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| * | Add Windows CI configurationRaphaël Zumer2019-12-12
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| * | Update packages on CI before installingRaphaël Zumer2019-12-12
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| * | Enable GitHub CI on pull requestRaphaël Zumer2019-12-12
| | | | | | | | | | | | Also rename the build to be more specific.
| * | Add C/C++ with CMake GitHub workflowRaphaël Zumer2019-12-11
| |/ | | | | | | | | This enables continuous integration with GitHub Actions.
* | Merge pull request #550 from rzumer/slot2Arisotura2020-01-28
|\ \ | | | | | | Support GBA game cartridges for DS connectivity
| * | Split GBA Reset and Eject logic into two setsRaphaël Zumer2019-12-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This allows solving some crashes and provides more flexibility in how GBA cartridges change state between soft and hard resets. Since save states including GBA data do not carry over the original save file path, and the GBA cartridge is being reset along with the other parts of the system, this is needed to avoid losing the GBA state on reset following a state load, while preserving the behavior where cartridges are ejected when calling Stop().
| * | Only store the GBA ROM header in save statesRaphaël Zumer2019-12-22
| | | | | | | | | | | | | | | Also fix some potential crashes due to SRAM state not being cleared correctly on state load.
| * | Skip saving/loading GBA flash state if SRAM is nullRaphaël Zumer2019-12-22
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| * | Implement DoSavestate() for GBACart classesRaphaël Zumer2019-12-19
| | | | | | | | | | | | Admittedly untested.
| * | Make solar sensor hotkeys configurableRaphaël Zumer2019-12-18
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| * | Add DoSavestate() function to GBACart_SolarSensorRaphaël Zumer2019-12-18
| | | | | | | | | | | | Still empty, but should be implemented along with the rest.
| * | Display solar sensor level changes on OSDRaphaël Zumer2019-12-10
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| * | Properly pass through GBA GPIO writesRaphaël Zumer2019-12-10
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| * | Hook up solar sensor control to the UIRaphaël Zumer2019-12-10
| | | | | | | | | | | | It uses hardcoded keypad left and right arrows.
| * | Implement solar sensor processingRaphaël Zumer2019-12-10
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| * | Add basic GBA GPIO support, solar sensor detectionRaphaël Zumer2019-12-10
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| * | Rename SRAMFlash to SRAMFlashStateRaphaël Zumer2019-12-10
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| * | Clarify comments and credit DeSmuME for Flash I/ORaphaël Zumer2019-12-10
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| * | Fix GBA Flash read/writes and clean upRaphaël Zumer2019-12-09
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| * | Implement GBA cartridge Flash reading and writingRaphaël Zumer2019-12-09
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| * | Fix "é" character encoding in NDS.cppRaphaël Zumer2019-12-09
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| * | Eject GBA cartridges on stop from the UIRaphaël Zumer2019-12-09
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| * | Add a framework to support non-SRAM GBA savesRaphaël Zumer2019-12-09
| | | | | | | | | | | | | | | The support is not yet there, but at least we should not read or write bogus data.
| * | Remove unused Write function in NDSCartRaphaël Zumer2019-12-09
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| * | Handle GBA cartridge SRAM writesRaphaël Zumer2019-12-08
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| * | Reset GBA cartridge state when loading a new ROMRaphaël Zumer2019-12-08
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| * | Keep GBA carts loaded when booting to firmwareRaphaël Zumer2019-12-08
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| * | Hook up the GBA slot to the UIRaphaël Zumer2019-12-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | A GBA cartridge may be loaded in the same way as a DS cartridge. If the extension of the selected file is "gba", it will be treated as a GBA file. The system boot logic is still centered around the DS cartridge, so loading a GBA file will not start or reset it.
| * | Properly init/deinit the GBA slotRaphaël Zumer2019-12-08
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| * | Add GBA cart model and allow reading from itRaphaël Zumer2019-12-08
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| * | Fix GBA memory values on deselected CPURaphaël Zumer2019-12-08
| |/ | | | | | | | | | | | | | | Previously, the GBA memory was 0xFF-filled on both CPUs. However, GBATEK reports that the deselected CPU is 0x00-filled, and that some titles depend on this behavior to function properly.
* / * prevent potential race condition while changing window titleArisotura2019-12-30
|/ | | | | | * cap framerate at 1000FPS fixes #547
* add warning against hacked firmware dumpsArisotura2019-11-08
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* OpenGL: fix bug when rendering translucent polygons coming after shadow ↵Arisotura2019-11-03
| | | | polygons, against a zero-alpha clear-plane (would use wrong shader, resulting in broken transparency)
* fix remaining sprite y-coord bugs. fixes #531Arisotura2019-11-03
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* fix sprite y-flipArisotura2019-11-03
| | | | also, meaningless shenanigans
* smarter CP15 PU region updates. disable some useless logging.Arisotura2019-10-21
| | | | fixes #528
* uuuh we should only do it once per scanlineArisotura2019-09-15
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* well, here, OBJ X mosaic is done tooArisotura2019-09-15
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* begin work on mosaicArisotura2019-09-15
| | | | OBJ Y mosaic emulated correctly, there's atleast that.
* prevent capture-o-magic from freezing. also, make code more readable.Arisotura2019-09-14
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* make it a bit less braindeadArisotura2019-09-14
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* BLAHAHAHAHHHHArisotura2019-09-14
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* HARK HARK HARK HARKArisotura2019-09-13
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* guess who the idiot is who broke sprite extpalArisotura2019-09-05
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* GPU2D: delay palette lookup for spritesArisotura2019-09-05
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* update READMEArisotura2019-09-04
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* deal with SPU FIFO overflow in a more pleasant mannerArisotura2019-09-04
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* see, Arisotura, was it that hard?Arisotura2019-09-04
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* blargArisotura2019-09-04
| | | | here, have code