| Commit message (Collapse) | Author | Age |
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* Refactor Savestate::Var{8,16,32,64}
- They now delegate to VarArray
- They're declared in the class header so they're likely to be inlined
* First crack at refactoring Savestate to work in-memory
- Well, third, but who's counting?
* Implement Savestate::Finish
* Remove the VersionMajor and VersionMinor fields
- Instead, pull their values directly from the savestate buffer
* Mark a new constructor as explicit
* Rename Reset to Rewind
* Fix a linebreak
* Implement Savestate::Rewind
* Add ROMManager::ClearBackupState
* Refactor ROMManager to use the refactored Savestate
* Capitalize "Least"
- It was driving me nuts
* Add a log call
* Increase default Savestate buffer length to 32MB
* Use C-style file I/O instead of C++-style
- Dumping bytes to a file with C++'s standard library is a MONSTROUS PAIN IN THE ASS
* Quote the savestate's file path for clarity
* Write the savestate's length into the header
* Add some extra logging calls
* Fix section-loading
* Remove the deprecated Savestate constructor
* Convert a char* to a u32 with memcpy, not a cast
* Fix section-handling in loads
* Include <cstring> in Savestate.h
- This was causing a build error on Linux
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also including:
* getting rid of shitty strings
* all new, cleaner ROM handling code
* base for DSi savestates
* GBA slot addons (for now, memory cart)
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complete cart-interface refactor, will make this code a lot easier to deal with
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* Implement "lag frame" flag and counter, and expose flag and both frame counters. BizHawk wants these.
* Track frame count and lag frames while the system isn't running.
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- savestates used to read a four bytes from a single byte value
- a few unassigned variables
- some other things
- also make the ROR macro an inline function
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* cleaner code
* faster in some cases
* more accurate (on-demand compensation for timers and GPU)
* less prone to desyncs
* overall betterer
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bad games that blast the GXFIFO and overflow it:
* Super Mario 64 DS
* Rayman RR2
latter seems to get its music streaming crapoed.
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* bump savestate version up. will break compatibility, but the alternative would be guessing the missing matrix entries somehow, so blarg.
* avoid relocating the savefile if loading a savestate fails.
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I'm not quite settled yet, so before I can get into the real meat, I figured I'd address some 'popular request' items.
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