Added long overdue credits because without them i would still struggle to understand the GPU.
A few small changes. Nothing important.
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@ -16,9 +16,7 @@ installed in your system. Additionally you need 7-Zip or on Linux p7z installed
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## Known issues
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This section is reserved for a listing of known issues. At present only this remains:
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* Drops a single frame roughly every 5 seconds. This is due to different refresh rates of the LCDs and the builtin GBA hardware.
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* Leaving GBA sleep mode or pressing HOME can cause persistent glitches (double scanlines/shifted picture).
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* No scaling for now. This requires the GPU due to timing constraints.
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* Save type hardcoded to 32 KiB (256k) SRAM for now.
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* Save type hardcoded to 32 KiB (256k) SRAM. Unknown how save type detection will be done.
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If you happen to stumble over another bug, please open an issue in the [official open_agb_firm repo on GitHub](https://github.com/profi200/open_agb_firm/issues) or contact me via other platforms.
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@ -36,6 +34,7 @@ You may use this under the terms of the GNU General Public License GPL v3 or und
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* **devkitPro**
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* **ChaN**
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* **fastboot3DS project**
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* **Wolfvak, Sono and all the other people on GodMode9 IRC/Discord**
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* ...everyone who contributed to **3dbrew.org**
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Copyright (C) 2020 derrek, profi200, d0k3
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@ -196,12 +196,12 @@ alignas(16) static const u8 secondList[448] =
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0x10, 0x00, 0x0F, 0x00
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};
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static bool firstRender = false;
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static bool normalRender = false;
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u32 listSize;
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const u32 *list;
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if(firstRender == false)
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if(normalRender == false)
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{
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firstRender = true;
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normalRender = true;
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listSize = 1136;
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list = (u32*)firstList;
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@ -1,7 +1,7 @@
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# 8 bytes burst with 4 transfers. Total 32 bytes per burst.
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# Source fixed address and destination incrementing.
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# Source and destination privileged data access.
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MOV CCR, SB4 SS64 SAF SP3 DB4 DS64 DAI DP3
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# Source and destination unprivileged, non-secure data access.
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MOV CCR, SB4 SS64 SAF SP2 DB4 DS64 DAI DP2
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MOV SAR, 0x10311000
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MOV DAR, 0x18400000
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