*Removed GBI0_Tri4 (F3D microcode doesn't support it)
*Moved GBI0_Tri4 implementation to Ucode_GE.h since this is actually part of the custom microcode used by GE and PD.
*Implemented CullDL for F3D microcode, small speed up for games that use this, ex Wave Race 64
*Fixed max light constant for F3D/EX/2
*Continue WIP to optimize the vertex indices at compile time (F3D its done now)
*Implemented IsVertexInfoValid to add proper bound checking our vertextinfo
*Implemented IsAddressValid to add proper bound checking when referencing an N64 ram address, currently its only used for DMA_Tri_DKR
*Fixed bug bugged addresses in DKR ucode
*Removed now redundant bound checks, some of these were either wrong pr inconsistent
Note: We could avoid this convention by declaring MicroCodeCommand as pointer instead of reference, but this causes the compiler to no longer optimize our bitfields with (ext/inst)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@939 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Removed sanity checks from release mode in WRUS Vtx (it should never happen anyways)
[!] Removed sanity checks from release mode in GBI1 Vtx (Only game that sets this is Quake II which eventually crashes anyways due clipping too many verts)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@487 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] 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
[!] 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