14 Commits
5.0 ... 4.0.1

Author SHA1 Message Date
d8fd449745 Installer: Revert the change from the previous commit which changed the 32 Bit Program Files folder to be called "Dolphin" instead of "Dolphin x86".
Apparently it's not easily possible to install 32 and 64 bit in parallel when the Program Files folder has the same name. Still, we go without the version number in the folder name though.
2013-10-20 15:07:56 +02:00
331db09aa4 Installer: Always call the Program Files folder "Dolphin".
This drops support for installing multiple Dolphin versions to Program Files. 32 Bit and 64 Bit versions can still be installed in parallel.
2013-10-20 14:30:54 +02:00
219d45299f Make CMakeLists.txt recognize "stable" as a stable branch. 2013-10-20 02:14:00 +02:00
957f4dbdda Make make_scmrev.h.js recognize "stable" as a stable branch. 2013-10-20 01:35:57 +02:00
6f2e3369b0 ChooseMemcardPath bugfix: check for a directory separator before converting an absolute path to a relative path.
if the exe directory and the save directory had the same prefix, .../dolphin emulator/... and .../dolphin/... the path would previously have been incorrectly changed
2013-10-20 01:35:55 +02:00
9b70863dd6 Update the Installer NSIS script for 4.0.1 2013-10-20 01:35:53 +02:00
8c22d34f90 Add missing DX Runtime installer .cab files 2013-10-20 01:35:45 +02:00
e137e3711e Fix ThunkManager::ProtectFunction on x86. 2013-10-03 07:57:55 +02:00
25c52b0b69 Gameini database update of Metroid: Other M. The game actually needed emulate format changes and not a projection hack to work properly. Disabled the projection hack and the game now works fine with all backends (it didn't with d3d11).
Fixes issue 4226.
2013-10-02 23:27:03 +02:00
09e3b5e3ca Gameini update for Skies of Arcadia and Call of duty Black Ops. Both games don't need projection hacks any more, they work perfectly fine with all backends. Skies of Arcadia actually had an issue of improper shadows with the projection hack if opengl and d3d9 was used in latest dolphin builds. 2013-10-02 23:27:02 +02:00
4f36c2f7fa Merge branch 'fix-field-ordering'
Fixes 6387
Closes 6635
2013-10-02 23:27:02 +02:00
e19fb50ae8 Added a small disc access delay to fix the missing music in Super Monkey Ball 2. 2013-10-02 23:27:02 +02:00
76e3a6dbd5 Change iTLBHack to a bool.
It is only used as a bool.

Fixes issue 6668.

Conflicts:
	Source/Core/Core/Src/BootManager.cpp
2013-10-02 23:27:02 +02:00
4e43ecb28d Fix crashes in Single Core mode on Dolphin Win64.
Cherry-picked from 6209067daa.
2013-09-23 05:05:58 +02:00
9003 changed files with 594611 additions and 880725 deletions

69
.gitignore vendored
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@ -1,38 +1,41 @@
# Ignore image thumbnail files created by windows
#ignore thumbnails created by windows
Thumbs.db
# Ignore Finder view option files created by OS X
.DS_Store
# Ignore autogenerated source files
Source/Core/Common/scmrev.h
# Ignore files output by build
/[Bb]uild*/
/[Bb]inary/
/obj/
# Android cmake builds to here then copies to Source/Android.
/libs/
# Ignore various files created by visual studio/msbuild
*.ipch
#Ignore files built by Visual Studio
*.obj
*.exe
*.pdb
*.user
*.aps
*.pch
*.vspscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
[Bb]in
[Dd]ebug*/
*.lib
*.sbr
obj/
[Rr]elease*/
_ReSharper*/
[Tt]est[Rr]esult*
Binary
Source/Core/Common/Src/scmrev.h
*.opensdf
*.sdf
*.suo
*.vcxproj.user
*.obj
*.tlog
*.VC.opendb
*.VC.db
.vs/
# Ignore build info file created by QtCreator
CMakeLists.txt.user
# Ignore files created by posix people
[Bb]uild
*.ipch
.sconsign.dblite
Externals/scons-local/*
.DS_Store
*~
# Ignore vim swapfiles
*.swp
# Ignore emacs temp files
\#*\#
.\#*
# Ignore transifex configuration directory
#Ignore transifix configuration directory
.tx
# Ignore kdevelop files/dirs
*.kdev4
# Ignore IDEA/Clion files/dirs
/.idea/

4
.gitmodules vendored
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@ -1,4 +0,0 @@
[submodule "Externals/Qt"]
path = Externals/Qt
url = https://github.com/dolphin-emu/ext-win-qt.git
branch = master

3
.hgeol Normal file
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@ -0,0 +1,3 @@
[patterns]
Data/User/Wii/**.* = BIN
** = native

25
.hgignore Normal file
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@ -0,0 +1,25 @@
syntax:glob
Binary
*.obj
*.pdb
*.idb
*.ilk
*.pch
*.sdf
*.suo
*.vcxproj.*.user
*/Win32/Release
*/Win32/DebugFast
*/Win32/Debug
*/x64/Release
*/x64/DebugFast
*/x64/Debug
Source/ipch
BuildLog.htm
Source/Core/Common/Src/svnrev.h
Externals/wxWidgets/build/msw/*/Release
Externals/wxWidgets/build/msw/*/DebugFast
Externals/wxWidgets/build/msw/*/Debug
*.svn*
Data/User/GameConfig
Data/User/Shaders

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@ -1,54 +0,0 @@
# This file exists to enable "git shortlog -s" to group by person.
Andrew de los Reyes <adlr@gmail.com> <adlr@chromium.org>
Augustin Cavalier <waddlesplash@gmail.com> <ajcsweb@gmail.com>
Benjamin Przybocki <buddybenj@gmail.com>
Dolphin Bots <noreply@dolphin-emu.org> <dolphin-emu-bot@users.noreply.github.com>
Dolphin Bots <noreply@dolphin-emu.org> <contact+i18n@dolphin-emu.org>
Dolphin Bots <noreply@dolphin-emu.org> <buildbot@ubuntu.ubuntu.dolphin-emu.org>
Grant Paul <git@grantpaul.com> <chpwn@chpwn.com>
Henrik Rydgård <hrydgard@gmail.com>
Jack Frost <bhaal@0x1337.org> <j4ck.fr0st@gmail.com>
James Dunne <james.jdunne@gmail.com>
John Chadwick <johnwchadwick@gmail.com> <johnwchadwick>
John Peterson <john.s.peterson@live.com>
John Peterson <john.s.peterson@live.com> <jpeterson57@gmail.com>
Jordan Cristiano <jordan.cristi@gmail.com> <jordan.cristi AT [Google mail]>
Jordan Cristiano <jordan.cristi@gmail.com> <jordan.cristi [AT] gmail.com>
Jordan Woyak <jordan.woyak@gmail.com> <jordan@bill-laptop.lan>
Jordan Woyak <jordan.woyak@gmail.com> <Billiard26@gmail.com>
Jules Blok <jules.blok@gmail.com> Armada <jules.blok@gmail.com>
Lioncash <mathew1800@gmail.com>
Lioncash <mathew1800@gmail.com> Lioncash <nope>
Lioncash <mathew1800@gmail.com> <mathew1900@hotmail.com>
Maarten ter Huurne <maarten@treewalker.org> <mth@lexx-9122.trinair2002>
Marcos Vitali <marcosvitali@gmail.com>
Markus Wick <markus+github@selfnet.de> <wickmarkus@web.de>
Matthew Parlane <parlane@gmail.com>
Matthew Parlane <parlane@gmail.com> <matthew@phantuntu.(none)>
Oussama Danba <Shadoxfix@gmail.com>
Pascal Jouy <pascal.jouy@hotmail.fr>
Pierre <pierre@pirsoft.de>
Pierre Bourdon <delroth@gmail.com> <delroth@lse.epita.fr>
Rodolfo Bogado <rodolfoosvaldobogado@gmail.com>
Rog <rdragoon@optonline.net>
RolandMunsil <roland@munsil.com> <RolandMunsil@users.noreply.github.com>
Runo <i.am.runo@hotmail.com>
Ryan Houdek <sonicadvance1@gmail.com>
Ryan Houdek <sonicadvance1@gmail.com> <Sonicadvance1@gmail.com>
Ryan Houdek <sonicadvance1@gmail.com> <ryan.houdek@codethink.co.uk>
Ryan Houdek <sonicadvance1@gmail.com> <sonicadvance1@Ryan-Desktop.(none)>
Sacha <xsacha@gmail.com>
Sean Maas <seanmaas27@gmail.com>
Shawn Hoffman <godisgovernment@gmail.com>
Steven V. <Stevoisiak@gmail.com>
Steven V. <Stevoisiak@gmail.com> <S.Vascellaro@gmail.com>
Tony Wasserka <neobrainx@gmail.com> <NeoBrainX@googlemail.com>
Tony Wasserka <neobrainx@gmail.com> <NeoBrainX@gmail.com>
TotalNerd <xtrafear@gmail.com>
booto <remornicus@gmail.com> <booto+dolphin@justanothercoder.com>
i418c <starfield94@aol.com> <i418c@users.noreply.github.com>
luisr142004 <luisr142004@gmail.com> <luisr142004@yahoo.com>
magumagu <magumagu9@gmail.com>
masken <masken3@gmail.com> <masken@emulation64.com>
nitsuja <nitsuja-@hotmail.com>
skidau <skidau@gmail.com>

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@ -1,68 +0,0 @@
# How to Set Up an Android Development Environment
If you'd like to contribute to the Android project, but do not currently have a development environment setup, follow the instructions in this guide.
## Prerequisites
* A Linux VM or host, or a Mac.
* JDK 7 for your platform.
* CMake
* [Android NDK](https://developer.android.com/tools/sdk/ndk/index.html)
* [Android Studio](http://developer.android.com/tools/studio/index.html) **OR**
* [Android SDK Tools](http://developer.android.com/sdk/index.html#Other) (for command-line usage)
If you downloaded Android Studio, extract it and then see [Setting up Android Studio](#setting-up-android-studio).
If you instead chose to download the commoand-line SDK tools, see [Setting up the SDK Tools](#setting-up-the-sdk-tools).
## Setting up Android Studio
1. Launch Android Studio, which will start a first-launch wizard.
2. Choose a custom installation.
3. If offered a choice of themes, select your preference.
4. When offered a choice of components, uncheck the "Android Virtual Device" option. ![Android Studio Components][components]
5. Accept all licenses, and click Finish. Android Studio will download the SDK Tools package automatically. (Ubuntu users, if you get an error running the `mksdcard` tool, make sure the `lib32stdc++6` package is installed.)
6. At the Android Studio welcome screen, click "Configure", then "SDK Manager".
7. Use the SDK Manager to get necessary dependencies, as described in [Getting Dependencies](#getting-dependencies).
8. When done, follow the steps in [Readme.md](Readme.md#installation-on-android) to compile and deploy the application.
## Setting up the SDK Tools
1. In `Source/Android`, create a file called `local.properties`.
2. Add a single line: `sdk.dir=<sdk-path>`, where `<sdk-path>` is the path where you extracted the SDK Tools package.
3. Follow the steps in [Readme.md](Readme.md#installation-on-android) to compile and deploy the application.
## Executing Gradle Tasks
In Android Studio, you can find a list of possible Gradle tasks in a tray at the top right of the screen:
![Gradle Tasks][gradle]
Double clicking any of these tasks will execute it, and also add it to a short list in the main toolbar:
![Gradle Task Shortcuts][shortcut]
Clicking the green triangle next to this list will execute the currently selected task.
For command-line users, any task may be executed with `Source/Android/gradlew <task-name>`.
## Getting Dependencies
Most dependencies for the Android project are supplied by Gradle automatically. However, Android platform libraries (and a few Google-supplied supplementary libraries) must be downloaded through the Android package manager.
1. Launch the Android SDK Manager from the commandline by executing `<sdk-path>/tools/android`, or by clicking on its icon in Android Studio's main toolbar:
![Android Studio Package Icon][package-icon]
2. At the bottom of the window, click "Deselect All", and then "Updates".
3. Install or update the following packages:
* SDK Platform, under "Android 5.0.1 (API 21)". This will allow compiling apps that target Lollipop.
* Android Support Repository
* Android Support Library
* Google Repository
In the future, if the project targets a newer version of Android, or use newer versions of the tools/build-tools packages, it will be necessary to use this tool to download updates.
[components]: http://i.imgur.com/Oo1Fs93.png
[package-icon]: http://i.imgur.com/NUpkAH8.png
[gradle]: http://i.imgur.com/dXIH6o3.png
[shortcut]: http://i.imgur.com/eCWP4Yy.png

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@ -6,7 +6,7 @@ macro(_internal_message msg)
endif()
endmacro()
macro(check_lib var pc lib)
macro(check_lib var lib)
set(_is_required 0)
set(_is_quiet 0)
set(_arg_list ${ARGN})
@ -22,7 +22,8 @@ macro(check_lib var pc lib)
endforeach()
if(PKG_CONFIG_FOUND AND NOT ${var}_FOUND)
pkg_search_module(${var} QUIET ${pc})
string(TOLOWER ${lib} lower_lib)
pkg_search_module(${var} QUIET ${lower_lib})
endif()
if(${var}_FOUND)
@ -54,33 +55,17 @@ endmacro()
macro(check_libav)
if(PKG_CONFIG_FOUND)
pkg_check_modules(LIBAV libavcodec>=54.35.0 libavformat>=54.20.4
libswscale>=2.1.1 libavutil>=52.3.0)
pkg_check_modules(LIBAV libavcodec>=53.35.0 libavformat>=53.21.0
libswscale>=2.1.0 libavutil>=51.22.1)
else()
# Attempt to find it through static means
set(LIBAV_LDFLAGS avformat avcodec swscale avutil)
set(CMAKE_REQUIRED_LIBRARIES ${LIBAV_LDFLAGS})
CHECK_CXX_SOURCE_COMPILES(
"extern \"C\" {
#include <libavcodec/avcodec.h>
#include <libavformat/avformat.h>
#include <libavutil/mathematics.h>
#include <libswscale/swscale.h>
}
int main(int argc, char **argv)
{
av_register_all();
return 0;
}"
LIBAV_FOUND)
unset(CMAKE_REQUIRED_LIBRARIES)
message("pkg-config is required to check for libav")
endif()
if(LIBAV_FOUND)
message("libav/ffmpeg found, enabling AVI frame dumps")
message("libav found, enabling AVI frame dumps")
add_definitions(-DHAVE_LIBAV)
include_directories(${LIBAV_INCLUDE_DIRS})
else()
message("libav/ffmpeg not found, disabling AVI frame dumps")
message("libav not found, disabling AVI frame dumps")
endif()
endmacro()

32
CMakeTests/FindGLEW.cmake Normal file
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@ -0,0 +1,32 @@
include(FindPkgConfig OPTIONAL)
# This is a hack to deal with Ubuntu's mess.
# Ubuntu's version of glew is 1.8, but they have patched in most of glew 1.9.
# So Ubuntu's version works for dolphin.
macro(test_glew)
set(CMAKE_REQUIRED_INCLUDES ${GLEW_INCLUDE_DIRS})
set(CMAKE_REQUIRED_LIBRARIES GLEW)
check_cxx_source_runs("
#include <GL/glew.h>
int main()
{
#ifdef GLEW_ARB_shader_image_load_store
return 0;
#else
return 1;
#endif
}"
GLEW_HAS_1_9_METHODS)
endmacro()
if(PKG_CONFIG_FOUND AND NOT ${var}_FOUND)
pkg_search_module(GLEW glew>=1.8)
endif()
if(GLEW_FOUND)
test_glew()
if (GLEW_HAS_1_9_METHODS)
include_directories(${GLEW_INCLUDE_DIRS})
message("GLEW found")
endif()
endif()

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@ -1,44 +0,0 @@
# This file only exists because LLVM's cmake files are broken.
# This affects both LLVM 3.4 and 3.5.
# Hopefully when they fix their cmake system we don't need this garbage.
include(CheckLibraryExists)
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config")
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config-3.5")
list(APPEND LLVM_CONFIG_EXECUTABLES "llvm-config-3.4")
foreach(LLVM_CONFIG_NAME ${LLVM_CONFIG_EXECUTABLES})
find_program(LLVM_CONFIG_EXE NAMES ${LLVM_CONFIG_NAME})
if (LLVM_CONFIG_EXE)
execute_process(COMMAND ${LLVM_CONFIG_EXE} --version OUTPUT_VARIABLE LLVM_PACKAGE_VERSION
OUTPUT_STRIP_TRAILING_WHITESPACE )
if (${LLVM_PACKAGE_VERSION} VERSION_GREATER "3.3")
execute_process(COMMAND ${LLVM_CONFIG_EXE} --includedir OUTPUT_VARIABLE LLVM_INCLUDE_DIRS
OUTPUT_STRIP_TRAILING_WHITESPACE )
execute_process(COMMAND ${LLVM_CONFIG_EXE} --ldflags OUTPUT_VARIABLE LLVM_LDFLAGS
OUTPUT_STRIP_TRAILING_WHITESPACE )
check_library_exists(LLVM-${LLVM_PACKAGE_VERSION} LLVMVerifyFunction "${LLVM_LDFLAGS}" HAVE_DYNAMIC_LLVM_${LLVM_PACKAGE_VERSION})
if (HAVE_DYNAMIC_LLVM_${LLVM_PACKAGE_VERSION})
set(LLVM_LIBRARIES "${LLVM_LDFLAGS} -lLLVM-${LLVM_PACKAGE_VERSION}")
set(CMAKE_REQUIRED_LIBRARIES ${LLVM_LIBRARIES})
CHECK_CXX_SOURCE_COMPILES(
"#include <llvm-c/Disassembler.h>
#include <llvm-c/Target.h>
int main(int argc, char **argv)
{
LLVMInitializeAllTargetInfos();
LLVMInitializeAllTargetMCs();
LLVMInitializeAllDisassemblers();
return 0;
}"
LLVM_FOUND)
unset(CMAKE_REQUIRED_LIBRARIES)
if (LLVM_FOUND)
break()
endif()
endif()
endif()
endif()
endforeach()

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@ -23,7 +23,7 @@ elseif (NOT LIBUSB_FOUND)
/usr/local/include
)
find_library(LIBUSB_LIBRARIES NAMES usb-1.0 usb
find_library(LIBUSB_LIBRARIES NAMES usb-1.0
PATHS
${LIBUSB_PKG_LIBRARY_DIRS}
/usr/lib

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@ -1,33 +0,0 @@
# - Try to find libevdev
# Once done this will define
# LIBEVDEV_FOUND - System has libevdev
# LIBEVDEV_INCLUDE_DIRS - The libevdev include directories
# LIBEVDEV_LIBRARIES - The libraries needed to use libevdev
find_package(PkgConfig)
pkg_check_modules(PC_LIBEVDEV QUIET libevdev)
FIND_PATH(
LIBEVDEV_INCLUDE_DIR libevdev/libevdev.h
HINTS ${PC_LIBEVDEV_INCLUDEDIR} ${PC_LIBEVDEV_INCLUDE_DIRS}
/usr/include
/usr/local/include
${LIBEVDEV_PATH_INCLUDES}
)
FIND_LIBRARY(
LIBEVDEV_LIBRARY
NAMES evdev libevdev
HINTS ${PC_LIBEVDEV_LIBDIR} ${PC_LIBEVDEV_LIBRARY_DIRS}
PATHS ${ADDITIONAL_LIBRARY_PATHS}
${LIBEVDEV_PATH_LIB}
)
set(LIBEVDEV_LIBRARIES ${LIBEVDEV_LIBRARY} )
set(LIBEVDEV_INCLUDE_DIRS ${LIBEVDEV_INCLUDE_DIR} )
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(libevdev DEFAULT_MSG
LIBEVDEV_LIBRARY LIBEVDEV_INCLUDE_DIR)
mark_as_advanced(LIBEVDEV_INCLUDE_DIR LIBEVDEV_LIBRARY )

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@ -1,28 +0,0 @@
# - Try to find LIBUDEV
# Once done this will define
# LIBUDEV_FOUND - System has LIBUDEV
# LIBUDEV_INCLUDE_DIRS - The LIBUDEV include directories
# LIBUDEV_LIBRARIES - The libraries needed to use LIBUDEV
FIND_PATH(
LIBUDEV_INCLUDE_DIR libudev.h
/usr/include
/usr/local/include
${LIBUDEV_PATH_INCLUDES}
)
FIND_LIBRARY(
LIBUDEV_LIBRARY
NAMES udev libudev
PATHS ${ADDITIONAL_LIBRARY_PATHS}
${LIBUDEV_PATH_LIB}
)
set(LIBUDEV_LIBRARIES ${LIBUDEV_LIBRARY} )
set(LIBUDEV_INCLUDE_DIRS ${LIBUDEV_INCLUDE_DIR} )
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(LIBUDEV DEFAULT_MSG
LIBUDEV_LIBRARY LIBUDEV_INCLUDE_DIR)
mark_as_advanced(LIBUDEV_INCLUDE_DIR LIBUDEV_LIBRARY )

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@ -1,23 +0,0 @@
find_path(MBEDTLS_INCLUDE_DIR mbedtls/ssl.h)
find_library(MBEDTLS_LIBRARY mbedtls)
find_library(MBEDX509_LIBRARY mbedx509)
find_library(MBEDCRYPTO_LIBRARY mbedcrypto)
set(MBEDTLS_INCLUDE_DIRS ${MBEDTLS_INCLUDE_DIR})
set(MBEDTLS_LIBRARIES ${MBEDTLS_LIBRARY} ${MBEDX509_LIBRARY} ${MBEDCRYPTO_LIBRARY})
set(CMAKE_REQUIRED_INCLUDES ${MBEDTLS_INCLUDE_DIRS})
check_cxx_source_compiles("
#include <mbedtls/version.h>
#if MBEDTLS_VERSION_NUMBER < 0x02010100
#error \"Your mbed TLS version is too old.\"
#endif
int main() {}"
MBEDTLS_VERSION_OK)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(MBEDTLS DEFAULT_MSG
MBEDTLS_INCLUDE_DIR MBEDTLS_LIBRARY MBEDX509_LIBRARY MBEDCRYPTO_LIBRARY MBEDTLS_VERSION_OK)
mark_as_advanced(MBEDTLS_INCLUDE_DIR MBEDTLS_LIBRARY MBEDX509_LIBRARY MBEDCRYPTO_LIBRARY)

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@ -1,19 +1,179 @@
# This file only works for MiniUPnPc 1.7 or later (it requires MINIUPNPC_API_VERSION).
# TODO Find out if any distribution still ships with /usr/include/miniupnpc.h (i.e. not in a separate directory).
# Locate miniupnp library
# This module defines
# MINIUPNP_FOUND, if false, do not try to link to miniupnp
# MINIUPNP_LIBRARY, the miniupnp variant
# MINIUPNP_INCLUDE_DIR, where to find miniupnpc.h and family)
# MINIUPNPC_VERSION_PRE1_6 --> set if we detect the version of miniupnpc is
# pre 1.6
# MINIUPNPC_VERSION_PRE1_5 --> set if we detect the version of miniupnpc is
# pre 1.5
#
# Note that the expected include convention is
# #include "miniupnpc.h"
# and not
# #include <miniupnpc/miniupnpc.h>
# This is because, the miniupnpc location is not standardized and may exist
# in locations other than miniupnpc/
find_path(MINIUPNPC_INCLUDE_DIR miniupnpc.h PATH_SUFFIXES miniupnpc)
find_library(MINIUPNPC_LIBRARY miniupnpc)
#=============================================================================
# Copyright 2011 Mark Vejvoda
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distributed this file outside of CMake, substitute the full
# License text for the above reference.)
if(MINIUPNPC_INCLUDE_DIR)
file(STRINGS "${MINIUPNPC_INCLUDE_DIR}/miniupnpc.h" MINIUPNPC_API_VERSION_STR REGEX "^#define[\t ]+MINIUPNPC_API_VERSION[\t ]+[0-9]+")
if(MINIUPNPC_API_VERSION_STR)
string(REGEX REPLACE "^#define[\t ]+MINIUPNPC_API_VERSION[\t ]+([0-9]+)" "\\1" MINIUPNPC_API_VERSION ${MINIUPNPC_API_VERSION_STR})
endif()
endif()
if (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
# Already in cache, be silent
set(MINIUPNP_FIND_QUIETLY TRUE)
endif (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(MINIUPNPC DEFAULT_MSG MINIUPNPC_INCLUDE_DIR MINIUPNPC_LIBRARY MINIUPNPC_API_VERSION)
find_path(MINIUPNP_INCLUDE_DIR miniupnpc.h
PATH_SUFFIXES miniupnpc)
find_library(MINIUPNP_LIBRARY miniupnpc)
if (MINIUPNP_INCLUDE_DIR AND MINIUPNP_LIBRARY)
set (MINIUPNP_FOUND TRUE)
endif ()
if (MINIUPNP_FOUND)
if (NOT MINIUPNP_FIND_QUIETLY)
message (STATUS "Found the miniupnpc libraries at ${MINIUPNP_LIBRARY}")
message (STATUS "Found the miniupnpc headers at ${MINIUPNP_INCLUDE_DIR}")
endif (NOT MINIUPNP_FIND_QUIETLY)
message(STATUS "Detecting version of miniupnpc in path: ${MINIUPNP_INCLUDE_DIR}")
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
static struct UPNPUrls urls;
static struct IGDdatas data;
GetUPNPUrls (&urls, &data, \"myurl\",0);
return 0;
}"
MINIUPNPC_VERSION_1_7_OR_HIGHER)
IF (NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
struct UPNPDev *devlist = NULL;
int upnp_delay = 5000;
const char *upnp_multicastif = NULL;
const char *upnp_minissdpdsock = NULL;
int upnp_sameport = 0;
int upnp_ipv6 = 0;
int upnp_error = 0;
devlist = upnpDiscover(upnp_delay, upnp_multicastif, upnp_minissdpdsock, upnp_sameport, upnp_ipv6, &upnp_error);
return 0;
}"
MINIUPNPC_VERSION_PRE1_7)
ENDIF()
IF (NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
int main()
{
struct UPNPDev *devlist = NULL;
int upnp_delay = 5000;
const char *upnp_multicastif = NULL;
const char *upnp_minissdpdsock = NULL;
int upnp_sameport = 0;
int upnp_ipv6 = 0;
int upnp_error = 0;
devlist = upnpDiscover(upnp_delay, upnp_multicastif, upnp_minissdpdsock, upnp_sameport);
return 0;
}"
MINIUPNPC_VERSION_PRE1_6)
ENDIF()
IF (NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
static struct UPNPUrls urls;
static struct IGDdatas data;
int main()
{
char externalIP[16] = "";
UPNP_GetExternalIPAddress(urls.controlURL, data.first.servicetype, externalIP);
return 0;
}"
MINIUPNPC_VERSION_1_5_OR_HIGHER)
ENDIF()
IF (NOT MINIUPNPC_VERSION_1_5_OR_HIGHER AND NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7 AND NOT MINIUPNPC_VERSION_1_7_OR_HIGHER)
set(CMAKE_REQUIRED_INCLUDES ${MINIUPNP_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${MINIUPNP_LIBRARY})
check_cxx_source_runs("
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
#include <stdio.h>
static struct UPNPUrls urls;
static struct IGDdatas data;
int main()
{
char externalIP[16] = "";
UPNP_GetExternalIPAddress(urls.controlURL, data.servicetype, externalIP);
return 0;
}"
MINIUPNPC_VERSION_PRE1_5)
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_5)
message(STATUS "Found miniupnpc version is pre v1.5")
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_6)
message(STATUS "Found miniupnpc version is pre v1.6")
ENDIF()
IF(MINIUPNPC_VERSION_PRE1_7)
message(STATUS "Found miniupnpc version is pre v1.7")
ENDIF()
IF(NOT MINIUPNPC_VERSION_PRE1_5 AND NOT MINIUPNPC_VERSION_PRE1_6 AND NOT MINIUPNPC_VERSION_PRE1_7)
message(STATUS "Found miniupnpc version is v1.7 or higher")
ENDIF()
else ()
message (STATUS "Could not find miniupnp")
endif ()
MARK_AS_ADVANCED(MINIUPNP_INCLUDE_DIR MINIUPNP_LIBRARY)
set(MINIUPNPC_LIBRARIES ${MINIUPNPC_LIBRARY})
set(MINIUPNPC_INCLUDE_DIRS ${MINIUPNPC_INCLUDE_DIR})
mark_as_advanced(MINIUPNPC_INCLUDE_DIR MINIUPNPC_LIBRARY MINIUPNPC_API_VERSION_STR)

View File

@ -1,19 +0,0 @@
# - Try to find OProfile
# Once done this will define
# OPROFILE_FOUND - System has OProfile
# OPROFILE_INCLUDE_DIRS - The OProfile include directories
# OPROFILE_LIBRARIES - The libraries needed to use OProfile
find_path(OPROFILE_INCLUDE_DIR opagent.h)
find_library(OPROFILE_LIBRARY opagent
PATH_SUFFIXES oprofile)
set(OPROFILE_INCLUDE_DIRS ${OPROFILE_INCLUDE_DIR})
set(OPROFILE_LIBRARIES ${OPROFILE_LIBRARY})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OProfile DEFAULT_MSG
OPROFILE_LIBRARY OPROFILE_INCLUDE_DIR)
mark_as_advanced(OPROFILE_INCLUDE_DIR OPROFILE_LIBRARY)

View File

@ -0,0 +1,59 @@
# Locate polarssl library
# This module defines
# POLARSSL_FOUND
# POLARSSL_LIBRARY
# POLARSSL_INCLUDE_DIR
# POLARSSL_WORKS, this is true if polarssl is found and contains the methods
# needed by dolphin-emu
if(POLARSSL_INCLUDE_DIR AND POLARSSL_LIBRARY)
# Already in cache, be silent
set(POLARSSL_FIND_QUIETLY TRUE)
endif()
find_path(POLARSSL_INCLUDE_DIR polarssl/ssl.h)
find_library(POLARSSL_LIBRARY polarssl)
if (POLARSSL_INCLUDE_DIR AND POLARSSL_LIBRARY)
set (POLARSSL_FOUND TRUE)
endif ()
if (POLARSSL_FOUND)
if (NOT POLARSSL_FIND_QUIETLY)
message (STATUS "Found the polarssl libraries at ${POLARSSL_LIBRARY}")
message (STATUS "Found the polarssl headers at ${POLARSSL_INCLUDE_DIR}")
endif (NOT POLARSSL_FIND_QUIETLY)
message(STATUS "Checking to see if system version contains necessary methods")
set(CMAKE_REQUIRED_INCLUDES ${POLARSSL_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${POLARSSL_LIBRARY})
check_cxx_source_compiles("
#include <polarssl/net.h>
#include <polarssl/ssl.h>
#include <polarssl/havege.h>
int main()
{
ssl_context ctx;
ssl_session session;
havege_state hs;
ssl_init(&ctx);
havege_init(&hs);
ssl_set_rng(&ctx, havege_random, &hs);
ssl_set_session(&ctx, &session);
ssl_close_notify(&ctx);
ssl_session_free(&session);
ssl_free(&ctx);
return 0;
}"
POLARSSL_WORKS)
else ()
message (STATUS "Could not find polarssl")
endif ()
MARK_AS_ADVANCED(POLARSSL_INCLUDE_DIR POLARSSL_LIBRARY)

View File

@ -172,22 +172,9 @@ IF(SDL2_LIBRARY_TEMP)
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_FOUND "YES")
# extract the major and minor version numbers from SDL2/SDL_version.h
# we have to handle framework a little bit differently :
if("${SDL2_INCLUDE_DIR}" MATCHES ".framework")
set(SDL2_VERSION_H_INPUT "${SDL2_INCLUDE_DIR}/Headers/SDL_version.h")
else()
set(SDL2_VERSION_H_INPUT "${SDL2_INCLUDE_DIR}/SDL_version.h")
endif()
FILE(READ "${SDL2_VERSION_H_INPUT}" SDL2_VERSION_H_CONTENTS)
STRING(REGEX REPLACE ".*#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+).*#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+).*#define[ \t]+SDL_PATCHLEVEL[ \t]+([0-9]+).*"
"\\1.\\2.\\3" SDL2_VERSION "${SDL2_VERSION_H_CONTENTS}")
#MESSAGE("SDL2 Version is ${SDL2_VERSION}")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR VERSION_VAR SDL2_VERSION)
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

View File

@ -1,59 +1,20 @@
# This script locates the SFML library
# ------------------------------------
# Locate the SFML library
#
# Usage
# -----
#
# When you try to locate the SFML libraries, you must specify which modules you want to use (system, window, graphics, network, audio, main).
# If none is given, the SFML_LIBRARIES variable will be empty and you'll end up linking to nothing.
# example:
# find_package(SFML COMPONENTS graphics window system) // find the graphics, window and system modules
#
# You can enforce a specific version, either MAJOR.MINOR or only MAJOR.
# If nothing is specified, the version won't be checked (ie. any version will be accepted).
# example:
# find_package(SFML COMPONENTS ...) // no specific version required
# find_package(SFML 2 COMPONENTS ...) // any 2.x version
# find_package(SFML 2.4 COMPONENTS ...) // version 2.4 or greater
# This module defines the following variables:
# - For each module XXX (SYSTEM, WINDOW, GRAPHICS, NETWORK, AUDIO, MAIN):
# - SFML_XXX_LIBRARY_DEBUG, the name of the debug library of the xxx module (set to SFML_XXX_LIBRARY_RELEASE is no debug version is found)
# - SFML_XXX_LIBRARY_RELEASE, the name of the release library of the xxx module (set to SFML_XXX_LIBRARY_DEBUG is no release version is found)
# - SFML_XXX_LIBRARY, the name of the library to link to for the xxx module (includes both debug and optimized names if necessary)
# - SFML_XXX_FOUND, true if either the debug or release library of the xxx module is found
# - SFML_LIBRARIES, the list of all libraries corresponding to the required modules
# - SFML_FOUND, true if all the required modules are found
# - SFML_INCLUDE_DIR, the path where SFML headers are located (the directory containing the SFML/Config.hpp file)
#
# By default, the dynamic libraries of SFML will be found. To find the static ones instead,
# you must set the SFML_STATIC_LIBRARIES variable to TRUE before calling find_package(SFML ...).
# In case of static linking, the SFML_STATIC macro will also be defined by this script.
# example:
# set(SFML_STATIC_LIBRARIES TRUE)
# find_package(SFML 2 COMPONENTS network system)
#
# On Mac OS X if SFML_STATIC_LIBRARIES is not set to TRUE then by default CMake will search for frameworks unless
# CMAKE_FIND_FRAMEWORK is set to "NEVER" for example. Please refer to CMake documentation for more details.
# Moreover, keep in mind that SFML frameworks are only available as release libraries unlike dylibs which
# are available for both release and debug modes.
#
# If SFML is not installed in a standard path, you can use the SFML_ROOT CMake (or environment) variable
# If SFML is not installed in a standard path, you can use the SFMLDIR CMake variable or environment variable
# to tell CMake where SFML is.
#
# Output
# ------
#
# This script defines the following variables:
# - For each specified module XXX (system, window, graphics, network, audio, main):
# - SFML_XXX_LIBRARY_DEBUG: the name of the debug library of the xxx module (set to SFML_XXX_LIBRARY_RELEASE is no debug version is found)
# - SFML_XXX_LIBRARY_RELEASE: the name of the release library of the xxx module (set to SFML_XXX_LIBRARY_DEBUG is no release version is found)
# - SFML_XXX_LIBRARY: the name of the library to link to for the xxx module (includes both debug and optimized names if necessary)
# - SFML_XXX_FOUND: true if either the debug or release library of the xxx module is found
# - SFML_LIBRARIES: the list of all libraries corresponding to the required modules
# - SFML_FOUND: true if all the required modules are found
# - SFML_INCLUDE_DIR: the path where SFML headers are located (the directory containing the SFML/Config.hpp file)
#
# example:
# find_package(SFML 2 COMPONENTS system window graphics audio REQUIRED)
# include_directories(${SFML_INCLUDE_DIR})
# add_executable(myapp ...)
# target_link_libraries(myapp ${SFML_LIBRARIES})
# define the SFML_STATIC macro if static build was chosen
if(SFML_STATIC_LIBRARIES)
add_definitions(-DSFML_STATIC)
endif()
# deduce the libraries suffix from the options
set(FIND_SFML_LIB_SUFFIX "")
@ -65,8 +26,6 @@ endif()
find_path(SFML_INCLUDE_DIR SFML/Config.hpp
PATH_SUFFIXES include
PATHS
${SFML_ROOT}
$ENV{SFML_ROOT}
~/Library/Frameworks
/Library/Frameworks
/usr/local/
@ -74,19 +33,19 @@ find_path(SFML_INCLUDE_DIR SFML/Config.hpp
/sw # Fink
/opt/local/ # DarwinPorts
/opt/csw/ # Blastwave
/opt/)
/opt/
${SFMLDIR}
$ENV{SFMLDIR})
# will be set to false if one of the required modules is not found
set(SFML_FOUND TRUE)
set(SFML_VERSION_OK TRUE)
# check the version number
set(SFML_VERSION_OK TRUE)
if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR AND NOT (SFML_INCLUDE_DIR STREQUAL "SFML_INCLUDE_DIR-NOTFOUND"))
# extract the major and minor version numbers from SFML/Config.hpp
# we have to handle framework a little bit differently :
if("${SFML_INCLUDE_DIR}" MATCHES "SFML.framework")
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/Headers/Config.hpp")
else()
set(SFML_CONFIG_HPP_INPUT "${SFML_INCLUDE_DIR}/SFML/Config.hpp")
endif()
FILE(READ "${SFML_CONFIG_HPP_INPUT}" SFML_CONFIG_HPP_CONTENTS)
FILE(READ "${SFML_INCLUDE_DIR}/SFML/Config.hpp" SFML_CONFIG_HPP_CONTENTS)
STRING(REGEX MATCH ".*#define SFML_VERSION_MAJOR ([0-9]+).*#define SFML_VERSION_MINOR ([0-9]+).*" SFML_CONFIG_HPP_CONTENTS "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MAJOR ([0-9]+).*" "\\1" SFML_VERSION_MAJOR "${SFML_CONFIG_HPP_CONTENTS}")
STRING(REGEX REPLACE ".*#define SFML_VERSION_MINOR ([0-9]+).*" "\\1" SFML_VERSION_MINOR "${SFML_CONFIG_HPP_CONTENTS}")
@ -109,21 +68,22 @@ if(SFML_FIND_VERSION AND SFML_INCLUDE_DIR)
set(SFML_VERSION_MINOR x)
endif()
endif()
elseif(SFML_INCLUDE_DIR STREQUAL "SFML_INCLUDE_DIR-NOTFOUND")
set(SFML_FOUND FALSE)
set(FIND_SFML_MISSING "${FIND_SFML_MISSING} SFML_INCLUDE_DIR")
endif()
# find the requested modules
set(SFML_FOUND TRUE) # will be set to false if one of the required modules is not found
set(FIND_SFML_LIB_PATHS
${SFML_ROOT}
$ENV{SFML_ROOT}
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt)
set(FIND_SFML_LIB_PATHS ~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt
${SFMLDIR}
$ENV{SFMLDIR})
foreach(FIND_SFML_COMPONENT ${SFML_FIND_COMPONENTS})
string(TOLOWER ${FIND_SFML_COMPONENT} FIND_SFML_COMPONENT_LOWER)
string(TOUPPER ${FIND_SFML_COMPONENT} FIND_SFML_COMPONENT_UPPER)
@ -149,7 +109,7 @@ foreach(FIND_SFML_COMPONENT ${SFML_FIND_COMPONENTS})
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG OR SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
# library found
set(SFML_${FIND_SFML_COMPONENT_UPPER}_FOUND TRUE)
# if both are found, set SFML_XXX_LIBRARY to contain both
if (SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG AND SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_RELEASE)
set(SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY debug ${SFML_${FIND_SFML_COMPONENT_UPPER}_LIBRARY_DEBUG}
@ -205,5 +165,5 @@ endif()
# handle success
if(SFML_FOUND)
message(STATUS "Found SFML ${SFML_VERSION_MAJOR}.${SFML_VERSION_MINOR} in ${SFML_INCLUDE_DIR}")
message("Found SFML: ${SFML_INCLUDE_DIR}")
endif()

View File

@ -1,254 +0,0 @@
# Dolphin Coding Style & Licensing
If you make any contributions to Dolphin after December 1st, 2014, you are agreeing that any code you have contributed will be licensed under the GNU GPL version 2 (or any later version).
## Coding Style
- [Introduction] (#introduction)
- [Styling and formatting] (#styling-and-formatting)
- [General] (#general)
- [Naming] (#naming)
- [Conditionals] (#conditionals)
- [Classes and Structs] (#classes-and-structs)
- [Code specific] (#code-specific)
- [General] (#general-1)
- [Headers] (#headers)
- [Loops] (#loops)
- [Functions] (#functions)
- [Classes and Structs] (#classes-and-structs-1)
## Introduction
This guide is for developers who wish to contribute to the Dolphin codebase. It will detail how to properly style and format code to fit this project. This guide also offers suggestions on specific functions and other varia that may be used in code.
Following this guide and formatting your code as detailed will likely get your pull request merged much faster than if you don't (assuming the written code has no mistakes in itself).
## Styling and formatting
### General
- Try to limit lines of code to a maximum of 100 characters.
- Note that this does not mean you should try and use all 100 characters every time you have the chance. Typically with well formatted code, you normally shouldn't hit a line count of anything over 80 or 90 characters.
- The indentation style we use is tabs for initial indentation and then, if vertical alignment is needed, spaces are to be used:
```c++
class IndentAndAlignmentSample
{
public:
void ThisMethodIsIndentedByOneLevel(int using_one_single_tab)
{
// this method, along with its opening and closing braces are
// indented with a single tab. This comment however is indented
// with two tabs. There is no vertical alignment yet, so no
// spaces are involved at this point.
m_other->DoStuff(m_first_parameter,
m_second_parameter,
m_third_parameter);
// Indent for the three previous lines is done using two tabs
// each (which brings the lines to the column where the word
// m_other begins in the first line).
// However, lines two and three are vertically aligned using
// 17 spaces (that's the length of "m_other->DoStuff(") in order
// to line up the method parameters correctly, regardless of
// tab-width settings used in your editor/IDE.
}
}
```
- The opening brace for namespaces, classes, functions, enums, structs, unions, conditionals, and loops go on the next line.
- With array initializer lists and lambda expressions it is OK to keep the brace on the same line.
- References and pointers have the ampersand or asterisk against the type name, not the variable name. Example: `int* var`, not `int *var`.
- Don't use multi-line comments (`/* Comment text */`), use single-line comments (`// Comment text`) instead.
- Don't collapse single line conditional or loop bodies onto the same line as its header. Put it on the next line.
- Yes:
```c++
if (condition)
return 0;
while (var != 0)
var--;
```
- No:
```c++
if (condition) return 0;
while (var != 0) var--;
```
### Naming
- All class, enum, function, and struct names should be in upper CamelCase. If the name contains an abbreviation uppercase it.
- `class SomeClassName`
- `enum IPCCommandType`
- All compile time constants should be fully uppercased. With constants that have more than one word in them, use an underscore to separate them.
- `const double PI = 3.14159;`
- `const int MAX_PATH = 260;`
- All variables should be lowercase with underscores separating the individual words in the name.
- `int this_variable_name;`
- Please do not use [Hungarian notation](http://en.wikipedia.org/wiki/Hungarian_notation) prefixes with variables. The only exceptions to this are the variable prefixes below.
- Global variables `g_`
- Class variables `m_`
- Static variables `s_`
### Conditionals
- Do not leave `else` or `else if` conditions dangling unless the `if` condition lacks braces.
- Yes:
```c++
if (condition)
{
// code
}
else
{
// code
}
```
- Acceptable:
```c++
if (condition)
// code line
else
// code line
```
- No:
```c++
if (condition)
{
// code
}
else
// code line
```
### Classes and Structs
- If making a [POD](http://en.wikipedia.org/wiki/Plain_Old_Data_Structures) type, use a `struct` for this. Use a `class` otherwise.
- Class layout should be in the order, `public`, `protected`, and then `private`.
- If one or more of these sections are not needed, then simply don't include them.
- For each of the above specified access levels, the contents of each should follow this given order: constructor, destructor, operator overloads, functions, then variables.
- When defining the variables, define `static` variables before the non-static ones.
```c++
class ExampleClass : public SomeParent
{
public:
ExampleClass(int x, int y);
int GetX() const;
int GetY() const;
protected:
virtual void SomeProtectedFunction() = 0;
static float s_some_variable;
private:
int m_x;
int m_y;
};
```
## Code Specific
### General
- Using C++11 features is OK and recommended.
- Use the [nullptr](http://en.cppreference.com/w/cpp/language/nullptr) type over the macro `NULL`.
- If a [range-based for loop](http://en.cppreference.com/w/cpp/language/range-for) can be used instead of container iterators, use it.
- Obviously, try not to use `goto` unless you have a *really* good reason for it.
- If a compiler warning is found, please try and fix it.
- Try to avoid using raw pointers (pointers allocated with `new`) as much as possible. There are cases where using a raw pointer is unavoidable, and in these situations it is OK to use them. An example of this is functions from a C library that require them. In cases where it is avoidable, the STL usually has a means to solve this (`vector`, `unique_ptr`, etc).
- Do not use the `auto` keyword everywhere. While it's nice that the type can be determined by the compiler, it cannot be resolved at 'readtime' by the developer as easily. Use auto only in cases where it is obvious what the type being assigned is (note: 'obvious' means not having to open other files or reading the header file). Some situations where it is appropriate to use `auto` is when iterating over a `std::map` container in a foreach loop, or to shorten the length of container iterator variable declarations.
- Do not use `using namespace [x];` in headers. Try not to use it at all if you can.
- The preferred form of the increment and decrement operator in for-loops is prefix-form (e.g. `++var`).
### Headers
- If a header is not necessary in a certain source file, remove them.
- If you find duplicate includes of a certain header, remove it.
- When declaring includes in a source file, make sure they follow the given pattern:
- Standard library headers
- System-specific headers (these should also likely be in an `#ifdef` block unless the source file itself is system-specific).
- Dolphin source file headers
- Each of the above header sections should also be in alphabetical order
- Project source file headers should be included in a way that is relative to the `[Dolphin Root]/Source/Core` directory.
- This project uses `#pragma once` as header guards.
### Loops
- If an infinite loop is required, do not use `for (;;)`, use `while (true)`.
- Empty-bodied loops should use braces after their header, not a semicolon.
- Yes: `while (condition) {}`
- No: `while (condition);`
- For do-while loops, place 'while' on the same line as the closing brackets
```c++
do
{
} while (false);
```
### Functions
- If a function parameter is a pointer or reference and its value or data isn't intended to be changed, please mark that parameter as `const`.
- Functions that specifically modify their parameters should have the respective parameter(s) marked as a pointer so that the variables being modified are syntaxically obvious.
- What not to do:
```c++
template<class T>
inline void Clamp(T& val, const T& min, const T& max)
{
if (val < min)
val = min;
else if (val > max)
val = max;
}
```
Example call: `Clamp(var, 1000, 5000);`
- What to do:
```c++
template<class T>
inline void Clamp(T* val, const T& min, const T& max)
{
if (*val < min)
*val = min;
else if (*val > max)
*val = max;
}
```
Example call: `Clamp(&var, 1000, 5000);`
- Class member functions that you do not want to be overridden in inheriting classes should be marked with the `final` specifier.
```c++
class ClassName : ParentClass
{
public:
void Update() final;
};
```
- Overridden member functions that can also be inherited should be marked with the `override` specifier to make it easier to see which functions belong to the parent class.
```c++
class ClassName : ParentClass
{
public:
void Update() override;
};
```
### Classes and Structs
- Classes and structs that are not intended to be extended through inheritance should be marked with the `final` specifier.
```c++
class ClassName final : ParentClass
{
// Class definitions
};
```
## Java
The Android project is currently written in Java. If you are using Android Studio to contribute, you can import the project's code style from `code-style-java.jar`, located in `[Dolphin Root]/Source/Android`. Please organize imports before committing.

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@ -1,5 +0,0 @@
#GameCube Controller Adapter
SUBSYSTEM=="usb", ENV{DEVTYPE}=="usb_device", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="0337", TAG+="uaccess"
#Mayflash DolphinBar
SUBSYSTEM=="usb", ENV{DEVTYPE}=="usb_device", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="0306", TAG+="uaccess"

Binary file not shown.

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@ -1,212 +0,0 @@
The two fonts in this directory (font_ansi.bin and font_sjis.bin) were
generated using gc-font-tool which can be found in the docs/ directory in the
dolphin source code.
Both fonts are based on Droid Sans
Copyright 2006-2014, Google Corporation
Licensed under the Apache License 2.0
====
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
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@ -1,19 +0,0 @@
# 010E01 - Wii Backup Disc v1.31
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId =
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -1,20 +0,0 @@
# 301E01 - GameCube Service Disc
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues = Certain tests may soft-lock
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]

View File

@ -1,17 +0,0 @@
# Cxxxxx All Virtual Console Commodore 64 games
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[Video]
[Video_Settings]
SafeTextureCacheColorSamples = 0
[Wii]
Widescreen = False

View File

@ -1,21 +0,0 @@
# D43E01, D43J01, D43P01, D43U01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs EFB to RAM for the pause menu (background and Link).
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -1,4 +1,12 @@
# D43E01 - Legend of Zelda, The - Ocarina of Time - Master Quest
# D43E01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Minor video glitches when pausing
[OnLoad]
# Add memory patches to be loaded once on boot here.
@ -8,98 +16,12 @@
[ActionReplay]
# Add action replay cheats here.
$Max Hearts
02BE1816 00000140
$Infinite Hearts
02BE1818 00000140
$Infinite Magic
08BE1821 00000008
00BE1890 00000007
00BE1822 00000001
00BE1824 00000001
00BE181B 00000060
$Infinite Hover When Moving
12132F1A 00000000
02CA2AB2 0000000F
$Infinite Rupees
02BE181C 000003E7
$Swords/Shields/boots/tunics
02BE1884 00007777
$Have Quiver (Adult)
00BE1889 00000001
$Golden Gauntlets (Adult)
00BE188B 000000C0
$All Quest Items
04BE188C 30FFFFFF
$Biggoron's Sword
00BE1826 00000001
$999 Gold Skulltulas
02BE18B8 000003E7
$Have Deku Stick
00BE185C 00000000
$Infinite Deku Sticks
00BE1874 00000009
$Flaming Deku Stick
02CA2A80 000000C4
$Have Deku Nuts
00BE185D 00000001
$Infinite Deku Nuts
00BE1875 0000000A
$Have Bombs
00BE185E 00000002
$Infinite Bombs
00BE1876 00000009
$Have Fairy Slingshot
00BE1862 00000006
$Infinite Slingshot Ammo
00BE187A 00000009
$Have Fairy Ocarina (Not Time)
00BE1863 00000007
$Have Ocarina Of Time (Not Fairy)
00BE1863 00000008
$Have Bombchu
00BE1864 00000009
$Infinite Bombchu's
00BE187C 00000009
$Have Boomerang
00BE1868 0000000E
$Have Lens Of Truth
00BE1869 0000000F
$Have Magic Beans
00BE186A 00000010
$Infinite Magic Beans
00BE1882 00000009
$Have Fairy Bow
00BE185F 00000003
$Infinite Arrows
00BE1877 00000009
$Have Fire Arrow (MP2)
00BE1860 00000004
$Have Ice Arrow (MP2)
00BE1866 0000000C
$Light Arrow (MP4)
00BE186C 00000012
$Have Hookshot (Not Longshot)
00BE1865 0000000A
$Have Longshot (Not Hookshot)
00BE1865 0000000B
$Have Megaton Hammer
00BE186B 00000011
$Have Din's Fire (MP6)
00BE1861 00000005
$Have Fairie's Wind (MP6)
00BE1867 0000000D
$Have Nayru's Love (MP12)
00BE186D 00000013
$Have Empty Bottle 1
08BE186E 000000FF
00BE188E 00000014
$Have Empty Bottle 2
08BE186F 000000FF
00BE186F 00000014
$Have Empty Bottle 3
08BE1870 000000FF
00BE1870 00000014
$Have Empty Bottle 4
08BE1871 000000FF
00BE1871 00000014
[Video]
ProjectionHack = 0
PH_SZNear = 0
PH_SZFar = 0
PH_ExtraParam = 0
PH_ZNear =
PH_ZFar =

View File

@ -1,5 +1,13 @@
# D43J01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
@ -10,3 +18,4 @@ $loophack
[ActionReplay]
# Add action replay cheats here.

View File

@ -0,0 +1,23 @@
# D43P01 - The Legend of Zelda: Ocarina of Time
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
Issues="Dolphin doesn't support soft reset"
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0

View File

@ -0,0 +1,22 @@
# D43U01 - ZELDA OCARINA MULTI PACK
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
ProjectionHack = 0

View File

@ -1,20 +0,0 @@
# D85E01 - Multi Game Demo Disk 12
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Videos run at low FPS
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,26 +0,0 @@
# DD2P41 - Just Dance 2 (Demo)
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 5
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
EFBScale = -1
SafeTextureCacheColorSamples = 512
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False

View File

@ -1,28 +0,0 @@
# DLSE64, DLSP64 - Star Wars: Rogue Squadron III: Rebel Strike: Limited Edition Bonus Disc (Demo)
[Core]
# Values set here will override the main Dolphin settings.
MMU = 1
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
[Video_Settings]
UseXFB = True
UseRealXFB = False
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -1,19 +0,0 @@
# DTLX01 - ACTION REPLAY
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -0,0 +1,20 @@
# DTLX01 - ACTION REPLAY
[Core]
# Values set here will override the main dolphin settings.
TLBHack = 1
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 3
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -0,0 +1,18 @@
# DVDXDV - Unknown
[Core]
# Values set here will override the main dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.

View File

@ -1,15 +0,0 @@
# Exxxxx - All "Virtual Console Arcade" and NeoGeo Virtual Console games
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[Video_Settings]
SafeTextureCacheColorSamples = 0
[Wii]
Widescreen = False

View File

@ -1,21 +0,0 @@
# E52E08 - 1942
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -1,24 +0,0 @@
# E53E08 - BLACK TIGER
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,24 +0,0 @@
# E54E08 - GHOSTS'N GOBLINS
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,21 +0,0 @@
# E55E08 - WoB:COMMANDO
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -1,21 +0,0 @@
# E56E08 - EXED EXES
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -1,21 +0,0 @@
# E57E08 - SONSON
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False

View File

@ -1,21 +0,0 @@
# E5WE8P - Wonder Boy II
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,23 +0,0 @@
# E5ZE8P - Super Hang-On
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Use Opengl, D3D has issues.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0
UseXFB = True
UseRealXFB = True

View File

@ -1,23 +0,0 @@
# E62E8P - Space Harrier
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Use Opengl, D3D has issues.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0
UseXFB = True
UseRealXFB = True

View File

@ -1,23 +0,0 @@
# E63E8P - Shinobi
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Use Opengl, D3D has issues.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0
UseXFB = True
UseRealXFB = True

View File

@ -1,21 +0,0 @@
# E6ME9B - TECMO BOWL
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,24 +0,0 @@
# E6NE9B - Solomon's Key
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,24 +0,0 @@
# E6QE9B - RYGAR
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,23 +0,0 @@
# E6VE8P - Zaxxon
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Use Opengl, D3D has issues.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0
UseXFB = True
UseRealXFB = True

View File

@ -1,23 +0,0 @@
# E6WE8P - Golden Axe
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Use Opengl, D3D has issues.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0
UseXFB = True
UseRealXFB = True

View File

@ -1,23 +0,0 @@
# E6XE8P - Altered Beast
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Use Opengl, D3D has issues.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 0
UseXFB = True
UseRealXFB = True

View File

@ -1,24 +0,0 @@
# E73EAF - Mappy
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,24 +0,0 @@
# E79EAF - Gaplus
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,24 +0,0 @@
# E7ZEAF - The Tower of Druaga
[Core]
# Values set here will override the main Dolphin settings.
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues =
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Hacks]
EFBToTextureEnable = False
[Video_Settings]
SafeTextureCacheColorSamples = 0

View File

@ -1,25 +0,0 @@
# EA2EJ8, EA2JJ8, EA2PJ8 - Metal Slug 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EA3JJ8 - Galaxy Fight: Universal Warriors
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

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@ -1,25 +0,0 @@
# EA4EJ8, EA4JJ8, EA4PJ8 - Samurai Shodown III
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EA5EJ8, EA5JJ8, EA5PJ8 - Fatal Fury 3: Road to the Final Victory
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EA6EJ8, EA6JJ8 - The King of Fighters '96
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EA7EJ8, EA7JJ8 - Samurai Shodown IV: Amakusa's Revenge
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EA8EJ8, EA8JJ8, EA8MJ8 - Ironclad
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EA9EJ8 - Waku Waku 7
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAAEJ8, EAAJJ8, EAAPJ8 - Fatal Fury
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EABEJ8, EABJJ8, EABPJ8 - World Heroes
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EACEJ8, EACJJ8, EACPJ8 - Magician Lord
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EADEJ8, EADJJ8, EADPJ8 - Art of Fighting
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAEEJ8, EAEJJ8, EAEPJ8 - Samurai Shodown
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAFEJ8, EAFJJ8, EAFPJ8 - Blue's Journey
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAGEJ8, EAGJJ8, EAGPJ8 - The King of Fighters '94
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAHEJ8, EAHJJ8, EAHPJ8 - Baseball Stars 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAIEJ8, EAIJJ8, EAIPJ8 - Top Hunter
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAJEJ8, EAJJJ8, EAJPJ8 - Metal Slug
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAKEJ8, EAKJJ8, EAKPJ8 - Burning Fight
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EALEJ8, EALJJ8, EALPJ8 - Art Of Fighting 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAMEJ8, EAMJJ8, EAMPJ8 - Ninja Combat
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EANEJ8, EANJJ8, EANPJ8 - Fatal Fury 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAOEJ8, EAOJJ8, EAOPJ8 - King Of The Monsters
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAPEJ8, EAPJJ8, EAPPJ8 - Ninja Commando
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAQEJ8, EAQJJ8 - World Heroes 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAREJ8, EARJJ8, EARPJ8 - Neo Turf Masters
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EASEJ8, EASJJ8, EASPJ8 - Samurai Shodown 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EATEJ8, EATJJ8 - World Heroes 2 Jet
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAUJJ8 - Twinkle Star Sprites
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAVEJ8, EAVJJ8, EAVPJ8 - The King of Fighters '95
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAWEJ8, EAWJJ8, EAWPJ8 - Fatal Fury Special
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAYJJ8 - King Of The Monsters 2
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EAZEJ8, EAZJJ8 - World Heroes Perfect
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB2EJ8, EB2JJ8 - Real Bout Fatal Fury Special
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB3JJ8 - Soccer Brawl
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB4JJ8 - ASO II: Last Guardian
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB5EJ8, EB5JJ8 - The Last Blade
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB6EJ8, EB6JJ8, EB6PJ8 - Metal Slug 3
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB7JJ8 - The Super Spy
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB8EJ8, EB8JJ8 - Shock Troopers
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View File

@ -1,25 +0,0 @@
# EB9JJ8 - Pulstar
[Core]
# Values set here will override the main Dolphin settings.
DSPHLE = False
[DSP]
# Values set here will override the Dolphin DSP settings.
EnableJIT = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationStateId = 4
EmulationIssues = Needs LLE audio for proper sound.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

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