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This doesn't compile because of Input.cs, didn't know what to do. Also search for Merge TODO for some commenting things that probably need to be deleted
# Conflicts:
# BizHawk.Client.EmuHawk/BizHawk.Client.EmuHawk.csproj
# BizHawk.Client.EmuHawk/CustomControls/InputRoll.Drawing.cs
# BizHawk.Client.EmuHawk/CustomControls/InputRoll/InputRoll.cs
# BizHawk.Client.EmuHawk/Program.cs
# BizHawk.Client.EmuHawk/tools/Lua/LuaConsole.cs
# BizHawk.Client.EmuHawk/tools/TAStudio/TAStudio.cs
# BizHawk.Client.EmuHawk/tools/ToolHelpers.cs
# BizHawk.Client.EmuHawk/tools/ToolManager.cs
# BizHawk.Client.EmuHawk/tools/TraceLogger.Designer.cs
# BizHawk.Client.EmuHawk/tools/TraceLogger.cs
# BizHawk.Client.EmuHawk/tools/Watch/RamSearch.Designer.cs
# BizHawk.Client.EmuHawk/tools/Watch/RamSearch.cs
# BizHawk.Common/BizInvoke/DynamicLibraryImportResolver.cs
Copy file name to clipboardExpand all lines: Assets/gamedb/gamedb_n64.txt
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@@ -555,8 +555,8 @@ A5359E35839B40C414EAE498CA633B28176629AA G Olympic Hockey 98 (Japan) N64 Glide_
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7592F4C16B8E040539B5DCC201FAB2965A5E8C8D G Onegai Monsters (Japan) N64
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133F17162B2734286F9E94F64ACB1538B11506B2 G Operation WinBack (Europe) (En,Fr,De,Es,It) N64
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B8F29E8EFCF51EE9A6A16E2A1E60442B4F304950 G Pachinko 365 Nichi (Japan) N64
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2111D39265A317414D359E35A7D971C4DFA5F9E1 G Paper Mario (Europe) (En,Fr,De,Es) N64 Glide_enable_hacks_for_game=15;Glide_fb_hires_buf_clear=false;Glide_fb_optimize_texrect=false;Glide_swapmode=2;Glide_fb_smart=true;Glide_fb_read_alpha=true;Glide64mk2_enable_hacks_for_game=20;Glide64mk2_hires_buf_clear=false;Glide64mk2_optimize_texrect=false;Glide64mk2_filtering=1;Glide64mk2_swapmode=2;Glide64mk2_fb_smart=true;Glide64mk2_fb_read_alpha=true;Jabo_Clear_Frame=1;GLideN64_CopyColorToRDRAM=2
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-
3837F44CDA784B466C9A2D99DF70D77C322B97A0 G Paper Mario (USA) N64 RiceFrameBufferOption=3;RiceRenderToTextureOption=3;RiceScreenUpdateSettingHack=4;Glide_enable_hacks_for_game=15;Glide_fb_hires_buf_clear=false;Glide_fb_optimize_texrect=false;Glide_swapmode=2;Glide_fb_smart=true;Glide_fb_read_alpha=true;Glide64mk2_enable_hacks_for_game=20;Glide64mk2_hires_buf_clear=false;Glide64mk2_optimize_texrect=false;Glide64mk2_filtering=1;Glide64mk2_swapmode=2;Glide64mk2_fb_smart=true;Glide64mk2_fb_read_alpha=true;Jabo_Clear_Frame=1;GLideN64_CopyColorToRDRAM=2
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2111D39265A317414D359E35A7D971C4DFA5F9E1 G Paper Mario (Europe) (En,Fr,De,Es) N64 Glide_enable_hacks_for_game=15;Glide_fb_hires_buf_clear=false;Glide_fb_optimize_texrect=false;Glide_swapmode=2;Glide_fb_smart=true;Glide_fb_read_alpha=true;Glide64mk2_enable_hacks_for_game=20;Glide64mk2_hires_buf_clear=false;Glide64mk2_optimize_texrect=false;Glide64mk2_filtering=1;Glide64mk2_swapmode=2;Glide64mk2_fb_smart=true;Glide64mk2_fb_read_alpha=true;Jabo_Clear_Frame=1;GLideN64_CopyColorToRDRAM=1
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3837F44CDA784B466C9A2D99DF70D77C322B97A0 G Paper Mario (USA) N64 RiceFrameBufferOption=3;RiceRenderToTextureOption=3;RiceScreenUpdateSettingHack=4;Glide_enable_hacks_for_game=15;Glide_fb_hires_buf_clear=false;Glide_fb_optimize_texrect=false;Glide_swapmode=2;Glide_fb_smart=true;Glide_fb_read_alpha=true;Glide64mk2_enable_hacks_for_game=20;Glide64mk2_hires_buf_clear=false;Glide64mk2_optimize_texrect=false;Glide64mk2_filtering=1;Glide64mk2_swapmode=2;Glide64mk2_fb_smart=true;Glide64mk2_fb_read_alpha=true;Jabo_Clear_Frame=1;GLideN64_CopyColorToRDRAM=1
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7DB4808042B9651B47592E814AC4C125B51D4D2F G Paperboy (Europe) N64
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B043C47B9758FA6BB289CA7DBA2068BDA6CAFA3A G Paperboy (USA) N64
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9887A0E4BFE3C5E85E31638853574069F6C41CD3 G Parlor! Pro 64 - Pachinko Jikki Simulation Game (Japan) N64 Glide_force_microcheck=true;Glide64mk2_force_microcheck=true;Glide64mk2_filtering=1
recentlist.Remove(newFile);// intentionally keeps iterating after this to remove duplicate instances, though those should never exist in the first place
// only try mounting a file if a filename was given
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if(!string.IsNullOrEmpty(path))
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{
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// lets not use this unless we need to
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// file.NonArchiveExtensions = romExtensions;
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// MAME uses these extensions for arcade ROMs, but also accepts all sorts of variations of archives, folders, and files. if we let archive loader handle this, it won't know where to stop, since it'd require MAME's ROM database (which contains ROM names and blob hashes) to look things up, and even then it might be confused by archive/folder structure
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// so assume the user provides the proper ROM directly, and handle possible errors later
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