Basically this means whenever COP2 recs are used, its calling mVU instructions instead of sVU instructions.
Note: Theres a very-minor incompatibility problem when using interpreters/sVU for VU0 with mVU Macro. But I'll fix it later (and it probably doesn't effect much).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1710 96395faa-99c1-11dd-bbfe-3dabce05a288
* synched with trunk to pick up all new cdvdiso fixes.
* configuration wizard now starts if pcsx2.ini is missing/deleted.
* changed GetWindowChild (MSW specific?) to FindWindow.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1696 96395faa-99c1-11dd-bbfe-3dabce05a288
- Started implementing VU macro mode (code off by default)
- Disabled Constant Propagation for Jump Addresses (this rarely was a speedup, and it slowed down recompilation time a lot in some games causing bad slowdowns (GoW))
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1675 96395faa-99c1-11dd-bbfe-3dabce05a288
* finished most of the new plugin system (branch is buildable and runnable again, but no significant functionality has been added yet).
* Removed STGS code from the branch since I planned to kill it off anyway and it was more work to code proper support for it in wx than to remove it.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1595 96395faa-99c1-11dd-bbfe-3dabce05a288
I tried it and it seems to work, but I can't assure it's bugfree.
Next step is to implement internal blockdump creation and loading, and fix any problems ppl might have with this.
(And sorry for breaking linux on every commit I do. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1496 96395faa-99c1-11dd-bbfe-3dabce05a288
The magic values for this setting were made for the old, sometimes failing system.
It should not be needed anymore, and testing confirmed that.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1485 96395faa-99c1-11dd-bbfe-3dabce05a288
* Moved the x86 emitter to /common, so that plugins can link against it if they wish.
* Created a new "utility" class in /common which houses string utils, fast memcpy, common exception classes, and other handy dandies.
* Removed old-style linux automake files from the pcsx2 dir since they were hopelessly out of date (and their multi-file-per-line format makes svn merging impossible >_<)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1454 96395faa-99c1-11dd-bbfe-3dabce05a288
- DMA Execution hack - Fixes Fatal frame problems by ignoring dma transfers while another one is being executed.
- VU XGkick hack - Fixes Erementar Gerad by delaying XGkick. Similar to what SO3 needs, except this game needs more delay. Emulating this correctly is impossible with the current DMAC system, and will most-likely never be fixed correctly. The best (and fastest) way to simulate proper behavior is with a gamefix. (Super VU was doing this by a CRC hack, but I changed it to use this gamefix instead along with microVU.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1437 96395faa-99c1-11dd-bbfe-3dabce05a288
- Removed flaghack1 since it didn't do much over flaghack2 (except break games :p).
Flaghack2 is now renamed to "Status Flag Hack", and so-far we haven't found a single game it breaks, so compatibility is high.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1313 96395faa-99c1-11dd-bbfe-3dabce05a288
microVU speedhacks are also available in the speedhacks dialog.
All the GUI stuff took me a few hours, so hopefully I didn't bug anything.
Note to users:
Please remember that microVU is a W.I.P. and will have bugs; but it also fixes some games Super VU has problems with. So have fun testing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1273 96395faa-99c1-11dd-bbfe-3dabce05a288
* Smartened up the microprogram cache. Programs are (quite accurately) selected based on how often and how recently they have been used. Solves constant recompilation issues in games like FFXII and Tekken 5 [but not the SPS, sorry!].
* Changed memory allocation so that microprogram blocks are allocated *on demand* -- this saves a lot of memory and makes it possible to test 64-program caches (which would previously fail due to exceeding 2gb ram allocations!). Also fixed a few small memory bugs in Init/Alloc, and made it so mVU only allocates memory once instead of on every reset. :)
* Tweaked uses of progSize in microVU.h so that it's consistent [all instances of progSize are (vumem_size / 4) now]
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1180 96395faa-99c1-11dd-bbfe-3dabce05a288
Related new speed hack, fast-forward a block starting at 0x81FC0 which some games (FFX) run a lot. This block is also excluded from the previous feature.
Rearrange configuration file and speed hack dialog.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1040 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
* Fixed a couple potential bugs in some Rm forms of MMX instructions.
* Improved compilation times by isolating BaseBlockEx.h to the files the needed it (it uses STL junks).
* Removed some dead code form emitters and BaseBlockEx.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@921 96395faa-99c1-11dd-bbfe-3dabce05a288
- Moved one global variable for the VU interpreters, which surprisingly speeds up Star Ocean 3 for me.
- Set Flush to Zero for FPU and VU back to on. Let's see how long it lasts this time :p
- Removed the FFX hack from pcsx2! It's still toggled in the GS plugins, the correct behaviour is having it always on.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@848 96395faa-99c1-11dd-bbfe-3dabce05a288
- Brought back a gamefix for Persona games. They still have missing geometry without it (VU clip flag problem)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@835 96395faa-99c1-11dd-bbfe-3dabce05a288
Appended notes:
* ADD in iFPUd should be bit accurate (unless it isn't. needs TESTING)
* MUL in iFPUd with Software Emulate MUL is as much as I could get near bit accurate (not quite enough, probably. needs TESTING)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@728 96395faa-99c1-11dd-bbfe-3dabce05a288