Fixed split videos in Gradius V
Fixed Spyro hanging problem in Issue 112
Put in a hacky fix for FFX videos into IPU to compensate the spyro fix (which is actually correct).
Implementing unpack overflow protection (Guitar Hero 3 & Toni Hawks Project 8)
Writing XGKick to a temp buffer before sending to the GS (part of the GH3 / THP8 fix)
Note! THP8 and GH3 will STILL crash with any VUrecs on and MTGS on, these must all be OFF. Also use GSDX in software mode with the NLoop hack on for now. Slow i know, but it works :P hopefully we can fix the rec side of it soon.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@989 96395faa-99c1-11dd-bbfe-3dabce05a288
* Added MUL/DIV/IMUL/IDIV to the emitter, renamed as UMUL/SMUL respectively (to remove ambiguity of the instruction behaviors).
* Fixed a bug in the shift instruction emitter that would have caused it to emit the wrong instruction type (like a SHR instead of a SHL, for example).
* Added type strictness to the shift instructions that take the CL register as a parameter. Passing anything other than CL will generate compile time errors now.
* Fixed a syntax error in one of the legacy defines.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@986 96395faa-99c1-11dd-bbfe-3dabce05a288
-minor change
microVU:
-fixed a lot of various errors
-partially implemented some clip flag stuff
-partially implemented some branch/jump stuff
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@981 96395faa-99c1-11dd-bbfe-3dabce05a288
<JakeStine>cotton: your commits always contain "stuff"
<JakeStine>I think you should rename one of your files to "microVU_stuff"
<Dwarg>And maybe others called "microVU_junk" and "microVU_crap"
<Dwarg>Then you could be much clearer
<Dwarg>"Fixed some junk, broke some crap, added some stuff...."
<JakeStine>lol
<cotton>lol
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@972 96395faa-99c1-11dd-bbfe-3dabce05a288
* added implementations for MOV and Shift instructions (SHL, SHR, ROL, ROR, etc).
* Improved compilation optimization considerably, by improving inlining selection in cases where constant propagation can be resolved reliably.
* Moved lots of code around, so that the new emitter and the legacy emitter are more clearly separated; and renamed some vars.
* Changed recompilers to initialize the recBlocks array to 0xcc instead of 0xcd (fills the blocks with the single-byte instruction INT3, which fixes the misalignment mess that would sometimes happen when using disasm views on the RecBlocks contents).
* Switched back to /O2 (Optimize for Speed) instead of /Ox, since MSVC (for me) generally fails to optimize Thread-Local storage in /Ox mode.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@971 96395faa-99c1-11dd-bbfe-3dabce05a288
Worked on savestate support a bit. It now remembers an update timing variable more (could fix a few crashes).
This increases the savestate version though, so make sure you have a memory card save ready before upgrading!
Also implemented a way of delaying audio output after loading states. This masks the ugly noise that some games produce directly after loading, keeping your valuable speakers intact :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@963 96395faa-99c1-11dd-bbfe-3dabce05a288
- added microVU_Execution.inl
- dispatcher stuff is now recompiled with pcsx2's emitter instead of using inline asm, its cleaner than inline asm and its more portable since the asm won't have to be ported to GCC.
- lots of first-pass implementation for lower opcodes
- implemented documented branch behavior (first pass stuff only)
Note: theres some undocumented stuff branches do according to Nneeve's tests, but i won't implement those for now since 99% of games shouldn't need it, and according to the tests, the behavior seems kind-of random/erratic.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@948 96395faa-99c1-11dd-bbfe-3dabce05a288