Another huge update, enjoy.
--------------------------------------------------------------------------------------
Revision 736
Spoiler:
Revision: 473
Author: Salvy
[~] Simplified ObjLoadTxtr abit Revision: 472
Author: Corn
[!] Optimized Yoshi memrect for a small speed up when moving
[!] Fixed compile warning in S2DEX Revision: 471
Author: Salvy
[!] forgot this Revision: 470
Author: Salvy
[+] Implemented S2DEX ObjRectangleR (untested, I can't find any game taht uses it.. but it should work fine)
Note : All S2DEX funcs are now implemented, S2DEX is fully supported :) Revision: 469
Author: Salvy
[+] Implemented S2DEX ObjRectangle (Pokemon Puzzle League is now playable) Note : You need a savestate to get in game
[!] Refactor S2DEX codebase (bye bye redundant code)
[!] Several clean ups in S2DEX Revision: 468
Author: Corn
[!] fixing a blend to make sun rays transparent in XG2 Revision: 467
Author: Corn
[!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
[!] Made old TMEM implementation compatible with recent changes in S2DEX
[!] Big overhaul on Debug Dlist formating to make it easier to read Revision: 466
Author: Salvy
[+] Implemented S2DEX ObjSprite (Bomberman 64 - The Second Attack! is now playable) Revision: 465
Author: Corn
[!] Improved texture check accuracy for Yoshi
[!] small speed up for texture check Revision: 464
Author: Corn
[!] Fixed broken sprites in Yoshi Revision: 463
Author: Salvy
[!] Optimized Draw2DTextureR and Draw2DTexture
[!] Remove 4:3 viewport fix for S2DEX, no longer needed Revision: 462
Author: Salvy
[!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
[+] Added blendmode for dust in Yoshi
Note : Rendering is now complete for Yoshi \o/
Note(2) : For some reasons one vertice is missing :/, will figure out later.. Revision: 461
Author: Corn
[!] Fix for TUC in OOT and MM
[!] Simplified S2DEX checks in GBI2 Revision: 460
Author: Salvy
[!] Videos, cut scenes etc are now rendered in Neon Evangelion, also fixes crash in intro, as well as several glitches in game.
PS: Rendering is now complete for this game :) Revision: 459
Author: Corn
[~] some clean up in Audio List code
[~] some clean up in PSPrenderer Revision: 458
Author: Corn
[!] Fix for Yoshi audio (tnx Salvy for tracking it down) Revision: 457
Author: Salvy
[+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
[+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
[!] ALLOW GBI2 to use S2DEX ObjLdtxRect Revision: 456
Author: Salvy
[!] Fixed crash in yoshi when pressing R
[!] Fixed 4:3 mode not working in S2DEX Revision: 455
Author: Salvy
[+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) - Yoshi is now playable \o/
Note : Sprites are inverted, will figure out later Revision: 454
Author: Salvy
[+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
[+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
[!] Replace texture»Touch() with texture»UpdateIfNecessary() in S2DEX (Corn) Revision: 453
Author: Corn
[+] Add correct triangle culling for DKR (speed up)
[+] Blendmodes for DKR car slids and plane streamers Revision: 452
Author: Corn
[!] proper blend for Mario Kart 64 (see balloons at race start among other things) Revision: 451
Author: Corn
[+] Fixed texture update/purging with hash
[+] Added blendmode to MK64
[!] changed buttons in Debug Dlist single stepping frames»(SELECT) Exit debug»(HOME) Revision: 450
Author: Corn
[!] Small speed up avoiding doing texture hash twice if a texture needs updating
[!] Avoid reloading textures used by S2DEX if still in use.
[!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games) Revision: 449
Author: Salvy
[!] Allow GBI2 to use S2DEX ObjLoadTxtr Revision: 448
Author: Salvy
[!] Fixed bgcopy Revision: 447
Author: Corn
[+] Added hack for more thorough texture check in Yoshi
[!] WIP for S2DEX Revision: 446
Author: Salvy
[!] Fixed Yoshi BG stretching in the edges (I'm sure BGCopy is now broken, I'll fix it later :P)
[!] Use old texture update (temporarily)(slow as hell), pretty much to show up Yoshi BG is rendered perfectly
Revision 735
Spoiler:
Rev 439 - Salvy
[!] BranchZ, given address from RDP_HALF1 rather display stack (cheaper)
[!] Yoshi_Memrect no longer adds any overhead to RDP cmds, instead wee'll just retrieve from LoadDetailsMap
[~] Small clean ups.. Rev 440 - Salvy
[!] forgot this Rev 441 - Salvy
[!] Simplified when getting base address of texture in Yoshi_Memrect Rev 442 - Corn
[!] Tentative fix for Extreme-G with new TMEM implementation Rev 443 - Salvy
[!] Some code clean ups
[!] Simplified and unified GBI1/GBI2_PopMtx Rev 444 - Salvy
[!] Initial work to get S2DEX_Bg1cyc working for Yoshi [WIP] (Note : the BG still segmenting and stretches mostly in the edges of the screen)
[!] Removed unused entries in MoveMemViewport Rev 445 - Corn
[+] Possible to single step frames in Debug Dlist mode
[!] Textures and Dlist are not automatically dumped (need a button press)
[!] Rejigged Dlist processing
[!] Made gettexturepalette() safe and should not return NULL anymore (fixes Extreme-G and others)
Revision 734
Spoiler:
Rev 429 - Salvy
[!] Several clean ups and sorting in DLParser Rev 430 - Salvy
[+] Background in Yoshi Story works now (This is based from Glide Napalm's ys_memrect, props to them \o/)
Note: There seems to be a bug in our bg1cyc code as the bg keeps stretching and segmenting. Rev 431 - Salvy
[!] Simplified Yoshi_MemRect Rev 432 - Salvy
[!] Some clean ups
[!] Moved Yoshi_MemRect to S2DEX, also it'll be used from S2DEX_RDPHalf_0 to avoid adding overhead to TexRect
[!] Fixed debug build
[!] Removed redundancy in makefile Rev 433 - Corn
[!] Rewrote parsing of GeometryMode and how values are passed to PSP TnL Rev 434 - Corn
[!] more optimizations passing TnL parameters Rev 435 - Corn
[!] skip setting fog if disabled
[!] proper variable naming and corrected a typo Rev 436 - Corn
[!] some fixes and touch up on TnL settings Rev 437 - Salvy
[~] Fixed makefile Rev 438 - Corn
[!] made set/clear GeometryMode in GBI0 and 1 to just one function
[!] Reenabled texture flush at end of frame
[!] some minor rendermode changes
Me neither , it was too long post Olmighty , and still is.
The spoiler button is also in the posting options ,
i forgot how to make spoiler with name descriptions...