[!] Simplified and inline SetMux
[~] Removed hack for Aidyn (no longer needed)
[~] Do not test for GU_GREATER in alpha threshold mode (was breaking Aidym)
[!] Fixed debug build
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@331 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Fixed DSUBU (Fixes crash in final stage in Conker, also random lock ups in Animal Crossing, and random lock up when entering pause menu in Majora's Mask)
PS : Final stage in Conker should be playable now \o/
Note: There's a big design flaw in our SPECIAL opcodes (and probably other opcodes), since rt and rs order is wrong! This doesn't matter for mults and adds, but is a break deal for subs and divs, I'll correct this soon.
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@330 42e9bfbe-799a-4a2d-bad1-236e862a387a
[~] Made TranslateOp debug only
[-] Removed useless speedhack in R4300_J
[~] Reverted last remaining changes from 557-558..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@323 42e9bfbe-799a-4a2d-bad1-236e862a387a
[~] Removed full-length fp mode (Only adds overhead and bloat to the emulator, I have yet to see a game that needs it, only RARE games that like poke the status reg..)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@321 42e9bfbe-799a-4a2d-bad1-236e862a387a
[~] Fixed the Conker chainsaw smoke blend
[+] Added a blend to the river in Doubutsu no Mori
[-] Reverted Kirby blend that was breaking Kirby
[+] Added a blend to fix the menu and HUD in Wave Race 64
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@318 42e9bfbe-799a-4a2d-bad1-236e862a387a
[~] Workaround to green textures and static textures bugs in Conker (Note : This can be "fixed" in the daedalus interpreter by ignoring FullLength in R4300_LDC1 ;)
[+] Added switch-based opcode dispatch to make easier to debug new interpreter while fallback to daedalus interpreter for easier bug hunting
Note: switch-based approach doesn't get along with the dyanrec when GenerateGenericR4300 is called, while it still works, we end up executing "hot" opcodes twice. So is mostly recommended to only use the interpreter only.
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@317 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Simplified WriteValue_Cartridge (Added notes too for games that write to ROM in DOM1/ADDR2..)
[!] Moved RTC READ out of ProcessEeprom to keep code clean, and added an assert for NOP cmds in PIF.
[~] Killed a couple of dead externals
[!] Signed extend DADD/DADDU and also operand in 32bit (fixes Excite Bike and saves 4 ops)
[~] Small clean ups here and there..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@307 42e9bfbe-799a-4a2d-bad1-236e862a387a
[+] Repaired some incorrect Kirby 64 blends
[!] Forced a Hexen blend to fix the invisible hands
[+] Added a blend to fix the shadow issue in Killer Instinct Gold
[!] Forced a Killer Instinct Gold blend to partially fix the characters and HUD
[+] Fixed the Pokeball blend in Pokemon Stadium 2
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@301 42e9bfbe-799a-4a2d-bad1-236e862a387a
[+] Rewrote PIF to make it simpler (PIF.cpp is now 50% smaller) [WIP]
[!] Removed Chameleon Twist mempak hack (This is nahdled by a cheat now)
[!] Fuse 4 reads and 4 writes to just one when flipping PIF data.
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@297 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Refactored ProcessCommand in PIF (bye bye redundant code)
[~] Only call GetPreciseTime when we need to delay in framelimeter (Corn)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@296 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Only read input data when CONT_READ_CONTROLLER is set
[!] Skip dummy data in PIF
[!} Simplified ProcessCommand in PIF
[~] Small clean up in UIScreen
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@295 42e9bfbe-799a-4a2d-bad1-236e862a387a