Commit Graph
39166 Commits
Author SHA1 Message Date
raven02 0ed391e5e0 If-else fFormatting 2013-05-19 06:07:00 +08:00
Steven Cherry 9d2667fc0d Second to last commit
Everything but getting ISO name
2013-05-18 17:04:01 -05:00
Henrik Rydgard b1dd449f8f Remove accidentally-added extra "precision highp float" from vshader gen 2013-05-18 23:21:42 +02:00
Steven Cherry 0b2885c2fe First working version 2013-05-18 16:11:10 -05:00
Steven Cherry 446d2930ac Some progress, I think?
Program crashes when trying to run a game. If you comment out
member.Run(); it will run fine, but cwcheat doesnt work.
2013-05-18 16:11:10 -05:00
Steven Cherry 253493c5ce Add more 2013-05-18 16:11:10 -05:00
Steven Cherry f18e913429 Add Cwcheat support 2013-05-18 16:11:10 -05:00
nachume 4062059c2e Add check init Controls Dialog and ControlMapping constructor 2013-05-18 22:59:13 +02:00
Unknown W. Brackets ac9e936ba8 Fix sema and event flag refer to check size.
If it's zero, write nothing, just like the others.
2013-05-18 13:46:50 -07:00
Henrik Rydgard 9af5499b21 Optimize bone matrix updates. 2013-05-18 21:18:45 +02:00
Unknown W. Brackets f649364b2d Add a null check to scePsmfPlayerGetAudioData().
Crimson Gem Saga was passing a NULL, maybe a glitch, but we do NULL
checks elsewhere.
2013-05-18 12:05:02 -07:00
Henrik Rydgård 5237b77c2f Merge pull request #1835 from unknownbrackets/warnings
Warning fixes
2013-05-18 11:51:18 -07:00
Henrik Rydgard 1b210fab14 Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816. 2013-05-18 20:45:52 +02:00
Henrik Rydgard dca2406374 Add more precision specifiers to vertex shader 2013-05-18 19:51:52 +02:00
Unknown W. Brackets 1f2480fff3 Add a bounds check for interrupts. 2013-05-18 10:21:21 -07:00
Unknown W. Brackets 81f1383beb Prevent a type comparison warning. 2013-05-18 10:21:04 -07:00
Unknown W. Brackets f67d4f959f Clean up some atrac-related type/shadow warnings. 2013-05-18 10:20:39 -07:00
Unknown W. Brackets 7dc5842798 Clean up some variable shadowing. 2013-05-18 10:20:13 -07:00
Unknown W. Brackets f91135cedf Prevent some threading related NULL derefs. 2013-05-18 10:19:34 -07:00
Unknown W. Brackets 3931f07852 Fix a couple bad bounds checks in VAG/Mpeg. 2013-05-18 10:19:12 -07:00
Unknown W. Brackets e3e5b24bf8 Prevent some warnings in vfpu, add reporting.
Uninitialized value and out of bounds error.
2013-05-18 10:17:58 -07:00
Unknown W. Brackets f16858ac4b Ignore POSIX warnings in zlib. 2013-05-18 10:17:23 -07:00
Henrik Rydgård 2b683569f9 Merge pull request #1831 from raven02/patch-17
Restore turbo touch key to its original behavour
2013-05-18 10:02:52 -07:00
Unknown W. Brackets 33cd860de3 Fix a crash in reporting without gpu set. 2013-05-18 09:47:17 -07:00
Henrik Rydgård f4ed3745da Merge pull request #1832 from unknownbrackets/vfpu-minor
Workaround the 32-bit only VFPU bug in Kingdom Hearts
2013-05-18 04:02:56 -07:00
Unknown W. Brackets b733bc1a2a Clean up some indents, add some reporting. 2013-05-18 02:09:32 -07:00
Unknown W. Brackets e16514b50d Avoid float copy in vfpu to workaround 32-bit bug.
This appears to be an MSVC bug (or just precision issue) when using
fast math, only on 32-bit builds.  Anyway, memcpy or u32 * fixes it.

Unfortunately, matrix ops have similar issues and memcpy doesn't seem
to help there.
2013-05-18 02:09:32 -07:00
raven02 024ae1fe33 Fix turbo key misbehave 2013-05-18 14:24:52 +08:00
Henrik Rydgård 3706045b31 Merge pull request #1822 from oioitff/atrac-fix
A serious bug fix for sceAtrac
2013-05-17 00:21:11 -07:00
Henrik Rydgård ebd8cdbf04 Merge pull request #1827 from unknownbrackets/savedata
Don't preserve the selected save for DATA types
2013-05-17 00:20:21 -07:00
Unknown W. Brackets eb308d03e8 Don't preserve the selected save for DATA types.
Fixes #1825.
2013-05-16 22:33:10 -07:00
Unknown W. Brackets eb310d12bd Merge pull request #1826 from raven02/patch-16
Buildfix
2013-05-16 18:35:21 -07:00
raven02 fdf52dd66a Buildfix 2013-05-17 08:24:39 +08:00
oioitff 41860c5ade The hack way for numSamples may be still
necessary for some games. Just use a better hack way.
2013-05-17 01:17:58 +08:00
oioitff 7bd3f389c7 Improve getremainFrame.
Fixed Musou Orochi 2 and so on.
2013-05-17 01:15:23 +08:00
Henrik Rydgård 8cfde53734 Merge pull request #1821 from mgaver/patch-4
Update CMakeLists.txt
2013-05-16 08:23:13 -07:00
Henrik Rydgård e104b8436f Merge branch 'raven02-patch-15'
Conflicts:
	UI/MenuScreens.cpp
2013-05-16 17:21:13 +02:00
Henrik Rydgård 367e9bcefb Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway 2013-05-16 17:18:53 +02:00
mgaver e2bcbf6551 Update CMakeLists.txt
Remove the duplicated framework.
2013-05-17 00:10:45 +09:00
Henrik Rydgård 7716ed51f3 Merge pull request #1820 from sum2012/patch-1
Add another patchers
2013-05-16 08:06:13 -07:00
sum2012 32fed38ddf Add another patchers 2013-05-16 21:32:08 +08:00
Sacha 77586e678c Correct permissions on Blackberry.
The settings I originally tested it with and found to be working. Sorry for changing it.
2013-05-16 23:11:58 +10:00
Henrik Rydgård 85ea47b3d2 Merge pull request #1817 from unknownbrackets/audio-minor
Fixes to sceAudio Reserve funcs
2013-05-16 01:59:11 -07:00
Unknown W. Brackets 8a985e36ce Correct some logging to use ERROR_LOG.
Oops, was just copy and pasting the other wrong ones.
2013-05-16 01:53:38 -07:00
Unknown W. Brackets 857e12d27d Validate the SRC format, and enforce STEREO.
Were these actually outputting audio before?
2013-05-16 01:12:40 -07:00
Unknown W. Brackets 8544171a84 Validate the sample count in SRC and Output2. 2013-05-16 01:12:40 -07:00
Unknown W. Brackets 4eee3af19b Error when trying to reserve Output2 twice. 2013-05-16 01:12:39 -07:00
Unknown W. Brackets 0ab30ecb07 Use a separate channel for SRC/Output2.
Tests on the PSP show that all 8 channels can be reserved/used at the
same time as *either* Output2 or SRC (but SRC and Output2 cannot be used
at the same time.)
2013-05-16 01:12:39 -07:00
Unknown W. Brackets 8b3b666612 Return an error for invalid audio sample sizes. 2013-05-16 01:12:38 -07:00
Unknown W. Brackets 674cd9c1a1 Auto select the highest available channel.
This is what tests show, and what the PSP does.  It makes sense, since
the game might hardcode 0/1 but some library might use autoselect.  Or
something.
2013-05-16 01:12:38 -07:00