Commit Graph

  • 12efada734 build fix for dx plugin Shawn Hoffman 2009-07-02 17:45:09 +00:00
  • 7076c36988 re-enable the ogl "debugger" (doesn't do much - and i don't have any plans for it - just wanted to dump shaders easily). ogl config and debugger GUIs are handled much more nicely now. same with dsp lle Shawn Hoffman 2009-07-02 17:11:27 +00:00
  • 3b4f534abd Small gl possible crash fix (from cnu) nakeee 2009-07-02 11:25:43 +00:00
  • 7a05aafe39 EFB Access now works from both Dual Core and Single Core modes. Thread-safe. XTra.KrazzY 2009-07-02 10:16:06 +00:00
  • ae2a5b8587 Fix PeekZ when not using native resolution sl1nk3.s 2009-07-02 01:49:28 +00:00
  • b69d218a82 fix GXPeekZ when using aa Shawn Hoffman 2009-07-01 23:57:20 +00:00
  • 16bf555f7b dsp lle: add default names for pdlabels[], so you don't get "(null)" with the disassembler Shawn Hoffman 2009-07-01 22:49:32 +00:00
  • ee86f4cd29 Temporary, somewhat hacky solution to the 0x21 hangs in the zelda ucode. XTra.KrazzY 2009-07-01 22:47:19 +00:00
  • 599c9fd15c revert r3521 - r3523 Shawn Hoffman 2009-07-01 22:47:01 +00:00
  • 54eea4d1a8 DSPHLE: fix uninitialized variable, delete obsolete junk (didn't I already do this? :P) hrydgard 2009-07-01 22:36:59 +00:00
  • 0008d5ef77 DSPHLE: Preserve fractional sample position between voice render calls. sounds slightly, slightly cleaner :P hrydgard 2009-07-01 22:26:01 +00:00
  • f6af7794cd transfer comments from dsp rom disasm to shiny new disasm Shawn Hoffman 2009-07-01 20:55:45 +00:00
  • 5ca6d2761e DSPHLE: Early implementation of volume. I'm sure there's something missing but this makes the Zelda games sound a lot better, except WW which loses a lot of audio on the title screen and link's noises are too soft. hrydgard 2009-07-01 20:55:43 +00:00
  • de83d1cda4 Zelda UCode: Found volume and sound type(streaming, sfx) in PBs. Tried to implement volume but the floating point games got on my nerves. XTra.KrazzY 2009-07-01 19:58:10 +00:00
  • 0905dbc833 in gcc enum is not a namespace nakeee 2009-07-01 19:41:19 +00:00
  • 2fc917dd79 don't return stencil bits in the response for PEEK_Z. compensate for ogl's upside-down coords... Shawn Hoffman 2009-07-01 19:29:35 +00:00
  • c3547effe6 bit of zelda ucode re hrydgard 2009-07-01 19:14:24 +00:00
  • 7d7e2ec8a8 Added the Zelda UCode preliminary synthesizer. It's far from perfect, but it sounds like the exact pitch it should synth. I'd be glad if someone finished it. XTra.KrazzY 2009-07-01 18:05:54 +00:00
  • 71556f77f6 Highly experimental synth for zelda ucode. XTra.KrazzY 2009-07-01 15:54:52 +00:00
  • adf9d8d939 Simple 0x0000 zelda ucode voice case documentation XTra.KrazzY 2009-07-01 15:52:43 +00:00
  • 1780f82dac implement peeking z value from ppc. currently only works in single core mode. the pixel format may be slightly off of what the game actually desires. someone check please? :) Shawn Hoffman 2009-07-01 13:49:49 +00:00
  • 39b9b887c1 DiscScrubber: only close the file if it was successfully opened, fixes crash if you try to compress a wii game set to readonly LPFaint99 2009-07-01 06:48:02 +00:00
  • 52e424485f Do not BootGame if there are no items in the GameListCtrl, fix test to see if cancel was chosen from File > Open. Fixes issue 1046. it does leak 10kB every time that GetSelectedISO is called, I am not too worried about this. The other ways of accomplishing this would be more complicated, for little gain. Feel free to revert everything except line 466 of FrameTools.cpp :P LPFaint99 2009-07-01 04:55:53 +00:00
  • 656ba06e40 MemoryWindow will now dump aram instead of ram - if you are viewing aram Shawn Hoffman 2009-06-30 21:11:39 +00:00
  • e6d78bcf3c DSPLLE some more exception clean up, still couldn't get zelda to work:( nakeee 2009-06-30 17:33:38 +00:00
  • 22aa9128ee DSPLLE enabled int on reset nakeee 2009-06-30 10:33:08 +00:00
  • 292b3f675f DSPLLE got rid of exception in progress hack. I didn't get any change in behaviour though. nakeee 2009-06-30 10:10:30 +00:00
  • fc63424bce DSPHLE: zelda ucode: add some comments, a little crash safety hack hrydgard 2009-06-30 06:33:17 +00:00
  • 8f4e56c61c Minor cleanup. magumagu9 2009-06-30 05:41:04 +00:00
  • 5990843c10 must have been some kind of freudian slip... Shawn Hoffman 2009-06-30 04:00:52 +00:00
  • 92e2f8b6ee debuggerUICommon: don't spam solution dir dsp hle: log unhandled formats instead of using PanicAlert...seems to increase stability, even tho I only intended to make wind waker less annoying :p Shawn Hoffman 2009-06-30 03:55:56 +00:00
  • 1b6608ad29 ucode voice cases jump table documentation, decrypted case 0x6 XTra.KrazzY 2009-06-30 00:20:55 +00:00
  • 2e7dd06cfd Documented the general sound decoder. Now all we need is to implement it. XTra.KrazzY 2009-06-29 23:49:03 +00:00
  • 5e65e94c4b New zelda ucode voice case XTra.KrazzY 2009-06-29 22:03:17 +00:00
  • 499ffa33c2 LordMark's zelda hack - now goes ingame without item hack and sound is great :) hrydgard 2009-06-29 21:56:23 +00:00
  • 5064c0decc Use EXT_framebuffer_blit whenever possible. Some video cards may not handle glCopyTexImage2D correctly. Nolan Check 2009-06-29 21:54:42 +00:00
  • 9ccf992aaa Forgot to commit this a while ago. Cleared up some zelda ucode stuff XTra.KrazzY 2009-06-29 21:41:13 +00:00
  • 4da334c562 DSPHLE: Improve AFC voice decoding. Still a bit crappy but much better :) hrydgard 2009-06-29 21:24:17 +00:00
  • dbe42dd755 Remove obsolete debug-assertions in VideoInterface. Hopefully fix screenshots. Nolan Check 2009-06-29 20:54:47 +00:00
  • 37fe91bad1 Waiting for someone to run it:) nakeee 2009-06-29 20:31:41 +00:00
  • b32b6a4575 EFB peek/poke: Add some debug code documenting how to get the pixel location. hrydgard 2009-06-29 18:49:37 +00:00
  • 44f3935de1 Linux build fixes. magumagu9 2009-06-29 18:40:10 +00:00
  • c9cc3c355d Try to (re-)implement AFC sound. This is an adaptation of the code I commented out in the PCM16 commit. For some reason AFC sound is slightly wrong. I don't know if it also happened before, but I'll work on it. luigi2us 2009-06-29 18:11:32 +00:00
  • e1e9d609ed few fixes for arith test nakeee 2009-06-29 17:13:21 +00:00
  • 63547535a1 Test for testing the acc effect on SR flags @cmd@ should be either l h or m @sr@ should be the values like in the other tests Todo some cleanup nakeee 2009-06-29 17:09:43 +00:00
  • ffcf440e88 Oops... removing some junk I forgotten. luigi2us 2009-06-29 16:20:33 +00:00
  • e39658df7c This should fix SMG random freeze. Not sure though. Please check. luigi2us 2009-06-29 16:19:06 +00:00
  • 86339310a5 forgot a file from last commit Shawn Hoffman 2009-06-29 15:54:04 +00:00
  • 466eb88ee6 update to sfml 1.5 Shawn Hoffman 2009-06-29 15:51:35 +00:00
  • 4b60442332 build fix for jitil on windows Shawn Hoffman 2009-06-29 14:54:26 +00:00
  • a0bd319f7f GUI Minicommit: Menu item for screenshot XTra.KrazzY 2009-06-29 09:24:39 +00:00
  • c2e0225aa3 Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup. Nolan Check 2009-06-29 07:30:48 +00:00
  • 188fa9b2cb JitIL doesn't use JitRegCache; get rid of it. magumagu9 2009-06-29 01:21:55 +00:00
  • 449f075fd6 Code cleanup: split IR.cpp into its two logical components. magumagu9 2009-06-29 01:08:08 +00:00
  • 5717f1f15b Grok EFB pixel format to determine whether render target has alpha, thus fixing the "Stage Clear" screen in SSBM. Nolan Check 2009-06-29 00:52:54 +00:00
  • 07a767691d Clean up OpenGL code and introduce the Framebuffer Manager. More work is forthcoming; I plan to implement resolution switching (while the game is running) and also multiple virtual XFBs for game-controlled buffer swapping. Nolan Check 2009-06-28 23:35:08 +00:00
  • fd47eb7b44 Save States: 1. Added "Undo Load State" which... undoes load state :) 2. Implemented saving/loading to memory buffers (very fast) for temporal states such as for "undo load state" XTra.KrazzY 2009-06-28 21:11:51 +00:00
  • e341985003 Fix flickering in Real XFB mode. POFF for XFBBottomInfo appears to be connected to POFF for XFBTopInfo. Nolan Check 2009-06-28 20:55:31 +00:00
  • 7f27cfc9d2 Misc warning fixes. magumagu9 2009-06-28 20:53:26 +00:00
  • 1bcef5be76 Misc warning fixes. magumagu9 2009-06-28 20:38:01 +00:00
  • b33e69b8de Small warning fix. magumagu9 2009-06-28 20:07:38 +00:00
  • 3d9279a73f Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default. hrydgard 2009-06-28 20:04:07 +00:00
  • faa63713e2 Remove a bunch of unnecessary "inline" designators. This was actually breaking the build on my system; I'm surprised nobody else has run into this issue. magumagu9 2009-06-28 19:51:48 +00:00
  • 24a63ce368 Organized savestate hotkeys: F1-F8: States, F9: Screenshot, F10: Pause, F11: Load last state, F12: Undo load state, Shift-F12: Undo save state XTra.KrazzY 2009-06-28 19:47:02 +00:00
  • dfdfbd4a6a Delete some obsolete junk, in zelda ucode and in gl plugin. hrydgard 2009-06-28 17:58:52 +00:00
  • 17f697d856 fix LLE plugin crashing when not starting dolphin with -d hrydgard 2009-06-28 17:38:18 +00:00
  • cc38e72dc3 DSPLLE: Setting breakpoints and stepping through code now works in the (still rather basic) DSP debugger. Decided not to share the breakpoints code between PPC and DSP because it can be done much more efficiently for the DSP case due to the very limited memory space. hrydgard 2009-06-28 17:18:52 +00:00
  • e4af896638 revert accidental change to OpenGL's Config.cpp fix jitil building fix win32 debugfast building Shawn Hoffman 2009-06-28 16:47:14 +00:00
  • 04105baf4e DSPLLE: sort of semi-working breakpoints and stepping, if you flip an #ifdef. more work to do, for some reason it gets very slow when you enable it atm hrydgard 2009-06-28 16:23:40 +00:00
  • b406203794 build fixing hrydgard 2009-06-28 15:52:15 +00:00
  • 1aab3252fa Added support for playing PCM16 sounds, looping or non-looping. It is a bit hacky and may have problems, but now SMG has music. I'll try to do AFC / ADPCM for next commit. luigi2us 2009-06-28 14:22:51 +00:00
  • 900287be50 Compile fix nakeee 2009-06-28 12:50:51 +00:00
  • 6c52ab1c39 give the DSP breakpoints that can be toggled but don't work yet :p hrydgard 2009-06-28 12:30:34 +00:00
  • 8e7fdbc150 cleanup: extract breakpoint code into Common. only have one shared PPCDebugInterface. hrydgard 2009-06-28 12:15:31 +00:00
  • 7c92dada85 added an AX disasm with (few) comments. Moved some code around to prepare to share some breakpoint code between the ppc and dsp hrydgard 2009-06-28 11:47:39 +00:00
  • f49e479d09 Tiny work in Wiimote Linux, with an extension plugged in, the game tries reading accel data and maybe extension data, too bad the games fail to actually read the information though Sonicadvance1 2009-06-28 10:40:19 +00:00
  • 5c7fc8ed7b DSP: build fixin', more movin', some comments. hrydgard 2009-06-28 10:24:44 +00:00
  • 895b02f410 DSP: Add txt file with luigi ucode comments (very basic). Rename some stuff. Remove function pointer in g_dsp structure, replace with a "Host" function call. Fix a problem where symbols weren't loaded into DSP debugger. hrydgard 2009-06-28 10:00:25 +00:00
  • 7ea2bc5da9 Save States: 1. Added a header, including the Game ID (old states are obsolete unless the gameid is appended to the beginning) so states from different games can't be cross-loaded 2. Added loading/saving from/to file 3. Added loading of last saved state (F11) 4. Added "Undo State": Load the backed up last overwritten state (if you press save instead of load) (F12) 5. State code cleanup XTra.KrazzY 2009-06-28 01:11:35 +00:00
  • 2ea850f5a0 Zelda UCode indentation cleanup XTra.KrazzY 2009-06-27 22:24:38 +00:00
  • aa63c8cf8d Zelda UCode clarifications and cleanup XTra.KrazzY 2009-06-27 22:10:06 +00:00
  • 46b0fd3c96 1. TAS Groundwork: Saving the state (compression and memory dump to file) is now done on a separate thread (thread-safe). Now state saving is silent and quick. 2. When stopping, GUI doesn't let the user choose another game and effectively crash Dolphin 3. Omitted an unneeded loop in AudioCommon XTra.KrazzY 2009-06-26 22:36:44 +00:00
  • 8a6fcdc2bc Cleanup XTra.KrazzY 2009-06-26 15:06:23 +00:00
  • d4625bcd3a Fix vertical squishing in Real-XFB mode Nolan Check 2009-06-26 10:47:37 +00:00
  • a398096584 fixed copy paste error:) nakeee 2009-06-26 09:05:14 +00:00
  • 159feed662 DSP LLE: results of wide if testing please test :) nakeee 2009-06-26 08:58:54 +00:00
  • ade9479005 Display buffer flips are now triggered by the CPU thread through the Video_UpdateXFB function. This is a fairly significant change of behavior, but it improves performance. Nolan Check 2009-06-26 08:57:53 +00:00
  • a7eb7bbf00 Trying to fix DSPSpy. Test this one XTra.KrazzY 2009-06-24 16:49:10 +00:00
  • 81d671dc1a Aligned VideoInterface events with scanline updates. LinesPrower 2009-06-24 09:46:09 +00:00
  • 103bc58c83 win build fix hrydgard 2009-06-22 22:01:59 +00:00
  • 0552f59e20 Bit of work on Wii net, got a homebrew app quite far. might break Windows compiling, not sure, sleep deprivation kicking in Sonicadvance1 2009-06-22 20:27:05 +00:00
  • 1eef6b4004 fix debug compile of wiimote-testing nakeee 2009-06-22 17:19:15 +00:00
  • d3bf69a154 Commit framelimiter patch from issue 1025 nakeee 2009-06-22 12:02:58 +00:00
  • 1f590b8900 Fix a mess up on my part, causing a bunch of unknown events in Linux with the Wiimote. Dolphin sends out packets without the start 0x52 byte. WiiUse checks for this and adds it automatically. Wiimote is still having some problems, trying to figure it out Sonicadvance1 2009-06-22 11:56:27 +00:00
  • cbff6dfde3 Get Wiimote working in Linux, events.c works the same under Linux as OSX, Windows strips the first byte of the packet? Probably should be handled in WiiUse instead of our code Sonicadvance1 2009-06-22 10:11:31 +00:00
  • c14548c8db Fixed JIT IL crashing LinesPrower 2009-06-22 09:36:25 +00:00
  • 6b2855de5e revert last 2 commits nakeee 2009-06-22 09:31:30 +00:00
  • 5bcf69cbd6 Forgot to add the source files... omegadox 2009-06-22 07:44:20 +00:00
  • 6de0cd1e4b They should be called SU Registers (Setup Unit/Rasterization). BP (Bypass) is really the name of the commands that are passed in. omegadox 2009-06-22 07:40:28 +00:00
  • cfe3f77ccf Some commenting and added some unknown cases to BPStructs, see: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90 omegadox 2009-06-22 01:46:58 +00:00