These builds are provided by Orphis and are totally free of charge.
New versions on the SVN are checked every 10 minutes and the builds take a few minutes to complete, please be patient if the newest build doesn't appear here.
If multiple commits are done at the same time, you'll only get the latest one.
Code is hosted on Google Code.
See Pcsx2 website for more information.
The Windows build has been made with Visual C++ 2010. You need to install the
Visual C++ 2010 (x86) runtime package to run it.
| Revision | Author | Date | Windows 32bit | Commit log |
|---|---|---|---|---|
| r5100 | gabest11 | 2012-02-15 18:57:52 | Download | GSdx: Yakuza fix. |
| r5099 | gabest11 | 2012-02-14 22:22:56 | Download | GSdx: check sprite edges! (r5098) |
| r5098 | gabest11 | 2012-02-14 19:26:04 | Download | GSdx: fix for Vexx, a few vertices were bogus, s/t/q all zero. |
| r5097 | gabest11 | 2012-02-14 08:03:27 | Download | GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. |
| r5096 | gabest11 | 2012-02-12 17:56:06 | Download | GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. |
| r5095 | ramapcsx2 | 2012-02-12 10:31:08 | Download | GSdx: Offset_UV can be defined again. (Need it to hack Wild Arms 3 text placement issues) |
| r5093 | gregory.hainaut | 2012-02-10 21:18:47 | Download | linux compilation fix |
| r5092 | gabest11 | 2012-02-10 07:03:55 | Download | Not transferring unused vif registers to the MTVU thread can save at least half of the ring buffer space. The whole set is about 400 bytes, including padding, but I could find references to only 6 regs. |
| r5090 | gabest11 | 2012-02-08 20:21:18 | Download | GSdx: full boot fixed, thanks for finding, I always use fast boot. |
| r5089 | gabest11 | 2012-02-08 16:57:14 | Download | GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. |
| r5088 | gregory.hainaut | 2012-02-06 18:16:49 | Download | gsdx: linux compilation fix. Gcc don't support same name for variable and template parameter cmake: compilation fix on debian sid (and potentially ubuntu) i18n: add some comment for potential language change in the future. |
| r5087 | ramapcsx2 | 2012-01-31 20:16:10 | Download | Set the EE round mode to nearest for SMT: Nocturne. Fixes the problem where players can not use ladders mid-game. |
| r5085 | gabest11 | 2012-01-29 10:12:20 | Download | GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami). |
| r5084 | gabest11 | 2012-01-28 10:07:17 | Download | GSdx: silent hill shattered memories purple street light fix, not block aligned filled rects were not correctly masked, may also fix games which store texture data in the alpha channel but use 24-bit target buffers (or just mask it in every time) and draw a lot of those unaligned rects. (tested many .gs dumps, very rare combination) |
| r5083 | gabest11 | 2012-01-27 11:56:49 | Download | GSdx: more fun with shaders but nothing works yet. |
| r5082 | gabest11 | 2012-01-23 05:26:07 | Download | GSdx: fix for tokyo xtreme racing invisible letters, laz0rs did not set the texture size. |
| r5081 | gabest11 | 2012-01-23 04:11:24 | Download | GSdx: reverted some of the changes of r5077, it breaks GoW. |
| r5080 | gabest11 | 2012-01-22 13:00:45 | Download | GSdx: a different fix for ZoE2, also seem to help DMC, so I removed the previous one, please check again. |
| r5079 | gabest11 | 2012-01-22 08:37:44 | Download | GSdx: fixing dmc3 bugs with the sw renderer in multi-threaded mode. |
| r5078 | gabest11 | 2012-01-21 12:34:36 | Download | GSdx: next attempt to fix frame skipping |
| r5077 | gabest11 | 2012-01-21 04:44:04 | Download | GSdx: broken frame skipping should be fixed, and a few random sw renderer optimizations. |
| r5076 | gabest11 | 2012-01-20 00:34:44 | Download | GSdx: made a little mistake masking the unused giftag regs, when all 16 were in-use |
| r5075 | gabest11 | 2012-01-19 10:24:07 | Download | GSdx: quick fix for unreal tournament (and others using DATE) |
| r5074 | gabest11 | 2012-01-19 04:53:36 | Download | GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. |
| r5073 | ramapcsx2 | 2012-01-18 15:44:14 | Download | GSdx: Just some notes on the Disgaea 2 FMV border issue. |
| r5072 | gabest11 | 2012-01-18 11:47:31 | Download | GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). |
| r5068 | gabest11 | 2012-01-13 18:10:05 | Download | GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P |
| r5065 | gabest11 | 2012-01-09 08:41:33 | Download | GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too |
| r5063 | gabest11 | 2012-01-08 21:02:42 | Download | GSdx: fixing a possible buffer overflow |
| r5062 | gabest11 | 2012-01-08 17:10:00 | Download | GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later |
| r5051 | ramapcsx2 | 2012-01-06 09:55:23 | Download | Gsdx: Let users set software parameters (extra threads and line AA) regardless of currently configured renderer. Makes testing far easier. |
| r5049 | gabest11 | 2012-01-06 01:20:01 | Download | GSdx: vtune tells me GSOffset::GetPages is too slow without the cache and its slowest part is new uint32[], lets use pre-allocated buffers then. In d3d9 mode, locking the vertex buffer is the most painful thing, there is a terrible delay until it returns, the same Map call in d3d10/11 does not behave like that. |
| r5048 | gabest11 | 2012-01-06 00:28:27 | Download | GSdx: disable vtune |
| r5047 | gabest11 | 2012-01-06 00:17:52 | No build | GSdx: fixing the broken things... |
| r5046 | gabest11 | 2012-01-05 04:40:47 | Download | GSdx: there is a possibility of calling GSState::Flush in the middle of a strip or fan, the last few vertices must be saved to be able to continue, haven't found anything with this problem though. |
| r5045 | gabest11 | 2012-01-05 02:40:24 | Download | GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. |
| r5037 | arcum42 | 2011-12-31 18:50:17 | Download | Get rid of some irritating warnings in Linux. |
| r5036 | gabest11 | 2011-12-31 15:41:07 | Download | GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count. |
| r5032 | ramapcsx2 | 2011-12-29 17:08:17 | Download | Added a workaround for the savestate freeze bug in Gust games when the MTVU speedhack is active. Aligning GIF packets on state save actions seems to cause some issues with the hack. Still hope to find a better solution. |
| r5029 | avihal | 2011-12-28 22:59:16 | Download | GUI: Exclude Turbo/SlowMo factors from the presets. (Now can keep custom turbo/slowmo speeds while still using the presets) |
| r5028 | gabest11 | 2011-12-28 20:21:32 | Download | GSdx: GSOffset::GetPages was caching a ridiculous amount of data, it isn't that much slower without it. |
| r5027 | gabest11 | 2011-12-28 14:41:07 | Download | GSdx: vs2008 fix |
| r5026 | gabest11 | 2011-12-28 14:10:20 | Download | GSdx: bit less idle time by refcouting used texture pages. |
| r5025 | avihal | 2011-12-27 23:03:31 | Download | @gigahertz: some sensitivity is required when touching a small plugin! Let's hope I got it right :) |
| r5024 | gigaherz | 2011-12-27 21:03:53 | Download | <avih> hmm.. this is wrong(-ish). I've updated portaudio, but spu2x still shows as version r4949 ... can this be fixed? or maybe i didn't compile it properly? ... <avih> so, come on, touch spu2x to have recent rev number Touched... hopefully I touched right. Felt awkward. |
| r5023 | gigaherz | 2011-12-27 17:42:18 | Download | portaudio: Updated codebase from svn 1748 to svn 1802. Notable changes: - Changes to buffer size calculations and latency calculations. Not a big update, just wanted to commit something before the year ended! |
| r5021 | gregory.hainaut | 2011-12-27 13:14:30 | Download | gsdx linux: * add the code to select the attribute (still the default but can be changed now) * add a hidden option (condvar) to select between the 2 threads algorithm |
| r5020 | gregory.hainaut | 2011-12-27 12:22:13 | Download | gsdx linux: * use memory instead of tr1 (was the experimental implementation of c++11) * remove strict aliasing optimization because I saw some bad warnings * Fix pthread of the previous commit. Use default attribute but it might need some tuning |
| r5019 | gabest11 | 2011-12-27 09:15:35 | Download | GSdx: a few minor changes, please check if I wrapped the new pthread things correctly |
| r5018 | avihal | 2011-12-27 08:28:32 | Download | GSdx: Improved Genji CRC hack. |
| r5017 | gregory.hainaut | 2011-12-26 22:30:59 | Download | gsdx: * fix the new extra thread option in the gui dialog * implement condition variable on linux. Will need some benchmark. |
| r5016 | gabest11 | 2011-12-25 07:26:42 | Download | GSdx: a little refinement to the fix for the issue that come up with Bully. |
| r5015 | gabest11 | 2011-12-24 15:02:48 | Download | GSdx: Valkyrie Profile 2 fix (discussed under r5010 and r5012), this bug could have broken much more games, strange that it did not. |
| r5014 | arcum42 | 2011-12-24 11:25:44 | Download | Linux-only: Quick fix to the last commit. |
| r5013 | arcum42 | 2011-12-24 11:15:42 | Download | Linux-only: Removed a few obsolete files. Copied in a build script to make rebuilding the project a bit easier. |
| r5012 | gabest11 | 2011-12-24 07:00:16 | Download | GSdx: This fixes the flickering in Bully, and probably games with the same problem. Could not check Valkyrie Profile Silmeria, yet. |
| r5011 | ramapcsx2 | 2011-12-23 20:58:10 | Download | GSdx: Hack around a problem with the texture cache finding depth stencils when there can't be any. This makes the Arc the Lad fog issue go away. Review would be nice though :) |
| r5010 | gabest11 | 2011-12-23 15:53:53 | Download | GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations |
| r5008 | gabest11 | 2011-12-23 02:49:27 | Download | GSdx: Replaced condvar/srwlock imports with getprocaddress, it should work on XP and compile on vs2010 express again. |
| r5007 | gabest11 | 2011-12-22 14:36:54 | Download | GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast. |
| r5005 | gabest11 | 2011-12-22 01:48:16 | Download | GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers. |
| r5004 | avihal | 2011-12-21 23:35:30 | Download | Fix Dynamic CRC hacks (got broken on r4991 ) |
| r5001 | gregory.hainaut | 2011-12-21 20:27:03 | Download | i18n: add more fallback for some languages (thanks to pg) cmake: implement the new XDG_STD options It allow to move all pcsx2 data from $HOME/PCSX2 to $XDG_CONFIG_DIR/pcsx2. Clearly a matter of personnal preference. debian: drop the useless stable packet from the trunk. Only keep a copy on branch release |
| r4999 | gabest11 | 2011-12-21 00:08:00 | Download | GSdx: fixed vs2008 build errors |
| r4998 | gabest11 | 2011-12-20 14:33:28 | Download | GSdx: Renamed the sw thread setting to "extra threads". - 0: no multi-threading - 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook - 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads - 3: small fps increase - 4+: even smaller. If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks. Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games. |
| r4995 | gabest11 | 2011-12-19 01:20:55 | Download | GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5. |
| r4994 | gabest11 | 2011-12-18 22:04:05 | Download | GSdx: Little bug slipped through. |
| r4993 | gabest11 | 2011-12-18 21:57:48 | Download | GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory. |
| r4992 | gabest11 | 2011-12-18 08:13:20 | Download | GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. |
| r4991 | gabest11 | 2011-12-16 19:13:58 | Download | GSdx: just saving minor changes. |
| r4980 | ramapcsx2 | 2011-12-05 07:58:11 | Download | Make the CDVD speedhack safer by excluding full seek delays. Tales of the Abyss should work with the hack now. |
| r4979 | gabest11 | 2011-12-04 18:35:16 | Download | GSdx: recent changes caused some errors in line drawing (SoTC loading screen) |
| r4978 | gabest11 | 2011-12-04 15:31:02 | Download | GSdx: less gaps between triangles, it was more noticeable with psx games, having a lower resolution. |
| r4977 | gabest11 | 2011-12-04 09:49:55 | Download | GSdx: more fixes to z-interpolation, THPS4 looks alright now. |
| r4976 | gabest11 | 2011-12-03 21:04:46 | Download | GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other. |
| r4975 | gabest11 | 2011-12-01 17:08:10 | Download | GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967) |
| r4972 | gabest11 | 2011-11-25 23:48:59 | Download | GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging. |
| r4968 | gregory.hainaut | 2011-11-16 19:19:16 | Download | i18n: refresh sv_SE and it_IT. |
| r4967 | gabest11 | 2011-11-14 03:34:24 | Download | GSdx: Just remembered triangles were occasionally converted to sprites, need to set t.w there as well. |
| r4966 | gabest11 | 2011-11-14 03:08:13 | Download | GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register. (HW mode z-test expects a float input, so this trick cannot be done there.) |
| r4965 | arcum42 | 2011-11-12 04:09:46 | Download | GSnull: More cleanup on the logging code. And lets actually put return characters in the log. :) |
| r4964 | gabest11 | 2011-11-08 13:22:54 | Download | GSdx: as usual, going back to msvc, suddenly wild errors appear. |
| r4963 | gabest11 | 2011-11-08 13:12:54 | No build | GSdx: GSRendererHW.h and GCC are good friends now. |
| r4962 | ramapcsx2 | 2011-11-07 16:08:30 | Download | Reverted r4942 as some games need this to work.. Fixes Metal Saga menus and should fix Fahrenheit, too. |
| r4961 | ramapcsx2 | 2011-11-07 12:33:12 | Download | Ateste worked on the Time Crisis fix some more and figured out the (hopefully) right flags in the (hopefully) right places. Thanks for helping out! :) |
| r4960 | cottonvibes | 2011-11-07 10:20:56 | Download | microVU: - Rewrote and simplified the TriAce gamefix VU interpreter: - Implemented a TriAce gamefix for vu0 interpreter |
| r4959 | ramapcsx2 | 2011-11-07 09:29:36 | Download | Forum user ateste was so kind and found/fixed a savestate issue with Lilypad :) The problem would cause lost controls or "Controller disconnected" messages in a few games. This fix is temporary and only works with Lilypad, until we take care of the core issue. |
| r4958 | sudonim1@gmail.com | 2011-11-06 22:20:50 | Download | Added CRCs to the DoA2 patches because pirate game copies are often based on DoA2. If your game identifies as DoA2 and it isn't, you're going to hell. |
| r4957 | sudonim1@gmail.com | 2011-11-06 21:43:26 | Download | Game patch: Dead or Alive 2 (J) [SLPS-25002) playable with the R5900 recompiler. Does not make other versions playable, there seems to be a separate issue with them. A proper fix for this is not happening nor is it even desirable because of the performance impact it would have, the game seems to unintentionally rely on the RPC arguments remaining in cache until sceSifCallRpc. A slightly better patch is possible, this one eats some extra EE cycles and might theoretically make the game emulate at less than full speed (but probably won't in practice). |
| r4956 | gabest11 | 2011-11-02 21:15:44 | Download | GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it. |
| r4955 | gabest11 | 2011-11-02 17:41:22 | Download | GSdx: Bogus MSB bits of TEX0.CSA should be ignored as it looks. Only corrected where the palette is read (this fixes "Idol Janshi Suchie-Pai IV"), writes to the CLUT may be handled the same way, but so far no game has been found broken because of this. |
| r4954 | refraction | 2011-11-01 18:44:34 | Download | IPU bug fix by Shalma, well spotted ;p |
| r4953 | ramapcsx2 | 2011-11-01 10:15:52 | Download | GSdx: CRC for FF12 Fr. |
| r4952 | ramapcsx2 | 2011-10-31 16:12:38 | Download | Following shalma's recommendation, CDVD Status reads now also return the CDVD_STATUS_SPIN flag. Apparently this is a common game breaker in PSX titles and it carried over to the PS2. This fixes Time Crisis 2 loading and the frozen input in a horror game I have a dump of. Please report any other titles you find fixed / broken! :) |
| r4951 | gregory.hainaut | 2011-10-31 10:25:24 | Download | cmake: * new dev option CMAKE_BUILD_PO: control regeneration of po file. By default true in release build * Add a hack for multiarch version of wxwidget |
| r4950 | arcum42 | 2011-10-30 01:39:43 | Download | GSnull: Rework the logging code a bit. (The logging actually prints to the screen now, for one thing.) |
| r4949 | arcum42 | 2011-10-30 00:32:22 | Download | More work on the compiler warnings. Removed the warning flags that are now set by default. |
| r4948 | gregory.hainaut | 2011-10-29 11:39:06 | Download | cmake: allow to easily set global compilation flags |
| r4947 | arcum42 | 2011-10-29 07:57:06 | Download | Change a few compiler options in Linux to remove a few warnings during compilation. |
| r4946 | ramapcsx2 | 2011-10-27 17:19:55 | Download | GSdx: CRC for Suikoden Tactics JP. |
| r4945 | sudonim1@gmail.com | 2011-10-27 15:34:14 | Download | SPU2-X: silly logic error in IRQA testing for DMA, fixes Atelier Iris, maybe others. Thanks to rama for testing. |
| r4944 | gabest11 | 2011-10-24 21:34:38 | Download | GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why. |
| r4943 | gabest11 | 2011-10-24 07:58:43 | Download | GSdx: Corrected the line data terminator for psx games (fixes wild arms 2). |
| r4942 | refraction | 2011-10-18 18:16:27 | Download | VIF: Removed the vu cycle counting craziness mentioned in r4941 comments. It was intended to pretend if the VU "ran" for longer than the VIF did, but it didn't really change a lot :P Savestate version bump again |
| r4941 | ramapcsx2 | 2011-10-15 10:45:31 | Download | Fixed pretty bad bug of us counting cycles only for one VIF when the system has 2. Also added a couple important global variables to be savestated (breaks old state compat). |
| r4940 | cottonvibes | 2011-10-15 08:26:59 | Download | microVU: - Implemented an opcode profiler which prints statistics on how often VU opcodes are used (enabled with the mVUprofileProg macro) - Get status flag conversion function to use EAX/ECX/EDX regs when being called from EE-rec (VU0 macro mode); this should play nicer with the EE-recs regalloc system. |
| r4939 | ramapcsx2 | 2011-10-14 10:17:19 | Download | Lilypad: Fix wrong GUI description. Thanks bosit :p |
| r4938 | refraction | 2011-10-13 15:00:22 | Download | Removed Ace Combat hack as r4937 seems to have solved the problem. |
| r4937 | sudonim1@gmail.com | 2011-10-13 01:07:42 | Download | mVU: Typo in CTC2 macro mode instruction for the status register case. (Untested, unknown what if anything it fixes, possibly ace combat series but probably not.) |
| r4936 | sudonim1@gmail.com | 2011-10-12 23:49:50 | Download | Partial revert of r4935. REC_FUNC_DEL is functionally distinct from REC_FUNC. Fixed REC_FUNC_DEL definition. |
| r4935 | refraction | 2011-10-12 22:54:21 | Download | COP2: Fix/hack for Ace Combat 4 sky, you will need to tick the VU Flag Hack Speedhack to enable it (not sure what else to put it on without adding another hack). This is more likely to do with odd COP2/VU0 sharing pipe behaviour, but ill leave that for cotton :P Also altered some of the interpreter calls so the defines in config.h can be used again (example the #define ARITHMETICIMM) |
| r4934 | refraction | 2011-10-12 20:12:40 | Download | EERec: Small changes so Constant Propagation can be turned off (for testing purposes) |
| r4933 | avihal | 2011-10-11 22:27:30 | Download | BUGFIX: GS window sometimes stayed hidden after pause/config. This fixes at least the following bug: Run a game -> ESC (GS Windows hides) -> config Video plugin and click OK -> Emulation resumes but GS window is hidden. (Solution was to click pause and then resume again, now it re-shows as it should). Let me know if it breaks other related scenarios or if there are other similar scenarios that got fixed (or that still need fixing). E.g. pausing/configuration while at full screen, etc. |
| r4932 | sudonim1@gmail.com | 2011-10-11 13:03:24 | Download | (Patch from firnis) R5900int: As per MIPS documentation, do not modify the destination register if an overflow exception occurs. |
| r4929 | ramapcsx2 | 2011-10-09 16:20:13 | Download | Lilypad: Putting the tabulator keypress hack from r4916 on L3 instead of R3. |
| r4928 | avihal | 2011-10-09 07:43:10 | Download | Yakuza 1 CRC hack (seem to work better than previous one). |
| r4927 | gigaherz | 2011-10-08 16:53:40 | Download | GSDX: Whoops sorry I mixed two conflicting ideas into one. |
| r4926 | gigaherz | 2011-10-08 16:52:58 | No build | GSDX: I didn't even like that code when I changed it. Now I know why. And it looks much better this way. |
| r4925 | gigaherz | 2011-10-08 13:05:15 | Download | GSDX: - Use float instead of int for the video framerate. - Use 59.94 instead of 60 for the ntsc framerate. This replaces a previous hackfix with a better one, but it's still not ideal. The ideal solution for the video encoding side would be to use an actual fraction (60000/1001) and pass this fraction to the encoder. The ideal solution for the gsdx side would be to deduce the real framerate from the timing parameters. |
| r4923 | gregory.hainaut | 2011-10-05 18:17:08 | Download | i18n: upload sv_SE/es_ES/pl_PL/cs_CZ translation files |
| r4922 | shadowladyngemu | 2011-10-05 11:45:00 | Download | GameDB and CRC updates.... other updates are welcome on issue 881 |
| r4921 | shadowladyngemu | 2011-10-05 09:19:32 | Download | GSdx fixes: Skygunner crashing on boot. James Bond 007: Everything or Nothing doing a huge Vram usage when opening the weapons screen and making the system crawl at it. Couldn't test much with this one and only added the US version for now. |
| r4920 | gregory.hainaut | 2011-09-28 18:36:31 | Download | i18n: long-awaited update. Big changes on pt_BR/sv_SE/zh_* cmake: install also the man page |
| r4919 | shadowladyngemu | 2011-09-26 12:08:20 | Download | Minimal changes to GameDB. |
| r4918 | avihal | 2011-09-12 16:35:30 | Download | UI: Bugfix: normal keys were not handled by PCSX2 (can now be used as KB shortcuts, etc). |
| r4917 | avihal | 2011-09-11 22:13:02 | Download | UI: Keyboard shortcuts overrides via PCSX2_keys.ini Keys combination can be: "alt-" and/or "ctrl-" and/or "shift-" and ( F1-F12 or KP_0-KP_9 or SPECIAL1-SPECIAL20 ) Where: Fn is function key n KP_n is numpad number n SPECIALn is hardware button n (whatever that means...) Examples: FullscreenToggle=alt-ctrl-f12 GSwindow_CycleAspectRatio=KP_0 See full configurable strings at the first comment. |
| r4916 | ramapcsx2 | 2011-09-11 20:18:08 | Download | LilyPad: Added a new option to the hacks section that sends a tabulator key press to PCSX2. This toggles the turbo mode of the emulator, so users with pads don't have to reach out to the keyboard anymore when they want to switch between normal and turbo gameplay :) Note: I choose R3 for now since most games don't use that button. This could be made configurable in the future though. |
| r4915 | avihal | 2011-09-07 18:42:33 | Download | Oops. Now it's disabled by default ;) |
| r4914 | avihal | 2011-09-07 18:38:27 | Download | GSdx: New: Dynamic CRC Hacks system (disabled by default). See tools/dynacrchack/DynaCrcHack.c for full instructions. For development of CRC hacks (and just for the fun of creating such a system), Allows GSdx to load and use CRC hack logic from an external DLL, and reload it, at runtime, whenever this DLL changes (but act normally if this DLL isn't found). This external DLL is compiled from a single C source file (a sample is provided, containing the current MGS3 CRC hack logic). There's also a system to automatically compile this C file into the DLL whenever the C file is modified, thus creating a system of instant [save C file] -> [GSdx switches to the new logic]. It's actually a pretty cool system, and might have other usages where it's useful, for the sake of tests/development/tweaking, to modify code logic during runtime. The overhead of such system compared to pre-compiled code is very low (e.g., in the case of CRC hacks which are called thousands of times/sec, I couldn't notice any difference in performance). Compilation of the C file is currently done using TCC (Tiny C Compiler - http://bellard.org/tcc/ - extremely fast, light and powerful). TCC itself needs to be downloaded separately (~250K download, no install required). The system currently supports Windows only. |
| r4913 | gregory.hainaut | 2011-09-06 19:07:55 | Download | cmake: fix some linking issue with gold linker (AFAIK only fedora use it for the moment) |
| r4912 | avihal | 2011-09-06 01:22:40 | Download | GSdx: CRC Hacks: Yakuza 1/2 - remove blur. Reminder: See r4894 if you wish to disable specific CRC hacks. |
| r4911 | gigaherz | 2011-09-05 22:05:14 | Download | portaudio: Update codebase from svn 1723 to svn 1748. Notable changes: - fixed latency calculations for some modules - improved stability of the internal ringbuffer - added float32<->uint8 sample conversion |
| r4910 | gregory.hainaut | 2011-09-04 21:27:11 | Download | pcsx2: restore linux thread timing. pthread_getcpuclockid failed to check the validy of thread ID... |
| r4909 | gregory.hainaut | 2011-09-04 20:39:19 | Download | linux: clean various linux file into 1 directory cmake: automatically install desktop/doc/xpm file in package mode as requested by Rafael debian: align on latest change |
| r4908 | gregory.hainaut | 2011-09-04 17:07:00 | Download | pcsx2:linux: disable thread timing information. It seems to work only with eglibc (debian/ubuntu) |
| r4907 | gigaherz | 2011-09-04 16:10:00 | Download | USBqemu: Some small changes to init & savestates. The savestates are still incomplete though. |
| r4906 | gigaherz | 2011-09-04 15:38:33 | Download | USBqemu: Forgot Devel exists ... xD |
| r4905 | gigaherz | 2011-09-04 15:31:44 | No build | USBqemu: Fix release build. |
| r4904 | gigaherz | 2011-09-04 15:24:23 | No build | USBqemu: upgrade qemu core from version 0.12.5 to 0.15. Now its up to date with the latest qemu release. |
| r4903 | gigaherz | 2011-09-04 12:45:08 | Download | Whoops. |
| r4902 | gigaherz | 2011-09-04 11:48:28 | Download | USBqemu: Integrate into the build system for vs2010. Refactor the config stuff to use a system based on a modified SPU2-X CfgHelpers.cpp. |
| r4901 | gigaherz | 2011-09-04 02:30:40 | Download | USBqemu: Work around the IRQ double-throw spam by having a min number of cycles between IRQ calls. 100% guaranteed hackyness, but I can still type in MH so it will do until I can look at it without my eyes closing against my will. Also make the project output into the plugins folder. |
| r4900 | gigaherz | 2011-09-04 01:55:17 | Download | USBqemu: Missed a file. |
| r4899 | gigaherz | 2011-09-04 01:53:30 | No build | USBqemu: - Upgraded some components of qemu-usb with a somewhat newer version from late 2010 (it was a recent version when I did the upgrades). - Fixed the plugin to work with recent versions of pcsx2. I will try to integrate the plugin into the build system tomorrow, and fix some more issues. |
| r4898 | gigaherz | 2011-09-04 01:51:20 | No build | Whoops sorry the file slipped through. |
| r4897 | gigaherz | 2011-09-04 01:49:34 | No build | Made USBsetRAM work again. Required for the following commit. |
| r4896 | gigaherz | 2011-09-04 01:36:14 | Download | Copy USBqemu from the legacy plugins folder (to preserve history) |
| r4895 | avihal | 2011-09-01 13:25:08 | Download | GSdx: bypass (prevent) some crashes. Important: this is not a fix of the cause of the crashes, it just bypasses cases of sure crash. Once that spot is bypassed, things can go wrong elsewhere. Generally, however, things just continue normally. E.g. GT4 (camera changes), Tourist Trophy (camera changes), MGS3 (codec screen when CRC hacks are disabled) and probably more - now don't crash anymore, even at high resolution (but might still get some slowdowns). |
| r4894 | avihal | 2011-08-30 12:48:54 | Download | GSdx: CRC hacks: allow exclusion of some/all hacks via "hidden" ini pref CrcHacksExclusions. The list is case insensitive and order insensitive. E.g. Disable all CRC hacks:CrcHacksExclusions=all E.g. Disable hacks for these CRCs: CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03 |
| r4893 | avihal | 2011-08-30 07:14:22 | Download | GSdx: Shadow of the colossus: crc hack: disable sky (extra) bloom (identical effect as Eliot's special SoTC GSdx build). Thanks to ShadowLady for the help. |
| r4892 | avihal | 2011-08-30 07:11:36 | No build | GSDX: Show message on console at capture start/end. |
| r4891 | avihal | 2011-08-30 06:33:05 | Download | SaveState backup: 1. Now enabled by default. 2. Now uses rename instead of copy (faster, more resilient to corruptions) |
| r4890 | refraction | 2011-08-29 23:05:22 | Download | Morphed the Hotwheels hack into a gamefix to be safe! |
| r4889 | refraction | 2011-08-29 21:54:23 | Download | Vif/Gif: Hack for Hotwheels World Race, should be pretty harmless at it's very rare conditions. (Note: Game runs better on ZeroGS than GSDX) |
| r4888 | ramapcsx2 | 2011-08-29 18:57:58 | Download | Let's keep the warning log in :p |
| r4887 | sudonim1@gmail.com | 2011-08-29 18:43:02 | Download | Oops. |
| r4886 | sudonim1@gmail.com | 2011-08-29 18:41:45 | No build | Fixed a bug in r4884, simplified implementation and added equivalent code to hwWrite16 |
| r4885 | ramapcsx2 | 2011-08-29 18:32:27 | Download | Get some PSX mode logging to work again. We currently freeze with it reading the GPU_STATUS register as all 0. |
| r4884 | refraction | 2011-08-29 15:25:38 | Download | DMAC: Well done Rama for finding this in r4882! Fixed it up a bit to work as intended + added INTC which should have also been there. |
| r4883 | ramapcsx2 | 2011-08-29 11:18:46 | Download | Removed the silly log check and fixed the revision numbers from last commit. |
| r4882 | ramapcsx2 | 2011-08-29 11:09:26 | No build | Fixed Virtual on Marz (or Mars) which does an 8 bit DMAC_STAT write. This broke in r3705, which handles the write instead of ignoring it. |
| r4881 | shadowladyngemu | 2011-08-28 19:52:11 | Download | |
| r4880 | gregory.hainaut | 2011-08-28 09:34:43 | Download | pcsx2: implement thread timing on linux => display cpu usage on title bar |
| r4879 | gregory.hainaut | 2011-08-27 10:38:02 | Download | pcsx2: implement theading name on linux. onepad: properly connect the latest button sdl: do not compile some useless files (which fail to compile on my system btw) |
| r4878 | refraction | 2011-08-25 16:23:25 | Download | Gamefix: Added gamefix for SOCOM 2 HUD corruption. The game attempts to loads all data in to the VIF FIFO then stall it. Something goes very wrong. Maybe one day ill replace this and the transformers gamefix with a FIFO we can turn on, but for now, this'll do. |
| r4877 | refraction | 2011-08-25 13:48:44 | Download | Better alter this actually, there will always be one picky game which buggers this up ;p |
| r4876 | refraction | 2011-08-25 13:36:23 | Download | MFIFO Changes: * Vif: Altered how resumed transfers are handled slightly on VIF side (for MFIFO). * SPR: Now transfers data to the MFIFO even if not in MFIFO mode if it meets the conditions of the ring buffer location (SOCOM 2) SOCOM 2 is now playable, sort of, the HUD is a mess (unless a tip shows up), looks like Path3 masking but isn't. |
| r4875 | refraction | 2011-08-23 18:37:04 | Download | Thats better, winmerge helps! |
| r4874 | refraction | 2011-08-23 18:30:40 | No build | SIF: Better fix in place for random hangs, Tom Clancy Rainbow Six Lockdown now Playable. Hangs also related to Phantasy Star 4 and FFX Thunder Plains, which are both still ok with this. Also the sif dma errors in Legends of Legaia should be gone again! |
| r4873 | gregory.hainaut | 2011-08-20 12:17:47 | Download | gsdx, sdl: cast window as expected by sdl onepad: add an option to control forcefeeback level cmake: add an hidden option (SHARED_SDL) to build SDL as a shared library to allow pre-load |
| r4872 | avihal | 2011-08-15 16:55:23 | Download | SPU2-X: Stretcher: fixed a bug which may be triggered by some compiler optimizations (floating point comparisons, doesn't happen with current VS2010 project). Thanks to pseudonym for tracking it down, reading tons of asm code, and learning x87 while at it... |
| r4871 | gigaherz | 2011-08-14 22:06:18 | Download | SPU2-X: Reworked the circular buffer functions for audio output, with a thread-safe version. This hopefully avoids the issues appearing after long periods of continuous playing. |
| r4870 | gregory.hainaut | 2011-08-14 14:38:26 | Download | debian: cherry pick micove ppa improvement. Thank very much. cmake: shutup some warning (mostly sdl...) |
| r4869 | gregory.hainaut | 2011-08-12 19:22:06 | Download | debian: * drop build on 64 bits. It will be supported through multiarch * switch to SDL1.3, allow to build GSdx |
| r4868 | gregory.hainaut | 2011-08-12 18:25:21 | Download | linux compilation fix |
| r4867 | gigaherz | 2011-08-12 14:47:36 | Download | SPU2-X: Fix one little bug in the spu2replay code and a few warnings discovered by warning level 4 + code analysis. |
| r4866 | shadowladyngemu | 2011-08-12 03:31:25 | Download | VS2010 Compile fix for r4865 |
| r4865 | cottonvibes | 2011-08-12 02:31:49 | No build | 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". |
| r4864 | gregory.hainaut | 2011-08-11 17:36:44 | Download | spu2x: linux compilation fix. |
| r4863 | shadowladyngemu | 2011-08-11 12:54:57 | Download | GSdx: CRC hackfixes for NanoBreaker and Kunoichi/Nightshade, removing the shadows that are not properly emulated and just cause 3D to look darker (NanoBreaker in D3D9 just showed a black screen with smoke effects ingame :p). Minimal changes to the GameDB. |
| r4862 | ramapcsx2 | 2011-08-11 09:15:03 | Download | Commit the SPU2-X compile fix from miseru99. GSdx CRC hackfix is included, too. |
| r4861 | gigaherz | 2011-08-10 21:21:49 | Download | SPU2-X: Give some more range to the balancing, I realized its most probably safe for our ears ( an it seems to be based on testing ;P). |
| r4860 | gigaherz | 2011-08-10 20:59:40 | Download | SPU2-X: Improved dplII decoder algorithm, it now generates more defined positional balance. It's still most probably very wrong, but its sounding nice at least. ;P |
| r4859 | gigaherz | 2011-08-10 20:08:29 | Download | SPU2-X: Added config setting for ProLogic decoding level. Refactored the ProLogicII code into a separate file and changed it to floating point math for easier debugging. Added a basic ProLogic decoder that doesn't try to do surround separation into L/R. The setting does not have a GUI option yet, since the PLII decoder is experimental and doesn't give too good results. To change it, set DplDecodingLevel to one of: 0=none, 1=ProLogic, 2=ProLogicII. The default is 0. |
| r4858 | gigaherz | 2011-08-10 13:17:41 | Download | SPU2-X: Added audio expansion support to the portaudio backend. This change also corrects the volume in normal stereo mode. Removed an useless method from the module interfaces. |
| r4857 | gigaherz | 2011-08-10 11:59:08 | Download | SPU2-X: kill a few warnings |
| r4856 | gregory.hainaut@gmail.com | 2011-08-08 17:49:59 | Download | spu2x: linux compilation fix |
| r4855 | ramapcsx2 | 2011-08-08 15:59:06 | Download | Added "portable.ini" to /bin, so SVN builds will work in portable mode by default. |
| r4854 | gigaherz | 2011-08-08 15:56:49 | No build | SPU2-X: Experimental change! Lowered the lower latency limit to 3ms if the timestretcher is not being used. This latency will add up to the output latency as usual, but with a good sound chip this should allow overall latencies < 15ms. |
| r4853 | gigaherz | 2011-08-08 13:59:19 | Download | SPU2-X: Removed the std::vector I used out of lazyness. The config dialog should no longer keep an ever-growing list of devices, and it has less potential side-effects if somehow the portaudio device list changes while the dialog is open. 3rdparty/portaudio: Removed debug prints on release targets. |
| r4852 | gigaherz | 2011-08-08 12:49:33 | Download | SPU2-X: Added configuration dialog for the portaudio backend (windows only). Added settings for customizing the suggested latency. |
| r4851 | gigaherz | 2011-08-07 16:37:59 | Download | SPU2-X / portaudio: Fix the requested latency from a hardcoded 200ms to "as close as you can to 64 samples / buffer". Causes internal buffer size allocations to be as small as possible within portaudio and the OS, so it can have bad effects if the number turns out to be too small. Would be nice if someone with a "real" audio card (Audigy, X-fi or similar) tested WASAPI Exclusive Mode, KS or ASIO with this change. |
| r4850 | gigaherz | 2011-08-07 12:40:25 | Download | 3rdparty/portaudio: Updated to a slightly newer revision of portaudio, sicne the fixes in it seemed interesting enough. I also enabled WDMKS backend, but I had to change some #defines to get it to compile, and I can't seem to be able to use it on my Win7 machine. If anyone on XP wants to try it, it will be at their own risk. (use WDMKS hostApi name on the .ini) |
| r4849 | avihal | 2011-08-07 09:33:27 | Download | Test. Dummy commit. |
| r4848 | gigaherz | 2011-08-07 01:55:44 | Download | I went and copypasted the one line I typoed. |
| r4847 | gigaherz | 2011-08-07 01:53:24 | No build | 3rdparty/portaudio: Fixed portaudio not finding any device because there wasn't any API enabled. The new toggle system requires the compiler to specify the enabled APIs, instead of assuming default-on. |
| r4846 | gigaherz | 2011-08-07 01:15:49 | Download | 3rdparty/portaudio: Fixed the build with vs2008 (I hope). I commited the wrong .vcproj file. Reverted to the previous one and updated the file with the same changes I did to the vs2010 .vcxproj |
| r4845 | gigaherz | 2011-08-07 00:58:00 | Download | 3rdparty/portaudio: Fixed the build (windows). Somehow it compiled in devel/release, but not in debug. Should have failed in both of them though... |
| r4844 | gigaherz | 2011-08-07 00:50:05 | No build | 3rdparty/portaudio: Updated portaudio to the march 26 stable release (svn rev 1647). Too many changes to list here. |
| r4843 | avihal@gmail.com | 2011-08-04 18:21:32 | Download | SPUX: New stretcher: Should be slightly more stable now, compared to r4840. On 4840 I added dynamic tuning (which may have slight negative effect on stability) to adapt to different iterations/sec of different systems, but I didn't like this system too much. On 4840 I also made a small change which, I now understand, factors out the differences between systems in this regard, essentially making dynamic tuning not required anymore. So now dynamic tuning is disabled. If you enable the SPU2X messages (and the overrun messages), you would see log messages similar to this: buffers: 44 ms ( 89%), tempo: 1.000000, comp: 1.000, iters: 764, (N-IPS:750 -> avg:50, minokc:50, div:100) If the iters value (764 at this example) on your system when running at 100% speed (50/60fps) is higher than 1000 or lower than 500, then please comment here and post few of the log lines. |
| r4842 | avihal@gmail.com | 2011-08-04 16:51:59 | Download | SPU2X: Better control of debug messages. (Now they actually print when enable at the SPU2X debug GUI). |
| r4841 | ramapcsx2 | 2011-08-04 14:27:21 | Download | SPU2-X: Clean up some logging code. |
| r4840 | avihal@gmail.com | 2011-08-02 18:48:48 | Download | SPU2X: New stretcher: hopefully works better than r4834 (same goals as r4834: better resiliance to very high/low fps, compared to r4820). I'm not fully happy with it, as it's a bit complicated for my taste, so feedback about how it performs will be appreciated. |
| r4839 | gregory.hainaut@gmail.com | 2011-08-02 06:52:53 | Download | cmake: add/delete files |
| r4838 | ramapcsx2 | 2011-08-01 17:42:01 | Download | V2 of the previous GSdx hack: Now also works in pointlisted FMV's (FFX-2, Legend of Legaia). |
| r4837 | ramapcsx2 | 2011-08-01 17:18:13 | Download | 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.) |
| r4836 | shadowladyngemu | 2011-08-01 15:40:20 | Download | Fix VS2010 compiling. Patch by miseru99, thanks :) |
| r4835 | cottonvibes | 2011-08-01 03:16:42 | No build | 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 |
| r4834 | avihal@gmail.com | 2011-07-31 11:27:50 | Download | SPU2X: New time stretcher: Improved behavior on extremes. 1. Much better behavior at extreme low/high FPS (less skips/lower latency). 2. As a result, I was able to reduce internal latency by 50% (50ms config now equals 100ms before). Recommended latency config for stretcher: 100ms. For rhythm games, if your FPS is very stable, I recommend 50ms. |
| r4833 | shadowladyngemu | 2011-07-29 18:11:22 | Download | GSdx: CRC hackfixes! Summary of changes... Fixed menus and HUD for Spyro: A New Beginning and Spyro: the Eternal Night. Fixed missing dialogs and reduced the VRam usage a bit for Tales of Legendia ("8-bit textures" help a bit more with Vram/speed). Should be playable now in hardware mode. Thanks to rama for figuring it could be hackfixed this way and the initial patch :) Half-screen fixes for Ty the Tasmanian Tiger 2, X-men Origins: Wolverine, Call of Duty: World at War - Final Fronts. Modified the Star Wars: Force Unleashed hackfix a bit, shouldn't have the see-thru objects anymore. Also modified the Metal Gear Solid 3 and Gran Turismo 4 hackfixes as they needed different skip values for each region (PAL/NTSC). Thanx to avih for the region code... and the free C/C++ lessons :P The hackfix for Sly 3 was still showing stripes for 3-D and two-player modes, fixed for NTSC version now and hopefully works for PAL one too. Couple GameDB updates after the gif rewrite. |
| r4832 | cottonvibes | 2011-07-27 08:16:51 | Download | Bring back GSnull, zzogl, and old plugins from the dead! (they were crashing with the new Gif rewrite... shouldn't anymore) Although Jake had added the new "GSgifTransfer" callback to these plugins in the past, he forgot to modify the .def files so pcsx2 can actually use them :p |
| r4831 | cottonvibes | 2011-07-27 03:55:43 | Download | 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... |
| r4830 | ramapcsx2 | 2011-07-26 17:53:54 | Download | New GIF: Quick fix from Cotton, fixes ICO and hopefully Tekken 4. |
| r4829 | cottonvibes | 2011-07-26 08:47:47 | Download | 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... |
| r4828 | gabest11 | 2011-07-25 11:16:01 | Download | GSdx: FXAA 3.10, page up key activates it |
| r4827 | arcum42 | 2011-07-25 10:24:05 | Download | Fix Linux so that it compiles. |
| r4826 | cottonvibes | 2011-07-25 08:46:07 | Download | will probably fix compilation errors on linux/gcc... |
| r4825 | cottonvibes | 2011-07-25 07:43:31 | Download | newGif - Fix Area 51 slowness. |
| r4824 | gregory.hainaut@gmail.com | 2011-07-25 06:29:53 | Download | cmake: add new Gif Unit files. |
| r4823 | cottonvibes | 2011-07-24 22:24:10 | Download | 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) |
| r4822 | ramapcsx2 | 2011-07-24 14:18:51 | Download | This should fix MSVC 2010 compiling. |
| r4821 | cottonvibes | 2011-07-24 13:02:50 | No build | 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. |
| r4820 | avihal@gmail.com | 2011-07-24 10:58:42 | Download | SPU2X: New (simpler) time stretcher algorithm. Should prevent erratic tempo variations near 100% speeds (compared to the previous implementation), and generally allow much lower latencies while keeping the audio stable (on all audio systems). E.g. my tests show that at 70ms latency it can properly handle sharp speed variance of 50%-100%. If your game generally doesn't get slower than 70% speed, 50ms latency would probably be fine. Note that on extreme scenarios (e.g. extreme sharp drops in speed) it doesn't try to keep the audio continues at all costs. If your game exhibits such behavior (audible clicks, etc), increasing the latency a bit at the config would help. Comments on actual performance/quality on different systems would be greatly appreciated. |
| r4819 | ramapcsx2 | 2011-07-23 16:15:00 | Download | GSdx: Fix an old and silly bug that could cause slowness in native resolution hardware rendering. Thanks for debugging, Lana and avih. |
| r4818 | avihal@gmail.com | 2011-07-23 10:19:53 | Download | Reverting r4796 (Console window now opens again before main window). Reason: The console window's menus were overlapping the main window menus, leading to main window menu actions getting invoked when using the console menus... |
| r4817 | gregory.hainaut@gmail.com | 2011-07-19 18:33:22 | Download | zzogl-pg: open the dat file... |
| r4816 | ramapcsx2 | 2011-07-19 10:56:48 | Download | Silence a SIF dma warning. |
| r4815 | gregory.hainaut@gmail.com | 2011-07-18 20:02:17 | Download | cmake: fix install directory of shader file in package mode |
| r4813 | gregory.hainaut@gmail.com | 2011-07-17 14:21:09 | Download | cmake: generate resource outside of the source tree. Debian: remove useless clean file |
| r4812 | gregory.hainaut@gmail.com | 2011-07-17 11:29:29 | Download | debian: reduce package complexity. Merge pcsx2-data (only 2 files) into pcsx2 and pcsx2-plugin. |
| r4811 | gregory.hainaut@gmail.com | 2011-07-17 11:25:17 | Download | pcsx2, zzogl-pg: allow to change some default path with compilation flags. cmake: Add PLUGIN_DIR and GAMEINDEX_DIR options to easily select install directory. Install GameIndex.dbt during install phase. |
| r4810 | arcum42 | 2011-07-17 02:38:18 | Download | SPU2-X: Fix the linux version, and add a checkbox for the de-alias filter. |
| r4809 | shadowladyngemu | 2011-07-16 12:41:29 | Download | SPU2-X: Adding an option for the de-alias filter implemented in r4118, currently overemphasizes the highs so it's disabled by default but I like it for some games :P |
| r4808 | shadowladyngemu | 2011-07-16 03:20:04 | Download | Just a couple CRC and GameDB updates. |
| r4807 | sudonim1@gmail.com | 2011-07-16 02:38:30 | Download | EE: very minor VTLB optimisation. Smaller than r4803 probably (but shouldn't have any possibility of slowing down any code). |
| r4806 | gregory.hainaut@gmail.com | 2011-07-14 09:21:57 | Download | debian: align the package with latest cmake change. |
| r4805 | gregory.hainaut@gmail.com | 2011-07-14 09:02:37 | Download | cmake: * use the standard 3 step flow: cmake, make, make install * Remove L10N_PORTABLE option, superseeded by PACKAGE_MODE * Extend PACKAGE_MODE to select the install directory (FHS or local bin) |
| r4804 | gregory.hainaut@gmail.com | 2011-07-10 08:52:16 | Download | cmake: be sure wx is present before fiddling with the include path |
| r4803 | sudonim1@gmail.com | 2011-07-10 03:38:21 | Download | EE: Changed some load/store flushing behaviour for better efficiency (and hopefully no bugs). Changed my mind about the internals for future exception handling so scrapped what we have for now. Also restored correct rt=r0 behaviour on all loads. Should be a small boost in fps everywhere and otherwise likely not change anything. |
| r4802 | ramapcsx2 | 2011-07-09 23:47:12 | Download | Fix for Endgame which tries to do 0 sector CDVD reads. |
| r4801 | sudonim1@gmail.com | 2011-07-08 06:18:25 | Download | EE: Fixed my use of ebx in a load/store implementation (reserved for return address) and changed _deleteEEreg to do what it says when also flushing and changed most uses of _deleteEEreg with the flush parameter set to 1 to _flushEEreg. May introduce or fix bugs. |
| r4800 | sudonim1@gmail.com | 2011-07-08 04:24:24 | Download | EE: Put _Rt_ checks back in the load instructions because as silly as it would be we must avoid potentially writing to r0. |
| r4799 | sudonim1@gmail.com | 2011-07-08 04:10:28 | Download | EE: reviewed, simplified and corrected (at least three bugs including issue 1078) left and right loads and stores. Probably a waste since there's a much smarter way to do these. |
| r4798 | sudonim1@gmail.com | 2011-07-07 22:37:59 | Download | x86 emitter: fixed three encodings for shrd and shld, as in issue 1076. Thanks to "firnis" for finding this. |
| r4797 | avihal@gmail.com | 2011-07-06 15:39:11 | Download | Lilypad: re-enable "Auto Analog" option, but only use it when not in PS2 mode (in PS2 mode this option is ignored). Tested with ICO - previously wouldn't accept control input when in autoAnalog mode, now always works. |
| r4796 | avihal@gmail.com | 2011-07-06 00:59:52 | Download | GUI: Open the main window (if required) before the console window. Results: 1. Taskbar order is now better. 2. Console window gets minimized with the main window. Thanks to ShadowLady for the code. |
| r4795 | ramapcsx2 | 2011-07-05 23:26:14 | Download | Lilypad: Really hide the option. Sigh :p |
| r4794 | ramapcsx2 | 2011-07-05 23:09:31 | Download | Lilypad: Don't screw users which already had the problematic option set. |
| r4793 | ramapcsx2 | 2011-07-05 23:01:16 | Download | Lilypad: Disable a confusing control for now. Also a small comment on GSdx's texture cache lookup. |
| r4792 | shadowladyngemu | 2011-07-05 12:25:31 | Download | whoops... it kinda works better if you make the hackfix use the function... GSdx: Dragon Ball Z Budokai Tenkaichi 2's hackfix works with NTSC version now too. |
| r4791 | shadowladyngemu | 2011-07-04 08:19:24 | Download | GSdx: CRC hackfix for Midnight Club 3, fixes the huge vram usage when moving. Small change to the Burnout hackfix, was skipping too much for NTSC. |
| r4790 | shadowladyngemu | 2011-07-04 05:31:47 | Download | GSdx: CRC hackfix for Burnout games, removes garbage from screen. |
| r4789 | gregory.hainaut@gmail.com | 2011-07-01 09:01:50 | Download | onepad: remove deadcode zzogl-pg: disable opengl3 context creation for the moment (crash with geforce7) |
| r4788 | shadowladyngemu | 2011-07-01 05:32:04 | Download | whoopsie |
| r4787 | shadowladyngemu | 2011-07-01 04:50:32 | Download | GSdx: CRC hackfix for Devil May Cry 3, removes bad postprocessing. Adjusted the SW Battlefront hackfix for the PAL versions (NTSC-U and PAL versions have the same CRC but use slighty different buffer/texture addresses...) |
| r4786 | ramapcsx2 | 2011-07-01 00:58:11 | Download | Tray code once more: Added the tray state variable to the cdvd struct, making it safer and taking care of a previously unhandled situation. Surprisingly this didn't break old savestate compatibility. |
| r4785 | ramapcsx2 | 2011-07-01 00:15:14 | Download | Some work on the disc tray code. Got rid of an unsafe global, changed and commented it a bit. This is some messy work of mine, gotta admit >< |
| r4784 | avihal@gmail.com | 2011-06-30 20:54:30 | Download | Games database: Load from the exe folder (only affects Install mode. Portable was already OK): Prevent DB-not-found error if previous version wasn't uninstalled properly. |
| r4783 | ramapcsx2 | 2011-06-30 19:36:15 | Download | We need to combine these globals into a common struct one day. This was really unsafe to do. (My fault) Fixes savestates in Breath of Fire 5. |
| r4782 | shadowladyngemu | 2011-06-28 23:07:17 | Download | GameDB: Added a lot of games that were missing from the database... still lots missing tho :p |
| r4781 | gregory.hainaut@gmail.com | 2011-06-28 22:16:06 | Download | onepad: slim down a little more the KeyStatus API |
| r4780 | gregory.hainaut@gmail.com | 2011-06-28 21:30:06 | Download | onepad: create a key_status object to handle key activities with a single press/release interface GSdx: remove some linux dialog options which were already controlled by PCSX2 |
| r4779 | ramapcsx2 | 2011-06-27 22:54:25 | Download | SPU2-X: Version bump. |
| r4778 | sudonim1@gmail.com | 2011-06-27 17:17:29 | Download | SPU2-X: Apply Neill's recommended 2/3 multiplier to the input. The results still are not like on the PS2, but we're now as good as Neill's research allows. We'll have to do our own from here on. |
| r4777 | gigaherz | 2011-06-25 23:45:58 | Download | SPU2-X: Updated the spu2replay engine so it works again. Windows-only still, and it lacks a proper gui, but it can be used to dump the actions the game is doing and replay them later without the rest of the emulator. |
| r4776 | ramapcsx2 | 2011-06-25 19:43:21 | Download | SPU2-X: Forgot to bump the savestate version. |
| r4775 | ramapcsx2 | 2011-06-25 19:28:58 | Download | SPU2-X: Short term reverb quality hack (half the input volume), until we settle for smth. |
| r4774 | sudonim1@gmail.com | 2011-06-25 17:48:59 | Download | SPU2-X: Extra clamping. I think we used to have this and it was taken out to try to boost the reverb. |
| r4773 | sudonim1@gmail.com | 2011-06-25 17:46:57 | No build | SPU2-X: shifting some code around in the effects engine, any change in output is probably a bug. |
| r4772 | ramapcsx2 | 2011-06-25 16:53:13 | Download | That wasn't supposed to go on the svn :p |
| r4771 | sudonim1@gmail.com | 2011-06-25 15:43:38 | Download | SPU2-X: We had two SPDIF modes reversed. I don't really understand the SPDIF modes but these are the bits the library sets. Fixes Gradius 3+4, issue 925. |
| r4770 | sudonim1@gmail.com | 2011-06-25 14:03:27 | Download | SPU2-X: More parens needed, always more! |
| r4769 | sudonim1@gmail.com | 2011-06-25 14:01:33 | No build | SPU2-X: Another error in the bitshifts, not sure if it's mine or older. |
| r4768 | sudonim1@gmail.com | 2011-06-25 13:40:14 | Download | SPU2-X: Removed reference to x86emitter as we don't seem to use it any more (some brief optimisation experiment a while ago?) |
| r4767 | ramapcsx2 | 2011-06-25 13:24:22 | Download | SPU2-X: Removed the fake reverb since the real stuff started to work :) |
| r4766 | shadowladyngemu | 2011-06-25 08:31:42 | Download | GSdx: CRC hackixes for... The Lord of the Rings: the Third Age (Removing fat stripes on screen). Digimon Rumble Arena 2 (Half screen issue). Star Wars - The Force Unleashed (Hiding HUD and 3d issues. Not perfect and NTSC-U only, not sure if it works with PAL). Star Wars Battlefront 1/2 (Huge VRAM usage issue. NTSC-U only, not sure if it works with others). Black Hawk Down - Team Sabre (Half screen issue and removes the night vision filter which was broken and using a lot of VRAM). Minimal changes to other CRC hackfixes and GameDB. |
| r4765 | sudonim1@gmail.com | 2011-06-25 02:08:51 | Download | SPU2-X: I was being silly, those -1s are unnecessary (I was thinking we were downcasting for some reason). |
| r4764 | sudonim1@gmail.com | 2011-06-25 01:34:41 | Download | SPU2-X: Tried to fix the incorrect bitshifts back from when Neill's code was optimised while the registers were broken so it wasn't testable. My maths is probably off, the code needs reviewing. The "- 1"s are so that -1 * -1 = just short of 1 instead of -1 (overflow). With this, reverb maybe sounds somewhat like the PS2 for the first time ever!? |
| r4763 | sudonim1@gmail.com | 2011-06-25 00:12:31 | Download | SPU2-X: Oops, I'm the one who spotted this when we were discussing it too. |
| r4762 | sudonim1@gmail.com | 2011-06-24 23:55:19 | Download | SPU2-X: Reverted back to the last version of the reverb engine before the rewrite plus some backwards lerp fixes (accident in optimisation in r2089). Thanks to gigaherz (I guess? This is mostly your fault.) |
| r4761 | sudonim1@gmail.com | 2011-06-24 23:09:45 | Download | SPU2-X: Both cores now (ignore previous commit) |
| r4760 | sudonim1@gmail.com | 2011-06-24 22:46:53 | Download | SPU2-X: The reverb registers in the register pointer table are inconsistent with the register definitions, they have always been inconsistent, everything we have done to fix reverb was invalid because of this. Not sure where we go from here. |
| r4759 | sudonim1@gmail.com | 2011-06-24 18:41:56 | Download | SPU2-X: Testing showed that writing effect area registers is not entirely ineffective as previously assumed while effect area writing is enabled on that core. The new assumption is that internal registers reflect the values of the external ones while effect area writing is disabled. Also increased logging level of these registers. Save state compatibility broken. Fixes issue 796, grandia 3 noise before squenix logo. |
| r4758 | sudonim1@gmail.com | 2011-06-23 20:14:01 | Download | SPU2-X: If a bit we don't understand goes high, clear a register we don't understand. Don't ask me, but it seems to make the BIOS happier and Devil May Cry works again. |
| r4757 | gregory.hainaut@gmail.com | 2011-06-23 06:56:06 | Download | onepad: support of diagonal in d-pad. |
| r4756 | sudonim1@gmail.com | 2011-06-22 11:49:49 | Download | SPU2-X: Bump savestate version since I broke compatibility with r4754 |
| r4755 | sudonim1@gmail.com | 2011-06-22 11:42:56 | Download | SPU2-X: Refix Zero: Akai Chou (and others fixed in r4735 probably). It was a slip in the dead voice code. |
| r4754 | sudonim1@gmail.com | 2011-06-22 02:27:39 | Download | SPU2-X: Quality fix (?): take crest value to mean the electronics definition and clamp modulated pitch to [0,0x3fff] on the basis that the SPU2 probably is incapable of decoding two words of samples for each voice in each tick. Honestly this is still guessing, we only really know that it was wrong. Test FFX tone when it's your turn to act, FFX underwater music?, xenosaga movie skipping sound effect, god knows what else. |
| r4753 | sudonim1@gmail.com | 2011-06-22 00:04:00 | Download | SPU2-X: Fix minor register logging bug (probably not the only bug in this code) |
| r4752 | sudonim1@gmail.com | 2011-06-21 22:29:59 | Download | SPU2-X: Improved (hopefully to perfection) the reporting of NAX by moving code around in the decoder. Fixes Magic Pengel, hopefully no regressions (but it does intentionally change when some IRQs fire a bit so there might be some, but if so this is a step towards fixing other finicky games). |
| r4751 | gregory.hainaut@gmail.com | 2011-06-20 18:09:32 | Download | cmake: * improve gtk hack to be compatible with previous cmake version. * Add some number to the plugin .so file. |
| r4750 | gregory.hainaut@gmail.com | 2011-06-19 16:13:41 | Download | onepad: * fix forcefeedback. It works now, albeit it slow down the emulation... * Add an option hack for ds3 usb drivers |
| r4748 | gregory.hainaut@gmail.com | 2011-06-17 20:44:46 | Download | onepad: * test the reading of the configuration file (will be safer with the previous configuration format). * bump the version |
| r4747 | ramapcsx2 | 2011-06-16 16:59:48 | Download | SPU2-X: Version bump. |
| r4746 | sudonim1@gmail.com | 2011-06-15 18:01:04 | Download | SPU2-X: Change initial IRQA value, fixes F1 2005. This is a weird one, read the long comment. |
| r4745 | sudonim1@gmail.com | 2011-06-15 16:24:42 | Download | SPU2-X: Little mistake in input area IRQ code. |
| r4744 | sudonim1@gmail.com | 2011-06-15 00:57:04 | Download | SPU2-X: Flag effect area for updating on effect area register writes rather than core attributes change. (For change in testing. Committing separately for regression testing purposes.) |
| r4743 | ramapcsx2 | 2011-06-14 22:12:45 | Download | SPU2-X: Debugger was missing one digit of the IRQA, whops :p |
| r4742 | sudonim1@gmail.com | 2011-06-14 18:02:57 | Download | SPU2-X: Process input area regardless of ADMA status. Fixes Burnout, maybe others. This is a guess, not confirmed by hardware testing, but seems logical. |
| r4741 | sudonim1@gmail.com | 2011-06-14 15:54:04 | Download | SPU2-X: Change the dead voice read logic to match the live one. (Probably doesn't affect anything.) |
| r4738 | gregory.hainaut@gmail.com | 2011-06-13 16:47:46 | Download | codeblock: add gtk include file and remove some define => wx directly include one gtk include file directly and it seem to use also deprecated stuff ... |
| r4737 | gregory.hainaut@gmail.com | 2011-06-13 14:15:17 | Download | i18n: remove the loading of ter&dev mo. Upload latest mo align on lastest po (several new languages too) |
| r4736 | gregory.hainaut@gmail.com | 2011-06-13 14:08:01 | Download | i18n: round 2, fix po and upload new version of pt_BR/pl_PL/es_ES/sv_SE |
| r4735 | sudonim1@gmail.com | 2011-06-13 00:00:58 | Download | SPU2-X: Fixed old misunderstanding about the function of the loop bits and documented our findings and unverified suspicions. Fixes Zero: Akai Chou, Tomb Raider: Legend, Tomb Raider: Anniversary, maybe others. |
| r4734 | shadowladyngemu | 2011-06-12 22:07:59 | Download | GSdx: Better hackfix for Dragon Ball Z Budokai Tenkaichi 3, missing body parts still happened sometimes. Thanks to miseru99 for the initial patch and testing. zzogl-pg win: Patch by Kosmos in the forums, corrects a typo that was causing window size to appear as height x height instead of width x height in windows OS (was breaking fullscreen at it too). Thanks :) |
| r4733 | gregory.hainaut@gmail.com | 2011-06-12 18:10:43 | Download | i18n: backport po from 0.9.8 and merge ter&dev into main&ico. |
| r4732 | gregory.hainaut@gmail.com | 2011-06-12 14:58:40 | No build | zeropad: deprecate it in favor of onepad. |
| r4731 | gregory.hainaut@gmail.com | 2011-06-12 14:48:36 | Download | pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk * Gsopen2 support for GS plugins => Support of the PCSX2 GS window configuration panel. Support of all PCSX2 shortcut. * new shortcut: shift-f12 to stole the input. ZZogl shortcut must be prefixed with ctrl * onepad: Support/fix/improve of configuration gui, multiple key, mouse/wiimote for analog joystick, dualshock3/sixaxis (basic), dual pad and experimental forcefeedback Note: it is advices to delete OnePAD.ini |
| r4729 | gregory.hainaut@gmail.com | 2011-06-12 12:39:11 | Download | debian: * add a -local option for create tarball script (handy to avoid multiple re-dl) * cherry pick some changes of micove ppa package |
| r4727 | sudonim1@gmail.com | 2011-06-11 19:24:49 | Download | SPU2-X: partial and probably incorrect (but good enough for the BIOS) support for reading back key on and key off registers, just returning the last written value. We need testing to determine how these actually behave and want to do some game testing to find other partially implemented registers before that. |
| r4726 | shadowladyngemu | 2011-06-11 17:50:47 | Download | GSdx: No more blinking characters/objects when using EE/VU cycle speedhacks in God of War I :p (also maybe better fix for GoW2) Added some NTSC-J CRCs found by users of 2ch.net. Thanx :) |
| r4723 | shadowladyngemu | 2011-06-11 09:04:05 | Download | GSdx: No more blinking characters/objects when using EE/VU cycle speedhacks in God of War 2. |
| r4722 | ramapcsx2 | 2011-06-11 00:49:26 | Download | SPU2-X: Fix for Fatal Frame as per sudo's findings. |
| r4721 | sudonim1@gmail.com | 2011-06-08 20:30:57 | Download | SPU2-X: Implemented SPU2reset method for handling a PS2 reset. |
| r4720 | sudonim1@gmail.com | 2011-06-08 20:14:14 | Download | SPU2-X: Completely removed the concept of core resets. We were unable to find any evidence supporting their existence. |
| r4719 | sudonim1@gmail.com | 2011-06-08 19:32:17 | Download | SPU2-X: Missed a spot for the core mixup, noticed that we're not using our own MMIX value on init and removed MMIX fiddling from reset entirely due to lack of evidence. |
| r4718 | sudonim1@gmail.com | 2011-06-08 19:18:18 | Download | SPU2-X: fixed core mix up for effect area addresses and changed MMIX values on reset (which we're not not sure is an actual SPU2 feature) |
| r4717 | sudonim1@gmail.com | 2011-06-08 18:53:55 | Download | SPU2-X: Revert the ENDX changes from r4700 as they weren't based on testing but confusing documentation. SPU2-X: Found a crash on writing to the low word of the effects end address during testing. |
| r4716 | ramapcsx2 | 2011-06-08 06:44:15 | Download | SPU2-X: Some visual debugger additions. |
| r4715 | gregory.hainaut@gmail.com | 2011-06-05 20:02:54 | Download | i18n: update the keyword metadata too... |
| r4714 | gregory.hainaut@gmail.com | 2011-06-05 19:52:38 | Download | i18n: fix issue i1037 (Rafael's patch). |
| r4713 | cottonvibes | 2011-06-05 10:30:04 | Download | microVU: - Reimplemented mini/max opcodes using integer comparison operations instead of double comparison. This results in a bit less code and integer operations tend to be faster than double ops (especially on AMD cpus). Thanks to pseudonym for the idea! - Fixed some minor bugs in mVU dev builds. pcsx2: - Added __fc as a shorthand macro for __fastcall since we already have __ri and __fi macros. |
| r4712 | gregory.hainaut@gmail.com | 2011-06-05 09:57:49 | Download | 3rdparty: remove the heavy (+90MBytes) SDL test directory. Completely useless and save us few minutes of download |
| r4711 | gregory.hainaut@gmail.com | 2011-06-05 09:18:08 | Download | cmake: do not compile removed pot files i18n: forgot generate_pot.sh in previous commit |
| r4710 | gregory.hainaut@gmail.com | 2011-06-04 15:54:11 | Download | i18n: new organization of translation in 2 sides: iconized and the others. |
| r4706 | shadowladyngemu | 2011-06-03 09:03:28 | Download | GSdx: CRC hackfix for Ty the Tasmanian Tiger. Couple CRCs added. GameDB: Onimusha 4: Dawn of Dreams playable again with a patch. Minor other updates. |
| r4701 | ramapcsx2 | 2011-06-02 08:22:20 | Download | SPU2-X: There must be some other flag that goes with the FxEnable one >< |
| r4700 | ramapcsx2 | 2011-06-02 08:12:40 | Download | SPU2-X: Changes to reflect results of tests on my PS2. |
| r4690 | gigaherz | 2011-05-28 20:16:40 | Download | SPU2-X Reverb: I put the mask in the wrong place. |