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MemoryCards
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AboutDolphin.cpp
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Copy the version string obtained from svnversion at runtime instead of
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2010-07-08 15:25:01 +00:00 |
AboutDolphin.h
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ARCodeAddEdit.cpp
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ARCodeAddEdit.h
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BootManager.cpp
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Debugger enhancements:
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2010-07-05 02:05:47 +00:00 |
BootManager.h
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CheatsWindow.cpp
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Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine.
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2010-07-23 05:22:12 +00:00 |
CheatsWindow.h
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Double warning fix! Thanks to Nakeeeee and BhaaL! :p
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2010-07-22 05:39:57 +00:00 |
cmdline.c
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cmdline.h
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cocoaApp.h
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cocoaApp.m
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Remove NSAutoreleasePools that are no longer necessary now that pools
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2010-07-09 22:31:04 +00:00 |
ConfigMain.cpp
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Prevent double inclusion of CommonPaths.h as pointed out by Glenn.
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2010-07-20 03:23:25 +00:00 |
ConfigMain.h
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Add a toggle option for OpenCL in Config (in Advanced Settings). Default is off.
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2010-06-22 13:17:01 +00:00 |
Frame.cpp
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More FrameAui work. Some more segmentation faults resolved. And a little more code clean up.
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2010-07-24 02:36:22 +00:00 |
Frame.h
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More FrameAui work. Some more segmentation faults resolved. And a little more code clean up.
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2010-07-24 02:36:22 +00:00 |
FrameAui.cpp
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More FrameAui work. Some more segmentation faults resolved. And a little more code clean up.
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2010-07-24 02:36:22 +00:00 |
FrameTools.cpp
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More FrameAui work. Some more segmentation faults resolved. And a little more code clean up.
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2010-07-24 02:36:22 +00:00 |
GameListCtrl.cpp
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GameListCtrl.h
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GeckoCodeDiag.cpp
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Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine.
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2010-07-23 05:22:12 +00:00 |
GeckoCodeDiag.h
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Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine.
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2010-07-23 05:22:12 +00:00 |
Globals.h
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Lots more work on making the frame aui stuff functional.
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2010-07-22 02:05:28 +00:00 |
HotkeyDlg.cpp
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HotkeyDlg.h
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Config.h should never be included directly, but rather through Common.h
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2010-06-26 13:11:34 +00:00 |
ISOFile.cpp
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Prevent double inclusion of CommonPaths.h as pointed out by Glenn.
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2010-07-20 03:23:25 +00:00 |
ISOFile.h
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ISOProperties.cpp
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Added a button to the "Gecko Codes" panel to download/parse codes from geckocodes.org. Codes that require modifiers (the XXXX business) will still not work properly, though they should load/save fine. A few more code types should work now. (All non-ASM type codes should at least attempt to run :p) Hacked a param into IniFile::GetLines to disable removal of text after # chars, so codes with # in the name/notes should load fine.
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2010-07-23 05:22:12 +00:00 |
ISOProperties.h
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WIP Gecko(ocarina) code support: There are a bunch code types that need coding/fixing/cleanup, but many codes should be functional. The game properties and "Cheats Manager"(formally Action Replay Manager) dialogs now have a "Gecko Codes" tab to view/enable/disable codes. Currently, you must click "Edit Config" and manually add your codes to the [Gecko] inifile section of your gameinis for them to be displayed.(same format as the AR codes) I'm going to add Add/Edit dialogs similar to the AR codes and support codes with modifiers. I added the new files to scons as best as I could without testing :p.
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2010-07-22 01:48:48 +00:00 |
LockingQueue.h
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LogWindow.cpp
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More FrameAui work. Some more segmentation faults resolved. And a little more code clean up.
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2010-07-24 02:36:22 +00:00 |
LogWindow.h
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Lots more work on making the frame aui stuff functional.
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2010-07-22 02:05:28 +00:00 |
LuaWindow.cpp
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LuaWindow.h
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Main.cpp
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Hopefully fix Windows build.
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2010-07-22 08:58:23 +00:00 |
Main.h
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Fix a segfault when the debugger is used and dolphin exits.
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2010-07-08 23:27:51 +00:00 |
MainNoGUI.cpp
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Further *BSD portability.
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2010-07-23 23:51:34 +00:00 |
MemcardManager.cpp
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Hopefully fix string concatenation on unicode builds.
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2010-07-24 07:31:48 +00:00 |
MemcardManager.h
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NetPlay.cpp
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GCPad/New Wiimote: Fixed issue 2848 (profiles not saving). Renamed DInput mouse axes to "Axis [XYZ][-+]" from "Mouse XYZ...". Minor cleanup/warning removal.
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2010-06-22 08:30:33 +00:00 |
NetPlay.h
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Copy the version string obtained from svnversion at runtime instead of
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2010-07-08 15:25:01 +00:00 |
NetPlayClient.cpp
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Copy the version string obtained from svnversion at runtime instead of
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2010-07-08 15:25:01 +00:00 |
NetPlayServer.cpp
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Copy the version string obtained from svnversion at runtime instead of
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2010-07-08 15:25:01 +00:00 |
NetWindow.cpp
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NetWindow.h
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Params.ggo
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PatchAddEdit.cpp
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PatchAddEdit.h
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SConscript
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Port to *BSD. It runs but isn't terribly useful without Cg.
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2010-07-22 03:29:35 +00:00 |
stdafx.cpp
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stdafx.h
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WxUtils.cpp
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WxUtils.h
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X11Utils.cpp
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This is basicall linux code cleanup. We don not need to pass the X display handle from the video plugin anymore. The wiimote plugins now open their own display handles, and the GUI uses the display handle of the main window frame. Only the window handle from the video plugin is needed. The pWindowHandle variable now passes this instead of the display handle.
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2010-07-16 14:14:57 +00:00 |
X11Utils.h
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This is basicall linux code cleanup. We don not need to pass the X display handle from the video plugin anymore. The wiimote plugins now open their own display handles, and the GUI uses the display handle of the main window frame. Only the window handle from the video plugin is needed. The pWindowHandle variable now passes this instead of the display handle.
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2010-07-16 14:14:57 +00:00 |