| Commit message (Collapse) | Author | Age |
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* 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
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* attempt at betterer wifi
* add preliminary sync mechanism
* fix gaps in wifi implementation
* move local-MP comm to its own module instead of cramping Platform.cpp
* remove some stupid cruft
* as you wish, Sorer
(starting work on shared-memory system)
* shared-memory IPC that actually works (albeit Windows-only for now)
* shut up logging from NULL writes on ARM7 (ffs Nintendo learn to code)
* get this somewhat good
* leave client sync mode when host deauths. makes download play actually work.
* start implementing MP-comm error handling
* * add MP-reply error counters
* feeble attempt at fixing slowdown/desync/etc problems
* somewhat better exchange/sync method
* * when entering power-saving mode, be sure to finish transferring the current frame first
* fix misc bug due to old cruft leftover
makes for a more stable connection
* remove a bunch of cruft
* set wifi time interval to 34 cycles instead of 33. games seem sensitive to the general timing of wifi vs the rest of the system, and this seems to make things run better, atleast until I rewrite this to use a proper scheduler.
* more graceful handling of disconnects
* deal with FIFO overflow more gracefully
* BAHAHAHAHAHAHAHAHHHH
THE SNEAKY BASTARDS
so, when the DS receives a beacon with the right BSSID
that beacon's timestamp is copied to USCOUNTER
* attempt at making the connection process smoother for weird games
* * begin adding POWCNT2, only applies to wifi for now
* begin work on wifi scheduler
* implement the shitty timers
* add the RF wakeup thing
* begin work on receiving frames. for now it can just receive melonAP beacons, but hey, it's a start.
* add enough TX functionality that online wifi is a possibility again.
* there are problems with this scheduler thing. committing it anyway
* kind of a rollback... we're gonna work out a compromise on this, I guess
* don't transmit shit if RXCNT.bit15 isn't set
* move RX-finish to its own function. more accurate filtering. implement RXFILTER.
* remove some cruft
* fix some of the shittiness when trying to connect more than two players
* fix some more shittiness
* fix more wifi shittiness (mainly don't try to receive shit while sending a frame)
* run wifi every 8µs. improves performance.
* fix IRQ14/IRQ15
* make this work under Linux
* Make it work on macOS, for now using a custom sem_timedwait
implementation.
If anyone knows anything about mach ports and have an idea for how to
make this work using mach IPC, please do let me know.
* 25ms seems like a good timeout
* begin work on proper multiplayer UI shito.
for now, determine a global instance ID, and derivate the system MAC from it. remove 'randomize MAC' option.
* finish removing RandomizeMAC
* lay groundwork for instance-unique config
* work some on the UI... make it not labelled Fart
* more UI work: make it explicit that some things are instance-unique
* separate firmware files for multiplayer instances
* make instances save to different save files, too
* more UI work, make things somewhat less shitty
* lay base for the multiplayer settings dialog
* actually hook up most of that dialog
* actually implement the fun audio settings
* ensure all the wifi shit is properly savestated and reset. properly update timings for the wifi region when wifi is disabled.
* add more fun labels
* * ignore WEP frames if WEP is off
* implement RX_LEN_CROP
* fake enough of WEP processing to make Inazuma Eleven work
* * do not copy more ROM banner data than actually needed
* avoid trying to read out of bounds if the banner offset is bad
* Fix oversight with the preferences action causing the build to fail on macOS
Co-authored-by: Nadia Holmquist Pedersen <nadia@nhp.sh>
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other stupid game tries to play sound from NULL)
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add audio interpolation (emulation improvement)
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interpolated mode.
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maybe by 2034 we'll finally get that shit going
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* new audio output/sync method
about fucking time
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results in shitty audio because it's overflowing the buffer
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* fix a bunch of bugs
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picker to it. behavior under Windows will likely stay unchanged as the Windows file picker already does that.
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* support channel repeat mode 3, behaves same as mode 1 (loops)
* always clear channel buffers, so if channels 0-7 use format 3, they don't output old data over and over again (fixes #281)
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also implement proper DMA timings.
will not build. don't try.
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caches were off, so everything will be slow as shit.
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elimiate pops/clicks due to output rate fluctuation
output rate is picked such that 1024 samples at that rate equal exactly 710 samples at the SPU's output rate
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* reset capture position when starting capture
* reorder channel/capture handling
* implement FIFO for channel and capture
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* support for appropriate output modes
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* louder sound
* misc fixes
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* volume, volume div, panning, master volume
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drops out every once in a while.
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* feed system time into RTC
* start laying base for sound
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