Poprawki w kodzie emulatora NINTENDO64 - 1964 związane z opublikowaniem przez RetroRalpha kodu swojej modyfikacji tego emulatora umożliwiające podkręcanie emulowanej konsoli. Czyszczenie i dopasowywanie zmian tak aby ich działanie jak najbardziej pasowało do wiernego odtworzenia N64.
Revision: 103
Author: death2droid@gmail.com Date: 6 stycznia 2012 11:55:27
- 1964 Core:
- Removed uneeded speed hacks to make emulation more accurate. (1964 Ultrafast by RetroRalph) (Stretching his updates over several commits to make sure if any problems occur they are able to be isolated)
- Remove unnecessary setwindowtext's
- Remove more unnecessary link dependencies
- restore functionality to launch games by CMD that was accidentally removed
Revision: 102
Author: death2droid@gmail.com Date: 5 stycznia 2012 06:53:27
- 1964 Core:
- More accurate DYNAREC emulation - 1964Ultrafast by RetroRalph
- Remove unnecessary link dependencies
Revision: 101
Author: death2droid@gmail.com | Date: 4 stycznia 2012 23:35:19
- 1964 core:
- Optimize the interpreter (1964 Ultrafast by RetroRalph)
Revision: 100
Author: death2droid@gmail.com Date: 29 grudnia 2011 10:33:28
- 1964: (Warning this may break stuff, its not complete and is more committed so i don't accidentally wipe it)
- Even more cleanups of the win gui code
- Removed some useless checks and removed of some features that are more likely to cause problems then anything
- Remove unnecessary plugin loading code
- Remove unnecessary extra PeekMessage in the WindowMsgLoop
Revision: 99
Author: death2droid@gmail.com Date: 6 grudnia 2011 12:42:08
- 1964 Emu:
- Work in progress cleanup of the 1964 UI
1964 Revision: 98 4.12.11
Author: death2droid@gmail.com Date: 4 grudnia 2011 14:17:50
- 1964:
- Fix for the Real Time clock bug (Taken from Surreal64 which is derived from a fix by the Mupen team)
- Small optimization by inlineing some code
- RiceVideo (1964Video):
- General cleanup of all code, removing obsolete code and adding tiny speed fixes.
1964 SVN97 01 08 2011
1964 Input changes
- Change around code so xInput doesn't override all other settings, it should now be possible to have different inputs, however at the moment xInput controllers are loaded in as, 1, 2, 3, 4
- This means that if you are player 3 and want to use an xInput device you have to have 3 xInput devices connected.
- Also the plugin does not currently load back in xInput settings, i have no idea how the loading of ini files work as the system seems to use hashs that i am unable to replicate