pkgsrc-WIP-cvs archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index][Old Index]
CVS commit: wip/mednafen
Module name: wip
Committed by: thomasklausner
Date: Sat May 19 12:06:19 UTC 2007
Modified Files:
wip/mednafen: Makefile PLIST distinfo
wip/mednafen/patches: patch-ac
Removed Files:
wip/mednafen: TODO
Log Message:
Update to 0.8.1:
0.8.1:
PC-FX: Added more registers/SetRegister() support to the debugger.
Trying to edit a register in a debugger register groups with a NULL
SetRegister method will no longer crash Mednafen.
NES: Fixed a misnamed save state variable in the FME-7 code.
Mednafen will now be compiled with "-fno-strict-overflow" if the C
compiler supports that option, for the upcoming gcc 4.2 release,
as I'm not sure this optimization is safe with Mednafen's code(it may
be, but better safe than somewhat sorry!).
PCE CD, PC-FX: Added partial support for cdrdao "TOC" files, including
support for rips with subchannel data, but it must be in the "RW_RAW"
format. Ripped CD+G CDs can be played back this way in the PCE CD and
PC-FX BIOS CD players.
0.8.0-beta:
PC-FX: Improved VDC chain/256-color mode emulation.
PC-FX: Altered FXVCE->VDC vsync emulation.
PC-FX: Revamped RAINBOW code, adding support for JPEG-like encoded
content, thanks to David Michel's help.
WonderSwan: Fixed a bug in the debugger(HAH) regarding the display of
HBTimerPeriod and VBTimerPeriod(they were erroneously listed as 1-byte
variables, when they should've been listed as 2-byte variables, which
caused the values to wrap around to the other side of the screen if they
were >= 0x100).
GBA: Structurized free-floating various variables...there shouldn't be
any regressions, aside from save state incompatibility, unless
typos were made(if so, please tell me!).
PC-FX: Added support for scrolling/rotation in 64K color mode.
PC-FX: The KING data structure(including KRAM) is now dynamically
allocated.
GB, GBA: The memory for the color map/filter is now dynamically
allocated.
PC-FX: Changed the size of the emulated X tile coordinate register
when drawing KING BG, affecting in-range calculation when in
non-endless scroll mode. Fixes missing eyes and mouths and other
craziness in cutscenes in Chip Chan Kick.
PC-FX: Fixed playback of the last 4 samples of an ADPCM playback
sequence, fixes crazy volume problems in "Team Innocent".
PCE: VDC chip data structures(including emulated VRAM) are now
dynamically allocated.
NES: FDS and several mappers' larger data structures are now
dynamically allocated.
NES: NSF write handler info structure is now dynamically allocated,
which should reduce memory usage by 1 or 2 MiB(depending on the platform)
on other games/files.
PCE: CDROM-related memory is now dynamically allocated, which should
reduce Mednafen's memory usage for non PCE-CD games
by at least 2.25MiB.
PCE: Added untested support for the Tsushin Booster's expansion RAM
Replaced the hard-coded file extension tests when loading from a ZIP
archive in MDFN_fopen() with code that tests extensions passed as
a double-NULL-terminated(each entry is single-NULL-terminated) string
to MDFN_fopen().
Added QuickLZ to the codebase, and added the setting "srwcompressor" to
specify which compressor to use for staterewinding,
"minilzo" or "quicklz", with "minilzo" as the default. QuickLZ can be
considerably faster at compression than MiniLZO, though QuickLZ is written
with x86 and x86_64 CPUs in mind, and performance will likely suffer on
other platforms, and its compression ratio isn't as good
as MiniLZO(which itself isn't that great!).
PCE: Added the settings "pce.adpcmvolume", "pce.cddavolume", and
"pce.cdpsgvolume", for people who like music more than sound effects, or
vice-versa for some weirdos! ;)
PCE: Burst mode will now be tested for when the VDC would enter the
active display area.
PCE: Altered the relative volume of CDDA vs PSG vs ADPCM with CDROM
games, based on tests done on a real system.
PCE: ADPCM no longer uses saturated addition for the current output
value, instead just wrapping(like apparently occurs on a real system).
PCE: Scrapped the old SCSI CDROM code, it now uses code that was
previously PC-FX only(and was abstracted to be used for both).
The Game Express CDROM card image now works, including Game Express CD
games(at least Hi-Leg Fantasy ;)). John Madden Duo CD Football
works. Steam Hearts plays stage music now. 3x3 Eyes doesn't seem to
have desynchronized audio anymore during cutscenes...
Updated libmpcdec to 1.2.5(I think it was 1.2.2 previously...).
PC-FX: Added VRAM and FXVCE palette RAM to the debugger's memory
editor.
PCE,PC-FX: Fixed CUE+BIN pregap handling, it was totally borked before.
PC-FX: Improved byte writes to KING I/O ports, fixes graphics problems
in First Kiss Monogatari and Pia Carrot He Youkoso
PC-FX: Changed how reads/writes from/to KING registers 0x09 and 0x0A
are handled.
PC-FX: All writes to 0x80000000-0x80000FFF are now translated to I/O
port writes.
PC-FX: Reads from "unmapped" areas in the V810's memory address space
will now return 0xFF(or 0xFFFF, or 0xFFFFFFFF).
This fixes a lockup that could occur
in Power Dolls FX...the game seems to be trying to use 4MiB of RAM when
there's only 2MiB of RAM in a PC-FX!
Also, while this is probably the correct value to return for unmapped
areas < 16MiB, it's not correct for at least some higher addresses...
more tests are called for, but we can't just dump the entire 4GiB
address space...can we?
PC-FX: D4 of reads from KING register 0x05 will now be set if a SCSI
CD interrupt is pending.
PC-FX: Fixed READ TOC SCSI command emulation. The starting track
field is no longer treated as BCD. Silly me... Fixes
"Power Dolls FX" ADPCM sounds, and probably other games that have data
tracks numbered 10 or above...
PC-FX: D0 of reads from the KING DMA status registers is now the only
bit returned.
PC-FX: D0 of writes to the KING SCSI DMA length register is now
ignored.
PC-FX: Started work on initial support for for KING's 1M KRAM chip
mode...I need to run tests!
PC-FX: Reads from KING register/port 0x05 will now return the ATN and
ACK SCSI status bits.
PC-FX: Reads from KING register/port 0x04 will now return the SCSI
status bits.
PC-FX: Changed reads to KING registers/ports 0x01, 0x02, and 0x03 to
return the last values written to those registers, rather
than setting the bits returned corresponding to the current SCSI status
bits.
PC-FX: Improved keyport emulation, fixes Can Can Bunny Extra DX
title-screen "lockup".
PC-FX: Added support for negative KRAM increment values on
read/write(king register 0xE).
PC-FX: Fixed the SCSI bits returned on port $600 reads: D17 now
returns SEL status, and D23 now returns RST status(instead of ATN).
PCE: Block memory transfer instructions are now emulated at 6 cycles
per byte transfered(+extra if VDC is accessed) instead of 5, to
match tests done by malducci. This does break Wonder Momo,
unfortunately...
Moved the Q-subchannel simulation code to the general CD-ROM reading
interfaces, and made PC Engine CD and PC-FX CD emulation both use it.
Also, the code will now set the index data field to index 0 for pregap
areas, but...this is only possible when using disc images, due
to libcdio(or CD-ROM in general) limitations. :(
Ideally, on a physical disc, we would read the Q subchannel data
directly, but...I'm not sure that all drives can read and return this
data, and using libcdio's direct MMC functions results in much much
more latency(probably because it bypasses the OS's caching
of CDROM data), which would require an extra CDROM reader thread, which
does its own caching and prefetch, in Mednafen. Maybe later!
PC-FX: Fixed cmpf.s emulation, fixes lockups in "Pachio Kun FX".
PC-FX: Added a tidy structure to contain SCSI command numbers, CDB
lengths, and function pointers.
PC-FX: Added support for SCSI command 0x08(READ6), which "Mahjong
Gokuu Tenjiku" uses.
PC-FX: Removed most of the 32-bit I/O and memory read/write functions,
which are now handled by calling the 16-bit functions twice.
PC-FX: Modified the KING background rendering code to only draw to one
buffer, instead of multiple buffers that are later mixed,
to improve speed slightly.
PC-FX: The raster counter returned on reads from FX-VCE now returns
correct(I hope...at least according to a simple test I did on a real PC-FX!)
values in vblank.
PC-FX: SCDI CD interrupts on end of CD-DA track playback are now
emulated.
PC-FX: SCSI CD "Test unit ready" command now expects to receive 6 data
bytes total(1+5) instead of 1.
I'm not sure if this is correct with the PC-FX, but it matches the SCSI
specs, so I'll keep it this way until shown otherwise.
PC-FX: A17 of the effective KING BG CG and BAT addresses are now fixed
to the CG and BAT offset settings, respectively, during rendering.
PC-FX: Added support for non-endless-scroll in BG0 rotation mode.
Fixes the title screen flipping effect for
Last Imperial Prince.
PC-FX: When a VDC layer has the same VCE priority as a KING BG layer,
the VDC layer will now be shown on top. I don't know if this is correct...
but it does fix a problem with disappearing sprites when leaving the
airship in Miraculum.
PC-FX: Added KING BG0 scaling/rotation support, but only for 8bpp
backgrounds(direct or indirect) in endless scroll mode for now...
Fixes graphics in Miraculum(yay!) and Konpeki no Kantai.
PC-FX: Fixed direct CG mode width mask, corrects graphics bugs in
"Boundary Gate" and others.
PC-FX: Added partial microprogram emulation, fixes junk graphics in
Megami Paradise II.
PC-FX: Combined the different KING background non-endless/endless and
direct/indirect rendering codepaths. This will make it
a bit slower, but much more maintainable and...changeable!
SexyAL: Added support for sound cards that don't support interleaved
stereo samples...probably.
Changed the font glyph cache to use an array of pointers instead of
2-dimensional array. This reduces resident memory
usage considerably, even on systems with 64-bit pointers.
Readded the old 6x13 and 12x13 fonts for future usage in the debugger.
Fixed the documentation to list the controls for configuring virtual
devices as ALT+SHIFT+1, ALT+SHIFT+2, etc. instead of ALT+1.
Oops.
PC-FX: Made fairly invasive minor optimizations/refactoring to the
cellophane code...
I *have* tested it, and hopefully it won't break anything that worked
before!
PC-FX: Fixed a clipping bug in KING BG non-endless scrolling mode in
regards to X scroll wrapping. Fixes the disappearing boss problem in
Stage 2 of Tyoushin Heiki Zeroigar!
PCE: The soft reset function(F10 key by default) no longer soft-resets
the PCE, as such a button doesn't exist on a real unit, and
could cause problems with some games, so it causes a hard reset(the
same as the F11 key) now.
PCE: Added PSG registers to the debugger.
Enclosed many strings in _() or gettext_noop() for translation purposes.
Altered po/Makefile.in.in to pass "-N" to msgmerge, to disable fuzzy
string matching. Fuzzy strings are braindead I say!
Reworked MDFN_malloc(), it now takes a purpose, and on error, will
print out the number of bytes attempted to be allocated,
the purpose of the allocation, and the file and line number in which
the allocation was attempted(through macro magic!).
PC-FX: Changed the 7.16MHz dot-clock emulation mode to use an internal
layer 1024-pixels wide(the least-common multiple of the
2 different screen resolutions that are mixed by the video chip),
rather than having 2 different
layers that are merged by the video code(which causes problems on
edges). This new method is much slower, unfortunately...
The overlay code that supported this in the driver code and the
interfaces have also been removed, as it is not used, and will not be used.
ADDITIONALLY, a setting "pcfx.high_dotclock_width" has been added. The
default is, of course, 1024, but other accepted values
are 341 and 256, though I REALLY don't recommend using 256, as it will
cause dropped pixels, whereas 341 will only cause somewhat
distorted pixels horizontally. The advantage of using 341 over the
default of 1024 is SPEED, and bilinear interpolation(if enabled) will
work much better as well.
PC-FX: Fixed major problems when using more than one breakpoint of a
type(read, write, etc.); it also occurred with the PCE debugger,
but only with Aux breakpoints.
PC-FX: Fixed the VDC state restore code to properly recache all the
tiles, instead of half of them!
GB, GBA: Fixed a few duplicate and misnamed variables in the save
state structures.
PCE, PC-FX: Fixed a misnamed variable in the VDC save state structures.
Lynx: Removed a duplicate variable in the CPU save state structure.
PC-FX: Save states are now named so that they can be shared among CDs
in recognized multi-disc sets(previously only .sav games were).
This is intended to emulate "hot-swapping" as far as the game is
concerned(though you will need to exit the emulator and load the second
disc, so it isn't truly hot-swap ;)).
When a game requests you to change the disc, the procedure is:
Eject virtual disc(F8 key).
Save state.
Exit emulator.
Load emulator with second CD.
Load state.
Wait for the game to load it. :b
PC-FX: Implemented virtual CD insert/eject, via the F8 key.
PC-FX: Added dummy handling of SCSI command 0x01(rezero unit),
Doukyusei II no longer aborts the emulator.
PC-FX: Fixed bitstring instructions to fetch from the proper source
address, fixes major graphics corruption bugs in "Anime Freak FX Vol. 4"
and probably some other games as well.
PC-FX: Fixed RAINBOW decoding to not begin block decoding until a 0xFF
is discovered in the bytestream. Fixes some graphical problems
in "Ojousama Sousama".
PC-FX: Fixed the CD-DA playback speed calculation to match with tests
I performed on my own PC-FX with a pure sine wave(interestingly,
there was some really weird frequency aliasing at +10% playback speed
on a real PC-FX...).
WonderSwan: Refactored the SRAM and external EEPROM code, and added
support for larger SRAM sizes(Dicing Knight works now!).
PCE: Extended the Sherlock Holmes 1 hack to Sherlock Holmes 2 as well.
The address displayed in the "Cursor position" field in the memory
viewer/debugger is now masked properly.
PC-FX: Fixed the ADPCM lowpass filter rolloff frequency
calculation(forgot to divide by 2!).
PC-FX: Changed priority handling of KING background for priorities
5-7, though I don't know if the new way is correct... fixes
a graphical bug in "Power Dolls FX".
PC-FX: The ADPCM volume control registers are now emulated as
logarithmic, instead of linear.
PC-FX: Modified 256-color VDC sprite and bg palette index calculation,
to fix color problems in the 3/4 view of Ojousama Sousamou.
PC-FX: Altered ADPCM address emulation so that the "active" play
address is 17 bits instead of 18 bits, fixes problems in several
games(Anime Freak FX Vol. 1, Tenchi Muyo! FX), hopefully it
doesn't cause any new ones. ;)
PC-FX: Added support for KING bitstring writes and reads, and changed
maximum BGn screen dimension setting from 0x9 to 0xA. "Boundary Gate" works
much much better now due to these changes.
NES:
NULL-terminated the debugger's list of MMC1 registers, which
was apparently forgotten earlier. Oops.
Added MMC3 registers to the debugger.
Added the current scanline(read-only) to the debugger's list of
registers.
0.7.2:
NES: Added MMC1 registers to the NES debugger.
Various cleanups(removing dead code and header declarations).
Added settings "vblur.accum", enables motion blur accumulation mode,
and "vblur.accum.amount".
Added setting "vblur", when enabled, will (motion) blur adjacent video
frames 50/50.
Added WonderSwan emulation, based on Cygne, but greatly improved, and
with a debugger.
Modified the time base adjustment code used when sound is disabled to
fix fast-forwarding when sound is disabled.
"Fixed" a few instances of mostly harmless variable shadowing.
Mednafen is now compiled with -Wshadow.
Modified the save state preview rescaling code to properly(with
interpolation instead of nearest-neighbor) rescale PCE games that use the
512pixel-width mode, or in other words... the rescaling code will now
work where (fb_width / state_preview_width) <= 2 whereas previously
it only worked properly where (fb_width / state_preview_width) < 2.
Errors saving save states are now propagated and reported.
NGP: Files with an extension of "npc" are now also treated as Neo Geo
Pocket ROM images.
PC-FX: Added setting "pcfx.nospritelimit".
Removed the memory dump and graphics memory dump functionality from the
main debugger. The new memory editor provides the same
or higher level of functionality.
Added a new memory editor to the debugger interface, accessible by
pressing ALT + 3 in the debugger.
PCE: Added support for reduced-bit-depth background mode.
If the ALSA driver code is unable to set stereo or mono sound, it will
try mono or stereo sound instead, respectively.
PCE: PSG waveform RAM will now only be updated if the channel is
turned off.
glFinish() will no longer be called every frame in the OpenGL code,
which should improve performance(if it causes problems, like
tearing where there wasn't any before or decreased performance, please
file a bug report!).
If the "glvsync" setting is 1(the default), and the environment
variable "__GL_SYNC_TO_VBLANK" is not set at all(either 0 or any value),
then it will be set to "1". This has the effect of forcing vblank
synchronization when running under Linux with
NVidia's drivers.
Fixed configure script option "--disable-jack".
Lynx: Screen rotation now works in non-OpenGL mode(SDL+framebuffer),
sans scanlines support.
Lynx: Screen rotation now also rotates input sanely, as it did in
0.6.x and earlier versions.
Fixed a fatal compilation error in the ALSA driver with ALSA versions <
1.0.9.
Fixed a fatal compilation error on GCC < 3.4 in the PC-FX code.
Added code to detect the maximum OpenGL texture size, and reworked the
OSD code to use tiled drawing if a particular OSD surface is too
large to fit in a single texture. This is particularly relevant to
users of old Voodoo cards. Note that tiled drawing isn't supported for the
main game framebuffer, so video cards with severe texture size
limitations will still have problems with PC Engine and PC-FX games that use
higher resolution modes.
The help screen, debugger, and cheat search interface now use their own
surfaces instead of the generic OSD surface.
Fixed(hopefully) OSD-clearing in SDL blit mode("-vdriver 1").
Removed the option "doublebuf". It is kind of an archaic leftover from
when Mednafen did only one blit
per frame(and had the OSD written to the game's virtual framebuffer).
Double buffering must always be enabled,
or else screen corruption may occur. Also, as a note, double buffering
does not imply synchronizing to vblank, though
this does occur in some situations.
***NOTE: Please check your scripts and frontends and remove any
"-doublebuf" arguments! ***
0.7.1:
Began work on an experimental stdio interface, see drivers/remote.cpp
if you are a frontend author and can read C code, though
it is disabled for now. :)
Documentation for it will be written when it is closer to completion.
Switched to trio_snprintf() from snprintf() in the input configuration
code, this should fix problems under Windows(and any
other OS with a lame snprintf() implementation) with joystick button
configurations not saving properly.
Fixed parsing of the "sounddevice" setting(it was erroneously being
compared to the long,
descriptive name of the driver instead of the short name).
PC-FX: More changes.
0.7.0: *** Network play with this release requires Mednafen Server >= 0.3.0 ***
PCE: Fixed a timer reload bug.
Added the following configure script options:
--enable-debugger build with internal debugger [default=yes]
--enable-cjk-fonts build with internal CJK(Chinese, Japanese,
Korean)
fonts [default=yes]
--enable-gb build with GameBoy emulation [default=yes]
--enable-gba build with GameBoy Advance emulation
[default=yes]
--enable-lynx build with Atari Lynx emulation [default=yes]
--enable-nes build with Nintendo Entertainment System
emulation
[default=yes]
--enable-ngp build with Neo Geo Pocket emulation
[default=yes]
--enable-pce build with PC Engine(TurboGrafx 16) emulation
[default=yes]
--enable-pcfx build with PC-FX emulation [default=yes]
Moved the save states display and info text message display to blit
directly to the framebuffer, rather
than to the general OSD layer(which is now only used for cheat console
and debugger).
Reworked the network play console interface to be more...usable. It
takes up much less space, is centered at the bottom of the screen,
the "t" button now activates text input, pressing "Enter" exits netplay
console mode, and it will automatically pop
up(though without user input possible, unless you press "t" while it's
up) for 2.5 seconds when a new message is received.
Added support for all possible input devices to be used with network
play.
Command-line arguments can now be prefixed with either "-" or "--".
Fixed "--help/-help" parsing from command-line.
PC-FX: Increased emulation accuracy, most games still don't work
correctly, if at all.
PCE: Fixed VRAM->VRAM DMA when destination writes occur outside of
VRAM space(they're now ignored). Fixes "Ruin - Kami no Isan".
OpenGL page flips will now try(it doesn't seem to work with nvidia's
binary driver under Linux, so use "nvidia-settings" utility instead)
to be synchronized to vertical retrace/blanking period if Mednafen is
compiled against SDL >= 1.2.10,
controllable by the setting "glvsync", enabled by default.
The "sounddriver" setting is now honored. Values you can try are
"default", "oss", "alsa", "dsound", and "jack".
Added support for JACK and ALSA sound output, ALSA sound output is now
preferred over OSS.
Mednafen will now exit properly if it receives a not-fatal signal, such
as SIGTERM or SIGINT.
NES: Fixed noise and DMC playback frequencies with PAL emulation.
Thanks to blargg for the information.
Due to internal changes, and wanting to clean up code, save states
created in versions older than 0.6.0 are no longer supported(if you have any
old save states you absolutely must have, load them in 0.6.5 and save
them, then load them in 0.7.0).
Added keys to increment(though a predefined list of possible devices)
the currently selected device on an
input port(CTRL+SHIFT+1 through CTRL+SHIFT+5); note that this WILL
change the setting for this port saved in the configuration file.
PCE: Added mouse support(use "-pce.input1 mouse"). To use it properly
in windowed mode, you will need to press the "Scroll Lock"
key.
PCE: Added 6-button pad support. By default, the "M" key will switch
between 2-button and 6-button modes(this is necessary
because most non-supporting games will break horribly in 6-button mode,
which happens on a real system as well).
Revamped much of the internal input device handling. Important
user-visible changes:
Button configuration order is slightly different, with the
rapid-fire instances of buttons immediately coming
after normal instances of the buttons.
More buttons can now be configured for rapid-fire.
A virtually unlimited number(instead of 4 in previous versions)
of physical buttons may now be assigned to a
virtual button or command.
Input button settings are now saved in the text-format
mednafen.cfg file.
Famicom input devices that were previously not configurable,
such as the Family Keyboard, now are; however,
it would be unwieldy to configure the Family Keyboard using the
in-emulator configuration process, so edit
the configuration file instead.
The NES Zapper and other devices that are emulated using the
mouse can now have their buttons configured.
The setting to manually set an input device on the Famicom
expansion port has changed from "nes.fcexp" to
"nes.input5".
Gameboy and Gameboy Advance pad button configurations are now
independent of each other.
Save states and movies can't be accessed during HES/NSF/GSF
playback anymore(does this hurt anyone?).
Button configuration hotkey functions are now mapped to
ALT+SHIFT+1 through ALT+SHIFT+5(for input ports 1-5) instead of F3, F4, and
various
convoluted combinations of F3 and F4 with CTRL and SHIFT.
The NSF/HES/GSF player graphical code now all use the same resolution
and video settings("player.*").
Replaced the internal fixed-width 6x13 and 12x13 fonts with 9x18 and
18x18 fonts, respectively, and increased the general OSD layer
size to 384x336 from 256x224(which has a side effect of allowing more
detailed save state previews for NES and PCE).
The new fonts provide about 10,000 more glyphs(for a total of about
32,000 glyphs), mostly for east-Asian languages(I think this MIGHT be
slightly overkill, but, eh...*flees*).
PCE: The timer counter was being updated one instruction too late.
Fixed. (This problem probably didn't affect
any games, but it could have resulted in confusion while using the
debugger.)
Remapped the state rewind key to ALT+S, and added a new help screen
triggered by pressing "F1".
PCE: The disassembler was missing opcode 0x3A, DEC. Fixed.
NES: A few sound variables weren't being saved in the VRC6 and FME7
sound code. Fixed.
PCE: Fixed disassembler decoding of ZP indirect addressing mode.
NES: Fixed unofficial opcode 0xE2 cycle timing.
To generate a diff of this commit:
cvs -z3 rdiff -u -r1.12 -r0 wip/mednafen/TODO
cvs -z3 rdiff -u -r1.13 -r1.14 wip/mednafen/distinfo
cvs -z3 rdiff -u -r1.2 -r1.3 wip/mednafen/patches/patch-ac
cvs -z3 rdiff -u -r1.21 -r1.22 wip/mednafen/Makefile
cvs -z3 rdiff -u -r1.8 -r1.9 wip/mednafen/PLIST
To view a diff of this commit:
http://pkgsrc-wip.cvs.sourceforge.net/pkgsrc-wip/wip/mednafen/TODO?r1=1.12&r2=0
http://pkgsrc-wip.cvs.sourceforge.net/pkgsrc-wip/wip/mednafen/distinfo?r1=1.13&r2=1.14
http://pkgsrc-wip.cvs.sourceforge.net/pkgsrc-wip/wip/mednafen/patches/patch-ac?r1=1.2&r2=1.3
http://pkgsrc-wip.cvs.sourceforge.net/pkgsrc-wip/wip/mednafen/Makefile?r1=1.21&r2=1.22
http://pkgsrc-wip.cvs.sourceforge.net/pkgsrc-wip/wip/mednafen/PLIST?r1=1.8&r2=1.9
Please note that diffs are not public domain; they are subject to the
copyright notices on the relevant files.
-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
pkgsrc-wip-cvs mailing list
pkgsrc-wip-cvs%lists.sourceforge.net@localhost
https://lists.sourceforge.net/lists/listinfo/pkgsrc-wip-cvs
Home |
Main Index |
Thread Index |
Old Index