I'm not sure this is the correct fix, but it looks like OSREPORT output
is Shift-JIS, so we need to convert it to UTF-8. Most characters work
fine without and with this conversion, but Japanese text completely
fails and results in outputting invalid UTF-8 (which gets shown as �).
When 5.0-211 updated wxWidgets to 3.1.0, some entries in the
wxLanguage enum were moved and added, changing the wxLanguage
values. Because we save Dolphin's interface language to disk
as a wxLanguage, the language you have set will mean something
different depending on whether you have the updated wx version
or not. For instance, setting the language to English with the
updated version and then using an older version will make
Dolphin use Dutch. Because we can't rely on the enum anymore,
I'm replacing the "Language" setting with a "LanguageCode"
setting that uses standard ISO 639 codes.
The gather pipe optimization postpones checking the FIFO until the end
of the current block (or 32 bytes have been written). This is usually
safe, but is not correct across EIEIO instructions.
This is inferred from a block in NBA2K11 which synchronizes the FIFO
by writing a byte to it, executing eieio, and checking if PI_FIFO_WPTR
has changed. This is not currently an issue, but will become an issue
if the gather pipe optimization is applied to more stores.
Add the CCodeWindow to the constructor of the memoryWindow so it can call the notify update of the breakpoint list.
Add the case of breakpoint update when receiving an event (the update command was issued, but wasn't managed before).
Run clang format and renamed the code window names.
It turns out that last fix was only partial, and it didn't fix the
issue completely as paths were fixed, but staged changes were not
in the list. This should fix it for real, this time. Sorry about that…
(git diff needs --cached to include staged changes, unlike git status.)
Let's stop pretending that we support Triforce emulation.
Keeping this code around just in case someone will make
major improvements in the future isn't really worth it.
I'm keeping the Triforce game INIs so users will know that
the compatibility rating for Triforce games is 1 star (broken).
Rewrite GetXInputGUIDS to use SetupAPI instead of WMI Queries. When
using a language pack where the system language and user/program
language differ, Windows starts taking a VERY long time (10+ seconds)
to complete Queries for Win32_PNPEntity objects (it's probably
translating every single string since it transfers every single one
from the WMI server into memory in the program).
Fixes Issue 9744.
OSD messages other than these one and a half aren't translated,
and OSD only supports ASCII. (Also, that "Wiimote %i %s" uses %s
like it does is bad for translation, but that's easy to fix.)
These operations should always take the same amount of time,
not the same amount of ticks. The number of ticks per second
is different for GameCube and Wii.
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.
This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.