Архив рубрики: Dolphin SVN

Dolphin SVN r6591

Revision 6591:

System Menu Region is now detected based on the Title Version in tmd
Title Version and region char of currently installed system menu are now listed in the menu as well

Which means disc channel will only show pal discs if it is a pal nand dump; ntsc nand dump will show ntsc discs, ntsc-j nand dump will show ntsc-j discs

Revision 6590

sys menu now loads gamesettings from an ini file (as well as any other wad/nand title that does not have an ascii gamecode)

fixes system menu loading the ini file from the last run game

also check for all countries when setting bntsc for wad/nand titles

Revision 6589

LLE JIT: Used a reiterative approach to linking blocks. The JIT flags blocks that have calls to blocks which have not yet been compiled. After more blocks have been compiled, the JIT reattempts to link the flagged blocks. This is repeated until the minimum number of unlinked blocks are left. This increases the success rate of the block linker and resultant speed up. Based on an idea by nakee.

Revision 6588

Rename variable in WiiSaveCrypted for icc.
Changes file dialog to show *.bin for wii save import instead of data.bin
Move Sram dumps to Sram.cpp and change default FlashID
Fixes issue 3711.
Fixes issue 3042.

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Dolphin SVN r6587

Revision 6587:

Make sure a few more directories exist when needed. Most package builders (including cmake/cpack) do not install the empty directories in the shared data, and so the paths need to be created at runtime.
Also set up cmake/cpack to create prebuilt binary packages and source packages.
Also change the vertex shader dump file name in the gfx debugger to something that makes more sense.

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Dolphin SVN r6586

Revision 6586:

Build fix for OSX.

Revision 6585

LLE JIT: Added simple block linking at immediate CALL’s and JUMP’s. The code checks if the block being jump to has already been compiled and jumps there if it has, bypassing the dispatcher. This results in a speed-up of around 7 — 10%.

Revision 6584

Fixed the «Locked threads to cores» option properly. Thanks to ernesto and xenofears.

Revision 6583

Linux build fix.

Revision 6582

LLE JIT:
* Optimised the updating of g_dsp.pc in the compile loop (code by kiesel-stein)
* Added JIT version of LRI (code by kiesel-stein)
* Added JIT versions of the branch instructions (code by Jack Frost)
* DSP_SendAIBuffer fix (code by Mylek)
* Marked instructions that update g_dsp.pc in the DSP table and updated PC based on the table (speed up)
* Fixed the signed bits not being set properly in the addr instruction
* Created a MainOpFallback function to use interpreted versions of the instructions if necessary (code by kiesel-stein)
* Disabled the jit versions of subarn and addarn as they are slowing down NSMBW

The above work in both x86 and x64 modes.

Revision 6581

When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don’t check for it, and assume pkg-config was supposed to work.

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Dolphin SVN r6579

Revision 6579:

Forced the video thread to the third core when «Lock threads to cores» is enabled. This should fix the slowdown that this option produced on CPU’s with HyperThreading. Thanks to NaturalViolence for the tip.

Revision 6578

Build fix for case sensitive platforms.

Revision 6577

Remove LOGGING from the DSPCore vcproj. It isn’t really used like that anymore. This commit doesn’t really change anything…

Revision 6576

EXI: grab the FlashID from the memory card headers and update sram to include correct id and chksum
allows using any (valid) memorycard.raw in any slot (including real memcard dumps)

Fixes issue 684.

Revision 6575

I’ve fixed a beautiful bug in GPFifo the current Memory in some conditions was not assigned right. Pleaseee test again your games with FIFO hangs like WII music, WII sport, Wii resort, etc. May be this help :P

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Dolphin SVN r6574

Revision 6574:

DX9: Added another comment to further elaborate what drawShadedTexQuad is doing.

This comment should give a great speed increase, numerous games (SMG, NSMBW, DKCR, …) which I tested are at least 20% faster now!

Revision 6573

DX9: Write a detailed description of the vertex position offset magic in drawShadedTexQuad. I hope this makes at least a bit sense to anyone but me, it’s better than no documentation at all though.
DX9: Revert to the old EFB coordinate scaling. Glitches caused by higher EFB scales probably can’t even be fixed properly in DX9, so let’s not even mess with it…

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Dolphin SVN r6572

Revision 6572:

— I’ve implemented cache of interrupt states for PEFINISH and PETOKEN
— I’ve implemented calling to ProcessFifoEvents when is there is a pending event in the main queue from CP, PE & GP
— I’ve implemented FifoIntReset(TRUE, TRUE) in write Clear Register.

Revision 6571

Added a FASTLOG option for the cmake build to enable all logs.
Also make sure all necessary include directories are added in the check_lib macro.

Revision 6570

Before my second part, little fixes :D 1) I was wrong the games can use also BP and BP int in multi buffer mode or or at least Pokemon XD can hehehe. Pokemon is booting again but this game also need accurate AbortFrame dont care about «GFX FIFO: Unknown Opcode» in this case 2) Fixed a stupid error in UpdateInterrupts (CUT&PASTE mistake)

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Dolphin SVN r6569

Revision 6569:

DSPLLE-int AR increase, decrease finally 100% (code by kiesel-stein/dolphin-forum, great work btw!!)

Revision 6568

Rename wii wc24 system files to lower case as on the wii itself. These files are not detected on linux unless the case matches. This fixes an issue when Mario Kart Wii (and possible other games) is run with a clean user directory that renders the game unplayable.
Also fix some compiler warnings.
On linux don’t install the license.txt file. Most distributions handle license files via a package. For example on debian based systems this gives a lintian warning.

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Dolphin SVN r6567

Revision 6567:

Remove the watermark tightness option since it’s obsolete now.

Revision 6566

Changed the LogWindow background colour back to black for Linux and Windows.

Revision 6565

Disabled the paired single sum instruction (ps_sum) as it is causing
the black screen in Sonic Colours. Both JIT and JITIL have this work-around.

Re-enabled ps_mul as that instruction was not the root cause.

Revision 6564

HLE_IPC_BuildFilename was actually ignoring the size argument. Fixes «/tmp/sys» error.

Revision 6563

Disabled the paired single multiply instruction (ps_mul) in JIT as it is causing the black screen in Sonic Colours. JITIL has a different bug as disabling ps_mul in JITIL did not help the issue.

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Dolphin SVN r6554

Revision 6554:

BIG FIFO Commit PART 1! Sometimes you need to write everything from 0, so 10 days later Ive rewrited some parts of the FIFO in Dual Core mode. Is pending use the same code for SC mode.
— Improved the GP Register Status: now this is all the time from the fifo loop.
— Improved the Interrupts manage:
1) Removed All UpdateInturrupts from CommandProcessor Writes and Read.
2) now the CP interrupts are schedule from the video thread and the fifo loop waiting until this happens
3) considering Inmediate mode for the CP interrupts
3) Implemented Interrupt CP Cache State
4) Implemented only Overflow interrupt in GatherPipeCheck because this need to be detected quickly.
— Implemented Overflow handling like a real HW, when Hiwatermark interrupt happens this write ClearRegister with True en HI and False in LO (FifoIntReset) after that a Control Register is writed and the FIFO is processed to LO Watermark.
— Removed all ugly code from LO and HI watermark manage
— Removed all ugly code from BP manage
— Change >= by == in the BP clauses
— Removed speed hack (1024 chunk) for better GP Status Control.
— Commented GXSetGPFifo very soon hack
— Commented FackWatchDog hack
— Commented FIFO_RW_DISTANCE = WritePointer hack

This is the beginning and the base for the future., If this broke your favorite game my apologize, only report this and will try solve it. If you have a Overflown don’t worry, I’ve implemented the real solution code using the Overflow Interruption only need continue working for a perfect protection. Why I did it? Because is preferable a accurate and clean fifo instead hack y fifo for improve that. Thanks to DONKO for you awesome Video Plug in and skid for the chatting. PD: I have 7-10 fps more in the star fox video. bye :P

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