-Fixes other Chessmaster hang.
-having it say it has data really quickly if the data incoming was huge seemed to throw it off. I suspect it may actually be the time it takes to fill 16qw (or whatever is incoming if lower) is the wait time but it seems rather happy with the incoming data size.
-Implemented GIF_MODE Masking fixed the All Star Pro Wrestling series slowness/hanging.
DMA:
-Standardize the IPU and SIF dma's to use the standard chain handling in hw.c, fixed up some DMA resuming stuff in the forementioned units, VIF, GIF and SPR.
-Added some warnings for DMA stall control which isn't implemented, hopefully somebody will find a game that does it so we can add/test it :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5915 96395faa-99c1-11dd-bbfe-3dabce05a288
I'm expecting something to break, it's my code, it's bound to. But i have tested some 40 games without problems, so my hopes are high!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5551 96395faa-99c1-11dd-bbfe-3dabce05a288
Examples of speed ups:
Outrun 2006
before 43.4 - 45.7
after 44.7 - 47.33
Grand Theft Auto: San Andreas
before 63 - 66.9
after 66 - 69.5
Need for Speed Most Wanted
before 33.0 - 33.3
after 33.22 - 33.57
Burnout 2
before 46.5 - 48.3
after 53.2 - 55.5
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5246 96395faa-99c1-11dd-bbfe-3dabce05a288
-Fixed a bug stopping GT4 running.
-VIF now waits if the VU is busy rather than spinning, causing huge slowdowns.
-Filled in some bits i missed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5149 96395faa-99c1-11dd-bbfe-3dabce05a288
Path3 Masking: Fixed a bug which caused persona 3 not to boot, previous a hack had been put in place to get around this.
VIF: Fixed a VIF error with the rare game Realta Nua, now goes through the prologue correctly. Game requires the EE timing hack to get rid of most of the noise (Path3 masking problem with new GIF unit, unfixable).
Expecting bugs, I will be monitoring this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5147 96395faa-99c1-11dd-bbfe-3dabce05a288
Also added a couple important global variables to be savestated (breaks old state compat).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4941 96395faa-99c1-11dd-bbfe-3dabce05a288
Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit...), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores :p).
The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's).
The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads).
It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang).
Note: vs2010 builds and Linux builds need to be updated to include "MTVU.h" and "MTVU.cpp".
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4865 96395faa-99c1-11dd-bbfe-3dabce05a288
some bits were kept for reference and should be deleted in the future (along with the entire GIFpath.cpp)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4823 96395faa-99c1-11dd-bbfe-3dabce05a288
Pcsx2 now has a gifUnit class which acts like the ps2's gif and executes a single gif transfer at a time (and performs path arbitration according to priority and path3 slicing).
This new code is generally a speedup for most games. Particularly VU heavy games like GoW.
This revision breaks old saved state compatibility so don't update if you wish to keep playing with your old saved states.
Leave comments if this revision fixes or breaks anything...
Message to GS Plugin authors:
This new code now uses only 1 gif callback to transfer data to the gs plugin (GSgifTransfer).
pcsx2 also is garaunteed to send full GS primitives to the plugin. So you don't have to account for partial-transfers anymore.
Thanks goes out to shadowlady who tested around 500 games for me :D
Note 1: The old gif code is still in this revision, and can be enabled by the USE_OLD_GIF macro. The old code will be deleted soon.
Note 2: This revision also enables assertion dialogs in devel builds, and changed a lot of assume cases into assertions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4821 96395faa-99c1-11dd-bbfe-3dabce05a288
Cleaned up Gifdma a little, removing duplicate code. Disabled a few console writes we dont nee really.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4278 96395faa-99c1-11dd-bbfe-3dabce05a288
- Slight tweak to Path3 masking, an overlooked situation where Path3 can wait between GIFTags.
- Improved the stability of MFIFO on both sides greatly for games such at Tekken Tag (which boots again) Gran Turismo 4 and FF7 Dirge of Cerberus.
I'm expecting *Something* to break, so please report it here if something does, please make sure it is THIS revision.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4035 96395faa-99c1-11dd-bbfe-3dabce05a288
* VIF now sends a 128 bit tag instead of a 64 bit tag (lower 64 bits masked to 0 -- this should mimic real hardware behavior more closely)
* Added more GIFtag logging info
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3916 96395faa-99c1-11dd-bbfe-3dabce05a288
* All remaining code for handling partial/fragmented unpacks removed.
* vifRegs.NUM is now accurately simulated when queuing data from fragmented unpacks.
* Reduced the VIFunpack fragment buffer from 1MB to 4KB (max size of an unpack due to NUM being limited to 8 bits).
* Removed vif/vifRegs globals formally used by VIF interpreters (everything relies on the templated vifIdx now -- simpler and faster!)
* g_vifMask vars are integrated into vifStruct.
* All VIF mask register stuff uses the SSE-friendly vifStruct.MaskRow/Col vars now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3762 96395faa-99c1-11dd-bbfe-3dabce05a288
* Writes via 16 and 8 bit ops now use 32-bit read/modify/write operations by default; which should enable nearly complete support for all such operations (instead of the formerly spotty coverage before).
* Eliminated almost all former 8/16-bit specific register operations. All code shares the same 32 bit handlers now.
* Completely revamped the developer trace logs for hardware registers! *ALL* registers are logged now, complete with address, name, and value being read/written (and nicely formatted!).
* Handlers are now fully page-based using templated functions (minor speedup)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3704 96395faa-99c1-11dd-bbfe-3dabce05a288
- Proper fix for FF7 DoC.
- Changed the handlng of .inprogress to be cleared/set with ANDs and ORs (could probably change this to a structure later), it could have interfered with MFIFO functionality.
-Un-bool'd a function in MFIFO which really didnt need to be bool'd, causing pointless passing around of data.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3632 96395faa-99c1-11dd-bbfe-3dabce05a288
Long interrupt delays are always bad, no matter how true it is to actual console behavior.
(Issue with running code in block slices.)
Also removed outdated hacks for Devil May Cry PAL :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3629 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
- 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
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