DriveReader::m_size was never initialized which was indirectly
causing CGameListCtrl to crash Dolphin when it tried to insert a
character at a negative index in a string.
Reading one sector at a time is very inefficient and appears to
be causing timing issues during boot so SectorReader has been
enhanced to support batching.
SectorReader has been given a working cache system.
Because the file handles were open, the recursive delete was
failing. The previous commit stopped the crash but this should
make the restore actually happen has expected.
If the game sent a command to a disconnected controller, the
wii u adapter code would return a diffrent response.
This simply deletes the speclized version of RunBuffer for the
wii-u adapter as the only diffrence was the code which detected
disconnected controllers and returned a error.
Disclaimer: I can't test if this works on xbox one controllers, i don't have one. But i have conformed that this UpdateMotors() is related to rumble for emulated wiimotes.
This partially reverts commit "XInput: Apply immediately as well" (1958a10b6f) from pr # https://github.com/dolphin-emu/dolphin/pull/1560
Hopefully this fixes the xbox one controller rumble issue:
https://bugs.dolphin-emu.org/issues/9071
And in theory it might reduce the used usb bandwidth, as it was originally intended before pr 1560.
@JMC47: Please do a good amount of testing, to see if this breaks rumble for wiimotes or gamecube controllers emulated with xinput devices.
Closing Dolphin's main frame and clicking "no" does not clear
m_bClosing which means that pressing the "stop" button triggers
OnClosed which suddenly and unexpectedly closes the main frame.
This was done because showing a column was broken:
Showing a column repopulates the column with no regard for the sorted
order. This results in a seemingly random order.
(actually the order of m_ISO_FILES)
VideoInterface::Preset was not initializing all registers, this is a problem
because it leaks register settings across games. Xenoblade Chronicles does
not like m_DisplayControlRegister having random bit patterns in it.
bool is not always guaranteed to be the same size on every platform.
On some platforms it may be one byte, on others it can be 8 bytes if the
platform dictates it. It's implementation-defined.
This can be problematic when it comes to storing this
data to disk (it can also be space-inefficient, but that's not really an
issue). Also say for some reason you moved your savestates to another
platform, it's possible they won't load correctly due to differences in size.
This change stores all bools to savestates as if they were a byte in size
and handles the loading of them accordingly.
During boot of Other M, there is momentarily a period when VICallback's
cycles late is larger than GetTicksPerHalfLine(). Because
GetTicksPerHalfLine() returns a u32 and c++'s weird type promotion rules,
cycleslate gets promoted from a s32 to a u32 and the result of the
substraction is a really large u32.
Before ScheduleEvent accuracy improvements, ScheduleEvent took a s32, so
the result got cast back to the small negitave we expect. But it now takes
a s64 and the u32 to s64 conversion gives us a really large number (around
two seconds) and Other M times out while waiting for something.
Now that the accuracy of ScheduleEvent has changed, 0 cycles will
schedule an event as soon as possible. But this breaks ATV 2.
So we schedule it 100 cycles out (unless it's a really short copy)
The NES games on the Zelda Collecters Edition disk use a XFB which is
only 256 pixels wide, but has a stide of 640 pixels.
This fits our definition of a interlaced xfb, as a second line of data
could fit in the extra space. The solution is to check that we are
actually in a interlaced video mode before activating the force
progressive hack.