Age | Commit message (Collapse) | Author |
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simplifies event handling code a bit
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there is no reason to use virtual addressing, things can't be remapped
on PSX as there is no MMU anyway. Fixes somewhat related invalidation
bug along the way.
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at least 1 is wrong according to Ryphecha's info,
and breaks at least Wipeout XL.
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This should be closer to what happens on the real thing.
Special thanks to Ryphecha for the idea.
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intended for caanoo/Wiz, some users want to trade glitches for
performance boost.
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at least the ones from C source, it looks like there could be more.
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also add some missing ones
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checking for overflow where it can't occur is a waste of time,
get rid of that code.
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no more need to load psxRegs in each function and all registers are
reachable by ldrh/strh.
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derive from existing ones if possible
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yes this makes it possible to miss something, but I hope
it's not going to happen and will deal with it if it does.
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also removes wrong (?) MAC0 saturation.
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doesn't seem to make much difference, but theoretically should help.
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makes rcnt1 hack impossible though, overclock PSX instead
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this may cause missed interrupts in very rare cases,
but performance penalty this makes is surely not worth it.
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also fix unmap
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old value ~1.4 was weird anyway
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this missing check wasn't causing too many problems because
of events on every hsync, which are gone now.
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generic code handles it better now.
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try to guess RAM mirror we are going to hit
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it's rare, but it happens.
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this will probably make cdrom/vsync timing desync situation
worse (those were never in sync anyway) but fix some cdda
related sound stuttering.
Those magic values are used trying to preserve other SPU plugin
compatibility.
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no useful work is done on hsync, no reason to interrupt the recompiler
that often, set up events as needed.
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just copy-paste existing code and use _nf handlers from previous patch.
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flagless are unused but will be used later, at least I hope so.
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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.
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also adds some asserts I did during debugging this
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R1 redefined..
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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.
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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.
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there are far too many assumptions all over the place that it's not
loaded early
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or at least try to..
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hopefully for good this time
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This reverts commit 2adcd6fad4594a18025b4f00c49e43a23f8f8992.
That "fix" breaks Delta Force Urban Warfare, supposedly not neded
after Ari64's fixes?
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a bit basic but works
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it did not match what was used elsewhere for PCSX,
causing rare crashes due to making bad links..
Also comment get_pointer, it's not obvious what it does.
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