Emulator 板


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http://sites.google.com/site/desmumewip/ General/Core: - Added "high-level" check for DMAs and Timer for minor (really minor) speed up [shash] - Changed instruction execution to 16 at a time blocks (tested and stable) [shash] - Really minor memory access speed up (mainly added for clarity) [shash] - Added transparency and fixed material alpha support and alpha testing on the 3D core [shash] - Changed how depth initial values are calculated (fixes SM64DS skybox) [shash] - Added SSE2 version for some matrix routines [CrazyMax] - Some fixes in core (New SMB don′t freeze now) [CrazyMax] - Some optimizations in code [CrazyMax] - Make matrix 4x4 multiply routines use W-coordinate. [zeromus] - Add many matrix and vector functions to matrix.c [zeromus] - Convert to c++! Windows port: - Removed the bug report link with a define, to avoid reports from betas/external builds [shash] - Added the version on window bar to recognize versions from screenshots [shash] - Changed graphics render core to DirectDraw (work faster) [CrazyMax] - Some fixes in 3D core OGL (fixed textures) [CrazyMax] - Added texture caching (speedup 3D core) [CrazyMax] - Fixes clear depth (ex. Castlevania now don′t flipping) [NHerve] - Make GE matrix mult and load commands clear out unused rows and cols to identity correctly [zeromus] - carry w=1 from vertex() through pipeline (this will be necessary for software 3d rendering) [zeromus] - Track polycount better. still worthless: at the very least, it doesnt account for clipping and culling [zeromus] - Fix errors in matrix operations regarding projection mode and pos-vector mode [zeromus] - Fix error in command unpacking which caused some display lists to totally blow up [zeromus] - Render shadow volumes [zeromus] - Convert alpha and material values from [0,31], [0,7] etc ranges to opengl [0,maxint] ranges in a more precise way [zeromus] - Fix a race condition in NDS_3D_Reset and NDS_glInit [zeromus] - Add many of NHerve′s improvements into OGLRender because I was trying to fix all the 3d issues. [zeromus] - Toon shading infrastructure and a demo implementation [zeromus] - Implement lighting model in software instead of using opengl; improves (potential?) compatibility [zeromus] - Defer rendering until after flush. This was a necessary architectural change, as it permits savestate for the display list, and allows us eventually to separate the GE emulation from the rendering [zeromus] - Fix the 2d/3d compositing well enough for NSMB to fix bugs, but it is still bad [zeromus] - Reorganize 3d code to defer rendering to vblank. eliminates tearing, and maybe some texturing artifacts. also possibly helps performance a bit by letting the hardware pipeline work some more before blocking for framebuffer read. [zeromus] - Tweak optimization flags and change entire source code to use fastcall [zeromus] - Add opengl state caching. This is of dubious performance assistance, but it is easy to take out so I am leaving it for now. [zeromus] - Add MMU->GPU signal for when vram mappings change, which allows it to assume textures are unchanged unless vram has changed [zeromus] May can yet something, I do not remember --



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