Revision 733 of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable is now out folks.
Changelogs:
- Revision 733
- [=>] Merged from Dev branch:
- Rev 416 - Corn
- [!] Fixed CPU clipping (used for reference and is ~5% slower than VFPU)
- [!] Fixed Kirby blend and removed offending blend for Rocket-robot on wheels (tnx Bdcanay)
- [!] Disabled Loop Opt for Rocket-Robot on wheels
- Rev 417 - Corn
- [!] Optimized CPU and VFPU VectorClip
- [!] Reduced max number of clipped verts to 192 from 1024 (saving some memory)
- Rev 418 - Corn
- [!] Use another(faster) way to front/back face cull to avoid using 1/w for the cross product.
- [!] small update/boost to reference CPU clip.
- [!] optimized both VFPU and CPU clip flag generation
- [+] added hack to make memory opt work in PD
- Rev 419 - Salvy
- [+] Add back compile option to disable VFPU code(Note : Not all VFPU code is suppressed yet)
- Rev 420 - Corn
- [!] fixed compiler adding more mults than needed for front/back face culling test
- [!] fixed all compile warnings in release mode
- Rev 421 - Salvy
- [!] Optimized LoadFPR_Long
- [!] Don't use pspFpuFloatToDouble (adds too much bloat and is only used by a few games, anyways I doubt it helps at all..)
- [!] Small optimization in TLBP
- Rev 422 - Salvy
- Rev 424 - Corn
- [!] Various improvements and simplifications in TnL of Conker and PD
- Rev 426 - Salvy
- [!] Simplified set/fetch ucode names
- [!] Patch ucode name tables to create custom name tables (Dlist dumps of custom ucodes are accurate now)
- [+] Added GBI1_S2DEX ucode name table
- Rev 427 - Corn
- [!] fixed dlist debug text and warnings
- Rev 428 - Salvy
- [!] Clean ups in DLParser_SetUcode
- [~] Reverted change from 421, was breaking several games (thx re4thewin for reporting it)
- Revision 732
- [=>] Merged from Dev branch:
- Rev 408 - Corn
- [+] Optimized palette loading (bypassing copy to TMEM) for a speed up in some games
- [+] Old TMEM emulation is a compile option in buildconfig.h
- [-] removed redundant texture info in struct
- [-] TMEM is not using VRAM (was no speed benefit)
- Rev 409 - Salvy
- [!] Forgot to sort MoveMem and MoveWord
- [!] Some clean up, mostly in S2DEX
- [!] Reverted changes to DLParser_InitGeometryMode, it only made the code less readable
- Rev 410 - Salvy
- [!] Code clean ups and simplified some things here and there
- [!] Make DLParser_PopDL static to hint compiler to inline (saves ~20 ops)
- [!] Reverted changes to DLParser_GBI2_GeometryMode, only made code less readable
- Rev 411 - Salvy
- [~] Opps, removed SetTextureGenLin by error :P
- Rev 412 - Salvy
- [+] Patch normal ucode tables to create "custom" ucode tables
- [!] Removed all custom ucode tables since they aren't needed anymore (saves alot of space to binary)
- [!] Set ucodes, patch ucodes, set vtx multiplier in one go (ToDo : set ucode names in one go too)
- Rev 413 - Corn
- [!] Reduced (even more) memory usage for new TMEM implementation(1/4 of original)
- [!] Fixed textures in Golden Eye
- [~] Some cleaning in DLParser.
- Rev 414 - Salvy
- [!] Simplified and added comments to SetUcode (~100 ops)
- Rev 515 - Salvy
- [~] Silly typo from last commit
- Revision 731 - Directory Listing
- [=>] Merged from Dev branch:
- Rev 407 - Salvy
- [!] Sorted all ucodes and moved them to headers to make development easier and make sure cod placement is optimal (Note : More clean ups and sorting are needed)
- Revision 730
- Rev 401 - Corn
- [!] Sprites are somewhat improved in DKR (still needs work)
- [!] Fixed PD boot crash (tnx Bdcanay and Salvy)
- [!] Share same global variable for special address in PD, DKR and CBFD
- Rev 402 - Corn
- [!] forgot to change these in last commit
- Rev 403 - Corn
- [!] Getting closer to proper rendering of sprites in DKR
- [!] Simplified DRK TnL pipeline
- [!] Fixed debug output of TnL for DKR
- Rev 404 - Corn
- [!] More refinements to DKR "sprites"
- Rev 405 - Corn
- [~] Correction to DKR "sprites"
- Rev 406 - Corn
- [!] small optimization for DKR, only load WPmatrix to GE when needed