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2018-11-06enabled scph-1110 analog joystick in the menuSakitoshi
analog pad tyoe now corresponds to the spch-1110 analog joystick or spch-1150 in flightstick mode. the new pad type dualshock was added that corresponds to the old analog pad type spch-1200.
2016-12-22Do some light multitap cleanupAndrew
After seeing the regressions from multitap I took a quick look at the code, and there's quite a bit of cleanup needed. This fixes the initial really obvious stuff, a useless copy and a duplicate in_keystate that can cause compilation issues, along with bringing styling closer to the pcsx standard so it's a bit more readable. The multitap changeset also seems to have been done with an editor that mangled line endings, I'll address that in a followup commit.
2016-06-18suppress hack for crazy value on read port 2alexis-puska
pass pad index in pad datas structure.
2016-05-13Style nitscbransden
2016-05-13Defensive code to avoid SEGFAULTdankcushions
2016-05-13second implementation of multitapalexis-puska
add game/core option to enabled or disabled multitap. Test with micro machine V3 and 5 devices, 2 multitap enabled, all device react good i can’t test the 6 7 8 select player but i can select 8 gamer. The 2 multitap works fine. i detect a bug, when we change the game pad type to analog, the library crash, see it next time
2016-05-13Added multitap core option & style nitscbransden
2016-05-13Initial multitap supportalexis-puska
2015-11-16initial neGcon controller supportphaseIV
2015-04-22Poll analog inputs of pad2 when it's an analog pad.Jasper van der Neut - Stulen
2015-01-03mingw build fixesnotaz
2014-12-20spu: rework synchronizationnotaz
2014-12-20spu: add a schedule callbacknotaz
2012-12-02mave plugin and core shared includes to single locationnotaz
2012-01-03bring GPUvBlank backnotaz
to be used for interlace emulation
2011-12-05remove gpu vblank callbacksnotaz
we do it in core now
2011-10-30pcnt: measure gte toonotaz
2011-10-08spu/cdda: sync cdda to spu playbacknotaz
this will probably make cdrom/vsync timing desync situation worse (those were never in sync anyway) but fix some cdda related sound stuttering. Those magic values are used trying to preserve other SPU plugin compatibility.
2011-09-27psxcounters: avoid update on each hsyncnotaz
no useful work is done on hsync, no reason to interrupt the recompiler that often, set up events as needed.
2011-08-13add guncon supportnotaz
a bit basic but works
2011-08-01frontnd: pcnt: enable counters to avoid using ext toolsnotaz
2011-07-08dfxvideo: decouple from main emunotaz
2011-04-05plugins: expand GPUvBlank to pass hcounter pointernotaz
2011-03-01dfxvideo: use bit31 handling from pcsxr-svnnotaz
2011-02-10frontend: support analog controller using nubs; some refactoringnotaz
also enable frameskip by default, it makes the experience a bit better on most games.
2011-01-03frontend cleanupnotaz
2011-01-02add a way for GPU plugin to get layer confignotaz
2010-12-27properly implement pad handlingnotaz
fixes one pad controlling both players and player2 controls.
2010-12-16add basic .Z supportnotaz
2010-12-14fix x86 build, minor refactoringnotaz
2010-12-14add OMAP layer, also preliminary menu, hud and input supportnotaz
2010-12-14make PCNT stuff optionalnotaz
2010-11-21some drc integration worknotaz
2010-11-19basic profilingnotaz
2010-11-18build plugins innotaz