyids and shadows 2009-02-09 02:22:00 +00:00
zeromus 56eb522142 rasterize: stencil shadows 2009-02-09 01:32:47 +00:00
zeromus d50d5720e7 rasterize: fix same transparent-translucent blending on same polyids 2009-02-09 00:51:19 +00:00
zeromus 22e651884a rasterize: a trivial optimization which i had been itching to make 2009-02-09 00:23:17 +00:00
zeromus 852ede072a rasterize: fixes to depth buffering. now w- and z- buffer both work. also update version to 1.9.2 2009-02-08 23:38:21 +00:00
zeromus be2a4ba077 rasterize: clipping works the way it should now. 2009-02-08 22:52:10 +00:00
mtabachenko 0653b9ec11 winport:
- fix Intel C++ project;
2009-02-08 21:42:16 +00:00
luigi__ 920be714ac Stub implementation for ARM7 SWI #7 (Sleep), by writing 0xC0 to HALTCNT, exactly as on the DS.
TODO: implement HALTCNT at the MMU side.
2009-02-08 21:38:30 +00:00
zeromus 650fa47468 fix to authors file 2009-02-08 21:29:40 +00:00
yabause 9668f3014f Added some missing files to windows port. 2009-02-08 15:45:22 +00:00
yabause b5e4481313 s/0.10/0.9.1/ 2009-02-08 14:35:05 +00:00
luigi__ f6c6d12fd9 The output sound buffer is now zeroed out before mixing, that prevents noise when the SPU is disabled.
Cleaned up the SPU read/write funcs (removed useless switch statements).
2009-02-08 11:49:56 +00:00
zeromus dcd2d76e96 rasterize: fix the most serious clipping issues which rendered games unplayable. now they are merely ugly 2009-02-08 05:55:07 +00:00
riccardom 5219aca9dd Fix gcc compilation as suggested by zero on irc. 2009-02-07 17:45:33 +00:00
luigi__ 21c2b4ebfc oops... forgot to remove something. Never mind. 2009-02-07 17:20:13 +00:00
luigi__ e3f4325160 Fixed the texcoord generation mode 2 (normal).
I know it's strange, but it seems the transform must be applied on the raw texcoord val, not on the floating-point one.
2009-02-07 17:19:26 +00:00
luigi__ 1029997586 Added support for the polygon ID shit, using the stencil buffer.
I also changed the values used when rendering opaque polygons or shadows, so they don't interfer with the translucent polygons.
We can now close the bug report #2488334 for good!
2009-02-07 14:18:51 +00:00
zeromus cb70fb5af6 rasterize: better clipping. still a horrible bug somewhere, and w-buffer doesnt work 2009-02-07 10:11:18 +00:00
zeromus 07055b389c rasterize: first attempt at clipping. works well, but still glitches 2009-02-07 06:56:07 +00:00
zeromus 410143f6b5 rasterize: I dont think it made sense to interpolate material alpha. just one value per poly 2009-02-06 17:31:24 +00:00
zeromus e2f324c466 nope, my way is much faster, and clearer to boot 2009-02-06 16:51:00 +00:00
luigi__ 9c622b790f Oops, somebody removed my triangle-strip vertex submitting, probably not on purpose. 2009-02-06 15:13:16 +00:00
luigi__ 30fe4c5d0d Removed an assert which broke SM64DS. 2009-02-06 15:06:30 +00:00
zeromus de0b2d6dc9 rasterize: z-buffering and more accurate blending 2009-02-06 09:28:01 +00:00
zeromus 6118e62c10 fix a tiny error in the ogl renderer state caching 2009-02-06 06:50:40 +00:00
zeromus a73e0bf6a2 rasterize: handle polyids, improve transparency logic 2009-02-06 04:56:14 +00:00
zeromus a0940cad34 rasterize: improve texturing precision 2009-02-06 04:14:11 +00:00
luigi__ cd962b82e4 Better culling (thanks to sgstair).
Changed the vertex submitting method as I did for OGLRender. The clockwise-defined triangles are re-ordered as the renderer doesn't seem to like them.
And last, added SoftRast before the function names, as I had to do with OGLRender.
2009-02-05 21:52:58 +00:00
luigi__ 47fed9080a Seems Resedit had a problem saving this bitmap :/ 2009-02-05 15:56:01 +00:00
luigi__ aefe74fb0e Added a 20x20 background bitmap.
(Will be used in the new viewers)
2009-02-05 15:46:57 +00:00
zeromus 26abbe2f7f rasterizer: fix texture sampling issues and drawing of back faces 2009-02-05 10:16:19 +00:00
luigi__ 6a4cbf19c4 Again some adjustments to the BG map viewer template. 2009-02-04 21:33:00 +00:00
luigi__ 197d126736 Changed a bit the new bg map viewer pattern. 2009-02-04 20:47:26 +00:00