Commit Graph

69 Commits

Author SHA1 Message Date
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
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
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
"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
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.
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"
This reverts commit 318abf691a, reversing
changes made to 5d4c8020c2.
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
fix #717
2016-11-04 20:29:11 +03:00
Isotarge 315e5d64b1 DK64: Fix bone displacement issues
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!
https://github.com/mupen64plus/mupen64plus-user-issues/issues/552#issuecomment-130981664
2016-09-05 19:27:20 +03:00
feos ba895e3bad tastudio:
- 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
todo: same for gpgx
2016-08-14 20:35:05 +03:00
feos 473b9e5f33 m64p tracer:
- 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
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
null_ptr 710e461165 Fixed flickering on games that do not render during every vi frame 2014-06-10 22:21:40 +00:00
zeromus 06ffa9601c work around issue in mupen core which was sort of wrecking subsequent GL work in the frontend 2014-04-20 01:44:06 +00:00
null_ptr b79bcaf2d0 Refactored some N64 code 2014-01-15 11:24:47 +00:00
null_ptr 0258282b6b Fixed broken path when project has space in its path name 2014-01-15 04:24:10 +00:00
pjgat09 3c56223d7b N64: Implement GetCpuFlagsAndRegisters() 2013-11-18 03:29:47 +00:00
pjgat09 3e8596f81c N64: Mostly implemented the onmemorywrite and onmemoryread hooks, but some reads/writes still make it through 2013-11-17 03:42:06 +00:00
pjgat09 7e7cb8e05b N64: sram is now saved into Bizhawk's saveram file instead of m64p's own .sra file 2013-11-16 21:08:23 +00:00
pjgat09 acdf9ca7a3 N64: Flashram is now saved into Bizhawk's saveram file instead of m64p's own .fla file 2013-11-16 20:53:51 +00:00
pjgat09 309933322c m64p: Fixed the post-build hooks to store the DLLs in the right place after all of the code refactoring 2013-11-16 20:26:13 +00:00
zeromus bb8420832b more mupen vcproj cleanup 2013-08-10 01:07:18 +00:00
zeromus ee82bafe27 fix mupen vcproj for vs2010 2013-08-08 19:30:30 +00:00