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2023-07-16Updates Makefile and core patchesneonloop
2023-03-15Changes libpicofe to use states starting from 1neonloop
2023-03-15Skips invisible core options before showing next pageneonloop
Fixes showing Next page when no visible options are left
2023-03-15Enables DRC on FunKey by defaultneonloop
Now that FunKey runs at 60Hz, smooth video is more meaningful
2023-02-05Uses file size instead of core-reported size for state loadsneonloop
Fixes dosbox-pure and other cores with varying state sizes
2023-02-05Adds pokemini coreneonloop
2023-02-02Updates README with newer coresneonloop
2023-02-02Fixes savestate screenshot and advanced menu backgroundneonloop
2023-02-02Updates icons for pcsx and gmeneonloop
2023-02-01Adds warning message when Instant Play is unsupportedneonloop
Instant Play needs savestates and savestate resume on startup, and not all cores support those. Better to warn than surprise by not resuming.
2023-02-01Adds overrides for prboom, scummvm, tyrquake, vitaquake2, fba2012, arduousneonloop
2023-01-30Adds icon for fake-08 opkneonloop
2023-01-30Adds override for deferring load state by number of framesneonloop
Fixes instant play for fake-08 and pcsx_rearmmed with bios intro
2023-01-29Fixes binding keys after first combo keybindingneonloop
After first combo keybinding, mods_bound is still empty so mod key release is missed. Instead, keep combos enabled until binding menu is exited.
2023-01-29Adds dosbox-pure coreneonloop
dosbox-pure does not support resume states, because it loads puremenu before loading game. Savestates can also glitch loaded game.
2023-01-28Adds XRGB8888 core supportneonloop
Simple version, conversion can still be optimized
2023-01-26Forces poll for input before readingneonloop
Fixes arduous which reads input but never polls
2023-01-25Fixes emu actions not able to be repeatedneonloop
2023-01-25Fixes load new contentneonloop
Cores do not always clean up on unload content, deinit and reinit is more reliable. Some cores do not even clean up on deinit and reinit, need all statics reinitialized. On many platforms dlclose / dlopen will work. FunKey uses musl libc where dlclose is no-op, so instead will exec again with current core and new content path. Overrides decide whether easy or hard clean up is needed. Assume unknown cores need hard cleanup, otherwise specified by "needs_reopen" override. Also - FunKey will now autosave and resume during load new content - Load new content deferred until after menu responds to keypress, otherwise key release can be missed and menu seems stuck
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