Commit Graph

  • 1b936a4f71 JIT for frsqrte; not really a large difference, but drops it off a profile I'm looking at. magumagu9 2009-07-04 00:48:09 +00:00
  • c52e4d281e Remove instructions which don't actually exist. magumagu9 2009-07-04 00:09:12 +00:00
  • 3c41c4dacf Misc warning fixes. magumagu9 2009-07-03 23:53:20 +00:00
  • 3034a9fcfc Misc warning fixes. magumagu9 2009-07-03 23:14:06 +00:00
  • fc604ba2d1 fix for r3667 LPFaint99 2009-07-03 22:51:21 +00:00
  • 4c86d218c1 Add Taiwan to the Country Codes, move all country code switches to one function, add unk country flag and taiwan country flag LPFaint99 2009-07-03 22:34:51 +00:00
  • 15e4eed7fa fix real wiimote on windows...don't really know if it was working on other platforms...yes, sorta ugly Shawn Hoffman 2009-07-03 22:10:16 +00:00
  • 37332216ef Cache pointer to dsp plugin. turns out the lookup is pretty expensive, looking at TD's oprofile run... this'll maybe give you a frame or two. hrydgard 2009-07-03 18:47:55 +00:00
  • 90a2096a24 Assorted cleanup, perf counter logging, and minor fixes that have been accumulating on my hdd :p hrydgard 2009-07-03 18:33:28 +00:00
  • 7ec0a3a5e8 fix crash bug when saving some wiimote config hrydgard 2009-07-03 18:26:57 +00:00
  • 936225eee4 Fix a nasty dualcore hang in EFB read (see r3658 comment...) Also fix an issue reported by baby.lueshi (issue 1074) in nJoy related to half press button being always pressed when unset. sl1nk3.s 2009-07-03 15:35:31 +00:00
  • 06b65ea425 Uber-fast stop (thanks to smart memory card flushing) and various savestate changes. XTra.KrazzY 2009-07-03 12:22:32 +00:00
  • 3ddbb094ab 1. Savestates should now be super-stable (but you have to save AND load) 2. AccessEFB will probably not hang (tell me if it does) 3. Stopping should be a little bit faster XTra.KrazzY 2009-07-03 10:00:09 +00:00
  • 7e8a2fc136 remove MusicMod Shawn Hoffman 2009-07-03 03:26:23 +00:00
  • 518d3854ba add wxw modalness to both njoys and fix a bug where calling DllConfig from different parent HWNDs would stop the config dialog from appearing. Shawn Hoffman 2009-07-03 03:01:58 +00:00
  • 1cb3fe7521 Map middle mouse button to shake, to make Galaxy a bit more playable without my wiimote (too lazy to fetch it :p) also fix build. hrydgard 2009-07-02 23:36:15 +00:00
  • 50ccffd0a6 OpenGL: Fix flickery crap graphics in Mario Galaxy. Was an uninitialized variable in the shader. hrydgard 2009-07-02 23:16:30 +00:00
  • c97dc8df52 remove audiocommon include from DSPCore hrydgard 2009-07-02 22:15:19 +00:00
  • ac9510187c LLE Recommit some clean up from previous commits nakeee 2009-07-02 21:20:47 +00:00
  • 20db80bf6d MSDN says that wParam should be masked ... maybe will fix a user reported problem of the screensaver starting hrydgard 2009-07-02 21:17:36 +00:00
  • bad9880692 GL: should probably rebind the efb FBO after the z peek.. hrydgard 2009-07-02 20:06:39 +00:00
  • 99a33ccba9 apply the new wxw method to dsp hle, wiimote, and padsimple. wiimote config now loads way faster :) Shawn Hoffman 2009-07-02 19:00:27 +00:00
  • 12efada734 build fix for dx plugin Shawn Hoffman 2009-07-02 17:45:09 +00:00
  • 7076c36988 re-enable the ogl "debugger" (doesn't do much - and i don't have any plans for it - just wanted to dump shaders easily). ogl config and debugger GUIs are handled much more nicely now. same with dsp lle Shawn Hoffman 2009-07-02 17:11:27 +00:00
  • 3b4f534abd Small gl possible crash fix (from cnu) nakeee 2009-07-02 11:25:43 +00:00
  • 7a05aafe39 EFB Access now works from both Dual Core and Single Core modes. Thread-safe. XTra.KrazzY 2009-07-02 10:16:06 +00:00
  • ae2a5b8587 Fix PeekZ when not using native resolution sl1nk3.s 2009-07-02 01:49:28 +00:00
  • b69d218a82 fix GXPeekZ when using aa Shawn Hoffman 2009-07-01 23:57:20 +00:00
  • 16bf555f7b dsp lle: add default names for pdlabels[], so you don't get "(null)" with the disassembler Shawn Hoffman 2009-07-01 22:49:32 +00:00
  • ee86f4cd29 Temporary, somewhat hacky solution to the 0x21 hangs in the zelda ucode. XTra.KrazzY 2009-07-01 22:47:19 +00:00
  • 599c9fd15c revert r3521 - r3523 Shawn Hoffman 2009-07-01 22:47:01 +00:00
  • 54eea4d1a8 DSPHLE: fix uninitialized variable, delete obsolete junk (didn't I already do this? :P) hrydgard 2009-07-01 22:36:59 +00:00
  • 0008d5ef77 DSPHLE: Preserve fractional sample position between voice render calls. sounds slightly, slightly cleaner :P hrydgard 2009-07-01 22:26:01 +00:00
  • f6af7794cd transfer comments from dsp rom disasm to shiny new disasm Shawn Hoffman 2009-07-01 20:55:45 +00:00
  • 5ca6d2761e DSPHLE: Early implementation of volume. I'm sure there's something missing but this makes the Zelda games sound a lot better, except WW which loses a lot of audio on the title screen and link's noises are too soft. hrydgard 2009-07-01 20:55:43 +00:00
  • de83d1cda4 Zelda UCode: Found volume and sound type(streaming, sfx) in PBs. Tried to implement volume but the floating point games got on my nerves. XTra.KrazzY 2009-07-01 19:58:10 +00:00
  • 0905dbc833 in gcc enum is not a namespace nakeee 2009-07-01 19:41:19 +00:00
  • 2fc917dd79 don't return stencil bits in the response for PEEK_Z. compensate for ogl's upside-down coords... Shawn Hoffman 2009-07-01 19:29:35 +00:00
  • c3547effe6 bit of zelda ucode re hrydgard 2009-07-01 19:14:24 +00:00
  • 7d7e2ec8a8 Added the Zelda UCode preliminary synthesizer. It's far from perfect, but it sounds like the exact pitch it should synth. I'd be glad if someone finished it. XTra.KrazzY 2009-07-01 18:05:54 +00:00
  • 71556f77f6 Highly experimental synth for zelda ucode. XTra.KrazzY 2009-07-01 15:54:52 +00:00
  • adf9d8d939 Simple 0x0000 zelda ucode voice case documentation XTra.KrazzY 2009-07-01 15:52:43 +00:00
  • 1780f82dac implement peeking z value from ppc. currently only works in single core mode. the pixel format may be slightly off of what the game actually desires. someone check please? :) Shawn Hoffman 2009-07-01 13:49:49 +00:00
  • 39b9b887c1 DiscScrubber: only close the file if it was successfully opened, fixes crash if you try to compress a wii game set to readonly LPFaint99 2009-07-01 06:48:02 +00:00
  • 52e424485f Do not BootGame if there are no items in the GameListCtrl, fix test to see if cancel was chosen from File > Open. Fixes issue 1046. it does leak 10kB every time that GetSelectedISO is called, I am not too worried about this. The other ways of accomplishing this would be more complicated, for little gain. Feel free to revert everything except line 466 of FrameTools.cpp :P LPFaint99 2009-07-01 04:55:53 +00:00
  • 656ba06e40 MemoryWindow will now dump aram instead of ram - if you are viewing aram Shawn Hoffman 2009-06-30 21:11:39 +00:00
  • e6d78bcf3c DSPLLE some more exception clean up, still couldn't get zelda to work:( nakeee 2009-06-30 17:33:38 +00:00
  • 22aa9128ee DSPLLE enabled int on reset nakeee 2009-06-30 10:33:08 +00:00
  • 292b3f675f DSPLLE got rid of exception in progress hack. I didn't get any change in behaviour though. nakeee 2009-06-30 10:10:30 +00:00
  • fc63424bce DSPHLE: zelda ucode: add some comments, a little crash safety hack hrydgard 2009-06-30 06:33:17 +00:00
  • 8f4e56c61c Minor cleanup. magumagu9 2009-06-30 05:41:04 +00:00
  • 5990843c10 must have been some kind of freudian slip... Shawn Hoffman 2009-06-30 04:00:52 +00:00
  • 92e2f8b6ee debuggerUICommon: don't spam solution dir dsp hle: log unhandled formats instead of using PanicAlert...seems to increase stability, even tho I only intended to make wind waker less annoying :p Shawn Hoffman 2009-06-30 03:55:56 +00:00
  • 1b6608ad29 ucode voice cases jump table documentation, decrypted case 0x6 XTra.KrazzY 2009-06-30 00:20:55 +00:00
  • 2e7dd06cfd Documented the general sound decoder. Now all we need is to implement it. XTra.KrazzY 2009-06-29 23:49:03 +00:00
  • 5e65e94c4b New zelda ucode voice case XTra.KrazzY 2009-06-29 22:03:17 +00:00
  • 499ffa33c2 LordMark's zelda hack - now goes ingame without item hack and sound is great :) hrydgard 2009-06-29 21:56:23 +00:00
  • 5064c0decc Use EXT_framebuffer_blit whenever possible. Some video cards may not handle glCopyTexImage2D correctly. Nolan Check 2009-06-29 21:54:42 +00:00
  • 9ccf992aaa Forgot to commit this a while ago. Cleared up some zelda ucode stuff XTra.KrazzY 2009-06-29 21:41:13 +00:00
  • 4da334c562 DSPHLE: Improve AFC voice decoding. Still a bit crappy but much better :) hrydgard 2009-06-29 21:24:17 +00:00
  • dbe42dd755 Remove obsolete debug-assertions in VideoInterface. Hopefully fix screenshots. Nolan Check 2009-06-29 20:54:47 +00:00
  • 37fe91bad1 Waiting for someone to run it:) nakeee 2009-06-29 20:31:41 +00:00
  • b32b6a4575 EFB peek/poke: Add some debug code documenting how to get the pixel location. hrydgard 2009-06-29 18:49:37 +00:00
  • 44f3935de1 Linux build fixes. magumagu9 2009-06-29 18:40:10 +00:00
  • c9cc3c355d Try to (re-)implement AFC sound. This is an adaptation of the code I commented out in the PCM16 commit. For some reason AFC sound is slightly wrong. I don't know if it also happened before, but I'll work on it. luigi2us 2009-06-29 18:11:32 +00:00
  • e1e9d609ed few fixes for arith test nakeee 2009-06-29 17:13:21 +00:00
  • 63547535a1 Test for testing the acc effect on SR flags @cmd@ should be either l h or m @sr@ should be the values like in the other tests Todo some cleanup nakeee 2009-06-29 17:09:43 +00:00
  • ffcf440e88 Oops... removing some junk I forgotten. luigi2us 2009-06-29 16:20:33 +00:00
  • e39658df7c This should fix SMG random freeze. Not sure though. Please check. luigi2us 2009-06-29 16:19:06 +00:00
  • 86339310a5 forgot a file from last commit Shawn Hoffman 2009-06-29 15:54:04 +00:00
  • 466eb88ee6 update to sfml 1.5 Shawn Hoffman 2009-06-29 15:51:35 +00:00
  • 4b60442332 build fix for jitil on windows Shawn Hoffman 2009-06-29 14:54:26 +00:00
  • a0bd319f7f GUI Minicommit: Menu item for screenshot XTra.KrazzY 2009-06-29 09:24:39 +00:00
  • c2e0225aa3 Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup. Nolan Check 2009-06-29 07:30:48 +00:00
  • 188fa9b2cb JitIL doesn't use JitRegCache; get rid of it. magumagu9 2009-06-29 01:21:55 +00:00
  • 449f075fd6 Code cleanup: split IR.cpp into its two logical components. magumagu9 2009-06-29 01:08:08 +00:00
  • 5717f1f15b Grok EFB pixel format to determine whether render target has alpha, thus fixing the "Stage Clear" screen in SSBM. Nolan Check 2009-06-29 00:52:54 +00:00
  • 07a767691d Clean up OpenGL code and introduce the Framebuffer Manager. More work is forthcoming; I plan to implement resolution switching (while the game is running) and also multiple virtual XFBs for game-controlled buffer swapping. Nolan Check 2009-06-28 23:35:08 +00:00
  • fd47eb7b44 Save States: 1. Added "Undo Load State" which... undoes load state :) 2. Implemented saving/loading to memory buffers (very fast) for temporal states such as for "undo load state" XTra.KrazzY 2009-06-28 21:11:51 +00:00
  • e341985003 Fix flickering in Real XFB mode. POFF for XFBBottomInfo appears to be connected to POFF for XFBTopInfo. Nolan Check 2009-06-28 20:55:31 +00:00
  • 7f27cfc9d2 Misc warning fixes. magumagu9 2009-06-28 20:53:26 +00:00
  • 1bcef5be76 Misc warning fixes. magumagu9 2009-06-28 20:38:01 +00:00
  • b33e69b8de Small warning fix. magumagu9 2009-06-28 20:07:38 +00:00
  • 3d9279a73f Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default. hrydgard 2009-06-28 20:04:07 +00:00
  • faa63713e2 Remove a bunch of unnecessary "inline" designators. This was actually breaking the build on my system; I'm surprised nobody else has run into this issue. magumagu9 2009-06-28 19:51:48 +00:00
  • 24a63ce368 Organized savestate hotkeys: F1-F8: States, F9: Screenshot, F10: Pause, F11: Load last state, F12: Undo load state, Shift-F12: Undo save state XTra.KrazzY 2009-06-28 19:47:02 +00:00
  • dfdfbd4a6a Delete some obsolete junk, in zelda ucode and in gl plugin. hrydgard 2009-06-28 17:58:52 +00:00
  • 17f697d856 fix LLE plugin crashing when not starting dolphin with -d hrydgard 2009-06-28 17:38:18 +00:00
  • cc38e72dc3 DSPLLE: Setting breakpoints and stepping through code now works in the (still rather basic) DSP debugger. Decided not to share the breakpoints code between PPC and DSP because it can be done much more efficiently for the DSP case due to the very limited memory space. hrydgard 2009-06-28 17:18:52 +00:00
  • e4af896638 revert accidental change to OpenGL's Config.cpp fix jitil building fix win32 debugfast building Shawn Hoffman 2009-06-28 16:47:14 +00:00
  • 04105baf4e DSPLLE: sort of semi-working breakpoints and stepping, if you flip an #ifdef. more work to do, for some reason it gets very slow when you enable it atm hrydgard 2009-06-28 16:23:40 +00:00
  • b406203794 build fixing hrydgard 2009-06-28 15:52:15 +00:00
  • 1aab3252fa Added support for playing PCM16 sounds, looping or non-looping. It is a bit hacky and may have problems, but now SMG has music. I'll try to do AFC / ADPCM for next commit. luigi2us 2009-06-28 14:22:51 +00:00
  • 900287be50 Compile fix nakeee 2009-06-28 12:50:51 +00:00
  • 6c52ab1c39 give the DSP breakpoints that can be toggled but don't work yet :p hrydgard 2009-06-28 12:30:34 +00:00
  • 8e7fdbc150 cleanup: extract breakpoint code into Common. only have one shared PPCDebugInterface. hrydgard 2009-06-28 12:15:31 +00:00
  • 7c92dada85 added an AX disasm with (few) comments. Moved some code around to prepare to share some breakpoint code between the ppc and dsp hrydgard 2009-06-28 11:47:39 +00:00
  • f49e479d09 Tiny work in Wiimote Linux, with an extension plugged in, the game tries reading accel data and maybe extension data, too bad the games fail to actually read the information though Sonicadvance1 2009-06-28 10:40:19 +00:00
  • 5c7fc8ed7b DSP: build fixin', more movin', some comments. hrydgard 2009-06-28 10:24:44 +00:00
  • 895b02f410 DSP: Add txt file with luigi ucode comments (very basic). Rename some stuff. Remove function pointer in g_dsp structure, replace with a "Host" function call. Fix a problem where symbols weren't loaded into DSP debugger. hrydgard 2009-06-28 10:00:25 +00:00