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2011-10-02yet more random armv5 tweaksnotaz
2011-09-30gte_arm: implement RTPS, RTPTnotaz
2011-09-27dfxvideo: remove unneeded double division in line codenotaz
2011-09-27psxcounters: avoid update on each hsyncnotaz
no useful work is done on hsync, no reason to interrupt the recompiler that often, set up events as needed.
2011-09-27drc: do gte flag liveness detectionnotaz
just copy-paste existing code and use _nf handlers from previous patch.
2011-09-27gte: split arm code for pollux, generate flagless handlersnotaz
flagless are unused but will be used later, at least I hope so.
2011-09-27frontend: few more pollux/caanoo tweaksnotaz
2011-09-25frontend: menu: don't assume onoff vars are intnotaz
2011-09-25gte: switch divider back to tablenotaz
pandora won't be affected because it uses VFP anyway, and pollux prefers the table for some reason. Also send the divider to it's own .c file for future reuse.
2011-09-25add pollux/caanoo port, refactor thingsnotaz
2011-09-25drc: fix PCSX HLE hack for armv5notaz
also adds some asserts I did during debugging this
2011-09-23get rid of hard libbz2 dependencynotaz
it just keeps getting in my way when trying to run this elsewhere.
2011-09-23support armv5 buildnotaz
2011-09-23release r10notaz
2011-09-23fix build on some ARM toolchainsnotaz
R1 redefined..
2011-09-23frontend: fix a couple of annoyanciesnotaz
2011-09-22spu: handle loop write vs loop flag race (bIgnoreLoop alternative)notaz
it feels this should be better, but shouldn't write much here without testing really (Heart of Darkness).
2011-09-22spu: clean up unneeded codenotaz
2011-09-22spu: use last written loop value when startingnotaz
Now that we play silent channels, at least Alien Ressurection wants this. I should really bring out my PSX and test this properly..
2011-09-22drc: do modification check in smaller than page granularitynotaz
There are some games that keep writing in the same 4k page where the code resides (Alien Ressurection is one such example). I've noticed those accesses are usually to a small region, so keep range of addresses that has no code and has been recently accessed and check it when the writes come.
2011-09-21spu: get rid of pCurr -1, pass right chans to silent handlernotaz
pCurr -1 would work weird with savestates and could screw things up in general..
2011-09-20spu: fix a few mixing issuesnotaz
2011-09-20frontend: always detect regionnotaz
override later if needed
2011-09-20drc: make sure dyna_linker is really called from stubnotaz
in very rare cases add_link() would end up being called with jump to another block and not stub, which would later cause kill_pointer() to crash while cleaning jump_out. I'm guessing wrong pointer was being picked from jump_in by dyna_linker, failing to detect stale cache, and hoping this will fix it.
2011-09-19drc: load ra before SD only when needednotaz
there are far too many assumptions all over the place that it's not loaded early
2011-09-19frontend: fix frame limiter issuenotaz
sleeping too much sometims causes unwanted stuttering..
2011-09-19spu: don't wait for irq on silent channelsnotaz
no point to do so, breaks other chans if silent ones interrupt often (Discworld)
2011-09-19frontend: change sound config varsnotaz
it seems people out there still have bad sound configs
2011-09-19drc: handle $ra access in JALR DS toonotaz
or at least try to..
2011-09-19drc: fix $ra evicting on JALnotaz
hopefully for good this time
2011-09-19Revert "drc: ujump DS $ra overwrite fix?"notaz
This reverts commit 2adcd6fad4594a18025b4f00c49e43a23f8f8992. That "fix" breaks Delta Force Urban Warfare, supposedly not neded after Ari64's fixes?
2011-09-19add fixed frameskip optionnotaz
2011-09-17fix some minor frontend issuesnotaz
2011-08-14gpu_unai: avoid NULL pointers in span tablenotaz
are those state combinations really impossible?
2011-08-13frontend: show time and battery capacitynotaz
useful for longer gaming sessions
2011-08-13release r9notaz
2011-08-13frontend: split 4:3 scaling optionsnotaz
one for integer scaling, another for aspect scaling.
2011-08-13gpu_neon: handle 0xEx cmds while frameskipingnotaz
otherwise things go out of sync
2011-08-13gpu_neon: frameskip: skip blits until flippednotaz
2011-08-13gpu_neon: add peops as temp renderernotaz
2011-08-13gpu_neon: support caching renderers, update rearmed ifnotaz
2011-08-13gpu_neon: do list resubmit detectionnotaz
done it a while ago, late commit..
2011-08-13gpu_neon: gpu info reads, some bugfixesnotaz
2011-08-13gpu_neon: basic frameskip, change check, minor stuffnotaz
2011-08-13gpu_neon: partially support range regsnotaz
2011-08-13gpu_neon: vram fixes, list loop detectionnotaz
2011-08-13gpu_neon: split output code, some refactoringnotaz
2011-08-13gpu_neon: some cmd/vram io and dma handlingGrazvydas Ignotas
2011-08-13gpu_neon: basic skeleton gpu pluginGrazvydas Ignotas
2011-08-13gpu_unai: redo frameskipnotaz
the previous code wasn't that functional