Commit Graph
92 Commits
Author SHA1 Message Date
refractionpcsx2 68de5228a8 GIF Unit: Stop multiple fires of FINISH IRQ's
- Fixes Indiecar Series 2005.
- Savestate bump was required, sorry, not sorry :P
2015-08-12 02:16:23 +01:00
Sacha 3271048ab6 Remove init procedures from Hw.cpp 2014-08-15 14:17:35 +10:00
refraction c979181bd7 Counters/Vsync: Adjusted VSync according to an older test we had. Fixes Legendz Gekitou! Saga Battle. Also adjusted the number of scanlines depending on if the game is using interlacing or not.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5900 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-13 22:16:21 +00:00
refraction@gmail.com b51f0b01dd GIF Unit: Gave it some timing, kind of. Well the APATH and OPH flags in GIF Stat will now pretend it's transferring anyway, this makes games that read these flags and expect to see them busy very happy indeed. (187 Ride or Die as an example).
I'm expecting something to break, it's my code, it's bound to. But i have tested some 40 games without problems, so my hopes are high!

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5551 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 23:41:28 +00:00
sudonim1@gmail.com 22bdd1fbec GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked. Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism. tl;dr: fixes realta nua and probably other stuff.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5273 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-06 22:04:39 +00:00
refraction 77f0422e7d Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5260 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-01 22:23:43 +00:00
ramapcsx2 a2908b4fed Found one more progressive scan flag and fixed a typo in the GSdx hacks.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5239 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-05-28 20:32:48 +00:00
ramapcsx2 2cb99f0e05 Preliminary NTSC progressive scan support.
The detection is based on a quickly reversed smode1 flag and needs to be done properly.
The timing itself also needs reversing and has only been tested on the VP2 intro video.
(That video now runs without audio / video desync when progressive scan is enabled :) )

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5179 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-04-26 17:07:36 +00:00
refraction 8b563888f8 Fix for Issue 1145 - Issue introduced with VSync changed broke Dynasty Warrior games, this should resolve it. Id swapped the VSync order around but still swapped which Field first, so it started out of sync, silly me!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5145 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-04-06 14:00:12 +00:00
ramapcsx2 0933ee2fd5 A couple minor changes, including a bad looking block manager bug that wasn't really all that bad :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5109 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-28 20:57:07 +00:00
cottonvibes ac9bf45f98 pcsx2: Implemented Threaded VU1 :D
Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit...), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores :p).

The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's).

The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads).

It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang).

Note: vs2010 builds and Linux builds need to be updated to include "MTVU.h" and "MTVU.cpp".


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4865 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-12 02:31:49 +00:00
ramapcsx2 e181358986 Hack for GSdx hardware to fix inverted videos that showed up with the new GIF rewrite.
The problem as I understood is is incomplete COLCLAMP support.
Thanks to sudo for the hack :)

(Unfortunately we couldn't find out more about why these FMV also *all* flicker.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4837 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-01 17:18:13 +00:00
cottonvibes f816748d72 microVU:
- Fixed a bug with mVU's ESIN implementation. This finally fixes the flower-petal bug in Radiata Stories (and hopefully the clouds-bug in VP2 but havn't tested). Rama and I have wanted to fix this for a long time, but never knew the problem :p
- Improved implementation of some undefined behavior that happens on branches to take into account pipeline stalls. 

gif / vif:
- Added some logging code that parses gif packets. It can be enabled by the PRINT_GIF_PACKET macro in Gif.h
- Deleted some old gif code.
- On ReadFIFO_VIF1() clear the out-reg to prevent uninitialized results in case GSreadFIFO() doesn't modify it...
- Create a fallback for GSreadFIFO2() so that its always defined (as long as the plugin implements GSreadFIFO()) 

pcsx2:
- Organized the virtual folders in vs2008 a bit...

Note: vs2010 and Linux builds need to be modified to add Gif_Logger.cpp and delete GIFpath.cpp


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4835 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-01 03:16:42 +00:00
cottonvibes c918df60d2 newGif: do what r4829 did, except only flush the gs primitives to the mtgs when theres going to be a GS download (busdir=1).
this should be the only time that an explicit flushing is needed.
doing it this way should be faster than flushing every incomplete gs packet like r4829 was doing...

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4831 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-27 03:55:43 +00:00
cottonvibes d8149fdb8b newGif: send complete gs primitive packets to the gs plugin even if eop wasn't detected. this is needed for games that do GS->EE downloads to make sure the gs plugin is up-to-date with the sent gif data.
fixes Bleach bankai problem, and probably other games (wizardry/growlancer 3) but haven't tested...
Also removed a vif FlushA hack that used to be needed for tekken 4/gitaroo man but not anymore...

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4829 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-26 08:47:47 +00:00
cottonvibes 7e1be9c489 pcsx2: deleted a lot of the old gif code.
some bits were kept for reference and should be deleted in the future (along with the entire GIFpath.cpp)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4823 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-24 22:24:10 +00:00
cottonvibes c05dc759e3 Big gif transfer code rewrite!
Pcsx2 now has a gifUnit class which acts like the ps2's gif and executes a single gif transfer at a time (and performs path arbitration according to priority and path3 slicing).

This new code is generally a speedup for most games. Particularly VU heavy games like GoW.
This revision breaks old saved state compatibility so don't update if you wish to keep playing with your old saved states.
Leave comments if this revision fixes or breaks anything...

Message to GS Plugin authors:
This new code now uses only 1 gif callback to transfer data to the gs plugin (GSgifTransfer).
pcsx2 also is garaunteed to send full GS primitives to the plugin. So you don't have to account for partial-transfers anymore.

Thanks goes out to shadowlady who tested around 500 games for me :D

Note 1: The old gif code is still in this revision, and can be enabled by the USE_OLD_GIF macro. The old code will be deleted soon.
Note 2: This revision also enables assertion dialogs in devel builds, and changed a lot of assume cases into assertions.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4821 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-24 13:02:50 +00:00
refraction d9d909849d Adjusted VSync to work more like the PS2 does it, also involves a small change which "might" sold some half screen issues. Fixed a couple of counter log bugs too (caused it to crash when EE Counter logs were enabled)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4624 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-05 22:22:45 +00:00
Jake.Stine 935159ed8e IPU: Split IPU DMA stuff out into its own file, and add missing region info (got left out AGAIN >_<) and a potentially important bit of IPU information to the savestate.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3726 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-09-05 00:36:03 +00:00
Jake.Stine 003da7d287 MAJOR: All new hwRead and hwWrite handlers (expect regressions). Details:
* Writes via 16 and 8 bit ops now use 32-bit read/modify/write operations by default; which should enable nearly complete support for all such operations (instead of the formerly spotty coverage before).
 * Eliminated almost all former 8/16-bit specific register operations.  All code shares the same 32 bit handlers now.
 * Completely revamped the developer trace logs for hardware registers!  *ALL* registers are logged now, complete with address, name, and value being read/written (and nicely formatted!).
 * Handlers are now fully page-based using templated functions (minor speedup)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3704 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-31 05:22:26 +00:00
Jake.Stine 20adde44a6 PCSX2/EEcore:
* Now using SSE for all hardware register reads and writes (mainly MFIFO stuff) [don't expect a speedup, really -- its more of a code simplification in this case].
 * [refactoring] Changed the EE Memory (vtlb) to use the u128 type instead of u64 for the 128-bit loads/stores (see mem128_t typedef)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3626 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-09 15:42:13 +00:00
Jake.Stine 8375b0a989 Refactoring:
* Added __fi and __ri, which are abbreviations for __forceinline and __releaseinline.
 * Added some static qualifiers to functions in mVU, MMI ops, and others where appropriate.
 * Removed some unnecessary __fastcall qualifiers (since GCC gets funny sometimes when you combine __fastcall and inlining).
 * Made _1mb, _16mb, _1gb values common to all emulation code (moved from newVif/mvu to Common.h) -- they're useful! :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3624 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-09 04:10:38 +00:00
Jake.Stine 912872af80 Introducing a mostly revamped Tracelog and Console log system. Various console log sources can now be toggled on/off on the fly, allowing end users to enable more verbose logging when they encounter problems. Both console and trace sources can be given automatic prefixing.
DevNotes:  DevCon logs are now available in *Release* builds as well as Devel builds, and can be enabled from the Console window's "Sources" menu.  They are disabled by default in Release builds, and are always enabled regardless of the ini setting in devel builds.  Debug logs are still strictly available in debug builds only.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3609 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-06 05:46:09 +00:00
ramapcsx2 ca1c1e8796 Forgot this. Sorry Bleach players.
"Bankais" will work again soon though, we hope :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3555 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-22 22:11:21 +00:00
ramapcsx2 3971787b9a Revert the OPH work of r3522 as it was based on wrong assumptions (except the direction flag in BUSDIR, that one was right).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3554 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-22 19:17:10 +00:00
ramapcsx2 f7d0ed2dc5 ReorderingMTGS: Clean up and unify all OPH flag handling to be in the BUSDIR handler.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3522 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-17 22:37:36 +00:00
Jake.Stine 2f3452ec25 ReorderingMTGS:
* Make PCSX2 bare minimum reqs include SSE as well as MMX.
 * Minor bugfix which could have affected MTGS performance.
 * Default GIFpath stuff to use SSE opts.

git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3491 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-15 05:21:26 +00:00
Jake.Stine 43cd559801 ReorderingMTGS: Templated the GIFPath parsers, to allow for SSE optimizations.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3474 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-13 05:20:42 +00:00
refraction b003a3bd47 SIGNAL! Area 51 WORKS! Soul Calibur 3 WORKS! probably broke loads! :P But thats the first time Area 51 has worked in years.
Only kidding, it should be awsome now, Also added a debug message incase some Paths are queued on a FINISH, any broken graphics when this shows up (or failure to load) should be reported asap!

Thanks to jake for his hard work getting signal and my optimizations working :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3400 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-06 17:25:02 +00:00
Jake.Stine 362294ab8b * SIGNAL! Pretty sure I got it handled accurately now, minus GIF stalling.
* Re-added a trace log for the GIFtag parse optimization; Fixed some mVU warnings.

DevNotes:
Places where GIF needs stalled and resumed are marked with [TODO]'s.  We also need to add a way for SIGNAL to abort the currently processing GIFtag, which might need a return code added to the callbacks.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3373 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-02 15:32:03 +00:00
Jake.Stine 2a33cd4ffd Minor comment cleanups regarding SIGNAL behavior.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3351 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-06-30 03:23:37 +00:00
Jake.Stine 9e3824c9ef Worked on SIGNAL support some more; fixes missing menu geometry in Soul Calibur 3 (devs: see code comments for details).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3346 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-06-29 16:43:19 +00:00
Jake.Stine a297b9fe1c This is part 2 of my PAL timings savestate fix, from r3331. Dunno how I missed this one either.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3338 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-06-28 21:26:47 +00:00
Jake.Stine c10e47739e git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3308 96395faa-99c1-11dd-bbfe-3dabce05a288 2010-06-26 07:26:43 +00:00
refraction 26fece9510 Summary of fixes
Games
- Resident Evil Dead Aim flickering graphics fixed.
- Flatout games should now boot everytime (instead of randomly)
- Sega Superstar Tennis flashing fixed
- Destruction Derby graphics fixed (NTSC confirmed, PAL unsure)
- Tenchu Fatal Shadows flickering textures fixed, Issue 748
- Spyro Hero's Tail should boot again, Issue 746

General Info
- General reworking of the GS paths with all paths prioritizing more correctly.
- XGKICK can stall if another GS transfer is in progress
- Major reworking of Path3 masking, could still be combined with normal Path3 transfers, but lets get it working first :P
- Taken in to account a few conditions which could have caused VIF to lock up/crash when stalling on ends.
- Unreversed GIF and SPR and VIF so its the normal way round
- all DMA paths should now resume correctly after being stopped by hardware
- GIF FIFO now actually transfers stuff :P
- VIF CMD's simulated by the length of the interrupts at the end.

Phew, i think that's everything :S

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3274 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-06-22 23:10:40 +00:00
Jake.Stine 70d47bf240 Copyright 2010 : PCSX2 and plugins! (notable exception: didn't update copyright info in any Gabest plugins)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2937 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-05-03 14:08:02 +00:00
sudonim1 4457fe40fc Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-25 00:31:27 +00:00
refraction b1954edc3d - Better implementation of Reverse FIFO (Fatal Frame QWC Warning and more!)
- Improved handling of suspended DMA's, Also some traps in case DMA values are changed during suspend (please report if they don't start with 5 or 6)
- Better handling of GS Path priorities, this improves many Path3 Masked games such as Star Wars Episode 3, Gran Turismo 4 (slightly) and Videos like Digital Devil Saga/FFX
- Removed Voodoo Cycles
- Doesn't kill everything this time :P

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2853 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-15 00:32:58 +00:00
Jake.Stine f293c2983b A couple dozen user interface refinements; notables:
* Implemented GS window hiding on suspend (option was there, but not tied in)
 * Added Frameskipping options
 * Added option for disabling all GS output, for benchmarking EEcore stuffs.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2409 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-01-04 11:51:09 +00:00
Jake.Stine 1e431fb69a wtf? A working framelimiter? Turbo and slowmo hotkeys? Frameskipping?! Why it's all here! Rejoice! And then find lots of bugs, too, I'm sure. Note: Frameskipping has no gui stuff yet... I'll do that soon.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2294 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-12-03 15:51:39 +00:00
arcum42 2b1a9277ee Various tag stuff.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2258 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-27 05:31:32 +00:00
Jake.Stine 4828beb3c3 * Added toggles for game log output: EE StdOut, EE Deci2, and IOP StdOut. Toggles are provided via a menu in the Console Log.
Dev notes:
 * Renamed MtgsthreadObject to SysMtgsThread (matches naming pattern of other thread classes).
 * Added accessors for GetMtgs() and GetCoreThread() [rationale for them documented in source comments]
 * Removed wxHelpers namespace since we're using px name prefix instead for most stuff.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2238 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-23 06:54:24 +00:00
arcum42 ba37f31849 Trim and tweak a bunch of includes, and a few headers.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2197 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-14 12:02:56 +00:00
Jake.Stine 1f2daa6459 User Interface:
* Fixed and added better Emulation/System menu updating.  Suspend/Resume is more consistent, and Reset grays itself out after being used.
 * Entering plugin configurations auto-suspends the emulator.
 * Changing plugins in the Configuration PAnel takes effect now without a restart.
 * Added preliminary support for an ExtensibleConfirmation Dialog box (contains a sizer you can add content to, and also has an optional "[x] Do not show this again" checkbox).

Bugfixes:
 * Added some mutex protection to cdvdNewDiskCB; "just in case."
 * Resolved several recursion and deadlock scenarios when (very!) rapidly suspending, resuming, and resetting the emu.

Developments / Code Cleanups:
 * Renamed SysCoreThread ExecutionModes:  Suspend/Resume are now Opened/Closed (which more accurately reflects the fact they opena nd close the plugins, and helps avoid ambiguity with the "Paused" state).
 * Added Exception::ThreadTimedOut, which is now thrown from Semaphore::Wait when recursive wxApp::Yield() calls are detected, and a deadlock occurs (basically cancels the current action which, most of the time, allows for full recovery).
 * Major Threading namespace cleanups, documentations, etc.
 * Removed wxScopedArray (scopedarray.h) and replaced it with a better implemeneted ScopedArray class.
 * Removed toUTF8 class, which I only added a couple weeks ago because I didn't realize wxCharBuffer had an implicit typecast to (char*).
 * Implemented more Source/Listener events for Pcsx2App.  CoreThread events are sourced properly now, and added SettingsApplied and SettingsLoadSave Sources.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2010 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-16 03:58:29 +00:00
Jake.Stine 5cf69e328d Minor cleanups -- removed unnecessary "using namespace std;" declares, etc.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1988 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-08 19:37:28 +00:00
arcum42 436638af5b Still doing register stuff.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1970 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-06 09:08:36 +00:00
Jake.Stine 6412271470 Renamed PCSX2_ALIGNED to __aligned and removed the need for excess parenthesis and oddball qualifiers. Left the old macros in Pcsx2defs.h for now, just in case. Redid some of the storage organization of microVU and iFPU consts and temporaries while I was at it, using structs instead of naked vars -- should improve cpu cache behavior a wee bit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1959 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-05 02:15:49 +00:00
Jake.Stine 653d09e821 Lots of new code maintenance stuffs:
* Completely new assertion macros: pxAssert, pxAssertMsg, and pxFail, pxAssertDev (both which default to using a message).  These replace *all* wxASSERT, DevAssert, and jASSUME varieties of macros.  New macros borrow the best of all assertion worlds: MSVCRT, wxASSERT, and AtlAssume. :)
 * Rewrote the Console namespace as a structure called IConsoleWriter, and created several varieties of ConsoleWriters for handling different states of log and console availability (should help reduce overhead of console logging nicely).
 * More improvements to the PersistentThread model, using safely interlocked "Do*" style callbacks for starting and cleaning up threads.
 * Fixed console logs so that they're readable in Win32 notepad again (the log writer adds CRs to naked LFs).
 * Added AppInit.cpp -- contains constructor, destructor, OnInit, and command line parsing mess.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1950 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-04 08:27:27 +00:00
Jake.Stine 6b9ffd8132 Renamed memzero_obj to memzero. Been meaning to do that for a while. Also, Savestates *almost* work, but it's just not going to happen. See everyone in 5 days or so. -_-
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1913 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-23 12:53:32 +00:00
Jake.Stine aaa3b773c6 Improved MTGS (added better suspend/resume support), and work on savestates a bit (still not working tho)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1908 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-23 09:53:21 +00:00