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<title>dolphin/Source/Core/DolphinWX/Debugger, branch release-prep-2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Remove DolphinWX</title>
<updated>2018-06-26T18:50:39+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2018-04-28T10:50:47+00:00</published>
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<id>44b22c90df9c05d18a34667dc41e8d05af24683f</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>PowerPC: Add functions to read/write the full timebase value</title>
<updated>2018-06-19T17:26:08+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-06-19T17:06:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=562d2a700bd4b930f7f64702e4b2c8d56e9fe9bf'/>
<id>562d2a700bd4b930f7f64702e4b2c8d56e9fe9bf</id>
<content type='text'>
Allows us to get rid of a silly pointer cast and deduplicate some code
from the front-end when it comes to reading the value.
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<pre>
Allows us to get rid of a silly pointer cast and deduplicate some code
from the front-end when it comes to reading the value.
</pre>
</div>
</content>
</entry>
<entry>
<title>Gekko: Centralize bitmasking of the FPSCR within UReg_FPSCR</title>
<updated>2018-06-12T18:15:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-06-12T17:22:49+00:00</published>
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<id>0049ef3a2a879d785872b02c87ef8fc740974a63</id>
<content type='text'>
Rather than introduce this handling in every system instruction that modifies
the FPSCR directly, we can instead just handle it within the data structure
instead, which avoids duplicating mask handling across instructions.

This also allows handling proper masking from the debugger register
windows themselves without duplicating masking behavior there either.
</content>
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<pre>
Rather than introduce this handling in every system instruction that modifies
the FPSCR directly, we can instead just handle it within the data structure
instead, which avoids duplicating mask handling across instructions.

This also allows handling proper masking from the debugger register
windows themselves without duplicating masking behavior there either.
</pre>
</div>
</content>
</entry>
<entry>
<title>SymbolDB: Namespace code under the Common namespace</title>
<updated>2018-05-27T22:01:40+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-27T21:37:52+00:00</published>
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<id>f4ec41992988519b0c09db2f6e3f1c79982022ef</id>
<content type='text'>
Moves more common code into the Common namespace where it belongs.
</content>
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<pre>
Moves more common code into the Common namespace where it belongs.
</pre>
</div>
</content>
</entry>
<entry>
<title>SymbolDB: Normalize variable names</title>
<updated>2018-05-27T21:23:10+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-27T21:15:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e9b9797a86b08139d2dfdd7c5b3b0cbd8be091e1'/>
<id>e9b9797a86b08139d2dfdd7c5b3b0cbd8be091e1</id>
<content type='text'>
Normalizes variable naming so that it adheres to our coding style

While we're at it do minor cleanup relating to modified lines
</content>
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<pre>
Normalizes variable naming so that it adheres to our coding style

While we're at it do minor cleanup relating to modified lines
</pre>
</div>
</content>
</entry>
<entry>
<title>Common: Namespace GekkoDisassembler.cpp/.h</title>
<updated>2018-05-25T20:55:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-25T20:29:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b60ad2425d05dc5134de76d0848a5079ad197500'/>
<id>b60ad2425d05dc5134de76d0848a5079ad197500</id>
<content type='text'>
Moves more common code into the Common namespace where it belongs
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Moves more common code into the Common namespace where it belongs
</pre>
</div>
</content>
</entry>
<entry>
<title>DebugInterface: MemoryPatches methods added</title>
<updated>2018-05-22T06:31:31+00:00</updated>
<author>
<name>Sepalani</name>
<email>sepalani@hotmail.fr</email>
</author>
<published>2018-05-21T14:46:03+00:00</published>
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<id>8fa898fe9a6ac5a090320613957ed5d511d05a28</id>
<content type='text'>
CodeView: Restore instruction added
</content>
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<pre>
CodeView: Restore instruction added
</pre>
</div>
</content>
</entry>
<entry>
<title>PPCAnalyst: Make CodeBuffer an alias for std::vector&lt;CodeOp&gt;</title>
<updated>2018-05-18T21:19:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-18T20:14:31+00:00</published>
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<id>3a8a67025e56713a35b62c9e9dfdffedc7bfadf0</id>
<content type='text'>
This class effectively acted as a "discount vector", that would simply
allocate memory and then delete it in the destructor when it goes out of
scope.

We can just use a std::vector directly to reduce this boilerplate.
</content>
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<pre>
This class effectively acted as a "discount vector", that would simply
allocate memory and then delete it in the destructor when it goes out of
scope.

We can just use a std::vector directly to reduce this boilerplate.
</pre>
</div>
</content>
</entry>
<entry>
<title>PowerPC: Move MMU-specifics from PowerPC.h to MMU.h</title>
<updated>2018-05-17T23:18:55+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-17T21:09:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b9aad3310eea3458e8ebd5f9ccd63b2133637231'/>
<id>b9aad3310eea3458e8ebd5f9ccd63b2133637231</id>
<content type='text'>
PowerPC.h at this point is pretty much a general glob of stuff, and it's
unfortunate, since it means pulling in a lot of unrelated header
dependencies and a bunch of other things that don't need to be seen by
things that just want to read memory.

Breaking this out into its own header keeps all the MMU-related stuff
together and also limits the amount of header dependencies being
included (the primary motivation for this being the former reason).
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
PowerPC.h at this point is pretty much a general glob of stuff, and it's
unfortunate, since it means pulling in a lot of unrelated header
dependencies and a bunch of other things that don't need to be seen by
things that just want to read memory.

Breaking this out into its own header keeps all the MMU-related stuff
together and also limits the amount of header dependencies being
included (the primary motivation for this being the former reason).
</pre>
</div>
</content>
</entry>
<entry>
<title>PowerPC: Make the PowerPCState's fpscr member variable a UReg_FPSCR instance</title>
<updated>2018-05-06T22:46:52+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-06T22:22:19+00:00</published>
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<id>cb5926c1ca884fb9fb1256ee0bf735e1dfe88e72</id>
<content type='text'>
Gets rid of the need to cast the actual member to access information without bit shifts and masking.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Gets rid of the need to cast the actual member to access information without bit shifts and masking.
</pre>
</div>
</content>
</entry>
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