7b48ce5b75
* fix possible issues with GXFIFO stalling
...
* rework GPU timings, now almost same as hardware. display lists generally execute faster. not finished. not bad for a start tho.
* Rayman RR2 is still getting sound streaming issues. I don't think GXFIFO stalls are supposed to halt the ARM7. that doesn't make sense and would mess badly with sound since it's also using the ARM7 bus.
2018-11-24 02:29:25 +01:00
a9e7f8bc5b
add proper support for GXFIFO stalls.
...
bad games that blast the GXFIFO and overflow it:
* Super Mario 64 DS
* Rayman RR2
latter seems to get its music streaming crapoed.
2018-11-23 22:21:41 +01:00
fa4fa164cb
* store all 32 matrix stack entries in savestates instead of 31.
...
* bump savestate version up. will break compatibility, but the alternative would be guessing the missing matrix entries somehow, so blarg.
* avoid relocating the savefile if loading a savestate fails.
2018-11-05 16:14:48 +01:00
9b32418367
3D: fix0r matrix stack handling when stack pointers overflow (it fucking wraps around).
...
fixes #231 and probably others of the same vein.
2018-11-05 16:05:16 +01:00
f60ac42466
pass savefile name to NDS::LoadROM() instead of having the core generate it.
2018-10-23 21:52:41 +02:00
a4a9bca5f0
fix more shit
2018-10-23 20:40:57 +02:00
98076f2334
hopefully fix all 3D-related crashes when loading savestates
2018-10-23 20:20:38 +02:00
d191af8690
rewrite how structures are stored to savestates (store individual fields, to avoid compatibility issues)
...
also fixes stability issues when 3D is involved. turns out we were storing raw pointers to vertices. figures
more crapo code to get around that, but atleast it works without asploding now.
2018-10-21 03:16:41 +02:00
a2cc7087f7
GPU done
2018-10-18 02:31:01 +02:00
fea7955675
fixor copyright years.
2018-09-15 02:32:13 +02:00
5bea3cc530
3D: add support for 8bit accesses to GXSTAT (Golden Sun - Dark Dawn)
2017-11-04 15:13:01 +01:00
5b71ffceee
minor fix
2017-10-04 02:47:49 +02:00
2e23ae54b2
3D:
...
* more accurate polygon edges (still not perfect. heh)
* antialiasing (doesn't always work)
2017-08-28 18:37:07 +02:00
d656e6e7ff
3D: faster and more accurate interpolation
2017-08-17 23:34:37 +02:00
4a899ebe3f
3D: fix culling. fixes #86 . watch out for any missing polygons elsewhere.
2017-07-24 01:06:08 +02:00
0df3a29374
* FPS counter displays target framerate
...
* fix potential hang and out-of-bounds drawing when VCount is modified during drawing
2017-07-21 10:19:56 +02:00
d978603852
3D: fix Z calculation in Z-buffering mode (should use original W, not normalized one). fixes horrendous Z-fighting in Pokémon games.
2017-07-14 18:35:34 +02:00
cd6ecfc21f
apply the interpolation fix to Z interpolation.
...
more accurate conversion of Z values.
but this doesn't fix the horrendous Z-fighting in Pokémon B/W because of course it doesn't >_<
2017-07-14 04:49:29 +02:00
a1401e724c
* actually fix linear interpolation when y0>y1
...
* change the backfacing attribute bit, so that it doesn't mess with edgemarking
2017-07-13 23:09:42 +02:00
8f031f698b
normalize W values in both directions (0123-0157 -> 1230-1570)
2017-07-06 18:54:51 +02:00
3aa83ae641
3D:
...
* undo 'winding sorting' hypothesis
* special depth test rules: 'less than' function becomes 'less or equal' when rendering front-facing polygon pixels against back-facing opaque pixels
2017-07-06 18:38:13 +02:00
dc32613028
3D: opaque polygons are sorted by winding order
...
the Sands of Destruction character menu relies on this, it mixes and matches polygon windings to thwart Y-sorting
2017-07-06 02:02:30 +02:00
d5376b4184
3D: Y-sorting
2017-07-05 18:38:10 +02:00
01404ac6c3
3D: move opaque/translucent sorting to GPU3D.cpp
2017-07-05 18:11:00 +02:00
1acf355d99
3D: change viewport handling to match hardware. finally fixes #18
2017-07-04 19:11:43 +02:00
ad58a68fc9
3D: fix boxtest coord overflow. fixes #57
2017-06-29 09:48:41 +02:00
da10f9b3f6
fix rendering for crapoed 'butterfly' polygons
2017-06-28 21:19:44 +02:00
f113f2f26e
3D: fix missing term in MatrixTranslate(). fixes Monster Trucks billboards.
2017-06-27 20:52:38 +02:00
155609b6d9
initialize clearZ to 0x7FFF. fixes #38
2017-06-26 01:18:54 +02:00
64a447bb7c
clean up some shit. make framebuffer access less weird.
2017-06-03 22:10:32 +02:00
ae78faf2a7
rework slope/edge code. lay groundwork for antialiasing.
2017-05-28 18:36:42 +02:00
6f4d835c7f
fog
2017-05-26 15:14:22 +02:00
a63ab24447
fix crapoed shadows
2017-05-26 04:00:15 +02:00
4b3caedbe7
first attempt at threading the 3D renderer
2017-05-23 23:38:28 +02:00
9fe24cb1e7
latch 3D registers upon VBlank
...
(fixes the last bugs in Gericom's train game)
2017-05-09 22:22:52 +02:00
50d2ffb207
misc. things
2017-05-09 03:54:37 +02:00
7c1443b973
fix lighting behavior with normals that overflow
2017-05-03 23:54:31 +02:00
9e622dcc66
3D: attempt at fixing culling. players in Madden are no longer full of holes, and that also fixes occasional missing polygons in RaymanDS, and probably others.
2017-05-03 01:21:39 +02:00
da31af9202
fix Z-buffering. not really clean, and not perfectly accurate.
2017-04-29 00:20:04 +02:00
2273bd2ea4
fix texcoord-from-vertex mode. it works like for normals (1.0 = 1/16 texel)
2017-04-28 17:35:57 +02:00
9eb68c2ede
misc optimizations
2017-04-25 01:14:26 +02:00
1759672d14
a few attempts at optimization
2017-04-23 15:25:15 +02:00
60cdc7d6f7
fix display capture. dumb bug of the year.
2017-04-23 01:05:04 +02:00
a086e22023
attempt at shadows. they're still a bit weird tho.
2017-04-22 18:04:54 +02:00
eb656857d9
optimize the 3D renderer somewhat
2017-04-21 22:40:15 +02:00
c62e160b26
* decal texture blending
...
* start implementing toon shading
* temp. revert the DMA fix, causes issues
2017-04-12 20:25:54 +02:00
8bbcc83771
* always render normal BG/OBJ graphics (even if they're not getting displayed, they can still be fed to the capture unit)
...
* fix 3D viewport calculation
* keep track of the clearbuffer attributes before VBlank
2017-04-10 20:24:41 +02:00
2fef876eeb
box test, pos test, vec test
2017-04-09 17:15:39 +02:00
de4b046232
* more accurate flags (push/pop busy, test busy, vertex/poly overflow)
...
* more versatile and better clipping code
2017-04-09 16:12:12 +02:00
3f3b2977d7
* sound capture from left/right mixers
...
* support for appropriate output modes
2017-04-08 22:59:27 +02:00