Kojin
13ab843239
qt: fix gamelist order
2020-04-30 19:55:35 -04:00
PSISP
4f7206c0e8
Merge pull request #381 from refractionpcsx2/clut_fix_finale
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GS: Remove the clut load of context change rubbish
2020-04-30 19:06:34 -04:00
refractionpcsx2
2732a1658e
Remove the clut load of context change rubbish
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Make sure CLUT only uploads to the maximum number of entries the cache can hold, don't loop around
2020-04-30 23:58:06 +01:00
PSISP
5e6cb4a984
Merge pull request #379 from Souzooka/ldr
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EE JIT: Properly destroy top bit on aligned lwl/lwr/ldl/ldr
2020-04-29 19:09:09 -04:00
dakotachasesmith
d20aa3e8bf
Properly destroy top bit on aligned lwl/lwr/ldl/ldr
2020-04-29 11:45:22 -10:00
PSISP
bc6d001cf3
Merge pull request #376 from refractionpcsx2/firewire
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IOP: Add FireWire stub support to help games boot which look for iLink
2020-04-29 14:13:54 -04:00
refractionpcsx2
db92afe858
Clean up firewire.hpp spacing
2020-04-29 08:40:22 +01:00
PSISP
373f12443e
Merge pull request #374 from refractionpcsx2/clut_fixup
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GS: Fix CLUT Reloading with offset
2020-04-28 19:30:52 -04:00
Kojin
404faf04da
gs: die on unrecognized priv write
2020-04-28 16:30:23 -04:00
Kojin
37eeaff4cb
gs: log feedback write registers, die on activation
2020-04-28 16:30:23 -04:00
Kojin
4353af1250
gs: log SRFSH
2020-04-28 16:30:23 -04:00
Kojin
17044061a8
gs: partially implement and log SYNCV
2020-04-28 16:30:18 -04:00
Kojin
9d27c7b009
gs: log SYNCH2
2020-04-28 16:30:16 -04:00
Kojin
64e529c126
gs: partially implement and log SYNCH1
2020-04-28 16:30:16 -04:00
Kojin
cb460225e1
gs: partially implement and log SMODE1
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Also properly reset some registers
2020-04-28 16:30:07 -04:00
Kojin
9da336bef6
gs: implement priv register r/w mirroring
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0x0400-0x07f0 -> 0x0000-0x03f0
0x0800-0x0ff0 -> 0x0000-0x07f0
0x1400-0x17f0 -> 0x1000-0x13f0
0x1800-0x1ff0 -> 0x1000-0x17f0
0x2000-0xfff0 additionally appears mirrored but this range is listed as just "reserved" with no mention of the mirror.
Reads above 0xfff0 are possible but result in a crash on real hw.
tested on gs rev 21
Any read access to an address which isn't mapped to a register marked for reads will read GS CSR.
2020-04-28 04:14:24 -04:00
refractionpcsx2
529405bb7e
Removed some redundant code
2020-04-22 00:04:41 +01:00
refractionpcsx2
b256b747ac
Fix QMake
2020-04-21 22:35:53 +01:00
refractionpcsx2
176b294ebc
Fix up CMake, hopefully
2020-04-21 22:31:34 +01:00
refractionpcsx2
2d9b762535
Comment fix
2020-04-21 22:22:35 +01:00
refractionpcsx2
6be0f81a0d
Add firewire stub support to help games boot which look for iLink
2020-04-21 22:21:14 +01:00
PSISP
acfd9e28d0
Merge pull request #375 from refractionpcsx2/gs_download_Z16
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GS: Implement PSMZ16S downloads
2020-04-21 04:37:30 -04:00
refractionpcsx2
abf5c4e73c
Reload CLUT on context change, also disallow reload when context is different
2020-04-20 22:26:11 +01:00
refractionpcsx2
7951b48711
Limit 4bit CLUT loading correctly
2020-04-20 18:53:03 +01:00
refractionpcsx2
86544954ae
Just adding some missing comments
2020-04-20 12:52:32 +01:00
refractionpcsx2
05cf05c8f3
Implement PSMZ16S downloads from GS
2020-04-20 12:49:43 +01:00
refractionpcsx2
83a19e405b
Don't offset CLUT source in 4bit mode
2020-04-20 12:32:02 +01:00
refractionpcsx2
c4c7cc897e
remove needless complication
2020-04-20 09:00:19 +01:00
refractionpcsx2
389081e035
GS CLUT: Limit entries written to memory limit
2020-04-20 00:58:39 +01:00
refractionpcsx2
a285f46895
Fix CLUT Reloading with offset
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Fix up some multipliers I missed last time
2020-04-20 00:13:59 +01:00
PSISP
078d4458d1
Merge pull request #373 from Ziemas/spu_status
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SPU: Set bit 7 of status reg when DMA is paused
2020-04-19 18:45:21 -04:00
refractionpcsx2
9f14ca2fd8
Implement VIF Reset and actually link up GIF Reset. Fixes Dynasty Warriors 5 hang
2020-04-19 22:30:20 +01:00
Ziemas
c1b626180b
Set bit 7 of spu status reg on DMA pause
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This seems more like a DMA_ready bit.
When asked to stop a transfer libsd turns off the busy bit on the dma control
register which pauses the DMA transfer. It then proceeds to loop waiting
for bit 7 of spu status to turn to 1.
This is what's happening to Gregory Horror Show.
2020-04-19 22:46:10 +02:00
PSISP
498973ba37
Merge pull request #370 from refractionpcsx2/gs_line_rendering
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GS: Fix line rendering, JIT points and lines
2020-04-19 16:23:39 -04:00
PSISP
5ee87ac975
Merge pull request #369 from tadanokojin/game-list-bin-support
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qt: add support for bin files in the game list
2020-04-19 15:21:55 -04:00
PSISP
22b7526251
Merge pull request #368 from refractionpcsx2/gs_clut_offset
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GS: Fix CLUT Offset (CSA) address. Fixes Romance of the Three Kingdoms
2020-04-19 15:21:35 -04:00
refractionpcsx2
078d7b72c7
Fixed up Line Rendering
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Added GS JIT to Line and Point rendering functions
2020-04-19 18:50:31 +01:00
Kojin
e5b8673d70
qt: add support for bin files in the game list
2020-04-19 12:03:24 -04:00
refractionpcsx2
b17f92308e
GS: Fix CLUT Offset (CSA) address. Fixes Romance of the Three Kingdoms
2020-04-19 01:27:34 +01:00
refractionpcsx2
f514b4ddae
further cleanup
2020-04-18 21:07:33 +01:00
refractionpcsx2
fb8ead97c0
Fix some spacing issues
2020-04-18 20:57:33 +01:00
PSISP
399ea79b88
Merge pull request #367 from refractionpcsx2/gs_mip_fix2
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Forgot width value is multiplied by 64
2020-04-18 15:05:45 -04:00
refractionpcsx2
7133a29fc6
Forgot width value is multiplied by 64
2020-04-18 20:04:45 +01:00
PSISP
bcc2c616c6
Merge pull request #366 from refractionpcsx2/gs_mipmap_fix
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GS: Auto MIPMAP calculation automatically reduces buffer width
2020-04-18 14:58:40 -04:00
refractionpcsx2
b14b2219b9
GS: Auto MIP calculation automatically reduces buffer width, it's not taken from MIPMAP registers as previously thought, think this was a misunderstanding
2020-04-18 19:54:34 +01:00
refractionpcsx2
6404105df5
re-enable the dispatcher. Bug appears to be fixed
2020-04-17 19:57:38 +01:00
refractionpcsx2
5fee1b12eb
Improved PATH3 Masking - Simpsons Game now looks great. Behaviour is more as described now.
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Cleaned up a bit of the GIF PATH request/deactivate gore going on
fixed a bug where any path could unset outputting_path flag
2020-04-17 19:33:38 +01:00
refractionpcsx2
6996288d48
Disable EE JIT Dispatcher for the moment until we can figure out the problems. Replaced it with a loop on run_jit
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Put in some code to handle waiting for VU0/Interlocking to save constantly going in and out of the EE JIT (partial revert + improvement)
2020-04-17 18:11:51 +01:00
refractionpcsx2
f7494a4373
Add VU0 JIT, again
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Make VU1 run on number of cycles to EE cycle count
2020-04-16 23:26:35 +01:00
refractionpcsx2
24080991d7
Fix/Workaround EE JIT bug causing Soul Calibur 2 characters to spin
2020-04-16 14:31:35 +01:00