dolphin/Source/Plugins
Marcos Vitali 3b7a6ce336 I've observed that "FIFO is overflown by GatherPipe" is not real overflow.
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because  PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that. 
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-10 07:25:35 +00:00
..
Plugin_DSP_HLE dsp stuff - the same ucode hash under lle and hle now (had to rename couple of dissasms), ucode dumping under hle (debug only), small dsp:read32 change (needed for some homebrew) 2010-08-05 17:00:32 +00:00
Plugin_DSP_LLE dsp stuff - the same ucode hash under lle and hle now (had to rename couple of dissasms), ucode dumping under hle (debug only), small dsp:read32 change (needed for some homebrew) 2010-08-05 17:00:32 +00:00
Plugin_VideoDX9 I've observed that "FIFO is overflown by GatherPipe" is not real overflow. 2010-08-10 07:25:35 +00:00
Plugin_VideoDX11 I've observed that "FIFO is overflown by GatherPipe" is not real overflow. 2010-08-10 07:25:35 +00:00
Plugin_VideoOGL I've observed that "FIFO is overflown by GatherPipe" is not real overflow. 2010-08-10 07:25:35 +00:00
Plugin_VideoSoftware I've observed that "FIFO is overflown by GatherPipe" is not real overflow. 2010-08-10 07:25:35 +00:00
Plugin_Wiimote Removed the hackery that was being done with the plugin configuration dialogs on windows. That was unnecessary and ugly. The HWND type is dead for non windows. Also cleaned up the gui a little. 2010-07-30 03:51:49 +00:00
Plugin_WiimoteNew New Wiimote Plugin: Added a "Hybrid Wiimote" input source type. This allows a real wiimote to be used with an emulated extension.(and in the future, real wiimote with emulated motion plus) If the emulated extension is set to "None", a real extension can be used. Real/Emulated buttons are combined. Real acceleration data is used. Currently, emulated IR data is used.(might change this to allow both) Switching between an emulated and a real extension in-game is a bit testy right now, but if you switch the emu-extension to "None" before connecting a real extension, it usually works. 2010-08-10 04:12:32 +00:00