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<title>dolphin/Externals/Bochs_disasm, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>remove win32/mixed project configurations.</title>
<updated>2015-03-14T21:07:21+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2015-03-14T21:07:21+00:00</published>
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<id>25064fd8f44d72a0f8bcaf8ecc317fb0bb0feeb6</id>
<content type='text'>
remove win32 configs from all the externals, so it shouldn't happen again by accident.
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remove win32 configs from all the externals, so it shouldn't happen again by accident.
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</entry>
<entry>
<title>Add immediate tests for WriteNormalOp</title>
<updated>2014-09-13T23:39:34+00:00</updated>
<author>
<name>Fiora</name>
<email>fioraaeterna@gmail.com</email>
</author>
<published>2014-09-13T23:39:34+00:00</published>
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<id>1bd8d1ee98631accc2b3e87d77c033f1fdf090b5</id>
<content type='text'>
also fix a bug in Bochs that was preventing adc from passing.
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also fix a bug in Bochs that was preventing adc from passing.
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</entry>
<entry>
<title>msvc: disable compiler warnings when building all Externals (cl /W0), except for wxWidgets, where all warnings are fixed.</title>
<updated>2014-08-20T05:33:42+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2014-08-20T03:12:14+00:00</published>
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<content type='text'>
Note warnings may still be generated by code in Externals if it is included into warning-enabled code (this is the case for libusb).
Also, quiet an intellisense warning in wxWidgets caused by using __w64 for an inapplicable type.
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Note warnings may still be generated by code in Externals if it is included into warning-enabled code (this is the case for libusb).
Also, quiet an intellisense warning in wxWidgets caused by using __w64 for an inapplicable type.
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</entry>
<entry>
<title>Externals: update Bochs to newer version</title>
<updated>2014-08-15T07:44:37+00:00</updated>
<author>
<name>Fiora</name>
<email>fioraaeterna@gmail.com</email>
</author>
<published>2014-08-15T07:43:46+00:00</published>
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<id>290643ad258fb82a3ce3e4c1285673386020dbbc</id>
<content type='text'>
Should resolve the disassembler not handling all the opcodes Dolphin generates.
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Should resolve the disassembler not handling all the opcodes Dolphin generates.
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</entry>
<entry>
<title>Common: Introduce the new Gekko disassembler to Common.</title>
<updated>2014-08-04T04:45:07+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-07-18T01:33:51+00:00</published>
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<content type='text'>
This moves the Gekko disassembler to Common where it should be. Having it in the Bochs disassembly Externals is incorrect.

Unlike the PowerPC disassembler prior however, this one is updated to have an API that is more fitting for C++. e.g. Not needing to specify a string buffer and size. It does all of this under the hood.

This modifies all the DebuggingInterfaces as necessary to handle this.
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This moves the Gekko disassembler to Common where it should be. Having it in the Bochs disassembly Externals is incorrect.

Unlike the PowerPC disassembler prior however, this one is updated to have an API that is more fitting for C++. e.g. Not needing to specify a string buffer and size. It does all of this under the hood.

This modifies all the DebuggingInterfaces as necessary to handle this.
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</entry>
<entry>
<title>Fix a typo in a function prototype in PowerPCDisasm.h</title>
<updated>2014-06-04T16:12:28+00:00</updated>
<author>
<name>lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-06-04T16:12:24+00:00</published>
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<id>efdcfe404fcde6d479e8e7f347e22a53c41f3930</id>
<content type='text'>
Should be GetGPRName not GetGRPName.

Removed an unnecessary extern declaration of GetGRPName in RegisterWindow.cpp.

Also added GetFPRName to the PowerPCDisasm header for consistency.
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Should be GetGPRName not GetGRPName.

Removed an unnecessary extern declaration of GetGRPName in RegisterWindow.cpp.

Also added GetFPRName to the PowerPCDisasm header for consistency.
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</entry>
<entry>
<title>Convert all vcxproj files to UNIX line endings</title>
<updated>2013-12-31T19:03:18+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2013-12-07T20:12:02+00:00</published>
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<entry>
<title>Update to VS2013 and a slew of build-related updates. Notes:</title>
<updated>2013-10-27T00:55:38+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2013-10-19T09:27:57+00:00</published>
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<content type='text'>
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
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* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
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</entry>
<entry>
<title>Make Bochs_disasm not depend on Common.</title>
<updated>2013-09-12T17:26:59+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2013-09-12T17:26:20+00:00</published>
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<entry>
<title>Remove scons-related files</title>
<updated>2012-03-25T19:55:02+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2012-03-25T19:55:02+00:00</published>
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