Add rightx and righty for DreamPicoPort (for maraca support)
Add secondary d-pad to dreampicoport mapping
Allow DreamLink device to dictate button/axis name; set custom button names in DreamPicoPort to known codes
Add bba config information to flash if missing. Fixes outtrigger.
cheat: Enable automode in modem connection string for Bomberman Online
and Outtrigger (US)
cheat: disable dricas auth for outtrigger (JP)
Using src=OTHER_COLOR with destination secondary accumulator should use
the secondary accumulator color, not the final one.
Fixes dark gun in Doom 64 with Ultra graphics (bump mapping).
Issue #1771
Add subpass dependency from the last subpass to external/top of pipe.
Fix glitches in upper left corner when using OIT on Mali GPUs.
Issue #1014
Issue #1234
Issue #1356
Issue #1497
Issue #1852
Using src=OTHER_COLOR with destination secondary accumulator should use
the secondary accumulator color, not the final one.
Fixes dark gun in Doom 64 with Ultra graphics (bump mapping).
Issue #1771
Add subpass dependency from the last subpass to external/top of pipe.
Fix glitches in upper left corner when using OIT on Mali GPUs.
Issue #1014
Issue #1234
Issue #1356
Issue #1497
Issue #1852
* added getFunctionDefinitions
* Set DreamPort device default deadzone to 0% while preserving user customization
* Fixed default dead zone 0% for DreamPicoPort; set UsePhysicalVmuMemory default to true
* Use DisabledScope for UsePhysicalVmuMemory; moved DreamLinkGamepad::getDefaultMapping() to protected scope to match parent
* Set unique ID for DreamPicoPort devices so they enumerate the same way by flycast on every load
* Implement DreamLinkGamepad::resetMappingToDefault() and set C, D, and Z buttons for DreamPicoPort
---------
Co-authored-by: Nexus382 <anthonyscordino@gmail.com>
Use send_to instead of async_send_to for UDP sockets. Set socket to
non-blocking and discard data if socket full. Tentative fix for
corrupted Speed Devils Online UDP packets.
Fix uncaught exception if dns server name can't be resolved.
Use lambda instead of std::bind.
* Harden serial interface
* Fixed build errors
* Minor tweaks
* Automatically attached A->A, B->B, etc
* Interfaces go in decending order
* Do a modulo in case I decide to move interface numbers
* Do specifically mod 4
* Call SDL_JoystickGetDeviceInstanceID which seems to help with a Windows bug
* Made MapleDevices smart pointers so they can freely be swapped out without leaking
* Fixed issues some issues reported by kosekmi
* Added missing bracket
* Fixed another compile issue
* Fixed a missing else
* If device had no serial number, fall down to checking name
* Use new DreamPort firmware dynamics
* Added missing parens
* Fixed screen blanking issue
* Added const
* Reset VMU Screen on game/emulator exit
* Added gameTermination() hook to hardware gamepad
* Send SW port on game termination
* Added checks so port is only sent if data is valid
* Fixed bug: wait for write to complete in sendCmd
* Fixed bug leading to multiple pointers to VMU and Rumble pack
---------
Co-authored-by: Mike Kosek <mike@kosek.de>
Use io_context::post() instead of a timer to read from modem.
Notify user if connection to DCNet fails.
Fix race condition/crash with BBA.
Use lambdas instead of std::bind.
Stop network service when bba is reset. Start it on first frame out.
dcnet: close connection on dhcp release
picoppp: close all sockets and acceptors when stopping.
* Broke apart DreamConn and DreamcastControllerUsb implementations; added serial timeouts; process serial in thread; removed crc from DreamcastControllerUsb sdl definition
* Added missing include statements
* Changed INFO_LOG to NOTICE_LOG on a couple of lines
* Clear the read queue once string is pulled off of it
Use 2 Mb/s for console and 740 Kb/s for devices.
Fixes Silent Scope vmu load issue at boot. Issue #1796
D+Vine has issues detecting A and B presses with one controller
connected but it does work eventually. No issue with more than 1
controller. Issue #1279
Power Drift only boots with one controller connected. Crashes with 2 or
more.
Use double for canonical FIPR and FTRV on all platforms.
Fix interpreter implementation of FTRC.
Fix canonical implementation of cvt_f2i (FTRC).
arm32: use Vfma instead of Vmla for FMAC. Vfma does not a fused
muliply-add, Vmla doesn't.
arm32: Use canonical implementations of FIPR and FTRV.
arm32,arm64: Correct implemetation of cvt_f2i (FTRC)
Fixes desync with NBA 2k1/2k2 online games.
Use a series of stable-partitions to sort the list of available formats
to find the best candidate surface-format/color-space that is a non-sRGB
format being presented in an sRGB color-space. Vulkan mandates that all
surface formats that have SRGB forms must also support a UNORM form.
This is basically just RGBA8/BGRA8 on all platforms still, but in a way
that is still capable of falling back to secondary formats in a stable
way in the case that the primary choice is not available. Mobile
devices especially have a LOT of secondary HDR surface formats and other
weird formats that can be used to present such as RGBA16 or RGBA565.
With stable partitions, if we can't get our best option then there is
always a "next best thing" to fall back on rather than relying on the
driver-order.