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DaedalusX64 SVN changelog

v2011-08-30 · Aug 30, 2011

The DaedalusX64 team has published the latest build of their Nintendo 64 emulator project for the PlayStation Portable. Now on revision 727, the latest update of the emulator includes the following features and enhancements:

Changelogs:

Revision 727

[!] Reverted changes from CodeGenPSP (it wasn't meant to be committed yet)

Revision 726

[=>] Merged from Dev branch:

Rev 363 - Salvy

[!] inlined GetChunkStartAddress and AddressToChunkMapIndex (saving ~20 ops)
[!] Made ContainsAddress debug only

Rev 364 - Salvy

[+] Added QuickWrite_Long/QuickRead_Long (these are usually 50% faster when the compiler isn't able to optimize Read64Bits/Write64Bits, mostly happens when we need to combine two FPU registers into one long )
[!] Use QuickRead_Long for LDC1 (~24 ops)

Rev 365 - Salvy

[!] Revert previous commit, need to test further

Rev 366 - Corn

[+] Started work on DKR/JFG custom ucodes (WIP)

Rev 367 - Corn

[+] Fixes to polygons in Jet Force
[+] Fixed polygon clipping DKR/Jet force

Rev 368 - Corn

[!] Some additional fixes to DKR/Gemini

Rev 369 - Corn

[+] WIP on for rendering Perfect Dark
[!] Some optimizations in the rendering pipelines

Rev 370 - Corn

[!] Updates to PD rendering pipeline
[!] Some minor updates (TEXGEN) to other rendering pipelines

Rev 371 - Corn

[!] some minor tweaks in the rendering pipelines (DKR/PD/Conker)

Rev 372 - Corn

[!] Fixed Debug Dlist bug (crash in DKR)
[!] Alloc corrected meaning of video memory errors
[!] Added info to take picture or resume game in Debug Dlist menu

Rev 373 - Salvy

[!] Fixed static in textures in DKR/Mickey/JetForce Gemini
[!] Simplified DLInMem (heavily used by DKR)
[!] Fixed bug in ucode cache that was breaking menu in SSV
[+] Added blendmode for Mountains in Majora's Mask (thx chito for reporting it)

Rev 374 - Corn

[!] Fixed texture loading for JFG and Mickey
[!] Some small optimizations to BranchZ/TestVerts/FlushTris/AddTris
[!] Fixed some debug output status texts

Rev 375 - Corn

[!] This time it seems as if BranchZ really works for OOT & MM (more work is needed for proper function in Aerogauge and Penny racers)
[!] Remove custom back culling for DKR (use normal)

Rev 376 - Corn

[!] Optimized SimulateDouble and updated roms.ini

Rev 377 - Bdacanay

[+] Added cheats to most N64 games.
[+] Added some blends for DKR

Rev 378 - Salvy

[!] Optimized and simplified DKR/JFG's Mtx ucode

Rev 379 - Corn

[!] Some additional fixes to DLParser_Mtx_DKR()
[!] Rewrite CPU version of SetNewVertexInfo() to look more consistent(and faster)

Rev 380 - Corn

[!] Disable Simulate doubles for conker
[!] Fixed various debug output for DKR/PD
[!] Optimized standard CPU rendering a bit more

Rev 381 - Salvy

[!] Increase number of cheat slots per ROM to 16 (since we have plenty of memory now to allocate cheats)
[+] Added a very basic scroller for cheat list (needs work!)

Rev 382 - Salvy

[!] Truncate any excess of cheats to avoid wasting memory

Rev 383 - Salvy

[!] Reverted changes to Patch_memcpy from B3 Update (was breaking SpiderMan, thx chito for reporting it)

Rev 384 - Salvy

[!] Bring back changes to Patch_memcpy
[!] Check if len==0(NOP!) in Patch_memcpy (fixes SpiderMan)

Rev 385 - Salvy

[!] Fixed a blendmode for Majora's Mask
[-] Removed RDP_EMULATE_TMEM option (It only slowed down and never helped any game, also added more logic to our code)
[!] Avoid setting Tile/TileSize twice
[!] Simplified parameters for SetTile/SetTileSize
[!] Simplified setting pitch tile

v2011-08-20 · Aug 20, 2011

The DaedalusX64 team has released a new build of their Nintendo 64 emulator project for the PlayStation Portable.

Changelog:

[=>] Merged from Dev branch:

Rev 347 - Corn

[+] added ROM setting to enable Body Harvest and Night Creatures to boot
[!] modified IRQs
[+] added roms.ini for GEX3, Donald Duck and Rayman2

Rev 348 - Salvy

[!] Simplified and optimized TLB refill/invalid exceptions
[~] Simplified CopUnusuable exceptions

Rev 349 - Salvy

[-] Removed experimental interrupts (was pretty much a test anyways)
[~] Simplified abit UseIRQmode check, and added comments
[!] By mistake I removed to clear pi status reg in DMA_PI_CopyFromRDRAM...fixed

Rev 350 - Corn

[!] Improved speed in PIF CRC calculations (w/o using table)
[!] Proper name to IRQ hack -> SkipPifIRQ

Rev 351 - Salvy

[!] Clean up options etc (Removed option to disable Stack Optimization, it works perfectly fine with all the games, there's no point to disable it)

Rev 352 - Corn

[~] Keep texture in the cache a little longer to avoid swapping textures in and out

Rev 353 - Salvy

[!] Add back hack for Aydin, since the assumption I took was breaking Rampage

Rev 354 - Salvy

[!] Enable callbacks when gprof build is compiled
[!] Unlocked volatile memory (this unlocks 4mbs extra of memory) (credits to JJS)
[!] Disabled suspend mode (this won't work anymore when volatile memory is unlocked) (credits to JJS)

Note: The only side effects when volatile memory is used is that suspend and dialogs won't work I won't affect us though, since we don't depend on neither ;)
Note2: This is pretty much a test, only cheat codes are allocated in volatile mem atm.

Rev 355 - Salvy

[!] Forgot VolatileMemPSP.cpp

Rev 356 - Salvy

[!] Stop and unload imposectrl.prx after we impose HOME button (is only required once for that task anyways)
[!] Stop and unload dvemgr.prx if no tv out cables were connected.

Rev 357 - Salvy

[!] Created wrapper to make it easier to manage modules (since we have plenty ;p)
[!] Simplified inits of our modules

Rev 358 - Corn

[+] Enable to choose 32bit color mode at boot time by pressing "Circle" until splash screen shows up (default is 16bit)

Rev 359 - Corn

[+] Show 32/16Bit choice in splash screen

Rev 360 - Corn

[!] Optimized unaligned load/store (saving ~340 OPs)
[!] Moved alloc/free fonts to Create/Destroy so it won't happen every frame when showing splash screen

Rev 361 - Salvy

[~] Fixed text in splash screen
[!] Avoid creating two instances of intrafont

Rev 362 - Corn

[-] removed bit info from main menu
[!] Cosmetic change to splash screen

v2011-08-09 · Aug 9, 2011

Here's the latest build of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable.

Changelog:
[=>] Merged from Dev branch:

Rev 331 - Corn

[!] let compiler inline R4300_JumpToInterruptVector() since it only adds ~100 bytes to .exe
[!] reorganize and improve checks in R4300_Handle_Interrupt()
[!] speedup and use 32bit (instead of 64bit) in DDIV and DDIVU when possible

Rev 332 - Salvy

[!] Optimized CPU_SetCompare

Rev 333 - Salvy

!] Made COP0 registers 32bit (to save a few cycles, since the values written aren't 64bit anyways)

Rev 334 - Salvy

[+] Implemented MFC0 in dynarec

Rev 335 - Salvy

[!] Optimized CTC1 in dynarec

Rev 336 - Corn

[!] some small optimizations in code generator
[-] removed non working fix for TV output

Rev 337 - Salvy

[~] Corrected typo from previous commit which broke GenerateCACHE (Corn)
[!] Enabled option to ignore memory bound checking in release mode (slight speed up)

Rev 338 - Salvy

[~] Fixed EXPERIMENTAL_INTERRUPTS option (when defined, Body Harvest and Nightmare Creatures work)

Rev 339 - Salvy

[!] inlined(again) R4300_JumpToInterruptVector (reduces # of ops from 239 to 299 in Interrupts.cpp)

v2011-08-05 · Aug 5, 2011

Revision 723 of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable is now out folks. What's new in the latest build?

Changelog:

[=>] Merged from Dev branch:

Rev 331 - Salvy

[!] Simplified alpha test checks
[!] Simplified and inline SetMux
[~] Removed hack for Aidyn (no longer needed)
[~] Do not test for GU_GREATER in alpha threshold mode (was breaking Aidym)
[!] Fixed debug build

Rev 332 - Salvy

[~] Corrected order of rt and rs in SPECIAL opcodes that had it incorrect
[~] DSUBU/ADDU should be unsigned

Rev 333 - Corn

[!] small optimization of StoreFPR_Double()
[~] clean up some redundant code in math.h

Rev 334 - Salvy
[!] Optimize interrupts (this time shouldn't cause issues)
[!] Check first if interrupts are enabled to avoid wasting time checking for pending interrupts

Rev 335 - Salvy

[!] Optimized out instances of status reg

Rev 336 - Salvy

[+] Different approach to check for Cop1 Unusuable exceptions (previous approach added too much bloat to the emulator)

Rev 337 - Salvy

[!] Bump up OSHLE cache version

v2011-08-02 · Aug 2, 2011

The DaedalusX64 team has recently updated their ever-improving Nintendo 64 emulator project for the PlayStation Portable, bumping it up to revision 722.

Changelog:

[=>] Merged from Dev branch:

Rev 325 - Salvy

[!] Simplified Audio_Ucode
[~] Make sure to reset isMKABI and isZeldaABI

Rev 326 - Salvy

[+] Added blendmode for Zora's Domain water

Rev 327 - Salvy

[+] Added mem*0 + mem*1 blender (Fixes menu in Wave Racer. In fact we shouldn't need to render it, but is cheaper to handle it.)
[-] Removed wave racer blendmode and hack for menu (no longer needed)
[!] Force disable simulate doubles for Gex64 (fixes Gex64)

Rev 328 - Corn

[!] Clean up SetNewVertexInfo() for Conker
[!] Change order for PIF processing in DMA

Rev 329 - Corn

[!] Optimized order for ENV mapping in Conkers SetNewVertexInfo()

Rev 330 - Salvy

[!] Full extend DADDU (Fixes cut scene in final stage in Conker) (Note : This is the proper way, not sure why ExciteBike needs the operand to be 32bit.. I'll investigate eventually)
[!] Fixed DSUBU (Fixes crash in final stage in Conker, also random lock ups in Animal Crossing, and random lock up when entering pause menu in Majora's Mask)

PS : Final stage in Conker should be playable now o/
Note: There's a big design flaw in our SPECIAL opcodes (and probably other opcodes), since rt and rs order is wrong! This doesn't matter for mults and adds, but is a break deal for subs and divs, I'll correct this soon.

v2011-07-25 · Jul 25, 2011

Here's the latest build of DaedalusX64, the ever improving Nintendo 64 emulator for the PlayStation Portable.

Changelogs:

revision 721

[=>] Merged from Dev branch:

Rev 324 - Salvy

[~] Fixed compiling error from last commit
[-] Small clean ups here and there

revision 720

[=>] Merged from Dev branch:

Rev 316 - Salvy

[~] Simplified array for custom ucodes (we only need the ucode and hash anyways)
[!] Clean ups in PIF

Rev 318 - Bdacanay

[+] Imported Paper Mario blend from old file.
[~] Fixed the Conker chainsaw smoke blend
[+] Added a blend to the river in Doubutsu no Mori
[-] Reverted Kirby blend that was breaking Kirby
[+] Added a blend to fix the menu and HUD in Wave Race 64

Rev 319 - Bdacanay

[-] Reverted Wave Racer 64 blend, as it was breaking Super Mario 64 horribly.

Rev 320 - Bdacanay

[+] Added a hack to Wave Racer 64 to fix the dangerous menu blend without breaking any other games. Tested and working perfectly. (Thanks corn)

Rev 321 - Salvy

[!] Enabled DisableSimulateDoubles for Conker (fixes "green textures" bug)
[~] Removed full-length fp mode (Was causing static and texture shifting in Conker. Anyways it only adds overhead and bloat to the emulator, I have yet to see a game that needs it, only RARE games that like poke the status reg..)

Rev 322 - Salvy

[+] Implemented env mapping for Conker (Using the CPU, we need to port this to the VFPU to avoid slowing down Conker!!)
[!] Pass directly gConkerVtxZAddr
[~] Clean ups in Microcode.cpp

Rev 323 - Salvy

[!] Simplified and inlined CPU_TakeBranch
[~] Made TranslateOp debug only
[-] Removed useless speedhack in R4300_J
[~] Reverted last remaining changes from 557-558..

Note : rev 313, 314, 315, and 317 weren't m,erged since they ar not ready for public.

v2011-06-27 · Jun 27, 2011

Revision 719 of DaedalusX64, the best Nintendo 64 emulator for the PlayStation Portable is now out folks. So what's new with the latest update?

Changelog:

[=>] Merged from Dev branch:

Rev 309 - Salvy

[+] Use sscanf to speed up parsing of addr and value for cheats (Now both addr and value are retrieved in one go, and also avoids unnecessary conversions)

Rev 310 - Salvy

[!] Made WarnMemoryErrors debug only

Rev 311

[~] Silly error that broke sram saving

Rev 312 - Salvy

[!] Trap r0 write in LW (fixes San Francisco 2049 crashing when race is about to start)
[+] Added debug code to detect r0 writes

v2011-06-17 · Jun 17, 2011

The hard working folks from the DaedalusX64 team has recently updated their ever-improving Nintendo 64 emulator project for the PlayStation Portable. Now in revision 718, the latest update includes the following features and imrpovements...

Changelogs:

[=>] Merged from Dev branch:

Rev 306 - Salvy

[!] Remove country ID line from cheats to speed up cheat parsing (this was redundant anyways, since we now insert that info in the name itself)
[!] Updated entry of Aerogauge as an example how cheats are formatted now.
Note : All cheats need to be updated!

Rev 307 - Salvy

[!] Simplified DMA_PI_CopyFromRDRAM (we only for DOM2/ADDR2 anyways)
[!] Simplified WriteValue_Cartridge (Added notes too for games that write to ROM in DOM1/ADDR2..)
[!] Moved RTC READ out of ProcessEeprom to keep code clean, and added an assert for NOP cmds in PIF.
[~] Killed a couple of dead externals
[!] Signed extend DADD/DADDU and also operand in 32bit (fixes Excite Bike and saves 4 ops)
[~] Small clean ups here and there..

Rev 308 - Salvy

[!] Small fix for cheat names
[!] Updated all cheat entries

v2011-06-12 · Jun 12, 2011

Revision 717 of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation portable is now out folks, bringing a new set of changes and improvements.

Changelog:

[=>] Merged from Dev branch:

Rev 302 - Corn

[+] Implemented RumblePak support
[+] RumblePak / MemPak option added to global options (RumblePak shakes screen when active).
Note: Enable RumblePak before booting ROM (also enable clean scene if there is garbage left on screen when shaking)

Rev 303 - Salvy

[!} Separate rumblepak from mempak to avoid any conflicts and keep code tyde

Rev 304 - Salvy

[!] Corrected regression in dynarec from 366 that caused random lock ups in several games

Rev 305 - Salvy

[~] Forgot to revert these in 644

v2011-06-09 · Jun 9, 2011

The DaedalusX64 team has updated thier Nintendo 64 emulator project for the PlayStation Portabl, DaedalusX64.

Changelogs:

Revision 716

[=>] Merged from Dev branch:

Rev 299 - Salvy

[~] Small optimizations in ProcessEeprom/ProcessController

Rev 300 - Salvy

[+] Added a hack to fix the shadows in ISS64
[-] Remove delay when entering pause menu in PHAT PSPs

Rev 301 - bdacanay

[+] Added cheats to a lot of popular games
[+] Repaired some incorrect Kirby 64 blends
[!] Forced a Hexen blend to fix the invisible hands
[+] Added a blend to fix the shadow issue in Killer Instinct Gold
[!] Forced a Killer Instinct Gold blend to partially fix the characters and HUD
[+] Fixed the Pokeball blend in Pokemon Stadium 2

WARNING : Before using rev 715+ back up your saves first!

Revision 715

[=>] Merged from Dev branch:

Rev 297 - Salvy

[+] Implemented internal N64 clock (props to Shapyi and Zoinkity)
[+] Rewrote PIF to make it simpler (PIF.cpp is now 50% smaller, only draw back is that we need to flip the data, but the gains overcome this) [WIP]
[!] Removed Chameleon Twist mempak hack (This is handled by a cheat now)
[!] Fuse 4 reads and 4 writes to just one to speed up when flipping data in PIF.

Rev 298 - Salvy

[!] Games that read/write in rumblepak area work now, ex OOT (based from mupen source)
[~] A couple of clean ups in PIF.cpp

Revision 714

[=>] Merged from Dev branch:

Rev 296 - Salvy

[+] Optimized/rewrote Process PIF (cmds are processed in one go now )
[!] Refactored ProcessCommand in PIF (bye bye redundant code)
[~] Only call GetPreciseTime when we need to delay in framelimeter (Corn)
[!] Fixed controllers not working in certain games when loading a savestate directly.
[~] Moved back GetState where it was (is called fewer times there than in CONT_READ_CONTROLLER)

v2011-06-02 · Jun 2, 2011

Revision 713 of DaedalusX64, the ever-improving Nintendo 64 emulator for the PlayStation Portable is now out folks, bringing a new set of fixes and improvements.

Changelog:

[=>] Merged from Dev branch:

Rev 292 - Corn

[!] fix compile warnings
[!] fix clear option dialogs when not using exit confirmation
[-] remove unneeded variable for frame limiter

Rev 293 - bdacanay

[+] Added a blend to fix the waterfall in MRC
[+] Added a blend to fix the Text and HUD in Duke Nukem 64 (Could be dangerous)

Rev 294 - Corn

[!] Fix for PHAT hanging with frame limiter enabled
[-] removed check for gVblsSinceFlip since it can't be zero at the division

Rev 295 - Salvy

[!] Use PeekBuffer instead of ReadBuffer for dialogs
[!] Only read input data when CONT_READ_CONTROLLER is set
[!] Skip dummy data in PIF
[!} Simplified ProcessCommand in PIF
[~] Small clean up in UIScreen

v2011-05-31 · May 31, 2011

Revision 712 of the ever-improving Nintendo 64 emulator project for the PlayStation Portable is now out folks.

Changelog:

Revision 712

[=>] Merged from Dev branch:

Rev 289 - Salvy

[-] Removed EasyMessage lib (was causing high usage of memory and thus crashing phats when pressing home)
[+] Implemented new dialog lib (WIP!!!!)
[-] Removed debug options which aren't longer needed.

Rev 290 - Salvy

[!] More work to new dialogs

Rev 291 - Salvy

[!] Wait until all buttons are released when showing a dialog
[~] Added exit dialog to CoverFlow GUI

Revision 711

[=>] Merged from Dev branch:

Rev 288 - Salvy

[+] Insert country ID in ROM name for cheats (This is to allow more cheat entries per slot and to fix the parsing cache for cheats when having multiple regions of the same ROM.)
[!] Minor optimization to cheat parsing
[!] Updated Daedalus.cht to follow new format
[~] Removed entries for hacks that are no longer used

Note : Cheatcode format has changed slightly, Please refer Cheat FAQ for help :

v2011-05-28 · May 28, 2011

The DaedalusX64 team has released a new build of their Nintendo 64 emulator prject for the PlayStation Portable. Tagged as revision 711, the latest update includes the following changes and enhancements...

Changelog:

Revision 711

[=>] Merged from Dev branch:

Rev 288 - Salvy
[+] Insert country ID in ROM name for cheats (This is to allow more cheat entries per slot and to fix the parsing cache for cheats when having multiple regions of the same ROM.)
[!] Minor optimization to cheat parsing
[!] Updated Daedalus.cht to follow new format
[~] Removed entries for hacks that are no longer used

Note : Cheatcode format has changed slightly, Please refer Cheat FAQ for help :

Revision 710

[=>] Merged from Dev branch:

Rev 287 - Salvy
[+] Added blendmode for bricks in Zelda OOT
[+] Added notes for developers if having problems with dlist debugger
[~] Do not check image size for offscreen check (is too aggressive, it breaks Doom64 and SuperMan 64)
[~] Removed hack for SuperMan 64 (no longer needed)
[~] Fixed debug build

v2011-05-03 · May 3, 2011

DaedalusX64 team member Salvy and the rest of the crew continues to improve their Nintendo 64 emulator project for the PSP with another SVN release.

Changelog:
[=>] Merged from Dev branch:

Rev 229 - Salvy
[-] Reverted changes from 64 -> 32bit in interrupts (slightly slower but safer)
[-} Reverted change in GenerateCFC1 (it caused issues in the interpreter, it can be risky for the dynarec as well)
Rev 230 - Corn
[!] Alpha channel gets passed along even when doing lighting on a tris
[+] Added rendered Rects as screen debug info
Rev 231 - Corn
[!] reverted IRQ optimization that made Animal crossing fail(salvy)
[+] Some minor optimizations to the VFPU TnL
[+] Ucode names for Conker BFD to debug Dlist
Rev 232 - Salvy
[+] Implemented cheat support (this mostly based from 1964 and PJ64) [WIP]