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
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
Corn
a6d2c62526
[!] Improved texture check accuracy for Yoshi
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[!] small speed up for texture check
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@465 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-31 19:30:51 +00:00
Corn
e4463fa3e0
[!] Fixed broken sprites in Yoshi
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@464 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-31 13:42:21 +00:00
Salvy
821f8d6b63
[!] Optimized Draw2DTextureR and Draw2DTexture
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[!] Remove 4:3 viewport fix for S2DEX, no longer needed
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@463 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-28 14:36:37 +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
Corn
cfb0a01d12
[~] some clean up in Audio List code
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[~] some clean up in PSPrenderer
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@459 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-22 13:30:18 +00:00
Corn
212071ee2f
[!] Fix for Yoshi audio (tnx Salvy for tracking it down)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@458 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 19:39:33 +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
Salvy
7801a74f4c
[+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) - Yoshi is now playable \o/
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Note : Sprites are inverted, will figure out later
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@455 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-21 06:41:59 +00:00
Salvy
4ed33ab348
[+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
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[+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
[!] Replace texture->Touch() with texture->UpdateIfNecessary() in S2DEX (Corn)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@454 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-20 17:40:33 +00:00
Corn
d324ee0340
[+] Add correct triangle culling for DKR (speed up)
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[+] Blendmodes for DKR car slids and plane streamers
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@453 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-20 13:34:16 +00:00
Corn
6ebe707fc3
[!] proper blend for Mario Kart 64 (see balloons at race start among other things)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@452 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-20 08:17:37 +00:00
Corn
334d080530
[+] Fixed texture update/purging with hash
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[+] Added blendmode to MK64
[!] changed buttons in Debug Dlist single stepping frames->(SELECT) Exit debug->(HOME)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@451 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-19 21:35:50 +00:00
Corn
05ecfd4fd3
[!] Small speed up avoiding doing texture hash twice if a texture needs updating
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[!] Avoid reloading textures used by S2DEX if still in use.
[!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@450 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-19 12:26:33 +00:00
Salvy
39ba2cd77b
[!] Allow GBI2 to use S2DEX ObjLoadTxtr
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@449 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-17 22:01:55 +00:00
Salvy
3e6f40ea53
[!] Fixed bgcopy
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@448 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-17 19:57:34 +00:00
Corn
3485ed9ed7
[+] Added hack for more thorough texture check in Yoshi
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[!] WIP for S2DEX
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@447 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-17 14:07:44 +00:00
Salvy
ffb1f7d463
[!] Fixed Yoshi BG stretching in the edges (I'm sure BGCopy is now broken, I'll fix it later :P)
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[!] Use old texture update (temporarily)(slow as hell), pretty much to show up Yoshi BG is rendered perfectly
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@446 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-16 22:33:49 +00:00
Corn
8b4e3cddae
[+] Possible to single step frames in Debug Dlist mode
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[!] Textures and Dlist are not automatically dumped (need a button press)
[!] rejigged Dlist processing
[!] made gettexturepalette() safe and should not return NULL anymore (fixes Extreme-G and others)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@445 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-16 19:18:37 +00:00
Salvy
e03350e430
[!] Initial work to get S2DEX_Bg1cyc working for Yoshi [WIP] (Note : the BG still stretches mostly in the edges of the screen)
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[!} Removed unused entries in MoveMemViewport
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@444 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-14 23:35:27 +00:00
Salvy
40c4452bbd
[!] Some code clean ups
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[!] Simplified and unified GBI2_PopMtx
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@443 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-14 20:11:34 +00:00
Corn
6ccfd068db
[!] Tentative fix for Extreme-G with new TMEM implementation
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@442 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-14 18:24:26 +00:00
Salvy
f2968e86ff
[!] Simplified when getting base address of texture in Yoshi_Memrect
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@441 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-12 16:08:35 +00:00
Salvy
87884e3bf0
[!] forgot this
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@440 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-11 23:03:49 +00:00
Salvy
1910ee981d
[!] BranchZ, given address from RDP_HALF1 rather display stack (cheaper)
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[!] Yoshi_Memrect no longer adds any overhead to RDP cmds, instead we'll just retrieve from LoadDetailsMap
[~] Small clean ups..
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@439 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-11 23:03:03 +00:00
Corn
bc76a6cbda
[!] made set/clear GeometryMode in GBI0 and 1 to just one function
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[!] Reenabled texture flush at end of frame
[!] some minor rendermode changes
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@438 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-11 19:51:07 +00:00
Corn
2886b9df64
[!] some fixes and touch up on TnL settings
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@436 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-09 20:09:53 +00:00
Corn
1b8fe7c50d
[!] skip setting fog if disabled
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[!] proper variable naming and corrected a typo
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@435 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-08 16:37:06 +00:00
Corn
7a02a1ef43
[!] more optimizations passing TnL parameters
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@434 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-08 08:44:57 +00:00
Corn
e3aad9c0cd
[!] Rewrote parsing of GeometryMode and how values are passed to PSP TnL
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@433 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-07 19:20:03 +00:00
Salvy
479fa8b569
[!] Some clean ups
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[!] Moved Yoshi_MemRect to S2DEX, also it'll be used from S2DEX_RDPHalf_0 to avoid adding overhead to TexRect
[!] Fixed debug build
[!] Removed redundancy in makefile
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@432 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-07 15:13:45 +00:00
Salvy
f18c1141d5
[!] Simplified Yoshi_MemRect
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@431 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-06 20:26:45 +00:00
Salvy
77cb88c72f
[+] Background in Yoshi Story works now (THis is based from Glide Napalm, props to them \o/)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@430 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-06 19:44:58 +00:00
Salvy
c1ba13865e
[!] Several clean ups and sorting in DLParser
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@429 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-06 16:03:54 +00:00
Salvy
471de9639f
[!] Clean ups in DLParser_SetUcode
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[~] Reverted change from 421, was breaking several games (thx re4thewin for reporting it)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@428 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-05 00:01:01 +00:00
Corn
5b794fb14f
[!] fixed dlist debug text and warnings
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@427 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-04 21:00:41 +00:00
Salvy
9354bcde92
[!] Simplified and set custom ucode names in one go
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[!] Patch ucode name table to create custom name tables (Dlist dumps for custom ucodes are accurate now)
[+] Added GBI1_S2DEX ucode name table
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@426 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-04 20:31:26 +00:00
Salvy
cb4be11d60
[!] Revert 423, won't work the way I had it planned
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@425 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-04 18:52:00 +00:00
Corn
baed613924
[!] Various improvements and simplifications in TnL of Conker and PD
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@424 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-03 19:18:32 +00:00
Salvy
3d09115ae4
[!] Patch uCode tables directly to create custom tables
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Note : The benefit of modifying our ucode tables directly
1 - We don't need to build any array which can be really expensive if it happens
2 - No need for a another InstructionLookup
Only issue is that I need to find a clean way to undo any patching to avoid creating conflicts
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@423 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-03 00:48:22 +00:00
Salvy
3c3a283d86
[!} Forgot this
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@422 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-10-01 22:06:37 +00:00
Salvy
e15745a185
[!] Optimized LoadFPR_Long
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[!] 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
2011-10-01 21:30:31 +00:00
Corn
14b74141cc
[!] fixed compiler adding more mults than needed for front/back face culling test
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[!] fixed all compile warnings i release mode
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@420 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-29 19:32:14 +00:00
Salvy
b1cbbba3b7
[+] Add back compile option to disable VFPU (Note : Not all VFPU code is suppressed yet)
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@419 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-29 03:52:33 +00:00
Corn
640ad83bea
[!] Use another(faster) way to front/back face cull to avoid using 1/w for the cross product.
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[!] small update/boost to reference CPU clip.
[!] optimized both VFPU and CPU clip flag generation
[+] added hack to make memory opt work in PD
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@418 42e9bfbe-799a-4a2d-bad1-236e862a387a
2011-09-28 21:26:57 +00:00