Age | Commit message (Collapse) | Author |
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into. Also dramatically simplify the file selector's name management code. This has many effects:
* It allows the file selector to handle directories of more than 511 files and a parent directory entry. (Fixes GitHub issue #37).
* It allows the file selector to sort directories along with files, which is a more common use case (game folders that contain ROM hacks, plus single game files, are sorted by name as the user expects).
* The file selector now reports progress while loading a large directory.
* The screenshot slideshow function now shows an existing dedicated message, "No screenshots found", instead of crashing when the screenshot directory contains no screenshots.
Add Quicksort code from GameYob. See <https://github.com/Nebuleon/GameYob/commit/afbeeba>.
* Faster sorting in the common case where a directory's natural order is already sorted, using the isSorted function.
* Use the median-of-three algorithm first described by Robert Sedgewick to select the pivot. Causes less recursion in many cases.
* Associates file names with their is-directory flag, keeping both in sync.
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* Before entering the menu, copy the game screen to the Upper Screen if it's on the Lower Screen.
* Now, the frame that's shown in the menu doesn't appear to be the previous frame for a fraction of a second anymore.
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* Text positioning in message boxes is now controlled by #defines.
* The various MSG_PLAY_SLIDE<n> messages are now one, MSG_SCREENSHOT_SLIDESHOW_KEYS, with \n between lines.
* Use \n in some more message pairs.
* Lengthy scrollers broke. This will be investigated in a later commit.
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Add an Italian translation
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toggle full-screen (going from mode 3, middle of screen, to mode 4, full-screen smoothed).
This commit uses text that has not been validated in some languages.
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Add Italian language
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as it only takes a few milliseconds.
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equivalent skip level) for automatic frame skipping. Remove the automatic CPU frequency option, which was making audio emit 0.25 second of silence every so often.
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playing games that don't use all of the MIPS CPU. If all of it is indeed needed, then the game will constantly play at 396 MHz.
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the default value for all games which previously had this value configured.
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invokes a recursive directory scan to calculate how much space is used first.
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video or audio.
This makes most games playable, but the player can choose to get fluid audio instead of fluid video in sound-test modes or games with epic soundtracks.
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* 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.
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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.
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Confirm and [B] Cancel.
CATSFC/system/gui/sbutto.bmp: Widen the button to accomodate this change.
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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.
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It's actually reloading icons that takes so much time.
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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?).
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SNES Open Bus is a quirk of the memory subsystem that allow reads of invalid addresses to return the last byte read from memory. However, it is seldom needed by a game, and it costs 1 to 3 MIPS instructions per SNES instruction to emulate.
If you need SNES Open Bus, you can remove -DNO_OPEN_BUS from the Makefile.
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française à l'interface.
EN:
* bdf_font.c: Add support for having a main font, [0], of more than 128 characters. Refactor character width checks into a new function, BDF_width16_ucs.
* bdf_font.h, draw.h, gui.c: Use UTF-8 for all strings to allow more translations. Use BDF_width16_ucs where possible.
FR:
* bdf_font.c: Prendre en charge une police principale, [0], de plus de 128 caractères. Diriger les vérifications de la largeur d'un caractère vers une nouvelle routine, BDF_width16_ucs.
* bdf_font.h, draw.h, gui.c: Utiliser le codage UTF-8 pour toutes les chaînes pour permettre d'autres traductions. Utiliser BDF_width16_ucs là où c'est possible.
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