!

[NDS] DesMuMe x86/x64 0.9.12 SVN6164 17.08.18

[0] @ Niedziela, 19 Sierpnia 2018 00:02CET

[NDS] DesMuMe x86/x64 0.9.12 SVN6164 17.08.18

Kolejna deweloperska wersja DeSmuMe - emulatora NINTENDO DS. Nie moja, bo z automatu AppVeyor, z którego zaczyna korzystać co raz większa ilość projektów, więc warto zapisać sobie bookmark.
Jakoż, że od marca nic nie wspominałem o projekcie, warto nadmienić, że czasami jeszcze na niego zerkam;)
 

Revision 6164

Author: retr0s4ge | Date: piątek, 17 sierpnia 2018 08:04:14

  • Merge pull request #175 from retr0s4ge/master
  • (Windows Frontend) Add Fullscreen Options And Window Sizing Fixes

Revision 6163

Author: retr0s4ge | Date: czwartek, 16 sierpnia 2018 13:20:26

  • (Windows Frontend) Rename "Non-exclusive Mode" option to "Force Windowed Fullscreen"

Revision 6162

Author: retr0s4ge | Date: środa, 15 sierpnia 2018 00:33:22

  • (Windows Frontend) Ignore the menu key if the main window has no menu

Revision 6161

Author: retr0s4ge | Date: niedziela, 12 sierpnia 2018 19:58:02

  • (Windows Frontend) Fix the bug where cursor is auto-hidden even when over the menu
  • Also, changed the time before auto-hiding to 10 seconds.

Revision 6160

Author: retr0s4ge | Date: sobota, 11 sierpnia 2018 16:15:57

  • (Windows Frontend) Add Fullscreen Options And Several Window Sizing Fixes

Revision 6159

Author: retr0s4ge | Date: sobota, 11 sierpnia 2018 15:23:50

  • Add *.VC.opendb to gitignore

Revision 6158

Author: rogerman | Date: czwartek, 16 sierpnia 2018 08:07:22

  • OpenGL Renderer: Use memcmp() to ensure that UploadClearImage() uploads clear image data only when necessary. Significantly improves the performance of games that use clear images.

Revision 6157

Author: rogerman | Date: wtorek, 14 sierpnia 2018 08:33:24

  • Cocoa Port: Fix a bug where HID devices would fail to be detected on startup when running on macOS High Sierra.

Revision 6156

Author: rogerman | Date: wtorek, 14 sierpnia 2018 08:32:31

  • Cocoa Port: Instead of using a single shared draw timing for all displays, use individualized draw timings for each display.

Revision 6155

Author: rogerman | Date: sobota, 11 sierpnia 2018 22:19:45

  • Linux Ports: Now require libpcap for all POSIX builds. (Related to commit 5e67e9c.)

Revision 6154

Author: rogerman | Date: sobota, 11 sierpnia 2018 03:53:00

  • Windows Port: Oops! Fix a bug that will cause the app to crash on app exit. (Regression from commit 5e67e9c.)

Revision 6153

Author: rogerman | Date: sobota, 11 sierpnia 2018 03:36:33

  • WiFi: Do a big refactor of the client interface code for better code cleanliness, organization, and stability. There are also some minor behavior changes.
    • EXPERIMENTAL_WIFI_COMM no longer disables all of the WiFi-related code. Instead, the WiFi code is always enabled and actually running the code is now controlled using WifiHandler::SetEmulationLevel().
    • On the Windows port, EXPERIMENTAL_WIFI_COMM no longer hides all of the WiFi options. Instead, it only affects the user's ability to control the WiFi emulation. (Forces the WiFi emulation level to WifiEmulationLevel_Off if EXPERIMENTAL_WIFI_COMM is undefined.)
    • The Cocoa port (and probably other POSIX-based ports) should now work better with the WiFi code.
    • WiFi comm interfaces no longer initialize only once upon app startup. Instead, they initialize each time the emulator resets, and then uninitialize each time a ROM is unloaded. Now, users no longer have to restart the app in order to apply any changed WiFi settings. Instead, users only need to reset the emulator or load a new ROM.
    • Previously, the SoftAP comm interface wouldn't run if libpcap was unavailable or if a network device wasn't found. Now, the SoftAP comm interface will now run without libpcap or a network device, albeit with significantly reduced functionality.
    • Previously, saving pcap files required WIFI_LOGGING_LEVEL >= 3. Now, saving pcap files no longer relies on WIFI_LOGGING_LEVEL, instead relying on WIFI_SAVE_PCAP_TO_FILE to enable the functionality.

Revision 6152

Author: rogerman | Date: poniedziałek, 6 sierpnia 2018 19:29:28

  • WiFi: Do some minor fixes.

Revision 6151

Author: rogerman | Date: środa, 1 sierpnia 2018 22:46:08

  • SoftRasterizer: Fix the animating characters in Customize status screen in Sands of Destruction by emulating a special LEQUAL depth test. (Fixes #41. Special thanks to StapleButter for his insight on this issue.)

Revision 6150

Author: rogerman | Date: środa, 1 sierpnia 2018 06:55:56

  • Cocoa Port: Significantly boost the performance of the HQnX and xBRZ Metal shaders.

Revision 6149

Author: zeromus | Date: wtorek, 31 lipca 2018 04:22:49

  • revert pointless change to declaration of CommonSettings from 07d7588 (fixes #169)

Revision 6148

Author: rogerman | Date: wtorek, 31 lipca 2018 00:58:48

  • WiFi: Initialize wifiEmulationLevel to WifiEmulationLevel_Off on startup.

Revision 6147

Author: retr0s4ge | Date: poniedziałek, 30 lipca 2018 23:48:52

  • Merge pull request #166 from retr0s4ge/master
  • Implement basic support for multiple WiFi emulation levels

Revision 6146

Author: retr0s4ge | Date: poniedziałek, 30 lipca 2018 06:26:49

  • Replace scoped enum used for WifiEmulationLevel with unscoped enum for code compatibility with older compilers.

Revision 6145

Author: retr0s4ge | Date: poniedziałek, 30 lipca 2018 00:17:44

  • Implement basic support for multiple WiFi emulation levels

Revision 6144

Author: retr0s4ge | Date: sobota, 28 lipca 2018 05:40:44

Don't emulate wifi unless wifi.emulated flag is set in common settings.

Changes:

  • Add wifi.emulated flag to common settings
  • Don't emulate wifi unless wifi.emulated is set
  • Add a check box in windows frontend to toggle it, and read/write setting from/to ini file.

Revision 6143

Author: rogerman | Date: poniedziałek, 30 lipca 2018 22:50:38

  • Cocoa Port: Do another UI bug fix on High Sierra, expanding the NSSegmentedControl element width even further so that all numbers appear as intended in all cases. (Related to commit 4913c0e.)

Revision 6142

Author: rogerman | Date: poniedziałek, 30 lipca 2018 21:10:57

  • SoftRasterizer: Fix a bug for Altivec-enabled CPUs that caused multithreaded rendering to fail. (Related to commit 43d3883.)

Revision 6141

Author: rogerman | Date: piątek, 27 lipca 2018 22:18:48

  • Cocoa Port: Do a bunch of tweaks and fixes for an upcoming new feature. (Related to commit 932cdd6.)

Revision 6140

Author: rogerman | Date: piątek, 27 lipca 2018 11:10:28

  • Cocoa Port: Update the Metal blitter to support Y-flipping of the rendered video frame, matching the same feature that already exists in the OpenGL blitter.

Revision 6139

Author: rogerman | Date: piątek, 27 lipca 2018 10:38:00

  • Cocoa Port: Fix a UI bug on macOS High Sierra where the dropdown sheet for configuring an NDS input's turbo pattern would fail to show the numbers in each NSSegmentedControl element.

Revision 6138

Author: zeromus | Date: czwartek, 26 lipca 2018 17:31:30

  • set debug colors for DD area filling for new empty areas

Revision 6137

Author: rogerman | Date: czwartek, 26 lipca 2018 05:46:42

  • Cocoa Port: When running SoftRasterizer; for every 12 cores that would exist, reserve 1 core for the rest of the system. This should help maintain performance stability.

Revision 6136

Author: rogerman | Date: czwartek, 26 lipca 2018 05:44:30

  • SoftRasterizer: Fix a longstanding bug where using a thread count that was not a power-of-two would result in many threads remaining idle.

Revision 6135

Author: rogerman | Date: czwartek, 26 lipca 2018 00:18:36

  • SoftRasterizer: Force the number of rendering threads to be a power-of-two since any additional threads that are not power-of-two will be wasted.

Revision 6134

Author: rogerman | Date: środa, 25 lipca 2018 23:19:25

  • Cocoa Port: Improve SoftRasterizer multithreading and stabilize multithreaded performance.
    • Automatic setting of the SoftRasterizer thread count (the most common use case) now takes into account systems with many CPU cores/hyperthreads. When using Automatic mode, SoftRasterizer will take advantage of more threads on machines like the Mac Pro and iMac Pro.
    • Manually assign the thread priorities of the SoftRasterizer threads and other related high-priority threads to better ensure stable performance. Most importantly, the main emulation thread will no longer preempt any SoftRasterizer thread since the main emulation thread has to wait on the results of SoftRasterizer anyways.
    • These changes aren't targeted for improving overall performance -- they help stabilize performance so that CPU cycles are used more consistently, which might translate into slightly improved performance, depending on hardware, as a byproduct of doing these changes.
→ [NDS] DesMuMe 0.9.11 SVN5526

Revision 5526

Author: zeromus | Date: 8 sierpnia 2016 05:10:13

  • winport: allow sizing window under "minimum size". Unclear why we wanted this functionality to begin with, but probably predated view>window size multiples for more easy scaling. Other benefit: stops messing up the viewport determination when magnification overshoots window size (i.e. fullscreening a massive 5x filter applied by idiots)

Revision 5525

Author: rogerman | Date: 7 sierpnia 2016 02:26:31

  • GPU:
  • - Display capture blending functions now support RGB888 color format. (Related to r5433. This rework is still incomplete.)

Revision 5524

Author: rogerman | Date: 6 sierpnia 2016 06:09:57

  • GPU:
  • - Fix compiling on systems that support SSE2 and not SSSE3. (Regression from r5524.)

Revision 5523

Author: rogerman | Date: 6 sierpnia 2016 05:36:37

  • GPU:
  • - Do some code cleanup.

Revision 5522

Author: rogerman | Date: 4 sierpnia 2016 03:08:42

  • GPU:
  • - Fix bug where the composited 3D layer could have incorrect colors on non-SSE2 systems. (Regression from r5509.)

Revision 5521

Author: rogerman | Date: 3 sierpnia 2016 20:14:44

  • GPU:
  • - For SSE2 systems, when reading graphics data from main memory, eliminate the extraneous pshufd instruction.
→ [NDS] DesMuMe 0.9.11 SVN5520

Desmume dev [SVN 5520]

Author: rogerman | Date: 31 lipca 2016 23:10:14

  • GPU:
  • - Fix compiling issue with non-SSE2. (Regression from r5512.)

Desmume dev [SVN 5519]

Author: rogerman | Date: 30 lipca 2016 03:50:54

  • Cocoa Port:
  • - Do some minor code cleanup.

Desmume dev [SVN 5518]

Author: rogerman | Date: 30 lipca 2016 03:49:47

  • GPU:
  • - Do some minor code cleanup.

Desmume dev [SVN 5517]

Author: zeromus | Date: 30 lipca 2016 03:38:14

  • fix #1570 better

Desmume dev [SVN 5516]

Author: rogerman | Date: 28 lipca 2016 21:34:12

  • GPU:
  • - Fix bug where the OBJ layer wasn’t doing the window test. Fixes graphical issues in Mario Kart DS. (Regression from r5515. Fixes bug #1572 and #1574.)
  • - The NOWINDOWSENABLEDHINT template parameter is no longer an optional hint; it is now required functionality. It has been renamed to WILLPERFORMWINDOWTEST to reflect this change.

Desmume dev [SVN 5515]

Author: rogerman | Date: 27 lipca 2016 18:58:39

  • GPU:
  • - Window testing is now a per-scanline operation instead of a per-pixel operation. Removes the performance penalty of window testing at larger framebuffer sizes.

Desmume dev [SVN 5514]

Author: zeromus | Date: 26 lipca 2016 19:17:36

  • apply suggestions from #1570

Desmume dev [SVN 5513]

Author: zeromus | Date: 26 lipca 2016 19:15:27

  • fix infinite loop bugs in commandline parsing

Desmume dev [SVN 5512]

Author: rogerman | Date: 22 lipca 2016 21:30:24

  • GPU:
  • - Use a GPUEngineCompositorInfo struct for managing compositor states, instead of using individual variables for everything.

Desmume dev [SVN 5511]

Author: rogerman | Date: 22 lipca 2016 20:32:31

  • GPU:
  • - Fix bugs with window processing when rendering at the native resolution. (Regression from r5506.)

Desmume dev [SVN 5510]

Author: rogerman | Date: 20 lipca 2016 12:07:53

  • Cocoa Port:
  • - In the OpenGL blitter, replace some calls to glBufferSubDataARB() with glMapBufferARB(). This, maybe, possibly, fixes an intermittent crash that can occur with the Intel HD Graphics 3000 OpenGL driver.

Desmume dev [SVN 5509]

Author: rogerman | Date: 19 lipca 2016 08:40:53

  • GPU:
  • - Do some code cleanup.
→ [NDS] DesMuMe 0.9.11 SVN5508

Desmume dev [SVN 5508]

Author: zeromus | Date: 17 lipca 2016 00:21:22

  • add texture smoothing option to windows port

Desmume dev [SVN 5507]

Author: rogerman | Date: 15 lipca 2016 22:30:05

  • GPU:
  • - Move towards completing support for changing the output framebuffer color format to RGB666 or RGB888. Significantly increases the generated code size, but this is necessary for performance. (Related to r5433. This rework is still incomplete.)

Desmume dev [SVN 5506]

Author: rogerman | Date: 15 lipca 2016 18:29:08

  • GPU:
  • - Parse and cache the WININ and WINOUT registers, instead of using them directly.
  • - Parse and cache the Target1 bits of the BLDCNT register.
  • - Remove some template parameters which are now suspected to no longer improve performance, most notably LAYERID. Should significantly reduce the generated code size.

Desmume dev [SVN 5505]

Author: rogerman | Date: 14 lipca 2016 07:49:47

  • GPU:
  • - Do some refactoring and code cleanup.

Desmume dev [SVN 5504]

Author: rogerman | Date: 14 lipca 2016 01:14:38

  • GPU:
  • - Do some minor code cleanup.

Desmume dev [SVN 5503]

Author: rogerman | Date: 14 lipca 2016 01:13:14

  • GFX3D:
  • - Do some minor code cleanup.
→ [NDS] DesMuMe 0.9.11 SVN5502

Desmume dev[SVN 5502]

Author: zeromus | Date: 12 lipca 2016 19:50:24

  • apply patch #174

Desmume dev[SVN 5501]

Author: zeromus | Date: 12 lipca 2016 19:48:53

  • remove non-OPTIMIZED_CLIPPING_METHOD which hasnt been used for 7 years. also remove the broken index_lookup_table which used it (reported by patch #173)

Desmume dev[SVN 5500]

Author: rogerman | Date: 12 lipca 2016 03:18:01

  • Linux Port (GTK-Glade):
  • - Fix bug where the NDS displays wouldn't draw in the window when GdkGL is enabled. (Regression from r5273.)
→ [NDS] DesMuMe 0.9.11 SVN5499

DesMuMe 0.10 Developer version [SVN 5499]

Author: rogerman | Date: 11 lipca 2016 17:37:11

  • Apply patch from [patches:#172]: “fix gcc compiler warning about pointer conversion in path.h”

DesMuMe 0.10 Developer version [SVN 5498]

Author: zeromus | Date: 11 lipca 2016 03:36:34

  • fix windows screenshots from r5458 / r5459

DesMuMe 0.10 Developer version [SVN 5497]

Author: rogerman | Date: 10 lipca 2016 09:02:08

  • Render3D:
  • - Additional tweaks to texture upscaling on textures that are not A3I5 or A5I3. (Related to r5496.)

DesMuMe 0.10 Developer version [SVN 5496]

Author: rogerman | Date: 10 lipca 2016 08:27:20

  • Render3D:
  • - Improve texture upscaling smoothness for A3I5 and A5I3 textures.

DesMuMe 0.10 Developer version [SVN 5495]

Author: rogerman | Date: 10 lipca 2016 05:38:22

  • GPU:
  • - Do a tiny optimization for GPUEngineBase::_RenderPixel16_SSE2().
  • - Fix a bug where the 3D layer would fail to draw correctly on non-SSE2 systems if the output framebuffer’s color format is RGB666 or RGB888. (Regression from r5492.)
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version [SVN 5494]

Author: rogerman | Date: 8 lipca 2016 20:51:28

  • GPU:
  • - Oops! Fix a build issue where the code would fail to compile for architectures that support SSE2 but not SSSE3. (Regression from r5493.)

DesMuMe 0.10 Developer version [SVN 5493]

Author: rogerman | Date: 8 lipca 2016 20:45:13

  • GPU:
  • - 2D layer compositing now supports RGB666 and RGB888 color formats. (Related to r5433. This rework is still incomplete.)
  • - Fix a couple of bugs in GPUEngineBase::_ColorEffectBlend3D() when dealing with RGBA6665 or RGBA8888 color formats.

DesMuMe 0.10 Developer version [SVN 5492]

Author: rogerman | Date: 7 lipca 2016 02:57:26

  • GPU:
  • - Establish some assumptions about what the 3D layer’s color format will be with respect to the output framebuffer’s color format. This is being done in order to simplify the code.
  • - The new rules are as follows: If the output framebuffer’s color format is RGB666 or RGB888, then the 3D layer’s color format will be RGBA6665 and RGBA8888, respectively. If the output framebuffer’s color format is RGB555, then the 3D layer’s color format will be RGBA6665.

DesMuMe 0.10 Developer version [SVN 5491]

Author: rogerman | Date: 7 lipca 2016 02:12:34

  • GPU:
  • - 3D layer compositing now supports RGB666 and RGB888 color formats. (Related to r5433. This rework is still incomplete.)
  • - Fix a bug in GPUEngineBase::_ColorEffectBlend3D() where variables were left undefined when the source and destination color formats were mismatched.

DesMuMe 0.10 Developer version [SVN 5490]

Author: rogerman | Date: 6 lipca 2016 03:23:36

  • GPU:
  • - Partially fix a bug with affine and extended BG layers on big-endian systems. Such layers that perform rotation or scaling aren’t fixed yet.
  • - Loosen a restriction on taking the faster code path in GPUEngineBase::_RenderPixelIterate_Final().
  • - Silence a compiler warning on non-SSE2 systems.

DesMuMe 0.10 Developer version [SVN 5489]

Author: rogerman | Date: 4 lipca 2016 02:13:36

  • Render3D:
  • - Fix some coloring issues on big-endian systems brought about by the recent changes to the colorspace conversion code. (Regression from r5455.)

DesMuMe 0.10 Developer version [SVN 5488]

Author: rogerman | Date: 3 lipca 2016 23:58:42

  • Texture Handler:
  • - Fix unpacking 16-bit direct color textures on big-endian systems.
→ [NDS] DesMuMe 0.9.11 SVN5478
NDS Nintendo:DS:Desmume:Star Wars: Battlefront - Elite Squadron:LucasArts:n-Space, Inc.:Nov 03, 2009:
Star Wars: Battlefront - Elite Squadron (LucasArts, Nov 03, 2009)

DesMuMe 0.10 Developer version[SVN 5487]

Author: rogerman | Date: 3 lipca 2016 09:56:59

  • OpenGL Renderer:
  • - Fix a bug where if both flipping and colorspace conversion occur on the CPU, then the 3D framebuffer would flush incorrectly. (Regression from r5455.)

DesMuMe 0.10 Developer version[SVN 5486]

Author: rogerman | Date: 3 lipca 2016 04:17:42

  • GPU:
  • - Nope! Apparently, GPUEngineBase::_RenderPixel_CheckWindows16_SSE2() does need to be forced inline, or else performance will drop! (Regression from r5485.)

DesMuMe 0.10 Developer version[SVN 5485]

Author: rogerman | Date: 3 lipca 2016 03:46:50

  • GPU:
  • - GPUEngineBase::_RenderPixel_CheckWindows16_SSE2() no longer need to be forced inline.
  • - Do some code cleanup.

DesMuMe 0.10 Developer version[SVN 5484]

Author: rogerman | Date: 3 lipca 2016 00:07:26

  • Cocoa Port:
  • - Fix another tiny blending bug in the 5xBRZ fragment shader. (Related to r5379.)

DesMuMe 0.10 Developer version[SVN 5483]

Author: rogerman | Date: 2 lipca 2016 22:23:56

  • Linux Port (CLI / GTK / Glade):
  • - Fix builds that were broken due to new libretro-common API additions. (Regression from r5398.)
  • - KNOWN REGRESSION: In order to hasten the process of restoring the ability to build the Linux ports, the additional command-line options that are available in the Linux ports have been disabled. Maybe someone else can restore their functionality.

DesMuMe 0.10 Developer version[SVN 5482]

Author: rogerman | Date: 2 lipca 2016 21:47:13

  • Core:
  • - Fix some issues with building on older compilers.

DesMuMe 0.10 Developer version[SVN 5481]

Author: rogerman | Date: 1 lipca 2016 22:19:13

  • GPU:
  • - Once again, tell the 3D renderer which framebuffers need to be flushed per frame so that we can avoid flushing unneeded framebuffers. This fixes a performance regression with many 3D games. (Regression from r5383.)

DesMuMe 0.10 Developer version[SVN 5480]

Author: rogerman | Date: 1 lipca 2016 20:32:10

  • GPU:
  • - Further optimize the SSE2 versions of ConvertColor555To6665Opaque() and ConvertColor555To8888Opaque().
→ [NDS] DesMuMe 0.9.11 SVN5469

DesMuMe 0.10 Developer version[SVN 5469]

Author: zeromus | Date: 24 czerwca 2016 20:29:00

  • fix vs2010 compiling. gpu.cpp compling is slow... :(

DesMuMe 0.10 Developer version[SVN 5468]

Author: rogerman | Date: 23 czerwca 2016 22:30:24

  • GPU:
  • - Avoid generating autovectorized SSE2 code for loops where a hand-coded SSE2 loop already exists. (MSVC and Clang only.)

DesMuMe 0.10 Developer version[SVN 5467]

Author: rogerman | Date: 23 czerwca 2016 03:37:07

  • Cocoa Port:
  • - Fix a performance issue where if the status bar is hidden while Vertical Sync is enabled, then status text updates will cause a severe slowdown due to conflicting vertical syncs. (Fixed by setting the ‘hidden’ flag of the statusText control to YES while the status bar is hidden.)

DesMuMe 0.10 Developer version[SVN 5466]

Author: rogerman | Date: 23 czerwca 2016 03:32:53

  • GPU:
  • - Reorder some functions to fix building on older compilers.

DesMuMe 0.10 Developer version[SVN 5465]

Author: rogerman | Date: 22 czerwca 2016 19:11:54

  • OpenGL Renderer:
  • - Revert a change in setting the fog render bit for translucent fragments. Fixes the appearance of the Air Robo GP in Solatorobo: Red the Hunter. (Regression from r5464.)

DesMuMe 0.10 Developer version[SVN 5464]

Author: rogerman | Date: 22 czerwca 2016 11:27:52

  • OpenGL Renderer:
  • - Fix a bug with depth writes, which also fixes bugs with fog and edge mark. (Fixes bug #1522.)

DesMuMe 0.10 Developer version[SVN 5463]

Author: rogerman | Date: 21 czerwca 2016 22:30:52

  • GPU:
  • - Reduce overall register contention in some color blending methods.

DesMuMe 0.10 Developer version[SVN 5462]

Author: rogerman | Date: 20 czerwca 2016 23:22:51

  • Cocoa Port:
  • - In the OpenGL blitter, only allow source filters (such as Deposterize) to run on native-sized framebuffers. This is being done since the visual impact on custom-sized framebuffers, even those at 2x size, is not enough to warrant the additional GPU load. This behavior is now consistent with the pixel scalers, which only run on native-sized framebuffers and not on custom-sized framebuffers.
  • - Fix a bug in the OpenGL blitter where the Deposterize filter wouldn’t run if the pixel scaler was set to None.

DesMuMe 0.10 Developer version[SVN 5461]

Author: rogerman | Date: 20 czerwca 2016 20:47:45

  • GPU:
  • - Add 555-to-6665 opaque color conversion.
  • - Add UNALIGNED switch to 555-to-8888, 555-to-6665, 8888-to-5551, and 6665-to-5551 color buffer conversion functions, allowing clients to inform these functions that the incoming buffer pointers may not be 16-byte aligned.
  • - Rendered lines from GPUEngineBase::_HandleDisplayModeOff(), GPUEngineA::_HandleDisplayModeVRAM(), and GPUEngineA::_HandleDisplayModeMainMemory() now output colors with the alpha bits filled in. This is working towards a time when clients that work directly in 16-bit and 32-bit colorspaces don’t have to fill in the alpha bits themselves.
  • - Unify more color conversion code.

DesMuMe 0.10 Developer version[SVN 5460]

Author: rogerman | Date: 19 czerwca 2016 00:20:07

  • GPU:
  • - In the SSE2 version of ConvertColor555To8888Opaque(), change the algorithm to use computation instead of memory lookups. Although memory lookups are faster on newer CPUs, computation is much faster on older CPUs, which have smaller caches and longer memory latencies. I believe this is the correct decision, since older CPUs are the ones that need as much performance as they can get.

DesMuMe 0.10 Developer version[SVN 5459]

Author: rogerman | Date: 18 czerwca 2016 03:44:15

  • Windows Port:
  • - Oops! Missed a small typo that still caused compiling on Windows to fail. (Related to r5458.)

DesMuMe 0.10 Developer version[SVN 5458]

Author: rogerman | Date: 18 czerwca 2016 03:38:51

  • Windows Port:
  • - Fix compiling on Windows due to new color conversion code. (Regression from r5455.)
  • GPU:
  • - The SSE2 version of ConvertColor555To8888Opaque() now uses memory lookups instead of calculating things through.

DesMuMe 0.10 Developer version[SVN 5457]

Author: rogerman | Date: 18 czerwca 2016 00:36:56

  • GPU:
  • - Add color 555 to 8888-opaque conversions.
  • - In the new color buffer conversion functions, change the FragmentColor data types to u32. (Related to r5455.)

DesMuMe 0.10 Developer version[SVN 5456]

Author: rogerman | Date: 17 czerwca 2016 23:33:43

  • Cocoa Port:
  • - Change gpuColorFormat property data type from UInt32 to NSUInteger.

DesMuMe 0.10 Developer version[SVN 5455]

Author: rogerman | Date: 17 czerwca 2016 06:22:51

  • GPU:
  • - Unify all colorspace conversion code.
  • - Fix bug with VRAM-to-VRAM capture.
  • OpenGL Renderer:
  • - Try and fix a possible bug with applying fog to transparent fragments.

DesMuMe 0.10 Developer version[SVN 5454]

Author: rogerman | Date: 10 czerwca 2016 23:11:51

  • Cocoa Port:
  • - Fix bug where the texture smoothing option was not getting saved to the user defaults file. (Related to r5451.)

DesMuMe 0.10 Developer version[SVN 5453]

Author: rogerman | Date: 10 czerwca 2016 22:48:03

  • OpenGL Renderer:
  • - Remove some code duplication in OpenGLRenderer::SetupTexture().

DesMuMe 0.10 Developer version[SVN 5452]

Author: rogerman | Date: 10 czerwca 2016 20:20:55

  • OpenGL Renderer:
  • - Fix building on platforms that aren’t OS X. (Regression from r5450. Fixes bug #1561.)

DesMuMe 0.10 Developer version[SVN 5451]

Author: rogerman | Date: 10 czerwca 2016 06:16:28

  • Cocoa Port:
  • - Add support for texture smoothing. (Related to r5450.)

DesMuMe 0.10 Developer version[SVN 5450]

Author: rogerman | Date: 10 czerwca 2016 05:57:32

  • OpenGL Renderer:
  • - Texture sampling now works with bilinear filtering, mipmapping, and anisotropic filtering! These texture smoothing features can be used by enabling the new CommonSettings.GFX3D_Renderer_TextureSmoothing flag.

DesMuMe 0.10 Developer version[SVN 5449]

Author: rogerman | Date: 9 czerwca 2016 20:47:54

  • Cocoa Port:
  • - Fix some possible issues with HUD text rendering.

DesMuMe 0.10 Developer version[SVN 5448]

Author: rogerman | Date: 9 czerwca 2016 20:46:55

  • Cocoa Port:
  • - Fix builds that were broken due to new libretro-common API additions. (Regression from r5438.)

DesMuMe 0.10 Developer version[SVN 5447]

Author: zeromus | Date: 2 czerwca 2016 20:17:22

  • change build system to support dev+ with gdb stub enabled. I think that's basically where it was at historically

DesMuMe 0.10 Developer version[SVN 5446]

Author: zeromus | Date: 2 czerwca 2016 20:15:22

  • more helpful --help for arm9gdb etc

DesMuMe 0.10 Developer version[SVN 5445]

Author: zeromus | Date: 25 maja 2016 07:09:44

  • fix bug entering cheats with values > 7FFFFFFF

DesMuMe 0.10 Developer version[SVN 5444]

Author: zeromus | Date: 23 maja 2016 19:11:33

  • support cheats to any address, not just main memory.

DesMuMe 0.10 Developer version[SVN 5443]

Author: zeromus | Date: 14 maja 2016 07:00:39

  • fix a bug making vs2015 builds unable to open roms on XP systems

DesMuMe 0.10 Developer version[SVN 5442]

Author: rogerman | Date: 13 maja 2016 08:26:38

  • Cocoa Port:
  • - Simplify some drawing code in the OpenGL blitter.

DesMuMe 0.10 Developer version[SVN 5441]

Author: zeromus | Date: 10 maja 2016 00:23:54

  • fix crashes in bilinear final filter + HD prescaling (buffer overflows in sloppy filter code, as usual)

DesMuMe 0.10 Developer version[SVN 5440]

Author: zeromus | Date: 24 kwietnia 2016 21:14:07

  • fix garbage polygon rendering (error in gfx3d matrix math overflows) in spectrobes: beyond the portals

DesMuMe 0.10 Developer version[SVN 5439]

Author: zeromus | Date: 24 kwietnia 2016 21:13:07

  • fix newish crash on windows when shutting down with --num-cores 1

DesMuMe 0.10 Developer version[SVN 5438]

Author: zeromus | Date: 22 kwietnia 2016 03:38:45

  • VFAT: use retro_dir and retro_stat instead of additional fs- layer

DesMuMe 0.10 Developer version[SVN 5437]

Author: zeromus | Date: 22 kwietnia 2016 03:38:26

  • retro_dirent and retro_stat tidy and bugfixes: windows retro_dir would have missed the first entry; retro_stat wasn't extern "C"'d; retro_dirent_is_dir didn't need a path argument (path can always be gotten from RDIR in a trivial operation)

DesMuMe 0.10 Developer version[SVN 5436]

Author: zeromus | Date: 22 kwietnia 2016 03:35:13

  • fix vcxproj 2010/2015 selection better

DesMuMe 0.10 Developer version[SVN 5435]

Author: zeromus | Date: 22 kwietnia 2016 03:29:42

  • add .editorconfigs

DesMuMe 0.10 Developer version[SVN 5434]

Author: zeromus | Date: 22 kwietnia 2016 02:34:34

  • update libretro-common

DesMuMe 0.10 Developer version[SVN 5433]

Author: rogerman | Date: 16 kwietnia 2016 22:36:20

  • GPU:
  • - Begin rework for supporting RGB666 and RGB888 color formats. (This rework is still incomplete.)

DesMuMe 0.10 Developer version[SVN 5432]

Author: rogerman | Date: 9 kwietnia 2016 09:47:53

  • Render3D:
  • - 3D renderers can now be requested to output their framebuffers in RGBA6665 (SoftRasterizer and OpenGL) or RGBA8888 (OpenGL only) color formats.

DesMuMe 0.10 Developer version[SVN 5431]

Author: rogerman | Date: 5 kwietnia 2016 19:41:17

  • Cocoa Port:
  • - Add property methods for setting the GPU color format.

DesMuMe 0.10 Developer version[SVN 5430]

Author: jsteffens | Date: 4 kwietnia 2016 01:16:56

  • Some build fixes for Linux (but still doesn't build)

DesMuMe 0.10 Developer version[SVN 5429]

Author: rogerman | Date: 3 kwietnia 2016 08:26:02

  • GPU:
  • - Fix the random battle transition in Final Fantasy III. (Regression from r5344. Fixes bug #1548.)

DesMuMe 0.10 Developer version[SVN 5428]

Author: zeromus | Date: 31 marca 2016 01:50:54

  • fix crash in gbagame slot2 addon when gba rom doesn't exist

DesMuMe 0.10 Developer version[SVN 5427]

Author: zeromus | Date: 30 marca 2016 00:52:44

  • winport: add options for killing stylus off-screen

DesMuMe 0.10 Developer version[SVN 5426]

Author: zeromus | Date: 29 marca 2016 09:12:26

  • zero out capture buffer in case advanced spu logic is disabled (prevents noise in savestates taken with a different advanced spu logic setting)

DesMuMe 0.10 Developer version[SVN 5425]

Author: zeromus | Date: 29 marca 2016 09:11:33

  • winport: add note to sound config gui that advanced spu logic is a sync setting

DesMuMe 0.10 Developer version[SVN 5424]

Author: zeromus | Date: 29 marca 2016 08:52:39

  • fix vcxproj in 2010 (ctrl+f7 building and resource editing)

DesMuMe 0.10 Developer version[SVN 5423]

Author: zeromus | Date: 29 marca 2016 08:10:12

  • update libretro-common

DesMuMe 0.10 Developer version[SVN 5422]

Author: zeromus | Date: 22 marca 2016 16:59:55

  • winport: don't spew /arch:SSE2 warnings compiling x64 on vs2015

DesMuMe 0.10 Developer version[SVN 5421]

Author: zeromus | Date: 22 marca 2016 16:53:13

  • forgot to commit two files

DesMuMe 0.10 Developer version[SVN 5420]

Author: zeromus | Date: 22 marca 2016 07:27:58

  • winport: remove userconfig, replace with msbuild-based system. easily support newer SSE versions while we're at it

DesMuMe 0.10 Developer version[SVN 5419]

Author: rogerman | Date: 21 marca 2016 22:29:57

  • Cocoa Port:
  • - Fix builds that were broken due to new libretro-common API additions. (Regression from r5398.)

DesMuMe 0.10 Developer version[SVN 5418]

Author: zeromus | Date: 21 marca 2016 09:45:49

  • fix errors and tidiness in commandline help

DesMuMe 0.10 Developer version[SVN 5417]

Author: zeromus | Date: 21 marca 2016 09:30:51

  • fix bin output filename

DesMuMe 0.10 Developer version[SVN 5416]

Author: zeromus | Date: 21 marca 2016 09:30:19

  • fix commandline processing (none of the no-args were working)

DesMuMe 0.10 Developer version[SVN 5415]

Author: zeromus | Date: 21 marca 2016 03:21:31

  • yes, still wrestling with EOLs

DesMuMe 0.10 Developer version[SVN 5414]

Author: zeromus | Date: 21 marca 2016 03:20:56

  • i dont like .gitattributes

DesMuMe 0.10 Developer version[SVN 5413]

Author: zeromus | Date: 21 marca 2016 03:19:30

  • fix vcxproj for libretro-common update

DesMuMe 0.10 Developer version[SVN 5412]

Author: zeromus | Date: 21 marca 2016 03:15:01

  • remove a bunch of eol-style properties... again.. bear with me.

DesMuMe 0.10 Developer version[SVN 5411]

Author: zeromus | Date: 21 marca 2016 03:12:11

  • update libretro-common. lots of noisy EOL changes because originally I screwed up and changed them.

DesMuMe 0.10 Developer version[SVN 5410]

Author: zeromus | Date: 21 marca 2016 03:02:11

  • remove a bunch of eol-style properties

DesMuMe 0.10 Developer version[SVN 5409]

Author: zeromus | Date: 21 marca 2016 02:33:13

  • rebuild vcxproj and sln to use a handcrafted props file and share a vcxproj. launch in 2010 through batchfile; launch in 2015 through sln

DesMuMe 0.10 Developer version[SVN 5408]

Author: zeromus | Date: 21 marca 2016 02:33:13

  • vs2015 fixes

DesMuMe 0.10 Developer version[SVN 5407]

Author: zeromus | Date: 21 marca 2016 02:33:13

  • fix bug in rthreads resource creation on win32 (spurious failures)

DesMuMe 0.10 Developer version[SVN 5406]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • fix glib deps in main.cpp

DesMuMe 0.10 Developer version[SVN 5405]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • add sthread_isself

DesMuMe 0.10 Developer version[SVN 5404]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • remove glib

DesMuMe 0.10 Developer version[SVN 5403]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • use getopt for commandline, to remove glib dependency

DesMuMe 0.10 Developer version[SVN 5402]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • define no_argument and friends if needed in compat/getopt

DesMuMe 0.10 Developer version[SVN 5401]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • fix C++ comments
  • vc2010 build fixes for new libretro-common

DesMuMe 0.10 Developer version[SVN 5400]

Author: zeromus | Date: 21 marca 2016 02:33:12

  • vc2010 workarounds for libretro-common

DesMuMe 0.10 Developer version[SVN 5399]

Author: zeromus | Date: 21 marca 2016 02:27:43

  • merge latest libretro-common

DesMuMe 0.10 Developer version[SVN 5398]

Author: zeromus | Date: 19 marca 2016 11:21:30

  • 1st pass using libretro-common

DesMuMe 0.10 Developer version[SVN 5396]

Author: rogerman | Date: 19 marca 2016 03:58:09

  • GPU:
  • - Fix crash that can occur when changing the framebuffer size. (Regression from r5395.)

DesMuMe 0.10 Developer version[SVN 5395]

Author: rogerman | Date: 19 marca 2016 03:22:03

  • GPU:
  • - The framebuffer pointers in NDSDisplayInfo are no longer assumed to be 16-bits per pixel in size. This is being done now in preparation for higher color depth processing. (This feature is not yet implemented.)
  • - Instead, clients should be reading NDSDisplayInfo.colorFormat to determine the color format of the framebuffers. NDSDisplayInfo.pixelBytes is a convenience field that reports the number of bytes per pixel (either 2 or 4 bytes).
  • - By default, the framebuffers will continue to be in 16-bit BGR555_Rev format for backwards compatibility.

DesMuMe 0.10 Developer version[SVN 5394]

Author: rogerman | Date: 18 marca 2016 22:25:46

  • GFX3D:
  • - If GPU engine A is disabled, then continue respecting the 3D rendering order when blanking out the 3D framebuffer.

DesMuMe 0.10 Developer version[SVN 5393]

Author: zeromus | Date: 18 marca 2016 10:15:56

  • cleanup vc2010 vcxproj

DesMuMe 0.10 Developer version[SVN 5392]

Author: rogerman | Date: 18 marca 2016 08:56:08

  • crc.h:
  • - Fix building for non-MSVC compilers. (Regression from r5391.)

DesMuMe 0.10 Developer version[SVN 5391]

Author: zeromus | Date: 18 marca 2016 01:36:55

  • (winport) fix: #1543 fex identifying ROMs as compressed archives, causing crash (added a method to attempt to ID any kind of NDS rom before even passing it to FEX)

DesMuMe 0.10 Developer version[SVN 5390]

Author: zeromus | Date: 16 marca 2016 07:47:46

  • vs2010 - add fastbuild configuration, hookup texture upscaling options

DesMuMe 0.10 Developer version[SVN 5389]

Author: zeromus | Date: 15 marca 2016 06:48:44

  • fix loading DQ5

DesMuMe 0.10 Developer version[SVN 5388]

Author: rogerman | Date: 12 marca 2016 19:45:37

  • OpenGL Renderer:
  • - Fix compiling for Linux/GCC. (Regressions from r5359 and r5372. Addresses bug #1541.)

DesMuMe 0.10 Developer version[SVN 5387]

Author: rogerman | Date: 10 marca 2016 20:46:37

  • GPU:
  • - The DidFrameBegin callback now reports whether frameskip was requested or not.

DesMuMe 0.10 Developer version[SVN 5386]

Author: rogerman | Date: 9 marca 2016 07:16:45

  • GPU:
  • - Fix compiling on non-SSE2 systems. (Regressions from r5370, r5371).

DesMuMe 0.10 Developer version[SVN 5385]

Author: rogerman | Date: 9 marca 2016 07:04:20

  • Cocoa Port:
  • - Add support for automatic texture upscaling and deposterization. (Related to r5384.)

DesMuMe 0.10 Developer version[SVN 5384]

Author: rogerman | Date: 9 marca 2016 06:25:18

  • OpenGL Renderer:
  • - Textures can now be automatically upscaled using the xBRZ filter. Textures can be upscaled to 2x or 4x.
  • - Textures can now be smoothed using a deposterization filter. This can be helpful in smoothing some of the hard color banding that sometimes occurs with xBRZ.

DesMuMe 0.10 Developer version[SVN 5383]

Author: rogerman | Date: 8 marca 2016 02:57:08

  • GPU:
  • - Only flush the 3D rendering buffers and update the rendering properties if the frame is not skipped.
  • - Be more accurate when using callbacks for DidRender3DBegin and DidRender3DEnd.
  • - Make the 3D rendering stage more multithreading friendly.

DesMuMe 0.10 Developer version[SVN 5382]

Author: rogerman | Date: 6 marca 2016 02:52:28

  • Cocoa Port:
  • - Fix occasional crash that can occur when switching 3D rendering engines. (Regression from r5288.)

DesMuMe 0.10 Developer version[SVN 5381]

Author: rogerman | Date: 5 marca 2016 04:33:16

  • Cocoa Port:
  • - Fix freezing bug that can occur when switching the 3D rendering engine while the emulation is paused. (Regression from r5288.)

DesMuMe 0.10 Developer version[SVN 5380]

Author: rogerman | Date: 5 marca 2016 03:13:12

  • Cocoa Port:
  • - Oops! Forgot to add the 6xBRZ menu item to the View > Video Pixel Scaler menu.. (Related to r5379.)

DesMuMe 0.10 Developer version[SVN 5379]

Author: rogerman | Date: 5 marca 2016 02:45:54

  • Cocoa Port:
  • - Expose 6xBRZ pixel scaler in the UI. (Related to r5377.)
  • - Fix a tiny blending bug in the 5xBRZ fragment shader.

DesMuMe 0.10 Developer version[SVN 5378]

Author: zeromus | Date: 4 marca 2016 21:02:39

  • fix xbrz on msvc 2010

DesMuMe 0.10 Developer version[SVN 5377]

Author: rogerman | Date: 4 marca 2016 20:32:06

  • Video Filter:
  • - Upgrade xBRZ to v1.4.
  • - Add 6xBRZ pixel scaler.

DesMuMe 0.10 Developer version[SVN 5376]

Author: rogerman | Date: 3 marca 2016 20:57:36

  • GPU:
  • - Remove now obsolete template parameter from GPUEngineA::_RenderLine_DisplayCapture().

DesMuMe 0.10 Developer version[SVN 5375]

Author: zeromus | Date: 3 marca 2016 16:18:39

  • winport: fix directdraw display method screen rotation

DesMuMe 0.10 Developer version[SVN 5374]

Author: rogerman | Date: 3 marca 2016 02:27:23

  • GPU:
  • - Fix bug where the background would blink in The Wizard of Oz: Beyond the Yellow Brick Road when frameskip is enabled. (Regression from r5368).

DesMuMe 0.10 Developer version[SVN 5373]

Author: rogerman | Date: 2 marca 2016 22:01:00

  • MMU:
  • - HACK: Drop the acknowledgment bits when writing the DISP3DCNT register. Fixes the title screen in “Planet Rescue: Animal Emergency”. (Regression from r5259. Fixes bug #1538.)

DesMuMe 0.10 Developer version[SVN 5372]

Author: rogerman | Date: 2 marca 2016 06:30:40

  • OpenGL Renderer:
  • - Fix some rendering issues with shadow polygons. As a byproduct, this also fixes the drawing of certain missing polygons.

DesMuMe 0.10 Developer version[SVN 5371]

Author: rogerman | Date: 1 marca 2016 02:39:38

  • GPU:
  • - Custom rendering is now determined on a per-scanline basis rather than on a per-framebuffer basis. This greatly improves rendering accuracy and fixes any remaining graphical glitches associated with rendering at custom sizes.

DesMuMe 0.10 Developer version[SVN 5370]

Author: rogerman | Date: 27 lutego 2016 19:17:35

  • GPU:
  • - Fix crashing bug that can occur if BMPAddress maps exactly to the head of the custom VRAM blank region, such as in Hotel Dusk: Room 215. (Regression from r5366.)
  • - Do some code cleanup.

DesMuMe 0.10 Developer version[SVN 5369]

Author: rogerman | Date: 24 lutego 2016 22:09:47

  • GPU:
  • - Fix crashing bug that can occur if BMPAddress maps into the custom VRAM blank region. (Regression from r5366.)
  • - Fix bug where a 128-width display capture would actually perform a 256-width capture in custom VRAM. (Regression from r5243.)
  • - Fix bug where if the display mode is Off or MainMemory, then the destination buffer may not always be the native buffer.
  • - Remove VRAM display mode’s dependence on the isCustomRenderingNeeded flag.

DesMuMe 0.10 Developer version[SVN 5368]

Author: rogerman | Date: 24 lutego 2016 08:33:42

  • GPU:
  • - Fix possible memory corruption with display capture, at the cost of some performance. (Regression from r5243.)
  • - Add a couple more rules for determining if the 3D framebuffer will be read directly for display capture.
  • - Keep track of render states that are updated while rendering, even when the frame isn’t rendered.

DesMuMe 0.10 Developer version[SVN 5367]

Author: rogerman | Date: 23 lutego 2016 20:31:50

  • GPU:
  • - Fix possible crash that can occur when switching off the 3D renderer after changing the framebuffer size.

DesMuMe 0.10 Developer version[SVN 5366]

Author: rogerman | Date: 23 lutego 2016 08:26:44

  • GPU:
  • - Use the proper address when reading custom VRAM during a BG layer affine extended direct render. Fixes the pencil drawing background in the title screen of Super Mario 64 DS when rendering at a custom resolution.

DesMuMe 0.10 Developer version[SVN 5365]

Author: rogerman | Date: 23 lutego 2016 04:52:27

  • GPU:
  • - Improve the heuristics in determining when custom-sized rendering and custom-sized output is needed.

DesMuMe 0.10 Developer version[SVN 5364]

Author: rogerman | Date: 18 lutego 2016 23:55:19

  • SoftRasterizer:
  • - Revert the z-depth calculation in r5191, since this fails to draw units properly in Advance Wars: Days of Ruin when running on big-endian systems.

DesMuMe 0.10 Developer version[SVN 5363]

Author: rogerman | Date: 18 lutego 2016 21:38:48

  • Render3D:
  • - In the OpenGL renderer, fix framebuffer color conversions on big-endian systems.
  • - In SoftRasterizer, fix toon table coloring on big-endian systems.

DesMuMe 0.10 Developer version[SVN 5362]

Author: rogerman | Date: 18 lutego 2016 08:35:07

  • Cocoa Port:
  • - Silence a bunch of console warnings.

DesMuMe 0.10 Developer version[SVN 5361]

Author: rogerman | Date: 18 lutego 2016 05:34:15

  • Cocoa Port:
  • - Fix display window restoration on startup if building the app with an OS X SDK earlier than v10.7. (Regression from r5349.)

DesMuMe 0.10 Developer version[SVN 5360]

Author: rogerman | Date: 18 lutego 2016 03:13:47

  • OpenGL Renderer:
  • - Fix bug where if converting the framebuffer on GPU is not supported, but PBO is still supported, then the resulting framebuffer would be flipped with incorrect colors. (Regression from r5359.)
  • - Read back the pixels in RGBA format instead of BGRA on OpenGL 3.2 devices, since such devices should natively support that type of pixel transfer.

DesMuMe 0.10 Developer version[SVN 5359]

Author: rogerman | Date: 17 lutego 2016 11:33:44

  • OpenGL Renderer:
  • - Perform the RGBA6665 color space conversion of the 3D framebuffer on the GPU before pixel read back, and then read that 3D framebuffer directly.

DesMuMe 0.10 Developer version[SVN 5358]

Author: zeromus | Date: 15 lutego 2016 20:13:10

  • commit patch #170 "load gzip/zip compressed files"

DesMuMe 0.10 Developer version[SVN 5357]

Author: rogerman | Date: 15 lutego 2016 07:44:28

  • Cocoa Port:
  • - In the OpenGL blitter, eliminate the need for fences. Just test the finishing of texture objects directly.

DesMuMe 0.10 Developer version[SVN 5356]

Author: rogerman | Date: 15 lutego 2016 06:25:45

  • Render3D:
  • - By default, do not create a separate RGBA6665 buffer for rendering. Instead, directly render to GPUEngineA’s RGBA6665 buffer.
  • - SoftRasterizer no longer needs to flush the RGBA6665 buffer now that it is rendered to directly.
  • - Fix the OpenGL renderer’s RGBA5551 buffer flushing on big-endian systems.

DesMuMe 0.10 Developer version[SVN 5355]

Author: rogerman | Date: 14 lutego 2016 08:44:01

  • Cocoa Port:
  • - Fix bug where the HUD wouldn’t report the correct FPS if more than one display window is in use.

DesMuMe 0.10 Developer version[SVN 5354]

Author: rogerman | Date: 14 lutego 2016 06:26:55

  • Cocoa Port:
  • - Change the HUD font from Source Sans Pro Semibold to Source Sans Pro Bold.
  • - HUD text rendering is now more crisp and handles scaling better.
  • - HUD objects are now clamped to a minimum size.

DesMuMe 0.10 Developer version[SVN 5353]

Author: rogerman | Date: 13 lutego 2016 01:42:49

  • Cocoa Port:
  • - HUD objects now scale with the display window instead of remaining at a fixed size. Scaling is linear up to 2x, and then logarithmic up to 3x.
  • - HUD text now looks sharper on Retina displays.

DesMuMe 0.10 Developer version[SVN 5352]

Author: rogerman | Date: 12 lutego 2016 09:50:35

  • Cocoa Port:
  • - Fix bug where restoring full screen windows on startup would fail. (Regression from r5349.)
  • - Fix bug where the dock would fail to reappear when the last window exited full screen mode. (Regression from r5349.)

DesMuMe 0.10 Developer version[SVN 5351]

Author: rogerman | Date: 12 lutego 2016 07:51:34

  • Cocoa Port:
  • - Add the following toolbar items: Frame Advance, Enable/Disable HUD, Toggle Displays

DesMuMe 0.10 Developer version[SVN 5350]

Author: rogerman | Date: 12 lutego 2016 07:13:34

  • GPU:
  • - Fix compiling for non-SSE2 builds.

DesMuMe 0.10 Developer version[SVN 5349]

Author: rogerman | Date: 12 lutego 2016 02:22:12

  • Cocoa Port:
  • - Fix full screen behavior when running on OS X Mavericks or later.

DesMuMe 0.10 Developer version[SVN 5348]

Author: rogerman | Date: 10 lutego 2016 09:29:06

  • Cocoa Port:
  • - Fix HUD layer scaling on Retina displays.
  • - Have the HUD layer dynamically change the size of the text box as necessary.

DesMuMe 0.10 Developer version[SVN 5347]

Author: rogerman | Date: 10 lutego 2016 03:10:16

  • Cocoa Port:
  • - The OpenGL blitter now respects if client storage is disabled.
  • - The HUD layer now scales properly on Retina displays.

DesMuMe 0.10 Developer version[SVN 5346]

Author: rogerman | Date: 10 lutego 2016 00:16:18

  • Wi-Fi:
  • - Disable logging when EXPERIMENTAL_WIFI_COMM is disabled.
  • - Now that Nintendo has discontinued their WFC service, we will no longer block users from trying to connect to it.

DesMuMe 0.10 Developer version[SVN 5345]

Author: rogerman | Date: 9 lutego 2016 00:53:05

  • Cocoa Port:
  • - Optimize VBO uploading of the HUD layer.

DesMuMe 0.10 Developer version[SVN 5344]

Author: rogerman | Date: 8 lutego 2016 22:20:13

  • Render3D:
  • - Provide a means of specifying which specific framebuffers need to be flushed for each frame.

DesMuMe 0.10 Developer version[SVN 5343]

Author: rogerman | Date: 7 lutego 2016 08:12:16

  • GPU:
  • - Fix bug where a swapped screen state was not being properly reset. (Regression from r5340.)

DesMuMe 0.10 Developer version[SVN 5342]

Author: rogerman | Date: 7 lutego 2016 03:30:57

  • OpenGL Renderer:
  • - If PBOs are supported, avoid doing an extra framebuffer copy and read the PBO directly.

DesMuMe 0.10 Developer version[SVN 5341]

Author: rogerman | Date: 7 lutego 2016 02:34:52

  • Cocoa Port:
  • - In the OpenGL blitter, use DMA texture uploads for all possible video source cases. Doing this removes a longstanding MAJOR performance bottleneck.
  • - Native-sized video sees up to a 15% performance improvement, while higher-resolution video can see up to a 100% performance improvement!!!!!

DesMuMe 0.10 Developer version[SVN 5340]

Author: rogerman | Date: 7 lutego 2016 02:15:55

  • GPU:
  • - Allow clients to specify their own framebuffer storage when calling GPUSubsystem::SetCustomFramebufferSize().

DesMuMe 0.10 Developer version[SVN 5339]

Author: rogerman | Date: 3 lutego 2016 05:41:54

  • GPU:
  • - Apply SSE2 optimizations to all of the BG layer modes. (Related to r5332.)
  • - Do some code refactoring and cleanup.

DesMuMe 0.10 Developer version[SVN 5338]

Author: rogerman | Date: 1 lutego 2016 23:28:38

  • Render3D:
  • - Revert r5331, since it results in incorrect alpha testing. Add additional notes to remind myself why I wrote the code that way in the first place.

DesMuMe 0.10 Developer version[SVN 5337]

Author: rogerman | Date: 31 stycznia 2016 23:09:23

  • GPU:
  • - Optimize the loading of destination blending masks if SSSE3 is available.

DesMuMe 0.10 Developer version[SVN 5336]

Author: rogerman | Date: 31 stycznia 2016 23:06:40

  • Cocoa Port:
  • - Return to using Snow Leopard style Audio Components. Requires building with Xcode v7.2 or later, since Xcode v7.0 and v7.1 have bugs that will cause AudioUnits to crash. (Related to r5280.)

DesMuMe 0.10 Developer version[SVN 5335]

Author: rogerman | Date: 31 stycznia 2016 07:00:03

  • GPU:
  • - Remove the other reference to the DISPCNT.BG0_Enable flag for determining when 3D rendering is enabled. Fixes minimap rendering at custom resolutions in Advance Wars: Dual Strike during some conversations. (Related to r5334.)

DesMuMe 0.10 Developer version[SVN 5334]

Author: rogerman | Date: 31 stycznia 2016 04:37:40

  • GPU:
  • - Fix bug where 3D layers still needed to be rendered even when the DISPCNT.BG0_Enable flag is disabled. Fixes minimap rendering in Advance Wars: Dual Strike during some conversations. (Regression from r5255.)

DesMuMe 0.10 Developer version[SVN 5333]

Author: rogerman | Date: 30 stycznia 2016 12:17:17

  • GPU:
  • - Fix Windows compiling. (Regression from r5332.)

DesMuMe 0.10 Developer version[SVN 5332]

Author: rogerman | Date: 30 stycznia 2016 04:07:11

  • GPU:
  • - Begin the process of applying SSE2 optimizations to BG layer compositing.
  • - In this revision, only Text mode layers use the new SSE2 optimizations. Other BG layer modes have yet to be implemented.

DesMuMe 0.10 Developer version[SVN 5331]

Author: rogerman | Date: 21 stycznia 2016 03:47:56

  • Render3D:
  • - Further optimize SSE2 versions of FlushFramebuffer().

DesMuMe 0.10 Developer version[SVN 5330]

Author: rogerman | Date: 18 stycznia 2016 20:21:06

  • GPU:
  • - When compositing the BG layers, provide a hint for when blending is disabled.

DesMuMe 0.10 Developer version[SVN 5329]

Author: rogerman | Date: 10 stycznia 2016 00:12:41

  • GPU:
  • - Replace _mm_set1_epi64x() with _mm_set1_epi32() where appropriate.
  • - Complete GPUEngineBase::_RenderPixel_SSE2() method.
  • - Fix potential bug with window checks in GPUEngineBase::_RenderPixel3D_SSE2().
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version[SVN 5328]

Author: rogerman | Date: 5 stycznia 2016 23:06:55

  • GPU:
  • - Avoid doing scalar lookups in the SSE2 portion of GPUEngineBase::ApplyMasterBrightness().

DesMuMe 0.10 Developer version[SVN 5327]

Author: rogerman | Date: 5 stycznia 2016 05:12:36

  • GPU:
  • - Do SSE2 optimization when compositing the 3D layer.
  • - Add SSE2 optimized version of GPUEngineBase::_RenderPixel() for future use (currently inactive).

DesMuMe 0.10 Developer version[SVN 5326]

Author: rogerman | Date: 5 stycznia 2016 00:12:40

  • Linux Port:
  • - Fix compiling for GTK and Glade ports.

DesMuMe 0.10 Developer version[SVN 5325]

Author: rogerman | Date: 4 stycznia 2016 22:54:00

  • GPU:
  • - Do some code cleanup.

DesMuMe 0.10 Developer version[SVN 5324]

Author: zeromus | Date: 11 grudnia 2015 02:22:00

  • winport - fix crash on startup with clean ini file

DesMuMe 0.10 Developer version[SVN 5323]

Author: zeromus | Date: 9 grudnia 2015 07:25:11

  • fix DD display method bombing when using high prescale and magnification filter levels

DesMuMe 0.10 Developer version[SVN 5322]

Author: rogerman | Date: 15 listopada 2015 07:08:32

  • Cocoa Port:
  • - Fix crash when loading invalid ROM header data.

DesMuMe 0.10 Developer version[SVN 5321]

Author: rogerman | Date: 9 listopada 2015 04:46:14

  • Render3D:
  • - Explicitly make the Render3D class allocate itself with a cache-aligned base pointer. Fixes SSE2-related alignment crashes with OS/compiler combinations that don’t 16-byte align the base pointer for you.

DesMuMe 0.10 Developer version[SVN 5320]

Author: zeromus | Date: 8 listopada 2015 09:09:54

  • clarify how a jit function table is declared, which has implications on whether a giant 256MB static buffer is allocated, which is causing problems when desmume is loaded as a DLL in 32bit systems. shouldnt affect the main windows or cocoa ports, but will cause other ports to take a different (safer and speed indeterminate) codepath. Build scripts must now make a choice to opt into the riskier behaviour.

DesMuMe 0.10 Developer version[SVN 5319]

Author: zeromus | Date: 6 listopada 2015 02:57:46

  • win32 - fix crash in some display methods when emulator boots up

DesMuMe 0.10 Developer version[SVN 5318]

Author: zeromus | Date: 1 listopada 2015 15:29:42

  • winport - fix bug in AR during fullscreen, and fix long-standing bug with white rectangle in bottom right of DD display method when letterbox area is shown

DesMuMe 0.10 Developer version[SVN 5317]

Author: rogerman | Date: 29 października 2015 07:40:54

  • Cocoa Port:
  • - When clicking one of the Save Settings as Default buttons in one of the settings panels, force the user defaults file to synchronize immediately. This fixes updating the user defaults file on OS X v10.11 El Capitan.
  • - Fix bug where video settings wouldn’t update immediately while the emulation is paused. (Regression from r5310).
  • - Fix bug where if a ROM is unloaded, the previous video frame would remain instead of blacking out as intended. (Regression from r5310).

DesMuMe 0.10 Developer version[SVN 5316]

Author: rogerman | Date: 28 października 2015 06:29:17

  • Cocoa Port:
  • - Add support for displaying the CPU load average in the HUD.

DesMuMe 0.10 Developer version[SVN 5315]

Author: rogerman | Date: 25 października 2015 03:11:09

  • Cocoa Port:
  • - Fix bug where using Frame Jump or executing the emulation faster than 1.00x would cause the execution speed to be limited by Vertical Sync.
  • - Do some code cleanup on CocoaDSOutput.
  • - Expand the text box further when the RTC is shown.

DesMuMe 0.10 Developer version[SVN 5314]

Author: rogerman | Date: 21 października 2015 08:09:52

  • Windows Port:
  • - Fix crashing bug with the OAM Viewer tool.
  • - Improve the sprite drawing performance of the OAM Viewer tool.

DesMuMe 0.10 Developer version[SVN 5313]

Author: zeromus | Date: 21 października 2015 06:34:30

  • fix error in arm7 memorymap mask for IO regs (permitted errant register accesses from clobbering outside the regs buffer)

DesMuMe 0.10 Developer version[SVN 5312]

Author: rogerman | Date: 20 października 2015 09:01:07

  • Cocoa Port (OpenEmu Plug-in):
  • - Fix crashing bug when initializing the plug-in.
  • - Update to the latest version of the OpenEmu SDK.

DesMuMe 0.10 Developer version[SVN 5311]

Author: rogerman | Date: 16 października 2015 23:26:52

  • Cocoa Port:
  • - Add support for displaying the Real-Time Clock in the HUD.

DesMuMe 0.10 Developer version[SVN 5310]

Author: rogerman | Date: 16 października 2015 09:28:42

  • Cocoa Port:
  • - New feature: Add OpenGL-based Heads-Up Display.

DesMuMe 0.10 Developer version[SVN 5309]

Author: rogerman | Date: 14 października 2015 20:08:36

  • Cocoa Port:
  • - Fix compiling by removing some future code that accidentally snuck into r5306.

DesMuMe 0.10 Developer version[SVN 5308]

Author: zeromus | Date: 14 października 2015 09:52:07

  • fix vc2015 build flag on x64 dev+

DesMuMe 0.10 Developer version[SVN 5307]

Author: rogerman | Date: 13 października 2015 21:43:40

  • Cocoa Port:
  • - Fix bug where using one of the View > Display Size menu options would fail to work if the window’s resize grip was used previously.

DesMuMe 0.10 Developer version[SVN 5306]

Author: rogerman | Date: 12 października 2015 22:06:33

  • Cocoa Port:
  • - Fix some compiler warnings.
  • - Delete some legacy strings which are no longer used.

DesMuMe 0.10 Developer version[SVN 5305]

Author: rogerman | Date: 11 października 2015 00:56:28

  • GPU:
  • - Fix display capture copy mode colors on big-endian systems.

DesMuMe 0.10 Developer version[SVN 5304]

Author: rogerman | Date: 10 października 2015 22:16:46

  • Cocoa Port:
  • - Fix some compatibility issues with OS X v10.5 Leopard.

DesMuMe 0.10 Developer version[SVN 5303]

Author: rogerman | Date: 10 października 2015 21:53:29

  • GPU:
  • - Fix bug with horizontal offsets. (Regression from r5295.)
  • - Fix display capture blend mode colors on big-endian systems.

DesMuMe 0.10 Developer version[SVN 5302]

Author: zeromus | Date: 10 października 2015 11:55:06

  • split processing of internal cheats from AR cheats, and process AR cheats more correctly when an ARM7 IRQ happens

DesMuMe 0.10 Developer version[SVN 5301]

Author: rogerman | Date: 10 października 2015 04:19:51

  • MMU:
  • - Fix writing to the sub engine’s MASTER_BRIGHT register. Fixes the touch screen display output for “Pirates of the Caribbean: At World’s End”. (Regression from r5261.)

DesMuMe 0.10 Developer version[SVN 5300]

Author: rogerman | Date: 9 października 2015 23:00:01

  • GPU:
  • - Loosen the restriction on what constitutes “set mosaic values”, just to be safe. (Related to r5299.)

DesMuMe 0.10 Developer version[SVN 5299]

Author: rogerman | Date: 9 października 2015 22:45:49

  • GPU:
  • - Also skip mosaic rendering if the mosaic values themselves aren’t set.

DesMuMe 0.10 Developer version[SVN 5298]

Author: zeromus | Date: 9 października 2015 12:01:16

  • move AR cheats to arm7 bus

DesMuMe 0.10 Developer version[SVN 5297]

Author: rogerman | Date: 8 października 2015 03:15:12

  • GPU:
  • - Use restrict pointers where appropriate.

DesMuMe 0.10 Developer version[SVN 5296]

Author: rogerman | Date: 6 października 2015 19:13:24

  • GPU:
  • - Account for the fact that extended palette mappings can change independently of the BGnCNT register. Fixes the BG3 layer in Phoenix Wright: Ace Attorney. (Regression from r5286.)

DesMuMe 0.10 Developer version[SVN 5295]

Author: rogerman | Date: 6 października 2015 03:14:44

  • GPU:
  • - Fix a bunch of graphical corruption regressions on big-endian systems.
  • - Also fix rotation/scale sprite colors and the 3D clear color on big-endian systems.

DesMuMe 0.10 Developer version[SVN 5294]

Author: zeromus | Date: 4 października 2015 20:12:14

  • winport - fix bugs in fullscreen viewport sizing

DesMuMe 0.10 Developer version[SVN 5293]

Author: rogerman | Date: 3 października 2015 19:59:20

  • GPU:
  • - Fix compiling issue with non-SSE2 builds.

DesMuMe 0.10 Developer version[SVN 5292]

Author: zeromus | Date: 1 października 2015 01:30:44

  • winport - dump avis with selected prescaleHD

DesMuMe 0.10 Developer version[SVN 5291]

Author: zeromus | Date: 28 września 2015 10:34:21

  • winport - fix a bunch of sloppy broken stuff related to runtime changing of prescale and filtering

DesMuMe 0.10 Developer version[SVN 5290]

Author: zeromus | Date: 28 września 2015 00:15:25

  • fix crashing of some magnification filters by allocation way too much memory. why wasn't this done long ago?

DesMuMe 0.10 Developer version[SVN 5289]

Author: rogerman | Date: 24 września 2015 23:45:53

  • Cocoa Port:
  • - In the Support Request Form and Bug Report Form, update the reported configuration to reflect the current 3D rendering features.
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version[SVN 5288]

Author: rogerman | Date: 24 września 2015 07:05:06

  • GPU:
  • - Auto-resolving the native framebuffer is now only performed if the frame isn’t skipped.
  • - Add some callback routines for the beginning and ending of rendering a frame, and for the beginning and ending of rendering the 3D layer.

DesMuMe 0.10 Developer version[SVN 5287]

Author: rogerman | Date: 23 września 2015 23:22:25

  • GPU:
  • - Autoresolving the native framebuffer is now performed at the end of line 191 instead of at the end of V-Blank.
  • - Do misc. code cleanup.

DesMuMe 0.10 Developer version[SVN 5286]

Author: rogerman | Date: 23 września 2015 00:45:20

  • GPU:
  • - Better organize BG layer states.
  • - Do a bunch of other code cleanup.

DesMuMe 0.10 Developer version[SVN 5285]

Author: rogerman | Date: 22 września 2015 03:00:37

  • GPU:
  • - Begin unifying pixel rendering. Rendering the BG and OBJ layers now use the same method.
  • - Pass the destination buffer pointer and line index by means of function parameters, instead of using object variables.
  • - Rendering a BG layer (for debugging purposes) is now completely handled in the core code.
  • - Do some other code cleanup.

DesMuMe 0.10 Developer version[SVN 5284]

Author: zeromus | Date: 21 września 2015 23:51:36

  • try to fix some gfx3d savestate bugs, but its all kind of a mess.

DesMuMe 0.10 Developer version[SVN 5283]

Author: zeromus | Date: 21 września 2015 23:13:13

  • winport - fix layout/scaling of HD windows in some cases

DesMuMe 0.10 Developer version[SVN 5282]

Author: zeromus | Date: 21 września 2015 23:12:46

  • gfx3d - optimize texCoordinateTransform==1 a little bit, while I was looking at it anyway

DesMuMe 0.10 Developer version[SVN 5281]

Author: rogerman | Date: 19 września 2015 00:14:59

  • GPU:
  • - Clearing to the backdrop color has been changed from a pixel operation to a scanline operation.
  • - Clearing to black when the GPU engine is disabled has been changed from a scanline operation to a framebuffer operation.
  • - Applying the master brightness has been changed from a scanline operation to a framebuffer operation.
  • - Resetting the BGnX and BGnY registers now occurs at the end of line 191 instead of at the start of line 0.

DesMuMe 0.10 Developer version[SVN 5280]

Author: rogerman | Date: 18 września 2015 21:33:56

  • Cocoa Port:
  • - Fix AudioUnit crash when building against the OS X 10.11 SDK.

DesMuMe 0.10 Developer version[SVN 5279]

Author: zeromus | Date: 18 września 2015 19:37:47

  • wimport - oops, cleanup some junk and also some old language junk

DesMuMe 0.10 Developer version[SVN 5278]

Author: zeromus | Date: 18 września 2015 19:34:55

  • winport - fix hd prescale vs gap (#1505)

DesMuMe 0.10 Developer version[SVN 5277]

Author: rogerman | Date: 15 września 2015 22:20:13

  • GPU:
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version[SVN 5276]

Author: zeromus | Date: 15 września 2015 08:49:35

  • fix parsing of december dates

DesMuMe 0.10 Developer version[SVN 5275]

Author: rogerman | Date: 15 września 2015 08:25:33

  • Cocoa Port / Cocoa Port (OpenEmu Plug-in):
  • - Fix compiling, incorporating the API changes from r5273.

DesMuMe 0.10 Developer version[SVN 5274]

Author: rogerman | Date: 15 września 2015 08:19:06

  • Windows Port:
  • - Fix compiling, incorporating the API changes from r5273.

DesMuMe 0.10 Developer version[SVN 5273]

Author: rogerman | Date: 15 września 2015 03:13:48

  • GPU:
  • - Per zeromus’ suggestion, remove GetNativeFramebuffer() and GetCustomFramebuffer() from the GPUSubsystem class. Users must parse the NDSDisplayInfo struct returned from GetDisplayInfo() instead.
  • - Per zeromus’ suggestion, rename Get/SetWillAutoBlitNativeToCustomBuffer() to Get/SetWillAutoResolveToCustomBuffer().
  • - Add some more notes to the NDSDisplayInfo struct to help clarify the meaning of each field.

DesMuMe 0.10 Developer version[SVN 5272]

Author: zeromus | Date: 14 września 2015 21:11:50

  • winport - fix clipboard printscreens

DesMuMe 0.10 Developer version[SVN 5271]

Author: rogerman | Date: 14 września 2015 20:37:00

  • SLOT-2:
  • - When loading Metroid Prime Hunters, set automatic SLOT-2 selection to select the Rumble Pak.

DesMuMe 0.10 Developer version[SVN 5270]

Author: rogerman | Date: 14 września 2015 20:33:33

  • GPU:
  • - More code cleanup.

DesMuMe 0.10 Developer version[SVN 5269]

Author: zeromus | Date: 14 września 2015 20:20:11

  • fix file-based screenshot methods for HD

DesMuMe 0.10 Developer version[SVN 5268]

Author: zeromus | Date: 14 września 2015 11:13:57

  • winport - preliminary work on binding HD rendering

DesMuMe 0.10 Developer version[SVN 5267]

Author: zeromus | Date: 14 września 2015 09:49:09

  • fix more SSE buffer alignment problems, and solve a crash dependent on uninitialized memory

DesMuMe 0.10 Developer version[SVN 5266]

Author: zeromus | Date: 14 września 2015 06:38:30

  • ok, change the GPU buffer back to an embedded array, and change how it's allocated to ensure that it isnt allocated misaligned

DesMuMe 0.10 Developer version[SVN 5265]

Author: zeromus | Date: 14 września 2015 05:47:44

  • remove vs2012 support, add vs2015 support. update the zlib version winport uses.

DesMuMe 0.10 Developer version[SVN 5264]

Author: zeromus | Date: 14 września 2015 05:46:41

  • some biz work and cleanup

DesMuMe 0.10 Developer version[SVN 5263]

Author: zeromus | Date: 14 września 2015 05:45:53

  • some portability fixes for gpu work

DesMuMe 0.10 Developer version[SVN 5262]

Author: rogerman | Date: 13 września 2015 05:01:56

  • GPU:
  • - Parse necessary registers upon loading state to ensure that internal variables get set properly.

DesMuMe 0.10 Developer version[SVN 5261]

Author: rogerman | Date: 12 września 2015 00:51:24

  • GPU / MMU:
  • - Further cleanup display I/O register handling.
  • - Do some misc. code cleanup.

DesMuMe 0.10 Developer version[SVN 5260]

Author: rogerman | Date: 11 września 2015 07:15:59

  • Windows Port:
  • - Fix Windows compiling.

DesMuMe 0.10 Developer version[SVN 5259]

Author: rogerman | Date: 11 września 2015 07:15:07

  • GPU / MMU:
  • - Begin standardizing how the display I/O registers are handled.
  • - Do other heavy code cleanup.

DesMuMe 0.10 Developer version[SVN 5258]

Author: rogerman | Date: 7 września 2015 17:19:34

  • GPU:
  • - Fix bug where 3D rendering may not always finish on line 0, causing lingering 3D artifacts in certain games. Now it is always forced to finish. (Regression from r5255.)
  • - Bring back the backdrop clearing optimization from r5198 when rendering in the native resolution.
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version[SVN 5257]

Author: rogerman | Date: 6 września 2015 01:21:26

  • GPU:
  • - Fix possible crash when doing a direct-color sprite render due to aligned access, since incoming sprite coordinates can cause access to become unaligned. (Regression from r5256.)

DesMuMe 0.10 Developer version[SVN 5256]

Author: rogerman | Date: 6 września 2015 00:35:34

  • GPU / MMU:
  • - Do SSE2 optimization for direct-color sprite renders.
  • - Make ARM9_LCD cache-aligned. Allows for SSE2 to perform aligned load/stores on certain operations, improving performance.
  • - Further templatize some methods.
  • - Do some misc. code cleanup.

DesMuMe 0.10 Developer version[SVN 5255]

Author: rogerman | Date: 4 września 2015 04:05:50

  • GPU:
  • - Do heavy code cleanup.
  • - Split the engine-specific functionality of the main and sub engines into the new GPUEngineA and GPUEngineB subclasses.
  • - Templatize some parameters. Greatly increases the generated code size, but restores (and possibly improves) performance from r5251.

DesMuMe 0.10 Developer version[SVN 5254]

Author: rogerman | Date: 1 września 2015 02:13:02

  • GPU:
  • - Do heavy code cleanup.
  • - Encapsulate higher level GPU functions into the new GPUSubsystem class.

DesMuMe 0.10 Developer version[SVN 5253]

Author: rogerman | Date: 28 sierpnia 2015 19:45:12

  • GPU:
  • - Do heavy code cleanup.
  • - Encapsulate GPU-related functions into the new GPUEngineBase class.

DesMuMe 0.10 Developer version[SVN 5252]

Author: rogerman | Date: 26 sierpnia 2015 05:06:37

  • Windows Port:
  • - Fix compiling issues on Visual Studio 2015.

DesMuMe 0.10 Developer version[SVN 5251]

Author: rogerman | Date: 26 sierpnia 2015 03:27:24

  • GPU:
  • - Be smarter about manually inlining functions. Greatly reduces the generated code size, and fixes making optimized builds on MSVC. (Regression from r5248.)
  • - This change may affect performance. This will need additional testing.

DesMuMe 0.10 Developer version[SVN 5250]

Author: rogerman | Date: 26 sierpnia 2015 01:44:19

  • Cocoa Port:
  • - Fix drawing bug where the wrong texture coordinates were being used when a display window is in Touch mode. (Regression from r5249.)

DesMuMe 0.10 Developer version[SVN 5249]

Author: rogerman | Date: 25 sierpnia 2015 20:56:03

  • Cocoa Port:
  • - Add support for handling combination native/custom rendering sizes.
  • - As a side-effect of supporting this feature, pixel scalers now work as intended when high-resolution rendering is enabled (but only if the incoming display framebuffer is at the native size).

DesMuMe 0.10 Developer version[SVN 5248]

Author: rogerman | Date: 25 sierpnia 2015 19:57:00

  • GPU:
  • - Finish support for combination native/custom rendering sizes. Can give a significant performance improvement when running the GPUs at a custom size, but only for frontends that support this feature.

DesMuMe 0.10 Developer version[SVN 5247]

Author: rogerman | Date: 25 sierpnia 2015 00:12:18

  • GPU:
  • - Begin refactoring work in order to support combination native/custom rendering sizes.

DesMuMe 0.10 Developer version[SVN 5246]

Author: rogerman | Date: 24 sierpnia 2015 21:40:37

  • GFX3D:
  • - Fix bug where the 3D framebuffer didn’t clear properly if the main GPU is disabled. (Regression from r5190 and r5212.)

DesMuMe 0.10 Developer version[SVN 5245]

Author: rogerman | Date: 20 sierpnia 2015 21:58:40

  • Cocoa Port:
  • - Expose feature for resolution-independent 3D rendering. Currently, 3D rendering may be scaled anywhere from 1x - 16x of the native NDS resolution.

DesMuMe 0.10 Developer version[SVN 5244]

Author: rogerman | Date: 20 sierpnia 2015 20:57:24

  • GPU:
  • - Fix compiling on WIN32.

DesMuMe 0.10 Developer version[SVN 5243]

Author: rogerman | Date: 20 sierpnia 2015 20:12:25

  • GPU:
  • - Rework display capture and the NDS VRAM buffers to support non-native resolutions.

DesMuMe 0.10 Developer version[SVN 5242]

Author: rogerman | Date: 17 sierpnia 2015 23:15:04

  • Core:
  • - Do more explicit casting to fix build errors on C++11 compilers.
  • - Fix bug with libfat string handling.

DesMuMe 0.10 Developer version[SVN 5241]

Author: rogerman | Date: 10 sierpnia 2015 21:12:53

  • GPU:
  • - Fix possible crash during display capture due to aligned access on an unaligned memory block. (Regression from r5239.)

DesMuMe 0.10 Developer version[SVN 5240]

Author: zeromus | Date: 10 sierpnia 2015 17:54:47

  • fix bug in sndxa2 driver that made it chow major cpu in a busy loop

DesMuMe 0.10 Developer version[SVN 5239]

Author: rogerman | Date: 9 sierpnia 2015 06:32:53

  • GPU:
  • - Cleanup and optimize OAM attributes handling. (Special thanks to Twinaphex from libretro for pointing this out to us.)
  • - Add SSE2 optimizations to display capture operations.
  • - Do a whole bunch more code cleanup.

DesMuMe 0.10 Developer version[SVN 5238]

Author: rogerman | Date: 7 sierpnia 2015 21:37:53

  • Cocoa Port:
  • - Expose stylus pressure and stylus jitter settings in Emulation > Show Stylus Settings.

DesMuMe 0.10 Developer version[SVN 5237]

Author: rogerman | Date: 7 sierpnia 2015 21:35:34

  • NDSSystem.cpp:
  • - Also update stylus jitter setting per frame instead of only on reset.

DesMuMe 0.10 Developer version[SVN 5236]

Author: rogerman | Date: 7 sierpnia 2015 21:27:38

  • Cocoa Port:
  • - Delete HQ3x LUTs when we’re done using them. (Recommits what was once r5226 before SourceForge screwed it up.)

DesMuMe 0.10 Developer version[SVN 5235]

Author: rogerman | Date: 7 sierpnia 2015 02:16:35

  • Cocoa Port:
  • - Also load/save external firmware settings if Use External Firmware Image is enabled.
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version[SVN 5234]

Author: zeromus | Date: 6 sierpnia 2015 23:46:35

  • fix #1492 RAM Watch editing problem (dont reorder entries when editing them)

DesMuMe 0.10 Developer version[SVN 5233]

Author: rogerman | Date: 6 sierpnia 2015 23:15:26

  • SoftRasterizer Renderer:
  • - Don’t evict the texture cache in the middle of geometry rendering! Fixes app crashing with games like Advance Wars: Days of Ruin that actually need to evict the texture cache. (Regression from r5175.)
  • - Do some minor code cleanup.

DesMuMe 0.10 Developer version[SVN 5232]

Author: zeromus | Date: 5 sierpnia 2015 01:11:53

  • fix r5031 gxfifo regression

DesMuMe 0.10 Developer version[SVN 5231]

Author: rogerman | Date: 2 sierpnia 2015 08:01:50

  • OpenGL Renderer:
  • - Revert r5176 until polygon IDs can be handled correctly in one go. Fixes missing polygon issues in certain games such as missing rings in Sonic Chronicles: The Dark Brotherhood and missing loop traces in the Pokemon Ranger: Shadows of Almia title screen. (Addresses one of the issues noted in bug #1253.)

DesMuMe 0.10 Developer version[SVN 5230]

Author: rogerman | Date: 31 lipca 2015 22:46:00

  • OpenGL Renderer:
  • - Change toon highlight blending to match SoftRasterizer. Fixes the “Shadows of Almia” logo in the Pokemon Ranger: Shadows of Almia title screen. (Addresses one of the issues noted in bug #1253.)

DesMuMe 0.10 Developer version[SVN 5229]

Author: rogerman | Date: 31 lipca 2015 07:54:27

  • SoftRasterizer:
  • - Minor tweaks and code cleanup.

DesMuMe 0.10 Developer version[SVN 5228]

Author: rogerman | Date: 27 lipca 2015 07:06:53

  • Render3D:
  • - Revert the SSE2 bit shift optimizations that were done in r5216. Fixes a regression related to fog, as well as a regression that caused a flickering problem in the title screen of Pokemon Ranger: Shadows of Almia. (Fixes bug #1487.)

DesMuMe 0.10 Developer version[SVN 5227]

Author: rogerman | Date: 26 lipca 2015 01:51:45

  • GTK Port:
  • - Fix crash that occurs after the GTK file chooser is used to load a ROM. (Fixes bug #1486.)

DesMuMe 0.10 Developer version[SVN 5226]

Author: zeromus | Date: 26 lipca 2015 01:46:58

  • support trimmed roms to non 4-aligned sizes (supposedly a regression from 0.9.10)

DesMuMe 0.10 Developer version[SVN 5225]

Author: rogerman | Date: 15 lipca 2015 06:34:23

  • Render3D:
  • - Fix possible crash due to aligned access.

DesMuMe 0.10 Developer version[SVN 5224]

Author: rogerman | Date: 15 lipca 2015 03:36:48

  • Cocoa Port:
  • - In addition to the UI controls in the Show Video Settings panel, also add the “Use Vertical Sync” and “Run Filters on GPU” options to the View menu.
  • - Disable UI controls for Depth Comparison Threshold, since the setting is now obsolete. (Will need to delete UI controls before release.)
  • - Also add HQ3x/HQ3xS filters to the Pixel Scaler menu in Display Preferences.
  • - Fix bug where the HQ3x/HQ3xS filters running on the GPU sometimes wouldn’t draw correctly.

DesMuMe 0.10 Developer version[SVN 5223]

Author: rogerman | Date: 15 lipca 2015 02:23:59

  • Windows Port:
  • - Oops! Missed a file that should’ve been committed in r5222.

DesMuMe 0.10 Developer version[SVN 5222]

Author: rogerman | Date: 15 lipca 2015 02:22:49

  • GPU:
  • - More code cleanup.

DesMuMe 0.10 Developer version[SVN 5221]

Author: zeromus | Date: 14 lipca 2015 03:11:23

  • (windows) fix big fail in auto-selection of .duc import size

DesMuMe 0.10 Developer version[SVN 5220]

Author: zeromus | Date: 13 lipca 2015 05:23:28

  • someone ran static analysis on our code, I guess I should fix what it reported
→ [NDS] DesMuMe 0.9.11 SVN5220

DesMuMe 0.10 Developer version SVN5220 2015-07-13 03:23:28

→ [NDS] DeSmuMe 0.9.11 SVN5093 - 150519 [x432r]

DeSmuME X432R 2015-04-19-0

Created based on the official SVN r5164

High resolution 3D rendering (experimental)

  • Improved Edge Marking drawing speed of the high resolution SoftRasterizer
  • Enable Direct3D Display Medthod at standard resolution 3D renderer use
→ [NDS] DeSmuMe 0.9.11 SVN5093 - 150309 [x432r]

DeSmuME X432R 2015-03-15-0

Created based on the official SVN r5093

  • Add the View menu → Screen Size
    • Display size setting of the upper screen and lower screen.
  • Add hot key settings window → Tools → Swap Screen Size
    • Display size switching function of the upper screen and lower screen.
  • Remove the View menu → Maintain Aspect Ratio
  • Remove the View menu → LCDs Layout → Main screen first
  • Remove the View menu → LCDs Layout → Sub screen first
  • Config menu → Display Method → ​​Filter
    • Valid only when the Display Method is set to Direct3D.
    • When set to ON by using the linear interpolation to display the screen.
  • Add hot key settings window → Tools → Slow-Motion
  • Add hot key settings window → Tools → Toggle Slow-Motion
  • Slow motion function.
  • Add Config menu → Fast-Forward / Slow-Motion Speed ​​Limit
  • FPS limiter setting of Fast-Forward and Slow-Motion.
  • Remove hot key settings window → Tools → Toggle 1/2 Speed
  • Remove hot key settings window → Tools → Toggle 1/4 Speed
  • Others, Fixed processing.
wstecz19/08/2018 00:02
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