aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2023-01-25Moves emu action response out of retro_runneonloop
Avoids changes to emu state in the middle of a frame, caused problem with fba and maybe rare problems with other cores
2023-01-25Implements RETRO_ENVIRONMENT_SHUTDOWNneonloop
Fixes in-game quit for prboom, tyrquake, scummvm
2023-01-25Makes minor makefile fixes, basic support for prboom, tyrquake, scummvmneonloop
2023-01-23Fixes max 320px crop when aspect is not 4:3neonloop
2023-01-22Fixes conflict between letter and menu actionneonloop
On some devices, buttons are mapped to letter keys. During file selection, libpicofe would respond to the button press and the letter press, this could cause a freeze. Instead, button presses should never be treated as letter presses.
2023-01-22Fixes instant play before first autosave is createdneonloop
2023-01-22Moves save / config dir under .picoarchneonloop
Still uses old dir if exists to not need migration
2023-01-19Adds snes9x2010 coreneonloop
2023-01-16Adds fake-08 coreneonloop
Includes resume state patch from shauninman, thanks! https://github.com/shauninman/picoarch/blob/miniui-miyoomini/patches/fake-08/001-fix-resume-state.patch
2023-01-16Fixes issue with menu key working incorrectly with combosneonloop
libpicofe handles emu keys differently, no need to delay them.
2023-01-15Updates overrides for new core versionsneonloop
2023-01-15Fixes mame2000 vector games, changes mame2000 default to aspectneonloop
2023-01-15Fixes occasional instant play failuresneonloop
When resuming instant play, FunKey S saves path of executable after launching executable in background. If this happens fast enough, process will still be /bin/busybox, not /opt/picoarch, saving wrong path, failing next launch. To workaround, should save path again before suspending.
2023-01-14Defaults aspect scaling on FunKey S to smooth filterneonloop
On small screen smooth looks better as default
2023-01-14Stops fast forward before suspendingneonloop
Prevents fast forward stuck during FunKey Instant Play
2023-01-14Sets up combo keys for FunKey Sneonloop
2023-01-14Updates libpicofe key combo handlingneonloop
Does not prevent buttons when no combo is bound, delays keyup of mod key to allow normal handling, ignores combo key handling when no combo keys are bound
2023-01-11Limits width for crop scaler to 320pxneonloop
Makes crop scaler more useful for PlayStation / SNES games that use high horizontal resolution
2023-01-10Adds funkey-s build instructions to READMEneonloop
2023-01-09Adds icons for FunKey and forces next scaler shortcutneonloop
Icons are downloaded when needed, for now
2023-01-09Waits to suspend until after game loopneonloop
Suspending during loop caused corrupt states
2023-01-09Uses absolute path for coreneonloop
Fixes issue with instant play on FunKey S
2023-01-09Creates separate opk per coreneonloop
2023-01-09Adds initial Funkey S supportneonloop
2023-01-08Uses eggs' fixes for dynamic audio rate controlneonloop
2023-01-08Updates patches for latest upstream changesneonloop
2022-03-29Updates patches for upstream pcsx_rearmed changesneonloop
2022-03-27Updates pcsx frameskip patchneonloop
Original version was reverted, now more similar to new snes9x2002 version, allows fixed_interval when buffer status callback is missing.
2022-03-27Changes capacity to occupancy and return whole number as percentneonloop
Avoids float operations and redundant "1 -"
2022-03-27Updates patches for upstream snes9x2002 changesneonloop
2022-03-27Adds dynamic audio rate control optionneonloop
When DRC is on, game syncs to frame rate instead of audio buffer capacity. Audio is resampled to generate more samples when buffer is low and less when buffer is high, to keep buffer 40%-60% full. Buffer size doubled to keep same avg. audio latency value. Audio can distort when buffer is out of range, not often during gameplay. Better resampler could improve but would be slower. When buffer is always out of range (heavy frameskip), it is better to leave off, DRC doesn't help anyway then. Idea from RetroArch audio_driver.c and https://near.sh/articles/audio/dynamic-rate-control
2022-03-25Skips main loop fb flip when screen is skippedneonloop
If core hasn't updated screen, no need to flip. Can save vsync delay, makes ff faster
2022-03-25Adds passthrough resampler when core rate is supportedneonloop
Small improvement to performance
2022-03-25Fixes nearest scaler overrun (thanks shauninman)neonloop
2022-03-25Updates patches for upstream changesneonloop
2022-02-10Updates cores and moves to snes9x2005 forkneonloop
2021-11-28Adds fMSX core and builds trimui picoarch.zipneonloop
2021-11-28Updates coresneonloop
picodrive now supports GG
2021-11-28Adds blueMSX coreneonloop
2021-10-22Adds picodrive coreneonloop
2021-10-21Adds smsplus-gx coreneonloop
2021-10-21Adds gme (Game Music Emu) coreneonloop
2021-10-20Adds QuickNES coreneonloop
2021-10-20Updates patches for upstream changesneonloop
2021-10-19Delete patches merged upstreamneonloop
2021-10-10Updates patches for recent changesneonloop
2021-09-29Fixes inability to lower audio buffer sizeneonloop
2021-09-22Skips audio writing when buffer size is 0neonloop
This keeps from hanging when audio is sent before content is loaded (pcsx_rearmed). picoarch cannot know correct frame rate / sample rate before content is loaded (incorrect to call retro_get_system_av_info then) so best to just skip it
2021-09-08Avoids possible divide by zerosneonloop
2021-09-07Enables softpatching for cores loading content from diskneonloop
If a core sets need_fullpath, content is patched and written to a file in /tmp. This allows patching content for gpsp and probably others.