Changelog:

Got SDL2 build compiling again.. Not sure if it works yet, crashes KDE on my VM
fixed PSP build
Fixed GL
Reverted base renderer
Added some basic Audio plugin stuff
Added some basic audio functions for linux, just need a stream now
Basic Vita right stick support
Update vita right stick to control config
forgot a :
Ukrainian translation of DaedalusX64Note: there isn’t a hash in it, because there isn’t hash.txt in Default.7z, so I marked that line with question marks. And I’m not sure if Ukrainian characters display in the emulator, but I believe you can figure out how to implement it.
Update Ukrainian.lngSome fixes in translation.
Update Ukrainian.lng
Merge pull request #12 from PhantomHorror/Ukrainian-languageUkrainian translation of DaedalusX64
Apply fixes from Vita Repo for mempak fix. Thanks Rinnegatamante andm464p-nx
Apply fixes from Vita Repo for mempak fix. Thanks Rinnegatamante andm464p-nx
Apply fixes from Vita Repo for mempak fix. Thanks Rinnegatamante andm464p-nx
Merge branch ‘master’ of https://github.com/daedalusx64/daedalus
Add Cache Directory and move hle files thereMake sure SaveStates and Cache dir are generated on fly
Update Roms.ini
Merge branch ‘master’ into mpkisolate
Remove redundant Ucode Filees
Moved stuff so that Posix / OSX Builds will pass CMake path checks
Fixed narrowing errors on Clang / OSX build
Fix osx buid
Added linux and mac debug
Move like DAEDALUS_LINUX and DAEDALUS_OSX stuff to DAEDALUS_POSIX
Merge SDL2 branch to Master
Change from Physics to physical. no ideas.
Backport of Frangarcj’s view port change.
Small fixes from Rinne’s Repo
Move to hw fog usage.
Merge pull request #17 from Rinnegatamante/masterMove to hw fog usage.
Makes candles and other effects appear in OB64
Ignore narrowing on Clang/OSX
Regression
some fog changes better but not perfect.
Update Async audio code
Revert all initialiser list variables.
Add Rinne’s commit to fix rendering issues.
Deprecate support for PSVita in DaedalusX64 PSP
fix saves / Disable debug console on releaseFix more {}
Compiles on OSX now 🙂
Revert “Backport of Frangarcj’s view port change.”This reverts commit 382f3c1.
Fix Dev options to debug output
Update main.cppFixed PSP slim detection
Merge branch ‘master’ of https://github.com/DaedalusX64/daedalus
Microcode fixes*Fixed possible overflow of ucode entries, also spread entries to avoid always overriding the last entry
*Fixed out of bounds assert for microcode data
*Properly check both microcode data and code base for ucode cache
*Removed gLastUcodeBase, potentially caused ucodes not to be loaded correctly. This was legacy code before we had the ucode cache
*Fixed 32bit pointer assumption on DLParser_SetCustom
Typo
Add Cache / Save Game path support to Posix build.Correct long filename in roms.ini
Accurate TMEM required for Posix build.
Debug build fixes*Fixed debug build when DAEDALUS_DEBUG_DISPLAYLIST its defined, also I enabled it for debug builds
*Fixed ptr->u32 cast in DLParser_DumpVtxInfoDKR, it was causing a compilation error for me)
*Removed unsused zlib from third_party, also added webby
Merge branch ‘master’ of https://github.com/DaedalusX64/daedalus
Revert “Update Async audio code”This reverts commit df85758.
Revert “some fog changes better but not perfect.”This reverts commit 5a8720e.
* Implement missing dom1/addr1/3Fixes bug in Paper Mario where a save slot will get duplicated also fixes a bug in Majora’s Mask where link did not have a shield and sword during the first movie
Fix crashes in Paper Mario and Yoshi*Correct bad pointer casting for optimized copy in Yoshi_Memrect and fixed non optimized copy
*Store n64 ram offset rather than the system memory for Fast TMEM (thanks strmnnrmn!). Fixes random crashes when using the non accurate path for TMEM emulation
*Make sure to reset tmem block for fast TMEM even when accurate TMEM its used since we fall back to the non accurate path when games set line to 0
*Ignore load tile for accurate TMEM when line its 0, this was causing a crash in Paper Mario which sets line = 0
Merge pull request #19 from salvy/masterAccuracy fixes
Ensure we close the file on each instance we destroy a png object.
Misc changes*Added FB task from the Vita port. verified working on PPL
*Disabled OSHLE for linux/osx, we don’t have a dynarec, no point to have it enabled
Fixes for MemoryUpdateSPStatus*Make code more readable
*Fix bug where we weren’t clearing the SP_STATUS_BROKE bit and ensure the RSP tasks are executed when clearing this bit
Fix up paths in headers
Small cleanup
Revert move to HWFog, we’ll re-add this at a later date.
Finalise appropriate ptr changes
DMA fixes* Added check for odd PI DMA length, fixes Doraemon 3
* Fixed incorrect mask for spmem_address, thanks Rinnegatamante for pointing out this
* Moved rdram overflow check outside the count loop
* Added FAST_DMA_SP define and enforce 8 byte alignment for correctness. This is still only enabled for the PSP but should be safe to enable for other platforms where speed its important
* Small clean ups
Fixes for flash ram and rom read[*] Removed redundant check for flashram read/write, actually this was incorrect for flashram read..
[*] Added return for failed DMA flashram transfers
[*] Set correct save type for Derby Stallion
[*] Set flashram type correctly, fixes saving for Derby Stallion
[*] Added check to prevent reading rom from out of range
Fixes for DMA SP and memcpy swizzle[*] Fixed memcpy usage for aligned path for the memcpy swizzle and also enabled it for Linux/OSX
[*] Refactored unaligned path for memcpy swizzle and also fixed memcpy_test
[*] Set correctly sp mem region for DMA_SP
Misc changes to the memcpy swizzle and added a missing blender (GL)
Refactored rom write support and clean ups for ROMBuffer.cpp
Improvements to BaseRenderer*Avoid division by zero in the viewport code and properly handle PAL scaling // taken from bazel and Vita port
*Restored bound checks for AddTri , TestVerts and ModifyVertexInfo
*Refactored CPU and VFPU vtx pipelines to make it easier to maintain
*Combined UpdateWorldProject and PokeWorldProject
*Added proper null check to LoadTextureDirectly
More bound checks*Implemented IsVertexInfoValid to add proper bound checking our vertextinfo
*Implemented IsAddressValid to add proper bound checking when referencing an N64 ram address, currently its only used for DMA_Tri_DKR
*Fixed bug bugged addresses in DKR ucode
*Removed now redundant bound checks, some of these were either wrong pr inconsistent
More improvements to the gfx ucode detection* Auto defect and cache ucode functions and vertex stride
* Speed up custom ucode detection, avoid string detection and return as soon as there’s a match
* Do not attempt to auto defect ucodes that lack a version string
*Alot of code clean up, now custom ucodes should be easier to add (everything related its now in Microcode.cpp)
*Bound checking for InitMicrocode and make sure to set a default ucode version if there’s a failure
*Hardcode code_size to avoid issues when hashing ucodes when games set an invalid size, ex Conker
*Simpler way to clear the ucode cache
*Always include gNormalInstructionName even on release builds, the memory we saved wasn’t worth the hassle to keep it out of release builds..
Implement F3DBETA ucode (this an early version of Fast3D)*Remove SOTE ucode implementation, this was wrong. Now both SOTE and WRUS will use the Beta ucode
*Fix typo from previous commit that caused that changed ucode hash.
*Added WIP to set the vertex stride at compile time to allow the compiler to do further optimizations when the stride its a power of two. Currently its only done for the new F3DBETA ucode as a test.
Fix some uninitialised states in the renderer which was breaking lightning in debug builds. Thanks StrmnNrmn!
Prep work to add more custom ucode implementations*Refactored RDP_MoveMemLight to prevent duplicate code and simplified it for adding custom lighting impls. Also added bound checks for invalid light index and addresses
*Added hash for Rogue Squadron (this a custom GBI1 ucode), currently unimplemented
*Do not hardcode GBI commands when patching custom ucode tables
*Fixed DKR’s index mtx address, thanks Rinnegatamante for pointing out this error
F3D improvements*Implemented CullDL for F3D microcode, small speed up for games that use this, ex Wave Race 64
*Fixed max light constant for F3D/EX/2
*Continue WIP to optimize the vertex indices at compile time (F3D its done now)
Optimized CullDl*Fixed culling for Aydin Chronicles (first and last param its reversed)
*Avoid doing a bound check twice for testverts, the display list would get culled regardless
*Return early when Dlist its visible

PS: CLIP_TEST_FLAGS its meaningless right now since all clipping flags are checked, we can remove it after testing further if that’s ok or if we need to relax the clipping flags for No Near Plane microcodes
Clean ups from last commit*Removed CLIP_TEST_FLAGS usage, I tested several games and I did not find any issue when all the clipping flags were set
*Refactored set ClipFlags to avoid duplicate code and make it easier to debug
*Removed vertex stride from the ucode cache, now vertex stride its applied at compile time for all microcodes

*Removed GBI0_Tri4 (F3D microcode doesn’t support it)
*Moved GBI0_Tri4 implementation to Ucode_GE.h since this is actually part of the custom microcode used by GE and PD.
Implemented Trix for GE and PD
*Proper implementation for Branchz and added Zelda implementation, thanks Rinnegatamante

*Optimization in CPU_CheckStuffToDo
*Properly mask down RDPSegAddr, also removed now redundant masks*Added more bound checks
*Removed compiler workaround in MatrixFromN64FixedPoint and GBI1_DL, I checked and latest PSP toolchain optimizes this correctly now
*Defined DAEDALUS_SILENT for release builds to*Fixed batch test for Linux and tidy when setting path for executable
*Fixed rom.db for linux
*Do not set the texture tile and scale when texture its disabled, also handle properly when the texture scale its 0, DKR does this

*Convert segment address to a physical address (fixes an ancient bug discovered by recent changes to RDPSegAddr (fixes a crash in DKR)
Fixes and improvements for hle cache and mempack support*Fixed mempack support when savetype is not unknown, for simplicity we always assume the presence of the mempack. Ill add proper support to disable it later
*Removed force flag for Save_Flush, this was a legacy flag mainly used to manually allow users to force saving
*Moved hle cache directory inside the SaveGames folder and removed all the duplicate code added when it was moved to its own directory
*Fixed accurate TMEM for the PSP (still disabled on the PSP)
Fix for blast corps and more bound checks*Properly trigger DP interrupt, some games are very sensitive when we ignore it. Blast Corps no longer hangs after the Rare logo. Also ensure to trigger the interrupt when frameskip its enabled to avoid stalls
*Added bound checks for DLinMem and DLCount
*Disabled invalid address bound checks for the PSP. With the recent changes, now its safer to disable it
Fixed crash in Pokemon Puzzle League, Fifa 98 and other gamesThis is a workaround to prevent crashing the emulator when trying to load excessive large textures
Update Intrafont with latest sources from https://gitlab.com/HaydenKow/libintrafont

This fixes the horrible menu issue we’ve been having
Readded shadows 🙂
Optimization for accurate TMEMOptimized ConvertIA16, this an old change I had that I forgot to commit :/
Merge remote-tracking branch ‘origin/master’
Implemented YUV16 for accurate TMEM
More Improvements for Accurate TMEM*Added macro for A8R8G8B8 conversion
*Make the tile conversion code clamp reads to the 4k tmem space (thanks strmnnrmn!)
*Moved DAEDALUS_ACCURATE_TMEM to be platform defined since this feature should not be enabled for low-end systems, ex PSP
Removed -1 from uViHeight/uViWidth*This was actually breaking the fix for New Tetris.. Originally we were doing -1 for the clear screen check in Fillrect, this been updated too. The check in SetScissor did not need to be updated as it was already clamping when the if the N64 resolution was equal or greater..
*Always clear z buffer first in fillrect
Roms.ini fixes*Fixed a bug causing some roms to not get properly parsed (thanks Rinnegatamante for the fix!)
*Added roms.ini entries from the Vita repo, also deleted duplicate entries
Removed unused Comment and Info entries from roms.ini
Removed duplicate from convertimage/tile*Moved all the conversion routines to ConvertFormats.h
*Fixed a lot of wrong bitshift operations (Rinnegatamante)
Added ConvertFormats.h
Fixed check that determines if rom format its handled
Optimizations for Convertile (accurate tmem)*Optimized ConvertRGBA32 (this is the last function that could be optimized \o/)
*Fixed up ConvertYUV16 and optimized YUVtoRGBA
Accuracy and optimizations for Sprite2D ucode*When executing sprite2d instructions, fetch the next instructions at once and bail out sooner when there’s an invalid instruction
*Avoid using Swap function for FlipX/Y, is faster to manually swap
*Properly set left, top, right and bottom coordinates
*Properly set texture width, we were wrongly using ImageW, also renamed fields that were named incorrectly in Sprite2Struct
*Added bound checks
More improvements for Sprite2D*Fixed typo in the bound check from last commit
*Added hack for WCW Nitro, fixes sprite issues, this game should be playable now
*Refactored Sprite2D for consistency (same structure as S2DEX)
Fixed PSP buildTidy AudioPluginPSP
Refactored S2DEX, FB and Sprite2D
Ensure we point to the correct instruction for Sprite2D
TMEM clean ups*Moved TMEM Copy routines to their own file (TMEM.cpp)
*Avoid loading tmemload info twice when the tmem lookup entry is invalid
Fixed PSP path for savegames and FindFilename usage
Removed workaround for incompatible savestates that is no longer needed
Added savestate support to the Linux buildUsage is: There’s 9 slots available for savestes, pressing ctrl + 0-9 will create a savestate and pressing 0-9 will load the savestate
*Properly exit the emulator when the Daedalus window is closed, also the emulator can now be exited when pressing escape
*Properly disabled gamepad support, also added a define to re enable once it gets implemented with SDL
*Moved key polling events to a callback
Fixed typo in Sprite2D
Refactored S2DEX_BgCopy/Bg1cycThese use the same struct and SpriteLoad function
Added list of games that use S2DEX, useful for testing
Re-implement ConvertYUV16 for ConvertImage*This is based off the accurate tmem implementation (ConvertTile), also simplified how we dispatch this texture format
*Removed workaround when the pallet is address is null, this no longer needed due to recent fixes
S2DEX fixes*Corrected inclusive typos for partial and no rotation modes (fixes gaps in V-Rally and Worms sprites)
*Implemented flipX/Y for full rotation (Worms uses this when the character fall down)
*Defined flags for flipX/Y
Update to the Bazel Directory Structure..
Remove GraphicsPlugin file
Update CMakeLists / Daedalus build script to make it less complex
Fix macOS Build
Update Git Ignore to reflect build changesGet rid of GetTargetU32 which is unsafe on 64 bit platforms
Create Turkish.lngTürkçe karakter destek sıkıntısından dolayı, ŞşĞğİı harfleri kullanılamamıştır.
Merge pull request #25 from Lycaena/patch-1Create Turkish.lng
Windows support!
Update README.mdAdd build instructions for PC
Fix linking issue
Basic Xinput Support for windows!
Add analog stick support
Mapp z button
sorta fixed frame limiter and enabled win32 threaded audio
Add window resize + fullscreen toggle
Update .gitignore
Added .vs to gitignore to stop vs caches from uploading.
Merge branch ‘master’ of https://github.com/daedalusx64/daedalus
Removed visualstudio cache files and add to .gitignore
Remove vita refrence from about screen.
This should be NULL
Enable 02 again
Remove some Curly braces in Pause ScreenAdd “Battery is charging string” to remove random garbage on screen
Copy n64.psh for linuxWhen I built daedalus for Linux and tried to run it, I got this error:

“`
ERROR: couldn’t load shader source /home/ian/Downloads/daedalus/LINUXbuild/n64.psh
“`
Merge pull request #28 from i-am-wells/patch-1Copy n64.psh for linux
Create Japanese.lng
Create Chinese (Simplified).lng
Merge pull request #1 from Rdx-Official/Rdx-Official-patch-1Create Chinese (Simplified).lng
Create Greek.lng
Merge pull request #31 from Rdx-Official/masterCreate Japanese.lng, Chinese (simplified).lng and Greek.lng
Revert “Create Japanese.lng, Chinese (simplified).lng and Greek.lng”
Merge pull request #32 from DaedalusX64/revert-31-masterRevert “Create Japanese.lng, Chinese (simplified).lng and Greek.lng”
Revert “sorta fixed frame limiter and enabled win32 threaded audio”This reverts commit 8791abe.
Revert “Revert “sorta fixed frame limiter and enabled win32 threadedaudio””

This reverts commit 5b99ec1.
ThreadHandle not defined correctly. Breaks in new toolchain
bufferwidth and pixelformat are not s32 variables
PSP will now use strcasecmp
Use Toolchain provided IntraFont / KUBridge. Don’t build as PRX for now
Build files in base directory
st_ctime is now sce_st_ctime
Adding in some std:: functions to replace some templates
Remove kubridge libraries, tidy up main a bit
use Posix threads
Change from typedef to mdero
move from typedef to modern using declaration
Tidy up Types.h
Disable Colour option on menu
Automatically create a SaveGames folder
Clean up main a bit
Let CMake Handle Endianness Detection
Begin internal path stuff with std::filesystem
Tidy up defines internally, move to CMake
Fixed Linux Build
Dunno
Remove legacy static assert
Use std::max and std::min
Universal in PSP build for now
Use Defined PSPDev.cmake file
Fix build.
replace Clamp with std::clamp
Use Posix IO with PSP
Add the missing binary path for *NIX executables
Remove the Dev Build Config Options as in Cmake
use std::filesystem::path with gDaedalusExePath
Simplify savegame path logic
All platforms can use the same types.
Tidy up AudioPluginPSP
Allow for ROM Header Info to display in release
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Build a PRX using the built in tools
Move some more config options to CMakeLists
Just use strcasecmp now. All platforms support it
Improve compilation scripts and include CI/CD
Merge pull request #35 from fjtrujy/posixImprove compilation scripts and include CI/CD
Use Posix alignment on PSP
Fix CmakeLists file issue.
Remove Stdafx.cpp
Tidy up CMakeLists to help with next change
Add build option support
Disable Compressed rom support as minizip missing
Refine Debug / release options
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Revert back to old PSP Audio Plugin
Remove old psptoolchain cmake file
Cmake has replaced these files
Add PSP GProf
Revert “Revert back to old PSP Audio Plugin”This reverts commit 4397047.
Use a template for make_uncached_ptr and clean up
Ignore make_cached_ptr on posix platforms
Set O3 defaut and add Linktime Optimisation
Up to C++ 20, fix some filesystem operations
Start tidying up the paths, fix c++20 compat
Remove System/Paths.h / Paths.cpp as not required
Re add builtins for PSP
Move Functor to SysPSP/Utility
Exclusive PSP Utilities should be in PSP/Utility
Use Pthread instead of semaphores
Unknown Blenders should be shown in Release Builds
Fix Posix Debug Build
Refine build_daedalus script.
macOS build will not work with CMAKE_RELEASE..
Remove SaveStates / SaveGames Folder from CI
DAEDALUS_USE Is optimised out if not used.
REmove PosixPaths
More work on CMakeLists
Remove Windows Libs, we’ll pull them in via Git.
Overhaul CMake. May break PSP Build
Fix issues wtth PSP build, some linker errors rema
Swap linker ordering on PSP Build (Test)
Add Windows Defines for CMake
Remove stdafx.h for consistency
PSP will now build but crashes 🙁
Fix logic for eboot move, CI should pass
Added the missing folder.. CI should NOW build
use pthread on PSP (Will delete PSP code later)
Add Common Math from STL for Posix
Enable Daedalus_Silent by default
Use the Posix Timing on PSP. Small perf +
Tidy up Audio code a little
Tidy up ShaderPath code
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Revert “Tidy up Audio code a little”This reverts commit 2aded82.
Hopefully fix CI
Messing with CI to see if Linux build will work
Moved Linux workflow to separate file
Let’s try this again
Hopefully now
Linux now?
Erroneous Jobs
Remove Linux yml and replace apt with apk..
Linux again
Linux YML should work now.. I’ll squash later
minizip typo
Forgot SDL2
and glew 🙂
Remove std:: math stuff for now..
Whoops missing else.
Remove unneeded files and fix artifact for Linux
add macOS X86 support
Homebrew uses zip not libzip
Fix homebrew paths, remove zip from yml
holy include typo batman
Another typo 🙂
Testing Artifact changes
Bring in ARM Dynarec, Update Credits and cmake
Bring in 3DS basic build with CMake Structure
Reduce reliance of DveMgr
Start fixing Windows Build a bit
Start fixing Windows Build, move x86 dynarec
Add beginnings of a UI to posix build
Begin introducing std::filesystem more
Tidy up Mutex
use more std::filesystem
more std::filesystem
Use a unique_ptr for Audio
Rework File Saving.. Further work needed
Fix patch.cpp
SaveGames folder generated on fly now
Keep PSP Stat where it’s used
Move SaveFile Function back to Dump.cpp for now
Use new SaveAs function in .hle
Use FileSystem for more things
Run Audio through Clang Format
Remove JobManager from PSP Audio
Clang-tidy audio and use std::array where possible
Add Imgui UI made by Z2442. Will clean later
Move back to unique_ptr for Audio
Remove Objective C requirement
Add Imgui sources
Missed this change
More std::array magic
Remove PATHSPSP
Move Plugins to Plugins Directory
Move PSP Audio to SDL Audio add SDL Audio
Clean up more functions
Revert RomDB Change until it works properly
Select is now menu button again
Add imgui sources
Add Imgui impl 3dS (Thanks feizz)
Actually put it in the right location
Add Plugins Folder for PSP build on Workflow
std::move vector for performance
Add basic imgui ini file
Revert std::array on audio, Change SDL Plugin old
Add missing imgui file to fix Unix builds
Actually do it in the right file
Generate the Plugins folder
Fix Plugin Path again
No commit message
Change CMake Script to allow installing
Fix a few minor issues. Simplfy sh script
Extra directory created.. I’ll fix this later
or now?
Try $HOME
Doh.. added missing /
Use $PWD for install directory.. So tired
Add missing PSP Install files
Set yml file back to default. Will tidy tomorrow
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Copy last required files for Posix.
Modern C++ demands just using inline
use std::mutex here
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Fix mediaengine.prx path
Remove deprecated home_button hook
Forgot to remove this
Forgot to remove this
Disable SDL on PSP for now..
Clean up Math.h
Fix Daedalus_SDL Option
Use alignas specifier
Use modern alignas specifier
Remove Redundant memory alignment check
add more std:arrays
Use BuildOptions.h for macro functions
Clean up CMakeFile
Cannot align these
Fixed Install path
Fix a filesystem issue in Dump. Silent flag gone?
What a lovely missing / 🙂
I guess EBOOT needs to be built in tree.. Sigh
PSP Build is now compiling again
Update README.md
Refine CMakeLists more
Append missing ) …
Simplify Endian check Code
macOS does not have the g library.
Small Hack to get macOS Build working for now.
Fix up Debug Build
Use std::filesystem for romsettings
fix up uncached_ptr for all platforms
Modernize Save code, squash bug
Rename Accurate CVT Option
Fix savestates due to experimental mutex.
Replace u32 with unsigned int for PSP
Use uint32_t for uncached ptr
Revert Save Stuff for now. keeps seeking
Use Std::filesystem more
Use smart pointers for Singleton + Graphics
Use smart pointers for singleton and graphics
Use Smart Pointers for ROMFile
Shared_ptr for CCodeBufferManager
SysPSP: Fix kPlaceholder typo preventing DEBUG build
Clean up CMake (PSP Build is jank)
O3 option was disabled for testing
Fixed PSP Build
Silence some warnings
Silence some Warnings
Whoops..
Remove redundant Stream.cpp file
Move cmake_minimum required
Use builtins for random function
Revert “Remove redundant Stream.cpp file”This reverts commit 5e38dee.
Correct some CMake stuff
Tidy up About Component
Update Date in PSPMenu
Printf doesn’t work with std::filesystem 🙂
use built in string..
Saveguard the ME.prx so it only loads once
Profiler: Fix Building Profiler on PSPHas this ever been properly used? :s
Pass filename by reference to avoid copies
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Merge branch ‘posix’ of https://github.com/daedalusx64/daedalus intoposix
Remove AuxFunc.h
Tidy up types.
use shared_ptr instead of RefCounted Class
Remove std::move from Vector
Turn off displaylist debugger as it’s broken at the moment
Tidy up PSP Main a bit
null pointer initialiser
Tidy up SDL Audio Code
-Add Async to Mac OSX-Fix logic error in main rom selector
-Enable SDL Quit in main window.
Enable Async on the SDL2 Audio plugin
Fix Linux build
Clean up some Cmake Options add SHOW_MEM
Reduce memory usage so emulator works on PSP again
We’re now using SDL PSP Audio (Does not work yet)
Update README.md
Update 3DS Code
General code tidying up, cmake script borked ATM
Fix CTR CMake Option -_-
Bunch more compilation fixes, not quite there yet
Compiles and launches, doesn’t get to games yet 🙂
Adjust Paths a bit, but start to fix properly
Fix Case Sensitivity.
Hurray it lives.
Fix .cia exclusion
Add temporary build script for CIA files until CMake works
Start to fix Dynarec Code
This is really sensitive.. revert it,
Begin fixing Posix build
Fix Posix Build.
Restore Cache Alignment specifiers
Match the armv string to stop arm64
Remove BuildOptions and clean up macros
Modern compilers can deal with __fastcall
Remove redundant Platform.h
Fix PSP Build
Fix PSP Build
Adding 3DS Port
Fix a few more changes
More snprintf
Set C++ Standard to 20 and tidy vector class
Merge branch ‘Replace-sprintf’
Add missing returnTest with Yoshi’s Story
Revert ConstExpr changes on Length – Breaks PSP
Merge pull request #44 from howard0su/fix1Add missing return
Copy x86 code to x64
Fix include path
move dynarec code together
get x64 dynarec compiles
Fix DAEDALUS_DEBUG_DYNAREC
don’t use LTO during debug buildLTO causes debug is too hard
Get x64 dynarec compile
Mario works now
revert unneeded change
Remove annoying log
Add ORI, ANDI, XORI JIT
enable SLL, SRA, SRL JIT
add LUI JIT
Add OR JIT
add more opcode JIT
conslidate MOV and MOV64
Fix Linux build
Merge pull request #45 from howard0su/x64_dyn
Fix release build (#46)* Perf critial structures needs to be C-array instead of c++ array

* Temp fix only disable optimization in Core

* fix a buffer overflow

* Fix build on Linux
Fix Dummy Dynarec Files and rename to suit.
Fix Linux with x64 dynarec
Update README.md
Fix PSP build
Move PSP dynamic code to mips
don’t include the path to include local headers
move PSP UI to top level
Merge pull request #47 from howard0su/masterFix Linux with x64 dynarec
Cleanup UI code for platform independent
Get Code compiled
Start working on UIContext implementation
Don’t create release symbols
Always Install resources for UI
rename to avoid conflict
Add back PSP output about color mode
Fix link warning on Linux
Merge pull request #48 from howard0su/disable_symbolDon’t create symbols for release build
Fix warnings, still left some
Fix build on OSX
Move DrawText.h to UI
UI is showing
Add input supportKeycode mapping needs more work.
Add stick support
Fix CI
More fixes on PSP
Fix build
Add cmake modeul for sdl2 ttf
fix psp build
Add more opcode JIT on x64
Add float support
Add more UI elements
Add rt check in XORI
Another try
Merge branch ‘master’ into fix_warning
Fix PSP build
Rename sdl2_ttf-config.cmake to FindSDL2_ttf.cmakeTry to fix Linux build
Fix PSP Build
Fix PSP build
Fix PSP build
Revert the sdl2_ttf cmake module
Fix PSP build
Fix a warning
remove more warnings
Merge pull request #51 from howard0su/x64_dynarecmore Opcodes in X64 dynarec
Merge pull request #50 from howard0su/fix_warningFix link warning on Linux
Make Win32 build on Release
Use release build
Fix 3DS
enable debug build of win32
Handle special character
Merge branch ‘master’ into pspui
Merge pull request #52 from howard0su/warningsCleanup some warnings
Merge branch ‘master’ into pspui
Fix Windows build
different approach to handle x64 dynarec
Fix windows
Disable amd64 dynarec for now
fix compile error
Fix display on Windows
support OSX and enable screen scale
Fix font height API on TTF
try to render utf8
Try to fix linux build
Fix debug build
osx has this support
Try to fix OSX
Fix Dynarec X64 bug on Windows
Enable AMD64 dynarec again
Fix windows x64 dynarecAllocate 32bytes shadow area
Fix Windows x64 dynarec
Add vcpkg installation script
Add 3DS CI build (#53)
Merge branch ‘master’ into pspui
Fix env in workflow yml
Fix 3ds build
Fix CI windows build
Fix 3DS build
Move UIContext to Graphics
Fix PSP build
Fix a bug in x64 dynarec
Merge pull request #49 from howard0su/pspuiMake PSP UI platform independent.
Defaut to use async process ALIST on Windows
Merge pull request #54 from howard0su/w32_audioDefault to use async process ALIST on Windows
Fix a merge error for linux x64 dynarec
Merge pull request #55 from howard0su/linux_dynarecFix a merge error for linux x64 dynarec
De-duplicate register cache code
Merge pull request #56 from howard0su/dynarec_normDe-duplicate register cache code
updated workflow to prevent warnings
fixed more warnings
Merge pull request #59 from krazynez/masterRemove GH Actions depreciation warnings
Update README.md
Revert Vector change, build as a PRX
Merge pull request #62 from DaedalusX64/PSP_Build_fixRevert Vector change, build as a PRX
Update README.mdSpelling fix
Fixing pause and menu screen
audio plugin fix for linux -> disable pthread on linux build
disable text wrap in GL seems to fail with the font.
More UI fixes
Make sure we destroy the texture, otherwise we leak
This work could be duplicated..
Fix Dialogs and make DAEDALUS_SDL Switch for PSP
*Added wallys memory leak fix*Added full support for SDL2 gamepads
*Fixed a leak with SDL2 UI swaping
Merge pull request #64 from wally4000/masterMake sure we destroy the SDL_TTF texture, otherwise we leak
Merge branch ‘master’ into UI_Fixes_MAC
Merge pull request #65 from DaedalusX64/UI_Fixes_MACSLD2 Gamepad support
Merge pull request #63 from imnotpete/patch-1Update README.md
Remove Functor in favour of std::function
Remove imgui from source tree
Clean up more files.
Remove DAEDALUS_FORCEINLINE macro to use default inline
Modernise DAEDALUS_USE and replace ARRAY_SIZE VARIABLE
Fix Debug Build
Clean up unused files
Merge branch ‘master’ into Tidy_Base
Remove more redundant files
use constexpr and unrolled GetNextPowerOf2
update uncached_ptr function
Use std::numerics instead of C short / long max
Move MathUtil.h to Utility
Use std::filesystem for Preview_path
Fix more path stuff
Fix CTR build
Replace IsRomname Function with filesystem operations
Start fixing Zipped roms, still needs more work so remains disabled
Replace a bunch more IO:: namespace stuff
more IO isolation
More IO:: Standardisation
more io
Fix Savestate function
Std::filesystem by reference and start to enable Translate for all
Fix DisplayList Debugger
Bump up to Ubuntu Beta for Linux builds
Specify if a variable is unused to silence compiler.
Fix a bunch of compile errors
Remove more IO code.
Things will be broken here but more IO:: Removal
Remove more IO suff
How’d that get in there?
Whoops
Double Whoops
Fixed flickering under SYSGL
Use unique_ptr for ROMFile
std::unique_ptr for romfile
Fix Background in SaveState selector
*fixed linux UI launch bug*enabled text blending in the UI
*fixes for keyboard support stick
*Ui flicker fix from master
ui fix from master
Merge branch ‘master’ into Fixes_LINUX_WINDOWS_UI
Fix GL Context
Disable Dynarec for Riscv64 cpus
Merge branch ‘Tidy_IO’ of https://github.com/wally4000/daedalus intoTidy_IO
Merge pull request #67 from DaedalusX64/Fixes_LINUX_WINDOWS_UIUI and control fixes
Apply some fixes so Windows builds again
Remove redundant files
Add basic script and install features for Windows
Fix build issues
Apply Z2442’s fixes, thanks Z!
Add in the DLLS and the font (Finally)
Isolate IO namespace to what is left..
add cstring in appropriate files
use bat file for Windows and build artifacts
Windows slashes yay
Slashes
Install from the yml script for Windows
Wrestling with the install command
Ah yes. The magical cmake stuff
exe path is wrong
Ordering?
remove release flag from CMake Config. We’re already specifying thisin the build
set runtime directory to current binary dir
Attempt number 9000, fixing MSVC paths
Re add release tag
This might work.
Just tar the DaedalusX64 Directory
Get the correct artifact
Tidy up compilation yaml
Turn off the displaylist debugger temporarily, Audio Plugin None should be specified
Remove Redundant BuildOptions.h
bump up to c++23
Use Posix main.cpp for Windows
Merge branch ‘Tidy_IO’ of https://github.com/wally4000/daedalus intoTidy_IO
Fix some debug console messages for Windows
Tidy up some Windows exclusive stuff
Remove Update function from AudioPlugin.h
Fix typo
Update debug and for PSP put prx / raw binary in DaedalusX64 Directory DEBUG
Restored shared_ptr for ROM File handling.. for now (Fixes PSP)
These files are needed.
Use the Timing from Posix Build
Fix Debug console message
Remove unndeeded Windows thing and replace with Posix accurate_CVT
Modernise Windows Debug asserts.
Turn off Debugging PIF again
Revert Windows back to using SYNC as SDL does not support ASYNC just yet
Doesn’t need to be defined in Windows build
Audio Plugin not used in this file
Move DAEDALUS_ACCURATE_CVT to CmakeFile
Move Virtual Alloc declaration to CMakeLists
Remove redundant Windows code
Fix typo in Options.cmake
Remove redundant option
Add Framerate Analysis and audio Debugging to CMake
Replace fopen in Fragment Loading code with std::fstream
Move a lot of fopen to std::fstreams
Don’t measure the Time in savestates for now..
Add release build type here
Use shared_ptr for rombuffer…
Fix some missing includes
Start work on the PC UI resolution
Fix some Windows stuff
Merge branch ‘master’ into master
Merge pull request #68 from wally4000/masterMerge Wally’s changes
Fix About Screen
Tidy up UI Files
Use std::string a bit more (Will make sense later)
Name PSP Graphics Context Libraries appropriately.
Move some UI stuff to Unique_ptrs
Revert “Move some UI stuff to Unique_ptrs”This reverts commit 094328a.
Move some UI stuff to Unique_ptrs
Stop pause menu from opening up if rom is not running
Fix Menu Height Restrictions
No longer just PSP Menu..
Remove redundant UI file
Tidy up UI more
Don’t leave dangling pointers
Convert UIElement to unique_ptr
Allow easy switching between intrafont and SDL2_TTF on the PSP
Fix RomList and Savestate scroller
Clean up some pointers.
Clean up more pointers
Tidy up pointers and chars
Forgot this one
and this..
Turn off UI Dialogs by default on PSP
Unintended Commit
Don’t use a reference for strings otherwise garbage printed 🙂
Fix EDRam and Silent switch in CMake
DrawText doesn’t need to be loaded here.
Use std::byteswap instead of builtins.
Remove BaseDir extern and replace with setBasePath function
Use correct definition for saveslot
Not sure why rumble was in this function twice.
Posix timing is just STL now, move to base.
Move all Plugins to HLEAudio/Plugin
Merge pull request #69 from wally4000/UI_FixWallys UI Fixes Merge
Move all Input to the Input Folder
Fix SaveStates
Shuffle some files around
Redirect all debug messages to cout.
Whoops
Path issues breaking out of tree builds.
Remove redundant IO file again.
Clean up old CTR Stuff
Fix ROMBuffer Filename
Create the Controller Config Directory as a failsafe.
Remove Redundant Path file
Only set DAEDALUS_SDL if using PSP via CMake
Fix Typo
Only use Timing if not CTR (Might need to change this for all embedded platforms)
Move Timing.cpp to System
Re-enable CTR timing
Disable Language section for CTR (Crashes)
Fix Savestates – CTR
Enable O3 for CTR Build
Move Dynamo back to core. Performance goes all weird
Don’t use extern basedir anymore, create directories if needed
Remove Dynamo reference from PauseOptions
Add function to get CRC
Remove -g flag from CMAKE_FXX_FLAGS_RELEASE
Merge branch ‘master’ into Cleanup_Reset
Merge pull request #70 from wally4000/Cleanup_ResetCleanup reset
Audio plugin changes for SDL2*Added SDL2 thread async
*fixed bug that prevented linux audio from working.
Fix Windows build
Bump minimum Cmake version for CPP23, use docker container for CTR build
Update daedalus after latest gprof changes on the SDK
Merge pull request #71 from fjtrujy/psp/gprof_updates[PSP] Update Daedalus code when `gprof`
Fix compilation without DAEDALUS_PSP_USE_ME
Merge pull request #72 from fjtrujy/fixCompilationNoMEFix compilation without `DAEDALUS_PSP_USE_ME`
Fix compilation without DAEDALUS_PSP_USE_ME
Merge pull request #73 from fjtrujy/fixCompilationNoMEFix compilation without DAEDALUS_PSP_USE_ME
Add Profiler control for Cmake
Merge pull request #74 from DaedalusX64/Profiler_Options
Add option to link GProf
Make sure to commit with all profile options off
Merge pull request #75 from DaedalusX64/Profiler_OptionsProfiler options
Generate Folder if does not exist
Don’t show empty slots on loading states
Begin to use std::thread
Don’t tar, archives are zipped.
Add missing select.h file for alpine?
Move CoverArt out of main tree
Merge pull request #80 from DaedalusX64/std_threadA few fixes
Add Translate Feature to SDL UI
Merge pull request #81 from DaedalusX64/Fix_TranslateAdd Translate Feature to SDL UI
Adding hardware fog for the PSP.
Only create folders if the file doesn’t have an extension (Safe I think)
Merge branch ‘master’ of https://github.com/daedalusx64/daedalus
Merge pull request #83 from DaedalusX64/pspHWfogAdding hardware fog for the PSP.
Daedalus.prx shows for Release and Debug builds
Fix Savestate path logic.
Add Rom Directory

Atualizações:

Consertei a compilação do SDL2 novamente.. Não tenho certeza se funciona ainda, trava o KDE na minha VM
Corrigi a compilação do PSP
Corrigi o GL
Reverta o renderizador base
Adicionei algumas funções básicas do plugin de áudio
Adicionei algumas funções básicas de áudio para Linux, só falta o stream agora
Suporte básico para o stick direito do Vita
Atualizei o stick direito do Vita para controlar a configuração
Esqueci de um :
Tradução ucraniana do DaedalusX64. Nota: não há um hash nela, porque não existe o hash.txt no Default.7z, então marquei essa linha com interrogações. E não tenho certeza se os caracteres ucranianos aparecem no emulador, mas acredito que você consiga descobrir como implementá-los.
Atualização do Ukrainian.lng. Algumas correções na tradução.
Atualização do Ukrainian.lng
Mesclar pull request #12 de PhantomHorror/Idioma Ucraniano – Tradução ucraniana do DaedalusX64
Aplicar correções do repositório Vita para correção de mempak. Obrigado Rinnegatamante e m464p-nx
Mesclar branch ‘master’ de https://github.com/daedalusx64/daedalus
Adicionar diretório de cache e mover arquivos hle para lá. Garantir que SaveStates e diretório de cache sejam gerados automaticamente
Atualizar Roms.ini
Mesclar branch ‘master’ para mpkisolate
Remover arquivos redundantes de Ucode
Mover coisas para que as compilações Posix / OSX passem nas verificações de caminho do CMake
Corrigir erros de redução na compilação Clang / OSX
Corrigir compilação do OSX
Adicionar depuração do Linux e mac
Mover como DAEDALUS_LINUX e DAEDALUS_OSX para DAEDALUS_POSIX
Mesclar branch SDL2 para Master
Mudar de Physics para physical. Não sei o motivo.
Backport da alteração de Frangarcj para viewport.
Pequenas correções do repositório de Rinne.
Mover para uso de neblina de hardware (hw fog).
Mesclar pull request #17 de Rinnegatamante/master – Mover para uso de neblina de hardware.
Faz velas e outros efeitos aparecerem em OB64
Ignorar redução na compilação Clang/OSX
Regressão
Algumas mudanças na neblina, melhor mas não perfeito.
Atualizar código de áudio assíncrono
Reverter todas as variáveis de lista de inicializadores.
Adicionar commit de Rinne para corrigir problemas de renderização.
Depreciar suporte para PSVita no DaedalusX64 PSP
Corrigir saves / Desabilitar console de depuração na versão de lançamento
Compila no OSX agora 🙂
Reverter “Backport da alteração de Frangarcj para viewport.” Isso reverte o commit 382f3c1.
Corrigir opções de desenvolvedor para saída de depuração
Atualizar main.cpp – Corrigir detecção do PSP slim
Mesclar branch ‘master’ de https://github.com/DaedalusX64/daedalus
Correções de microcódigo
Corrigido possível estouro de entradas de ucode, também espalhei as entradas para evitar sobrescrever sempre a última entrada
Corrigido erro de assert fora dos limites para dados de microcódigo
Verificar corretamente tanto os dados de microcódigo quanto a base de código para o cache de ucode
Removido gLastUcodeBase, que potencialmente fazia com que os ucodes não fossem carregados corretamente. Esse era um código legado antes de termos o cache de ucode
Corrigido suposição de ponteiro de 32 bits em DLParser_SetCustom
Erro de digitação
Adicionar suporte a caminho de Cache / Save Game para build Posix. Corrigir nome de arquivo longo em roms.ini
TMEM preciso exigido para build Posix.
Correções de build de depuração
Corrigido build de depuração quando DAEDALUS_DEBUG_DISPLAYLIST está definido, também habilitei para builds de depuração
Corrigido cast ptr->u32 em DLParser_DumpVtxInfoDKR, estava causando erro de compilação para mim)
Removido zlib não utilizado de third_party, também adicionado webby
Mesclar branch ‘master’ de https://github.com/DaedalusX64/daedalus
Reverter “Atualizar código de áudio assíncrono” Isso reverte o commit df85758.
Reverter “Algumas mudanças na neblina, melhor mas não perfeito.” Isso reverte o commit 5a8720e.
Implementar dom1/addr1/3
Correções de bugs no Paper Mario, onde um slot de salvamento era duplicado, também corrige bug em Majora’s Mask onde Link não tinha escudo e espada durante o primeiro vídeo
Corrigir crashes em Paper Mario e Yoshi
Corrigido cast de ponteiro ruim para cópia otimizada em Yoshi_Memrect e corrigida cópia não otimizada
Armazenar offset de ram do n64 em vez da memória do sistema para TMEM rápido (obrigado strmnnrmn!). Corrige crashes aleatórios ao usar o caminho não preciso para emulação de TMEM
Garantir reset do bloco de tmem para TMEM rápido mesmo quando TMEM preciso é usado, pois voltamos ao caminho não preciso quando jogos definem a linha para 0
Ignorar carregamento de tile para TMEM preciso quando a linha for 0, isso estava causando um crash em Paper Mario que define a linha = 0
Mesclar pull request #19 de salvy/master – Correções de precisão
Garantir que fechamos o arquivo sempre que destruímos uma instância de um objeto png.
Mudanças diversas
Adicionado tarefa de FB do port Vita. Verificado funcionando no PPL
Desabilitado OSHLE para linux/osx, não temos um dynarec, não vale a pena tê-lo habilitado
Correções para MemoryUpdateSPStatus
Tornar o código mais legível
Corrigir bug onde não estávamos limpando o bit SP_STATUS_BROKE e garantir que as tarefas RSP sejam executadas ao limpar esse bit
Corrigir caminhos nos cabeçalhos
Pequena limpeza
Reverter para neblina de hardware, vamos re-adicionar isso em uma data posterior.
Finalizar as alterações de ponteiro apropriadas
Correções de DMA
Adicionada verificação para comprimento ímpar de PI DMA, corrige Doraemon 3
Corrigido máscara incorreta para spmem_address, obrigado Rinnegatamante por apontar isso
Movido verificação de overflow de rdram fora do loop de contagem
Adicionada definição FAST_DMA_SP e reforçado alinhamento de 8 bytes para correção. Isso ainda está habilitado apenas para PSP, mas deve ser seguro habilitar em outras plataformas onde a velocidade é importante
Pequenas limpezas
Correções para leitura de flash ram e rom
Removida verificação redundante para leitura/gravação de flashram, na verdade isso estava incorreto para leitura de flashram…
Adicionada verificação para evitar leitura de rom fora de alcance
Copiar n64.psh para Linux
Criar Japanese.lng
Criar Chinese (Simplified).lng
Criar Chinese (Simplified).lng
Criar Greek.lng
Criar Japanese.lng, Chinese (simplified).lng e Greek.lng
Reverter “Criar Japanese.lng, Chinese (simplified).lng e Greek.lng”
Reverter “Criar Japanese.lng, Chinese (simplified).lng e Greek.lng”
Reverter “corrigido parcialmente o limitador de quadros e habilitado áudio thread win32”
Isto reverte o commit 8791abe.
Reverter “Reverter ‘corrigido parcialmente o limitador de quadros e habilitado áudio thread win32′”
Isto reverte o commit 5b99ec1.
ThreadHandle não está definido corretamente. Quebra na nova cadeia de ferramentas.
A largura do buffer e o formato de pixel não são variáveis s32.
O PSP agora usará strcasecmp.
Use a cadeia de ferramentas fornecida para IntraFont / KUBridge. Não construa como PRX por enquanto.
Arquivos de compilação no diretório base.
st_ctime agora é sce_st_ctime.
Adicionando algumas funções std:: para substituir alguns templates.
Remover bibliotecas kubridge, organizar um pouco o arquivo main.
Usar threads Posix.
Mudar de typedef para mdero.
Mover de typedef para declaração moderna com using.
Organizar o arquivo Types.h.
Desabilitar a opção de Cor no menu.
Criar automaticamente uma pasta SaveGames.
Organizar um pouco o arquivo main.
Deixe o CMake lidar com a detecção de endianness.
Começar o trabalho com caminhos internos usando std::filesystem.
Organizar defines internamente, mover para CMake.
Corrigido a construção para Linux.
Não sei.
Remover assert estático legado.
Usar std::max e std::min.
Universal para a construção PSP por enquanto.
Usar o arquivo PSPDev.cmake definido.
Corrigir a construção.
Substituir Clamp por std::clamp.
Usar IO Posix com PSP.
Adicionar o caminho binário faltante para executáveis *NIX.
Remover as opções de configuração de construção de desenvolvimento como em CMake.
Usar std::filesystem::path com gDaedalusExePath.
Simplificar a lógica do caminho de savegame.
Todas as plataformas podem usar os mesmos tipos.
Organizar o AudioPluginPSP.
Permitir que as informações do cabeçalho ROM sejam exibidas na versão.
Mesclar o branch ‘posix’ de https://github.com/daedalusx64/daedalus para posix.
Construir um PRX usando as ferramentas integradas.
Mover mais opções de configuração para CMakeLists.
Agora usar apenas strcasecmp. Todas as plataformas suportam.
Melhorar scripts de compilação e incluir CI/CD.
Melhorar scripts de compilação e incluir CI/CD.
Usar alinhamento Posix no PSP.
Corrigir o problema do arquivo CMakeLists.
Remover o arquivo Stdafx.cpp.
Organizar o CMakeLists para ajudar na próxima mudança.
Adicionar suporte a opções de construção.
Desabilitar o suporte a roms comprimidas, pois o minizip está ausente.
Refinar opções de Debug / release.
Mesclar o branch ‘posix’ de https://github.com/daedalusx64/daedalus para posix.
Voltar para o antigo plugin de áudio PSP.
Remover o arquivo cmake psptoolchain antigo.
O CMake substituiu esses arquivos.
Adicionar PSP GProf.
Reverter “Voltar para o antigo plugin de áudio PSP”.
Usar um template para make_uncached_ptr e limpar o código.
Ignorar make_cached_ptr em plataformas Posix.
Definir O3 por padrão e adicionar otimização de tempo de link.
Atualizado para C++ 20, corrigir algumas operações de filesystem.
Começar a organizar os caminhos, corrigir compatibilidade com C++20.
Remover System/Paths.h / Paths.cpp, pois não são necessários.
Re-adicionar builtins para PSP.
Mover Functor para SysPSP/Utility.
Utilitários exclusivos do PSP devem estar em PSP/Utility.
Usar Pthread em vez de semáforos.
Misturadores desconhecidos devem ser mostrados em builds de release.
Corrigir a construção de Debug para Posix.
Refinar o script build_daedalus.
A construção para macOS não funcionará com CMAKE_RELEASE..
Remover as pastas SaveStates / SaveGames do CI.
DAEDALUS_USE é otimizado se não for usado.
Remover PosixPaths.
Mais trabalho no CMakeLists.
Remover bibliotecas do Windows, vamos puxá-las via Git.
Reformular o CMake. Pode quebrar a construção PSP.
Corrigir problemas na construção PSP, alguns erros de link ainda permanecem.
Copiar código x86 para x64
Corrigir caminho de inclusão
Mover o código dynarec para junto
Fazer o dynarec x64 compilar
Corrigir DAEDALUS_DEBUG_DYNAREC
Não usar LTO durante a construção de depuração; LTO dificulta a depuração
Fazer o dynarec x64 compilar
Mario agora funciona
Reverter mudança desnecessária
Remover log incômodo
Adicionar JIT para ORI, ANDI, XORI
Habilitar JIT para SLL, SRA, SRL
Adicionar JIT para LUI
Adicionar JIT para OR
Adicionar mais JIT de opcode
Consolidar MOV e MOV64
Corrigir construção no Linux
Mesclar pull request #45 de howard0su/x64_dyn
Corrigir construção de release (#46)
Estruturas críticas de desempenho precisam ser arrays C ao invés de arrays C++
Correção temporária, apenas desabilitar otimização no Core
Corrigir overflow de buffer
Corrigir construção no Linux
Corrigir arquivos dummy do dynarec e renomeá-los para se adequar.
Corrigir Linux com dynarec x64
Atualizar README.md
Corrigir construção no PSP
Mover código dinâmico do PSP para mips
Não incluir o caminho para cabeçalhos locais
Mover a interface do PSP para o nível superior
Mesclar pull request #47 de howard0su/master
Corrigir Linux com dynarec x64
Limpar código da interface para ser independente da plataforma
Compilar o código
Começar a trabalhar na implementação do UIContext
Não criar símbolos de release
Sempre instalar recursos para a interface do usuário
Renomear para evitar conflito
Adicionar de volta a saída do PSP sobre o modo de cor
Corrigir aviso de link no Linux
Mesclar pull request #48 de howard0su/disable_symbol
Não criar símbolos para a construção de release
Corrigir avisos, ainda restam alguns
Corrigir construção no OSX
Mover DrawText.h para UI
Interface do usuário está aparecendo
Adicionar suporte de entrada
Mapeamento de teclas precisa de mais trabalho.
Adicionar suporte para stick
Corrigir CI
Mais correções no PSP
Corrigir construção
Adicionar módulo cmake para sdl2 ttf
Corrigir construção do PSP
Adicionar mais opcode JIT no x64
Adicionar suporte a float
Adicionar mais elementos na interface do usuário
Adicionar verificação de tempo de execução em XORI
Outra tentativa
Mesclar branch ‘master’ em fix_warning
Corrigir construção do PSP
Renomear sdl2_ttf-config.cmake para FindSDL2_ttf.cmake
Tentar corrigir construção no Linux
Corrigir construção do PSP
Corrigir construção do PSP
Reverter o módulo cmake sdl2_ttf
Corrigir construção do PSP
Corrigir um aviso
Remover mais avisos
Mesclar pull request #51 de howard0su/x64_dyn
Mais opcodes no JIT x64
Mesclar pull request #50 de howard0su/fix_warning
Corrigir aviso de link no Linux
Fazer construção do Win32 em Release
Usar construção de release
Corrigir 3DS
Habilitar construção de debug do win32
Lidar com caracteres especiais
Mesclar branch ‘master’ em pspui
Mesclar pull request #52 de howard0su/warnings
Limpeza de alguns avisos
Mesclar branch ‘master’ em pspui
Corrigir construção no Windows
Abordagem diferente para lidar com dynarec x64
Corrigir Windows
Desabilitar dynarec amd64 por enquanto
Corrigir erro de compilação
Corrigir exibição no Windows
Suporte para OSX e habilitar escala de tela
Corrigir API de altura de fonte em TTF
Tentar renderizar utf8
Tentar corrigir construção no Linux
Corrigir construção de debug
O OSX tem esse suporte
Tentar corrigir OSX
Corrigir bug no Dynarec x64 no Windows
Habilitar dynarec AMD64 novamente
Corrigir dynarec Windows x64
Alocar área de sombra de 32 bytes
Corrigir dynarec Windows x64
Adicionar script de instalação do vcpkg
Adicionar construção de CI para 3DS (#53)
Mesclar branch ‘master’ em pspui
Corrigir ambiente no workflow yml
Corrigir construção do 3ds
Corrigir CI da construção no Windows
Corrigir construção do 3DS
Mover UIContext para Graphics
Corrigir construção do PSP
Corrigir bug no dynarec x64
Mesclar pull request #49 de howard0su/pspui
Fazer UI do PSP ser independente da plataforma.
Definir como padrão usar processo assíncrono ALIST no Windows
Mesclar pull request #54 de howard0su/w32_audio
Definir como padrão usar processo assíncrono ALIST no Windows
Corrigir erro de mesclagem para o dynarec Linux x64
Mesclar pull request #55 de howard0su/linux_dynarec
Corrigir erro de mesclagem para o dynarec Linux x64
Desduplicar código de cache de registradores
Mesclar pull request #56 de howard0su/dynarec_norm
Desduplicar código de cache de registradores
Atualizar workflow para evitar avisos
Corrigir mais avisos
Mesclar pull request #59 de krazynez/master
Remover avisos de depreciação do GH Actions
Atualizar README.md
Reverter mudança no Vector, compilar como um PRX
Mesclar pull request #62 de DaedalusX64/PSP_Build_fix
Reverter mudança no Vector, compilar como um PRX
Atualizar README.md
Correção de digitação
Corrigindo tela de pausa e menu
Correção de plugin de áudio para Linux -> desabilitar pthread na construção do Linux
Desabilitar quebra de texto no GL, parece que falha com a fonte.
Mais correções na interface do usuário
Certificar que destruímos a textura, caso contrário vazamos memória
Esse trabalho pode ser duplicado..
Corrigir Diálogos e fazer o DAEDALUS_SDL ser um Switch para o PSP
Adicionada correção de vazamento de memória de Wally
Adicionado suporte completo para gamepads SDL2
Corrigido vazamento com troca de UI SDL2
Mesclar pull request #64 de wally4000/master
Certificar que destruímos a textura SDL_TTF, caso contrário vazamos memória
Mesclar branch ‘master’ em UI_Fixes_MAC
Mesclar pull request #65 de DaedalusX64/UI_Fixes_MAC
Suporte para gamepad SDL2
Mesclar pull request #63 de imnotpete/patch-1
Atualizar README.md
Remover Functor em favor de std::function
Remover imgui da árvore de código
Limpar mais arquivos.
Remover macro DAEDALUS_FORCEINLINE para usar o inline padrão
Modernizar DAEDALUS_USE e substituir ARRAY_SIZE por VARIÁVEL
Corrigir construção de Debug
Limpar arquivos não usados
Mesclar branch ‘master’ em Tidy_Base
Remover mais arquivos redundantes
Usar constexpr e GetNextPowerOf2 não desdobrado
Atualizar função uncached_ptr
Usar std::numerics ao invés de C short / long max
Mover MathUtil.h para Utility
Usar std::filesystem para Preview_path
Corrigir mais problemas de caminho
Corrigir construção no CTR
Substituir função IsRomname por operações de filesystem
Começar a corrigir roms compactadas, ainda precisa de mais trabalho, então permanece desabilitado
Substituir mais coisas de IO:: namespace
Mais isolamento de IO
Mais padronização de IO::
Mais IO
Corrigir função de SaveState
Passar std::filesystem por referência e começar a habilitar Translate para todos
Corrigir Debugger DisplayList
Subir para Ubuntu Beta para builds Linux
Especificar se uma variável não está sendo usada para silenciar o compilador.
Corrigir um monte de erros de compilação
Remover mais código IO.
As coisas vão estar quebradas aqui, mas mais remoção de IO::
Remover mais coisas de IO
Como isso foi parar aqui?
Ops
Duplo Ops
Corrigir cintilação sob SYSGL
Usar unique_ptr para ROMFile
std::unique_ptr para romfile
Corrigir fundo no seletor de SaveState
Corrigir bug de lançamento da interface do Linux
Habilitar blending de texto na interface
Correções para suporte de teclado no stick
Correção de flicker de UI do master
UI corrigida do master
Mesclar branch ‘master’ em Fixes_LINUX_WINDOWS_UI
Corrigir contexto GL
Desabilitar Dynarec para CPUs Riscv64
Mesclar branch ‘Tidy_IO’ de https://github.com/wally4000/daedalus em Tidy_IO
Mesclar pull request #67 de DaedalusX64/Fixes_LINUX_WINDOWS_UI
Aplicar algumas correções para o Windows compilar novamente
Remover arquivos redundantes
Adicionar script básico de instalação e recursos para Windows
Corrigir problemas de construção
Aplicar correções de Z2442, obrigado Z!
Adicionar DLLs e fontes (finalmente)
Isolar namespace IO para o que restou..
Adicionar cstring nos arquivos apropriados
Usar arquivo .bat para Windows e artefatos de construção
Caminhos do Windows, finalmente
Baralhos
Instalar a partir do script yml para Windows
Lutando com o comando de instalação
Ah, sim. O mágico cmake
Caminho do exe está errado
Ordenando?
Remover flag de release do CMake Config. Já estamos especificando isso na construção
Definir diretório de runtime para o diretório binário atual
Tentativa número 9000, corrigindo caminhos MSVC
Re adicionar tag de release
Isso pode funcionar.
Apenas tar o diretório DaedalusX64
Obter o artefato correto
Limpar o yaml de compilação
Desligar o debugger de displaylist temporariamente, Audio Plugin None deve ser especificado
Remover Redundant BuildOptions.h
Subir para C++23
Usar main.cpp Posix para Windows
Mesclar branch ‘Tidy_IO’ de https://github.com/wally4000/daedalus em Tidy_IO
Corrigir algumas mensagens de console de debug para Windows
Limpar algumas coisas exclusivas do Windows
Remover função Update de AudioPlugin.h
Corrigir erro de digitação
Atualizar debug e para PSP colocar prx / binário bruto no diretório DaedalusX64 DEBUG
Restaurar shared_ptr para gerenciamento de ROM File… por enquanto (Corrige PSP)
Esses arquivos são necessários.
Usar o Timing da construção Posix
Corrigir mensagem de console de debug
Remover código redundante do Windows
Corrigir erro de digitação em Options.cmake
Remover opção redundante
Adicionar Análise de Taxa de Quadros e Depuração de áudio no CMake
Substituir fopen no código de Fragment Loading por std::fstream
Mover muitos fopen para std::fstreams
Não medir o tempo nos savestates por enquanto..
Adicionar tipo de construção de release aqui
Usar shared_ptr para rombuffer…
Corrigir alguns includes faltando
Começar a trabalhar na resolução da interface do PC
Corrigir algumas coisas do Windows
Mesclar branch ‘master’ em master
Mesclar pull request #68 de wally4000/master
Mesclar mudanças do Wally
Corrigir tela sobre
Limpar arquivos da UI
Usar std::string um pouco mais (Fará sentido mais tarde)
Nomear as bibliotecas de contexto gráfico do PSP corretamente.
Mover algumas coisas da UI para Unique_ptrs
Reverter “Mover algumas coisas da UI para Unique_ptrs”
Isso reverte o commit 094328a.
Mover algumas coisas da UI para Unique_ptrs
Parar menu de pausa de abrir se rom não estiver rodando
Corrigir restrições de altura do menu
Não é mais apenas o Menu do PSP..
Remover arquivo redundante da UI
Limpar ainda mais a UI
Não deixar ponteiros pendurados
Converter UIElement para unique_ptr
Permitir troca fácil entre intrafont e SDL2_TTF no PSP
Corrigir RomList e rolagem de SaveState
Limpar alguns ponteiros.
Limpar mais ponteiros
Limpar ponteiros e chars
Esqueci disso
E isso..
Desligar Diálogos de UI por padrão no PSP
Commit não intencional
Não usar referência para strings senão imprime lixo 🙂
Corrigir EDRam e Silent switch no CMake
DrawText não precisa ser carregado aqui.
Usar std::byteswap ao invés de builtins.
Remover extern baseDir e substituir por função setBasePath
Usar definição correta para saveslot
Não sei porque rumble estava nesta função duas vezes.
Posix timing é apenas STL agora, mover para base.
Mover Timing.cpp para System
Reabilitar timing CTR
Desabilitar seção de Linguagem para CTR (Travamentos)
Corrigir Savestates – CTR
Habilitar O3 para construção CTR
Mover Dynamo de volta para o núcleo. Desempenho ficou estranho
Não usar mais baseDir extern, criar diretórios se necessário
Remover referência do Dynamo de PauseOptions
Adicionar função para obter CRC
Remover flag -g de CMAKE_FXX_FLAGS_RELEASE
Mesclar branch ‘master’ em Cleanup_Reset
Mesclar pull request #70 de wally4000/Cleanup_Reset
Limpeza do reset
Mudanças no plugin de áudio para SDL2
Adicionada thread assíncrona SDL2
Corrigido bug que impedia áudio no Linux de funcionar.
Corrigir construção do Windows
Subir versão mínima do Cmake para CPP23, usar container docker para construção CTR
Atualizar Daedalus após mudanças mais recentes do gprof no SDK
Mesclar pull request #71 de fjtrujy/psp/gprof_updates
[PSP] Atualizar código do Daedalus quando gprof
Corrigir compilação sem DAEDALUS_PSP_USE_ME
Mesclar pull request #72 de fjtrujy/fixCompilationNoME
Corrigir compilação sem DAEDALUS_PSP_USE_ME
Mesclar pull request #73 de fjtrujy/fixCompilationNoME
Corrigir compilação sem DAEDALUS_PSP_USE_ME
Limpeza final do código no Daedalus