[!] Enabled simulate doubles for Buck Bumble (slight speed up)
[!] Use pspfpu math for interpreted Opcodes that use floorf,roundf,truncf etc (generates much better assembly, for example our own implementation added mfc1)
[!] Do proper floorf,roundf,truncf for Double precision Opcodes that use them (we should use double precision from libc actually( Im sure this the reason we didn't handled them in the first place?).. but since we simulate doubles for most games and doing it natively with single precision is alot faster, better than not handling them at all ;). Should fix some random bugs)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@632 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] Don't use pspFpuFloatToDouble (adds too much bloat and is only used by a few games, anyways I doubt it helps at all..)
[!] Small optimization in TLBP
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@421 42e9bfbe-799a-4a2d-bad1-236e862a387a
[!] reorganize and improve checks in R4300_Handle_Interrupt()
[!] speedup and use 32bit (instead of 64bit) in DDIV and DDIVU when possible
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@338 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
[!] 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
[!] Redid abit the makefile, otherwise Daedalus won't compile with latest minpspw
[+] Added fpu.h lacally, we can support other dev enviroments other than minpspw (note I commented the math functions we were already using, we need to clean math.h..)
Note : seems that when compiling, the compiler generates d files, that causes the compiler to get confused we are compiling d code..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@72 42e9bfbe-799a-4a2d-bad1-236e862a387a
[~} Reverted TLB and delay slot changes I did on the interrupts (was causing some slows downs and reading bad mem in kirby)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@40 42e9bfbe-799a-4a2d-bad1-236e862a387a