Tales of Symphonia and Skies of Arcadia Legends now have working musics with
DSPHLE. Some other games with the same symptoms (missing instruments) should
probably be fixed by that change too.
- In icon retrieving I removed the "format check" as it shouldn't really matter to have mixed icon formats. Also removed the "Time splitters hack" as there's no reason for it since we are only checking the last 3 bits and I'm pretty sure having bits 1 and 2 set is the same as having them unset.
- Icon retrieving uses AnimSpeed as stop signal (every icon must have an speed set, the first speed that is 0 means there are no more icons)
- Also, in icon retrieving I added support for "blank frames"(Luigi's Mansion and Pikmin that I know of). With this the base for icon animation is complete.
- Fixed PSOIII savegame patch which was wrong before.
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
* Capcom-Music-Loop:
Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
Most of the InvalidateICache calls are for a 32 bytes block: this is the
number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling
shows that a lot of CPU time is spent checking if there are any JIT blocks
covered by these 32 bytes (using std::map::lower_bound).
This patch adds a bitset containing the state of every 32 bytes block in
RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache
can check in the bitset if any JIT block might be invalidated. A bitset
check is a lot faster than an std::map::lower_bound operation, improving
performance of JitCache::InvalidateICache by more than 100%.
Some practical numbers:
* Xenoblade Chronicles (PAL)
56.04FPS -> 59.28FPS (+5.78%)
* The Last Story (PAL)
30.9FPS -> 32.83FPS (+6.25%)
* Super Mario Galaxy (PAL)
59.76FPS -> 62.46FPS (+4.52%)
This function still takes more time than it should - more optimization in
this area might be possible (specializing for 32 bytes blocks to avoid
useless memcpy, for example).
These merges, while in theory improving emulation accuracy, cause issues
in other parts of the emulator based on invalid assumptions. memcard-delay
fixed some of these issues in the EXI memcard code, but several other
problems still exist and I don't have the time to debug that right now.