* Add interpolation frame rate cap
* wip: reworked framelimiter
Based on my testing this is a bit more stable in frametimes.
* wip: efficiency improvement + windows build fix
Significantly improve efficiency by using a hybrid approach.
* wip: UI changes
* wip: end frame AFTER limiting
* wip: remove unused include
* wip: minor ui code change
Makes it easier to remove/add presets
* Simplify Limiter UI
- Change enableFrameInterpolation to an enum with off/capped/unlimited values
- Simplify the UI to use 2 settings (unlock framerate + a max value entry)
* wip: slight limiter simplification
* wip: implement review suggestions
* wip: fix syntax error
* wip: revert enum order + replace old checks
* Fix compile error
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Co-authored-by: SailorSnoW <sailorsnow@pm.me>
Co-authored-by: Loïs <49660929+SailorSnoW@users.noreply.github.com>
Co-authored-by: SuperDude88 <82904174+SuperDude88@users.noreply.github.com>
Co-authored-by: Luke Street <luke@street.dev>
* Consolidate fopAcM_STATUS into fopAc_Status_e
* Add _e suffix to fopAcStts enums
* Prepare for profile enumeration
* Correct typo in scene_process_profile_definition
* Manually handle g_profile_Obj_DamCps (inline preprocessing)
* Correct g_profile_TAG_LV5SOUP procname to enum
* Create d_priority.h
* Update process profile definitions
* Moved inline comments to the left
* Add missing fopAcStts enums
* Add d_priority.h include in f_pc_leaf.h
* Manually update d_a_obj_damCps profile
* Replace fopAcStts enums replacing and anticipatory profile size correction
* Changed profile size from literal to sizeof() in anticipation of PR #3116
* Provided putative names to staff-related status enums
* Replaced appropriate literals with fopAcStts enums
* Fix borked merge
* Rename item number enums and move to d_item_data.h
* Rename process profile name & draw priority enums
* Move process profile name & draw priority enums to appropriate files
* Moved fpcNm_ enums from d/d_procname.h to f_pc/f_pc_name.h
* Moved fpcDwPi_ enums from d/d_priority.h to f_pc/f_pc_draw_priority.h
* ACTUALLY (whoops) stage merge
* Correct item mistranslation
Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
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Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
* fix kankyo UB
* Fix TEV Stage DL writing
BE issue
* BE Fixes in materials/shapes
* Move to Aurora GD impl
* JUTDataFileHeader
* j3d: load vertex and texture not through GD
* Endian swap vertex data (mostly)
* Just exit(0) when closing the game
Fix crashes :godo:
* fix fopAcM_ct_placement and remove memcpy
* J3D: track vertex arrays correctly, swap work
* fix visibility, turn off overridden new/delete when we call into aurora
* event: cut name be
* Default window improvements
Double size, allow OS to decide position
* survive TParse::parseHeader_next
* color swap fix
* swap endian/fixes oob function pointer
* Remove GXGetViewportv stub
Aurora has it now
* Set array pointers via GD again
Relies on https://github.com/encounter/aurora/pull/35
* Let Aurora decide graphics backend
* disable procbar drawing
* Fix TColor endianness conversion issues
Fixes the wrong color for the flashing logo
* cam param swap
* simplify vtx loading, mat/amb color fix
* endian swap stb/fvb data
* aurora stat changes
* fix storage buffer crash
dont unnecessarily reassign vertex buffers in a way that forces aurora to recache things
* set bgobj spec fix
* add camera debug, endian swap more stb data, d_a_bg_obj::spec_data_c swapped
* JKRExpHeap: fix bad allocator slowdown
* solid tex
* texture caching
* log level
* fix window aspect ratio, disable bloom, endian swap camera type data
camera is now actually playing opening cutscene!!!!
* add GXDestroyTexObj to a couple stack init'd GXTexObjs, remove some diag printfs
* endian swap joint weight envelope data
* move to dusk config
* verbose arg errors
* better stub logging (for now)
* less logging, more BE
* more stubbing, move logging stuff around
* move all logging to aurora logging
* fix STUB_LOG, __FUNCTION__ isn't a string literal, wasn't building as it
was.
* update aurora
* fix heap alignment mismatch and always head align for now
* prevent them from fucking up my shit
* forward jut warning to DuskLog
* remove report logging
* maybe and i must emphasize maybe fix JMessage parsing
* this was a dumb idea
* preserve negative alignment for JKRHeap
* use normal free on macos and linux
* ^
* fix JMAHermiteInterpolation c impl
* endian swap J2DScreen mColor (oops)
* swap more J3D anim data, remove weird pointer addr check in J3DMaterial getMaterialAnm
* typo fix
* Fix aligned_alloc() size issues on POSIX
aligned_alloc() requires its input size to be a multiple of alignment. This wasn't being upheld so there were allocation failures in init code that made the game fail to start outside Windows.
Also just cleaned up some of this code a bit and removed fallback cases that *shouldn't* get hit.
* _Exit instead of exit()
Seriously I don't want destructors to run. Let the OS reclaim that shit.
* Reapply "Isolate JKRHeap operator overloads" (#39)
This reverts commit 3623b27f37.
* Fix some oopsies
* Fix hardcoded pointer size in JUTCacheFont::allocArray
* More operator overload fixes
Add void template specialization for jkrDelete
Add new[] placement overload. Apparently.
* Fix delete macros on nullptr
TIL C++ allows that.
* fix delete[]
* fix new(std::nothrow) overload
* fix avoid ub
* swap remaining anim data needed for title logo
* get rid of op 7
* move aurora_end_frame to correct spot
* juttexture destroy tex
* j2d animation be
* shutdown crash
* link warp material fix
* mDoExt_3DlineMat1_c fix
* hacky keyboard controls
* endian swap J2DResReference, add kb_pad to files.cmake
* fix some missing endian swaps in J2D, remove addr alignment check
* Remove heap unsetting in aurora calls
Never worked properly and not the right solution even if it did
* Don't print in DC stubs
They're fine to never implement
* Fix alignment stuff again
* Compile GF from dolphin lib
Doesn't seem to break anything and shuts up some stub warnings
* j3dtexture tlut obj fix
* addTexMtxIndexInDL fix
* don't recreate null tex data every frame
* the actual fix i wanted to push
* its kinda fakematch city over here
* insert hte efb copy
* limited window size / viewport support
* IsDelete FIX
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Co-authored-by: madeline <qwertytrogi@gmail.com>
Co-authored-by: Jasper St. Pierre <jstpierre@mecheye.net>
Co-authored-by: Jeffrey Crowell <jeff@crowell.biz>
Co-authored-by: TakaRikka <takarikka@outlook.com>
Co-authored-by: CraftyBoss <talibabdulmaalik@gmail.com>
Co-authored-by: Lurs <2795933+Lurs@users.noreply.github.com>
Fixes#25
This isolates the JKRHeap operator new/delete overloads. Every single new/delete site in the code has been replaced with a macro.
Sadly for new[] and delete[] we have to keep global operators. The global new[] just allocates into malloc() however, and delete[] goes into free() if it's not in a JKRHeap. So that's fine.
* Replace bss lbl_ with init$0000
* Rename l_HIOInit to hio_set
The name is excluded from TP's weird maps, but hio_set is the name they used in TWW's maps.
* Fix a couple more init$ names
* Fix nbomb missing some bss
* Fix camera localstatics having wrong name
* Rename l_initHIO to hio_set
* A couple manual fixes
* Rename hioInit to hio_set
* Couple more manual fixes
* Fix d_a_npc_cd2 data and function order
* More data fixes
* Fix inconsistent hex vs decimal
* Fix JUT_ASSERT to be a nested define
* Switch names that appear in asserts to be constants instead of defines
* Replace `0` in asserts with `NULL` or `FALSE`
* Fix fpclassify
* Fix ARRAY_SIZE
* Use G_CM3D_F_INF
* More fixes for fpclassify
* Remove FLOAT_LABEL
* Remove incorrect FLAG_ON macro
* Remove UNK_BSS macro
* Silence clangd unused header warning for PCH