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 ;
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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.
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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.
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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.
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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).
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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:
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- 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.
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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.
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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).
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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.
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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).
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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.
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(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