Force pushed because git hates me
[SAVEVERSION+] Bump savestate version
CI: Update locations of pad/memcard sources
Discard leftover old PAD code
Fix additional merge oddities
Add translations for OSD messages
Copyright headers
Version bump
Fix a whole boatload of concurrency problems from file moves and other miscellaneous update problems
Partial redo of PS1 pad support
Fix incorrect mode due to analog behavior at startup
Mostly reimplement SIO0 memory card logic
Still needs pocketstation
Use new runtime wrapped translate function
Dead code
Fix multiple port/slot/presence issues for PS1
Save State version bump
Clean up some duplicate/unused headers
More header consistency
Remove old stray files
Fix incorrect return
Fix uninitialized array
Add missing overrides
Switch to init/close model used by other subsystems
Remove old input recording references
Rename SIO globals
Rename SIO2 FIFO globals
Remove commented SIO0 code for illegal write
Add guitar icon
These have no meaning in x64 (apart from throwing compiler warnings),
and we don't do 32-bit anymore. Also saves needing to include
`Pcsx2Defs.h` in files which don't otherwise need it.
It takes 4 cycles per word, according to No$PSX documents
Also fixed an issue with when ADMA refills the buffer, fixes The Simpsons (for real this time)
- include a small game exe detection so pcsx2 doesn't believe it's running the bios
- cdrom.cpp has a hack to account for pcsx2's wrong iop dma timing when mixing mdec and cdrom dmas. This should be properly fixed for the benefit of all ps2 / psx software!
- dmasif2 is disabled since pgpu already handles it
All work done by Refraction, I'm just the commit guy for this.
Note: Missing Visual Studio 2012 / 2010 project files and Linux makefile additions.
Note2: PSX games don't work yet :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5921 96395faa-99c1-11dd-bbfe-3dabce05a288
Hangs also related to Phantasy Star 4 and FFX Thunder Plains, which are both still ok with this. Also the sif dma errors in Legends of Legaia should be gone again!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4874 96395faa-99c1-11dd-bbfe-3dabce05a288
* Added __fi and __ri, which are abbreviations for __forceinline and __releaseinline.
* Added some static qualifiers to functions in mVU, MMI ops, and others where appropriate.
* Removed some unnecessary __fastcall qualifiers (since GCC gets funny sometimes when you combine __fastcall and inlining).
* Made _1mb, _16mb, _1gb values common to all emulation code (moved from newVif/mvu to Common.h) -- they're useful! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3624 96395faa-99c1-11dd-bbfe-3dabce05a288
DevNote: I could have left the code for the freezes in, except I *really* don't want us to ever have to resort to using such a system ever again in the future. For anything. (its just not safe on modern optimizing compilers)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3392 96395faa-99c1-11dd-bbfe-3dabce05a288
Games
- Resident Evil Dead Aim flickering graphics fixed.
- Flatout games should now boot everytime (instead of randomly)
- Sega Superstar Tennis flashing fixed
- Destruction Derby graphics fixed (NTSC confirmed, PAL unsure)
- Tenchu Fatal Shadows flickering textures fixed, Issue 748
- Spyro Hero's Tail should boot again, Issue 746
General Info
- General reworking of the GS paths with all paths prioritizing more correctly.
- XGKICK can stall if another GS transfer is in progress
- Major reworking of Path3 masking, could still be combined with normal Path3 transfers, but lets get it working first :P
- Taken in to account a few conditions which could have caused VIF to lock up/crash when stalling on ends.
- Unreversed GIF and SPR and VIF so its the normal way round
- all DMA paths should now resume correctly after being stopped by hardware
- GIF FIFO now actually transfers stuff :P
- VIF CMD's simulated by the length of the interrupts at the end.
Phew, i think that's everything :S
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3274 96395faa-99c1-11dd-bbfe-3dabce05a288
- Ok, that interrupt commit in r2600 was silly. The "special register write" is a simple set audio to max volume. We don't interrupt those :p
NEW IOP DMAC:
- Make the adma interrupts happen early, as in the previous commit for old dmac.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2602 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added an interrupt call on a special register write, which mimics peops spu2 behavior.
This lets Silent Hill Origins get further when booting up.
Note that it's not complete and hackish, need someone with spu2 experience to make it right :p
- Also added various logging stuff
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2600 96395faa-99c1-11dd-bbfe-3dabce05a288
Also make the autodma messages work like before so they are configurable again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2555 96395faa-99c1-11dd-bbfe-3dabce05a288
It's implemented only on SPU2-X and disabled by default.
FF12 and Atelier iris had working FMVs and bgm, other games might not
Try at your own risk.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2554 96395faa-99c1-11dd-bbfe-3dabce05a288