It wasn't the suspicious code, that actually seems to be correct. The rempty() case should now be unnecessary except in case of bad register settings, but that's outside of our control so it needs to stay until code's added for that case. A console warning would be appropriate.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5612 96395faa-99c1-11dd-bbfe-3dabce05a288
-Elemental Garde - Fixed up D-Bit so it remembers the microVU state when recompiling, this fixes the bad geometry that was introduced with T/D bit handling.
-WRC Rally Evolved - Changed the XGKick delay to an increased number, solves all remaining SPS problems.
-Crash Twinsanity - Increased XGKick delay resolves geometry issues on Crash, thanks to Autoran1 for debugging this :)
GameDB Changes: Added XGKick hack to Crash Twinsanity auto gamefixes, checked the main entries for the others above have it too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5608 96395faa-99c1-11dd-bbfe-3dabce05a288
* bump minimal requirement to opengl 2! Basically any Dx9 class hardware. On intel you will need a gen4+ GPU.
* remove the bad quality integer texture to use only texture float. Again need an gen4+ Intel GPU. Opensource users: Mesa must be built with support of texture float (stupid patents)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5603 96395faa-99c1-11dd-bbfe-3dabce05a288
VS2008 is harder to do as there is no automatic downgrader tools for the solution files, sorry.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5602 96395faa-99c1-11dd-bbfe-3dabce05a288
Changed the stack init hack so it is consistent on plugin resets and removed a part of it that broke OPL.
Hopefully this works for all use cases, but we should fix the initial problem anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5601 96395faa-99c1-11dd-bbfe-3dabce05a288
WinPcap version is 4.1.2 and only the /include and /lib folders of their developer pack are included.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5599 96395faa-99c1-11dd-bbfe-3dabce05a288
Most of the work done by Rama, I just integrated the vcxproj.
Only done for vs2010, vs2008 or vs2012 will have to wait.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5595 96395faa-99c1-11dd-bbfe-3dabce05a288
If anybody has Mark of Kri, can you please confirm that's still working okay? I'm expecting it to, but just to be sure.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5592 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed up the T/D Bit handling properly this time (or at least much better).
- Moved the interrupt outside of the recompiled code.
VU Interpreter:
-Fixed the T/D Bit handling when the interrupt wasn't enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5587 96395faa-99c1-11dd-bbfe-3dabce05a288
Also adjusted the bios bug handling, there were reports of our new handling breaking a game called Triggerheart Excelica Enhanced, hopefully this should make it work again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5586 96395faa-99c1-11dd-bbfe-3dabce05a288
-Dreamworks Over The Hedge actually requires this to load. Interpreter kind of had it right, but didn't stop the VU on these flags, causing the graphics to look bad and hang on the start button, works fine now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5583 96395faa-99c1-11dd-bbfe-3dabce05a288
* port KrossX patch from r5556 to openGL
* add a basic gui entry, would love an additional description
* also add the pointsampler hack but don't activate it yet
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5570 96395faa-99c1-11dd-bbfe-3dabce05a288
VIF/Path3 Masking: Put a timing break in on Path2 transfers, this gives it chance to stop being busy incase it is closely followed by a path3 mask, which caused it to go out of time. Fixes Sensible Soccer.
VIF: Fixed up a couple of typo's, which may or may not have done anything, one which was not setting an offset if it stalled on 1/4 of a quadword, which could have been disasterous if done by the wrong game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5564 96395faa-99c1-11dd-bbfe-3dabce05a288