Rollback on a DSI exception, for the instructions that need it.
Not a good thing to say, but this isn’t properly tested, since I don’t know of any game that generates a DSI exception. I’ll try to write some homebrew to test this, but I’m pretty confident it’s ok. Anyway, please take a look at it and tell me if you find some mistake :-)
DX9/DX11: Missing breaks are just as evil as static variables.
This commit might fix some issues when colors were drawn slightly wrong in the DX plugins but correct in OpenGL. So please test this ;)
Thanks to Billiard for spotting.
Create a stub device for ios hle, and use it for /dev/usb/hid. «Fixes» monster hunter tri, which was broken by r6164
r6172 x86 – скачать, зеркало
r6172 x64 – скачать, зеркало
I think it should be addr there, not address. Plus code-formatting.
Removed the check on video plugin change in PluginManager::GetVideo() (Profiling shows lots of strings compare from this function).
Since plugins can’t be changed when emulation is started, it’s a waste of time to check if it has changed.
There may be cases where this check is needed. If so, the check should be done in another function (because GetVideo() is called very often while emulating).
Fixed F-Zero GX in JITIL 32bit builds by using a vmem mask for memory loads.
Enabled the lbzu instruction in JITIL.
r6169 x86 – скачать, зеркало
r6169 x64 – скачать, зеркало
JitIL: Fixed the compile error reported in r6165. Sorry for inconvenience.
JitIL: Fixed a bug (hack?) that NaN is considered as -0.0 in fcmpx. Implemented Nan check routine in FDCmpCR.
The bug (hack?) was introduced in r3312. I could not determine whether it was a hack or not.
r6166 x86 – скачать, зеркало
r6166 x64 – скачать, зеркало
improve ios hle error handling.
remove stubbed devices. they now fall back to the base device class, which reports the device as not available.
fixes issue 3137.
start ios fd counting at 0 instead of 0x13370000. I know it’s sad, but it fixes homebrew booting and such.
hackfix dsp reset: fixes zelda collector’s edition and some other games which reset and hang (…are there any others?)
the problem was that the streaming audio interrupts were still being triggered, causing the game to try and jump to an invalid interrupt handler. The code for dsp lle looks like a hack :( (but it works)
fake /dev/stm/eventhook … makes libogc shutup a bit
DVD Interface forces alignment, and rejects writes to DICFG
stop trying to patch out OSProtectRange calls
r6164 x86 – скачать, зеркало
r6164 x64 – скачать, зеркало
Формат — FLAC
Продолжительность — 2:12:14
Композиторы — Mahito Yokota, Ryo Nagamatsu, Koji Kondo
Скачать с Яндекс.Народ
fix for my last commit
some fixes for dlist, now is configurable in the video config section, still not in the gui,
disabled by default till a fix for segfaults in linux and geometry problems in some games
r6156 x86 – скачать, зеркало
r6156 x64 – скачать, зеркало
Major overhaul to input recording, including fixing major desyncs during playback and a small bug in the .DTM file format. Like netplay, some emulator options (specifically dual core and idle skipping) can cause desyncs, and the more your plugin options are similar to the ones used during recording, the more likely playback will sync.
Also, input movies are now linked to savestates instead of just selecting a file to save to and running a game and are exported at a later time. This allows you to easily continue a recording across sessions and makes rerecording possible.
Remove more obsolete code
JitIL: Modified «LoadDouble» with SSSE3 to improve the performance. The code is ported from Jit64.
JitIL: Fixed the Issue 3114. The bug was introduced because the usage of MOVSD/MOVSS was wrong. MOVSD/MOVSS don’t clear the upper bits when they are used to transfer between registers. But they clear the upper bits when they are used to transfer between a register and memory.
I’m an 100% scons noob but I think this fixes r6149, although it seems that the repository revision isn’t appearing correctly (only happening with me?).
fully implemented display list cache with vertex data included and added in all the plugins.
still experimental, not totally optimized but must bring a nice speed up
please test for regressions an error. an please Linux people fix scons :)
r6154 x86 – скачать, зеркало
r6154 x64 – скачать, зеркало
Remove a bunch of freshly-obsolete code
Implemented missing lswx and stswx instructions. Tested with Wii PES 2008 (PAL), which now works (OpenGL devs please take a look at this game).
Changed the scope of some variables introduced in my previous commit (r6132).
IR pointer rotation finally working… Added a low-pass filter over sin and cos, but I still get some jittering… I suspect it’s the numeric values… Billiard? Can you please help me on this?
r6148 x86 – скачать, зеркало
r6148 x64 – скачать, зеркало
JitIL: Added a new IR instruction, MulHighUnsigned, which computes the upper 32-bit of the multiplication of two unsigned 32-bit integers. Rewrote mulhwux with MulHighUnsigned.
r6145 x86 – скачать, зеркало
r6145 x64 – скачать, зеркало
Fix EFB Scaled Copy in OpenGL plugin.
It no longer uses the TEXTURE_RECTANGLE extension for GameCube textures. Since GameCube always uses normalized texture coordinates, it’s an unnecessary burden.
Please test hi-res textures.
Wow, it’s been a while.
GCPad/Wiimote New: (OS X Config Dialog) Temporarily fix a crash when selecting an item in the device list (a current bug in wxWidgets with wxTE_PROCESS_ENTER). (Windows DirectInput) Hopefully made axis enumeration and the fall back to polled data(for drivers which don’t support buffered data) simpler and more foolproof (a few users were having issues with a few specific gamepads).
JitIL: Improved the register usage and remove extra MOVAPD instructions. This is for the speed optimization.
r6144 x86 – скачать, зеркало
r6144 x64 – скачать, зеркало