Closes#3344
Adds slow and turbo modes with configurable speeds that can then be
toggled by the user. Behavior is:
- Standard/slow limit, toggle turbo = turbo
- Turbo limit, toggle turbo = standard
- Standard/turbo limit, toggle slow = slow
- Slow limit, toggle slow = standard
Enabling the turbo/slow mode enables the frame limiter unconditionally.
This has some conflicts with VSync. For example when I set my refresh
rate to 60hz and enable vsync, turbo mode does nothing. Not sure how to
go about fixing this, @MaranBr probably knows better the proper
solution.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3525
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This allows users to choose how the emulator manages frame pacing to reduce stuttering and provide a smoother and more consistent frame rate.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3494
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
- Move Game Icon Size to the main toolbar. It's cleaner that way
- Add a "Show Game Name" toggle that does as it says. Disabling it
basically creates an "icons-only" mode. Useful for controller-only
nav with big icons (TODO: maybe make a 192 size?)
- Fixed a crash with controller nav. Oops
- Rounded corners of the game icon in grid mode
- Fixed the scroll bar creating extra clamping range on the grid icons
- Item can be deselected if user clicks on the blank space outside of the view
As a bonus fixed a crash on mod manager
Future TODOs for design:
- [ ] Row 1 type. Not sure what to do here tbh.
- [ ] Move around game list settings in configure_ui to make it clear
that nothing there affects the grid view.
- [ ] 192x192 size? 256 feels too big on my 1440p screen whereas 128
feels too small.
- Set text space as a function of fontMetrics.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3485
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Closes#3441
Basic impl of a grid view on the game list. The ideal solution here
would be to use QSortFilterProxyModel and abstract the game list model
out to a QStandardItemModel, but that is too much effort for me rn.
Adapted the "card" design from QML, can 1000% be improved but QPainter
is just such a pain to deal with. Implanting a Qt Quick scene into there
would legitimately be easier.
Anyways, margins and text sizes lgtm at all sizes, though please give
feedback on both that and the general card design.
Future TODOs:
- [ ] Auto size mode
- [ ] Refactor to use models
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3479
Adds the capability to add DLC and Updates without installing them to NAND. This was tested on Windows only and needs Android integration.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-authored-by: nekle <nekle@protonmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2862
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Closes#3125
Adds buttons to the addons page that imports a mod (or mods) from zip or folder.
Currently known to work with mods that provide proper romfs/exefs things, unsure about cheats and such. Also works on mods that just stuff things into the root of the zip.
TODO:
- [ ] test folder more thoroughly
- [ ] cheats
- [ ] test all sorts of mod pack types
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3472
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Rather than having that hardcoded one like before. Also adds
infrastructure which should make it easier to setup defaults at runtime
(e.g. GPU stuff?)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3462
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reimplements GetBufferHistory, enabling tracking and retrieval of recent buffer states. This can improve rendering performance and stability in some games.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3394
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
QuaZip lets you disable QTextCodec now so we can use it.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3447
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
"The issue is that MoltenVK needs the raw CAMetalLayer, but Qt 6 wraps it. I fixed it by making GetWindowSystemInfo search for the sublayer. Here is the patch file. It tested it on my Mac M1 Pro just now, and Eden plays the games now instead of crashing." - rayman
Authored-by: rayman
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3403
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Toggle partially removes blur in Link's Awakening (LA) and Echoes of Wisdom (EOW) for turnip and stock drivers from A7XX and below.
- Burnout screen blur fix is now controlled by this toggle
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3359
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
first of all it makes UI a tad bit more simple and benefits the end user
second, it allows to add new backends a bit more easily
and also, there was a shader backend option in android... we don't use opengl in android
so may as well save ourselves the trouble, aye

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- [Added] a new compute shader to handle block-linear unswizzling on the GPU, reducing CPU overhead during texture uploads
- [Implemented] BlockLinearUnswizzle3DPass to take advantage of the new compute shader, unimplemented for OpenGL
- [Implemented] texture streaming and queue system for large sparse textures to prevent hitches
- [Implemented] aggressive garbage collection system to eject large sparse textures to save on memory (Unused)
- [Added] user settings to adjust the streaming unswizzle system for low-end machines
- [Improved] slightly the ASTC GPU decoding system
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3246
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Forrest Keller <forrestmarkx@outlook.com>
Co-committed-by: Forrest Keller <forrestmarkx@outlook.com>
"Eden" is still shown when user is idle

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2828
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: festivity <festivity@eden-emu.dev>
Co-committed-by: festivity <festivity@eden-emu.dev>
added a new RendererHacks category, moved them to the Extensions tab and
renamed that tab Extras. Should fit in smaller screens now
also Performance -> Fast, GPU Accuracy -> GPU Mode
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3245
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- Fast GPU now defaults to 256, removed 128 since it's useless.
- Completely reorganized graphics and CPU settings on both platforms.
Also got rid of Eden's Veil
- Merged some "use ..." settings that weren't really necessary.
- Changed ExtendedDynamicState to be a combo box
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3233
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
The GPU Accuracy level is now divided into Performance, Balanced and Accurate.
1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected).
2. Balanced maintains excellent performance and is safer against bugs and shader corruption.
3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly.
The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Adds fully functional overlay display.
- Enable Overlay Applet via "View" -> "Enable Overlay Display Applet"
- Open the overlay by pressing the home button for over 1s
- Can adjust volume
- Can toggle airplane mode (if on WiFi, maybe if overlay is enabled pretend to be on WiFi?)
- Future TODO(?): Adjust Brightness implementation for host system
- Inputs are properly registered. e.g. if overlay open, application does not register inputs.
You can control volume and airplane mode outside of the emulator window
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3080
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Never in my lifetime will I ever need to revise anisotropy levels; I hope :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3019
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Improves EDS logic and fix some inconsistencies.
Removes a lot of unneeded code.
Adds an option to control the `Vertex Input Dynamic State` extension.
Fixes issues in Pokémon Legends: Z-A on any EDS level.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3042
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Very small code cleanup, also remove `[[unlikely]]` because it doesn't matter + increase latency of audio render when shutting down
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3030
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
FFmpeg:
- builds for FreeBSD, OpenBSD, Solaris
- minsizerel
- Proper system lib linking on MinGW
- removed shared stuff entirely outside of android because their build system SUCKS
OpenSSL:
- macOS universal
- Proper system lib linking on MinGW
SDL2:
- macOS universal
Both are now based on branches/commits rather than tags (since their respective release branches have a ton of new stuff lol)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3003
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Some genius decided to put the entire MainWindow class into main.h and
main.cpp, which is not only horrific practice but also completely
destroys clangd beyond repair. Please, just don't do this.
(this will probably merge conflict to hell and back)
Also, fixes a bunch of issues with Ryujinx save data link:
- Paths with spaces would cause mklink to fail
- Add support for portable directories
- Symlink detection was incorrect sometimes(????)
- Some other stuff I'm forgetting
Furthermore, when selecting "From Eden" and attempting to save in Ryujinx, Ryujinx would destroy the link for... some reason? So to get around this we just copy the Eden data to Ryujinx then treat it like a "From Ryujinx" op
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2929
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* this PR need more work (as it break Eden on Windows+AMD)
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
---
Revert "[vk] Add back VIDS but disable on EDS0 (#2957)"
This reverts commit 1c4dae066b.
Revert "[vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)"
This reverts commit 9406438d51.
Revert "[vk] Clean up Extended Dynamic State code (#2947)"
This reverts commit 612da00d1b.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2970
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
- Removed forced dynamic state 0 logic
- Restore and update the removal of broken states on certain drivers
- Inside 'vk_rasterizer.cpp' make 'UpdateDynamicStates' only check device
capabilities directly instead of relying on user settings.
- Add a 'Force Unsupported Extensions' toggle that:
"Bypasses all driver workarounds and safety checks.
May cause crashes, graphical glitches, or instability.
Only enable for testing purposes."
Cleans up EDS logic and adds new 'Force Unsupported Extensions' toggle,
Fixes vertex explosions in 'Pokemon: Legends ZA' when EDS is set to 0.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2947
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
Basically this just makes functions that go into zero-page or invalid addresses "bounce" back (with a return err of 0) such that it emulates a subroutine returning appropriatedly... this is mainly inspired by [this particular commit](fbb4f5c015); with the key difference of accounting for the scheduler fucking up some random bs.
I don't like this hack but anyways maybe it fixes something?
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2943
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Some weird edge cases of "phantom" profiles that are actually needed
for... reasons I guess
Also, fixed some of the logic w.r.t empty checking, plus added a help
page
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2894
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* save the option on a external file because settings
are loaded AFTER Qt window is created and then
the graphics backend is already applied
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2820
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
This adds an action to the Game List context menu that lets users link
save data from Eden to Ryujinx, or vice versa.
Unfortunately, this isn't so simple to deal with due to the way Ryujinx's saves work. Ryujinx stores its saves in the... config directory... in `bis/user/save`. Unlike Yuzu, however, it doesn't store things by TitleID, instead it's just a bunch of directories from 000...01 to 000...0f and so on. The way it *maps* TitleID to SaveID is via `imkvdb.arc` in `bis/system/save/8000000000000000/0/` and also an identical copy in the `1` directory for... some reason. `imkvdb.arc` is handled by `FlatMapKeyValueStore` in LibHac, which, as the name implies, is a key-value storage system that `imkvdb.arc`, and seemingly `imkvdb.arc` alone, uses. The way this class is written is really weird, almost as if it's designed to accommodate more types of kvdbs... but for now we can safely assume that there aren't gonna be any other `kvdb` implementations added to HorizonNX.
Regardless, the file format is ridiculously simple so I didn't actually need to do a deep dive into C# code... of which I can basically only read Avalonia. A simple `xxd` on the `imkvdb.arc` is all that's needed, and here's everything that matters:
- The `IMKV` magic header (4 bytes)
- 8 bytes that don't really have anything useful to us, except for a size byte (presumably a `u32`) strewn at offset `0x08` from the start of the file, which is useless to us
- Then we start the `IMEN` list. I don't know what the `IM` stands for, but `IMEN` is just, well, an ENtry. Offsets shown are relative to the start of the `IMEN` header.
* 4-byte `IMEN` magic header at 0x0
* 8 bytes of filler data. It contains two `0x40` bytes, but I'm not really sure what they do
* TitleID (u64) at `0xC`, for example `00a0 df10 501f 0001` for Legends: Arceus (the byte order is swapped)
* 0x38 bytes of filler starting at offset 0x14
* SaveID (u64) at `0x4C`, for example `0a00 0000 0000 0000` for my Legends: Arceus save
* 0x38 bytes of filler starting at offset 0x54
Full example for Legends: Arceus:
```
000001b0: 494d 454e 4000 0000 4000 0000 00a0 df10 IMEN@...@.......
000001c0: 501f 0001 0100 0000 0000 0000 0000 0000 P...............
000001d0: 0000 0000 0000 0000 0000 0000 0100 0000 ................
000001e0: 0000 0000 0000 0000 0000 0000 0000 0000 ................
000001f0: 0000 0000 0000 0000 0000 0000 0a00 0000 ................
00000200: 0000 0000 0000 0000 0000 0000 0000 0000 ................
00000210: 0000 0000 0100 0000 0000 0000 0000 0000 ................
00000220: 0000 0000 0000 0000 0000 0000 0000 0000 ................
00000230: 0000 0000 0000 0000 0000 0000 494d 454e ............IMEN
```
Ultimately, the size of the `IMEN` sits at 0x8C or 140 bytes. With this knowledge reading all the TitleID -> SaveID pairs is basically free, and outside of validation and stuff is like 15 lines of relevant code. Some interesting caveats, though:
- There are two entries for some TitleIDs for... some reason? Ignoring the second one seems to work though.
- Within each save directory, there are directories `0` and `1`... and only `0` ever seems used??? It's where Ryujinx points you to for save, so I just chose to use that.
Once everything is parsed, the rest of the implementation is extremely trivial:
- When the user requests a Ryujinx link, match the current program_id to the corresponding SaveID in `imkvdb`
- If it doesn't exist, just error out (save data is probably nonexistent)
- If it does though, give the user the option to use Eden's current save data OR Ryujinx's current save data.
Old save data is deleted depending on which one you chose.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2815
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Shows what profile UUIDs are actually good so the user knows which one
to copy their saves to.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2850
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This update restores the in emu compatibility list to Eden. I’ve moved it in-tree since it’s only a few kilobytes in size. If you’d prefer it to be hosted in a separate repository, let me know or feel free to move it yourself.
The compatibility list currently includes only a limited selection of games, so contributions are welcome and encouraged.
Authored-by: Bix <bix@bixed.xyz>
Signed-off-by: Bix <bix@bixed.xyz>
Co-authored-by: the great timothy IV <bix@X1Carbon.home>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2784
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Bix <bix@bixed.xyz>
Co-committed-by: Bix <bix@bixed.xyz>
Commit `a079a93645a7219ada1bef84f476eb8269614f5b` inexplicably replaced
the httplib implementation of discord_impl.cpp with an inferior
Qt::Network version. This causes a lot of issues especially w.r.t CA
certs which are handled differently with bundled OpenSSL. Thus, this
just adds back the httplib implementation and makes discord RPC work
again.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2825
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Still had the issues with libusb, but that should get solved with the other PRs anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2805
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
updates CPMUtil to
[`8f9b39fc98`](8f9b39fc98)
Makes the tooling/docs better and enforces usage of tar.gz everywhere as
opposed to zips
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2790
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Linguist strongly dislikes lookup tables of this sort due to the fact
that it looks for tr(), qsTr(), etc. when determining what strings need
translations. However, it does provide QT_TR_NOOP which marks the
string for translation *without* running the translation, which is designed
to allow for static or constexpr lookup tables. So let's use that.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2773
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
The debug toggle and the CPU accuracy options are mutually exclusive, if debug toggle on => cpu accuracy is ignored, if debug toggle off => cpu accuracy is used. So just add it to cpu accuracy and avoid the extra hassle.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2640
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
When installled the frozen package exports `frozen::frozen-headers`, not
`frozen::frozen` target.
Signed-off-by: Marcin Serwin <marcin@serwin.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2758
Co-authored-by: Marcin Serwin <marcin@serwin.dev>
Co-committed-by: Marcin Serwin <marcin@serwin.dev>
This adds a "Data Manager" dialog to the Tools menu. The Data Manager allows for the following operations:
- Open w/ system file manager
- Clear
- Export
- Import
On any of the following directories:
- Save (w/ profile selector)
- UserNAND
- SysNAND
- Mods
- Shaders
TODO for the future:
- "Cleanup" for each directory
- TitleID -> Game name--let users clean data for a specific game if applicable
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2700
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>