*Fixed typo in the bound check from last commit
*Added hack for WCW Nitro, fixes sprite issues, this game should be playable now
*Refactored Sprite2D for consistency (same structure as S2DEX)
[!] Fixed regression in mario party 3 (We now only set rounding mode for games that needed it ex DK64) (PSP)
[!] Optimized CTC1
[!] Fixed bug in Compare for Equality in interpreter
[!} Clean ups in R4300.cpp
[!] Optimisation for ADDI in x86 dynarec (PC)
[!] Changed abit initiation of system, (my previous attempt was breaking the PSP build)
[~] Paper Mario still needs hack for mem opt
[~] GetState no need to return
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1524 42e9bfbe-799a-4a2d-bad1-236e862a387a
[-] Don't update shademodel ( I don't think this required, and was breaking tiger's honey hunt)
[!] Fixed crash in Wetrix
[!] Removed unused hacks
[~] Banjo K needs tlut hack for fast tmem (Fixes Nintendo logo)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1369 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] No need to use simulate doubles in Conker/Tom&Jerry/Mario Party Draft mini game/Earth Worm Jim/Power Puff Girls
[!] Fixed a subtle bug in MOV.D (both in interpreter and dynarec) that caused problems in Conker(and possibly other games)
[!] Added direct access to doubles in the emulated registers (FPUD)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@888 42e9bfbe-799a-4a2d-bad1-236e862a387a
[+] Added Azimer's DK64 hack(DK64 boots now, make sure to have Double Display List off)
[!] Set EEPROM4k for DK64 (fixes hang when entering main menu in DK64)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@873 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Tyde R4300_Cop1_CTC1 (saves 7 ops)
[!] Made all instances of FPUControl[31] to 32bit (Compiler was already optimizing it off anyways)
[!] Fixed languages not being unloaded properly when switching to default language
[!] Tyde when loading languages
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@645 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Enabled simulate doubles for Buck Bumble (slight speed up)
[!] Use pspfpu math for interpreted Opcodes that use floorf,roundf,truncf etc (generates much better assembly, for example our own implementation added mfc1)
[!] Do proper floorf,roundf,truncf for Double precision Opcodes that use them (we should use double precision from libc actually( Im sure this the reason we didn't handled them in the first place?).. but since we simulate doubles for most games and doing it natively with single precision is alot faster, better than not handling them at all ;). Should fix some random bugs)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@632 42e9bfbe-799a-4a2d-bad1-236e862a387a
[+] Donald Duck is a bit more playable with T1 texture hack (same as Rayman2)
[-] Alternative TLUT hack is now a part of bitwise hacks
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@536 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
[!] small update/boost to reference CPU clip.
[!] optimized both VFPU and CPU clip flag generation
[+] added hack to make memory opt work in PD
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@418 42e9bfbe-799a-4a2d-bad1-236e862a387a