MAME-based per-pixel-accurate render plugin for the N64 video interface.

To install:
    1.  `bin/mylittle-nocomment.dll` goes in $emulator/Plugin.
    2.  `bin/rdp_conf.bin` goes in $emulator.

To compile:
    1.  Check the official repository for any source updates.
    2.  For this code base, do not use foreign compilers like GCC/MinGW, as the
        code here was unfortunately optimized in ways determinal to non-
        Microsoft compilers.  Performance would be far worse off.
    3.  Open src/mylittle-nocomment/mylittle-nocomment.sln in Microsoft Visual 
        Studio 2013.
    4.  Make sure to use the Release configuration mode when building.

For more information about the plugin, see src/mylittle-nocomment/CREDITS.txt.

-- updated 2014.03.28 --
    * moved crt/msvcr120.dll to a separate archive
    * added a conditional fix to DirectDraw down-scaling and a warning
    * fixed screen height from 237 pixels to 240 pixels

-- updated 2014.04.12 --
    * updated to provide dxguid and ddraw libraries in case of problems linking
    * rewrote all source code to C (nothing broken but no great speed-up either)
    * DllConfig will now toggle all VI filtering on and off when configuring the
      graphics plugin through an emulator (to substitute RDRAM pixel overlays
      emulation for speed, faster for testing the RDP without VI interference).
    * modularized the VI emulation to its own library, separate from the rest
      of angrylion's code, to organize RDP changes apart from VI changes
    * experimental screen capture option to 16-bit BMP image files
    * macro dynamics for changing the plugin name to something different if the
      plugin was compiled to scale to a 320x240 screen rather than 640x480

-- updated 2014.05.19 --
    * completely rewrote the RDP commands shuffle and execution unit decoders
    * some SIMD vectorization for 64-bit command FIFO buffering with MMX and
      some SSE2 for the triangle spans renderer
    * fixed VI line count regression with non-standard VI configurations
      (Mario no Photopie, Super Smash Bros. credits roll, others...)
    * fixed 32-bit VI frame buffer read endian (Resident Evil 2, Hexen, others)
    * fixed screenshots
    * new features for frame stepping (useful for ripping animations) and a
      bypass for simulating the AI thread priority over the VI (frame skip)
    * optimized render_spans_fill and rectangle/texture commands for some speed
    * experimental (possibly more accurate?):  re-ordered timing of 24-bit DRAM
      address masking to happen constantly during rendering phases
    * removed/replaced almost all of the surviving standard C run-time
      dependency functions in the Microsoft libraries (but not all of them yet)

-- updated 2014.07.03 --
    * rewrote DirectDraw7 code into OpenGL code to fix undefined GPU behavior
      and portability issues and add more flexibility and features
    * added full-screen mode
    * remove surviving CRT dependencies (no more MSVCR120.dll needed)
    * option to auto-resize the window to game's active video frame buffer size
      when said FB resolution changes
    * new config system with plenty of options, such as different screen sizes
    * remembering settings to a new file named `RDP_CONF.BIN'
    * option to choose between system, software blitting through the bus in
      glDrawPixels or hardware-accelerated, bi-linear upscale via textured quad
    * fix DirectDraw's scaled blitting problems by rewriting to OpenGL

-- updated 2014.07.19 --
    * included RPGMaster's GUI with the project
    * fixed raster origin offset when not using GPU-accelerated scaling
    * implemented DllTest feature to log description of chosen pixel format
    * added new message display methods (warnings and status bar texts)
    * added new OpenGL test methods and a SMPTE test bars screen render
    * RDP commands skipping now only skips triangles, not entire command lists
    * will now initialize (and usually work) after switching from other plugins
    * corrected synchronization status flag to not be constant (more speed)
    * now using GL_BGRA_EXT on Win32 instead of RGBA (more speed)
    * no longer constantly re-creating and destroying texture objects (speed)
    * clamped texture end edge coordinates with bi-linear upscale
    * moved initialization of OpenGL to screen/VI update emulation thread loop
