salvy
12060459d0
[!] Forgot this
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@779 42e9bfbe-799a-4a2d-bad1-236e862a387a
2012-10-11 07:17:54 +00:00
salvy
9932094a4b
[!} Some cleanups in S2DEX and Sprite2D
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[!} Made palette loading in S2DEX compatible with recent changes (when using DAEDALUS_TMEM)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@778 42e9bfbe-799a-4a2d-bad1-236e862a387a
2012-10-11 07:07:29 +00:00
salvy
592db1c5c5
[!] Use more complex blit algorithm from latest version of TriEngine (fixes large texture used in StarSoldier (640x320)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@695 42e9bfbe-799a-4a2d-bad1-236e862a387a
2012-06-07 00:01:35 +00:00
salvy
2b3cfdf371
[+] Implemented blit (code taken from The TriEngine)
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[!] Use blitting to support large textures (since the PSP hardware can only handle up to 512x512)
Worms - Armageddon is now playable
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@694 42e9bfbe-799a-4a2d-bad1-236e862a387a
2012-06-06 17:30:53 +00:00
Corn
d736ccbc94
[+] Save more memory using TMEM table with only 64 entries for palette pointers
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[+] TLUT hack for Resident Evil 2
[!] Disable Loop Opt for all WWF games
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@544 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-18 12:20:25 +00:00
Salvy
ba5a04adf9
[!] Bring back changes from 450 (Degraded texture cache for S2DEX, need to find a different approach to fix worms, we ain't going to hash palettes just for this game neither..)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@515 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-03 22:45:33 +00:00
Salvy
51a841546c
[~] Reverted a few changes from 450 (was breaking Worms game) (texture update for S2DEX needs to be revised)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@503 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-29 00:18:31 +00:00
Salvy
d831604fbc
[-] Final touch up to previous commit
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@494 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 22:21:33 +00:00
Salvy
14731277b1
[-] More more try xD
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@493 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 22:15:07 +00:00
Salvy
a5735e0e50
[!] Fixed compiling error from previous commit
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@492 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 21:59:27 +00:00
Salvy
7053c51132
[!] Downsample huge sprite (2045x2047) over 4mbs! that Worms Armageddon tries to load (props to Corn for spotting it)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@491 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 21:35:43 +00:00
Salvy
5f68383588
[~] Forgot this
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@490 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 20:31:08 +00:00
Salvy
efcc46eb8f
[!] Some clean ups and made several globals static in DLParser.cpp
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[!] Implemented bg1cyc correctly (fixes sprite errors in Worms - Armageddon and other games that use this cmd)
[!] Tidy GBI1/2_Texture
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@489 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 20:26:48 +00:00
Corn
a7275ea718
[!] Fixed potential ROM hack bug
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[!] Updated S2DEX_ObjLoadTxtr
[~] Trimmed some debug info
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@482 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-10 10:44:26 +00:00
Salvy
9ba611160d
[!] Avoid wasting time loading the same texture in S2DEX Obj** (happens quiet often in yoshi, a good example are the white dots that appear around the screen)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@481 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-10 00:14:00 +00:00
Corn
896a905413
[!] Reorganized and optimized MemRect for Yoshi (small speedup)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@474 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-05 09:37:37 +00:00
Salvy
8224c04405
[~] Simplified ObjLoadTxtr abit
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@473 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-03 12:52:44 +00:00
Corn
1763c5a10f
[!] Optimized Yoshi memrect for a small speed up when moving
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[!] Fixed compile warning in S2DEX
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@472 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-03 08:48:48 +00:00
Salvy
d28a06b2a2
[!] forgot this
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@471 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-02 22:38:09 +00:00
Salvy
43f8bef707
[+] Implemented S2DEX ObjRectangleR (untested, I can't find any game taht uses it.. but it should work fine)
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Note : All S2DEX funcs are now implemented, S2DEX is fully supported :)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@470 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-02 22:21:42 +00:00
Salvy
d8c3faf594
[+] Implemented S2DEX ObjRectangle (Pokemon Puzzle League is now playable) Note : You need a savestate to get in game
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[!] Refactor S2DEX codebase (bye bye redundant code)
[!] Several clean ups in S2DEX
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@469 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-02 22:02:36 +00:00
Corn
6c4d2df0c6
[!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
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[!] Made old TMEM implementation compatible with recent changes in S2DEX
[!] Big overhaul on Debug Dlist formating to make it easier to read
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@467 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-02 16:54:45 +00:00
Salvy
4fe409ce11
[+] Implemented S2DEX ObjSprite (Bomberman 64 - The Second Attack! is now playable)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@466 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-01 19:47:34 +00:00
Salvy
2110c9f019
[!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
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[+] Added blendmode for dust in Yoshi
Note : Rendering is now complete for Yoshi \o/
Note(2) : For some reasons one vertice is missing :/, will figure out later..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@462 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-24 22:50:02 +00:00
Salvy
3b6bf95c37
[+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
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[+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
[!] ALLOW GBI2 to use S2DEX ObjLdtxRect
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@457 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 19:01:13 +00:00
Salvy
2be73b783e
[!] Fixed crash in yoshi when pressing R
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[!] Fixed 4:3 mode not working in S2DEX
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@456 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 16:57:58 +00:00
Salvy
7801a74f4c
[+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) - Yoshi is now playable \o/
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Note : Sprites are inverted, will figure out later
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@455 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 06:41:59 +00:00
Salvy
4ed33ab348
[+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
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[+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
[!] Replace texture->Touch() with texture->UpdateIfNecessary() in S2DEX (Corn)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@454 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-20 17:40:33 +00:00
Corn
05ecfd4fd3
[!] Small speed up avoiding doing texture hash twice if a texture needs updating
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[!] Avoid reloading textures used by S2DEX if still in use.
[!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@450 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-19 12:26:33 +00:00
Salvy
39ba2cd77b
[!] Allow GBI2 to use S2DEX ObjLoadTxtr
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@449 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-17 22:01:55 +00:00
Salvy
3e6f40ea53
[!] Fixed bgcopy
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@448 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-17 19:57:34 +00:00
Corn
3485ed9ed7
[+] Added hack for more thorough texture check in Yoshi
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[!] WIP for S2DEX
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@447 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-17 14:07:44 +00:00
Salvy
e03350e430
[!] Initial work to get S2DEX_Bg1cyc working for Yoshi [WIP] (Note : the BG still stretches mostly in the edges of the screen)
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[!} Removed unused entries in MoveMemViewport
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@444 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-14 23:35:27 +00:00
Salvy
f2968e86ff
[!] Simplified when getting base address of texture in Yoshi_Memrect
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@441 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-12 16:08:35 +00:00
Salvy
1910ee981d
[!] BranchZ, given address from RDP_HALF1 rather display stack (cheaper)
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[!] Yoshi_Memrect no longer adds any overhead to RDP cmds, instead we'll just retrieve from LoadDetailsMap
[~] Small clean ups..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@439 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-11 23:03:03 +00:00
Salvy
479fa8b569
[!] Some clean ups
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[!] Moved Yoshi_MemRect to S2DEX, also it'll be used from S2DEX_RDPHalf_0 to avoid adding overhead to TexRect
[!] Fixed debug build
[!] Removed redundancy in makefile
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@432 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-07 15:13:45 +00:00
Salvy
c1ba13865e
[!] Several clean ups and sorting in DLParser
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@429 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-06 16:03:54 +00:00
Corn
a1bf2d6f62
[!] reduced memory usage for new TMEM implementation(1/4 of original)
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[!] fixed textures in Golden Eye
[~] some cleaning in DLparser.
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@413 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-23 21:13:33 +00:00
Salvy
ea5ee1c7f6
[!] Forgot to sort MoveMem and MoveWord
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[!] Some clean up, mostly in S2DEX
[!] Reverted changes to DLParser_InitGeometryMode, it only made the code less readable and slower (+10 ops)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@409 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-23 01:06:48 +00:00
Corn
bbbababc74
[+] Optimized palette loading (bypassing copy to TMEM) for a speed up in some games
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[+] Old TMEM emulation is a compile option in buildconfig.h
[-] removed redundant texture info in struct
[-] TMEM is not using VRAM (was no speed benefit)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@408 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-22 20:51:06 +00:00
Salvy
32acd8a57b
[!] Sorted all ucodes and moved them to headers to make development easier and make sure cod placement is optimal (Note : More clean ups and sorting are needed)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@407 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-22 15:47:29 +00:00