- 26 Sep, 2021 1 commit
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Morph authored
video_core: Fix jthread related hangs when stopping emulation
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- 25 Sep, 2021 3 commits
- 24 Sep, 2021 8 commits
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Morph authored
- Used by Diablo II: Resurrected
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Morph authored
general: Update style to clang-format-12
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ameerj authored
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ameerj authored
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ameerj authored
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Morph authored
common/uuid: Add validity checking functions to interface
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bunnei authored
Fix "Unknown C standard control flag" warning
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ameerj authored
jthread on some compilers is more picky when it comes to the order in which objects are destroyed.
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- 23 Sep, 2021 2 commits
- 22 Sep, 2021 3 commits
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Lioncash authored
The default constructor of UUID doesn't initialize its data members, so we need to directly initialize it to be invalid.
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Lioncash authored
Given we have a function to invalidate, we should also have ones to query the validity. Also makes the code more straightforward to read.
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Levi Behunin authored
Remove redundent label, rearange checkboxs to keep same 3 per column layout, remove unneeded properties.
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- 21 Sep, 2021 1 commit
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Levi Behunin authored
Numerize names, remove unneeded properties and spacer.
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- 20 Sep, 2021 2 commits
- 19 Sep, 2021 2 commits
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bunnei authored
videocore: Use std::jthread for worker threads
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Levi Behunin authored
Text looked cramped on my pc (Ubuntu 21.04). Re-flowed text as well for nicer read.
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- 18 Sep, 2021 15 commits
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bunnei authored
input_common: TAS with script playback & recording
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german77 authored
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german77 authored
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german77 authored
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german77 authored
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german77 authored
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MonsterDruide1 authored
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german77 authored
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MonsterDruide1 authored
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required. First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`. Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
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MonsterDruide1 authored
During script playback/recording, the user has to see what happens currently. For that, a new label has been added to the bottom-left corner, always displaying the current state of the TASing system.
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MonsterDruide1 authored
First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit. Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
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MonsterDruide1 authored
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called. The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate. Co-authored-by: Naii-the-Baf <sfabian200@gmail.com> Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
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bunnei authored
Remove audio stretching
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Andrew Strelsky authored
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bunnei authored
input_common: Add advanced setting for 8 player support
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- 17 Sep, 2021 2 commits
- 16 Sep, 2021 1 commit
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Fernando S authored
vulkan_device: Reorder Float16Int8 declaration
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