Salvy
58043ed2fc
[!] Check earlier if texture is the same as last time around
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[!] Some more optimizations in copying data with vectors (~50 ops)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@517 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-04 22:07:26 +00:00
Corn
50cf2ef91b
[!] use texture hash check in cache for now (fixes OOT and MM text and other issues in other games)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@516 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-04 09:43:08 +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
b3ec15a7bf
[!] Update RDP_Combine struct
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@514 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-03 22:33:01 +00:00
Salvy
4d6cddfcd3
[!] Fix clean scene not working properly when games are clearing the screen (PD)
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[!] Simplify check to clear screen
[!] Decode fill color even when clearing screen (fixes bug in PD)
[!] Simplify DLParser_FillRect
[!] Load RDP_Combine in one go (saves 2 ops)
[!] Ignore mem0+mem1 blend in fillrect (is cheaper than handling in general blender after all..)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@513 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-03 22:29:43 +00:00
Corn
d37483496c
[+] Conker TnL is now done on the VFPU (including ENV map)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@512 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-03 20:52:52 +00:00
Corn
415a8cd389
[+] DKR TnL is now done on the VFPU (speed up)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@511 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-03 17:35:04 +00:00
Corn
ce7ba0a211
[+] Added VFPU code for perfect dark TnL path (speed up)
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[!] Fixed copy n paste bug in lighting
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@510 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-02 22:49:18 +00:00
Salvy
a49a68a194
[!] Simplified CombinerTree
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@509 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-02 21:22:22 +00:00
Salvy
14ac722e27
[!] Don't use primitive colour when filling rectangles in 1/2 cycle, just clear to black (was causing issues in MK64)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@508 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-02 15:57:27 +00:00
Corn
91d33ecd33
[!] avoid downsizing texel buffer
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[!] some optimizations in copying data with vectors
[!] TnLVFPU Passing more data through a struct rather than function parameters
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@507 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-01 20:57:29 +00:00
Salvy
d93c3c2030
[!] Forgot this
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@506 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-30 22:19:48 +00:00
Salvy
835ee2b017
[!] Clear color buffer in fillrect (fixes several glitches in many games ex Worms - Armageddon, Superman, Command & Conquer and other games.
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[!] Add back check to ignore unnecessary loads to fillrect (Issue breaking the sky in Superman is sorted, we can add this back)
[~] Removed scissoring check in fillrect (no longer needed)
[!] Proper fillrect for 1/2 cycle mode
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@505 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-30 22:14:26 +00:00
Corn
28b84523de
[!] VFPU TnL recoded into one function (with optimizations)
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[!] Integrate TnL flags into TnL parameters
[!] small fix to texture UpdateIfNecessary
[!] small optimization to convert vertices
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@504 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-30 22:06:40 +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
Corn
8211f66db3
[!] Fixed a rendering bug from rev 486
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@502 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-27 09:34:22 +00:00
Salvy
a6d40016ca
[!] Fixed scaling bug in Sprite2D
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[!] Small optimization in RDPHalf1_GoldenEye
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@501 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-27 01:36:41 +00:00
Corn
1030ddb025
[!] small speed up making use of VFPU for converting vertices's to PSP hardware format when clipping tris
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@500 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-26 19:28:39 +00:00
Salvy
67dcc3adba
[-] No need for s/t for fillrect as we don't do any texturing
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@499 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-25 10:04:15 +00:00
Salvy
de39e31c8d
[!] Texrect, Texrect Flip, and Fillrect now uses 60% less verts (PSP only)
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[+] Added STRIP version for texrect as reference for future ports (uses 40% less verts)
[-] Removed annoying assert from fillrect
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@498 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-25 09:55:26 +00:00
Corn
d3ace974bb
[!] Optimized TexRect, TexRectFlip and FillRect to avoid copy same data twice and more effective parameter loading
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[!] Optimized clipped tris handling to avoid copying unnecessary data thus saving 240 bytes per tris
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@497 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-24 21:58:05 +00:00
Corn
cacf4e0acb
[!] removed some redundant variables in PSPRenderer
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[!] small fix to audio and made buffers smaller for less delay
[!] add disassemble when BSOD happens (not avail in release mode)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@496 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-24 17:44:56 +00:00
Salvy
2a1d892a37
[!] Forgot one more thing
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@495 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-23 22:36:00 +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
a7b4e02fee
[!] Force disable loop opt for Rayman2
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[!] Removed a forced blend mode that made shadows in Rayman2 invisible
[!] Minor fix to texture scaling to proper match 1.000 scale
[!] Removed extra test for disabling blending
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@488 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-20 16:47:28 +00:00
Salvy
5b4d2610e2
[!] Some clean ups
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[!] 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
2011-11-18 20:24:34 +00:00
Corn
32b96decfb
[!] Fixed some compile errors and rendering logic
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@486 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-17 19:25:23 +00:00
Salvy
e32107e4b1
[!] Some small optimizations in PSPRenderer
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[!] Made debug only sanity checks in GBI0 Vtx
[!] Do not render empty? tris in Tri4 (GE and PD)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@485 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-17 17:42:26 +00:00
Corn
03602ad577
[!] DKR only needs 80 verts array after all (no need for 128)
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[!] Updated CPU TnL
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@484 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-11 19:46:31 +00:00
Corn
092dc48a18
[!] Made inline of some functions in PSPRenderer
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[!] Made Debug Dlist spam less for cleaner looking output to file
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@483 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-10 18:02:35 +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
70a064628c
[!] Fixed DKR/JFG texture scaling issue
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@480 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-09 21:14:06 +00:00
Corn
bff27b756a
[!] Fixed Profiler
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@479 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-08 23:45:02 +00:00
Corn
650c9878eb
[!] Rayman 2 textures stretching should work now
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[-] Reverted GBI1_EndDL change
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@478 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-08 10:01:53 +00:00
Corn
5ed5cb30e3
[!] Optimized RDPStateManager
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[~] Forgot to add ROM hack for RAYMAN 2
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@477 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-07 20:45:39 +00:00
Corn
349218474f
[!] Rayman2 hack (WIP, it still have issues but should be playable now)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@476 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-07 14:35:52 +00:00
Corn
0165eb67ed
[!] bail audio mixer when called with bogus values (YOSHI)
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[!] 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
2011-11-07 08:42:56 +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
d6b03e3da5
[!] fixing a blend to make sun rays transparent in XG2
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@468 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-02 19:15:21 +00:00