- May 11, 2015
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archshift authored
@neobrain, could you confirm that this is correct? It's been tested with various different games and fixes different textures, including in Animal Crossing, Kirby Triple Deluxe, and SMB3D.
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- May 10, 2015
- May 09, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
Also adds better documentation and removes the one-off reimplementation of the function in pica.h.
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Yuri Kunde Schlesner authored
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- May 07, 2015
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Yuri Kunde Schlesner authored
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- May 06, 2015
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Subv authored
Fixes some games crashing.
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- Apr 29, 2015
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Emmanuel Gil Peyrot authored
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- Apr 09, 2015
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Rohit Nirmal authored
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- Apr 05, 2015
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Gareth Higgins authored
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- Apr 03, 2015
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archshift authored
The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
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- Mar 16, 2015
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Emmanuel Gil Peyrot authored
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- Mar 12, 2015
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Tony Wasserka authored
Pica/VertexShader: Fix a bug caused due to incorrect assumptions of consecutive output register tables. We now write create a temporary buffer for output registers and copy all of them to the actual output vertex structure after the shader has run. This is technically not necessary, but it's easier to vectorize in the future.
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- Mar 10, 2015
- Mar 09, 2015
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archshift authored
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Tony Wasserka authored
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- Mar 08, 2015
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archshift authored
Includes more opcodes to implement in the future.
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- Mar 07, 2015
- Mar 03, 2015
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bunnei authored
- Centralizes color format encode/decode functions. - Fixes endianness issues. - Implements remaining framebuffer formats in the debugger.
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- Mar 02, 2015
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Yuri Kunde Schlesner authored
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- Feb 28, 2015
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archshift authored
This allows Virtual Console games to display properly.
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- Feb 27, 2015
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Subv authored
Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa.
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- Feb 26, 2015
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Yuri Kunde Schlesner authored
It was trying to take the LSB from `coarse_x`, which would always be 0 and thus would always return the same texel from each byte. To add insult to the injury, the conditional was actually the wrong way around too. Fixes blocky text in OoT.
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Yuri Kunde Schlesner authored
This was caused during morton decoding by me not masking the bits of each coordinate before merging them, so the bits from x could set bits in y if it was >255.
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- Feb 25, 2015
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bunnei authored
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- Feb 22, 2015
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bunnei authored
- Fixes a regression with #594.
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- Feb 21, 2015
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Subv authored
Previously it wouldn't jump back to the start of the loop code once it reached the end of the block. Fixes the texture problems in a lot of games.
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- Feb 20, 2015
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archshift authored
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- Feb 19, 2015
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Subv authored
Redeclaring the variable inside the switch was causing weird behavior.
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- Feb 18, 2015
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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