<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/Src/CommandProcessor.cpp, branch 3.5</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Ive fixed definitely Pokemon XD in dual core mode. This game is doing something not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If the game do that on breakpoint the solution can fail.</title>
<updated>2012-03-19T01:54:58+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-19T01:54:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=20eca1bf7e2e02dd18229dc2b6b83935ce0d4047'/>
<id>20eca1bf7e2e02dd18229dc2b6b83935ce0d4047</id>
<content type='text'>
Fixed ReadWriteDistance calc when CPRead &gt; CPWrite.
Added Token and Finish cause to GP Jit checking.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixed ReadWriteDistance calc when CPRead &gt; CPWrite.
Added Token and Finish cause to GP Jit checking.
</pre>
</div>
</content>
</entry>
<entry>
<title>Added the corresponding change from r352ab2ba4394 into JITIL.</title>
<updated>2012-03-13T11:35:11+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2012-03-13T11:35:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=dc79d68e72f04f60366484f60bff1e39d7e6babe'/>
<id>dc79d68e72f04f60366484f60bff1e39d7e6babe</id>
<content type='text'>
Tidied some code.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Tidied some code.
</pre>
</div>
</content>
</entry>
<entry>
<title>I've fixed Super Monkey Ball in some cases when the game write the WriteReadDistance need to be safe like the SafeCPRead.</title>
<updated>2012-03-11T15:40:39+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-11T15:40:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=fedf6055ce2d1ac9862eac8c2c112160b8d7fbe8'/>
<id>fedf6055ce2d1ac9862eac8c2c112160b8d7fbe8</id>
<content type='text'>
This fix is not related with the previous commits, but the previous commits help me to see that because in the new scenery SMB was hanging. May be in the past also doesn't boot some times because of that.

Please Test FZero boot also. Thanks.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This fix is not related with the previous commits, but the previous commits help me to see that because in the new scenery SMB was hanging. May be in the past also doesn't boot some times because of that.

Please Test FZero boot also. Thanks.
</pre>
</div>
</content>
</entry>
<entry>
<title>This commit fix games hanging because of my prior Revision c2e6fdf09f33</title>
<updated>2012-03-09T21:58:23+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-09T21:58:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=104603467be6cc15e63dfb5cadec8044edd1da46'/>
<id>104603467be6cc15e63dfb5cadec8044edd1da46</id>
<content type='text'>
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f33 and surely others games.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f33 and surely others games.
</pre>
</div>
</content>
</entry>
<entry>
<title>I've fixed Metroid Prime 3 and 2 desync. And other games with desync because of FIFO Reset.</title>
<updated>2012-03-09T04:33:29+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-09T04:33:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=41652d6b1f391fdcd0f599463f689c0299cdc007'/>
<id>41652d6b1f391fdcd0f599463f689c0299cdc007</id>
<content type='text'>
That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way.
I didn't test Metroid 2 desync reported in Issue 4336 but I think is the same.
About the flickering in MP2, I don't know for my is not related or yes, but you can test anyway.

Fixed Issue 3902

Well now the FIFO is 99.99% finished :)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way.
I didn't test Metroid 2 desync reported in Issue 4336 but I think is the same.
About the flickering in MP2, I don't know for my is not related or yes, but you can test anyway.

Fixed Issue 3902

Well now the FIFO is 99.99% finished :)
</pre>
</div>
</content>
</entry>
<entry>
<title>- I've fixed possibles random hangs in DC mode.</title>
<updated>2012-03-08T05:47:55+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-08T05:47:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c2e6fdf09f33f7765526fac680d13af9ba744125'/>
<id>c2e6fdf09f33f7765526fac680d13af9ba744125</id>
<content type='text'>
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
</pre>
</div>
</content>
</entry>
<entry>
<title>This release still fixed the hangs produced by fifo overflow without sacrifice performance.</title>
<updated>2012-03-05T05:40:10+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-05T05:40:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b0f75f17ae19484735675fea348f7e95740f597f'/>
<id>b0f75f17ae19484735675fea348f7e95740f597f</id>
<content type='text'>
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
</pre>
</div>
</content>
</entry>
<entry>
<title>Added an external exception check when the CPU writes to the FIFO.  This allows the CPU time to service FIFO overflows.  Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2".  Thanks to marcosvitali for the research.</title>
<updated>2012-03-02T07:53:41+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2012-03-02T07:53:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9e398fd418027e4932a1539f7d382b70e8acc408'/>
<id>9e398fd418027e4932a1539f7d382b70e8acc408</id>
<content type='text'>
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
</pre>
</div>
</content>
</entry>
<entry>
<title>[maintenance] Add a note explaining why we aren't emulating CP clear register writes.</title>
<updated>2012-01-21T13:58:29+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2012-01-21T13:58:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2d6d73df95ff064f43260570f3f6487d55385585'/>
<id>2d6d73df95ff064f43260570f3f6487d55385585</id>
<content type='text'>
For further reference, see also r700f5eabc752.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
For further reference, see also r700f5eabc752.
</pre>
</div>
</content>
</entry>
<entry>
<title>initialize the uninitialized</title>
<updated>2012-01-04T09:36:09+00:00</updated>
<author>
<name>nitsuja</name>
<email>nitsuja-@hotmail.com</email>
</author>
<published>2012-01-02T10:20:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=39613a95a80db27d262ad8ed4b75858c78aeed83'/>
<id>39613a95a80db27d262ad8ed4b75858c78aeed83</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
</feed>
