CornN64
5b3534bab4
[!] Fog now works with point light on PSP as well (Zelda MM)
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[!] Removed redundant texture flag in TnL flags
2013-09-25 21:00:11 +02:00
CornN64
bfd94b655c
[!] Some WIP for vertex fog on PSP (functions on many games that uses the standard TnL. It uses a second pass to blend in the fog)
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[-] Reverted some changes from previous commit since it broke texturing in some games and CBFD lights.
2013-09-21 18:31:48 +02:00
salvy
59052f047a
[!} Optimization to Conker's light (PC/OSX)
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[!] Aligned v2, we can copy 2d vectors more efficiently
2013-09-19 23:28:24 -07:00
salvy
d8c43fa5f0
[!] Cleaned up MatrixFromN64FixedPoint
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[!] Fixed Super Bowling's left screen
2013-09-09 21:58:44 -07:00
salvy
caebcfd07a
[!] Proper implementation of Clear_N64DepthBuffer (Fixes crash in SSB)
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[~] Some clean ups
2013-09-06 00:05:04 -07:00
CornN64
47a1d7c67a
[!] more optimization of VFPU triangle cull test
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[-] removed VFPU code for dot in V3 and V4
2013-08-26 20:53:47 +02:00
CornN64
0a9a6bb2ce
[!] Some tidy and small optimizations in VFPU ASM TnL
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[+] Added TnL VFPU ASM for Zelda MM point lighting
[+] Added calculations in VFPU ASM for back/front culling triangles
2013-08-24 20:34:02 +02:00
salvy
2aed96852f
[!] All Star Tennis '99 works now with accurate TMEM
2013-08-19 08:18:22 +01:00
salvy
9e88e012b5
[!] Always set SkipIfZero when LigtCol is set
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[!] Refactored MV_LIGHT
[!] Removed invalid light direction check (This was for the PSP, I don't think is required)
2013-08-19 08:18:22 +01:00
salvy
7320eaef08
[!] Make sure to clear TnL flags, also rename it from TnLPSP to TnLMode
2013-08-19 08:18:22 +01:00
CornN64
11703ec45a
[!] Optimized GBI2/MM point light calculations and light struct for CBFD and MM
2013-08-19 08:18:22 +01:00
salvy
189493fb59
[!] Moved Conker's coord mod to tnl struct
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[!] Changed abit how Vtx Conker len and n are calculated
[~] Some minor clean ups
2013-08-19 08:18:22 +01:00
salvy
be0f32311c
[!] Implemented proper lightning for Majora's Mask
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[!] Improved N64Light struct, it can now handle GBI2 (thnx corn for helping!)
[!] Fixed compiled error in SetNewVertexInfoPD, and some clean ups
2013-08-19 08:18:12 +01:00
CornN64
a0ff7c8160
[!] Further optimized lighting calculations and branches in conker TnL.
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[!] LightVerts() now returns only R,G & B (V3 and no A)
[!] Lights color and direction now uses V3
[!] Fixed RDP_MoveMemLight() to proper light direction.
2013-08-01 18:39:16 +02:00
salvy
1752532c22
[!] Optimized RDP_MoveMemViewport
2013-07-31 22:33:54 -07:00
salvy
d3624540ea
[!] Typo that was causing many glitches in Conker
2013-07-31 14:15:13 -07:00
salvy
d10ff1ca11
[+] Implemented lightning for Conker rendering (PC/OSX only for now) (Corn & Salvy)
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[!] PSP VFPU ASM compatible with new light struct as well possible to interface with Conker's new TnL. (Corn)
[!] Slight tidy in audio Alist processing loop. (Corn)
2013-07-31 13:56:36 -07:00
salvy
55bbf0c4a1
[!] Fixed light flickering in Conker (W32/OSX)
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[!} Cleaned up SetNewVertexInfoPD
2013-07-16 22:58:33 -07:00
Paul Holden
57bb16c9ee
[!] Work around for dlist dump not working anymore on the PSP
2013-07-12 21:56:34 +01:00
Paul Holden
f498524c01
[!] Fixed sky in DK64
2013-07-12 21:48:50 +01:00
Paul Holden
a14f741b7a
[+] Hack for Banjo Tooie shadow
2013-07-12 21:46:29 +01:00
Paul Holden
471de5190d
Change the MomveMemLight code to use u8 for r/g/b and not u32 - the psp compiler generates much better code like this.
2013-07-09 23:45:44 +01:00
Paul Holden
4a5d732533
x/y/z/r/g/b are printed with %d, but are floats. Makes more sense to extract them as ints, and convert to float when the Setxxx function is called.
2013-07-09 20:55:14 +01:00
Paul Holden
0d8cce9e23
Scope the DLDebugOutput va_list va_start/va_end more tightly. Replace a hard-coded constant with kBufferLen
2013-07-09 20:29:19 +01:00
salvy
eb88b1a115
[!} Fixed backgrounds in Ogre Battle (This is based from Glide64 implementation)
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[!] Fixed S2DEX2 jump table
2013-07-02 01:41:29 -07:00
salvy
084ec18b44
[!] Improved zelda's sun hack, also now it work with accurate tmem
2013-07-01 22:38:07 +01:00
salvy
91229711ff
[!] Some clean ups and fixes to accurate tmem
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[~] Fixed build when FAST_TMEM_COPY is not defined
[!] Fixed scrolling textures in DK64 when accurate tmem is not defined
[+] Added correct save type for Xena Warrior Princess and Super Robot Spirits
2013-07-01 22:37:22 +01:00
salvy
a5e538da98
[!] Optimized ConvertRGBA16, ConvertI4 and ConvertIA4 (Noticed these were using quiet bit of CPU % in OOT) maybe add a texture update option eventually? ;p
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[~] Re-arranged the SWAP** macros
2013-07-01 22:29:05 +01:00
salvy
8482a296f7
[~] Fixed black box that appeared in SSB when flying away from the screen
2013-06-26 21:51:41 +01:00
salvy
795992d473
[-] Removed partial tmem emulation
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Note: There's now only two methods: fast or accurate tmem
2013-06-26 21:51:41 +01:00
salvy
3779865237
[!] Fixed TLUT in Accurate TMEM
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[-] Accurate TMEM no longer needs TLUT hack
2013-06-26 21:51:38 +01:00
salvy
2c753c4949
[~] Fixed clamping issue in MRC
2013-06-26 21:42:02 +01:00
Paul Holden
05f48ba196
[~] Compile fix
2013-06-20 07:45:57 +01:00
salvy
31518c6046
[!] Fixed text in bomberman the second attack (accurate tmem)
2013-06-19 00:08:59 -07:00
salvy
af43754f93
[!] Optimized unaligned copies in CopyLine (Noticed Zelda had many)
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[!} Removed byte remaining handler from Accurate TMEM,since TMEM always updates in qwords, also handle remaining qword from CopyLineSwap32
[!] Updated gfxbugs.txt
2013-06-15 01:18:59 -07:00
salvy
d5c6436f28
[!] In CopyLineQwordsSwap32 we are copying two qwords at the time, make sure to copy any renaming (fast tmem copy)
2013-06-13 13:40:55 -07:00
salvy
e427dff306
[!] Fast TMEM copy for CopyLineQwords**
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[+] Added slow CopyLineQwords** (useful when debugging or testing)
2013-06-13 12:56:11 -07:00
salvy
45f8e49cfb
[~] Forgot to change parameters of SetLightCol
2013-06-13 01:46:20 -07:00
salvy
20ca36cb1a
[!] Fixed light in Majora's Mask
2013-06-13 00:41:30 -07:00
salvy
36a13d5616
[!} Many clean ups to accurate TMEM
2013-06-12 22:13:00 -07:00
salvy
4ab14b5574
[!] TLUT hack for accurate tmem
2013-06-12 10:04:47 -07:00
salvy
e7e9e4e06d
[!] Typo in CopyLineSwap32 (fast tmem copy)
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[!] Fixed crash in games that use musyx, also fixed detection
2013-06-11 10:31:10 -07:00
salvy
2a15adcb05
Merge branch 'master' of https://github.com/salvy/daedalus
2013-06-11 01:56:44 -07:00
salvy
180eb00463
[!] Fixed bug in fast tmem copy (CopyLine) (DK64 works flawless with accurate tmem now, also OTT's sky)
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[!] Fast tmem copy for CopyLineSwap/32 (thx Corn for helping!)
[!] Aligned tmem to 16 byte
[!] Forgot to add bound checking for tmem in LoadTile
2013-06-11 01:37:59 -07:00
salvy
4e3b49b50b
[~] tidy Microcode.cpp
2013-06-10 14:26:43 -07:00
Paul Holden
56ca51475f
[~] Replace IO::Path::PathBuf with IO::Filename
2013-06-04 22:02:31 +01:00
Paul Holden
067a594a9f
[~] Move ConfigOptions.{h,cpp} to Config/ and tidy header include order.
2013-06-04 22:02:31 +01:00
Paul Holden
0c9e241132
[~] Consistent #endif comments
2013-06-04 22:02:30 +01:00
Paul Holden
49a06ed319
[~] Make header guards consistently use FULL_PATH_TO_FILE_H_, with script
2013-06-04 22:02:30 +01:00
Paul Holden
734944d829
[~] Drop the _MSC_VER check around #pragme once - all the compilers we use understand #pragma once (or happily ignore it)
2013-06-04 22:02:30 +01:00