937 Commits

Author SHA1 Message Date
NeoBrainX 4798524b75 Dolphin 3.5 release. 2012-12-24 21:29:24 +01:00
NeoBrainX e3e14af0dd Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
This reverts commit 4d868705fd.
2012-12-24 21:29:24 +01:00
Pierre Bourdon 2c58385fe2 Revert "Uninitialized usage.. or so it thought."
This reverts commit 7839676c87.

Parlane, I hate you.
2012-12-24 21:23:28 +01:00
Glenn Rice 02acafce52 Merge branch 'translations-update' 2012-12-24 14:09:43 -06:00
NeoBrainX 4d868705fd VertexShaderGen: Fix a shader compilation error. 2012-12-24 19:50:16 +01:00
NeoBrainX 5a78351033 TextureCacheBase: Fix a potential bug when using custom textures. 2012-12-24 19:50:16 +01:00
NeoBrainX 249afa5eac Change copyright year to 2013 in the about dialog. 2012-12-24 19:50:16 +01:00
NeoBrainX 2fedab3bad OGL: Make OSD messages fade out properly instead of having them disappear spontaneously. 2012-12-24 19:50:16 +01:00
rog 2dd570c880 Should completely fix game list sorting. 2012-12-24 13:29:19 -05:00
rog da5e61b45b Fix another sorting bug. 2012-12-24 13:04:57 -05:00
rog 14a31d9b3a Fix sorting bug. 2012-12-24 12:48:14 -05:00
degasus 78ff8a769c Merge branch 'osx-savegame-fix' 2012-12-24 13:30:59 +01:00
kostamarino@hotmail.com 6d61a54ef1 Update Greek language. 2012-12-24 11:52:20 +02:00
Matthew Parlane eedca57270 Revert "support retina display"
This reverts commit 3aa9901618.
2012-12-24 08:01:44 +13:00
Matthew Parlane 59ec1fe180 Fix some random warnings. 2012-12-24 07:37:50 +13:00
degasus bd0abb3d2f revert last commit, add CheckInvalidState to VideoBackend 2012-12-23 13:32:23 +01:00
Matthew Parlane f865450b5a Changed to non conflicting overload. 2012-12-24 00:00:45 +13:00
Matthew Parlane a8ddc3e069 Function definition was not updated. 2012-12-24 00:00:25 +13:00
Matthew Parlane 7839676c87 Uninitialized usage.. or so it thought. 2012-12-24 00:00:04 +13:00
Matthew Parlane 4dbd2ed7fb Unused variable. 2012-12-23 23:59:44 +13:00
Matthew Parlane 589222857f Someone changed this to a u32... it's definitely a s32 :) 2012-12-23 23:59:10 +13:00
Grant Paul 3aa9901618 support retina display 2012-12-23 21:33:52 +13:00
Matthew Parlane e3eebdf591 Fixes swprintf_s issues hopefully.
Also fixed an include not using correct caps.

According to:
http://connect.microsoft.com/VisualStudio/feedback/details/646532
2012-12-23 20:25:11 +13:00
Matthew Parlane 089434b719 Apply same force to float fix as has already been done for DX11. 2012-12-23 20:01:58 +13:00
Matthew Parlane 3a2c0b778a Fixed stupid bool to int conversion warnings. 2012-12-23 19:53:15 +13:00
Matthew Parlane a76059377d Warning free SOIL lib. 2012-12-23 19:24:57 +13:00
Matthew Parlane 1c01fd9c9d Remove warning about ambigious if/else. 2012-12-23 19:24:30 +13:00
Glenn Rice 3a0782ff33 Update French and Spanish translations. 2012-12-22 23:05:02 -06:00
rog d66dd970cd Implement select audio backend CLI option.
Fixes issue 4920.
2012-12-22 18:25:52 -05:00
degasus ffddfd8662 do only invalid hashes instead of all textures on loading
this is a hack, but only the gpu thread is allowed to call ogl commands
suggestion: create an unused texture cache, so we can move all textures there
2012-12-22 17:30:13 +01:00
Pierre Bourdon 65f88567b5 Added Tools/buildbot-try.sh. See http://code.google.com/p/dolphin-emu/wiki/BuildbotTry for documentation about that feature. 2012-12-22 10:51:41 +01:00
degasus 2df0c31d13 add invalid flag for BPStructs (fix issue 5790)
this flag will be set on loading a state and checked before every rendering.
2012-12-21 21:04:53 +01:00
Glenn Rice cb54b822a6 Update Japanese translations. 2012-12-21 07:41:41 -06:00
Glenn Rice 9b7eb9cf35 Update Brazilian Portuguese translations. 2012-12-20 20:42:22 -06:00
Glenn Rice 05c6d11d48 Update Spanish translations. 2012-12-20 08:26:27 -06:00
Ryan Houdek 2db4549174 Fix a memory leak based on Lioncash's patches. 2012-12-18 23:35:28 -06:00
rog 16ac7803f1 Add support for recording bongos. 2012-12-18 23:20:26 -05:00
Glenn Rice 9734eaedb1 Update Korean translations. 2012-12-18 08:30:05 -06:00
Glenn Rice 1bd42b7acc Merge branch 'rehash-msw-cursor-hide' 2012-12-18 08:07:47 -06:00
Ryan Houdek 512cae69f8 Add a useful comment to DSP.cpp 2012-12-17 15:55:34 -06:00
NeoBrainX 0811311604 TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.

Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
2012-12-17 19:36:31 +01:00
Glenn Rice 98ed34d50b Use wxNullCursor to put the cursor back to its default instead of
explicitly setting the cursor to the arrow.
2012-12-17 11:32:10 -06:00
Glenn Rice 98bb0f1885 Oops. Forgot to sanitize these files. 2012-12-17 09:39:01 -06:00
Glenn Rice 42acee04aa Add updated translations for Polish, Farsi/Parsi/Persian??, and Czech
languages.
2012-12-17 09:32:25 -06:00
Glenn Rice f1cc5c2ff9 Define the icon for "dolphin". The IDI_ICON1 seems to be preempted by the wx resource. This one does not. 2012-12-17 08:33:42 -06:00
rog 4c7b63cf0e Save secondary list sorting.
Allow sorting by platform ascending.

Fixes issue 5774.
2012-12-17 06:08:45 -05:00
Glenn Rice 0a918782cf Reorder the inclusions to hopefully fix the icon issue. 2012-12-17 00:11:59 -06:00
Glenn Rice ff7041804c Make sure that the wxWidgets manifest does not override the dolphin one. 2012-12-16 23:55:22 -06:00
Glenn Rice 832a5a0b26 Add the resource include in only one place for all builds. 2012-12-16 23:39:05 -06:00
Glenn Rice d34fb84734 Add the resource inclusion to the other builds. 2012-12-16 23:21:11 -06:00
Glenn Rice a581c75a37 Make the resource include path relative. 2012-12-16 22:52:29 -06:00
Glenn Rice d1a812231e Rework the way that windows mouse cursor hiding is done to use the built
in wxWidgets methods.
2012-12-16 21:32:14 -06:00
LPFaint99 351979795c revert changes to banner background color 2012-12-16 15:29:25 -08:00
Ryan Houdek 8838944cd3 Revert "Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956."
This reverts commit 884006e4c8.
2012-12-15 00:04:10 -06:00
Ryan Houdek 884006e4c8 Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956. 2012-12-14 15:19:22 -06:00
Ryan Houdek 88b890824b (CoreAudio) Retain volume value until initialization. Makes volume slider work when game isn't running. Fixes issue 5383. 2012-12-14 12:15:01 -06:00
Ryan Houdek 3b559d89ec If the HOME environment variable isn't set, fall back on to PWD. Closes 5584. 2012-12-14 11:47:12 -06:00
Ryan Houdek 532fdada96 Adds the Wii Korean settings file. It was handled in the wii-network branch in rev c42a6f156e. Master handles the settings files differently. Until wii-network merges in to master, this closes issue 5642. 2012-12-14 11:37:26 -06:00
Glenn Rice db329bf027 Update translation pot file for changes in the code. 2012-12-11 08:14:34 -06:00
Glenn Rice a6374f25fd Fix OSX build once again. Apparently OSX needs to get with the times. 2012-12-10 10:31:08 -06:00
NeoBrainX c82136abdc PixelShaderGen: Drop some useless and potentially buggy code.
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
Glenn Rice f6df3d1513 OSX build fix for the unordered_map/hash_map issue. 2012-12-10 08:40:27 -06:00
rog 330ea74d19 Allow input displays to work without an active movie. 2012-12-10 06:20:06 -05:00
Glenn Rice e85438cba0 Clean up gcc/g++ compiler warnings that have accumulated. 2012-12-10 00:40:28 -06:00
rog 43d673b576 Save game list sorting.
Fixes issue 5771.
2012-12-08 23:53:50 -05:00
NeoBrainX 4fc0125fb3 Fix OS X 10.6 compatibility.
Patch by mathieudel.
2012-12-07 19:49:08 +01:00
rog 30718230b2 Fix some warnings. 2012-12-06 20:25:07 -05:00
skidau aeb5782395 Merge conflict. Fixes issue 5471. 2012-12-06 21:16:27 +11:00
rog bbf7c3a4d0 Fix a save state crash in some situation. 2012-12-05 17:11:19 -05:00
Ryan Houdek 423024110e Includes are case sensitive and Common is in the include directories so including the file this way was silly. 2012-12-04 11:44:28 -06:00
John Peterson 470a4eee8b Fixing wiimote savestate and recording. 2012-12-03 21:14:25 -05:00
John Peterson 983d5d1f73 Making cheats manager resizeable, maximizable, hideable (parentless), higher by default. 2012-12-03 20:58:25 -05:00
rog 47aaca89eb Fix error message about state undo backup always appearing when no movie is active. 2012-12-02 02:08:43 -05:00
NeoBrainX bed260aa14 VertexShaderManager: Fix redundant shader constant updates.
Thanks to konpie for spotting this.

Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
rog aaeeef48da Compile fix for linux. 2012-11-26 23:36:47 -05:00
rog c0bb7aa8f3 Turns out you have to actually commit a change before merging if you want it to be included. 2012-11-26 18:17:07 -05:00
rog 15f49c9b61 Merge branch 'movie-fixes' 2012-11-26 17:07:35 -05:00
rog db458a234a Merge branch 'desync-fixes' into movie-fixes 2012-11-26 12:40:56 -05:00
rog 38e0d06e8c Whoops, was calling GetMD5() twice. 2012-11-26 12:29:36 -05:00
kostamarino@hotmail.com 0c33891aa1 Gameini database updates/additions for: TMNT3, Mystic Heroes, BEACH SPIKERS, Fantastic Four, King Arthur, I-Ninja, FFCC Echoes of Time, Just Dance, Disney Epic Mickey, Shark Tale, Pokemon Channel, Cars 2, Disney Epic Mickey 2: The Power of 2, THE LAST STORY. 2012-11-26 14:31:55 +02:00
rog 3d9712a99e Remove more unused code. 2012-11-26 03:48:04 -05:00
rog c2146921f9 Call InputUpdate() for wii games when using gc controller but not wiimote. 2012-11-26 03:04:17 -05:00
rog 97f5b1665f what is this even... 2012-11-26 02:11:52 -05:00
rog 0903e20817 Expand input buffer as needed, instead of hardcoding it at 40 MiB.
Patch (mostly) by Ilari.
2012-11-25 22:41:48 -05:00
rog 1917f83244 Cleanup and misc movie fixes. 2012-11-25 19:26:37 -05:00
rog 0c6dad6a37 Clear unneeded variables upon stopping emulation. 2012-11-24 18:27:20 -05:00
rog d26c7fea17 Remove old, unused code. 2012-11-24 01:40:34 -05:00
rog f251704df2 The trick to multithreaded emulation is to include thread.h more than once.
Also, rewords some awkardly written messages.
2012-11-24 01:15:26 -05:00
rog a374f9f049 Check md5 when recording from save state too. 2012-11-23 22:47:32 -05:00
rog ca650d4435 Record md5 of game file to .dtm, and check it when playing back. 2012-11-23 22:23:58 -05:00
skidau 1071ccbcd5 Added "EnableFPRF = True" to the Beach Spikers game ini. Fixes the flickering textures.
Thanks to hk.konpie for the tip.

Fixes issue 5730.
2012-11-24 00:09:38 +11:00
skidau 085c81da86 Mapped the addco and subfco PowerPC instructions. Fixes Frogger: Hyper Arcade Edition. 2012-11-24 00:04:28 +11:00
NeoBrainX 0fcb246b7e Enable GFX debugger functionality in Release builds. 2012-11-20 17:54:48 +01:00
NeoBrainX 4f652c4086 Partially revert "Check if BP and XF changes actually change values before flushing". Dolphin code sucks too much to get optimizations.
This reverts commit 5a77cae2e3.

Fixes issue 5459.
Fixes issue 5606.
2012-11-19 21:09:31 +01:00
parlane d7e65f03e4 Fix indentation [ using the web editor D: ] 2012-11-19 19:44:44 +00:00
NeoBrainX 4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
NeoBrainX b02bb7617f Fix some fractional EFB scaling issues. 2012-11-19 13:10:32 +01:00
parlane 9345501388 Dolphin was crashing after attempting to use a NULL on macosx.
(turns out that passing NULL to string cmp funcs has "undefined behavior".)

Thanks to Grant Paul for this quickfix!
2012-11-19 03:19:51 +00:00
rog 69e8942dac Fixes pausing movies for some 30 fps games, in some situations.
Thanks abahbob for testing.
2012-11-18 01:07:48 -05:00
XtraFear d6697d50c7 Added option to toggle the display of On-Screen Display messages in the Interface tab. 2012-11-16 23:54:48 +01:00
NeoBrainX a135512f9b Build fix.
Fixes issue 5674.
2012-11-16 23:46:28 +01:00
rog 3a8e8af2d5 Merge movie-fixes. 2012-11-16 12:07:22 -05:00
rog 101de62c86 Remove an old TODO, and add a new one. 2012-11-16 12:03:51 -05:00
NeoBrainX f88e7d3b73 Fix an off-by-one error. 2012-11-16 14:29:11 +01:00
NeoBrainX a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
NeoBrainX 78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
Braden a024d04583 Patch by mwessel that fixes real wiimotes on OSX 10.8 2012-11-15 21:30:19 -06:00
X-tra Fear 5170d65711 Fixed last commit. 2012-11-15 14:47:51 -05:00
rog 25a1979b22 Merge https://code.google.com/r/xtrafear-dolphin-emu 2012-11-14 17:27:46 -05:00
rog 14aa7150d9 Add option for author name for movies. Also, minor cleanup for previous options i've added. 2012-11-14 16:23:20 -05:00
X-tra Fear 11fc13aea4 Fixed WiiMotes disconnecting when ES_LAUNCH is ran. 2012-11-14 16:12:25 -05:00
rog f5a3379d71 Add config option for mac address. Fixes issue 5694. 2012-11-14 14:28:38 -05:00
kostamarino@hotmail.com 5ce7728b91 Gameini database update/additions for NBA LIVE 06, NBA LIVE 2005, NBA LIVE 2004, NBA Live 2003, Pokemon Colosseum, Dark Summit, 4x4 Evolution 2, Skies of Arcadia Legends, Need For Speed : Hot Pursuit 2, Mission: Impossible Operation Surma, TALES OF SYMPHONIA, CITY RACER, DISNEY'S TARZAN, Blowout, WAVE RACE / BLUE STORM, Pokepark Wii, ONEPIECE UNLIMITED ADVENTURE, ONEPIECE UNLIMITED CRUISE EPISODE 2, Mario & Sonic at the Olympic Winter Games, Worms Battle Islands, Shrek 2, Summoner 2, Rubik's Puzzle World, Kirby's Dream Collection Special Edition. 2012-11-14 18:48:42 +02:00
Pierre Bourdon e4d18e3a8b Bound the iteration on the PB list when processing updates.
Fixes freezes introduced in 3.0-807 with DSPHLE on some AX games.

Apparently logic doesn't apply inside the HW/DSPHLE/UCodes directory.
2012-11-13 16:50:42 +01:00
Pierre Bourdon 764cd455b3 Revert "fix Snow Leopard compatibility"
This change broke compilation on some OSX 10.7 configurations.

This reverts commit b2e2e49fe4.
2012-11-13 10:22:56 +01:00
Pierre Bourdon 16060290c2 Fix missing notes in musics with DSPHLE.
Tales of Symphonia and Skies of Arcadia Legends now have working musics with
DSPHLE. Some other games with the same symptoms (missing instruments) should
probably be fixed by that change too.
2012-11-13 09:37:44 +01:00
rog 8fe5aa4ee8 movie cleanup 2012-11-12 20:40:11 -05:00
rog 8eb6f9002e Fixes interpreter when not recording or playing back a movie. 2012-11-12 20:20:34 -05:00
parlane ab03e9446a From now on, use http://dolphin-emu.org/ , http://forums.dolphin-emu.org/ and http://wiki.dolphin-emu.org/ to access our website. 2012-11-12 01:48:51 +00:00
rog a5d210129d Add an on screen lag counter. 2012-11-11 17:57:06 -05:00
rog 35e5a1e592 Add an option to pause on the last frame of a movie. 2012-11-10 21:57:31 -05:00
Rog e8c0fea16e Retain dsp JIT setting when switching to HLE. Fixes issue 5691. 2012-11-09 12:08:56 -05:00
Rog ab48e1154b Stop saving undo buffer (and associated .dtm, and .sav) when starting playing back a movie from save state. This is completely useless, and just wastes time copying save states around. 2012-11-08 23:25:55 -05:00
skidau f1f212b51b Removed the patches for Wave Race as they are no longer needed.
Fixes issue 3921.
2012-11-04 20:58:07 +11:00
NeoBrainX 6f21f5eb34 Video_Software: Implement texture preloading 2012-11-03 15:41:41 +01:00
Pierre Bourdon d13163380d Bye mamario, you won't be missed 2012-11-02 02:48:55 +01:00
parlane 7b43e1869f Fix: Readme with correct website link. 2012-11-02 02:43:16 +00:00
sulokuTDCmago d032c40a58 - Added a new wilcard for importing savegames, which basically shows all saves (gci, gcs and sav). This is set as default (I really got frustrated of having to change the type every single time when making tests for GCMM, and I think it makes more sense at user level to just show all saves regardless the format)
- In icon retrieving I removed the "format check" as it shouldn't really matter to have mixed icon formats. Also removed the "Time splitters hack" as there's no reason for it since we are only checking the last 3 bits and I'm pretty sure having bits 1 and 2 set is the same as having them unset.
- Icon retrieving uses AnimSpeed as stop signal (every icon must have an speed set, the first speed that is 0 means there are no more icons)
- Also, in icon retrieving I added support for "blank frames"(Luigi's Mansion and Pikmin that I know of). With this the base for icon animation is complete.
- Fixed PSOIII savegame patch which was wrong before.

Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-10-29 21:02:59 -07:00
Sonicadvance1 5dd49edaec Badaboom. Add in Memory include to CDUtils.cpp 2012-10-30 02:45:42 +00:00
skidau 303b0f6b6d Test the audio loop with aligned addresses. Fixes the high pitched squeal in Muramasa. 2012-10-29 14:03:28 +11:00
skidau 882d5161f8 Merge branch 'Capcom-Music-Loop'
* Capcom-Music-Loop:
  Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged.  This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode.  Fixes issue 2723.
  Changed the loop end address detection to an exact match with the current address for ADPCM audio.  Fixes the non-looping music in PN03.
2012-10-28 13:36:34 +11:00
rog 95d55ed1c7 fixes for backing up wii saves when playing a movie 2012-10-26 20:04:06 -04:00
rog 8921fe0d09 move wii saves to a backup if playing a movie that starts with no save 2012-10-26 17:36:18 -04:00
rog 0bc2021284 save if a wii game's save data exists when starting recording. Probably not the best way to do this, and could result in a false negative if banner.bin exists, but the actual save file doesn't, but this should work well enough. 2012-10-25 03:15:54 -04:00
rog 8dfb12da3e stuff 2012-10-24 23:21:34 -04:00
rog 76a6917fdf Check game ID against what is recorded to the .dtm 2012-10-24 19:42:04 -04:00
rog 7ee455ce3b When beginning recording, check settings in Init() instead of just in BeginRecordingInput(), since it's called after bootmanager.cpp reads the game's config. 2012-10-24 18:44:26 -04:00
rog 7006cd1217 i'm still not using a branch to fix the name of a variable 2012-10-24 15:32:02 -04:00
rog 4358f8384f readd memory card detection for movie code. I deleted this before, intending to move it elsewhere, but never did 2012-10-24 15:16:41 -04:00
rog a1186d84df update state version 2012-10-23 02:31:16 -04:00
rog 5133ac551b merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone 2012-10-23 02:10:49 -04:00
Shawn Hoffman b2e2e49fe4 fix Snow Leopard compatibility
Checking for clang in Xcode bundle seems pointless, command line tools should be installed.
Setting the path explicity to avoid fink/macports/homebrew prevents use of locally installed packages like clang and wxwidgets.
Realistically using opencl means the minimum OSX version targetable is 10.6.
Correct TARGET_SYSROOT check, add required -mmacosx-version-min to linker flags.
also using wxwidgets gl component.
2012-10-22 16:45:37 -07:00
rodolfoosvaldobogado 72cb1734ee Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
skidau 421a75493c Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
Removed the ADPCM format detection from the previous commit as it broke the audio looping in Knockout Kings 2003.
2012-10-23 00:30:01 +11:00
skidau b2a01dc348 Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
Fixes issue 3998.
2012-10-22 22:59:35 +11:00
NeoBrainX f7edfc0118 FifoPlayer: Copy selected object commands to clipboard when pressing ctrl+c 2012-10-22 12:32:57 +02:00
rog aece5310f3 more movie cleanup. Removes the remaining globals that didn't need to be global, rearranges some code to make more sense, and removes some redundant code. 2012-10-21 23:20:28 -04:00
rog 9070e7ff8c misc movie cleanup and fixes 2012-10-20 22:26:40 -04:00
rog 92d2f5dee2 keeping padding right is so hard 2012-10-20 15:58:29 -04:00
rog a6028b055b Save disc changes to .dtm, and load the full movie header every time it's loaded. 2012-10-20 14:40:16 -04:00
rodolfoosvaldobogado@gmail.com 5230146c73 Hey, long time no commits :).
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
rog 0384f61af3 re-rearrange movie code so it actually works all of the time 2012-10-19 19:43:03 -04:00
rog b1dee5fc23 small fix for undo load state while not recording 2012-10-18 04:40:56 -04:00
rog 79692a6c78 save settings necessary for syncing a movie to the .dtm, and load them upon playback 2012-10-18 04:18:40 -04:00
rog 783409c765 clear the save state loaded from a previous movie when starting emulation 2012-10-18 04:14:25 -04:00
rog 6b99b746c8 fix undo load state and load last overwritten state while recording 2012-10-18 04:11:14 -04:00
rog 7f624cda10 fix recording from save state 2012-10-18 04:03:12 -04:00
rog a366521d13 Correct the hotkey labels for undo load state, and load last overwritten state buttons 2012-10-18 03:30:44 -04:00
Pierre Bourdon 3990002250 Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitset
Most of the InvalidateICache calls are for a 32 bytes block: this is the
number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling
shows that a lot of CPU time is spent checking if there are any JIT blocks
covered by these 32 bytes (using std::map::lower_bound).

This patch adds a bitset containing the state of every 32 bytes block in
RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache
can check in the bitset if any JIT block might be invalidated. A bitset
check is a lot faster than an std::map::lower_bound operation, improving
performance of JitCache::InvalidateICache by more than 100%.

Some practical numbers:

* Xenoblade Chronicles (PAL)
  56.04FPS -> 59.28FPS (+5.78%)
* The Last Story (PAL)
  30.9FPS -> 32.83FPS (+6.25%)
* Super Mario Galaxy (PAL)
  59.76FPS -> 62.46FPS (+4.52%)

This function still takes more time than it should - more optimization in
this area might be possible (specializing for 32 bytes blocks to avoid
useless memcpy, for example).
2012-10-06 01:49:09 +02:00
Pierre Bourdon 8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.

Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX 035840e7b5 Move last XFB size from Render to FramebufferManager. 2012-10-03 13:44:35 +02:00
NeoBrainX 8f5223d0e6 More cleanups. 2012-10-03 13:44:13 +02:00
NeoBrainX 6e4a61a991 Minor cleanups. 2012-10-03 13:44:04 +02:00
NeoBrainX ac2ce8b16e Video_DX11: Remove some redundant code. 2012-09-27 18:15:45 +02:00
NeoBrainX bb8b5936c0 Revert "Partially revert revision d511b506120c."
This reverts commit 08e06b2293.
2012-09-27 18:15:44 +02:00
Sonicadvance1 8fed3b76c8 If setting videobackend back to null strings, Just set it to the front of the list. Fixes loading game specific INI files that don't load back the "default" video backend which is nothing. 2012-09-25 00:47:37 +00:00
Ryan Houdek 41266129ba Should fix issue 5630. 2012-09-24 17:16:34 -05:00
Ryan Houdek 3229bf824c Should actually load the backend when it changes via game INI 2012-09-23 17:54:23 -05:00
Ryan Houdek f8f8aea577 Allow the user to set graphics backend from Game INI. Zero GUI option available for setting. 2012-09-23 16:02:11 -05:00
Ryan Houdek b4ae200d0d This changes a mmap in MemArena so you don't need 786MB of memory free to actually allocate the 1GB memory space in Linux 32bit. I was also running in to this issue in my development. Kudos to plbl4ster to actually taking the time to research this. Closes issue 5625. 2012-09-23 10:08:13 -05:00
sulokuTDCmago 1e174ad31a F-Zero and Phantasy Star Online Memory Card Manager support. Thanks to Ralf from GS Central
Original information:
http://board.gscentral.org/retro-hacking/53093.htm

Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-09-21 21:41:04 -07:00
Pierre Bourdon 208d25c3f5 Revert merges of aram-dma-fixes and memcard-delay
These merges, while in theory improving emulation accuracy, cause issues
in other parts of the emulator based on invalid assumptions. memcard-delay
fixed some of these issues in the EXI memcard code, but several other
problems still exist and I don't have the time to debug that right now.
2012-09-07 01:11:38 +02:00
Scott Moreau 1ffb9ce47e Fix broken build when using SDL from Externals.
The problem here was the logic that detects SDL in the main CMakeLists.txt
is not the same as it is in DolphinWX/CmakeLists.txt to set libraries. When
using SDL from Externals it failed at link time because -lSDL was never set.
This fixes the problem by using the same condition logic to set the libs
as used when detecting SDL in the first place.
2012-09-02 16:53:15 -06:00
kostamarino@hotmail.com 7be4f1f747 Gameconfig ini updates/additions: The Ant Bully, WWE Day of Reckoning 1 & 2, Dream Pinball 3d, Pokepark, Spider-Man: Edge of Time, Spider-Man: SD, Another Code:R, Geist, The Incredibles 2, Skies of Arcadia Legends. 2012-09-02 15:08:16 +03:00
Glenn Rice c1a684bd44 Merge branch 'remove-libav-deprecation' 2012-08-28 22:46:43 -05:00
Glenn Rice 054c6f2aad Update the cmake build system to neccessary versions of libav. 2012-08-28 22:38:21 -05:00
Glenn Rice d2e057d137 Update libav code to remove deprecation warnings. 2012-08-28 22:34:24 -05:00
plbl4ster 94e49c5044 Fix frame skipping on non-win32 systems missing libav
Fixes issue 4097.
2012-08-28 12:29:51 +02:00
Scott Moreau 6773261a85 Use correct linker flags for SDL. 2012-08-28 03:35:31 -06:00
Pierre Bourdon 90af798d3d Partially revert be200074e9 for OS X systems
/dev/shm is not a tmpfs mountpoint on that operating system. Use /tmp but keep
the unlinking to avoid useless disk IO.
2012-08-25 03:30:37 +02:00
Pierre Bourdon 60aed4e5b0 Merge branch 'memcard-delay' 2012-08-24 12:45:45 +02:00
Ryan Houdek be200074e9 [Linux] Change from using /tmp to /dev/shm in MemArena so we don't cause any disk IO, also unlink file while it is open to allow multiple instances running. This was discussed months ago, but was never implemented for whatever reason. 2012-08-22 23:39:50 -05:00
NeoBrainX bab9b5d3ce FifoPlayer: Fix fifo log playback in dual-core mode. 2012-08-22 01:04:09 +02:00
Pierre Bourdon 0b00c95b79 Simulate a small delay on GC Memcard operations
This was not needed for most games before because the external exception was
itself delayed. aram-dma-fixes changed that and made the external exception
happen a lot quicker, breaking games that relied on the memcard operations
delay.

Fixes issue 5583.
2012-08-20 13:49:12 +02:00
Pierre Bourdon 54fc4029dd Use do { ... } while (0) for the *_LOG macros
Without this patch, such code would not compile:

if (cond)
    WARN_LOG(FOO, "msg");
else
    WARN_LOG(FOO, "msg2");
2012-08-20 13:12:49 +02:00
LPFaint99 603bd9982d bugfix for memorycard manager. fixes exporting from page > 1 on slot b, thanks to suloku for reporting
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-08-19 20:45:43 -07:00
skidau 28bc5eca37 Added a check for out of bounds memory accesses. Fixes Avatar: The Last Airbender (GC). 2012-08-17 22:14:35 +10:00
NeoBrainX 08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge.
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.

This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
2012-08-10 20:12:02 +02:00
NeoBrainX 6e02ad55bc Maintenance. 2012-08-07 18:57:53 +02:00
NeoBrainX c143e08b9a Recreate screenshot texture whenever the backbuffer resolution changes. Fixes crashes when taking screenshots after changing window size or switching to/from fullscreen mode. 2012-08-07 15:18:10 +02:00
NeoBrainX ec859009b7 Add a sanity check for viewports with zero width/height.
Fixes issue 5466.
2012-08-07 01:37:31 +02:00
Pierre Bourdon a2b71f1ed7 Clean up WX style issues mentionned in previous commits comments 2012-08-06 14:21:49 +02:00
skidau 0efd4e5c29 Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07. 2012-08-06 09:29:01 +10:00
Pierre Bourdon 86a1899b9e Fix a wrong data type in the WBFS Blob reader causing issues on x86 systems
Fixes issue 5489.
2012-08-05 19:35:49 +02:00
Pierre Bourdon d7d2e5b9bf Link explicitly DolphinWX with GTK2 libraries
Fixes issue 5555.
2012-08-05 20:51:42 +02:00
Pierre Bourdon fe1501db9a Check if WX recognized a key before testing if it's a hotkey
Fixes issue 5537.
2012-08-05 17:28:57 +02:00
Pierre Bourdon b3c9f437db Return early from DoOpen if the user cancelled the file picker box
Fixes issue 5551
2012-08-05 16:53:36 +02:00
Pierre Bourdon 80bf3c2c0b Add VTune profiling support for Dolphin's JIT 2012-08-05 16:39:15 +02:00
Pierre Bourdon 228172d656 Fix a typo in the indexed color vertex loader
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:16 +02:00
Pierre Bourdon 8597660855 Replace all of the opcode data read functions by their SSSE3 equivalent, not only the first one.
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:08 +02:00
Pierre Bourdon d44a3471be Fix DSP LLE thread affinity being set to the wrong core
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:00 +02:00
Pierre Bourdon e42c6214d9 Fix a typo in GenQuantizedLoads causing issues with SSSE3 in x86 builds
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:23:46 +02:00
Pierre Bourdon d33e48319f Fix accesses to the 16 lower pixels of the EFB with OpenGL
The GL EFB cache did not clamp correctly the coordinates when computing
the rectangle it needed to cache, leading to negative values being used
as indexes and often crashes.

Fixes issue 5510.
2012-07-23 22:35:51 +02:00
skidau 00df727d2f Optimised the JitCache struct size from 88 bytes to 80 bytes. Thanks to Lioncash for the patch. 2012-07-23 22:15:34 +10:00
Pierre Bourdon 174c1b00f8 Use the right modifier for hotkeys on Mac
Fixes issue 5324.
2012-07-22 19:22:50 +02:00
sktsqrl c0060f9ef8 Merge branch 'bba'
OS X support not impl
2012-07-21 12:53:46 -07:00
sktsqrl 601b9fc03b typo fix 2012-07-21 12:50:40 -07:00
sktsqrl 9442d334d8 bba: stub the os x impl 2012-07-21 12:21:55 -07:00
Scott Moreau 0e1348c839 Re-add hack to use SDL/SDL.h ifndef _WIN32.
The correct convention is to use #include SDL.h in all cases but we have to
do this so Externals/SDL builds, which isn't in the best shape.
2012-07-14 20:50:58 -06:00
Scott Moreau d34418100b Add periodic effects for haptic devices.
This adds support for drivers supporting sine, square and triangle
periodic haptic effects. This allows rumble to work on devices/drivers
supporting these effects, such as an xbox controller using the xpad
driver under Linux.
2012-07-12 19:47:17 -06:00
Scott Moreau 80c15f21b4 Add SDL2 support to build system.
Dolphin code already builds against SDL2 but the build system never
checks for SDL2, which is the what latest SDL is called now. SDL2
replaces SDL 1.3. This allows Dolphin to be build against SDL2, which
activates certain new features such as the haptic interface.
2012-07-12 19:47:17 -06:00
sktsqrl 8dd11bd1c0 fixes issue 5507 2012-07-11 20:54:50 -07:00
sktsqrl 1d44de53b5 reset samples_avail when stopping gc mic sampling. fixes Mario Party 7 2012-07-11 01:03:25 -07:00
sktsqrl a02cbedb0f bba: generate MAC if needed 2012-07-07 13:44:26 -07:00
Pierre Bourdon dd48b246b2 Reduce logging verbosity in the Linux BBA code 2012-07-05 01:30:37 +02:00
Pierre Bourdon 5db70f452b Remove the now unneeded recv sleep hack and fixes game exit by implementing a timeout on read(2) calls in the read thread. 2012-07-05 01:29:42 +02:00
sktsqrl bb84043de0 bba: (windows) fix games which stop and restart recving, such as logging off of PSO and loggin on again without stopping dolphin 2012-07-04 16:17:47 -07:00
sktsqrl 6cccbb91ec bba: implement recv buffer full interrupt
(windows) hopefully fix crashes from closing dolphin while recving
2012-07-04 16:02:05 -07:00
sktsqrl 9cff8316d2 code cleanup for win32/tap/eth 2012-07-04 16:02:04 -07:00
Pierre Bourdon 9a3dd778cb Preliminary BBA support for Linux. Assumes that a TAP interface named 'Dolphin' exists and is preconfigured. Contains some dirty hacks. 2012-07-04 04:34:40 +02:00
skidau c57640dfbd Implemented proper timing in the "No audio output" back-end. 2012-07-01 17:07:58 +10:00
sktsqrl 3cb6e4a864 Redo BBA once again. Now it works on windows, if crappily.
To use, install OpenVPN's TAP device driver. Then create a network bridge between the TAP and your device connected to the internet.
TODO:
proper overlapped read - can look at qemu impl
non-windows impl
2012-06-29 17:33:56 -07:00
skidau b4ec836aca Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3. 2012-06-29 18:47:49 +10:00
Pierre Bourdon b27d8ff0d6 Add a missing Invalidate() call in ~TextureCache(). Fixes a regression from 8bed27a3d1 causing textures to load improperly when a game is run two times in the same Dolphin instance 2012-06-27 20:20:28 +02:00
Glenn Rice 05ae006e18 Merge branch 'translation-updates' 2012-06-26 20:08:22 -05:00
Glenn Rice ccba08f5ca Update po's from translators. 2012-06-26 20:05:11 -05:00
NeoBrainX 29e21026e9 Merge branch 'awesome-texcache-cleanups-and-fixes' 2012-06-21 22:21:34 +02:00
NeoBrainX 1c8cdebc22 Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits. 2012-06-21 14:21:16 +02:00
Pierre Bourdon fa2ee1f4a0 Only call CheckExceptions in dcbz in interpreter mode, use FL_ENDBLOCK for Jit64. Now RS3 demo disc does ingame with Jit and block_size = 1 2012-06-20 18:33:23 +02:00
NeoBrainX cc0523e55b TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
Fixes issue 5472.
2012-06-20 18:18:21 +02:00
NeoBrainX 7dabba5095 Fix a small bug. 2012-06-20 18:18:20 +02:00
NeoBrainX 043a85f8a6 Minor cleanup. 2012-06-20 18:18:19 +02:00
NeoBrainX 8a5abbddc4 Enable texture format overlay on the fly. 2012-06-20 18:18:18 +02:00
NeoBrainX 8bed27a3d1 Enable hires textures even when texture dumping is enabled.
Remove some deprecated code.
2012-06-20 18:18:17 +02:00
NeoBrainX 8d30ac462a Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes. 2012-06-20 18:18:05 +02:00
Pierre Bourdon 30de244050 Check for DSI exceptions after a dcbz instruction. Fixes Rogue Squadron 3 in interpreter mode. 2012-06-20 12:15:22 +02:00
Pierre Bourdon e550623b11 Added a button to dump the FakeVMEM from the memory debugger if the game uses it 2012-06-19 13:51:29 +02:00
Pierre Bourdon 988bd53b5f Support ANSI color codes in the console logger for Linux/Mac 2012-06-19 12:11:15 +02:00
Pierre Bourdon 34606f34a9 Allow disassembly of FakeVMEM with the dolphin debugger 2012-06-19 11:57:57 +02:00
Pierre Bourdon 540010055e Merge branch 'aram-dma-fixes'
This branch fixes the ARAM DMA state tracking and makes external exceptions
timing more accurate.

Fixes WWE: Day of Reckoning 1 and 2 (issue 617)
Fixes Knockout Kings 2003 (issue 4904)
Fixes Spider-Man (GC)
2012-06-19 06:45:05 +02:00
Pierre Bourdon 76a13604ef Optimize mtmsr by going to an exception exit only if EE are enabled and some
exceptions are pending.
2012-06-19 06:35:30 +02:00
Pierre Bourdon bfc797ede1 Removed an obsolete comment 2012-06-16 14:39:17 +02:00
Pierre Bourdon e1ddbdd214 Use WriteExceptionExit and implement the change for JitIL 2012-06-16 14:38:48 +02:00
Pierre Bourdon da4141aa9f Simulate ARAM DMAState correctly and check for external exceptions after
MTMSR is executed.

This commits fixes issue 617. WWE Day of Reckoning 1 and 2 are now playable
with Dolphin.

The changes are not implemented for JitIL yet.
2012-06-16 14:38:44 +02:00
NeoBrainX 227580d1a5 Remove "Disable Textures". 2012-06-11 23:35:46 +02:00
NeoBrainX 1dd6b978c1 Remove "Disable Lighting". 2012-06-11 23:30:20 +02:00
skidau 1d9ac2f6e1 Removed the check for changed JIT blocks before invalidation. Fixes the slow speed in Zelda: Ocarina of Time Master Quest.
Fixes issue 5454.
2012-06-09 18:48:15 +10:00
NeoBrainX b5ad382b07 Fast mipmaps deserves to die!! 2012-06-08 00:22:57 +02:00
Glenn Rice fb77f0df2d Update pot file for recent changes to the code. 2012-06-06 06:28:09 -05:00
NeoBrainX 0d577d886a Remove some TODOs. 2012-06-02 19:23:20 +02:00
skidau d74c50b942 OSX build fix for BPStructs. Thanks to pauldacheez for the fix. 2012-06-02 11:28:43 +10:00
skidau bb4c9e2205 Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix. 2012-06-02 11:25:44 +10:00
skidau b0d271db3c Changed MOVDDUP to use MOVSD on non-SSE3 CPU's.
Added DMA wait time under DSP HLE mode.

Fixes Knockout Kings 2003.
2012-06-02 10:06:47 +10:00
skidau 99b7c91df5 Checked if dcbst instructions are preceded by dcbt. If it is, the game is prefetching memory into the data cache, and not loading new code. In these cases, the JIT cache will no longer be flushed. Fixes the frequent "Clearing code cache" issue in games like "The Last Story". 2012-05-31 22:09:33 +10:00
NeoBrainX 372e00632d Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before). 2012-05-29 13:11:28 +02:00
Pierre Bourdon bfde41895f Update the viewport when the scissor offset is changed
Fixes a bug with Another Code: R that was noticed when gx-optimization was
merged.
2012-05-27 08:03:26 +02:00
Glenn Rice 00f6b7b6ea Fix core dump on start up on linux. Thanks to degasus. 2012-05-26 08:24:18 -05:00
Pierre Bourdon 1efabea9b4 Fix compilation errors with g++4.7 2012-05-26 08:09:50 +02:00
skidau b79d8d9e10 Fixed the Cheat Search. Patch by nagosaki. 2012-05-26 15:45:58 +10:00
skidau 146b02615c Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch) 2012-05-26 13:47:07 +10:00
Braden 82cb14e49b Actually fixes crashing on start up. 2012-05-26 13:21:30 +10:00
Braden cbc84ecd72 set variables equal to zero or false correctly. Should fix crashes on 32bit version. 2012-05-26 13:21:30 +10:00
Braden defb4c255d Allows analog sticks to be used with the TAS Input Open. 2012-05-26 13:21:30 +10:00
unknown 873437d58a Adds better support for the tas input. 2012-05-26 13:21:29 +10:00
nitsuja 9ea8d54343 remove some code that was made unused by rca287e7957c7 2012-05-26 13:19:57 +10:00
nitsuja 1f9586a8ba compile fix for my merging of rca287e7957c7 2012-05-26 13:19:57 +10:00
nitsuja 99b202fd2e savestate vertexmanager (base) since it affects VertexLoader::RunVertices which affects g_pVideoData 2012-05-26 13:18:08 +10:00
nitsuja ae242e5675 added some missing VideoBackendHardware data to savestates. I think this makes savestates more stable (fewer "GFX FIFO: Unknown Opcode" errors) in dual core mode.
also added some extra verification markers around here, to potentially give better info on future version mismatches
2012-05-26 13:18:08 +10:00
nitsuja 2be579e8ba fixed some graphics problems with loading savestates (for example, wrong colors on title screen of metroid prime 3) 2012-05-26 13:18:07 +10:00
nitsuja 19b0b02ad7 add some missing IPC HLE data to savestates 2012-05-26 13:14:15 +10:00
nitsuja c9059c708e save events in a safer way. the old way assumed that event type indices remain constant (they don't always), which could result in running arbitrary events or crashing upon loading. 2012-05-26 13:09:39 +10:00
nitsuja a81631b58e made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00
nitsuja 108f69eaa9 to help movie sync, added some more wiimote data to savestates and disabled auto-reconnect. although I think this is basically just removing hacks and should be more correct, I don't know what side effects this could cause for normal players, so for now these changes ONLY take effect when an input movie is playing back or being recorded. 2012-05-26 12:59:08 +10:00
nitsuja d19c389246 clean up some savestate code 2012-05-26 12:59:08 +10:00
nitsuja 8ef75dac67 add missing SI device state to saves 2012-05-26 12:59:07 +10:00
nitsuja 5423bca79c add some more missing dsp ucode data to savestates 2012-05-26 12:59:07 +10:00
nitsuja 152351d96c implement PointerWrap::Do(std::map<unsigned int, T>) 2012-05-26 12:59:07 +10:00
nitsuja aa674a65f1 implement PointerWrap::DoLinkedList and use it to simplify saving CoreTiming events 2012-05-26 12:59:06 +10:00
skidau a54e72640f Merge branch 'misc-speedups'
* misc-speedups:
  fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu.
  slightly more precise speed percent display (this is really minor)
  a small thread synchronization speedup for dual core mode. it's most noticeable in games where the CPU is running behind compared to the GPU.

Conflicts:
	Source/Core/Core/Src/PowerPC/Jit64/Jit.cpp

The Fifo.cpp changes from rdaefb3b550e2 was not merged as there was no performance benefit.
2012-05-26 12:35:08 +10:00
Pierre Bourdon cf69e7ca8a Merge branch 'gx-optimization'
This branch reduces the number of useless state flushes in the video
emulation layer by checking whether a BP/XF change will have an effect
or not. Greatly reduces the number of GL calls per frame.

Thanks to degasus for his help!
2012-05-24 21:49:37 +02:00
NeoBrainX 4131ca8d38 Merge branch 'hires-tex-improvements' 2012-05-22 08:14:49 +02:00
Pierre Bourdon fee2d83f68 Fix a data endianness problem introduced by r7cccb4baa724. 2012-05-20 22:16:21 +02:00
Pierre Bourdon c95baf614d Avoid changing video state on useless BP writes
When a game writes the same value that was already configured to a BP
register, Dolphin previously flushed the GPU pipeline and reconfigured
the internal video state (calling SetScissor/SetLineWidth/SetDepthMode).

Some of these useless writes still need to perform actions, for example
writes to the EFB copy trigger or the texture preload registers (which
need to reload the texture from memory).
2012-05-20 20:56:03 +02:00
Pierre Bourdon 7cccb4baa7 Check if data was modified in LoadIndexedXF too 2012-05-19 10:54:40 +02:00
Pierre Bourdon b8d4d013f6 Compute the comparison size properly (transferSize is in u32, not in u8) 2012-05-18 23:27:02 +02:00
Pierre Bourdon 5a77cae2e3 Check if BP and XF changes actually change values before flushing 2012-05-18 23:13:53 +02:00
Matthew Parlane 1bc5f41e40 Fixes issue 5428. Thanks delroth. 2012-05-18 17:57:28 +12:00
Pierre Bourdon c83f87dfc4 Moved the _FILE_OFFSET_BITS=64 definition before the dependency checks. Fixes compilation on Linux x86. 2012-05-17 00:11:55 +02:00
skidau 5a8ad92302 Changed a JMP that needed to be a far JMP in JITIL. 2012-05-15 09:32:21 +10:00
NeoBrainX 54aeec7a8f Dump the redundant "save textures" function. Use TextureCache's dumping feature instead. 2012-05-13 17:48:23 +02:00
NeoBrainX 72e83140f0 TextureCacheBase: Remove the texture size limit for custom textures. Only the GPU restrictions for maximum texture size remain. 2012-05-13 17:43:14 +02:00
NeoBrainX 41d37ab0a0 TextureCacheBase: Support loading custom mipmaps. 2012-05-13 17:42:22 +02:00
NeoBrainX a5e68ab10e TextureCacheBase: Support dumping individual mipmaps. 2012-05-13 17:41:04 +02:00
NeoBrainX a8ad59ee3e TextureCacheBase: Move texture dumping to a helper function. 2012-05-13 17:41:03 +02:00
NeoBrainX 3ecc5e879c TextureCacheBase: Move custom texture loading to a helper function 2012-05-13 17:41:03 +02:00
skidau b27f471488 Invalidated the JIT cache when the dcbst instruction is used. 2012-05-13 21:07:03 +10:00
skidau 48bf5c739d Changed the block linker to work on physical addresses. Checked whether the code has changed before invalidating it. Fixes the cut-scenes in Tales of Graces.
Fixes issue 2933.
2012-05-12 21:43:39 +10:00
Pierre Bourdon f567782b47 Implement a better heuristic to detect whether an ELF is for GC or Wii 2012-05-12 01:48:56 +02:00
Pierre Bourdon 04bde406d3 Fix DVD root path for Wii games. Now Wii games can be booted using extracted files instead of a disc image. 2012-05-11 22:19:57 +02:00
skidau ec0ddb476e Fixed texture encoding in DX11. Thanks to wordmanwords for the patch. 2012-05-06 10:51:38 +10:00
skidau 1587cb3738 Fixed texture encoding. Fixes the interaction with objects in Another Code R. Thanks to wordmanwords for the patch.
Fixes issue 5405.
2012-05-05 11:21:05 +10:00
Pierre Bourdon 77f47866df Add Wii DVD integrity checking to Dolphin
This allows users to easily check whether their Wii dump is corrupted or not
using the Dolphin properties window. Right click on a game, Properties,
Filesystem tab, then right click on the game partition and select "Check
partition integrity".

This may have some false negatives due to the unused clusters heuristic (see
the comment in VolumeWiiCrypted.cpp). False positives are unlikely.
2012-05-04 16:27:42 +02:00
orphis 6254edcfbc Add the missing *.wbfs extension to the file picker. 2012-05-03 22:27:06 +00:00
skidau 0e812cb187 JIT32 fix.
Added wbfs to the File Open list.
2012-05-04 07:00:30 +10:00
skidau 7885e63deb Added wbfs support. Thanks to lordlyhobo for the patch. Fixes issue 859. 2012-05-04 00:09:01 +10:00
skidau a1b3eaffb7 Reverted the ES changes from r0fc390b55226. Fixes the crash that occurred when loading a channel from the sysmenu. 2012-05-03 23:32:32 +10:00
skidau e5d527340d Optimised the JIT path. 2012-05-03 23:17:15 +10:00
skidau d7f468a781 Applied the "Hide cursor" fix to the Pause button. 2012-05-03 20:57:22 +10:00
Glenn Rice 86f2cc60f2 Merge branch 'linux-fixes' 2012-05-02 18:26:20 -05:00
Glenn Rice 614a994150 Instead of ignoring various subdirectories of the Binary directory, just
ignore that directory.
2012-05-02 15:48:14 -05:00
Glenn Rice 40640217f1 Fix hide mouse cursor on linux.
Fix emulator window position when rendering to main on linux.
Allow building against wxWidgets 2.9.3 on linux.
2012-05-02 14:40:40 -05:00
Billiard26 1974938c5a Fix DirectInput D-Pad handling. 2012-05-02 06:31:38 +00:00
Pierre Bourdon beb4204bbb Include libavutil/mathematics.h explictly in AVIDump.cpp. Fixes issue #5266. 2012-05-02 07:29:15 +02:00
Pierre Bourdon 5e2d692cec Lock the DSP thread on its own core when using "Lock threads to cores" and "LLE on Thread". Greatly improves DSPLLE performance on Linux with >= 3 cores CPUs. 2012-05-02 07:19:14 +02:00
skidau f28e0cff15 Merge branch 'ARAM' of https://code.google.com/p/dolphin-emu into ARAM
* 'ARAM' of https://code.google.com/p/dolphin-emu:
  Fixed ARAM DMA overflow situations.  Fixes issue 4952.

Conflicts:
	Source/Core/Core/Src/HW/DSP.cpp
2012-05-01 22:22:39 +10:00
skidau 1b15cd0b60 Added preliminary support for ARAM memory map mode "4".
Fixes issue 3410.
2012-05-01 22:05:48 +10:00
skidau 2540fe0606 Fixed ARAM DMA overflow situations. Fixes issue 4952. 2012-05-01 21:31:21 +10:00
skidau 30d6d22816 Merge Conflicts:
Source/Core/Core/Src/PowerPC/PowerPC.cpp
2012-05-01 21:00:57 +10:00
skidau d015f0926a Fixed a typo and some far jumps in the JIT. 2012-05-01 20:52:35 +10:00
skidau d557c913e8 Reset the performance counters at the start of the each block. 2012-05-01 20:42:01 +10:00
skidau 389823a749 Changed the performance monitor check to a compile time check instead of run-time. 2012-05-01 20:42:00 +10:00
skidau cdace9d776 Added preliminary support for the Gekko CPU Performance Monitor. Fixes Harry Potter and the Prisoner of Azkaban. 2012-05-01 20:42:00 +10:00
skidau 75fbbcae40 Merge branch 'JIT-Exceptions'
* JIT-Exceptions:
  JitIL code cleanup
  Changed the JIT code to make the FPU exception timing more accurate.  The exception is now triggered at the first FP instruction instead of the start of the block. Rearranged the JIT exception code for a tiny speed-up.  Only external exceptions are checked at the end of the block.  All other exceptions are checked at the time they occur.

Fixes issue 5382.

Conflicts:
	Source/Core/Core/Src/PowerPC/Jit64/Jit_LoadStore.cpp
2012-05-01 20:35:12 +10:00
skidau 05040379e9 JitIL code cleanup 2012-05-01 20:26:05 +10:00
skidau 15d3c45159 Reset the performance counters at the start of the each block. 2012-04-29 00:10:20 +10:00
skidau 853d12b42c Changed the performance monitor check to a compile time check instead of run-time. 2012-04-28 22:47:55 +10:00
skidau 103e73030f Added preliminary support for the Gekko CPU Performance Monitor. Fixes Harry Potter and the Prisoner of Azkaban. 2012-04-28 20:42:45 +10:00
skidau 330f63df80 Corrected the file offset within the FST of virtual disks (used by the DVD Root path function). 2012-04-28 11:21:55 +10:00
skidau 8878ae5fc3 Merge branch 'AudioStreaming'
* AudioStreaming:
  Reset the stream playing flag on init.
  force VolumeDirectory to align files to 32KB (only streaming audio files really need to be aligned...)
  Removed the DTK Music option.  It is now always enabled.
  Added the response for audio streaming disc offset requests.  Generate an AI interrupt at the end of the audio streaming loop.  Fixes Pac-man Fever and the background music in Eternal Darkness.
  Fixed the erroneous looping in audio streaming games like Eternal Darkness and Zoids: Battle Legends.  Thanks for the tip, tueidj.
2012-04-23 22:40:58 +10:00
skidau f0e1b4c1dd Reset the stream playing flag on init. 2012-04-23 22:15:23 +10:00
Shawn Hoffman 26521aa66a force VolumeDirectory to align files to 32KB (only streaming audio files really need to be aligned...) 2012-04-23 00:50:44 -07:00
skidau 5ceef0c513 Removed the DTK Music option. It is now always enabled. 2012-04-23 05:02:43 +10:00
skidau f0a5214a3f Added the response for audio streaming disc offset requests. Generate an AI interrupt at the end of the audio streaming loop. Fixes Pac-man Fever and the background music in Eternal Darkness. 2012-04-23 04:47:31 +10:00
skidau 8ff3954069 Added the memcheck for stXx. 2012-04-21 21:38:57 +10:00
skidau 7038a841bd Fixed the erroneous looping in audio streaming games like Eternal Darkness and Zoids: Battle Legends. Thanks for the tip, tueidj.
Fixes issue 5378.
2012-04-21 15:50:07 +10:00
Matthew Parlane 0fc390b552 Modify state.dat before launching wads. Fixes Liight, maybe others. If in doubt, install the wad to the nand. 2012-04-21 16:21:13 +12:00
skidau 13b66df125 Changed the JIT code to make the FPU exception timing more accurate. The exception is now triggered at the first FP instruction instead of the start of the block.
Rearranged the JIT exception code for a tiny speed-up.  Only external exceptions are checked at the end of the block.  All other exceptions are checked at the time they occur.
2012-04-15 21:34:15 +10:00
Pierre Bourdon c08510baa8 wxWindow::FindFocus() sometimes return NULL, check for that to avoid segfaulting 2012-04-15 02:24:41 +02:00
kostamarino@hotmail.com e09dd77914 Gameini database update for Monster Hunter Tri, WarioWare: Smooth Moves, Mario Party 9, Pandora's Tower,
MURAMASA: THE DEMON BLADE.
Fixes flickering with keyboard input in Monster Hunter Tri, a black square appearing in WarioWare: Smooth Moves
 during minigames, fixes a mini-game in Mario Party 9 not functioning properly and missing text
 in Pandora's Tower with default settings.
Also a language update..
2012-04-13 18:52:49 +03:00
skidau a488b2c0ca Fixed the rerecord counter when using more than one save state. Patch by rdragoon. 2012-04-13 19:50:44 +10:00
Jordan Woyak 722480cb2e Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347. 2012-04-07 15:45:32 -05:00
skidau 5d9ac22d58 Added a "Keep window on top" option in the graphics options. 2012-04-08 10:29:49 +10:00
skidau cce63e7bdb Fixed ARAM DMA overflow situations. Fixes issue 4952. 2012-04-07 07:35:25 +10:00
LPFaint99 87954dacad Revert part of r6bfb8c9597dc so new memory card files will be created.
some how  I neglected to remember that r+ requires the file to exist.
 still should fix the issue with 0 byte memory cards.
This reverts commit 6bfb8c9597.
2012-04-05 21:43:05 -07:00
rodolfoosvaldobogado 5650b3b5f6 more fixes. take in account when depth textures are used and alpha test fails :)( i really forgot that). 2012-04-03 15:08:58 -03:00
rodolfoosvaldobogado 4fafbd0700 Fix for my last commit thanks to Lolaker for pointing the error 2012-04-03 09:56:11 -03:00
Shawn Hoffman 702905131b follow-up for last commit: don't warn about the EUART init commands. 2012-04-03 03:54:17 -07:00
Shawn Hoffman 423cdb6398 fixes issue 5335 2012-04-03 03:26:06 -07:00
rodolfoosvaldobogado 6a446efd5f Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
please test for regressions
2012-04-03 00:08:36 -03:00
rodolfoosvaldobogado a0d60210fd First Stage:
Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
2012-04-02 14:26:12 -03:00
skidau f7ce27c91d Fixed the audio streaming "blocks left" register by making it zero-based. Fixes DreamMix TV World Fighters (GameCube). 2012-04-02 22:14:11 +10:00
LPFaint99 6bfb8c9597 small fix to writing memorycards, open as r+b so the file is not cleared when opening. should eliminate the 0byte memory card files reported http://forums.dolphin-emulator.com/showthread.php?tid=21964 http://forums.dolphin-emulator.com/showthread.php?tid=22631 http://forums.dolphin-emulator.com/showthread.php?tid=22098 2012-03-31 14:03:19 -07:00
Matthew Parlane 5c27e27a4a Oops how did that compile... 2012-03-31 16:26:41 +13:00
Matthew Parlane 763916a779 Comments about DVDLowAudioBufferConfig 2012-03-30 20:13:29 -07:00
Matthew Parlane 404a6b9ba8 Fixes issue 5330. 2012-03-30 20:10:48 -07:00
skidau 995a84e06a Removed CGDisplayCapture from the OSX fullscreen mode code, fixing full-screen mode. Thanks to celgilles for the patch.
Fixes issue 5331.
2012-03-31 13:48:40 +11:00
NeoBrainX 460610ea0e Revert Rodolfo's recent zcomploc commits until they actually work correctly.
This reverts commit 402006a83a.
This reverts commit 48d8d71391.
This reverts commit 450dcc9d2c.
2012-03-30 01:57:53 +02:00
LPFaint99 f7c17c6351 Merge branch 'GCMemcardFixes' 2012-03-29 14:39:01 -07:00
rodolfoosvaldobogado 402006a83a more fixes to zcomplock and opengl implementation 2012-03-29 18:26:58 -03:00
NeoBrainX 6ee6d0088a Merge branch 'zfreeze-new' 2012-03-29 23:02:27 +02:00
NeoBrainX 2356def0d4 Merge branch 'fifoplayer_updates'.
This adds an "Analyzer" tab to the fifoplayer dialog which allows to conveniently browse through all register pokes that are being sent by the game each frame.
There's also a search function, but it doesn't work all that well for anything but simple searches at the moment. However, I'm merging this anyway since I'm not sure if I'm going to finish this.

Note that due to recent fifo changes, it's not yet possible to run fifoplayer in dual-core mode.
2012-03-29 22:50:45 +02:00
NeoBrainX 04c2f2382f FifoPlayerDlg: Don't use wxString::fromAscii() 2012-03-29 21:50:21 +02:00
Sacha 5f85815922 Remove inherited variable that was no longer used. Clean up. 2012-03-29 17:01:59 +10:00
Shawn Hoffman 2ee5e5cebc Merge branch 'scons-removal' 2012-03-28 00:02:04 -07:00
rodolfoosvaldobogado 48d8d71391 Fix for my last commit, this must fix the problem in the algorithm pointed by neobrain. thanks 2012-03-27 23:14:59 -03:00
rodolfoosvaldobogado bdf54edc87 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2012-03-27 15:46:23 -03:00
rodolfoosvaldobogado 450dcc9d2c As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
godisgovernment d5ae3e90a8 cmake elif() -> elseif() 2012-03-26 03:27:18 +00:00
kostamarino@hotmail.com c82d88302a Gameini database cleanup. Remove the lines below since they are no longer necessary:
SafeTextureCache = True
SafeTextureCacheColorSamples = 128
2012-03-26 03:56:54 +03:00
Shawn Hoffman 48eb791a4e Merge remote-tracking branch 'timowiren/master' 2012-03-25 13:21:25 -07:00
Shawn Hoffman 48bfca3c86 Merge remote-tracking branch 'adlr/macwiimote' 2012-03-25 13:15:38 -07:00
Shawn Hoffman e25d29bf67 Remove old version of wxWidgets from Externals 2012-03-25 12:45:34 -07:00
Shawn Hoffman d15740daf1 Merge branch 'wxw3-update' 2012-03-25 12:27:38 -07:00
kostamarino@hotmail.com 54801d93c4 Gameini database update, mostly minor changes reflecting the latest commits made to the repository. 2012-03-25 21:46:04 +03:00
skidau f30aebf8d7 Added a check for TMEM overflows while preloading textures. Thanks to NeoBrainX for the tip. 2012-03-25 21:35:57 +11:00
Timo Wiren cb92805445 Spaces to tabs. Removed a comment. 2012-03-25 13:01:26 +03:00
skidau fa2b4cd8fc Quick fix for minimum number of cheat codes needed to activate Gecko. 2012-03-25 04:13:41 +00:00
rodolfoosvaldobogado 9ed83765e6 long time no commits :)
a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
2012-03-25 00:01:47 -03:00
Pierre Bourdon 0f2d31e727 Merge branch 'zcomploc-support'
zcomploc is a feature of the GC/Wii GPU used to perform some depth operations.
It was previously not implemented in Dolphin. This commit adds support for it.

List of games fixed by this commit:

* 007: Everything or Nothing (Skybox in front of the map/models)
* Baten Kaitos (characters displayed in front of background objects)
* Tony Hawk's Pro Skater 3 (invisible skater)
* Ty the Tasmanian Tiger (floating floor)
* Super Smash Bros Brawl ("Link chasing pig" animation behind the score screen)

Fixes issue 4841.
2012-03-24 20:49:39 +01:00
Pierre Bourdon c662b8ee2f Bump the shader cache version 2012-03-24 20:46:40 +01:00
Pierre Bourdon b5ba2eb030 Merge branch 'master' into zcomploc-support 2012-03-24 18:41:51 +01:00
Timo Wiren 11959a3781 Matching new and delete. 2012-03-24 19:41:13 +02:00
NeoBrainX 7a1744575d D3D9: Fix texel to pixel mapping when sampling textures properly. 2012-03-24 17:23:03 +01:00
NeoBrainX fee98b426b Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong). 2012-03-24 15:58:44 +01:00
NeoBrainX 2afe605069 D3D11: Disable mipmapping when no mipmap filter is selected. 2012-03-24 06:04:00 +01:00
skidau 33e20cf76d Added a check for active Gecko codes before installing the Gecko code handler.
Fixes issue 5279.
2012-03-23 23:36:23 +11:00
skidau 41bcf657f8 Adjusted the DX9 offset of the Sampling address to more closely match what we are seeing in games.
Fixes issue 5305.
2012-03-23 23:20:19 +11:00
skidau c4fbb6e377 Checked PRELOAD_MODE to determine if TMEMODD or TMEMEVEN should be used.
Fixes issue 5212.
2012-03-23 22:10:48 +11:00
Shawn Hoffman fab037446c Forward "raw" reads of GC discs to the normal read function, since they are not encrypted in the first place. 2012-03-22 23:04:45 -07:00
Andrew de los Reyes d3361494ce WiiremoteReal for Mac: Find Wiimotes by name.
The decided way to find Wii Remotes is by their bluetooth name, so
this patch introduces common code to identify if a given string is a
valid Wiimote name.

On Mac, when scanning bluetooth, consult the function with all found
bluetooth devices.
2012-03-22 20:55:41 -07:00
Andrew de los Reyes 93b78d7139 WiimoteReal for Mac: Send commands on interrupt channel.
There are two ways to send commands to Wii Remotes:

- On command channel, with a first byte of 0x52. This works on
  Nintendo RVL-CNT-01, but not Nintendo RVL-CNT-01-TR wiimotes.

- On interrupt channel, with a first byte of 0xa2. This works on
  Nintendo RVL-CNT-01 and Nintendo RVL-CNT-01-TR wiimotes.

This patch switches Mac from the former to the latter. Windows and
Linux remain unchanged.
2012-03-22 20:17:28 -07:00
Andrew de los Reyes af8690a7d8 Revert "Add Support for Wii Motion Plus INSIDE Wii Remotes on Mac OS X."
This reverts commit c9dfcf8cf7.

That commit attempted to support all Wii Remotes on Mac OS X, but the
logic was incorrect, and as a result the original (non-TR) Wii Remotes
were broken by that change.

Future patches will address this problem in a better way.
2012-03-22 20:06:52 -07:00
Shawn Hoffman 36f3962551 small fix for last commit - didn't notice that was an #elif instead of #if 2012-03-22 18:57:30 -07:00
Shawn Hoffman 56b1373baf Remove scons-related files 2012-03-25 12:55:02 -07:00
Shawn Hoffman 5bf99f461b Add some padding to the GameList column sizes on non-MSW.
These underlying controls seem to insert 8px of divider between each column.
2012-03-22 18:45:11 -07:00
Shawn Hoffman 7d57b925e6 Disable wxHAS_MSW_TASKDIALOG because as of wxW svn r70933,
there is a bug with the wxPD_AUTO_HIDE style which can cause a non-dolphin
window to come to the foreground after auto-closing of the TaskDialog.
2012-03-24 20:59:20 -07:00
Shawn Hoffman e0941828f5 Fix uglies on gcpad/wiimote config pages.
Use wxPanel in place of wxNotebookPage (which is really just a typedef for wxWindow). This applies the correct background color for the page.
2012-03-23 00:27:54 -07:00
Shawn Hoffman 4130116a85 fix building on OS X when no OSX SDK is installed. (i.e. just commandline tools) 2012-03-22 18:11:45 -07:00
Shawn Hoffman f7423a0a4f Merge branch 'master' into wxw3-update
Conflicts:
	Source/Core/DolphinWX/Src/LogWindow.cpp
2012-03-22 17:57:38 -07:00
Pierre Bourdon 5242f09104 Fix Linux build: search for gthread-2.0 and pangocairo, then add both these libs to wx dependencies 2012-03-23 01:06:45 +01:00
LPFaint99 9c9e593479 fix crash on windows while changing exi/si devices when interface language is Japanese or Chinese 2012-03-22 14:52:20 -07:00
Pierre Bourdon 339ee98e62 Add a comment before the zcomploc test explaining the implementation/hack 2012-03-22 22:10:23 +01:00
Pierre Bourdon 0ffc12bbfd Merge branch 'master' into zcomploc-support
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2012-03-22 15:21:52 +01:00
Matthew Parlane d95e31af3f Fixes issue 4932 AGAIN :D 2012-03-22 22:52:12 +13:00
skidau 006923e871 Disabled zcomploc while update_enable has been set in zmode. Fixes zcomploc in F-Zero GX. 2012-03-22 20:36:41 +11:00
Matthew Parlane 2d75d7a8be Fixes issue 5278. Thanks to megazig for finding the bug :) 2012-03-22 21:15:05 +13:00
Matthew Parlane dc1cde4581 Re-enabled stfs, was caused by fast fp, thanks delroth! 2012-03-22 17:25:43 +13:00
Shawn Hoffman 15db05d7ab I am very picky about my VS files... :D 2012-03-21 14:53:50 -07:00
Pierre Bourdon 70b6c4280f Compile with /fp:precise instead of /fp:fast in release mode on Windows
/fp:fast was introducing FP precision problems, and mixing it with some
/fp:precise code caused strange game behaviors, DSI exceptions and freezes.

This commit should fix most of the issues introduced by 3.0-73 (r95517a97).

Thanks to hatarumoroboshi@hotmail.com for tracking a lot of these Win32 bugs.

Fixes issue 4906.
Fixes issue 5138.
Probably fixes (not tested) issue 5067.
2012-03-21 22:43:44 +01:00
NeoBrainX 6202714efd Fix some regressions from r3b38295cbd08. 2012-03-20 22:36:21 +01:00
kostamarino@hotmail.com 0861f524d4 Gameini database update. About 142 files updated or added to the database. 2012-03-20 20:41:55 +02:00
skidau 5e2fd45203 Merge fix 2012-03-20 21:01:15 +11:00
skidau a60a0825a3 Merged 'FifoBusy' branch. Thanks
to marcosvitali.

Added an external exception check when the CPU writes to the FIFO.  This allows
the CPU time to service FIFO overflows.  Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2".  Thanks
to marcosvitali for the research.

Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).

This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.

Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts.  Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.

Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.

Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.

Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.

Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.

Fixed ReadWriteDistance calc when CPRead > CPWrite.

Added Token and Finish cause to GP Jit checking.

Additional cleanup in CommandProcessor.



Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
2012-03-20 19:37:25 +11:00
Matthew Parlane 14ea442382 srawx fixed thanks to boo toe. 2012-03-20 19:51:42 +13:00
Shawn Hoffman c0992cc73e Build fix:
Don't use isascii() - just do it ourselves
Bump required wxw version (for shared libs)
There still seems to be linking issues on some linux distros, I can't reproduce it though...
2012-03-19 23:16:01 -07:00
Shawn Hoffman dd5df17688 forgot to save my buffer :( 2012-03-19 12:07:47 -07:00
Shawn Hoffman cf52029b51 Check if the game's ID is valid before accessing it to set the ntsc u/j register. Prevents discs without a real ID from crashing dolphin. 2012-03-19 11:12:40 -07:00
Shawn Hoffman ff6023df27 Change wxString(<string>, wxConvUTF8) method of creating unicode from filenames to wxSafeConvertMB2WX()
(Just applied to FrameTools.cpp for now)
Allows one to properly restart Pokémon by hitting play :P

Ignore non-ASCII strings passed to DisplayMessage(). These strings would end up going to renderer display and statusbar/titlebar, which can't handle them properly.
2012-03-19 10:37:15 -07:00
Shawn Hoffman 4a1e8ba30a sigh...fix #ifdefs in last commit... 2012-03-19 07:46:23 -07:00
Shawn Hoffman 05c964e6d6 wxw3: OSX can use the same method of hiding cursors as MSW 2012-03-19 07:40:27 -07:00
Shawn Hoffman 35a5a3b9d4 Fix "Hid cursor" causing a wxWidgets warning 2012-03-19 06:54:02 -07:00
Shawn Hoffman c3a537728f Don't allow wiimote config while in Gamecube mode
Fixes crash when attempting to open emulated wiimote config in Gamecube mode
2012-03-19 06:03:23 -07:00
Shawn Hoffman 6091774ade get wxw3 building on linux
kind of hacky because currently, shared libpng is always expected to be used
on darwin, libpng in externals is always used
2012-03-19 04:59:49 -07:00
Shawn Hoffman 20bb7a28b5 wxw3: update wx/setup.h for wxgtk to be compatible with current version 2012-03-19 04:59:48 -07:00
Shawn Hoffman 00fed2e70e wxw3: revert wx/setup.h for wxgtk to the previous version 2012-03-19 04:59:48 -07:00
skidau 281d7531a3 Fixed a crash on exit by calling DefWindowProc after the WM_DESTORY message has been received. Patch by eddie.willett.
Fixes issue 4588.
Fixes issue 5285.
2012-03-19 21:51:26 +11:00
Shawn Hoffman ec6d2572c1 oops, forgot to disable WDMKS on portaudio 32bit build 2012-03-19 03:40:21 -07:00
Shawn Hoffman bfcc720a47 Make sure updating scmrev.h causes a rebuild of dependant projects. 2012-03-19 03:40:14 -07:00
Matthew Parlane 418f46ea72 Fixed memory leak. And added braces to match the rest of the switch statement in FileIO. 2012-03-19 18:08:16 +13:00
marcosvitali 20eca1bf7e Ive fixed definitely Pokemon XD in dual core mode. This game is doing something not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
2012-03-18 22:54:58 -03:00
Andrew de los Reyes d6d52920ec Fix segfault in LogWindow on Mac
Commit 9ddb67d4a9 seems to have
introduced a segfault on Mac. The issue is that it this change casts
wxConvCurrent (which is a wxMBConvLibc) to a wxCSConv. This is an
unsafe cast because wxCSConv has member variables, but wxMBConvLibc
does not.

In LogWindow.cpp, the constructor for m_SJISConv is dereferencing one
of those member variables, which is a dereference of uninitialized
memory!

This CL reverts to the older (non-crashing) constructor, but keeps the
behavior the same.
2012-03-18 15:11:34 -07:00
Andrew de los Reyes ed3f9ce288 Switch Mac compiler to Clang.
Specifically:

- Look for clang and clang++ in the new (Xcode 4.3) location first,
  then the old (Xcode 4.2) location.

- Look for sysroot in the new (Xcode 4.3) location first, then the old
  (Xcode 4.2) location.
2012-03-18 15:11:31 -07:00
Shawn Hoffman 2ab2afaa1f update portaudio to stable_v19_20111121 and fix linker warnings 2012-03-18 07:50:37 -07:00
Shawn Hoffman c5d746f3d8 remove scons files from VS projects 2012-03-18 06:41:12 -07:00
Shawn Hoffman 483d15a9c3 fix Common lib re-linking all the time
rename wxBase28 project to wxWidgets
2012-03-18 05:47:55 -07:00
skidau cfbcaa2cc6 Linux build fix 2012-03-18 23:37:38 +11:00
Shawn Hoffman d9a7510937 forgot to add wxwidgets3 vcxproj to git, since it was masked by gitignore...
fix up misc warnings and build errors
2012-03-18 03:30:03 -07:00
Shawn Hoffman ff63c689d6 wxMSW no longer allows overriding OnPaintDrawImages, so remove the msw-specific drawing code from the GameListCtrl (it's rendered correctly by default) 2012-03-18 02:33:03 -07:00
Shawn Hoffman c3d13b048c build against wxWidgets3 from Externals on Windows.
use Externals version of libpng on Windows.
2012-03-18 02:31:19 -07:00
Matthew Parlane 8479d5bdf7 Some code clean up. I am terrible at coding styles... 2012-03-18 21:50:07 +13:00
Matthew Parlane 6fe495e1aa Fixed Pokepark 2! Maybe... :D Don't trust save states, although I think they are correct. File fd's were too large. Let me know if file related loading stops working in some games. fds are many to 1, not 1 to 1. ES has two instances available at a time. Sadly a clean up requires changing IWII_IPC_HLE_Device Constructor, as a deviceID doesn't make much sense per device. I won't do this until we have less branches :| 2012-03-18 21:00:23 +13:00
Shawn Hoffman 360c8d4cb3 make same changes to CMake as scons for wxw3 update 2012-03-17 22:16:54 -07:00
Shawn Hoffman 8bdf93a15c fix logwindow crash 2012-03-17 21:51:24 -07:00
Shawn Hoffman 1fbf2e38c4 wxw implements wxEVT_THREAD itself now 2012-03-17 21:50:40 -07:00
Shawn Hoffman a648aca65c wxWidgets3: update to svn r70933 2012-03-17 21:47:47 -07:00
skidau 05692b1e7e Sped up to the Dolphin debugger by not checking for breakpoints when stepping.
Fixed the JIT cache, invalidating one instruction length at a time.
Fixed a bug where the JIT cache did not get invalidated when stepping.
Disabled fused instructions in the debugger.
2012-03-16 20:08:05 +11:00
skidau 8ed6ea3b07 Sped up the Dolphin debugger in JIT mode by splitting a block only while stepping or when it contains a breakpoint. The block is invalidated when a breakpoint is set or cleared.
Fixed a bug in the JitCache where the JIT icache was not being invalidated when a block containing the instruction was destroyed.
2012-03-15 21:48:19 +11:00
skidau 0ed8af2287 Forced reload of the native Gecko Code handler if the game overwrites it.
Fixes issue 5225.
2012-03-13 23:41:40 +11:00
skidau dc79d68e72 Added the corresponding change from r352ab2ba4394 into JITIL.
Tidied some code.
2012-03-13 22:35:11 +11:00
Matthew Parlane b37c468039 Fixes issue 5269
Sorry guys but I needed to disable stfs so that Pokepark 2 would not freeze(?). Feel free to put some effort in to finding out why, I do not understand Jit sorry.
2012-03-13 23:42:30 +13:00
marcosvitali 352ab2ba43 Improved the CheckException for the GatherPipe writes in JIT, now only the External Exceptions are processed.
We Didn't Check 0x0008000 in PowerPC::ppcState.msr this was killing the performance, this also fix a hang when this check is performed.
SMG for example.
Deleted the HiWatermark condition from GPFifo.
Please test games affected in this  Revision 9e649ce798, and games affected in this Revision b0f75f17ae.
I do not want to excite the game players of 'The Las Story', but Could test again the random hangs with this rev?

Thanks
2012-03-13 01:44:10 -03:00
marcosvitali fedf6055ce I've fixed Super Monkey Ball in some cases when the game write the WriteReadDistance need to be safe like the SafeCPRead.
This fix is not related with the previous commits, but the previous commits help me to see that because in the new scenery SMB was hanging. May be in the past also doesn't boot some times because of that.

Please Test FZero boot also. Thanks.
2012-03-11 12:40:39 -03:00
skidau bf76b802a7 Fixed the in-built Dolphin profiler. 2012-03-10 16:24:13 +11:00
Glenn Rice 1680c6849f Merge branch 'translation-update' 2012-03-09 17:47:28 -06:00
Glenn Rice a7d142bed9 Rebase in preparation for merge. 2012-03-09 17:46:58 -06:00
Glenn Rice 1b1016ece7 Update the pot file to reflect recent changes in the code. 2012-03-09 17:46:38 -06:00
Glenn Rice d73f4d8240 Update Korean translations. 2012-03-09 17:46:35 -06:00
Glenn Rice 5c66c5b138 Update Hungarian translation. 2012-03-09 17:46:33 -06:00
Glenn Rice 685d02c0a6 Clean up Turkish translation file. 2012-03-09 17:46:30 -06:00
Glenn Rice 7306257c0f Update from master branch.
Update Arabic, Hungarian, and Spanish translations.
2012-03-09 17:46:28 -06:00
Glenn Rice 6961c2e553 Update Hungarian and Turkish translations. 2012-03-09 17:46:26 -06:00
Glenn Rice 1880eb8e9f Update Czeck translation. 2012-03-09 17:46:24 -06:00
Pascal Jouy 3e8ca14e96 Update french translation. 2012-03-09 17:46:22 -06:00
Glenn Rice 510450999d Update Arabic and Japanese translations. 2012-03-09 17:46:20 -06:00
Glenn Rice 6fef0b9a8f Updated Spanish translation 2012-03-09 17:46:18 -06:00
Glenn Rice 5f21e0150b The actual update of the Greek and Czech translations. The last commit
was a partial reversion by accident.
2012-03-09 17:46:16 -06:00
Glenn Rice 828205df22 Update Greek and Czech translations 2012-03-09 17:46:14 -06:00
Glenn Rice 61d5624c2d Update translation files for recent changes in the code. 2012-03-09 17:46:09 -06:00
marcosvitali 104603467b This commit fix games hanging because of my prior Revision c2e6fdf09f
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f and surely others games.
2012-03-09 18:58:23 -03:00
marcosvitali 41652d6b1f I've fixed Metroid Prime 3 and 2 desync. And other games with desync because of FIFO Reset.
That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way.
I didn't test Metroid 2 desync reported in Issue 4336 but I think is the same.
About the flickering in MP2, I don't know for my is not related or yes, but you can test anyway.

Fixed Issue 3902

Well now the FIFO is 99.99% finished :)
2012-03-09 01:33:29 -03:00
Pierre Bourdon b69a1d225a Use -std=gnu++0x instead of -std=c++0x
Bluez uses the non standard "typeof" instead of "__typeof__" in bluetooth.h.
Both GCC and Clang reject that with std=c++0x but accept it with gnu++0x.
2012-03-08 10:01:40 +01:00
Pierre Bourdon 63176ba38d Revert "Updated English translation, fixes issue 5214."
This reverts commit cbab832907.

As glennricster said in the comments, the modification should not be done in
that way.
2012-03-08 10:00:40 +01:00
marcosvitali c2e6fdf09f - I've fixed possibles random hangs in DC mode.
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
2012-03-08 02:47:55 -03:00
LPFaint99 6fc8cdf12d revert r90a2096a24f4 behavior changes in PixelEngine.cpp. Thanks to Autoran1 for finding the responsible commit. Fixes Scrubbing Serena Beach Countdown in both SC and DC.
Fixes issue 1498.
2012-03-07 20:08:14 -08:00
NeoBrainX 09217a6c47 Update PokePark Wii game ini. Needs to have texture cache accuracy set to mid setting. 2012-03-06 21:38:33 +01:00
Matthew Parlane 880992b10f Fixed DoState and removed unneeded class variable. 2012-03-07 00:22:55 +13:00
Matthew Parlane 53d2d9718f Fixes issue 2917 and possibly others like 5232 2012-03-06 23:32:13 +13:00
Matthew Parlane e8e2c241d7 delroth pointed out that it should be "starts with" not "contains". Unlikely this has ever affected anyone.... 2012-03-06 23:31:59 +13:00
Matthew Parlane 614c43029f fixed files so they can have more than one handle opened at a time. 2012-03-06 23:31:48 +13:00
marcosvitali b0f75f17ae This release still fixed the hangs produced by fifo overflow without sacrifice performance.
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
skidau a53916ff5d Changed the detection of FIFO write addresses to writes at the gather pipe boundary. This speeds up games which frequently write to the gather pipe like the pre-rendered movies in The Last Story.
Added some code to unlink invalidated blocks so that the recompiled block can be linked (speed-up).
2012-03-04 23:42:33 +11:00
skidau 5de8366db2 Made the invalidation of the FIFO write JIT blocks more selective (efficient). Fixes the slowdown in the House of the Dead: Overkill cutscenes. 2012-03-04 08:10:46 +11:00
Henrik Rydgard f5d4fe0bfe Fix some minor bugs pointed out by PVS Studio (thanks!) 2012-03-03 20:07:20 +01:00
skidau 874e17e504 Added the corresponding change from r9e649ce79850 to JITIL. 2012-03-03 15:41:55 +11:00
skidau 9e649ce798 Added additional checks to ensure that only a FIFO breakpoint exception is handled. This fixes the hangs in games like de Blob, Xenoblade and Super Mario Galaxy introduced by r9e398fd41802. 2012-03-03 14:26:39 +11:00
NeoBrainX 9276b76fbc VideoSoftware: Implement zfreeze (GXSetCoPlanar).
Fixes Mario Golf: Toadstool Tour's menus.

Reference:
The OpenGL extension SGIX_reference_plane seems to provide the same functionality:
http://www.opengl.org/registry/specs/SGIX/reference_plane.txt
2012-03-02 18:43:44 +01:00
skidau 9e398fd418 Added an external exception check when the CPU writes to the FIFO. This allows the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks to marcosvitali for the research.
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
2012-03-02 18:53:41 +11:00
Jordan Woyak ee09def802 Merge branch 'cpp11' 2012-02-28 00:28:13 -06:00
Jordan Woyak 38823b6371 Add comment here so people know what's up. 2012-02-28 00:27:16 -06:00
NeoBrainX c3293b1a1c Improvement to revision b8bef29bcc .. :P 2012-02-25 10:59:00 +01:00
skidau b8bef29bcc Fixed a divide by zero error in the hash functions 2012-02-25 20:36:49 +11:00
Jordan Woyak f92d1e1e93 fix some clang compilation errors 2012-02-24 14:25:02 -06:00
Jordan Woyak 8a8dc77ef1 enable c++11 compilation in cmakelists 2012-02-24 14:19:24 -06:00
Jordan Woyak f15aeb26b3 Use an auto typed variable in IniFile.cpp 2012-02-24 19:20:17 -06:00
NeoBrainX b251880d8b GameConfig: Remove an empty file 2012-02-24 17:31:17 +01:00
NeoBrainX 3a9fed0ba2 PixelShaderGen: Fix a bug introduced in revision 9adc119e3c.
D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +01:00
NeoBrainX 9adc119e3c PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)

This is basically the same as revision e58692653a, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX d068686a7f Revert revision f7d757b46e. 2012-02-20 11:51:40 +01:00
NeoBrainX e58692653a PixelShaderGen: Use correct texel to pixel mapping when sampling textures
(D3D9 only)

Fixes issue 2068.
Fixes issue 5158.
2012-02-17 17:09:17 +01:00
parlane bea635d1d5 Fixes issue 5214 for real! 2012-02-15 20:56:50 +00:00
parlane cbab832907 Updated English translation, fixes issue 5214. 2012-02-15 20:52:03 +00:00
LPFaint99 643770bff9 more work towards correct file importing
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:53 -08:00
LPFaint99 e68b892cc6 more changes from u8[] to u16/u32
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:45 -08:00
LPFaint99 ebdab914cb Change UpdateCounter to u16
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:34 -08:00
LPFaint99 0aeb94d3be disable changing a dentry to "broken file" before removing it, the ipl does not always do this
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:18 -08:00
LPFaint99 3d20c57458 Update directorys and BlockAllocs correctly, use the most uptodate directory/bat instead of always the first
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:03 -08:00
LPFaint99 1fe67e19ab use BAT for block locations instead of assuming nonfragmented blocks *untested*
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:45 -08:00
LPFaint99 8355363dcd change the data section from a plain array to a vector of blocks (arrays of 0x2000)
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:23 -08:00
LPFaint99 dfe890e8f1 pass by reference instead of pointer in several places,
return std::strings instead of filling a buffer,
move gci filename generation to a function inside gcmemcard instead of the gui code
 change all functions that do not modify the object to const

Conflicts:

	Source/Core/Core/Src/HW/GCMemcard.cpp
	Source/Core/DolphinWX/Src/MemcardManager.cpp

Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:10 -08:00
LPFaint99 d5c393fe96 initial work on displaying, exporting, and deleting from
memory cards that have gaps in the fst

Conflicts:

	.gitignore
	Source/Core/DolphinWX/Src/MemcardManager.cpp

Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:38:55 -08:00
LPFaint99 98993bfbd3 fix the twocardsloaded settings, correctly disables the copy functions when only one card is loaded
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:38:44 -08:00
Andrew de los Reyes c9dfcf8cf7 Add Support for Wii Motion Plus INSIDE Wii Remotes on Mac OS X.
This patch makes a few changes necessary for support for the new Wii
Remotes:

- For all OSes:
  - Adds a new bool member variable m_motion_plus_inside to identify
    the new Wii Remotes.
  - If we have a new Wii Remote, use a head byte of 0xa2. We could
    just change this behavior for all Wii Remotes, but an existing
    comment suggests that would break 3rd party Wii Remotes.

- On Mac OS X:
  - Expand the search criteria for the bluetooth scan. This is
    necessary because the new Wii Remote identifies with minor class
    kBluetoothDeviceClassMinorPeripheral2Gamepad, but the old Wii
    Remotes use minor class
    kBluetoothDeviceClassMinorPeripheral2Joystick (1).
  - Send commands on the interrupt channel, not the control
    channel. The new Wii Remotes require this; old ones are compatible
    with this. Note: 3rd party Wii Remots are untested with this
    change; the hope is they are still functional.
  - Get the name of the bluetooth device and see if it ends in
    "-TR". If so, set a member variable so we know it's the new kind
    of Wii Remote.

This should fix issue 5011 for Mac OS X:
http://code.google.com/p/dolphin-emu/issues/detail?id=5011
2012-02-09 11:42:42 -08:00
Matthew Parlane fc3eb7c6a7 Fixed a few warnings. 2012-02-09 17:18:46 +13:00
skidau 25eae39b7c Rearranged the SSE detection. Patch by lordlyhobo.
Fixes issue 5172.
2012-02-06 20:51:24 +11:00
skidau 8f83a89416 Removed the busy-wait from DSP LLE on thread. Reduces the CPU usage in this scenario by around a third. 2012-02-05 17:18:11 +11:00
skidau c53283185d Added an error check for invalid contents in ES_OPENCONTENT. Fixes Jungle Speed and Doc's Punch Out.
Fixes issue 3035.
2012-02-05 16:16:33 +11:00
NeoBrainX 0bbb112298 Merge branch 'texcache-preload'
For further info, see revision 56ccfc5d9d4defb308e02a71d201aee9eef0a76e.
2012-02-04 13:19:48 +01:00
NeoBrainX 439613b833 TextureCacheBase: Remove a superfluous TODO (texture hashing takes care of that stuff) 2012-02-04 13:01:52 +01:00
skidau ea2e0e9063 Added the HID2.WPE condition to dcbz. Fixes issue 5114. 2012-02-04 13:25:04 +11:00
NeoBrainX eb01a110c9 Implement texture preloading 2012-02-03 21:21:13 +01:00
NeoBrainX dabb35afce Prepare texture preloading support 2012-02-03 21:20:34 +01:00
NeoBrainX 20a4735b4d Update some license headers. 2012-02-02 14:02:39 +01:00
LPFaint99 5cfb03da26 Merge branch 'variousSmallFixes' 2012-02-01 16:50:09 -08:00
LPFaint99 d6de53f235 convert name, notes and creator to wxstring using *wxConvCurrent instead of FromAscii. fix issue 5069 2012-02-01 00:09:24 -08:00
LPFaint99 a78c5f984f download codes for virtualconsole titles 2012-02-01 00:09:23 -08:00
LPFaint99 a0d6d68243 sysconf SetArayData use the minimum of the buffersize or the dataLength 2012-02-01 00:04:18 -08:00
LPFaint99 8e332948bf less log noise from CNandContentLoader 2012-02-01 00:04:06 -08:00
LPFaint99 c3e46d5b45 partial fix for issue 4742 2012-02-01 00:03:57 -08:00
LPFaint99 60594c079d allow just ejecting the disc by canceling the file dialog 2012-02-01 00:03:49 -08:00
LPFaint99 303d1b83eb minor cleanup to /dev/es, fix for grabbing titleid from the disc, and es_gettitledir 2012-02-01 00:03:41 -08:00
LPFaint99 3fb42f6bb6 split adding the ticket to its own function (installing a wad) 2012-02-01 00:03:16 -08:00
LPFaint99 1f83078b5f add some new game inis 2012-02-01 00:02:49 -08:00
NeoBrainX 013bda74ee Merge branch 'texcache-cleanup' 2012-01-31 19:58:32 +01:00
NeoBrainX d1605abfa9 Add license header for TextureCacheBase files 2012-01-31 19:52:02 +01:00
NeoBrainX 1446fb33d5 TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type" 2012-01-31 19:52:02 +01:00
NeoBrainX cf899781f9 TextureCacheBase: Update and improve documentation for EFB copies 2012-01-31 19:52:02 +01:00
NeoBrainX b34b6e47f2 TextureCacheBase: Remove a redundant variable 2012-01-31 19:52:02 +01:00
NeoBrainX 9fed10fc75 Remove SaveTexture declaration in VideoCommon since it's only actually defined in OpenGL 2012-01-31 19:52:02 +01:00
NeoBrainX cc54ee7d94 TextureCache: Move EFB copy cache code from TextureConverter to TextureCache 2012-01-31 19:51:32 +01:00
NeoBrainX a02df43e6d TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway 2012-01-31 18:09:35 +01:00
NeoBrainX 3b38295cbd TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX 67129404dd TextureCacheBase: Small bugfix
Added documentation for hybrid EFB copy stuff
2012-01-31 18:09:35 +01:00
NeoBrainX 5239ba88c9 TextureCache: Remove unsafe texture cache 2012-01-31 18:09:35 +01:00
NeoBrainX 8c2d87f668 TextureCacheBase: Move around stuff, add some TODOs 2012-01-31 18:09:35 +01:00
NeoBrainX 93dbd93a8d TextureCacheBase: More cleanup... 2012-01-31 18:09:35 +01:00
NeoBrainX 0c1e015ec3 TextureCacheBase: Small change 2012-01-31 18:09:35 +01:00
NeoBrainX f68ee87e0e TextureCacheBase: De-uglify texcache entry lookup even more + documentation 2012-01-31 18:09:35 +01:00
NeoBrainX dcf18fbaaf TextureCacheBase: Force autogenerating mipmaps if custom textures are used 2012-01-31 18:09:35 +01:00
NeoBrainX 8bc9e443fd TextureCacheBase: De-uglify entry lookup a bit 2012-01-31 18:09:35 +01:00
NeoBrainX 9c39952c34 TextureCacheBase: Kill deprecated entry member isNonPow2
TextureCacheBase: Add a TODO about a potential bug
2012-01-31 18:09:35 +01:00
NeoBrainX 94a8536b8c TextureCacheBase: Simplify texture cache entry initialization 2012-01-31 18:09:34 +01:00
NeoBrainX c5008fe9de TextureCache: Renaming some variables
OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
LPFaint99 04a7e33f0b proper unicode literal and wstring to wxstring conversions.
Fixes issue 5156.
2012-01-27 00:30:52 -08:00
calc84maniac fd616ccb0c [Jit64] Register-based shift instructions optimized on 64-bit processors 2012-01-22 21:54:39 -05:00
calc84maniac a7f3f61598 [Jit64] Constant unsigned division and constant multiplication optimizations. Also, signed division can now be recompiled. 2012-01-22 19:58:59 -05:00
NeoBrainX 2d6d73df95 [maintenance] Add a note explaining why we aren't emulating CP clear register writes.
For further reference, see also r700f5eabc752.
2012-01-21 14:58:29 +01:00
NeoBrainX ad1a4d7ce3 FifoPlayer: Add a search function for the analyzer tab.
Also some tiny fixes.
2012-01-21 13:49:24 +01:00
NeoBrainX ecb616f7ff FifoPlayer: Make sure that we actually display "Yes" if some variable is true...
FifoPlayer: More consistency of output (display "0x" in front of hex numbers, write hex numbers in capital letters)
2012-01-21 13:49:24 +01:00
NeoBrainX 5eb24a51cf FifoPlayer: Add a description label for the currently selected object command.
Requires adding such descriptions for all BP/CP/XF registers. For now, I added descriptions for EFB copy related BP registers.
2012-01-21 13:49:24 +01:00
NeoBrainX 8c62a56c71 FifoPlayer: Show full data of XF register loads (Did I do this correctly?) 2012-01-21 13:49:24 +01:00
NeoBrainX 700123c55b FifoPlayer: Add an "Analyzer" tab which allows browsing through all rendered objects per frame and through all register setting commands per object 2012-01-21 13:49:24 +01:00
LPFaint99 96d56cd8ef fix for memcard manager using sjis for ascii encoded string
thanks to gerbilsoft for finding my mistake, fixes issue 5148
2012-01-18 22:41:35 -08:00
Shawn Hoffman bef3d7229e Ensure comment strings in CBannerLoaderWii::SWiiBanner are null-terminated. Fixes issue 5012.
Signed-off-by: Shawn Hoffman <godisgovernment@gmail.com>
2012-01-17 23:59:48 -08:00
calc84maniac 79ca43226c Added SHRD/SHLD x86 emitters, further optimized srawx 2012-01-09 00:10:13 -05:00
nitsuja 31ff1907a4 added an option to log to the attached Windows debugger (so e.g. NOTICE_LOG messages can show up in Visual Studio's output window) 2012-01-07 23:04:18 -08:00
nitsuja 1603bbb5f4 fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu. 2012-01-07 22:23:59 -08:00
nitsuja 9ab69febe5 fix for stack corruption caused by certain DSP LLE JIT ABI calls.
if you were getting crashes or freezes as a result of using the "DSP LLE on Thread" option, this might fix that.
2012-01-07 20:46:41 -08:00
nitsuja 2368d88c65 slightly more precise speed percent display (this is really minor) 2012-01-07 20:24:11 -08:00
nitsuja daefb3b550 a small thread synchronization speedup for dual core mode.
it's most noticeable in games where the CPU is running behind compared to the GPU.
2012-01-07 20:22:48 -08:00
NeoBrainX b33be736cd D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG 2012-01-06 13:45:51 +01:00
calc84maniac 8fb1a02f6b Fixed small error for instructions with overflow enabled 2012-01-05 22:39:17 -05:00
calc84maniac 5a15d58964 Added emitters for BT/BTR/BTS/BTC x86 instructions, optimized extended arithmetic PowerPC instructions 2012-01-05 22:36:27 -05:00
calc84maniac a7a6a1859e subfex optimization when RD==RA 2012-01-05 19:07:31 -05:00
calc84maniac 60cddf0823 Fixed some BindToRegister calls (removing unnecessary MOV instructions for speedup) 2012-01-05 18:27:04 -05:00
calc84maniac ecc63651c7 srawx/srawix optimizations 2012-01-04 14:06:19 -05:00
nitsuja 57d1c87a2d Merge branch 'determinism-fixes' 2012-01-04 01:49:31 -08:00
nitsuja 39613a95a8 initialize the uninitialized 2012-01-04 01:36:09 -08:00
nitsuja 81a1efab8e fixed an issue where the CPU sometimes single-steps an extra time after pausing 2012-01-04 01:33:38 -08:00
nitsuja ced8ca7219 better support for RTC when recording 2012-01-04 01:33:35 -08:00
nitsuja c6ce58ab64 fixed a wii recording desync
(some remote init code was running in playback but not recording)
2012-01-04 01:17:11 -08:00
nitsuja fe5a82357a fix potential wiimote playback desync 2012-01-04 01:16:45 -08:00
nitsuja 88df9d25a1 fixed potential crash in wii fileio 2012-01-04 01:13:46 -08:00
calc84maniac 363cf39ca9 Got rid of no-longer-valid assert 'W T F !!!' 2012-01-04 02:27:04 -05:00
calc84maniac 415aad3b03 Fixed some GCC compiler warnings 2012-01-03 10:57:58 -05:00
calc84maniac f9f9bb9870 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2012-01-03 10:05:08 -05:00
calc84maniac b23a3df5e8 More x86 shift fixing 2012-01-03 10:03:12 -05:00
skidau ebca41e78b Merge branch 'Wiimote' 2012-01-03 22:23:45 +11:00
calc84maniac b88d0aa53f x86 shift of 0 doesn't update flags, check the value manually 2012-01-03 01:24:21 -05:00
skidau a812e3bd3d Removed the "Reload MemCard on load state" hack as it is no longer needed with the new save states system.
Fixes issue 4898.
2012-01-03 01:24:20 -05:00
skidau 32755aa48c Reordered the safe write path of the stfd instruction. 2012-01-03 01:24:19 -05:00
skidau daf7e96521 Fixed the safe write path of the stfd instruction in the JIT. Fixes issue 4001. 2012-01-03 01:24:18 -05:00
skidau b9547a07f5 Updated the Gecko code handler to the latest version from Gecko OS 1.9.3.1.
Added a check to ensure that the number of codes fits in memory (maximum 231 codes).
Store a copy of codehandler.bin in the Sys directory.
2012-01-03 01:24:17 -05:00
skidau 318d3cff02 Added a note to try the native code handler in the error message window.
Added copyright notices.
2012-01-03 01:24:16 -05:00
skidau 69b2d4ddc1 Changed the Gecko code handling to the native code handler. This provides full compatibility with all Gecko codes.
To use the native code handler, place the kenobiwii.bin file into the Sys directory.  Dolphin will silently fall-back to the emulated code handler if the file is not there.

Fixes issue 4561.
2012-01-03 01:24:14 -05:00
calc84maniac 2c3a714e49 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2012-01-03 00:44:41 -05:00
calc84maniac aa47a8c690 x86 shift of 0 doesn't update flags, check the value manually 2012-01-03 00:37:43 -05:00
skidau ca287e7957 Removed the "Reload MemCard on load state" hack as it is no longer needed with the new save states system.
Fixes issue 4898.
2012-01-03 15:36:32 +11:00
calc84maniac 6ecae3e556 srwx and slwx optimizations 2012-01-02 19:45:28 -05:00
calc84maniac 9c4106027c Erp, some changes were not committed 2012-01-02 19:45:27 -05:00
calc84maniac ff6d0d056a rolwinmix and rlwnmx optimizations, another Rc/RC typo fixed 2012-01-02 19:45:26 -05:00
calc84maniac 9530bd0292 rlwimix optimizations 2012-01-02 19:45:25 -05:00
calc84maniac a6d041bfa9 Removed an extraneous FlushLockX, further optimized simultaneous handling of carry/overflow. 2012-01-02 19:45:24 -05:00
calc84maniac 4cb1af0f13 Fixed a bad typo. Why are there different inst.Rc and inst.RC variables? >_> 2012-01-02 19:45:23 -05:00
unknown ab54000d73 Fixed and streamlined overflow detection, improved subtraction methods, general flag-based optimizations including GenerateRC() which uses the sign/zero flag of the last operation 2012-01-02 19:45:21 -05:00
skidau d399e6b26d Reordered the safe write path of the stfd instruction. 2012-01-03 10:20:20 +11:00
calc84maniac f575c2c3be srwx and slwx optimizations 2012-01-02 18:00:28 -05:00
calc84maniac 42cdda42c9 Erp, some changes were not committed 2012-01-02 17:34:07 -05:00
calc84maniac ce80772007 rolwinmix and rlwnmx optimizations, another Rc/RC typo fixed 2012-01-02 17:30:54 -05:00
calc84maniac 7d262ff1f4 rlwimix optimizations 2012-01-02 15:07:36 -05:00
calc84maniac a2bd91b726 Removed an extraneous FlushLockX, further optimized simultaneous handling of carry/overflow. 2012-01-02 11:50:01 -05:00
skidau 67e38fb6c6 Fixed the safe write path of the stfd instruction in the JIT. Fixes issue 4001. 2012-01-03 01:17:52 +11:00
calc84maniac 8d67354179 Fixed a bad typo. Why are there different inst.Rc and inst.RC variables? >_> 2012-01-02 04:00:47 -05:00
unknown d6bf166694 Fixed and streamlined overflow detection, improved subtraction methods, general flag-based optimizations including GenerateRC() which uses the sign/zero flag of the last operation 2012-01-02 03:42:00 -05:00
skidau 6b0d21efa7 Merge branch 'Gecko' 2012-01-02 15:21:58 +11:00
skidau f4d8e527b5 Updated the Gecko code handler to the latest version from Gecko OS 1.9.3.1.
Added a check to ensure that the number of codes fits in memory (maximum 231 codes).
Store a copy of codehandler.bin in the Sys directory.
2012-01-02 15:14:30 +11:00
skidau 96600ef48d Added a note to try the native code handler in the error message window.
Added copyright notices.
2012-01-02 13:53:39 +11:00
Pierre Bourdon 008fd446f5 Replace some printfs from the PPC Interpreter code by Dolphin logger calls 2012-01-02 00:59:37 +01:00
Pierre Bourdon 59e93bff78 Fix a crash at startup with Dolphin on Linux compiled in debug mode
Use the clobber list instead of the stack to save rbx when executing the cpuid
instruction with inline assembly. This avoids breaking GCC assumptions about
the stack pointer location.
2012-01-02 00:59:37 +01:00
nitsuja 0d9e87da18 prevent CLogWindow::UpdateLog from constantly burning through timer objects, because it was allocating memory a lot and making it hard to debug some things. I think this should be faster even in release builds, but any speedup is probably too tiny to measure. 2012-01-01 14:28:21 -08:00
nitsuja f0d7b8122f increased fault tolerance of shader cache files.
more specifically: if the emulator stops unexpectedly, it is quite possible that one of the shader cache files will have some bytes near the end that never got their values filled in. this change adds an index number at the end of each entry as extra verification that the entry is valid, so that invalid entries can be ignored (and eventually overwritten) instead of causing crashes.
2012-01-01 14:28:20 -08:00
nitsuja 6f1b2d7748 name all audio threads (that I know how to) for debugging, as suggested in response to revision d00b719966. 2012-01-01 14:28:19 -08:00
skidau ba545ec1e9 Build fix 2012-01-01 18:09:39 +11:00
skidau e4b4a65346 Merge branch 'PowerPC' 2012-01-01 16:17:52 +11:00
skidau 5a914744a2 Added some support for the OE flag. Thanks to j4ck.fr0st for the tip. 2012-01-01 16:12:53 +11:00
skidau c53593a40a Moved the Audio Throttle option to the Framelimit drop-down. The Audio Throttle should never be used alongside the frame limiter as that can cause audio sync issues. 2012-01-01 14:32:54 +11:00
skidau 80504efcdf Changed the Gecko code handling to the native code handler. This provides full compatibility with all Gecko codes.
To use the native code handler, place the kenobiwii.bin file into the Sys directory.  Dolphin will silently fall-back to the emulated code handler if the file is not there.

Fixes issue 4561.
2011-12-31 15:18:48 +11:00
skidau cfee6d8473 Stubbed the /dev/usb/oh1 path. Fixes issue 4936. 2011-12-31 09:51:41 +11:00
skidau f7ef58ff9a Removed the VID/PID validation for Wiimotes allowing Dolphin to detect third party wiimotes with a VID/PID that is different to Nintendo's.
Checked for timeouts reported by the bluetooth stack.
Added RVL-CNT-01-TR detection.
2011-12-29 21:18:35 +11:00
skidau 1df7af35e9 Reset errno to zero before testing it after the strtoul call. Fixes issue 5078. 2011-12-29 12:05:36 +11:00
Pierre Bourdon af8a866afc Implement what was done by r9a627e89 using a stub device
This is arguably better then using the slot0 device for slot1, because it maps
the real hardware better (nothing can be mounted on slot1 on a Wii AFAICT).
This also makes Kirby: Return to Dreamland work properly and fixes some of the
SD card problems (libs do not expect to have the same SD card mounted two times
in RW...).
2011-12-25 01:55:25 +01:00
Pierre Bourdon 070c933088 Revert "Add unimplemented device map for sdio/slot1 and slot2. Fixes #4932."
This reverts commit 9a627e89fb.

The attempted Kirby: Return to Dreamland fix does not work properly and while
it fixes this particular game, it completely breaks SD card support on Dolphin.
BTW, I've never head of /dev/sdio/slot2 before...
2011-12-25 00:03:45 +01:00
LPFaint99 d389f7139b restore wii sorting order by using the ascii string from the banner instead of the iso file 2011-12-22 15:53:41 -08:00
LPFaint99 ca8af741b8 Merge branch 'unicode_gamelist' 2011-12-22 14:29:47 -08:00
LPFaint99 825e2ea4df fix an ascii/wxstring in gamelistctrl, replace fromascii("") with wxemptystring, don't push_back 0 at the end of wstrings 2011-12-22 14:28:12 -08:00
LPFaint99 8f6c25a5aa cleanup: merge handling of ntsc/pal games in gamelist/isoproperties 2011-12-20 02:19:46 -08:00
LPFaint99 e4c4602d9e use windows-1252 for gamename/description, fixes copyright/tm symbol in the gamelist & isoproperties 2011-12-20 02:10:40 -08:00
LPFaint99 9ddb67d4a9 fix shift-jis conversion on linux, and check for the codepage on windows in the memorycard manager like everywhere else 2011-12-20 01:35:12 -08:00
nitsuja 33f0f9fd9f fix ZWW intro music crackling with DSPHLE 2011-12-19 21:52:47 -08:00
nitsuja 3006d0696c fix the read-only menu item being disabled when emulation is paused (the hotkey was fine but I guess some people still use the menu) 2011-12-19 16:38:07 -08:00
nitsuja 3e773f093d fixed a freeze on emu shutdown in windows build 2011-12-19 15:13:26 -08:00
LPFaint99 de4e3e7462 add wstring name(s)/description to the cachefile, use when available in gamelist and properties window 2011-12-18 22:01:46 -08:00
LPFaint99 7f4efa094e add the function to read the game name and description from the banner as unicode 2011-12-18 21:56:13 -08:00
LPFaint99 a73ad3554c add the function to read all unicode gamenames from a wad file 2011-12-18 21:42:20 -08:00
nitsuja 567e90bbd5 fix for an un-threadsafe call to UpdateGUI (oops) 2011-12-18 20:38:54 -08:00
nitsuja 4a88d5ae93 fix for wiimote dying if you use savesetates too fast
(by dying I mean all wiimote slots permanently disconnecting until emulation reset)
2011-12-18 19:47:11 -08:00
Maarten ter Huurne 15dac4584f Override PATH on OS X to avoid picking up pkg-config from MacPorts. 2011-12-19 02:57:00 +01:00
Maarten ter Huurne 6f27a29d51 Prefer static libs from Externals on OS X.
Several people had trouble building against systemwide installed libs.
And even if the build succeeds, the resulting bundle would not work on
other Macs.
2011-12-19 00:57:20 +01:00
Glenn Rice 4ecb48eaf8 Update a few more translations and add Farsi. 2011-12-18 14:03:57 -06:00
Glenn Rice 3a73f21a11 Update pot file once again. 2011-12-18 13:40:09 -06:00
Pascal Jouy 035926df8c Update french translation. 2011-12-18 13:39:25 -06:00
Glenn Rice b83dfe7c8c Update Arabic and Japanese translations. 2011-12-18 13:39:25 -06:00
Glenn Rice de5abb3df5 Updated Spanish translation 2011-12-18 13:39:25 -06:00
Glenn Rice 4bb1a0cc2d The actual update of the Greek and Czech translations. The last commit
was a partial reversion by accident.
2011-12-18 13:39:25 -06:00
Glenn Rice c671314307 Update Greek and Czech translations 2011-12-18 13:38:58 -06:00
Glenn Rice 1917af4bab Update translation files for recent changes in the code. 2011-12-18 13:38:20 -06:00
Maarten ter Huurne c4eb150c7e Skip XRANDR check if X11 is not found.
Our code does not compile when HAVE_XRANDR=1 and HAVE_X11=0.
This combination would not normally exist, but on OS X we skip the X11
check so it is possible for X11 to be "not found" even when the OS does
support it. On OS X 10.6 this was not a problem because XRANDR is not
detected there, but apparently on OS X 10.7 XRANDR is available.
2011-12-18 14:38:06 +01:00
Pierre Bourdon b20c26f0b7 Adding more drama to the git history. 2011-12-18 13:58:44 +01:00
kostamarino@hotmail.com 9829beab42 Gameini database update, mainly changes to the emulation issues lines (make them shorter, with more substance and less bla bla, update outdated stuff). The emulation issues lines can be further improved(this is a start).
Also re - implement the emulation issues column that was reverted, make it a bit bigger since sentences need more words and delete the issues portion of the emustate tooltip since it is unnecessary now.
2011-12-18 14:52:40 +02:00
nitsuja d00b719966 give the audio thread a name (this doesn't really matter, but it was bugging me) 2011-12-18 02:25:50 -08:00
nitsuja d44fc0c820 small fixes for some recording-related menu items 2011-12-18 02:23:59 -08:00
nitsuja c88e4a097e update ui after savestate load (because loading a savestate can affect whether certain items should be grayed out in the menu) 2011-12-18 01:15:59 -08:00
nitsuja cfad00d6e0 added missing ExpansionInterface data to savestates, and related fixes (for savestate robustness) 2011-12-18 00:23:12 -08:00
nitsuja e5286e0406 improve the movie savestate load verification a bit more 2011-12-18 00:22:57 -08:00
nitsuja c6ea5f31f5 remove some suspect code in PowerPC::DoState which I think has already been supplanted by more correct code in CoreTiming::DoState 2011-12-18 00:22:31 -08:00
nitsuja 1e4e05fdc3 made ucode saving more reliable (especially for the case of loading across boundaries where the ucode changes). I think this is related to the occasional memory corruption I was seeing upon loading a savestate. 2011-12-18 00:22:21 -08:00
nitsuja c68c8c388c made savestate loads less fragile by adding some markers and rolling back on a mismatch.
This should make it so if you try to load an incompatible save, it simply doesn't load, instead of crashing dolphin. (I can't guarantee no crash but it's much less likely now)
2011-12-18 00:22:06 -08:00
Jordan Woyak 98d22d0e03 Revert the latest GUI change (Emulation Notes column). We don't care for it. 2011-12-17 23:44:09 -06:00
Maarten ter Huurne ed1bfdf293 Merge branch 'cmake-osx2' 2011-12-17 16:30:02 +01:00
Maarten ter Huurne 83bf5790a6 Copy translation files into OS X bundle. 2011-12-17 16:26:52 +01:00
Maarten ter Huurne 74d552f3ca Removed debug prints. 2011-12-17 15:32:41 +01:00
kostamarino@hotmail.com a58c46be81 Gui change and an update to the gameini database.
The "Notes" column is gone and in it's place an "Emulation Notes" column is placed (it contains the emulationissues lines from the game inis). Notes that contain useful info about the game can be seen with just a glance this way.

Fixes issue 5043.
2011-12-16 21:01:10 +02:00
Maarten ter Huurne 5cbc31b052 Lowered wxWidgets version number requirement to 2.8.9.
I incorrectly assumed that since wx 2.8.8 lacked wxAuiToolBar, the entire 2.8.x
series lacked it. In fact in wx 2.8.9 this feature was added.

Thanks to Glenn Rice for spotting this issue.
2011-12-16 02:46:55 +01:00
nitsuja d2f61fa155 some movie playback fixes 2011-12-15 09:22:16 -08:00
Maarten ter Huurne e13f4644bb Link weakly to OpenCL on OS X.
This makes sure Dolphin still loads when OpenCL is not available.
OpenCL was added in OS X 10.6, while we also support 10.5.
2011-12-15 06:54:42 +01:00
Maarten ter Huurne 27590c3a8f Suppress link warning about QuickTime being 32-bit only.
If we are actually missing symbols because a required architecture is missing
from a library, we'll get a link error as usual, so suppressing this warning
is pretty safe.
2011-12-15 06:41:39 +01:00
nitsuja 1ad05f7440 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2011-12-14 21:34:55 -08:00
nitsuja 9470f9545f many movie fixes (mainly for readonly mode), and some wii input display support 2011-12-14 21:26:42 -08:00
Maarten ter Huurne 4c7c29b8b6 Let "make install" on OS X copy the bundle to /Applications.
The "dsptool" executable is not included in the bundle.
The "tester" executable is not included in the bundle and it no longer
installed on other platforms, since it is neither expected nor useful
to install unit tests.
2011-12-14 02:50:36 +01:00
Jordan Woyak b44918d1ed Merge branch 'fix-real-gcpad-sticks' 2011-12-12 23:25:32 -06:00
Jordan Woyak 09d2301fed detect input at 55% to catch silly c-stick range 2011-12-12 23:24:10 -06:00
Maarten ter Huurne 27bda2c054 Fixed range check on TryParse() for u32, again.
The code from 748be364e5 incorrectly accepted -0x100000000 on x86_64.

Also if ERANGE is returned by strtoul(), reject the parsed value regardless
of what that value is. This fixes invalid values being returned when compiling
with Visual C++. Thanks to "cotton" for testing this.
2011-12-13 02:08:34 +01:00
nitsuja f3325036be fixed hotkeys getting ignored after tab is pressed 2011-12-11 21:54:50 -08:00
nitsuja 2c2ef9a961 made frame advance act normal (so it advances 1 frame each time instead of waiting for further unpause commands), and did some minor improvements to the read-only command (making the UI behavior a little nicer, no actual changes to what read-only does at this point) 2011-12-11 21:08:26 -08:00
Maarten ter Huurne ee5a29e6f2 For CPUID, save EBX on the stack instead of in a register.
This fixes GCC running out of registers when compiling for x86
in release mode.

Thanks to kiesel.
2011-12-12 02:14:56 +01:00
Maarten ter Huurne d75f45979b Copy data files into OS X application bundle. 2011-12-12 01:30:42 +01:00
Maarten ter Huurne 7423c74deb Force the "ebx" argument to be mapped to a register (not necessarily EBX).
Fixes crash on x86 under OS X.
Thanks to kiesel for the fix and to shuffle2 for remembering the problem.
2011-12-12 00:43:23 +01:00
Maarten ter Huurne 344ca5d360 Applied compile and link flags from SCons build for OS X to CMake build.
The following changes were made:
Restricted the "-march=core2" option to i386 because the first Intel Macs
had Intel Core CPUs, not Core2.
Removed the "-mdynamic-no-pic" flag as GCC lists it as a PPC specific flag.
Removed "-Wl,-read_only_relocs,suppress" because it seems to be related
to "-mdynamic-no-pic" and I see no need for it.
Removed "-Wextra-tokens -Wnewline-eof" because they are GCC specific and
not OS X specific.
2011-12-11 21:27:06 +01:00
Maarten ter Huurne 9ede977a56 Added QuickTime framework as dependency for wxWidgets on OS X.
It seems that the required functions are in an already included framework
on x86_64, but on i386 we depend on QuickTime.
2011-12-11 21:24:40 +01:00
Maarten ter Huurne 780e5e7244 Use a custom template to generate the Info.plist for the OS X bundle.
This allows us to add keys that don't exist in the CMake template.
I added the keys from the Info.plist that was generated by our SCons build
to the new template.
2011-12-11 16:54:37 +01:00
Maarten ter Huurne c1cf4f80cf Added bundle version and copyright string to OS X bundle info. 2011-12-11 16:21:17 +01:00
Maarten ter Huurne 9d2f589f01 Create application bundle on OS X. 2011-12-11 16:07:59 +01:00
Shawn Hoffman b0ffa72e37 Merge branch 'large-mram' 2011-12-10 18:48:35 -08:00
Shawn Hoffman 62858c8c14 Small logging changes. Pause core if Jit64 tries to compile at 0. 2011-12-10 18:42:49 -08:00
NeoBrainX 3d9c35f58e VideoCommon: Fix upper and lower depth bytes being switched when performing Z16L EFB copies (EFB to texture only).
Fixes issue 4989.
Fixes issue 5056.
2011-12-10 16:08:26 +01:00
Maarten ter Huurne f9133a7376 Link to the required OS X frameworks.
Previously, there was just one list of frameworks regardless of which part
of the code depended on which frameworks. Now we keep separate lists for
the Dolphin core, the Dolphin GUI and internal use by wxWidgets.
2011-12-07 08:26:44 +01:00
Maarten ter Huurne c04c3bd9d3 Use "unsigned int" instead of "unsigned".
By request of hrydgard.
See commit 045eb924d9.
2011-12-07 07:10:31 +01:00
Maarten ter Huurne 8a75351674 Link against OpenGL using the info gathered by the FindOpenGL module. 2011-12-05 06:18:04 +01:00
Maarten ter Huurne 2621d89a41 Link OS X version of wxWidgets against libpng and libiconv. 2011-12-05 06:07:10 +01:00
Maarten ter Huurne 958891b4eb Compile with OpenAL support on OS X. 2011-12-05 05:49:08 +01:00
Maarten ter Huurne 24dcb7922c On OS X, compile only against standard system libs and Externals.
Libraries from MacPorts, Fink or manually installed stuff in /usr/local
will be ignored. This ensures the binary will work on other machines as well.
2011-12-05 05:44:35 +01:00
Maarten ter Huurne 54ea98b0a9 Refer to the wxWidgets libary as "wx" instead of its full path name.
This ensures that additional library dependencies declared for "wx"
using target_link_libraries() are applied.
2011-12-05 05:39:41 +01:00
Maarten ter Huurne d440dfe9b2 Link against systemwide LZO using the info gathered by check_lib(). 2011-12-05 05:33:35 +01:00
Maarten ter Huurne bb182d88b7 Link against systemwide OpenCL on OS X. 2011-12-05 05:26:28 +01:00
Maarten ter Huurne 7ebb0e526f Added CMakeLists.txt for libpng.
The vast majority of the changes in this commit were originally done
by Shawn Hoffman in commit c86846cf9c995d8e0463419bd9477b0dae884929.
2011-12-05 05:10:21 +01:00
Maarten ter Huurne 8c3775ee6f Under OS X, link GL plugin against Cg framework instead of Cg library. 2011-12-05 01:12:09 +01:00
Maarten ter Huurne 20fa8bb9f2 Fixed linking to wxWidgets built from Externals under OS X. 2011-12-05 01:10:45 +01:00
Maarten ter Huurne 7417ecf67f Tell the linker to not treat its input as Objective C/C++ source.
Flags in CMAKE_CXX_FLAGS are passed to both compile and link commands.

A cleaner solution would be to use set_source_files_properties().
However, currently there are headers (StdThread.h, maybe more) that contain
Objective syntax. So it is not easy to determine exactly which source files
should be compiled as Objective C/C++ and that set can quickly change when
certain #include directives are modified. The solution for that would be to
move all uses of Objective syntax to implementation (.cpp) files and then
apply set_source_files_properties() to those.
2011-12-05 00:57:51 +01:00
Maarten ter Huurne d249ee599a Added CMakeLists.txt for wxWidgets under OS X.
The vast majority of the changes in this commit were originally done
by Shawn Hoffman in commit c86846cf9c995d8e0463419bd9477b0dae884929.
2011-12-04 15:43:52 +01:00
Maarten ter Huurne 7f578ce1ae Use Externals/wxWidgets3 instead of Externals/wxWidgets under OS X.
The "3" variant has some extra stuff merged that helps under OS X.
This split should not last longer than until the wxWidgets 3.0 release.
2011-12-04 15:34:23 +01:00
Maarten ter Huurne ffb06c23ac Added version check for wxWidgets.
If the systemwide wxWidgets is too old, we can fall back to the version
from Externals instead of letting the build fail.

Note that while the version in Externals appears to be wxWidgets 2.8,
it has post-2.8 features manually added to it (wxAuiToolBar), so the
version check only accepts 2.9 or higher.
2011-12-04 03:37:02 +01:00
Maarten ter Huurne 7c92b94bc1 Use Cg from Externals if it is not found systemwide. 2011-12-04 02:48:01 +01:00
Pierre Bourdon 252093295b Do not fail with strict drivers when compiling a not SM2.0 shader
To enforce SM2.0 compatibility, the OpenGL plugin was made to crash when
compiling a shader which does not fit in the SM2.0a limits. However, on some
combinations of OS/drivers/GPU, our shaders already do not fit in these limits,
causing artificial failures only to try to keep a non existant SM2.0a compat.
Basically, this sucks.

This commit increases the artificial limit to SM3.0. If you're using a GPU
which does not support SM3.0 and Dolphin works properly, this should not cause
any problem at all.
2011-12-03 23:24:10 +01:00
Jordan Woyak 575814895c Merge branch 'clearscreen-kill-immediate-mode' 2011-12-01 20:16:23 -06:00
Maarten ter Huurne 748be364e5 Fixed range check on TryParse() for u32.
On x86-64, "unsigned long" is 64 bits wide, so it is possible for a number
to not trigger a range error on strtoul() but still not fit inside an u32.
An extra check is added to ensure that 32-bit and 64-bit builds will accept
the same numbers.
2011-12-02 02:24:43 +01:00
Maarten ter Huurne 045eb924d9 Changed type of GetTicksPer(Line|Frame) to unsigned.
Avoids a GCC warning about comparing signed and unsigned values
in Source/Core/Core/Src/State.cpp.
2011-12-02 00:33:45 +01:00
Maarten ter Huurne f50ea590ce Don't use the same name for two different local variables.
This avoids a warning when compiling with GCC.
2011-12-02 00:06:49 +01:00
Maarten ter Huurne 51127c1243 Added newlines at end of file.
This avoids warnings when compiling with GCC.
2011-12-01 23:30:28 +01:00
Maarten ter Huurne 98981cc724 Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-12-01 02:46:59 +01:00
Jordan Woyak 4fcd6994c6 fix wireframe setting toggling 2011-11-29 22:21:43 -06:00
Jordan Woyak 0dfca1cf2b remove now unnecessary glPolygonMode from ResetAPIState 2011-11-29 22:02:18 -06:00
Jordan Woyak 88700e817a make OpenGL ClearScreen use glClear 2011-11-29 21:50:31 -06:00
Maarten ter Huurne cda94290f5 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2011-11-30 00:51:36 +01:00
Maarten ter Huurne 29865e6366 Avoid virtual memory range collision between JIT and emulated RAM.
Passing MAP_FIXED to mmap causes already mapped pages in the requested
region to be replaced. On Mac OS X this caused pages for JIT-generatd
code to appear in the memory range previously auto-allocated for the RAM
of the emulated machine. This led to a hang at boot time. The same problem
can probably occur on FreeBSD, but not on Linux since MAP_32BIT is used
there instead of MAP_FIXED.

The solution is to not use MAP_FIXED, but instead rely on the OS honoring
the hinted address which is below 4 GB: we don't need an exact match,
just a low address.
2011-11-30 00:37:57 +01:00
kostamarino@hotmail.com 1bbd63ebc5 Gameini database cleanup. Fixes improper file endings due to copy paste errors (last line didn't work). Addition of SSX On Tour - fixes issue 5032. Also some small additions/updates. 2011-11-29 17:45:39 +02:00
Glenn Rice 933d2dde42 Merge branch 'remove-libav-deprecated' 2011-11-27 22:12:00 -06:00
Shawn Hoffman b62cac2ca9 Allow modifying main ram size at compile time by changing Memory::REALRAM_SIZE. 2011-11-27 19:52:05 -08:00
kostamarino@hotmail.com 04026ae19a Gameini database cleanup of "postprocessingshader" and additions/updates for FlingSmash, Rune Factory Tides of Destiny, The Legend of Zelda Twilight Princess for GC and Wii. 2011-11-28 01:29:18 +02:00
Glenn Rice ea42e9e04d Update required libav versions in the cmake build. 2011-11-22 19:56:42 -06:00
Glenn Rice e5d051a4e9 Update linux libav frame dump code for recent api changes. 2011-11-22 19:24:05 -06:00
Shawn Hoffman 29f52ce6dd gcc sux 2011-11-20 16:25:23 -08:00
Shawn Hoffman 73beeaf45a Change the mask shown for rlw* to be shifted. ie the result of the instruction is source & mask, right-aligned. 2011-11-20 15:35:43 -08:00
kostamarino@hotmail.com 507a4aa704 Gameini database update for auto modellista, Happy Feet, Alone In The Dark, DeadSpace, MADWORLD, Scooby-Doo! Mystery Mayhem, FIFA 2003, Mission: Impossible Operation Surma, Def Jam Fight For NY, FIFA Soccer 2004, THE HOUSE OF THE DEAD 2 AND 3 RETURN, LEGO Star Wars The Complete Saga, Rayman Origins, The Legend of Zelda Skyward Sword. Fixes issue 4953. 2011-11-20 19:32:00 +02:00
skidau cc6f90c7d5 Enabled memory breakpoints under JIT in the debugger. 2011-11-05 19:42:06 +11:00
skidau 9eaf20cc44 Fixed the slowdown that occurred under JIT32. Fixes issue 4969. 2011-11-05 13:04:46 +11:00
skidau 2ee79e7057 Added the missing "table31" instructions into the JITIL tables. 2011-11-04 23:11:43 +11:00
skidau 38a97fb9d7 Added some missing "table31" instructions to the table. The instructions themselves are not properly implemented as they do not handle the OE case.
Allows ANIMA Ark of Sinners to go in-game.
2011-11-04 21:26:56 +11:00
skidau 4c3a799f08 Added a check for HID0.DCFA before proceeding to dcbz. Allows Rubik's Puzzle Galaxy: RUSH to go in-game. 2011-11-04 19:07:09 +11:00
skidau 3d2a2abb49 Made the JIT bypass the icache when it is executing the external interrupt
exception handler.

Fixed by comwiz.k
2011-11-03 20:55:47 +11:00
Pierre Bourdon 7f055d6b56 UI: refactor the game list sorting code 2011-11-02 02:45:51 +01:00
Pierre Bourdon d9b3a69f47 Formatting fixes for el.po and pt_BR.po
On Linux with recent versions of gettext these formatting fixes are done
automatically by gettext when updating the PO files. They create conflicts each
time a rebase / merge is done and need to be reset manually.
2011-11-01 23:20:09 +01:00
kostamarino@hotmail.com 7aed6a6859 Game ini database update for Kirby's Adventure Wii, Monster House, Mario Strikers Charged, Yu-Gi-Oh! 5D's: Duel Transfer, Mario & Sonic at the Olympic Winter Games, Disney Epic Mickey. 2011-11-01 15:09:41 +02:00
skidau 1387da7900 Merge branch 'JitCache' of https://skidau@code.google.com/p/dolphin-emu/ 2011-11-01 20:45:50 +11:00
Pierre Bourdon 8f31968466 Revert "Merge branch 'zcomploc-support'"
This reverts commit 9dad9ebe89, reversing
changes made to e76bc71efe.
2011-11-01 01:37:54 +01:00
skidau 78b74101b0 Added code to invalidate the JIT cache on dcbf. This fixes Monster House and Scooby Doo: Mystery Mayhem. 2011-10-29 17:21:20 +11:00
crudelios dd551814c9 Bounding Box bugfixes.
- Fixes all (I hope) BBox-related unknown pointer crashes.
- Fixes wrong BBox values with Frame Skip on (and the resulting unknown pointer crashes).
- Fixes a small oversight on the change I made to the ISO Properties dialog.

This should also be a (very very little) bit faster than the previous version.
2011-10-28 21:12:12 +01:00
kostamarino@hotmail.com ffd9b6875a Gameini database update for Teenage Mutant Ninja Turtles(gc), Just Dance 3, Spider-Man: Edge of Time, Paper Mario, Super Paper Mario. 2011-10-27 21:04:28 +03:00
skidau e03fd9a942 Added code to invalidate the JIT cache on dcbi and writes to memory. 2011-10-27 21:08:35 +11:00
Brad Gearon 9a627e89fb Add unimplemented device map for sdio/slot1 and slot2. Fixes #4932. 2011-10-26 14:28:57 -05:00
crudelios 852fe9c4be Added proper Bounding Box support.
Should fix most graphical issues with Paper Mario: TTYD and Super Paper Mario. Fixes issue 360.

Since only those two games seem to require BBox support, and as per ector's suggestion, BBox is only enabled for those two games.

BBoxes and Display List Caches don't get along too well, causing Paper Mario: TTYD to hang during certain effects where BBoxes are used. For now, I disabled DList Cache for the Paper Mario games, hopefully both will be compatible in the future.
2011-10-26 01:19:10 +01:00
Shawn Hoffman 78832cb4ea Update to portaudio SVN rev 1762
Disable portaudio backend for wdmks (fixes debug build on windows)
2011-10-23 18:17:50 -07:00
Shawn Hoffman 7bac36d455 Merge branch 'TaruKonga'
The DK Bongos are just a standard controller in disguise (ie, it uses your GCPad input mapping):
Clap Sensor = Analog R Trigger
start = start
Top of Left Bongo = Y Button
Bottom of Left Bongo = B Button
Top of Right Bongo = X Button
Bottom of Right Bongo = A Button
2011-10-23 13:37:10 -07:00
Shawn Hoffman 105e7e4eb4 Added TaruKonga (DK Bongos) support.
Separated SI Device IDs from the enums used for config/gui since quite a few device types all have the gc controller SI ID.
2011-10-23 07:01:17 -07:00
Shawn Hoffman ba119e8c05 Set the correct bit for "trap" program exception. Fixes http://wiibrew.org/wiki/Descent 2011-10-23 02:53:31 -07:00
skidau 3cdcdba25f Merge branch 'SaveStates' 2011-10-22 16:18:02 +11:00
skidau 599c3ccd7b Fixed save states for games which use the MMU Speed Hack 2011-10-22 16:14:34 +11:00
kostamarino@hotmail.com 8d9061ac39 Possible fix for random crashes with plenty of games(like Mario Galaxy) and issue 4568 (please test).
Gameini database changes that affects Black & Bruised, BLOODY ROAR(R): PRIMAL FURY, CASPER, Karaoke Revolution Party, Wii Music, TMNT.
2011-10-19 21:03:08 +03:00
skidau 5b2c5c9ce3 Removed the icache invalidation code as it is causing frequent code clearing. 2011-10-19 02:36:30 +11:00
Pierre Bourdon 1e558aedeb Added an EFB peek cache to the GL video plugin
Most of the games using EFB peeks are suffering from major performance problems
when these peeks are not disabled in the graphics settings. This is an attempt
to fix this in the GL renderer by doing the glReadPixels in bulk: instead of
doing a lot of 1x1 pixel reads, read for 64x64 pixels at once and keep that in
a cache.

Deck menu in Baten Kaitos: 3FPS -> 54FPS
Character creation in Monster Hunter Tri: 7FPS -> 60FPS
2011-10-17 18:30:13 +02:00
Shawn Hoffman 3fc5d8d7cf Merge branch 'gc-mic'
Added GameCube Microphone support.  Uses your default audio recording device.  The Microphone is selectable from the Slot A/Slot B pulldowns under the GameCube tab.  The Microphone button can be set under GCPad configuration for pad 1 and 2. Thanks to MooglyGuy and skidau.
2011-10-17 03:21:11 -07:00
Shawn Hoffman 45eb9f0e7a fix some logic errors in the mic code and decrease latency a bit. emulate the buffer_overflow bit. 2011-10-17 03:14:20 -07:00
Shawn Hoffman c528978608 use callback model instead of blocking read/write.
fixes delay on linux.
currently not implementing the overflow bit, not sure it's needed since we manage our own buffer now.
2011-10-16 23:20:37 -07:00
Shawn Hoffman 1d6bd3248c It is safe to call Pa_Initialize and Pa_Terminate more than once. 2011-10-16 13:29:10 -07:00
skidau 18d9a275e7 Invalidated a wider range in the JIT cache to force recompile updated code in the ICache. This fixes the crashes in Mario Power Tennis and the remaining games in Mario & Sonic at the Olympic Winter Games.
Fixes issue 2102.
Fixes issue 2751.
2011-10-16 23:23:17 +11:00
Shawn Hoffman 46afefb14f Merge branch 'master' into gc-mic 2011-10-16 02:22:21 -07:00
Shawn Hoffman 676822891d ups, exi slots are on whole different channels... 2011-10-16 02:08:51 -07:00
skidau f6b9ae534e Merge branch 'master' of https://skidau@code.google.com/p/dolphin-emu/ into SaveStates 2011-10-16 17:51:41 +11:00
skidau c0498ca831 Synchronised the JIT cache with the ICache by invalidating the JIT block when the ICache is updated. This fixes Mario & Sonic at the Olympic Winter Games. Thanks to DimitriPilot3 for the tip.
Fixes issue 1610.
2011-10-16 16:43:32 +11:00
skidau 5d14bb5e70 Changed the save state system to load/save only after the screen has been drawn. This should help stabilise the save states. 2011-10-15 22:19:42 +11:00
kostamarino@hotmail.com 544132bc3e Gameini database updates/additions. Affects SONIC GEMS COLLECTION, Star Wars Bounty Hunter, Bomberman Jetters, Shamu's Deep Sea Adventures, Cabela's Outdoor Adventures, Tony Hawk's Pro Skater 3, Viewtiful Joe Red Hot Rumble, Spider-Man SD etc. Also fixes issue 4888. 2011-10-12 19:04:23 +03:00
skidau da9bd95a68 Renamed the "Disable Wiimote Speaker" option to "Alternate Wiimote Timing". 2011-10-09 22:10:47 +11:00
skidau 0ceb3cba36 Adjusted the system timing as DKCR was still getting disconnects with DSP HLE. 2011-10-09 22:10:46 +11:00
skidau 58cbe9cbd9 Adjusted the System Timing of the IPC HLE period for Wiimotes when used with DSP HLE. 2011-10-09 22:10:45 +11:00
skidau a09e859b3a Adjusted IPC HLE period to allow for four emulated wiimotes. 2011-10-09 22:10:45 +11:00
Shawn Hoffman 3556069f9f Also allow JitIL to update EXI exceptions much more frequently.
At this point, the mic branch is ready for testing by windows people at least. cmake/scons may work already, not sure.
2011-10-09 03:41:31 -07:00
Shawn Hoffman 41424d98e8 Make the mic button respect which slot it's plugged into.
*You need to open the Gamecube config page and reselect the devices in slot A and B after this commit*

Just jitil left...
2011-10-09 03:18:15 -07:00
Jordan Woyak ceef98b882 Added mic button to gcpad 1 and 2 diags. Both mic slots use gcpad 1 currently. Totally untested. 2011-10-09 04:27:43 -05:00
Shawn Hoffman 3790a16ece billliarrddd...here is how to set the button bit 2011-10-09 01:11:49 -07:00
Shawn Hoffman ade9485aac ok...just need to update the button... 2011-10-09 01:11:48 -07:00
Shawn Hoffman a751b627fd remove a now-unneeded comment 2011-10-09 01:11:44 -07:00
Shawn Hoffman ad508ab8fb Let's go ahead and throw this in here, should bring support of Intel IGP back in with DX9.... I can't actually test this for an obvious reason, but I figure while Windows is broken anyway, go ahead with it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7707 8ced0084-cf51-0410-be5f-012b33b47a6e

That should fix the seg faults on IGP chipsets.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7715 8ced0084-cf51-0410-be5f-012b33b47a6e

Compile fix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7716 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-10-08 15:29:04 -07:00
Pierre Bourdon 59072adc32 Align stack variables on a 16-bytes boundary in SSSE3 functions
Fixes issue 4450. Thanks to pholklore1 for his patch.
2011-10-08 17:36:01 +02:00
kostamarino@hotmail.com 2f254585bf Game ini database update. Lots of small changes, among others it provides proper settings for Medabots Infinity, Cabela's Big Game Hunter 2012. 2011-10-06 14:24:51 +03:00
LPFaint99 03b65f3d89 Merge branch 'GCMemcardUpdates' 2011-10-04 13:18:22 -07:00
LPFaint99 5316c6d97b Move GCMemcard from DolphinWX/Memorycards to Core/HW 2011-10-04 13:14:18 -07:00
LPFaint99 8d91f1e0c1 EXI_Memcard: HLE memcard Formatting, GCMemcard: Add static format function, cleanup checksums code 2011-10-04 13:14:17 -07:00
LPFaint99 86950e7cce fix gcmemcard format broken by 5f9591cf9d
small cleanup to format, now works for slot a and b and any memcard size
2011-10-04 13:14:17 -07:00
Shawn Hoffman 5dc866bfc9 Fix gamecube microphone (button not implemented, yet :p).
Calls ExpansionInterface::UpdateInterrupts just before checking exceptions now.
2011-10-03 23:46:00 -07:00
Shawn Hoffman 856972f808 remove hacky old MicButton stuff 2011-10-03 23:46:00 -07:00
Shawn Hoffman d8def74dd1 add portaudio headers and windows static libs to Externals, enable by default in windows build. 2011-10-03 23:45:59 -07:00
Shawn Hoffman b4d751e43c Merge branch 'fix-icc-unsafe-string' 2011-10-03 23:44:35 -07:00
Jordan Woyak a65385d995 Merge branch 'fix-3rd-party-wiimote' 2011-10-04 01:36:10 -05:00
Pierre Bourdon 9dad9ebe89 Merge branch 'zcomploc-support'
zcomploc is a feature of the BP which switch depth test from before the alpha
test to after the alpha test. This way, transparent fragments are written to
the depth buffer too.

The current implementation is quite hacky and does not cover all cases but is
enough to fix problems in a lot of game. A complete implementation would
require a multipass rendering method and is attempted in the
zcomploc-experimental branch.

According to testers feedback, fixes bugs in the following games:
- Baten Kaitos
- Baten Kaitos Origins
- 007: Everything or Nothing
- Ty the Tasmanian Tiger
- Tony Hawk's Pro Skater 3

And probably other games too.

Conflicts (because of new-shadercache-uids):
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2011-10-04 07:56:13 +02:00
Jordan Woyak 15d6c6e9fc fix 3rd party wiimotes, patch by pholklore 2011-10-01 21:36:16 -05:00
Jordan Woyak d3e639a397 fix build issue with intel compiler and fix some unsafe string usages, patch by FilthyMonkey 2011-10-01 21:31:43 -05:00
skidau e76bc71efe Fixed the controller config so that it lists DInput controllers with special characters (like the Registered (R) sign) in their name. UTF8 is used to match the encoding used by the Wx GUI. 2011-10-01 21:50:15 +10:00
Pierre Bourdon 266cafb82d Add a call to VertexManager::Flush() when changing TC gen settings
In previous revisions of Dolphin, changing texture generation settings (via
GX_SetTexCoordGen for example) did not regenerate the vertex shader and flush
the vertices. Adding this flush should fix texture problems in a few game, for
example in Superman: Shadow of Apokolips:

Before: http://i.imgur.com/mHmfb.jpg
After: http://i.imgur.com/2ThES.png
2011-10-01 02:36:03 +02:00
kostamarino@hotmail.com b127b121a5 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2011-10-01 00:24:07 +03:00
kostamarino@hotmail.com c208e8a1f6 Gameini database updates for The Lord of the Rings The Third Age, X-Men Destiny, Super Smash Bros. Brawl, SUPER MARIO GALAXY, Mario Kart: Double Dash, Crash Nitro Kart. 2011-10-01 00:21:49 +03:00
NeoBrainX adef86c1ef Merge branch 'new-shadercache-uids'
This branch vastly reduces stuttering caused by redundant shader compilations.
With this code Red Steel 2 has much less stuttering and is actually playable on my hardware now. Other games probably benefit in other ways as well, but don't expect all kinds of stuttering to be magically fixed now.

For reference: Set EnableShaderDebugging to True if you experience any regressions, it should automatically tell you what's wrong then.
2011-09-30 17:47:08 +02:00
NeoBrainX 7eb06430ed Only sync shader caches to disk on stop. 2011-09-29 23:16:42 +02:00
NeoBrainX 0e1383b788 Bump disk cache version. 2011-09-29 22:55:28 +02:00
NeoBrainX 2b3b32872d Fix Windows build. 2011-09-29 22:54:52 +02:00
NeoBrainX 81c614fa07 Clean up various things. 2011-09-29 23:32:39 +02:00
NeoBrainX ddfe219293 Fixup line endings. 2011-09-29 23:32:39 +02:00
NeoBrainX ca7e8a9e88 Fix pixel lighting. 2011-09-29 23:32:39 +02:00
kostamarino@hotmail.com 1f8a8268c6 Another gameini database update. This makes playable by default games such as The Urbz (GC), Chicken Blaster, Wild West Shootout, Phineas and Ferb Across the 2nd Dimension (PAL), along with proper settings for METAL SLUG Anthology. 2011-09-29 23:32:39 +02:00
kostamarino@hotmail.com 0abe19e31f Gameini database update. Fight Night Round 2 boots properly now, Mystery Case Files: The Malgrave Incident (PAL) addition with proper settings, fix a mistake in Xenoblade and addition/updates to emulation state for a couple of games. Also update for the Greek language. 2011-09-29 23:32:39 +02:00
NeoBrainX 2f321524d8 Add libav headers to the include directories.
Fixes issue 4811.
2011-09-29 23:32:39 +02:00
Runo ce3e333936 Last attempt to update PT_BR.po 2011-09-29 23:32:39 +02:00
Runo 75408fa9af PT_BR Translation Update to revision 60. 2011-09-29 23:32:38 +02:00
Runo 0a0cf0e064 Update Pt_BR Translation to POT file revision 60.
This is also a testing commit, as this is my first one on this repository ^^
2011-09-29 23:32:38 +02:00
NeoBrainX cfba35f7e5 Only link against libav if it's available. 2011-09-29 23:32:38 +02:00
NeoBrainX 08af37509e More buildfixes.. 2011-09-29 23:32:38 +02:00
NeoBrainX f041eee23b Compile fix. 2011-09-29 23:32:38 +02:00
Glenn Rice 6ccfd85f42 Build fix for the linux libav build. 2011-09-29 23:32:38 +02:00
NeoBrainX 913bc6d15f D3D11: Disable some redundant shader compilation errors. 2011-09-29 23:32:38 +02:00
NeoBrainX 6d8f641cc9 Fix D3D11 frame dumping. 2011-09-29 23:32:38 +02:00
NeoBrainX c710ea33f9 Merge some frame dumping code to VideoCommon, fixes a memory leak in D3D9 and OpenGL if emulation is stopped while dumping frames.
Breaks D3D11 frame dumping for some weird reason (memory corruption or whatever?).
2011-09-29 23:32:38 +02:00
NeoBrainX bd4a5b5ef6 Implement frame dumping in D3D11.
Fixes issue 4831.
2011-09-29 23:32:38 +02:00
NeoBrainX 5dcb212fc7 Fix Windows build. 2011-09-29 23:32:38 +02:00
NeoBrainX 8c691767da Various changes which improve FreeBSD support.
Patches by martymac, all credits go to him ;)
2011-09-29 23:32:38 +02:00
kostamarino@hotmail.com 175ade74d7 Another gameini database update. This makes playable by default games such as The Urbz (GC), Chicken Blaster, Wild West Shootout, Phineas and Ferb Across the 2nd Dimension (PAL), along with proper settings for METAL SLUG Anthology. 2011-09-23 02:27:30 +03:00
kostamarino@hotmail.com 5ea2b1b519 Gameini database update. Fight Night Round 2 boots properly now, Mystery Case Files: The Malgrave Incident (PAL) addition with proper settings, fix a mistake in Xenoblade and addition/updates to emulation state for a couple of games. Also update for the Greek language. 2011-09-15 23:11:40 +03:00
NeoBrainX 25d19216a9 Add libav headers to the include directories.
Fixes issue 4811.
2011-09-13 16:39:28 +02:00
Runo 83d02eb69e Last attempt to update PT_BR.po 2011-09-12 23:16:26 -03:00
Runo 09244a66e0 PT_BR Translation Update to revision 60. 2011-09-12 22:56:10 -03:00
Runo 743253a6e3 Update Pt_BR Translation to POT file revision 60.
This is also a testing commit, as this is my first one on this repository ^^
2011-09-12 22:44:03 -03:00
NeoBrainX 13ef4fc54f Merge remote-tracking branch 'remotes/origin/freebsd-port' 2011-09-12 21:08:18 +02:00
NeoBrainX 854c4903eb Only link against libav if it's available. 2011-09-12 18:01:45 +02:00
NeoBrainX 2df4811807 More buildfixes.. 2011-09-12 17:58:05 +02:00
NeoBrainX 5d075ce507 - D3D9: pass the correct API type to ValidatePixelShaderIDs
- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch

Thanks to LordMark and [SS] for reporting those to me ;)
2011-09-10 03:10:28 +02:00
NeoBrainX a021dd7b79 Small fix to the previous commit. 2011-09-09 21:45:11 +02:00
NeoBrainX 5c14a24ce1 Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".
Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
2011-09-09 21:34:46 +02:00
NeoBrainX 125c11cce9 Compile fix. 2011-09-09 16:30:29 +02:00
Glenn Rice e4b358d0a7 Build fix for the linux libav build. 2011-09-08 22:24:11 -05:00
NeoBrainX b28348066e Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well. 2011-09-09 00:32:04 +02:00
NeoBrainX ded938bbe7 D3D11: Disable some redundant shader compilation errors. 2011-09-08 23:02:17 +02:00
NeoBrainX 063660e409 Merge remote-tracking branch 'remotes/origin/d3d11-frame-dumping' 2011-09-08 22:06:12 +02:00
NeoBrainX 3802201fb7 Fix D3D11 frame dumping. 2011-09-08 17:52:01 +02:00
NeoBrainX 5eb1e55f80 Merge some frame dumping code to VideoCommon, fixes a memory leak in D3D9 and OpenGL if emulation is stopped while dumping frames.
Breaks D3D11 frame dumping for some weird reason (memory corruption or whatever?).
2011-09-08 17:09:24 +02:00
NeoBrainX 1c85be8625 Implement frame dumping in D3D11.
Fixes issue 4831.
2011-09-08 15:39:03 +02:00
NeoBrainX 349a3ae91d Merge remote-tracking branch 'remotes/origin/master' into new-shadercache-uids 2011-09-08 02:14:18 +02:00
NeoBrainX 6c7bda6851 Various fixes and cleanups. 2011-09-08 02:09:44 +02:00
NeoBrainX 98b62d8362 Track alpha blending paramaters in the pixel shader UID. 2011-09-07 21:15:14 +02:00
NeoBrainX 3939f9595a Add runtime checks to make sure we aren't overoptimizing the pixel shader cache. 2011-09-07 21:15:09 +02:00
NeoBrainX 4702de591e Added safe pixel shader UIDs for debugging purposes. 2011-09-07 21:10:06 +02:00
NeoBrainX 231c13d6ce Added safe vertex shader UIDs for debugging purposes. 2011-09-07 21:03:10 +02:00
kostamarino@hotmail.com 8b8e60c276 Gameini database update. Addition of cheats for a couple of games, compatibility fixes/updates for F-zero GX, WAVE RACE / BLUE STORM, 1080: Avalanche, Dragon Ball: RKP, Fire Emblem: Radiant Dawn, NO MORE HEROES 1&2, Another Code R, Xenoblade Chronicles (fixes some random crashes/glitches), Mystery Case Files: The Malgrave Incident (fixes Issue 4723).
Also update for Greek language.
2011-09-07 01:22:24 +03:00
NeoBrainX df4e337ac9 Fix various pixel shader compilation errors caused by the Direct3D shader compiler going nuts due to uninitialized (and unused) shader variables.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7693 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-09-06 18:37:01 +02:00
NeoBrainX ee1dc962bf Fix Windows build. 2011-09-06 14:45:05 +02:00
NeoBrainX 11933bf6b5 Merge branch 'scissoring-fixed'
Fixes various cases in scissor rect emulation. This should fix glitches in various games, right now it's only known to (partially) fix Baten Kaitos: Eternal Wings.
Fix by delroth, port to D3D9/11 by godisgovernment, cleanup by me.
2011-09-05 22:29:01 +02:00
NeoBrainX 17fcd406fc Merge some scissor rect related code to VideoCommon. 2011-09-05 22:04:28 +02:00
Shawn Hoffman b867c21fea apply to dx9 and dx11 backends as well 2011-09-05 12:19:11 -07:00
NeoBrainX 6845a1596c Fix various cases in scissor rect emulation.
Patch by delroth.
2011-09-05 11:10:23 -07:00
Shawn Hoffman 95517a9741 vs2010: Disable LTCG for realz 2011-09-05 09:43:23 -07:00
Pierre Bourdon d3ecf98213 Include the zcomploc bit in the shader UID
Fixes issues with switching zcomploc on/off during execution.
2011-09-04 05:38:32 +02:00
Pierre Bourdon 0bdf8646f0 Proof of concept zcomploc implementation
Fixes a few depth related graphics bugs. Example in Baten Kaitos (GKBEAF):

Before: http://i.imgur.com/EDdVA.png
After: http://i.imgur.com/h6GuY.png

Still a few bugs in this implementation: zcomploc switching is not yet
implemented, and the color is wrong with this test: http://codepad.org/7GpxklOi
(red on Dolphin, gray on Wii).
2011-09-04 05:08:09 +02:00
Pierre Bourdon d710eda0c5 Clean up a bit the shader code generation for alpha test fails 2011-09-04 04:44:50 +02:00
Jordan Woyak 931a31deca Untested attempt to fix real gcpad sticks not being detected by the input configuration dialogs. 2011-08-31 20:46:04 -05:00
NeoBrainX bcb8d11c1b Reduced the number of redundant vertex shader compilations (possibly to zero).
That one was almost too easy ;P
2011-08-31 20:46:03 +02:00
NeoBrainX 4137f287fd Fix a critical bug which caused shaders to be redundantly recompiled when disabling per-pixel depth.
As a nice side effect, the number of redundant shader compilations is now next to zero ;)
2011-08-31 19:45:28 +02:00
NeoBrainX 7f01139d13 Replace the pixel shader UID generation algorithm with a better one which reduces the number of redundant shader compilations by around 30% (can be optimized even further though).
This should help some games which suffer from heavy stuttering like e.g. F-Zero GX or Red Steel 2.
2011-08-31 18:03:33 +02:00
NeoBrainX 08e06b2293 Partially revert revision d511b50612.
Slightly slows down emulation, but deobfuscates the pixel shader gen greatly...
2011-08-31 16:09:54 +02:00
NeoBrainX 8a17e15943 Various cleanups and TODOs. 2011-08-31 16:09:46 +02:00
Jordan Woyak 7812346c89 disable ltcg for release build 2011-08-30 19:30:04 -05:00
NeoBrainX 06e640532a Various changes which improve FreeBSD support.
Patches by martymac, all credits go to him ;)
2011-08-27 20:42:11 +02:00
Shawn Hoffman c0dd84cf7d buildfix ON MASTER!! :<
(I am sonic's babysitter)
2011-08-26 21:19:40 -07:00
Ryan Houdek 62e790f109 Have the ability to disable screensaver due to Nvidia + Displayport can cause annoying flickering
Bring up to standards guidelines and also support Windows

Switch this around...
2011-08-26 13:29:01 -07:00
LPFaint99 7737b2cef1 create the User/* dirs on windows
configuration/savestates/etc will now save
Fixes issue 4815.
2011-08-25 21:49:20 -07:00
kostamarino@hotmail.com 3d9ccb9ae6 Gameini compatibility updates/additions of: Dragon's Lair 3D, Madagascar, Silent Hill: Shattered Memories, House Of The Dead: OVERKILL, Rayman Raving Rabbids, SSX Blur, The Hobbit, NHL06, Spectrobes Origins, Phineas and Ferb Across the 2nd Dimension, Xenoblade. 2011-08-25 23:08:32 +03:00
Ryan a5a2562e59 Put this hotfix in since some combination of hardware and drivers returns zero here. 2011-08-25 02:58:37 -05:00
kostamarino@hotmail.com f2848b6a25 Revert gameini database to an older state before texcache rewrite was integrated. Some commits that followed will be properly done at a later point. 2011-08-23 19:51:20 +03:00
Shawn 7f56842a79 fixup scons (osx) to generate scmrev.h and build.
hopefully this will be the last code change committed directly to master for a while... :/
next is cmake to replace scons on osx hopefully. pointers anyone? (soren?)
2011-08-23 03:50:06 -07:00
LPFaint99 5c15292fd8 BS2: check the hash of the loaded ipl.bin file
remove some extra + chars from a few ini files (copypasta from a patch?)
2011-08-22 20:49:21 -07:00
Jordan Woyak 70dffdc3e1 oops 2011-08-22 20:26:10 -05:00
Jordan Woyak 1528c95fe9 Remove hash from revision description for cmake and windows. 2011-08-22 20:06:17 -05:00
Jordan Woyak 6a80b9989a remove hash from rev description 2011-08-22 13:11:45 -05:00
Jordan Woyak a910f97c39 minor cleanup of make_scmrev.h.js 2011-08-22 13:11:42 -05:00
Shawn Hoffman 0090c9db9e Merge branch 'new-rev-string' 2011-08-22 08:43:32 -07:00
Shawn Hoffman cdaa5ea5d2 make sure the jscript is actually executed at build time 2011-08-21 20:00:30 -07:00
Shawn Hoffman 82dfee1642 make_scmrev.h.js needs to compare the full file instead of just the HEAD hash.
remove refs to deleted files from Common project
2011-08-21 19:53:09 -07:00
Shawn Hoffman fc12633055 Make the jscript for writing out scmrev.h work on windows.
Add scmrev.h to .gitignore
Remove some SubWCRev.exe and it's template
2011-08-21 19:15:50 -07:00
Jordan Woyak 0fa6d5ed19 Merge remote-tracking branch 'origin/fix-cmake-arch-linux' 2011-08-21 17:47:38 -05:00
NeoBrainX fdb14e8d30 Fixed FindSFML.cmake to not report SFML to be found if it's not installed. 2011-08-22 01:16:33 +02:00
Jordan Woyak 9613713e14 Append -dirty if the working tree is dirty. 2011-08-21 17:43:56 -05:00
Jordan Woyak bc3ab4ff40 Fix old comment 2011-08-21 17:43:30 -05:00
Jordan Woyak 1236bdffac Hide master branch in titlebar properly. 2011-08-21 17:43:19 -05:00
Jordan Woyak e8fe15c3f7 Make titlebar and about dialog fancy for cmake build.
Windows needs fixing.
2011-08-21 17:43:05 -05:00
NeoBrainX 13ea56895d Should work now. 2011-08-22 00:27:55 +02:00
Jordan Woyak 5a8a1bc6a6 Try again. 2011-08-21 14:34:32 -05:00
Jordan Woyak faf6ce6d85 Fix cmake/sfml version issue on Arch Linux. 2011-08-19 21:12:07 -05:00
Glenn Rice 95fd6e925c Update Catalan, Czech, Spanish, Japanese, Dutch, Polish, and Turkish translations.
Signed-off-by: Shawn Hoffman <godisgovernment@gmail.com>
2011-08-19 09:12:23 -05:00
Shawn Hoffman 6bc81f5ac4 git compat:
add git support to cmake and make_svnrev.h.js
add .gitignore
2011-08-14 13:17:57 -07:00
Glenn Rice 5ea787b087 Linux build fix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7695 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-08-07 15:34:53 +00:00
LPFaint99 5f9591cf9d make it significantly harder to choose an invalid memory card file in the main dolphin config
should fix most errors of "Can not use memory card in slot A"
also fix display of a (rarely seen) panicalertT when the same file is chosen for both memorycards
recent examples ... http://forums.dolphin-emulator.com/showthread.php?tid=18408 http://forums.dolphin-emulator.com/showthread.php?tid=18354

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7694 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-08-07 07:17:49 +00:00
NeoBrainX 2a829fe36c New Wiimote configuration dialog design.
Uses a single page for configuring ALL wiimotes now.

Due to the use of wxWindow::NewControlId, this might increase our wx version requirements (irrelevant for windows users). Works fine with wx 2.8.10 at least, but the docs aren't more specific about when wxWindow::NewControlId was introduced. If anyone doesn't like this, I'll change it.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7692 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-08-06 14:38:23 +00:00
NeoBrainX c351743986 Some cleanups to the internal Wiimote configuration handling. No functional change.
Patch by lpfaint99.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7691 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-08-06 14:31:40 +00:00
Marko Pusljar 986825124e added hash for free dsp roms (+there is a warning, if panic alert-s are enabled)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7690 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-08-03 17:08:21 +00:00
Marko Pusljar bcd019889c legal minimal dsp irom replacement, good enough for zelda ucode games only (useful for gc/wii owners, who are unable to dump their irom and would like to use dolphin DSPLLE)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7689 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-31 18:34:02 +00:00
NeoBrainX 0655ee571d Shader compilation error message modified to contain some helpful information for noobs (includes a reference to the full bad shader dump).
Removed the "Hide Shader Errors" option; hide shader errors if panic handlers are disabled now.
Removed superfluous error messages about shader compilations; display only one error message instead.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7688 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-29 22:18:11 +00:00
Marko Pusljar 81807e3f2c dsphle - fix for 7686
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7687 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-27 23:17:45 +00:00
Marko Pusljar b12631f94c dsphle - Added ucode used by MP1/MP2 (Metroid Prime Trilogy). Audio is not perfect + you need to
replace DOLs to start those games.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7686 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-27 19:10:49 +00:00
Shawn Hoffman fc261b32bf add definitions of some bp mem bits relating to interlacing (no behavior change)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7683 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-18 08:27:30 +00:00
Glenn Rice 7135dba54e Add the DSPTool and UnitTests to the cmake build. They are optional, and to enable them add -DDSTPTOOL and -DUNITTESTS to the cmake command line.
Also, don't check to see if a directory is a wad file.  They aren't.  This removes an annoying and invalid debug assertion with the debug build.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7682 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-18 01:47:55 +00:00
Shawn Hoffman 82b635b799 vs2010: build dsptool again
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7681 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-17 08:38:08 +00:00
Glenn Rice b853d7de3d Oops. Forgot to add the CriticalAlert definitions for windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7679 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15 16:50:54 +00:00
Glenn Rice a5a45992ad Add a new type of message box (CRITICAL style) which can not be disabled. Then use that message box to display shader compilation errors in the OpenGL backend to maintain consistency with the behaviour of the DirectX backends.
Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to use the passed caption.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7678 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15 14:49:34 +00:00
Glenn Rice a154df1e7c On linux use the current desktop resolution for the default fullscreen resolution, instead of the hard coded 640x480 resolution.
Also if the OpenGL backend throw a panic alert if the RGB to/from YUYV shaders fail to compile instead of an error log.  If these shaders fail to compile it should be reported.  I am not sure that a panic alert should be thrown in general when any shader fails to compile (as was discussed on IRC).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7677 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15 02:17:14 +00:00
baby.lueshi 2eb1565aaa Fixed hotkeys not working with the TAS Input dialog open.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7676 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-13 05:53:56 +00:00
DimitriPilot3 bb827eb837 Apply (a variation of) the first patch attached to issue 4608. This should limit the amount of ACL packet loss due to the 200Hz timing (which is now 150Hz if you disable Wiimote Speaker) and the handling of the ACL pool when it's occasionally full (which this improves by dropping one packet instead of letting the "pointers" overlap which would make packets unreachable).
See comment #6 for more details on the changes to WII_IPC_HLE_Device_usb.

In addition to that, rework some comments a bit (such as those from the
original patch; plus Ayuanx's one about maintaining Wiimote timing, which lost
relevance since r7272 which made Wiimote::Update timing independent from IPC
timing), and remove an unused global variable (event for watchdog hack)...

In short, this should address *some* of the Wiimote disconnection and/or "forgotten extension" problems that appeared with r7272 and/or r7394.  To prevent the "ACL queue is full" warnings from appearing (View->Show Log), pay attention to the amount of enabled Wiimotes (use as few as possible, connect the extra Wiimotes only when needed), and make sure to disable the "Disable Wiimote Speaker" option (if unneeded or causing problems) in the game properties.  If possible, make sure to use real Wiimotes instead of emulated ones, as well.
If Wiimotes disconnect forever (and cannot be reconnected using the Alt+Fx hotkeys), open the Wiimote config window, set the faulty Wiimote's type to "None", close/reopen the window, and set the previous Wiimote type back.

Note that it's not a *complete* fix for issue 4608!  This only fixes about half (or maybe third) of the possible causes of this issue...  But at least this should make the accurate Wiimote emulation (I mean, with the limitation of the ACL queue included) more usable in some cases (such as multi-player).
Nope, I didn't (and can't yet) perform in-depth tests on the real hardware myself (unlike some developers), I just rely on the given "accurate" code and numbers (such as the 10-packet limit implemented by godisgovernment)...
Maybe I'll get to fixing other problem "causes" (if I feel like doing it), maybe not in a while...  After all, I have other hobbies, and it's the summer holidays for me...

Anyway, feel free to test and comment.

Update issue 4667
Update issue 4608
Update issue 4604
Update issue 4583
Update issue 4436
Update issue 4353
Update issue 4013

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7675 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-12 15:49:08 +00:00
baby.lueshi ebce13fba7 The read-only movie flag now taken into account for save states. Fixes Issue 4463.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7674 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-11 20:15:05 +00:00
Shawn Hoffman 2b9b4a3306 Make PatchAddEdit complain and not modify entry if fields are invalid instead of just filling in zeros. Fixes issue 4291.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7672 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-09 21:00:30 +00:00
Marko Pusljar d9ad549349 anti-minimize workaround (MainWindowPosX/Y = -32000 prob)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7670 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-07 19:54:47 +00:00
Marko Pusljar cac36b8161 added 1.5x, 2.5x, 4x internal resolution
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7669 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-05 01:11:03 +00:00
pierre 1f2adf0563 VideoCommon: Always update pixel shader constants when tevregs change
This time, it doesn't break the games i tested, and still fixes
Metroid Prime 3 texts/colors.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7668 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-04 13:49:40 +00:00
pierre 951e20ae73 Revert r7665. Breaks about all other games.
Sorry, MP3 users will have to wait a bit longer.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7666 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-03 21:57:49 +00:00
pierre e090a92c7e VideoCommon: Always update pixel shader constants when tevregs change
Fixes texts staying visible and strange colors in Metroid Prime 3.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7665 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-03 20:48:22 +00:00
pierre f7a1fabade Adjust the character counts in the debug views to more closely resemble the original pixel counts
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7664 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-03 20:47:18 +00:00
NeoBrainX 3c10f9f3e9 Various UI and documentation improvements to the GFX debugger.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7661 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-01 20:59:57 +00:00
pierre cedda90477 Improve text positioning in debug views by adding a static pixel offset
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7660 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-01 18:32:18 +00:00
pierre ac62849351 Make the debug views use the actual rendered pixel size of the fonts.
Fixes debug view rendering on non-96dpi displays.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7659 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-01 14:20:33 +00:00
pierre 7b00c2a6f7 PPC-Jit: Fix cache invalidation when doing a memory exception on 64bit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7658 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-30 20:34:44 +00:00
pierre ea95e603b2 JIT: Get rid of SHLs with shifts of 1, 2, 3
Also contains a few other minor jit code optimizations.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7657 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-30 20:25:37 +00:00
pierre 383d12185f JIT: Use RAX instead of INVALID_REG for offsetOrBaseReg in MScaled
Fixes asserts triggering in WriteRex with 32bits.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7656 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-30 19:17:53 +00:00
Marko Pusljar 78529e2eb6 dsp/jit - super super tiny speed up
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7655 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-30 17:31:48 +00:00
LPFaint99 913ca56e03 use same region memcards as the nand title that is being launched
... this patch has been sitting in my working copy for ages :O
fixes issue 4657.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7653 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-30 01:12:45 +00:00
pierre 6cdb40a194 JIT: Add support for memory accesses with scaled index register but without base register
This is mostly useful for removing SHLs by constant 1, 2, 3, which this
commit implements in one place.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7652 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-29 22:40:01 +00:00
pierre 1f170130e8 DSP/Jit: Combine clrp memory writes back to two 32bit writes
This time without the (char*)/(u64*) confusion.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7651 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-29 22:11:39 +00:00
LPFaint99 e5140085ba Wii Save Export no longer requires anything additional to create saves that can be copied to the wii
thanks to shuffle2 for the NG_id, NG_key_id, NG_priv, NG_sig from his wii

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7644 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-27 20:48:15 +00:00
baby.lueshi 4e6d9f930b More features/fixes for the TAS Input plugin. Buttons added to window and input is restricted to the 1st controller only (until multicontroller support is added). Fixed bug with sliders not appearing correctly on Linux.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7643 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-27 19:44:27 +00:00
LPFaint99 f95bcfc1c2 Wii Save Export can now successfully create data.bin files that the wii will accept as long as the user has their wii's private keys.
requires NG-id, NG-key-id, NG-priv, NG-sig
sorry for not fixing this sooner, I forgot that I cleared my wiis private keys before the initial commit

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7642 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-27 06:19:23 +00:00
Glenn Rice 46b95db6c7 Remove the Danish translation from the build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7636 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-26 16:56:10 +00:00
baby.lueshi 2441f29ffd Fix scons build, please comment if it's still broken
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7623 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-24 15:50:27 +00:00
NeoBrainX bf29ea9635 Version bump for CPack in trunk as well ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7622 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-24 15:28:43 +00:00
baby.lueshi d81caf3bc6 missed files from r7620
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7621 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-24 06:57:15 +00:00
baby.lueshi d8fc690838 New "TAS Input" feature for precise joystick inputs. The feature is still a work in progress, but is functional. Currently overwrites any joystick/keyboard analog inputs and does so for all controllers.
Renamed OnFrame.cpp/h to a more accurate Movie.cpp/h. Made some small changes that may improve movie synchronization.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7620 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-24 06:50:50 +00:00
Shawn Hoffman 2309e36b28 Revert changes made for 3.0 release 2011-08-20 14:05:43 -07:00
3595 changed files with 122619 additions and 616212 deletions
+37
View File
@@ -0,0 +1,37 @@
#ignore thumbnails created by windows
Thumbs.db
#Ignore files built by Visual Studio
*.obj
*.exe
*.pdb
*.user
*.aps
*.pch
*.vspscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
[Bb]in
[Dd]ebug*/
*.lib
*.sbr
obj/
[Rr]elease*/
_ReSharper*/
[Tt]est[Rr]esult*
Binary
Source/Core/Common/Src/scmrev.h
*.opensdf
*.sdf
[Bb]uild
*.ipch
.sconsign.dblite
Externals/scons-local/*
+268 -88
View File
@@ -2,16 +2,33 @@
# General setup
#
cmake_minimum_required(VERSION 2.6)
# Update compiler before calling project()
if (APPLE)
# Use clang compiler
set(CMAKE_C_COMPILER "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang")
set(CMAKE_CXX_COMPILER "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++")
if (NOT EXISTS "${CMAKE_CXX_COMPILER}")
set(CMAKE_C_COMPILER "clang")
set(CMAKE_CXX_COMPILER "clang++")
endif()
endif()
project(dolphin-emu)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_SOURCE_DIR}/CMakeTests)
set(DOLPHIN_IS_STABLE TRUE)
# Set up paths
set(bindir ${CMAKE_INSTALL_PREFIX}/bin CACHE PATH "bindir")
set(datadir ${CMAKE_INSTALL_PREFIX}/share/dolphin-emu CACHE PATH "datadir")
if((${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
# The gettext module will install the translations unconditionally.
# Redirect the installation to a build directory where it does no harm.
set(CMAKE_INSTALL_PREFIX ${CMAKE_BINARY_DIR}/install-dummy)
else()
set(bindir ${CMAKE_INSTALL_PREFIX}/bin CACHE PATH "bindir")
set(datadir ${CMAKE_INSTALL_PREFIX}/share/dolphin-emu CACHE PATH "datadir")
add_definitions(-DDATA_DIR="${datadir}/")
endif()
set(userdir ".dolphin-emu" CACHE STRING "User directory")
add_definitions(-DUSER_DIR="${userdir}")
add_definitions(-DDATA_DIR="${datadir}/")
# Set where the binary files will be built. The program will not execute from
# here. You must run "make install" to install these to the proper location
@@ -46,6 +63,35 @@ function(enable_precompiled_headers PRECOMPILED_HEADER SOURCE_FILE SOURCE_VARIAB
endif(MSVC)
endfunction(enable_precompiled_headers)
# for revision info
include(FindGit OPTIONAL)
if(GIT_FOUND AND NOT DOLPHIN_WC_REVISION)
# defines DOLPHIN_WC_REVISION
EXECUTE_PROCESS(COMMAND ${GIT_EXECUTABLE} rev-parse HEAD
OUTPUT_VARIABLE DOLPHIN_WC_REVISION
OUTPUT_STRIP_TRAILING_WHITESPACE)
# defines DOLPHIN_WC_DESCRIBE
EXECUTE_PROCESS(COMMAND ${GIT_EXECUTABLE} describe --always --long --dirty
OUTPUT_VARIABLE DOLPHIN_WC_DESCRIBE
OUTPUT_STRIP_TRAILING_WHITESPACE)
# remove hash from description
STRING(REGEX REPLACE "-[^-]+((-dirty)?)$" "\\1" DOLPHIN_WC_DESCRIBE "${DOLPHIN_WC_DESCRIBE}")
# defines DOLPHIN_WC_BRANCH
EXECUTE_PROCESS(COMMAND ${GIT_EXECUTABLE} rev-parse --abbrev-ref HEAD
OUTPUT_VARIABLE DOLPHIN_WC_BRANCH
OUTPUT_STRIP_TRAILING_WHITESPACE)
endif()
# version number
set(DOLPHIN_VERSION_MAJOR "3")
set(DOLPHIN_VERSION_MINOR "5")
if(DOLPHIN_IS_STABLE)
set(DOLPHIN_VERSION_PATCH "0")
else()
set(DOLPHIN_VERSION_PATCH ${DOLPHIN_WC_REVISION})
endif()
# Various compile flags
add_definitions(-msse2)
@@ -79,26 +125,74 @@ if(UNIX AND NOT APPLE)
endif(VISIBILITY_HIDDEN)
endif()
if (APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -x objective-c++")
if(APPLE)
# Ignore MacPorts and Fink and any other locally installed packages that
# might prevent building a distributable binary.
set(CMAKE_SYSTEM_PREFIX_PATH /usr)
set(ENV{PATH} /usr/bin:/bin:/usr/sbin:/sbin)
# Some of our code contains Objective C constructs.
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -x objective-c")
FIND_LIBRARY(ATB_LIBRARY AudioToolbox)
FIND_LIBRARY(AU_LIBRARY AudioUnit)
FIND_LIBRARY(CARBON_LIBRARY Carbon)
FIND_LIBRARY(COCOA_LIBRARY Cocoa)
FIND_LIBRARY(COREAUDIO_LIBRARY CoreAudio)
FIND_LIBRARY(COREFUND_LIBRARY CoreFoundation)
FIND_LIBRARY(CORESERV_LIBRARY CoreServices)
FIND_LIBRARY(IOB_LIBRARY IOBluetooth)
FIND_LIBRARY(IOK_LIBRARY IOKit)
FIND_LIBRARY(OGL_LIBRARY OpenGL)
FIND_LIBRARY(WEBKIT_LIBRARY WebKit)
SET(EXTRA_LIBS ${ATB_LIBRARY} ${AU_LIBRARY} ${CARBON_LIBRARY}
${COCOA_LIBRARY} ${COREAUDIO_LIBRARY} ${COREFUND_LIBRARY}
${CORESERV_LIBRARY} ${IOB_LIBRARY} ${IOK_LIBRARY} ${OGL_LIBRARY}
${WEBKIT_LIBRARY})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -x objective-c++")
# Avoid mistaking an object file for a source file on the link command line.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -x none")
# Identify the target system:
# Ask for 32/64-bit fat binary.
set(TARGET_FLAGS "-arch x86_64 -arch i386")
# Minimum OS X version.
# This is inserted into the Info.plist as well.
# Note that the SDK determines the maximum version of which optional
# features can be used, not the minimum required version to run.
set(OSX_MIN_VERSION "10.5.4")
set(TARGET_FLAGS "${TARGET_FLAGS} -mmacosx-version-min=${OSX_MIN_VERSION}")
set(SYSROOT_LEGACY_PATH "/Developer/SDKs/MacOSX10.6.sdk")
set(SYSROOT_PATH "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.6.sdk")
if(EXISTS "${SYSROOT_PATH}/")
set(TARGET_SYSROOT ${SYSROOT_PATH})
elseif(EXISTS "${SYSROOT_LEGACY_PATH}/")
set(TARGET_SYSROOT ${SYSROOT_LEGACY_PATH})
endif()
if(${TARGET_SYSROOT})
set(TARGET_FLAGS "${TARGET_FLAGS} -isysroot ${TARGET_SYSROOT}")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-syslibroot,${TARGET_SYSROOT}")
endif()
# Do not warn about frameworks that are not available on all architectures.
# This avoids a warning when linking with QuickTime.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-no_arch_warnings")
# Specify target CPUs.
set(TARGET_FLAGS "${TARGET_FLAGS} -Xarch_i386 -msse3")
set(TARGET_FLAGS "${TARGET_FLAGS} -Xarch_i386 -march=prescott")
set(TARGET_FLAGS "${TARGET_FLAGS} -Xarch_x86_64 -mssse3")
set(TARGET_FLAGS "${TARGET_FLAGS} -Xarch_x86_64 -march=core2")
# Target flags apply to both C and C++ compilation.
# CMake passes these to the compiler on the link command line as well.
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${TARGET_FLAGS}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${TARGET_FLAGS}")
# Linker flags.
# Drop unreachable code and data.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-dead_strip,-dead_strip_dylibs")
# Reserve the minimum size for the zero page.
# Our JIT requires virtual memory space below 2GB, while the default zero
# page on x86_64 is 4GB in size.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-pagezero_size,0x1000")
find_library(APPKIT_LIBRARY AppKit)
find_library(APPSERV_LIBRARY ApplicationServices)
find_library(ATB_LIBRARY AudioToolbox)
find_library(AU_LIBRARY AudioUnit)
find_library(CARBON_LIBRARY Carbon)
find_library(COCOA_LIBRARY Cocoa)
find_library(COREAUDIO_LIBRARY CoreAudio)
find_library(COREFUND_LIBRARY CoreFoundation)
find_library(CORESERV_LIBRARY CoreServices)
find_library(IOB_LIBRARY IOBluetooth)
find_library(IOK_LIBRARY IOKit)
find_library(QUICKTIME_LIBRARY QuickTime)
find_library(WEBKIT_LIBRARY WebKit)
endif()
if(WIN32)
add_definitions(-D_SECURE_SCL=0)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
@@ -124,6 +218,7 @@ if(FASTLOG)
add_definitions(-DDEBUGFAST)
endif()
add_definitions(-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE)
########################################
# Dependency checking
@@ -214,7 +309,9 @@ else()
add_definitions(-DHAVE_X11=0)
endif()
check_lib(XRANDR Xrandr)
if(X11_FOUND)
check_lib(XRANDR Xrandr)
endif()
if(XRANDR_FOUND)
add_definitions(-DHAVE_XRANDR=1)
else()
@@ -283,40 +380,61 @@ include_directories(Source/Core/VideoUICommon/Src)
add_subdirectory(Externals/Bochs_disasm)
include_directories(Externals/Bochs_disasm)
check_lib(LZO lzo2 lzo/lzo1x.h QUIET)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
check_lib(LZO lzo2 lzo/lzo1x.h QUIET)
endif()
if(LZO_FOUND)
message("Using shared lzo")
else()
message("Shared lzo not found, falling back to the static library")
message("Using static lzo from Externals")
add_subdirectory(Externals/LZO)
include_directories(Externals/LZO)
set(LZO lzo2)
endif()
include(FindSDL OPTIONAL)
if(SDL_FOUND)
message("Using shared SDL")
include_directories(${SDL_INCLUDE_DIR})
else(SDL_FOUND)
# TODO: Use the prebuilt one on Windows
message("Shared SDL not found, falling back to the static library")
include_directories(Externals/SDL Externals/SDL/include)
add_subdirectory(Externals/SDL)
endif(SDL_FOUND)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(FindSDL2 OPTIONAL)
endif()
if(SDL2_FOUND)
message("Using shared SDL2")
include_directories(${SDL2_INCLUDE_DIR})
else(SDL2_FOUND)
# SDL2 not found, try SDL
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(FindSDL OPTIONAL)
endif()
if(SDL_FOUND)
message("Using shared SDL")
include_directories(${SDL_INCLUDE_DIR})
else(SDL_FOUND)
# TODO: Use the prebuilt one on Windows
message("Using static SDL from Externals")
include_directories(Externals/SDL Externals/SDL/include)
add_subdirectory(Externals/SDL)
endif(SDL_FOUND)
endif(SDL2_FOUND)
check_lib(SFML sfml-network SFML/Network/Ftp.hpp QUIET)
if(SFML_FOUND)
message("Using shared sfml-network")
set(SFML_FIND_VERSION TRUE)
set(SFML_FIND_VERSION_MAJOR 1)
set(SFML_FIND_VERSION_MINOR 5)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(FindSFML OPTIONAL)
endif()
if(SFML_FOUND AND NOT SFML_VERSION_MAJOR) # SFML 1.x doesn't define SFML_VERSION_MAJOR
message("Using shared SFML")
else()
message("Shared sfml-network not found, falling back to the static library")
add_subdirectory(Externals/SFML)
include_directories(Externals/SFML/include)
message("Using static SFML ${SFML_FIND_VERSION_MAJOR}.${SFML_FIND_VERSION_MINOR} from Externals")
add_subdirectory(Externals/SFML)
include_directories(Externals/SFML/include)
endif()
check_lib(SOIL SOIL SOIL/SOIL.h QUIET)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
check_lib(SOIL SOIL SOIL/SOIL.h QUIET)
endif()
if(SOIL_FOUND)
message("Using shared SOIL")
else()
message("Shared SOIL not found, falling back to the static library")
message("Using static SOIL from Externals")
add_subdirectory(Externals/SOIL)
include_directories(Externals/SOIL)
endif()
@@ -340,18 +458,29 @@ if(WIN32)
find_library(GLEW glew32s PATHS Externals/GLew)
include_directories(Externals/GLew/include)
else()
check_lib(GLEW GLEW GL/glew.h)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
check_lib(GLEW GLEW GL/glew.h)
endif()
if(NOT GLEW_FOUND)
message("Shared GLEW not found, falling back to the static library")
message("Using static GLEW from Externals")
add_subdirectory(Externals/GLew)
include_directories(Externals/GLew/include)
endif(NOT GLEW_FOUND)
check_lib(CG Cg Cg/cg.h)
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
check_lib(CG Cg Cg/cg.h)
endif()
if(NOT CG_FOUND)
message("Using static Cg from Externals")
include_directories(Externals)
endif(NOT CG_FOUND)
check_lib(CGGL CgGL Cg/cgGL.h)
endif()
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
find_library(CL OpenCL)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-weak_framework,OpenCL")
else()
include_directories(Externals/CLRun/include)
add_subdirectory(Externals/CLRun)
endif()
@@ -362,94 +491,145 @@ if(NOT DISABLE_WX)
FIND_PACKAGE(wxWidgets COMPONENTS core aui adv)
if(wxWidgets_FOUND)
include(${wxWidgets_USE_FILE})
EXECUTE_PROCESS(
COMMAND sh "${wxWidgets_CONFIG_EXECUTABLE}"
${wxWidgets_CONFIG_OPTIONS} --version
OUTPUT_VARIABLE wxWidgets_VERSION
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
message("Found wxWidgets version ${wxWidgets_VERSION}")
if(UNIX AND NOT APPLE)
# There is a bug in the FindGTK module in cmake version 2.8.2 that
# does not find gdk-pixbuf-2.0. On the other hand some 2.8.3
# users have complained that pkg-config does not find
# gdk-pixbuf-2.0. On yet another hand, cmake version 2.8.3 in
# Ubuntu Natty does not find the glib libraries correctly.
# Ugly!!!
execute_process(COMMAND lsb_release -c -s
OUTPUT_VARIABLE DIST_NAME
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
VERSION_EQUAL 2.8.2 OR "${DIST_NAME}" STREQUAL "natty")
check_lib(GTK2 gtk+-2.0 gtk.h REQUIRED)
else()
include(FindGTK2)
if(GTK2_FOUND)
include_directories(${GTK2_INCLUDE_DIRS})
endif()
set(wxMIN_VERSION "2.9.3")
else()
set(wxMIN_VERSION "2.9.4")
endif()
if(${wxWidgets_VERSION} VERSION_LESS ${wxMIN_VERSION})
message("At least ${wxMIN_VERSION} is required; ignoring found version")
unset(wxWidgets_FOUND)
endif()
endif(wxWidgets_FOUND)
if(UNIX AND NOT APPLE)
# There is a bug in the FindGTK module in cmake version 2.8.2 that
# does not find gdk-pixbuf-2.0. On the other hand some 2.8.3
# users have complained that pkg-config does not find
# gdk-pixbuf-2.0. On yet another hand, cmake version 2.8.3 in
# Ubuntu Natty does not find the glib libraries correctly.
# Ugly!!!
execute_process(COMMAND lsb_release -c -s
OUTPUT_VARIABLE DIST_NAME
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
VERSION_EQUAL 2.8.2 OR "${DIST_NAME}" STREQUAL "natty")
check_lib(GTK2 gtk+-2.0 gtk.h REQUIRED)
else()
include(FindGTK2)
if(GTK2_FOUND)
include_directories(${GTK2_INCLUDE_DIRS})
endif()
endif()
endif()
if(wxWidgets_FOUND)
include(${wxWidgets_USE_FILE})
message("wxWidgets found, enabling GUI build")
else(wxWidgets_FOUND)
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
message(FATAL_ERROR "wxWidgets not found. It is required to build the GUI")
message("Using static wxWidgets from Externals")
# These definitions and includes are used when building dolphin against wx,
# not when building wx itself (see wxw3 CMakeLists.txt for that)
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
add_definitions(-D__WXOSX_COCOA__)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
add_definitions(-D__WXGTK__)
# Check for required libs
check_lib(GTHREAD2 gthread-2.0 glib/gthread.h REQUIRED)
check_lib(PANGOCAIRO pangocairo pango/pangocairo.h REQUIRED)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
add_definitions(-D__WXMSW__)
else()
message(FATAL_ERROR "wxWidgets in Externals is not compatible with your platform")
endif()
message("Shared wxWidgets not found, falling back to the static library")
include_directories(Externals/wxWidgets/include)
add_subdirectory(Externals/wxWidgets)
include_directories(
Externals/wxWidgets3
Externals/wxWidgets3/include)
add_subdirectory(Externals/wxWidgets3)
set(wxWidgets_FOUND TRUE)
set(wxWidgets_LIBRARIES "wx")
endif(wxWidgets_FOUND)
add_definitions(-DHAVE_WX=1)
endif(NOT DISABLE_WX)
########################################
# Pre-build events: Define configuration variables and write svnrev header
# Pre-build events: Define configuration variables and write SCM info header
#
if(DOLPHIN_WC_BRANCH STREQUAL "master")
set(DOLPHIN_WC_IS_MASTER "1")
else()
set(DOLPHIN_WC_IS_MASTER "0")
endif()
file(WRITE ${PROJECT_BINARY_DIR}/Source/Core/Common/Src/scmrev.h
"#define SCM_REV_STR \"" ${DOLPHIN_WC_REVISION} "\"\n"
"#define SCM_DESC_STR \"" ${DOLPHIN_WC_DESCRIBE} "\"\n"
"#define SCM_BRANCH_STR \"" ${DOLPHIN_WC_BRANCH} "\"\n"
"#define SCM_IS_MASTER " ${DOLPHIN_WC_IS_MASTER} "\n"
)
include_directories("${PROJECT_BINARY_DIR}/Source/Core/Common/Src")
add_definitions(-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE)
########################################
# Optional Targets
# TODO: Add DSPSpy and TestSuite.
option(DSPTOOL "Build dsptool" OFF)
option(UNITTESTS "Build unitests" OFF)
########################################
# Start compiling our code
#
add_definitions(-std=gnu++0x)
add_subdirectory(Source)
########################################
# Install shared data files
#
install(DIRECTORY Data/User/ DESTINATION ${datadir}/user PATTERN .svn EXCLUDE)
install(DIRECTORY Data/Sys/ DESTINATION ${datadir}/sys PATTERN .svn EXCLUDE)
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
install(DIRECTORY Data/User/ DESTINATION ${datadir}/user PATTERN)
install(DIRECTORY Data/Sys/ DESTINATION ${datadir}/sys PATTERN)
endif()
include(FindGettext)
if(GETTEXT_FOUND AND NOT DISABLE_WX)
file(GLOB LINGUAS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} Languages/po/*.po)
GETTEXT_CREATE_TRANSLATIONS(Languages/po/dolphin-emu.pot ALL ${LINGUAS})
endif()
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux")
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux|FreeBSD|Darwin"))
install(FILES Data/license.txt DESTINATION ${datadir})
endif()
# packaging information
set(CPACK_PACKAGE_NAME "dolphin-emu")
set(CPACK_PACKAGE_VENDOR "Dolphin Team")
set(CPACK_PACKAGE_VERSION_MAJOR "3")
set(CPACK_PACKAGE_VERSION_MINOR "0")
set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A Gamecube, Wii and Triforce emulator")
if(DOLPHIN_IS_STABLE)
set(CPACK_PACKAGE_VERSION_PATCH "0")
else()
set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_WC_REVISION})
endif()
# TODO: CPACK_PACKAGE_DESCRIPTION_FILE
# TODO: CPACK_PACKAGE_DESCRIPTION_SUMMARY
set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
# TODO: CPACK_RESOURCE_FILE_README
# TODO: CPACK_RESOURCE_FILE_WELCOME
# TODO: CPACK_PACKAGE_EXECUTABLES
# TODO: CPACK_PACKAGE_ICON
# TODO: CPACK_NSIS_*
# TODO: Use CPack components for DSPSpy, etc => cpack_add_component
set(CPACK_SET_DESTDIR ON)
set(CPACK_SOURCE_GENERATOR "TGZ;TBZ2;ZIP")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.svn")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.git")
list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_BINARY_DIR}")
# CPack must be included after the CPACK_* variables are set in order for those
+3 -2
View File
@@ -55,14 +55,15 @@ endmacro()
macro(check_libav)
if(PKG_CONFIG_FOUND)
pkg_check_modules(LIBAV libavcodec>=52.72.2 libavformat>=52.64.2
libswscale>=0.11.0 libavutil>=50.15.1)
pkg_check_modules(LIBAV libavcodec>=53.35.0 libavformat>=53.21.0
libswscale>=2.1.0 libavutil>=51.22.1)
else()
message("pkg-config is required to check for libav")
endif()
if(LIBAV_FOUND)
message("libav found, enabling AVI frame dumps")
add_definitions(-DHAVE_LIBAV)
include_directories(${LIBAV_INCLUDE_DIRS})
else()
message("libav not found, disabling AVI frame dumps")
endif()
+180
View File
@@ -0,0 +1,180 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
+169
View File
@@ -0,0 +1,169 @@
# Locate the SFML library
#
# This module defines the following variables:
# - For each module XXX (SYSTEM, WINDOW, GRAPHICS, NETWORK, AUDIO, MAIN):
# - SFML_XXX_LIBRARY_DEBUG, the name of the debug library of the xxx module (set to SFML_XXX_LIBRARY_RELEASE is no debug version is found)
# - SFML_XXX_LIBRARY_RELEASE, the name of the release library of the xxx module (set to SFML_XXX_LIBRARY_DEBUG is no release version is found)
# - SFML_XXX_LIBRARY, the name of the library to link to for the xxx module (includes both debug and optimized names if necessary)
# - SFML_XXX_FOUND, true if either the debug or release library of the xxx module is found
# - SFML_LIBRARIES, the list of all libraries corresponding to the required modules
# - SFML_FOUND, true if all the required modules are found
# - SFML_INCLUDE_DIR, the path where SFML headers are located (the directory containing the SFML/Config.hpp file)
#
# By default, the dynamic libraries of SFML will be found. To find the static ones instead,
# you must set the SFML_STATIC_LIBRARIES variable to TRUE before calling find_package(SFML ...).
#
# If SFML is not installed in a standard path, you can use the SFMLDIR CMake variable or environment variable
# to tell CMake where SFML is.
# deduce the libraries suffix from the options
set(FIND_SFML_LIB_SUFFIX "")
if(SFML_STATIC_LIBRARIES)
set(FIND_SFML_LIB_SUFFIX "${FIND_SFML_LIB_SUFFIX}-s")
endif()
# find the SFML include directory
find_path(SFML_INCLUDE_DIR SFML/Config.hpp
PATH_SUFFIXES include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/
/usr/
/sw # Fink
/opt/local/ # DarwinPorts
/opt/csw/ # Blastwave
/opt/
${SFMLDIR}
$ENV{SFMLDIR})
# will be set to false if one of the required modules is not found
set(SFML_FOUND TRUE)
set(SFML_VERSION_OK TRUE)
# check the version number
if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR AND NOT (SFML_INCLUDE_DIR STREQUAL "SFML_INCLUDE_DIR-NOTFOUND"))
# extract the major and minor version numbers from SFML/Config.hpp
FILE(READ "${SFML_INCLUDE_DIR}/SFML/Config.hpp" SFML_CONFIG_HPP_CONTENTS)
STRING(REGEX MATCH ".*#define SFML_VERSION_MAJOR ([0-9]+).*#define SFML_VERSION_MINOR ([0-9]+).*" SFML_CONFIG_HPP_CONTENTS "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MAJOR ([0-9]+).*" "\\1" SFML_VERSION_MAJOR "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MINOR ([0-9]+).*" "\\1" SFML_VERSION_MINOR "${SFML_CONFIG_HPP_CONTENTS}")
math(EXPR SFML_REQUESTED_VERSION "${SFML_FIND_VERSION_MAJOR} * 10 + ${SFML_FIND_VERSION_MINOR}")
# if we could extract them, compare with the requested version number
if (SFML_VERSION_MAJOR)
# transform version numbers to an integer
math(EXPR SFML_VERSION "${SFML_VERSION_MAJOR} * 10 + ${SFML_VERSION_MINOR}")
# compare them
if(SFML_VERSION LESS SFML_REQUESTED_VERSION)
set(SFML_VERSION_OK FALSE)
endif()
else()
# SFML version is < 2.0
if (SFML_REQUESTED_VERSION GREATER 19)
set(SFML_VERSION_OK FALSE)
set(SFML_VERSION_MAJOR 1)
set(SFML_VERSION_MINOR x)
endif()
endif()
elseif(SFML_INCLUDE_DIR STREQUAL "SFML_INCLUDE_DIR-NOTFOUND")
set(SFML_FOUND FALSE)
set(FIND_SFML_MISSING "${FIND_SFML_MISSING} SFML_INCLUDE_DIR")
endif()
# find the requested modules
set(FIND_SFML_LIB_PATHS ~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt
${SFMLDIR}
$ENV{SFMLDIR})
foreach(FIND_SFML_COMPONENT ${SFML_FIND_COMPONENTS})
string(TOLOWER ${FIND_SFML_COMPONENT} FIND_SFML_COMPONENT_LOWER)
string(TOUPPER ${FIND_SFML_COMPONENT} FIND_SFML_COMPONENT_UPPER)
set(FIND_SFML_COMPONENT_NAME sfml-${FIND_SFML_COMPONENT_LOWER}${FIND_SFML_LIB_SUFFIX})
# no suffix for sfml-main, it is always a static library
if(FIND_SFML_COMPONENT_LOWER STREQUAL "main")
set(FIND_SFML_COMPONENT_NAME sfml-${FIND_SFML_COMPONENT_LOWER})
endif()
# debug library
find_library(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG
NAMES ${FIND_SFML_COMPONENT_NAME}-d
PATH_SUFFIXES lib64 lib
PATHS ${FIND_SFML_LIB_PATHS})
# release library
find_library(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE
NAMES ${FIND_SFML_COMPONENT_NAME}
PATH_SUFFIXES lib64 lib
PATHS ${FIND_SFML_LIB_PATHS})
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG OR SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
# library found
set(SFML_${FIND_SFML_COMPONENT_UPPER}_FOUND TRUE)
# if both are found, set SFML_XXX_LIBRARY to contain both
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG AND SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY debug ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG}
optimized ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE})
endif()
# if only one debug/release variant is found, set the other to be equal to the found one
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG AND NOT SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
# debug and not release
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG})
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG})
endif()
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE AND NOT SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG)
# release and not debug
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE})
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE})
endif()
else()
# library not found
set(SFML_FOUND FALSE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_FOUND FALSE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY "")
set(FIND_SFML_MISSING "${FIND_SFML_MISSING} SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY")
endif()
# mark as advanced
MARK_AS_ADVANCED(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY
SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE
SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG)
# add to the global list of libraries
set(SFML_LIBRARIES ${SFML_LIBRARIES} "${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY}")
endforeach()
# handle errors
if(NOT SFML_VERSION_OK)
# SFML version not ok
set(FIND_SFML_ERROR "SFML found but version too low (requested: ${SFML_FIND_VERSION}, found: ${SFML_VERSION_MAJOR}.${SFML_VERSION_MINOR})")
set(SFML_FOUND FALSE)
elseif(NOT SFML_FOUND)
# include directory or library not found
set(FIND_SFML_ERROR "Could NOT find SFML (missing: ${FIND_SFML_MISSING})")
endif()
if (NOT SFML_FOUND)
if(SFML_FIND_REQUIRED)
# fatal error
message(FATAL_ERROR ${FIND_SFML_ERROR})
elseif(NOT SFML_FIND_QUIETLY)
# error but continue
message("${FIND_SFML_ERROR}")
endif()
endif()
# handle success
if(SFML_FOUND)
message("Found SFML: ${SFML_INCLUDE_DIR}")
endif()
Binary file not shown.
Binary file not shown.
+2 -1
View File
@@ -4,4 +4,5 @@
EmulationStateId = 3
EmulationIssues = Can't see graphics
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[ActionReplay] Add action replay cheats here.
[Video]
+17 -7
View File
@@ -1,7 +1,17 @@
# G2BE5G - Black & Bruised
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = No sound/bad sound
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
# G2BE5G - Black & Bruised
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for sound ingame.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+17 -6
View File
@@ -1,6 +1,17 @@
# G2BP7D - Black & Bruised
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
# G2BP7D - Black & Bruised
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for sound ingame.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+159 -158
View File
@@ -1,158 +1,159 @@
# G2ME01 - Metroid Prime 2 Echoes
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues =
[Speedhacks]
0x803758bc=400
[OnFrame]
[ActionReplay]
$(M)
C4354E70 0000FF01
C436F000 0000FF02
4D30294C 4E800020
C530294C 0000FF03
0441FD80 00000000
C6004010 000000FF
$This Code Must Be On!
043BC410 906D0000
043BC414 88030004
043BC418 4BC5C1F4
04018608 483A3E08
$Infinite Health
4241FD80 000A44BB
4241FD80 000B6000
$Max Energy Tanks
4241FD80 012B000E
4241FD80 012D000E
$Maximum Missiles
4241FD80 013900FA
$Infinite Missiles
4241FD80 013700FA
$Have Charge Beam
4241FD80 00310001
4241FD80 00330001
$Have Dark Beam
4241FD80 0037000F
4241FD80 0039000F
$Have Light Beam
4241FD80 003D000F
4241FD80 003F000F
$Have Annihilator
4241FD80 0043000F
4241FD80 0045000F
$Have Super Missile
4241FD80 00470001
4241FD80 00490001
$Have Darkburst
4241FD80 004D0001
4241FD80 004F0001
$Have Sunburst
4241FD80 00530001
4241FD80 00550001
$Have Sonic Boom
4241FD80 00590001
4241FD80 005B0001
$Have Combat Visor
4241FD80 005F0001
4241FD80 00610001
$Have Scan Visor
4241FD80 00650001
4241FD80 00670001
$Have Dark Visor
4241FD80 006B0001
4241FD80 006D0001
$Have Echo Visor
4241FD80 00710001
4241FD80 00730001
$Have Varia Suit
4241FD80 00770001
4241FD80 00790001
$Have Dark Suit
4241FD80 007D0001
4241FD80 007F0001
$Have Light Suit
4241FD80 00830001
4241FD80 00850001
$Have Space Jump Boots
4241FD80 00BF0001
4241FD80 00C10001
$Have Grapple Beam
4241FD80 00B90001
4241FD80 00BB0001
$Have Gravity Boost
4241FD80 00C50001
4241FD80 00C70001
$Have Screw Attack
4241FD80 00D10001
4241FD80 00D30001
$Have Seeker Missile
4241FD80 00CB0001
4241FD80 00CD0001
$Have Morph Ball Power Bomb
4241FD80 01310001
4241FD80 01330001
$Have Beam Ammo Expansion
4241FD80 013D000F
4241FD80 013F000F
$Have Sky Temple Key 1
4241FD80 00DD0001
4241FD80 00DF0001
$Have Sky Temple Key 2
4241FD80 00E30001
4241FD80 00E50001
$Have Sky Temple Key 3
4241FD80 00E90001
4241FD80 00EB0001
$Have Agon Temple Key 1
4241FD80 00EF0001
4241FD80 00F10001
$Have Agon Temple Key 2
4241FD80 00F50001
4241FD80 00F70001
$Have Agon Temple Key 3
4241FD80 00FB0001
4241FD80 00FD0001
$Have Torvus Temple Key 1
4241FD80 01010001
4241FD80 01030001
$Have Torvus Temple Key 2
4241FD80 01070001
4241FD80 01090001
$Have Torvus Temple Key 3
4241FD80 010D0001
4241FD80 010F0001
$Have Ing Hive Temple Key 1
4241FD80 01130001
4241FD80 01150001
$Have Ing Hive Temple Key 2
4241FD80 01190001
4241FD80 011B0001
$Have Ing Hive Temple Key 3
4241FD80 011F0001
$One Hit Kill
0403DB68 4BFC539C
04002F04 FFC00090
04002F08 7C1BE050
04002F0C 2C000010
04002F10 41820008
04002F14 EFDEF028
04002F18 4803AC54
$Full Logbook
0421166C 4BDF18CC
04002F38 3BE000FF
04002F3C 9BE50004
04002F40 88050004
04002F44 4820E72C
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Hacks]
EFBCopyEnable = True
EFBCopyRAMEnable = True
EFBCopyVirtualEnable = True
# G2ME01 - Metroid Prime 2 Echoes
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = EFB to RAM is needed for the scanner/visors to work properly.
[Speedhacks]
0x803758bc=400
[OnFrame]
[ActionReplay]
$(M)
C4354E70 0000FF01
C436F000 0000FF02
4D30294C 4E800020
C530294C 0000FF03
0441FD80 00000000
C6004010 000000FF
$This Code Must Be On!
043BC410 906D0000
043BC414 88030004
043BC418 4BC5C1F4
04018608 483A3E08
$Infinite Health
4241FD80 000A44BB
4241FD80 000B6000
$Max Energy Tanks
4241FD80 012B000E
4241FD80 012D000E
$Maximum Missiles
4241FD80 013900FA
$Infinite Missiles
4241FD80 013700FA
$Have Charge Beam
4241FD80 00310001
4241FD80 00330001
$Have Dark Beam
4241FD80 0037000F
4241FD80 0039000F
$Have Light Beam
4241FD80 003D000F
4241FD80 003F000F
$Have Annihilator
4241FD80 0043000F
4241FD80 0045000F
$Have Super Missile
4241FD80 00470001
4241FD80 00490001
$Have Darkburst
4241FD80 004D0001
4241FD80 004F0001
$Have Sunburst
4241FD80 00530001
4241FD80 00550001
$Have Sonic Boom
4241FD80 00590001
4241FD80 005B0001
$Have Combat Visor
4241FD80 005F0001
4241FD80 00610001
$Have Scan Visor
4241FD80 00650001
4241FD80 00670001
$Have Dark Visor
4241FD80 006B0001
4241FD80 006D0001
$Have Echo Visor
4241FD80 00710001
4241FD80 00730001
$Have Varia Suit
4241FD80 00770001
4241FD80 00790001
$Have Dark Suit
4241FD80 007D0001
4241FD80 007F0001
$Have Light Suit
4241FD80 00830001
4241FD80 00850001
$Have Space Jump Boots
4241FD80 00BF0001
4241FD80 00C10001
$Have Grapple Beam
4241FD80 00B90001
4241FD80 00BB0001
$Have Gravity Boost
4241FD80 00C50001
4241FD80 00C70001
$Have Screw Attack
4241FD80 00D10001
4241FD80 00D30001
$Have Seeker Missile
4241FD80 00CB0001
4241FD80 00CD0001
$Have Morph Ball Power Bomb
4241FD80 01310001
4241FD80 01330001
$Have Beam Ammo Expansion
4241FD80 013D000F
4241FD80 013F000F
$Have Sky Temple Key 1
4241FD80 00DD0001
4241FD80 00DF0001
$Have Sky Temple Key 2
4241FD80 00E30001
4241FD80 00E50001
$Have Sky Temple Key 3
4241FD80 00E90001
4241FD80 00EB0001
$Have Agon Temple Key 1
4241FD80 00EF0001
4241FD80 00F10001
$Have Agon Temple Key 2
4241FD80 00F50001
4241FD80 00F70001
$Have Agon Temple Key 3
4241FD80 00FB0001
4241FD80 00FD0001
$Have Torvus Temple Key 1
4241FD80 01010001
4241FD80 01030001
$Have Torvus Temple Key 2
4241FD80 01070001
4241FD80 01090001
$Have Torvus Temple Key 3
4241FD80 010D0001
4241FD80 010F0001
$Have Ing Hive Temple Key 1
4241FD80 01130001
4241FD80 01150001
$Have Ing Hive Temple Key 2
4241FD80 01190001
4241FD80 011B0001
$Have Ing Hive Temple Key 3
4241FD80 011F0001
$One Hit Kill
0403DB68 4BFC539C
04002F04 FFC00090
04002F08 7C1BE050
04002F0C 2C000010
04002F10 41820008
04002F14 EFDEF028
04002F18 4803AC54
$Full Logbook
0421166C 4BDF18CC
04002F38 3BE000FF
04002F3C 9BE50004
04002F40 88050004
04002F44 4820E72C
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Hacks]
EFBCopyEnable = True
+157 -157
View File
@@ -1,157 +1,157 @@
# G2MP01 - Metroid Prime 2 Echoes
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues =
[Speedhacks]
#Patch OSYieldThread to take more time - MP2's idle loop is really stupid.
0x80375c68=400
[OnFrame]
[ActionReplay]
$(M)
C43552C8 0000FF01
C436F41C 0000FF02
0D30294C 4E800020
C530294C 0000FF03
$Infinite Health
423DDE0C 000A44BB
423DDE0C 000B6000
$Max Energy Tanks
423DDE0C 012B000E
423DDE0C 012D000E
$Maximum Missiles
423DDE0C 013900FA
$Infinite Missiles
423DDE0C 013700FA
$Moon Jump (Hold B)
3A705F24 00000200
423DDDFC 00D84101
$Have Charge Beam
423DDE0C 00310001
423DDE0C 00330001
$Have Dark Beam
423DDE0C 00370001
423DDE0C 00390001
$Have Light Beam
423DDE0C 003D0001
423DDE0C 003F0001
$Have Annihilator
423DDE0C 00430001
423DDE0C 00450001
$Have Super Missile
423DDE0C 00470001
423DDE0C 00490001
$Have Darkburst
423DDE0C 004D0001
423DDE0C 004F0001
$Have Sunburst
423DDE0C 00530001
423DDE0C 00550001
$Have Sonic Boom
423DDE0C 00590001
423DDE0C 005B0001
$Have Combat Visor
423DDE0C 005F0001
423DDE0C 00610001
$Have Scan Visor
423DDE0C 00650001
423DDE0C 00670001
$Have Dark Visor
423DDE0C 006B0001
423DDE0C 006D0001
$Have Echo Visor
423DDE0C 00710001
423DDE0C 00730001
$Have Varia Suit
423DDE0C 00770001
423DDE0C 00790001
$Have Dark Suit
423DDE0C 007D0001
423DDE0C 007F0001
$Have Light Suit
423DDE0C 00830001
423DDE0C 00850001
$Have Space Jump Boots
423DDE0C 00BF0001
423DDE0C 00C10001
$Have Grapple Beam
423DDE0C 00B90001
423DDE0C 00BB0001
$Have Gravity Boost
423DDE0C 00C50001
423DDE0C 00C70001
$Have Screw Attack
423DDE0C 00D10001
423DDE0C 00D30001
$Have Seeker Missile
423DDE0C 00CB0001
423DDE0C 00CD0001
$Have Morph Ball Power Bomb
423DDE0C 01310001
423DDE0C 01330001
$Have Beam Ammo Expansion
423DDE0C 013D000F
423DDE0C 013F000F
$Have Sky Temple Key 1
423DDE0C 00DD0001
423DDE0C 00DF0001
$Have Sky Temple Key 2
423DDE0C 00E30001
423DDE0C 00E50001
$Have Sky Temple Key 3
423DDE0C 00E90001
423DDE0C 00EB0001
$Have Agon Temple Key 1
423DDE0C 00EF0001
423DDE0C 00F10001
$Have Agon Temple Key 2
423DDE0C 00F50001
423DDE0C 00F70001
$Have Agon Temple Key 3
423DDE0C 00FB0001
423DDE0C 00FD0001
$Have Torvus Temple Key 1
423DDE0C 01010001
423DDE0C 01030001
$Have Torvus Temple Key 2
423DDE0C 01070001
423DDE0C 01090001
$Have Torvus Temple Key 3
423DDE0C 010D0001
423DDE0C 010F0001
$Have Ing Hive Temple Key 1
423DDE0C 01130001
423DDE0C 01150001
$Have Ing Hive Temple Key 2
423DDE0C 01190001
423DDE0C 011B0001
$Have Ing Hive Temple Key 3
423DDE0C 011F0001
423DDE0C 01210001
$One Hit Kill
0403DCB8 4BFC524C
04002F04 FFC00090
04002F08 7C1BE050
04002F0C 2C000010
04002F10 41820008
04002F14 EFDEF028
04002F18 4803ADA4
$Full Logbook
04211974 4BDF15C4
04002F38 3BE000FF
04002F3C 9BE50004
04002F40 88050004
04002F44 4820EA34
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Hacks]
EFBCopyEnable = True
EFBCopyRAMEnable = True
EFBCopyVirtualEnable = True
# G2MP01 - Metroid Prime 2 Echoes
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = EFB to RAM is needed for the scanner/visors to work properly.
[Speedhacks]
#Patch OSYieldThread to take more time - MP2's idle loop is really stupid.
0x80375c68=400
[OnFrame]
[ActionReplay]
$(M)
C43552C8 0000FF01
C436F41C 0000FF02
0D30294C 4E800020
C530294C 0000FF03
$Infinite Health
423DDE0C 000A44BB
423DDE0C 000B6000
$Max Energy Tanks
423DDE0C 012B000E
423DDE0C 012D000E
$Maximum Missiles
423DDE0C 013900FA
$Infinite Missiles
423DDE0C 013700FA
$Moon Jump (Hold B)
3A705F24 00000200
423DDDFC 00D84101
$Have Charge Beam
423DDE0C 00310001
423DDE0C 00330001
$Have Dark Beam
423DDE0C 00370001
423DDE0C 00390001
$Have Light Beam
423DDE0C 003D0001
423DDE0C 003F0001
$Have Annihilator
423DDE0C 00430001
423DDE0C 00450001
$Have Super Missile
423DDE0C 00470001
423DDE0C 00490001
$Have Darkburst
423DDE0C 004D0001
423DDE0C 004F0001
$Have Sunburst
423DDE0C 00530001
423DDE0C 00550001
$Have Sonic Boom
423DDE0C 00590001
423DDE0C 005B0001
$Have Combat Visor
423DDE0C 005F0001
423DDE0C 00610001
$Have Scan Visor
423DDE0C 00650001
423DDE0C 00670001
$Have Dark Visor
423DDE0C 006B0001
423DDE0C 006D0001
$Have Echo Visor
423DDE0C 00710001
423DDE0C 00730001
$Have Varia Suit
423DDE0C 00770001
423DDE0C 00790001
$Have Dark Suit
423DDE0C 007D0001
423DDE0C 007F0001
$Have Light Suit
423DDE0C 00830001
423DDE0C 00850001
$Have Space Jump Boots
423DDE0C 00BF0001
423DDE0C 00C10001
$Have Grapple Beam
423DDE0C 00B90001
423DDE0C 00BB0001
$Have Gravity Boost
423DDE0C 00C50001
423DDE0C 00C70001
$Have Screw Attack
423DDE0C 00D10001
423DDE0C 00D30001
$Have Seeker Missile
423DDE0C 00CB0001
423DDE0C 00CD0001
$Have Morph Ball Power Bomb
423DDE0C 01310001
423DDE0C 01330001
$Have Beam Ammo Expansion
423DDE0C 013D000F
423DDE0C 013F000F
$Have Sky Temple Key 1
423DDE0C 00DD0001
423DDE0C 00DF0001
$Have Sky Temple Key 2
423DDE0C 00E30001
423DDE0C 00E50001
$Have Sky Temple Key 3
423DDE0C 00E90001
423DDE0C 00EB0001
$Have Agon Temple Key 1
423DDE0C 00EF0001
423DDE0C 00F10001
$Have Agon Temple Key 2
423DDE0C 00F50001
423DDE0C 00F70001
$Have Agon Temple Key 3
423DDE0C 00FB0001
423DDE0C 00FD0001
$Have Torvus Temple Key 1
423DDE0C 01010001
423DDE0C 01030001
$Have Torvus Temple Key 2
423DDE0C 01070001
423DDE0C 01090001
$Have Torvus Temple Key 3
423DDE0C 010D0001
423DDE0C 010F0001
$Have Ing Hive Temple Key 1
423DDE0C 01130001
423DDE0C 01150001
$Have Ing Hive Temple Key 2
423DDE0C 01190001
423DDE0C 011B0001
$Have Ing Hive Temple Key 3
423DDE0C 011F0001
423DDE0C 01210001
$One Hit Kill
0403DCB8 4BFC524C
04002F04 FFC00090
04002F08 7C1BE050
04002F0C 2C000010
04002F10 41820008
04002F14 EFDEF028
04002F18 4803ADA4
$Full Logbook
04211974 4BDF15C4
04002F38 3BE000FF
04002F3C 9BE50004
04002F40 88050004
04002F44 4820EA34
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Hacks]
EFBCopyEnable = True
+19 -16
View File
@@ -1,16 +1,19 @@
# G2OE41 - PoP:WW
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G2OE41 - PoP:WW
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
+18 -11
View File
@@ -1,11 +1,18 @@
# G2OP41 - PoP:WW
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
[Gecko]
# G2OP41 - PoP:WW
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+20 -15
View File
@@ -1,15 +1,20 @@
# G2XE8P - SONIC GEMS COLLECTION
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Everything playable with minor glitches, except Sonic the Fighters.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G2XE8P - SONIC GEMS COLLECTION
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Everything playable with minor glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Hacks]
+20 -15
View File
@@ -1,15 +1,20 @@
# G2XP8P - SONIC GEMS COLLECTION
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Everything playable with minor glitches, except Sonic the Fighters.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G2XP8P - SONIC GEMS COLLECTION
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Everything playable with minor glitches.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Hacks]
+18 -16
View File
@@ -1,16 +1,18 @@
# G3AD69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G3AD69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+18 -17
View File
@@ -1,17 +1,18 @@
# G3AE69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G3AE69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+18 -16
View File
@@ -1,16 +1,18 @@
# G3AF69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G3AF69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+18 -16
View File
@@ -1,16 +1,18 @@
# G3AE69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G3AE69 - The Lord of the Rings, The Third Age
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+23 -21
View File
@@ -1,21 +1,23 @@
# G3FE69 - TimeSplitters Future Perfect
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs mmu to run, and it runs very slow because of it (r6436)
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
MMU = 1
VBeam = 1
BlockMerging = 1
[Video_Hacks]
DlistCachingEnable = False
# G3FE69 - TimeSplitters Future Perfect
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs mmu to run, and it runs very slow because of it (r6436)
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
MMU = 1
VBeam = 1
BlockMerging = 1
[Video_Settings]
SafeTextureCacheColorSamples = 0
[Video_Hacks]
+23 -21
View File
@@ -1,21 +1,23 @@
# G3FF69 - TimeSplitters Future Perfect
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs mmu to run, and it runs very slow because of it (r6436)
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
MMU = 1
VBeam = 1
BlockMerging = 1
[Video_Hacks]
DlistCachingEnable = False
# G3FF69 - TimeSplitters Future Perfect
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs mmu to run, and it runs very slow because of it (r6436)
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
MMU = 1
VBeam = 1
BlockMerging = 1
[Video_Settings]
SafeTextureCacheColorSamples = 0
[Video_Hacks]
+23 -21
View File
@@ -1,21 +1,23 @@
# G3FP69 - TimeSplitters Future Perfect
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs mmu to run, and it runs very slow because of it (r6436)
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
MMU = 1
VBeam = 1
BlockMerging = 1
[Video_Hacks]
DlistCachingEnable = False
# G3FP69 - TimeSplitters Future Perfect
[EmuState]
#The Emulation State.
EmulationStateId = 4
EmulationIssues = Needs mmu to run, and it runs very slow because of it (r6436)
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
MMU = 1
VBeam = 1
BlockMerging = 1
[Video_Settings]
SafeTextureCacheColorSamples = 0
[Video_Hacks]
+15
View File
@@ -0,0 +1,15 @@
# G3LE8P - Super Monkey Ball Adventures (TM)
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+18 -7
View File
@@ -1,7 +1,18 @@
# G3QEA4 - TMNT3
[Core] Values set here will override the main dolphin settings.
TLBHack=1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
# G3QEA4 - TMNT3
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+16
View File
@@ -0,0 +1,16 @@
# G3RD52 - Shrek 2
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need lle audio to be fixed.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 1
PH_SZNear = 1
PH_SZFar = 1
PH_ExtraParam = 0
PH_ZNear = 20
PH_ZFar = 1.99998
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# G3RE52 - Shrek 2
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need lle audio to be fixed.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 1
PH_SZNear = 1
PH_SZFar = 1
PH_ExtraParam = 0
PH_ZNear = 20
PH_ZFar = 1.99998
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# G3RF52 - Shrek 2
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need lle audio to be fixed.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 1
PH_SZNear = 1
PH_SZFar = 1
PH_ExtraParam = 0
PH_ZNear = 20
PH_ZFar = 1.99998
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# G3RP52 - Shrek 2
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need lle audio to be fixed.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 1
PH_SZNear = 1
PH_SZFar = 1
PH_ExtraParam = 0
PH_ZNear = 20
PH_ZFar = 1.99998
[Gecko]
+19 -16
View File
@@ -1,16 +1,19 @@
# G3XE52 - X-Men: The Official Game
[Core] Values set here will override the main dolphin settings.
MMU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G3XE52 - X-Men: The Official Game
[Core] Values set here will override the main dolphin settings.
MMU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
+18 -11
View File
@@ -1,11 +1,18 @@
# G3XP52 - X-Men: The Official Game
[Core] Values set here will override the main dolphin settings.
MMU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
[Gecko]
# G3XP52 - X-Men: The Official Game
[Core] Values set here will override the main dolphin settings.
MMU = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
-1
View File
@@ -7,7 +7,6 @@ EmulationStateId = 4
EmulationIssues =
[OnFrame]#Add memory patches here.
[Video_Enhancements]
PostProcessingShader =
[Video_Hacks]
DlistCachingEnable = False
[Video]
+7 -2
View File
@@ -1,11 +1,16 @@
# G4FD69 - FIFA 07
[Core] Values set here will override the main dolphin settings.
MMU = 1
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need LLE plugin and videos are messed up. Slow due to MMU(r6932)
EmulationIssues = Sound issues need LLE audio to be fixed and the videos are messed up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+8 -4
View File
@@ -1,12 +1,16 @@
# G4FE69 - FIFA 07
[Core] Values set here will override the main dolphin settings.
MMU = 1
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues = Sound issues need LLE plugin and videos are messed up. Slow due to MMU(r6932)
EmulationStateId = 4
EmulationIssues = Sound issues need LLE audio to be fixed and the videos are messed up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+7 -2
View File
@@ -1,11 +1,16 @@
# G4FF69 - FIFA 07
[Core] Values set here will override the main dolphin settings.
MMU = 1
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need LLE plugin and videos are messed up. Slow due to MMU(r6932)
EmulationIssues = Sound issues need LLE audio to be fixed and the videos are messed up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+7 -2
View File
@@ -1,11 +1,16 @@
# G4FE69 - FIFA 07
[Core] Values set here will override the main dolphin settings.
MMU = 1
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Sound issues need LLE plugin and videos are messed up. Slow due to MMU(r6932)
EmulationIssues = Sound issues need LLE audio to be fixed and the videos are messed up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+19 -17
View File
@@ -1,17 +1,19 @@
# G4ME69 - The Sims: Bustin Out GameCube
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G4ME69 - The Sims: Bustin Out GameCube
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
+18 -16
View File
@@ -1,16 +1,18 @@
# G4MP69 - The Sims: Bustin Out GameCube
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G4MP69 - The Sims: Bustin Out GameCube
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+1 -1
View File
@@ -1,5 +1,5 @@
# G4QP01 - Mario Smash Football
[Core] Values set here will override the main dolphin settings.
[EmuState]
#The Emulation State.
EmulationStateId = 5
+18 -16
View File
@@ -1,16 +1,18 @@
# G4SE01 - The Legend of Zelda: Four Swords FOR NINTENDO GAMECUBE
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G4SE01 - The Legend of Zelda: Four Swords FOR NINTENDO GAMECUBE
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
+108 -106
View File
@@ -1,106 +1,108 @@
# G4SP01 - The Legend of Zelda: Four Swords FOR NINTENDO GAMECUBE
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay]
$(M)
0658E214 98000000
C404F588 0002FF00
$Infinite Health
0658E215 18000000
04247EDC 80030BF8
04247EE0 90030BFC
04247EE4 4800000C
$Max Health
0658E216 18000000
0425AB40 38000020
$Max/Infinite Force Gems
0658E217 18000000
0423C730 3860270F
$All Adventure Mode Levels Unlocked
0658E218 18000000
0452A2C8 FFFFFFFF
0452A390 FFFFFFFF
0452A548 FFFFFFFF
$Items Always Level 2
0658E22C 18000000
04247BB4 38600002
$Super Jump
0658E219 18000000
0455D684 415CCCCD
$Infinite Force Fairies
0658E21A 18000000
00545660 00000063
0052A390 00000063
$Infinite Air
0658E21B 18000000
04248F40 38030000
04289A44 38030000
$Massive Links
0658E21C 18000000
0426B82C C02200DC
0426B834 C06200DC
0426B844 C00200DC
$Mini Links
0658E21D 18000000
0426B82C C0220108
0426B834 C0620108
0426B844 C0020108
$More Time On Huge Death Bombs(Press Z)
0658E21E 18000000
0434A148 3803FFFF
0A52EA28 00000010
0434A148 38000300
$Item Codes
0658E21F 15008000
$Pegasus Boots(D-Pad Left)
0658E220 14710FC0
0A54BD94 00000001
04247D04 38600001
$Lantern(D-Pad Right)
0658E221 14710FC0
0A54BD94 00000002
04247D04 38600002
$Boomerang(D-Pad Up)
0658E222 14710FC0
0A54BD94 00000008
04247D04 38600003
$Bow & Arrows(D-Pad Down)
0658E223 14710FC0
0A54BD94 00000004
04247D04 38600004
$Magic Hammer(L+D-Pad Left)
0658E224 14710FC0
0A54BD94 00000041
04247D04 38600005
$Fire Rod(L+D-Pad Right)
0658E225 14710FC0
0A54BD94 00000042
04247D04 38600006
$Roc's Feather(L+D-Pad)
0658E226 14710FC0
0A54BD94 00000048
04247D04 38600007
$Bombs(L+D-Pad)
0658E227 14710FC0
0A54BD94 00000044
04247D04 38600008
$Shovel(R Button)
0658E228 14710FC0
0A54BD94 00000020
04247D04 38600009
$Slingshot(Z BUtton)
0658E229 14710FC0
0A54BD94 00000010
04247D04 3860000A
$Have Blue Bracelet
0658E22A 14710FC0
0A54BD94 60000000
$Have Power Bracelet
0658E22B 14710FC0
0A54BD94 60000000
[Video]
ProjectionHack = 0
[Gecko]
# G4SP01 - The Legend of Zelda: Four Swords FOR NINTENDO GAMECUBE
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay]
$(M)
0658E214 98000000
C404F588 0002FF00
$Infinite Health
0658E215 18000000
04247EDC 80030BF8
04247EE0 90030BFC
04247EE4 4800000C
$Max Health
0658E216 18000000
0425AB40 38000020
$Max/Infinite Force Gems
0658E217 18000000
0423C730 3860270F
$All Adventure Mode Levels Unlocked
0658E218 18000000
0452A2C8 FFFFFFFF
0452A390 FFFFFFFF
0452A548 FFFFFFFF
$Items Always Level 2
0658E22C 18000000
04247BB4 38600002
$Super Jump
0658E219 18000000
0455D684 415CCCCD
$Infinite Force Fairies
0658E21A 18000000
00545660 00000063
0052A390 00000063
$Infinite Air
0658E21B 18000000
04248F40 38030000
04289A44 38030000
$Massive Links
0658E21C 18000000
0426B82C C02200DC
0426B834 C06200DC
0426B844 C00200DC
$Mini Links
0658E21D 18000000
0426B82C C0220108
0426B834 C0620108
0426B844 C0020108
$More Time On Huge Death Bombs(Press Z)
0658E21E 18000000
0434A148 3803FFFF
0A52EA28 00000010
0434A148 38000300
$Item Codes
0658E21F 15008000
$Pegasus Boots(D-Pad Left)
0658E220 14710FC0
0A54BD94 00000001
04247D04 38600001
$Lantern(D-Pad Right)
0658E221 14710FC0
0A54BD94 00000002
04247D04 38600002
$Boomerang(D-Pad Up)
0658E222 14710FC0
0A54BD94 00000008
04247D04 38600003
$Bow & Arrows(D-Pad Down)
0658E223 14710FC0
0A54BD94 00000004
04247D04 38600004
$Magic Hammer(L+D-Pad Left)
0658E224 14710FC0
0A54BD94 00000041
04247D04 38600005
$Fire Rod(L+D-Pad Right)
0658E225 14710FC0
0A54BD94 00000042
04247D04 38600006
$Roc's Feather(L+D-Pad)
0658E226 14710FC0
0A54BD94 00000048
04247D04 38600007
$Bombs(L+D-Pad)
0658E227 14710FC0
0A54BD94 00000044
04247D04 38600008
$Shovel(R Button)
0658E228 14710FC0
0A54BD94 00000020
04247D04 38600009
$Slingshot(Z BUtton)
0658E229 14710FC0
0A54BD94 00000010
04247D04 3860000A
$Have Blue Bracelet
0658E22A 14710FC0
0A54BD94 60000000
$Have Power Bracelet
0658E22B 14710FC0
0A54BD94 60000000
[Video]
ProjectionHack = 0
[Gecko]
[Video_Settings]
+16
View File
@@ -0,0 +1,16 @@
# G5DE78 - Scooby-Doo! Unmasked
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# G5DP78 - Scooby-Doo! Unmasked
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+10 -1
View File
@@ -2,6 +2,15 @@
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationIssues = Sound issues need LLE audio to be fixed and the videos are messed up.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+10 -1
View File
@@ -2,6 +2,15 @@
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationIssues = Sound issues need LLE audio to be fixed and the videos are messed up.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+18 -17
View File
@@ -1,17 +1,18 @@
# G6TE5G - Teen Titans
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 2
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G6TE5G - Teen Titans
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 2
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+18 -17
View File
@@ -1,17 +1,18 @@
# G6TP5G - Teen Titans
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 2
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
# G6TP5G - Teen Titans
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 2
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+15
View File
@@ -0,0 +1,15 @@
# G8FE8P - VIRTUA QUEST
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+12 -2
View File
@@ -6,7 +6,7 @@
[EmuState]
#The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
EmulationIssues = Needs Efb to Ram for BBox (proper graphics).
[OnFrame]
[ActionReplay]
$(M) Must Be ON
@@ -41,5 +41,15 @@ $Max Gold
$Max Shop Points
026EE7F0 000003E7
[Video]
UseBBox = 1
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Video_Hacks]
DlistCachingEnable = False
EFBToTextureEnable = False
EFBCopyEnable = True
[Gecko]
+13
View File
@@ -0,0 +1,13 @@
# G8MJ01 - Paper Mario
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs Efb to Ram for BBox (proper graphics).
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
UseBBox = True
[Video_Hacks]
DlistCachingEnable = False
EFBToTextureEnable = False
EFBCopyEnable = True
+7
View File
@@ -2,5 +2,12 @@
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs Efb to Ram for BBox (proper graphics).
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
UseBBox = True
[Video_Hacks]
DlistCachingEnable = False
EFBToTextureEnable = False
EFBCopyEnable = True
+2 -1
View File
@@ -13,4 +13,5 @@ $Invincible
0752E977 08000000
04338650 00000001
$Infinite Time
0752E978 08000000
0752E978 08000000
[Video]
+18 -18
View File
@@ -1,18 +1,18 @@
# G9SE8P - SONIC HEROES
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use directx11 plugin set at 1x efb scale to deal with black textures.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 2
# G9SE8P - SONIC HEROES
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use directx11 backend with efb scale set at 1x to deal with black textures ingame.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18 -17
View File
@@ -1,17 +1,18 @@
# G9SJ8P - SONIC HEROES
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use directx11 plugin set at 1x efb scale to deal with black textures.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 2
# G9SJ8P - SONIC HEROES
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use directx11 backend with efb scale set at 1x to deal with black textures ingame.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18 -17
View File
@@ -1,17 +1,18 @@
# G9SP8P - SONIC HEROES
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use directx11 plugin set at 1x efb scale to deal with black textures.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 2
# G9SP8P - SONIC HEROES
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use directx11 backend with efb scale set at 1x to deal with black textures ingame.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18
View File
@@ -0,0 +1,18 @@
# G9TD52 - Shark Tale
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18
View File
@@ -0,0 +1,18 @@
# G9TE52 - Shark Tale
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18
View File
@@ -0,0 +1,18 @@
# G9TF52 - Shark Tale
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18
View File
@@ -0,0 +1,18 @@
# G9TI52 - Shark Tale
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+18
View File
@@ -0,0 +1,18 @@
# G9TP52 - Shark Tale
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 0
+322 -320
View File
@@ -1,320 +1,322 @@
# GAFE01 - Animal Crossing NTSC
[EmuState]
#The Emulation State (as of r1027)
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
$(M) (Datel)
01521549 88000000
C40959EC 0000FF00
$Make Game Save Copyable (donny2112)
01522C0A 08000000
8C091F20 909C0028
04091F24 4BF70FFC
04002F20 38000004
04002F24 981C0034
04002F28 38000000
04002F2C 4808EFFC
$Weed-Be-Gone Avtivate/Restore (D-Pad Down/Up) (donny2112)
015229BD 08000000
04002484 4E800020
04002F10 3CE08128
04002F14 80A7D720
04002F18 A0C50000
04002F1C 2C060008
04002F20 41820018
04002F24 2C060009
04002F28 41820010
04002F2C 2C06000A
04002F30 41820008
04002F34 4800000C
04002F38 38C00000
04002F3C B0C50000
04002F40 38A50002
04002F44 54A6043E
04002F48 2806D710
04002F4C 41820008
04002F50 4BFFFFC8
04002F54 4E800020
4A2070F8 00000004
0527D720 81279BA8
04002484 48000A8C
0A2070F8 00000008
0527D720 00000000
$Full Song Library (JasonHaffner)
0152368C 08000000
01279B78 000036FF
$Turnips are Free (donny2112)
015254DD 08000000
03286880 00000000
$Turnips Sell for 65535 Bells on all days but Sunday (donny2112)
01526DFE 08000000
03286882 0005FFFF
$P1 Solid Black (JasonHaffner)
01522449 08000000
03266434 00000051
$P2 Infinite Bells (SSBMaster)
0152063E 08000000
052688EC 000F423F
052A18A0 000F423F
$P3 Infinite Bells (SSBMaster)
01520343 08000000
0526AD2C 000F423F
052A3CE0 000F434F
$P4 Infinite Bells (SSBMaster)
01521976 08000000
0526D16C 000F423F
052A6120 000F423F
$P2 Full Bank Account-Post Office (SSBMaster)
015233C3 08000000
05269A8C 3B9AC9FF
$P3 Full Bank Account-Post Office (SSBMaster)
015270A7 08000000
0526BECC 3B9AC9FF
$P4 Full Bank Account-Post Office (SSBMaster)
01525D28 08000000
0526E30C 3B9AC9FF
$P2 100% Full Nooks Catalog (SSBMaster)
0152426E 08000000
03269950 005BFFFF
03269A14 0013FFFF
$P3 100% Full Nooks Catalog (SSBMaster)
0152374B 08000000
0326BD90 005BFFFF
0326BE54 0013FFFF
$P4 100% Full Nooks Catalog (SSBMaster)
01524164 08000000
0326E1D0 005BFFFF
0326E294 0013FFFF
$P2 House Upgrades = 1 Bell (SSBMaster)
01525770 08000000
352688B0 00000001
052688F0 00000001
$P3 House Upgrades = 1 Bell (SSBMaster)
01526612 08000000
3526ACF0 00000001
0526AD30 00000001
$P4 House Upgrades = 1 Bell (SSBMaster)
01523EFC 08000000
3526D130 00000001
0526D170 00000001
$P2 - 100 Bags Worth 10,000 (SSBMaster)
01521A3F 08000000
046CF5E8 0000270F
$P3 - 100 Bags Worth 10,000 (SSBMaster)
015265ED 08000000
046D1A28 0000270F
$P4 - 100 Bags Worth 10,000 (SSBMaster)
01527451 08000000
046D3E68 0000270F
$P2 - 1,000 Bags Worth 30,000 (SSBMaster)
01524075 08000000
046CF5DC 00007530
$P3 - 1,000 Bags Worth 30,000 (SSBMaster)
015207B7 08000000
046D1A1C 00007530
$P4 - 1,000 Bags Worth 30,000 (SSBMaster)
01522B70 08000000
046D3E5C 00007530
$P2 - 10,000 Bags Worth 50,000 (SSBMaster)
01525AC6 08000000
046CF5E0 0000C350
$P3 - 10,000 Bags Worth 50,000 (SSBMaster)
01527710 08000000
046D1A20 0000C350
$P4 - 10,000 Bags Worth 50,000 (SSBMaster)
01520422 08000000
046D3E60 0000C350
$P2 - 30,000 Bags Worth 99,999 (SSBMaster)
01525F8D 08000000
046CF5E4 0001869F
$P3 - 30,000 Bags Worth 99,999 (SSBMaster)
01520C18 08000000
046D1A24 0001869F
$P4 - 30,000 Bags Worth 99,999 (SSBMaster)
01523607 08000000
046D3E64 0001869F
$All Villagers Wear Big Bro's Shirt (JasonHaffner)
01527609 08000000
00000000 8327E11C
00002496 000F04C4
$All Villagers Are Bob the Cat (JasonHaffner)
01526E08 08000000
00000000 8127D839
00000000 000F0988
$All Islanders Are Bob the Cat (JasonHaffner)
01524BAC 08000000
01289841 00000000
$All NES Games in Lost & Found (JasonHaffner)
01521968 08000000
052872D0 1DA81DAC
052872D4 1DB01DB4
052872D8 1DB81DBC
052872DC 1DC01DC4
052872E0 1DC81DCC
052872E4 1DD01DD4
052872E8 1DD81DDC
052872EC 1DE01DE4
052872F0 1DE81DEC
052872F4 1DF01DF4
$NES Balloon Fight - P1 Infinite Lives (donny2112)
01522488 08000000
01658FE1 00000009
$NES Balloon Fight - P2 Infinite Lives (donny2112)
015245C2 08000000
01658FE2 00000009
$NES Clu Clu Land - P1 Infinite Lives (donny2112)
01527EEE 08000000
01659020 00000009
$NES Clu Clu Land - Max out Clock (C-stick Right) (donny2112)
01523F59 08000000
BD2F5408 00010000
03658FCE 00000999
00000000 40000000
$NES Clu Clu Land D - P1 Infinite Lives (donny2112)
01527EEE 08000000
01659020 00000009
$NES Clu Clu Land D - Max out Clock (C-stick Right) (donny2112)
01526C12 08000000
BD2F5408 00010000
03658FC6 00000999
00000000 40000000
$NES Donkey Kong - P1 Infinite Lives (donny2112)
01523F81 08000000
01658FF5 00000009
$NES Donkey Kong - Jump to get Hammer (Hold A+C-stick Right) (donny2112)
015246D9 08000000
BD2F5408 00810000
01659040 00000001
00000000 40000000
$NES Donkey Kong 3 - P1 Infinite Lives (donny2112)
01522FF9 08000000
01659030 00000009
$NES Donkey Kong Jr. - 1 Infinite Lives (donny2112)
01523D7E 08000000
01658FEC 00000009
$NES Excitebike - Never Overheat (SSBMaster)
015222EF 08000000
01659356 00000000
$NES Golf - Always on First Stroke (SSBMaster)
01526F6F 08000000
01658FCC 00000001
$NES Ice Climber - P1 Infinite Lives (JasonHaffner)
01524E4C 08000000
01658FC0 00000003
$NES Ice Climber - P2 Infinite Lives (JasonHaffner)
01522A2C 08000000
01658FC1 00000003
$NES Ice Climber - Infinite Bonus Time (donny2112)
01525048 08000000
0365979A 00004000
0365979E 00004000
$NES Legend of Zelda - Have Magical Sword (donny2112)
01521118 08000000
016595F7 00000003
$NES Legend of Zelda - Have Silver Arrows, Bow, Red Candle & Infinite Bombs (donny2112)
01527752 08000000
056595F8 FF020102
$NES Legend of Zelda - Have Flute, Meat, Red Potion & Magic Wand (donny2112)
01520EA2 08000000
056595FC 01010201
$NES Legend of Zelda - Have Raft, Spell Book, Red Ring & Ladder (donny2112)
01527F69 08000000
05659600 01010201
$NES Legend of Zelda - Have Lion Key & Power Bracelet (donny2112)
01520ADE 08000000
03659604 00000101
$NES Legend of Zelda - Infinite Rupees and Arrows (donny2112)
01520953 08000000
0165960D 000000FF
$NES Legend of Zelda - Have Magical Boomerang (donny2112)
01523CE4 08000000
01659615 00000001
$NES Legend of Zelda - Have Magical Shield (donny2112)
01522114 08000000
01659616 00000001
$NES Legend of Zelda - Max Hearts/Invincibility (donny2112)
01521605 08000000
0165960F 000000FF
$NES Legend of Zelda - Freeze Enemies (C-stick Left) (donny2112)
01527C62 08000000
BD2F5408 00020000
0165960C 00000001
00000000 40000000
$NES Legend of Zelda - Have All Dungeon Maps & Compasses (donny2112)
01523E2D 08000000
01659607 000000FF
03659608 0000FFFF
0165960A 000000FF
$NES Legend of Zelda - HAve All Triforce Pieces (SSBMaster)
01523635 08000000
01659611 000000FF
$NES Legend of Zelda - Turbo Sword (SSBMaster)
01521613 08000000
0165937D 00000001
$NES Mario Bros. - P1 Infinite Lives (JasonHaffner)
0152484F 08000000
01658FE8 00000003
$NES Mario Bros. - P2 Infinite Lives (JasonHaffner)
015216F2 08000000
01658FEC 00000003
$NES Mario Bros. - POW Block Never Shrinks (JasonHaffner)
01521F9C 08000000
01659010 00000003
$NES Pinball - P1 Infinite Balls (donny2112)
0152585F 08000000
016590F1 00000009
$NES Punch-Out! - Infinite Hearts (donny2112)
0152195A 08000000
016592C3 00000009
016592C4 00000009
$NES Punch-Out! - Infinite Stars (donny2112)
01523894 08000000
016592E1 00000003
$NES Punch-Out! - Infinite Health (One hit knock-downs still knock you down) (donny2112)
015272A0 08000000
01659331 00000060
03659332 00006060
$NES Punch-Out! - Knock Down Opponent with one Successful Hit (donny2112)
01526C66 08000000
05659338 00000000
$NES Punch-Out! - Reset Timer (D-pad Left) (donny2112)
01521E0F 08000000
4A2070F8 00000001
016592A2 00000000
036592A4 00000001
$NES Super Mario Bros. - Enable 2nd Quest (donny2112)
01520FF8 08000000
0165979C 00000001
$NES Super Mario Bros. - Infinite Lives (donny2112)
01523180 08000000
016596FA 00000009
$NES Super Mario Bros. - Invincible (Pass Through Enemies) (donny2112)
01520B59 08000000
0165973E 00000006
$NES Super Mario Bros. - Invincible (Kill Enemies) (donny2112)
01523FD2 08000000
0165973F 00000018
$NES Super Mario Bros. - Always Big Mario (donny2112)
01522617 08000000
016596F6 00000001
$NES Super Mario Bros. - Always Fire Mario (donny2112)
01525F74 08000000
016596F6 00000002
$NES Super Mario Bros. - Freeze Timer (donny2112)
0152245E 08000000
01659727 0000000C
$NES Wario's Woods - Infinite Credits (donny2112)
01523E93 08000000
0165E60B 00000009
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
FastDiscSpeed = 1
# GAFE01 - Animal Crossing NTSC
[EmuState]
#The Emulation State (as of r1027)
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
$(M) (Datel)
01521549 88000000
C40959EC 0000FF00
$Make Game Save Copyable (donny2112)
01522C0A 08000000
8C091F20 909C0028
04091F24 4BF70FFC
04002F20 38000004
04002F24 981C0034
04002F28 38000000
04002F2C 4808EFFC
$Weed-Be-Gone Avtivate/Restore (D-Pad Down/Up) (donny2112)
015229BD 08000000
04002484 4E800020
04002F10 3CE08128
04002F14 80A7D720
04002F18 A0C50000
04002F1C 2C060008
04002F20 41820018
04002F24 2C060009
04002F28 41820010
04002F2C 2C06000A
04002F30 41820008
04002F34 4800000C
04002F38 38C00000
04002F3C B0C50000
04002F40 38A50002
04002F44 54A6043E
04002F48 2806D710
04002F4C 41820008
04002F50 4BFFFFC8
04002F54 4E800020
4A2070F8 00000004
0527D720 81279BA8
04002484 48000A8C
0A2070F8 00000008
0527D720 00000000
$Full Song Library (JasonHaffner)
0152368C 08000000
01279B78 000036FF
$Turnips are Free (donny2112)
015254DD 08000000
03286880 00000000
$Turnips Sell for 65535 Bells on all days but Sunday (donny2112)
01526DFE 08000000
03286882 0005FFFF
$P1 Solid Black (JasonHaffner)
01522449 08000000
03266434 00000051
$P2 Infinite Bells (SSBMaster)
0152063E 08000000
052688EC 000F423F
052A18A0 000F423F
$P3 Infinite Bells (SSBMaster)
01520343 08000000
0526AD2C 000F423F
052A3CE0 000F434F
$P4 Infinite Bells (SSBMaster)
01521976 08000000
0526D16C 000F423F
052A6120 000F423F
$P2 Full Bank Account-Post Office (SSBMaster)
015233C3 08000000
05269A8C 3B9AC9FF
$P3 Full Bank Account-Post Office (SSBMaster)
015270A7 08000000
0526BECC 3B9AC9FF
$P4 Full Bank Account-Post Office (SSBMaster)
01525D28 08000000
0526E30C 3B9AC9FF
$P2 100% Full Nooks Catalog (SSBMaster)
0152426E 08000000
03269950 005BFFFF
03269A14 0013FFFF
$P3 100% Full Nooks Catalog (SSBMaster)
0152374B 08000000
0326BD90 005BFFFF
0326BE54 0013FFFF
$P4 100% Full Nooks Catalog (SSBMaster)
01524164 08000000
0326E1D0 005BFFFF
0326E294 0013FFFF
$P2 House Upgrades = 1 Bell (SSBMaster)
01525770 08000000
352688B0 00000001
052688F0 00000001
$P3 House Upgrades = 1 Bell (SSBMaster)
01526612 08000000
3526ACF0 00000001
0526AD30 00000001
$P4 House Upgrades = 1 Bell (SSBMaster)
01523EFC 08000000
3526D130 00000001
0526D170 00000001
$P2 - 100 Bags Worth 10,000 (SSBMaster)
01521A3F 08000000
046CF5E8 0000270F
$P3 - 100 Bags Worth 10,000 (SSBMaster)
015265ED 08000000
046D1A28 0000270F
$P4 - 100 Bags Worth 10,000 (SSBMaster)
01527451 08000000
046D3E68 0000270F
$P2 - 1,000 Bags Worth 30,000 (SSBMaster)
01524075 08000000
046CF5DC 00007530
$P3 - 1,000 Bags Worth 30,000 (SSBMaster)
015207B7 08000000
046D1A1C 00007530
$P4 - 1,000 Bags Worth 30,000 (SSBMaster)
01522B70 08000000
046D3E5C 00007530
$P2 - 10,000 Bags Worth 50,000 (SSBMaster)
01525AC6 08000000
046CF5E0 0000C350
$P3 - 10,000 Bags Worth 50,000 (SSBMaster)
01527710 08000000
046D1A20 0000C350
$P4 - 10,000 Bags Worth 50,000 (SSBMaster)
01520422 08000000
046D3E60 0000C350
$P2 - 30,000 Bags Worth 99,999 (SSBMaster)
01525F8D 08000000
046CF5E4 0001869F
$P3 - 30,000 Bags Worth 99,999 (SSBMaster)
01520C18 08000000
046D1A24 0001869F
$P4 - 30,000 Bags Worth 99,999 (SSBMaster)
01523607 08000000
046D3E64 0001869F
$All Villagers Wear Big Bro's Shirt (JasonHaffner)
01527609 08000000
00000000 8327E11C
00002496 000F04C4
$All Villagers Are Bob the Cat (JasonHaffner)
01526E08 08000000
00000000 8127D839
00000000 000F0988
$All Islanders Are Bob the Cat (JasonHaffner)
01524BAC 08000000
01289841 00000000
$All NES Games in Lost & Found (JasonHaffner)
01521968 08000000
052872D0 1DA81DAC
052872D4 1DB01DB4
052872D8 1DB81DBC
052872DC 1DC01DC4
052872E0 1DC81DCC
052872E4 1DD01DD4
052872E8 1DD81DDC
052872EC 1DE01DE4
052872F0 1DE81DEC
052872F4 1DF01DF4
$NES Balloon Fight - P1 Infinite Lives (donny2112)
01522488 08000000
01658FE1 00000009
$NES Balloon Fight - P2 Infinite Lives (donny2112)
015245C2 08000000
01658FE2 00000009
$NES Clu Clu Land - P1 Infinite Lives (donny2112)
01527EEE 08000000
01659020 00000009
$NES Clu Clu Land - Max out Clock (C-stick Right) (donny2112)
01523F59 08000000
BD2F5408 00010000
03658FCE 00000999
00000000 40000000
$NES Clu Clu Land D - P1 Infinite Lives (donny2112)
01527EEE 08000000
01659020 00000009
$NES Clu Clu Land D - Max out Clock (C-stick Right) (donny2112)
01526C12 08000000
BD2F5408 00010000
03658FC6 00000999
00000000 40000000
$NES Donkey Kong - P1 Infinite Lives (donny2112)
01523F81 08000000
01658FF5 00000009
$NES Donkey Kong - Jump to get Hammer (Hold A+C-stick Right) (donny2112)
015246D9 08000000
BD2F5408 00810000
01659040 00000001
00000000 40000000
$NES Donkey Kong 3 - P1 Infinite Lives (donny2112)
01522FF9 08000000
01659030 00000009
$NES Donkey Kong Jr. - 1 Infinite Lives (donny2112)
01523D7E 08000000
01658FEC 00000009
$NES Excitebike - Never Overheat (SSBMaster)
015222EF 08000000
01659356 00000000
$NES Golf - Always on First Stroke (SSBMaster)
01526F6F 08000000
01658FCC 00000001
$NES Ice Climber - P1 Infinite Lives (JasonHaffner)
01524E4C 08000000
01658FC0 00000003
$NES Ice Climber - P2 Infinite Lives (JasonHaffner)
01522A2C 08000000
01658FC1 00000003
$NES Ice Climber - Infinite Bonus Time (donny2112)
01525048 08000000
0365979A 00004000
0365979E 00004000
$NES Legend of Zelda - Have Magical Sword (donny2112)
01521118 08000000
016595F7 00000003
$NES Legend of Zelda - Have Silver Arrows, Bow, Red Candle & Infinite Bombs (donny2112)
01527752 08000000
056595F8 FF020102
$NES Legend of Zelda - Have Flute, Meat, Red Potion & Magic Wand (donny2112)
01520EA2 08000000
056595FC 01010201
$NES Legend of Zelda - Have Raft, Spell Book, Red Ring & Ladder (donny2112)
01527F69 08000000
05659600 01010201
$NES Legend of Zelda - Have Lion Key & Power Bracelet (donny2112)
01520ADE 08000000
03659604 00000101
$NES Legend of Zelda - Infinite Rupees and Arrows (donny2112)
01520953 08000000
0165960D 000000FF
$NES Legend of Zelda - Have Magical Boomerang (donny2112)
01523CE4 08000000
01659615 00000001
$NES Legend of Zelda - Have Magical Shield (donny2112)
01522114 08000000
01659616 00000001
$NES Legend of Zelda - Max Hearts/Invincibility (donny2112)
01521605 08000000
0165960F 000000FF
$NES Legend of Zelda - Freeze Enemies (C-stick Left) (donny2112)
01527C62 08000000
BD2F5408 00020000
0165960C 00000001
00000000 40000000
$NES Legend of Zelda - Have All Dungeon Maps & Compasses (donny2112)
01523E2D 08000000
01659607 000000FF
03659608 0000FFFF
0165960A 000000FF
$NES Legend of Zelda - HAve All Triforce Pieces (SSBMaster)
01523635 08000000
01659611 000000FF
$NES Legend of Zelda - Turbo Sword (SSBMaster)
01521613 08000000
0165937D 00000001
$NES Mario Bros. - P1 Infinite Lives (JasonHaffner)
0152484F 08000000
01658FE8 00000003
$NES Mario Bros. - P2 Infinite Lives (JasonHaffner)
015216F2 08000000
01658FEC 00000003
$NES Mario Bros. - POW Block Never Shrinks (JasonHaffner)
01521F9C 08000000
01659010 00000003
$NES Pinball - P1 Infinite Balls (donny2112)
0152585F 08000000
016590F1 00000009
$NES Punch-Out! - Infinite Hearts (donny2112)
0152195A 08000000
016592C3 00000009
016592C4 00000009
$NES Punch-Out! - Infinite Stars (donny2112)
01523894 08000000
016592E1 00000003
$NES Punch-Out! - Infinite Health (One hit knock-downs still knock you down) (donny2112)
015272A0 08000000
01659331 00000060
03659332 00006060
$NES Punch-Out! - Knock Down Opponent with one Successful Hit (donny2112)
01526C66 08000000
05659338 00000000
$NES Punch-Out! - Reset Timer (D-pad Left) (donny2112)
01521E0F 08000000
4A2070F8 00000001
016592A2 00000000
036592A4 00000001
$NES Super Mario Bros. - Enable 2nd Quest (donny2112)
01520FF8 08000000
0165979C 00000001
$NES Super Mario Bros. - Infinite Lives (donny2112)
01523180 08000000
016596FA 00000009
$NES Super Mario Bros. - Invincible (Pass Through Enemies) (donny2112)
01520B59 08000000
0165973E 00000006
$NES Super Mario Bros. - Invincible (Kill Enemies) (donny2112)
01523FD2 08000000
0165973F 00000018
$NES Super Mario Bros. - Always Big Mario (donny2112)
01522617 08000000
016596F6 00000001
$NES Super Mario Bros. - Always Fire Mario (donny2112)
01525F74 08000000
016596F6 00000002
$NES Super Mario Bros. - Freeze Timer (donny2112)
0152245E 08000000
01659727 0000000C
$NES Wario's Woods - Infinite Credits (donny2112)
01523E93 08000000
0165E60B 00000009
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
+19 -17
View File
@@ -1,17 +1,19 @@
# GAFJ01 - Doubutsu no Mori Plus
[EmuState]
#The Emulation State
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
FastDiscSpeed = 1
# GAFJ01 - Doubutsu no Mori Plus
[EmuState]
#The Emulation State
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
+19 -17
View File
@@ -1,17 +1,19 @@
# GAFP01 - Animal Crossing
[EmuState]
#The Emulation State
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
FastDiscSpeed = 1
# GAFP01 - Animal Crossing
[EmuState]
#The Emulation State
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
+19 -17
View File
@@ -1,17 +1,19 @@
# GAFU01 - Animal Crossing
[EmuState]
#The Emulation State
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Core]
FastDiscSpeed = 1
# GAFU01 - Animal Crossing
[EmuState]
#The Emulation State
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Core]
+68 -60
View File
@@ -1,60 +1,68 @@
# GAUE08 - auto modellista
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues = Use Real XFB
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
$Master Code
C40EBABC 0000FF00
$Max Total Races Played
021B301C 0000270F
$Low Total Play Time
041B3018 00000000
$Max Total Play Time
041B3018 80BF0000
$Max 1st Places
021B301E 0000270F
$Max 2nd Places
021B3020 0000270F
$No 2nd Places
021B3020 00000000
$Max 3rd Places
021B3022 0000270F
$No 3rd Places
021B3022 00000000
$Max 4th+ Places
021B3024 0000270F
$No 4th+ Places
021B3024 00000000
$No Top Speed/No Shifting Needed
3A1EA826 00000020
04205CC0 00000000
$C-Stick Sends Car 1 Back To Start
3A1EA826 00000080
00206704 00000000
$C-Stick Sends Car 2 Back To Start
3A1EA826 00000080
00207264 00000000
$C-Stick Sends Car 3 Back To Start
3A1EA826 00000080
00207DC4 00000000
$C-Stick Sends Car 4 Back To Start
3A1EA826 00000080
00208924 00000000
$C-Stick Sends Car 5 Back To Start
3A1EA826 00000080
00209484 00000000
$C-Stick Sends Car 6 Back To Start
3A1EA826 00000080
00209FE4 00000000
$C-Stick Sends Car 7 Back To Start
3A1EA826 00000080
0020AB44 00000000
$C-Stick Sends All Car Back To Start
7A1EA826 00000080
00000000 80206704
00000000 00070B60
[Video_Settings]
UseXFB = True
UseRealXFB = True
# GAUE08 - auto modellista
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[ActionReplay] Add action replay cheats here.
$Master Code
C40EBABC 0000FF00
$Max Total Races Played
021B301C 0000270F
$Low Total Play Time
041B3018 00000000
$Max Total Play Time
041B3018 80BF0000
$Max 1st Places
021B301E 0000270F
$Max 2nd Places
021B3020 0000270F
$No 2nd Places
021B3020 00000000
$Max 3rd Places
021B3022 0000270F
$No 3rd Places
021B3022 00000000
$Max 4th+ Places
021B3024 0000270F
$No 4th+ Places
021B3024 00000000
$No Top Speed/No Shifting Needed
3A1EA826 00000020
04205CC0 00000000
$C-Stick Sends Car 1 Back To Start
3A1EA826 00000080
00206704 00000000
$C-Stick Sends Car 2 Back To Start
3A1EA826 00000080
00207264 00000000
$C-Stick Sends Car 3 Back To Start
3A1EA826 00000080
00207DC4 00000000
$C-Stick Sends Car 4 Back To Start
3A1EA826 00000080
00208924 00000000
$C-Stick Sends Car 5 Back To Start
3A1EA826 00000080
00209484 00000000
$C-Stick Sends Car 6 Back To Start
3A1EA826 00000080
00209FE4 00000000
$C-Stick Sends Car 7 Back To Start
3A1EA826 00000080
0020AB44 00000000
$C-Stick Sends All Car Back To Start
7A1EA826 00000080
00000000 80206704
00000000 00070B60
[Video_Settings]
UseXFB = True
UseRealXFB = False
+18 -10
View File
@@ -1,10 +1,18 @@
# GAUJ08 - auto modellista
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues = Use Real XFB
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video_Settings]
UseXFB = True
UseRealXFB = True
# GAUJ08 - auto modellista
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[ActionReplay] Add action replay cheats here.
[Video_Settings]
UseXFB = True
UseRealXFB = False
+14 -11
View File
@@ -1,11 +1,14 @@
# GAVE78 - Avatar 06
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
[Gecko]
# GAVE78 - Avatar 06
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
+18
View File
@@ -0,0 +1,18 @@
# GAVP78 - Avatar: The Legend of Aang
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+18
View File
@@ -0,0 +1,18 @@
# GAVE78 - Avatar: The Legend of Aang
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
+16
View File
@@ -0,0 +1,16 @@
# GAXE5D - The Ant Bully
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+18
View File
@@ -0,0 +1,18 @@
# GBHDC8 - Mystic Heroes
[EmuState]
#The Emulation State (as of Dolphin r1027)
EmulationStateId = 4
EmulationIssues = Needs Real xfb for the videos to display.
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+46 -74
View File
@@ -1,147 +1,119 @@
# GBHEC8 - Mystic Heroes
[EmuState]
#The Emulation State (as of Dolphin r1027)
EmulationStateId = 4
EmulationIssues = Needs Real xfb for the videos to display.
[OnFrame]
#Add memory patches here.
#Add decrypted action replay cheats here.
[ActionReplay]
$(m)
$(m)
01180C36 88000000
C4201E68 0000FF00
$Max Health
$Max Health
01180C37 08000000
02264788 0000270F
$Max Magic
$Max Magic
01180C38 08000000
0226478A 0000270F
$Max Attack
$Max Attack
01180C39 08000000
0226478C 0000270F
$Max Defense
$Max Defense
01180C3A 08000000
0226478E 0000270F
$Max Rune Attack
$Max Rune Attack
01180C3B 08000000
02264790 0000270F
$Max Rune Defense
$Max Rune Defense
01180C3C 08000000
02264792 0000270F
$Have All Runes
$Have All Runes
01180C3D 08000000
022647C0 0005FFFF
$Max Level All Magic Slots
$Max Level All Magic Slots
01180C3E 08000000
042647A8 09090909
$Start On Level 1-2
$Start On Level 1-2
01180C3F 08000000
0226475A 00000102
$Start On Level 1-3
$Start On Level 1-3
01180C40 08000000
0226475A 00000103
$Start On Level 2-1
$Start On Level 2-1
01180C41 08000000
0226475A 00000201
$Start On Level 2-2
$Start On Level 2-2
01180C42 08000000
0226475A 00000202
$Start On Level 2-3
$Start On Level 2-3
01180C43 08000000
0226475A 00000203
$Start On Level 3-1
$Start On Level 3-1
01180C44 08000000
0226475A 00000301
$Start On Level 3-2
$Start On Level 3-2
01180C45 08000000
0226475A 00000302
$Start On Level 3-3
$Start On Level 3-3
01180C46 08000000
0226475A 00000303
$Start On Level 4-1
$Start On Level 4-1
01180C47 08000000
0226475A 00000401
$Start On Level 4-2
$Start On Level 4-2
01180C48 08000000
0226475A 00000402
$Start On Level 4-3
$Start On Level 4-3
01180C49 08000000
0226475A 00000403
$Start On Level 5-1
$Start On Level 5-1
01180C4A 08000000
0226475A 00000501
$Start On Level 5-2
$Start On Level 5-2
01180C4B 08000000
0226475A 00000502
$Start On Level 5-3
$Start On Level 5-3
01180C4C 08000000
0226475A 00000503
$Start On Level 6-1
$Start On Level 6-1
01180C4D 08000000
0226475A 00000601
$Start On Level 6-2
$Start On Level 6-2
01180C4E 08000000
0226475A 00000602
$Start On Level 6-3
$Start On Level 6-3
01180C4F 08000000
0226475A 00000603
$Start On Level 7-1
$Start On Level 7-1
01180C50 08000000
0226475A 00000701
$Start On Level 7-2
$Start On Level 7-2
01180C51 08000000
0226475A 00000702
$Start On Level 7-3
$Start On Level 7-3
01180C52 08000000
0226475A 00000703
$Start On Level 7-4
$Start On Level 7-4
01180C53 08000000
0226475A 00000704
$Start On Level 8-1
$Start On Level 8-1
01180C54 08000000
0226475A 00000801
$Start On Level 8-2
$Start On Level 8-2
01180C55 08000000
0226475A 00000802
$Start On Level 8-3
$Start On Level 8-3
01180C56 08000000
0226475A 00000803
$Start On Level 8-4
$Start On Level 8-4
01180C57 08000000
0226475A 00000804
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+18
View File
@@ -0,0 +1,18 @@
# GBHFC8 - Mystic Heroes
[EmuState]
#The Emulation State (as of Dolphin r1027)
EmulationStateId = 4
EmulationIssues = Needs Real xfb for the videos to display.
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+18
View File
@@ -0,0 +1,18 @@
# GBHPC8 - Mystic Heroes
[EmuState]
#The Emulation State (as of Dolphin r1027)
EmulationStateId = 4
EmulationIssues = Needs Real xfb for the videos to display.
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+13 -2
View File
@@ -1,7 +1,18 @@
# GBLE52 - BLOODY ROAR(R): PRIMAL FURY
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Black screen afther logos
EmulationStateId = 1
EmulationIssues = Needs real xfb for videos to display and LLE audio for video sound.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+15 -7
View File
@@ -1,10 +1,18 @@
# GBLP52 - BLOODY ROAR(R): PRIMAL FURY
[EmuState]
#The Emulation State.
EmulationStateId = 2
EmulationIssues = 60Hz Display only
[OnFrame]
[ActionReplay]
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Needs real xfb for videos to display and LLE audio for video sound.
EmulationStateId = 4
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+1 -2
View File
@@ -2,7 +2,7 @@
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use direct3d 9 backend or disable dual core. Needs real xfb for videos to show up and "LLE audio" to hear audio during videos.(r7446)
EmulationIssues = Needs real xfb for videos to show up and "LLE audio" for sound during videos.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
@@ -16,4 +16,3 @@ PH_ZFar =
[Video_Settings]
UseXFB = True
UseRealXFB = True
+1 -1
View File
@@ -2,7 +2,7 @@
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Use direct3d 9 backend or disable dual core. Needs real xfb for videos to show up and "LLE audio" to hear audio during videos.(r7446)
EmulationIssues = Needs real xfb for videos to show up and "LLE audio" for sound during videos.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
+11 -2
View File
@@ -1,7 +1,16 @@
# GBSE8P - BEACH SPIKERS
[Core] Values set here will override the main dolphin settings.
EnableFPRF = True
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 2
EmulationIssues = Controlls don't work ingame only walking works
EmulationStateId = 4
EmulationIssues = Needs lle audio to solve sound issues.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+10
View File
@@ -1,6 +1,16 @@
# GBSP8P - BEACH SPIKERS
[Core] Values set here will override the main dolphin settings.
EnableFPRF = True
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs lle audio to solve sound issues.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+5 -3
View File
@@ -1,4 +1,7 @@
# GBVE41 - Batman: Vengeance
[Video_Settings]
UseXFB = True
UseRealXFB = True
[Core]
[Video]
ProjectionHack = 0
@@ -11,6 +14,5 @@ PH_ZFar =
EmulationStateId = 3
EmulationIssues = Needs Real xfb for videos to show up.(r7459)
[OnFrame]
[Video_Settings]
UseXFB = True
UseRealXFB = True
[ActionReplay]
[Gecko]
+5 -3
View File
@@ -1,4 +1,7 @@
# GBVP41 - Batman Vengeance
[Video_Settings]
UseXFB = True
UseRealXFB = True
[Core]
[Video]
ProjectionHack = 0
@@ -11,6 +14,5 @@ PH_ZFar =
EmulationStateId = 3
EmulationIssues = Needs Real xfb for videos to show up.(r7459)
[OnFrame]
[Video_Settings]
UseXFB = True
UseRealXFB = True
[ActionReplay]
[Gecko]
+19
View File
@@ -0,0 +1,19 @@
# GBWD64 - Star Wars Bounty Hunter
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs real xfb for videos to show up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+10 -3
View File
@@ -2,11 +2,18 @@
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 0
EmulationIssues =
EmulationStateId = 4
EmulationIssues = Needs real xfb for videos to show up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+19
View File
@@ -0,0 +1,19 @@
# GBWF64 - Star Wars Bounty Hunter
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs real xfb for videos to show up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+19
View File
@@ -0,0 +1,19 @@
# GBWP64 - Star Wars Bounty Hunter
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs real xfb for videos to show up.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
+61 -61
View File
@@ -5,66 +5,66 @@ EmulationStateId = 5
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
+$Can always save
+04153E00 38000037
+04153A50 60000000
+$Zero saves
+0233B832 00000000
+$Have all maps
+022961C2 0000FFFF
+$Have all files
+022961C0 0000FFFB
+022961C6 0000FFFF
+$Timers don't decrease
+043835C0 00015F91
+$Infinite Ammo (All slots)
+04152D34 3BC00063
+04152D60 60000000
+$Infinite health (REBECCA)
+0431CA4C 00000100
+$Infinite Ammo [All Slots] (R)
+023272EA 00000063
+023272EE 00000063
+023272F2 00000063
+023272F6 00000063
+023272FA 00000063
+023272FE 00000063
+$Slot 1/2: Hunting gun (R)
+023272E8 00000005
+$Slot 1/2: Shotgun (R)
+023272E8 00000006
+$Slot 1/2: Grenade Launcher (R)
+023272E8 00000007
+$Slot 1/2: Sub-machine gun (R)
+023272E8 0000000B
+$Slot 1/2: Rocket Launcher (R)
+023272E8 00000017
+$Slot 3: Magnum Revolver (R)
+023272F0 00000016
+$Slot 4: Moltov cocktails (R)
+023272F4 0000000E
+$Infinite health (BILLY)
+0231CC76 00000100
+$Slot 1/2: Hunting gun (B)
+02327308 00000005
+$Slot 1/2: Shotgun (B)
+02327308 00000006
+$Slot 1/2: Grenade Launcher (B)
+02327308 00000007
+$Slot 1/2: Sub-machine gun (B)
+02327308 0000000B
+$Slot 1/2: Rocket Launcher (B)
+02327308 00000017
+$Slot 3: Magnum Revolver (B)
+02327310 00000016
+$Infinite Ammo [All Slots] (B)
+0232730A 00000063
+0232730E 00000063
+02327312 00000063
+02327316 00000063
+0232731A 00000063
+0232731E 00000063
+$Slot 4: Moltov cocktails (B)
+02327214 0000000E
$Can always save
04153E00 38000037
04153A50 60000000
$Zero saves
0233B832 00000000
$Have all maps
022961C2 0000FFFF
$Have all files
022961C0 0000FFFB
022961C6 0000FFFF
$Timers don't decrease
043835C0 00015F91
$Infinite Ammo (All slots)
04152D34 3BC00063
04152D60 60000000
$Infinite health (REBECCA)
0431CA4C 00000100
$Infinite Ammo [All Slots] (R)
023272EA 00000063
023272EE 00000063
023272F2 00000063
023272F6 00000063
023272FA 00000063
023272FE 00000063
$Slot 1/2: Hunting gun (R)
023272E8 00000005
$Slot 1/2: Shotgun (R)
023272E8 00000006
$Slot 1/2: Grenade Launcher (R)
023272E8 00000007
$Slot 1/2: Sub-machine gun (R)
023272E8 0000000B
$Slot 1/2: Rocket Launcher (R)
023272E8 00000017
$Slot 3: Magnum Revolver (R)
023272F0 00000016
$Slot 4: Moltov cocktails (R)
023272F4 0000000E
$Infinite health (BILLY)
0231CC76 00000100
$Slot 1/2: Hunting gun (B)
02327308 00000005
$Slot 1/2: Shotgun (B)
02327308 00000006
$Slot 1/2: Grenade Launcher (B)
02327308 00000007
$Slot 1/2: Sub-machine gun (B)
02327308 0000000B
$Slot 1/2: Rocket Launcher (B)
02327308 00000017
$Slot 3: Magnum Revolver (B)
02327310 00000016
$Infinite Ammo [All Slots] (B)
0232730A 00000063
0232730E 00000063
02327312 00000063
02327316 00000063
0232731A 00000063
0232731E 00000063
$Slot 4: Moltov cocktails (B)
02327214 0000000E
[Video]
ProjectionHack = 0
+16
View File
@@ -0,0 +1,16 @@
# GC3D78 - Scooby-Doo!(tm) Mystery Mayhem
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# GC3E78 - Scooby-Doo!(tm) Mystery Mayhem
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# GC3F78 - Scooby-Doo!(tm) Mystery Mayhem
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+16
View File
@@ -0,0 +1,16 @@
# GC3P78 - Scooby-Doo!(tm) Mystery Mayhem
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
+18 -17
View File
@@ -1,17 +1,18 @@
# GC6E01 - Pokemon Colosseum
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = HLE music drops notes, if EFB scale is not integral, 1x, 2x or 3x serious texture glitches occur
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 1
# GC6E01 - Pokemon Colosseum
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = If EFB scale is not integral, serious texture glitches occur.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 1
+18 -17
View File
@@ -1,17 +1,18 @@
# GC6P01 - Pokemon Colosseum
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = HLE music drops notes, if EFB scale is not integral, 1x, 2x or 3x serious texture glitches occur
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 1
# GC6P01 - Pokemon Colosseum
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = If EFB scale is not integral, serious texture glitches occur.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
EFBScale = 1
+10 -8
View File
@@ -1,8 +1,10 @@
# GC9P6S - Conan disc0
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Need ZTP BLoom Hack
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
# GC9P6S - Conan disc0
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Need ZTP BLoom Hack and Safe Texture Cache
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video_Settings]
+305 -302
View File
@@ -1,302 +1,305 @@
# GCCE01 - FINAL FANTASY Crystal Chronicles
[Core]
#Values set here will override the main dolphin settings.
[EmuState]
#The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
$(M)
04EC59D3 88000000
C418D2E0 0000FF01
$Infinite Health: Single Player
04EC59D4 08000000
0410B494 A0A3001A
0410B4A0 B0A3001C
0410B4AC 48000058
$Infinite Health: Multi-Player
04EC59D5 08000000
0410B494 A0A3001A
0410B4A0 B0A3001C
0410B4AC 48000058
041227D8 A003001A
041227E0 B003001C
$Max Hearts
04EC59D6 08000000
0409F3D4 38C00010
$Max Strength
04EC59D7 08000000
0409F3A0 38C003E7
$Super Max Strength
04EC59D8 08000000
0409F3A0 38C003E7
0409FA88 380003E7
$Max Defense
04EC59D9 08000000
0409F3C8 38C003E7
$Super Max Defense
04EC59DA 08000000
0409F3C8 38C003E7
0409FA9C 380003E7
$Max Magic
04EC59DB 08000000
0409F3BC 38C003E7
$Super Max Magic
04EC59DC 08000000
0409F3BC 38C003E7
0409FAB4 380003E7
$Able To Leave Chalice Aura
04EC59DD 08000000
0412122C 60000000
04121250 60000000
$Press L+X - Change Chalice to Fire
04EC59E0 08000000
0A243104 00000440
0221EF3E 00000001
$Press L+Y - Change Chalice to Water
04EC59E1 08000000
0A243104 00000840
0221EF3E 00000002
$Press R+X - Change Chalice to Wind
04EC59E2 08000000
0A243104 00000420
0221EF3E 00000004
$Press R+Y - Change Chalice to Earth
04EC59E3 08000000
0A243104 00000820
0221EF3E 00000008
$Press L+R - Change Chalice to Unknown
04EC59E4 08000000
0A243104 00000060
0221EF3E 00000010
$Single player Max/Infinite Gil
04EC59ED 08000000
0421F470 05F5E0FF
$Single player Love All Foods
04EC59EE 08000000
0221F628 00070064
$Single player Have All Artifacts
04EC59EF 08000000
00000000 8221F3A6
0000009F 01490001
$Single Player ITEM SLOT 4 CONTAINS Copper Sword
04EC59F1 08000000
0221F32C 00000001
$Single Player ITEM SLOT 4 CONTAINS Iron Sword
04EC59F2 08000000
0221F32C 00000002
$Single Player ITEM SLOT 4 CONTAINS Steel Blade
04EC59F3 08000000
0221F32C 00000003
$Single Player ITEM SLOT 4 CONTAINS Feather Saber
04EC59F4 08000000
0221F32C 00000004
$Single Player ITEM SLOT 4 CONTAINS Bastard Sword
04EC59F5 08000000
0221F32C 00000005
$Single Player ITEM SLOT 4 CONTAINS Defender
04EC59F6 08000000
0221F32C 00000006
$Single Player ITEM SLOT 4 CONTAINS Rune Blade
04EC59F7 08000000
0221F32C 00000007
$Single Player ITEM SLOT 4 CONTAINS Excalibur
04EC59F8 08000000
0221F32C 00000008
$Single Player ITEM SLOT 4 CONTAINS Ragnarok
04EC59F9 08000000
0221F32C 00000009
$Single Player ITEM SLOT 4 CONTAINS Treasured Sword
04EC59FA 08000000
0221F32C 0000000A
$Single Player ITEM SLOT 4 CONTAINS Father's Sword
04EC59FB 08000000
0221F32C 0000000B
$Single Player ITEM SLOT 4 CONTAINS Marr Sword
04EC59FC 08000000
0221F32C 0000000C
$Single Player ITEM SLOT 4 CONTAINS Ultima Sword
04EC59FD 08000000
0221F32C 0000000F
$Single Player ITEM SLOT 4 CONTAINS Iron Lance
04EC59FE 08000000
0221F32C 00000012
$Single Player ITEM SLOT 4 CONTAINS Partisan
04EC59FF 08000000
0221F32C 00000013
$Single Player ITEM SLOT 4 CONTAINS Sonic Lance
04EC5A00 08000000
0221F32C 00000014
$Single Player ITEM SLOT 4 CONTAINS Titan Lance
04EC5A01 08000000
0221F32C 00000015
$Single Player ITEM SLOT 4 CONTAINS Halberd
04EC5A02 08000000
0221F32C 00000016
$Single Player ITEM SLOT 4 CONTAINS Highwind
04EC5A03 08000000
0221F32C 00000017
$Single Player ITEM SLOT 4 CONTAINS Dragon Lance
04EC5A04 08000000
0221F32C 00000018
$Single Player ITEM SLOT 4 CONTAINS Dragoon Spear
04EC5A05 08000000
0221F32C 00000019
$Single Player ITEM SLOT 4 CONTAINS Gungnir
04EC5A06 08000000
0221F32C 0000001A
$Single Player ITEM SLOT 4 CONTAINS Longinus
04EC5A07 08000000
0221F32C 0000001B
$Single Player ITEM SLOT 4 CONTAINS Treasured Spear
04EC5A08 08000000
0221F32C 0000001C
$Single Player ITEM SLOT 4 CONTAINS Father's Spear
04EC5A09 08000000
0221F32C 0000001D
$Single Player ITEM SLOT 4 CONTAINS Marr Spear
04EC5A0A 08000000
0221F32C 0000001E
$Single Player ITEM SLOT 4 CONTAINS Ultima Lance
04EC5A0B 08000000
0221F32C 0000001F
$Single Player ITEM SLOT 4 CONTAINS Orc Hammer
04EC5A0C 08000000
0221F32C 00000024
$Single Player ITEM SLOT 4 CONTAINS Wave Hammer
04EC5A0D 08000000
0221F32C 00000025
$Single Player ITEM SLOT 4 CONTAINS Rune Hammer
04EC5A0E 08000000
0221F32C 00000026
$Single Player ITEM SLOT 4 CONTAINS Goblin Hammer
04EC5A0F 08000000
0221F32C 00000027
$Single Player ITEM SLOT 4 CONTAINS Sonic Hammer
04EC5A10 08000000
0221F32C 00000028
$Single Player ITEM SLOT 4 CONTAINS Prism Hammer
04EC5A11 08000000
0221F32C 00000029
$Single Player ITEM SLOT 4 CONTAINS Mythril Hammer
04EC5A12 08000000
0221F32C 0000002A
$Single Player ITEM SLOT 4 CONTAINS Mystic Hammer
04EC5A13 08000000
0221F32C 0000002B
$Single Player ITEM SLOT 4 CONTAINS Treasured Hammer
04EC5A14 08000000
0221F32C 0000002C
$Single Player ITEM SLOT 4 CONTAINS Father's Hammer
04EC5A15 08000000
0221F32C 0000002D
$Single Player ITEM SLOT 4 CONTAINS Marr Hammer
04EC5A16 08000000
0221F32C 0000002E
$Single Player ITEM SLOT 4 CONTAINS Ultima Hammer
04EC5A17 08000000
0221F32C 0000002F
$Single Player ITEM SLOT 4 CONTAINS Aura Racket
04EC5A18 08000000
0221F32C 00000034
$Single Player ITEM SLOT 4 CONTAINS Solid Racket
04EC5A19 08000000
0221F32C 00000035
$Single Player ITEM SLOT 4 CONTAINS Dual Shooter
04EC5A1A 08000000
0221F32C 00000036
$Single Player ITEM SLOT 4 CONTAINS Elemental Cudgel
04EC5A1B 08000000
0221F32C 00000037
$Single Player ITEM SLOT 4 CONTAINS Steel Cudgel
04EC5A1C 08000000
0221F32C 00000038
$Single Player ITEM SLOT 4 CONTAINS Prism Bludgeon
04EC5A1D 08000000
0221F32C 00000039
$Single Player ITEM SLOT 4 CONTAINS Butterfly Head
04EC5A1E 08000000
0221F32C 0000003A
$Single Player ITEM SLOT 4 CONTAINS Queen's Head
04EC5A1F 08000000
0221F32C 0000003B
$Single Player ITEM SLOT 4 CONTAINS Dreamcatcher
04EC5A20 08000000
0221F32C 0000003C
$Single Player ITEM SLOT 4 CONTAINS Treasured Maul
04EC5A21 08000000
0221F32C 0000003D
$Single Player ITEM SLOT 4 CONTAINS Father's Maul
04EC5A22 08000000
0221F32C 0000003E
$Single Player ITEM SLOT 4 CONTAINS Marr Maul
04EC5A23 08000000
0221F32C 0000003F
$Single Player ITEM SLOT 4 CONTAINS Ultima Maul
04EC5A24 08000000
0221F32C 00000040
$Single Player ITEM SLOT 4 CONTAINS Travel Clothes
04EC5A25 08000000
0221F32C 00000045
$Single Player ITEM SLOT 4 CONTAINS Bronze Plate
04EC5A26 08000000
0221F32C 00000046
$Single Player ITEM SLOT 4 CONTAINS Iron Plate
04EC5A27 08000000
0221F32C 00000047
$Single Player ITEM SLOT 4 CONTAINS Mythril Plate
04EC5A28 08000000
0221F32C 00000048
$Single Player ITEM SLOT 4 CONTAINS Flame Mail
04EC5A29 08000000
0221F32C 00000049
$Single Player ITEM SLOT 4 CONTAINS Frost Mail
04EC5A2A 08000000
0221F32C 0000004A
$Single Player ITEM SLOT 4 CONTAINS Storm Mail
04EC5A2B 08000000
0221F32C 0000004B
$Single Player ITEM SLOT 4 CONTAINS Time Mail
04EC5A2C 08000000
0221F32C 0000004C
$Single Player ITEM SLOT 4 CONTAINS Eternal Mail
04EC5A2D 08000000
0221F32C 0000004D
$Single Player ITEM SLOT 4 CONTAINS Blessed Mail
04EC5A2E 08000000
0221F32C 0000004E
$Single Player ITEM SLOT 4 CONTAINS Saintly Mail
04EC5A2F 08000000
0221F32C 0000004F
$Single Player ITEM SLOT 4 CONTAINS Gold Mail
04EC5A30 08000000
0221F32C 00000050
$Single Player ITEM SLOT 4 CONTAINS Crystal Mail
04EC5A31 08000000
0221F32C 00000051
$Single Player ITEM SLOT 4 CONTAINS Diamond Plate
04EC5A32 08000000
0221F32C 00000052
$Single Player ITEM SLOT 4 CONTAINS Gaia Plate
04EC5A33 08000000
0221F32C 00000053
$Single Player ITEM SLOT 4 CONTAINS Mystic Armor
04EC5A34 08000000
0221F32C 00000054
$Single Player ITEM SLOT 4 CONTAINS Taterskin Coat
04EC5A35 08000000
0221F32C 00000055
$Single Player ITEM SLOT 4 CONTAINS Coat
04EC5A36 08000000
0221F32C 00000056
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Hacks]
EFBEmulateFormatChanges = True
# GCCE01 - FINAL FANTASY Crystal Chronicles
[Core]
#Values set here will override the main dolphin settings.
[EmuState]
#The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
$(M)
04EC59D3 88000000
C418D2E0 0000FF01
$Infinite Health: Single Player
04EC59D4 08000000
0410B494 A0A3001A
0410B4A0 B0A3001C
0410B4AC 48000058
$Infinite Health: Multi-Player
04EC59D5 08000000
0410B494 A0A3001A
0410B4A0 B0A3001C
0410B4AC 48000058
041227D8 A003001A
041227E0 B003001C
$Max Hearts
04EC59D6 08000000
0409F3D4 38C00010
$Max Strength
04EC59D7 08000000
0409F3A0 38C003E7
$Super Max Strength
04EC59D8 08000000
0409F3A0 38C003E7
0409FA88 380003E7
$Max Defense
04EC59D9 08000000
0409F3C8 38C003E7
$Super Max Defense
04EC59DA 08000000
0409F3C8 38C003E7
0409FA9C 380003E7
$Max Magic
04EC59DB 08000000
0409F3BC 38C003E7
$Super Max Magic
04EC59DC 08000000
0409F3BC 38C003E7
0409FAB4 380003E7
$Able To Leave Chalice Aura
04EC59DD 08000000
0412122C 60000000
04121250 60000000
$Press L+X - Change Chalice to Fire
04EC59E0 08000000
0A243104 00000440
0221EF3E 00000001
$Press L+Y - Change Chalice to Water
04EC59E1 08000000
0A243104 00000840
0221EF3E 00000002
$Press R+X - Change Chalice to Wind
04EC59E2 08000000
0A243104 00000420
0221EF3E 00000004
$Press R+Y - Change Chalice to Earth
04EC59E3 08000000
0A243104 00000820
0221EF3E 00000008
$Press L+R - Change Chalice to Unknown
04EC59E4 08000000
0A243104 00000060
0221EF3E 00000010
$Single player Max/Infinite Gil
04EC59ED 08000000
0421F470 05F5E0FF
$Single player Love All Foods
04EC59EE 08000000
0221F628 00070064
$Single player Have All Artifacts
04EC59EF 08000000
00000000 8221F3A6
0000009F 01490001
$Single Player ITEM SLOT 4 CONTAINS Copper Sword
04EC59F1 08000000
0221F32C 00000001
$Single Player ITEM SLOT 4 CONTAINS Iron Sword
04EC59F2 08000000
0221F32C 00000002
$Single Player ITEM SLOT 4 CONTAINS Steel Blade
04EC59F3 08000000
0221F32C 00000003
$Single Player ITEM SLOT 4 CONTAINS Feather Saber
04EC59F4 08000000
0221F32C 00000004
$Single Player ITEM SLOT 4 CONTAINS Bastard Sword
04EC59F5 08000000
0221F32C 00000005
$Single Player ITEM SLOT 4 CONTAINS Defender
04EC59F6 08000000
0221F32C 00000006
$Single Player ITEM SLOT 4 CONTAINS Rune Blade
04EC59F7 08000000
0221F32C 00000007
$Single Player ITEM SLOT 4 CONTAINS Excalibur
04EC59F8 08000000
0221F32C 00000008
$Single Player ITEM SLOT 4 CONTAINS Ragnarok
04EC59F9 08000000
0221F32C 00000009
$Single Player ITEM SLOT 4 CONTAINS Treasured Sword
04EC59FA 08000000
0221F32C 0000000A
$Single Player ITEM SLOT 4 CONTAINS Father's Sword
04EC59FB 08000000
0221F32C 0000000B
$Single Player ITEM SLOT 4 CONTAINS Marr Sword
04EC59FC 08000000
0221F32C 0000000C
$Single Player ITEM SLOT 4 CONTAINS Ultima Sword
04EC59FD 08000000
0221F32C 0000000F
$Single Player ITEM SLOT 4 CONTAINS Iron Lance
04EC59FE 08000000
0221F32C 00000012
$Single Player ITEM SLOT 4 CONTAINS Partisan
04EC59FF 08000000
0221F32C 00000013
$Single Player ITEM SLOT 4 CONTAINS Sonic Lance
04EC5A00 08000000
0221F32C 00000014
$Single Player ITEM SLOT 4 CONTAINS Titan Lance
04EC5A01 08000000
0221F32C 00000015
$Single Player ITEM SLOT 4 CONTAINS Halberd
04EC5A02 08000000
0221F32C 00000016
$Single Player ITEM SLOT 4 CONTAINS Highwind
04EC5A03 08000000
0221F32C 00000017
$Single Player ITEM SLOT 4 CONTAINS Dragon Lance
04EC5A04 08000000
0221F32C 00000018
$Single Player ITEM SLOT 4 CONTAINS Dragoon Spear
04EC5A05 08000000
0221F32C 00000019
$Single Player ITEM SLOT 4 CONTAINS Gungnir
04EC5A06 08000000
0221F32C 0000001A
$Single Player ITEM SLOT 4 CONTAINS Longinus
04EC5A07 08000000
0221F32C 0000001B
$Single Player ITEM SLOT 4 CONTAINS Treasured Spear
04EC5A08 08000000
0221F32C 0000001C
$Single Player ITEM SLOT 4 CONTAINS Father's Spear
04EC5A09 08000000
0221F32C 0000001D
$Single Player ITEM SLOT 4 CONTAINS Marr Spear
04EC5A0A 08000000
0221F32C 0000001E
$Single Player ITEM SLOT 4 CONTAINS Ultima Lance
04EC5A0B 08000000
0221F32C 0000001F
$Single Player ITEM SLOT 4 CONTAINS Orc Hammer
04EC5A0C 08000000
0221F32C 00000024
$Single Player ITEM SLOT 4 CONTAINS Wave Hammer
04EC5A0D 08000000
0221F32C 00000025
$Single Player ITEM SLOT 4 CONTAINS Rune Hammer
04EC5A0E 08000000
0221F32C 00000026
$Single Player ITEM SLOT 4 CONTAINS Goblin Hammer
04EC5A0F 08000000
0221F32C 00000027
$Single Player ITEM SLOT 4 CONTAINS Sonic Hammer
04EC5A10 08000000
0221F32C 00000028
$Single Player ITEM SLOT 4 CONTAINS Prism Hammer
04EC5A11 08000000
0221F32C 00000029
$Single Player ITEM SLOT 4 CONTAINS Mythril Hammer
04EC5A12 08000000
0221F32C 0000002A
$Single Player ITEM SLOT 4 CONTAINS Mystic Hammer
04EC5A13 08000000
0221F32C 0000002B
$Single Player ITEM SLOT 4 CONTAINS Treasured Hammer
04EC5A14 08000000
0221F32C 0000002C
$Single Player ITEM SLOT 4 CONTAINS Father's Hammer
04EC5A15 08000000
0221F32C 0000002D
$Single Player ITEM SLOT 4 CONTAINS Marr Hammer
04EC5A16 08000000
0221F32C 0000002E
$Single Player ITEM SLOT 4 CONTAINS Ultima Hammer
04EC5A17 08000000
0221F32C 0000002F
$Single Player ITEM SLOT 4 CONTAINS Aura Racket
04EC5A18 08000000
0221F32C 00000034
$Single Player ITEM SLOT 4 CONTAINS Solid Racket
04EC5A19 08000000
0221F32C 00000035
$Single Player ITEM SLOT 4 CONTAINS Dual Shooter
04EC5A1A 08000000
0221F32C 00000036
$Single Player ITEM SLOT 4 CONTAINS Elemental Cudgel
04EC5A1B 08000000
0221F32C 00000037
$Single Player ITEM SLOT 4 CONTAINS Steel Cudgel
04EC5A1C 08000000
0221F32C 00000038
$Single Player ITEM SLOT 4 CONTAINS Prism Bludgeon
04EC5A1D 08000000
0221F32C 00000039
$Single Player ITEM SLOT 4 CONTAINS Butterfly Head
04EC5A1E 08000000
0221F32C 0000003A
$Single Player ITEM SLOT 4 CONTAINS Queen's Head
04EC5A1F 08000000
0221F32C 0000003B
$Single Player ITEM SLOT 4 CONTAINS Dreamcatcher
04EC5A20 08000000
0221F32C 0000003C
$Single Player ITEM SLOT 4 CONTAINS Treasured Maul
04EC5A21 08000000
0221F32C 0000003D
$Single Player ITEM SLOT 4 CONTAINS Father's Maul
04EC5A22 08000000
0221F32C 0000003E
$Single Player ITEM SLOT 4 CONTAINS Marr Maul
04EC5A23 08000000
0221F32C 0000003F
$Single Player ITEM SLOT 4 CONTAINS Ultima Maul
04EC5A24 08000000
0221F32C 00000040
$Single Player ITEM SLOT 4 CONTAINS Travel Clothes
04EC5A25 08000000
0221F32C 00000045
$Single Player ITEM SLOT 4 CONTAINS Bronze Plate
04EC5A26 08000000
0221F32C 00000046
$Single Player ITEM SLOT 4 CONTAINS Iron Plate
04EC5A27 08000000
0221F32C 00000047
$Single Player ITEM SLOT 4 CONTAINS Mythril Plate
04EC5A28 08000000
0221F32C 00000048
$Single Player ITEM SLOT 4 CONTAINS Flame Mail
04EC5A29 08000000
0221F32C 00000049
$Single Player ITEM SLOT 4 CONTAINS Frost Mail
04EC5A2A 08000000
0221F32C 0000004A
$Single Player ITEM SLOT 4 CONTAINS Storm Mail
04EC5A2B 08000000
0221F32C 0000004B
$Single Player ITEM SLOT 4 CONTAINS Time Mail
04EC5A2C 08000000
0221F32C 0000004C
$Single Player ITEM SLOT 4 CONTAINS Eternal Mail
04EC5A2D 08000000
0221F32C 0000004D
$Single Player ITEM SLOT 4 CONTAINS Blessed Mail
04EC5A2E 08000000
0221F32C 0000004E
$Single Player ITEM SLOT 4 CONTAINS Saintly Mail
04EC5A2F 08000000
0221F32C 0000004F
$Single Player ITEM SLOT 4 CONTAINS Gold Mail
04EC5A30 08000000
0221F32C 00000050
$Single Player ITEM SLOT 4 CONTAINS Crystal Mail
04EC5A31 08000000
0221F32C 00000051
$Single Player ITEM SLOT 4 CONTAINS Diamond Plate
04EC5A32 08000000
0221F32C 00000052
$Single Player ITEM SLOT 4 CONTAINS Gaia Plate
04EC5A33 08000000
0221F32C 00000053
$Single Player ITEM SLOT 4 CONTAINS Mystic Armor
04EC5A34 08000000
0221F32C 00000054
$Single Player ITEM SLOT 4 CONTAINS Taterskin Coat
04EC5A35 08000000
0221F32C 00000055
$Single Player ITEM SLOT 4 CONTAINS Coat
04EC5A36 08000000
0221F32C 00000056
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Enhancements]
[Video_Hacks]
+21 -19
View File
@@ -1,19 +1,21 @@
# GCCP01 - FINAL FANTASY Crystal Chronicles
[Core]
#Values set here will override the main dolphin settings.
[EmuState]
#The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Hacks]
EFBEmulateFormatChanges = True
# GCCP01 - FINAL FANTASY Crystal Chronicles
[Core]
#Values set here will override the main dolphin settings.
[EmuState]
#The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnFrame]
[ActionReplay]
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Hacks]
+3 -3
View File
@@ -2,9 +2,9 @@
[Core] Values set here will override the main dolphin settings.
TLBHack = 1
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationStateId = 4
Issues =
EmulationIssues =
EmulationIssues = Disable "Panic Handlers". Needs "Real Xfb" to display videos.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
@@ -17,4 +17,4 @@ PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
UseRealXFB = True
+1 -1
View File
@@ -18,4 +18,4 @@ PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
UseRealXFB = True
+15 -2
View File
@@ -1,7 +1,20 @@
# GCPE6S - CASPER
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues =
EmulationStateId = 4
EmulationIssues = Needs real xfb for videos to appear and LLE audio for them to have sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
[Video_Hacks]
DlistCachingEnable = False
+12 -2
View File
@@ -1,10 +1,20 @@
# GCPP6S - Casper Spirit Dimensions
[Core] Values set here will override the main dolphin settings.
[EmuState] The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 2
EmulationIssues = Bad transparencies
EmulationStateId = 4
EmulationIssues = Needs real xfb for videos to appear and LLE audio for them to have sound.
[OnFrame] Add memory patches to be applied every frame here.
[ActionReplay] Add action replay cheats here.
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =
[Gecko]
[Video_Settings]
UseXFB = True
UseRealXFB = True
[Video_Hacks]
DlistCachingEnable = False

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