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[Patch]Fps display during playback and hexing
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[Patch]Fps display during playback and hexing
03-16-2011, 03:11 PM (This post was last modified: 03-17-2011, 08:57 AM by bzb95.)
#1
bzb95 Offline
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I changed the frame display to number of polls to make it like mupen and make hexing of the dtms easy. Then i changed what was previously frames to VI so we could still use them to time the run. I also had to changed g_FrameCounter to 32 bit otherwise it breaks the display of fps during movie playback.


Edit:updated patch due to forgetting to apply this to wii games aswell.


Attached Files
.patch   Fps_hex_gc_wii.patch (Size: 3.84 KB / Downloads: 192)
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03-17-2011, 02:56 AM
#2
Jack Frost Offline
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I just looked at the patch, and I'm not sure if you missed a few brackets in SI_DeviceGCController.cpp.
The if's around the InputUpdate lines are not surrounded by brackets, and thus might not do as you expect/intend.
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03-17-2011, 07:16 AM
#3
bzb95 Offline
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they do as expected as far as i can tell. In dev c++ if you use a , instead of a ; it continues the if statement and as far as i can tell that also applies for visual studios.
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03-17-2011, 08:42 PM
#4
skid Offline
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I have committed this patch to r7367.
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03-18-2011, 03:16 AM
#5
Jack Frost Offline
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Oh, guess I missed that. Please don't do it again Smile
It may be a valid way of separating stuff, but its not as obvious as the good old pair of brackets.
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03-18-2011, 07:34 AM (This post was last modified: 03-19-2011, 02:11 PM by bzb95.)
#6
bzb95 Offline
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ok jack ill be sure to use brackets in the future. Also since i was way lazier then i should have been in the testing of my patch can someone please throw this one in when they get a chance? It makes the frame counter reset properly after loading a save.

Edit:Applied in rev 7376


Attached Files
.patch   patch2.patch (Size: 2.11 KB / Downloads: 198)
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