VFS callbacks fail since it requires V2, which includes vfs_truncate. Otherwise it falls back to libretro-common code. Current VFS wrapping code in libretro-common needs V2 since vfs_truncate's callback is set.
https://github.com/libretro/libretro-common/blob/master/streams/file_stream.c#L65
Now VFS callbacks work properly in frontends that support them. Otherwise a hack of setting "cb->required_interface_version = 2" in frontend works. Only cores, according to specs, are meant to set the required version.
The Hebrew language was erroneously removed on Crowdin - right before the sync script ran.
This lead to build errors, as some requires variables suddenly became undefined.
This PR replaces these variables with dummies to enable building the core again.
Once again, I had to do some deep digging into color research, but just in the Super Dragon Ball Heroes webpages, but regarding Super Saiyan Blue Evolved, the sprite assets from Dragon Ball Z: Dokkan Battle.
The SideM Green Game Boy palette now represents that to the official SideM color as seen on THE IDOLM@STER's official website. It turns out the SideM Green palette was in the incorrect shade all this time until now. So, my apologies.
* Super Saiyan Palette Update! + Context
Super Saiyan God, Super Saiyan Blue, Legendary Super Saiyan, Super Saiyan Rose, Super Saiyan, and Super Saiyan Blue Evolved have all received updates! I'll explain why so you can get the context on this update. On the Japanese website for Super Dragon Ball Heroes, I wanted to find the exact correct color shades of all the Super Saiyan transformations represented. Plus, Mastered Ultra Instinct is now called Perfected Ultra Instinct. Thank the Dragon Ball Wiki for that.
* TWB64 085 Name Update!
Goodbye, Mastered Ultra Instinct, hello, Perfected Ultra Instinct!
* Update gbcpalettes.h
The Game Boy palettes that have been received an update are: Super Saiyan God, Super Saiyan Blue, Super Saiyan, Super Saiyan 3, and AKB48 Pink. Plus, Pepsi Blue from here on out is called Pepsi-Cola Blue, to avoid name confusion with the actual Pepsi Blue soft drink.
- Corrected all instances that mentioned the Game Boy Game Link cable.
- Unified all the instances of the "(Restart Required)" phrase.
- Other minor corrections.
Until now, for over three decades, many Game Boy owners have played their original Game Boy games on the DMG-01 Game Boy, the Game Boy Pocket, and most of all, the Super Game Boy peripheral for the SNES. But now, the Game Boy's legacy lives on with quite possibly the biggest Gambatte update to date. 200 palettes join the Gambatte emulator! Not only are there new ones based on multimedia projects, anime series, video games, real-world products, etc., but you'll also see some familiar palettes from the past, revived for usage to play all of your Game Boy games with! There's also palettes based on other handheld systems! It's the ultimate contribution to end all contributions for the Gambatte emulator! But don't think that this is the end! Think of it just as the beginning. But for now, I sincerely hope everyone will enjoy these new Game Boy palette choices, whilst checking out some old ones!
I'm not done sharing all of my Game Boy palettes just yet! If anything, I guess you could call this a partial update of my Game Boy palette library. I'll get to the rest at a later time.
Commit 1d5f921d18 introduced a bit shift
that is too wide on 32 bit platforms. This results in the volume of
all channels being set to zero in the internal mixer.
Problem observed on a Raspberry Pi Zero W, where the compiler also
complains:
libgambatte/src/sound.cpp:106:63:
warning: right shift count >= width of type [-Wshift-count-overflow]
ch1_.update(buf, (soChVol_[0] * soVol_ * 0x1999999A) >> 32, cycles);
^~
Fix this problem by expanding the constant 0x1999999A to unsigned long long
via the 'ULL' suffix. This results in all values in the expression being
promoted to 'unsigned long long', which is 64 bit wide everywhere.