Morilli
6c6986d79e
Fix mupen rom mirroring
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As reported on discord, this broke paper mario JP/US versions and potentially many more non-power-of-2 rom size games.
fixes d2fe532f6d
2025-01-16 10:05:36 +01:00
CasualPokePlayer
d3f4c1f441
fix mupen buffer overflow checks; fix pure interpreter
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resolves #4095
2024-10-18 15:36:38 -07:00
CasualPokePlayer
a03050dcc5
Fix tab/spacing
2024-05-31 20:52:52 -07:00
CasualPokePlayer
5b6c94b996
Also reset profile mask for mupen
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forgot to add this change to previous commit, previous commit build has this change too
2024-05-31 20:51:44 -07:00
CasualPokePlayer
0488bbd33a
Fix mupen grabbing an OpenGL context based on whatever current version/flag attributes were present
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This is global state that gets mucked by us since we also use SDL2 to handle OpenGL context management, Rice/Glide/Glidemk2 don't like core contexts due to them using old deprecated functionality
2024-05-31 20:50:48 -07:00
CasualPokePlayer
d2fe532f6d
Fix mupen64plus breakage after security updates
2024-05-31 17:29:17 -07:00
CasualPokePlayer
e7c093eac6
Fix various possible OOB read/writes in mupen64plus
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fixes #3929
2024-05-29 22:38:53 -07:00
CasualPokePlayer
5a8ce91d95
Recompile mupen dlls against VS2022
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this also needed mupen deps updated, and SDL2 compat needed to be fixed. SDL doesnt need to be used anymore, so that's nice
also deleted mupen projects which we don't use anymore
2024-03-10 03:36:43 -07:00
CasualPokePlayer
5e34dc6166
Always savestate expansion pak regardless of settings.
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All the disable expansion pak setting actually does is tell the game the expansion pak is not available.
However, not all games actually abide by this, some will use the expansion pak area anyways.
Video plugins also end up just using a "segfault test" to determine if the expansion pak is present or not
So video plugins may use the expansion pak area too
This ends up causing savestates sometimes just crashing the game if the expansion pak ends up used
Resolves #3092 , other state issues might be solved with this (I suspect #3328 is caused by this)
2022-09-17 13:11:31 -07:00
YoshiRulz
045c4815a4
Change <OutDir/> to point to /Assets in Mupen lib projects
2021-07-21 09:46:19 +10:00
Zach
58293dde9f
Support null (any) address for N64 breakpoints. ( #2833 )
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* Support null (any) address for N64 breakpoints.
Fixes #2808
* Move null check for better readability.
* Replace debugger mutex with semaphore that counts debug steps.
This is taken directly from upstream m64p. If breakpoints are being hit fast enough and in large enough quantity, m64p always ends up getting into a deadlock. The semaphore seems to resist this problem.
* Remove tabs
2021-07-14 20:49:31 +03:00
zeromus
0b73ed77ef
update mupen to build on vs2019 so it's simpler for people to hack on. gliden64 has a rendering bug (top left quarter of screen drawn only on nintendo logo on donkey kong 64) when build in vs2019 so I didn't change that one. maybe we need to update gliden64 or find the real bug (likely a numerical instability, despite the use of precise floating point).
2020-08-27 15:41:20 -04:00
MrCheeze
b90f72c34d
Implemented the remaining N64 R4300 trap instructions besides TEQ
2019-12-16 21:22:34 -05:00
MrCheeze
3f26d14eaa
added SRAM and FlashRAM memory domain support for N64
2019-09-08 23:20:35 -04:00
zeromus
2eade372fd
try a new technique to just unstick the frontend when the n64 emulation thread dies
2018-11-07 15:37:37 -05:00
zeromus
482a3ab8f6
trap more cases where n64 emulation can halt when running buggy code and shunt through my don't-halt-after-all logic. these are now all associated with error messages; it would be nice if someone knew a way to get those error messages out to c#. then again, that might make buggy code become hopelessly slow due to error spew
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re #1214
2018-11-03 14:04:34 -04:00
zeromus
d4aceb2aa1
handle `DebugMessage(M64MSG_ERROR` uniformly by using my new approach of kicking it to a vsync so the frontend can recover. In one particular case (trying to read from an unmapped memory range) this can result in emulation proceeding instead of just hanging the frontend, although the results from that point may be questionable.
2018-11-02 16:28:20 -04:00
zeromus
4bb5ce8941
dont read roms out of range
2018-11-02 16:26:50 -04:00
zeromus
dac6c0a062
does the n64 jit have a concept of crashing, or does it just go in an infinite and possibly infinitely recursing loop? I dunno, but I changed at least one infinite loop to a kind of administrative 'end frame' so at least it doesn't hang the emulator. If it has a way of crashing or halting, we should use that instead, but I couldn't figure it out.txt
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fixes #1362
2018-11-01 23:03:09 -04:00
pjgat09
1ff0cc1e0c
N64: Tracelog now includes delay slot execution. Fixes #789
2017-09-14 16:04:53 -04:00
feos
9af0989b40
m64p core: put newer deps back into win32 target
2017-07-30 16:51:43 +03:00
feos
14d19a76d7
m64p: add DBG to x64 target, stop having merge info in vcproj, rebuild
2017-07-30 13:27:52 +03:00
adelikat
97d7dd7f42
merging master into waterbox2 this one was messy may be regressions
2017-06-13 08:16:25 -05:00
zeromus
afc6e03b03
remove some output64 paths
2017-06-12 01:33:55 -05:00
zeromus
3449a5c5cf
build mupen64plus as 64bit
2017-06-11 17:24:32 -05:00
feos
77fa17ccdd
Revert 19cf3b8551
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"m64p: revert DBG preprocessor definitions merged along with 4c0bfd476434b4b69501035d24261c7447a78cf4"
Since 19cf3b8551
disables all lua hooks to the core, it's useless. But DBG causes crash when switching between some plugins on the fly, so it should be fixed in a proper way someday.
2017-06-11 12:20:23 +03:00
feos
19cf3b8551
m64p: revert DBG preprocessor definitions merged along with 4c0bfd4764
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fixes crash when rebooting n64 while debugging
2017-03-13 21:51:45 +03:00
Wyst3r
4c0bfd4764
m64p: Use built-in debugger to avoid major slowdowns when breakpoints are set.
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Conflicts:
BizHawk.Emulation.Cores/Consoles/Nintendo/N64/N64.IDebuggable.cs
2017-02-24 10:41:22 +03:00
feos
39c5aae61b
Revert "Merge pull request #731 from Wyst3r/master"
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This reverts commit 318abf691a
, reversing
changes made to 5d4c8020c2
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2017-02-23 16:56:38 +03:00
Wyst3r
86b16a80d6
m64p: Use built-in debugger to avoid major slowdowns when breakpoints are set.
2016-11-19 12:02:39 +01:00
feos
4da414aced
m64p: include Goldeneye007 hack into dbg_memory.c's read_memory_32() and update the dll
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fix #717
2016-11-04 20:29:11 +03:00
Isotarge
315e5d64b1
DK64: Fix bone displacement issues
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A temporary solution until N64 emulation accuracy improves, based on my
research at
https://docs.google.com/document/d/15XNghhrc-thXJpbKzWWuHXl-NXdzcaDLEf7poFVruh8
2016-09-23 15:02:29 +09:30
feos
83c0cd5778
n64: perfect dark fixed!
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https://github.com/mupen64plus/mupen64plus-user-issues/issues/552#issuecomment-130981664
2016-09-05 19:27:20 +03:00
feos
ba895e3bad
tastudio:
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- fix recursion in cell updates caused by clicking cursor column (fixes scrolling)
- display invalidated color consistently
n64: fix trace callback prototype
2016-09-04 12:03:12 +03:00
feos
2d8a247bec
m64p: fix spacing, add fgrs to tracer
2016-08-21 12:46:29 +03:00
feos
799afc6b0a
n64: switch to regular tracer method
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todo: same for gpgx
2016-08-14 20:35:05 +03:00
feos
473b9e5f33
m64p tracer:
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- shrink core's disasm string a bit
- nicely print registers (r0 and co-processors regs are dropped though)
- rebuild dll
2016-08-14 17:49:56 +03:00
feos
80c90e7acc
m64p: attempt to add execute callback
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no memory callback seems to be working yet though
2016-08-11 21:58:09 +03:00
pjgat09
0bb994bf1c
N64: Add a patch for the pause bug in Legend of Zelda - Master Quest USA and Japan. Added both to the gamedb.
2015-07-14 19:12:35 -04:00
adelikat
96e91e7093
n64 - fix crash when attempting to read the PC register on frame 0, solved on the c++ side with a null pointer check and a default value returned.
2015-01-25 03:54:07 +00:00
zeromus
f7280b4ca9
fix disassembly on c++ side a little better, and actually checkin the dll this time
2015-01-23 22:22:31 +00:00
zeromus
8d340a7c19
fix n64 disasm pinvoke
2015-01-23 20:28:47 +00:00
adelikat
29b056b972
N64 - wire of a disassembler, doesn't look like it works correctly, but at least the plumbing is done
2015-01-23 19:52:26 +00:00
zeromus
ed4c715a9f
add ROM memorydomain to n64
2014-09-14 18:39:26 +00:00
adelikat
8a36049b81
N64 - start a system bus memory domain, doesn't yet work
2014-09-08 22:19:44 +00:00
pjgat09
239df5d5f9
N64: Savestates now only save and load half the RDRAM if the expansion pack is not installed.
2014-09-07 00:43:19 +00:00
null_ptr
ba91d38222
Fixed creation of mupen64plus.cfg in root folder of hard drive.
2014-07-20 23:10:52 +00:00
null_ptr
99b1c7b9b6
Fixed mupen64plus debug project settings
2014-07-01 02:31:01 +00:00
null_ptr
5b5ed57c1d
Removed parsing of SDL_KeyUp and SDL_KeyDown events from mupen core
2014-07-01 00:18:37 +00:00
null_ptr
46ccebaf2b
Fixed freezing when soft reseting Legend of Zelda: Majora's Mask (and possibly others)
2014-06-30 18:25:42 +00:00