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Posté par Attila le le 12/08/13 à 13:32:52
2490 affichages, 0 commentaires
 
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OpenTTD est le portage par Extrems du jeu du même nom.
Pour ceux qui ne le connaissent pas, OpenTTD est une ré-implémentation Open Source du jeu de Microprose "Transport Tycoon Deluxe".
En tant que président d'une start-up de transport en 1950, vous avez le choix de construire des rails, des routes, des routes aériennes ou maritime pour étendre votre empire de transport.

1.3.2 (2013-07-27)
(None)

1.3.2-RC2 (2013-07-13)
- Fix: [Admin] End-of-rcon data could not be determined reliably for any rcon command [FS#5643] (r25598, r25588, r25587)
- Fix: [Content] When the server closed the connection, the client would for eternity try to read a packet and never timeout making it impossible to reconnect [FS#5635] (r25597)
- Fix: [Script] Changing the script difficulty level in-game would also change the settings using the default even though they were not allowed to change in-game [FS#5644] (r25592)
- Fix: [Admin] Ensure that sent and received length of json strings are the same [FS#5646] (r25590, r25589)
- Fix: [Squirrel] Stack overflow did not show an error, due to the stack to throw the error already being full [FS#5320] (r25585)
- Fix: [Script] Documentation implied that XXList::AddItem has a default for value if it isn't filled in [FS#5638] (r25579, r25577)
- Fix: Layouter caused significant slowdown with text heavy windows, cache it to make it manageable (r25574, r25570, r25569, r25567, r25564)
- Fix: Make content list appear faster (r25573)
- Fix: Non-ICU layouter started new lines with the space which triggered the linebreak (r25568)
- Fix: If the next order cannot be resolved, reset the current order property instead of leaving it in an intermediate state [FS#5633] (r25562)
- Fix: [Squirrel] Infinite recursion loop in freeing data via a looping set of references [FS#5568] (r25558)
- Fix: One could build bridges over owned land of another company [FS#5524] (r25557)
- Fix: [Script] Texts from scripts were not validated before they were shown, causing an assertion to trigger [FS#5632] (r25555)
- Fix: Provide a warning when no vehicles are available, and tell what to do in that case [FS#5530] (r25553)
- Fix: Possible reading of uninitialised memory due to undefined execution order (r25551)
- Fix: [Windows] Race condition between two drawing threads could crash OpenTTD [FS#5571] (r25550)
- Fix: ICU returns the width of the visual run as if the trailing space was added (in case a newline was added). This caused the width to be more than the requested width, but it would still be drawn correctly [FS#5626] (r25547)
- Fix: Small memory leaks (r25546)
- Fix: [GS] The checks and validations for setting the extra text in the town window became too stringent [FS#5625] (r25544)

1.3.2-RC1 (2013-06-30)
- Remove: SETX(Y) does not work at all with other than default fonts, so get rid of it (r25454)
- Fix: strndup should not examine strings beyond its upper limit [FS#5621] (r25527)
- Fix: Proper support for Brahmic scripts (e.g. Tamil and Thai) [FS#5481] (r25526, r25525, r25524, r25514, r25513, r25512, r25511, r25501, r25493, r25485, r25483, r25482, r25481, r25478, r25477, r25476, r25474, r25473, r25472, r25471, r25470, r25469, r25468, r25467, r25466, r25465, r25463, r25462, r25455, r25452, r25451, r25450, r25447, r25446, r25445, r25444, r25443, r25442, r25441, r25440, r25439, r25438, r25437, r25436, r25343, r25157)
- Fix: SDL does not give an event when an application gets mouse focus while going to full screen, so manually force the mouse-is-in-window state [FS#5587] (r25523)
- Fix: [NewGRF] When cargo NewGRF define a multiplier to modify vehicle capacities, use the same multiplier to modify loading speed (r25497, r25479)
- Fix: When addings bits to a (train) station, the train trying to stop there could overshoot the (new) stop location and not stop at all [FS#5553] (r25495)
- Fix: The face of the manager differed on clients when the company was started after the clients joined [FS#5610] (r25491, r25490)
- Fix: Do not send encoded texts to names, but decode them into a plain C string and then pass them on [FS#5613] (r25489, r25488)
- Fix: Do not allow control codes in names of things (signs, vehicles, towns, stations, etc), so they have a known maximum fixed size and are, by definition, the same for everyone (r25487)
- Fix: Missing length validation for town and president names in script APIs (r25486)
- Fix: [OSX] OS X SDK versions >= 10.5 always have a non-const iconv declaration (r25480)
- Fix: Disable the depot-refit button in the order GUI, if the consist is not refittable unless it already has a refit order (r25459, r25458, r25457)
- Fix: When town creation failed, removing remnants of the construction failed on protected houses [FS#5603] (r25429)
- Fix: There were two hotkeys to toggle between 'unload' and 'unload if possible' (r25406)
- Fix: The size of station construction windows could oscillate when resizing the window moved the mouse into the window [FS#5596] (r25395)
- Fix: Restrict renaming engines to the server, just like renaming towns (r25394)
- Fix: Loading only 8 bits into a 16 bit variable could cause endianness problems (r25337)
- Fix: Check for zero width space in translations and fail upon finding them [FS#5589] (r25326)
- Fix: [SDL] Keyboard input stopped working after fullscreen toggle [FS#5580] (r25318)
- Fix: Proper size-estimation for numbers with n digits, i.e. not assume a particular number is the widest [FS#5562] (r25314, r25313)
- Fix: Do not focus the editbox in the NewGRF window, if there is no editbox visible (r25307)
- Fix: Game Script APIs that execute a DoCommand were returning the same result as in TestMode during world generation [FS#5561] (r25305)
- Fix: Build railway fences next to objects, even if they are owned by the same company [FS#5565] (r25302)
- Fix: gcc4.6 removed -mno-cygwin option (r25266)


image




http://www.openttd.org/en/ Site officiel : http://www.openttd.org/en/
http://wiibrew.org/wiki/OpenTTD Site officiel : http://wiibrew.org/wiki/OpenTTD
télécharger Télécharger OpenTTD v1.3.2 : Transport Tycoon Deluxe

Posté par Attila le le 11/08/13 à 19:35:58
1709 affichages, 0 commentaires
 
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WiiBrowser est un navigateur internet pour la Wii par gave92.

Rev121
Last version released on Google Code: new versions can be found at http://wiibrowser.altervista.org/
Import/export favorites from/to other browsers
Automatically resumes connection on failure
Better onscreen keyboard, now with text cursor
Unzipping of downloaded files

Rev106
Moving update site to: http://wiibrowser.altervista.org/

Rev105
Support for LUA scripting
In app bug reporting
Reworked settings menu
Initial support for <iframe> tag and "document.write" javascript method

Rev93
Picasa and Coolrom now work
The app can use MEM2 memory
Various fixes for crashing bugs


http://code.google.com/p/wiibrowser/ Site officiel : http://code.google.com/p/wiibrowser/
http://wiibrowser.altervista.org/mainsite/index.html# Site officiel : http://wiibrowser.altervista.org/mainsite/index.html#
http://www.wii-addict.fr/forum/WiiBrowser-rev121-t28282.html Source : http://www.wii-addict.fr/forum/WiiBrowser-rev121-t28282.html
télécharger Télécharger WiiBrowser r121 : Navigateur internet

Posté par Attila le le 11/08/13 à 19:18:14
2407 affichages, 0 commentaires
 
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CleanRip fais son comeback après un long moment sans nouvelles.
CleanRip est un Homebrew par emu_kidid permettant de Dumper (copier) vos jeux Wii ou GameCube par SD ou USB et ce, sans avoir besoin du moindre cIOS (Custom IOS).
Tout ce que vous devez avoir pour pouvoir fonctionner c'est Homebrew Channel version 1.0.7 ou supérieur.

Fonctionnalités


- Support des systèmes de fichiers FAT32 / NTFS.
- Support USB 2.0 (nécessite que l'Homebrew Channel utilise l'IOS 58 !)
- Support du port SD en façade.
- Support des disques GameCube, Wii et Wii double couche.
- Possibilité de découper le fichier .iso créé (1,2,3 Go) pour le système FAT32 qui est limité à des fichiers de 4Go maximum. Vous pouvez aussi ne pas découper le fichier, mais vous devez utiliser le système de fichier NTFS.
- Somme MD5 affichée à l'utilisateur après un dump fonctionnel.

Version 2.0.0
- GameCube version integrated into one codebase
- GX GUI
- Fix disc dumping on Wii U (Wii discs only of course)
- Fix ETA calculation on non GC discs
- Fix fatUnmount
- Stop larger than 4GB chunks on FAT FS
- Fix potential issue when read error occurs

http://code.google.com/p/cleanrip/ Site officiel : http://code.google.com/p/cleanrip/
http://www.wii-addict.fr/forum/CleanRip-200-t28265.html Source : http://www.wii-addict.fr/forum/CleanRip-200-t28265.html
télécharger Télécharger CleanRip 2.0.0: Outil de dump de Jeux Wii / GC

Posté par Attila le le 09/07/13 à 11:51:24
5209 affichages, 24 commentaires
 
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Devolution par tueidj est un loader de jeux GameCube sur Wii/Wii Slim/WiiU via SD/USB.
Vous pourrez utilise une Wiimote, Classic controller,WiiU Pro Controller ou une manette PS3 en plus d'une manette GameCube.

Devolution requiert que vous insériez l'original du jeu que vous voulez lancer. Cette manipulation est à faire une seule fois pour chaque backup

r200
- Support de la Wiimote, classic controller,WiiU Pro Controller et manettes PS3
- Support des WiiU
- Support des Wii slim
- Attention, pour les WiiU et Wii Slim vous devrez lancer le jeu ORIGINAL une fois sur une Wii pouvant lancer les jeux originaux GameCube. Explication en détail plus bas.

Spoiler : Tutoriel pour lire vos jeux GameCube sur WiiU et Wii Slim :






http://wii.gx-mod.com/modules/news/index.php?storytopic=0&start=0 Source : http://wii.gx-mod.com/modules/news/index.php?storytopic=0&start=0
http://gbatemp.net/topic/330554-devolution-public-release/ Site officiel : http://gbatemp.net/topic/330554-devolution-public-release/
télécharger Télécharger Devolution r200 : SD/USB Loader GameCube

Posté par Attila le le 08/07/13 à 11:38:03
1891 affichages, 2 commentaires
 
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Owen nous livre Newo Asteroids, un jeu du style "Asteroids". Vous devez détruire des astéroides du système solaire pour ramener la paix dans la galaxie.

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Version 2.0
Added Online Leaderboards screen for highscores. Daily, Monthly, Speedruns
Updated Achievements Interface
Fixed Death Animation
Online leaderboards uses wii nickname as playername
Added Language menu, Online Data option.
Makes use of http-parser

http://newogame.posterous.com Site officiel : http://newogame.posterous.com
télécharger Télécharger Newo Asteroids v2.0: Shoot spatial

Posté par Attila le le 02/07/13 à 21:09:16
3258 affichages, 0 commentaires
 
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X-Flak nous présente son utilitaire plutôt simple d'utilisation et en mode console.
En effet, il suffit de répondre à des questions simples (en anglais ou en français), comme le firmware que vous voulez installer, il téléchargera automatiquement les fichiers nécessaires et les placera dans un dossier approprié que vous n'aurez plus qu'à copier sur votre carte SD. Ensuite, vous pourrez installer les fichiers grâce à Pimp My Wii.

A noter qu'une interface graphique est désormais disponible, bien qu'elle n'offre pas pour le moment toutes les possibilités de la version classique.

Version 6.2.7
Fixed issue where ModmiiSkin (i.e. ModMii Classic CMD Line Mode) always saved usb-loader files to the SD card even when USB hard drive was chosen.

WiiFlow downloads now identified as updated successfully.

NewerSMB.bat added to ModMii's support folder to assist in setting up Riivolution and Newer Super Mario Bros.

http://code.google.com/p/modmii/ Code source : http://code.google.com/p/modmii/
http://gbatemp.net/t207126-modmii-for-windows Topic officiel : http://gbatemp.net/t207126-modmii-for-windows
http://modmii.zzl.org/home.html Site officiel : http://modmii.zzl.org/home.html
télécharger Télécharger ModMii v6.2.7

Posté par Itachijiraya le le 27/06/13 à 23:15:14
2245 affichages, 0 commentaires
 
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Baller Maze par Leszek Górecki est un mini-jeu de type labyrinthe.

Le principe du jeu est de faire rentrer la boule dans un trou indiqué en évitant les obstacle qui se dressent sur votre route.

Version 1.1:
The new title page with navigation.
Personal results.
A few new boards.

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http://sites.google.com/site/leshekideas/ballermaze Site officiel : http://sites.google.com/site/leshekideas/ballermaze
http://wiibrew.org/wiki/BallerMaze Source : http://wiibrew.org/wiki/BallerMaze
télécharger Télécharger BallerMaze V2

Posté par Attila le le 26/06/13 à 01:39:36
3670 affichages, 5 commentaires
 
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RetroArch est un émulateur multi plates formes utilisant la libRetro, et permettant ainsi d'avoir le même code pour les versions Wii, Xbox, pc etc, et la libRetro s'occupe de tout ce qui est spécifique à la plate forme.

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Version 0.9.9
* (iOS) Initial release of RetroArch iOS.
* (Blackberry) Initial release of RetroArch Blackberry (for BB10/Playbook).
* [SNES9x Next] No longer disable high resolution for SA-1 games for Xbox 1 /
Wii / Gamecube
* [SNES9x Next] Seiken Densetsu 3/Romancing Saga 3 no longer downsample to
low-resolution for high-resolution modes on Xbox 1/Gamecube/Wii
* [SNES9x Next] Add Core Option - 'SuperFX Overclock'.
* [SNES9x Next] [Gamecube/Wii] Use sthbrx/stwbrx for READ_WORD/WRITE_WORD macros - speedup.
* [Gambatte] Fixed serious input reporting bug on libretro side that could
drastically slow down gameplay speed - found an edge case in a Japanese
Pokemon Blue version that triggered this.
* [Gambatte] Make colorization optional and not enforced through use of a
Core Option.
* [FCEUmm] Should load UNIF ROM format now.
* [NEStopia] Fixes Famicom Disk System support.
* [NEStopia] L/R now inserts coins on Vs. System games
* [NEStopia] Add Core Option 'Sprite Limit'.
* [Mednafen] Add several Core Options for Mednafen PSX, Mednafen PCE Fast,
Mednafen Neo Geo Pocket Color, etc.
* [Mednafen PSX] Add disk swap mechanisms - exposed through RGUI
* [PCSX ReARMed] Latest update to r19 fromnotaz (main author)
* [PCSX ReARMed] Totally rewritten ARM code by notaz in order to support outdated version of Apple's GAS (for iOS support)
* [PCSX ReARMed] Add disk swap mechanisms - exposed through RGUI
* [PCSX ReARMed] Add m3u Mednafen-style cuesheet support
* [PCSX ReARMed] Add core option 'Frameskip' - users with bad performance on Android should try out if setting this higher than 0 fixes their problems.
* [PCSX ReARMed] Add core options 'NEON enhanced resolution' and 'NEON enhanced resolution speedhack' - this is for systems with ARM NEON CPUs. Note that this will easily triple or even quadruple CPU requirements. If you have an underpowered CPU, you might want to try this out in combination with the 'Frameskip' option (setting it higher than 0) to make things somewhat playable.
* [Genesis Plus GX] Latest compatibility updates from ekeeke (main author)
* [Genesis Plus GX] Add Core Options for blargg NTSC, Overscan and Game Gear Extend Screen
* [Final Burn Alpha] Add several Core Options for going tO Service Mode, Resetting game, etc.
* (LIBRETRO) Added Tyrquake
* (LIBRETRO) Added ModelViewer and SceneWalker (for platforms which support
libretro GL).
* (LIBRETRO) NXEngine / Cave Story is now completely playable on consoles
(Wii/PlayStation3/Xbox 1/Xbox 360) thanks to many code alterations. Performance
is also much improved on the platforms which could already play them, such as
Android and PC.
* (Shaders) New shaders- mdapt, new xBR versions, new Harlequin Gameboy/LCD shaders, etc.
* Threaded video option. Mainly for Android users but works for OpenGL driver in general.
* (Android) Add iControlPad support.
* (Android) Add the following gamepads / etc to autodetection list:
- Tommo NeoGeoX Arcade Stick
- Xperia Play (fixes ANR issues after 30 seconds)
- TTT THT pad
- JXD S7300B
- Sega Virtua Stick
- Ouya pad (untested)
- Gamestop Wireless
- Tomee NES USB
- Thrustmaster T Mini Wireless
* (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.
* (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.
* (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to exit the game and go to an 'external' settings menu.
* (RGUI) Added a 'Game History' list.
* (RGUI) Added sophisticated shader stacking - for Cg shaders.
* (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed.
* (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android, iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting GL ES 2.0 is encouraged for maximum portability to mobile platforms.
* (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro core to the frontend.
* (Libretro) Add SET_SUPPORT_NO_GAME to API.
* (RGUI) Change menu layout options.
* (PS3) Optimize PS3 video driver extensively - should result in a big latency reduction.
* (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.
* (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.
* (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros
* (360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to this 10MB EDRAM limitation for render targets.
* (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.
* (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).
* (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.
* (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code maintenance at the expense of language customization by end-users. A solution will be looked at later.
* (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are obvious - far faster switching between menu and game and consumes way less RAM which means games like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.
* (Wii) Add additional VI resolutions.
* (ZIP support) Switch from builtin zlib to miniz - less codebloat.


http://www.libretro.org/ Site officiel : http://www.libretro.org/
http://gbatemp.net/topic/333126-retroarch-a-new-multi-system-emulator/ Site officiel : http://gbatemp.net/topic/333126-retroarch-a-new-multi-system-emulator/
télécharger Télécharger RetroArch v0.9.9 : Emulateur Multi Plates formes

Posté par richardjouir le le 22/06/13 à 18:06:03
6077 affichages, 6 commentaires
 
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Voici Dolphin, l'émulateur pour pc de GameCube et Wii le plus avancé.
Chose étonnante, il fait mieux tourner les jeux officiels que les Homebrew, même si certains marchent aussi dessus.

Note: La version fournie est la version Windows 32bits. Si vous voulez la version Linux, Mac OS X ou Windows 64bits, allez voir sur le site officiel.

Pour consulter les changements, rendez vous à cette adresse :
http://code.google.com/p/dolphin-emu/source/list

Version 3.5-1491
[Android] Fix ant build?

Version 3.5-1490
[Android] Remove SimonVT menudrawer library. Move to Google's support library for their navigation drawer support. Overall cleanup.

Version 3.5-1489
Revert "Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp"

This reverts commit 7aae9ccbc0494cd468a37413d7199061bd1981d2.

Reasons:
- no test results have been provided to prove the usefulness of the patch
- broken coding style
- the author hasn't replied to any criticism

Version 3.5-1488
When loading a save state in read only that mismatches the current movie, load the input prior to the save state from the save state's movie, instead of using the current movie's input up to that point.

This prevents desyncing before the save state.

Version 3.5-1487
Save sync gpu setting to dtm header.

Version 3.5-1486
fix gcc warning, probably also the logic

comparing two char pointers doesn't compare the strings

Version 3.5-1485
Revert "Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly."

This reverts commit 2697b8c04f9e7c8d0a40bd42db95b4a534947c43.

The context creation may be moved to Video_Prepare, but the window creation isn't allowed to.
Eg we set the window title or read the mouse position, both need the window.
Also the readback of the window size didn't worked any more.

Version 3.5-1484
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.

Version 3.5-1483
Remove saturate function define in GLSL since we use clamp everywhere instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems.

Version 3.5-1482
BPMemory: Assign a more descriptive name to a field in the genmode register.

Version 3.5-1481
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.

Version 3.5-1480
Whoops, look like the previous commit was also the case with VideoDX9

Version 3.5-1479
Fix a char buffer destination size in Render.cpp for VideoDX11.

Version 3.5-1478
Fix a free that should have been a delete.

Version 3.5-1477
Partial revert of 0247b2a97a1d. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.

Version 3.5-1476
[Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly

Version 3.5-1475
buffer fixes found via cppcheck/tetsuo--

Version 3.5-1474
don't define clipPos twice

fix issue 6378

Version 3.5-1473
Merge branch 'shader-uids-awesome'.

Replaces the old, hardcoded shader ID generator with a semi-automatic mechanism that generates IDs from hints in the code generator.

Also introduces a flexible framework to do all kinds of funky stuff with the shader code generation logic. As an example, a uniform usage profile generation class is added (unused for now, though).

Functionality can still be tested by setting the EnableShaderDebugging field in the gfx config to True. Any two shaders which are identified with the same ID will be written to a file and an error message will be written to the Dolphin log.

Version 3.5-1415
Fixes Issue 6353 Remove extract apploader/dol from top level

Version 3.5-1414
Handle 1 partition only, fixes Issue #6353

Version 3.5-1413
Revert "Adding Travis CI script"

This reverts commit 37630211361ce8ea2b1d0534d2bfa0dd10567d0a.

Reason: No.

Version 3.5-1412
Adding Travis CI script

because a build test is useful

Version 3.5-1411
Build fix: Android NDK doesn't support any locale switching.

Also, Mac OS X doesn't support DX9.

Version 3.5-1410
Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.

This commit fixes a rare race condition when generating shaders because setlocale is global.

Version 3.5-1409
Equalising the 32 and 64 bit state compression

because that allow loading both

Version 3.5-1408
Build fix

Version 3.5-1407
Clarifying the OpenAL loop

because it isn't as clear as it can be

Version 3.5-1406
Merge branch 'GLES3'

Conflicts:
Source/Android/.idea/workspace.xml

Version 3.5-1401
[Android] 0.5 Release.

Version 3.5-1400
[Android] Back to enforcing ICS or above limitation. Tired of this nonsense.

Version 3.5-1399
[Android] Remove artificial limitation to not leave the sdcard directory in the folder browser as well.

Version 3.5-1398
[Android] Remove artificial limitation to not leave the sdcard directory. Keep screen on while running.

Version 3.5-1397
[Android] Fix drawn buttons causing rendering issues.

Version 3.5-1396
Gameini database update. Fixes issues 6354,6355,6356. Update NFS Most Wanted.

Version 3.5-1395
Get video backend name via g_video_backend->GetName() instead of sconfig for movies, since that can be wrong.

Also, I still can't code. Or even notice when something obviously doesn't work.

Version 3.5-1394
Added FIFO reset bypass patch for the PAL version of Wallace and Gromit in Project Zoo.

Fixes issue 6357.

Version 3.5-1393
Implemented field order detection for PAL games. Fixes the shaking of the screen when XFB is enabled with a PAL game.

Fixes =http://code.google.com/p/dolphin-emu/issues/detail?id=6316&can=1issue 6316.

Version 3.5-1392
Invalidate the texture cache using the GPU thread when the CPU thread makes a request.

Fixes issue 6350.

Version 3.5-1391
Fix the GameCube mic dialog header's invalid include guard.

Fixes issue 6349.

Version 3.5-1390
Adding stick radius setting

because that makes it easier to adjust it

Adding visual aid for the hardware range because that makes it easier to adjust the radius relative to it

Version 3.5-1389
Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp

Version 3.5-1388
Changing the Gecko code comparison from metadata to data comparison

because different data sometimes have the same metadata

Version 3.5-1387
Reading shake force from calibration rather than a constant

because that allow maximum force regardless of calibration

Version 3.5-1386
Adding condition to CoreTiming state function

because ev->type might be undefined in MODE_READ

Version 3.5-1385
Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly.

Version 3.5-1384
[Android] Properly open the navigation drawer when pressing menu or back in the game list.

Version 3.5-1383
[Android] 0.3 Release

Version 3.5-1382
[Android] Drop minimum Android version support to 2.3 since there is a /bunch/ of people asking for it.

Version 3.5-1381
[Android] Disable OpenGL in the settings menu since it doesn't work yet. Change some theme settings so the back button shows up on screen where needed.

Version 3.5-1380
[Android] Qualcomm drivers require that the EGL context is created on the same thread that the OpenGL commands are run on. Crappy driver limitation since eglMakeCurrent should work to let it be on a different thread.

Version 3.5-1379
Make auto fullscreen resolution the default.

Version 3.5-1378
fix auto fullscreen resolution on linux

Version 3.5-1377
Add auto fullscreen resolution option. Not tested on Linux, let me know if it doesn't work (it probably does).

Fixes issue 6082.

Version 3.5-1376
Save settings to file when booting a game.

Fixes issue 6310.

Version 3.5-1375
add new statistics for gpu buffer streaming

Version 3.5-1374
also hide hacked buffer option on d3d

Version 3.5-1373
disable hacked buffer option for d3d

Version 3.5-1372
Adding MMU state values to state

because that allow the MMU state to be loaded

Version 3.5-1371
Use working directory for executions. Fixes issue 6318

Version 3.5-1370
Edge case where balance board returns corrupt extension type...

Version 3.5-1369
[Android] Make it less stupid to add a folder to the search list. Now just hit the menu button and select 'Add current folder'

Version 3.5-1368
Adding unit test project to VS solution

because that inform about compile errors because of changes in function identity

DSP unit test build fix

Version 3.5-1367
Buildfix for dsptool.

Version 3.5-1366
Merge remote-tracking branch 'john-peterson/state4'

Version 3.5-1364
Set graphics settings while playing a movie in UpdateActiveConfig(), so settings can't be changed for a frame.

Version 3.5-1363
Merge branch 'wii_bb' Adds Balance Board support.

Version 3.5-1351
[Android] Redo the Settings menu, Can now change the CPU Core, dual core setting, and video backend in the settings"

Version 3.5-1350
Removing ISO ini presence requirement for reading movie settings

because it's not necessary for running a movie

Version 3.5-1349
[Android] Beginning of setting menu, doesn't do anything yet.

Version 3.5-1348
[Android] Add in the Android Studio project files so one can use Android Studio instead of ADT.

Version 3.5-1347
[Android] Copy over the Dolphin shared library to the Android APK build directory so it doesn't need to be manually copied each time.

Version 3.5-1346
[Android] Qualcomm driver has a bug where it returns an invalid length for GL_INFO_LOG_LENGTH with glGetShaderiv. Qualcomm drivers seem to max out at ~512bytes returned from glGetShaderInfoLog so this is a reasonable max.

Version 3.5-1345
[Android] Support DFF files in the interface.

Version 3.5-1344
Merge branch 'ppd' - per pixel depth

use always ppd is a huge gpu performance drop: 20%-50%
and always disable it cause some rendering issues
so there is an option again
But this time it's called "Fast Depth Calculation"

Version 3.5-1341
Gameini database update. Fixes issue 6258, Where's Waldo? The Fantastic Journey missing ingame pointer, and Battleship font. Various small changes.

Version 3.5-1340
Fix the integer compare in our GLSL fmod function

Version 3.5-1339
DSPJIT: the shift value must still be loaded into the correct register

Fixes issue 6295

Version 3.5-1338
BPMemory: Fix a small documentation mistake from revision 9365187f8942.

Version 3.5-1337
Forced an external exception check on DI interrupts. Fixes Summoner: A Goddess Reborn.

Fixes issue 6301.

Version 3.5-1336
fix underflow in IndexGenerator::AddFan

fix issue 6282

The Last Story seems to render a fan with two vertices. It is non-sense as it
shouldn't do anything, but the code underflows at (u32)numVerts-3

Version 3.5-1335
Use SOUNDTOUCH_INTEGER_SAMPLES only on Android build. Some audio backends (i.e. OpenAL) only support floating-point samples.

Version 3.5-1334
BPMemory: Add register documentation for texture source adress and EFB configuration.

Version 3.5-1333
FifoPlayerDlg: Improve navigating through search results.

Version 3.5-1332
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.

Version 3.5-1331
[Android] Beginning of GLES3 support.

Version 3.5-1330
[Android] Add GLSLES3 to the GLSL version enums. Add in the version and precision qualifier to the shader header.

Version 3.5-1329
GL_DEPTH_COMPONENT can't have type of GL_UNSIGNED_BYTE with glTexImage2D. Qualcomm drivers get hit with this but all else don't care.

Version 3.5-1328
[Android] Use vsnprintf for the log messages.

Version 3.5-1327
[Android] Add in a compiling option for GLES3

Version 3.5-1326
[Android] Allow the user to select multiple browse paths.

Version 3.5-1325
Fix some of the compiler warnings that have appeared recently.

Version 3.5-1324
Build fix

Version 3.5-1323
Merge remote-tracking branch 'john-peterson/cheat2'

Version 3.5-1321
ogl: report shader compilation issues in the same way as other backends

Version 3.5-1320
Forced an exception check on short ARAM DMA transfers.

Version 3.5-1319
Immediately process ARAM DMA transfers if they are 1 block in length. Fixes the teleportation in Beyond Good and Evil.

Fixes issue 6289.

Version 3.5-1318
GCMemcard: Initialize the current/previous DIR BAT pointers when creating a new memory card fixes issue 6288

Version 3.5-1317
Clear the texture cache when a new dol is loaded via ES_LAUNCH. Fixes the black screen in The House of the Dead 2. Abbreviated some of the information in the window titlebar.

Version 3.5-1316
Dammit Ctrl-Z. Restore a wxSpinCtrl parameter that accidentally got removed in the last commit.

Version 3.5-1315
Display the initial number of frames that are to be recorded in the Fifo Player.

Before this commit, nothing would would be displayed in the "Frames to Record" text control.

This fixes that by setting it to what m_FramesToRecord is initially set to, which is 1 (at the time of this commit).

Version 3.5-1314
Fix a bug where FIFO recording could not work.

Example (in step by step explanation):

1. Run Dolphin.

2. Go to Tools -> Fifo Player

3. Go to the Record tab and hit record and then stop without a game loaded.

The button is now disabled and will not become active again for the whole time that Dolphin is running. Dolphin must be closed and then re-opened in order to use it again. This fixes that.

I've tested it with multiple conditions to make sure this doesn't beef anything else related to the Fifo Player.

ie)

- Record then Stop without a game loaded (multiple times)
- Record then Stop with a game loaded (multiple times, as well as testing playback. All of which work fine).

Version 3.5-1313
Apply color mask when alpha test parameters change. Required to make the changes in revision be706a397720 work properly.

Fixes issue 6080.

Version 3.5-1311
Merge remote-tracking branch 'John-Peterson/state'

Version 3.5-1309
Don't exit when bluetooth support is not available on Windows.

Fixes running Dolphin in Wine and on regular Windows setups where bthprops.cpl is not available.

Fixes issue 6283.

Version 3.5-1307
Merge branch 'fix-linux-win-resize'

Version 3.5-1303
Apparently we can't trust m_strVideoBackend on osx.

Version 3.5-1302
Show video backend and audio engine in title bar.

Fixes issue 6276.

Version 3.5-1301
Back to broken ES_launch but 4 wiimotes working.

Version 3.5-1300
Update before enqueue.

Version 3.5-1299
request_queue may not have anything in it on return from ExecuteCommand i.e. when calling ES_Launch and everything is reset.

Don't call Update after queuing a request.

Version 3.5-1298
Removed the old Accurate VBeam emulation setting from the game ini's.

Version 3.5-1297
glew1.8 debug build fix

Version 3.5-1296
Change Android project name to dolphin emulator

Version 3.5-1295
Remove something that slipped through the last commit.

Don't even know why that was there.

Version 3.5-1294
[Android] WINDOW_SERVICE should be accessed statically.

(it's a static final variable in the Context class, so... yeah).

Version 3.5-1293
Probably breaks a "fixed" issue..

Version 3.5-1292
Formatting cleanup for VideoCommon.

Block braces on new lines.

Also killed off trailing whitespace and dangling elses.

Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).

Version 3.5-1291
ES needs to handle it's own reply. pDevice was being used after free otherwise.

Version 3.5-1290
Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""

This reverts commit 8b7141d3de3f4791b118a2f63b76b56da40e812d.

GLSL120 can't handle integer attributes :-(

Version 3.5-1289
Missed a few asset copies

Version 3.5-1288
Generally make the Android UI better.

Version 3.5-1287
Add SimonVT's android-menudrawer. This will be used in the menu interface for Dolphin Android.

Version 3.5-1286
Have our EGL interface use our logging functions.

Version 3.5-1285
Add Swedish to Windows build system.

Version 3.5-1284
Add Swedish translations.

Version 3.5-1283
Fix parameter naming in DSPEmulator.h. Should be "HLE" in CreateDSPEmulator's prototype, not "LLE".

Version 3.5-1282
Merge branch 'dspjit'

Conflicts:
Source/Core/Core/Src/DSP/Jit/DSPJitExtOps.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitMisc.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitRegCache.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitUtil.cpp

Version 3.5-1270
Allow runtime setting of fastmem in ARM and disable since it seems to be causing issues again. Cortex-A9 only?

Version 3.5-1269
Fix a build issue with options -DUSE_EGL=True -DUSE_GLES=True

Version 3.5-1268
Fix making the config directory so copying over assets won't fail.

Version 3.5-1267
Enforce landscape view since rotations cause huge issues atm.

Version 3.5-1266
Fix a bunch of random typos in comments and logging.

Also update the comment headers for two functions in GCMemcard.cpp.

Version 3.5-1265
Add a fastmem option for enabling and disabling fastmem at runtime.

Version 3.5-1264
Update the ant files to build the APK from terminal

Version 3.5-1263
Update translation files from Transifex, and update the pot file from the source code again.

Version 3.5-1262
Update AndroidManifest to v0.2

Version 3.5-1261
Android Clang doesn't support TLS, so do the same thing as OSX.

Version 3.5-1260
Fix clang building the std headers.

Version 3.5-1259
Clang uses __clear_cache instead of __builtin___clear_cache like GCC

Version 3.5-1258
Adjust some files being built or not to fix clang on Android.

Version 3.5-1257
Update libpng to 1.2.50 so it can be built with Clang 3.2

Version 3.5-1256
Tweaked the aram dma exception timing to fix the hang that occurred in Viewtiful Joe.

Version 3.5-1255
Lastly - new license header introduced to main Dolphin project. All done now.

Version 3.5-1254
New license header introduced to all Video based projects.

Version 3.5-1253
New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.

Version 3.5-1252
New license header introduced to the Core project.

Also, remove DolLoader.h, it doesn't have any use. Boot_DOL.cpp/.h supercedes it.

Version 3.5-1251
Make dolphin aware of disc revision numbers. Display them under game properties and use them in netplay. Patch by johnwchadwick. Fixed issue 6243.

Version 3.5-1250
Remove all tab/space mismatches from the Core project. For anyone working on a branch that heavily involves the core, I am so sorry.

- Also killed off some trailing spaces/tabs.

- Updated the license header to be consistent with the rest of the project (All projects are now done moving over to this)

- Also, killed some dangling else's (where appropriate)

Now all the tab fixing is done. No more of this crap should be needed to be pushed. Rejoice!

Version 3.5-1249
Merge branch 'VBeam-fix'

* VBeam-fix:
Renamed the VBeam variable for clarity.
Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing. Fixed VBeam emulation in progressive scan mode. Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.

Version 3.5-1246
Buildfix for the last commit.

Version 3.5-1245
Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.

Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.

Now, the Core is literally the only project with tab/space mismatches (on a large scale).

Version 3.5-1244
Android Related - A tiny simplification/readability change for NativeListView.

In this case, contains functions pretty much the same way, just more readable.

Version 3.5-1243
Merge branch 'Android-trash' since it is no longer quite so trashy.

Version 3.5-1234
Kill off dangling else's in the InputCommon project.

Some indentations were also too far for some things. Fixed this.

Also update the license header to show Git instead of SVN.

Got rid of some trailing spaces/tabs too.

Version 3.5-1233
Really minor LogInfo consistency fix in ActionReplay.cpp.

All the other [bit size] Write LogInfo calls had a hyphen in the text.

Version 3.5-1232
Clean up most (99.99%) of the tab/space mismatches in the VideoSoftware project.

Got rid of trailing spaces that were unnecessary too.

Also update the license header for this project. We don't use SVN anymore.

Version 3.5-1231
Good job Windows. Stop choosing the same names as I do.

Version 3.5-1230
Extend our OSD class to support callbacks on init, onframe, and shutdown.

Version 3.5-1229
Implement a few more store instructions on ARM

Version 3.5-1228
Fix fastmem on ARM

Version 3.5-1227
Merge in latest changes to ArmEmitter from the PPSSPP crew. Should fix the dumb random crashes I had from IOS icache clearing not initializing a value.

Version 3.5-1226
GOOGLE CODE, STOP BEING CRAP please :(

Version 3.5-1225
Make debug builds use unicode, not multibyte.

Version 3.5-1224
Refactored the SystemTimers to allow for per-UCode timing. Fixes issue 6237.

Version 3.5-1223
ogl: remove GL_TRIANGLE_FAN on utils rendering

wtf have I done? fans aren't supported well on hardware

Version 3.5-1222
Merge branch 'primitive_restart'

Version 3.5-1211
ogl: fix single core crash

osx is missing, sorry but I'm too stupid for objective-c

Version 3.5-1210
DolphinWX: Fail less at explaining what framelimit is doing.

Version 3.5-1209
VertexShaderGen: Fix a small GLSL regression in emboss mapping.

Version 3.5-1208
NetPlay: Updated the "Alert" text. Removed the "?" button as it was useless. Sorted the game lists. Made wider the player list.

Version 3.5-1206
Update iso file cache version.

Version 3.5-1205
Fixed split WBFS file size display. (probably) Fixed issue 6222.

Version 3.5-1204
Track the real wiimote rumble state to drop outgoing rumble reports with no effect. This eliminates constant streams of reports in various games that constantly send audio reports. (Just Dance 2, DKCR, etc.) (Speaker data reports are converted to rumble reports when speaker data is disabled.)

Version 3.5-1203
ogl: support glsl120

Version 3.5-1202
ogl: one framebuffer per efb2tex texture

suggestion from nvidia/valve. let's see if it helps

Version 3.5-1201
Seriously, someone kill me.

Version 3.5-1200
Kill me now.

Fixes issue 6227.

Version 3.5-1199
Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX.

Was asked to remove it, so... yeah.

Version 3.5-1198
Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!)

Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code.

I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things.

If any comments are wrong, don't hesitate to complain.

Version 3.5-1197
Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only).

Version 3.5-1196
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.

See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.

See VertexShaderManager.cpp for a logging typo fix.

See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.

See SWVertexLoader.cpp for a typo fix of an assert message.

Should slightly improve the readability of some of those files.

Version 3.5-1195
Look for wiimotes when "Continuous Scanning" is enabled even if a device using the MS stack is not found. Fixed issue 6215.

Version 3.5-1194
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)

Version 3.5-1193
Allow enabling memory card writes for netplay clients, instead of just the server.

Version 3.5-1192
Allow disabling memory card writes in netplay.

Fixes issue 6217.

Version 3.5-1191
Apply re07a91930df0 to the software renderer.

Version 3.5-1190
Bumped up the LLE period to 12600 as it seemed to be a bit more stable.

Version 3.5-1189
Forced an exception check after an interrupt is generated by the DSP. Changed the timing back to 3ms/5ms periods, fixing the slowdown and garbled AX audio. Fixed Accurate VBeam emulation when DSP HLE audio is being used.

Version 3.5-1188
Merge branch 'real-wiimote-minor-fixes'

Version 3.5-1181
Quick fix to get Zelda: Wind Waker booting again.

Version 3.5-1180
Made the timing consistent between DSP HLE and DSP LLE. Fixes Lost Kingdoms II in DSP HLE mode.

Version 3.5-1179
Use an enum for efb scale values.

Version 3.5-1178
Adjusted the ARAM DMA transfer size again. Fixes the audio in the Sonic Mega Collection games.

Version 3.5-1177
Someone take my commit rights away.

Version 3.5-1176
Hastily committing untested code without making sure i didn't miss anything first? I would never!

Version 3.5-1175
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.

Fixes issue 6210.

Version 3.5-1174
fix msaa detection

Version 3.5-1173
ogl: remove "Missing Extension" from osd

I think it was the best place, but I can't see "this issue is because of ..." any more

Version 3.5-1172
Fix for the hang after close caused by my previews perf queries commit. Sorry for that. fix issue 6205

Version 3.5-1171
OGL: use GLEW_ARB_debug_output in debug builds

should also be used in normal build, but as our ubo "workaround" throws too much errors, it's disabled atm

Version 3.5-1170
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp

Version 3.5-1169
Forced the exception check when the ARAM DMA transfer is between 32 and 320 blocks in size. Fixes Lost Kingdoms II.

Version 3.5-1168
Add native fullscreen support for OS X.

Version 3.5-1167
Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."

This reverts commit 61c327ba8b2e09e67acbcd7d1c807910fc0c1a68.

Version 3.51166
ups missing file for my last commit sorry

Version 3.5-1165
Adds support for PE performance metrics in the D3D9 backend

Version 3.5-1164
Fix 32bit Linux. GCC's lrotl/lrotr instrinsic functions are 32bit when building for 32bit, we require 64bit at all times, so keep using our own instead.

Version 3.5-1163
D3D11: Fix glitched polygon edges when MSAA is enabled.

Version 3.5-1161
Fix GCC 4.8 compiling. GCC 4.8 now defines _rotl/_rotr/_lrotl/_lrotr.

Version 3.5-1160
Make the GUI show a translated "No audio output" sound backend string.

Version 3.5-1159
Fix ARM building.

Version 3.5-1158
Pull updated translations from Transifex.

Version 3.5-1157
Fix some more strings for translation, and update the catalog.

Version 3.5-1156
Suppress warnings.

Version 3.5-1155
Fix build on OS X

Version 3.5-1154
Merge branch 'new-ax-hle'

GC and Wii games using the AX UCode should now work almost perfectly with DSP
HLE. If you get any issue, make sure the "DSP on dedicated thread" option is
disabled, and try setting framelimit to "Audio".

As a side effect, DSP HLE should not desync anymore (making it usable in
netplay and TAS) with AX games.

Conflicts:
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp

Version 3.5-1124
real buildfix

Version 3.5-1123
Probably a sloppy buildfix.

Version 3.5-1122
Fix loading of "themes" with non-ascii character names. Fixed issue 6189. Why did GetUserPath return a non-const ref to string..?

Version 3.5-1121
We can use unordered_map without pain now!

Version 3.5-1120
More log elaborating. Final time I'm doing this.

Logs should actually be somewhat understandable to some people outside of programming and stuff (in a way). It's certainly better than being bombarded by abbreviations when errors/general logging occur, at least.

Version 3.5-1119
Update function descriptions in GCPad.cpp and Wiimote.cpp

Add inputs. Those that still need a description are tagged with [Description Needed]

Version 3.5-1118
Fix CMake warning.

Version 3.5-1117
As requested apply the same changes made by rev 6958822f1957 to the D3D9 backend. handle v-sync changed while the emulation is running. thanks to neobrain for pointing the missing functionality.

Version 3.5-1116
Merge branch 'osx-libcxx'

Version 3.5-1108
Some more logging typos and clarifications. Missed these in my last commit.

This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.

A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).

Elaborations can be seen in WGL.cpp

I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.

Version 3.5-1107
Disable dual source blend until a valid support test is found

Version 3.5-1106
Fix some typos and correct some capitalizations in the log messages.

Makes the logging look more orderly and less spammy when spitting out things.

Version 3.5-1105
Use a brute force approach to test for Dual source blend support. Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time. if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend. I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.

Version 3.5-1104
Add retina display support for Mac.

Version 3.5-1103
Fix Intel Ironlake since it doesn't support version 120 of GLSL. I don't have Ironlake so it is hard to test. Dropping the shaders to version 120 worked here for me, ATI may be giving me some slack though.

Version 3.5-1102
only apply vsync on changes

nvidia over bumblebee slows down on changes

Version 3.5-1101
Fix some strings for translation and update the pot file to include those strings once again.

Version 3.5-1100
fixes for my last commit

Version 3.5-1099
Implement dual source blending to avoid unneeded alpha pass. this implementation does not work in windows xp (sorry no support for dual source blending there). this should improve speed on older hardware or in newer hardware using super sampling. disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly. remove the deprecation label from the plugin while I'm working on it.

Version 3.5-1098
VideoSoftware: Fail less at clamping.

Version 3.5-1097
Recommend Direct3D 11 or OpenGL instead of Direct3D 9.

Version 3.5-1096
Clean up blending code a bit.

Version 3.5-1095
buildfix for my last commit on Mac OSX

Version 3.5-1094
Small Blending logic fix for opengl backend

Version 3.5-1093
Removed some redundant code introduced in the last commit.

Version 3.5-1092
Rounded the loop addresses to the nearest 16bit value in the loop comparison.

Fixes issue 6160.

Version 3.5-1091
OGL: enable buffersubdata in detection

Version 3.5-1090
Readded the tracking of the FIFO Writes.

Fixes issue 6165.

Version 3.5-1089
Fix a slight leak in LogManager.

m_debuggerLog wasn't ever deleted in the destructor.

Version 3.5-1088
Fixed issue 6119.

Version 3.5-1087
[DolphinWX] Remove a duplicate conditional in Frame.cpp

Version 3.5-1086
Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.

This reverts commit efcb2abe9bf60978d2e5e776268179671bfef87a.

Fixes issue 6098.

Version 3.5-1085
Array overrun fixed in VertexShaderCache for the DX11 plugin.

vs_constant_offset_table only has a size of 239. It was originally iterating up to element 241.

Version 3.5-1084
Fixed DSPTool build.

Version 3.5-1083
Windows build fix

Version 3.5-1082
Go back to assuming every HID device is a wiimote on Windows. Fixed issue 6117. Unfixed issue 6031.

Version 3.5-1081
VideoSoftware: Improve fog range adjustment by using less magic and more comments.

Version 3.5-1080
revert RasterFont for VideoSoftware

Backends shouldn't depend on each other. Here RasterFont depends on ProgramShaderCache, which itself depends on global config again ...

Version 3.5-1079
ogl: fix virtual xfb

Version 3.5-1078
Windows build fix from web interface...

Version 3.5-1077
Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.

Fixes issue 5938.
Fixes issue 6067.

Version 3.5-1076
Merge branch 'Fast-EE'

* Fast-EE:
Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
Forced the external exception check to occur sooner by changing the downcount.

Version 3.5-1071
VideoSoftware: Implement fog range adjustment, fixing issue 6147.

Version 3.5-1070
implement 4xSSAA for OGL

I don't think it's needed, but its requested often

Version 3.5-1069
move ogl-only settings into backend

Version 3.5-1068
Fix description of disable fog, and move it to enhancements tab.

Version 3.5-1067
Mark the Direct3D9 backend deprecated.

Version 3.5-1066
Prefer D3D11 and OpenGL over D3D9 by default.

Version 3.5-1065
Switch to using bitfields in the streambuffer class so we can exclude buggy streambuffer types. This disables pinned memory on ATI for GL_ELEMENT_ARRAY_BUFFER because it seems to be buggy. This fixes ATI for me.

Version 3.5-1064
Had this sitting around for a while to fix nogui.

Version 3.5-1063
check for overflow vertex indices, fixes issue 6135

thx @ JMC47 for identifying the reversion, creating a useful bug report with fifo log :-)

Version 3.5-1062
Gameini database update for Madagascar, Gladius, Mario Kart: Double Dash (intro video now plays), Fire Emblem (Wii), Kirby's Dream Collection Special Edition, King Kong.

Version 3.5-1061
more restrict disable of pinned memory, disable ubo for intel/mesa-9.1.1

Version 3.5-1060
Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.

Not planning to touch Core since it's the most actively changed part of the project.

Version 3.5-1059
Clean up some space/tab mismatches in DiscIO and InputCommon.

Keeps the files consistent.

Version 3.5-1058
Missed a few clang compiler flags.

Version 3.5-1057
Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition.

Version 3.5-1056
GLSL: fix msaa egdes

MSAA is a optimiztion to execute the fragment shader just once per pixel instead per sample.
It sounds great, but has a big issue: At edges where the center isn't in the polygon, the
fragment would still be executed, but still with the center of the pixel as position.
So if some calculations aren't allowed outside the polygon, the result would be invalid.

But the nice one: we can give a hint to each input to be choosen from a valid pixel,
so now every pixel will be calculated with valid source.

Version 3.5-1055
Properly set the DMAState flag while ARAM DMA transfers are underway.

Fixes issue 6118.

Version 3.5-1054
Short,sweet and fixes issue 5725

Version 3.5-1053
Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.

D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.

Version 3.5-1052
Hide cursor in fullscreen mode on OSX fixes issue 3956

Version 3.5-1051
Clean up CInterfaceAGL, make sure the screen gets cleared on stop, and remove the FPS update that messes up GUI builds since GUIless doesn't build anyways.

Version 3.5-1050
Fix a typo in ArmEmitter noticed by LionCash.

Version 3.5-1049
Set GLES Tex2D function to texture2D, texture is only available in GLES3. Fix some tabs in the config file.

Version 3.5-1048
Reenable mulli and negx, seems to work fine.

Version 3.5-1047
Git pull

Version 3.5-1046
Fix full screen on OSX, well as fixed as its ever been. Apperently in render to main it always shown the FPS on the bottom in full screen.

Version 3.5-1045
Finish up VFP cleanup. A few more instructions are left for VFP, and a bunch of NEON ones if it will ever be used.

Version 3.5-1044
GLSL: also define pinned_memory in renderer.cpp

Version 3.5-1043
Remove an obsolete documentation file

Version 3.5-1042
Revert "Disable Vsync while holding tab to disable the frame limit."

This reverts commit 341eb878064537893140a9dd29aa83c4cd477808.

I'll do it right later.

Version 3.5-1041
Disable Vsync while holding tab to disable the frame limit.

Fixes issue 6111.

Version 3.5-1040
GLSL: store and use exact ubo sizes

Version 3.5-1039
Fix converting the charset of an empty string. Thanks to MrData on the forums for reporting this issue.

Version 3.5-1038
remove some ogl error

but it doesn't resolve any issue

Version 3.5-1037
fix software backend

ogl rasterfont sets vao and vbo, but both aren't used on software backend

Version 3.5-1036
GLSL: don't apply unsupported msaa settings

Version 3.5-1035
disable pinned memory for fglrx

Version 3.5-1034
Windows - Don't disconnect real wiimotes on Dolphin close. (back to the old behavior) Fixed issue 6103.

Version 3.5-1033
Fix some warnings.

Version 3.5-1032
GLSL: fix transparency issues on dual source blend. fix issue 6104

Version 3.5-1031
Ship by default a free DSP ROM that can handle most games with LLE

At the end of July 2011, LM published a free DSP ROM that works with games
using the Zelda UCode. His ROM only has the code to handle UCode loading and a
few utility functions, the rest is missing. This includes the four large sound
mixing functions used by the AX UCode and the DROM containing coefficients used
for polyphase resampling in AX.

This is an improved, updated version of this ROM, which changes the following:

- We now have a free DROM that works for polyphase resampling by "emulating"
linear interpolation. The coefficients contained in the DROM are normally a
list of { c1, c2, c3, c4 } which are used to interpolate a sample value from
four previous samples:
out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4

The coefficients are chosen depending on the fractional part of the current
position (basically, our position between the previous and the next sample).
We can use this fact to generate (c1, c2, c3, c4) for each possible
fractional part so that:
out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos)

Which is the formula for linear interpolation between prev3 and prev4. Linear
interpolation is not as good as polyphase resampling but it still works very
well and I couldn't really hear any difference between the two. If someone
wants to generate real polyphase filter coefficients, they are welcome to
submit a patch.

- The IROM now contains the 4 mixing functions used by the AX UCode: mix_add,
mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined
functions (probably for performance reasons) in the official DSP IROM, our
version prefers to use a loop. This *should* be more performant with our DSP
JIT implementation, but I did not benchmark that.

Because the new DSP ROM is working just as well as the official ROM in 95% of
cases, it is now shipped by default with Dolphin and will be used with DSPLLE
if you don't have an official DSP ROM in User/GC. It will still display a panic
alert at every boot to notice you that you are using a non official DSP ROM
made by us, which is not perfect.

Games using the CARD, IPL or GBA UCodes are still broken. I don't know what
games this actually impacts, but this is a very small proportion compared to
what works.

Version 3.5-1030
GLSL: explicitly check for gl errors for pinned memory

Version 3.5-1029
Check for HID wiimote name on Windows instead of assuming everything is a wiimote.

Fixed issue 6031.

Version 3.5-1026
GLSL: fix nfs-hp2

Version 3.5-1025
Merge branch 'GLSL-master'

Merge an endless story. The branch name is a lie, it was started as glsl, but now it is a complete reworked opengl3 backend.

It just began with simple changes which aren't supported on osx.
They either support ogl2 OR ogl3 core, but mixing isn't allowed.
As the branch name says, the vicious circle starts with GLSL, but just implementing one wasn't possible either:
- OSX supports only GLSL100 which doesn't support our shaders.
- Vertex Array Objects are needed for ogl3, but not supported on ogl2
- immediate mode isn't supported any more, so we must implement vertex buffers
- uniform buffers are recommended as else we would need tons glUniform
- postprocessing shaders have to be converted to glsl
- lots of smaller outdated issues and bug fixes :-)

Thanks at all for testing and at Sonic for converting all of our shaders to glsl130

And sorry for all upcoming bugs...

Version 3.5-663
My OCD will not stand for this.

Version 3.5-662
So much more readable now!

Version 3.5-661
PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.

Fixes issue 5618.

Version 3.5-660
Fix checks for preventing the main and render windows from spawning off screen.

Version 3.5-659
Corrected a typo.

Version 3.5-658
PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation.

Version 3.5-657
VideoSoftware: Do not clear the depth buffer on EFB copy clears when depth writing is disabled.

Version 3.5-656
Beginning of VFP cleanup. Will finish when I have the hardware in front of me.

Version 3.5-655
Actually set the bIDIVa value in the ARM CPUDetect.

Version 3.5-654
Fixed the Windows 32bit debug build.

Version 3.5-653
Prevent the render window from spawning off screen.

Fixes issue 6063.

Version 3.5-652
Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect.

Version 3.5-651
Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on.

Version 3.5-650
Fix dup Option and move one to the top where it belongs in the CMake file.

Version 3.5-649
Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games.

Version 3.5-648
All the cool kids hard code string lengths.

Fixes issue 6090.

Version 3.5-647
Allow playing movies from command line. Also remove some unneeded code.

Version 3.5-646
Update gameini database according to changes after the FIFO - BP Merge. Remove Fastdiskspeed from various games that no longer need it. Enable dual core and gpu thread synch option for F-Zero GX and Rayman Raving Rabbids. They are both a bit faster now compared to single core (about 20%) and without stability issues when dual core was enabled.

Version 3.5-645
decrease d3d vertex buffer size

Version 3.5-644
Merge branch 'FIFO-BP'

# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban.
Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size. Fixes NFS:HP2 GC.
Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision". Required to go in-game.
Added direct GameCube controller commands to the Serial Interface emulation. Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
Skipped the EE check if there is a CP interrupt pending.
Disabled "Speed up disc transfer" from the ZTP GC game ini.
Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
Delayed the interrupts in the EXI Channel.
Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
Made vertex loading take constant time.
Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
Profile stores, fp stores and ps stores only to the fifo write addresses list. This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
...

Conflicts:
Source/Core/VideoCommon/Src/PixelEngine.cpp

Version 3.5-608
Fix JIT from rebasing on PPSSPP ArmEmitter.

Version 3.5-607
Rebase ArmEmitter on PPSSPP's base. The loadstores are making my heart cry at this point.

Version 3.5-606
Update pot file for recent string changes in the code.

Version 3.5-605
Update translations from transifex. Also add the transifix client configuration directory to gitignore.

Version 3.5-604
Dolphin needs to be restarted before playing back a wiimote movie, so let's suggest that instead of giving an unhelpful error message.

Version 3.5-603
Fix a typo.

Version 3.5-602
Wow, I'm dumb. Fix mismatched set/get.

Version 3.5-601
Fix a potential issue when someone has a CPU core that isn't available on that host set in the INI file, it would just fail out. Now it defaults to interpreter.

Version 3.5-600
Add a comment about Qualcomm in load stores.

Version 3.5-599
Fix a potential memory leak in function DecompressBlobToFile in CompressedBlob.cpp

Version 3.5-598
Make sure to mask out the FPU rounding mode correctly. Good spot from LionCash.

Version 3.5-597
fix debug build

Version 3.5-596
Clean up PPCSTATE_OFF

Version 3.5-595
fix vertexloader without jit

Version 3.5-594
Merge branch 'vertex-loader-cleanup'

Version 3.5-564
Add ARM Jit to GUI when built on ARM

Version 3.5-562
OK, seriously, buildfix. I shouldn't even have commit access!

Version 3.5-561
Buildfix for real.

Version 3.5-560
Buildfix!

Version 3.5-559
Use standard binary multiple unit symbols for game size display. Use integer math for the calculation as we cannot rely on floats for something as important as game size display!

Version 3.5-558
Disable SSE2 check in the GUI when building ARM.

Version 3.5-557
Fixed issue 5270. Don't ask me how, I just clean up code and then it works! I think it was int overflow.

Version 3.5-556
Fix compiling Dolphin on devices that provide crazy GLES drivers

Version 3.5-555
Merge branch 'hle-fs-cleanup'

Version 3.5-548
Don't null-terminate some random std::string.

Version 3.5-547
Merge branch 'windows-unicode'

Fixed unicode filename handling on Windows.
Made all significant projects build with "Unicode" option on Windows.
Fixed unicode string handling in GUI code on all OSes.

From now on: std::string == UTF-8.

Fixed issue 4111.
Fixed issue 5178.
Fixed issue 5980.

Version 3.5-518
Windows: Open wiimotes with the FILE_SHARE_WRITE flag like before.

This should fix issues introduced by real-wiimote-scanning.

Version 3.5-517
Fix accidental change from libpulse-simple to libpulse

Version 3.5-516
Fix ARM build.

Version 3.5-515
Kill warning.

Version 3.5-514
Eliminate some baseless restrictions in PointerWrap, mainly vector<string> not working.

Version 3.5-513
Merge branch 'perfqueries'.

Adds support for PE performance metrics.
Used in Super Mario Sunshine's "Scrubbing Sirena Beach" level to determine when enough goop has been cleaned up to finish the level.
Also used in TimeSplitters: Future Perfect to determine the appearance of flares around light sources (e.g. sun).

OpenGL and D3D11 only. D3D9 support unlikely to be added unless anyone bothers to do the work.
Initial work and D3D11 support by me. Kudos go to Billiard for adding the OpenGL support and reviving development of this branch that way :D

Slightly (~7%) decreases performance when performance metrics are used (and only then).

Fixes issue 1498.
Fixes issue 5368.

Version 3.5-491
also don't cleanup efb copys on efb2ram

these may be upscaled and this high res textures would be lost

Version 3.5-490
Fix Dolphin starting only once then crashing at startup

Version 3.5-489
Fixes two memory leaks, one is pretty bad for OSX. Yell at pauldachz if this doesn't work. Or... say thanks.

Version 3.5-488
Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing.

Version 3.5-487
Make ARMJit core default CPU core on ARM architecture


Version 3.5-486
Merge branch 'VideoSoftware-savestates'

Version 3.5-481
Fix a StringUtil regression from the arm-noglsl merge

Fixes issue 6048. Thanks to Starscream for locating the regression.

Version 3.5-480
Small improvement to cmpli/cmpi in ARMJit.

Version 3.5-479
Merge latest ArmEmitter changes from ppsspp while we're at it.

Version 3.5-478
Ah. I blame vim on this typo entirely.

Version 3.5-477
Add disabled code for authenticating wiimotes on Windows.

Version 3.5-476
Merge branch 'arm-noglsl'

Version 3.5-473
Buildfix.

Version 3.5-472
Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.

Version 3.5-471
Merge branch 'real-wiimote-scanning'

Version 3.5-432
Make error message for loading save state with wrong dsp engine shorter.

Version 3.5-431
Abort load state if it uses a different dsp engine, instead of crashing.

Version 3.5-430
Update the gameini of F-zero. Efb to Ram is no longer the default choice.

Version 3.5-429
fix last commit by neobrain

Version 3.5-428
Build fixing.

Version 3.5-426
Merge branch 'CLGL-Interop'

Version 3.5-424
Added the addeo instruction to the JIT tables. Fixes Inkub (WiiWare).


Voici une petite vidéo :


http://code.google.com/p/dolphin-emu/ Site officiel : http://code.google.com/p/dolphin-emu/
http://dolphin-emu.org Site officiel : http://dolphin-emu.org
télécharger Télécharger Emulateur GameCube / Wii : Dolphin v3.5-1491

Posté par richardjouir le le 22/06/13 à 14:23:02
2516 affichages, 0 commentaires
 
image

Wiimms ISO Tools et Wiimms WBFS Tool est un ensemble d'utilitaires réalisé par Wiimm. Ils vous permet de manipuler les Images ISO de jeu Wii et les containers WBFS. Les deux utilitaires principaux sont nommés wit (Wiimms ISO Tool) et wwt (Wiimms WBFS Tool, le WBFS manager). Il s'agit de la solution la plus complète à l'heure actuelle en terme de manipulation d'ISO. Tous les formats sont supporté (de fichier comme de format de partition), il est possible de faire des transferts par lot, de réparer des partitions ou des fichiers WBFS, etc, etc...

wit v2.22a r4516 - 2013-06-22

- Command "wit DOLPATCH" accepts now more commands and is able to create new TEXT and DATA sections.
-> Read http://wit.wiimm.de/cmd/wit/dolpatch for details.
- New option: --tt-id=ID: This is a short cut for `--ticket=ID --tmd=ID´. If TICKET and TMD differ, the game will freeze after loading. So it make sense to change only TICKET and TMD IDs together.
- Bug fix, if using "wit COPY --name discname" and the destination is %X or similar: The new discname is now used to create the filename.

image
(Image de qtwitgui)


http://wit.wiimm.de/ Site officiel : http://wit.wiimm.de/
http://gbatemp.net/t182236-wwt-wit-wiimms-wbfs-iso-tools Site officiel : http://gbatemp.net/t182236-wwt-wit-wiimms-wbfs-iso-tools
télécharger Télécharger WIT: Wiimms ISO & WBFS Tools v2.22a r4516


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