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* Windows: fix colors. use fallback if hardware render mode doesn't work.StapleButter2017-09-19
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* GTK: apply window client size to childHolderWidget. fixes sizing when a ↵StapleButter2017-09-19
| | | | menubar is present.
* GTK: thread-safe refresh. doesn't freeze randomly anymore.StapleButter2017-09-19
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* add Platform thread/semaphore support, using SDLStapleButter2017-09-19
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* change final framebuffer format (again. sorry.) to xRGB, more compatibleStapleButter2017-09-19
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* libui: add cairo bitmap code (preliminary). fix bug where putting a draw ↵StapleButter2017-09-19
| | | | area directly in the window caused it to be tiny.
* libui: fix bug with filepicker filters under GTK. add skeleton for bitmaps. ↵StapleButter2017-09-19
| | | | add the right cmake shit.
* touchscreen inputStapleButter2017-09-17
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* * attempt at keyboard input, via raw scancodesStapleButter2017-09-17
| | | | | * load config, etc * some things are nicer, too
* soundStapleButter2017-09-14
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* * build settings for ReleaseStapleButter2017-09-14
| | | | * fix off-by-one error in bitmap drawing
* actually run the emulatorStapleButter2017-09-14
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* start working on API to draw bitmapsStapleButter2017-09-14
| | | | lay out emu thread
* libui: primp file picker dialogsStapleButter2017-09-11
| | | | | * support for filters, for Windows (tested) and GTK (theoretical) * add extra parameter for setting the start directory, but not supported yet
* are you dense, TortoiseGitStapleButter2017-09-09
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* actually take it somewhereStapleButter2017-09-09
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* another UI attempt, I guess.StapleButter2017-09-09
| | | | sorry.
* readme updateStapleButter2017-08-29
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* 3D: blend translucent pixels with bottom pixels when needed.StapleButter2017-08-28
| | | | fixes antialiasing within shadows, under translucent polygons, etc
* 3D: move shadow mask rendering to separate function, optimize it (it doesn't ↵StapleButter2017-08-28
| | | | need to interpolate all vertex attributes)
* fix antialiasing along Y-major edgesStapleButter2017-08-28
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* 3D:StapleButter2017-08-28
| | | | | * more accurate polygon edges (still not perfect. heh) * antialiasing (doesn't always work)
* 3D: faster and more accurate interpolationStapleButter2017-08-17
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* 3D: revise fog calculation to match hardware (emulate precision loss and ↵StapleButter2017-08-16
| | | | overflow with big shifts)
* * allow 128KB firmwares (DSi/3DS dumps)StapleButter2017-08-05
| | | | * document firmware sizes better
* 3D: fix culling. fixes #86. watch out for any missing polygons elsewhere.StapleButter2017-07-24
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* dgfhtrydthgStapleButter2017-07-23
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* 2D: mosaicStapleButter2017-07-23
| | | | sprites might be mosaiced wrong, esp. rotscaled ones. blrgdfgdf
* add some more GPU IOStapleButter2017-07-23
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* implement 8bit writes to DISPCNT/BGCNT/BGPOSStapleButter2017-07-23
| | | | fixes #98
* * FPS counter displays target framerateStapleButter2017-07-21
| | | | * fix potential hang and out-of-bounds drawing when VCount is modified during drawing
* * bump version numberStapleButter2017-07-16
| | | | * BLDALPHA is readable
* add setting for whether to bind the wifi socket to any address or to ↵StapleButter2017-07-16
| | | | loopback only
* while we're at it: emulate div/sqrt timingsStapleButter2017-07-15
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* add basic response for Pokémon IR transceiver (SPI command 08). lets your ↵StapleButter2017-07-15
| | | | pokémon gain EXP.
* implement transfer delays for both SPI bussesStapleButter2017-07-15
| | | | also make microphone input return 0x800
* separate polygonID attributes for opaque and translucent pixels.StapleButter2017-07-15
| | | | | | rendering translucent pixels preserves opaque polygonID and edge flags for edgemarking. fixes edgemarking malfunctions, like #80 or black dots in Pokémon games
* 3D: fix Z calculation in Z-buffering mode (should use original W, not ↵StapleButter2017-07-14
| | | | normalized one). fixes horrendous Z-fighting in Pokémon games.
* apply the interpolation fix to Z interpolation.StapleButter2017-07-14
| | | | | | more accurate conversion of Z values. but this doesn't fix the horrendous Z-fighting in Pokémon B/W because of course it doesn't >_<
* 2D: fix blending against the 3D layer or bitmap sprites (when those are ↵StapleButter2017-07-14
| | | | | | second target) fixes #68
* fix potential overflow in fog density calculationStapleButter2017-07-14
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* * actually fix linear interpolation when y0>y1StapleButter2017-07-13
| | | | * change the backfacing attribute bit, so that it doesn't mess with edgemarking
* attempt to fix interpolation when y0>y1StapleButter2017-07-10
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* normalize W values in both directions (0123-0157 -> 1230-1570)StapleButter2017-07-06
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* 3D:StapleButter2017-07-06
| | | | | * undo 'winding sorting' hypothesis * special depth test rules: 'less than' function becomes 'less or equal' when rendering front-facing polygon pixels against back-facing opaque pixels
* 2D: fix rotscaled bitmap sprites (dumb bug of the year).StapleButter2017-07-06
| | | | fixes #41 and #34
* 3D: opaque polygons are sorted by winding orderStapleButter2017-07-06
| | | | the Sands of Destruction character menu relies on this, it mixes and matches polygon windings to thwart Y-sorting
* apparently they suck at keeping their SDL distributions up to dateStapleButter2017-07-05
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* ... maybe it's better this way?????StapleButter2017-07-05
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* cmake: attempt to add C++11 support.StapleButter2017-07-05
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