Merge branch 'master' into fp_sqrt
Merge branch 'master' into gdb-debug-server
Only pass positive values to sqrt and log2 in the fragment program.
Merge branch 'master' into update-cellhttputil
Replace size_t with u32 and unsigned char with u8
Merge: 65adbb1 51fe978 Merge pull request #9537 from unknownbrackets/frame-drops Core: Clear debug stats on frame start
Merge: 6b46f8e 0bd31e1 Merge pull request #9536 from unknownbrackets/xinput-inactive Windows: Reduce CPU usage with no XInput connected
Some paranoia in CheckGLExtensions, due to a reported crash in strlen()
Minor safety check
Even the vertex interpreter, not just the jit, can crash from misaligned vertex data.
Core: Clear debug stats on frame start. This way we can log drops and debug stats at the same time - oops.
Windows: Reduce CPU usage with no XInput connected.
Merge: 97058b4 6541413 Merge pull request #9535 from unknownbrackets/ui-background2 UI: Allow setting the background image
UI: Improve documentation on pop up use.
Windows: Add option to browse for bg image. And also to clear the image.
UI: Allow choosing game bgs for all UI.
Apply the D3D11 loco roco fix identically to the other backends To make centralization easier, and this should be a problem for the other backends as well.
Fix crash in LocoRoco with D3D11 when hitting a spiky (a broken texture gets created with too many mipmaps for its size)
Merge: fe45000 f56576c Merge pull request #9529 from TotalCaesar659/patch-1 Updated links to HTTPS
Arm64: a slew of warning fixes
CPU: Convert state enum to an enum class
Frame: Make TAS dialogs private
IOS/IPC: Remove unneeded forward declaration
Core: Amend VS filter tag
Fix disappearing gecko codes
Merge pull request #307 from jarupxx/xdk5344
Added DSound signatures (5344) Starsky And Hutch - reaches the menu!
Merge pull request #305 from LukeUsher/oovpa-speedup
Merge pull request #304 from LukeUsher/remove-unneccesary-uses-of-memorymanager
Merge pull request #303 from PatrickvL/master
UpdateOverlay : Make sure the overlay is allocated before using it
Merge pull request #301 from PatrickvL/master
Merge pull request #299 from LukeUsher/SSE2
Merge: f7d6d7d 7230a8b Merge pull request #9526 from hrydgard/remove-disable-alpha-test Remove the "Disable alpha test" setting. It breaks too many things.
Remove the "Disable alpha test" setting. It breaks too many things. The performance benefits in a few games on older hardware are not worth it. We are able to automatically remove redundant alpha test in many cases now.
Update README, also dummy commit to get a new build after buildbot fix
Merge: 186d471 8d1ece0 Merge pull request #9521 from hrydgard/move-flash0-into-assets Move flash0 into assets
Finally move flash0 into assets, fixing #9468 and #9520 CMake fix Fix the innosetup and zip scripts for the new assets location
Update AndroidManifest version to 1.4. (Probably can stop doing this though as Eclipse builds are no longer used for releases).
Gradle: Use the main assets directory instead of the android/assets one which is only updated when doing old style builds...
Merge: fd47e39 11485f6 Merge pull request #9516 from jbeich/qt+sdl Qt: don't require QtMultimedia if building with SDL
Add UMD switching to What's New in README
Qt: don't require QtMultimedia if building with SDL for #9157
Remove libao sound backend
OGL: Fix MSAA being forced to 1x
VertexLoaderTest: fix maybe-uninitialized warning
Move DVD code to a new directory
ndroid: Change the color of the selected slot to make it more visible
DolphinWX/Frame: Remove GetGameListCtrl()
Update to Android SDK 25
Common: Remove dead code in NandPaths
StubHost: remove unused Host_RequestFullscreen()
Breakpoints.cpp: fix format string warnings
DiscIO: initialize out args to ReadSwapped (fixes warning)
CoreTimingTest: make AdvanceAndCheck() static (fix warning)
gsdx: workaround AVX2 generated code by GCC
See commit for the full details.
v2: use a direct access to the union field instead of extract32
It gives us both optimal and working code.
GSdx: Add merge sprite hack to GSdx hacks dialog
Adds merge sprite hack to GSDx hacks dialog
And ports merge sprite hack to Direct3D renderers.
Special thanks to my keyboards Ctrl, c and v buttons for all their hard
work in porting this hack.
GSdx: Unscale Point and Line Direct3D11 port
Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.
And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
GSdx: Add Windows GUI for split texture filtering option
Adds Windows GUI elements of the split texture filtering options.
Bilinear Texture Filtering is moved to the top section of the main GSdx window,
and Trilinear Filtering is moved to Hacks.
GSdx: Shader & OSD window update
Adds Texture Filtering Of Display option to the Shader dialog window Windows UI.
Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
GSdx: Main & Hacks window update
Reorganizes Hacks dialog window.
Adds UI elements for the Memory Wrapping and HPO v2/Special commits
Adds advanced OpenGL functions "Geometry Shader" and "Image Load Store" to the Windows UI.
Renames "Configure Hacks" to "Advanced Settings and Hacks", to more closely resemble the Linux GUI.
GSdx: Direct3D port of HPO special/V2
Adds a port of the new Half-pixel Offset options for the Direct3D
GSdx: Memory Wrapping Windows port
Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu
Recent GCC uses SSE4/AVX code to optimize the 64 bits operation.
It is bad idea as it would generate an illegal instruction on
GameIndex: minor update
Update compatibility info for 2 games based on compatibility reports I
Fixes title for the PAL and NTSC-U releases of Tokyo Xtreme Racer Drift 2.
And adds a fix for Sled Storm(confirmed to be required for both the PAL(SLES-50683) and NTSC-U(SLUS-20363) versions).
PCSX2: Console log widescreen patch folder message improvement
Improves the widescreen patch message when loading from the cheats_ws
folder instead of the archive.
PCSX2: Console log plugin message update
Remove full path from every plugin binding and only add it to the
preceding "Loading Plugins..." line.
Instead the revision date and version number are printed for each plugin
to make it easier to identify issues with plugin versions.
GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues
Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds.
Removes blur from player airplane.
This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether.
The CRC hack has been moved to the aggressive level.
Aggressive is misspeled several times in the file, this has been adressed.
gsdx:cmake: Fix logo dependency issue
Changes to the dependencies of the generated logo files did not trigger
a rebuild of the files. Use add_custom_command instead of
execute_process so build dependencies can be specified.
Also prevent the generated files from polluting the source directory.
gsdx:linux: Fix missing logo on some Linux distros
The pixdata format loader has been removed from recent versions of
gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and
leave the logo as an embedded bitmap file.
gsdx: Avoid const strings in header file
This prevents each .cpp file that included stdafx.h (IOW everything)
from having its own copy of the strings.
Prepare for ultra-wide screens like S8 and G6. See https://android-developers.googleblog.com/2017/03/update-your-app-to-take-advantage-of.html?m=1 Merge: e0fb6c9 d3bfb5c Merge pull request #9511 from LunaMoo/minorUI Refresh bloomHackEnable_ also on resolution change.
InnoSetup: That worked, getting rid of fallback. Now all versions are computed from the git version. (Well, except the Android version when not using gradle)
InnoSetup: Allow specifying the app version externally.
Merge: 12c8e2e c9a5c00 Merge pull request #9501 from unknownbrackets/ui-background UI: Add simple support for a custom background
Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering.
Fixes a regression in Devil May Cry 3 and Sky Gunner.
Fifo: Remove unnecessary integral casts
MEGASignatureDB: Minor changes
SignatureDB: Support for WiiTools MEGA files added
IOS/ES: Handle imports more accurately
Fix issues introduced by cpp-optparse on Windows
BitField: Minor cleanup
Initial support for Haiku.
VideoInterface: Minor changes
VertexLoader: Return debug strings by value
Fifo: const correctness
Generate Symbols From menu added
libusb fixes (mostly for IOS)
gsdx: Add an automatic CRC hack level
If a user switches renderer they also have to remember to change the CRC
hack level for the best user experience with the selected renderer.
This commit adds a new automatic CRC level that autoselects the
recommended CRC level for the selected renderer, so that a user doesn't
have to make the change manually.
gsdx: Add template version of GetConfig
It allows static_casts to be avoided for enum classes
gsdx: Improve OpenGL HW renderer checks
If OpenGL software is the saved ini renderer and F9 is pressed to toggle
to the hardware renderer, depth emulation will be disabled. This fixes
gsdx: Store the current renderer in GSdxApp
gsdx: Move renderer config loading from GSOpen2 to _GSOpen
Some duplicate logic is avoided this way.
GSdx ogl: SSO Workaround for AMD buggy drivers (#1858)
GSdx ogl: SSO Workaround for AMD buggy drivers
All 2017 drivers are now blacklisted.
The BSOD/crash issue is still there so don't set Blending Accuracy to None!
Shortened the message in the console making it more appealing.
Add simple divide to get kbytes
vk: Minor fixes to vertex counting and lower exception to notice if var does not exist
Move module in correct path
Append the PlatformToolset parameter for VS2015
fix a typo of copy_setup_h.vcxproj
Merge branch master into master
Register HLE libmedi, cellCrossController, cellSysutilNpEula
gl/vk: Fix stencil ops
Merge branch master into misc-fixes
Check for invalid arguments
implement getSizeKB functions
Check for invalid arguments in recvfrom
Merge branch master into master
implement getSizeKB functions
Add check for invalid arguments in recvfrom
Merge: 6a88d6c bb39c2e Merge pull request #9500 from unknownbrackets/texcache Texcache: Rehash textures after mem invalidation
Texcache: Rehash textures after mem invalidation. Before, we were doing this when we enqueued. We need to at least do this when an invalidation is triggered.
Texcache: Cleanup last bound tex invalidation. When we are deleting, we are always about to bind a new tex.
gradle: Avoid catch-22 where you cant change the config when it starts out at release (sync needs to pass)
Merge: b76389c cf37da4 Merge pull request #9496 from unknownbrackets/idle-timing Core: Reduce frame idle delay
Merge: 33db883 1fdf7c5 Merge pull request #9497 from unknownbrackets/ui-minor UI: Skip game bg lookup without game
Core: Reduce frame idle delay. Otherwise we only have a single vblank of time left. Sometimes thats not enough. Effectively, this makes us only sleep one vblank at a time.
UI: Skip game bg lookup without game. This avoids trying to identify a file without a name.
MMU: rewrite loop to avoid warning
JitAsm: Use stored_stack_pointer instead of s_saved_rsp
EmuCodeBlock: Place ConvertDoubleToSingle temporaries on the stack
Automatic translation resources sync with Transifex
IniFile: Minor changes
Clarify the log message for unknown Wii Menu regions
DVDInterface: Update comment about buffer speed
BitUtilsTest: compare ints of the same signedness (fixes warnings)
implement getSizeKB functions
cellSysmodule: Register 0x005C module (cellCrossController)
Fix mounting bdvd when elf in subdirectory
cellSysmodule: Register 0xF044 module (cellSysutilNpEula)
rsx: Do not create new surfaces if address has not changed!
rsx: recover from FIFO parse errors
gl: Optimization; skip setting textures without dirty flag
rsx: recover from FIFO parse errors
Compat.ini: Add Daxter to the list of games that require buffered rendering
Fix old bug breaking "non-fast" memory on ARM64. May help #9477, also see #9488
Run git-version-gen.cmd for pure UWP builds as well.
Merge: a787010 4a2677e Merge pull request #9489 from LunaMoo/IntellisenseFix Revert unintentional change from #9424 to fix intellisense.
Revert unintentional change from: 429bf5d8b31092fb7211b94517e590cbd51e1cdb Create a way to externally set versioncode and versionname. Will be useful for Google Play beta builds.
UWP: Remove tests configuration. Start experimenting with CI.
Merge: 5e2d5fd 656645f Merge pull request #9479 from hrydgard/uwp-initial-support UWP initial support
Sometimes, it's easy to forget how much work there is left to do on a refined emulator. While the rush of getting a new game to boot or discovering a crazy feature hidden within an obscure gem never gets old, those moments do tend to get further and further apart as accuracy increases. As if to defy fate itself, excitement reigned over the month of January as a plethora of ancient bugs were fixed and many unbootable titles finally saw their day of reckoning come to be!
Among the new recruits are the final Virtual Console game, a massive Wii MMO that installs itself to USB, two games where we're almost certain the developers purposefully put code in to defeat Dolphin, and two channels developed by the remnants of Factor 5.
And also the PlayStation 2 emulator pcsx2 has posted its Q4 2016 progress report with the notable addition of the start of adding PSX emulation, and with many enhancements and bug fixes, a massive update to the start of the year.
byuu released his newest emulation project: a ZSNES emulator, named bZSNES. You can see the full feature list, some screenshots, and download the first release on the project page and discuss it here.
About bZSNES is a portable ZSNES emulator for Windows, OS X and Linux; written in C++. It is licensed under the GNU GPLv2.
Features • bZSNES emulates almost all of the major features of ZSNES:
• VRAM can be written at any time, even while screen is rendering
• OAM and CGRAM can also be written at any time
• DSP echo buffer writes do not interfere with APURAM
• DRAM does not need to be periodically refreshed
• H/DMA synchronization does not steal CPU time
• auto joypad polling results can be read immediately
• CPU multiplication and division register results can be read immediately
• mid-scanline writes to PPU registers do not interfere with video output
• PPU background and sprite layers can be individually toggled on and off
• DSP voice channels can be individually toggled on and off
• CPU speed can be adjusted from its official frequency
... and more!
Compatibility bZSNES is sure to be highly compatible with software made for ZSNES, such as:
• BS Zelda [English translation]
• Bahamut Lagoon [English translation]
• Sailor Moon: Another Story [English translation]
• Super Mario World [Addmusic hacks]
... and much more!
Look & Feel But it doesn´t stop there! bZSNES also emulates the look and feel of ZSNES. You can even theme bZSNES with your own colors and fonts!