Apply hackfix for Wild Arms 4. Thanks Lana and 89CamaroIROCZ :)
We're still missing the PAL and JAP CRCs though. Issue 185 collects them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3557 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes Quake III Revolution and the homebrew "Simple Media System".
It's probably all wrong still but hey, better than nothing :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3556 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fixed a bug that caused all but the first stackframe walk to fail with an error.
* Improved thread safety of stack walking.
DevNotes: When walking stackframes multiple times from the same process, only the first stackframe walk would work and all others would fail with an error because of calling SymInitialize multiple times. So now SymInitialize is only called once and SymRefreshModuleList is used prior to walking, if available. (only available in winDbgHlp.dll v6.5 or later)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3546 96395faa-99c1-11dd-bbfe-3dabce05a288
* Implemented support for legacy GS plugins (considered anything prior to the Reordering merge).
* Added a lot of 'const' qualifiers to the GSgifTransfer functions in both GSdx and zzogl.
DevNote: GS plugins shouldn't be modifying the data provided to them from PCSX2 -- zzogl wasn't, GSdx was. I had to do a little bit of juggling to remove the mem modifications from GSdx's TEX0/TEX2 handlers. With luck, nothing's broken. ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3536 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix a bug in my merge of the new MTGS code that caused crashes on some games (PATH1 queue bug).
* Added assertion checks to hwMFIFOWrite for qwc alignment and a SPR_LOG for null ringbuffer addresses (if a game specifies an invalid physical address).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3533 96395faa-99c1-11dd-bbfe-3dabce05a288
Linux Devs: Let's get this memcpy thing finalized, if its not already. I'd like to merge the current state of this branch into trunk as soon as possible, since its currently looking very stable and has been, up to this point, a code cleanup and stabilization project. (more invasive changes coming soon)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3518 96395faa-99c1-11dd-bbfe-3dabce05a288
* fixes flickering screen in Soul Calibur 3 (caused by VSYNC register bug)
* Optimized upload of queued Path1 transfers; such that all Path1's are uploaded as a single MTGS packet.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3515 96395faa-99c1-11dd-bbfe-3dabce05a288
* Added a few assertions to detect when PATH transfers are started that violate other pending PATH transfers.
* Removed a lot of obsolete code from vif1's DIRECT handler (Vif_Codes.cpp)
* Add alignment to Path1buffer to avoid SSE alignment faults.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3503 96395faa-99c1-11dd-bbfe-3dabce05a288
* Removed extern "C" and applied static const to s_clut16 vars. Should be fine since the old x86.S files that needed extern "C" have been removed from zzogl.
* Fixed a compilation error in Win32/Debug builds.
* Changed some references of DEVBUILD ZEROGS_DEVBUILD. Not sure if all of them should be changed over or not, so I just stuck to some of the more obviously correct bits.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3500 96395faa-99c1-11dd-bbfe-3dabce05a288
* use volatile keyword to avoid gcc removing the function...
* Use name variable in asm code instead of %n
* Fix constraint on s_clut16mask. There are input, not output...
Arcum can you look at this 2 things thanks.
-> code is still broken in one place. s_clut16mask & s_clut16mask2
re null in the code generated by gcc ! To fix it (do not know why), we can declare them as static. But I'm not sure
on the impact and I can not test windows...
-> s_clut16mask is declared as a 256bits numbers instead of 128 !
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3494 96395faa-99c1-11dd-bbfe-3dabce05a288