- Batman Returns Issue 709 .
- Fixed flashing in Sega Superstars Tennis.
- Clawed back some of the speed loss from the XGKick delays.
Detailed changes:
- CALL Tag DMAs that contain invalid next tag addresses ignore the call (Batman started sending corrupt information from invalid addresses)
- VU1 now flushes any pending transfers if it's trying to send another and doesnt process any packed/list regs
- Batman was checking for OPH to be high, this was a timing thing, something id completely got rid of accidently (same for APATH)
- XGKick will no longer queue if PATH3 is interrupted
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3285 96395faa-99c1-11dd-bbfe-3dabce05a288
DevNote: Adding SysForwardDefs.h, which I'm going to use for forward declaring a bunch of PCSX2 classes and other simple dependency-free include content. This is the SysCore version of AppForwardDefs, and hopefully helps minimize header file hell.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3276 96395faa-99c1-11dd-bbfe-3dabce05a288
Games
- Resident Evil Dead Aim flickering graphics fixed.
- Flatout games should now boot everytime (instead of randomly)
- Sega Superstar Tennis flashing fixed
- Destruction Derby graphics fixed (NTSC confirmed, PAL unsure)
- Tenchu Fatal Shadows flickering textures fixed, Issue 748
- Spyro Hero's Tail should boot again, Issue 746
General Info
- General reworking of the GS paths with all paths prioritizing more correctly.
- XGKICK can stall if another GS transfer is in progress
- Major reworking of Path3 masking, could still be combined with normal Path3 transfers, but lets get it working first :P
- Taken in to account a few conditions which could have caused VIF to lock up/crash when stalling on ends.
- Unreversed GIF and SPR and VIF so its the normal way round
- all DMA paths should now resume correctly after being stopped by hardware
- GIF FIFO now actually transfers stuff :P
- VIF CMD's simulated by the length of the interrupts at the end.
Phew, i think that's everything :S
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3274 96395faa-99c1-11dd-bbfe-3dabce05a288
* Print a fatal_error when users do not source the good CMakeLists file.
* Do not search system libraries if the user force the internal libraries
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3269 96395faa-99c1-11dd-bbfe-3dabce05a288
The problem was that the game does a branch in a branch delay slot, and mVU wasn't setting some pipeline state variable in this case correctly.
This in turn caused the pipeline state comparison for the block to always be wrong, which meant a new block would always be recompiled whenever this specific block was to be executed.
This ended up happening 1000's of times slowing down the game to 1 fps...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3266 96395faa-99c1-11dd-bbfe-3dabce05a288
* Much header file cleanup and used forward declarations to remove a lot of excess includes; might help improve build times a wee bit.
* Preliminary hash-table implementation for the Game database.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3264 96395faa-99c1-11dd-bbfe-3dabce05a288
Basically:
If a block begins with an illegal instruction then don't continue recompiling the block, instead recompile code that prints an error message if block is taken at execution time, and then exit execution if it is.
Dawn of Mana has a conditional branch which leads to a bunch of illegal instructions, but the branch is never really taken at execution time.
The programmer either left this in for debugging, or possibly because real code is swapped in-place of the illegal instructions at a later time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3263 96395faa-99c1-11dd-bbfe-3dabce05a288
- Double the audio output volume before sending it to the output modules. Was way too quiet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3261 96395faa-99c1-11dd-bbfe-3dabce05a288
* add some check on libsparsehash
* print more informative message when a depency miss
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3256 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fullscreen mode should be remembered/applied properly now.
* implemented --fullscreen and --windowed options
* Made the --help popup a lot prettier
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3249 96395faa-99c1-11dd-bbfe-3dabce05a288
pcsx2 someIso.iso (boots game)
pcsx2 --nogui someIso.iso (boots game without the pcsx2 std interface)
pcsx2 --nogui --nodisc (boots into the bios system menu)
... more coming soon!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3243 96395faa-99c1-11dd-bbfe-3dabce05a288
- Clamp requested pitch values to 0x3fff. Fixes games that set a too big pitch, run that voice and expect it to hit an IRQA (Romancing Saga).
- Gigaherz and Pseudonym worked out better modulation support. Should make some sounds better (FFX battle sound, etc).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3242 96395faa-99c1-11dd-bbfe-3dabce05a288
* renamed PersistentThread to pxThread (shorter, sweeter, and the 'persistent' part is obsolete since its now a full blown thread manager since some while ago).
* Renamed a bunch of the PostMethodToMain stuff to Rpc_TryInvoke* (for remote procedure call). It's probably not a good use of the term, but I'm bummed I can't think of anything better/shorter.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3238 96395faa-99c1-11dd-bbfe-3dabce05a288