Age | Commit message (Collapse) | Author |
|
milliseconds and set both backlights to on.
|
|
file is not in the correct format.
|
|
commit, the emulator could sometimes give a file out of its order, for example an O* file between two S* files.
|
|
|
|
|
|
|
|
|
|
These hotkeys can be overridden per game so that the global version of the hotkey can be ignored.
* Language file fixups related to \n (newlines).
* Pictochat fixups: shorten START and SELECT to ST and SEL. Should still be recognisable.
|
|
"disappearing" in the recently played games menu.
|
|
|
|
|
|
|
|
possible as of commit 4b4349ac8afb7dce6c0ca8a64a268f897a295469.
|
|
|
|
Saved state menu improvements.
|
|
state row.
|
|
|
|
|
|
* Don't select items defined with type HIDEN_TYPE. That's for items like the card capacity display.
* Don't change current_option and current_option_num until we're sure of what's going on.
* Don't select an item from another menu if you touch a phantom menu item below the last one of the active menu. For example, Video & audio's item 5 would call up the ROM loading dialog. This is now fixed.
* Handle NUMBER_SELECTION_TYPE and STRING_SELECTION_TYPE as invocations of CURSOR_RIGHT. This fixes the language selector not updating the language in the GUI when touched.
* Handle ACTION_TYPE. This fixes the Load cheat file menu item not working when touched.
|
|
|
|
* Glass buttons. These new buttons are in the SVG format in source/images if you wish to make derived skins.
* Icons from the Tango Icon Library and the RRZE Icon Set. These new icons are in the SVG format in source/images if you wish to make derived skins.
* Main menu: More readable text on unselected options.
* Main menu: Make "New game", "Return to game" and "Reset game" localised in English, French and Simplified Chinese. These three options also all use the same button image now; snewo, snnewo, sreseto, snreseto, sreteno and snreteno are gone and replaced by smaini and snmaini.
* copyright: Update.
* Align main menu icons and text better.
|
|
saved states menu if there were no saved states before. Electing to load #0 messed with the game; electing to save #0 erased the game-specific configuration.
|
|
This reverts commit 944d9a729455de435c3d200752308ceedf250196.
Conflicts:
source/nds/entry.cpp
|
|
unused variable, variable used uninitialised, unused function (when not used anywhere else with a #define).
|
|
bounds
cppcheck: [nds/gui.c:3132]: (error) Array 'tools_options[2]' index 4 out of bounds
|
|
current_option - otherwise it is redundant to check if current_option is null at line 3576
|
|
This reverts commit 0d048d05ee50625f15d5235d362df6ee71903fc5.
|
|
choose_menu(&main_menu) tries to call the end_function of a menu that's a random pointer.
|
|
|
|
|
|
their screenshots.
|
|
|
|
Raise the number of cells to 16.
Cache existence of saved state files, and invalidate the cache when saving or deleting a saved state.
CATSFC/system/gui: Make the unselected and selected cells more visibly different, while also leaving full and empty cells visibly different.
|
|
Currently, tapping a cell representing a saved state slot in the menu will load it, regardless of the current option, save or load. So the save option only accepts Left, Right and A.
|
|
no game is loaded.
|
|
screenshots on the upper screen.
|
|
Confirm and [B] Cancel.
CATSFC/system/gui/sbutto.bmp: Widen the button to accomodate this change.
|
|
|
|
controller status every scanline again.
|
|
|
|
ds2_setBacklight() MUST STAY, however, otherwise the emulator can crash with the bottom backlight off if a touch is recognised twice in a row. That happens with some broken styluses, so it's not unexpected.
|
|
explain in code comments why they're needed.
I know ds2_setBacklight(unsigned int) needs a delay before it, otherwise if done too close to another call, it crashes.
This partially reverts commit 8951fdff1aada126257e07699ea6f132cb8d2e65.
|
|
|
|
before the menu, and restart it after it ends.
|
|
|
|
|
|
PAL timings (20 ms per frame).
User-selected frameskip causes slowdowns if the game runs slower than the resulting frame rate, but synchronises correctly if the game runs faster.
Automatic frame skipping is still the default. It now only skips up to 8 frames, but in some games still skips that entire 8 frames. What's needed is an algorithm that averages frame latencies over a few seconds and skips while the latency is LOWER than the average.
|
|
It's actually reloading icons that takes so much time.
|
|
Clean up the names of messages. Mark those that are unused as such in code comments. Raise the CPU level while loading a message file, because it really does take half a second to load a 16 KB file on the lowest frequency (what the eff?).
|
|
|