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(Android) Add big changelog changes to Android built-in resources
(PS3) *blind coding* hopefully fix Return To Multiman option
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@ -24,5 +24,6 @@
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* Mednafen WonderSwan [WonderSwan] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n
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* Mednafen Virtual Boy [Virtual Boy] : Dual-core ARM Cortex A9 CPU or higher.\n
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* Mednafen PC Engine [PC Engine] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n
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* 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
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" />
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</LinearLayout>
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@ -10,6 +10,60 @@
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android:layout_height="wrap_content"
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android:layout_margin="40px"
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android:text="
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r13 (May 26, 2013)\n\n
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* (iOS) Add iOS port of RetroArch.\n
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* (Blackberry) Add Blackberry port of RetroArch.\n
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* Threaded video option. Mainly for Android users but works for OpenGL driver in general.\n
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* (Android) Add iControlPad support.
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* (Android) Add the following gamepads / etc to autodetection list:\n
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- Tommo NeoGeoX Arcade Stick\n
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- Xperia Play (fixes ANR issues after 30 seconds)\n
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- TTT THT pad\n
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- JXD S7300B\n
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- Sega Virtua Stick\n
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- Ouya pad (untested)\n
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- Gamestop Wireless\n
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- Tomee NES USB\n
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- Thrustmaster T Mini Wireless\n
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* (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.\n
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* (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.\n
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* (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's
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OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to
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exit the game and go to an 'external' settings menu.\n
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* (RGUI) Added a 'Game History' list.\n
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* (RGUI) Added sophisticated shader stacking - for Cg shaders.\n
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* (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed
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* (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android,
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iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting
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GL ES 2.0 is encouraged for maximum portability to mobile platforms.\n
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* (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro
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core to the frontend.\n
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* (Libretro) Add SET_SUPPORT_NO_GAME to API.\n
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* (RGUI) Change menu layout options.\n
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* (PS3) Optimize PS3 video driver extensively.\n
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* (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible
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with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.\n
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* (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.\n
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* (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros\n
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* (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
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Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have
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any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just
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implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at
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512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of
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EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to
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this 10MB EDRAM limitation for render targets.\n
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* (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.\n
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* (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).\n
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* (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.\n
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* (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code
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maintenance at the expense of language customization by end-users. A solution will be looked at later.\n
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* (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on
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480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid
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making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are
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obvious - far faster switching between menu and game and consumes way less RAM which means games
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like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.\n
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* (Wii) Add additional VI resolutions.\n
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* (ZIP support) Switch from builtin zlib to miniz - less codebloat.\n
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r12 (Feb 16, 2013)\n\n
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* [NEStopia] Famicom Disk System support. For Android users - put disksys.rom
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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)
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static void system_exitspawn(void)
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{
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#ifdef HAVE_RARCH_EXEC
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#ifdef HAVE_MULTIMAN
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if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_MULTIMAN))
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{
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RARCH_LOG("Boot Multiman: %s.\n", MULTIMAN_SELF_FILE);
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strlcpy(g_extern.fullpath, MULTIMAN_SELF_FILE, sizeof(g_extern.fullpath));
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}
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#endif
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#ifdef IS_SALAMANDER
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rarch_console_exec(default_paths.libretro_path, false);
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@ -401,11 +394,20 @@ static void system_exitspawn(void)
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cellSysmoduleLoadModule(CELL_SYSMODULE_FS);
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cellSysmoduleLoadModule(CELL_SYSMODULE_IO);
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#else
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char core_launch[256];
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strlcpy(core_launch, g_settings.libretro, sizeof(core_launch));
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#ifdef HAVE_MULTIMAN
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if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_MULTIMAN))
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{
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RARCH_LOG("Boot Multiman: %s.\n", MULTIMAN_SELF_FILE);
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strlcpy(core_launch, MULTIMAN_SELF_FILE, sizeof(core_launch));
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}
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#endif
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bool should_load_game = false;
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if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN_START_GAME))
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should_load_game = true;
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rarch_console_exec(g_settings.libretro, should_load_game);
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rarch_console_exec(core_launch, should_load_game);
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#endif
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#endif
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