Bart Trzynadlowski
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9989eae8aa
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Hooked up the command line help options (thanks, Spindizzi!) and updated copyright info
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2017-04-09 15:08:02 +00:00 |
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Ian Curtis
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06cb5708e3
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add missing include
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2017-04-08 21:01:11 +00:00 |
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Bart Trzynadlowski
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a649a0d36b
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Removed patches from source code and moved them into game XML file. Created ROMSet.cpp. Print a more descriptive error when game XML file fails to load.
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2017-04-08 18:30:29 +00:00 |
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Bart Trzynadlowski
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86ffda66d8
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Updated help text to include -game-xml-file option
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2017-04-08 18:28:49 +00:00 |
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Ian Curtis
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788a480ff3
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add missing include
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2017-04-07 15:47:36 +00:00 |
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Bart Trzynadlowski
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006260be47
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Harry Tuttle's fixes to fishing controls: invert fishing rod y and fishing stick y axis values so setting a negative axis is not necessary. Also changed reel to an analog input (similar to a pedal), whose neutral position is 0.
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2017-04-07 04:42:04 +00:00 |
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Bart Trzynadlowski
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4ca7d5ef0e
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Harry Tuttle's change to Harley gear shift to use a single bit instead of two (no detectable difference in behavior, though)
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2017-04-07 04:30:27 +00:00 |
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Bart Trzynadlowski
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205282a758
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Removed unused file: Game.cpp
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2017-04-06 03:23:32 +00:00 |
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Ian Curtis
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101e43213e
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cosmetic
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2017-04-05 19:32:01 +00:00 |
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Ian Curtis
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edfb521a9b
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Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours.
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2017-04-05 17:57:38 +00:00 |
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Bart Trzynadlowski
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cc32e0bf8e
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Removed last vestiges of CINIFile from input system and removed Games.cpp, INIFile.cpp, and ROMLoad.cpp
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2017-04-05 16:19:08 +00:00 |
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Bart Trzynadlowski
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df283d9aa3
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Using Game::INPUT_* instead of obsolete GAME_INPUT_*
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2017-04-05 16:17:57 +00:00 |
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Bart Trzynadlowski
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c013eab711
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Changes by Harry Tuttle: game list more accurately reflects MAME's, added a root level XML "games" node, print ROM version along with title
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2017-04-05 05:35:45 +00:00 |
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Bart Trzynadlowski
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f6707ecfba
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Fixed graphics state analyzer
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2017-04-04 23:28:06 +00:00 |
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Bart Trzynadlowski
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c4bf565a1a
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Added cstring
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2017-04-04 23:27:39 +00:00 |
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Ian Curtis
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4ebcf5865a
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more whitespace ..
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2017-04-03 12:02:49 +00:00 |
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Ian Curtis
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a141635be6
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white space ..
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2017-04-03 12:01:37 +00:00 |
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Ian Curtis
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c617a453fa
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Cache dereferenced values. Cuts loading time from 15 to 5 seconds in debug mode :)
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2017-04-03 12:00:25 +00:00 |
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Bart Trzynadlowski
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5aafbbf936
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Included cstring for memcpy
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2017-04-03 05:34:23 +00:00 |
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Bart Trzynadlowski
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2aa9dc7967
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Rewrote large parts of ROM loading code to more gracefully handle merged sets where overwritten parent ROMs are not present. Better handling of multiple zip files. Optimized ROM loading when stride and chunk size are equal and got rid of safety checks that I don't believe are necessary any longer.
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2017-04-03 01:03:38 +00:00 |
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Ian Curtis
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f0e00c5dc7
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Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
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2017-04-02 21:03:59 +00:00 |
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Bart Trzynadlowski
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07660be0df
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Fixed missing file detection (set_difference requires inputs sorted by desired key) and improved error reporting
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2017-04-01 05:08:50 +00:00 |
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Bart Trzynadlowski
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68ebf35aac
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Removed TODO comment
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2017-03-31 05:23:34 +00:00 |
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Bart Trzynadlowski
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b0957e6459
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Smarter game selection when a zip file contains multiple games (prefer child when parent is also present in zip)
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2017-03-31 05:23:04 +00:00 |
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Bart Trzynadlowski
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e40d268214
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Warn about parent ROM sets having parent defined (not allowed)
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2017-03-31 04:44:45 +00:00 |
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Bart Trzynadlowski
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47ce132292
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Print missing files from games
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2017-03-31 04:27:09 +00:00 |
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Bart Trzynadlowski
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fd0f7ec6d1
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Support loading of parent ROM sets (e.g., scudp will load scud)
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2017-03-30 06:17:34 +00:00 |
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Ian Curtis
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cd1a551e4b
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compile fixes
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2017-03-28 22:28:46 +00:00 |
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Ian Curtis
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1a766843b5
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MSYS2 compile fix (HarryTuttle)
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2017-03-28 21:02:14 +00:00 |
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Ian Curtis
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69eac95846
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Replace glsl 3 function. Apparently this doesn't work on OS X.
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2017-03-28 20:24:44 +00:00 |
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Ian Curtis
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70259eec34
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fix compile warnings
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2017-03-28 19:33:16 +00:00 |
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Bart Trzynadlowski
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318f4cf6dc
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Sort games found in zip file by descending order of matching files so that game with the *most* matching files is picked
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2017-03-28 04:03:38 +00:00 |
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Ian Curtis
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ddbf08ac73
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don't ask
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2017-03-27 22:06:23 +00:00 |
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Ian Curtis
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f320af2049
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fix project files
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2017-03-27 22:01:31 +00:00 |
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Ian Curtis
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3fefff36c2
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fix multiple default constructors
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2017-03-27 18:15:15 +00:00 |
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Ian Curtis
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5c15dac16f
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add missing include
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2017-03-27 14:14:36 +00:00 |
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Bart Trzynadlowski
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f34e25dfc7
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Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/
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2017-03-27 03:19:15 +00:00 |
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Bart Trzynadlowski
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26a4417a5f
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Cosmetic: renamed step to stepping
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2017-03-27 03:13:34 +00:00 |
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Bart Trzynadlowski
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10befe4938
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No need to enclose values in quotes when writing INI file. Print that file was saved to console and log.
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2017-03-27 03:10:36 +00:00 |
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Bart Trzynadlowski
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35d9842dd8
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Added a TODO list
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2017-03-27 03:09:24 +00:00 |
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Bart Trzynadlowski
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c4a63821c3
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Encapsulated zip file handling and added a "parent" member to the Game struct
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2017-03-27 02:02:22 +00:00 |
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Bart Trzynadlowski
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ba3a0b5e2a
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Checking in GameLoader.cpp, GameLoader.h, and ROMSet.h (not currently used in build) because I need to make a substantial modification in my local tree
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2017-03-26 16:38:55 +00:00 |
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Ian Curtis
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ff624afb4d
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The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.
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2017-03-25 00:06:24 +00:00 |
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Ian Curtis
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06c1cdcf94
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Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.
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2017-03-24 20:54:12 +00:00 |
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Ian Curtis
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98d56ff011
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cosmetic
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2017-03-24 17:43:07 +00:00 |
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Ian Curtis
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82ac030dff
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calculate the correct number of mipmap textures
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2017-03-24 16:51:52 +00:00 |
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Ian Curtis
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17f878421b
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Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :)
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2017-03-24 13:38:20 +00:00 |
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Ian Curtis
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17f7c2d9f6
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use 32bit types
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2017-03-23 17:18:33 +00:00 |
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Bart Trzynadlowski
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61159c07f8
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Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem.
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2017-03-23 04:22:25 +00:00 |
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Ian Curtis
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9fb6acc92d
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fix scissor code for native resolution (thanks HarryTuttle)
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2017-03-22 20:38:44 +00:00 |
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