Age | Commit message (Collapse) | Author |
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Update
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Access psx main memory using retro_memory_map
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Add "Spu Irq" core option
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cdrom: add missing BCD->int convert in cdrFreeze()
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For some Eboot .PBP game images, when loading a savestate, a zlib error
like 'uncompress failed with -5 for block 5383, sector 86132' would be
output to stdout/stderr. The savestate would still be playable, though.
Traced it down to cdrFreeze() failing to convert cdr.Prev from BCD->int
when calling ReadTrack(). Note that the odd 'cdr.Prev[0]++;' line seems
to be someone's hacky way of forcing ReadTrack() to avoid skipping what
it thinks is a duplicate sector read.
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gpulib: fix out-of-bounds reads in do_cmd_buffer()
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When gpu.cmd_buffer[] is filling up, and the last 1 or 2 words
in it are the beginning of a new vram read/write cmd, do_cmd_buffer()
would access out-of-bounds, reading garbage pos/size data.
Fixes corrupted gfx in this PS1 .exe test utility:
https://github.com/PeterLemon/PSX/tree/master/CPUTest/CPU/LOADSTORE/LW
(This and all similar tests on Peter's site).
Note that gfx access in this utility is done entirely through cmds given
through GPUwriteData(), i.e. direct CPU->GP0 stores, not DMA.
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Basic Guncon support
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sbi support for multidisc pbp
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same syntaxis as beetle-psx, name the sbi file after the pbp and append an underscore and the number of the disc at the end.
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3DS: Switch from svc* to the thread* API
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svcCreateThread doesn't fully set up thread vars, which causes
svcBreaks / crashes when calling certain functions -- reentrant ones,
for example. threadCreate, etc. are higher-level functions that do all
the correct setup and cleanup.
Since we're treating the thread structure as opaque, calling it an
int_32t seems OK.
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3DS: Schedule threads on the default core
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When creating a thread, pcsx was scheduling threads on core 1, which
is the system core. This is usually prevented by the system. Instead,
it should schedule threads on the default core, as suggested by
3dbrew: https://www.3dbrew.org/wiki/Multi-threading
> Games usually create threads using -2.
In the future, we may be able to schedule threads on core 2 on New 3DS
only, if we find it gives better performance.
This was preventing the CDDA thread from starting, which was
preventing CD Audio from playing.
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update gpu_unai plugin
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Stop calling utime on 3ds
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The toolchain doesn't have utime defined, so these calls will fail.
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Enable CHD on 3DS builds
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I don't know what build errors were happening before, but this built
cleanly for me.
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Re-enable unai on 3DS
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Fix sound over-buffering on 3ds
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With iTempo turned on, we generate a frame and a half of sound data
each frame, which causes dropped sound frames and noise.
It looks like GPH hacks are disabled for 3ds in other places, so
disabling it here too seemed like the correct fix.
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It now builds properly, and is much much faster.
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Added support for PSXONPSP660.bin and psx* named BIOS files
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- backports gpu unai plugin from PCSX4ALL
- sync necessary files with notaz/master to allow building standalone app
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iOS: support for building using buildbot recipe
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Update 'libretro_core_options.h' to v1.3 format
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Do not compile plugins when using the non-static build method
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- This is meant for platforms that still uses the non-static build method to compile the libretro core (aka versions of retropie)
- The output file is still libretro.so to preserve any compatibility with existing script
- Using the static makefile is still recommended.
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Sanitize gpu adv options and close plugins upon exiting core
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Fix main RAM size in retro_get_memory_size
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PSX Main RAM should only by 2048KB
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silence warnings and a few core fixes
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