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 |
|---|---|---|---|---|
| 5632 | gregory.hainaut | 2013-05-18 09:17:30 | Download | gsdx ogl: load shader from C code instead of an external file * add a perl script to convert shader to char* * By default use *.glsl file (handy to do some trials). Only drawback, glsl2h need to be manually called at the moment |
| 5631 | gregory.hainaut | 2013-05-17 20:14:10 | Download | gsdx ogl: fix previous commit * clean shader properly * use a 64 bits map to contain shader pointer |
| 5630 | gregory.hainaut | 2013-05-17 18:28:51 | Download | gsdx ogl: New config option to disable separate shader program. Not enabled by default * workaround AMD driver bleding issue (got at least a nice rendering in GoW) * would run on the opensource driver when they support geometry shader Stil got some crash on the driver. Arg!!! FGLRX user if you want to do some trials uncomment #define DISABLE_GL41_SSO in GSdx/config.h |
| 5629 | gregory.hainaut | 2013-05-17 16:55:55 | Download | gsdx ogl: use immutable texture, it would avoid multiple validation from the driver |
| 5628 | ramapcsx2.code | 2013-05-17 07:24:31 | Download | Moved some stall related logs to DevCon(sole) as games that trigger them will slow down. |
| 5627 | gregory.hainaut | 2013-05-08 15:51:42 | Download | gsdx ogl: AMD fix some bugs in their driver ! (catalyst 13.4 branch). Let's remove some buggy workaround now. |
| 5625 | refraction@gmail.com | 2013-05-02 13:51:55 | Download | GameDB: Re-enable the Neo Contra IPU patch on the EE and USA versions as they were in 1.0.0, seems it still needs it. Removed the True Crime EE Timing Fix, apparently it doesn't need it! Software mode and SuperVU is enough. |
| 5624 | gregory.hainaut | 2013-05-01 16:02:11 | Download | linux various: * Try to launch dev/debug version when pcsx2 isn't found * remove svn metadata from the linux tarball * Add libaio on the cmake dependency message |
| 5623 | refraction@gmail.com | 2013-04-29 21:46:04 | Download | GameDB: Entries for Mafia and True Crime - New York. Helps with bad textures in True Crime, not sure what it's needed for in Mafia but apparently it is (was already present on NTSC version) |
| 5622 | avihal@gmail.com | 2013-04-27 16:24:02 | Download | (Patch by KrossX): Fixed multitap (e.g. Timesplitters), New: support raw PSX memcards (mcd/mcr), Fixed issues with pad 2 (e.g. issue 1326). - Also, I slightly modified the default column widths at the memory card config panel. - Tip: If the column widths are resized, the new widths will get saved after clicking OK/Apply, but NOT if clicking Cancel or closing the window with [X]. |
| 5621 | refraction@gmail.com | 2013-04-25 19:11:55 | Download | GameDB: Updates by pgert. -Added patch for Drakan (SCES-50006) to improve the corruption problems when using resolution scaling. -Many comment modifications and console comments explaining that BIOS boot is required for correct language selection. Thanks for the updates :) |
| 5620 | gregory.hainaut | 2013-04-19 19:16:26 | Download | gsdx (ogl): * Use bigger index for Uniform buffer to avoid any collision with sampler. * add a new config to disable openGL 4.2 requirement. Would be done at runtime later. |
| 5619 | ramapcsx2.code | 2013-04-17 10:46:57 | Download | Soundtouch update from 1.5 to 1.71 as per patch from lincolnh_br. There's been changes in the VS2008 project file which we may want to look at and port to 2010/2012 separately but it builds like this in 2010 here. I want to wait and see if there's any issues with Linux first, too. Thanks to lincolnh_br :) |
| 5618 | gregory.hainaut | 2013-04-14 10:48:50 | Download | gcc: * Fix a couple of GCC warning * Fix build with gcc4.8 (issue 1392) |
| 5617 | refraction@gmail.com | 2013-04-13 22:04:35 | Download | DMA/Path3 Masking: Shameful hack to make Wallace & Gromit in Project Zoo work. Game does something stupid, not sure how we will resolve it properly, but this will be harmless to any games not using Path3 masking. |
| 5616 | refraction@gmail.com | 2013-04-13 19:11:04 | Download | CDVD: slightly modified the way PCSX2 checks for oddly sized DVD's. Some CD's weren't providing information as expected so it detected it as a DVD, resulting in nothing but TLB misses. Fixes Impossible Mission, possibly other games that do nothing but TLB miss or fail to load an IRX module. |
| 5615 | refraction@gmail.com | 2013-04-12 09:16:15 | Download | microVU: Parametrised D-Bit handling. This *Shouldn't* be needed in retail games, but now it's working it could be useful for homebrew and testing. By default this is now disabled, but can be enabled by editing the parameter in microVU_Misc.h |
| 5614 | avihal@gmail.com | 2013-04-12 00:23:05 | Download | Cheat files: If no disc is inserted, treat CRC as 00000000 when trying to load pnach files (previously, empty CRC would result in *.pnach wildcard, which tried to load all pnach files). |
| 5613 | sudonim1@gmail.com | 2013-04-10 17:55:02 | Download | GSDX: Implemented CLUT temporary buffer wrapping by mirroring writes and hopefully fixed all CSA related bugs. There are fewer asserts on register values in the code now. I'm only about 75% confident in this code. Games might be broken. |
| 5612 | sudonim1@gmail.com | 2013-04-10 15:57:21 | Download | GSDX: Fixed GetTextureMinMax's vertex tracer interaction properly and added some comments. It wasn't the suspicious code, that actually seems to be correct. The rempty() case should now be unnecessary except in case of bad register settings, but that's outside of our control so it needs to stay until code's added for that case. A console warning would be appropriate. |
| 5611 | ramapcsx2.code | 2013-04-10 11:48:27 | Download | GSdx: Fixed a missing clut offset which broke Disney's Golf. |
| 5610 | sudonim1@gmail.com | 2013-04-09 22:17:49 | Download | GSDX: Disable a buggy vertex tracer optimisation in GetTextureMinMax (produces a rectangle with a negative dimension leaving it still empty after the follow block which is likely a hack itself). Fixes textures in Kingdom Hearts 2's tron stage. |
| 5609 | refraction@gmail.com | 2013-04-08 20:57:40 | Download | GameDB: Added Siren 2 to the list of XGKick hack games. Should make it playable now as per the result of Issue 1054 Thanks for testing IceLancerSR :) |
| 5608 | refraction@gmail.com | 2013-04-08 20:47:04 | Download | microVU: Fixes to D/T Bit handling and XGKick Delay -Elemental Garde - Fixed up D-Bit so it remembers the microVU state when recompiling, this fixes the bad geometry that was introduced with T/D bit handling. -WRC Rally Evolved - Changed the XGKick delay to an increased number, solves all remaining SPS problems. -Crash Twinsanity - Increased XGKick delay resolves geometry issues on Crash, thanks to Autoran1 for debugging this :) GameDB Changes: Added XGKick hack to Crash Twinsanity auto gamefixes, checked the main entries for the others above have it too. |
| 5607 | gregory.hainaut | 2013-04-07 14:37:14 | Download | gsdx ogl: install a GLX error handler before the context creation. Allow to print a nice message when the user doesn't support opengl 3.3 |
| 5606 | refraction@gmail.com | 2013-04-07 13:27:01 | Download | Game Index: Changes made by pgert, mostly naming changes, added what i believe is a second disc for the US version of Persona 4 Serial: SLUS-21782B to auto enable VU Clip Flag Hack. |
| 5605 | refraction@gmail.com | 2013-04-04 19:39:46 | Download | GSDX: Applying patch for 2 small errors in GSDX provided by mathew1800. Thanks to KrossX3 for aiding our laziness:P |
| 5604 | refraction@gmail.com | 2013-03-30 23:50:22 | Download | microVU: Reverted original Xtreme G Racing 3 change as that was a hack, found the real problem. Evil jumps on E-bits, could it get any worse???? |
| 5603 | gregory.hainaut | 2013-03-25 18:49:29 | Download | zzogl-pg: * bump minimal requirement to opengl 2! Basically any Dx9 class hardware. On intel you will need a gen4+ GPU. * remove the bad quality integer texture to use only texture float. Again need an gen4+ Intel GPU. Opensource users: Mesa must be built with support of texture float (stupid patents) |
| 5602 | ramapcsx2.code | 2013-03-20 16:34:31 | Download | Added Visual Studio 2012 solution files for DEV9ghzdrk and avoided a macro redefinition error in WinPcap when that compiler is used. VS2008 is harder to do as there is no automatic downgrader tools for the solution files, sorry. |
| 5601 | ramapcsx2.code | 2013-03-20 14:50:56 | Download | DEV9ghzdrk: Changed the stack init hack so it is consistent on plugin resets and removed a part of it that broke OPL. Hopefully this works for all use cases, but we should fix the initial problem anyway. |
| 5600 | ramapcsx2.code | 2013-03-20 14:07:31 | Download | DEV9ghzdrk: Re-enabled the stack init hack, fixing GT4 network use. |
| 5599 | ramapcsx2.code | 2013-03-20 13:58:00 | Download | Added WinPcap to the library of 3rd party includes and made DEV9ghzdrk use them. WinPcap version is 4.1.2 and only the /include and /lib folders of their developer pack are included. |
| 5598 | ramapcsx2.code | 2013-03-19 23:43:16 | Download | DEV9ghzdrk: Fixed the bad slowness. |
| 5597 | ramapcsx2.code | 2013-03-19 23:08:29 | Download | DEV9ghzdrk: Either be thread safe in the whole plugin or don't try to at all. |
| 5596 | ramapcsx2.code | 2013-03-19 22:21:48 | Download | DEV9ghzdrk: These files aren't needed. |
| 5595 | gigaherz | 2013-03-19 22:01:41 | Download | Include dev9ghzdrk into the main plugins folder, and integrate it into the build system (windows only). Most of the work done by Rama, I just integrated the vcxproj. Only done for vs2010, vs2008 or vs2012 will have to wait. |
| 5594 | refraction@gmail.com | 2013-03-18 09:32:41 | Download | microVU: T/D Bit cleanup, slightly better code, makes much more sense to how the PS2 does it. Fixed ICO's graphics. |
| 5593 | refraction@gmail.com | 2013-03-13 11:26:42 | Download | microVU: Save PC when processing T/D bits on branches, this is to ensure the rest of the block gets compiled correctly. Could have been the reason VP2 was freaking out after loading a save. |
| 5592 | refraction@gmail.com | 2013-03-13 00:51:39 | Download | microVU: Another branch delay slot fix. Extreme-G Racing now playable in microVU :) If anybody has Mark of Kri, can you please confirm that's still working okay? I'm expecting it to, but just to be sure. |
| 5591 | refraction@gmail.com | 2013-03-12 23:45:13 | Download | microVU: Made the new logs mVU logs for Rama <3 |
| 5590 | refraction@gmail.com | 2013-03-12 23:37:50 | Download | microVU: T/D Bit on branches fixed, kinda. It's ugly, possibly wrong in places, but it works for known games that fall for this. Fixes VP2. |
| 5589 | refraction@gmail.com | 2013-03-12 20:34:16 | Download | GameDB: Found and removed 4 more duplicate entries. |
| 5588 | refraction@gmail.com | 2013-03-12 20:04:17 | Download | GameDB: Corrected Serial number for Ski Alpin 2006, should have been SLES-53867, was SLES-53866 which is actually Over The Hedge. Thanks for spotting that Nik1895 :) |
| 5587 | refraction@gmail.com | 2013-03-11 21:54:05 | Download | microVU: - Fixed up the T/D Bit handling properly this time (or at least much better). - Moved the interrupt outside of the recompiled code. VU Interpreter: -Fixed the T/D Bit handling when the interrupt wasn't enabled. |
| 5586 | refraction@gmail.com | 2013-03-11 16:36:32 | Download | microVU: T/D Bit handling. Improved it so it doesn't kill the BIOS. Also adjusted the bios bug handling, there were reports of our new handling breaking a game called Triggerheart Excelica Enhanced, hopefully this should make it work again. |
| 5585 | refraction@gmail.com | 2013-03-11 16:02:56 | Download | MFIFO: Added protection on MADR when it is on the edge of the ring buffer when setting the DMA Tag where the data follows the Tag. Fixes Front Mission 4. |
| 5584 | refraction@gmail.com | 2013-03-10 23:24:00 | Download | MFIFO: Just over the top of the ring buffer is not classed as in the buffer (reaching the top is masked anyway). Fixes DDR X and Supernova games. Bug was introduced between r4034 and r4039. |
| 5583 | refraction@gmail.com | 2013-03-09 11:03:59 | Download | microVU/VU Int: Implemented T-Bit/D-Bit handling on microVU. -Dreamworks Over The Hedge actually requires this to load. Interpreter kind of had it right, but didn't stop the VU on these flags, causing the graphics to look bad and hang on the start button, works fine now. |
| 5582 | refraction@gmail.com | 2013-03-08 15:24:30 | Download | CDVD: Corrected logging output for sector being read for DVD/CD reads. It was reporting the sector it was currently at, not the one it was actually reading. |
| 5581 | gregory.hainaut | 2013-03-05 12:38:22 | Download | cmake: update wx-config option order for fedora |
| 5580 | ramapcsx2.code | 2013-03-02 11:51:14 | Download | GSdx: Committing a fix for the Steambot Chronicles hack, thanks miseru99. Also: using a new alias, yay :p |
| 5579 | gregory.hainaut | 2013-03-01 17:37:05 | Download | revert previous commit r5578. Didn't work as expected on CG and didn't solve radeon driver issue neither. |
| 5578 | gregory.hainaut | 2013-02-28 18:24:27 | Download | zzogl-pg: use the red channel instead of the alpha channel for the block data. Alpha channel isn't supported (normally) in OGL3 and later. |
| 5577 | gregory.hainaut | 2013-02-28 18:19:56 | Download | cmake: remove useless line that failed to build on older cmake version |
| 5576 | refraction@gmail.com | 2013-02-24 20:34:50 | Download | Missed a log. |
| 5575 | refraction@gmail.com | 2013-02-24 20:29:51 | Download | Decided after discussion amongst the team to let the BIOS bugs run wild. Altered microVU to just ignore these problems and end silently (The real VU would probably do this anyway) |
| 5574 | refraction@gmail.com | 2013-02-24 18:58:52 | Download | Implemented VI Backing up for branch instructions on the VU Interpreter. Fixes Kingdom Hearts 2 and possibly others when running off the interpreters. |
| 5573 | gigaherz | 2013-02-24 17:37:17 | Download | Updated zlib to 1.2.7. I skipped updating the CMakeLists.txt because ours is probably set up to work with the rest of the project.+ This probably doesn't fix anything important. |
| 5572 | refraction@gmail.com | 2013-02-24 15:24:28 | Download | As previous commit - But check anywhere in the BIOS. It varies, the address i used was for Europe 1.7 only >.< |
| 5571 | refraction@gmail.com | 2013-02-24 14:37:30 | Download | Fixed up my changes from r5569. Change it so it only reverses the order during the bios writes to VU memory. FFXII is fine again, games still not have the unknown op problems, also TOCA 3 no longer has the illegal opcode errors. |
| 5570 | gregory.hainaut | 2013-02-23 15:35:56 | Download | gsdx ogl: * port KrossX patch from r5556 to openGL * add a basic gui entry, would love an additional description * also add the pointsampler hack but don't activate it yet |
| 5569 | refraction@gmail.com | 2013-02-22 16:30:59 | Download | microVU: Fixed random Unknown Opcode messages. Turns out the bios blanket writes MOV VF00, VF00 and NOP (for lower, upper respectively) ops to the VU's on boot, apparently some game designers new this and just left it being ran as part of their programs. Our problem being is it was writing it to the VU MicroMem in the wrong order! All fixed now :) |
| 5568 | ramapcsx2 | 2013-02-21 21:27:25 | Download | One of the automatic patches for GT4 causes TLB misses. Disabled it for now. (EE full clamping, broke license test nr. 3 here.) |
| 5567 | refraction@gmail.com | 2013-02-21 18:32:20 | Download | microVU: Slight modification to yesterdays work. Realised blocktype 1 needs its flag status's checking too. |
| 5566 | refraction@gmail.com | 2013-02-21 01:07:52 | Download | microVU: Fixed 1-Op flag linking (hopefully) if it kills stuff let me know and ill revert. Hopefully it'll help MGS2 a bit, but no guarantees. |
| 5565 | refraction@gmail.com | 2013-02-18 21:17:35 | Download | VIF: Put in a check to make sure VIF doesn't break during a FIFO write. |
| 5564 | refraction@gmail.com | 2013-02-18 20:42:27 | Download | microVU: Found another bug with double branches, when there is a conditional in a JR/JALR delay slot it may have ended up in the wrong place. Unknown what it fixes, if anything. VIF/Path3 Masking: Put a timing break in on Path2 transfers, this gives it chance to stop being busy incase it is closely followed by a path3 mask, which caused it to go out of time. Fixes Sensible Soccer. VIF: Fixed up a couple of typo's, which may or may not have done anything, one which was not setting an offset if it stalled on 1/4 of a quadword, which could have been disasterous if done by the wrong game. |
| 5563 | avihal@gmail.com | 2013-02-18 16:45:21 | Download | Typo fix. |
| 5562 | avihal@gmail.com | 2013-02-18 16:39:46 | Download | Multiple cheat files and WIP: widescreen cheats 1. Multiple cheats files (at the "cheats' folder) can be loaded, as long as they begin with the CRC and end in '.pnach' (e.g ABCD1234.Persona4(EU).god-mode.pnach) 2. Multiple cheats are also loaded from the Widescreen hacks folder ('cheats_ws'). File names rules are the same as for normal cheats. TODO: Add config and GUI for widescreen hacks. Right now the cheat files from cheat_ws folder are loaded if cheats are enabled. We need a separate config for that. Thanks to dlanor from the forum for his filenames wildcards patch: http://forums.pcsx2.net/Thread-PCSX2-Patch-Finder-Removed-completely-or-just-hidden?pid=263592#pid263592 |
| 5561 | refraction@gmail.com | 2013-02-18 15:39:22 | Download | microVU: Fixed linking on branch delays. There may still be some situations that don't work correctly, but i don't have any games which use it, have ammended console logging to inform us if the game is broken. Fixes in this commit: -Evil Dead - Fistful of Boomstick - Now goes ingame and works right (needs software mode on gsdx to fix lighting) -Tony Hawk's Project 8 - Graphics are no correct. Like earlier TH games, you need Negative rounding to fix it all. -Mark of Kri - The game now has collision detection! Apparently before you'd get stuck on objects, now you can walk freely. |
| 5560 | refraction@gmail.com | 2013-02-13 21:49:54 | Download | Path3 Masking: Fix up some timing issues (now we have some lol) which made puzzle quest look even worse than it already did. also as a test i have enabled Intermittent transfer modes on GIF, however it's only very loosely working as it should, just enough so Puzzle Quest looks right. If it slows things down too much (initial testing is showing minimal slowdowns), then we can always disable it again. |
| 5559 | ramapcsx2 | 2013-02-12 18:41:33 | Download | GSdx, SPU2-X: Remove old code and disable a now useless warning. |
| 5558 | ramapcsx2 | 2013-02-12 12:08:46 | Download | GSdx: DX9 hardware fix for the new hack. |
| 5557 | ramapcsx2 | 2013-02-12 11:46:36 | Download | One more patch by KrossX: Should fix the VS2012 project files for when only VS2012 (and not VS2010) is installed. |
| 5556 | ramapcsx2 | 2013-02-12 10:57:48 | Download | GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :) |
| 5555 | ramapcsx2 | 2013-02-11 17:10:22 | Download | GSdx: Added a crc hack for Steambot Chronicles, made by miseru99. It doesn't look perfect but at least it's rather playable now. Thanks miseru99 :) |
| 5554 | ramapcsx2 | 2013-02-10 19:50:46 | Download | Make dev and debug builds report "PS2DVD" disks instead of CDVD_TYPE_ILLEGAL. Need this for homebrew which wants to read disks. |
| 5553 | refraction@gmail.com | 2013-02-10 18:31:35 | Download | VIF: Hack for Dynasty Warriors 5 Empires. Completely harmless hack to make sure we aren't still waiting for PATH 2 data after a VIF reset. Something really odd is going off with the VIF packets in this game (probably SIF or something), but until we know what, this'll do. |
| 5552 | refraction@gmail.com | 2013-02-10 15:06:10 | Download | Gif Unit/VIF: Fix up some bits from r5551. Fixes SSX 3 and Charlie and the Chocolate Factory. |
| 5551 | refraction@gmail.com | 2013-02-08 23:41:28 | Download | GIF Unit: Gave it some timing, kind of. Well the APATH and OPH flags in GIF Stat will now pretend it's transferring anyway, this makes games that read these flags and expect to see them busy very happy indeed. (187 Ride or Die as an example). I'm expecting something to break, it's my code, it's bound to. But i have tested some 40 games without problems, so my hopes are high! |
| 5549 | sudonim1@gmail.com | 2013-02-08 15:36:54 | Download | GSDX: Nothing is fixed, the last two revisions did not happen. |
| 5548 | sudonim1@gmail.com | 2013-02-08 15:35:28 | Download | GSDX: Committing pointless extra work for the record before reverting. Everything is terrible. |
| 5547 | sudonim1@gmail.com | 2013-02-07 17:32:34 | Download | GSDX: Mask off high bits of calculated GS memory addresses, untested but probably what happens with real hardware. Fixes crash/memory corruption on starting Fatal Fury Battle Archives Volume 2, hopefully some other games too. |
| 5546 | refraction@gmail.com | 2013-02-05 23:30:25 | Download | VIF/VU: Removed all the everblue crap, found another way of doing it. As the savestate bummp wasn't needed anymore, i've put it back again. savestate users rejoyce? |
| 5545 | ramapcsx2 | 2013-02-05 14:21:24 | Download | SPU2-X: Adding a log for bad pitch settings, in preparation of changing current behavior. (Need to check some games that do it first) |
| 5544 | refraction@gmail.com | 2013-02-05 00:42:44 | Download | VIF/VU: Fixes for Everblue and Hitman 2 from r5404, details below. Savestate bump needed, sorry. Also fixed a copy/paste bug i noticed along the way in vif0FBRST. Everblue: Slightly messy fix, not as nice as id hope, but it seems to work, we need to remember VU programs written to the VU so we can check if an unpack is modifying it. This retains the behaviour of the Snowblind engines whilst fixing everblue. Hitman 2: Our vif0/1VUFinish() routing which works in conjunction with the delays wasn't paying attention to if the VIF was stalled or not and reran it before the game wanted it to, now fixed. |
| 5542 | gregory.hainaut | 2013-02-03 15:46:42 | Download | gsdx (ogl): * Don't try to allocate a "null" array when shader log is empty * glsl: hopefully implicit cast error on Nvidia driver |
| 5541 | refraction@gmail.com | 2013-01-31 23:02:32 | Download | VU Interpreter Branch Delays: After some brainstorming amongst the team, we came up with a theory on what should be happening. I'm pleased to say it works in all cases. As a bonus, the Tony Hawk Project 8 game (possibly the others using the same engine too) now have perfect graphics in VU Interpreter :) (software mode still required to get rid of lighting garbage however. Skipdraw 2 "kinda" works, but not overly well) |
| 5539 | refraction@gmail.com | 2013-01-28 23:05:18 | Download | VU Interpreter Branch Delays: Rethink of this. As it's completely undocumented and nobody seems to know exactly what goes on, i have made my own guess... If the first branch is a branch instruction, then ignore the second. If the first branch is a jump instruction, execute 1 instruction from the first jump, then execute the second branch. (This is the only confirmed thing i can find from people testing this) |
| 5538 | refraction@gmail.com | 2013-01-27 16:56:58 | Download | VU Interpreter: It seems doing JALR in a delay slot is not taken ( Evil Dead - Fistfull of Boomstick) So the game now works in VU1 interpreter only. Tried fixing up MicroVU but its too confusing. Got close but lots of missing textures :( |
| 5530 | ramapcsx2 | 2013-01-19 19:33:10 | Download | Fix for blockdumps, thanks gigaherz. |
| 5517 | refraction@gmail.com | 2013-01-16 21:00:07 | Download | VIF: Fixed a logic error from r5380 which broke The Simpsons Game |
| 5513 | gigaherz | 2013-01-16 18:28:22 | Download | Updated portaudio to the svn revision 1885. |
| 5496 | gregory.hainaut | 2013-01-02 16:09:09 | Download | debian: * add libaio new dependency * update create_pcsx2_tarball_from_svn_repository script to support svn 1.7 |
| 5495 | gregory.hainaut | 2013-01-02 13:34:38 | Download | cmake: Use non standard arch parameter on Fedora's wxconfig. Close issue 1368 |
| 5494 | gregory.hainaut | 2013-01-02 10:24:48 | Download | i18n: * new language: arabic * update CS_CZ/es_ES/sv_SE/tr_TR/zh_CN * refresh others translations |
| 5492 | ramapcsx2 | 2012-12-28 23:00:59 | Download | Make a rare IPU chain mode transfer error log be DevCon only. The only known game to run into it is fine anyway (Phase Paradox). |
| 5491 | gigaherz | 2012-12-28 13:45:17 | Download | Fix the fix, one line got lost during the backporting. |
| 5490 | gigaherz | 2012-12-28 13:41:43 | No build | Backport the NRG fix to trunk. |
| 5487 | gigaherz | 2012-12-28 01:44:32 | Download | Revert previous mistake. |
| 5486 | gigaherz | 2012-12-28 01:42:39 | Download | async-iso: First iteration of the experimental read-ahead system. In this iteration, a simple read-ahead scheme is used where the next expected read begins as soon as the CDVD code calls FinishRead. The expected improvement is close to 0 since a similar system is already in place in the core. The next iteration should have an internal buffer, and use completion callbacks to initiate read-aheads as soon as the previous read is done, without waiting for the emulator to fetch the results of the previous operation. |
| 5484 | gigaherz | 2012-12-23 19:21:23 | Download | Merge async-iso branch into trunk. |
| 5483 | sudonim1@gmail.com | 2012-12-21 00:46:16 | Download | Core: Changed when scratchpad DMA waits on the VU1 thread with MTVU active, might fix/speed up something. |
| 5482 | refraction@gmail.com | 2012-12-20 23:46:09 | Download | VIF VU Execs: Fix for r5404 (the fabled Baldurs Gate fix). Need to check that when VIF ends there is no queued VU Exec left else it gets abandoned. Fixes freezing in Legends of Wrestling 2, possibly fixes the graphics on Warship Gunner 2 |
| 5481 | refraction@gmail.com | 2012-12-19 20:20:14 | Download | SPR VU Access (Again): Managed to get VU0 working the way we wanted it, thank to sudonim1 for pointing out where i was failing. Also added a check for a possible scenario where SPR may try and read/write crossing VU0 memory boundaries in to mirrored space, could cause issues in games if it happens. |
| 5480 | refraction | 2012-12-16 14:23:47 | Download | SPR VU Access: Changed VU0 back to using physical memory map addresses, Doesn't seem to work the other way. Fixes CSI 3 - Dimensions of Murder SPS |
| 5478 | ramapcsx2 | 2012-12-13 14:44:36 | Download | SPU2-X: Just adding a log to devel builds. This is a curious case we want to be notified about. |
| 5477 | refraction | 2012-12-08 13:00:31 | Download | Vif: Modified VIF FIFO reverse while VIF is active hack. Now just makes sure VIF is stopped before it swaps direction either way. Fixes Sled Storm. |
| 5464 | gregory.hainaut | 2012-11-27 07:50:51 | Download | gsdx ogl: don't check dual source support on SW mode to avoid a crash on SW mode. (note HW is still crashing but better than nothing) |
| 5463 | gregory.hainaut | 2012-11-24 22:37:26 | No build | cmake: always use /usr/lib/i386-linux-gnu when it exists |
| 5462 | ramapcsx2 | 2012-11-23 19:56:06 | No build | That warning was annoying me :p |
| 5461 | refraction | 2012-11-23 17:47:08 | No build | GSNull: Change the register set definitions to structs instead of unions so it ACTUALLY writes the data to the registers, rather than just writing to 2 predefined variables then being overwritten the next time a write is done to something else :P |
| 5460 | sudonim1@gmail.com | 2012-11-21 14:32:55 | Download | SPU2-X: Actually ignore successive writes within 4 ticks to the same key-on bit, don't just say we do. I think I just forgot this return in r5418. Fixes The Legend of Spyro: The Eternal Night (probably the other two legend games too). |
| 5459 | ramapcsx2 | 2012-11-21 12:18:50 | Download | SPU2-X: Made the message "KeyOn after less than 4 T disregarded" less visible on release builds. It tended to slow games down. |
| 5458 | refraction | 2012-11-21 11:18:22 | Download | GSNull: Stop it calling itself "Firewire" in the config etc. |
| 5457 | ramapcsx2 | 2012-11-15 09:04:23 | Download | Game Database: Removed Midnight Club 2/3 skip video hacks since they're reported fixed (after r5393). A few other, rarer games still have video skip hacks though. |
| 5456 | ramapcsx2 | 2012-11-14 20:32:55 | Download | Game Database: Added the OPH hack to Tomb Raider Angel of Darkness, making the game playable. It also needs to be started via full boot. Issue 1355 is about that. |
| 5453 | ramapcsx2 | 2012-11-14 18:17:59 | Download | Game Database: Removed the IPU busy patches from Neo Contra as they're not helping anymore. Also added the OPH hack for Motorstorm Arctic Edge. |
| 5452 | ramapcsx2 | 2012-11-13 16:47:51 | Download | Add a dev notice for a tweak point with VU0 Macro/Micro updates. This is rare and I'd like to know when games trigger this. |
| 5451 | ramapcsx2 | 2012-11-12 20:48:55 | Download | Fixed Prince of Persia Sands of Time by increasing the VU kickstart cycles a bit. (Issue 1341) |
| 5450 | ramapcsx2 | 2012-11-12 17:31:21 | Download | Like this? |
| 5449 | refraction | 2012-11-12 13:13:29 | Download | Corrected masks again, apparently my brain refused to function properly last night. Thanks for pointing out my noobness Sudonim1 |
| 5448 | refraction | 2012-11-11 19:20:55 | Download | fix the masks in the previous commit, habits die hard :P |
| 5447 | refraction | 2012-11-11 19:18:50 | No build | Modified the way SPR accesses the VU memory as the old method doesn't seem to work with the VU's since the MTVU change in r4865. Fixes Summoner 2 in Issue 1354. Probably is a better way of doing this, but this works ;p |
| 5446 | sudonim1@gmail.com | 2012-11-10 18:10:34 | Download | SPU2-X: Disabled the parked voice processing optimisation completely for now. Fixes Silent Hill: Shattered Memories, maybe others. Reduces speed for all games. However much you hate this change, I hate it more. |
| 5445 | ramapcsx2 | 2012-11-07 19:39:29 | Download | SPU2-X: 2 known games set an illegal reverb EEA that randomly causes crashes in the plugin. We need to figure out what real hardware does with it but for now let's disable the effect engine in that case. Affected games: Summer Beach Volleyball and 18 Wheeler. |
| 5444 | ramapcsx2 | 2012-11-02 09:29:39 | Download | Hide the "Disable GS output" option since it's currently broken. All this commit does is hiding the option in the GUI. |
| 5443 | refraction | 2012-10-31 22:12:38 | Download | VIF: Fixed a bug which caused PATH3 masking to fail if there was an IRQ on the FlushA command while it needed to wait. Fixes Futurama Issue 1343 |
| 5442 | gregory.hainaut | 2012-10-29 21:35:47 | Download | gsdx ogl: * retry compilation when driver failed to compile with a static 'index' constraint. Replace previous AMD hack. * clean context default attribute value zzogl 4: clean context default attribute value too. zzogl 3: backport texture size fix |
| 5441 | gregory.hainaut | 2012-10-28 10:14:42 | Download | GSdx: only enable AMD hack for AMD GPU. Remove the older geometry shader hack fixed since 6 monthes ZZogl: support xdg for the replayer |
| 5440 | gregory.hainaut | 2012-10-27 16:52:51 | Download | zzogl: fixed crash at startup for Intel (and probably nvidia too). Opengl3 and 2 don't support the same set of attributes |
| 5439 | gregory.hainaut | 2012-10-25 18:10:28 | Download | cmake: policy existence must be checked on older Cmake version... |
| 5438 | gregory.hainaut | 2012-10-23 19:59:00 | Download | zzogl: Check the size of both rectangle and 2D textures. Hopefully will fix Sandybridge system. Tests are welcome. cmake: be sure that EGL is supported |
| 5437 | gregory.hainaut | 2012-10-21 18:10:13 | Download | zzogl: * move all remaining glx into the dedicated GLwin object * rework a bit WGL to separate opengl context and window creation (like linux actually) gsdx: Allow to control vsync. Not sure I used the good extension. cmake: * check that EGL opengl context creation * Shut up gcc warning when force inline might not work... |
| 5436 | gregory.hainaut | 2012-10-19 20:27:50 | Download | license: update the copyrigh address to please linux distribution |
| 5435 | ramapcsx2 | 2012-10-18 20:49:53 | Download | Added a new variable for defining a 'release to public' build which replaces the automatic system we had before. The automatic system doesn't work well with planned updates. |
| 5434 | ramapcsx2 | 2012-10-15 19:39:43 | Download | Added correct clamp modes for GT4 to the game database. Fixes various issues with the GUI. Also added a mark for Klonoa 2 problems with SPU2-X. |
| 5432 | gregory.hainaut | 2012-10-09 16:33:07 | Download | linux: allow to use the shell interpreter to execute the launcher script => "bash launch_pcsx2_linux.sh" |
| 5431 | ramapcsx2 | 2012-10-09 14:38:52 | Download | User submitted updates for the game database. Thanks for compiling them, pgert. |
| 5430 | ramapcsx2 | 2012-10-09 13:07:06 | Download | Add NFL '12 to the database and silence a SPU2 cache clear notice. |
| 5429 | ramapcsx2 | 2012-10-07 13:20:19 | No build | GamGames database: Removed Tony Hawks again. The problem was already fixed. |
| 5428 | ramapcsx2 | 2012-10-06 18:48:50 | Download | Games database update, fixing an error and adding the EE timing hack for Tony Hawk's Underground 2. |
| 5427 | sudonim1@gmail.com | 2012-10-03 01:45:11 | Download | SPU2-X: Add an assertion that I used (in a more stupid and long winded form) to find the effects memory corruption bug. |
| 5426 | sudonim1@gmail.com | 2012-10-02 17:43:21 | Download | SPU2-X: Update effects engine indexers when the effects area is moved and kept the same size. Not doing so caused SPU2 memory corruption in Sphinx and the Cursed Mummy and maybe others. Save state compatibility broken. |
| 5425 | sudonim1@gmail.com | 2012-10-02 17:40:42 | No build | SPU2-X: Another change to the shortcut processing of voices, check the actual loop flags in memory rather than the ones in the voice structure because the memory might've changed. Fixes Innocent Life - A Futuristic Harvest Moon. Also, check both cores rather than the current core, that was a mistake. Speed-- again. |
| 5423 | sudonim1@gmail.com | 2012-09-24 15:12:46 | Download | GUI: Don't resize the window automatically while it's maximised or fullscreen. (Annoying consequence: if you change the GS window size setting while it's fullscreen or maximised, the setting will be overwritten by the resize event on restoring to normal size. Seems to be far more hassle to work around than it's worth.) |
| 5422 | gregory.hainaut | 2012-09-23 18:52:44 | Download | zzogl: some experiences to EGL (on linux). It can be enabled with -DEGL_API=TRUE * EGL is the interface between the window and opengl. The purpose is to replace GLX/WGL in a crossplatform way. Unfortunately so far only opensource driver use it (need not yet released mesa 9.0) * clean most of the legacy GSopen1 window management. Only keep a basic window for debug with replayer. |
| 5421 | sudonim1@gmail.com | 2012-09-22 22:11:37 | Download | SPU2-X: Add extra exceptions to shortcutting silenced voice processing (which is basically a speedhack and should probably have a GUI option). Unfortunately this is a significant speed hit for all games, but I have no solution to this for now. Fixes Gegege no Kitarou - Ibun Youkai Kitan and quite likely others. |
| 5420 | ramapcsx2 | 2012-09-22 20:48:06 | Download | Fix from refraction for the recent VIF changes: Unbreaks Sega Superstar Tennis. |
| 5419 | ramapcsx2 | 2012-09-22 18:03:44 | Download | Make IOP module loads visible in dev builds as well, not just debug ones. |
| 5418 | sudonim1@gmail.com | 2012-09-21 15:17:16 | Download | SPU2-X: Delay starting voices for 4 SPU2 cycles after key on. No idea if this is right, but there must be a reason some register writes aren't effective for a few cycles after key on, and this seems likely. Fixes DQ5 adventure log music and Le Mans 24 Hours everything. |
| 5417 | sudonim1@gmail.com | 2012-09-21 13:39:57 | Download | SPU2-X: Fix old crash on state load if logging is enabled. (It's appalling that this is in the state though.) |
| 5416 | sudonim1@gmail.com | 2012-09-21 13:05:04 | Download | SPU2-X: Removed the temporary "TDA" variable from the core structure. Breaks state compatibility. |
| 5415 | sudonim1@gmail.com | 2012-09-21 13:03:19 | Download | SPU2-X: Trigger interrupts only if TSA is incremented to IRQA on the basis that we know that the final TSA value after the transfer is checked. Also fix inconsistency in TSA after transfer in one case. Fixes Chaos Legion bgm. |
| 5414 | sudonim1@gmail.com | 2012-09-18 19:42:55 | Download | GUI: All GS window settings should now apply immediately regardless of the state of the window. (Window size and resizing border were not applying correctly.) |
| 5413 | refraction | 2012-09-13 19:55:25 | Download | Modified my changes from r5392, one small fix and some code movement, thanks to DarkShoelaces for pointing it out. Also cleaned up the DMA change made in r5393 and added a small comment of explination to why it is now right :P |
| 5412 | gregory.hainaut | 2012-09-09 18:16:11 | Download | gsdx: update the copyrigh address thank to sed |
| 5411 | gregory.hainaut | 2012-09-08 16:47:02 | Download | i18n: Apply pg patch to better detect the system language |
| 5410 | gregory.hainaut | 2012-09-08 16:41:26 | Download | i18n: long awaited update * New nb_NO (only main, iconized was bad) * update tr_TR/it_IT/ko_KR/pl_PL/pt_BR/sv_SE * refresh pot/po |
| 5408 | gregory.hainaut | 2012-09-08 16:06:44 | Download | GSdx, linux: remove some letf-overs |
| 5407 | gregory.hainaut | 2012-09-08 16:03:14 | Download | i18n: update 2 strings not aligned on current gui |
| 5406 | sudonim1@gmail.com | 2012-09-05 22:35:49 | Download | SuperVU: fixed null pointer dereference in constructing an exception object. |
| 5405 | gregory.hainaut | 2012-09-05 20:53:03 | Download | onepad: reduce dialogs of another 25 pixels for small screen. |
| 5404 | sudonim1@gmail.com | 2012-09-05 20:13:50 | Download | VIF: EXPERIMENTAL, NOT SANITY CHECKED: Delayed VU execution until the next flush, mpg, microprogram call or (as a fallback) end of dma packet to deal with cases like MSCAL, UNPACK, MSCAL (expects the first program to receive the unpack data). Fixes Snowblind's games (BG Dark Alliance etc.), Mortal Kombat Shaolin Monks. May break things, needs extensive testing. |
| 5403 | gigaherz | 2012-09-05 18:04:09 | Download | [VS2012] For some reason when I made the conversion I totally forgot to copy these, and I didn't notice that until yesterday. |
| 5402 | sudonim1@gmail.com | 2012-09-03 11:43:16 | Download | SPU2-X: Use zero coefficients when the sample data references a higher entry in the coefficients table than we know about and print a warning to the console if logging is enabled. Fixes audio glitches in "Crash" series games. Also fixed the voice stop log, it was printing when voices looped. |
| 5401 | sudonim1@gmail.com | 2012-09-03 09:55:08 | Download | SPU2-X: cleaned up the re-enabled debugging messages from r5400. |
| 5400 | ramapcsx2 | 2012-09-02 22:20:18 | Download | SPU2-X: Add the alignment check to console logging. |
| 5399 | sudonim1@gmail.com | 2012-09-02 22:07:11 | Download | SPU2-X: TDA is a fake internal register (which should probably be nuked), so reading from the FIFO (or whatever 1AC is) certainly shouldn't use it. Also fixed up related code a little. We don't know of any games which actually use this though. Actually I don't know if we know that reading this register does anything, this could all be the product of an overactive imagination. |
| 5398 | sudonim1@gmail.com | 2012-09-02 21:33:16 | Download | SPU2-X: Don't force align transfer addresses, fixes The Bouncer. I honestly don't know on what basis they were force aligned in the first place. The Bouncer very strangely has correctly aligned sample data in IOP memory which it uploads using an unaligned DMA with SPU2 set to an unaligned address, resulting in the data being correctly aligned in the end. Weird. It also writes the address twice in the order high word, low, low, high, the first pair being aligned and the second pair not. Really weird. |
| 5397 | sudonim1@gmail.com | 2012-09-01 13:10:38 | Download | SPU2-X: Fix a minor logging bug. |
| 5396 | sudonim1@gmail.com | 2012-08-31 20:44:00 | Download | Bleh: some really unproductive hacking on DOA2 implementing the noted "better" way to patch the previously patched function and a poorly understood hack to get past the black screen (but the US game just breaks later if you do this). All of this is commented out, it's just for the benefit of my future self when he comes back to trying to fix this game. Current status: the pad rpc hangs in the second iteration of the main game loop for an unknown reason. |
| 5395 | gregory.hainaut | 2012-08-31 20:08:20 | Download | onepad: reduce a bit (75 pixels) the heigh of the dialog for NNNNx768 displays |
| 5394 | ramapcsx2 | 2012-08-31 19:39:54 | Download | Optimistically removed all the SkipMPEGHack gamefixes from the database. |
| 5393 | ramapcsx2 | 2012-08-31 19:11:57 | Download | Found and hopefully fixed a really long standing DMAC bug. This gets videos working in Katamari Damaci, Baldurs Gate, Tales of Destiny 2, Suikoden Tactics and others. May fix other games as well, these are just the popular ones :p |
| 5392 | refraction | 2012-08-25 19:09:29 | Download | Vif Unpacks: Fixed Issue 1325 with Non-SSE4 processors. Put in some handling for MPG Overflows (VIF command, not videos :P) Fixed another SSE Unpack bug i came across - Effected THPS Project 8 |
| 5391 | ramapcsx2 | 2012-08-21 19:11:53 | Download | New optional gamefix detects when a full motion video runs and temporarily switches GSdx to software rendering mode. This is a workaround for the many FMV issues that occur in hardware rendering and that will take a while longer to get a proper fix. It doesn't have any checks for the current video mode, so don't put GSdx in software mode and expect this to adapt, okay? :p Note: It's possible to get crashes from switching renderers so please report those if you get them. |
| 5390 | ramapcsx2 | 2012-08-20 19:46:51 | Download | GSdx: Added loading of external shaders, coded by KrossX (thanks again :p ). Right now it looks for a file called "shader.fx" in PCSX2's main directory. If it finds one, the PageUp key activates the external shader (instead of the built-in FXAA). We have a forum thread for some nice shaders to try out here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx |
| 5389 | gigaherz | 2012-08-20 13:01:47 | Download | [vs2012] ZeroGS/ZZogl: Also disable SAFESEH for the other targets, not just Debug. |
| 5388 | gigaherz | 2012-08-19 21:10:48 | Download | Missed one reference in he vs2008 sln |
| 5387 | gigaherz | 2012-08-19 21:06:49 | No build | Remove glew from the 3rdparty libs. It's not currently used by any project. |
| 5386 | gigaherz | 2012-08-19 20:52:19 | Download | Turn off SAFESEH for ZeroGS and ZZogl. |
| 5385 | gigaherz | 2012-08-19 20:03:47 | Download | ZeroGS/vs2012: "count" is a function in the vs2012's std:: namespace, so it conflicts to use count as a variable when "using namespace std;" is in place. Renamed the two instances of that issue to "counter". |
| 5384 | gigaherz | 2012-08-19 19:54:12 | No build | Make PCSX2 compile with Visual Studio 2012 (3/3): Upgrade the project files and fix a few project names. Update the .sln to point to the right project files. |
| 5383 | gigaherz | 2012-08-19 19:45:56 | Download | Make PCSX2 compile with Visual Studio 2012 (2/3): Copy project files and solution from their vs2010 originals. Not updated yet! |
| 5382 | gigaherz | 2012-08-19 19:36:59 | Download | Make PCSX2 compile with Visual Studio 2012 (1/3): Workaround compiler differences that result in compile-time errors. NOTE: The 'glew' project does NOT build yet, but it will have to be decided how to approach the problem (String literal too long in glew.rc) |
| 5381 | gregory.hainaut | 2012-08-19 13:06:40 | Download | GSdx ogl: Fix a nasty crash because of the multithread hack. canditate for 1.0 branch |
| 5380 | refraction | 2012-08-16 23:03:27 | Download | More vif work to fix Shadowman 2 and improve the function of some parts. Gave vifstalled a more specific job and reasons for the stall. Also did some work with the irq offset, seperating it from the stalls. Savestate bump needed. |
| 5379 | sudonim1@gmail.com | 2012-08-15 13:41:18 | Download | Removed the SDL project from the visual studio solutions. |
| 5378 | gregory.hainaut | 2012-08-15 10:31:28 | No build | cmake: * search 32-bits library on /usr/lib/../lib32 on 64 system (if they don't support Debian/Ubuntu multiarch) * downgrade the 64-bits FATAL_ERROR to a warning. It is much more easier to use multiarch than to set a chroot. * incorporate Micove's patch to allow keyword on PLUGIN_DIR define. (fixed issue 1233) * Allow to use command line pcsx2 option with the linux launcher script. Thanks Rafael for the idea. |
| 5377 | gregory.hainaut | 2012-08-15 10:23:50 | No build | 3rdparty: remove SDL code source (and reduced 3rdparty size by 40%) |
| 5376 | gregory.hainaut | 2012-08-15 10:22:19 | No build | gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS cmake: take the opportunity to drop the support of 3rdparty compilation. Distributions have got a more recent version of zlib/soundtouch anyway. |
| 5375 | gregory.hainaut | 2012-08-15 10:14:13 | No build | gsdx ogl: incorporate DX sudonim's changes on ogl |
| 5374 | ramapcsx2 | 2012-08-15 09:39:53 | Download | Added the new OPH hack to Sphinx the Cursed Mummy and Buffy the Vampire Slayer. Both should run fine now, only tested Sphinx though. |
| 5373 | sudonim1@gmail.com | 2012-08-14 22:30:04 | Download | Game fixes: Extended the OPH hack a bit to set APATH to each path in turn in addition. Should make the hack fix some Eurocom games (Sphinx and the Cursed Mummy, some Buffy thing, others?) VIF: changed a memcpy_aligned on 64-bit aligned data to memcpy_fast. Doesn't matter with the current memcpy set we use but could have caused a crash in the future. |
| 5372 | refraction | 2012-08-14 20:52:24 | Download | Fixed a bug pseudonym spotted. stalls should be handled properly once again on games that have IRQ's on VIF Mark commands. |
| 5371 | avihal | 2012-08-14 08:50:12 | Download | Fixed: Change-Language menu item was a checkbox (plain menu item is enough here). |
| 5370 | avihal | 2012-08-14 08:35:30 | Download | New: Allow changing the language at any time. Added menu item (always in English): Misc -> Change Language. Displays a message that the first time wizard will be displayed after pcsx2 is restarted, and requests the user to restart. |
| 5369 | avihal | 2012-08-14 07:15:27 | Download | Fixed Issue 1311: UI percentage values sometimes save incorrectly to ini file. All UI percentage values (framerates, zoom) are saved incorrectly when the number ends with 0n (e.g. 105 is saved as 150, 307 is saved as 370, etc). The problem becomes apparent when these values are loaded from the ini file after restarting pcsx2. |
| 5368 | refraction | 2012-08-13 19:11:34 | Download | VIF: Some optimizations for the VIF Rec, some small clean-up/optimizations for VIF itself. |
| 5367 | gregory.hainaut | 2012-08-12 07:26:39 | Download | cmake: * set CMAKE_POSITION_INDEPENDENT_CODE variable for future cmake policy (which need to be upgraded to remove some warnings) * On multiarch system, force the search on 32bits library (/usr/lib/i386-linux-gnu). Change previous compilation behavior on 64 bits system - Before: cmake search lib in 64 bits dir (64 bits lib needed to be install) but the linker got the 32 bits lib under the hood. + now: cmake search lib in 32 bits dir (only 32 bits lib need to be install). The linker still get 32 bits lib. In others word, you need to install -dev:i386 package on debian/ubuntu system |
| 5366 | gregory.hainaut | 2012-08-10 10:10:55 | Download | i18n: use standard pcsx2_Iconize instead of an additional key lookup. In others word, english string is now included directly in the po/pot Translators note: I save previous translation but a careful review is mandatory |
| 5365 | gregory.hainaut | 2012-08-08 17:49:23 | Download | gsdx ogl: * add some dummy shader. Can be modify inside the debugger apitrace * glclear* commands` seem to depend on scissor test and depth mask. Allow full write for the depth buffer * texture debug, try to output some nice colors for the depth buffers |
| 5364 | gregory.hainaut | 2012-08-08 17:44:03 | No build | zzogl-pg: * properry separate both GLSL implementation * glsl4: Use a define for logz instead of extra math computation. Much more easier to understand |
| 5363 | sudonim1@gmail.com | 2012-08-06 17:49:15 | Download | GSDX: Temporary fix for another unorm precision issue. |
| 5362 | sudonim1@gmail.com | 2012-08-06 17:38:28 | Download | GSDX: reduce precision requirement for DATE, partially fixes Intel GPUs. (Not sure exactly what's going on here, I think that 0x80 as a 8 bit unorm isn't exactly the same as 128.f/255 but I don't know whether it's required to be... we can just play safe on this anyway). |
| 5361 | ramapcsx2 | 2012-08-06 12:00:29 | No build | Cleanup part 3: Update the cmake files in /trunk and /1.0 and upload the readme and faq pdf to /trunk |
| 5360 | sudonim1@gmail.com | 2012-08-06 05:58:02 | Download | GSDX: And combo boxes are apparently weird about vertical size. |
| 5359 | sudonim1@gmail.com | 2012-08-06 05:43:51 | Download | GSDX: missed the property files, VS is awkward about saving them. |
| 5358 | sudonim1@gmail.com | 2012-08-06 05:26:44 | No build | GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care. Probably only of interest to testers (and me). Absolutely do NOT select the reference device even out of extreme morbid curiosity. It's not even very good at being a reference despite being slower than you can probably believe. |
| 5357 | sudonim1@gmail.com | 2012-08-06 01:56:25 | Download | GSDX: Simplified and improved (for my purposes) the D3D11 checks a little. Necessary for something I'm working on, hopefully doesn't break GSDX for anyone (this code took a lot of revisions initially as I recall). |
| 5356 | gigaherz | 2012-08-04 16:22:05 | Download | Update installer version string. |
| 5355 | ramapcsx2 | 2012-08-04 15:37:50 | Download | Cleanup part 2: Renamed the readme and faq where they're referred and upped the trunk version to 1.1.0 |
| 5353 | ramapcsx2 | 2012-08-04 14:58:36 | Download | Bit of cleanup in our /pcsx2/docs folder |
| 5350 | ramapcsx2 | 2012-08-01 00:48:00 | No build | Re-added prafull to the beta testers list, he got lost somehow. |
| 5347 | sudonim1@gmail.com | 2012-07-24 03:48:38 | Download | GUI: Closing the GS window didn't update the structure telling plugins about the window. Decided that just hiding the window has less race potential. |
| 5346 | sudonim1@gmail.com | 2012-07-24 02:20:07 | Download | GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. Now, a note about the actual issue. Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils. If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test. This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update. I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know). Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%). I'll be getting a new graphics card and looking into that. And before some idiot says it, the answer is no. OpenGL does not help. |
| 5345 | sudonim1@gmail.com | 2012-07-23 22:55:06 | Download | GSDX: don't unnecessarily create and use a render target for the DATE setup stage, D3D10+ supports not having a render target set. (D3D9 doesn't, so that's untouched.) |
| 5344 | sudonim1@gmail.com | 2012-07-23 20:24:09 | Download | GSDX: Quick ugly fix (major work on this function might be done soon) for a bug with colclamp I noticed. Unknown impact, might make some effects work. |
| 5343 | sudonim1@gmail.com | 2012-07-23 16:39:56 | Download | GSDX: Removed the collapsing of ge/g and le/l alpha tests in the shader code and the supporting code in the C++. This was presumably intended to reduce the number of shaders needed but a) this was never actually implemented, b) a single developer will generally not mix the functionally equivalent (with a different AREF) greater/less than with greater/less than or equal to in GS techniques, c) it really wouldn't make much of a difference to performance anyway and d) it would make an experimental change I'm working with more complicated and slower. No change in functionality expected. |
| 5342 | sudonim1@gmail.com | 2012-07-21 03:45:40 | Download | GSDx: Just slapping some consts on methods I needed to use with const references in testing. |
| 5341 | sudonim1@gmail.com | 2012-07-19 20:40:42 | Download | GSDx: ATI strikes again. Workaround for ATI sampler bug, the same bug I found in palette sampling earlier. This may make gsdx slightly slower for everyone (I don't know an easy way to restrict this to affected systems), especially if using 8-bit textures. |
| 5339 | gregory.hainaut | 2012-07-11 19:48:37 | No build | 1.0.0 & trunk: add new language th_TH |
| 5337 | gregory.hainaut | 2012-07-08 07:25:25 | No build | 1.0.0 & trunk:i18n update sv_SE |
| 5336 | ramapcsx2 | 2012-07-07 20:46:03 | Download | GSdx: 2 more crcs for GoW and GoW2. |
| 5335 | gregory.hainaut | 2012-07-07 08:44:50 | No build | trunk/branch: i18n: update zh_TW and de_DE |
| 5331 | ramapcsx2 | 2012-07-03 10:30:26 | Download | A couple installer fixes. |
| 5330 | ramapcsx2 | 2012-06-27 16:06:25 | Download | GSdx: Removed the CRC hack for Drakengard 2 as per issue 1303. Thanks for reporting. (Also replaced broken Chinese characters in comments.) |
| 5329 | sudonim1@gmail.com | 2012-06-27 00:57:44 | Download | GSDX: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think? So, in the end I only properly understood the old code after finding all the problems with my version. I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind. This effort might've been a big waste of time. |
| 5328 | shadowladyngemu | 2012-06-26 11:57:44 | Download | GameDB: Status updates, games that require new gamefixes or don't anymore, etc etc... GSdx Hackfixes: Lego Batman changed to aggressive list, doesn't really fix ingame and breaks the title screens. |
| 5326 | refraction | 2012-06-25 20:55:31 | Download | Path3 Masking: Optimization got missed during r5277 revert. Outrun, GTA:SA, Burnout 2 and others all speed boosted again ;p |
| 5325 | refraction | 2012-06-25 12:15:39 | No build | GIF/1.0.0: Fix some condition bitching from my sloppy coding in r5277 and integrated the change in to the 1.0.0 branch as it will stop the emulator complaining about double interrupts. |
| 5323 | gregory.hainaut | 2012-06-21 19:39:26 | Download | linux launcher: * play with LD_LIBRARY_PATH variable to allow to ship 3rd party library with pcsx2 binary build * Add a basic check to catch missing depencencies of plugins |
| 5322 | gregory.hainaut | 2012-06-21 17:31:53 | Download | gsdx ogl: nvidia compiler is not happy with implicit cast... |
| 5321 | avihal | 2012-06-20 20:45:24 | Download | GSdx: Disable CRC hacks: Yet cleaner, better and more generic. Thx to sudonim. |
| 5320 | avihal | 2012-06-20 18:51:30 | Download | GSdx: Disable CRC hacks - cleanups: - Removed the #define DISABLE_CRC_HACKS (since it's at the GUI now). - reverted r5315 and r5319 (which prevented gs dumps to have a correct CRC). - Restored the functionality of these revisions via simple skip of the other hack calls. |
| 5319 | gregory.hainaut | 2012-06-20 18:00:08 | Download | linux compilation fix (introduce in r5306) |
| 5318 | ramapcsx2 | 2012-06-20 13:23:35 | Download | GSdx: Better CRC disable value, using -2. |
| 5317 | sudonim1@gmail.com | 2012-06-20 12:28:13 | Download | SPU2-X: Tweak the quick fix in the previous rev a little: also select the default device if a GUID is specified but not present in the enumeration. |
| 5316 | sudonim1@gmail.com | 2012-06-20 12:21:44 | Download | SPU2-X: Quick fix for an issue with dsound configuration dialog where if the default device is selected, nothing is initially selected in the combo box and on writing the configuration uninitialised memory is used for the GUID. |
| 5315 | ramapcsx2 | 2012-06-19 16:10:24 | Download | GSdx: Fully disable CRC based hacks when the option is set (by setting the CRC to 0). Some GSRendererHW::OI_* functions were still active before. |
| 5314 | sudonim1@gmail.com | 2012-06-19 03:09:59 | Download | Fix SPU2-X linking issues (I sincerely hope). |
| 5313 | sudonim1@gmail.com | 2012-06-19 01:57:13 | Download | GSDX: Put palette checking for alpha min/max calculation back in because of gabest's concerns about the software renderer's performance. Added a one line fix instead (m_clut.Read32(TEX0, TEXA)) |
| 5312 | sudonim1@gmail.com | 2012-06-19 01:12:01 | Download | GSDX: Put the sprite hack back in because apparently it wasn't fixed. |
| 5311 | sudonim1@gmail.com | 2012-06-19 01:02:52 | Download | GSDX: Skip checking each palette entry's expanded alpha when deciding whether a texture is fully opaque. Textures are probably almost never determined to be opaque by this and doing it is problematic. (Skipping the check might even be a performance gain for hardware, you never know.) Also remove some (probably mangled) chinese comments from the cutie merge. |
| 5310 | sudonim1@gmail.com | 2012-06-19 00:35:42 | Download | 88GSDX: Removed the "sprite hack" as it should be obsolete, fixed the vertex shader selector key function (the pixel shader was broken in the same way but with the "sprite hack" removed it doesn't matter now). |
| 5309 | sudonim1@gmail.com | 2012-06-19 00:12:35 | Download | GSDX: Do not interpret TEXA while filling the gsdx internal temporary CLUT buffer used in texture creation and updating (I didn't realise this was happening and it's incompatible with my approach). Probably generally fixes stuff in combination with the other changes in palette handling, at the very least I know it fixes lines in sprites in Ar Tonelico 2 (currently needs the "sprite hack"), a bug which I spent a long time trying to fix after it was pointed out to me before. |
| 5308 | gregory.hainaut | 2012-06-18 22:13:22 | Download | zzogl glsl: remove a bad optimization that lost track of some textures. Fix potential black-screen |
| 5307 | gregory.hainaut | 2012-06-18 21:38:41 | Download | zzogl: autocompletion typo. Interlace texture was attached to the wrong shader program |
| 5306 | refraction | 2012-06-18 21:16:25 | Download | Null Plugins: Now report an SVN revision as well as a version. |
| 5305 | gregory.hainaut | 2012-06-18 18:26:49 | Download | i18n: * update it_IT and pt_BR * remove bad character in id_ID |
| 5304 | sudonim1@gmail.com | 2012-06-17 18:39:18 | Download | GSDX: Add a comment explaining something which doesn't matter. |
| 5303 | sudonim1@gmail.com | 2012-06-17 18:26:42 | Download | GSDX: use a GPU side palette for high byte indexed format copies from framebuffers again (including all the buggy cases because of the revert). I think this is how it used to be but I've lost track a little. |
| 5302 | sudonim1@gmail.com | 2012-06-17 17:54:09 | Download | GSDX: Ignore this commit, just deleting lines of code. |
| 5301 | sudonim1@gmail.com | 2012-06-17 17:49:50 | Download | GSDX: Missed this in d3d9 code while fiddling with the shader. Can't be bothered to do the maths to determine whether doing this twice would have a visible effect. |
| 5300 | sudonim1@gmail.com | 2012-06-17 14:33:34 | Download | GSDX: partially revert texture cache changes for now. Compat probably back to normal, some glitchy textures are probably differently glitchy, the other changes might improve some games, performance probably much the same as ever. |
| 5299 | sudonim1@gmail.com | 2012-06-17 14:07:03 | Download | GSDX: CT32 -> T8H, need to use a 32 bit D3D format for the texture so that they have compatible D3D types for the copy (don't have to if using StretchRect but might as well). |
| 5295 | gigaherz | 2012-06-17 01:32:04 | Download | portaudio (SPU2-X): Last merge from portaudio svn I forgot to include this change (or tell rama to include it), which breaks debug builds of SPU2-X. Also, "omfg a commit by gigaherz!" |
| 5294 | avihal | 2012-06-13 23:53:08 | Download | GSdx: Add GUI for disabling all CRC hacks (for testing purposes only, disabled by default). The new checkbox is at the "HW Hacks" section, and is only relevant when the global "Enable HW Hacks" box is checked. |
| 5293 | sudonim1@gmail.com | 2012-06-13 18:14:58 | Download | GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage. |
| 5292 | sudonim1@gmail.com | 2012-06-13 17:44:24 | Download | GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures. GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled. |
| 5291 | sudonim1@gmail.com | 2012-06-13 15:36:10 | Download | GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs. Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement). |
| 5290 | gregory.hainaut | 2012-06-13 10:43:04 | Download | zzogl: use the EXT version of fbo (fix the build on windows) gsdx: * add some parenthesis to shup up very verbose gcc warning * adapt ogl to latest sudonim change |
| 5289 | gregory.hainaut | 2012-06-12 18:14:01 | No build | zzogl glsl4: * properly delete program and vertex array. Avoid a crash on plugin reload * reset shader state. Avoid to reuse invalid data on plugin reload gsdx: * add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works * implement logz for test purpose (don't seem to help) gsdx replay: * use default xdg location |
| 5288 | sudonim1@gmail.com | 2012-06-11 10:57:32 | Download | GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback. Compat should be back to normal? |
| 5287 | sudonim1@gmail.com | 2012-06-11 03:27:16 | Download | GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates. |
| 5286 | sudonim1@gmail.com | 2012-06-11 02:57:28 | Download | GSDX: Err, and another file, I should be asleep. |
| 5285 | sudonim1@gmail.com | 2012-06-11 02:56:44 | No build | GSDX: Forgot a file. |
| 5284 | sudonim1@gmail.com | 2012-06-11 02:31:44 | No build | GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver. |
| 5283 | sudonim1@gmail.com | 2012-06-11 00:00:18 | Download | GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't. |
| 5281 | sudonim1@gmail.com | 2012-06-10 16:04:47 | Download | GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong. Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures. |
| 5280 | sudonim1@gmail.com | 2012-06-09 08:03:27 | Download | GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead. The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason). Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0. Should be very safe against small errors. |
| 5279 | sudonim1@gmail.com | 2012-06-08 21:36:44 | Download | GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups. I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273. Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w. In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w. Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me. |
| 5278 | gregory.hainaut | 2012-06-08 18:14:47 | Download | zzogl: * add a script to run cg compiler on glsl file: + handy to check the syntax + output the asm of the shader - unfortunately don't support latest glsl construct but better than nothing * really delete resources before context destruction * wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use |
| 5277 | refraction | 2012-06-07 21:41:00 | Download | Revert original fix for Realta Nua as Pseudonym found the proper fix. This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics. |
| 5276 | avihal | 2012-06-07 15:22:12 | Download | GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode". |
| 5275 | ramapcsx2 | 2012-06-07 11:53:53 | Download | GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290. |
| 5274 | ramapcsx2 | 2012-06-07 11:45:16 | Download | Game database: 2 games have the ee timing hack enabled now, one game disabled. |
| 5273 | sudonim1@gmail.com | 2012-06-06 22:04:39 | Download | GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked. Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism. tl;dr: fixes realta nua and probably other stuff. |
| 5272 | avihal | 2012-06-06 20:38:24 | Download | Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled. |
| 5271 | avihal | 2012-06-06 14:55:15 | Download | NSIS Un/Installer: updates (for both full/web installers): - Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1. - GSdx DLLs rename (+"32"), added avx. - Version to 1.0.0. - Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios). - Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason). TODO/ToTest: - Test upgrade from 0.98, 0.97. - Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that. - First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall). - Add an option to run pcsx2 when the installer completes? - readme/faq have "0.9.8" in filename, but the installer refers to <version>, check if/when it's used. - Cheats folder created at program files. consider at mydocs? - Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged? - Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored). - Change the installer logo to the one used everywhere else? - See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw). - Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it. |
| 5270 | ramapcsx2 | 2012-06-06 10:08:08 | Download | Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2. Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none"). |
| 5269 | gregory.hainaut | 2012-06-05 06:46:52 | Download | zzogl replayer: * I miss some ending bit. * Use a full int for GSvsync * fix a small memory link |
| 5268 | gregory.hainaut | 2012-06-04 18:45:54 | Download | gsdx: remove sdl and ogl from the win32 dialogs |
| 5267 | gregory.hainaut | 2012-06-03 11:29:13 | Download | i18n: * new language fi_FI * update cs_CZ |
| 5265 | refraction | 2012-06-02 21:52:23 | Download | Path3 Regression Fix: Turns out part of the optimization in r5245 didn't work so well with SSX3, plus it didn't create much benefit. |
| 5264 | gregory.hainaut | 2012-06-02 09:33:40 | Download | zzogl: gl resources must be deleted before the destruction of the GL context |
| 5263 | gregory.hainaut | 2012-06-02 08:01:04 | Download | debian: don't ship null plugins build.sh: fix shell bug & update the help |
| 5260 | refraction | 2012-06-01 22:23:43 | Download | Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly. |
| 5259 | refraction | 2012-06-01 18:24:37 | Download | SPU-2X Project too for VS2010 |
| 5258 | refraction | 2012-06-01 18:18:14 | Download | Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P |
| 5256 | gregory.hainaut | 2012-06-01 14:26:37 | Download | zzogl glsl: used the fog parameter correctly... |
| 5255 | avihal | 2012-06-01 14:16:25 | Download | GSdx: CRC hacks: Remove duplicates (none left for now). The following dup CRCs of were removed (leaving one): 0x7D4EA48F - Haunting Ground EU (now only Genji). 0x1A85E924 - DMC3 CH (now only GOW1) 0x7ACF7E03 - Spyro New beginning (now only ICO) The following CRCs were removed without any negative effect: 0x2F123FD8 - GOW2 RU (same as US). 0x23A97857 - Star Ocean 3 JPUNDUB (same as US). |
| 5253 | gregory.hainaut | 2012-06-01 08:35:03 | Download | i18n: * update es_ES/ko_KR * fuzz id_ID/pcsx2_Iconized.po which is wrongly translated |
| 5252 | gregory.hainaut | 2012-06-01 08:21:31 | Download | zzogl: * Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related black screen issue) * some memory improvements were not merged from zzogl-dev branch |
| 5248 | refraction | 2012-05-30 21:18:31 | Download | VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p |
| 5247 | refraction | 2012-05-30 19:26:37 | Download | Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too. |
| 5246 | refraction | 2012-05-30 19:19:53 | Download | Path 3 games speed up. Stopping VIF looping when waiting for Path 3 to finish (can sometimes loop over 1000 times) Examples of speed ups: Outrun 2006 before 43.4 - 45.7 after 44.7 - 47.33 Grand Theft Auto: San Andreas before 63 - 66.9 after 66 - 69.5 Need for Speed Most Wanted before 33.0 - 33.3 after 33.22 - 33.57 Burnout 2 before 46.5 - 48.3 after 53.2 - 55.5 |
| 5245 | refraction | 2012-05-30 18:43:02 | Download | Path3: Stopped Path3 looping when MskPath3 is enabled, reduces the amount the recompiler has to exit, yeilding a small speed boost (but it is really small!) |
| 5244 | avihal | 2012-05-30 15:04:17 | Download | GSdx: CRC hacks: Few CRCs from comments at r5214 |
| 5243 | ramapcsx2 | 2012-05-30 12:07:09 | Download | GSdx: Correct a small resource issue for merging. |
| 5241 | gregory.hainaut | 2012-05-29 06:59:33 | Download | copyright: remove the special copyright note. Only impact trivial code (enum and register definition) |
| 5239 | ramapcsx2 | 2012-05-28 20:32:48 | Download | Found one more progressive scan flag and fixed a typo in the GSdx hacks. |
| 5237 | gregory.hainaut | 2012-05-27 15:34:48 | Download | zzogl glsl: optimize state change. With luck it would be less slower. At least GL trace is much smaller (Gow menu go down from 4600 to 3000!) |
| 5236 | gregory.hainaut | 2012-05-27 12:51:48 | No build | zzogl: fix compilation failure because of a wrongly refreshed patch |
| 5235 | gregory.hainaut | 2012-05-27 12:40:14 | No build | i18n: revert es_ES of previous commit (files were empty) |
| 5234 | gregory.hainaut | 2012-05-27 10:24:09 | No build | i18n: * new language ms_MY * update sv_SE, tr_TR, es_SE,zh_CN If I forget someone ping me ;) |
| 5233 | gregory.hainaut | 2012-05-27 08:13:27 | Download | zzogl: rework dump test, to avoid bad mix between u32/u8 glsl4: Replace some define with function (ogl4 support function pointer). Explain how depth is computed in vertex shader |
| 5232 | gregory.hainaut | 2012-05-26 09:58:37 | Download | gsdx-ogl: only enable AMD hack when linking ps2 related shader. Otherwise SV_Target1 in convert is wrongly remapped zzogl: check harder that the previous primitive exist. |
| 5229 | sudonim1@gmail.com | 2012-05-25 16:23:44 | Download | microVU: fixed a regression from r4940 that refraction caught when reviewing changes for a bug report. Might fix line of sight in MGS2 (the reported bug)? Might have something to do with the ace combat (forget which) collision detection? Might fix nothing but I'm pretty sure this is correct now. |
| 5228 | refraction | 2012-05-25 14:24:02 | Download | GIF: Fix for Terminator 3 & Growlanser 2&3 collection invisible screens. *Noted small speed boosts on some games (Outrun up from 48fps to 52fps, MGS3 potentially gaining 1fps, Sega Tennis possibly 0.5fps), could be a freak occurrance tho :P |
| 5227 | gregory.hainaut | 2012-05-25 06:44:22 | Download | zzogl: revert a change of the zzogl-dev branch. Avoid to compute an empty frame in Persona 4 & tale of abyss (if someone can check the latter) |
| 5226 | refraction | 2012-05-24 23:28:53 | Download | GIF: Slight modification to earlier's work, curPath might not have been set right if no APATH at start. |
| 5225 | refraction | 2012-05-24 18:57:23 | Download | GIF: Ape Escape 2 fix, who thought it was a good idea to transfer data direct through the damn FIFO >.< Silly developers, i hate you! ;p (love you really) |
| 5224 | refraction | 2012-05-24 18:46:00 | Download | Gif/VIF: -Path3 Masking Changes, Gif Unit now rolls the DMA back (Path3 only) if it is using the Masking and finishes mid DMA packet. -Vif modified to be simpler in the transfer loop and fixes issues where Flushes are called at the end of a DMA packet. Game fixes from changes: Outrun 2006 - Water textures and general flickering fixed, also SW mode not required for half screen issue. Caused by GIF Path 3 stopping in the wrong place. Star Wars Episode 3: Revenge of the Sith - DMA timeouts caused by Flush at end of packet. Had to break savestates (version change!), sorry :( |
| 5223 | gregory.hainaut | 2012-05-24 06:39:39 | Download | zzogl glsl: * clean macro selection and redundant code * Request GLSL Core profile instead of the compatibility profile |
| 5222 | refraction | 2012-05-23 16:22:03 | Download | Path3 Masking: Games should no longer need the EE Timing fix. General fixes for Need for Speed Underground 2 and other games affected by the change. Hopefully Outrun and Terminator 3 will be ok now too, no promises (as i don't have the games) |
| 5221 | avihal | 2012-05-23 06:38:37 | No build | GSdx: CRC hacks: "Aggressive" mode (and related stuff). - Added "Aggressive-CRC" checkbox at the HW hacks section of the config dialog. - The following hacks are now activated only in aggressive mode: - God of War 2: disable water effect/lines, disable global haze. - FFX, FFX2, SSX3 (the full crc hack from r5214). - Shadow of the Colossus: disable (over)bloom. - Reverted the Valkyrie Profile 2 hack to pre- r5214. - Some CRC fixes by comments on r5214. - Regression fix of dynamic crc hack (INITIAL_MODE = 0 didn't compile) |
| 5220 | refraction | 2012-05-22 12:31:56 | Download | Path3 Masking: Fix for Need For Speed Underground - This got broken when the new GIF Unit went in, probably affects many games which use streams of NOP commands before issuing the mask. Game still requires EE Timing Fix however. VIF Stall Delay hack: Modified slightly for Onimusha Blade Warriors. This expects the end of the packet to all be in the VIF1 FIFO (which doesn't exist) and the VIF to have finished, so the Stall is technically ignored now, doesn't hurt SOCOM 2. |
| 5219 | gregory.hainaut | 2012-05-21 06:43:28 | Download | zzogl: GLSL is working again for AMD gpu. Nvidia test is welcome * properly release shader in release mode * set stream format every time an array buffer is bound |
| 5218 | avihal | 2012-05-19 19:19:17 | Download | GSdx: Dynamic CRC hack: moved DYNA_DLL_PATH to GSdx/config.h. |
| 5217 | avihal | 2012-05-19 18:31:53 | Download | GSdx: CRC hacks: duplicates/stuff: - Console message for duplicate CRCs on our list. - Removed trivial duplicates. - Added some CRCs from comments on r5214 - Soul Calibur 2 now has the same crc hack as Soul Calibur 3. We still need to address the following 7 duplicates (most were already there before r5214): {0x7D4EA48F, HauntingGround, EU, 0}, {0x7D4EA48F, Genji, NoRegion, 0}, {0x7ACF7E03, ICO, NoRegion, 0}, {0x7ACF7E03, SpyroNewBeginning, NoRegion, 0}, {0x6BA2F6B9, ResidentEvil4, NoRegion, 0}, {0x6BA2F6B9, ResidentEvil4, EU, 0}, {0xD6385328, GodOfWar, US, 0}, {0xD6385328, GodOfWar, NoRegion, 0}, {0x1A85E924, GodOfWar, NoRegion, 0}, {0x1A85E924, DevilMayCry3, CH, 0}, {0x2F123FD8, GodOfWar2, RU, 0}, {0x2F123FD8, GodOfWar2, US, 0}, {0x23A97857, StarOcean3, US, 0}, {0x23A97857, StarOcean3, JPUNDUB, 0} |
| 5216 | avihal | 2012-05-19 08:20:30 | Download | GSdx: Dyna crc hack: adds version info (for r5125). |
| 5215 | avihal | 2012-05-19 08:04:12 | Download | GSdx: Dynamic CRC hack: now supports CRC . Allows to have a single dynaCRC DLL for several games, differentiated by their CRCs by using the new utility IsCRC(0x12345678, 0x87654321, ...). Note: With old GSdx (and updated new DynaCrcHack.c), IsCRC always returns false. |
| 5214 | avihal | 2012-05-18 16:51:18 | Download | GSdx: CRC Hacks: Import from Cutie - PLEASE HELP WITH TESTING: - 14 Updated hacks, 41 new hacks (See full list at the first comment). - New crc-hacks might have patial crc lists, so it's possible that some copies won't get the benefit (yet). - Non crc-hacks code was NOT imported from Cutie, so some crc hacks might not be as effective as within Cutie itself. - New region: CH, few more CRCs. Note: Due to the very big list of affected games, I couldn't test the vast majority of them, and so your help would be appreciated in testing. Please report (even if someone else already reported with the same result as yours) with the following format: <game name> - <better/worse/same> (reason) - tested <little/medium/much> e.g.: Tomb Raider Legend - Better (removes garbage graphics) - tested a little. GTA San Andreas - Better (removes ghosts) - tested a little. And of course, big thank you goes to the author of Cutie, for the time put into improving PCSX2, and for respecting the GPL license and releasing the code. |
| 5213 | gregory.hainaut | 2012-05-17 14:18:37 | No build | gsdx linux: uses OGL device by default instead of GSnull. Issue arise when renderer is 0 -> device is GSnull but GSRenderer is ogl debian: fix some typo |
| 5212 | gregory.hainaut | 2012-05-15 06:45:26 | Download | zzogl: * some parameters was set after the shader setup. Extend the API to do the shader setup before the draw * remove the useless shader compatibility bits |
| 5211 | gregory.hainaut | 2012-05-15 06:40:45 | No build | zzogl: * fix properly context, directly save the state in the shader * replace the last deprecated variable in the shader. Remain the issue that host enable 1 output and the shader write 2 outputs * It seems that VBO does't depends on the VAO but vertex format depends on both VBO/VAO so I set the format multiple time. Not sure the behavior is fully correct |
| 5210 | gregory.hainaut | 2012-05-13 20:22:15 | Download | zzogl: plug vertex array object and remove most deprecated variable from shader. Only remains gl_FragData |
| 5209 | gregory.hainaut | 2012-05-13 17:22:36 | Download | gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader... |
| 5208 | gregory.hainaut | 2012-05-13 17:14:05 | Download | zzogl: * use 128 vertex buffer instead of 512 that will avoid to fill the GPU vram * Use separate shader infrastructure for GLSL 4 as Nvidia cg. Beside code is much easier to understand |
| 5207 | gregory.hainaut | 2012-05-13 17:09:18 | Download | gsdx ogl: * split GSDeviceOGl header. Will allow easy sharing with zzogl. * fix some gcc warning zzogl: * import Uniform buffer and Vertex array from GSdx |
| 5206 | gregory.hainaut | 2012-05-11 20:52:50 | Download | i18n: tr_TR pcsx2_Iconized is wrongly translated. I fuzzy all strings to have an english string instead of lookup key various: apply some patch of Micove to disable debug logging in GSdx release mode |
| 5205 | gregory.hainaut | 2012-05-11 20:26:03 | Download | debian: round 2 * rename file to easily switch between stable/unstable * fix various lintian errors/warnings |
| 5204 | gregory.hainaut | 2012-05-11 20:21:44 | No build | debian: update of the package round1 * Use some (lots) of improvement from Micove package * Merge all binary package into 1 would be easier for everyone |
| 5203 | gregory.hainaut | 2012-05-11 19:39:32 | Download | gsdx ogl: find a way to workaround the buggy amd driver to support dual blending |
| 5202 | gregory.hainaut | 2012-05-08 07:32:15 | Download | zzogl: fix visual studio... |
| 5201 | gregory.hainaut | 2012-05-07 19:51:58 | No build | zzogl: Try to use opengl3/4 feature for GLSL api. The API is easier and I had a better experience with GSdx-ogl * Clean the zzsetparameter API to always use the program for uniform that depends on the program. Future goal is to use a nice OO interface * Use uniform buffer. Would allow future optimization and remove most initialization stuff. Don't support yet the 2 zzogl contexts. |
| 5200 | gregory.hainaut | 2012-05-07 16:29:06 | Download | cmake: apply some updated pathes of Micove * drop hack for of Natty and use the std FindGtk2 module, time to upgrade to Precise. * Bump cmake requirement to 2.8.5 to avoid multiarch issue * Create new cmake variable GLSL_SHADER_DIR for glsl file. Default value /usr/share/games/pcsx2 |
| 5199 | gregory.hainaut | 2012-05-07 16:07:05 | Download | gsdx (Linux): fallback to opengl SW when SDL is selected but disabled pcsx2: don't print window title in fullscreen because it create a white frame flickering. Seem like a wx regression |
| 5198 | gregory.hainaut | 2012-05-07 15:49:56 | Download | i18n: update id_ID (indonesian), add ko_KR (Korean) |
| 5197 | avihal | 2012-05-03 23:53:56 | Download | Config: Improvement for r5196: MTVU now completely unaffected by presets (including the first). |
| 5196 | avihal | 2012-05-03 23:40:49 | Download | Config: Exclude MTVU from the presets. Previously: All presets set MTVU to disabled. Now: Presets don't affect MTVU (except for the first preset, which disables speed hacks altogether, so MTVU gets disabled implicitly) |
| 5194 | ramapcsx2 | 2012-05-03 08:42:20 | No build | Fix locale update mistake (hopefully) |
| 5193 | ramapcsx2 | 2012-05-03 08:36:08 | No build | Translation updates for de_DE |
| 5192 | gregory.hainaut | 2012-05-02 17:48:15 | Download | i18n: the regulary update of po files # some translations miss few bits: locales/de_DE/pcsx2_Main.po - 522/ 6/560 ( 93%) -38 locales/hu_HU/pcsx2_Main.po - 522/ 6/560 ( 93%) -38 locales/id_ID/pcsx2_Iconized.po - 49/ 12/74 ( 66%) -25 locales/id_ID/pcsx2_Main.po - 498/ 7/560 ( 88%) -62 locales/ru_RU/pcsx2_Main.po - 554/ 6/560 ( 98%) -6 locales/tr_TR/pcsx2_Main.po - 555/ 6/560 ( 99%) -5 |
| 5191 | sudonim1@gmail.com | 2012-05-02 16:27:23 | Download | GSDx: Added missing initialisation primarily for the software renderer, fixes R-Type Final crash when using fast boot. Debugged by rama. |
| 5190 | gregory.hainaut | 2012-05-01 10:54:52 | Download | cmake: add a bunch of Micove patch. Thanks. * Add 2 new dev options: REBUILD_SHADER (nvidia cg) & BUILD_REPLAY_LOADERS * zzogl-pg-cg will use the shader of zzogl-pg. |
| 5188 | gregory.hainaut | 2012-04-29 18:50:07 | Download | zzogl: * add some code to support OGL4 debugging. Not enable on CmakeList.txt by default * LOAD_PS/LOAD_VS were using a "std" argument instead of a reference. * reuse the opengl context creation developed for GSdx. For the moment only enable OGL2 * Add some documentation for the zzShader API |
| 5187 | gregory.hainaut | 2012-04-28 17:58:45 | Download | gsdx: fix some Visual Studio build error of the previous merge. |
| 5186 | gregory.hainaut | 2012-04-28 15:24:02 | No build | gsdx: merge the opengl branch to ease futur development and allow GSdx by default on linux * for the moment only the SW render is supported, hopefully HW will come some day. And linux only for the moment. * Require an OpenGL3 GPU (==Dx10) ie Nvidia >= 8800, AMD >= HD2000) * Require an OpenGL4.2 compatible drivers => no opensource driver supported neither Intel driver. * Build by default without SDL support which will dropped later. You need to add this define "ENABLE_SDL_DEV" on Win. |
| 5179 | ramapcsx2 | 2012-04-26 17:07:36 | Download | Preliminary NTSC progressive scan support. The detection is based on a quickly reversed smode1 flag and needs to be done properly. The timing itself also needs reversing and has only been tested on the VP2 intro video. (That video now runs without audio / video desync when progressive scan is enabled :) ) |
| 5178 | ramapcsx2 | 2012-04-25 08:46:51 | Download | GSdx: Auto interlace mode, no more flickering! :p |
| 5177 | ramapcsx2 | 2012-04-24 14:24:58 | Download | GSdx: A couple minor tweaks to the hacks dialog text. Nothing much changed but sounds nicer to me :p |
| 5176 | sudonim1@gmail.com | 2012-04-24 14:02:34 | Download | GSDx: I screwed up when doing an untested last minute manual cleanup of gsdx.rc, the mouse over descriptions will actually work now. |
| 5175 | gregory.hainaut | 2012-04-24 06:49:14 | Download | cmake: doc renaming broke the package mode |
| 5174 | gregory.hainaut | 2012-04-23 18:58:03 | Download | linux build: use turbo ;) |
| 5173 | sudonim1@gmail.com | 2012-04-23 18:56:22 | No build | Set some svn:eol-style properties. |
| 5172 | gregory.hainaut | 2012-04-23 18:55:24 | No build | spu2x: revert commit 5157. Soundtouch author change in mind and go for LGPL2+ so we come back to LGPL3+ to avoid license proliferation. various: * rename the man page as requested by arch users. * Delete pcsx2/* symlink. Was only useful for autotool removed few years ago. * commit the top metadata of my previous branch merge. |
| 5171 | sudonim1@gmail.com | 2012-04-23 18:46:09 | Download | GSDx: dehacked hover description code for hacks |
| 5170 | gregory.hainaut | 2012-04-21 17:39:48 | Download | zzogl: remvove old empty files |
| 5169 | gregory.hainaut | 2012-04-21 16:13:45 | Download | zzogl & VS: thanks Micove for the patch. * fix failure with VS2008 & 2010 |
| 5168 | gregory.hainaut | 2012-04-20 16:48:03 | No build | zzogl & cmake: fix build failure of previous heavy change |
| 5167 | gregory.hainaut | 2012-04-19 21:53:00 | No build | zzogl: bump the version to 0.4 because of the previous merge |
| 5166 | gregory.hainaut | 2012-04-19 21:22:08 | No build | zzogl: painfully merge the zzogl-dev branch * new memory management * asm was replaced by intrinsic * new GLSL backend (AMD only) Cmake is probably broken anyway with the 2 plugins... * and lots of others stuff that I forgot about it ;) |
| 5165 | gregory.hainaut | 2012-04-19 19:38:29 | Download | zzogl: duplicate zzogl. The idea is to merge the dev branch to allow building/testing the 2 in concurency Then it would be easier to separate CG/GLSL for copyright issue. CG is not compatible with the GPL... Old version will be zzogl-pg-cg Future version will be zzogl-pg |
| 5164 | avihal | 2012-04-19 19:10:24 | Download | GSdx: F9 is now switching better between HW and SW renderer. Previously: GSdx was switching between the configured renderer and the best SW renderer (best = DX11 if supported). Now: If using DX: Switch SW/HW renderer and use the same DX version. If using SDL: same as before. |
| 5163 | gregory.hainaut | 2012-04-18 17:01:24 | Download | zzogl: fix Visual studio build. thank Miseru for the patch |
| 5161 | gregory.hainaut | 2012-04-18 14:09:18 | No build | copyright again: * add some missing copyright header * (l)GPLv* requires to have a full copy of the license. We already have them in various sub-directory but files in source root are easier to find |
| 5160 | ramapcsx2 | 2012-04-17 17:55:51 | No build | Change various logs to sound "nicer". |
| 5159 | gregory.hainaut | 2012-04-17 17:06:58 | No build | cmake: * build the utility to prebuilt cg shader (zzogl-shader) * build the shader (ps2hw_cmake.dat) that would avoid copyright issue for debian/ubuntu |
| 5158 | ramapcsx2 | 2012-04-17 16:09:42 | No build | Small fix to mVU. Doesn't seem to help any game though. |
| 5157 | gregory.hainaut | 2012-04-16 15:36:16 | No build | copyright: soundtouch was LGPL2.1 not LGPL2.1+, add an header to launch_pcsx2_linux.sh cmake: keep all library for the linking of plugins hex2h.pl: add svn:executable |
| 5156 | gregory.hainaut | 2012-04-12 19:09:25 | No build | cmake: svn remove my executable permission so directly call perl interpreter |
| 5155 | gregory.hainaut | 2012-04-12 17:52:43 | No build | copyright: * change the man page to gpl3 * add missing copyrigh for zerogsshader * re write bin2cpp tool (in perl) to avoid any copyright issue => hex2h.pl |
| 5154 | gregory.hainaut | 2012-04-12 06:30:35 | No build | copyright: * update missing copyright on + plugins/GSdx/config.h + pcsx2/MTVU.h + plugins/zzogl-pg/opengl/ZZHacks.h + plugins/spu2-x/src/DplIIdecoder.cpp * put a copyright for trivial script file + pcsx2/gui/Resources/rebuild.sh + tools/bin2app.sh + plugins/zzogl-pg/opengl/shaders.sh * remove autotool from zzogl * apply the patch for issue 1257. Thanks very much Micove for the hard work. |
| 5153 | ramapcsx2 | 2012-04-09 12:36:18 | No build | SPU2-X: Update Portaudio to revision 1826. Hope the Linux side is fine :p |
| 5152 | gregory.hainaut | 2012-04-07 21:23:01 | No build | zzogl-pg: import GSdump feature from GSdx * Only available on debug build * ctrl F9 -> dump a couple of frames * ctrl shift F9 -> start/stop a stream of frames. * Build a replayer too, called pcsx2_ZZReplayLoader Note: dump are saved in /tmp. |
| 5151 | refraction | 2012-04-07 16:55:42 | Download | Removed the cycle counting from the new changes for now as there is a considerable speed hit, possibly later we can put a speed hack in there or game fix to emulate the timings correctly, unfortunately it can be a little too heavy. |
| 5150 | sudonim1@gmail.com | 2012-04-07 15:35:53 | Download | Handle exceptions raised inside the access violation exception filter which we use for various emulation tasks. This was what made the MTVU shutdown issue undebuggable. |
| 5149 | refraction | 2012-04-07 12:27:19 | Download | -Bumped savestate version, forgot to do that in my last commit. -Fixed a bug stopping GT4 running. -VIF now waits if the VU is busy rather than spinning, causing huge slowdowns. -Filled in some bits i missed |
| 5148 | gregory.hainaut | 2012-04-07 09:47:24 | Download | l10n: realigned translation with latest trunk. Current (unfinished) translation status: locales/de_DE/pcsx2_Main.po - 522/ 4/560 ( 93%) -38 locales/hu_HU/pcsx2_Main.po - 522/ 4/560 ( 93%) -38 locales/id_ID/pcsx2_Iconized.po - 49/ 12/74 ( 66%) -25 locales/id_ID/pcsx2_Main.po - 498/ 5/560 ( 88%) -62 locales/ru_RU/pcsx2_Main.po - 554/ 4/560 ( 98%) -6 locales/tr_TR/pcsx2_Main.po - 555/ 4/560 ( 99%) -5 |
| 5147 | refraction | 2012-04-07 01:48:34 | Download | VIF: Reworked the VU delays in to scheduled events to simulate VU run time without killing Metal Saga or Fahrenheit. Adjusted the COP checks on the VU's to use the same method as the VPU_STAT is never set essentially so the VU is never "running". Path3 Masking: Fixed a bug which caused persona 3 not to boot, previous a hack had been put in place to get around this. VIF: Fixed a VIF error with the rare game Realta Nua, now goes through the prologue correctly. Game requires the EE timing hack to get rid of most of the noise (Path3 masking problem with new GIF unit, unfixable). Expecting bugs, I will be monitoring this. |
| 5146 | sudonim1@gmail.com | 2012-04-06 18:41:20 | Download | Fixed PGO builds, MSVC does not like inline asm for function calls. |
| 5145 | refraction | 2012-04-06 14:00:12 | Download | Fix for Issue 1145 - Issue introduced with VSync changed broke Dynasty Warrior games, this should resolve it. Id swapped the VSync order around but still swapped which Field first, so it started out of sync, silly me! |
| 5144 | sudonim1@gmail.com | 2012-04-06 11:34:02 | Download | MTVU: Move code out of header. |
| 5143 | ramapcsx2 | 2012-04-06 09:52:18 | Download | Workaround for the debug build assertion problem discussed in r5141. |
| 5142 | sudonim1@gmail.com | 2012-04-05 19:55:44 | Download | Workaround for the MTVU deadlock on exit issue. There are actually several issues which deserve closer examination here but this fixes the symptom of zombie pcsx2 instances. |
| 5141 | ramapcsx2 | 2012-04-05 19:49:49 | Download | A recently added fix for warnings under Linux is creating an assert on Windows. The problem only affects debug builds but it should get a review. |
| 5139 | ramapcsx2 | 2012-04-01 14:09:24 | Download | SPU2-X: Some games use volume slides combined with reversed phase. Gigaherz tweaked the code to handle this nicer (fixes Mashed Drive to Survive noises). |
| 5138 | gregory.hainaut | 2012-03-30 19:04:26 | Download | cmake linux: don't build zerospu2. Too much issue on linux, uses spu2x instead. debian: fix nvidia cg dependency for latest Ubuntu |
| 5136 | ramapcsx2 | 2012-03-30 07:28:14 | Download | Game database update. Lots of Korean titles added by 99skull. Thanks :) |
| 5135 | sudonim1@gmail.com | 2012-03-23 21:00:22 | Download | GSDx: Found the likely actual cause for the FFXII hack problems, probably introduced with index buffers. Also made the hack a little more crash proof and maybe fixed an off by one pixel error. |
| 5134 | ramapcsx2 | 2012-03-23 19:37:43 | Download | GSdx: Updating the CRC list with some Korean titles. Thanks for the list, 99skull. |
| 5133 | ramapcsx2 | 2012-03-17 12:55:02 | Download | GSdx: Quick and sloppy fix for a sloppy hack, fixing FF12 pal. Thanks, pseudonym. |
| 5132 | gregory.hainaut | 2012-03-17 11:21:51 | Download | pcsx2: gcc 4.7 compilation fix |
| 5131 | gregory.hainaut | 2012-03-15 20:25:36 | Download | debian: update control file to support multiarch in latest ubuntu |
| 5130 | ramapcsx2 | 2012-03-15 16:16:51 | Download | Gsdx: Change a texture cache hack to fix half the flickering FMV games. It could have issues though, or randomly fix other stuff. Please test :p |
| 5129 | ramapcsx2 | 2012-03-15 12:44:18 | Download | GSdx: Fix Grandia Xtreme flicker :) Could help other games as well, please test. |
| 5128 | ramapcsx2 | 2012-03-14 13:10:14 | Download | Tests with Grandia Extreme's debugger suggest that SBUS interrupts *never* fire. |
| 5127 | gregory.hainaut | 2012-03-11 08:35:40 | Download | i18n: nothing to see... Close issue 1237. |
| 5126 | gregory.hainaut | 2012-03-10 20:11:21 | No build | i18n: update japan. Add french. |
| 5125 | ramapcsx2 | 2012-03-08 17:43:21 | Download | GSdx: Sprite hack update. |
| 5124 | ramapcsx2 | 2012-03-08 17:18:22 | Download | GSdx: Another refinement to the Wild Arms hack by KrossX. The hack now only applies to one kind of geometry (sent using the unpacked UV handler). This works nicer in Wild Arms as it fixes "jumpy" characters. |
| 5123 | ramapcsx2 | 2012-03-07 09:58:38 | Download | GSdx: Mouse over descriptions for the hacks. Thanks to KrossX again, these are great :) |
| 5122 | ramapcsx2 | 2012-03-07 09:31:10 | Download | GSdx: Better DX9 implementation of the Wild Arms Hack. Thanks, KrossX :p |
| 5121 | ramapcsx2 | 2012-03-06 22:36:24 | Download | GSdx: Fix for DX9 mode with the Wild Arms hack enabled. |
| 5120 | ramapcsx2 | 2012-03-06 21:36:59 | Download | GSdx: Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling. It should be generalized and renamed later. |
| 5119 | ramapcsx2 | 2012-03-06 20:14:35 | Download | GSdx: Some descriptions and making the hack configure button always visible (for now). |
| 5118 | ramapcsx2 | 2012-03-06 20:01:27 | Download | GSdx: The "enable hacks" checkbox works to toggle all hacks. |
| 5117 | gregory.hainaut | 2012-03-06 19:42:59 | Download | cmake: sparsehash moves header file in newer version! Detect the 2 include pathes and add a define. Fix issue 1222 |
| 5116 | ramapcsx2 | 2012-03-06 19:39:05 | Download | GSdx: Team effort of KrossX and myself: Finally adding that special game fixes / hack dialog I talked about for a while. Committing this in several steps to clean up any issues easier. |
| 5115 | ramapcsx2 | 2012-03-06 18:28:59 | Download | GSdx: Attempt to fix the resource files so MSVC likes them again. There's still line ending inconsistencies in the .rc though. |
| 5113 | ramapcsx2 | 2012-02-29 15:49:01 | Download | GSdx: Better working shader for the new color settings. Taken from "TGM's shader pack" on http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 |
| 5112 | ramapcsx2 | 2012-02-29 14:51:55 | Download | Null pointer protection and warning in LilyPad and SPU2-X savestates and a small init fix in SPU2-X. |
| 5111 | ramapcsx2 | 2012-02-29 13:19:36 | Download | GSdx: Use the simpler psmain0 shader in convert.fx for ShadeBoost. Thanks KrossX :) |
| 5110 | ramapcsx2 | 2012-02-29 00:29:29 | Download | GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths. Note: Not sure if it should be shader #7 or smth else :p |
| 5109 | ramapcsx2 | 2012-02-28 20:57:07 | Download | A couple minor changes, including a bad looking block manager bug that wasn't really all that bad :p |
| 5108 | gregory.hainaut | 2012-02-28 12:07:06 | Download | i18n: update sv_SE too ;) |
| 5107 | gregory.hainaut | 2012-02-28 11:28:31 | Download | i18n: new language indonesian |
| 5106 | gregory.hainaut | 2012-02-28 11:22:02 | No build | i18n: refresh po/mo |
| 5105 | ramapcsx2 | 2012-02-26 11:34:29 | Download | Attempt to fix ICO NTSC CDVD flag bug that appeared in r4961. Works with my copies of Time Crisis 2 and 3 as well. |
| 5104 | ramapcsx2 | 2012-02-25 20:06:39 | Download | GSdx: KrossX updated the sprite hack to also work on other games with a similar problem. It works with a 3 state checkbox now. Try to use full when half checked doesn't fix your game. |
| 5103 | ramapcsx2 | 2012-02-22 21:04:58 | Download | Removed the mVU block hack. This hack didn't help speed a lot (generally only about 2% if at all) but it caused slow downs and bugs in some games. People enabled it for a performance boost and often got the reverse, so now it's gone. |
| 5102 | ramapcsx2 | 2012-02-22 20:05:41 | Download | Small mistake fixed. |
| 5101 | ramapcsx2 | 2012-02-22 19:53:59 | Download | GSdx: Committing a hack KrossX prepared (thanks) ;) It can be used to fix bad character sprites in Gust games. |
| 5100 | gabest11 | 2012-02-15 18:57:52 | Download | GSdx: Yakuza fix. |
| 5099 | gabest11 | 2012-02-14 22:22:56 | Download | GSdx: check sprite edges! (r5098) |
| 5098 | gabest11 | 2012-02-14 19:26:04 | Download | GSdx: fix for Vexx, a few vertices were bogus, s/t/q all zero. |
| 5097 | 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. |
| 5096 | 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. |
| 5095 | 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) |
| 5093 | gregory.hainaut | 2012-02-10 21:18:47 | Download | linux compilation fix |
| 5092 | 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. |
| 5090 | gabest11 | 2012-02-08 20:21:18 | Download | GSdx: full boot fixed, thanks for finding, I always use fast boot. |
| 5089 | 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. |
| 5088 | 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. |
| 5087 | 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. |
| 5085 | 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). |
| 5084 | 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) |
| 5083 | gabest11 | 2012-01-27 11:56:49 | Download | GSdx: more fun with shaders but nothing works yet. |
| 5082 | gabest11 | 2012-01-23 05:26:07 | Download | GSdx: fix for tokyo xtreme racing invisible letters, laz0rs did not set the texture size. |
| 5081 | gabest11 | 2012-01-23 04:11:24 | Download | GSdx: reverted some of the changes of r5077, it breaks GoW. |
| 5080 | 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. |
| 5079 | gabest11 | 2012-01-22 08:37:44 | Download | GSdx: fixing dmc3 bugs with the sw renderer in multi-threaded mode. |
| 5078 | gabest11 | 2012-01-21 12:34:36 | Download | GSdx: next attempt to fix frame skipping |
| 5077 | gabest11 | 2012-01-21 04:44:04 | Download | GSdx: broken frame skipping should be fixed, and a few random sw renderer optimizations. |
| 5076 | gabest11 | 2012-01-20 00:34:44 | Download | GSdx: made a little mistake masking the unused giftag regs, when all 16 were in-use |
| 5075 | gabest11 | 2012-01-19 10:24:07 | Download | GSdx: quick fix for unreal tournament (and others using DATE) |
| 5074 | 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. |
| 5073 | ramapcsx2 | 2012-01-18 15:44:14 | Download | GSdx: Just some notes on the Disgaea 2 FMV border issue. |
| 5072 | 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). |
| 5068 | 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 |
| 5065 | 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 |
| 5063 | gabest11 | 2012-01-08 21:02:42 | Download | GSdx: fixing a possible buffer overflow |
| 5062 | 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 |
| 5051 | 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. |
| 5049 | 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. |
| 5048 | gabest11 | 2012-01-06 00:28:27 | Download | GSdx: disable vtune |
| 5047 | gabest11 | 2012-01-06 00:17:52 | No build | GSdx: fixing the broken things... |
| 5046 | 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. |
| 5045 | 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. |
| 5037 | arcum42 | 2011-12-31 18:50:17 | Download | Get rid of some irritating warnings in Linux. |
| 5036 | 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. |
| 5032 | 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. |
| 5029 | 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) |
| 5028 | 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. |
| 5027 | gabest11 | 2011-12-28 14:41:07 | Download | GSdx: vs2008 fix |
| 5026 | gabest11 | 2011-12-28 14:10:20 | Download | GSdx: bit less idle time by refcouting used texture pages. |
| 5025 | 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 :) |
| 5024 | 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. |
| 5023 | 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! |
| 5021 | 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 |
| 5020 | 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 |
| 5019 | gabest11 | 2011-12-27 09:15:35 | Download | GSdx: a few minor changes, please check if I wrapped the new pthread things correctly |
| 5018 | avihal | 2011-12-27 08:28:32 | Download | GSdx: Improved Genji CRC hack. |
| 5017 | 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. |
| 5016 | gabest11 | 2011-12-25 07:26:42 | Download | GSdx: a little refinement to the fix for the issue that come up with Bully. |
| 5015 | 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. |
| 5014 | arcum42 | 2011-12-24 11:25:44 | Download | Linux-only: Quick fix to the last commit. |
| 5013 | 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. |
| 5012 | 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. |
| 5011 | 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 :) |
| 5010 | 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 |
| 5008 | 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. |
| 5007 | 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. |
| 5005 | 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. |
| 5004 | avihal | 2011-12-21 23:35:30 | Download | Fix Dynamic CRC hacks (got broken on r4991 ) |
| 5001 | 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 |
| 4999 | gabest11 | 2011-12-21 00:08:00 | Download | GSdx: fixed vs2008 build errors |
| 4998 | 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. |
| 4995 | 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. |
| 4994 | gabest11 | 2011-12-18 22:04:05 | Download | GSdx: Little bug slipped through. |
| 4993 | 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. |
| 4992 | 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. |
| 4991 | gabest11 | 2011-12-16 19:13:58 | Download | GSdx: just saving minor changes. |
| 4980 | 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. |
| 4979 | gabest11 | 2011-12-04 18:35:16 | Download | GSdx: recent changes caused some errors in line drawing (SoTC loading screen) |
| 4978 | gabest11 | 2011-12-04 15:31:02 | Download | GSdx: less gaps between triangles, it was more noticeable with psx games, having a lower resolution. |
| 4977 | gabest11 | 2011-12-04 09:49:55 | Download | GSdx: more fixes to z-interpolation, THPS4 looks alright now. |
| 4976 | 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. |
| 4975 | gabest11 | 2011-12-01 17:08:10 | Download | GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967) |
| 4972 | gabest11 | 2011-11-25 23:48:59 | Download | GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging. |
| 4968 | gregory.hainaut | 2011-11-16 19:19:16 | Download | i18n: refresh sv_SE and it_IT. |
| 4967 | 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. |
| 4966 | 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.) |
| 4965 | arcum42 | 2011-11-12 04:09:46 | Download | GSnull: More cleanup on the logging code. And lets actually put return characters in the log. :) |
| 4964 | gabest11 | 2011-11-08 13:22:54 | Download | GSdx: as usual, going back to msvc, suddenly wild errors appear. |
| 4963 | gabest11 | 2011-11-08 13:12:54 | No build | GSdx: GSRendererHW.h and GCC are good friends now. |
| 4962 | 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. |
| 4961 | 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! :) |
| 4960 | cottonvibes | 2011-11-07 10:20:56 | Download | microVU: - Rewrote and simplified the TriAce gamefix VU interpreter: - Implemented a TriAce gamefix for vu0 interpreter |
| 4959 | 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. |
| 4958 | 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. |
| 4957 | 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). |
| 4956 | 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. |
| 4955 | 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. |
| 4954 | refraction | 2011-11-01 18:44:34 | Download | IPU bug fix by Shalma, well spotted ;p |
| 4953 | ramapcsx2 | 2011-11-01 10:15:52 | Download | GSdx: CRC for FF12 Fr. |
| 4952 | 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! :) |
| 4951 | 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 |
| 4950 | 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.) |
| 4949 | arcum42 | 2011-10-30 00:32:22 | Download | More work on the compiler warnings. Removed the warning flags that are now set by default. |
| 4948 | gregory.hainaut | 2011-10-29 11:39:06 | Download | cmake: allow to easily set global compilation flags |
| 4947 | arcum42 | 2011-10-29 07:57:06 | Download | Change a few compiler options in Linux to remove a few warnings during compilation. |
| 4946 | ramapcsx2 | 2011-10-27 17:19:55 | Download | GSdx: CRC for Suikoden Tactics JP. |
| 4945 | 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. |
| 4944 | 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. |
| 4943 | gabest11 | 2011-10-24 07:58:43 | Download | GSdx: Corrected the line data terminator for psx games (fixes wild arms 2). |
| 4942 | 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 |
| 4941 | 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). |
| 4940 | 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. |
| 4939 | ramapcsx2 | 2011-10-14 10:17:19 | Download | Lilypad: Fix wrong GUI description. Thanks bosit :p |
| 4938 | refraction | 2011-10-13 15:00:22 | Download | Removed Ace Combat hack as r4937 seems to have solved the problem. |
| 4937 | 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.) |
| 4936 | 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. |
| 4935 | 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) |
| 4934 | refraction | 2011-10-12 20:12:40 | Download | EERec: Small changes so Constant Propagation can be turned off (for testing purposes) |
| 4933 | 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. |
| 4932 | 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. |
| 4929 | ramapcsx2 | 2011-10-09 16:20:13 | Download | Lilypad: Putting the tabulator keypress hack from r4916 on L3 instead of R3. |
| 4928 | avihal | 2011-10-09 07:43:10 | Download | Yakuza 1 CRC hack (seem to work better than previous one). |
| 4927 | gigaherz | 2011-10-08 16:53:40 | Download | GSDX: Whoops sorry I mixed two conflicting ideas into one. |
| 4926 | 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. |
| 4925 | 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. |
| 4923 | gregory.hainaut | 2011-10-05 18:17:08 | Download | i18n: upload sv_SE/es_ES/pl_PL/cs_CZ translation files |
| 4922 | shadowladyngemu | 2011-10-05 11:45:00 | Download | GameDB and CRC updates.... other updates are welcome on issue 881 |
| 4921 | 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. |
| 4920 | 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 |
| 4919 | shadowladyngemu | 2011-09-26 12:08:20 | Download | Minimal changes to GameDB. |
| 4918 | 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). |
| 4917 | 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. |
| 4916 | 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. |
| 4915 | avihal | 2011-09-07 18:42:33 | Download | Oops. Now it's disabled by default ;) |
| 4914 | 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. |
| 4913 | 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) |
| 4912 | 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. |
| 4911 | 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 |
| 4910 | gregory.hainaut | 2011-09-04 21:27:11 | Download | pcsx2: restore linux thread timing. pthread_getcpuclockid failed to check the validy of thread ID... |
| 4909 | 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 |
| 4908 | gregory.hainaut | 2011-09-04 17:07:00 | Download | pcsx2:linux: disable thread timing information. It seems to work only with eglibc (debian/ubuntu) |
| 4907 | gigaherz | 2011-09-04 16:10:00 | Download | USBqemu: Some small changes to init & savestates. The savestates are still incomplete though. |
| 4906 | gigaherz | 2011-09-04 15:38:33 | Download | USBqemu: Forgot Devel exists ... xD |
| 4905 | gigaherz | 2011-09-04 15:31:44 | No build | USBqemu: Fix release build. |
| 4904 | 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. |
| 4903 | gigaherz | 2011-09-04 12:45:08 | Download | Whoops. |
| 4902 | 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. |
| 4901 | 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. |
| 4900 | gigaherz | 2011-09-04 01:55:17 | Download | USBqemu: Missed a file. |
| 4899 | 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. |
| 4898 | gigaherz | 2011-09-04 01:51:20 | No build | Whoops sorry the file slipped through. |
| 4897 | gigaherz | 2011-09-04 01:49:34 | No build | Made USBsetRAM work again. Required for the following commit. |
| 4896 | gigaherz | 2011-09-04 01:36:14 | Download | Copy USBqemu from the legacy plugins folder (to preserve history) |
| 4895 | 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). |
| 4894 | 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 |
| 4893 | 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. |
| 4892 | avihal | 2011-08-30 07:11:36 | No build | GSDX: Show message on console at capture start/end. |
| 4891 | 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) |
| 4890 | refraction | 2011-08-29 23:05:22 | Download | Morphed the Hotwheels hack into a gamefix to be safe! |
| 4889 | 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) |
| 4888 | ramapcsx2 | 2011-08-29 18:57:58 | Download | Let's keep the warning log in :p |
| 4887 | sudonim1@gmail.com | 2011-08-29 18:43:02 | Download | Oops. |
| 4886 | sudonim1@gmail.com | 2011-08-29 18:41:45 | No build | Fixed a bug in r4884, simplified implementation and added equivalent code to hwWrite16 |
| 4885 | 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. |
| 4884 | 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. |
| 4883 | ramapcsx2 | 2011-08-29 11:18:46 | Download | Removed the silly log check and fixed the revision numbers from last commit. |
| 4882 | 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. |
| 4881 | shadowladyngemu | 2011-08-28 19:52:11 | Download | |
| 4880 | gregory.hainaut | 2011-08-28 09:34:43 | Download | pcsx2: implement thread timing on linux => display cpu usage on title bar |
| 4879 | 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) |
| 4878 | 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. |
| 4877 | refraction | 2011-08-25 13:48:44 | Download | Better alter this actually, there will always be one picky game which buggers this up ;p |
| 4876 | 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. |
| 4875 | refraction | 2011-08-23 18:37:04 | Download | Thats better, winmerge helps! |
| 4874 | 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! |
| 4873 | 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 |
| 4872 | 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... |
| 4871 | 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. |
| 4870 | gregory.hainaut | 2011-08-14 14:38:26 | Download | debian: cherry pick micove ppa improvement. Thank very much. cmake: shutup some warning (mostly sdl...) |
| 4869 | 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 |
| 4868 | gregory.hainaut | 2011-08-12 18:25:21 | Download | linux compilation fix |
| 4867 | 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. |
| 4866 | shadowladyngemu | 2011-08-12 03:31:25 | Download | VS2010 Compile fix for r4865 |
| 4865 | 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". |
| 4864 | gregory.hainaut | 2011-08-11 17:36:44 | Download | spu2x: linux compilation fix. |
| 4863 | 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. |
| 4862 | ramapcsx2 | 2011-08-11 09:15:03 | Download | Commit the SPU2-X compile fix from miseru99. GSdx CRC hackfix is included, too. |
| 4861 | 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). |
| 4860 | 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 |
| 4859 | 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. |
| 4858 | 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. |
| 4857 | gigaherz | 2011-08-10 11:59:08 | Download | SPU2-X: kill a few warnings |
| 4856 | gregory.hainaut@gmail.com | 2011-08-08 17:49:59 | Download | spu2x: linux compilation fix |
| 4855 | ramapcsx2 | 2011-08-08 15:59:06 | Download | Added "portable.ini" to /bin, so SVN builds will work in portable mode by default. |
| 4854 | 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. |
| 4853 | 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. |
| 4852 | 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. |
| 4851 | 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. |
| 4850 | 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) |
| 4849 | avihal | 2011-08-07 09:33:27 | Download | Test. Dummy commit. |
| 4848 | gigaherz | 2011-08-07 01:55:44 | Download | I went and copypasted the one line I typoed. |
| 4847 | 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. |
| 4846 | 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 |
| 4845 | 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... |
| 4844 | 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. |
| 4843 | 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. |
| 4842 | 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). |
| 4841 | ramapcsx2 | 2011-08-04 14:27:21 | Download | SPU2-X: Clean up some logging code. |
| 4840 | 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. |
| 4839 | gregory.hainaut@gmail.com | 2011-08-02 06:52:53 | Download | cmake: add/delete files |
| 4838 | 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). |
| 4837 | 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.) |
| 4836 | shadowladyngemu | 2011-08-01 15:40:20 | Download | Fix VS2010 compiling. Patch by miseru99, thanks :) |
| 4835 | 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 |
| 4834 | 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. |
| 4833 | 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. |
| 4832 | 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 |
| 4831 | 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... |
| 4830 | ramapcsx2 | 2011-07-26 17:53:54 | Download | New GIF: Quick fix from Cotton, fixes ICO and hopefully Tekken 4. |
| 4829 | 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... |
| 4828 | gabest11 | 2011-07-25 11:16:01 | Download | GSdx: FXAA 3.10, page up key activates it |
| 4827 | arcum42 | 2011-07-25 10:24:05 | Download | Fix Linux so that it compiles. |
| 4826 | cottonvibes | 2011-07-25 08:46:07 | Download | will probably fix compilation errors on linux/gcc... |
| 4825 | cottonvibes | 2011-07-25 07:43:31 | Download | newGif - Fix Area 51 slowness. |
| 4824 | gregory.hainaut@gmail.com | 2011-07-25 06:29:53 | Download | cmake: add new Gif Unit files. |
| 4823 | 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) |
| 4822 | ramapcsx2 | 2011-07-24 14:18:51 | Download | This should fix MSVC 2010 compiling. |
| 4821 | 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. |
| 4820 | 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. |
| 4819 | 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. |
| 4818 | 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... |
| 4817 | gregory.hainaut@gmail.com | 2011-07-19 18:33:22 | Download | zzogl-pg: open the dat file... |
| 4816 | ramapcsx2 | 2011-07-19 10:56:48 | Download | Silence a SIF dma warning. |
| 4815 | gregory.hainaut@gmail.com | 2011-07-18 20:02:17 | Download | cmake: fix install directory of shader file in package mode |
| 4813 | gregory.hainaut@gmail.com | 2011-07-17 14:21:09 | Download | cmake: generate resource outside of the source tree. Debian: remove useless clean file |
| 4812 | 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. |
| 4811 | 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. |
| 4810 | arcum42 | 2011-07-17 02:38:18 | Download | SPU2-X: Fix the linux version, and add a checkbox for the de-alias filter. |
| 4809 | 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 |
| 4808 | shadowladyngemu | 2011-07-16 03:20:04 | Download | Just a couple CRC and GameDB updates. |
| 4807 | 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). |
| 4806 | gregory.hainaut@gmail.com | 2011-07-14 09:21:57 | Download | debian: align the package with latest cmake change. |
| 4805 | 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) |
| 4804 | gregory.hainaut@gmail.com | 2011-07-10 08:52:16 | Download | cmake: be sure wx is present before fiddling with the include path |
| 4803 | 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. |
| 4802 | ramapcsx2 | 2011-07-09 23:47:12 | Download | Fix for Endgame which tries to do 0 sector CDVD reads. |
| 4801 | 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. |
| 4800 | 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. |
| 4799 | 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. |
| 4798 | 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. |
| 4797 | 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. |
| 4796 | 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. |
| 4795 | ramapcsx2 | 2011-07-05 23:26:14 | Download | Lilypad: Really hide the option. Sigh :p |
| 4794 | ramapcsx2 | 2011-07-05 23:09:31 | Download | Lilypad: Don't screw users which already had the problematic option set. |
| 4793 | 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. |
| 4792 | 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. |
| 4791 | 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. |
| 4790 | shadowladyngemu | 2011-07-04 05:31:47 | Download | GSdx: CRC hackfix for Burnout games, removes garbage from screen. |
| 4789 | 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) |
| 4788 | shadowladyngemu | 2011-07-01 05:32:04 | Download | whoopsie |
| 4787 | 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...) |
| 4786 | 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. |
| 4785 | 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 >< |
| 4784 | 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. |
| 4783 | 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. |
| 4782 | 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 |
| 4781 | gregory.hainaut@gmail.com | 2011-06-28 22:16:06 | Download | onepad: slim down a little more the KeyStatus API |
| 4780 | 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 |
| 4779 | ramapcsx2 | 2011-06-27 22:54:25 | Download | SPU2-X: Version bump. |
| 4778 | 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. |
| 4777 | 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. |
| 4776 | ramapcsx2 | 2011-06-25 19:43:21 | Download | SPU2-X: Forgot to bump the savestate version. |
| 4775 | ramapcsx2 | 2011-06-25 19:28:58 | Download | SPU2-X: Short term reverb quality hack (half the input volume), until we settle for smth. |
| 4774 | 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. |
| 4773 | 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. |
| 4772 | ramapcsx2 | 2011-06-25 16:53:13 | Download | That wasn't supposed to go on the svn :p |
| 4771 | 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. |
| 4770 | sudonim1@gmail.com | 2011-06-25 14:03:27 | Download | SPU2-X: More parens needed, always more! |
| 4769 | 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. |
| 4768 | 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?) |
| 4767 | ramapcsx2 | 2011-06-25 13:24:22 | Download | SPU2-X: Removed the fake reverb since the real stuff started to work :) |
| 4766 | 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. |
| 4765 | 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). |
| 4764 | 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!? |
| 4763 | 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. |
| 4762 | 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.) |
| 4761 | sudonim1@gmail.com | 2011-06-24 23:09:45 | Download | SPU2-X: Both cores now (ignore previous commit) |
| 4760 | 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. |
| 4759 | 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. |
| 4758 | 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. |
| 4757 | gregory.hainaut@gmail.com | 2011-06-23 06:56:06 | Download | onepad: support of diagonal in d-pad. |
| 4756 | sudonim1@gmail.com | 2011-06-22 11:49:49 | Download | SPU2-X: Bump savestate version since I broke compatibility with r4754 |
| 4755 | 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. |
| 4754 | 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. |
| 4753 | 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) |
| 4752 | 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). |
| 4751 | 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. |
| 4750 | 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 |
| 4748 | 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 |
| 4747 | ramapcsx2 | 2011-06-16 16:59:48 | Download | SPU2-X: Version bump. |
| 4746 | 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. |
| 4745 | sudonim1@gmail.com | 2011-06-15 16:24:42 | Download | SPU2-X: Little mistake in input area IRQ code. |
| 4744 | 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.) |
| 4743 | ramapcsx2 | 2011-06-14 22:12:45 | Download | SPU2-X: Debugger was missing one digit of the IRQA, whops :p |
| 4742 | 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. |
| 4741 | 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.) |
| 4738 | 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 ... |
| 4737 | 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) |
| 4736 | 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 |
| 4735 | 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. |
| 4734 | 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 :) |
| 4733 | 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. |
| 4732 | gregory.hainaut@gmail.com | 2011-06-12 14:58:40 | No build | zeropad: deprecate it in favor of onepad. |
| 4731 | 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 |
| 4729 | 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 |
| 4727 | 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. |
| 4726 | 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 :) |
| 4723 | 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. |
| 4722 | ramapcsx2 | 2011-06-11 00:49:26 | Download | SPU2-X: Fix for Fatal Frame as per sudo's findings. |
| 4721 | sudonim1@gmail.com | 2011-06-08 20:30:57 | Download | SPU2-X: Implemented SPU2reset method for handling a PS2 reset. |
| 4720 | 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. |
| 4719 | 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. |
| 4718 | 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) |
| 4717 | 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. |
| 4716 | ramapcsx2 | 2011-06-08 06:44:15 | Download | SPU2-X: Some visual debugger additions. |
| 4715 | gregory.hainaut@gmail.com | 2011-06-05 20:02:54 | Download | i18n: update the keyword metadata too... |
| 4714 | gregory.hainaut@gmail.com | 2011-06-05 19:52:38 | Download | i18n: fix issue i1037 (Rafael's patch). |
| 4713 | 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. |
| 4712 | 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 |
| 4711 | 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 |
| 4710 | gregory.hainaut@gmail.com | 2011-06-04 15:54:11 | Download | i18n: new organization of translation in 2 sides: iconized and the others. |
| 4706 | 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. |
| 4701 | ramapcsx2 | 2011-06-02 08:22:20 | Download | SPU2-X: There must be some other flag that goes with the FxEnable one >< |
| 4700 | ramapcsx2 | 2011-06-02 08:12:40 | Download | SPU2-X: Changes to reflect results of tests on my PS2. |
| 4690 | gigaherz | 2011-05-28 20:16:40 | Download | SPU2-X Reverb: I put the mask in the wrong place. |