- Jan 22, 2015
- Jan 21, 2015
- Jan 20, 2015
- Jan 18, 2015
- Jan 17, 2015
- Jan 16, 2015
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Zhuowei Zhang authored
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- Jan 15, 2015
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bunnei authored
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bunnei authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
Loader: Keep a reference to the file and pass it to the correct AppLoader, instead of loading it multiple times.
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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Emmanuel Gil Peyrot authored
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- Jan 14, 2015
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Sebastian Valle authored
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Yuri Kunde Schlesner authored
Display transfers with the horizontal downscaling flag were calculating the wrong output size, causing them to write double the amount of data intended. It is likely that this was perceived as correct due to a separate bug in calculating source indices which caused the image to be padded unless the previous bug was present. This fixes both issues, correcting flickering issues in 3dscraft, blargSnes and more (caused by the transfer overwriting the back buffer which followed) as well as potentially fixing other crashes.
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Yuri Kunde Schlesner authored
The code was previously appending the interrupt to after the end of the buffer, instead of at the end.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
It appears this is a mistake, since the sub-screen has no right framebuffer.
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Yuri Kunde Schlesner authored
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
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