Архив рубрики: Dolphin SVN

Dolphin SVN r6087

Revision 6087:

Fix the wiimote refresh button in the new wiimote plugin on linux.

Revision 6086

Fix a problem in the old wiimote plugin in which a bitmap could be created with size 0x0. This fails an assertion in wxWidgets. wxWidgets complains about it in the debug build.
Also cleaned that file up. That is probably an exercise in futility though.

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Dolphin SVN r6085

Revision 6085:

Use the debug option for conf.CheckWXConfig on OS X as on Unix.

Revision 6084

Add Common::AtomicDecrement for gcc to match win32.

Use the debug option for conf.CheckWXConfig on OS X as on Unix.

Take care of a few compiler warnings.

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Dolphin SVN r6083

Revision 6083:

I’ve observed that «FIFO is overflown by GatherPipe» is not real overflow.
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I’ve Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I’m working to solve this.

Revision 6082

New Wiimote Plugin: Added a «Hybrid Wiimote» input source type. This allows a real wiimote to be used with an emulated extension.(and in the future, real wiimote with emulated motion plus) If the emulated extension is set to «None», a real extension can be used. Real/Emulated buttons are combined. Real acceleration data is used. Currently, emulated IR data is used.(might change this to allow both) Switching between an emulated and a real extension in-game is a bit testy right now, but if you switch the emu-extension to «None» before connecting a real extension, it usually works.

Revision 6081

Take care of some compiler warnings from unused variables, and a little code cleanup.

Revision 6080

Revert r6076 and r6077 since they broke x64 builds

Revision 6079

Edited wiki page through web user interface.

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Dolphin SVN r6078

Revision 6078:

Fix the OpenGL depth buffer values from the vertex shader.

I am not sure i am understanding what the pipeline really does, and more so what
the GC/WII expects here. If my comments are incorrect, please let me know.

This was tested with MP2:E, ZWW on r6075.

Revision 6077

Fixed some mistakes from r6076:
* Fixed missing UnlockAllX
* Fixed 64-bits compilation

Revision 6076

JIT compiler:
* Improved constants folding in load instructions
* Merged load instructions
* Fixed the register allocator so that it can restore the registers state after jumping to the dispatcher (in case of a conditional jump)

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Dolphin SVN r6075

Revision 6075:

dsplle — another small fix

Revision 6074

ok…svnrev crap finally under control? please?

Revision 6073

DX9/OGL: Remove some superfluous checks (this is already done in VideoCommon).

Revision 6072

revert last two commits. screw it.

Revision 6071

must’ve gotten too excited, forgot a file

Revision 6070

kill that annoying relinking once and for all!

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Dolphin SVN r6069

Revision 6069:

Debugger enhancements:
* Added working Step Over function.
* Added hard-coded hotkeys for step into (F11), step over (F10) and toggle breakpoint (F9). The hotkeys are only active when the debugger is enabled. They function as before when the debugger is disabled.
* Added Debug menu item.
* Removed obsolete NotifyBreakpoint function from JIT and JITIL.

Revision 6068

r6066, part two: learning to count

Revision 6067

Several little things:
Clean up of the input selected for the opengl x window in linux.
Fix a potential segfault when taking a screenshot (happens consistently when using «Save Targets» from the video debugger window).
Fix a memory corruption error that results from the wrong image size being passed when dumping textures.
Make the screenshot hotkey configurable.

Revision 6066

make_svnrev.h.vbs: look for «Last committed at revision [0-9]+» instead of «Updated to revision [0-9]+» for svn

Revision 6065

Change make_svnrev.h.vbs so that it won’t cause svnrev.h to be regenerated if it’s already at the current revision (saves re-linking all the time)

Revision 6064

Added code to unlock the reg in lwzux. Fixes issue 3017 (thanks j4ck.fr0st).

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Dolphin SVN r6062

Revision 6062:

Fixes NeobrainX’s new method for toggling the ZTP Hack. The game properties is a much more appropriate place for the hack (I didn’t even know about that menu:) ) Thanks to NeobrainX for the code cleanup, and to Mandrix999 for the fix. Also noticed a minor typo.

Revision 6061

Opengl and D3D are doing the perspective division differently

Thanks to glennricster for catching this.

Revision 6060

Move the ZTP hack to the game properties (reverted all changes from r6057 to the video plugins) due to some obvious reasons. Also some fixes to the coding style.

Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P

Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.

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Dolphin SVN r6059

Revision 6059:

dsp stuff — the same ucode hash under lle and hle now (had to rename couple of dissasms), ucode dumping under hle (debug only), small dsp:read32 change (needed for some homebrew)

Revision 6058

Stability fix for JIT load/stores

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Dolphin SVN r6057

Revision 6057:

This commit addresses the Hyrule field slowdown issue in Zelda: Twilight Princess, as discussed in Xtreme2damax’s thread: http://forums.dolphin-emu.com/thread-10638.html. It can be activated in the DX9, DX11, and OpenGL plugin GUI’s. Enabling the hack while playing other games besides ZTP will likely have either an undesirable or no(more likely) effect.

The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme’s thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack

Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged

Revision 6056

Set z-position for opengl, too

Revision 6055

Added missing unlocks from r6053 (thanks mylek4)

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