notaz [Sat, 22 Jan 2022 20:25:05 +0000 (22:25 +0200)]
spu: try to eliminate some cdda clicks/pops
cdda feeds less data than consumes due to poor timings,
especially for PAL
notaz [Sat, 22 Jan 2022 20:20:42 +0000 (22:20 +0200)]
spu: save/restore decode_pos
SPUOSSFreeze_t conveniently had padding space for it
notaz [Sat, 22 Jan 2022 20:15:54 +0000 (22:15 +0200)]
cdrom: play cdda regardless of report mode
Vib-Ribbon doesn't use it while playing.
notaz [Tue, 14 Dec 2021 22:04:11 +0000 (00:04 +0200)]
drc: always clear full decoded_insn
Some stuff was left after INTCALL conversion and broke branch in delay
slot handling, like in Rayman 2.
notaz [Tue, 14 Dec 2021 19:09:45 +0000 (21:09 +0200)]
fix some issues and warnings seen on ctr build
notaz [Tue, 14 Dec 2021 19:03:25 +0000 (21:03 +0200)]
drc: reapply some libretro changes
notaz [Tue, 14 Dec 2021 00:37:51 +0000 (02:37 +0200)]
drc: adjust asm to make clang happy
notaz [Mon, 29 Nov 2021 21:35:08 +0000 (23:35 +0200)]
drc: rearrange hacks
Also adds PE2 hack. PE2 probably checks if a frame didn't take
too long to complete by comparing counter 2 to a hardcoded value.
If it did exceed the limit it restarts all the processing, probably
assuming that the GPU was busy that time and retrying on next frame
would work out?
Still it will hang if not enough cycles are available, regardless of how
root counters are handled, and currently won't work on the interpreter
even with root counter hack because of recently added stalls.
PCSX's timing is just too wrong all over the place...
notaz [Mon, 29 Nov 2021 00:10:27 +0000 (02:10 +0200)]
drc: fix some mistake done during arm64 porting
notaz [Sun, 28 Nov 2021 16:34:07 +0000 (18:34 +0200)]
drc: fix an old memhandler oversight
accidentally got it right when doing arm64 port though
notaz [Sun, 28 Nov 2021 21:08:57 +0000 (23:08 +0200)]
drc: fix CCREG loading
CCREG was always manually loaded by *jump_assemble and few other
places, however when I added more CCREG allocs I expected loading
to be handled automatically, but turns out it wasn't.
notaz [Sun, 28 Nov 2021 15:23:34 +0000 (17:23 +0200)]
drc: don't cull ccreg
It didn't even seem to be written back. What was the point doing so
anyway, other regs were (maybe?) culled to prevent saving/restoring
them in memhandlers, but ccreg is in callee-saved reg anyway?
We also need ccreg more often now for stalls.
notaz [Sun, 28 Nov 2021 15:12:04 +0000 (17:12 +0200)]
drc: rework cycle counting
The way it was done before caused different behaviour on different
platforms because the dynarec can invert branches depending on register
pressure and maybe other things. Because of that cycle counts would
change slightly but sufficiently to break/fix timing sensitive games.
Now it should be more consistent, maybe.
notaz [Sun, 28 Nov 2021 22:03:20 +0000 (00:03 +0200)]
drc: prefer callee-saved regs on alloc
reduces amount of saved/restored regs (random game):
arm32: ~45%
arm64: ~80%
notaz [Fri, 26 Nov 2021 23:28:08 +0000 (01:28 +0200)]
drc: get rid of RAM_FIXED, revive ROREG
should work better on devices that can't map memory at desired locations
notaz [Fri, 26 Nov 2021 22:53:16 +0000 (00:53 +0200)]
drc: botched msb bit check
adjust the f1 hack too
notaz [Wed, 24 Nov 2021 20:52:53 +0000 (22:52 +0200)]
drc: only override default cycle_multiplier
To let the user tune if they want. Also iS multiplier in db
was still too small for HLE mode.
notaz [Wed, 24 Nov 2021 19:17:47 +0000 (21:17 +0200)]
drc: add a hack for f1 games
Quite fragile but maybe good enough.
What the games do seems to be deliberate to break emulators. It takes
the address of some internal function (let's call it f1) and calculates
an address add2 in such a way that f1 can't evict code at addr2. It then
writes a 4 instruction code piece f2 that just loads an address from
stack (which happens to be stacked ra) and jumps to it. f1 then gets
called, loads data (?) and overwrites f2 doing it and returns. Right
after that f2 gets called again.
notaz [Mon, 22 Nov 2021 23:48:53 +0000 (01:48 +0200)]
interpreter: simplify icache implementation
Should be more accurate too.
notaz [Mon, 22 Nov 2021 21:18:56 +0000 (23:18 +0200)]
drc: drop 'likely' branch support, simplify
not in MIPS1
notaz [Mon, 22 Nov 2021 20:33:52 +0000 (22:33 +0200)]
drc: reduce memory usage
mostly automated conversion
text data bss dec hex filename
137712 0
2753296 2891008 2c1d00 libpcsxcore/new_dynarec/new_dynarec.o
132720 0
2732816 2865536 2bb980 libpcsxcore/new_dynarec/new_dynarec.o
notaz [Mon, 22 Nov 2021 19:29:08 +0000 (21:29 +0200)]
make icache implementation play nice with the dynarec
No need to to have a build-time option now.
notaz [Mon, 22 Nov 2021 19:08:17 +0000 (21:08 +0200)]
drc: detect unconditional branches early
Mainly helps to end the block and not compile data.
Unsure if this doesn't break something.
notaz [Mon, 22 Nov 2021 18:55:37 +0000 (20:55 +0200)]
drc: minor adjustments
like not marking INTCALL as compiled code
notaz [Mon, 22 Nov 2021 18:20:36 +0000 (20:20 +0200)]
drc: fix block expire
was shifting pointers that are not necessarily aligned
notaz [Sun, 21 Nov 2021 14:44:35 +0000 (16:44 +0200)]
frontend: remove src alignment requirements in asm
no measurable perf improvement seen just from :64 alignment both on
cortex-a8 and cortex-a72, and Psybadek uses unaligned vram location.
notaz [Sat, 20 Nov 2021 22:06:52 +0000 (00:06 +0200)]
drc,interpreter: add mul/div stalls
for games like Zero Divide, which will run at twice speed if there is
not enough combined slowdown (probably from muldiv/gte/cache misses).
notaz [Fri, 19 Nov 2021 21:35:04 +0000 (23:35 +0200)]
drc: try to make gte stall handling less bloaty
notaz [Thu, 18 Nov 2021 22:52:31 +0000 (00:52 +0200)]
drc/gte: add some stall handling
notaz [Fri, 19 Nov 2021 21:33:27 +0000 (23:33 +0200)]
drc: use helpers for jump checks
most not converted, maybe another day
notaz [Fri, 19 Nov 2021 21:36:28 +0000 (23:36 +0200)]
frontend: force full recompile on drc setting change
Libretro port should do the same, but here it outdated and nobody cared
updating it here.
notaz [Thu, 18 Nov 2021 22:39:26 +0000 (00:39 +0200)]
drc: use a separate var for game hacks
because config save/load can clear the main var
notaz [Thu, 18 Nov 2021 22:33:04 +0000 (00:33 +0200)]
fix some crashes when loading bad state
notaz [Tue, 16 Nov 2021 23:48:45 +0000 (01:48 +0200)]
fix x86 build
forgot a dummy variable, whoops
notaz [Tue, 16 Nov 2021 23:35:43 +0000 (01:35 +0200)]
drc: add a timing hack for Internal Section
notaz [Tue, 16 Nov 2021 00:54:03 +0000 (02:54 +0200)]
drc: adjust timing to be closer to the interpreter
notaz [Mon, 15 Nov 2021 19:09:47 +0000 (21:09 +0200)]
drc: adjust constants, 32bit is enough
notaz [Sun, 14 Nov 2021 22:23:06 +0000 (00:23 +0200)]
drc: handle a corner case with SLT
notaz [Sun, 14 Nov 2021 21:39:22 +0000 (23:39 +0200)]
update libpicofe
notaz [Sun, 14 Nov 2021 20:23:12 +0000 (22:23 +0200)]
try to add armhf and arm64 ci build
notaz [Sun, 14 Nov 2021 00:28:50 +0000 (02:28 +0200)]
enable arm64 dynarec
notaz [Sat, 13 Nov 2021 23:20:38 +0000 (01:20 +0200)]
drc: update cache flushing
as of now the arm64 __clear_cache workaround is still needed
notaz [Sat, 13 Nov 2021 23:14:55 +0000 (01:14 +0200)]
drc: new far call mechanism
somewhat inspired by mupen64plus, but a bit different
notaz [Thu, 11 Nov 2021 00:32:02 +0000 (02:32 +0200)]
drc: something works on arm64
notaz [Wed, 10 Nov 2021 21:44:25 +0000 (23:44 +0200)]
drc: adjust bogus looking check
not really sure what's going on, but at the start of
"Pass 3 - Register allocation" zero reg allocations are removed,
so "regmap_pre[i+1][hr] != regs[i].regmap[hr]" assert will not hold.
notaz [Mon, 8 Nov 2021 22:26:05 +0000 (22:26 +0000)]
drc: arm64 wip
notaz [Fri, 5 Nov 2021 22:19:16 +0000 (00:19 +0200)]
drc: some more general cleanup
notaz [Wed, 3 Nov 2021 23:37:59 +0000 (23:37 +0000)]
drc: arm64 wip
notaz [Tue, 2 Nov 2021 23:08:49 +0000 (23:08 +0000)]
drc: starting arm64 support
mostly stubs only for now
notaz [Tue, 2 Nov 2021 15:47:56 +0000 (17:47 +0200)]
drc: move some stuff out of assem_arm for reuse
notaz [Tue, 2 Nov 2021 15:12:21 +0000 (17:12 +0200)]
drc: remove yet yet more n64 stuff
notaz [Tue, 2 Nov 2021 13:50:03 +0000 (15:50 +0200)]
drc: remove yet more n64 stuff
notaz [Mon, 1 Nov 2021 22:44:56 +0000 (00:44 +0200)]
drc: rework for 64bit, part 4
notaz [Mon, 1 Nov 2021 22:42:09 +0000 (00:42 +0200)]
drc: remove some leftover n64-only stuff
quite sure some more is left, but it's not easy to separate out
notaz [Mon, 1 Nov 2021 19:57:53 +0000 (21:57 +0200)]
drc: rework for 64bit, part 3
notaz [Mon, 1 Nov 2021 16:14:23 +0000 (18:14 +0200)]
drc: remove old debug code
it just makes arm64 conversion harder
notaz [Mon, 1 Nov 2021 14:55:04 +0000 (16:55 +0200)]
drc: convert 'stubs' to a struct with proper types (rework part 2)
notaz [Sun, 31 Oct 2021 23:30:34 +0000 (01:30 +0200)]
drc: rework for 64bit, part 1
notaz [Sun, 31 Oct 2021 17:12:50 +0000 (19:12 +0200)]
some drc debug patches
notaz [Sun, 31 Oct 2021 16:33:40 +0000 (18:33 +0200)]
some drc debug helpers
notaz [Sun, 31 Oct 2021 16:20:57 +0000 (18:20 +0200)]
some cleanup to reduce confusion
notaz [Sun, 31 Oct 2021 15:23:53 +0000 (17:23 +0200)]
update libpicofe
notaz [Sun, 31 Oct 2021 12:40:30 +0000 (14:40 +0200)]
assorted warning fixes
notaz [Fri, 29 Oct 2021 21:08:27 +0000 (00:08 +0300)]
ci-linux.yml: also need submodules
notaz [Fri, 29 Oct 2021 20:57:05 +0000 (23:57 +0300)]
try to migrate from Travis CI to GitHub Actions
gameblabla [Fri, 29 Oct 2021 20:22:25 +0000 (20:22 +0000)]
Remove CdlGetlocP hack. (#235)
This was added back in 2013 or so in PCSX Rearmed
and according to some tests against Tomb Raider 1 (which
is affected by the GetLocP code),
it works properly without this hack.
So let's just remove it as we are now doing it properly.
(Besides, Duckstation and mednafen don't have this hack)
gameblabla [Fri, 29 Oct 2021 20:09:41 +0000 (20:09 +0000)]
Move CdlSetLoc to CdrInterrupt and return invalid arg error (#234)
So far,
i could only find Simple 1500 Series Vol. 31 - The Sound Novel to be affected by this.
In Duckstation, this was causing extra delays without it.
However in our case, this doesn't seem to be the case and i couldn't
find much find about it.
gameblabla [Fri, 29 Oct 2021 20:03:27 +0000 (20:03 +0000)]
New, separate GPU plugin based on Unai. (#233)
This new plugin is based on Unai but is more accurate and fixes a few issues.
According to some tests on real hardware :
fps old new
spyro1 130 112
tekken3 95 68
nfs3 107 91
Because of this, it was decided to make it separate from the "Old" Unai.
Note that this doesn't have the threading changes from libretro's fork yet :
this will be for another PR.
Co-authored-by: negativeExponent <negativeExponent@users.noreply.github.com>
Co-authored-by: Justin Weiss <justin@justinweiss.com>
Co-authored-by: senquack <dansilsby@gmail.com>
gameblabla [Fri, 29 Oct 2021 20:00:59 +0000 (20:00 +0000)]
Hack fix for CDROM timings regression (Castlevania, Megaman X4) (#231)
See https://github.com/libretro/pcsx_rearmed/issues/557.
The CDROM timings changes from Redux fixed a bunch of games
(Crash Team Racing's intro no longer cuts off too early,
Worms Pinball gets further instead of just crashing,
FF8 Lunar Cry FMV no longer crashes etc...)
but it broke the other games that relied on ADPCM samples,
which is most noticeable in games like Castlevania or Megaman X4.
According to nicolasnoble, we should not cause a delay if seek destination is c>
However, this would require a lot more work so in the meantime,
let's do just that and add a comment.
gameblabla [Mon, 18 Oct 2021 20:20:09 +0000 (20:20 +0000)]
Fix CD volume issue in Star Wars - Dark Forces. (#232)
CD Volume is 16-bits signed, not unsigned.
Otherwise in Star Wars Dark Forces :
If you set the volume slider to the minimum value allowed
for the CD Volume, it will overflow and wrap around (to the maximum volume).
gameblabla [Sun, 10 Oct 2021 15:30:59 +0000 (15:30 +0000)]
Fix oversight for icache emulation code. (#226)
This fixes Armored Core when being run in icache emulation mode.
This was a mistake on my part as i forgot about that piece of code.
notaz [Sat, 2 Oct 2021 18:37:51 +0000 (21:37 +0300)]
cdriso: clean up after cdda thread removal
gameblabla [Sat, 2 Oct 2021 17:51:48 +0000 (17:51 +0000)]
Merge several fixes from PCSX Redux and adjust delay for SetLocPending. (#221)
There's a game, PoPoLoCrois Monogatari II, that unfortunately locks up
during the intro screen.
I should have known that code was wrong as Mednafen did not have anything
like that in their code either, hence the confusion.
Their fix however still don't include the Driver fix so the game would still
crash if we don't have the "+ Seektime".
To be honest, i'm not sure why the PCSX Reloaded team did it this way...
I noticed that the fastforward and fastbackward code was pretty much unused.
Looked at Mednafen and all they do is just adjust the cursector
and make sure that fastword & backword trigger the AUTO_REPORT code
so i did the latter.
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
gameblabla [Sat, 2 Oct 2021 15:51:24 +0000 (15:51 +0000)]
Proper CDDA fix for Fantastic Pinball Kyuutenkai (and remove CDDA playthread as it causes issues) (#215)
Part of the CDROM related changes were taken from PCSX Reloaded.
https://github.com/gameblabla/pcsxr/blob/
6484236cb0281e8040ff6c8078c87899a3407534/pcsxr/libpcsxcore/cdrom.c
gameblabla [Sat, 2 Oct 2021 14:53:16 +0000 (14:53 +0000)]
One more on odd lines for PAL HSYNC (#224)
As done by Duckstation
https://github.com/stenzek/duckstation/blob/
bbcf1c67d1aefd5de9cdc9c158f92bc7aaecaa63/src/core/gpu.h#L56
gameblabla [Sat, 2 Oct 2021 14:39:44 +0000 (14:39 +0000)]
Fix for Armored Core misdetecting a Link cable being detected (#223)
For some reason, the game detects that a link cable is plugged in
and disables the local multiplayer as a result.
Thanks @sony for fixing the issue in their PS Classic branch, a
simplier fix is done here instead.
Co-authored-by: Sony
gameblabla [Sat, 2 Oct 2021 13:41:42 +0000 (13:41 +0000)]
Icache emulation from PCSX Redux + Senquack changes from PCSX4ALL (#198)
* Merge Icache emulation from PCSX Redux
See (Redux) :
https://github.com/grumpycoders/pcsx-redux/commit/
1923ce54ef585beba3a948d50f8c30161102312c
See original icache implementation (mirror of PCSX Reloaded):
https://github.com/gameblabla/pcsxr
Without icache emulation, F1 2001 will greatly misbehave :
if you accelerate, the car will go around like crazy.
With icache emulation, it works as intended.
Our code is slightly different from theirs as i found out that
having the icache arrays in psxregs would cause crashes so instead
what i'm doing is to taking them out of there and only allocating them
on the heap (due to their great size).
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
* Fix issues with BREAK and some interpreter commands. Fixes F1 2000.
Note that the game is very sensible to timing issues when it comes to the CDROM
controller.
That will be for a separate commit however.
* Culling off cache bits from the hardware addresses.
Based on those PRs from PCSX-Redux :
https://github.com/grumpycoders/pcsx-redux/commit/
0cd940100e96b95eea87dbb47381596f7f8dbe72#diff-009cbf66734b5de152bf170b80f8c7e03bebaa08a191f6ad7a06c7420f24b69c
https://github.com/grumpycoders/pcsx-redux/commit/
03d2ba3f278868cdd7ee3a44edef7ee87e6a1589#diff-009cbf66734b5de152bf170b80f8c7e03bebaa08a191f6ad7a06c7420f24b69c
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
* Slightly better "open bus" behavior
OG commit is here from PCSX Redux :
https://github.com/grumpycoders/pcsx-redux/commit/
128ba97f9680ab8dcd2f840f72ae998507325730#diff-8552772bc73559e3448880c9b8126252b49b95a89cfac254148d27127cbec719
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
* [Interpreter] Link even if branch is not taken in BGEZAL/BLTZAL
Source :
grumpycoders/pcsx-redux@
c1a0569
Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com>
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
gameblabla [Sat, 2 Oct 2021 13:23:27 +0000 (13:23 +0000)]
Fix detection of some CDs such as Wild Arms USA detected as a PAL game. (#222)
I was able to confirm it fixed the issue for Wild Arms.
Co-authored-by: bardeci <37640967+bardeci@users.noreply.github.com>
gameblabla [Mon, 27 Sep 2021 19:09:52 +0000 (19:09 +0000)]
psxmem: Writes to PIO Expansion area have no effect. (#220)
This is related to the Tetris with Card Captor fix a while back.
However, i forgot to merge this one as well related to writes,
even though it was not really necessary to fix that particular game.
Co-authored-by: senquack <dansilsby@gmail.com>
gameblabla [Thu, 9 Sep 2021 20:20:54 +0000 (20:20 +0000)]
ARM build fixes. (Should fix building on ARM/GCC10) (#210)
This fixes building on GCC10 and ARM.
Note that in my previous HLE patch, i forgot to export psxNULL
so it was failling to compile it... Oops.
Co-authored-by: negativeExponent <negativeExponent@users.noreply.github.com>
gameblabla [Mon, 30 Aug 2021 22:34:02 +0000 (22:34 +0000)]
Implement fix from Mednafen for Fantastic Pinball Kyuutenkai. (#206)
This is taken from the way Mednafen implemented it.
https://github.com/libretro-mirrors/mednafen-git/blob/
563b72e377fa8284559df4df0271108d4935c9f1/src/psx/cdc.cpp#L941
This properly fixes the freeze issue in Fantastic Pinball Kyuutenkai.
gameblabla [Mon, 30 Aug 2021 21:08:08 +0000 (21:08 +0000)]
Fix regression with CdlPause (#209)
gameblabla [Fri, 27 Aug 2021 22:05:02 +0000 (22:05 +0000)]
Improve CdlPause command based on Mednafen's implementation (#207)
Reference :
https://github.com/libretro-mirrors/mednafen-git/blob/master/src/psx/cdc.cpp#L1969
This fixed an issue with Worms Pinball booting to the language screen.
Previously, it would sometimes boot to it but not reliably
and the screen would always not appear or be black.
Now, the emulator doesn't crash anymore and the language screen
can be seen (although it is a glitchy mess).
gameblabla [Thu, 26 Aug 2021 18:05:23 +0000 (18:05 +0000)]
CDROM: Rename Reset+Init commands approperly, fix "This is Football 2" lockup (#205)
Upon the reset command being issued, we need to set the Mode to 0x20
(as it was confirmed in Mednafen) and also disable the muting.
We also change the seektime for the reset command appropriately.
Please see Mednafen's implementation as reference :
https://github.com/libretro-mirrors/mednafen-git/blob/
1899500078169e787f86eb5302a3f35abdaa8764/src/psx/cdc.cpp#L2007
This fixes the black screen issue in "This is Football 2".
This also fixes the black screen issue in Pooh's Party.
gameblabla [Thu, 26 Aug 2021 18:04:19 +0000 (18:04 +0000)]
Fix CdlGetTD according to Mednafen's implementation. (#204)
gameblabla [Wed, 25 Aug 2021 21:56:52 +0000 (21:56 +0000)]
CdlGetmode is GetParam, fix it according to Mednafen's implementation (#203)
The result size for GetParam (previously Getmode) should be only 5 and done this way.
gameblabla [Wed, 25 Aug 2021 21:53:08 +0000 (21:53 +0000)]
We shouldn't throw an error for GetQ. (#202)
I doubt this is used by any games but who knows.
See Mednafen for reference :
https://github.com/libretro-mirrors/mednafen-git/blob/
1899500078169e787f86eb5302a3f35abdaa8764/src/psx/cdc.cpp#L2527
gameblabla [Wed, 25 Aug 2021 21:37:51 +0000 (21:37 +0000)]
Improve SetLoc CDROM command from Duckstation (#201)
See Duckstation's CDROM for reference :
https://github.com/stenzek/duckstation/blob/
18241978ea056a81ff9847f0ad89658f886153ea/src/core/cdrom.cpp#L1087
This probably shouldn't make a difference but who knows.
gameblabla [Wed, 25 Aug 2021 21:22:44 +0000 (21:22 +0000)]
CdlSync should be NULL and return an error. (#199)
This has been confirmed by both Mednafen and nocash's documentation.
gameblabla [Wed, 25 Aug 2021 20:55:22 +0000 (20:55 +0000)]
Always look up verify_dirty literals from offsets by neonloop (#194)
Literals are deduplicated, so there's no guarantee they will be stored
next to each other, even if they're written sequentially. verify_dirty
and get_bounds must use the offsets on each instruction, instead of
assuming values are stored sequentially.
Co-authored-by: neonloop <neonloop@pm.me>
gameblabla [Sun, 22 Aug 2021 22:31:18 +0000 (22:31 +0000)]
psxinterpreter: Merge DIV interpreter fix from libretro's fork (#193)
Fix comes from here :
https://github.com/libretro/pcsx_rearmed/pull/530
Co-authored-by: Ember Cold <embercold@outlook.com>
gameblabla [Sun, 22 Aug 2021 22:29:02 +0000 (22:29 +0000)]
CDROM: Ignore sectors with channel number 255 (#195)
This was inspired by the fix in Duckstation :
https://github.com/stenzek/duckstation/commit/
0710e3b6d384526ed939f742f8f657623bb354bb
Some games have junk audio sectors with a channel number of 255.
If these are not skipped, then they will play wrong file.
This was tested on "Blue's Clues : Blue's Big Musical" and
it fixed the missing audio there.
Taxi 2 is also said to be affected by this.
gameblabla [Sun, 22 Aug 2021 22:18:42 +0000 (22:18 +0000)]
mdec.cpp: Dare to set MDEC_BIAS to 10 (#186)
This fixes graphic artifacts during cinematics in :
- Vandal Hearts
- R-Types
- Galerians
Dmitrysmagin had a similar fix in PCSX4ALL but he set it to 6.
It turns out MDEC_BIAS set to 6 was still not enough for Galerians
to look properly so it was set to 10.
It seems so far that other games are unaffected.
Co-authored-by: Dmitry Smagin <exmortis@yandex.ru>
gameblabla [Sun, 22 Aug 2021 21:50:09 +0000 (21:50 +0000)]
Fixes Diablo 1 SPU bug properly and remove Diablo hack. (#191)
(Mostly) inspired by the fixes done in PCSX Redux :
https://github.com/grumpycoders/pcsx-redux/blob/
93653ba5281487d3bed57371d7b64c32dfc669f0/src/spu/registers.cc#L504
It seems that there was an attempt to initially implement it
in PCSX Reloaded (hence the bIgnoreLoop in freeze.c) but it was never
implemented properly.
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
gameblabla [Sun, 22 Aug 2021 21:39:05 +0000 (21:39 +0000)]
Properly protect the HLE instructions against corrupted memory. (#189)
Fix is from PCSX-redux :
https://github.com/grumpycoders/pcsx-redux/commit/
99c9508f2a9dc1444b88f37eb100cdfb17862b52
This should hopefully fix HDHOSHY's experimental patch properly.
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
gameblabla [Wed, 18 Aug 2021 21:15:09 +0000 (21:15 +0000)]
Rewrite GPU bios functions according to OpenBIOS. (#192)
See PCSX-Redux :
https://github.com/grumpycoders/pcsx-redux/blob/
93653ba5281487d3bed57371d7b64c32dfc669f0/src/mips/openbios/gpu/gpu.c
gameblabla [Wed, 18 Aug 2021 20:58:45 +0000 (20:58 +0000)]
[SPU] Emulate SPUSTAT[5:0] as a mirror of SPUCNT[5:0] (#190)
Fix is from PCSX-Redux :
https://github.com/grumpycoders/pcsx-redux/commit/
4e905d7953a26bffd52f486dc5b03c2a19075d01
I have tested the fix against Loonies 8192 (a PSn00bSDK made homebrew game) and it no longer
locks up during loading.
Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com>
gameblabla [Wed, 18 Aug 2021 20:24:33 +0000 (20:24 +0000)]
CDRom timings changes (#184)
Upstreamed changes from PCSX Redux as seen here :
https://github.com/grumpycoders/pcsx-redux/commit/
5730e04f0183f37038bc1d133cf9f9092425b90a
This apparently fixes Deus Fight in Xenogears.
Co-authored-by: Nicolas Noble <nicolasnoble@users.noreply.github.com>
gameblabla [Wed, 18 Aug 2021 20:22:43 +0000 (20:22 +0000)]
Add internal database for problematic games. (#182)
notaz [Mon, 16 Aug 2021 22:09:20 +0000 (01:09 +0300)]
deal with some more annoying warnings
Especially main.c as it's regenerated after each commit.