This value is printed to the config file alongside individual settings and cannot be modified. It will be replaced each time the configuration is read, preventing any risk of user error.
This is a general outline of how per-game configuration would be read to replace the existing "default" values without restricting the settings to defined values. Each game could support it's own proprietary configuration that could be changed and updated, as needed. This separates per-game config from the emulator version.
This fixes the JNI naming structure to match the Android lifecycle stages and adds the ability to save things like the time when the app goes into the background without actually halting the emulator.
This allows for some very primitive auto-automated testing, by comparing known good frames.
As this happens on the TA level, it doesn't actually require rendering (and thus it's server friendly)
Two new config entries under the new [testing] namespace control behavior
- ta.HashLogFile, file where data should be logged, empty if not logging
- ta.HashCheckFile, past log to check against, empty if not checking
The emu will crash via verify if the logs don't match, and exit(1) if they do
This adds support for separate config and data dirs.
On Linux, these will be compliant XDG Basedir Specification, i.e.
XDG_CONFIG_HOME and XDG_CONFIG_DIRS (or XDG_DATA_HOME and XDG_DATA_DIRS
respectively). On all other platforms, there currently just set to the
homedir path (so no previous behaviour has been changed).
If reicast wants to read and write a data file, it just calls
get_data_path("/samplefile.txt"). If it does not need to write to
that file, it just uses get_data_path("/samplefile.txt", false). That
way, we can also use system-wide dirs (like /usr/share/reicast on
linux), that the user usually doesn't have write access to.
The same applies for config file, where you use get_config_path(args)
respectively.
This consolidates some of the work done for TARGET_NO_NVMEM and
feat/no-direct-memmap. If nvmem is disabled at compile time or alloc
fails _nvmem_enabled() will return false. Various other fixes
and cleanups all around.
- Import naomi code from nullDC, modify and cleanup
- Only unprotected dimm-board support, custom lst files
- Still a compile option
- Boots naomi bios and some games, no input yet
This adds the ability to simply close the emulator when launched
externally and prevents changes designed for linux from generating
conflicting controller configurations on Android (and may be needed for
iOS as well).
This works, but is extremelly hacky. Must be started without attached debugger, lldb doesn't want to let go of EXC_BAD_ADDRESS, but reicast really depends on it getting delivered as SIGSEGV/SIGBUS. Also xcode has a really bad day upon seeing the jit code. Oh well.
There's some dynarec bug that causes color corruption on bios logo/boot triagles, TA crash on ikaruga and infinitive loop on crazy taxi. I'd guess some fp-memory-write thingy, abi, or smth. Too bad.
- Force code to compile in arm mode (arm jit -> thumb mem functions is complicated)
- SIGILL, SIGBUS. Works w/o Mach exceptions and EXC_BAD_ADDRESS
- Code buffers move to __TEXT, munmapped && memmapped to actually work
- Primitive input. Button + start, or left (works to get out of bios date screen)
- Fixup emitter for thumb2/interworking (didn't work though, reverted to arm cc)
- Block Manager: Disable mem saving / page fault alloc-on-demand logic
- Move cycle counter to r11, r9 is not clean on iOS. Remove r11 from reg alloc list
- Cache flushes for iOS
- log to log.txt
- load game.chd
This is very simplistic, but can already boot and run many games
Known working so far
- Dead Or Alive 2 LE
- Head Hunter
- Marvel VS Capcom 2
Not working
- (Almost) all others
THIS IS A MESS. Sorry @angelXwind :p. We'll have to clean up and merge for r8, but most of the nasty work is there.
What works:
- full init, memalloc, mprotects, etc
- boot
- gles2
What doesn't:
- Exceptions for page faults
- Breaks texture cache
- Breaks dynarec because of fastpath
- segfaults don't work, needs special mach exc_server magic that still eludes me after 5 hours
- Dynarecs. RWX issues, and broken buffer mappings. Also some minnor linking stuff (most of it is taken care of)
- Audio. I just killed it off.
- All of the ui. Was getting in the way of me not knowing how to edit story boards...
- Input
Also, merged branch 'skmp/mac86-hackport' into skmp/ios-wip
Have fun~