I think that isFifoBusy bring better sync with VI (video interface) because the CPU emulated threads are waiting for DrawDone in BP Register. So, I do some modifications.
1) Rename "IsFifoBusy" by "isPossibleWaitingSetDrawDone"
2) Only activate isPossibleWaitingSetDrawDone when bFF_GPLinkEnable is true in fifo loop "Inmediate mode" that is because in theory this drawsync function is using in this mode.
3) Deactivate isPossibleWaitingSetDrawDone also in SetFinish in PixelEngine, beside when 32 block is finish.
Please regression in yours games thats can bring some FPS more above all with VPS frame limiter ON (Auto, 60, 50, etc).
- Fix waiting in AbortFrame(), please test mp1/mp2 is fixed again.
Good look!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7123 8ced0084-cf51-0410-be5f-012b33b47a6e
Move NetPlay code from DolphinWX to Core.
Even NetPlay with nowx should be possible now if anyone felt like implementing a CLI for it ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7119 8ced0084-cf51-0410-be5f-012b33b47a6e
buildfix
move much of the build settings to .props files
-please use them as much as possible in the future, instead of changing individual projects
NOTE: to avoid left over blobs, clean your builds *before* applying these changes.
TODO: add DebugFast target for projects that are lacking it. Lack of DebugFast targets cause the linker to use LTCG when we don't want it.
please test for regressions which could be caused by being too happy with compiler flags :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7109 8ced0084-cf51-0410-be5f-012b33b47a6e
problems, whole functions in .h files need to also be static in
case they are included in several .cpp files.
Also a few other minor LTO fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7082 8ced0084-cf51-0410-be5f-012b33b47a6e
and just operate on lists of object files instead.
This helps with LTO since LLVM/clang LTO is completely broken
by static libraries. It also helps identify symbol clashes
between components like the former plugins.
Many linkers also expect static libraries to form a strict DAG
which turns out be a difficult rule to uphold in practice,
especially since some of our platforms aren't picky about this.
LTO builds currently appears to crash at runtime because of
the static wx libs.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7056 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix another minor issue with frame dumping.
Add the graphics config dialog button back to the main config.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7041 8ced0084-cf51-0410-be5f-012b33b47a6e
* Tightened the timing between the CPU and the DSP in thread mode so that it works closer to how the non-threaded mode works. The CPU now waits for all of the DSP cycles to be exhausted before adding more cycles.
* DSP Idle skipping has been disabled as it messes up the timing when it is running in a thread.
* Checked for external interrupt requests before entering the dispatcher and inside the dispatcher loop
* Added a critical section around the mailbox read high function
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7040 8ced0084-cf51-0410-be5f-012b33b47a6e
fix all build targets (they've all built here - you may have to manually delete the intermediate directories if you have conflicts after this commit).
set the debug path to $(TargetDir)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7022 8ced0084-cf51-0410-be5f-012b33b47a6e
Added SSE optimizations to JIT LLE, up to 136% speedup observed in Resident Evil games.
Rewrote the GUI to make it more user friendly, added a User friendly Setup.
Also Billiard please: learn to merge.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7000 8ced0084-cf51-0410-be5f-012b33b47a6e
Properly pause the core when saving/loading savestates, previously we used PowerPC::Pause() and Start() which only update the state but doesn't properly set m_StepEvent and caused random hangs.
Fixed hang when creating a savestate while the game was paused or in Frame Advance mode, now the thing works (just remember to press play duh).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6992 8ced0084-cf51-0410-be5f-012b33b47a6e
and use wxGetKeyState on platforms other than Windows.
I am not sure if wxGetKeyState is unreliable on Windows or if
the use of GetAsyncKeyState() is simply historical, but for now
I've left the Windows call in there just in case.
This does mean that Host_GetKeyState() is currently only valid
for the small set of keycodes that overlap between wx and Win32,
one of which is VK_TAB/WXK_TAB.
Anyway, please test wxGetKeyState on Windows and remove the
ifdef if it works, so we can extend it to the remaining hotkeys.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6988 8ced0084-cf51-0410-be5f-012b33b47a6e
- Reimplemented AbortFrame. Now the Write Gather Pipe buffer is reseted and Read Write Distances is reseted before the game do it instead the process all GP CPRWDistance for prevent CP wrong pointers.
This fifo reset should be more accurate, efficient and smooth the FPS when happens. Please, test regresion of SMG1 and SMG2 or others games with FIFO RESETS.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6971 8ced0084-cf51-0410-be5f-012b33b47a6e
assumption on the part of many linkers that static libraries make
up a DAG, so merge libdspcore into libcore.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6967 8ced0084-cf51-0410-be5f-012b33b47a6e
This makes the OS X build more robust and should help pave the
way for the integration of the video plugins as well as LTO.
There are now no more global class level namespace conflicts left,
as evidenced by the fact that Dolphin can be linked with -all_load,
not that you would want to.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6958 8ced0084-cf51-0410-be5f-012b33b47a6e
This WILL temporarily break the Linux and MacOSX builds but should be easy to fix.
Things left to do:
* The UI on the new Audio tab for the LLE/HLE choice is ugly
* At times the code still look "plugin-y" and needs cleanup
* The two plugins should be merged further. DSPHLE should use the emulated memory etc of DSPLLE as much as possible, so that simply saving the DSPLLE state is enough. This would also bring the possibility of savestate compatibility between the two plugins.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6947 8ced0084-cf51-0410-be5f-012b33b47a6e
Updated several of the other language translations thanks to the growing Dolphin translation team.
Make it easier for translators to deal with a few strings in the code by not concatenating strings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6922 8ced0084-cf51-0410-be5f-012b33b47a6e
add some nice messages for SE LED commands.
allow exi communication even if there is no tcp client.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6879 8ced0084-cf51-0410-be5f-012b33b47a6e
'#' is a fairly accepted comment character for .ini files along with
the more official ';', but '//' isn't.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6872 8ced0084-cf51-0410-be5f-012b33b47a6e
Mark a couple of strings for translation that were missed before.
Update some of the languages from the translators.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6856 8ced0084-cf51-0410-be5f-012b33b47a6e
Set up an exit(3) task to shut down real wiimotes. This shouldn't
really be necessary, but we do currently handle a number of error
conditions by calling exit(3).
Retire the inputuicommon library.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6852 8ced0084-cf51-0410-be5f-012b33b47a6e
Use wxS to get the right string type on either 2.8 or 2.9.
Default to cmd-f for the fullscreen toggle hotkey on OS X.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6820 8ced0084-cf51-0410-be5f-012b33b47a6e
in the title bar. It is more usefully displayed using the overlay
and long pathnames are not suitable for title bars and probably not
even safe depending on the underlying windowing system.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6817 8ced0084-cf51-0410-be5f-012b33b47a6e
full-screen mode is toggled, so we just re-set it afterwards.
Didn't mean to include the version string in the status bar updates.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6814 8ced0084-cf51-0410-be5f-012b33b47a6e
Placing the render window at position 0,0 makes it unmovable on OS X.
Use the conventional r1234 format for SVN revision numbers.
Delete mis-copied .svn directories from the application bundle.
Only warn about a failed low-memory allocation if one was requested.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6811 8ced0084-cf51-0410-be5f-012b33b47a6e
Even with LoadStorePaired accounted for, there are still some
niggling 64-bit cleanliness bugs left that are not practical
to weed out on a single platform. We should probably have an
option to use >2GB memory only on all platforms for debugging.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6792 8ced0084-cf51-0410-be5f-012b33b47a6e
It will now decode entities of unsupported FAT32/NTSC/etc characters in filenames to be returned, so that games such as HP:HBP won't fail to find files containing such unsupported characters.
Unless there are still parts of code waiting for file name replacements, this should completely fix issue 3443...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6791 8ced0084-cf51-0410-be5f-012b33b47a6e
As side-effect, changed GameListCtrl sorting to use the configured IPL/GC language instead of the UI language, which is misleading with missing translations, and possibly wrong if we ever get translations that are not part of the GC ones.
In case we want the old behavior back, revert GameListCtrl.cpp and ISOProperties.cpp.
For translators: use either "<System>" if your operating system is the same language as the one you're translating for, or replace one of the others. Someone will add them to the list when they are committed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6785 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix the number of connected wiimotes in the configuration dialog so it works with translations, and update translations accordingly.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6771 8ced0084-cf51-0410-be5f-012b33b47a6e
the occasional HLE wiimote disconnection, although nowhere it was at
near the level before both the recent wiiuse integration and adding
the queue in the first place.
The callback-based bluetooth input method on OS X really requires
that packets be accepted immediately and the 1ms polling done by the
wiimote worker threads isn't quite good enough.
So just play along with the native OS X model and send the packet up
our stack directly from the callback. With our current API, this is
kind of a layering violation, but it seems less messy than either
putting back internal queueing in IOdarwin.mm or adding the platform
support for higher-frequency polling than what usleep(3) offers.
Perhaps we should just change our own API to a callback model. While
this makes no real difference right now, it would make it a fair bit
cleaner to accept new wiimotes at any time instead of having to click
Refresh, although with the recent realmote changes, that feature can
probably just be hacked in by looping around FindWiimotes().
For other platforms having problems with HLE disconnections caused by
dropped bluetooth packets, as a first stop I would suggest trying to
do more than just one wiimote->Read() per iteration in the thread.
This change also conveniently sidesteps another new IOdarwin.mm bug
where the discovery and I/O code would clash during a refresh because
they use the same default CFRunLoop, so if we switch back to using a
run loop for I/O, must remember to create a separate one.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6743 8ced0084-cf51-0410-be5f-012b33b47a6e
reads the high bits from the mailbox registers. It is probably waiting for
the dsp to read the data from the cpu-to-dsp mailbox or for the dsp to
write to the dsp-to-cpu mailbox.
This about removes DSP::Read16 from lle profiles where it previously used
up to 2% of all system time. Also speeds up games quiet a bit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6719 8ced0084-cf51-0410-be5f-012b33b47a6e
additional input queueing in IOdarwin appears to be unnecessary.
IOBluetoothDeviceInquiry does not find already connected devices,
so no need to filter those out.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6710 8ced0084-cf51-0410-be5f-012b33b47a6e
Avoid sending the Wii OS bluetooth packets with uninitialized data
past the nominal length of the report.
XXX IOWin.cpp still always returns MAX_PAYLOAD because I don't have
a Windows environment to test with.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6708 8ced0084-cf51-0410-be5f-012b33b47a6e
A lot of tests are failing right now, not sure yet if this is caused by the recent reg changes or other stuff (at least broken according to tests: iar, subarn, addarn, 'ir, 'nr, 'l, 's, 'sn, 'ln, 'lsn, 'lsm, 'lsnm, 'sl etc - err, most/all that use increase/decrease)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6683 8ced0084-cf51-0410-be5f-012b33b47a6e
logging: turn off write to file
core: don't insert anything in memcard b slot
video: efb scale to integral, AF to 1x
audio: 100% volume, 48KHz sample rate
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6650 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixes issue 3703.
Note that HLE wiimote activation is currently a little broken, so to
use multiple wiimotes you need to open the wiimote configuration window,
refresh (connect to) the real wiimotes, start the emulation and then
select Connect Wiimote 2/3/4 from the Tools menu or with hotkeys.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6648 8ced0084-cf51-0410-be5f-012b33b47a6e
wiimote bd's are now read from (or added to if < 4 exist) SysConf
in theory you should be able to use any valid sysconf file now,
but i would advise against using a dolphin edited SysConf on a wii
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6646 8ced0084-cf51-0410-be5f-012b33b47a6e
* change File::GetSize to fetch the size directly from the open file instead
of stat'ing it when challed with a FILE*
* use changed File::GetSize(FILE *f) instead of calling with file name in two
places
* remove "seek_pos % file_size" hack for ZTP, so one can seek to the end of
file again. Please check Zelda: Twilight Princess for regressions
* return error codes when reading or writing from/to a file
A lot of those changes are from j4ck.fr0st, so kudos to him.
I did not change the file open mode for ISFS_OPEN_WRITE to "wb". While that
would probably be more correct, it says in the comment that it might affect
Mario Kart Wii. I would prefer somebody with that game try that change
locally first.
Please check your games for regressions (or even improvement). Some games that
may be affected are Zelda - Twilight Princess and Metroid Prime 3.
Fixes issue 1749
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6634 8ced0084-cf51-0410-be5f-012b33b47a6e
fixes system menu loading the ini file from the last run game
also check for all countries when setting bntsc for wad/nand titles
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6590 8ced0084-cf51-0410-be5f-012b33b47a6e
Changes file dialog to show *.bin for wii save import instead of data.bin
Move Sram dumps to Sram.cpp and change default FlashID
Fixes issue 3711.
Fixes issue 3042.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6588 8ced0084-cf51-0410-be5f-012b33b47a6e
* Optimised the updating of g_dsp.pc in the compile loop (code by kiesel-stein)
* Added JIT version of LRI (code by kiesel-stein)
* Added JIT versions of the branch instructions (code by Jack Frost)
* DSP_SendAIBuffer fix (code by Mylek)
* Marked instructions that update g_dsp.pc in the DSP table and updated PC based on the table (speed up)
* Fixed the signed bits not being set properly in the addr instruction
* Created a MainOpFallback function to use interpreted versions of the instructions if necessary (code by kiesel-stein)
* Disabled the jit versions of subarn and addarn as they are slowing down NSMBW
The above work in both x86 and x64 modes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6582 8ced0084-cf51-0410-be5f-012b33b47a6e
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6581 8ced0084-cf51-0410-be5f-012b33b47a6e
allows using any (valid) memorycard.raw in any slot (including real memcard dumps)
Fixes issue 684.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6576 8ced0084-cf51-0410-be5f-012b33b47a6e
- I've implemented calling to ProcessFifoEvents when is there is a pending event in the main queue from CP, PE & GP
- I've implemented FifoIntReset(TRUE, TRUE) in write Clear Register.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6572 8ced0084-cf51-0410-be5f-012b33b47a6e
the black screen in Sonic Colours. Both JIT and JITIL have this work-around.
Re-enabled ps_mul as that instruction was not the root cause.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6565 8ced0084-cf51-0410-be5f-012b33b47a6e
Notable Changes:
Fixes right click menu in linux.
Fixes Issue 2412.
sram.raw file is no longer required to format a memcard
Update to use new ini sections, automatically remove default settings from ini file
enable pages setting no longer requires memcard manager to be reopened to take effect
it is no longer possible to switch to a negative page number
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6546 8ced0084-cf51-0410-be5f-012b33b47a6e
systems where size_t is typedef int.
It's either this or use the C99 %zu but while we can probably
safely assume C99 compilers, I am not at all sure that that's the
case for stdio libraries and this solution is fairly low-impact.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6535 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix the default wiimote emulation mouse button settings on linux.
Fix a little c++ operator precedence issue.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6534 8ced0084-cf51-0410-be5f-012b33b47a6e
for the real wiimote thread as for the other threads.
Turns out we use OS X bluetooth API's that were introduced in 10.5.4.
Remove vestiges of previously removed wiiuse_set_bluetooth_stack().
XXX We should probably have a Common equivalent of htonl and friends.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6531 8ced0084-cf51-0410-be5f-012b33b47a6e
Most of the code dealing with the LogTypes namespace was C which lead to a
lot of nonsensical casting, so I have dumbed LOG_TYPE and LOG_LEVEL down to
plain C even though the move of wiiuse into Source means we don't currently
call GenericLog from C.
Set logging threshold to MAX_LOGLEVEL at startup so debug builds will also
p rint debugging messages before the GUI is running.
For some reason the way we use SetDefaultStyle doesn't play nice with wx 2.9
so we just get the default black text on a black background. Using a gray
background works around that problem, but I found it to also be much easier
on the eyes so I have switched the background color on all versions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6528 8ced0084-cf51-0410-be5f-012b33b47a6e
Replaces all occurrences of ftell and fseek with ftello and fseeko, respectively. This matters on non-win32 where only these names are altered by the _FILE_OFFSET_BITS define. Win32 still just maps the funcs to ftelli64/fseeki64.
Also add some File::GetSize I had skipped in my last commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6515 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix the macosx build (perhaps).
This changes the JitIL timed profiling to using assembly language to obtain the time. It does seem to be faster. Not sure if it will work on macosx, but if it does it has the necessary precision that gettimeofday does not have.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6448 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added an option to explicitly disable building with MPG framedumps. To use it add -DENCODE_FRAMEDUMPS=OFF to cmake on the command line.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6429 8ced0084-cf51-0410-be5f-012b33b47a6e
The C version of the GenericLog was being used in both C and C++ branches of the code.
Parent panic alerts by the main_frame so that those windows get the icon too.
Fix a couple of compiler warnings.
Added some checks for libraries in the cmake build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6385 8ced0084-cf51-0410-be5f-012b33b47a6e
Games that have higher frequency sounds and music should sound a bit better using 48k.
I don't have any games that use DTKMusic so that upsampling code untested. If you get strange sounds only at 48k try toggling dtk music to see if that isolates the problem and let me know.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6383 8ced0084-cf51-0410-be5f-012b33b47a6e
Some notes about this:
- config.h doesn't get written yet, so you'll have to use one generated by SCons
- dependency checking isn't really implemented, yet. Just some basic checks for OpenGL or ALSA, we need something more sophisticated though.
- the OpenGL plugin fails to load for some reason which I can't debug right now due to the libc debuginfo package version in openSUSE not matching the runtime packages
- there's even some support for generating install packages (rpm/deb/.. packages, NSIS installer, etc). It doesn't work properly right now though, since some paths seem to be hardcoded into Dolphin's source
- probably lots of other stuff I forgot... Just take a look at all the TODOs in the CMakeLists.txt files for more information ;P
Additionally, I added various files to the svn:ignore list.
tl;dr: Unless you are a dev or you're building binary packages, this commit shouldn't bother you :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6326 8ced0084-cf51-0410-be5f-012b33b47a6e
The "Enable Progressive Scan" option in the Wii menu now controls whether the Wii/GC will detect a progressive scan display. This affects the timing of some games (both GC and Wii). Usually, the checkbox should be unticked as progressive scan displays require higher bandwidth.
This fixes the slow speed in NBA JAM. This also fixes the hang in Megaman Network Transmission. This should fix Deadly Creatures (turn off progressive scan).
Fixes issue 3314.
Fixes issue 3066.
Fixes issue 2571.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6297 8ced0084-cf51-0410-be5f-012b33b47a6e
Work around different gcc versions giving conflicting warnings
about signed/unsigned comparisons involving bit fields.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6290 8ced0084-cf51-0410-be5f-012b33b47a6e
Added disc access time emulation
Enabled the disc transfer speed by default
Changed the system timing back to the pre-r6090 default (thanks to tsilibourditsas for testing)
Changed the game property to "Speed up disc transfer rate". Leave this disabled for the most compatible setting.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6284 8ced0084-cf51-0410-be5f-012b33b47a6e
In Issue 3097, two bugs are reported (The bad collision checking in NSMBW and MP2 collision issue). In this commit, the bug in NSMBW is fixed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6282 8ced0084-cf51-0410-be5f-012b33b47a6e
* Fixed the "Change disc..." command. The filename of the disc was being lost between functions.
* Split the ChangeDisc function into two functions: EjectDisc and InsertDisc
* Moved the "Change disc..." command to the File menu.
* Removed some log messages that caused the debug build to crash when loaded with release build plug-ins.
Fixes issue 3036.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6206 8ced0084-cf51-0410-be5f-012b33b47a6e
After launching a channel, the wiimote has to be disconnected and reconnected for it to work. The same also has to be done when returning back to the menu.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6202 8ced0084-cf51-0410-be5f-012b33b47a6e
* Implemented HID4.SBE flag
* Implemented but disabled MSR[IR] and MSR[DR]
* In-lined ISI exception calls
* Fixed and verified exception handling according to docs
* Code clean-up in the memory functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6199 8ced0084-cf51-0410-be5f-012b33b47a6e
after this revision, wii save manager (< 3.0) should show any saves on the emulated nand
fixes an old issue with GetTitleID
fixes issue 1716.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6190 8ced0084-cf51-0410-be5f-012b33b47a6e
correct some parts of uid.sys as disc title ids are included
title in uid + tmd on nand is how the sysmenu knows which save files to look for.
IE games that are displayed in the disc channel at least once and have a save file will be
viewable in the sysmenu save manager
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6189 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixed the interpreter to execute instructions in the right number of cycles. It used to execute all instructions in one cycle.
Added a trace function to the interpreter making it easier to determine differences between the interpreter and the recompilers.
Removed the "Enable self modifying code check" as it was not useful.
Fixes issue 2407.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6183 8ced0084-cf51-0410-be5f-012b33b47a6e
Marginally speed up old wiimote plugin by doing less memcpys
A lot of changes went into the bt dongle emulation, so please test for regressions :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6177 8ced0084-cf51-0410-be5f-012b33b47a6e
returning to installed wii menu from a disc based game is working
however wiimote does not work
launching title from the wii menu has a similar issue
only tested photo channel 1.1, channel loads but wiimote does not work
as before launching channels requires sysmenu < 3.0
and you can change between sys menus via extracted wads by installing any version
IE if 4.2 is installed, right click on 2.0 wad in the gamelist and install to wiimenu
and right click on 4.2 wad and install to go back to menu 4.2
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6175 8ced0084-cf51-0410-be5f-012b33b47a6e
Not a good thing to say, but this isn't properly tested, since I don't know of any game that generates a DSI exception. I'll try to write some homebrew to test this, but I'm pretty confident it's ok. Anyway, please take a look at it and tell me if you find some mistake :-)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6172 8ced0084-cf51-0410-be5f-012b33b47a6e
Since plugins can't be changed when emulation is started, it's a waste of time to check if it has changed.
There may be cases where this check is needed. If so, the check should be done in another function (because GetVideo() is called very often while emulating).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6168 8ced0084-cf51-0410-be5f-012b33b47a6e
remove stubbed devices. they now fall back to the base device class, which reports the device as not available.
fixes issue 3137.
start ios fd counting at 0 instead of 0x13370000. I know it's sad, but it fixes homebrew booting and such.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6164 8ced0084-cf51-0410-be5f-012b33b47a6e
the problem was that the streaming audio interrupts were still being triggered, causing the game to try and jump to an invalid interrupt handler. The code for dsp lle looks like a hack :( (but it works)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6163 8ced0084-cf51-0410-be5f-012b33b47a6e
Also, input movies are now linked to savestates instead of just selecting a file to save to and running a game and are exported at a later time. This allows you to easily continue a recording across sessions and makes rerecording possible.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6154 8ced0084-cf51-0410-be5f-012b33b47a6e
Modify GetLocalTimeSinceJan1970 to account for DST.
GetGCTime() returns only GC epoch time(used by most Wii titles.)
IPL-DEV subtracts Wii bias before copying to m_RTC(mostly used by homebrew.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6133 8ced0084-cf51-0410-be5f-012b33b47a6e
Done some refactoring around the PowerPC stuff. Main changes:
* Declared CPUCoreBase class
* Wrapped the interpreter into a class and made both it and JitBase inherit from CPUCoreBase
* Avoided reinitializing interpreter's and Jit's tables
A great deal of this work was done by nodchip, so kudos to him :-)
To finish, please forgive me for my not-so-great english.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6132 8ced0084-cf51-0410-be5f-012b33b47a6e
* Improved constants folding in load/store instructions
* Merged load instructions
This is almost the same commit as r6076/r6077 but x64 build has been fixed.
Thanks a lot to skidau and BHaaL!!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6120 8ced0084-cf51-0410-be5f-012b33b47a6e
* Flushed the JIT cache on "ICFI" (Flush Instruction Cache)
* Made all instructions one cycle in duration
Fixes issue 233
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6088 8ced0084-cf51-0410-be5f-012b33b47a6e
Use the debug option for conf.CheckWXConfig on OS X as on Unix.
Take care of a few compiler warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6084 8ced0084-cf51-0410-be5f-012b33b47a6e
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
* Improved constants folding in load instructions
* Merged load instructions
* Fixed the register allocator so that it can restore the registers state after jumping to the dispatcher (in case of a conditional jump)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6076 8ced0084-cf51-0410-be5f-012b33b47a6e
* Added working Step Over function.
* Added hard-coded hotkeys for step into (F11), step over (F10) and toggle breakpoint (F9). The hotkeys are only active when the debugger is enabled. They function as before when the debugger is disabled.
* Added Debug menu item.
* Removed obsolete NotifyBreakpoint function from JIT and JITIL.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6069 8ced0084-cf51-0410-be5f-012b33b47a6e
Clean up of the input selected for the opengl x window in linux.
Fix a potential segfault when taking a screenshot (happens consistently when using "Save Targets" from the video debugger window).
Fix a memory corruption error that results from the wrong image size being passed when dumping textures.
Make the screenshot hotkey configurable.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6067 8ced0084-cf51-0410-be5f-012b33b47a6e
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P
Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
Now it only writes back dirty registers when flushed
* Fixed KillImmediate
* Renamed LoadToX64 and StoreFromX64 to BindToRegister and StoreFromRegister respectively (as suggested by ector)
* Code cleanup in calls to the reg allocator
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6053 8ced0084-cf51-0410-be5f-012b33b47a6e
platforms as well. It would seem that ABI_PARAMx will have to be
used more consistently elsewhere to match up with a change to use
them here.
Not sure yet why I still need the final section of Jit64::stX.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6035 8ced0084-cf51-0410-be5f-012b33b47a6e
* Un-cleaned the Load/Store code. I think this will fix the stability issues from r6032
* Added memory exception checking to a couple more JIT FPU instructions
* Optimised the 64bit fast memory access slightly
* Optimised the MMU speed hack.
The rest of the speed optimisations from r6032 have been retained.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6034 8ced0084-cf51-0410-be5f-012b33b47a6e
The GCC model for extended instructions like these is that you compile
with -msse3 etc. These affect code generation for whole compilation units,
so the idea is that you have a separate .c file for each instruction set
class and then indirect to the desired one at runtime.
Without e.g. -msse4.1, the GCC built-ins used by <foointrin.h> are not
available. However, in our specific case of compiling with -msse2 and
wanting to use SSE3.1 code, enough built-ins are available that we only
need to provide a little hack for pshufb.
Upgrading this to also use SSE4.1 instructions doesn't appear feasible
without a lot of undesirable duplication of GCC built-in functions and
headers, so we'd probably have to move to the GCC model of separate
source files for that.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6014 8ced0084-cf51-0410-be5f-012b33b47a6e
This one needs a lot of testing, since I don't have any games that need it, except Rogue Leader (GSWP64) - and I didn't do more "testing" than watching the stormtroopers dance due to speed reasons (altho it seems twice as fast as JIT for me; it does spit out a lot more warnings too)
btw, ITS OVER 6000!!111
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6006 8ced0084-cf51-0410-be5f-012b33b47a6e
is required to correctly link with C++ libraries like wxw.
Tell OS X that the user is doing something when using the wiimote
so that the screensaver doesn't come on when playing a Wii game.
Replace unnecessary floating point with integer math.
Remove unnecessary <sys/stat.h>'s.
Correct a few type nits.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5995 8ced0084-cf51-0410-be5f-012b33b47a6e
* Emulated correct behaviour of DSI and ISI exceptions
* Added memory exception checks
* Added fast TLB cache implementation (written by booto)
* Added "Enable MMU" option in the game properties
* Renamed old TLBHack to "MMU speed hack"
Thanks to booto (PowerPC) and nash (testing) who spent many weeks of their time helping me make this work. Also thanks to shuffle2 for finding and converting the map file of the original target.
There are two options for MMU emulation found under the game properties. "Enable MMU" is the accurate emulation option. "MMU speed hack" is the old TLBHack renamed. Most games will work with one or the other. Some games can work with both options ticked.
Only the JIT recompiler and Interpreter work with the MMU code. JITIL is not supported (too hard for me to add).
The speed optimised code still needs a lot more work and is disabled for now.
Fixes issue 2546
Fixes issue 2583
Fixes issue 2704
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5994 8ced0084-cf51-0410-be5f-012b33b47a6e
* Code cleanup
* Reduce the cost of RFI instruction (heavily used on PowerPC)
* Implement missing cases in bclrx
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5991 8ced0084-cf51-0410-be5f-012b33b47a6e
This is EXPERIMENTAL, in theory don't break any game but if so Revert this commit immediately please.
Note: Beside Eternal Darkness needs DirectX 11 or DirectX 9 with Zelda Hack to works fine.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5986 8ced0084-cf51-0410-be5f-012b33b47a6e
PowerPC needs 2 instructions to load a 32-bits immediate value in a register (lis + addi; lis + ori). We can merge both instructions into a single SetImmediate().
This commit shares code with r5799, so to prevent another flame war on OSX vs Windows, I added #ifdef around the "bad" lines...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5982 8ced0084-cf51-0410-be5f-012b33b47a6e
* Merge some loops in PPCAnalyst::Flatten()
* Put ppcState.cr and ppcState.cr_fast[] into a single C++ union. This allows quick access to the whole CR register without needing to merge the cr_fast array. The implemented solution assumes the host system is little-endian, but it seems to be already assumed in many places in the code...
* Inline the call to computeCR: it now costs a few more memory bytes per JITed instruction but it removes the CPU overhead of the CALL. This allowed to remove some unneeded MOV as well.
* Jit64::GenerateCarry() don't need a temporary register anymore
* Fix what seems to be a bug in PowerPC instruction RFI: the wrong bit was cleared in MSR
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5970 8ced0084-cf51-0410-be5f-012b33b47a6e
Of course, this doesn't do much good without another shader compiler..
WIP of OS X application bundle building.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5961 8ced0084-cf51-0410-be5f-012b33b47a6e
autoconfiguration tests. Some versions of gcc care enough about ANSI C
to complain about this.
Use the Linux install hierarchy conventions on other Unices as well.
XKeysymToString returns NULL on unknown keysyms, which is not a valid
std::string initializer.
There appears to be some disagreement regarding the second parameter
to iconv(). Some versions/installations have it as const, others don't.
Unfortunately, due to wonderful C++ brain damage, implicit conversion
from const to non-const doesn't work here.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5945 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
Should revisit and make the distinction more explicit.
Put the Data and Sys directories under Resources in the OS X app bundle.
Construct config.h (now lower-case to avoid confusion with other Config.h
instances in the tree) in the root. One tiny step towards a read-only
and cross-buildable source tree.
Some minor bits of non-Linux Unix portability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5921 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SCons' convenient # shorthand for the root of our tree.
Also various minor cleanup of SConscripts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5915 8ced0084-cf51-0410-be5f-012b33b47a6e
To change it, right click the affected game in the iso list, select Properties, and enter some constant for "Watermark tightness". Reasonable values range from 20 to 200.
FIFO seems unoverflowable on my computer no matter what I set this value to, so test whether tuning the value helps you ;P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5907 8ced0084-cf51-0410-be5f-012b33b47a6e
- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
identifying which options and parameters go with which platforms etc.
OS X, like Windows, now no longer uses Config.h. Configure() is still
used for the wx-config parameters, but that is a temporary measure.
Globals.cpp has never been used.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5860 8ced0084-cf51-0410-be5f-012b33b47a6e
Put the filename back into the "Saving settings ..." notice log (soren don't remove this again.)
Added a "batch" mode command line option. Now dolphin will not exit with the emulator if a file is run from the command line unless you also use the "batch" option. For example in linux "dolphin-emu -b -e filename".
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5859 8ced0084-cf51-0410-be5f-012b33b47a6e
This "run once" behavior is more in line with expectations of a command
line invocation and matches what the nowx build does.
Personally, this makes the main build do everything the nowx build does
and more.
However, if you feel that the main build still doesn't have feature parity
with nowx, please say so now, so we can fix it and kill off nowx.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5855 8ced0084-cf51-0410-be5f-012b33b47a6e
Some general code cleanup, and removed a PanicAlert (made it a NOTICE_LOG instead) so that only one panic alert is shown when attempting to load from dvd/cdrom drives, and none are shown when "Show Drives" is selected from the menu.
Also removed the hack introduced in revision 5564 that prevents the GameListCtrl from being properly updated when a game is loaded from the command line or via the autostart feature of the debugger.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5848 8ced0084-cf51-0410-be5f-012b33b47a6e
* Added JIT breakpoints functionality
* Added a menu option to disable the JIT block cache
* Enabled single stepping in JIT mode as a run-time option (automatically enabled when the debugger is used)
* Enabled the missing JIT Off menu options
* Removed the JIT Unlimited Cache hack
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5833 8ced0084-cf51-0410-be5f-012b33b47a6e
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied.
this must bring some fill rate back and improve speed a little in fill rate limited systems.
2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11.
the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl.
3 - some optimization made to improve fps a little wih the latests changes made to fifo.
* back to the original code in beginfield as now it will work right.
* check for efb access more often as a lot of time is lost waiting for efb access
4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :)
please test for any regression
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
frameworks on OS X.
Try to be a little clearer about which configuration options apply
to which platform(s). Should pave the way slightly for win32 scons.
We have accidentally been using LUA_USE_LINUX on OS X all along.
Turns out that LUA_USE_MACOSX is for an ancient version of OS X and
LUA_USE_LINUX is a reasonable set of defaults for modern Unices, so
just keep using that.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5804 8ced0084-cf51-0410-be5f-012b33b47a6e
leaking memory. This is necessary because the wxgl code called from
those threads relies on deferred release.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5792 8ced0084-cf51-0410-be5f-012b33b47a6e
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
minor code changes and adding comments.
And issue fix 2792 with credits to Karloathian for finding and fixing it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5750 8ced0084-cf51-0410-be5f-012b33b47a6e
fixed screen clearing and simplify drawClearQuad a little
put some nice code from dx11 that i like in dx9.
modify plugin spec preparing for implementing efb poke (is not used often but is a missing functionality so..)
please test.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5710 8ced0084-cf51-0410-be5f-012b33b47a6e
Improved dual core mode for "Metroid Prime 2", "Star Fox Adventures", etc.
I should have committed this long time ago, but I don't have every game to test compatibility... Any way, better late than never.
PS: If any regression observed, feel free to revert this rev.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5681 8ced0084-cf51-0410-be5f-012b33b47a6e
In the future if we merge wiimote too, this will bring the advantage that the two will be able to cooperate, to no longer fight over control of input devices which can sometimes cause problems.
Thanks shuffle2 for the patience.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5670 8ced0084-cf51-0410-be5f-012b33b47a6e
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
hotkey configuration working with wx 2.9, but it turned out to be
too tempting to use it to hack up OS X keyboard support using wx
key events in the "old" input plugins.
It was with some reluctance that I used PAD_Input (and copied it
for Wiimote as well) as that is clearly a deprecated interface,
but this way the hack is contained within the old plugins for when
the switchover to ControllerInterface happens.
The idea is to provide stable keyboard support on OS X for both
GCPad and Wiimote while we debug HID keyboard and real 'mote code.
It works pretty well, although the wx approach does impose a few
limitations like no arrow keys and left/right side modifier keys
are considered equivalent.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5622 8ced0084-cf51-0410-be5f-012b33b47a6e
just the basename like libPlugin_foo.dylib. Dolphin then loads the
plugins relative to the compiled-in plugins directory.
This means that you won't have to reselect the plugins when running
different builds (in different directories) and is most obviously
beneficial on OS X where application bundles are not (should not) be
expected to stay in the place where they are first installed.
This is tested on OS X and Linux with local/global build options, but
not Windows. I don't anticipate any problems on Windows, but that OS
does have slightly different semantics with regard to path component
separators and file suffixes, so it's something to watch out for.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5621 8ced0084-cf51-0410-be5f-012b33b47a6e
Have lint mean -Werror at least until the issue with
-Warray-bounds and -Wunused-result can be resolved.
Avoid producing empty object files:
CoreRecording.cpp is not configured through the build system,
so just give it a dummy symbol when it's not compiled in.
ChunkFile.cpp and DSPBreakpoints.cpp are no longer used.
ExtendedTrace.cpp is Windows-only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5592 8ced0084-cf51-0410-be5f-012b33b47a6e
Not only does it change tons of files to switch to a new and non-working (it doesn't parse my ini files, at least) ini parser, it also reshuffles a lot of code and removes a plugin. The latter part is fine, but doing these two major switches in one revision, one of which is broken, is completely unacceptable. I said to merge tiny changes, not massive reworkings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5589 8ced0084-cf51-0410-be5f-012b33b47a6e
CoreRecording.cpp is not configured through the build system,
so just give it a dummy symbol when it's not compiled in.
ChunkFile.cpp and DSPBreakpoints.cpp are no longer used.
ExtendedTrace.cpp is Windows-only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5587 8ced0084-cf51-0410-be5f-012b33b47a6e
variables, writeable strings and dangerously shadowed variables.
index(), gamma(), exp() and y0() are POSIX functions and using those
names can cause namespace confusion.
A number of C files were missing the final newline required by ANSI C
and some versions of GCC are pedantic enough to complain about this.
These changes simply the scons build, allowing us to get rid of
filterWarnings which is simply more trouble than it's worth.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5574 8ced0084-cf51-0410-be5f-012b33b47a6e
Using Unix tools to operate on a tree containing filename with spaces in them
is really annoying, so rename the handful of instances where there were spaces.
Host.cpp has never been used.
Games tend to lookup the following directories that we don't yet have anything
to put in, so prepopulate them in Data/User/Wii:
title/00010001
title/00010002
title/00010003
title/00010004
title/00010005
title/00010006
title/00010007
meta
shared2/title
Set eol-style native on a number of text files which didn't already have it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5572 8ced0084-cf51-0410-be5f-012b33b47a6e
game list, rely on the main event handler already running, which isn't
the case until after OnInit(). This is a problem when an ISO directory
is already set at startup.
To deal with such actions that can only properly be done after the wx
environment is fully functional, schedule AfterInit() where the initial
game list scan is done.
The underlying icon object for wxIcon on OS X didn't work with our
(non-square?) 96x32 game list graphics, but we weren't using any wxIcon
properties such as transparency anyhow, so just skip the wxBitmap to
wxIcon back to wxBitmap conversions.
Use wxID_ABOUT and wxID_PREFERENCES so that those menu items are
automagically teleported to their canonincal locations on each platform.
USE_XPM_BITMAPS has been implicit on all platforms for some time now.
AddGrowableCol() causes problems in a couple of inessential places for
some unknown reason, even though the same pattern works fine elsewhere.
These changes make us play a lot nicer with wxWidgets 2.9.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5564 8ced0084-cf51-0410-be5f-012b33b47a6e
becomes blocked. This was most readily apparent when first starting
programs from a high-latency filesystem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5558 8ced0084-cf51-0410-be5f-012b33b47a6e
* Restore Audio Throttle to function properly, broken by Ayuanx many hundreds of revisions back.
* Simplify DSPLLE JIT dispatcher in preparation for an asm rewrite
* Remove hack that made DSPLLE JIT seem faster than it was by running fewer cycles, but resulting in bad sound. This shows off how mysteriously slow it is - I don't understand why it's not faster. Use the DSPLLE interpreter for now if you want to use DSPLLE.
* Made "DSPLLE on Thread" work properly with correct-ish timing - although the speed benefit is really small now.
If it seems like this change slows anything non-LLE down, try turning off Audio Throttle and use the frame limiter in options instead.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5541 8ced0084-cf51-0410-be5f-012b33b47a6e
use appropriate extensions extracting compressed wii discs
check for tmd+tik for each title and list titles correctly for sysmenu versions <=0xE0
this will allow viewing of installed channels but they will not launch until ES_Launch is emulated
so far I have not been able to determine why later sysmenu versions do not display channels correctly
switching between system menu versions is as simple as rightclicking a system menu wad in the gamelist and installing to wiimenu than restarting
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5524 8ced0084-cf51-0410-be5f-012b33b47a6e
of the file save bug.
(_dbg_*() should really get the same treatment as *_LOG() to remove this
whole class of #ifdef hell.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5519 8ced0084-cf51-0410-be5f-012b33b47a6e