- Removed the GDK input system
- Enabled SDL input
- SDL Keymaps are now loaded from the config files
- The keymap edit dialog is currently disabled
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@684 a31d4220-a93d-0410-bf67-fe4944624d44
- Added the ability to change the default keymap
- A bit of cleanup
GTK : The SDL Input is working great. Though the config dialog is not updated yet, so it is disabled by default.
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@683 a31d4220-a93d-0410-bf67-fe4944624d44
- Renamed the configuration file to vbam.cfg to avoid conflict with the original VBA (thanks to tttttttttanaka for the patch)
- Changed the window title to VBA-M
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@679 a31d4220-a93d-0410-bf67-fe4944624d44
Started factoring out the input code to a new file. Only moved code at this point. The ultimate goal is to reuse this code for the GTK port.
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@669 a31d4220-a93d-0410-bf67-fe4944624d44
- Removed the PortAudio sound driver because it was quite unstable on some systems
- Use the SDL sound driver
- Fixed the SDL include path
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@663 a31d4220-a93d-0410-bf67-fe4944624d44
- The expression parser/lexer is SDL specific, moved it to the sdl folder
- Readded the flex/bison source files from VBA's CVS
- Rebuilt the parser/lexer from source
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@660 a31d4220-a93d-0410-bf67-fe4944624d44
- Cleaned up initialization and volume management
- Added shortcuts to change the volume at runtime
Thanks to chrono for the patch
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@650 a31d4220-a93d-0410-bf67-fe4944624d44
- The filter is now stored as a decimal value in the config file instead of an hexadecimal value as it was undocumented and confused users. Thanks to fhorse for the patch.
- Removed an unused variable
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@649 a31d4220-a93d-0410-bf67-fe4944624d44
Reworked rewinds
More schemes for save/load keybindings
Savestate backups
Per-gamepad autofire (binds to a button on the real pad/keyboard)
Allow adding cheat codes from commandline
Allow adding IPS patch files from commandline
Fix bug in configuration for pad 4
Configurable default scaling of window size for openGL (when filter=0)
Assorted code cleanups (using DEFINEs instead of literals, factored-out chunks of code
from the big switch to functions, ...)
New switches for muting sound (CTRL+S), toggling cheats (CTRL-E)
Added timestamp to console messages
All messages go to console, even if they go to screen
Some messages no longer go to screen
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@506 a31d4220-a93d-0410-bf67-fe4944624d44
Joy#_AutoA, Joy#_AutoB, openGLscale, saveKeysSwitch
Fixed maximum value for rewindTimer.
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@505 a31d4220-a93d-0410-bf67-fe4944624d44
- Fixed build on windows
- Clear the screen before each frame when in opengl mode to remove artifacts on Windows
- Don't use the asm version of the Sai2x filters anymore, since it somehow doesn't link on Windows
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@347 a31d4220-a93d-0410-bf67-fe4944624d44
- Added a basic manpage
- Added a default Linux configuration file
- Applied debian patch 01_use_dot_dir. This makes vba save the save states and battery files to $HOME/.vbam/. It is useful because the rom path is very likely to be read only. These paths can still be overridden using the config file. The configuration file and the vba-over.ini file can also be loaded from that .vbam path. Needs some Windows testing.
- Text.cpp/h getopt.c/h are sdl specific so moved them to the sdl folder.
- Removed the ability to disable the ASM version of the Sai2x scalers at runtime (to make them behave like the HQ filters)
- Fix the command line parsing bug I introduced in rev 191 (thanks to MNK)
- Gave to the interframe blending filters the same interface as fullscreen filters
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@334 a31d4220-a93d-0410-bf67-fe4944624d44
- OpenGL : fixed texture size to be exclusively a power of 2
- OpenGL : Clear the screen on init
- OpenGL : Set fullscreen resolution to the resolution of the desktop
- Changed the executable name to vbam to avoid conflict with the original VBA
- Added a basic install target to the makefile
- Fixed .gz archives loading when using fex_mini (thanks to tttttttttanaka)
- Added debian packaging informations
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@309 a31d4220-a93d-0410-bf67-fe4944624d44
- Use the current desktop color depth instead of 16 BPP
- Fixed the OpenGL renderer when in 16 BPP color mode
- Changed the default filter to Stretch2x
- Fixed interframe blending
- A few optimizations
- We need fex.h and fex_mini.cpp for the SDL version, and using files from dependancies is not a option
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@289 a31d4220-a93d-0410-bf67-fe4944624d44
- Filters > 2x now work with the OpenGL renderer
- Window resizing with the OpenGL renderer is fixed
- Fixed hq3x and hq4x when in 32bpp mode + C version of the filters
- Disabled ASM CPU emulation core since it doesn't build here
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@281 a31d4220-a93d-0410-bf67-fe4944624d44
[*] Made stretchers and filters use a common interface
[+] Filters can now be changed at runtime using CTRL+G
[*] Replaced Simple?x filters by the ASM optimized stretchers
[-] Removed YUV output
[-] Finished removing the remove-intro feature
[!] Fixed a bit the OpenGL code. Still a lot more to do.
[*] Code cleanup
Thanks to bgKu for contributing and Linux testing of this.
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@269 a31d4220-a93d-0410-bf67-fe4944624d44
enable GBA logging for release versions (no measurable performance impact)
change "DEV_VERSION" to "GBA_LOGGING"
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@233 a31d4220-a93d-0410-bf67-fe4944624d44
Updated SDL port so that it now compiles with fex_mini.cpp
Added custom GLSL shader support to Win32 OGL renderer (requires GLEW)
Updated code in OpenGL renderer to be more tidy
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@191 a31d4220-a93d-0410-bf67-fe4944624d44