Commit Graph

7957 Commits

Author SHA1 Message Date
Unknown W. Brackets
849df69690 Atrac: Simplify lowlevel init more. 2016-01-16 23:12:12 -08:00
Unknown W. Brackets
a686ca69fd Atrac: Simplify lowlevel decoding.
No need for all these variables that just spin and do nothing.
2016-01-16 23:03:22 -08:00
Unknown W. Brackets
a4d875cd2a Atrac: Stop generating headers in lowlevel. 2016-01-16 22:46:24 -08:00
Unknown W. Brackets
45e6f9e9b7 Atrac: Fix lowlevel jointStereo usage.
Seems this value is supposed to be (channels << 3) form the lowlevel code,
which is believable.  FFmpeg skips it anyway.

Also, need to set the flag so it gets used.
2016-01-16 22:35:39 -08:00
Unknown W. Brackets
4e20b61d3a Atrac: Fix some confusing variable use in lowlevel. 2016-01-16 22:35:13 -08:00
Unknown W. Brackets
53e990e116 Atrac: Fix a leak from an unused var. 2016-01-16 22:34:45 -08:00
Unknown W. Brackets
a2417b4779 Atrac: Ensure correct fileoffset when adding data.
If we looped, especially in the middle or toward the end, this ensures the
data ends up in the correct place in our larger buffer.
2016-01-16 18:36:22 -08:00
Unknown W. Brackets
e41a1f476f Atrac: Simulate ringbuffer for writable bytes.
Ringbuffer is not actually read from PSP RAM, and there are a couple
inaccuracies, but this should be a lot better than before.
2016-01-16 18:34:44 -08:00
Unknown W. Brackets
23523a2fdc Atrac: Add missing output channels for AA3.
Although, default was 2 so this shouldn't change anything.
2016-01-16 18:10:57 -08:00
Unknown W. Brackets
d3ee48a770 Atrac: Make buffer init functions more consistent. 2016-01-16 18:10:35 -08:00
Henrik Rydgård
067095e2b4 Merge pull request #8410 from latot/mini
little changes
2016-01-17 00:44:07 +01:00
Unknown W. Brackets
cf9cb798fc Atrac: Remove unused variables, cleanup some names. 2016-01-16 14:47:07 -08:00
Unknown W. Brackets
aac603534a Reset failedDecode when the game sets new data.
Should not last forever.
2016-01-16 14:01:12 -08:00
Unknown W. Brackets
d97dfac594 Atrac: Log bad data more consistently.
Let's always give the HLE func in the actual error.
2016-01-16 13:59:38 -08:00
Unknown W. Brackets
7c07922076 Atrac: Clean up some logging. 2016-01-16 13:44:54 -08:00
Henrik Rydgård
6d3368b088 Merge pull request #8433 from hrydgard/whitelist-vertex-depth-rounding
Specify which games need vertex depth rounding instead of which ones don't
2016-01-16 19:01:37 +01:00
latot
e82620c572 remove
remove
2016-01-16 09:32:39 -03:00
Henrik Rydgård
07dadca89c Merge pull request #8417 from unknownbrackets/atrac-second
Basic handling of sceAtrac second buffer
2016-01-16 11:48:47 +01:00
Henrik Rydgard
7e24801fc1 Specify which games need vertex depth rounding instead of which ones don't.
Vertex depth rounding is a not-fully-accurate hack, and most games are better off with the extra depth precision
of 24-bit Z than reducing it to a not-fully-accurate 16-bit. So let's only use it where necessary, like in Phantasy Star.

See issue #8187.
2016-01-16 11:31:27 +01:00
Henrik Rydgard
03674fd571 Flip around how compat.ini works (now the settings are the categories, games are listed within) 2016-01-16 11:24:42 +01:00
Unknown W. Brackets
d3da6d8c6e Atrac: Validate second buffer on reset position. 2016-01-12 00:19:35 -08:00
Unknown W. Brackets
a317b10777 Atrac: Keep track of the set second buffer.
Not actually used yet, but this way our context/etc. can be right.
2016-01-12 00:19:34 -08:00
Unknown W. Brackets
40bd31f50b Atrac: Request second buffer data.
It's not used, but at least we ask for it properly.
2016-01-12 00:19:33 -08:00
Unknown W. Brackets
397094651c Atrac: Skip copying to data_buf when unused. 2016-01-12 00:19:33 -08:00
Unknown W. Brackets
b29e856055 Atrac: Remove some unused calculations.
Halfway buffers now always calculate writableBytes realtime.
2016-01-12 00:19:32 -08:00
Unknown W. Brackets
0fc774927f jit: Minor cleanups. 2016-01-10 12:28:29 -08:00
Henrik Rydgard
b4dd094f56 x86jit: Save a MOV in many cases of "jr ra" 2016-01-10 12:28:00 -08:00
latot
53ac6d98d8 Little things
back 1

other little change, join 2 in 1
2016-01-09 20:44:02 -03:00
Henrik Rydgard
94c91e199a Minor GPU interface change needed for a WIP backend 2016-01-06 23:53:21 +01:00
Henrik Rydgard
e11d0a7e1c Minor GPU interface cleanup 2016-01-06 23:49:02 +01:00
Unknown W. Brackets
2b5d38d2d0 Buildfix. 2016-01-06 07:20:41 -08:00
Unknown W. Brackets
b1e10894a4 Don't forget global setting when switching configs.
Fixes #8393.
2016-01-05 23:02:19 -08:00
Unknown W. Brackets
02f6b3dec7 Refactor config setting iteration.
Cleaner.
2016-01-05 23:01:49 -08:00
Unknown W. Brackets
aa0055cea7 Track the running GPU backend separate from config.
This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
2016-01-05 22:37:28 -08:00
Henrik Rydgård
f0812297a6 Merge pull request #8376 from unknownbrackets/gpu-depth
Correct universally for clamped depth range
2016-01-04 09:55:02 +01:00
Unknown W. Brackets
abc0f27c95 Merge pull request #8373 from daniel229/replacefuncs
Replace functions in games
2016-01-03 17:11:59 -08:00
daniel229
1e984b48ef update functions 2016-01-04 09:08:52 +08:00
Unknown W. Brackets
18cdf9f352 Remove the depth range hack.
Ths removes the game-specific hack to workaround depth issues.
2016-01-03 12:05:59 -08:00
Henrik Rydgård
5bd72ea268 Merge pull request #8347 from hrydgard/graphics-context
Graphics context
2016-01-03 18:54:58 +01:00
daniel229
de8503f83b Replace function in Shinigami to Shoujo 2016-01-03 22:35:46 +08:00
daniel229
05612bbc25 Replace function in Little Busters! Converted Edition 2016-01-03 22:28:38 +08:00
daniel229
3b461a00cc Replace function in ATV Offroad Fury Blazin' Trails 2016-01-03 22:20:50 +08:00
daniel229
107fa1c09a Replace function in ATV Offroad Fury Pro 2016-01-03 22:13:42 +08:00
Unknown W. Brackets
18dbaac3c7 Fix savestate compat with older versions. 2016-01-02 18:50:59 -08:00
daniel229
ed12bb9c89 Fix flickering in SD Gundam G Generation Portable 2016-01-03 09:56:40 +08:00
Unknown W. Brackets
4fac4d364e Atrac: Read non-streamed data from PSP RAM.
This should fix games that don't actually read into the RAM right away,
which is probably "incorrect" but works on the PSP, should should work in
PPSSPP.
2016-01-02 13:20:17 -08:00
Unknown W. Brackets
f0551b4591 Atrac: Add a flag to use PSP RAM (not yet used.) 2016-01-02 13:20:17 -08:00
Unknown W. Brackets
d0c7cc85de Atrac: Update writableBytes/offset on adding data.
It should go in these places, even if GetStreamDataInfo is not called.
2016-01-02 13:20:16 -08:00
Unknown W. Brackets
2df6d7700e Atrac: Refactor out some common validation.
This seems to be happening a lot.
2016-01-02 13:20:15 -08:00
Unknown W. Brackets
1b6dbd45e7 Atrac: Get stream info right for half/full buffers.
Improve it a bit for streamed buffers, but it's still not quite right.
2016-01-02 13:20:15 -08:00
Unknown W. Brackets
e60dc24d29 Atrac: Update some comments/docs on buffers. 2016-01-02 13:20:14 -08:00
Unknown W. Brackets
959015f823 Atrac: Correct typo. 2016-01-02 13:16:22 -08:00
Unknown W. Brackets
96d5e10549 Atrac: Seek ahead only one frame at end.
If it had a partial ending frame, it should go ahead one frame, not one
frame plus the partial ending.
2016-01-02 11:13:48 -08:00
Unknown W. Brackets
85ff5eb68a Atrac: Adjust reads a bit earlier when skipping.
The frames we initially get may not start at 0, depending on how many
frames we're skipping.  Of course...
2016-01-02 11:13:09 -08:00
Unknown W. Brackets
6fe5fe07a4 Atrac: Revert broken seeking fix.
This wasn't the right solution to getting the right packets.
2016-01-02 11:12:35 -08:00
daniel229
678ca9301a Fix tutorial videoes in Tony Hawk P8 2016-01-02 13:33:22 +08:00
Unknown W. Brackets
182d281750 Atrac: Move currentSample on finish.
This seems to be what happens, and allows remaining frames to calculate
properly in some cases where it wasn't before.
2016-01-01 11:34:56 -08:00
Unknown W. Brackets
f88a82e0a6 Atrac: Respect null output even in fail workaround. 2016-01-01 11:34:33 -08:00
Unknown W. Brackets
dafb15d96e Atrac: Clamp packets to valid data.
In case we don't have full valid data yet, return only the part of the
data that is valid.  This allows FFmpeg to decode data it already has, as
necessary.
2016-01-01 11:33:48 -08:00
Unknown W. Brackets
cdca0492a4 Atrac: Update fileoffset handling per tests.
This accounts for the extra offset value.
2016-01-01 11:33:19 -08:00
Unknown W. Brackets
55e450fb1e Atrac: Fix a typo in loop handling. 2016-01-01 10:41:21 -08:00
Unknown W. Brackets
2eb960a3ce Atrac: remove double-read. 2016-01-01 10:24:52 -08:00
Unknown W. Brackets
448e18fba9 Atrac: Backfill buffer when seeking anywhere.
This corrects the output of sample data when seeking to arbitrary
locations.  Otherwise, it's off for a frame or two.
2016-01-01 10:24:18 -08:00
Henrik Rydgård
95822a165d Fix Mac build 2016-01-01 14:40:19 +01:00
Henrik Rydgard
3398288bd0 Some cleanup around input_state 2016-01-01 14:40:18 +01:00
Henrik Rydgard
15de6e6b98 GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
Needed to prevent clutter all over the codebase.

Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
Unknown W. Brackets
7b217af59e Net: don't double-delete thread on shutdown.
Prevents spurious logging / reporting.
2015-12-31 11:19:28 -08:00
Henrik Rydgård
955b8287fe Merge pull request #8341 from unknownbrackets/display-minor
Allow games to set the display to black
2015-12-31 09:42:11 +01:00
gmvbif
281f0e18e6 Fixed some errors from PVS-Studio in Core project
FixedSizeQueue
- Added private operator=
- Changed signature of EndPop
Some changed to printf like functions.
Fixed typo in syn-att.c
2015-12-31 10:25:11 +03:00
Unknown W. Brackets
abede77059 Clean up some logging in sceDisplay. 2015-12-30 17:37:14 -08:00
Unknown W. Brackets
9327749f16 Allow setting the display off.
Final Fantasy Tactics does this to avoid some brief flicker.
2015-12-30 17:29:20 -08:00
Henrik Rydgård
f7c6a98d5c Merge pull request #8337 from unknownbrackets/minor
Fix glCopyImageSubData even more
2015-12-30 21:56:55 +01:00
Unknown W. Brackets
f982e777e5 Stop logging alphatested draws for debug stats.
Measured a small perf hit here, and we're not really using these stats
much anymore.
2015-12-30 10:24:54 -08:00
Henrik Rydgård
290958060f Merge pull request #8314 from unknownbrackets/remaster
Identify remasters based on UMD_DATA hash
2015-12-29 22:09:49 +01:00
Yoshi Sugawara
746ccfc215 changed order of freeing codex context pointer for older versions of ffmpeg 2015-12-29 13:30:15 -05:00
Yoshi Sugawara
e63d01e287 Merge remote-tracking branch 'upstream/master' 2015-12-29 11:04:41 -05:00
Yoshi Sugawara
08cc02d11e removed spacing around pCodecCtx conditional check, added else clause to log that it was NULL when it was not expected to be 2015-12-29 10:54:43 -05:00
Yoshi Sugawara
4d2313ed9f fixed indenting from soft spaces to hard tabs 2015-12-29 04:23:41 -05:00
Yoshi Sugawara
73c04e59fa [iOS]: prevent crashing (EXC_BAD_ACCESS) when releasing FFMPEG context by adding NULL check on codec context pointer 2015-12-28 21:43:11 -05:00
Unknown W. Brackets
a563e606b3 Resolve PBP directories earlier in load process.
This allows us to initialize the memory AFTER determining the proper size,
in the case of remasters.  It also avoids going through load twice.
2015-12-28 14:13:07 -08:00
Unknown W. Brackets
ea6afdff93 Avoid remaster vertex doubling in PPGe. 2015-12-28 14:13:07 -08:00
Unknown W. Brackets
1987c9e157 Dumb typo fix. 2015-12-28 14:13:06 -08:00
Unknown W. Brackets
a8d918b50a Automatically mount exdata/ for remasters.
Using memstick/exdata/GAMEID/.
2015-12-28 14:13:05 -08:00
Unknown W. Brackets
cf1b8e5384 Identify remasters based on UMD_DATA hash. 2015-12-28 14:13:05 -08:00
sum2012
8debe785b8 Revert "Fix Yu-Gi-Oh 6 crash with edit card in Android version"
This reverts commit f659e60c8d.

The crash is correctly fixed
2015-12-29 04:10:18 +08:00
Henrik Rydgård
6764ff295e Merge pull request #8321 from unknownbrackets/jit-invalidate
Invalidate jit blocks on IO read and a few other places
2015-12-28 19:48:25 +01:00
Henrik Rydgård
d70125f953 Merge pull request #8319 from unknownbrackets/jit-branch
Jit: Always link RA, even if branch not taken
2015-12-28 19:47:14 +01:00
Henrik Rydgård
b117896b63 Merge pull request #8317 from unknownbrackets/minor
Minor fixes to SDL + resolution display
2015-12-28 19:46:18 +01:00
Henrik Rydgård
d5121cd974 Merge pull request #8306 from unknownbrackets/lang-fuzzy
Fuzzy match lang when user locale doesn't exist + XP support
2015-12-28 19:44:32 +01:00
Unknown W. Brackets
ddcfed1b5e Jit: Invalidate on dmac copy as well. 2015-12-27 22:06:05 -08:00
Unknown W. Brackets
51016eb1c5 Jit: Invalidate after module loads.
Just to be safe, let's invalidate the entire range.
2015-12-27 22:05:53 -08:00
Unknown W. Brackets
3687be42bc Jit: Invalidate blocks after IO reads.
Fixes #7617.
2015-12-27 21:58:29 -08:00
Unknown W. Brackets
3ec7404d2d Jit: Always link RA, even if branch not taken.
The ops don't write RA conditionally.
2015-12-27 20:47:15 -08:00
Unknown W. Brackets
0c46d7c081 Correct scratchpad memory range checks. 2015-12-27 14:29:12 -08:00
Unknown W. Brackets
1c852ac482 Remove old alphamask hack setting.
No longer used.
2015-12-27 12:04:53 -08:00
Unknown W. Brackets
86127b3d0d Update armips to latest version.
The new version has some speed and other improvements.
2015-12-26 20:30:35 -08:00
Unknown W. Brackets
5fdc72f893 Fuzzy match lang when user locale doesn't exist.
So for example, fr_CA would select fr_FR rather than en_US.  Wrong dialect
can sometimes be pretty far off, but it's still likely a better default.
2015-12-26 07:59:20 -08:00
Henrik Rydgård
b278299324 Merge pull request #8301 from unknownbrackets/savestates
Fix iOS savestate compatibility issue
2015-12-26 10:42:52 +01:00
Henrik Rydgård
dc94b8622b Merge pull request #8308 from unknownbrackets/gamedata
Improve sceUtilityGamedataInstall a bit
2015-12-26 10:41:10 +01:00
Unknown W. Brackets
7471516d05 Gamedata: Reduce the transfer per call.
The standard value made my desktop drop frames without the data cached.
2015-12-25 23:24:04 -08:00
Unknown W. Brackets
34fc03068a Gamedata: Create a basic PARAM.SFO in data dir.
Fixes #7903.  Have not really tested, just based on game behavior.  Could
be inaccurate.
2015-12-25 21:54:14 -08:00
Unknown W. Brackets
e4c6a8398e Gamedata: Copy in chunks instead of all at once.
This way the game's progress shows correctly.  Also, correct the progress
calculation for < 100% (integer rounding.)
2015-12-25 21:39:24 -08:00
Unknown W. Brackets
fb9e5d4741 Gamedata: Refactor out file iteration.
Goal here is to process files in chunks, rather than one file at a time.
Files are often > 100MB, so we don't want to copy all in one frame.
2015-12-25 21:13:55 -08:00
Unknown W. Brackets
43e7d9dbc2 Gamedata: Use status delays in init/update/etc.
Like with savedata.
2015-12-25 21:01:13 -08:00
Unknown W. Brackets
7b921d3bb7 Avoid crash when savestate is for different ISO. 2015-12-24 14:31:23 -08:00
Henrik Rydgård
21bf73a612 Merge pull request #8281 from unknownbrackets/ui-tweaks
Add feature to auto-hide buttons after X seconds
2015-12-24 23:15:59 +01:00
Henrik Rydgård
27c6770c74 Merge pull request #8297 from unknownbrackets/warnings
Warnings fixes
2015-12-24 23:14:10 +01:00
Unknown W. Brackets
9b91713308 Right, Symbian doesn't have vector.data(). 2015-12-24 13:21:03 -08:00
Unknown W. Brackets
f3df6b307f Use a FileLoader for PBPs.
Improves consistency, caching, etc.
2015-12-24 12:21:40 -08:00
Unknown W. Brackets
a53f0360f3 Use a less leak prone interface for PBP reading. 2015-12-24 10:20:27 -08:00
Unknown W. Brackets
7b4315bc70 Respect MEMSIZE for ISOs also, cleanup. 2015-12-24 10:04:08 -08:00
Unknown W. Brackets
d6cd3bd5ad Remove some unused variables. 2015-12-23 15:22:28 -08:00
Unknown W. Brackets
103b959d50 Fix a type comparison warning. 2015-12-23 15:22:13 -08:00
Unknown W. Brackets
d273deedeb Use MEMSIZE SFO param to detect 64MB homebrew.
Now, use 32MB for normal games even in PSP-2000 mode, which is how real
firmware behaves.
2015-12-23 15:16:48 -08:00
Unknown W. Brackets
80cc5a4a9c Default to hide controls after 20 seconds. 2015-12-20 16:14:08 -08:00
Unknown W. Brackets
a3f9b954d1 Add feature to auto-hide buttons after X seconds. 2015-12-20 12:40:47 -08:00
Unknown W. Brackets
7807598690 Mutex around PBP file access.
There's some thread safety issue in there, this makes it so we can read
thumbnails without crashing sometimes - fixes #7330.
2015-12-20 09:35:50 -08:00
Unknown W. Brackets
edf3bf4a8e Silence some unused result warnings. 2015-12-19 19:58:32 -08:00
Unknown W. Brackets
95abf332d1 Disable ISO RAM cache if out of memory.
Better to fail to preload than to crash.
2015-12-19 15:29:34 -08:00
Unknown W. Brackets
dd5c91108c Use a background thread to load ISO into RAM.
This way we don't get slow startup.  This will also cache the CSO data,
for example, rather than the raw data, using up less RAM.  It might even
be reasonable to enable on 32-bit.
2015-12-19 15:23:25 -08:00
Henrik Rydgård
a2e09eada7 Merge pull request #8216 from unknownbrackets/sas-thread
Move SAS mixing to a thread
2015-12-06 18:59:09 +01:00
Unknown W. Brackets
f759a2a3fd Sas: Sync result when mix calling thread returns. 2015-11-25 18:44:43 -08:00
Unknown W. Brackets
546590106f Sas: Fail to mix when dispatch disabled. 2015-11-25 18:44:42 -08:00
Unknown W. Brackets
23441d12fb Sas: Estimate time taken for mixing.
Tests seem to show it's not affected by mhz.
2015-11-25 18:44:34 -08:00
Unknown W. Brackets
75290cfd56 Sas: Enable SAS thread on multicore only. 2015-11-25 18:44:33 -08:00
Unknown W. Brackets
5a6c8b513c Sas: Drain thread before reading/writing SAS state.
This should be the safest option, but I'm pretty sure some operations give
a BUSY operation or have different behavior, actually.
2015-11-25 18:44:32 -08:00
Unknown W. Brackets
fc8acc781e Sas: Add config for SAS thread. 2015-11-25 18:44:31 -08:00
Unknown W. Brackets
0394319e89 Sas: Drain thread on savestate. 2015-11-25 18:44:30 -08:00
Unknown W. Brackets
6290ac6cbd Sas: Process SAS on a separate thread.
Remaining issues:
 * Need a config setting.
 * Locking for voices / config?
 * Locking for atrac interop?
2015-11-25 18:44:30 -08:00
Unknown W. Brackets
7bfe100b0f Fix some unused variable warnings.
The CheckAlpha one looks like it will matter.
2015-11-25 16:11:53 -08:00
Henrik Rydgard
9825dad340 Zero deleted objects in the kernel object pool
Just doing this to narrow down the possible causes of our crashes in WaitSema/SignalSema that I can't reproduce and only have Android auto-reports of... The crash comments do mention the GTA games though.
2015-11-25 14:24:32 +01:00
Henrik Rydgard
06eee7bc1b Oops, fix #8234 2015-11-25 14:23:39 +01:00
Henrik Rydgard
7dd631b7f2 Some code reformatting of the kernel object pool
Also deletes an unused [] operator
2015-11-25 13:00:29 +01:00
Henrik Rydgard
ee4261cf5c Attempt to address some auto-reported crashes on Android
Still confused about the SignalSema/WaitSema ones.. they are still getting reported at high frequency
2015-11-25 12:05:32 +01:00
Unknown W. Brackets
723a2c98af Minor warning fix. 2015-11-18 22:03:35 -08:00
Unknown W. Brackets
0264422b8d Add a bit more error detection to the disk cache. 2015-11-18 21:56:07 -08:00
Unknown W. Brackets
475964133c Make disk cache size a bit more flexible.
This way it will shrink to allow a few games to be cached simultaneously.
2015-11-18 21:56:06 -08:00
Unknown W. Brackets
9bec81b9c5 Enable the disk cache for URLs by default. 2015-11-18 21:56:05 -08:00
Unknown W. Brackets
f2cefebcb6 Garbage collect files when low on free cache space. 2015-11-18 21:56:04 -08:00
Unknown W. Brackets
df6cbafe0f Measure free disk space to size block count. 2015-11-18 21:56:03 -08:00
Unknown W. Brackets
f0ec6fab4d Reorganize disk cache to allow for dynamic size. 2015-11-18 21:56:02 -08:00
Henrik Rydgård
5b21c1aa39 Merge pull request #8174 from hrydgard/remove-option-depthrangehack
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
2015-11-15 23:05:20 +01:00
Henrik Rydgard
4b360a571c Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
I hate doing this, but it's not really better off as an option.

See #8171
2015-11-15 23:00:25 +01:00
Henrik Rydgård
54535ec72a Merge pull request #8215 from unknownbrackets/savedata
Correct utilityData size calculation for "sizes" savedata call
2015-11-15 22:02:05 +01:00
Unknown W. Brackets
8c337850fc Disallow thread termination in interrupts.
But only for certain SDK versions, as per testing.
2015-11-15 11:38:59 -08:00
Unknown W. Brackets
b71b1bbff9 Initially count the dir for save info size.
Should help #6068, verified by the sizes test and JpcspTrace results.
2015-11-15 10:29:13 -08:00
Henrik Rydgård
99b7741b96 Merge pull request #8194 from unknownbrackets/atrac-remaining
Atrac: Correct outputs of sceAtracGetSoundSample()
2015-11-09 18:46:46 +01:00
Unknown W. Brackets
c22c181148 Sas: Automatically unpause voice on unset ATRAC3.
Thie fixes voices in Sol Trigger after skipping a cutscene, and matches
tests.
2015-11-09 08:25:35 -08:00
Unknown W. Brackets
5374e6a8fc Sas: Add validation for ATRAC3 voices. 2015-11-09 08:25:28 -08:00
Unknown W. Brackets
c1d59f263a Atrac: Ignore the loopNum value for SAS streams.
It seems like this is ignored, and games overwrite it with the voice
number and expect it not to change.
2015-11-09 08:23:45 -08:00
Unknown W. Brackets
21fd209f0e Atrac: Correct outputs of sceAtracGetSoundSample().
Without these being correct (especially without loopEnd vs. endSample
being correct), Toukiden Kiwami doesn't play background music.
2015-11-08 19:55:28 -08:00
Unknown W. Brackets
09f77509d9 Sas: Reduce ECHO effect repeat level.
Previously, it sounded horrible in Sol Trigger - can be observed in
tutorial boxes when going into battle, for example, and also several other
effects.  Halving this value sounds a lot more correct.

It's not clear what value exactly is correct.
2015-11-08 12:25:30 -08:00
Unknown W. Brackets
a3f7598020 Atrac: Use fileoffset for curOff context value.
This doesn't match my tests so far, but Sol Trigger works correctly this
way.  Since this value is primarily only used for SAS, changing it back
for now until more thoroughly testing SAS makes sense.
2015-11-08 12:24:30 -08:00
Unknown W. Brackets
6b413a808f Atrac: Handle SAS end the same way as other types.
It makes sense to match, and this sounds right in Sol Trigger.  Haven't
tested in detail yet, but it should prevent cutting off sounds.
2015-11-08 12:23:32 -08:00
Unknown W. Brackets
ac524eee1b Atrac: Also read loop count from context RAM.
Observed the Sol Trigger demo's library writing values here, although in
the cases I saw it wasn't changing it from 0.
2015-11-08 12:22:12 -08:00
Unknown W. Brackets
a0604c6de3 Atrac: DRY a tiny bit of the code down. 2015-11-08 09:04:11 -08:00
Unknown W. Brackets
28a957694a Atrac: Apply second FACT as loop offset.
It seems like, when these values are different, the difference indicates
some kind of delta in other sample values?

Mostly trying to match values coming out of firmware structs here.

Fixes music looping in Kurohyo 2.
2015-11-08 08:26:41 -08:00
Unknown W. Brackets
27043b5fa5 Atrac: Do not output remain on ending decode.
It's not supposed to output 0, or -1, or anything.  It leaves the original
value in place.  This is probably why some games "liked" different values.
2015-11-08 08:20:09 -08:00
Unknown W. Brackets
9da62c1efc Atrac: Use end codes for remaining when streaming. 2015-11-07 23:30:09 -08:00
Unknown W. Brackets
959887d407 Atrac: Correct remaining frames return value.
Streaming buffers still not correct in some cases, primarily looping.
2015-11-07 23:30:09 -08:00
Unknown W. Brackets
e28fa3c426 Atrac: Correct transition to fully loaded.
Normally it won't go over of course, oops.
2015-11-07 23:30:05 -08:00
Unknown W. Brackets
61e530df91 Atrac: Check more buffer states in GetRemainFrame. 2015-11-07 23:30:04 -08:00
Unknown W. Brackets
a932b0858c Atrac: Make sure NO_DATA is always set.
This way we can move away from data_buf, which eventually we'll stop using
entirely, in preference for PSP RAM.
2015-11-07 23:29:59 -08:00
Unknown W. Brackets
3f3700cb45 Atrac: Allow games to update buffer state.
Because they can and do.  This primarily only happens with low level and
SAS streams, I think.
2015-11-07 23:29:59 -08:00
Unknown W. Brackets
91de8e46c1 Atrac: Fix an internal typo. 2015-11-07 23:29:58 -08:00
Unknown W. Brackets
26a81f5179 Atrac: Simplify USE_FFMPEG checks.
Maybe we should just remove the option, but this way the behavior is a lot
more similar.
2015-11-07 23:29:58 -08:00
Unknown W. Brackets
9ebc9f695e Atrac: Clean up logging in sceAtracGetRemainFrame. 2015-11-07 23:29:57 -08:00
Unknown W. Brackets
3afc86e9b8 Atrac: correct offsetting logic in resetting.
Probably not super important exactly, but got the numbers backwards when I
reduced the test data.  Oops.
2015-11-06 23:19:21 -08:00
Unknown W. Brackets
696cb6649e Atrac: Match PSP on reset of streaming data.
This attempts to match the sizes and positions requested by the PSP
firmware APIs.  The two functions have to match: if they don't, it will
start reading incorrect data.
2015-11-05 23:23:59 -08:00
Unknown W. Brackets
4511407506 Atrac: Add reschedule when resetting play pos.
This matches tests, although the actual delay is more variable.
2015-11-05 23:23:55 -08:00
Unknown W. Brackets
a2c4f7760a Atrac: Add range check when resetting play pos. 2015-11-05 23:23:50 -08:00
Unknown W. Brackets
91e5916f66 Atrac: Fix sample range check to match output.
It allows some negative values, actually.
2015-11-05 23:23:45 -08:00
Henrik Rydgard
44be9f2a50 Move Windows GPU init code into Windows/GPU 2015-11-03 23:22:09 +01:00
Karen Tsai
1ba873a496 Override JIT setting in ppsspp.ini for JIT-incapable environments, fakesign PPSSPP binary via adhoc signing in order to prevent crash-at-launch on iOS 9, separate jailbreak detection logic from JIT support logic, temporary change to only enable JIT on iOS 8 and below. 2015-11-03 12:34:33 -05:00
Unknown W. Brackets
869260087c Fix screenshots to be right side up, not crash. 2015-11-02 19:43:36 -08:00
Henrik Rydgård
fbb30260e3 Merge pull request #8082 from LunaMoo/DisplayEditing
Add "Display layout editor"
2015-11-02 19:31:05 +01:00
Unknown W. Brackets
11ec29212e Sas: Correct reverb volume going negative.
0x1000 (max vol) << 3 is negative, of course when signed...
2015-11-01 21:30:01 -08:00
Unknown W. Brackets
1aac569e73 Sas: Add in zeroes like the PSP seems to. 2015-11-01 20:56:34 -08:00
Unknown W. Brackets
9c378c4eda Sas: Properly support the OFF reverb type. 2015-11-01 20:33:42 -08:00
Unknown W. Brackets
42222ad497 Sas: Support the dry flag as well as wet. 2015-11-01 20:32:35 -08:00
Unknown W. Brackets
4a390ea18e Sas: Default to the right preset in reverb.
This needs to match waveformEffect.type, which is the default on the PSP.

Otherwise, setting to OFF initially does nothing, and it remains ROOM.
2015-11-01 20:25:21 -08:00
tpunix
6672534f49 bugfix of scefont
charCode should be limit to 16bit
see issue #8131
2015-11-01 21:11:31 +08:00
Henrik Rydgard
b998131581 Move the symbol map to the heap, deallocate it when no game is running. 2015-10-31 23:01:19 +01:00
LunaMoo
ae1cf1d85d Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Unknown W. Brackets
a13683e777 Add some param validation for sas functions. 2015-10-31 09:20:14 -07:00
Henrik Rydgard
9fa6f1f89d Minor improvements to audio debug display 2015-10-31 13:02:19 +01:00
Henrik Rydgård
9cdd23c089 Merge pull request #8105 from unknownbrackets/atrac-parsing
Improve atrac parsing and differentiate streaming from data
2015-10-31 13:00:15 +01:00
Henrik Rydgård
5ebb5d5630 Merge pull request #8116 from hrydgard/reverb
Implement sceSas' reverb effect, guessing that the reverb is the same as the one in PSX's SPU
2015-10-29 11:13:04 +01:00
Sacha
bbc4f64999 MIPS: Fix build so we can compile this again. 2015-10-29 02:46:43 +00:00
Henrik Rydgard
a941c6e64c Reverb minor optimization, comment changes 2015-10-28 21:43:38 +01:00
Henrik Rydgard
40246e894c Fix buzzsaw noises in reverb by preventing integer wraparound in a couple of places 2015-10-28 21:36:00 +01:00
Henrik Rydgard
22f71f1e9a Show simple info about currently playing audio in on-screen Debug Statistics 2015-10-28 21:20:20 +01:00
Henrik Rydgard
541a5e2c51 Halve the reverb input volume as a quick hack. Remove an unnecessary computation. 2015-10-27 16:34:30 +01:00
Henrik Rydgard
07f311fee1 Those multiplications with 4 from the doc ("scaled by 8" but 16-bit data) didn't seem to make lots of sense... Sounds better removing them 2015-10-27 16:12:05 +01:00
Henrik Rydgard
06fec54dba Forgot to scale a multiplication. Slightly better but quickly devolves into harsh noise. 2015-10-27 15:56:11 +01:00
Henrik Rydgard
9bb8aff715 Forgot that the address registers are scaled. still doens't fix it. 2015-10-27 15:52:19 +01:00
Henrik Rydgard
85c8f7d3c2 Hook up SasReverb. It sounds more like a buzzsaw than a reverb at the moment, needs debugging.
Added a bit of code that only enables it when a reverbed sound is active. This will need to be turned off later but useful right now for hearing when it's used..
2015-10-27 12:36:30 +01:00
Henrik Rydgard
0283d00066 Implement a PSX reverb from a specification. Not hooked up. 2015-10-27 11:46:04 +01:00
Unknown W. Brackets
85fac290c9 Atrac: Calc NO DATA status when loading old state. 2015-10-25 18:00:13 -07:00
Unknown W. Brackets
2b58af3db5 Atrac: Handle loop samples more correctly.
They need to be offset same as currentSamples.  Starting to really think
it'd be better to offset currentSamples instead...
2015-10-25 17:04:27 -07:00