*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)
*Remove SOTE ucode implementation, this was wrong. Now both SOTE and WRUS will use the Beta ucode
*Fix typo from previous commit that caused that changed ucode hash.
*Added WIP to set the vertex stride at compile time to allow the compiler to do further optimizations when the stride its a power of two. Currently its only done for the new F3DBETA ucode as a test.
* Auto defect and cache ucode functions and vertex stride
* Speed up custom ucode detection, avoid string detection and return as soon as there's a match
* Do not attempt to auto defect ucodes that lack a version string
*Alot of code clean up, now custom ucodes should be easier to add (everything related its now in Microcode.cpp)
*Bound checking for InitMicrocode and make sure to set a default ucode version if there's a failure
*Hardcode code_size to avoid issues when hashing ucodes when games set an invalid size, ex Conker
*Simpler way to clear the ucode cache
*Always include gNormalInstructionName even on release builds, the memory we saved wasn't worth the hassle to keep it out of release builds..
[!] Fixed error in oshle that caused a branch assumption error
[!] Detect newer PSP revisions..ex E100 etc, also fixed a bad detection
[~] Some clean ups
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1029 42e9bfbe-799a-4a2d-bad1-236e862a387a
[~] Some clean ups InitMicrocode
[+] Added -pipe option to makefile for faster compile time (Note: This will use more RAM from your computer, make sure to have atleast 512Mb+ when compiling Daedalus)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@621 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] If Off screen rendering is true, TnL is skipped for Conker (small speed up)
[~] Small cosmetic change in GUI text (will this break translations?)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@590 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] small improvement in color adjustment process
[!] call popDL directly instead of endDL if possible
[!] Instruction count should now match in debug dlist with value shown in Dlist length
[!] reworked blend explorer and cleaned up debug info and reordered some code
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@475 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
[!] Patch ucode name table to create custom name tables (Dlist dumps for custom ucodes are accurate now)
[+] Added GBI1_S2DEX ucode name table
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@426 42e9bfbe-799a-4a2d-bad1-236e862a387a
Note : The benefit of modifying our ucode tables directly
1 - We don't need to build any array which can be really expensive if it happens
2 - No need for a another InstructionLookup
Only issue is that I need to find a clean way to undo any patching to avoid creating conflicts
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@423 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Removed all custom ucode tables since they aren't needed anymore (saves alot of space to binary)
[!] Set ucode, patch ucodes, set vtx multiplier in one go (ToDo : set ucode names in one go too)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@412 42e9bfbe-799a-4a2d-bad1-236e862a387a