Jesse
Jesse
An infinite loop was observed when attaching a (physical) custom device with an FTDI USB UART IC. The following snippet is the offending code: ```cpp size_t UHCIController::poll_transfer_queue(QueueHead& transfer_queue) { Transfer*...
Going to open this here so everyone can see. So far, the file formats that we have reversed are as follows: `.anm` (partial) [ANiMation] `.tex` [TEXture] `.tbn2` [Exported from KONAMI's...
This one's probably just more of a personal preference, but I'd like to garner some opinion of others. I've done a bit of experimenting with `premake5`, which is similar to...
I'm going to open this issue now so everyone that's watching the repo, e.g @piratesephiroth @belek666 can discuss how we might overcome the hard-coded in game logic. Things such as...
Considering the issue that has been raised in #136, I propose that we control what version of the libraries we have by either including them as submodules, or the source...
This is more for my own sanity and the sanity of others. I've hit 3-4 bugs in GCC (though I've only outlined 2) that people may encounter. @z33ky You can...
Because some OGL objects _need_ a context before they are initialised, I think it's best if we provide a default constructor so functions such as `Load( )` (for example, a...
So I was trying to load a few textures to try and bind onto a quad, when I noticed I was getting strange reads from `sh3_texture`. As it turns out,...
glfw looks a little bit friendlier and less bloated imho, I also like the idea of having callbacks instead of having to dispatch events ala SDL. Apart from this and...
We're nowhere even near the time fix these, but just for reference, [this list](http://pcgamingwiki.com/wiki/Silent_Hill_3) is what we should aim to fix when we're ready to actually implement game stuff. EDIT:...