Commit Graph

  • 188fa9b2cb JitIL doesn't use JitRegCache; get rid of it. magumagu9 2009-06-29 01:21:55 +00:00
  • 449f075fd6 Code cleanup: split IR.cpp into its two logical components. magumagu9 2009-06-29 01:08:08 +00:00
  • 5717f1f15b Grok EFB pixel format to determine whether render target has alpha, thus fixing the "Stage Clear" screen in SSBM. Nolan Check 2009-06-29 00:52:54 +00:00
  • 07a767691d Clean up OpenGL code and introduce the Framebuffer Manager. More work is forthcoming; I plan to implement resolution switching (while the game is running) and also multiple virtual XFBs for game-controlled buffer swapping. Nolan Check 2009-06-28 23:35:08 +00:00
  • fd47eb7b44 Save States: 1. Added "Undo Load State" which... undoes load state :) 2. Implemented saving/loading to memory buffers (very fast) for temporal states such as for "undo load state" XTra.KrazzY 2009-06-28 21:11:51 +00:00
  • e341985003 Fix flickering in Real XFB mode. POFF for XFBBottomInfo appears to be connected to POFF for XFBTopInfo. Nolan Check 2009-06-28 20:55:31 +00:00
  • 7f27cfc9d2 Misc warning fixes. magumagu9 2009-06-28 20:53:26 +00:00
  • 1bcef5be76 Misc warning fixes. magumagu9 2009-06-28 20:38:01 +00:00
  • b33e69b8de Small warning fix. magumagu9 2009-06-28 20:07:38 +00:00
  • 3d9279a73f Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default. hrydgard 2009-06-28 20:04:07 +00:00
  • faa63713e2 Remove a bunch of unnecessary "inline" designators. This was actually breaking the build on my system; I'm surprised nobody else has run into this issue. magumagu9 2009-06-28 19:51:48 +00:00
  • 24a63ce368 Organized savestate hotkeys: F1-F8: States, F9: Screenshot, F10: Pause, F11: Load last state, F12: Undo load state, Shift-F12: Undo save state XTra.KrazzY 2009-06-28 19:47:02 +00:00
  • dfdfbd4a6a Delete some obsolete junk, in zelda ucode and in gl plugin. hrydgard 2009-06-28 17:58:52 +00:00
  • 17f697d856 fix LLE plugin crashing when not starting dolphin with -d hrydgard 2009-06-28 17:38:18 +00:00
  • cc38e72dc3 DSPLLE: Setting breakpoints and stepping through code now works in the (still rather basic) DSP debugger. Decided not to share the breakpoints code between PPC and DSP because it can be done much more efficiently for the DSP case due to the very limited memory space. hrydgard 2009-06-28 17:18:52 +00:00
  • e4af896638 revert accidental change to OpenGL's Config.cpp fix jitil building fix win32 debugfast building Shawn Hoffman 2009-06-28 16:47:14 +00:00
  • 04105baf4e DSPLLE: sort of semi-working breakpoints and stepping, if you flip an #ifdef. more work to do, for some reason it gets very slow when you enable it atm hrydgard 2009-06-28 16:23:40 +00:00
  • b406203794 build fixing hrydgard 2009-06-28 15:52:15 +00:00
  • 1aab3252fa Added support for playing PCM16 sounds, looping or non-looping. It is a bit hacky and may have problems, but now SMG has music. I'll try to do AFC / ADPCM for next commit. luigi2us 2009-06-28 14:22:51 +00:00
  • 900287be50 Compile fix nakeee 2009-06-28 12:50:51 +00:00
  • 6c52ab1c39 give the DSP breakpoints that can be toggled but don't work yet :p hrydgard 2009-06-28 12:30:34 +00:00
  • 8e7fdbc150 cleanup: extract breakpoint code into Common. only have one shared PPCDebugInterface. hrydgard 2009-06-28 12:15:31 +00:00
  • 7c92dada85 added an AX disasm with (few) comments. Moved some code around to prepare to share some breakpoint code between the ppc and dsp hrydgard 2009-06-28 11:47:39 +00:00
  • f49e479d09 Tiny work in Wiimote Linux, with an extension plugged in, the game tries reading accel data and maybe extension data, too bad the games fail to actually read the information though Sonicadvance1 2009-06-28 10:40:19 +00:00
  • 5c7fc8ed7b DSP: build fixin', more movin', some comments. hrydgard 2009-06-28 10:24:44 +00:00
  • 895b02f410 DSP: Add txt file with luigi ucode comments (very basic). Rename some stuff. Remove function pointer in g_dsp structure, replace with a "Host" function call. Fix a problem where symbols weren't loaded into DSP debugger. hrydgard 2009-06-28 10:00:25 +00:00
  • 7ea2bc5da9 Save States: 1. Added a header, including the Game ID (old states are obsolete unless the gameid is appended to the beginning) so states from different games can't be cross-loaded 2. Added loading/saving from/to file 3. Added loading of last saved state (F11) 4. Added "Undo State": Load the backed up last overwritten state (if you press save instead of load) (F12) 5. State code cleanup XTra.KrazzY 2009-06-28 01:11:35 +00:00
  • 2ea850f5a0 Zelda UCode indentation cleanup XTra.KrazzY 2009-06-27 22:24:38 +00:00
  • aa63c8cf8d Zelda UCode clarifications and cleanup XTra.KrazzY 2009-06-27 22:10:06 +00:00
  • 46b0fd3c96 1. TAS Groundwork: Saving the state (compression and memory dump to file) is now done on a separate thread (thread-safe). Now state saving is silent and quick. 2. When stopping, GUI doesn't let the user choose another game and effectively crash Dolphin 3. Omitted an unneeded loop in AudioCommon XTra.KrazzY 2009-06-26 22:36:44 +00:00
  • 8a6fcdc2bc Cleanup XTra.KrazzY 2009-06-26 15:06:23 +00:00
  • d4625bcd3a Fix vertical squishing in Real-XFB mode Nolan Check 2009-06-26 10:47:37 +00:00
  • a398096584 fixed copy paste error:) nakeee 2009-06-26 09:05:14 +00:00
  • 159feed662 DSP LLE: results of wide if testing please test :) nakeee 2009-06-26 08:58:54 +00:00
  • ade9479005 Display buffer flips are now triggered by the CPU thread through the Video_UpdateXFB function. This is a fairly significant change of behavior, but it improves performance. Nolan Check 2009-06-26 08:57:53 +00:00
  • a7eb7bbf00 Trying to fix DSPSpy. Test this one XTra.KrazzY 2009-06-24 16:49:10 +00:00
  • 81d671dc1a Aligned VideoInterface events with scanline updates. LinesPrower 2009-06-24 09:46:09 +00:00
  • 103bc58c83 win build fix hrydgard 2009-06-22 22:01:59 +00:00
  • 0552f59e20 Bit of work on Wii net, got a homebrew app quite far. might break Windows compiling, not sure, sleep deprivation kicking in Sonicadvance1 2009-06-22 20:27:05 +00:00
  • 1eef6b4004 fix debug compile of wiimote-testing nakeee 2009-06-22 17:19:15 +00:00
  • d3bf69a154 Commit framelimiter patch from issue 1025 nakeee 2009-06-22 12:02:58 +00:00
  • 1f590b8900 Fix a mess up on my part, causing a bunch of unknown events in Linux with the Wiimote. Dolphin sends out packets without the start 0x52 byte. WiiUse checks for this and adds it automatically. Wiimote is still having some problems, trying to figure it out Sonicadvance1 2009-06-22 11:56:27 +00:00
  • cbff6dfde3 Get Wiimote working in Linux, events.c works the same under Linux as OSX, Windows strips the first byte of the packet? Probably should be handled in WiiUse instead of our code Sonicadvance1 2009-06-22 10:11:31 +00:00
  • c14548c8db Fixed JIT IL crashing LinesPrower 2009-06-22 09:36:25 +00:00
  • 6b2855de5e revert last 2 commits nakeee 2009-06-22 09:31:30 +00:00
  • 5bcf69cbd6 Forgot to add the source files... omegadox 2009-06-22 07:44:20 +00:00
  • 6de0cd1e4b They should be called SU Registers (Setup Unit/Rasterization). BP (Bypass) is really the name of the commands that are passed in. omegadox 2009-06-22 07:40:28 +00:00
  • cfe3f77ccf Some commenting and added some unknown cases to BPStructs, see: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90 omegadox 2009-06-22 01:46:58 +00:00
  • cbd4f8937b Fix Wiimote connection issues under my Ubuntu 9.10 Sonicadvance1 2009-06-21 16:51:27 +00:00
  • c306374577 DSP: update docs for lrs/srs hrydgard 2009-06-21 13:39:48 +00:00
  • f6ebaae792 dsp: disable the newfangled ext stuff until it can be verified and used. fix typo. hrydgard 2009-06-21 13:11:47 +00:00
  • 619ca8415a Add some dll's required to use in_vgmstream for MusicMod death2droid 2009-06-21 12:29:54 +00:00
  • 8001dbebc4 Comment zelda's "SetupAccelerator" now that we know what that op is... hrydgard 2009-06-21 12:24:36 +00:00
  • edc7b17924 fix bug in my ugly hack to load the commented zelda ucode - it always loaded, no matter what game hrydgard 2009-06-21 12:18:04 +00:00
  • 37375c7115 Implement the newly discovered DSP opcodes that I named LSRN and ASRN. Also (attempt to) implement reading ARAM through 0xFFD3, like the zelda ucode does. hrydgard 2009-06-21 12:09:17 +00:00
  • 1ca874365b Unknown DSP opcode 0x02ca tested and figured out. hrydgard 2009-06-21 11:46:27 +00:00
  • e5b75aef09 unbreak dsptool/dspspy hrydgard 2009-06-21 11:12:48 +00:00
  • 59487bddcf Some LLE memory access nakeee 2009-06-21 09:56:39 +00:00
  • e91ab24bce Linux compile fix Sonicadvance1 2009-06-21 09:35:31 +00:00
  • eef35f9537 zelda disasm: minor commenting/formatting hrydgard 2009-06-21 09:25:55 +00:00
  • aecaf271f1 New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). Had to shuffle around quite a lot of code to be able to extract the CodeView into a library nicely so it can be used from both the main dolphin and the LLE plugin... also extracted the symboldb code. hrydgard 2009-06-21 08:39:21 +00:00
  • 80217a6ed7 DSP: Fix the invalid memory accesses that the Zelda Ucode does in LLE. No LLE sound yet but at least no crazy errors :p hrydgard 2009-06-21 06:56:44 +00:00
  • b7e5fb6ef2 submitting just because I want to move these files hrydgard 2009-06-20 20:21:35 +00:00
  • a19f907b32 DSP Zelda: Lots more commenting and a bit of RE of the ucode. hrydgard 2009-06-20 20:00:48 +00:00
  • 91ec07a049 Remove delay in Fifo when CP/GP distance is 0. It's a bad idea to sleep for a whole MILLISECOND when we only have about 17 milliseconds to complete a frame. Nolan Check 2009-06-20 13:07:55 +00:00
  • a68abea970 just a bit of RE, no real insights hrydgard 2009-06-20 12:44:17 +00:00
  • 0a648b59e4 MusicMod: Added DSP HLE option to turn off streaming music for use together with the MusicMod John Peterson 2009-06-20 12:19:53 +00:00
  • 8cdd8cf2a7 Return render-target alpha because of a problem report. "Stage Clear" background in SSBM is black again. More investigation is needed into render-target alpha. Nolan Check 2009-06-20 12:07:04 +00:00
  • 09d5313410 Remove a lot of warnings from MusicMod. death2droid 2009-06-20 11:31:26 +00:00
  • 8cf11ff58a Linux build fix XTra.KrazzY 2009-06-20 11:14:54 +00:00
  • c66c54814c MusicMod: Fixed the build John Peterson 2009-06-20 11:05:52 +00:00
  • 35a9f15efa typo hrydgard 2009-06-20 11:02:16 +00:00
  • 636746490e MusicMod: Prepare to fix the MusicMod build John Peterson 2009-06-20 10:58:15 +00:00
  • 8d30e3f3c0 DSP HLE: Break out the ADPCM decoder, add a few comments. hrydgard 2009-06-20 10:39:45 +00:00
  • 22a6533f7f State saving is now consistent with the Zelda UCode. We can now save, load, and still hear sound XTra.KrazzY 2009-06-20 10:24:49 +00:00
  • 4292962ea2 Changes for OpenGL plugin: - Render targets should not have an alpha channel - Use correct source rectangle for render-to-texture effects - Use "GL_INTENSITY8" instead of just "GL_INTENSITY" (makes no difference) Nolan Check 2009-06-20 09:29:28 +00:00
  • edf58e1478 (WIP) my zelda reverses fires.gc 2009-06-20 06:54:26 +00:00
  • d62635d483 DSP_UC_Zelda.txt: Did a fresh disassembly, and transferred all the comments with a tricky little python program :-) hrydgard 2009-06-20 06:35:29 +00:00
  • d4a0e1f8d0 DSP HLE improvements... fires.gc 2009-06-20 01:33:13 +00:00
  • 891ff575b0 compile fix nakeee 2009-06-19 16:07:09 +00:00
  • 5853c80050 Visual Studio solution file clean-up. - Use "Dolphin" as the start-up project since that builds the Dolphin executable. - Instead of having projects depend on the plug-ins, make the plug-ins part of the solution configuration. Nolan Check 2009-06-19 01:39:55 +00:00
  • b679891d6f Move DSP_UC_SuperMarioGalaxy txt to DSP docs folder death2droid 2009-06-18 21:33:42 +00:00
  • 07af37d11a opsss.. nakeee 2009-06-18 21:15:49 +00:00
  • d91389fea2 dspcodeutil now name is always dsp_code as needed by main_spy. nakeee 2009-06-18 20:47:02 +00:00
  • b92be31df0 an attempt to move docs to trunk. god tortoisesvn was an ass to do this with tortoisesvn and google code (core pdf was refused multiple times) NOTE: docs/WiiMote/Core V2.1 + EDR.pdf is still missing deu to googlecode hating me daco65 2009-06-18 16:07:45 +00:00
  • 5d590d5934 Chance m_InterfaceFramelimit to m_Framelimit death2droid 2009-06-18 11:23:37 +00:00
  • fc617299a7 Add a disassembly of SMG ucode. TODO: move it? I can't commit it to docs/DSP because I only checked out trunk :( luigi2us 2009-06-18 10:56:29 +00:00
  • b6bdc29935 fix booting with a disc inserted make disc changing a scheduled affair fix some breakage from removal of mappedfile cleanup Shawn Hoffman 2009-06-18 08:22:02 +00:00
  • 24192ab23c createtest small windows fix nakeee 2009-06-18 05:22:10 +00:00
  • 51c51c0fda Just helps BBA in Linux a bit Sonicadvance1 2009-06-18 01:15:48 +00:00
  • 37ceb042e1 DSPCodeUtil some code fixing nakeee 2009-06-17 23:36:04 +00:00
  • a536460067 Fixed buffer overflow in CodesToHeader, now dsptool -m creates files correctly as far as I could test nakeee 2009-06-17 22:16:48 +00:00
  • 697ce7b1ab createtest fixes and compile fixes for linux nakeee 2009-06-17 21:44:03 +00:00
  • ff83f9eb71 sorry hrydgard 2009-06-17 21:18:56 +00:00
  • 28122e0a9b Implement the findings about CR and lrs/srs in LLE plugin. Don't hear any difference in the few games i tried. hrydgard 2009-06-17 21:08:49 +00:00
  • 51cbdea782 MemoryView can now view ARAM (rightclick -> toggle memory). Add "search for instruction" capability to debugger. Code cleanup, log zelda pb type (9 all the time in Zelda Four Swords) hrydgard 2009-06-17 19:50:59 +00:00
  • 9d9ce4274b WII IPC HLE: error logging instead of panicalerts for unknown DVD operations. hrydgard 2009-06-17 19:03:30 +00:00
  • a852b6228d add some regs to PixelEngine.cpp: not sure, but probably no behavioral differences. Shawn Hoffman 2009-06-17 07:08:57 +00:00
  • 2baca7ca3d Added installing of WADs via context menu XTra.KrazzY 2009-06-17 06:37:34 +00:00
  • 232217c1cd Added the ability to install WADs (such as DLC WADs). Currently it just installs a WAD when booting it fails (when it's not bootable), I'm not sure whether there should be a menu option specially for installing WADS... note: If you previously manually installed WADS by creating a *file* called "CONTENT", trying to reinstall that WAD automatically will fail unless you delete the file. itsnotmailmail 2009-06-17 02:50:54 +00:00