No code is relying on this unexplained null byte check, since
the only code that calls UTF16ToUTF8 on non-Windows systems
is UTF16BEToUTF8, which explicitly strips null bytes.
Axis range was previously calculated as max + abs(min), which relies on the assumption that
min will not exceed 0. For (min, max) values like (0, 255) or (-128, 127), which I assume to
be the most common cases, the range is correctly calculated as 255. However, given (20,
235), the range is erroneously calculated as 255, leading to axis values being normalized
incorrectly.
SDL already handles this case correctly. After changing the range calculation to max - min,
the axis values received from the evdev backend are practically identical to the values
received from the SDL backend.
We shouldn't try to create folder names that contain characters
such as : or / since they are forbidden or have special meanings.
(No officially released disc uses such characters, though.)
There has been a lot of confusion about what the CPU clock override
section does among users, and looking at it… I’m not surprised! It
doesn’t directly state which CPU clock rate is being overridden!
This small change adjusts the language to clarify that the emulated CPU
is being adjusted.
The main problem was that the volume of the mixer wasn't savestated.
The volume is typically 0 at the beginning of a game, so loading a
savestate at the beginning of a game would lead to silent DTK audio.
I also added savestating to StreamADPCM.cpp.
Nowadays that Dolphin detects regions of discs properly and doesn't
force programs with unknown regions (such as homebrew) into running
under a certain region, the "Force Console as NTSC-J" option is
practically useless for making anything run correctly. Enabling it
is however an easy way to totally break many non-Japanese games.
The earlier code always tried to use TitleDatabase for getting
title names, but that didn't work for disc-based games, because
there was no way to get the maker ID.
Some lines of code in Dolphin just plainly grabbed the value of
g_ActiveConfig.iEFBScale, which resulted in Auto being treated as
0x rather than the actual automatically selected scale.
This reverts commit 1fc910b3ea,
replacing the old INI setting EFBScale with a new INI setting
called InternalResolution, which has a simpler mapping:
| EFBScale | InternalResolution
----------------- | -------------------- | --------------------
Auto (fractional) | 0 |
Auto (integral) | 1 | 0
1x | 2 | 1
1.5x | 3 |
2x | 4 | 2
2.5x | 5 |
3x | 6 | 3
4x | 7 | 4
5x | 8 | 5
6x | 9 | 6
All the fractional IRs were removed in f090a943.
It is not possible to tell whether DLC contents are supposed to be
present on the NAND or not, because they're treated as "optional".
So this commit changes the NAND check to not consider missing
contents for DLC titles as an issue.
"N/A" can be awkward to handle in translations.
I don't think there's much point in showing "N/A" rather than
leaving the description box blank, so let's just leave it blank.
Use std::string(cstring, strnlen(cstring, max_length)) instead of
trying to remove extra null characters manually, which is a bit
ugly and error prone.
And indeed, the original code contained a bug which would cause
extra NULLs to not be removed at all if the string did not
end with a NULL -- causing issues down the road when constructing
paths for sub-entries.