Commit Graph

1367 Commits

Author SHA1 Message Date
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
dsx- 8319404852 add top gear rally 2 beta rom 2015-03-08 01:52:39 +08:00
dsx- e55ba1dd1a add top gear hyper bike beta rom 2015-03-08 01:51:45 +08:00
dsx- e2feae6643 change doraemon 3 to compatible
game works now apparently
2015-03-08 01:47:42 +08:00
dsx- a271abb31c change wildwaters to compatible
game works fine
2015-03-08 01:45:01 +08:00
dsx- 136f3aded8 correction to superman prototype good name 2015-03-08 01:39:29 +08:00
dsx- 5ad6a5bd07 change densha de go 64 to compatible
game works now apparently
2015-03-08 01:35:40 +08:00
dsx- 54cf00db07 change dragon sword to compatible
works fine with glide64
2015-03-08 01:28:51 +08:00
dsx- 18c36cb71e world cup 98 rdb changes
game is compatible, just needs reg caching disabled
2015-03-08 00:46:26 +08:00
dsx- 7990e047b1 enable fixed audio for top gear rally
no sound if this is disabled
2015-03-08 00:21:54 +08:00
AmbientMalice 4abe31dadc Enabled fixed audio timing for Rogue Squadron.
I'd accidentally missed this.
2015-03-07 22:52:57 +10:00
AmbientMalice 252a75bd57 Hydro Thunder enable 8MB and new audio timing.
Enabling the expansion pack allows 4 player MP. Was only enabled in US version before.
2015-03-07 22:48:24 +10:00
oddMLan 65109f5749 [RDB] Miscelaneous Conker's BFD fixes
-Disable 32 bit engine for CBFD (E); fixes glitching graphics
-Set VI to 2200 and AI to 500 for smoother gameplay
-Added entry for CBFD Debug Version
-Changed "Conker's Bad Fur Day (ECTS)" to "Conker's Bad Fur Day (U) (ECTS Demo)"
-Added Plugin Notes for CBFD Debug and ECTS
-Make Jabo's D3D config consistent between every version (clear frame, culling, emulate clear, etc...)
2015-03-06 19:43:36 -07:00
zilmar 8814f429e0 Merge pull request #233 from cxd4/i_dont_always_demo_but_when_i_do
Cube Demo (PD) has not had any problems since PJ64 1.6.
2015-03-07 12:46:19 +11:00
unknown 53274f36b5 Cube Demo (PD) has not had any problems since PJ64 1.6. 2015-03-06 19:11:31 -05:00
zilmar b02c29da62 Merge pull request #232 from MELERIX/patch
Cleanup
2015-03-07 09:54:02 +11:00
MELERIX 2c31b9486a Cleanup
Related with:
9059e307da
2015-03-06 19:27:03 -03:00
zilmar 3aa943df9f Merge pull request #231 from cxd4/so_i_herd_u_liek_CD64
speed improvements to "CD64 Memory Test" ROM
2015-03-07 06:56:27 +11:00
zilmar db3caba866 Merge pull request #230 from Nekokabu/master
Update Japanese.pj.Lang
2015-03-07 06:53:16 +11:00
zilmar 32adb6a515 Merge pull request #227 from AmbientMalice/patch-2
MusyX\MORT\Factor 5 sound fixes+misc.
2015-03-07 06:30:09 +11:00
unknown bd6997adfb like 1-2 VI/s faster with TLB usage assumed out of the core 2015-03-06 14:14:09 -05:00
unknown ebb2cc340b lol when's the last time these demos were tested? 2015-03-06 13:46:41 -05:00
unknown 9dc163f951 um...C:45 is not an unknown country code? dumb kangaroos. 2015-03-06 13:37:42 -05:00
unknown eca8f95c81 CD64 Memory Test runs fastest with interpreter core.
The Project64 recompiler is mostly to get games running at full speed for playability, but this is not a game, and implementing memory address range prediction in the recompiler to prevent missing the branch weighs would possibly not be worth it for a demo which should run fast enough with the interpreter.
2015-03-06 13:34:41 -05:00
Nekokabu b7cf2ca0f4 Update Japanese.pj.Lang
Update Japanese language file
2015-03-07 00:02:18 +09:00
AmbientMalice b2f0f34ac5 MusyX\MORT\Factor 5 sound fixes+misc.
With these changes, games such as RE2 now use Fixed Audio timing with appropriate VI\AI values, and now have near-perfect audio that will no longer bug out randomly, due to low framerates, or when loading save-states. Infernal Machine no longer has crackling audio. San Francisco Rush 2049 seems improved. Rogue Squadron\Naboo have fixed sound. Tarzan, Rugrats, and other games using Factor 5 tech were adjusted. Some ran fine on vanilla settings for some reason.

I disabled "Start Changed" for Naboo and Infernal Machine, since having it enabled causes significant stuttering in some menus.

FYI, MORT is the name of the speech codec used by Factor 5 games.

I decided on VI=2200 and AI=785 for most titles because those values hit a sweet spot between stopping crackle and keeping sound in synch. (Some games were happy with AI=400.) Some further tweaking might provide better results.
2015-03-06 22:50:00 +10:00
zilmar 60162d6c9b Merge pull request #226 from Frank-74/patch-1
Final fix for Glide About/Config crash and memory leaks
2015-03-06 22:04:12 +11:00
Frank-74 30039150ec Fix Glide About/Config crash and memory leaks
No more memory leaks, and no more crashing.
2015-03-06 09:25:37 +00:00