Commit message (Collapse) | Author | Age | ||
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* | fasterer BG/OBJ VRAM reads | Arisotura | 2019-06-09 | |
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* | this is the same thing, but, for the sake of consistency | Arisotura | 2019-06-08 | |
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* | fix possible crash | Arisotura | 2019-05-25 | |
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* | simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels ↵ | Arisotura | 2019-05-25 | |
| | | | | individually for filtering. | |||
* | getting somewhere?? | Arisotura | 2019-05-24 | |
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* | welp. | Arisotura | 2019-05-21 | |
| | | | | progress | |||
* | botch more code | Arisotura | 2019-05-19 | |
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* | also, do master brightness | Arisotura | 2019-05-18 | |
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* | start work on display capture | Arisotura | 2019-05-17 | |
| | | | | also fix a bug in the compositing shader | |||
* | BAHAHAHHHH | Arisotura | 2019-05-16 | |
| | | | | HARK HARK HARK | |||
* | BAHAHAHAHAHAHAHAA | Arisotura | 2019-05-16 | |
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* | don't scale the screen gap | Arisotura | 2019-05-12 | |
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* | de-hardcode the GL renderer. | Arisotura | 2019-05-12 | |
| | | | | | init framebuffer to black. fix bugs. | |||
* | split framebuffer. | Arisotura | 2019-05-12 | |
| | | | | | setup doublebuffering inside GPU.cpp. avoid copying a whole framebuffer every frame. better performance at higher res. | |||
* | lay base for hi-res rendering | Arisotura | 2019-05-03 | |
| | | | | IT'S A PILE OF HACKS | |||
* | draft API for OpenGL shito in libui | Arisotura | 2019-03-31 | |
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* | also, update copyright name | Arisotura | 2019-01-22 | |
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* | redesign main emu loop to use timestamps instead of being a trainwreck | StapleButter | 2019-01-05 | |
| | | | | | | | | * cleaner code * faster in some cases * more accurate (on-demand compensation for timers and GPU) * less prone to desyncs * overall betterer | |||
* | implement proper support for POWCNT1. | StapleButter | 2018-12-18 | |
| | | | | fixes #260 | |||
* | finish the work on the main loop. finally fix all cases of desync I could ↵ | StapleButter | 2018-12-11 | |
| | | | | find. also add #ifdef'd debug code to check for desyncs. | |||
* | take it somewhere. | StapleButter | 2018-12-09 | |
| | | | | still need to speed it up a tad. | |||
* | make this other branch where we're going to actually make it usable | StapleButter | 2018-12-08 | |
| | | | | but it'll be a gross hack | |||
* | GPU done | StapleButter | 2018-10-18 | |
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* | fix code that would have fucking asploded | StapleButter | 2018-10-18 | |
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* | fixor copyright years. | StapleButter | 2018-09-15 | |
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* | make it a menu option while we're at it | StapleButter | 2017-09-21 | |
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* | * FPS counter displays target framerate | StapleButter | 2017-07-21 | |
| | | | | * fix potential hang and out-of-bounds drawing when VCount is modified during drawing | |||
* | move HBlank 48 cycles later | StapleButter | 2017-06-26 | |
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* | proper display FIFO emulation | StapleButter | 2017-06-26 | |
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* | * delay 3D rendering a bit (fixes Monster Trucks flickering) | StapleButter | 2017-05-27 | |
| | | | | * remove logging for ITCM/DTCM | |||
* | first attempt at threading the 3D renderer | StapleButter | 2017-05-23 | |
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* | add support for writing to VCount. incl. fucked-up display and altering ↵ | StapleButter | 2017-05-10 | |
| | | | | framerate accordingly. | |||
* | windows! | StapleButter | 2017-04-09 | |
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* | * implement missing graphics (affine BG, rotscaled bitmap sprite) | StapleButter | 2017-03-24 | |
| | | | | | | * fix potential crash upon exit * more work on the input config UI * misc fixes | |||
* | start 3D rendering at scanline 215. fixes Worms2D. | StapleButter | 2017-03-21 | |
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* | fix that bug where NSMB's backgrounds lagged one frame behind | StapleButter | 2017-03-21 | |
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* | implement some obscure DMA types | StapleButter | 2017-03-20 | |
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* | make timers not suck. fixes issues (Worms2 intro FMV plays at the right ↵ | StapleButter | 2017-03-20 | |
| | | | | speed, aging cart tests get further...) | |||
* | reorganize repo, move shit around | StapleButter | 2017-03-16 | |