* Converted PIF RAM from 8-bit array to 32-bit array
* Inlined color and alpha combiner equations
* Moved a number of calculations in span rendering to outer loops
* Flattened branch structure of texel fetching somewhat
* Fixed an RSP DMA edge case when transfer count is greater than 1.
* Refactored the RDP blender implementation to use function pointers rather
than deep if/else structures in order to reduce branch prediction penalties
in the inner software rasterizer loop.
* Reduced the likelihood that bad triangle commands due to an RSP crash will
crash MESS.
peplus.c: Huge update of information, clones and new games. [BrianT]
New Games Added
-----------------------------------
Player's Edge Plus (Set001) Set Chip [BrianT, Kevin, Jim]
Player's Edge Plus (PP0103) Deuces Wild Poker [BrianT, Kevin, Jim]
Player's Edge Plus (PP0127) Deuces Joker Wild Poker [BrianT, Kevin, Jim]
Player's Edge Plus (PP0434) Bonus Poker Deluxe [BrianT, Kevin, Jim]
Player's Edge Plus (PP0452) Double Deuces Wild Poker [BrianT, Kevin, Jim]
Player's Edge Plus (PP0508) Loose Deuce Deuces Wild! Poker [BrianT, Kevin, Jim]
Player's Edge Plus (PP0542) One Eyed Jacks Wild Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002031P+XP000112) Lucky Deal Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002040P+XP000038) Nevada Bonus Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002042P+XP000038) Triple Bonus Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002067P+XP000038) Double Double Bonus Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002250P+XP000050) Shockwave Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002307P+XP000112) Triple Double Bonus Poker [BrianT, Kevin, Jim]
Player's Edge Plus (X002314P+XP000112) Triple Bonus Poker Plus [BrianT, Kevin, Jim]
Player's Edge Plus (XMP00002+XM00004P) Multi-Poker [BrianT, Kevin, Jim]
Player's Edge Plus (XMP00004+XM00005P) Multi-Poker [BrianT, Kevin, Jim]
New Clones Added
-------------------------------------------
Various Player's Edge Plus Poker sets (90+) [BrianT, Kevin, Jim]
flatten inner-loop branch structures for potential performance.
-Broke blender steps into individual #defines in order to make the [MooglyGuy]
functional differences between RDP modes more apparent.
if anybody knows the TMS32010 better it would help if they looked at the wheel input (should be a steering wheel + single button) because I can't see how it maps, the other input port isn't read. Maybe it generates an interrupt per tick or something?
page flip implementation also still seems wrong for this game.
* Converted high and middle accumulator slices into SIMD vectors.
* Converted flag registers into SIMD vectors.
* Fixed unaligned accesses in CFC2 opcode.
* Added SCALAR_GET_VS1, SCALAR_GET_VS2, and SET_ACCUM_H/M/L to act as a
passthrough to either the non-SIMD implementation or individual element
insert/extract ops in order to minimize #if USE_SIMD all over the place.
* Ported SIMD implementations of VMUDL, VMUDM, VMUDN, VMUDH, VMACF, VMACU,
VMADL, VMADM, VMADN, and VMADH from CEN64 with permission
* Resulted in an overall speedup of approximately 50% for RSP-bound scenes on
a 2.5GHz i5.