- 32 bit code was "fudgy" on this, so simplified via 64bit counters for edge detection
- Maths to count cycles were wrong
- Let's not do 32 bit wrapped maths after beers without any kind of pen-and-paper design
Should fix#594, also see #645
Using default arguments is only allowed in function declarations, not
in typedefs. This fixes the invalid code that caused compilation errors
on systems using GNU g++ 4.9.2, i.e.:
> ../../core/rec-ARM/arm_dyna.cpp: At global scope:
> ../../core/rec-ARM/arm_dyna.cpp:186:79: error: default arguments are only permitted for function parameters
> typedef void FPBinOP (eFSReg Sd, eFSReg Sn, eFSReg Sm, ConditionCode CC=CC_AL);
> ^
> ../../core/rec-ARM/arm_dyna.cpp:187:79: error: default arguments are only permitted for function parameters
> typedef void FPUnOP (eFSReg Sd, eFSReg Sm, ConditionCode CC=CC_AL);
> ^
> ../../core/rec-ARM/arm_dyna.cpp:188:79: error: default arguments are only permitted for function parameters
> typedef void BinaryOP (eReg Rd, eReg Rn, eReg Rm, ConditionCode CC=AL);
> ^
> ../../core/rec-ARM/arm_dyna.cpp:189:79: error: default arguments are only permitted for function parameters
> typedef void BinaryOPImm (eReg Rd, eReg Rn, s32 sImm8, ConditionCode CC=AL);
> ^
> ../../core/rec-ARM/arm_dyna.cpp:771:10: warning: anonymous type with no linkage used to declare variable '<anonymous struct> op_table []' with linkage
> op_table[]=
> ^
> Makefile:89: recipe for target 'obj/rec-ARM/arm_dyna.build_obj' failed
> make: *** [obj/rec-ARM/arm_dyna.build_obj] Error 1
- Fix coreio fsize
- Fix coreio fopen to seek to 0
- Fix coreio/http to smart-escape urls
- For urls that include \ or % in the filenames, you have to pass them
escaped
- Update gdi parser to use (mostly) streamstream. That code is horrible
and should be rewritten
- coreio core is hacky and horrible at places as well
- Update imgreader to use coreio
- Update cdi parser + driver to use coreio
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
- Texkill needs to be done before texture allocation, which is now done during parsing (texture-sync update)
- palette_update needs to be called from the emu thread, before kicking off the render