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News(page 22)
Rechercher une news Affichage des news 211 à 220 sur 3490 Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 ... 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 Posté par Attila le le 12/08/13 à 13:32:52 2555 affichages, 0 commentaires OpenTTD est le portage par Extrems du jeu du même nom. Pour ceux qui ne le connaissent pas, OpenTTD est une ré-implémentation Open Source du jeu de Microprose "Transport Tycoon Deluxe". En tant que président d'une start-up de transport en 1950, vous avez le choix de construire des rails, des routes, des routes aériennes ou maritime pour étendre votre empire de transport. 1.3.2 (2013-07-27) (None) 1.3.2-RC2 (2013-07-13) - Fix: [Admin] End-of-rcon data could not be determined reliably for any rcon command [FS#5643] (r25598, r25588, r25587) - Fix: [Content] When the server closed the connection, the client would for eternity try to read a packet and never timeout making it impossible to reconnect [FS#5635] (r25597) - Fix: [Script] Changing the script difficulty level in-game would also change the settings using the default even though they were not allowed to change in-game [FS#5644] (r25592) - Fix: [Admin] Ensure that sent and received length of json strings are the same [FS#5646] (r25590, r25589) - Fix: [Squirrel] Stack overflow did not show an error, due to the stack to throw the error already being full [FS#5320] (r25585) - Fix: [Script] Documentation implied that XXList::AddItem has a default for value if it isn't filled in [FS#5638] (r25579, r25577) - Fix: Layouter caused significant slowdown with text heavy windows, cache it to make it manageable (r25574, r25570, r25569, r25567, r25564) - Fix: Make content list appear faster (r25573) - Fix: Non-ICU layouter started new lines with the space which triggered the linebreak (r25568) - Fix: If the next order cannot be resolved, reset the current order property instead of leaving it in an intermediate state [FS#5633] (r25562) - Fix: [Squirrel] Infinite recursion loop in freeing data via a looping set of references [FS#5568] (r25558) - Fix: One could build bridges over owned land of another company [FS#5524] (r25557) - Fix: [Script] Texts from scripts were not validated before they were shown, causing an assertion to trigger [FS#5632] (r25555) - Fix: Provide a warning when no vehicles are available, and tell what to do in that case [FS#5530] (r25553) - Fix: Possible reading of uninitialised memory due to undefined execution order (r25551) - Fix: [Windows] Race condition between two drawing threads could crash OpenTTD [FS#5571] (r25550) - Fix: ICU returns the width of the visual run as if the trailing space was added (in case a newline was added). This caused the width to be more than the requested width, but it would still be drawn correctly [FS#5626] (r25547) - Fix: Small memory leaks (r25546) - Fix: [GS] The checks and validations for setting the extra text in the town window became too stringent [FS#5625] (r25544) 1.3.2-RC1 (2013-06-30) - Remove: SETX(Y) does not work at all with other than default fonts, so get rid of it (r25454) - Fix: strndup should not examine strings beyond its upper limit [FS#5621] (r25527) - Fix: Proper support for Brahmic scripts (e.g. Tamil and Thai) [FS#5481] (r25526, r25525, r25524, r25514, r25513, r25512, r25511, r25501, r25493, r25485, r25483, r25482, r25481, r25478, r25477, r25476, r25474, r25473, r25472, r25471, r25470, r25469, r25468, r25467, r25466, r25465, r25463, r25462, r25455, r25452, r25451, r25450, r25447, r25446, r25445, r25444, r25443, r25442, r25441, r25440, r25439, r25438, r25437, r25436, r25343, r25157) - Fix: SDL does not give an event when an application gets mouse focus while going to full screen, so manually force the mouse-is-in-window state [FS#5587] (r25523) - Fix: [NewGRF] When cargo NewGRF define a multiplier to modify vehicle capacities, use the same multiplier to modify loading speed (r25497, r25479) - Fix: When addings bits to a (train) station, the train trying to stop there could overshoot the (new) stop location and not stop at all [FS#5553] (r25495) - Fix: The face of the manager differed on clients when the company was started after the clients joined [FS#5610] (r25491, r25490) - Fix: Do not send encoded texts to names, but decode them into a plain C string and then pass them on [FS#5613] (r25489, r25488) - Fix: Do not allow control codes in names of things (signs, vehicles, towns, stations, etc), so they have a known maximum fixed size and are, by definition, the same for everyone (r25487) - Fix: Missing length validation for town and president names in script APIs (r25486) - Fix: [OSX] OS X SDK versions >= 10.5 always have a non-const iconv declaration (r25480) - Fix: Disable the depot-refit button in the order GUI, if the consist is not refittable unless it already has a refit order (r25459, r25458, r25457) - Fix: When town creation failed, removing remnants of the construction failed on protected houses [FS#5603] (r25429) - Fix: There were two hotkeys to toggle between 'unload' and 'unload if possible' (r25406) - Fix: The size of station construction windows could oscillate when resizing the window moved the mouse into the window [FS#5596] (r25395) - Fix: Restrict renaming engines to the server, just like renaming towns (r25394) - Fix: Loading only 8 bits into a 16 bit variable could cause endianness problems (r25337) - Fix: Check for zero width space in translations and fail upon finding them [FS#5589] (r25326) - Fix: [SDL] Keyboard input stopped working after fullscreen toggle [FS#5580] (r25318) - Fix: Proper size-estimation for numbers with n digits, i.e. not assume a particular number is the widest [FS#5562] (r25314, r25313) - Fix: Do not focus the editbox in the NewGRF window, if there is no editbox visible (r25307) - Fix: Game Script APIs that execute a DoCommand were returning the same result as in TestMode during world generation [FS#5561] (r25305) - Fix: Build railway fences next to objects, even if they are owned by the same company [FS#5565] (r25302) - Fix: gcc4.6 removed -mno-cygwin option (r25266) Site officiel : http://www.openttd.org/en/ Site officiel : http://wiibrew.org/wiki/OpenTTD Télécharger OpenTTD v1.3.2 : Transport Tycoon Deluxe Posté par Attila le le 11/08/13 à 19:35:58 1802 affichages, 0 commentaires WiiBrowser est un navigateur internet pour la Wii par gave92. Rev121 Last version released on Google Code: new versions can be found at http://wiibrowser.altervista.org/ Import/export favorites from/to other browsers Automatically resumes connection on failure Better onscreen keyboard, now with text cursor Unzipping of downloaded files Rev106 Moving update site to: http://wiibrowser.altervista.org/ Rev105 Support for LUA scripting In app bug reporting Reworked settings menu Initial support for <iframe> tag and "document.write" javascript method Rev93 Picasa and Coolrom now work The app can use MEM2 memory Various fixes for crashing bugs Site officiel : http://code.google.com/p/wiibrowser/ Site officiel : http://wiibrowser.altervista.org/mainsite/index.html# Source : http://www.wii-addict.fr/forum/WiiBrowser-rev121-t28282.html Télécharger WiiBrowser r121 : Navigateur internet Posté par Attila le le 11/08/13 à 19:18:14 2548 affichages, 0 commentaires CleanRip fais son comeback après un long moment sans nouvelles. CleanRip est un Homebrew par emu_kidid permettant de Dumper (copier) vos jeux Wii ou GameCube par SD ou USB et ce, sans avoir besoin du moindre cIOS (Custom IOS). Tout ce que vous devez avoir pour pouvoir fonctionner c'est Homebrew Channel version 1.0.7 ou supérieur. Fonctionnalités- Support des systèmes de fichiers FAT32 / NTFS. - Support USB 2.0 (nécessite que l'Homebrew Channel utilise l'IOS 58 !) - Support du port SD en façade. - Support des disques GameCube, Wii et Wii double couche. - Possibilité de découper le fichier .iso créé (1,2,3 Go) pour le système FAT32 qui est limité à des fichiers de 4Go maximum. Vous pouvez aussi ne pas découper le fichier, mais vous devez utiliser le système de fichier NTFS. - Somme MD5 affichée à l'utilisateur après un dump fonctionnel. Version 2.0.0 - GameCube version integrated into one codebase - GX GUI - Fix disc dumping on Wii U (Wii discs only of course) - Fix ETA calculation on non GC discs - Fix fatUnmount - Stop larger than 4GB chunks on FAT FS - Fix potential issue when read error occurs Site officiel : http://code.google.com/p/cleanrip/ Source : http://www.wii-addict.fr/forum/CleanRip-200-t28265.html Télécharger CleanRip 2.0.0: Outil de dump de Jeux Wii / GC Posté par Attila le le 09/07/13 à 11:51:24 5280 affichages, 24 commentaires Devolution par tueidj est un loader de jeux GameCube sur Wii/Wii Slim/WiiU via SD/USB. Vous pourrez utilise une Wiimote, Classic controller,WiiU Pro Controller ou une manette PS3 en plus d'une manette GameCube. Devolution requiert que vous insériez l'original du jeu que vous voulez lancer. Cette manipulation est à faire une seule fois pour chaque backup r200 - Support de la Wiimote, classic controller,WiiU Pro Controller et manettes PS3 - Support des WiiU - Support des Wii slim - Attention, pour les WiiU et Wii Slim vous devrez lancer le jeu ORIGINAL une fois sur une Wii pouvant lancer les jeux originaux GameCube. Explication en détail plus bas. Spoiler : Tutoriel pour lire vos jeux GameCube sur WiiU et Wii Slim : Source : http://wii.gx-mod.com/modules/news/index.php?storytopic=0&start=0 Site officiel : http://gbatemp.net/topic/330554-devolution-public-release/ Télécharger Devolution r200 : SD/USB Loader GameCube Posté par Attila le le 08/07/13 à 11:38:03 1953 affichages, 2 commentaires Owen nous livre Newo Asteroids, un jeu du style "Asteroids". Vous devez détruire des astéroides du système solaire pour ramener la paix dans la galaxie. Version 2.0 Added Online Leaderboards screen for highscores. Daily, Monthly, Speedruns Updated Achievements Interface Fixed Death Animation Online leaderboards uses wii nickname as playername Added Language menu, Online Data option. Makes use of http-parser Site officiel : http://newogame.posterous.com Télécharger Newo Asteroids v2.0: Shoot spatial Posté par Attila le le 02/07/13 à 21:09:16 3338 affichages, 0 commentaires X-Flak nous présente son utilitaire plutôt simple d'utilisation et en mode console. En effet, il suffit de répondre à des questions simples (en anglais ou en français), comme le firmware que vous voulez installer, il téléchargera automatiquement les fichiers nécessaires et les placera dans un dossier approprié que vous n'aurez plus qu'à copier sur votre carte SD. Ensuite, vous pourrez installer les fichiers grâce à Pimp My Wii. A noter qu'une interface graphique est désormais disponible, bien qu'elle n'offre pas pour le moment toutes les possibilités de la version classique. Version 6.2.7 Fixed issue where ModmiiSkin (i.e. ModMii Classic CMD Line Mode) always saved usb-loader files to the SD card even when USB hard drive was chosen. WiiFlow downloads now identified as updated successfully. NewerSMB.bat added to ModMii's support folder to assist in setting up Riivolution and Newer Super Mario Bros. Code source : http://code.google.com/p/modmii/ Topic officiel : http://gbatemp.net/t207126-modmii-for-windows Site officiel : http://modmii.zzl.org/home.html Télécharger ModMii v6.2.7 Posté par Itachijiraya le le 27/06/13 à 23:15:14 2305 affichages, 0 commentaires Baller Maze par Leszek Górecki est un mini-jeu de type labyrinthe. Le principe du jeu est de faire rentrer la boule dans un trou indiqué en évitant les obstacle qui se dressent sur votre route. Version 1.1: The new title page with navigation. Personal results. A few new boards. Site officiel : http://sites.google.com/site/leshekideas/ballermaze Source : http://wiibrew.org/wiki/BallerMaze Télécharger BallerMaze V2 Posté par Attila le le 26/06/13 à 01:39:36 3808 affichages, 5 commentaires RetroArch est un émulateur multi plates formes utilisant la libRetro, et permettant ainsi d'avoir le même code pour les versions Wii, Xbox, pc etc, et la libRetro s'occupe de tout ce qui est spécifique à la plate forme. Version 0.9.9 * (iOS) Initial release of RetroArch iOS. * (Blackberry) Initial release of RetroArch Blackberry (for BB10/Playbook). * [SNES9x Next] No longer disable high resolution for SA-1 games for Xbox 1 / Wii / Gamecube * [SNES9x Next] Seiken Densetsu 3/Romancing Saga 3 no longer downsample to low-resolution for high-resolution modes on Xbox 1/Gamecube/Wii * [SNES9x Next] Add Core Option - 'SuperFX Overclock'. * [SNES9x Next] [Gamecube/Wii] Use sthbrx/stwbrx for READ_WORD/WRITE_WORD macros - speedup. * [Gambatte] Fixed serious input reporting bug on libretro side that could drastically slow down gameplay speed - found an edge case in a Japanese Pokemon Blue version that triggered this. * [Gambatte] Make colorization optional and not enforced through use of a Core Option. * [FCEUmm] Should load UNIF ROM format now. * [NEStopia] Fixes Famicom Disk System support. * [NEStopia] L/R now inserts coins on Vs. System games * [NEStopia] Add Core Option 'Sprite Limit'. * [Mednafen] Add several Core Options for Mednafen PSX, Mednafen PCE Fast, Mednafen Neo Geo Pocket Color, etc. * [Mednafen PSX] Add disk swap mechanisms - exposed through RGUI * [PCSX ReARMed] Latest update to r19 fromnotaz (main author) * [PCSX ReARMed] Totally rewritten ARM code by notaz in order to support outdated version of Apple's GAS (for iOS support) * [PCSX ReARMed] Add disk swap mechanisms - exposed through RGUI * [PCSX ReARMed] Add m3u Mednafen-style cuesheet support * [PCSX ReARMed] Add core option 'Frameskip' - users with bad performance on Android should try out if setting this higher than 0 fixes their problems. * [PCSX ReARMed] Add core options 'NEON enhanced resolution' and 'NEON enhanced resolution speedhack' - this is for systems with ARM NEON CPUs. Note that this will easily triple or even quadruple CPU requirements. If you have an underpowered CPU, you might want to try this out in combination with the 'Frameskip' option (setting it higher than 0) to make things somewhat playable. * [Genesis Plus GX] Latest compatibility updates from ekeeke (main author) * [Genesis Plus GX] Add Core Options for blargg NTSC, Overscan and Game Gear Extend Screen * [Final Burn Alpha] Add several Core Options for going tO Service Mode, Resetting game, etc. * (LIBRETRO) Added Tyrquake * (LIBRETRO) Added ModelViewer and SceneWalker (for platforms which support libretro GL). * (LIBRETRO) NXEngine / Cave Story is now completely playable on consoles (Wii/PlayStation3/Xbox 1/Xbox 360) thanks to many code alterations. Performance is also much improved on the platforms which could already play them, such as Android and PC. * (Shaders) New shaders- mdapt, new xBR versions, new Harlequin Gameboy/LCD shaders, etc. * Threaded video option. Mainly for Android users but works for OpenGL driver in general. * (Android) Add iControlPad support. * (Android) Add the following gamepads / etc to autodetection list: - Tommo NeoGeoX Arcade Stick - Xperia Play (fixes ANR issues after 30 seconds) - TTT THT pad - JXD S7300B - Sega Virtua Stick - Ouya pad (untested) - Gamestop Wireless - Tomee NES USB - Thrustmaster T Mini Wireless * (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app. * (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive. * (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to exit the game and go to an 'external' settings menu. * (RGUI) Added a 'Game History' list. * (RGUI) Added sophisticated shader stacking - for Cg shaders. * (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed. * (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android, iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting GL ES 2.0 is encouraged for maximum portability to mobile platforms. * (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro core to the frontend. * (Libretro) Add SET_SUPPORT_NO_GAME to API. * (RGUI) Change menu layout options. * (PS3) Optimize PS3 video driver extensively - should result in a big latency reduction. * (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks. * (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code. * (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros * (360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to this 10MB EDRAM limitation for render targets. * (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same. * (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI). * (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen. * (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code maintenance at the expense of language customization by end-users. A solution will be looked at later. * (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are obvious - far faster switching between menu and game and consumes way less RAM which means games like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM. * (Wii) Add additional VI resolutions. * (ZIP support) Switch from builtin zlib to miniz - less codebloat. Site officiel : http://www.libretro.org/ Site officiel : http://gbatemp.net/topic/333126-retroarch-a-new-multi-system-emulator/ Télécharger RetroArch v0.9.9 : Emulateur Multi Plates formes Posté par richardjouir le le 22/06/13 à 18:06:03 6151 affichages, 6 commentaires Voici Dolphin, l'émulateur pour pc de GameCube et Wii le plus avancé. Chose étonnante, il fait mieux tourner les jeux officiels que les Homebrew, même si certains marchent aussi dessus. Note: La version fournie est la version Windows 32bits. Si vous voulez la version Linux, Mac OS X ou Windows 64bits, allez voir sur le site officiel. Pour consulter les changements, rendez vous à cette adresse : http://code.google.com/p/dolphin-emu/source/list Version 3.5-1491 [Android] Fix ant build? Version 3.5-1490 [Android] Remove SimonVT menudrawer library. Move to Google's support library for their navigation drawer support. Overall cleanup. Version 3.5-1489 Revert "Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp" This reverts commit 7aae9ccbc0494cd468a37413d7199061bd1981d2. Reasons: - no test results have been provided to prove the usefulness of the patch - broken coding style - the author hasn't replied to any criticism Version 3.5-1488 When loading a save state in read only that mismatches the current movie, load the input prior to the save state from the save state's movie, instead of using the current movie's input up to that point. This prevents desyncing before the save state. Version 3.5-1487 Save sync gpu setting to dtm header. Version 3.5-1486 fix gcc warning, probably also the logic comparing two char pointers doesn't compare the strings Version 3.5-1485 Revert "Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly." This reverts commit 2697b8c04f9e7c8d0a40bd42db95b4a534947c43. The context creation may be moved to Video_Prepare, but the window creation isn't allowed to. Eg we set the window title or read the mouse position, both need the window. Also the readback of the window size didn't worked any more. Version 3.5-1484 [Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen. Version 3.5-1483 Remove saturate function define in GLSL since we use clamp everywhere instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems. Version 3.5-1482 BPMemory: Assign a more descriptive name to a field in the genmode register. Version 3.5-1481 [Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure. Version 3.5-1480 Whoops, look like the previous commit was also the case with VideoDX9 Version 3.5-1479 Fix a char buffer destination size in Render.cpp for VideoDX11. Version 3.5-1478 Fix a free that should have been a delete. Version 3.5-1477 Partial revert of 0247b2a97a1d. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues. Version 3.5-1476 [Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly Version 3.5-1475 buffer fixes found via cppcheck/tetsuo-- Version 3.5-1474 don't define clipPos twice fix issue 6378 Version 3.5-1473 Merge branch 'shader-uids-awesome'. Replaces the old, hardcoded shader ID generator with a semi-automatic mechanism that generates IDs from hints in the code generator. Also introduces a flexible framework to do all kinds of funky stuff with the shader code generation logic. As an example, a uniform usage profile generation class is added (unused for now, though). Functionality can still be tested by setting the EnableShaderDebugging field in the gfx config to True. Any two shaders which are identified with the same ID will be written to a file and an error message will be written to the Dolphin log. Version 3.5-1415 Fixes Issue 6353 Remove extract apploader/dol from top level Version 3.5-1414 Handle 1 partition only, fixes Issue #6353 Version 3.5-1413 Revert "Adding Travis CI script" This reverts commit 37630211361ce8ea2b1d0534d2bfa0dd10567d0a. Reason: No. Version 3.5-1412 Adding Travis CI script because a build test is useful Version 3.5-1411 Build fix: Android NDK doesn't support any locale switching. Also, Mac OS X doesn't support DX9. Version 3.5-1410 Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale. This commit fixes a rare race condition when generating shaders because setlocale is global. Version 3.5-1409 Equalising the 32 and 64 bit state compression because that allow loading both Version 3.5-1408 Build fix Version 3.5-1407 Clarifying the OpenAL loop because it isn't as clear as it can be Version 3.5-1406 Merge branch 'GLES3' Conflicts: Source/Android/.idea/workspace.xml Version 3.5-1401 [Android] 0.5 Release. Version 3.5-1400 [Android] Back to enforcing ICS or above limitation. Tired of this nonsense. Version 3.5-1399 [Android] Remove artificial limitation to not leave the sdcard directory in the folder browser as well. Version 3.5-1398 [Android] Remove artificial limitation to not leave the sdcard directory. Keep screen on while running. Version 3.5-1397 [Android] Fix drawn buttons causing rendering issues. Version 3.5-1396 Gameini database update. Fixes issues 6354,6355,6356. Update NFS Most Wanted. Version 3.5-1395 Get video backend name via g_video_backend->GetName() instead of sconfig for movies, since that can be wrong. Also, I still can't code. Or even notice when something obviously doesn't work. Version 3.5-1394 Added FIFO reset bypass patch for the PAL version of Wallace and Gromit in Project Zoo. Fixes issue 6357. Version 3.5-1393 Implemented field order detection for PAL games. Fixes the shaking of the screen when XFB is enabled with a PAL game. Fixes =http://code.google.com/p/dolphin-emu/issues/detail?id=6316&can=1issue 6316. Version 3.5-1392 Invalidate the texture cache using the GPU thread when the CPU thread makes a request. Fixes issue 6350. Version 3.5-1391 Fix the GameCube mic dialog header's invalid include guard. Fixes issue 6349. Version 3.5-1390 Adding stick radius setting because that makes it easier to adjust it Adding visual aid for the hardware range because that makes it easier to adjust the radius relative to it Version 3.5-1389 Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp Version 3.5-1388 Changing the Gecko code comparison from metadata to data comparison because different data sometimes have the same metadata Version 3.5-1387 Reading shake force from calibration rather than a constant because that allow maximum force regardless of calibration Version 3.5-1386 Adding condition to CoreTiming state function because ev->type might be undefined in MODE_READ Version 3.5-1385 Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly. Version 3.5-1384 [Android] Properly open the navigation drawer when pressing menu or back in the game list. Version 3.5-1383 [Android] 0.3 Release Version 3.5-1382 [Android] Drop minimum Android version support to 2.3 since there is a /bunch/ of people asking for it. Version 3.5-1381 [Android] Disable OpenGL in the settings menu since it doesn't work yet. Change some theme settings so the back button shows up on screen where needed. Version 3.5-1380 [Android] Qualcomm drivers require that the EGL context is created on the same thread that the OpenGL commands are run on. Crappy driver limitation since eglMakeCurrent should work to let it be on a different thread. Version 3.5-1379 Make auto fullscreen resolution the default. Version 3.5-1378 fix auto fullscreen resolution on linux Version 3.5-1377 Add auto fullscreen resolution option. Not tested on Linux, let me know if it doesn't work (it probably does). Fixes issue 6082. Version 3.5-1376 Save settings to file when booting a game. Fixes issue 6310. Version 3.5-1375 add new statistics for gpu buffer streaming Version 3.5-1374 also hide hacked buffer option on d3d Version 3.5-1373 disable hacked buffer option for d3d Version 3.5-1372 Adding MMU state values to state because that allow the MMU state to be loaded Version 3.5-1371 Use working directory for executions. Fixes issue 6318 Version 3.5-1370 Edge case where balance board returns corrupt extension type... Version 3.5-1369 [Android] Make it less stupid to add a folder to the search list. Now just hit the menu button and select 'Add current folder' Version 3.5-1368 Adding unit test project to VS solution because that inform about compile errors because of changes in function identity DSP unit test build fix Version 3.5-1367 Buildfix for dsptool. Version 3.5-1366 Merge remote-tracking branch 'john-peterson/state4' Version 3.5-1364 Set graphics settings while playing a movie in UpdateActiveConfig(), so settings can't be changed for a frame. Version 3.5-1363 Merge branch 'wii_bb' Adds Balance Board support. Version 3.5-1351 [Android] Redo the Settings menu, Can now change the CPU Core, dual core setting, and video backend in the settings" Version 3.5-1350 Removing ISO ini presence requirement for reading movie settings because it's not necessary for running a movie Version 3.5-1349 [Android] Beginning of setting menu, doesn't do anything yet. Version 3.5-1348 [Android] Add in the Android Studio project files so one can use Android Studio instead of ADT. Version 3.5-1347 [Android] Copy over the Dolphin shared library to the Android APK build directory so it doesn't need to be manually copied each time. Version 3.5-1346 [Android] Qualcomm driver has a bug where it returns an invalid length for GL_INFO_LOG_LENGTH with glGetShaderiv. Qualcomm drivers seem to max out at ~512bytes returned from glGetShaderInfoLog so this is a reasonable max. Version 3.5-1345 [Android] Support DFF files in the interface. Version 3.5-1344 Merge branch 'ppd' - per pixel depth use always ppd is a huge gpu performance drop: 20%-50% and always disable it cause some rendering issues so there is an option again But this time it's called "Fast Depth Calculation" Version 3.5-1341 Gameini database update. Fixes issue 6258, Where's Waldo? The Fantastic Journey missing ingame pointer, and Battleship font. Various small changes. Version 3.5-1340 Fix the integer compare in our GLSL fmod function Version 3.5-1339 DSPJIT: the shift value must still be loaded into the correct register Fixes issue 6295 Version 3.5-1338 BPMemory: Fix a small documentation mistake from revision 9365187f8942. Version 3.5-1337 Forced an external exception check on DI interrupts. Fixes Summoner: A Goddess Reborn. Fixes issue 6301. Version 3.5-1336 fix underflow in IndexGenerator::AddFan fix issue 6282 The Last Story seems to render a fan with two vertices. It is non-sense as it shouldn't do anything, but the code underflows at (u32)numVerts-3 Version 3.5-1335 Use SOUNDTOUCH_INTEGER_SAMPLES only on Android build. Some audio backends (i.e. OpenAL) only support floating-point samples. Version 3.5-1334 BPMemory: Add register documentation for texture source adress and EFB configuration. Version 3.5-1333 FifoPlayerDlg: Improve navigating through search results. Version 3.5-1332 [Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead. Version 3.5-1331 [Android] Beginning of GLES3 support. Version 3.5-1330 [Android] Add GLSLES3 to the GLSL version enums. Add in the version and precision qualifier to the shader header. Version 3.5-1329 GL_DEPTH_COMPONENT can't have type of GL_UNSIGNED_BYTE with glTexImage2D. Qualcomm drivers get hit with this but all else don't care. Version 3.5-1328 [Android] Use vsnprintf for the log messages. Version 3.5-1327 [Android] Add in a compiling option for GLES3 Version 3.5-1326 [Android] Allow the user to select multiple browse paths. Version 3.5-1325 Fix some of the compiler warnings that have appeared recently. Version 3.5-1324 Build fix Version 3.5-1323 Merge remote-tracking branch 'john-peterson/cheat2' Version 3.5-1321 ogl: report shader compilation issues in the same way as other backends Version 3.5-1320 Forced an exception check on short ARAM DMA transfers. Version 3.5-1319 Immediately process ARAM DMA transfers if they are 1 block in length. Fixes the teleportation in Beyond Good and Evil. Fixes issue 6289. Version 3.5-1318 GCMemcard: Initialize the current/previous DIR BAT pointers when creating a new memory card fixes issue 6288 Version 3.5-1317 Clear the texture cache when a new dol is loaded via ES_LAUNCH. Fixes the black screen in The House of the Dead 2. Abbreviated some of the information in the window titlebar. Version 3.5-1316 Dammit Ctrl-Z. Restore a wxSpinCtrl parameter that accidentally got removed in the last commit. Version 3.5-1315 Display the initial number of frames that are to be recorded in the Fifo Player. Before this commit, nothing would would be displayed in the "Frames to Record" text control. This fixes that by setting it to what m_FramesToRecord is initially set to, which is 1 (at the time of this commit). Version 3.5-1314 Fix a bug where FIFO recording could not work. Example (in step by step explanation): 1. Run Dolphin. 2. Go to Tools -> Fifo Player 3. Go to the Record tab and hit record and then stop without a game loaded. The button is now disabled and will not become active again for the whole time that Dolphin is running. Dolphin must be closed and then re-opened in order to use it again. This fixes that. I've tested it with multiple conditions to make sure this doesn't beef anything else related to the Fifo Player. ie) - Record then Stop without a game loaded (multiple times) - Record then Stop with a game loaded (multiple times, as well as testing playback. All of which work fine). Version 3.5-1313 Apply color mask when alpha test parameters change. Required to make the changes in revision be706a397720 work properly. Fixes issue 6080. Version 3.5-1311 Merge remote-tracking branch 'John-Peterson/state' Version 3.5-1309 Don't exit when bluetooth support is not available on Windows. Fixes running Dolphin in Wine and on regular Windows setups where bthprops.cpl is not available. Fixes issue 6283. Version 3.5-1307 Merge branch 'fix-linux-win-resize' Version 3.5-1303 Apparently we can't trust m_strVideoBackend on osx. Version 3.5-1302 Show video backend and audio engine in title bar. Fixes issue 6276. Version 3.5-1301 Back to broken ES_launch but 4 wiimotes working. Version 3.5-1300 Update before enqueue. Version 3.5-1299 request_queue may not have anything in it on return from ExecuteCommand i.e. when calling ES_Launch and everything is reset. Don't call Update after queuing a request. Version 3.5-1298 Removed the old Accurate VBeam emulation setting from the game ini's. Version 3.5-1297 glew1.8 debug build fix Version 3.5-1296 Change Android project name to dolphin emulator Version 3.5-1295 Remove something that slipped through the last commit. Don't even know why that was there. Version 3.5-1294 [Android] WINDOW_SERVICE should be accessed statically. (it's a static final variable in the Context class, so... yeah). Version 3.5-1293 Probably breaks a "fixed" issue.. Version 3.5-1292 Formatting cleanup for VideoCommon. Block braces on new lines. Also killed off trailing whitespace and dangling elses. Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck). Version 3.5-1291 ES needs to handle it's own reply. pDevice was being used after free otherwise. Version 3.5-1290 Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer."" This reverts commit 8b7141d3de3f4791b118a2f63b76b56da40e812d. GLSL120 can't handle integer attributes :-( Version 3.5-1289 Missed a few asset copies Version 3.5-1288 Generally make the Android UI better. Version 3.5-1287 Add SimonVT's android-menudrawer. This will be used in the menu interface for Dolphin Android. Version 3.5-1286 Have our EGL interface use our logging functions. Version 3.5-1285 Add Swedish to Windows build system. Version 3.5-1284 Add Swedish translations. Version 3.5-1283 Fix parameter naming in DSPEmulator.h. Should be "HLE" in CreateDSPEmulator's prototype, not "LLE". Version 3.5-1282 Merge branch 'dspjit' Conflicts: Source/Core/Core/Src/DSP/Jit/DSPJitExtOps.cpp Source/Core/Core/Src/DSP/Jit/DSPJitMisc.cpp Source/Core/Core/Src/DSP/Jit/DSPJitRegCache.cpp Source/Core/Core/Src/DSP/Jit/DSPJitUtil.cpp Version 3.5-1270 Allow runtime setting of fastmem in ARM and disable since it seems to be causing issues again. Cortex-A9 only? Version 3.5-1269 Fix a build issue with options -DUSE_EGL=True -DUSE_GLES=True Version 3.5-1268 Fix making the config directory so copying over assets won't fail. Version 3.5-1267 Enforce landscape view since rotations cause huge issues atm. Version 3.5-1266 Fix a bunch of random typos in comments and logging. Also update the comment headers for two functions in GCMemcard.cpp. Version 3.5-1265 Add a fastmem option for enabling and disabling fastmem at runtime. Version 3.5-1264 Update the ant files to build the APK from terminal Version 3.5-1263 Update translation files from Transifex, and update the pot file from the source code again. Version 3.5-1262 Update AndroidManifest to v0.2 Version 3.5-1261 Android Clang doesn't support TLS, so do the same thing as OSX. Version 3.5-1260 Fix clang building the std headers. Version 3.5-1259 Clang uses __clear_cache instead of __builtin___clear_cache like GCC Version 3.5-1258 Adjust some files being built or not to fix clang on Android. Version 3.5-1257 Update libpng to 1.2.50 so it can be built with Clang 3.2 Version 3.5-1256 Tweaked the aram dma exception timing to fix the hang that occurred in Viewtiful Joe. Version 3.5-1255 Lastly - new license header introduced to main Dolphin project. All done now. Version 3.5-1254 New license header introduced to all Video based projects. Version 3.5-1253 New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects. Version 3.5-1252 New license header introduced to the Core project. Also, remove DolLoader.h, it doesn't have any use. Boot_DOL.cpp/.h supercedes it. Version 3.5-1251 Make dolphin aware of disc revision numbers. Display them under game properties and use them in netplay. Patch by johnwchadwick. Fixed issue 6243. Version 3.5-1250 Remove all tab/space mismatches from the Core project. For anyone working on a branch that heavily involves the core, I am so sorry. - Also killed off some trailing spaces/tabs. - Updated the license header to be consistent with the rest of the project (All projects are now done moving over to this) - Also, killed some dangling else's (where appropriate) Now all the tab fixing is done. No more of this crap should be needed to be pushed. Rejoice! Version 3.5-1249 Merge branch 'VBeam-fix' * VBeam-fix: Renamed the VBeam variable for clarity. Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing. Fixed VBeam emulation in progressive scan mode. Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked. Version 3.5-1246 Buildfix for the last commit. Version 3.5-1245 Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project. Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects. Now, the Core is literally the only project with tab/space mismatches (on a large scale). Version 3.5-1244 Android Related - A tiny simplification/readability change for NativeListView. In this case, contains functions pretty much the same way, just more readable. Version 3.5-1243 Merge branch 'Android-trash' since it is no longer quite so trashy. Version 3.5-1234 Kill off dangling else's in the InputCommon project. Some indentations were also too far for some things. Fixed this. Also update the license header to show Git instead of SVN. Got rid of some trailing spaces/tabs too. Version 3.5-1233 Really minor LogInfo consistency fix in ActionReplay.cpp. All the other [bit size] Write LogInfo calls had a hyphen in the text. Version 3.5-1232 Clean up most (99.99%) of the tab/space mismatches in the VideoSoftware project. Got rid of trailing spaces that were unnecessary too. Also update the license header for this project. We don't use SVN anymore. Version 3.5-1231 Good job Windows. Stop choosing the same names as I do. Version 3.5-1230 Extend our OSD class to support callbacks on init, onframe, and shutdown. Version 3.5-1229 Implement a few more store instructions on ARM Version 3.5-1228 Fix fastmem on ARM Version 3.5-1227 Merge in latest changes to ArmEmitter from the PPSSPP crew. Should fix the dumb random crashes I had from IOS icache clearing not initializing a value. Version 3.5-1226 GOOGLE CODE, STOP BEING CRAP please :( Version 3.5-1225 Make debug builds use unicode, not multibyte. Version 3.5-1224 Refactored the SystemTimers to allow for per-UCode timing. Fixes issue 6237. Version 3.5-1223 ogl: remove GL_TRIANGLE_FAN on utils rendering wtf have I done? fans aren't supported well on hardware Version 3.5-1222 Merge branch 'primitive_restart' Version 3.5-1211 ogl: fix single core crash osx is missing, sorry but I'm too stupid for objective-c Version 3.5-1210 DolphinWX: Fail less at explaining what framelimit is doing. Version 3.5-1209 VertexShaderGen: Fix a small GLSL regression in emboss mapping. Version 3.5-1208 NetPlay: Updated the "Alert" text. Removed the "?" button as it was useless. Sorted the game lists. Made wider the player list. Version 3.5-1206 Update iso file cache version. Version 3.5-1205 Fixed split WBFS file size display. (probably) Fixed issue 6222. Version 3.5-1204 Track the real wiimote rumble state to drop outgoing rumble reports with no effect. This eliminates constant streams of reports in various games that constantly send audio reports. (Just Dance 2, DKCR, etc.) (Speaker data reports are converted to rumble reports when speaker data is disabled.) Version 3.5-1203 ogl: support glsl120 Version 3.5-1202 ogl: one framebuffer per efb2tex texture suggestion from nvidia/valve. let's see if it helps Version 3.5-1201 Seriously, someone kill me. Version 3.5-1200 Kill me now. Fixes issue 6227. Version 3.5-1199 Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX. Was asked to remove it, so... yeah. Version 3.5-1198 Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!) Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code. I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things. If any comments are wrong, don't hesitate to complain. Version 3.5-1197 Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only). Version 3.5-1196 Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects. See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes. See VertexShaderManager.cpp for a logging typo fix. See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText. See SWVertexLoader.cpp for a typo fix of an assert message. Should slightly improve the readability of some of those files. Version 3.5-1195 Look for wiimotes when "Continuous Scanning" is enabled even if a device using the MS stack is not found. Fixed issue 6215. Version 3.5-1194 D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL) Version 3.5-1193 Allow enabling memory card writes for netplay clients, instead of just the server. Version 3.5-1192 Allow disabling memory card writes in netplay. Fixes issue 6217. Version 3.5-1191 Apply re07a91930df0 to the software renderer. Version 3.5-1190 Bumped up the LLE period to 12600 as it seemed to be a bit more stable. Version 3.5-1189 Forced an exception check after an interrupt is generated by the DSP. Changed the timing back to 3ms/5ms periods, fixing the slowdown and garbled AX audio. Fixed Accurate VBeam emulation when DSP HLE audio is being used. Version 3.5-1188 Merge branch 'real-wiimote-minor-fixes' Version 3.5-1181 Quick fix to get Zelda: Wind Waker booting again. Version 3.5-1180 Made the timing consistent between DSP HLE and DSP LLE. Fixes Lost Kingdoms II in DSP HLE mode. Version 3.5-1179 Use an enum for efb scale values. Version 3.5-1178 Adjusted the ARAM DMA transfer size again. Fixes the audio in the Sonic Mega Collection games. Version 3.5-1177 Someone take my commit rights away. Version 3.5-1176 Hastily committing untested code without making sure i didn't miss anything first? I would never! Version 3.5-1175 Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale. Fixes issue 6210. Version 3.5-1174 fix msaa detection Version 3.5-1173 ogl: remove "Missing Extension" from osd I think it was the best place, but I can't see "this issue is because of ..." any more Version 3.5-1172 Fix for the hang after close caused by my previews perf queries commit. Sorry for that. fix issue 6205 Version 3.5-1171 OGL: use GLEW_ARB_debug_output in debug builds should also be used in normal build, but as our ubo "workaround" throws too much errors, it's disabled atm Version 3.5-1170 Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp Version 3.5-1169 Forced the exception check when the ARAM DMA transfer is between 32 and 320 blocks in size. Fixes Lost Kingdoms II. Version 3.5-1168 Add native fullscreen support for OS X. Version 3.5-1167 Revert "D3D11: Fix glitched polygon edges when MSAA is enabled." This reverts commit 61c327ba8b2e09e67acbcd7d1c807910fc0c1a68. Version 3.51166 ups missing file for my last commit sorry Version 3.5-1165 Adds support for PE performance metrics in the D3D9 backend Version 3.5-1164 Fix 32bit Linux. GCC's lrotl/lrotr instrinsic functions are 32bit when building for 32bit, we require 64bit at all times, so keep using our own instead. Version 3.5-1163 D3D11: Fix glitched polygon edges when MSAA is enabled. Version 3.5-1161 Fix GCC 4.8 compiling. GCC 4.8 now defines _rotl/_rotr/_lrotl/_lrotr. Version 3.5-1160 Make the GUI show a translated "No audio output" sound backend string. Version 3.5-1159 Fix ARM building. Version 3.5-1158 Pull updated translations from Transifex. Version 3.5-1157 Fix some more strings for translation, and update the catalog. Version 3.5-1156 Suppress warnings. Version 3.5-1155 Fix build on OS X Version 3.5-1154 Merge branch 'new-ax-hle' GC and Wii games using the AX UCode should now work almost perfectly with DSP HLE. If you get any issue, make sure the "DSP on dedicated thread" option is disabled, and try setting framelimit to "Audio". As a side effect, DSP HLE should not desync anymore (making it usable in netplay and TAS) with AX games. Conflicts: Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp Version 3.5-1124 real buildfix Version 3.5-1123 Probably a sloppy buildfix. Version 3.5-1122 Fix loading of "themes" with non-ascii character names. Fixed issue 6189. Why did GetUserPath return a non-const ref to string..? Version 3.5-1121 We can use unordered_map without pain now! Version 3.5-1120 More log elaborating. Final time I'm doing this. Logs should actually be somewhat understandable to some people outside of programming and stuff (in a way). It's certainly better than being bombarded by abbreviations when errors/general logging occur, at least. Version 3.5-1119 Update function descriptions in GCPad.cpp and Wiimote.cpp Add inputs. Those that still need a description are tagged with [Description Needed] Version 3.5-1118 Fix CMake warning. Version 3.5-1117 As requested apply the same changes made by rev 6958822f1957 to the D3D9 backend. handle v-sync changed while the emulation is running. thanks to neobrain for pointing the missing functionality. Version 3.5-1116 Merge branch 'osx-libcxx' Version 3.5-1108 Some more logging typos and clarifications. Missed these in my last commit. This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit. A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently). Elaborations can be seen in WGL.cpp I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal. Version 3.5-1107 Disable dual source blend until a valid support test is found Version 3.5-1106 Fix some typos and correct some capitalizations in the log messages. Makes the logging look more orderly and less spammy when spitting out things. Version 3.5-1105 Use a brute force approach to test for Dual source blend support. Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time. if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend. I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution. Version 3.5-1104 Add retina display support for Mac. Version 3.5-1103 Fix Intel Ironlake since it doesn't support version 120 of GLSL. I don't have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though. Version 3.5-1102 only apply vsync on changes nvidia over bumblebee slows down on changes Version 3.5-1101 Fix some strings for translation and update the pot file to include those strings once again. Version 3.5-1100 fixes for my last commit Version 3.5-1099 Implement dual source blending to avoid unneeded alpha pass. this implementation does not work in windows xp (sorry no support for dual source blending there). this should improve speed on older hardware or in newer hardware using super sampling. disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly. remove the deprecation label from the plugin while I'm working on it. Version 3.5-1098 VideoSoftware: Fail less at clamping. Version 3.5-1097 Recommend Direct3D 11 or OpenGL instead of Direct3D 9. Version 3.5-1096 Clean up blending code a bit. Version 3.5-1095 buildfix for my last commit on Mac OSX Version 3.5-1094 Small Blending logic fix for opengl backend Version 3.5-1093 Removed some redundant code introduced in the last commit. Version 3.5-1092 Rounded the loop addresses to the nearest 16bit value in the loop comparison. Fixes issue 6160. Version 3.5-1091 OGL: enable buffersubdata in detection Version 3.5-1090 Readded the tracking of the FIFO Writes. Fixes issue 6165. Version 3.5-1089 Fix a slight leak in LogManager. m_debuggerLog wasn't ever deleted in the destructor. Version 3.5-1088 Fixed issue 6119. Version 3.5-1087 [DolphinWX] Remove a duplicate conditional in Frame.cpp Version 3.5-1086 Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds. This reverts commit efcb2abe9bf60978d2e5e776268179671bfef87a. Fixes issue 6098. Version 3.5-1085 Array overrun fixed in VertexShaderCache for the DX11 plugin. vs_constant_offset_table only has a size of 239. It was originally iterating up to element 241. Version 3.5-1084 Fixed DSPTool build. Version 3.5-1083 Windows build fix Version 3.5-1082 Go back to assuming every HID device is a wiimote on Windows. Fixed issue 6117. Unfixed issue 6031. Version 3.5-1081 VideoSoftware: Improve fog range adjustment by using less magic and more comments. Version 3.5-1080 revert RasterFont for VideoSoftware Backends shouldn't depend on each other. Here RasterFont depends on ProgramShaderCache, which itself depends on global config again ... Version 3.5-1079 ogl: fix virtual xfb Version 3.5-1078 Windows build fix from web interface... Version 3.5-1077 Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play. Fixes issue 5938. Fixes issue 6067. Version 3.5-1076 Merge branch 'Fast-EE' * Fast-EE: Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check. Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4. Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4. Forced the external exception check to occur sooner by changing the downcount. Version 3.5-1071 VideoSoftware: Implement fog range adjustment, fixing issue 6147. Version 3.5-1070 implement 4xSSAA for OGL I don't think it's needed, but its requested often Version 3.5-1069 move ogl-only settings into backend Version 3.5-1068 Fix description of disable fog, and move it to enhancements tab. Version 3.5-1067 Mark the Direct3D9 backend deprecated. Version 3.5-1066 Prefer D3D11 and OpenGL over D3D9 by default. Version 3.5-1065 Switch to using bitfields in the streambuffer class so we can exclude buggy streambuffer types. This disables pinned memory on ATI for GL_ELEMENT_ARRAY_BUFFER because it seems to be buggy. This fixes ATI for me. Version 3.5-1064 Had this sitting around for a while to fix nogui. Version 3.5-1063 check for overflow vertex indices, fixes issue 6135 thx @ JMC47 for identifying the reversion, creating a useful bug report with fifo log :-) Version 3.5-1062 Gameini database update for Madagascar, Gladius, Mario Kart: Double Dash (intro video now plays), Fire Emblem (Wii), Kirby's Dream Collection Special Edition, King Kong. Version 3.5-1061 more restrict disable of pinned memory, disable ubo for intel/mesa-9.1.1 Version 3.5-1060 Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon. Not planning to touch Core since it's the most actively changed part of the project. Version 3.5-1059 Clean up some space/tab mismatches in DiscIO and InputCommon. Keeps the files consistent. Version 3.5-1058 Missed a few clang compiler flags. Version 3.5-1057 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. Version 3.5-1056 GLSL: fix msaa egdes MSAA is a optimiztion to execute the fragment shader just once per pixel instead per sample. It sounds great, but has a big issue: At edges where the center isn't in the polygon, the fragment would still be executed, but still with the center of the pixel as position. So if some calculations aren't allowed outside the polygon, the result would be invalid. But the nice one: we can give a hint to each input to be choosen from a valid pixel, so now every pixel will be calculated with valid source. Version 3.5-1055 Properly set the DMAState flag while ARAM DMA transfers are underway. Fixes issue 6118. Version 3.5-1054 Short,sweet and fixes issue 5725 Version 3.5-1053 Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL. D3D9 still doesn't support changing vsync while emulation is running. Fixes issue 6111. Version 3.5-1052 Hide cursor in fullscreen mode on OSX fixes issue 3956 Version 3.5-1051 Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways. Version 3.5-1050 Fix a typo in ArmEmitter noticed by LionCash. Version 3.5-1049 Set GLES Tex2D function to texture2D, texture is only available in GLES3. Fix some tabs in the config file. Version 3.5-1048 Reenable mulli and negx, seems to work fine. Version 3.5-1047 Git pull Version 3.5-1046 Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen. Version 3.5-1045 Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used. Version 3.5-1044 GLSL: also define pinned_memory in renderer.cpp Version 3.5-1043 Remove an obsolete documentation file Version 3.5-1042 Revert "Disable Vsync while holding tab to disable the frame limit." This reverts commit 341eb878064537893140a9dd29aa83c4cd477808. I'll do it right later. Version 3.5-1041 Disable Vsync while holding tab to disable the frame limit. Fixes issue 6111. Version 3.5-1040 GLSL: store and use exact ubo sizes Version 3.5-1039 Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue. Version 3.5-1038 remove some ogl error but it doesn't resolve any issue Version 3.5-1037 fix software backend ogl rasterfont sets vao and vbo, but both aren't used on software backend Version 3.5-1036 GLSL: don't apply unsupported msaa settings Version 3.5-1035 disable pinned memory for fglrx Version 3.5-1034 Windows - Don't disconnect real wiimotes on Dolphin close. (back to the old behavior) Fixed issue 6103. Version 3.5-1033 Fix some warnings. Version 3.5-1032 GLSL: fix transparency issues on dual source blend. fix issue 6104 Version 3.5-1031 Ship by default a free DSP ROM that can handle most games with LLE At the end of July 2011, LM published a free DSP ROM that works with games using the Zelda UCode. His ROM only has the code to handle UCode loading and a few utility functions, the rest is missing. This includes the four large sound mixing functions used by the AX UCode and the DROM containing coefficients used for polyphase resampling in AX. This is an improved, updated version of this ROM, which changes the following: - We now have a free DROM that works for polyphase resampling by "emulating" linear interpolation. The coefficients contained in the DROM are normally a list of { c1, c2, c3, c4 } which are used to interpolate a sample value from four previous samples: out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4 The coefficients are chosen depending on the fractional part of the current position (basically, our position between the previous and the next sample). We can use this fact to generate (c1, c2, c3, c4) for each possible fractional part so that: out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos) Which is the formula for linear interpolation between prev3 and prev4. Linear interpolation is not as good as polyphase resampling but it still works very well and I couldn't really hear any difference between the two. If someone wants to generate real polyphase filter coefficients, they are welcome to submit a patch. - The IROM now contains the 4 mixing functions used by the AX UCode: mix_add, mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined functions (probably for performance reasons) in the official DSP IROM, our version prefers to use a loop. This *should* be more performant with our DSP JIT implementation, but I did not benchmark that. Because the new DSP ROM is working just as well as the official ROM in 95% of cases, it is now shipped by default with Dolphin and will be used with DSPLLE if you don't have an official DSP ROM in User/GC. It will still display a panic alert at every boot to notice you that you are using a non official DSP ROM made by us, which is not perfect. Games using the CARD, IPL or GBA UCodes are still broken. I don't know what games this actually impacts, but this is a very small proportion compared to what works. Version 3.5-1030 GLSL: explicitly check for gl errors for pinned memory Version 3.5-1029 Check for HID wiimote name on Windows instead of assuming everything is a wiimote. Fixed issue 6031. Version 3.5-1026 GLSL: fix nfs-hp2 Version 3.5-1025 Merge branch 'GLSL-master' Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend. It just began with simple changes which aren't supported on osx. They either support ogl2 OR ogl3 core, but mixing isn't allowed. As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either: - OSX supports only GLSL100 which doesn't support our shaders. - Vertex Array Objects are needed for ogl3, but not supported on ogl2 - immediate mode isn't supported any more, so we must implement vertex buffers - uniform buffers are recommended as else we would need tons glUniform - postprocessing shaders have to be converted to glsl - lots of smaller outdated issues and bug fixes :-) Thanks at all for testing and at Sonic for converting all of our shaders to glsl130 And sorry for all upcoming bugs... Version 3.5-663 My OCD will not stand for this. Version 3.5-662 So much more readable now! Version 3.5-661 PixelShaderManager: Reload fog range adjustment shader constants upon viewport change. Fixes issue 5618. Version 3.5-660 Fix checks for preventing the main and render windows from spawning off screen. Version 3.5-659 Corrected a typo. Version 3.5-658 PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation. Version 3.5-657 VideoSoftware: Do not clear the depth buffer on EFB copy clears when depth writing is disabled. Version 3.5-656 Beginning of VFP cleanup. Will finish when I have the hardware in front of me. Version 3.5-655 Actually set the bIDIVa value in the ARM CPUDetect. Version 3.5-654 Fixed the Windows 32bit debug build. Version 3.5-653 Prevent the render window from spawning off screen. Fixes issue 6063. Version 3.5-652 Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect. Version 3.5-651 Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on. Version 3.5-650 Fix dup Option and move one to the top where it belongs in the CMake file. Version 3.5-649 Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games. Version 3.5-648 All the cool kids hard code string lengths. Fixes issue 6090. Version 3.5-647 Allow playing movies from command line. Also remove some unneeded code. Version 3.5-646 Update gameini database according to changes after the FIFO - BP Merge. Remove Fastdiskspeed from various games that no longer need it. Enable dual core and gpu thread synch option for F-Zero GX and Rayman Raving Rabbids. They are both a bit faster now compared to single core (about 20%) and without stability issues when dual core was enabled. Version 3.5-645 decrease d3d vertex buffer size Version 3.5-644 Merge branch 'FIFO-BP' # By skidau (30) and Pierre Bourdon (1) * FIFO-BP: (31 commits) Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban. Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size. Fixes NFS:HP2 GC. Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy. Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision". Required to go in-game. Added direct GameCube controller commands to the Serial Interface emulation. Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc. Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss. Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM. Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function. Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code. Skipped the EE check if there is a CP interrupt pending. Disabled "Speed up disc transfer" from the ZTP GC game ini. Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr. Delayed the interrupts in the EXI Channel. Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871) Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game. Made vertex loading take constant time. Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision". Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang. Profile stores, fp stores and ps stores only to the fifo write addresses list. This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily. ... Conflicts: Source/Core/VideoCommon/Src/PixelEngine.cpp Version 3.5-608 Fix JIT from rebasing on PPSSPP ArmEmitter. Version 3.5-607 Rebase ArmEmitter on PPSSPP's base. The loadstores are making my heart cry at this point. Version 3.5-606 Update pot file for recent string changes in the code. Version 3.5-605 Update translations from transifex. Also add the transifix client configuration directory to gitignore. Version 3.5-604 Dolphin needs to be restarted before playing back a wiimote movie, so let's suggest that instead of giving an unhelpful error message. Version 3.5-603 Fix a typo. Version 3.5-602 Wow, I'm dumb. Fix mismatched set/get. Version 3.5-601 Fix a potential issue when someone has a CPU core that isn't available on that host set in the INI file, it would just fail out. Now it defaults to interpreter. Version 3.5-600 Add a comment about Qualcomm in load stores. Version 3.5-599 Fix a potential memory leak in function DecompressBlobToFile in CompressedBlob.cpp Version 3.5-598 Make sure to mask out the FPU rounding mode correctly. Good spot from LionCash. Version 3.5-597 fix debug build Version 3.5-596 Clean up PPCSTATE_OFF Version 3.5-595 fix vertexloader without jit Version 3.5-594 Merge branch 'vertex-loader-cleanup' Version 3.5-564 Add ARM Jit to GUI when built on ARM Version 3.5-562 OK, seriously, buildfix. I shouldn't even have commit access! Version 3.5-561 Buildfix for real. Version 3.5-560 Buildfix! Version 3.5-559 Use standard binary multiple unit symbols for game size display. Use integer math for the calculation as we cannot rely on floats for something as important as game size display! Version 3.5-558 Disable SSE2 check in the GUI when building ARM. Version 3.5-557 Fixed issue 5270. Don't ask me how, I just clean up code and then it works! I think it was int overflow. Version 3.5-556 Fix compiling Dolphin on devices that provide crazy GLES drivers Version 3.5-555 Merge branch 'hle-fs-cleanup' Version 3.5-548 Don't null-terminate some random std::string. Version 3.5-547 Merge branch 'windows-unicode' Fixed unicode filename handling on Windows. Made all significant projects build with "Unicode" option on Windows. Fixed unicode string handling in GUI code on all OSes. From now on: std::string == UTF-8. Fixed issue 4111. Fixed issue 5178. Fixed issue 5980. Version 3.5-518 Windows: Open wiimotes with the FILE_SHARE_WRITE flag like before. This should fix issues introduced by real-wiimote-scanning. Version 3.5-517 Fix accidental change from libpulse-simple to libpulse Version 3.5-516 Fix ARM build. Version 3.5-515 Kill warning. Version 3.5-514 Eliminate some baseless restrictions in PointerWrap, mainly vector<string> not working. Version 3.5-513 Merge branch 'perfqueries'. Adds support for PE performance metrics. Used in Super Mario Sunshine's "Scrubbing Sirena Beach" level to determine when enough goop has been cleaned up to finish the level. Also used in TimeSplitters: Future Perfect to determine the appearance of flares around light sources (e.g. sun). OpenGL and D3D11 only. D3D9 support unlikely to be added unless anyone bothers to do the work. Initial work and D3D11 support by me. Kudos go to Billiard for adding the OpenGL support and reviving development of this branch that way :D Slightly (~7%) decreases performance when performance metrics are used (and only then). Fixes issue 1498. Fixes issue 5368. Version 3.5-491 also don't cleanup efb copys on efb2ram these may be upscaled and this high res textures would be lost Version 3.5-490 Fix Dolphin starting only once then crashing at startup Version 3.5-489 Fixes two memory leaks, one is pretty bad for OSX. Yell at pauldachz if this doesn't work. Or... say thanks. Version 3.5-488 Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing. Version 3.5-487 Make ARMJit core default CPU core on ARM architecture Version 3.5-486 Merge branch 'VideoSoftware-savestates' Version 3.5-481 Fix a StringUtil regression from the arm-noglsl merge Fixes issue 6048. Thanks to Starscream for locating the regression. Version 3.5-480 Small improvement to cmpli/cmpi in ARMJit. Version 3.5-479 Merge latest ArmEmitter changes from ppsspp while we're at it. Version 3.5-478 Ah. I blame vim on this typo entirely. Version 3.5-477 Add disabled code for authenticating wiimotes on Windows. Version 3.5-476 Merge branch 'arm-noglsl' Version 3.5-473 Buildfix. Version 3.5-472 Yell at the user if they change window size while dumping frames, and some other avi dumping stuff. Version 3.5-471 Merge branch 'real-wiimote-scanning' Version 3.5-432 Make error message for loading save state with wrong dsp engine shorter. Version 3.5-431 Abort load state if it uses a different dsp engine, instead of crashing. Version 3.5-430 Update the gameini of F-zero. Efb to Ram is no longer the default choice. Version 3.5-429 fix last commit by neobrain Version 3.5-428 Build fixing. Version 3.5-426 Merge branch 'CLGL-Interop' Version 3.5-424 Added the addeo instruction to the JIT tables. Fixes Inkub (WiiWare). Voici une petite vidéo : Site officiel : http://code.google.com/p/dolphin-emu/ Site officiel : http://dolphin-emu.org Télécharger Emulateur GameCube / Wii : Dolphin v3.5-1491 Posté par richardjouir le le 22/06/13 à 14:23:02 2576 affichages, 0 commentaires Wiimms ISO Tools et Wiimms WBFS Tool est un ensemble d'utilitaires réalisé par Wiimm. Ils vous permet de manipuler les Images ISO de jeu Wii et les containers WBFS. Les deux utilitaires principaux sont nommés wit (Wiimms ISO Tool) et wwt (Wiimms WBFS Tool, le WBFS manager). Il s'agit de la solution la plus complète à l'heure actuelle en terme de manipulation d'ISO. Tous les formats sont supporté (de fichier comme de format de partition), il est possible de faire des transferts par lot, de réparer des partitions ou des fichiers WBFS, etc, etc... wit v2.22a r4516 - 2013-06-22 - Command "wit DOLPATCH" accepts now more commands and is able to create new TEXT and DATA sections. -> Read http://wit.wiimm.de/cmd/wit/dolpatch for details. - New option: --tt-id=ID: This is a short cut for `--ticket=ID --tmd=ID´. If TICKET and TMD differ, the game will freeze after loading. So it make sense to change only TICKET and TMD IDs together. - Bug fix, if using "wit COPY --name discname" and the destination is %X or similar: The new discname is now used to create the filename. (Image de qtwitgui) Site officiel : http://wit.wiimm.de/ Site officiel : http://gbatemp.net/t182236-wwt-wit-wiimms-wbfs-iso-tools Télécharger WIT: Wiimms ISO & WBFS Tools v2.22a r4516 Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 ... 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 Pour votre téléphone, Jailbreak iPhone et Jailbreak iPad. - Hack PS3 - Hacker sa WiiU - Hacker PS Vita - Rage Comics, troll face - Retrouvez chaque jour des image drole sur internet grâce à LOLTube. - Meme Internet |
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