27 Commits

Author SHA1 Message Date
Glenn Rice 88156cff05 Link wiiuse statically in linux.
Fixes issue 2562


git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5384 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-18 14:50:21 +00:00
Glenn Rice 1b7065d8b4 Change the textctrl->SetLabel's to textctrl->SetValue's in stable too.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5369 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-14 23:39:36 +00:00
Glenn Rice 909f36017b Fixed segfault in linux when the control chooser dialog of GCPadNew is closed.
Also disabled some code in the same place that caused the application to hang in linux.  This means that if you select keys from the key list you will have to click Set to make it take effect.  At least until I can figure out how to get that working.


git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5368 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-14 20:29:46 +00:00
Shawn Hoffman 631df2d903 stable: ensure SubWCRev.exe doesn't run...heh
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5350 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-13 00:52:51 +00:00
Glenn Rice 789045e1b2 Make sure Keyboard::Key::GetState returns either 0 or 1 in linux to make sure key presses are registered.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5325 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-10 22:49:57 +00:00
Glenn Rice 19551fb864 Set GCPadNew as the default in linux. By request of nakeee!
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5324 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-10 22:29:38 +00:00
Glenn Rice 449e28f9a6 Add linux fixes to GCPadNew from trunk.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5323 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-10 21:56:12 +00:00
Shawn Hoffman 45db281360 stable: nogui buildfix
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5322 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-10 21:36:10 +00:00
Jordan Woyak cb38303531 stable: Applied the same fixes/cleanups to GCPadNew.cpp as the last commit by glennrics.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5299 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-08 22:47:58 +00:00
nakeee 1310052bd7 Stable: wiimote fix and memarena fix from trunk
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5295 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-08 13:50:20 +00:00
nakeee 9d786b6440 Stable: another small HLE fix
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5294 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-08 13:41:35 +00:00
nakeee 9734e39530 Stable:
Changed version to 2.0
Backported HLE changed from trunk


git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5293 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-08 13:32:09 +00:00
Jordan Woyak ed4318b949 stable: Added GCPadNew Plugin. Set it to default on windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5291 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-08 05:39:52 +00:00
Shawn Hoffman 21a240547e stable: Don't enable selection of mic device if dolphin is not compiled with portaudio support.
Restrict SI AM Baseboard device to port 1.

git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5279 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-04 19:26:10 +00:00
NeoBrainX cfd83be9a1 stable: Apply JIT/Int fixes from stable.
Fixes shadows in Animal Crossing and Matter Splatter Galaxy in SMG.
(fixes by godisgovernment and possibly others)


git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5276 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-04 18:14:37 +00:00
j4ck.fr0st 620c263582 stable: Fix game-specific dual-core checkbox, include the fix for scons bundle
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5257 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-31 16:41:45 +00:00
Sonicadvance1 559bfa3112 Put my JIT fixes in stable
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5214 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-18 17:58:33 +00:00
Glenn Rice dff7aa5ed6 Same as my last trunk commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5210 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-17 18:59:24 +00:00
Glenn Rice 8d826b4f62 Backport of my recent changes to fullscreen and render to main in linux, and some of my other little bug fixes.
Also backported godisgovernment's removal of wiimote led and speaker status.  I hope this is okay with you.


git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5208 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-17 13:06:10 +00:00
j4ck.fr0st f77140336d reverted the svnrev.h change, removed revision generation from scons (linux and osx should also get RC1 now instead of the revision number)
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5198 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-15 17:53:42 +00:00
Glenn Rice 29cb2ddd87 Add shared library scons options to stable tree.
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5197 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-15 12:23:19 +00:00
skidau 88af328437 Merged r5172 to stable branch.
(Added a null check when stopping the DSPHLE plugin with the DSound back-end.  Fixes the DSPHLE crash on stop.)

git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5173 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-08 08:16:08 +00:00
Shawn Hoffman 318abc4ece stable: remove the svn:ignore on svnrev.h
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5171 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-08 00:22:06 +00:00
Shawn Hoffman d4ba991dd3 should fix wii homebrew (loading) on osx. can't test atm though...
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5169 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-07 19:23:47 +00:00
Shawn Hoffman 9ea17949ef addendum to last commit: need static svnrev.h for stable build
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5168 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-07 19:16:17 +00:00
Shawn Hoffman fc74ce36c6 stable: mark as "2.0 RC1"
git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5167 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-07 19:13:44 +00:00
hrydgard d42a27937d Branch off Stable, since Dolphin is in a pretty good state. This branch will become the official release we'll do shortly.
This opens up the trunk for more experimental coding work again.

Nakee, I appoint you Release Manager :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/branches/stable@5164 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-06 11:33:51 +00:00
10171 changed files with 939786 additions and 1533505 deletions
-30
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@@ -1,30 +0,0 @@
# Ignore image thumbnail files created by windows
Thumbs.db
# Ignore Finder view option files created by OS X
.DS_Store
# Ignore autogenerated source files
Source/Core/Common/scmrev.h
# Ignore files output by build
/[Bb]uild*/
/[Bb]inary/
/obj/
# Android cmake builds to here then copies to Source/Android.
/libs/
# Ignore various files created by visual studio/msbuild
*.ipch
*.opensdf
*.sdf
*.suo
*.vcxproj.user
*.obj
*.tlog
# Ignore build info file created by QtCreator
CMakeLists.txt.user
# Ignore files created by posix people
*~
# Ignore transifex configuration directory
.tx
# Ignore kdevelop files/dirs
*.kdev4
# Ignore IDEA/Clion files/dirs
/.idea/
-4
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@@ -1,4 +0,0 @@
[submodule "Externals/Qt"]
path = Externals/Qt
url = https://github.com/dolphin-emu/ext-win-qt.git
branch = master
-54
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@@ -1,54 +0,0 @@
# This file exists to enable "git shortlog -s" to group by person.
Andrew de los Reyes <adlr@gmail.com> <adlr@chromium.org>
Augustin Cavalier <waddlesplash@gmail.com> <ajcsweb@gmail.com>
Benjamin Przybocki <buddybenj@gmail.com>
Dolphin Bots <noreply@dolphin-emu.org> <dolphin-emu-bot@users.noreply.github.com>
Dolphin Bots <noreply@dolphin-emu.org> <contact+i18n@dolphin-emu.org>
Dolphin Bots <noreply@dolphin-emu.org> <buildbot@ubuntu.ubuntu.dolphin-emu.org>
Grant Paul <git@grantpaul.com> <chpwn@chpwn.com>
Henrik Rydgård <hrydgard@gmail.com>
Jack Frost <bhaal@0x1337.org> <j4ck.fr0st@gmail.com>
James Dunne <james.jdunne@gmail.com>
John Chadwick <johnwchadwick@gmail.com> <johnwchadwick>
John Peterson <john.s.peterson@live.com>
John Peterson <john.s.peterson@live.com> <jpeterson57@gmail.com>
Jordan Cristiano <jordan.cristi@gmail.com> <jordan.cristi AT [Google mail]>
Jordan Cristiano <jordan.cristi@gmail.com> <jordan.cristi [AT] gmail.com>
Jordan Woyak <jordan.woyak@gmail.com> <jordan@bill-laptop.lan>
Jordan Woyak <jordan.woyak@gmail.com> <Billiard26@gmail.com>
Jules Blok <jules.blok@gmail.com> Armada <jules.blok@gmail.com>
Lioncash <mathew1800@gmail.com>
Lioncash <mathew1800@gmail.com> Lioncash <nope>
Lioncash <mathew1800@gmail.com> <mathew1900@hotmail.com>
Maarten ter Huurne <maarten@treewalker.org> <mth@lexx-9122.trinair2002>
Marcos Vitali <marcosvitali@gmail.com>
Markus Wick <markus+github@selfnet.de> <wickmarkus@web.de>
Matthew Parlane <parlane@gmail.com>
Matthew Parlane <parlane@gmail.com> <matthew@phantuntu.(none)>
Oussama Danba <Shadoxfix@gmail.com>
Pascal Jouy <pascal.jouy@hotmail.fr>
Pierre <pierre@pirsoft.de>
Pierre Bourdon <delroth@gmail.com> <delroth@lse.epita.fr>
Rodolfo Bogado <rodolfoosvaldobogado@gmail.com>
Rog <rdragoon@optonline.net>
RolandMunsil <roland@munsil.com> <RolandMunsil@users.noreply.github.com>
Runo <i.am.runo@hotmail.com>
Ryan Houdek <sonicadvance1@gmail.com>
Ryan Houdek <sonicadvance1@gmail.com> <Sonicadvance1@gmail.com>
Ryan Houdek <sonicadvance1@gmail.com> <ryan.houdek@codethink.co.uk>
Ryan Houdek <sonicadvance1@gmail.com> <sonicadvance1@Ryan-Desktop.(none)>
Sacha <xsacha@gmail.com>
Sean Maas <seanmaas27@gmail.com>
Shawn Hoffman <godisgovernment@gmail.com>
Steven V. <Stevoisiak@gmail.com>
Steven V. <Stevoisiak@gmail.com> <S.Vascellaro@gmail.com>
Tony Wasserka <neobrainx@gmail.com> <NeoBrainX@googlemail.com>
Tony Wasserka <neobrainx@gmail.com> <NeoBrainX@gmail.com>
TotalNerd <xtrafear@gmail.com>
booto <remornicus@gmail.com> <booto+dolphin@justanothercoder.com>
i418c <starfield94@aol.com> <i418c@users.noreply.github.com>
luisr142004 <luisr142004@gmail.com> <luisr142004@yahoo.com>
magumagu <magumagu9@gmail.com>
masken <masken3@gmail.com> <masken@emulation64.com>
nitsuja <nitsuja-@hotmail.com>
skidau <skidau@gmail.com>
-850
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@@ -1,850 +0,0 @@
########################################
# General setup
#
cmake_minimum_required(VERSION 2.8.8)
option(USE_EGL "Enables EGL OpenGL Interface" OFF)
option(TRY_X11 "Enables X11 Support" ON)
option(USE_UPNP "Enables UPnP port mapping support" ON)
option(DISABLE_WX "Disable wxWidgets (use Qt or CLI interface)" OFF)
option(ENABLE_QT "Enable Qt (use the experimental Qt interface)" OFF)
option(ENABLE_PCH "Use PCH to speed up compilation" ON)
option(ENABLE_LTO "Enables Link Time Optimization" OFF)
option(ENABLE_GENERIC "Enables generic build that should run on any little-endian host" OFF)
if(APPLE)
option(OSX_USE_DEFAULT_SEARCH_PATH "Don't prioritize system library paths" OFF)
endif()
option(ENCODE_FRAMEDUMPS "Encode framedumps in AVI format" ON)
option(FASTLOG "Enable all logs" OFF)
option(OPROFILING "Enable profiling" OFF)
option(GDBSTUB "Enable gdb stub for remote debugging." OFF)
if(APPLE)
option(SKIP_POSTPROCESS_BUNDLE "Skip postprocessing bundle for redistributability" OFF)
endif()
########################################
# Optional Targets
# TODO: Add DSPSpy
option(DSPTOOL "Build dsptool" OFF)
# Update compiler before calling project()
if (APPLE)
# Use clang compiler
if (NOT DEFINED CMAKE_CXX_COMPILER)
set(CMAKE_CXX_COMPILER "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++")
if (NOT EXISTS "${CMAKE_CXX_COMPILER}")
set(CMAKE_CXX_COMPILER "clang++")
endif()
endif()
if (NOT DEFINED CMAKE_C_COMPILER)
set(CMAKE_C_COMPILER "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang")
if (NOT EXISTS "${CMAKE_C_COMPILER}")
set(CMAKE_C_COMPILER "clang")
endif()
endif()
endif()
project(dolphin-emu)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_SOURCE_DIR}/CMakeTests)
set(DOLPHIN_IS_STABLE FALSE)
# Libraries to link
set(LIBS)
# Set up paths
if(APPLE)
# 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}")
# 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
# as defined above.
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/Binaries)
# Precompiled header support for MSVC:
# Call this after setting the source list (and don't add the source file used
# to generate the pch file, this will be done here automatically)
function(enable_precompiled_headers PRECOMPILED_HEADER SOURCE_FILE SOURCE_VARIABLE_NAME)
if(MSVC)
set(files ${${SOURCE_VARIABLE_NAME}})
# Generate precompiled header translation unit
get_filename_component(pch_basename ${PRECOMPILED_HEADER} NAME_WE)
set(pch_abs ${CMAKE_CURRENT_SOURCE_DIR}/${PRECOMPILED_HEADER})
set(pch_unity ${CMAKE_CURRENT_SOURCE_DIR}/${SOURCE_FILE})
set_source_files_properties(${pch_unity} PROPERTIES COMPILE_FLAGS
"/Yc\"${pch_abs}\"")
# Update properties of source files to use the precompiled header.
# Additionally, force the inclusion of the precompiled header at
# beginning of each source file.
foreach(source_file ${files} )
set_source_files_properties(${source_file} PROPERTIES COMPILE_FLAGS
"/Yu\"${pch_abs}\" /FI\"${pch_abs}\"")
endforeach(source_file)
# Finally, update the source file collection to contain the
# precompiled header translation unit
set(${SOURCE_VARIABLE_NAME} ${pch_unity} ${${SOURCE_VARIABLE_NAME}} PARENT_SCOPE)
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(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} COMMAND ${GIT_EXECUTABLE} rev-parse HEAD
OUTPUT_VARIABLE DOLPHIN_WC_REVISION
OUTPUT_STRIP_TRAILING_WHITESPACE)
# defines DOLPHIN_WC_DESCRIBE
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} COMMAND ${GIT_EXECUTABLE} describe --always --long --dirty
OUTPUT_VARIABLE DOLPHIN_WC_DESCRIBE
OUTPUT_STRIP_TRAILING_WHITESPACE)
# remove hash (and trailing "-0" if needed) from description
STRING(REGEX REPLACE "(-0)?-[^-]+((-dirty)?)$" "\\2" DOLPHIN_WC_DESCRIBE "${DOLPHIN_WC_DESCRIBE}")
# defines DOLPHIN_WC_BRANCH
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR} COMMAND ${GIT_EXECUTABLE} rev-parse --abbrev-ref HEAD
OUTPUT_VARIABLE DOLPHIN_WC_BRANCH
OUTPUT_STRIP_TRAILING_WHITESPACE)
endif()
# version number
set(DOLPHIN_VERSION_MAJOR "4")
set(DOLPHIN_VERSION_MINOR "0")
if(DOLPHIN_IS_STABLE)
set(DOLPHIN_VERSION_PATCH "0")
else()
set(DOLPHIN_VERSION_PATCH ${DOLPHIN_WC_REVISION})
endif()
# Architecture detection and arch specific settings
message(${CMAKE_SYSTEM_PROCESSOR})
# Detect 64bit or 32bit
# CMake doesn't provide a simple way to determine 32bit or 64bit
# If we ever support a architecture that is 64bit with 32bit pointers then this'll break
# Of course the chances of that are slim(x32?) so who cares
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(_ARCH_64 1)
add_definitions(-D_ARCH_64=1)
else()
set(_ARCH_32 1)
add_definitions(-D_ARCH_32=1)
endif()
if(NOT ENABLE_GENERIC)
if(${CMAKE_SYSTEM_PROCESSOR} MATCHES "^x86" OR
${CMAKE_SYSTEM_PROCESSOR} MATCHES "i.86" OR
APPLE)
if(_ARCH_64)
set(_M_X86 1)
set(_M_X86_64 1)
add_definitions(-D_M_X86=1 -D_M_X86_64=1 -msse2)
else()
message(FATAL_ERROR "x86_32 is an unsupported platform. Enable generic build if you really want a JIT-less binary.")
endif()
elseif(${CMAKE_SYSTEM_PROCESSOR} MATCHES "^arm")
# This option only applies to 32bit ARM
set(_M_ARM 1)
set(_M_ARM_32 1)
add_definitions(-D_M_ARM=1 -D_M_ARM_32=1)
add_definitions(-marm -march=armv7-a)
elseif(${CMAKE_SYSTEM_PROCESSOR} STREQUAL "aarch64")
# This option only applies to 64bit ARM
set(_M_ARM 1)
set(_M_ARM_64 1)
add_definitions(-D_M_ARM=1 -D_M_ARM_64=1)
add_definitions(-march=armv8-a+crc)
else()
set(ENABLE_GENERIC 1)
endif()
endif()
if(ENABLE_GENERIC)
message("Warning! Building generic build!")
set(_M_GENERIC 1)
add_definitions(-D_M_GENERIC=1)
endif()
include(CheckCXXCompilerFlag)
macro(check_and_add_flag var flag)
CHECK_CXX_COMPILER_FLAG(${flag} FLAG_${var})
if(FLAG_${var})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${flag}")
endif()
endmacro()
# Enabling all warnings in MSVC spams too much
if(NOT MSVC)
add_definitions(-Wall)
# TODO: would like these but they produce overwhelming amounts of warnings
#check_and_add_flag(EXTRA -Wextra)
#check_and_add_flag(MISSING_FIELD_INITIALIZERS -Wmissing-field-initializers)
#check_and_add_flag(SWITCH_DEFAULT -Wswitch-default)
#check_and_add_flag(FLOAT_EQUAL -Wfloat-equal)
#check_and_add_flag(CONVERSION -Wconversion)
#check_and_add_flag(ZERO_AS_NULL_POINTER_CONSTANT -Wzero-as-null-pointer-constant)
check_and_add_flag(TYPE_LIMITS -Wtype-limits)
check_and_add_flag(SIGN_COMPARE -Wsign-compare)
check_and_add_flag(IGNORED_QUALIFIERS -Wignored-qualifiers)
check_and_add_flag(UNINITIALIZED -Wuninitialized)
check_and_add_flag(LOGICAL_OP -Wlogical-op)
check_and_add_flag(SHADOW -Wshadow)
check_and_add_flag(INIT_SELF -Winit-self)
check_and_add_flag(MISSING_DECLARATIONS -Wmissing-declarations)
check_and_add_flag(MISSING_VARIABLE_DECLARATIONS -Wmissing-variable-declarations)
endif(NOT MSVC)
# gcc uses some optimizations which might break stuff without this flag
add_definitions(-fno-strict-aliasing -fno-exceptions)
check_and_add_flag(VISIBILITY_INLINES_HIDDEN -fvisibility-inlines-hidden)
if(UNIX AND NOT APPLE)
check_and_add_flag(VISIBILITY_HIDDEN -fvisibility=hidden)
endif()
if(ENABLE_LTO)
check_and_add_flag(LTO -flto)
if(CMAKE_CXX_COMPILER_ID STREQUAL GNU)
set(CMAKE_AR gcc-ar)
set(CMAKE_RANLIB gcc-ranlib)
endif()
endif()
if(APPLE)
if(NOT OSX_USE_DEFAULT_SEARCH_PATH)
# Hack up the path to prioritize the path to built-in OS libraries to
# increase the chance of not depending on a bunch of copies of them
# installed by MacPorts, Fink, Homebrew, etc, and ending up copying
# them into the bundle. Since we optionally depend on libraries which
# are not part of OS X (ffmpeg, libusb, etc.), however, don't remove
# the default path entirely as was done in a previous version of this
# file. This is still kinda evil, since it defeats the user's path
# settings...
# See http://www.cmake.org/cmake/help/v3.0/command/find_program.html
set(CMAKE_PREFIX_PATH "${CMAKE_PREFIX_PATH};/usr")
endif()
# Some of our code contains Objective C constructs.
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -x objective-c -stdlib=libc++")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -x objective-c++ -stdlib=libc++")
# Avoid mistaking an object file for a source file on the link command line.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -x none")
# Identify the target system:
# Ask for 64-bit binary.
set(TARGET_FLAGS "-arch x86_64")
# Minimum OS X version.
# This is inserted into the Info.plist as well.
# Note that the SDK determines the maximum version of which optional
# features can be used, not the minimum required version to run.
set(OSX_MIN_VERSION "10.9")
set(TARGET_FLAGS "${TARGET_FLAGS} -mmacosx-version-min=${OSX_MIN_VERSION}")
set(SYSROOT_LEGACY_PATH "/Developer/SDKs/MacOSX10.9.sdk")
set(SYSROOT_PATH "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk")
if(EXISTS "${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 "${TARGET_FLAGS} -mssse3")
set(TARGET_FLAGS "${TARGET_FLAGS} -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 "${CMAKE_EXE_LINKER_FLAGS} -Wl,-pagezero_size,0x1000")
find_library(APPKIT_LIBRARY AppKit)
find_library(APPSERV_LIBRARY ApplicationServices)
find_library(ATB_LIBRARY AudioToolbox)
find_library(AU_LIBRARY AudioUnit)
find_library(CARBON_LIBRARY Carbon)
find_library(COCOA_LIBRARY Cocoa)
find_library(COREAUDIO_LIBRARY CoreAudio)
find_library(COREFUND_LIBRARY CoreFoundation)
find_library(CORESERV_LIBRARY CoreServices)
find_library(FOUNDATION_LIBRARY foundation)
find_library(IOB_LIBRARY IOBluetooth)
find_library(IOK_LIBRARY IOKit)
find_library(QUICKTIME_LIBRARY QuickTime)
find_library(WEBKIT_LIBRARY WebKit)
find_library(FORCEFEEDBACK ForceFeedback)
find_library(OPENGL_LIBRARY OpenGL)
endif()
if(WIN32)
add_definitions(-D_SECURE_SCL=0)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
endif(WIN32)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Release" CACHE STRING
"Build type (Release/Debug/RelWithDebInfo/MinSizeRe)" FORCE)
endif(NOT CMAKE_BUILD_TYPE)
if(CMAKE_BUILD_TYPE STREQUAL Debug)
add_definitions(-D_DEBUG -ggdb)
set(wxWidgets_USE_DEBUG ON CACHE BOOL "Use wxWidgets Debugging")
option(ENABLE_GPROF "Enable gprof profiling (must be using Debug build)" OFF)
if(ENABLE_GPROF)
add_definitions(-pg)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -pg")
endif()
endif(CMAKE_BUILD_TYPE STREQUAL Debug)
if(CMAKE_BUILD_TYPE STREQUAL Release AND NOT APPLE)
add_definitions(-fomit-frame-pointer)
endif()
if(FASTLOG)
add_definitions(-DDEBUGFAST)
endif()
if(GDBSTUB)
add_definitions(-DUSE_GDBSTUB)
endif(GDBSTUB)
if(ANDROID)
message("Building for Android")
add_definitions(-DANDROID)
set(USE_X11 0)
set(USE_UPNP 0)
set(USE_EGL 1)
endif()
include_directories(Externals/GL)
add_definitions(-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE)
########################################
# Dependency checking
#
# TODO: We should have options for dependencies included in the externals to
# override autodetection of system libraries and force the usage of the
# externals.
include(CheckLib)
include(CheckCXXSourceRuns)
if(NOT ANDROID)
include(FindOpenGL)
include_directories(${OPENGL_INCLUDE_DIR})
include(FindALSA OPTIONAL)
if(ALSA_FOUND)
add_definitions(-DHAVE_ALSA=1)
message("ALSA found, enabling ALSA sound backend")
else()
add_definitions(-DHAVE_ALSA=0)
message("ALSA NOT found, disabling ALSA sound backend")
endif(ALSA_FOUND)
check_lib(AO ao QUIET)
if(AO_FOUND)
add_definitions(-DHAVE_AO=1)
message("ao found, enabling ao sound backend")
else()
add_definitions(-DHAVE_AO=0)
message("ao NOT found, disabling ao sound backend")
endif(AO_FOUND)
check_lib(BLUEZ bluez QUIET)
if(BLUEZ_FOUND)
add_definitions(-DHAVE_BLUEZ=1)
message("bluez found, enabling bluetooth support")
else()
add_definitions(-DHAVE_BLUEZ=0)
message("bluez NOT found, disabling bluetooth support")
endif(BLUEZ_FOUND)
check_lib(PULSEAUDIO libpulse QUIET)
if(PULSEAUDIO_FOUND)
add_definitions(-DHAVE_PULSEAUDIO=1)
message("PulseAudio found, enabling PulseAudio sound backend")
else()
add_definitions(-DHAVE_PULSEAUDIO=0)
message("PulseAudio NOT found, disabling PulseAudio sound backend")
endif(PULSEAUDIO_FOUND)
include(FindOpenAL OPTIONAL)
if(OPENAL_FOUND)
add_definitions(-DHAVE_OPENAL=1)
include_directories(${OPENAL_INCLUDE_DIR})
message("OpenAL found, enabling OpenAL sound backend")
else()
add_definitions(-DHAVE_OPENAL=0)
message("OpenAL NOT found, disabling OpenAL sound backend")
endif(OPENAL_FOUND)
include(FindLLVM OPTIONAL)
if (LLVM_FOUND)
add_definitions(-DHAS_LLVM=1)
set(HAS_LLVM 1)
include_directories(${LLVM_INCLUDE_DIRS})
list(APPEND LIBS ${LLVM_LIBRARIES})
message(STATUS "Found LLVM ${LLVM_PACKAGE_VERSION}")
endif()
set(USE_X11 0)
if(UNIX AND NOT APPLE)
# Note: We do not need to explicitly check for X11 as it is done in the cmake
# FindOpenGL module on linux.
if(TRY_X11 AND X11_FOUND)
set(USE_X11 1)
add_definitions(-DHAVE_X11=1)
include_directories(${X11_INCLUDE_DIR})
message("X11 support enabled")
else()
set(USE_X11 0)
SET(X11_FOUND "")
message("X11 support disabled")
add_definitions(-DHAVE_X11=0)
endif(TRY_X11 AND X11_FOUND)
if (NOT USE_X11)
message(FATAL_ERROR "\n"
"No suitable display platform found\n"
"Requires x11 to run")
endif()
endif()
if(USE_X11)
check_lib(XRANDR Xrandr)
if(XRANDR_FOUND)
add_definitions(-DHAVE_XRANDR=1)
else()
add_definitions(-DHAVE_XRANDR=0)
endif(XRANDR_FOUND)
pkg_check_modules(XINPUT2 xi>=1.5.0)
if(XINPUT2_FOUND)
add_definitions(-DHAVE_X11_XINPUT2=1)
else()
add_definitions(-DHAVE_X11_XINPUT2=0)
endif(XINPUT2_FOUND)
endif()
if(ENCODE_FRAMEDUMPS)
check_libav()
if(LIBAV_FOUND)
LIST(APPEND LIBS ${LIBAV_LIBRARIES})
endif()
endif()
set(CMAKE_REQUIRED_LIBRARIES portaudio)
CHECK_CXX_SOURCE_RUNS(
"#include <portaudio.h>
int main(int argc, char **argv)
{ if(Pa_GetVersion() >= 1890) return 0; else return 1; }"
PORTAUDIO)
if(PORTAUDIO)
message("PortAudio found, enabling mic support")
add_definitions(-DHAVE_PORTAUDIO=1)
set(PORTAUDIO_FOUND TRUE)
else()
message("PortAudio not found, disabling mic support")
add_definitions(-DHAVE_PORTAUDIO=0)
set(PORTAUDIO_FOUND FALSE)
endif(PORTAUDIO)
if(OPROFILING)
check_lib(OPROFILE opagent opagent.h)
check_lib(BFD bfd bfd.h)
if(OPROFILE_FOUND AND BFD_FOUND)
message("oprofile found, enabling profiling support")
add_definitions(-DUSE_OPROFILE=1)
else()
message(FATAL_ERROR "oprofile or bfd not found. Can't build profiling support.")
endif()
endif()
endif()
if(USE_EGL)
message("EGL OpenGL interface enabled")
add_definitions(-DUSE_EGL=1)
endif()
########################################
# Setup include directories (and make sure they are preferred over the Externals)
#
include_directories(Source/Core)
########################################
# Process externals and setup their include directories
#
# NOTES about adding Externals:
# - add the include directory here
# - make sure to tell cmake to link them statically or dynamically (most
# should be linked statically)
# - place the CMakeLists.txt in the first-level subdirectory, e.g.
# Externals/zlib/CMakeLists.txt (that is: NOT in some Src/ subdirectory)
#
add_subdirectory(Externals/Bochs_disasm)
include_directories(Externals/Bochs_disasm)
# If zlib has already been found on a previous run of cmake don't check again
# as the check seems to take a long time.
if(NOT ZLIB_FOUND)
include(FindZLIB OPTIONAL)
endif()
if(ZLIB_FOUND)
set(ZLIB_FOUND 1 CACHE INTERNAL "")
message("Using shared zlib")
include_directories(${ZLIB_INCLUDE_DIRS})
else(ZLIB_FOUND)
message("Shared zlib not found, falling back to the static library")
add_subdirectory(Externals/zlib)
include_directories(Externals/zlib)
endif(ZLIB_FOUND)
if(NOT APPLE AND NOT ANDROID)
check_lib(LZO lzo2 lzo/lzo1x.h QUIET)
endif()
if(LZO_FOUND)
message("Using shared lzo")
else()
message("Using static lzo from Externals")
add_subdirectory(Externals/LZO)
include_directories(Externals/LZO)
set(LZO lzo2)
endif()
list(APPEND LIBS ${LZO})
if(NOT APPLE AND NOT ANDROID)
check_lib(PNG png png.h QUIET)
endif()
if (PNG_FOUND)
message("Using shared libpng")
else()
message("Using static libpng from Externals")
add_subdirectory(Externals/libpng)
include_directories(Externals/libpng)
set(PNG png)
endif()
if(OPENAL_FOUND)
if(NOT APPLE)
check_lib(SOUNDTOUCH SoundTouch soundtouch/SoundTouch.h QUIET)
endif()
if (SOUNDTOUCH_FOUND)
message("Using shared soundtouch")
else()
message("Using static soundtouch from Externals")
add_subdirectory(Externals/soundtouch)
include_directories(Externals)
endif()
endif()
if(NOT ANDROID)
if(NOT APPLE)
include(FindSDL2 OPTIONAL)
endif()
if(SDL2_FOUND)
message("Using shared SDL2")
add_definitions(-DHAVE_SDL=1)
include_directories(${SDL2_INCLUDE_DIR})
else(SDL2_FOUND)
# SDL2 not found, try SDL
if(NOT APPLE)
include(FindSDL OPTIONAL)
endif()
if(SDL_FOUND)
message("Using shared SDL")
add_definitions(-DHAVE_SDL=1)
include_directories(${SDL_INCLUDE_DIR})
else(SDL_FOUND)
message("SDL NOT found, disabling SDL input")
add_definitions(-DHAVE_SDL=0)
endif(SDL_FOUND)
endif(SDL2_FOUND)
endif()
include(FindLibUSB OPTIONAL)
if(LIBUSB_FOUND)
message("Using shared LibUSB")
add_definitions(-D__LIBUSB__)
include_directories(${LIBUSB_INCLUDE_DIR})
endif(LIBUSB_FOUND)
set(SFML_REQD_VERSION 2.1)
if(NOT APPLE AND NOT ANDROID)
find_package(SFML ${SFML_REQD_VERSION} COMPONENTS network system)
endif()
if(SFML_FOUND)
message("Using shared SFML")
else()
message("Using static SFML ${SFML_REQD_VERSION} from Externals")
add_definitions(-DSFML_STATIC)
add_subdirectory(Externals/SFML)
include_directories(BEFORE Externals/SFML/include)
endif()
if(USE_UPNP)
if(NOT APPLE AND NOT ANDROID)
include(FindMiniupnpc)
endif()
if(MINIUPNP_FOUND AND MINIUPNPC_VERSION_1_7_OR_HIGHER)
message("Using shared miniupnpc")
include_directories(${MINIUPNP_INCLUDE_DIR})
else()
message("Using static miniupnpc from Externals")
add_subdirectory(Externals/miniupnpc)
include_directories(Externals/miniupnpc/src)
endif()
add_definitions(-DUSE_UPNP)
list(APPEND LIBS miniupnpc)
endif()
if(NOT APPLE AND NOT ANDROID)
include(FindPolarSSL)
endif()
if(POLARSSL_FOUND AND POLARSSL_WORKS)
message("Using shared PolarSSL")
include_directories(${POLARSSL_INCLUDE_DIR})
else()
message("Using PolarSSL from Externals")
set(POLARSSL_LIBRARY polarssl)
add_subdirectory(Externals/polarssl/)
include_directories(Externals/polarssl/include)
endif()
if(NOT APPLE AND NOT ANDROID)
check_lib(SOIL SOIL SOIL/SOIL.h QUIET)
endif()
if(SOIL_FOUND)
message("Using shared SOIL")
else()
message("Using static SOIL from Externals")
add_subdirectory(Externals/SOIL)
include_directories(Externals/SOIL)
endif()
if (ANDROID)
message("Using static iconv from Externals")
include_directories(Externals/libiconv-1.14/include)
add_subdirectory(Externals/libiconv-1.14)
list(APPEND LIBS iconv)
else()
find_library(ICONV_LIBRARIES NAMES iconv libiconv libiconv-2 c)
find_path(ICONV_INCLUDE_DIR NAMES iconv.h)
list(APPEND LIBS ${ICONV_LIBRARIES})
mark_as_advanced(ICONV_INCLUDE_DIR ICONV_LIBRARIES)
endif()
if(ENABLE_QT)
find_package(Qt5Widgets REQUIRED)
message("Found Qt version ${Qt5Core_VERSION}, enabling the Qt backend")
endif()
if(NOT DISABLE_WX AND NOT ANDROID)
include(FindwxWidgets OPTIONAL)
FIND_PACKAGE(wxWidgets COMPONENTS core aui adv)
if(wxWidgets_FOUND)
EXECUTE_PROCESS(WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
COMMAND sh "${wxWidgets_CONFIG_EXECUTABLE}"
${wxWidgets_CONFIG_OPTIONS} --version
OUTPUT_VARIABLE wxWidgets_VERSION
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
message("Found wxWidgets version ${wxWidgets_VERSION}")
if(UNIX)
set(wxMIN_VERSION "3.0.0")
endif()
if(${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})
list(APPEND LIBS ${GTK2_LIBRARIES})
else()
message(FATAL_ERROR "GTK is required to build the WX UI. Please install the GTK development libraries.")
endif()
endif()
endif()
if(wxWidgets_FOUND)
include(${wxWidgets_USE_FILE})
message("wxWidgets found, enabling GUI build")
else(wxWidgets_FOUND)
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(APPLE)
add_definitions(-D__WXOSX_COCOA__)
elseif(${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
add_definitions(-D__WXGTK__)
# Check for required libs
check_lib(GTHREAD2 gthread-2.0 glib/gthread.h REQUIRED)
check_lib(PANGOCAIRO pangocairo pango/pangocairo.h REQUIRED)
elseif(WIN32)
add_definitions(-D__WXMSW__)
else()
message(FATAL_ERROR "wxWidgets in Externals is not compatible with your platform")
endif()
include_directories(
Externals/wxWidgets3
Externals/wxWidgets3/include)
add_subdirectory(Externals/wxWidgets3)
set(wxWidgets_FOUND TRUE)
set(wxWidgets_LIBRARIES "wx")
endif(wxWidgets_FOUND)
add_definitions(-DHAVE_WX=1)
endif(NOT DISABLE_WX AND NOT ANDROID)
if(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD|NetBSD")
set(LIBS ${LIBS} usbhid)
endif()
if(APPLE)
# Link against OS X system frameworks.
list(APPEND LIBS
${APPKIT_LIBRARY}
${AU_LIBRARY}
${COREAUDIO_LIBRARY}
${COREFUND_LIBRARY}
${CORESERV_LIBRARY}
${IOK_LIBRARY}
${FORCEFEEDBACK}
)
endif()
########################################
# 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/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")
########################################
# Unit testing.
#
include_directories(Externals/gtest/include)
add_subdirectory(Externals/gtest)
enable_testing()
add_custom_target(unittests)
add_custom_command(TARGET unittests POST_BUILD COMMAND ${CMAKE_CTEST_COMMAND})
########################################
# Start compiling our code
#
add_definitions(-std=gnu++0x)
# These aren't actually needed for C11/C++11
# but some dependencies require them (LLVM, libav).
add_definitions(-D__STDC_LIMIT_MACROS -D__STDC_CONSTANT_MACROS)
add_subdirectory(Source)
########################################
# Install shared data files
#
if(NOT APPLE)
install(DIRECTORY Data/Sys/ DESTINATION ${datadir}/sys PATTERN)
endif()
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux|FreeBSD|Darwin")
install(FILES Data/license.txt DESTINATION ${datadir})
endif()
if(${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
# Install the application icon and menu item
install(FILES Installer/dolphin-emu.xpm
DESTINATION ${CMAKE_INSTALL_PREFIX}/share/pixmaps)
install(FILES Installer/dolphin-emu.desktop
DESTINATION ${CMAKE_INSTALL_PREFIX}/share/applications)
endif()
# packaging information
set(CPACK_PACKAGE_NAME "dolphin-emu")
set(CPACK_PACKAGE_VENDOR "Dolphin Team")
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 ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A GameCube, Wii and Triforce emulator")
set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
# TODO: CPACK_RESOURCE_FILE_README
# TODO: CPACK_RESOURCE_FILE_WELCOME
# TODO: CPACK_PACKAGE_ICON
# TODO: CPACK_NSIS_*
# TODO: Use CPack components for DSPSpy, etc => cpack_add_component
set(CPACK_SET_DESTDIR ON)
set(CPACK_SOURCE_GENERATOR "TGZ;TBZ2;ZIP")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.git")
list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_BINARY_DIR}")
# CPack must be included after the CPACK_* variables are set in order for those
# variables to take effect.
Include(CPack)
-71
View File
@@ -1,71 +0,0 @@
include(FindPkgConfig OPTIONAL)
macro(_internal_message msg)
if(NOT ${_is_quiet})
message("${msg}")
endif()
endmacro()
macro(check_lib var lib)
set(_is_required 0)
set(_is_quiet 0)
set(_arg_list ${ARGN})
foreach(_arg ${ARGN})
if(_arg STREQUAL "REQUIRED")
list(REMOVE_ITEM _arg_list "REQUIRED")
set(_is_required 1)
endif()
if(_arg STREQUAL "QUIET")
list(REMOVE_ITEM _arg_list "QUIET")
set(_is_quiet 1)
endif()
endforeach()
if(PKG_CONFIG_FOUND AND NOT ${var}_FOUND)
string(TOLOWER ${lib} lower_lib)
pkg_search_module(${var} QUIET ${lower_lib})
endif()
if(${var}_FOUND)
include_directories(${${var}_INCLUDE_DIRS})
# Make sure include directories for headers found using find_path below
# are re-added when reconfiguring
include_directories(${${var}_INCLUDE})
_internal_message("${lib} found")
else()
find_library(${var} ${lib})
if(_arg_list)
find_path(${var}_INCLUDE ${_arg_list})
else()
set(${var}_INCLUDE FALSE)
endif()
if(${var} AND ${var}_INCLUDE)
include_directories(${${var}_INCLUDE})
_internal_message("${lib} found")
set(${var}_FOUND 1 CACHE INTERNAL "")
else()
if(_is_required)
message(FATAL_ERROR "${lib} is required but not found")
else()
_internal_message("${lib} not found")
endif()
endif()
endif()
endmacro()
macro(check_libav)
if(PKG_CONFIG_FOUND)
pkg_check_modules(LIBAV libavcodec>=54.35.0 libavformat>=54.20.4
libswscale>=2.1.1 libavutil>=52.3.0)
else()
message("pkg-config is required to check for libav/ffmpeg")
endif()
if(LIBAV_FOUND)
message("libav/ffmpeg found, enabling AVI frame dumps")
add_definitions(-DHAVE_LIBAV)
include_directories(${LIBAV_INCLUDE_DIRS})
else()
message("libav/ffmpeg not found, disabling AVI frame dumps")
endif()
endmacro()
-23
View File
@@ -1,23 +0,0 @@
# This file only exists because LLVM's cmake files are broken.
# This affects both LLVM 3.4 and 3.5.
# Hopefully when they fix their cmake system we don't need this garbage.
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config")
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config-3.5")
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config-3.4")
foreach(LLVM_CONFIG_NAME ${LLVM_CONFIG_EXECUTABLES})
find_program(LLVM_CONFIG_EXE NAMES ${LLVM_CONFIG_NAME})
if (LLVM_CONFIG_EXE)
execute_process(COMMAND ${LLVM_CONFIG_EXE} --version OUTPUT_VARIABLE LLVM_PACKAGE_VERSION
OUTPUT_STRIP_TRAILING_WHITESPACE )
if (${LLVM_PACKAGE_VERSION} VERSION_GREATER "3.3")
set(LLVM_FOUND 1)
execute_process(COMMAND ${LLVM_CONFIG_EXE} --includedir OUTPUT_VARIABLE LLVM_INCLUDE_DIRS
OUTPUT_STRIP_TRAILING_WHITESPACE )
execute_process(COMMAND ${LLVM_CONFIG_EXE} --ldflags OUTPUT_VARIABLE LLVM_LDFLAGS
OUTPUT_STRIP_TRAILING_WHITESPACE )
set(LLVM_LIBRARIES "${LLVM_LDFLAGS} -lLLVM-${LLVM_PACKAGE_VERSION}")
break()
endif()
endif()
endforeach()
-43
View File
@@ -1,43 +0,0 @@
# - Find libusb-1.0 library
# This module defines
# LIBUSB_INCLUDE_DIR, where to find bluetooth.h
# LIBUSB_LIBRARIES, the libraries needed to use libusb-1.0.
# LIBUSB_FOUND, If false, do not try to use libusb-1.0.
#
# Copyright (c) 2009, Michal Cihar, <michal@cihar.com>
#
# vim: expandtab sw=4 ts=4 sts=4:
if(ANDROID)
set(LIBUSB_FOUND FALSE CACHE INTERNAL "libusb-1.0 found")
message(STATUS "libusb-1.0 not found.")
elseif (NOT LIBUSB_FOUND)
pkg_check_modules (LIBUSB_PKG libusb-1.0)
find_path(LIBUSB_INCLUDE_DIR NAMES libusb.h
PATHS
${LIBUSB_PKG_INCLUDE_DIRS}
/usr/include/libusb-1.0
/usr/include
/usr/local/include/libusb-1.0
/usr/local/include
)
find_library(LIBUSB_LIBRARIES NAMES usb-1.0
PATHS
${LIBUSB_PKG_LIBRARY_DIRS}
/usr/lib
/usr/local/lib
)
if(LIBUSB_INCLUDE_DIR AND LIBUSB_LIBRARIES)
set(LIBUSB_FOUND TRUE CACHE INTERNAL "libusb-1.0 found")
message(STATUS "Found libusb-1.0: ${LIBUSB_INCLUDE_DIR}, ${LIBUSB_LIBRARIES}")
else(LIBUSB_INCLUDE_DIR AND LIBUSB_LIBRARIES)
set(LIBUSB_FOUND FALSE CACHE INTERNAL "libusb-1.0 found")
message(STATUS "libusb-1.0 not found.")
endif(LIBUSB_INCLUDE_DIR AND LIBUSB_LIBRARIES)
mark_as_advanced(LIBUSB_INCLUDE_DIR LIBUSB_LIBRARIES)
endif ()
-179
View File
@@ -1,179 +0,0 @@
# Locate miniupnp library
# This module defines
# MINIUPNP_FOUND, if false, do not try to link to miniupnp
# MINIUPNP_LIBRARY, the miniupnp variant
# MINIUPNP_INCLUDE_DIR, where to find miniupnpc.h and family)
# MINIUPNPC_VERSION_PRE1_6 --> set if we detect the version of miniupnpc is
# pre 1.6
# MINIUPNPC_VERSION_PRE1_5 --> set if we detect the version of miniupnpc is
# pre 1.5
#
# Note that the expected include convention is
# #include "miniupnpc.h"
# and not
# #include <miniupnpc/miniupnpc.h>
# This is because, the miniupnpc location is not standardized and may exist
# in locations other than miniupnpc/
#=============================================================================
# Copyright 2011 Mark Vejvoda
#
# 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 distributed this file outside of CMake, substitute the full
# License text for the above reference.)
if (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
# Already in cache, be silent
set(MINIUPNP_FIND_QUIETLY TRUE)
endif (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
find_path(MINIUPNP_INCLUDE_DIR miniupnpc.h
PATH_SUFFIXES miniupnpc)
find_library(MINIUPNP_LIBRARY miniupnpc)
if (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
set (MINIUPNP_FOUND TRUE)
endif ()
if (MINIUPNP_FOUND)
if (NOT MINIUPNP_FIND_QUIETLY)
message (STATUS "Found the miniupnpc libraries at ${MINIUPNP_LIBRARY}")
message (STATUS "Found the miniupnpc headers at ${MINIUPNP_INCLUDE_DIR}")
endif (NOT MINIUPNP_FIND_QUIETLY)
message(STATUS "Detecting version of miniupnpc in path: ${MINIUPNP_INCLUDE_DIR}")
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
static struct UPNPUrls urls;
static struct IGDdatas data;
GetUPNPUrls (&urls, &data, \"myurl\",0);
return 0;
}"
MINIUPNPC_VERSION_1_7_OR_HIGHER)
IF (NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
struct UPNPDev *devlist = NULL;
int upnp_delay = 5000;
const char *upnp_multicastif = NULL;
const char *upnp_minissdpdsock = NULL;
int upnp_sameport = 0;
int upnp_ipv6 = 0;
int upnp_error = 0;
devlist = upnpDiscover(upnp_delay, upnp_multicastif, upnp_minissdpdsock, upnp_sameport, upnp_ipv6, &upnp_error);
return 0;
}"
MINIUPNPC_VERSION_PRE1_7)
ENDIF()
IF (NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
struct UPNPDev *devlist = NULL;
int upnp_delay = 5000;
const char *upnp_multicastif = NULL;
const char *upnp_minissdpdsock = NULL;
int upnp_sameport = 0;
int upnp_ipv6 = 0;
int upnp_error = 0;
devlist = upnpDiscover(upnp_delay, upnp_multicastif, upnp_minissdpdsock, upnp_sameport);
return 0;
}"
MINIUPNPC_VERSION_PRE1_6)
ENDIF()
IF (NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
static struct UPNPUrls urls;
static struct IGDdatas data;
int main()
{
char externalIP[16] = \"\";
UPNP_GetExternalIPAddress(urls.controlURL, data.first.servicetype, externalIP);
return 0;
}"
MINIUPNPC_VERSION_1_5_OR_HIGHER)
ENDIF()
IF (NOT MINIUPNPC_VERSION_1_5_OR_HIGHER AND NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
static struct UPNPUrls urls;
static struct IGDdatas data;
int main()
{
char externalIP[16] = \"\";
UPNP_GetExternalIPAddress(urls.controlURL, data.servicetype, externalIP);
return 0;
}"
MINIUPNPC_VERSION_PRE1_5)
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_5)
message(STATUS "Found miniupnpc version is pre v1.5")
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_6)
message(STATUS "Found miniupnpc version is pre v1.6")
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_7)
message(STATUS "Found miniupnpc version is pre v1.7")
ENDIF()
IF(NOT MINIUPNPC_VERSION_PRE1_5 AND NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7)
message(STATUS "Found miniupnpc version is v1.7 or higher")
ENDIF()
else ()
message (STATUS "Could not find miniupnp")
endif ()
MARK_AS_ADVANCED(MINIUPNP_INCLUDE_DIR MINIUPNP_LIBRARY)
-82
View File
@@ -1,82 +0,0 @@
# Locate polarssl library
# This module defines
# POLARSSL_FOUND
# POLARSSL_LIBRARY
# POLARSSL_INCLUDE_DIR
# POLARSSL_WORKS, this is true if polarssl is found and contains the methods
# needed by dolphin-emu
# validate cached values (but use them as hints)
set(POLARSSL_INCLUDE_DIR_HINT POLARSSL_INCLUDE_DIR)
set(POLARSSL_LIBRARY_HINT POLARSSL_LIBRARY)
unset(POLARSSL_INCLUDE_DIR CACHE)
unset(POLARSSL_LIBRARY CACHE)
find_path(POLARSSL_INCLUDE_DIR polarssl/ssl.h HINTS ${POLARSSL_INCLUDE_DIR_HINT})
find_library(POLARSSL_LIBRARY polarssl HINTS ${POLARSSL_LIBRARY_HINT})
if(POLARSSL_INCLUDE_DIR STREQUAL POLARSSL_INCLUDE_DIR_HINT AND
POLARSSL_LIBRARY STREQUAL POLARSSL_LIBRARY_HINT)
# using cached values, be silent
set(POLARSSL_FIND_QUIETLY TRUE)
endif()
if (POLARSSL_INCLUDE_DIR AND POLARSSL_LIBRARY)
set (POLARSSL_FOUND TRUE)
endif ()
if (POLARSSL_FOUND)
if (NOT POLARSSL_FIND_QUIETLY)
message (STATUS "Found the polarssl libraries at ${POLARSSL_LIBRARY}")
message (STATUS "Found the polarssl headers at ${POLARSSL_INCLUDE_DIR}")
endif (NOT POLARSSL_FIND_QUIETLY)
set(CMAKE_REQUIRED_INCLUDES ${POLARSSL_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${POLARSSL_LIBRARY})
unset(POLARSSL_WORKS CACHE)
check_cxx_source_compiles("
#include <polarssl/ctr_drbg.h>
#include <polarssl/entropy.h>
#include <polarssl/net.h>
#include <polarssl/ssl.h>
#include <polarssl/version.h>
#if POLARSSL_VERSION_NUMBER < 0x01030000
#error \"Shared PolarSSL version is too old\"
#endif
int main()
{
ssl_context ctx;
ssl_session session;
entropy_context entropy;
ctr_drbg_context ctr_drbg;
x509_crt cacert;
x509_crt clicert;
pk_context pk;
ssl_init(&ctx);
entropy_init(&entropy);
const char* pers = \"dolphin-emu\";
ctr_drbg_init(&ctr_drbg, entropy_func,
&entropy,
(const unsigned char*)pers,
strlen(pers));
ssl_set_rng(&ctx, ctr_drbg_random, &ctr_drbg);
ssl_set_session(&ctx, &session);
ssl_close_notify(&ctx);
ssl_session_free(&session);
ssl_free(&ctx);
entropy_free(&entropy);
return 0;
}"
POLARSSL_WORKS)
else ()
message (STATUS "Could not find polarssl")
endif ()
mark_as_advanced(POLARSSL_INCLUDE_DIR POLARSSL_LIBRARY)
-180
View File
@@ -1,180 +0,0 @@
# 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)
-209
View File
@@ -1,209 +0,0 @@
# This script locates the SFML library
# ------------------------------------
#
# Usage
# -----
#
# When you try to locate the SFML libraries, you must specify which modules you want to use (system, window, graphics, network, audio, main).
# If none is given, the SFML_LIBRARIES variable will be empty and you'll end up linking to nothing.
# example:
# find_package(SFML COMPONENTS graphics window system) // find the graphics, window and system modules
#
# You can enforce a specific version, either MAJOR.MINOR or only MAJOR.
# If nothing is specified, the version won't be checked (ie. any version will be accepted).
# example:
# find_package(SFML COMPONENTS ...) // no specific version required
# find_package(SFML 2 COMPONENTS ...) // any 2.x version
# find_package(SFML 2.4 COMPONENTS ...) // version 2.4 or greater
#
# 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 ...).
# In case of static linking, the SFML_STATIC macro will also be defined by this script.
# example:
# set(SFML_STATIC_LIBRARIES TRUE)
# find_package(SFML 2 COMPONENTS network system)
#
# On Mac OS X if SFML_STATIC_LIBRARIES is not set to TRUE then by default CMake will search for frameworks unless
# CMAKE_FIND_FRAMEWORK is set to "NEVER" for example. Please refer to CMake documentation for more details.
# Moreover, keep in mind that SFML frameworks are only available as release libraries unlike dylibs which
# are available for both release and debug modes.
#
# If SFML is not installed in a standard path, you can use the SFML_ROOT CMake (or environment) variable
# to tell CMake where SFML is.
#
# Output
# ------
#
# This script defines the following variables:
# - For each specified 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)
#
# example:
# find_package(SFML 2 COMPONENTS system window graphics audio REQUIRED)
# include_directories(${SFML_INCLUDE_DIR})
# add_executable(myapp ...)
# target_link_libraries(myapp ${SFML_LIBRARIES})
# define the SFML_STATIC macro if static build was chosen
if(SFML_STATIC_LIBRARIES)
add_definitions(-DSFML_STATIC)
endif()
# deduce the libraries suffix from the options
set(FIND_SFML_LIB_SUFFIX "")
if(SFML_STATIC_LIBRARIES)
set(FIND_SFML_LIB_SUFFIX "${FIND_SFML_LIB_SUFFIX}-s")
endif()
# find the SFML include directory
find_path(SFML_INCLUDE_DIR SFML/Config.hpp
PATH_SUFFIXES include
PATHS
${SFML_ROOT}
$ENV{SFML_ROOT}
~/Library/Frameworks
/Library/Frameworks
/usr/local/
/usr/
/sw # Fink
/opt/local/ # DarwinPorts
/opt/csw/ # Blastwave
/opt/)
# check the version number
set(SFML_VERSION_OK TRUE)
if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
# extract the major and minor version numbers from SFML/Config.hpp
# we have to handle framework a little bit differently :
if("${SFML_INCLUDE_DIR}" MATCHES "SFML.framework")
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/Headers/Config.hpp")
else()
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/SFML/Config.hpp")
endif()
FILE(READ "${SFML_CONFIG_HPP_INPUT}" SFML_CONFIG_HPP_CONTENTS)
STRING(REGEX MATCH ".*#define SFML_VERSION_MAJOR ([0-9]+).*#define SFML_VERSION_MINOR ([0-9]+).*" SFML_CONFIG_HPP_CONTENTS "${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()
endif()
# find the requested modules
set(SFML_FOUND TRUE) # will be set to false if one of the required modules is not found
set(FIND_SFML_LIB_PATHS
${SFML_ROOT}
$ENV{SFML_ROOT}
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt)
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(STATUS "Found SFML ${SFML_VERSION_MAJOR}.${SFML_VERSION_MINOR} in ${SFML_INCLUDE_DIR}")
endif()
-224
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@@ -1,224 +0,0 @@
# Dolphin Coding Style & Licensing
If you make any contributions to Dolphin after December 1st, 2014, you are agreeing that any code you have contributed will be licensed under the GNU GPL version 2 (or any later version).
## Coding Style
---
- [Introduction] (#introduction)
- [Styling and formatting] (#styling-and-formatting)
- [General] (#general)
- [Naming] (#naming)
- [Conditionals] (#conditionals)
- [Classes and Structs] (#classes-and-structs)
- [Code specific] (#code-specific)
- [General] (#general-1)
- [Headers] (#headers)
- [Loops] (#loops)
- [Functions] (#functions)
- [Classes and Structs] (#classes-and-structs-1)
## Introduction
---
This guide is for developers who wish to contribute to the Dolphin codebase. It will detail how to properly style and format code to fit this project. This guide also offers suggestions on specific functions and other varia that may be used in code.
Following this guide and formatting your code as detailed will likely get your pull request merged much faster than if you don't (assuming the written code has no mistakes in itself).
## Styling and formatting
---
### General
- Try to limit lines of code to a maximum of 100 characters.
- Note that this does not mean you should try and use all 100 characters every time you have the chance. Typically with well formatted code, you normally shouldn't hit a line count of anything over 80 or 90 characters.
- The indentation style we use is tabs for initial indentation and then, if vertical alignment is needed, spaces are to be used.
- The opening brace for namespaces, classes, functions, enums, structs, unions, conditionals, and loops go on the next line.
- With array initializer lists and lambda expressions it is OK to keep the brace on the same line.
- References and pointers have the ampersand or asterisk against the type name, not the variable name. Example: `int* var`, not `int *var`.
- Don't use multi-line comments (`/* Comment text */`), use single-line comments (`// Comment text`) instead.
- Don't collapse single line conditional or loop bodies onto the same line as its header. Put it on the next line.
- Yes:
```c++
if (condition)
return 0;
while (var != 0)
var--;
```
- No:
```c++
if (condition) return 0;
while (var != 0) var--;
```
### Naming
- All class, enum, function, and struct names should be in upper CamelCase. If the name contains an abbreviation uppercase it.
- `class SomeClassName`
- `enum IPCCommandType`
- All compile time constants should be fully uppercased. With constants that have more than one word in them, use an underscore to separate them.
- `const int PI = 3.14159;`
- `const int MAX_PATH = 260;`
- All variables should be lowercase with underscores separating the individual words in the name.
- `int this_variable_name;`
- Please do not use [Hungarian notation](http://en.wikipedia.org/wiki/Hungarian_notation) prefixes with variables. The only exceptions to this are the variable prefixes below.
- Global variables `g_`
- Class variables `m_`
- Static variables `s_`
### Conditionals
- Do not leave `else` or `else if` conditions dangling unless the `if` condition lacks braces.
- Yes:
```c++
if (condition)
{
// code
}
else
{
// code
}
```
- Acceptable:
```c++
if (condition)
// code line
else
// code line
```
- No:
```c++
if (condition)
{
// code
}
else
// code line
```
### Classes and Structs
- If making a [POD](http://en.wikipedia.org/wiki/Plain_Old_Data_Structures) type, use a `struct` for this. Use a `class` otherwise.
- Class layout should be in the order, `public`, `protected`, and then `private`.
- If one or more of these sections are not needed, then simply don't include them.
- For each of the above specified access levels, the contents of each should follow this given order: constructor, destructor, operator overloads, functions, then variables.
- When defining the variables, define `static` variables before the non-static ones.
```c++
class ExampleClass : public SomeParent
{
public:
ExampleClass(int x, int y);
int GetX() const;
int GetY() const;
protected:
virtual void SomeProtectedFunction() = 0;
static float s_some_variable;
private:
int m_x;
int m_y;
};
```
## Code Specific
---
### General
- Using C++11 features is OK and recommended.
- Use the [nullptr](http://en.cppreference.com/w/cpp/language/nullptr) type over the macro `NULL`.
- If a [range-based for loop](http://en.cppreference.com/w/cpp/language/range-for) can be used instead of container iterators, use it.
- Obviously, try not to use `goto` unless you have a *really* good reason for it.
- If a compiler warning is found, please try and fix it.
- Try to avoid using raw pointers (pointers allocated with `new`) as much as possible. There are cases where using a raw pointer is unavoidable, and in these situations it is OK to use them. An example of this is functions from a C library that require them. In cases where it is avoidable, the STL usually has a means to solve this (`vector`, `unique_ptr`, etc).
- Do not use the `auto` keyword everywhere. While it's nice that the type can be determined by the compiler, it cannot be resolved at 'readtime' by the developer as easily. Use auto only in cases where it is obvious what the type being assigned is (note: 'obvious' means not having to open other files or reading the header file). Some situations where it is appropriate to use `auto` is when iterating over a `std::map` container in a foreach loop, or to shorten the length of container iterator variable declarations.
- Do not use `using namespace [x];` in headers. Try not to use it at all if you can.
- The preferred form of the increment and decrement operator in for-loops is prefix-form (e.g. `++var`).
### Headers
- If a header is not necessary in a certain source file, remove them.
- If you find duplicate includes of a certain header, remove it.
- When declaring includes in a source file, make sure they follow the given pattern:
- Standard library headers
- System-specific headers (these should also likely be in an `#ifdef` block unless the source file itself is system-specific).
- Dolphin source file headers
- Each of the above header sections should also be in alphabetical order
- Project source file headers should be included in a way that is relative to the `[Dolphin Root]/Source/Core` directory.
- This project uses `#pragma once` as header guards.
### Loops
- If an infinite loop is required, do not use `for (;;)`, use `while (true)`.
- Empty-bodied loops should use braces after their header, not a semicolon.
- Yes: `while (condition) {}`
- No: `while (condition);`
### Functions
- If a function parameter is a pointer or reference and its value or data isn't intended to be changed, please mark that parameter as `const`.
- Functions that specifically modify their parameters should have the respective parameter(s) marked as a pointer so that the variables being modified are syntaxically obvious.
- What not to do:
```c++
template<class T>
inline void Clamp(T& val, const T& min, const T& max)
{
if (val < min)
val = min;
else if (val > max)
val = max;
}
```
Example call: `Clamp(var, 1000, 5000);`
- What to do:
```c++
template<class T>
inline void Clamp(T* val, const T& min, const T& max)
{
if (*val < min)
*val = min;
else if (*val > max)
*val = max;
}
```
Example call: `Clamp(&var, 1000, 5000);`
- Class member functions that you do not want to be overridden in inheriting classes should be marked with the `final` specifier.
```c++
class ClassName : ParentClass
{
public:
void Update() final;
};
```
- Overridden member functions that can also be inherited should be marked with the `override` specifier to make it easier to see which functions belong to the parent class.
```c++
class ClassName : ParentClass
{
public:
void Update() override;
};
```
### Classes and Structs
- Classes and structs that are not intended to be extended through inheritance should be marked with the `final` specifier.
```c++
class ClassName final : ParentClass
{
// Class definitions
};
```
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The two fonts in this directory (font_ansi.bin and font_sjis.bin) were
generated using gc-font-tool which can be found in the docs/ directory in the
dolphin source code.
Both fonts are based on Droid Sans
Copyright 2006-2014, Google Corporation
Licensed under the Apache License 2.0
====
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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APPENDIX: How to apply the Apache License to your work.
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See the License for the specific language governing permissions and
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# 301E01 - GameCube Service Disc
[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 = 3
EmulationIssues = Certain tests may soft-lock
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
-27
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@@ -1,27 +0,0 @@
# D43E01 - ZELDA OCARINA MULTI PACK
[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 = Minor video glitches when pausing
[OnLoad]
# Add memory patches to be loaded once on boot here.
[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 =
-21
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@@ -1,21 +0,0 @@
# D43J01 - ZELDA OCARINA MULTI PACK
[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 =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
$loophack
0x806866E4:word:0x60000000
[ActionReplay]
# Add action replay cheats here.
-22
View File
@@ -1,22 +0,0 @@
# D43P01 - The Legend of Zelda: Ocarina of Time
[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 =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
-22
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@@ -1,22 +0,0 @@
# D43U01 - ZELDA OCARINA MULTI PACK
[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 =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
-23
View File
@@ -1,23 +0,0 @@
# D85E01 - Multi Game Demo Disk 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 = Videos run at low FPS
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
-30
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@@ -1,30 +0,0 @@
# DLSE64 - Star Wars: Rogue Squadron III: Rebel Strike: Limited Edition Bonus Disc (Demo)
[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 = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
[Video_Settings]
UseXFB = True
UseRealXFB = False
SafeTextureCacheColorSamples = 512
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
-30
View File
@@ -1,30 +0,0 @@
# DLSP64 - Star Wars: Rogue Squadron III: Rebel Strike: Limited Edition Bonus Disc (Demo)
[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 = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
[Video_Settings]
UseXFB = True
UseRealXFB = False
SafeTextureCacheColorSamples = 512
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
-19
View File
@@ -1,19 +0,0 @@
# DTLX01 - ACTION REPLAY
[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 = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
-33
View File
@@ -1,33 +0,0 @@
# FA6E01 - Donkey Kong Jr. Math
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
View File
@@ -1,33 +0,0 @@
# FA6P01 - Donkey Kong Jr. Math
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FA7E01 - Yoshi
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
View File
@@ -1,33 +0,0 @@
# FA7P01 - Mario & Yoshi
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FA8E01 - Kirby's Adventure [NES]
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FA8F01 - Kirby's Adventure
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FA8P01 - Kirby's Adventure
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FA9E01 - Zelda II: The Adventure of Link
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FA9P01 - Zelda II: The Adventure of Link
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAAE01 - Donkey Kong
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAAP01 - Donkey Kong
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FABE01 - Donkey Kong Jr.
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FABP01 - Donkey Kong Jr.
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAGE01 - Super Mario Bros.
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAGP01 - Super Mario Bros.
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAHE01 - Tennis
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAHP01 - Tennis
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAKE01 - The Legend of Zelda
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAKP01 - The Legend of Zelda
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FALE01 - Baseball
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FALP01 - Baseball
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FANE01 - Urban Champion
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FANP01 - Urban Champion
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAOE01 - Solomon's Key
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FAOP01 - Solomon's Key
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAPE01 - NES Open Tour. Golf
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAPP01 - NES Open Tour. Golf
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAQL01 - Ninja JaJaMaru-kun
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAQN01 - Ninja JaJaMaru-kun
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FASE01 - Xevious
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-29
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@@ -1,29 +0,0 @@
# FASP01 - Xevious
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FATE01 - THE LEGEND OF KAGE
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAVE01 - TECMO BOWL
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAWE01 - ELEVATOR ACTION
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAXE01 - Pac-Man
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FAXP01 - Pac-Man
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FB4E01 - Lunar Pool
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FB4P01 - Lunar Pool
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FB5E01 - ZANAC
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBBE01 - Mach Rider
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBBP01 - Mach Rider
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBCE01 - Excitebike
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBCP01 - Excitebike
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBDE01 - Kid Icarus
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBDP01 - Kid Icarus
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBEE01 - Ice Climber
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBEP01 - Ice Climber
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBHE01 - Castlevania
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBHJ01 - Castlevania
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBHP01 - Castlevania
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBIE01 - Punch-Out!!
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBIP01 - Punch-Out!!
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBJE01 - Mighty Bomb Jack
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBJP01 - Mighty Bomb Jack
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBLE01 - Lode Runner
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBLM01 - Lode Runner
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBNE01 - Ninja Gaiden
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBNM01 - Ninja Gaiden
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBRE01 - Galaga
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBRJ01 - Galaga
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBRP01 - Galaga
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBSE01 - Milon's Secret Castle
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBSM01 - Milon's Secret Castle
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBUE01 - Adventures of Lolo
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBUP01 - Adventures of Lolo
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBYE01 - Super Mario Bros. 2
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBYP01 - Super Mario Bros. 2
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 512
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBZE01 - Metroid
[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 = Texture filtering will cause glitches.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FBZP01 - Metroid
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FC3E01 - Bubble Bobble
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FC3P01 - Bubble Bobble
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FC6E01 - StarTropics
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FC6P01 - StarTropics
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
-33
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@@ -1,33 +0,0 @@
# FC7E01 - Play Action Football
[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 = Texture filtering will cause glitches.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0
[Video_Settings]
SafeTextureCacheColorSamples = 0
EFBScale = 2
[Video_Hacks]
EFBToTextureEnable = False
EFBCopyEnable = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False

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