| Commit message (Collapse) | Author | Age |
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after I broke it in d2c04c5c511cca3daeed292a397a5ae8ae2aa6a7
fixes Mario & Luigi Partners in Time
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scroll (only when the rendering engine is enabled).
fixes #840
thank you RSDuck and Hydr8gon for your insight into this.
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Squashed commit of the following:
commit b463a05d4b909372f0cd1ad91caa0c77a25e5901
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 01:55:35 2020 +0100
minor fix
commit ce73cebbdf5da243d7ebade82d8799ded9cd6b28
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 00:43:08 2020 +0100
fix dirty flags of BG/OBJ mappings not being reset
commit fc5d73a6178e3adc444398bdd23de8314b5ca8f8
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 00:11:13 2020 +0100
use flat vram for gpu2d everywhere
commit 34ee9fe2bf04fcfa2a5a1c8d78d70007e606f1a2
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Sat Nov 28 19:10:34 2020 +0100
mark VRAM dirty for display capture
commit e8778fa2f429c6df0eece19d6a5ee83ae23a0cf4
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Sat Nov 28 18:59:31 2020 +0100
use flat VRAM for textures and texpals
also skip rendering if nothing changed and a bunch of fixes
commit 53f2041e2e1a28b35702a2ed51de885c36689f71
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Fri Nov 27 18:29:56 2020 +0100
use vram dirty tracking for extpals
also preparations to take this further
commit 4cdfa329e95aed26d3b21319c8fd86a04abf20f7
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 16 23:32:22 2020 +0100
VRAM dirty tracking
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mostly meant for the Switch port
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- savestates used to read a four bytes from a single byte value
- a few unassigned variables
- some other things
- also make the ROR macro an inline function
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fixes #716
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* make video settings dialog functional, sorta
* fix dialogs that were resizable
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sorta.
(also make the blackmagic_II branch obsolete in the process)
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0xFFFF)
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hardware.
fixes #598 and also fixes #379
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it's less shitty tho
but still has bugs
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progress
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HARK HARK HARK
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init framebuffer to black.
fix bugs.
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rendering at a higher res.
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(also fix softrenderer reset)
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* cleaner code
* faster in some cases
* more accurate (on-demand compensation for timers and GPU)
* less prone to desyncs
* overall betterer
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culling/clipping.
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to hardware).
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* clip against Z then Y then X. apparently, fixes #310. I had also observed hints that the hardware does it this way.
* truncate W to 24 bits before viewport transform.
* mark any polygons that have a W=0 at that point as degenerate. do not render.
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fixes #260
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(measured 319/325/331)
fixes #297
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there was a slim chance that a game could send a couple commands and read GXSTAT.busy as zero immediately after. the new timings made that happen in NSMB (not in the USA ROM, oddly), such that the game was reading the clip matrix while matrix commands were running, and getting the first few values wrong.
fixes #295 and probably others in the same vein.
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caches were off, so everything will be slow as shit.
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absurdly far in the negatives, and fix a few other issues.
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apparently.
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* rework GPU timings, now almost same as hardware. display lists generally execute faster. not finished. not bad for a start tho.
* Rayman RR2 is still getting sound streaming issues. I don't think GXFIFO stalls are supposed to halt the ARM7. that doesn't make sense and would mess badly with sound since it's also using the ARM7 bus.
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bad games that blast the GXFIFO and overflow it:
* Super Mario 64 DS
* Rayman RR2
latter seems to get its music streaming crapoed.
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* bump savestate version up. will break compatibility, but the alternative would be guessing the missing matrix entries somehow, so blarg.
* avoid relocating the savefile if loading a savestate fails.
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wraps around).
fixes #231 and probably others of the same vein.
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