Salvy
e2ce6d1d2f
[!] Some more optimizations in copying data with vectors (~20 ops)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@566 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-31 01:49:51 +00:00
Corn
22241a22a7
[!] Fixed matrix alignment (including DKR)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@564 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-28 19:49:47 +00:00
Salvy
7f7ad04c40
[!] ForceMtx(2) takes two cmds (reduces significantly Dlist size of games that use it)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@561 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-28 02:28:33 +00:00
Salvy
39a80f3859
[!] Keep texture image address in range for Shadow of Empire (game is now playable with some minor issues, is recommended to use a savesatate to get in game)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@553 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-21 01:17:26 +00:00
Corn
fd193ee214
[!] Auto speed adjustment hack for Rayman/Donald duck/Tom and Jerry
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[!] Removed some redundant checks for SOTE
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@550 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-20 14:09:13 +00:00
Corn
d736ccbc94
[+] Save more memory using TMEM table with only 64 entries for palette pointers
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[+] TLUT hack for Resident Evil 2
[!] Disable Loop Opt for all WWF games
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@544 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-18 12:20:25 +00:00
Salvy
8163d80a77
[!] Fixed bug? in FPU rendering (was breaking SSV's shade)
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[!] Simplified abit HLE handling
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@539 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-16 22:07:53 +00:00
Corn
a86d2c6765
[!] Reworked Insert and Force matrix (speed up for games that uses it and WWF games should work better now)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@534 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-15 13:27:07 +00:00
Corn
97528505f1
[!] some clean up
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@533 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-14 21:59:11 +00:00
Salvy
82592b08ba
[!] Optimized DMA_Tri_DKR
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@532 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-14 20:47:36 +00:00
Corn
bafbb49d57
[!] Fixed texture loading regression from rev 529
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[!] Fixed Debug Dlist text output
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@530 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-13 16:00:38 +00:00
Corn
81ee7e2c24
[+] Added VFPU TnL code for DKR billboards (small speed up)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@528 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-11 17:31:54 +00:00
Corn
17df2a3c7f
[!] load matrix directly to stack to avoid copying data twice (setproject, setmodelview and force_matrix)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@524 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-09 20:46:26 +00:00
Salvy
6447f62275
[~] By mistake broke S2DEX1 name table
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[!] Fixed wrong fill colour in Automobili Lamborghini (is not correct since we can't really handle 32b size in fillrect (yet))
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@523 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-09 20:19:53 +00:00
Salvy
12c3f0454c
[!] Use LoadUcode to switch to S2DEX2 to avoid adding overhead to GBI2 ucodes (our ucode cache should handle off any overhead from LoadUcode anyways)
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[!] Added detection for S2DEX2 ucodes
[!] Some more optimizations in copying data with vectors (~30 ops)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@522 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-09 19:57:26 +00:00
Corn
b67953e467
[!] Fix debug dlist compile error (tnx salvy)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@521 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-08 21:48:50 +00:00
Corn
2cc220f98e
[!] Reuse project matrix stack for DKR matrices
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[!] Avoid copying DKR matrix data twice under some circumstances.
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@520 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-12-08 20:36:12 +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
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
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
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
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
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
6c4d2df0c6
[!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
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[!] 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
2011-11-02 16:54:45 +00:00
Salvy
4fe409ce11
[+] Implemented S2DEX ObjSprite (Bomberman 64 - The Second Attack! is now playable)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@466 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-11-01 19:47:34 +00:00
Salvy
2110c9f019
[!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
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[+] Added blendmode for dust in Yoshi
Note : Rendering is now complete for Yoshi \o/
Note(2) : For some reasons one vertice is missing :/, will figure out later..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@462 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-24 22:50:02 +00:00
Corn
60b11d15af
[!] Fix for TUC in OOT and MM
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[!] Simplified S2DEX checks in GBI2
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@461 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-23 18:36:24 +00:00
Salvy
da00dc452e
[!] Videos, cut scenes etc are now rendered in Neon Evangelion, also fixes crash in intro, as well as several glitches in game.
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PS: Rendering is now complete for this game :)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@460 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-22 21:17:35 +00:00
Salvy
3b6bf95c37
[+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
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[+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
[!] ALLOW GBI2 to use S2DEX ObjLdtxRect
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@457 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 19:01:13 +00:00
Salvy
2be73b783e
[!] Fixed crash in yoshi when pressing R
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[!] Fixed 4:3 mode not working in S2DEX
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@456 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 16:57:58 +00:00