Commit message (Collapse) | Author | Age | |
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* | fix sprite y-flip | Arisotura | 2019-11-03 |
| | | | | also, meaningless shenanigans | ||
* | uuuh we should only do it once per scanline | Arisotura | 2019-09-15 |
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* | begin work on mosaic | Arisotura | 2019-09-15 |
| | | | | OBJ Y mosaic emulated correctly, there's atleast that. | ||
* | GPU2D: delay palette lookup for sprites | Arisotura | 2019-09-05 |
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* | GPU2D: fill gaps in BG modes | Arisotura | 2019-07-24 |
| | | | | | * mode6 actually works on the sub GPU, albeit limited to 1/4 the full bitmap size due to having only 128K of VRAM * mode7 draws BG0, BG1 and sprites. no BG2/BG3. | ||
* | GPU2D: hardware renders sprites one scanline in advance. | Arisotura | 2019-06-10 |
| | | | | fixes #375 (midframe OAM update) | ||
* | fix crash when using -O3. | StapleButter | 2019-05-30 |
| | | | | gcc will try to optimize the memfill with MMX opcodes, but those seem to crash if the memory isn't aligned to a 8-byte boundary. | ||
* | simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels ↵ | Arisotura | 2019-05-25 |
| | | | | individually for filtering. | ||
* | welp. | Arisotura | 2019-05-21 |
| | | | | progress | ||
* | begin botching the code | Arisotura | 2019-05-19 |
| | | | | BAHAHAHAAAA | ||
* | actually finish display capture in hardware-accel mode | Arisotura | 2019-05-18 |
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* | BAHAHAHAHAHAHAHAA | Arisotura | 2019-05-16 |
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* | finish de-hardcoding it. also, code 4x variant (not that I guarantee it to ↵ | Arisotura | 2019-05-12 |
| | | | | be fast, but hey, it's here) | ||
* | make GPU2D somewhat more flexible. change LineScale to be log2. | Arisotura | 2019-05-12 |
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* | hires hax. somewhat functional | Arisotura | 2019-05-08 |
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* | also, update copyright name | Arisotura | 2019-01-22 |
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* | small optimization: avoid calling InterleaveSprites() if no sprites were drawn. | StapleButter | 2019-01-06 |
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* | implement proper support for POWCNT1. | StapleButter | 2018-12-18 |
| | | | | fixes #260 | ||
* | revise windows to be even closer to hardware. | StapleButter | 2018-11-25 |
| | | | | apparently hardware only ever updates its 'inside/outside window' status when reaching the coordinates. which becomes apparent if you, like, try to invert a window midframe. | ||
* | GPU done | StapleButter | 2018-10-18 |
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* | fixor copyright years. | StapleButter | 2018-09-15 |
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* | 2D: mosaic | StapleButter | 2017-07-23 |
| | | | | sprites might be mosaiced wrong, esp. rotscaled ones. blrgdfgdf | ||
* | add some more GPU IO | StapleButter | 2017-07-23 |
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* | * bump version number | StapleButter | 2017-07-16 |
| | | | | * BLDALPHA is readable | ||
* | 2D: implement large BG, fix non-large bitmap BG. fixes #61 | StapleButter | 2017-07-05 |
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* | 2D: implement enough of mode6 to fix #65 -- shows 3D layer. large BG still ↵ | StapleButter | 2017-06-28 |
| | | | | needs to be done. | ||
* | proper display FIFO emulation | StapleButter | 2017-06-26 |
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* | 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 | ||
* | 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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* | reorganize repo, move shit around | StapleButter | 2017-03-16 |