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Merge pull request #1349 from AntonioND/nds
NDS: Small improvements
NDS: Use libnds helpers to set and restore VRAM banks
NDS: Stop flushing VRAM after copying to it
The VRAM memory area isn't cacheable, so there is no need to use DC_FlushRange(), and we can improve performance a bit by removing the call.
This function would only be required if we were using DMA to copy the data to VRAM. In that case, the source in main RAM would have to be flushed before doing the DMA copy. However, CopyHWords() is a plain CPU copy, so this isn't needed at all.
The following two articles are a nice introduction to cache handling on the NDS:
https://web.archive.org/web/20210622053504/https://www.coranac.com/2009/05/dma-vs-arm9-fight/
https://web.archive.org/web/20210622053550/https://www.coranac.com/2010/03/dma-vs-arm9-round-2/
Merge pull request #1346 from Phil564/master
N64: Filesystem support for flashcarts
N64: Filesystem support for flashcarts
Save a little bit of memory and computation when it comes to bobbing/tilt calculations
PS1: Use GTE more efficiently
Don't save/load clip/Z to/from memory, overlap more calculations with GTE
Completely skip entity name rendering code in singleplayer
PS1: Triangle+DPad controls camera
PS1: Onscreen keyboard texture works
PS1: Fix paletted textures
PS1: Broken palette support
PS1: Implement 2D coloured polygons, support wider textures, change placeholder texture to grey
Wii U: Add missing pixel shader assembly
Wii U: Fix cloud movement
PS1/Saturn: Water/Bedrock renders
PS1: Manually handle resetting GPU and VSync
WIP on supporting pad axis input
WIP on refactoring pad axis input
PS1: Simplify draw env context building
PS1: Fix launcher not drawing in pcsx-redux software mode
PS1: Minor optimisations
PS1: Don't use up buffer space in polygons that aren't used
PS1: Avoid loading xyz onto stack and then into GTE, instead load to GTE directly
PS1: Avoid << 2 shifting
PS1: Fix selected block outline not drawing properly
PS1: Minorly optimise code
PS1: Clear initial screen to grey