In various menu options letter cases were not consistent. This was also
the case within various debugging widgets. This attempts to make letter
cases consistent, but it is of course a matter of opinion which way is the
correct one.
Setting an object name for GPUCommandStreamWidget allows for saving the
graphics debugger's state (if it's show, position, etc). This state is
then restored when restarting the application.
Stubbed CreateMemoryBlock
Using Berkeley sockets, and Winsock2.2 on Windows.
So far ftpony creates the socket and accepts incoming connections
SOC_U: Renamed functions to maintain consistency
Also prevents possible scope errors / conflicts with the actual Berkeley socket functions
SOCU: Close all the opened sockets when cleaning up SOCU
It's not really known how this actually works. Some testing has shown that this probably performs no filtering, and common usage in games suggests it's not actually resizing the image at all.
However, this patch does seem to fix some homebrew showing quasi-duplicated images while still keeping other applications in a working state.
They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively.
Also redirect some APT_A functions to their APT_U equivalents.
Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module.
Implemented formatting the savegame.
Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
Replace the loop-based texture address swizzling code by a bit-twiddling
implementation, providing a very small speed up. Also simplify
addressing code.
Use a new buffer management scheme in the clipper that allows using a
bounded minimal amount of buffer space. Even though it copies more data
it is still slightly faster likely due to using less cache.