Commit Graph

1444 Commits

Author SHA1 Message Date
Lithium64 ad4933650a Updated GoodN64 databaseversion
The latest database version is v321
2015-03-10 16:35:42 -03:00
Lithium64 dbc14ca229 Removed Glide64 uCodes
These uCodes are already on the glide64 rdb
2015-03-10 16:33:35 -03:00
Lithium64 38c485b419 Glide64 fixes for JP version of ISS 2000 2015-03-10 16:05:11 -03:00
zilmar 6a79a28e5d Merge pull request #261 from Nekokabu/patch-1
Fixed initial value to 0xFF.
2015-03-11 05:12:51 +11:00
Nekokabu b8a93be2c7 Fixed initial value to 0xFF. 2015-03-11 01:58:02 +09:00
AmbientMalice 4bacd1e0b1 For real this time. 2015-03-10 22:48:30 +10:00
AmbientMalice 17675266bd Synch Audio 0 = No. 2015-03-10 22:47:35 +10:00
zilmar 099ac15bd5 Merge branch 'master' of https://github.com/project64/project64 2015-03-10 22:55:14 +11:00
zilmar 707c2efd73 Only allow utf8 bom language files to be loaded 2015-03-10 22:54:12 +11:00
AmbientMalice 3e6616ffc5 DON'T DECAPITATE HEADERS. 2015-03-10 21:44:22 +10:00
AmbientMalice acbd18500e More MORT\MusyX\Factor 5 tweaks.
These new values are based on the ones that got very good results on Resident Evil 2 with FAT enabled - 1500\530. They mostly play nice with Azimer's, except for Gauntlet Legend. There is sometimes mild crackle with Jabo, but Azimer's tends to cure that.

Infernal Machine (U) now crackles in menus but sounds lovely ingame. Fair enough compromise, IMO. I disabled various self mod methods since they don't seem to be needed.

That Rush 2049 sure does have some lovely MusyX tracks. Turning down the overbearing SFX volume really drives home how good they are.

I also set Hydro Thunder to CF1. Game is much smoother. Timers and boat handling seem fine.
2015-03-10 21:41:11 +10:00
zilmar af3be53a12 Merge pull request #257 from MELERIX/patch
Minor Update for Installer.vcxproj
2015-03-10 19:19:26 +11:00
MELERIX e9cd1b56da Minor Update for Installer.vcxproj 2015-03-10 05:17:02 -03:00
zilmar 080f7dfc17 Update version Number:
Glide64: 2.0.0.4
Project64: 2.2.0.2
RSP: 1.7.0.12
Nrage: 1.7.0.12
2015-03-10 18:36:58 +11:00
zilmar b4b08772ea Merge pull request #253 from dsx-/master
rdb updates
2015-03-10 07:53:31 +11:00
dsx- 2f279abf19 update nushi duri 2 rdb entry
game doesnt start
2015-03-09 18:50:12 +08:00
zilmar 1ad433893f Merge pull request #254 from Lithium64/patch-4
Some RDB fixes
2015-03-09 21:40:33 +11:00
Lithium64 96e04d4632 Tarzan formatting fixes 2015-03-09 06:57:12 -03:00
Lithium64 0aa11168b7 Sync Audio typo
The correct setting is Audio Signal=0
2015-03-09 06:46:28 -03:00
Lithium64 805423623c ISS 2000 fixes
It needs 32bit=No to work

Jikkyou J.League 1999 - Perfect Striker 2 is the Japanese version of the Game
2015-03-09 06:39:16 -03:00
dsx- 6d054b0895 update jeremy mcgrath supercross rdb entry
no menu selectors are missing
2015-03-09 17:33:25 +08:00
Lithium64 145bdf2c27 Audio Signal typo
The correct setting is Audio Signal = Yes

This was breaking several games
2015-03-09 06:23:45 -03:00
dsx- 902df9c97e update stunt racer rdb entry
rsp is pretty fast now, but audio is bad
2015-03-09 17:21:41 +08:00
dsx- 2e89a2b025 update wdc rdb entry
rsp is pretty fast now, but audio is bad
2015-03-09 17:21:14 +08:00
dsx- 7e182a5418 update tamiya racing rdb entry
no texture errors
2015-03-09 16:55:23 +08:00
dsx- 2f1e5cd4ef change derby stallion to compatible
saving now works
2015-03-09 16:52:58 +08:00
zilmar 3eb5f57c11 Merge pull request #250 from cxd4/i_dont_always_zero_but_when_i_do_i_dont
minor clean-ups to how MIPS GPR $zero is handled in VR4300 and RSP CPUs
2015-03-09 12:03:04 +11:00
unknown cb9f9e2b56 keeping $0 overwrite prevention to just the CPU interpreter loop
Tried my best to make sure I didn't miss any op-codes.  (Ctrl+F searching for "!= 0" and "== 0" throught the file shows me that I didn't.)  If I did miss any op-codes, it's no bug, just remaining extra unnecessary checking for zero.
2015-03-08 20:20:05 -04:00
unknown 1772f1467c Prevent remaining possibilities of overwriting $zero in RSP.
In the RSP, MFC0, MFC2, and CFC2 were all susceptible to overwriting $zero.  Some of us have tried waiting for some games to use handcoded assembly in an attempt to purposely overwrite $zero in their microcode (to throw off emulators), but so far what few occurrences there have been of this have not included using those 3 opcodes.  Since it was decided to centralize the security of register $zero in the main R4300 CPU, it was decided to do so in the RSP as well.
2015-03-08 20:17:18 -04:00
unknown dc103ec59b keep $zero overwrite prevention to a single location in CPU loop
In both the 32- and the 64-bit interpreters, ADDI, LUI, LB, LW, LWU, LL, SLLV all check if the destination register specifier is 0, when none of the other interpreter ops do.  Actually, none of these 7 need to really check it either, since handling $zero overwrite is already managed in a single location in the main interpreter loop.
2015-03-08 19:29:41 -04:00
zilmar b6341d0b92 Merge pull request #234 from oddMLan/conkerbfd_RDB_fixes
[RDB] Miscellaneous Conker's BFD fixes
2015-03-09 08:08:54 +11:00
zilmar f76deada3d Merge pull request #240 from AmbientMalice/patch-5
Enabled fixed audio timing for Rogue Squadron.
2015-03-09 08:08:24 +11:00
zilmar 51e5151c49 Merge pull request #243 from dsx-/master
changes and corrections to RDB
2015-03-09 08:08:08 +11:00
zilmar 951c5d089c Merge pull request #244 from cxd4/i_dont_always_debug_but_when_i_do
I don't always debug, but when I do...
2015-03-09 08:06:41 +11:00
zilmar 3091d79a20 Merge pull request #245 from Lithium64/patch-3
Resident Evil 2 rdb fixes
2015-03-09 08:04:26 +11:00
zilmar 8a98506751 Merge pull request #246 from AmbientMalice/patch-4
Hydro Thunder 8MB and new audio.
2015-03-09 08:03:34 +11:00
zilmar c5fe5122b8 Merge pull request #247 from AmbientMalice/patch-6
Fix Resident Evil FMV audio.
2015-03-09 07:58:33 +11:00
zilmar 058e7c0c6e Merge pull request #248 from AmbientMalice/patch-7
"Fixed" Infernal Machine (U) sound.
2015-03-09 07:57:51 +11:00
dsx- 55284abe85 kirby 64 rdb changes
graphics work fine with glide64
2015-03-09 01:57:49 +08:00
dsx- ca9dff535a world cup 98 fix reg cache setting
fixed m8
2015-03-09 00:04:25 +08:00
AmbientMalice 2466feca2d "Fixed" Infernal Machine (U) sound.
Okay, so it turns out that the (U) version of Infernal Machine *hates* the settings that provide good audio for the (E) version. (I have no clue why I didn't notice this until now.) After a lot of dicking around, I found that AI=540 provided a usable compromise, where the sound is in synch and doesn't crackle like crazy. The problem is that the main menu music is now too fast. None of the other Factor 5 games behave this way.

In an ideal world the (U) version would be placed into a refrigerator and have a small atomic device detonated next to it. Until PJ64 gets proper audio synch or Azimer does something magical, I don't see that version working properly.
2015-03-08 12:30:17 +10:00
AmbientMalice dbbead7389 Fix Resident Evil FMV audio.
This fix isn't quite satisfactory, but with 2200\875, the last 30 seconds or so of the intro have no sound effects, only music. (A bug that could affect other FMVs throughout the game in theory.) 1500\530 has a wee bit of pop and crackle, but the FMVs now work correctly.
2015-03-08 11:26:15 +10:00
AmbientMalice ab5b4d5f83 deleted duplicate Hydro Thunder entry 2015-03-08 11:19:50 +10:00
Lithium64 fdfc5a9909 Biohazard Glide64 fix
AmbientMalice forgot to add the fix for japanese version of Resident Evil 2
2015-03-07 20:00:37 -03:00
Lithium64 df45f47ff9 Resident Evil 2 fix
Changed back RDRAM to 4, if set to 8 will cause resolution issues with Glide64
2015-03-07 19:51:36 -03:00
unknown 151ddf288d guess Glide64 in VS2013 linker needed fix in Release, not just Debug
warning MSB8030: The linker switch "Minimum Required Version" requires "SubSystem" to be set.  Without "SubSystem", the "Minimum Required Version" would not be passed to linker and could prevent to the output binary from running on older Operating Systems.
2015-03-07 17:28:46 -05:00
unknown b5604955d2 move OpenGL error flag state debugging from Glide64 to Glitch64
Do not call glGetError within Glide64::UpdateScreen to check for GL errors generated from Glitch64 functions, as Glitch64 does all the OpenGL handling (even if it is statically linked) and contains code that could be called from a different thread than gfx spec function `UpdateScreen`.
2015-03-07 17:26:02 -05:00
unknown f0d8810cc9 fix VS2013 linker warning about setting subsystem ver w/o a platform 2015-03-07 15:53:26 -05:00
unknown a80fe0674f should be able to debug OpenGL failures #ifndef _DEBUG now 2015-03-07 15:51:02 -05:00
dsx- ca441e1873 mario no photopi rdb changes
boots with lle graphics
2015-03-08 02:06:59 +08:00