(Android) Add big changelog changes to Android built-in resources

(PS3) *blind coding* hopefully fix Return To Multiman option
This commit is contained in:
twinaphex 2013-05-26 22:40:52 +02:00
parent bbe4a65881
commit 823b9a6a5d
3 changed files with 65 additions and 8 deletions

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@ -24,5 +24,6 @@
* Mednafen WonderSwan [WonderSwan] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n
* Mednafen Virtual Boy [Virtual Boy] : Dual-core ARM Cortex A9 CPU or higher.\n
* Mednafen PC Engine [PC Engine] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n
* TyrQuake [Quake 1] : Has been tested to run around give or take 55-60fps at 320x240 resolution on an ARM Cortex A8 single-core CPU.\n
" />
</LinearLayout>

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@ -10,6 +10,60 @@
android:layout_height="wrap_content"
android:layout_margin="40px"
android:text="
r13 (May 26, 2013)\n\n
* (iOS) Add iOS port of RetroArch.\n
* (Blackberry) Add Blackberry port of RetroArch.\n
* Threaded video option. Mainly for Android users but works for OpenGL driver in general.\n
* (Android) Add iControlPad support.
* (Android) Add the following gamepads / etc to autodetection list:\n
- Tommo NeoGeoX Arcade Stick\n
- Xperia Play (fixes ANR issues after 30 seconds)\n
- TTT THT pad\n
- JXD S7300B\n
- Sega Virtua Stick\n
- Ouya pad (untested)\n
- Gamestop Wireless\n
- Tomee NES USB\n
- Thrustmaster T Mini Wireless\n
* (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.\n
* (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.\n
* (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's
OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to
exit the game and go to an 'external' settings menu.\n
* (RGUI) Added a 'Game History' list.\n
* (RGUI) Added sophisticated shader stacking - for Cg shaders.\n
* (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed
* (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android,
iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting
GL ES 2.0 is encouraged for maximum portability to mobile platforms.\n
* (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro
core to the frontend.\n
* (Libretro) Add SET_SUPPORT_NO_GAME to API.\n
* (RGUI) Change menu layout options.\n
* (PS3) Optimize PS3 video driver extensively.\n
* (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible
with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.\n
* (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.\n
* (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros\n
* (360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on
Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have
any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just
implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at
512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of
EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to
this 10MB EDRAM limitation for render targets.\n
* (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.\n
* (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).\n
* (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.\n
* (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code
maintenance at the expense of language customization by end-users. A solution will be looked at later.\n
* (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on
480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid
making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are
obvious - far faster switching between menu and game and consumes way less RAM which means games
like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.\n
* (Wii) Add additional VI resolutions.\n
* (ZIP support) Switch from builtin zlib to miniz - less codebloat.\n
r12 (Feb 16, 2013)\n\n
* [NEStopia] Famicom Disk System support. For Android users - put disksys.rom
into the same folder as the FDS ROM you're trying to load. For everyone else -

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@ -386,13 +386,6 @@ static void system_deinit(void)
static void system_exitspawn(void)
{
#ifdef HAVE_RARCH_EXEC
#ifdef HAVE_MULTIMAN
if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_MULTIMAN))
{
RARCH_LOG("Boot Multiman: %s.\n", MULTIMAN_SELF_FILE);
strlcpy(g_extern.fullpath, MULTIMAN_SELF_FILE, sizeof(g_extern.fullpath));
}
#endif
#ifdef IS_SALAMANDER
rarch_console_exec(default_paths.libretro_path, false);
@ -401,11 +394,20 @@ static void system_exitspawn(void)
cellSysmoduleLoadModule(CELL_SYSMODULE_FS);
cellSysmoduleLoadModule(CELL_SYSMODULE_IO);
#else
char core_launch[256];
strlcpy(core_launch, g_settings.libretro, sizeof(core_launch));
#ifdef HAVE_MULTIMAN
if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_MULTIMAN))
{
RARCH_LOG("Boot Multiman: %s.\n", MULTIMAN_SELF_FILE);
strlcpy(core_launch, MULTIMAN_SELF_FILE, sizeof(core_launch));
}
#endif
bool should_load_game = false;
if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_START_GAME))
should_load_game = true;
rarch_console_exec(g_settings.libretro, should_load_game);
rarch_console_exec(core_launch, should_load_game);
#endif
#endif