3746b9e505corrected some things i forget in my last commit
Rodolfo Osvaldo Bogado
2010-04-04 13:19:03 +00:00
a4736f7f6bback to limit vps instead of fps as this fix fps limit and now it works correctly as now the sync between the plug in and the core is almost correct. fixed fps display in the top bar, now it shows the real fps of the game. some code clean up and some corrections to make everything work right in the reference renderer. multiples xfb now is broken even in single core as is was not an error caused by dual core, i really dono where the error is,everything looks correct but if you test a game with multiples xfb or the ipl you will see the error. ector if you can take a look at he code and throw me some ideas i'll thank you. please test.
Rodolfo Osvaldo Bogado
2010-04-03 22:22:55 +00:00
962fef0626Fixed bug where the projection hack setting was not being saved in the Game Properties dialog.
skidau
2010-04-02 21:28:56 +00:00
f118de80a1Wiimote: Close find handle afterwards, plus some cleanup. Fixes Issue 2504 (thanks to Wienczny for finding that)
j4ck.fr0st
2010-04-02 14:04:24 +00:00
48533bb3dbStart work of OSX keyboard input, doesn't work, so it's currently disabled, but it's a beginning. Also changed variable 'id' to 'cid' because id is a object type in Obj-C, which I was running in to problems with, kept it that way just in case.
Sonicadvance1
2010-04-02 09:41:43 +00:00
2742be1c2eA few changes to the GCPadNew needed to compile in linux, and put GCPadNew back into the linux build. Also changed file properties to eol-style native.
Glenn Rice
2010-04-02 02:48:24 +00:00
9e1d956e98GCPadNew now compiles with SDL 1.2, disabling haptic features.
Jordan Woyak
2010-04-02 01:17:40 +00:00
748c492395Build fix for windows
Glenn Rice
2010-04-02 00:11:08 +00:00
f6c8fd691aFix state saving and loading in linux. Apparently that is why the OpenGL_MakeCurent was in the video plugin DoState.
Glenn Rice
2010-04-01 23:13:26 +00:00
a744391aacRemove GCPadNew from the linux build until I get a chance to fix it. It breaks the linux build now. SDL version 1.3.0, which includes SDL_haptic, is not available for most linux distributions at this time.
Glenn Rice
2010-04-01 11:49:44 +00:00
e0b4cbcdaeAnother one bites the dust
Sonicadvance1
2010-04-01 10:06:43 +00:00
9cf7cb6cb8Don't let ASM test crash and burn if it can't open file
Sonicadvance1
2010-04-01 05:52:17 +00:00
47f6192004add two paths to addx in JIT that Crazy Taxi kept hitting, add 'add' and 'add.' tests to the ASM test, although I haven't tested it yet
Sonicadvance1
2010-04-01 05:10:39 +00:00
c3df2e93d7NewGCPad: Sliders should be functional on DirectInput, also Axes renamed. XInput devices won't have their limited DirectInput counterparts listed. Minor cleanup, warning removal.
Jordan Woyak
2010-04-01 04:33:07 +00:00
4e1719e98bFix pad working in OSX
Sonicadvance1
2010-04-01 03:34:49 +00:00
d2cee0a869Clean up of new Plugin, get it compiling in Linux/OSX, Linux side, you need to add the Xlib portion to SConscript
Sonicadvance1
2010-04-01 02:59:40 +00:00
620c263582stable: Fix game-specific dual-core checkbox, include the fix for scons bundle
j4ck.fr0st
2010-03-31 16:41:45 +00:00
7041270d40Fixes issue 2483 Sorry everyone for my really shit commit.
death2droid
2010-03-31 11:47:46 +00:00
f51d8fffa0Plugin that should eventually replace the GCPad and emulated Wiimote plugin: It's currently only really usable on Windows. Linux/OS X will need keyboard support added in, but SDL should work for joysticks on non-Windows without too many modifications.
Jordan Woyak
2010-03-30 19:14:11 +00:00
d69abeac43buildfix, plus some cleanup to make things a bit more readable
j4ck.fr0st
2010-03-30 17:57:44 +00:00
f56ce07c8bHopefully completely fix up the issues with the wiimote auto reconnect option not turning on/off properly.
death2droid
2010-03-30 11:53:41 +00:00
85a1b2af45This should largely go unnoticed
Sonicadvance1
2010-03-29 09:26:19 +00:00
49d568488cfixed fps limiting when using using virtual xfb, now fps = vps, in fact now real xfb is as fast as no using xfb, i'm thinking now that the correct thing is leave it enabled as default, and even remove the option. the problem is one strange behavior i found, in opengl when xfb is enable, frame limit causes the frame rate to be limited exact half the correct speed, so if you choose auto and the game uses 30 fps you get 15 fps so in opengl, you have to limit to the exact double of the game speed, 100 to pal games and 120 to ntsc. in d3d this not happened every time, it just happen when you change some time consuming setting like changing the ssaa or resizing the window, in that case you have to disable and re enable frame limit to get the correct fps to all the devs please if you can help me debug this, will give you a lot of thanks as i'm short in time to debug this error and is driving me crazy not to find the source of the problem.
Rodolfo Osvaldo Bogado
2010-03-28 23:51:32 +00:00
6bcae13ff8DSPLLE - small idleskip improvment for zelda
Marko Pusljar
2010-03-28 17:10:36 +00:00
4fb21aa137Fix a problem with the sensitivity setting being grayed out when the wiimote wasn't set to emulated. Fix the problem with wiimote plugin not saving information correctly for the auto reconnect option.
death2droid
2010-03-28 09:51:57 +00:00
f0f7bf13c2fixup Jit64::subfcx and Jit64::subfex
Shawn Hoffman
2010-03-27 23:55:12 +00:00
672132eb84fix setting of cr in jit64 for divwux (when div by 0)
Shawn Hoffman
2010-03-27 19:48:34 +00:00
ef193f2e95fix divwux and divwx in interpreter, and fix divwux in jit64 - use the jit64 version as well.
Shawn Hoffman
2010-03-27 06:51:37 +00:00
14d489dfeeAllows more than one instance of Dolphin to be running. Credit goes to Billiard for the code.
skidau
2010-03-27 06:37:37 +00:00
1a07772c8fCommit some work based off of James333's auto reconnect patch. This still requires more work, like making the option only per Wiimote then rather the first one counting for them all.
death2droid
2010-03-27 04:21:19 +00:00
beee4f4804other experimental commit: applied mlkbouba patch to make Mario Strikers Charged Football work (i do not own the game so please test). some minor tweaks to the plugins to improve performance. for game that do not use xfb the best settings are dual core enabled, audio throtle disabled, frame limit set to the desired value, and xfb off. change the frameskip calculations to use fps instead of vps as in dual core vps != fps caused by unresolved sync problems, till this problems are fixed the best for game play is calculate times in base of fps. please test and let me know the results
Rodolfo Osvaldo Bogado
2010-03-25 22:01:33 +00:00
9dae690951Puts an end to my meddling
Sonicadvance1
2010-03-25 19:46:09 +00:00
1e9fd8e4adDisable subfcx because it causes problems with a few games...
Sonicadvance1
2010-03-25 15:07:06 +00:00
e6f3012604fix a spelling error in a PanicAlert, drop another x86 instruction from calculateRc, and trying to get subfex working in JIT, currently something wrong, so it's disabled. Once it is fixed it should speed up Super Monkey ball quite a bit
Sonicadvance1
2010-03-25 03:20:28 +00:00
8812fe6a3asome fixes over my last commit, now the speed with xfb disabled must be at least equal to the speed before the xfb implementation. fixed fps counter. please give some testing to this changes to see if i going the right way.
Rodolfo Osvaldo Bogado
2010-03-25 02:26:12 +00:00
5cf6ed484bMake this perdy
Sonicadvance1
2010-03-24 23:06:23 +00:00
4173cd5876Disable divwux until we find out what's wrong with it, enable subfcx, and also JIT64 now sets cr[0] correctly.
Sonicadvance1
2010-03-24 22:51:06 +00:00
5ff07aace6Cleared out the top 16 bits in PARAM1 of the ABI_CallFunctionC16 JIT command.
skidau
2010-03-24 20:27:09 +00:00
095f81e2f9DSPLLE - 5 new conditions added (not used atm), 4 used ones are now correct
Marko Pusljar
2010-03-24 14:51:04 +00:00
47239ce0f4XK patch for adding jit config to audiocommon/c16 function to x64emitter and Skidu's fix for 64bit
nakeee
2010-03-24 11:22:33 +00:00
ea90996852#ifdef __APPLE__ && _M_X64 needs to be #if defined(__APPLE__) && _M_X64, etc
Shawn Hoffman
2010-03-24 05:11:26 +00:00
2e622c17dcRemove the UDSP union functions are passed by value rather than by reference This is part of a bigger change so please report if it broke compile
nakeee
2010-03-24 05:05:25 +00:00
ed403c270cipc hle: re-comment a warning that was annoying people
Shawn Hoffman
2010-03-24 03:02:24 +00:00
6481b3d899fixup for jit64 divwux: avoid trying to divide by 0
Shawn Hoffman
2010-03-24 02:42:09 +00:00
9fc6383a94Change log window font back to SJIS.
Glenn Rice
2010-03-23 20:52:37 +00:00
f6db5b7d8dmake WII_IPC_HLEInterface manage the IPC message queue instead of the "lle" portion.
Shawn Hoffman
2010-03-23 03:32:19 +00:00
cf7101ef08use jit64's implementation of divwux instead of always falling back to interpreter. please test for stability...tho it looks fine.
Shawn Hoffman
2010-03-23 03:30:25 +00:00
744167f561Implement IOCtlV 3 (ReadConfig) for /dev/net/ncd/manage. This fixes an error message when trying to play Mario Kart Wii over WFC, although it still fails when trying to connect now. Also fix some cosmetic issues (double include and indentation).<NeoBrain Patch>
Sonicadvance1
2010-03-22 18:19:41 +00:00
cac8fa8afcDSPLLE - small fix
Marko Pusljar
2010-03-22 16:32:48 +00:00
11a215567bDSPLLE - idleskip-ing improved a little (it still fails totaly for zelda type games (exp7))
Marko Pusljar
2010-03-22 13:46:00 +00:00
ef3a40c644small fix for the windows resizing problem introduced in my last commit, still much to do but working to fix the remaining problems.
Rodolfo Osvaldo Bogado
2010-03-22 00:21:39 +00:00
020ff8c62bforgot to remove the check that would detect proper DSCR setting during DMA as an error
Shawn Hoffman
2010-03-20 21:18:41 +00:00
e94229cba0small cleanup in dsp lle I wonder if we should bother making DMAs take time?
Shawn Hoffman
2010-03-20 20:56:33 +00:00
503bf545a3DSPLLE - 0xa100 figured out = abs(), small mul fix, cleaning, some extra comments
Marko Pusljar
2010-03-19 21:53:41 +00:00
4f56d8144bsame commit as r5169, but this time to trunk instead of stable (should fix wii homebrew (loading) on osx.) and minor changes to the wrtc test
Shawn Hoffman
2010-03-18 23:01:04 +00:00
559bfa3112Put my JIT fixes in stable
Sonicadvance1
2010-03-18 17:58:33 +00:00
f885eb2de0Did some clean up of the GUI main. Also, parse command line options first, then set up directories (linux and apple), then load the log manager, sconfig, etc. Removes the need for my silly log manager and sysconf reload. Changed the default font for the log window to the local font (why was a Japanese font the default?). Also fixed an issue that prevented the log windows settings from being saved properly. Lots more needs to be done with the AUI manager. That stuff doesn't work.
Glenn Rice
2010-03-18 14:34:37 +00:00
14bb53dcc6DSPLLE: Run the threaded mode a bit differently and with respect to idle loops.
XTra.KrazzY
2010-03-18 06:20:52 +00:00
d9714c3c9dDSPLLE - tons of bugs fixed... try Zelda ucode games under LLE now (like Luigi Mansion :)
Marko Pusljar
2010-03-18 00:18:36 +00:00
dff7aa5ed6Same as my last trunk commit.
Glenn Rice
2010-03-17 18:59:24 +00:00
02edaf3db8Added several XKeyToString translations. Fixed minor font issue with wiimote pad button dialog. Removed unnecessary OpenGL_MakeCurrent call from DoState.
Glenn Rice
2010-03-17 18:58:19 +00:00
8d826b4f62Backport of my recent changes to fullscreen and render to main in linux, and some of my other little bug fixes. Also backported godisgovernment's removal of wiimote led and speaker status. I hope this is okay with you.
Glenn Rice
2010-03-17 13:06:10 +00:00
3eebd28a6bRenable Load Store in JIT since I found the problem. Haven't fixed it since I'm not 100% sure why it fails, but that code is disabled in x64 OSX. Still is faster than disabling the entire thing. Only core part left is Load Store Paired
Sonicadvance1
2010-03-17 11:23:24 +00:00
4e9be9aa59This fixes JIT Loading Store Floating in 64bit OSX
Sonicadvance1
2010-03-17 09:38:13 +00:00
721935c6ffSeveral little fixes. Fixed a segfault in linux when a cd/dvd drive is empty or invalid and "Boot from DVD" or "Show Drives" are selected. On all platforms if a game fails to load show the game list again. The other things here are essentially code cleanup and won't be noticeable by most users.
Glenn Rice
2010-03-17 01:54:40 +00:00
a7b03fd2cdImplement pausing (with the Escape key) for the NoGUI build in linux.
Glenn Rice
2010-03-16 13:30:52 +00:00
6723a91664No gui fix in linux.
Glenn Rice
2010-03-16 03:34:27 +00:00
172cc24f32nowx build fix, and fix a bug when render to main is changed from the gfx config dialog while the emulator is running.
Glenn Rice
2010-03-16 01:16:55 +00:00
2015d252f0Rewrite of fullscreen toggling in linux. This goes back to using the EWMH specifications. I wasn't using it right before, but now it should work on all EWMH compliant window managers (like KDE, Metacity, Compiz, etc). Since this doesn't need an override redirect Alt-Tab works even in fullscreen mode. This also allows for some other nice things to be done.
Glenn Rice
2010-03-15 23:25:11 +00:00
f77140336dreverted the svnrev.h change, removed revision generation from scons (linux and osx should also get RC1 now instead of the revision number)
j4ck.fr0st
2010-03-15 17:53:42 +00:00
c5d4c2c1b1Fix an issue with scons not using cached command line arguments
Glenn Rice
2010-03-14 21:01:02 +00:00
3bdf7d3711this is a ugly unstable commit but i'm going to be out for work some days so ... implemented donko's xfb in D3D: the bad things: *is solower in some cases, slower as opengl *it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :) *real xfb still not working i have to give it more time to make it work. the good: *games that uses multiples xfbs will work now using the virtual XFB. *implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now. *simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width. * when it works even real xfb will let us use super sampling. I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results. Other devs please help as thread sync is not one of my strong points :) i'll keep waiting for the comments an the -1 :)
Rodolfo Osvaldo Bogado
2010-03-14 18:57:50 +00:00
ed0740b512Still didn't have the render to main resize thing. Need to move the window if the panel is to the left.
Glenn Rice
2010-03-13 20:39:33 +00:00
2bbef42c37Fix an issue in linux where if both render to main and fullscreen are checked the emulator started in fullscreen with the wrong window size.
Glenn Rice
2010-03-13 15:49:40 +00:00
34d1d7a41eDSPLLE - AX PCM16 fix
Marko Pusljar
2010-03-13 02:28:21 +00:00
3ccbd152fdIn linux with render to main, make sure the emulator window is resized if the log window is opened or resized. Also fix a memory leak, and a little code clean up.
Glenn Rice
2010-03-12 04:10:48 +00:00
5bf33f778fre-add the HidOutputReport() in wiimote plugin's ControlChannel, homebrew needs this (wiimote in homebrew still broken atm...)
Shawn Hoffman
2010-03-11 17:21:25 +00:00
e6efc4a611remove wiimote led/speaker status from statusbar
Shawn Hoffman
2010-03-11 17:20:32 +00:00
5fa18ae114Fixed an issue that caused the render to main window to lose focus if the gfx config dialog is opened while the emulator is running. Only affects linux. Also fixed a few preprocessor conditionals.
Glenn Rice
2010-03-10 17:29:19 +00:00
70627c5652Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet.
donkopunchstania
2010-03-10 06:45:13 +00:00
c455673f87Added scons options "shared_libname=true" to link agains the system shared libraries for lzo, sfml, and soil. For example add the scons option "shared_lzo=true" for lzo. This will check for the system libraries and then fall back to building and linking statically against the Externals if not found. You must have liblzo2-dev, libsoil-dev, and libsfml-dev installed. Note that you need version 1.5 or later for sfml. Currently scons doesn't check the version for you. If you are having trouble with segmentation faults in linux try "shared_soil=true". That seems to fix the problem. How do we fix this for the static build?
Glenn Rice
2010-03-09 22:17:33 +00:00
914cb632fbWoops! I put subfcx in to subfex on accident, silly me
Sonicadvance1
2010-03-09 21:32:50 +00:00
3754bf5d06Add JITTed version of subfex, disabled for now since it requires us to set the CR0 flag correctly, which I currently don't have working with 64bit build. It will improve performance in RE0 which will be nice. Can probably be done more efficiently as well
Sonicadvance1
2010-03-09 21:22:09 +00:00
2049caa9fcFix NoWX build, use a different define in CoreParameter, the one we all know and love, and add a Function call to VertexManager which can boost performance, tells the drivers that we don't care about the current data, because we are putting new data in it anyway. This gives quite a performance boost on OSX since it bypasses a call in the drivers that takes around 24% CPU time
Sonicadvance1
2010-03-09 21:15:28 +00:00
cc7c6cd35fTexture coordinates are stored in fixed point format in TEV which allows overflows to be emulated correctly. Added logic to calculated texture LOD and use the correct mip. Dumping textures will now dump all mip levels. Added line rendering. Changed data stored in vertex from float arrays to vectors for cleaner math.
donkopunchstania
2010-03-09 04:38:07 +00:00
5beb6dfd47Implement render to main in linux. In order to compile this in you will have to have libgtk2.0-dev (or your distributions equivalent) installed. If not dolphin-emu will still build, but without render to main operational.
Glenn Rice
2010-03-08 23:29:16 +00:00
a0952684b0DSPLLE - removed some ifdefs
Marko Pusljar
2010-03-08 23:18:19 +00:00
88af328437Merged r5172 to stable branch.
skidau
2010-03-08 08:16:08 +00:00
76ad8db445Added a null check when stopping the DSPHLE plugin with the DSound back-end. Fixes the DSPHLE crash on stop.
skidau
2010-03-08 08:03:42 +00:00
318abc4ecestable: remove the svn:ignore on svnrev.h
Shawn Hoffman
2010-03-08 00:22:06 +00:00
beba3b7f5bRemoved more compiler warnings in linux.
Glenn Rice
2010-03-07 22:48:37 +00:00