* Update README dumping requirements and instructions
Include the option of using a USB storage device for dumping game files in the README.
* Add note to hard drive dumping instructions
Clarify that the instructions for dumping game files directly from the Xbox 360 hard drive differ from those for using a USB storage device by adding a note to the hard drive dumping guide.
* Add dumping guide for USB storage devices
Add a comprehensive guide for dumping the game using a USB storage device instead of a Hard Drive Transfer Cable.
* Apply suggestions from the review
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
* Implement additional suggestions from the review
- Rename the file to ```DUMPING-USB-en.md```.
- Add Xbox 360 E to the note about incompatible consoles.
- Move the note under the Pre-requisites section.
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Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
* Experimenting Button Label
Experimenting a way to add a hint for Button Labels. It should attempt to fix the Nintendo Layout issue when using a Nintendo Switch controller
* Create c-cpp.yml
* Create cmake-multi-platform.yml
* Create apply-patch.yml
* removing the workflows
* added experimental Steam Virtual Gamepad support
* restoring notes for Button Labels.
* Initial Gamepad Hotplug Logic improvements
This changes the way how a Controller will be prioritized. By default: it'll always prioritize based on Player 1. It should play nicely with Steam Deck's internal inputs when Steam Input is active
* Lightbar detection when using multiple PlayStation controllers at the same time.
An attempt to remedy the Lightbar activation. While Player 2/3/4 will override the in-game lightbar event upon connection: it'll later revert back to the in-game event.
* Attempt to reduce Input leaking
To avoid "the Controller is leaking" situation, there's now a Gamepad stat management that should reset Controller state based on connected controller.
* Lightbar active fix when gamepad plugged first prior to game launch
Another attempt to fix the lightbar by redoing the controller state mangement. For some reason: the Lightbar gets disabled when a controller is already plugged prior to game launch. It reverts back to normal until the next game event.
* Revert "restoring notes for Button Labels."
This reverts commit ef4e37cb41.
* Reapply "restoring notes for Button Labels."
This reverts commit f3ddd80024.
* Moving all Gamepad Hotplug changes to separate branch
To ensure all Hotplug-related changes don't accidentally get leftover: this commit will revert all the back back to the accidental removal of Button Label's note.
* added SDL's GameController naming convention as Fallback
If EInputDeviceExplicit doesn't recognize a specific Controller Type or Device: it'll fallback to SDL's naming conventions. This helps troubleshooting Controller-related issues when using the debug console.
* Official device naming scheme for EInputDeviceExplicit
Changes some of EInputDeviceExplicit's names to match the device's official name (such as Nintendo Switch Pro Controller, Xbox Wireless Controller, Amazon Luna Controller, etc.)
* spacing formatting fix
* remove "SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS" hint
since #1045 will include it: we're gonna get rid of it on this code section to avoid conflicts.
* moved EInputDevice Unknown class to the top priority
* Replacing EInputDeviceExplicit with SDL_GameControllerName
Based on @hyperbx's suggestions: It'll look for SDL's Controller Name as opposed to EInputDevice's naming scheme.
* remove hid::GetInputDeviceName() from hid.ccp
Now that SDL_GameControllerName handles Controller naming conventions, the hid.ccp portion of GetInputDeviceName is no longer needed.
* Fix indentation
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Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
* Experimenting Button Label
Experimenting a way to add a hint for Button Labels. It should attempt to fix the Nintendo Layout issue when using a Nintendo Switch controller
* added description for Button Labels
* slightly reworded the description
* spaced out the initiation hints
* Add CLI installation check option.
* Show the console for Windows Release builds.
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Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
* Fix DLC info message always being displayed
* Use uint32_t for version numbers
* Make AchievementManager follow the same naming convention as PersistentStorageManager
* persistent_data: remove header size field
* Make status success by default or on file not existing
* Japanese localization: Fix some typos and grammatical errors
* Fixed errors described in PR #940 review
* Revert camera movement description in Japanese
* put \u200B
* Update locale.cpp
Changed Japanese installer introduction text.
* Moved line break location and changed "北米" to US
* Reverting US to 北米 and capitalizing the game name
* hook different part of the code to affect Eggmanland too
* Update UnleashedRecomp/patches/misc_patches.cpp
Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
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Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
* Explicitly set working directory to executable directory on boot
* change to GetModuleFileNameW instead
* switch to pre-existing implementations of getting the executable path
* add argument to use current working directory
* use error code variant of current_path
* Fix slider fastIncrement conditions
* Change options menu sliders' fastIncrement logic to use a persistent holdTime variable, rather than the current frame's deltaTime
* Clamp deltaTime to a max value of 1/15f
* Compile fix
* Spacing fix
* Initial work for GPU upload heap & UMA.
* Finish D3D12 Support.
* Rework the logic for the GPU Upload Heap fallback.
* Only enable UMA on Vulkan on integrated GPUs.
* Fix D3D12 fallback condition.
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Co-authored-by: Dario <dariosamo@gmail.com>