There is a current issue with IPU causing videos to cut short, going to need to spend some time checking this
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2863 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed bug in the GIF_Tag decoding which caused huge QWC values on GIF if the FIFO was "read" beforehand.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2862 96395faa-99c1-11dd-bbfe-3dabce05a288
sorta-hack-fix zzogl into linking with libjpeg7 and zlib (having the projects as dependencies is supposed to link to the .libs automatically, isn't it?).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2859 96395faa-99c1-11dd-bbfe-3dabce05a288
- BIOS works again, Issue involving GIF Tag looping from the VU (which must have never worked!)
- Fixed KH freeze issue, possibly fixes Onimusha 2 as well. Thx Arcum for spotting it, thanks Rama for trying to bring fast resolution to the issue (however it wasnt quite right)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2856 96395faa-99c1-11dd-bbfe-3dabce05a288
- Improved handling of suspended DMA's, Also some traps in case DMA values are changed during suspend (please report if they don't start with 5 or 6)
- Better handling of GS Path priorities, this improves many Path3 Masked games such as Star Wars Episode 3, Gran Turismo 4 (slightly) and Videos like Digital Devil Saga/FFX
- Removed Voodoo Cycles
- Doesn't kill everything this time :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2853 96395faa-99c1-11dd-bbfe-3dabce05a288
Somehow there's a pair of files in wxcore that won't build correctly, even tho they did build before... and it seems to work fine if I turn them off, so i did.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2851 96395faa-99c1-11dd-bbfe-3dabce05a288
Some more wxCore fixes.
Fixed also inter-project dependency warnings.
Also some other fixed to get devel/release compiling.
Oh and apparently my VCproject folder got messed up and detached itself from svn, so it wasn't commiting with the rest...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2849 96395faa-99c1-11dd-bbfe-3dabce05a288
The *null projects don't build, and neither do ZZOgl or ZeroSPU2.
Pcsx2 project has some issues with Resources' custom build steps not being run.
Only Debug target tested.
Needs work before it's usable.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2843 96395faa-99c1-11dd-bbfe-3dabce05a288
New "Peops SPU2-like" async mixing mode.
Can only be toggled in source for now, as it will lower compatibility.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2835 96395faa-99c1-11dd-bbfe-3dabce05a288
So this reverts all VIF and GIF related code of that revision,
leaving only the changes that were made to IPU.
Compatibility should be fixed again, with the added bonus of lots more videos working.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2828 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added a macro option to turn off all of mVU's flag optimizations for debugging purposes.
- Minor fix for program logging (was indexing starting at -1 instead of 0)
- Commented in detail a lot of the macro options in microVU_Misc.h
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2826 96395faa-99c1-11dd-bbfe-3dabce05a288
- IPU 1 DMA rewritten - now much more readable, less hacky. A couple of games are still slightly picky, but overall compatability is similar (if not better in some cases)
- Reverse VIF transfers figured out and implemented (mostly)! - There are still some problems with this, will work on it.
- Improved GS PATH transfer control, now PATH2 and 3 cant transfer when PATH1 is, PATH3 cant when PATH2 is and so on.
- IPU now waits for ended GS transfers, for some reason this was screwing videos (mainly from PATH2) and causing them to be torn, which the original voodoo cycles addition fixed.
Note: You may see a lot of "Double IRQ on DMA 4" messages. At the moment these are unavoidable but aren't actually causing any issues. I do know about them :P
Feel free to negative is I've seriously broke something lol
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2822 96395faa-99c1-11dd-bbfe-3dabce05a288
Negative zeroes were being treated as positive for the purpose of setting flags, which the documentation was ambiguous about. Testing with real hardware confirmed that negative zeroes are still negative.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2818 96395faa-99c1-11dd-bbfe-3dabce05a288
- Disabling all post processing removal hacks for Shadow of the Colossus. Can't see what they fix(ed).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2815 96395faa-99c1-11dd-bbfe-3dabce05a288