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53C810.cpp
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- Changed save state error messages slightly.
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2011-09-22 06:11:47 +00:00 |
53C810.h
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
53C810Disasm.cpp
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
93C46.cpp
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- Changed save state error messages slightly.
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2011-09-22 06:11:47 +00:00 |
93C46.h
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
DriveBoard.cpp
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- Changed spelling of some messages in drive board code.
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2011-09-22 17:28:49 +00:00 |
DriveBoard.h
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- Changed save state error messages slightly.
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2011-09-22 06:11:47 +00:00 |
DSB.cpp
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- Getting/setting MPEG playback position also includes the end offset. Hopefully will fix save states from crashing when reloaded sometimes in DSB1 and DSB2 games.
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2011-09-22 18:04:39 +00:00 |
DSB.h
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Added front/rear speaker balance (actually the master/slave SCSP balance). Balance setting is stored in CSoundBoardConfig and can be set on the command line (-balance) or config file (Balance). Valid range is 100 (front speaker volume doubled, rear muted) to -100. The default is 0, both sets at full volume. Balance is applied in the SCSP core before overall sound and music volume settings.
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2012-02-09 07:58:07 +00:00 |
IRQ.cpp
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- Changed save state error messages slightly.
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2011-09-22 06:11:47 +00:00 |
IRQ.h
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
Model3.cpp
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- Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
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2012-07-12 06:13:24 +00:00 |
Model3.h
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New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
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2012-01-16 23:21:14 +00:00 |
MPC10x.cpp
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- Changed save state error messages slightly.
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2011-09-22 06:11:47 +00:00 |
MPC10x.h
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
PCI.cpp
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
PCI.h
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
Real3D.cpp
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- Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
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2012-07-12 06:13:24 +00:00 |
Real3D.h
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- Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
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2012-07-12 06:13:24 +00:00 |
RTC72421.cpp
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
RTC72421.h
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Updated copyright information and added headers to all remaining files except debugger.
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2011-09-14 19:08:43 +00:00 |
SoundBoard.cpp
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Fixed a bug w/ Read16() -- was not casting to a pointer properly, caused Scud Race to crash.
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2011-12-26 07:15:32 +00:00 |
SoundBoard.h
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Default SCSP balance set to 0. Was erroneously set at +50%.
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2012-02-14 09:13:36 +00:00 |
TileGen.cpp
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- Finished cleaning up and optimizing the 2D renderer.
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2012-02-20 03:45:48 +00:00 |
TileGen.h
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- Finished cleaning up and optimizing the 2D renderer.
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2012-02-20 03:45:48 +00:00 |