mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-02 09:03:37 +00:00
Remove ucode F3DSWE.
Rename ucode F3DWRUS to F3DBETA and use it for both Wave Race (U) and Star Wars Shadows of Empire
This commit is contained in:
parent
43d281e5bd
commit
52b95f6dd5
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@ -283,7 +283,7 @@
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<ClCompile Include="..\..\src\F3DEX2MM.cpp" />
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<ClCompile Include="..\..\src\F3DGOLDEN.cpp" />
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<ClCompile Include="..\..\src\F3DSETA.cpp" />
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<ClCompile Include="..\..\src\F3DSWSE.cpp" />
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<ClCompile Include="..\..\src\F3DBETA.cpp" />
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<ClCompile Include="..\..\src\FBOTextureFormats.cpp" />
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<ClCompile Include="..\..\src\FrameBuffer.cpp" />
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<ClCompile Include="..\..\src\FrameBufferInfo.cpp" />
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@ -343,7 +343,6 @@
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<ClCompile Include="..\..\src\F3DEX.cpp" />
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<ClCompile Include="..\..\src\F3DEX2.cpp" />
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<ClCompile Include="..\..\src\F3DPD.cpp" />
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<ClCompile Include="..\..\src\F3DWRUS.cpp" />
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<ClCompile Include="..\..\src\L3D.cpp" />
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<ClCompile Include="..\..\src\L3DEX.cpp" />
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<ClCompile Include="..\..\src\L3DEX2.cpp" />
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@ -403,7 +402,6 @@
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<ClInclude Include="..\..\src\F3DEX2MM.h" />
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<ClInclude Include="..\..\src\F3DGOLDEN.h" />
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<ClInclude Include="..\..\src\F3DSETA.h" />
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<ClInclude Include="..\..\src\F3DSWSE.h" />
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<ClInclude Include="..\..\src\FBOTextureFormats.h" />
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<ClInclude Include="..\..\src\FrameBuffer.h" />
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<ClInclude Include="..\..\src\FrameBufferInfo.h" />
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@ -453,7 +451,7 @@
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<ClInclude Include="..\..\src\F3DEX.h" />
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<ClInclude Include="..\..\src\F3DEX2.h" />
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<ClInclude Include="..\..\src\F3DPD.h" />
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<ClInclude Include="..\..\src\F3DWRUS.h" />
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<ClInclude Include="..\..\src\F3DBETA.h" />
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<ClInclude Include="..\..\src\L3D.h" />
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<ClInclude Include="..\..\src\L3DEX.h" />
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<ClInclude Include="..\..\src\L3DEX2.h" />
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@ -113,9 +113,6 @@
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<ClCompile Include="..\..\src\F3DPD.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\F3DWRUS.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\L3D.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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@ -182,9 +179,6 @@
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<ClCompile Include="..\..\src\ZSort.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\F3DSWSE.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\TextDrawer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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@ -269,6 +263,9 @@
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<ClCompile Include="..\..\src\F3DEX2MM.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\F3DBETA.cpp">
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<Filter>Source Files\uCodes</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\src\3DMath.h">
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@ -343,9 +340,6 @@
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<ClInclude Include="..\..\src\F3DPD.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\F3DWRUS.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\L3D.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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@ -385,9 +379,6 @@
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<ClInclude Include="..\..\src\ZSort.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\F3DSWSE.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\GLideNHQ\Ext_TxFilter.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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@ -481,5 +472,8 @@
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<ClInclude Include="..\..\src\F3DEX2MM.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\F3DBETA.h">
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<Filter>Header Files\uCodes</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -19,8 +19,7 @@ set(GLideN64_SOURCES
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F3DEX.cpp
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F3DPD.cpp
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F3DGOLDEN.cpp
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F3DWRUS.cpp
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F3DSWSE.cpp
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F3DBETA.cpp
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F3DSETA.cpp
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F3DEX2.cpp
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F3DEX2CBFD.cpp
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@ -2,7 +2,7 @@
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#include "Debug.h"
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#include "F3D.h"
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#include "F3DEX.h"
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#include "F3DWRUS.h"
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#include "F3DBETA.h"
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#include "N64.h"
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#include "RSP.h"
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#include "RDP.h"
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@ -10,31 +10,31 @@
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#include "gDP.h"
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#include "GBI.h"
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void F3DWRUS_Vtx( u32 w0, u32 w1 )
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void F3DBETA_Vtx( u32 w0, u32 w1 )
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{
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gSPVertex( w1, _SHIFTR( w0, 9, 7 ), _SHIFTR( w0, 16, 8 ) / 5 );
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}
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void F3DWRUS_Tri1( u32 w0, u32 w1 )
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void F3DBETA_Tri1( u32 w0, u32 w1 )
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{
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gSP1Triangle( _SHIFTR( w1, 16, 8 ) / 5,
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_SHIFTR( w1, 8, 8 ) / 5,
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_SHIFTR( w1, 0, 8 ) / 5);
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}
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void F3DWRUS_Tri2( u32 w0, u32 w1 )
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void F3DBETA_Tri2( u32 w0, u32 w1 )
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{
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gSP2Triangles( _SHIFTR( w0, 16, 8 ) / 5, _SHIFTR( w0, 8, 8 ) / 5, _SHIFTR( w0, 0, 8 ) / 5, 0,
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_SHIFTR( w1, 16, 8 ) / 5, _SHIFTR( w1, 8, 8 ) / 5, _SHIFTR( w1, 0, 8 ) / 5, 0);
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}
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void F3DWRUS_Quad( u32 w0, u32 w1 )
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void F3DBETA_Quad( u32 w0, u32 w1 )
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{
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gSP1Quadrangle( _SHIFTR( w1, 24, 8 ) / 5, _SHIFTR( w1, 16, 8 ) / 5, _SHIFTR( w1, 8, 8 ) / 5, _SHIFTR( w1, 0, 8 ) / 5 );
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}
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void F3DWRUS_Init()
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void F3DBETA_Init()
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{
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gSPSetupFunctions();
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// Set GeometryMode flags
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@ -47,14 +47,14 @@ void F3DWRUS_Init()
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GBI_SetGBI( G_MTX, F3D_MTX, F3D_Mtx );
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GBI_SetGBI( G_RESERVED0, F3D_RESERVED0, F3D_Reserved0 );
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GBI_SetGBI( G_MOVEMEM, F3D_MOVEMEM, F3D_MoveMem );
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GBI_SetGBI( G_VTX, F3D_VTX, F3DWRUS_Vtx );
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GBI_SetGBI( G_VTX, F3D_VTX, F3DBETA_Vtx );
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GBI_SetGBI( G_RESERVED1, F3D_RESERVED1, F3D_Reserved1 );
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GBI_SetGBI( G_DL, F3D_DL, F3D_DList );
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GBI_SetGBI( G_RESERVED2, F3D_RESERVED2, F3D_Reserved2 );
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GBI_SetGBI( G_RESERVED3, F3D_RESERVED3, F3D_Reserved3 );
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GBI_SetGBI( G_SPRITE2D_BASE, F3D_SPRITE2D_BASE, F3D_Sprite2D_Base );
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GBI_SetGBI( G_TRI1, F3D_TRI1, F3DWRUS_Tri1 );
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GBI_SetGBI( G_TRI1, F3D_TRI1, F3DBETA_Tri1 );
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GBI_SetGBI( G_CULLDL, F3D_CULLDL, F3D_CullDL );
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GBI_SetGBI( G_POPMTX, F3D_POPMTX, F3D_PopMtx );
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GBI_SetGBI( G_MOVEWORD, F3D_MOVEWORD, F3D_MoveWord );
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@ -64,10 +64,10 @@ void F3DWRUS_Init()
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GBI_SetGBI( G_ENDDL, F3D_ENDDL, F3D_EndDL );
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GBI_SetGBI( G_SETGEOMETRYMODE, F3D_SETGEOMETRYMODE, F3D_SetGeometryMode );
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GBI_SetGBI( G_CLEARGEOMETRYMODE, F3D_CLEARGEOMETRYMODE, F3D_ClearGeometryMode );
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GBI_SetGBI( G_QUAD, F3D_QUAD, F3DWRUS_Quad );
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GBI_SetGBI( G_QUAD, F3D_QUAD, F3DBETA_Quad );
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GBI_SetGBI( G_RDPHALF_1, F3D_RDPHALF_1, F3D_RDPHalf_1 );
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GBI_SetGBI( G_RDPHALF_2, F3D_RDPHALF_2, F3D_RDPHalf_2 );
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GBI_SetGBI( G_RDPHALF_CONT, F3D_RDPHALF_CONT, F3D_RDPHalf_Cont );
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GBI_SetGBI( G_TRI2, F3DWRUS_TRI2, F3DWRUS_Tri2 );
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GBI_SetGBI( G_TRI2, F3DBETA_TRI2, F3DBETA_Tri2 );
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}
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8
src/F3DBETA.h
Normal file
8
src/F3DBETA.h
Normal file
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@ -0,0 +1,8 @@
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#ifndef F3DBETA_H
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#define F3DBETA_H
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#define F3DBETA_TRI2 0xB1
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void F3DBETA_Init();
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#endif
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@ -1,67 +0,0 @@
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#include "GLideN64.h"
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#include "Debug.h"
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#include "F3D.h"
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#include "F3DEX.h"
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#include "F3DSWSE.h"
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#include "N64.h"
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#include "RSP.h"
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#include "RDP.h"
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#include "gSP.h"
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#include "gDP.h"
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#include "GBI.h"
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void F3DSWSE_Vtx( u32 w0, u32 w1 )
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{
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gSPVertex(w1, _SHIFTR(w0, 4, 12) / 33 + 1, 0);
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}
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void F3DSWSE_Tri1( u32 w0, u32 w1 )
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{
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gSP1Triangle( _SHIFTR( w1, 16, 8 ) / 5,
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_SHIFTR( w1, 8, 8 ) / 5,
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_SHIFTR( w1, 0, 8 ) / 5);
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}
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void F3DSWSE_Quad( u32 w0, u32 w1 )
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{
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gSP1Quadrangle( _SHIFTR( w1, 24, 8 ) / 5, _SHIFTR( w1, 16, 8 ) / 5, _SHIFTR( w1, 8, 8 ) / 5, _SHIFTR( w1, 0, 8 ) / 5 );
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}
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void F3DSWSE_Init()
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{
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gSPSetupFunctions();
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// Set GeometryMode flags
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GBI_InitFlags( F3D );
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GBI.PCStackSize = 18;
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// GBI Command Command Value Command Function
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GBI_SetGBI( G_SPNOOP, F3D_SPNOOP, F3D_SPNoOp );
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GBI_SetGBI( G_MTX, F3D_MTX, F3D_Mtx );
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GBI_SetGBI( G_RESERVED0, F3D_RESERVED0, F3D_Reserved0 );
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GBI_SetGBI( G_MOVEMEM, F3D_MOVEMEM, F3D_MoveMem );
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GBI_SetGBI( G_VTX, F3D_VTX, F3DSWSE_Vtx );
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GBI_SetGBI( G_RESERVED1, F3D_RESERVED1, F3D_Reserved1 );
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GBI_SetGBI( G_DL, F3D_DL, F3D_DList );
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GBI_SetGBI( G_RESERVED2, F3D_RESERVED2, F3D_Reserved2 );
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GBI_SetGBI( G_RESERVED3, F3D_RESERVED3, F3D_Reserved3 );
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GBI_SetGBI( G_SPRITE2D_BASE, F3D_SPRITE2D_BASE, F3D_Sprite2D_Base );
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GBI_SetGBI( G_TRI1, F3D_TRI1, F3DSWSE_Tri1 );
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GBI_SetGBI( G_CULLDL, F3D_CULLDL, F3D_CullDL );
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GBI_SetGBI( G_POPMTX, F3D_POPMTX, F3D_PopMtx );
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GBI_SetGBI( G_MOVEWORD, F3D_MOVEWORD, F3D_MoveWord );
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GBI_SetGBI( G_TEXTURE, F3D_TEXTURE, F3D_Texture );
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GBI_SetGBI( G_SETOTHERMODE_H, F3D_SETOTHERMODE_H, F3D_SetOtherMode_H );
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GBI_SetGBI( G_SETOTHERMODE_L, F3D_SETOTHERMODE_L, F3D_SetOtherMode_L );
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GBI_SetGBI( G_ENDDL, F3D_ENDDL, F3D_EndDL );
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GBI_SetGBI( G_SETGEOMETRYMODE, F3D_SETGEOMETRYMODE, F3D_SetGeometryMode );
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GBI_SetGBI( G_CLEARGEOMETRYMODE, F3D_CLEARGEOMETRYMODE, F3D_ClearGeometryMode );
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GBI_SetGBI( G_QUAD, F3D_QUAD, F3DSWSE_Quad );
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GBI_SetGBI( G_RDPHALF_1, F3D_RDPHALF_1, F3D_RDPHalf_1 );
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GBI_SetGBI( G_RDPHALF_2, F3D_RDPHALF_2, F3D_RDPHalf_2 );
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GBI_SetGBI( G_RDPHALF_CONT, F3D_RDPHALF_CONT, F3D_RDPHalf_Cont );
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GBI_SetGBI( G_TRI4, F3D_TRI4, F3D_Tri4 );
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}
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@ -1,7 +0,0 @@
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#ifndef F3DSWSE_H
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#define F3DSWSE_H
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void F3DSWSE_Init();
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#endif
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@ -1,8 +0,0 @@
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#ifndef F3DWRUS_H
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#define F3DWRUS_H
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#define F3DWRUS_TRI2 0xB1
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void F3DWRUS_Init();
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#endif
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10
src/GBI.cpp
10
src/GBI.cpp
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#include "S2DEX.h"
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#include "S2DEX2.h"
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#include "F3DDKR.h"
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#include "F3DSWSE.h"
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#include "F3DWRUS.h"
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#include "F3DBETA.h"
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#include "F3DPD.h"
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#include "F3DSETA.h"
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#include "F3DGOLDEN.h"
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@ -42,8 +41,8 @@ SpecialMicrocodeInfo specialMicrocodes[] =
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{ F3D, false, 0x4AED6B3B, "Fast3D" }, //Vivid Dolls [ALECK64]
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{ F3DSETA, false, 0x2edee7be, "RSP SW Version: 2.0D, 04-01-96" },
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{ F3DWRUS, false, 0xd17906e2, "RSP SW Version: 2.0D, 04-01-96" },
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{ F3DSWSE, false, 0x94c4c833, "RSP SW Version: 2.0D, 04-01-96" },
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{ F3DBETA, false, 0xd17906e2, "RSP SW Version: 2.0D, 04-01-96" }, // Wave Race (U)
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{ F3DBETA, false, 0x94c4c833, "RSP SW Version: 2.0D, 04-01-96" }, // Star Wars Shadows of Empire
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{ F3DEX, true, 0x637b4b58, "RSP SW Version: 2.0D, 04-01-96" },
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{ F3D, true, 0x54c558ba, "RSP SW Version: 2.0D, 04-01-96" }, // Pilot Wings
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{ F3DGOLDEN, true, 0x302bca09, "RSP SW Version: 2.0G, 09-30-96" }, // GoldenEye
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@ -180,8 +179,7 @@ void GBIInfo::_makeCurrent(MicrocodeInfo * _pCurrent)
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case S2DEX2: S2DEX2_Init(); break;
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case F3DDKR: F3DDKR_Init(); break;
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case F3DJFG: F3DJFG_Init(); break;
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case F3DSWSE: F3DSWSE_Init(); break;
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case F3DWRUS: F3DWRUS_Init(); break;
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case F3DBETA: F3DBETA_Init(); break;
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case F3DPD: F3DPD_Init(); break;
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case Turbo3D: F3D_Init(); break;
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case ZSortp: ZSort_Init(); break;
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@ -17,15 +17,14 @@
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#define F3DPD 8
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#define F3DDKR 9
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#define F3DJFG 10
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#define F3DSWSE 11
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#define F3DWRUS 12
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#define F3DGOLDEN 11
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#define F3DBETA 12
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#define F3DEX2CBFD 13
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#define Turbo3D 14
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#define ZSortp 15
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#define F3DSETA 16
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#define F3DGOLDEN 17
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#define F3DEX2MM 18
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#define NONE 19
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#define F3DEX2MM 17
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#define NONE 18
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// Fixed point conversion factors
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#define FIXED2FLOATRECIP1 0.5f
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@ -38,9 +38,8 @@ MY_LOCAL_SRC_FILES := \
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$(SRCDIR)/F3DEX.cpp \
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$(SRCDIR)/F3DPD.cpp \
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$(SRCDIR)/F3DGOLDEN.cpp \
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$(SRCDIR)/F3DSWSE.cpp \
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$(SRCDIR)/F3DSETA.cpp \
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$(SRCDIR)/F3DWRUS.cpp \
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$(SRCDIR)/F3DBETA.cpp \
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$(SRCDIR)/FBOTextureFormats.cpp \
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$(SRCDIR)/FrameBuffer.cpp \
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$(SRCDIR)/FrameBufferInfo.cpp \
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