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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.
2021-09-07Hide "Load new game" in mame2000neonloop
It breaks if you unload a game and then try to run a new game, so the option should be hidden.
2021-09-06Adds ips/bps softpatchingneonloop
Patches named like the content will be auto-applied in memory when the game is loaded. Example: /roms/game.gba will apply patches named /roms/game.ips, /roms/game.ips1, /roms/game.IPS2, /roms/game.bps, etc. This only happens in memory, original files are unmodified. Patches are loaded in case-insensitive alphabetical order. Note that .ips12 loads before .ips2, but after .ips02. Only supports cores that load from memory (see libretro page at https://docs.libretro.com/guides/softpatching/ for compatibility list)
2021-08-30Adds cheat supportneonloop
Cheats use RetroArch .cht file format. Cheats are loaded from [save_dir]/cheats/[name].cht, where name is the name of the ROM without extension. Cheat menu only shows when cheat file is found.
2021-08-28Fixes scaler selection when dimensions are not set yetneonloop
2021-08-28Adds info on built-in browsers to READMEneonloop
2021-08-28Fixes config override detection after loading new gameneonloop
2021-08-27Fixes GBA save methodneonloop
This was not set to libretro, so SRAM was not properly written.
2021-08-27Adds "fastest" ghosting option to gambatteneonloop
2021-08-27Adds eggs' 1.5x sharp scaler for GB resolutionsneonloop
2021-08-27Adds a standalone multi-emulator modeneonloop
When starting without arguments, can select a core in the current directory and some content (a game). Allows loading a different game from the in-game menu.
2021-08-24Clears buffer when switching resolutionsneonloop
Avoids screen persistence when switching from a higher to a lower resolution.
2021-08-24Adds option for CPU % displayneonloop
2021-08-23Adds fceumm coreneonloop
Needs PGO to hit fullspeed. Nestopia won't run (needs XRGB8888) and would probably be slow. Maybe try QuickNES if speed is an issue with fceumm.
2021-08-22Adds beetle-pce-fast coreneonloop
2021-08-22Uses libretro-common as a submoduleneonloop
2021-08-22Fixes ordering of events when using combo keysneonloop
Sometimes menu would get stuck, because the simulated events would be pushed after real events. Now transform all keyboard events first, so the transform code has complete control over the order.
2021-08-21Updates message display and adds loading message to pcsxneonloop