- Mar 10, 2015
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Subv authored
This fixes the horizontal lines in Picross E, Cubic Ninja, Cave Story 3D and possibly others
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- 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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- 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 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 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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Tony Wasserka authored
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Tony Wasserka authored
Not really sure where the difference is, but some applications seem to use this 1:1 the same way...
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Tony Wasserka authored
Pica/TextureEnvironment: Add support for the MAD-like texture combiners and clean up texture environment logic.
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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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Tony Wasserka authored
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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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Tony Wasserka authored
The change in depth range seems to reflect better to what applications are expecting, and makes for cleaner code overall (hence is more likely to reflect hardware behavior).
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- Feb 11, 2015
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Darius Goad authored
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archshift authored
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
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- Feb 10, 2015
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Darius Goad authored
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- Feb 05, 2015
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bunnei authored
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- Jan 31, 2015
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bunnei authored
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- Jan 28, 2015
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bunnei authored
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- Jan 27, 2015
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bunnei authored
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- Jan 26, 2015
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bunnei authored
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- Dec 31, 2014
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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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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
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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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- Dec 29, 2014
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Yuri Kunde Schlesner authored
Execute the division-by-W for perspective-correct interpolation of values in the clipper, moving them out of the rasterization inner loop.
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Yuri Kunde Schlesner authored
Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
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