- May 10, 2018
- Apr 20, 2018
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Lioncash authored
Converts the service manager from a global into an instance-based variable.
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- Apr 06, 2018
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N00byKing authored
* core, main.h: Abort on 32Bit ROMs * main.cpp: Fix Grammar
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- Mar 25, 2018
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Subv authored
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- Mar 14, 2018
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bunnei authored
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- Feb 25, 2018
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N00byKing authored
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- Feb 18, 2018
- Feb 12, 2018
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Subv authored
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
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- Jan 23, 2018
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N00byKing authored
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- Jan 04, 2018
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bunnei authored
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- Aug 04, 2017
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bunnei authored
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- Jun 02, 2017
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TheKoopaKingdom authored
- Deleted GetStatus() because it wasn't used anywhere outside of Core::System. - Fixed design flaw where the message bar status could be set despite the game being stopped.
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TheKoopaKingdom authored
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TheKoopaKingdom authored
Optimized messages that were repetitive and added ability for core errors to specify more details optionally.
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TheKoopaKingdom authored
- Made LoadKernelSystemMode return a pair consisting of a system mode and a result code (Could use review). - Deleted ErrorOpenGL error code in favor of just having ErrorVideoCore. - Made dialog messages more clear. - Compared archive ID in fs_user.cpp to ArchiveIdCode::NCCH as opposed to hex magic. - Cleaned up some other stuff.
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TheKoopaKingdom authored
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- May 24, 2017
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bunnei authored
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- Feb 27, 2017
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Yuri Kunde Schlesner authored
Now based on std::chrono, and also works in terms of emulated time instead of frames, so we can in the future frame-limit even when the display is disabled, etc. The frame limiter can also be enabled along with v-sync now, which should be useful for those with displays running at more than 60 Hz.
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Yuri Kunde Schlesner authored
More ergonomic to use and will be required for upcoming changes.
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Yuri Kunde Schlesner authored
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- Jan 29, 2017
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Kloen authored
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- Dec 22, 2016
- Sep 18, 2016
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Emmanuel Gil Peyrot authored
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- Mar 08, 2016
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LittleWhite authored
Add error popup when citra initialization failed
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- Dec 29, 2015
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Lioncash authored
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- Nov 29, 2015
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Subv authored
The VFP registers are 64 bits each, and there are 32 of them.
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- May 10, 2015