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* Refactor `NDS` and `DSi` to be objects (#1893)Jesse Talavera-Greenberg2023-11-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * First crack at refactoring NDS and DSi into objects - Remove all global/`static` variables in `NDS` and related classes - Rely more on virtual dispatch when we need to pick methods at runtime - Pass `NDS&` or `DSi&` to its constituent components where necessary - Introduce some headers or move some definitions to break `#include` cycles * Refactor the frontend to accommodate the core's changes * Move up `SchedList`'s declaration - Move it to before the components are initialized so the `map`s inside are initialized - Fields in C++ are initialized in the order they're declared * Fix a crash when allocating memory * Fix JIT-free builds * Fix GDB-free builds * Fix Linux builds - Explicitly qualify some member types in NDS, since they share the same name as their classes * Remove an unnecessary template argument - This was causing the build to fail on macOS * Fix ARM and Android builds * Rename `Constants.h` to `MemConstants.h` * Add `NDS::IsRunning()` * Use an `#include` guard instead of `#pragma once`
* Move all core types into namespaces (#1886)Jesse Talavera-Greenberg2023-11-25
| | | | | | | | * Reorganize namespaces - Most types are now moved into the `melonDS` namespace - Only good chance to do this for a while, since a big refactor is next * Fix the build
* Refactor the GPU to be object-oriented (#1873)Jesse Talavera-Greenberg2023-11-09
| | | | | | | | | | | | | | | | | * Refactor GPU3D to be an object - Who has two thumbs and is the sworn enemy of global state? This guy! * Refactor GPU itself to be an object - Wow, it's used in a lot of places - Also introduce a new `Melon` namespace for a few classes - I expect other classes will be moved into `Melon` over time * Change signature of Renderer3D::SetRenderSettings - Make it noexcept, and its argument const * Remove some stray whitespace
* convert AESArisotura2023-11-04
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* update copyright yearsArisotura2023-11-04
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* Introduce `Platform::Log` (#1640)Jesse Talavera-Greenberg2023-03-23
| | | | | | | | | | | | | * Add Platform::Log and Platform::LogLevel * Replace most printf calls with Platform::Log calls * Move a brace down * Move some log entries to one Log call - Some implementations of Log may assume a full line * Log the MAC address as LogLevel::Info
* fix a tidbit with GXFIFO NDMA, I thinkArisotura2022-11-03
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* actual DSi camera support (#1520)Arisotura2022-10-02
| | | basically feeding something that isn't a fixed stripe pattern, and emulating enough of the camera hardware to make this work
* add support for GXFIFO NDMAArisotura2022-04-10
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* update copyright headersArisotura2022-01-09
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* Custom path support (#1333)Arisotura2022-01-07
| | | | | | | also including: * getting rid of shitty strings * all new, cleaner ROM handling code * base for DSi savestates * GBA slot addons (for now, memory cart)
* update copyright year and add missing GPL headersRSDuck2021-03-12
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* messin' aroundArisotura2020-09-08
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* huh. all DSi files had outdated copyright yearsArisotura2020-06-05
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* * some fixes to SD controller support, make it clear that there is no SD ↵Arisotura2019-10-19
| | | | | | | | | inserted, makes Flipnote work somewhat better * immediately clear AES busy flag when the block count is zero (occurs when loading DSi cart games) * implement NDMA start modes that have an old-DMA equivalent (except for GXFIFO mode) now it boots DSi carts!
* * AES-CCM decryptArisotura2019-07-02
| | | | * fix a bunch of bugs
* ayyyArisotura2019-06-20
| | | | getting there!
* combat AES overflowing and/or getting stuckArisotura2019-06-19
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* add NDMA start mode 0x0A (AES input FIFO)Arisotura2019-06-19
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* add AES, fix a bunch of bugsArisotura2019-06-19
| | | | we're getting an error screen! wee
* might be more impressive if it actually worked, like thisArisotura2019-06-18
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* tremble upon the NDMA implementationArisotura2019-06-18
| | | | that doesn't do much beyond getting stuck
* HARK HARK HARKArisotura2019-06-18