DevNote: This is about as user friendly as the log will ever get while using Windows RichText control. The only way it will ever behave better (notably when draggin scrollbars and such) is if we write a custom read-only log text control that paints itself manually.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3443 96395faa-99c1-11dd-bbfe-3dabce05a288
* Some minor exception/error handling fixes and improvements.
DevNote: the BOOT2 elf loader fix is still a hackfix. I documented the proper fix for mimicking PS2 BOOT2 parsing, but not in a mood to do the full proper implementation right now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3442 96395faa-99c1-11dd-bbfe-3dabce05a288
- Disc swapping should work in most games. It's easy to break though and the code is all over the place :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3435 96395faa-99c1-11dd-bbfe-3dabce05a288
* remove some files (useless or copyright issue) from the source package.
* Use some user defined cflags for cmake. (package will use O2 by default)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3434 96395faa-99c1-11dd-bbfe-3dabce05a288
* Upgrade SGI license to 2.0, opensource compliant :) and GPL compatible :)
Note: previous version (1.1) is not free. And therefore not compatible with GPL. Fortunately for us, there is a license clause that allow upgrading the license.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3433 96395faa-99c1-11dd-bbfe-3dabce05a288
- First version of a disc swap that actually works. May not work yet. :p
- It's ugly and incomplete but it works in Star Ocean 3. (I blame the heat!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3432 96395faa-99c1-11dd-bbfe-3dabce05a288
* Add missing copyright according issue 792
* Miss few files from the previous commit ^^
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3429 96395faa-99c1-11dd-bbfe-3dabce05a288
Note: Why do I use gprT1 instead of eax, or xmmT1 instead of xmm0 directly.
For three reasons:
1) It allows for easily "finding all references" of the gpr/xmm reg within mVU only, as opposed to pcsx2 entirely.
2) It clearly labels the registers for their purpose in mVU.
3) It makes changing of the registers easier if it ever needs to be done.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3424 96395faa-99c1-11dd-bbfe-3dabce05a288
For example enable more optimization on c++:
cmake CMakeLists.txt DUSER_CMAKE_CXX_FLAGS="-O3"
Or more warning on c++:
cmake CMakeLists.txt DUSER_CMAKE_CXX_FLAGS="-Wstrict-aliasing"
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3417 96395faa-99c1-11dd-bbfe-3dabce05a288
* Remove some dangerous uses of pxAssume -- pxAssume should only be used for simple in-place operations, and should never call functions (my fault too, I was the one who was using it wrong).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3410 96395faa-99c1-11dd-bbfe-3dabce05a288
- Have the compiler explicitly pack the VU reg structs since we rely on this.
- Various minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3407 96395faa-99c1-11dd-bbfe-3dabce05a288
Only kidding, it should be awsome now, Also added a debug message incase some Paths are queued on a FINISH, any broken graphics when this shows up (or failure to load) should be reported asap!
Thanks to jake for his hard work getting signal and my optimizations working :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3400 96395faa-99c1-11dd-bbfe-3dabce05a288