- Fix issue where console output is lost when running from MSYS2/GitBash CLI
- Fix issue where pipe redirections would be overridden and otuput would always go to the attached console (this affected windows cmd prompt as well as other shell CLIs)
- Simplify some logic regarding registering of the standard output writer
Android - Strings not available for translation as follows:
- Theme
- Down sampling
- Controller Mapping
- Use analog Sticks for D-Pad
- Disable All Enhancements
- Threaded GPU Presentation
- Clear Bindings (in controller mapping options menu)
- Port 1 / Port 2 (in controller mapping options menu)
- Hotkeys (in controller mapping options menu)
Plenty of games seem to suffer from this issue where they have
a linked list DMA going while polling the controller. Using a
too-large slice size will result in the serial timing being off,
and the game thinking the controller is disconnected. So we
don't hurt performance too much for the general case, we reduce
this to equal CPU and DMA time when the controller is
transferring, but otherwise leave it at the higher size.
Always prefer a known BIOS image over an unknown image. Hopefully this
will stop people getting crashes on startup due to other files in the
BIOS directory confusing it.
Android - Strings not available for translation as follows:
- Theme
- Downsampling
- Controller Mapping
- Use analog Sticks for D-Pad
- Disable All Enhancements
- Threaded GPU Presentation
- Clear Bindings (in controller mapping options menu)
- Port 1 / Port 2 (in controller mapping options menu)
- Hotkeys (in controller mapping options menu)
The UI is intentionally left at 16x. Going too high **will** make you
run out VRAM and your system will start acting strangely. But for those
people who really want to do it, you can go 32x in Vulkan with the SDL
frontend, or by setting it in the ini.
Fixes graphical corruption in loading screen - the game executes a
memcpy out of uncached ROM while the DMA is occurring, then modifies it
before it finishes.
Also gets rid of the delay on the GPU side for writing to VRAM (doesn't
make sense), and it's not needed since we slice the block transfers now.
Fixes palette corruption in Vigilante 8, and missing rider in
Championship Motocross 2001 featuring Ricky Carmichael.