Age | Commit message (Collapse) | Author |
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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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tested on the real thing.
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based on pcsrx code.
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also add some missing sanity checks.
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stop it from reading uninitialized LR in some cases..
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relying on PC to check if we already exited was a bad idea,
as cc_interrupt stuff updates the PC already.
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an idea from shalma.
"no card" and response byte 1 behavior tested on real hardware.
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tested on the real thing
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This gives cdda support for eboot
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http://www.gp32x.com/board/index.php?/topic/57973-pcsx-rearmed/page__view__findpost__p__952577
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http://www.gp32x.com/board/index.php?/topic/57973-pcsx-rearmed/page__view__findpost__p__952591
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fixes missing elements in Soul Reaver and Spyro.
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based on tests on ther real thing.
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An idea from Shalma.
Verified on real thing with DMA2.
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this is relevant when compiling trash.
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Some really nasty timing issues, I guess can only be resolved for good
when general timing is good and BIAS is gone.
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almost certainly wrong but hopefully better.
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Based on info from Ryphecha.
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weimingzhi:
-(Infy11)ppf.c: Fixed stuck at start of games with empty CD-ROM ID
(Issue #8266).
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