* Added __fi and __ri, which are abbreviations for __forceinline and __releaseinline.
* Added some static qualifiers to functions in mVU, MMI ops, and others where appropriate.
* Removed some unnecessary __fastcall qualifiers (since GCC gets funny sometimes when you combine __fastcall and inlining).
* Made _1mb, _16mb, _1gb values common to all emulation code (moved from newVif/mvu to Common.h) -- they're useful! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3624 96395faa-99c1-11dd-bbfe-3dabce05a288
Only open, close, read and lseek implemented for now. Directories are not supported for now because of the need to match the dirent structure to the loaded ioman version.
To allow access the host filesystem from homebrew and games, enable the new option on the main menu.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3092 96395faa-99c1-11dd-bbfe-3dabce05a288
* The R3000 does not have a TLB, and has no valid addresses mapped above page 0x2000 in physical memory [lower 512M]. Thus all addresses can have the top 6 bits masked off and still retain full validity. For example, address 0xbfc0 is simply a mirror of physical address 0x1fc0. Technically speaking, a full emulation of the IOP memory model would raise bus error exceptions for accesses between 0x2000 to 0x8000 segments (instead of treating them as mirrors of the lower 0x2000 segment), but buss errors are generally fatal (unrecoverable) program errors that would never happen within the context of game emulation.
* The IOP's SIF register space is only 256 bytes, and then mirrored repeatedly through it's 64k page at 0x1d00.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@814 96395faa-99c1-11dd-bbfe-3dabce05a288
EE Interpreters: Fixed some signed/unsigned mistakes in some instructions, namely DIVU, DIVU1, unsigned Traps, and a couple unsigned right shifts. (all of these were already emulated correctly in the recs)
Also: Removed the ThreadPriority stuff from Pcsx2, since it was a throwback to the days of Win95's unstable multitasker. If you really really feel like you need to change the thread priority of Pcsx2, use the Windows Task Manager or a third party util.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@654 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fixed the IOP's recExecute so that it correctly preserves X86 registers (EDI and EBX were not preserved!)
* Optimized the recExecute procedure, seems like a nice speedup in FMVs and some games that are IOP intensive.
* Renamed psxMemRead to iopMemRead, added new Virt/Phys functions, and fixed several instances of DMAs using translated addresses (DMAs are always physical maps). Our IOP doesn't really emulate the tlb so it won't fix anything, but it's more correct in cas stuff is better supported in the future.
* Removed unneeded FreezeMMXRegs, since the IOPrec doesn't use any mmx/xmm regs anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@628 96395faa-99c1-11dd-bbfe-3dabce05a288
Added interface.cpp (plugin/pcsx2 interface) and savestate.cpp to SPU2ghz, to help clean up SPU2.cpp.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@463 96395faa-99c1-11dd-bbfe-3dabce05a288