Commit Graph

3434 Commits

Author SHA1 Message Date
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
zeromus 121cfb01ac remove cvsignore files 2008-09-08 17:33:47 +00:00
yabause 21d4d4abd1 Commited patch by Orphis so gtk port build again. 2008-09-08 14:29:21 +00:00
normmatt234 08e135804b Fixed SBC and RSC, and cleaned up the ORRS code a little. 2008-09-08 09:50:43 +00:00
zeromus 83b753ae11 fixing windows things that broke when fixing linux 2008-09-08 08:22:19 +00:00
zeromus fa04607aa5 more cpp cleanups 2008-09-08 08:18:16 +00:00
zeromus a30d1d9a67 xx 2008-09-08 08:15:44 +00:00
zeromus faed278acd cleaning linux up after cpp 2008-09-08 08:06:35 +00:00
zeromus 2680bf1103 etc 2008-09-08 07:41:28 +00:00
zeromus 00e77306e0 more cpp work 2008-09-08 07:38:17 +00:00
zeromus 106bd5ab5e more cpp conversion 2008-09-08 07:32:44 +00:00
zeromus 67fb83cb5e apply adelikat's patch for a pause toggle hotkey 2008-09-08 05:23:24 +00:00
zeromus 1ca38ed1d4 windows release mode fixed 2008-09-08 05:13:15 +00:00
zeromus 85d3c82e08 windows build is repaired 2008-09-08 05:10:20 +00:00
zeromus eede1ef9c2 beginning the process of c->cpp conversion 2008-09-08 04:27:18 +00:00
zeromus 886cfc5344 oops youll need this also. application icon temporarily disabled 2008-09-08 04:17:36 +00:00
zeromus bff7a43fef try to repair resource files. 2008-09-08 04:15:27 +00:00
zeromus d3605aed43 Fix the 2d/3d compositing well enough for NSMB to fix bugs, but it is still bad 2008-09-08 03:01:34 +00:00
zeromus 2e7b135228 fix newly introduced bug which caused texcoord generation to totally break (level5 in nsmb) 2008-09-07 22:22:35 +00:00
zeromus 3daa24c932 Defer rendering until after flush. This was a necessary architectural change, as it permits savestate for the display list, and allows us eventually to separate the GE emulation from the rendering 2008-09-07 20:35:30 +00:00
zeromus de1b998454 Implement lighting model in software instead of using opengl; improves (potential?) compatibility 2008-09-07 04:23:21 +00:00
zeromus aecb8413d5 toon shading infrastructure and a demo implementation 2008-09-06 21:39:38 +00:00
zeromus 4846ba414e (changelog) 2008-09-06 04:10:03 +00:00
zeromus 5278185e73 - Add many of NHerve's improvements into OGLRender because I was trying to fix all the 3d issues
- Track polycount better. still worthless: at the very least, it doesnt account for clipping and culling
- carry w=1 from vertex() through pipeline (this will be necessary for software 3d rendering)
- Make GPU matrix mult and load commands clear out unused rows and cols to identity correctly
- Make matrix 4x4 multiply routines use W-coordinate.
2008-09-06 04:08:35 +00:00
zeromus 7d2fc8964e fix windows build by #defining __packed to nothing 2008-09-06 03:49:20 +00:00
yabause 164ffb7a07 Applied patch by Colin McQuillan that fixes compilation
on Linux and remove warnings.
2008-09-05 23:07:08 +00:00
yabause 1287388bfa Updated the website url.
This commit is also done to test if everything is ok with
SVN migration.
2008-09-05 22:40:27 +00:00
gecko_reverse 53bb6b334d Cocoa Port: compile fixes, several code cleanups, and removed requirement for hardware accelerated opengl renderers. updated email for mac port related questions 2008-09-02 03:37:46 +00:00
zeromus 421ad80ab2 attention crazymax: fixed the race condition which caused NDS_3D_Reset and NDS_glInit to interfere with each other
added a 5bit to 31bit conversion table covering entire range from 0 to INT_MAX to prevent such problems as alpha=31 polys being ever so slightly transparent. I applied it also to the material colors since I think those should exactly cover the whole range also.
2008-08-26 06:45:52 +00:00