Automated Pcsx2 builds

These builds are provided by Orphis and are totally free of charge.
New versions on the Git repository 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 GitHub.
See Pcsx2 website for more information.

The Windows build has been made with Visual C++ 2015. You need to install the Visual C++ 2015 (x86) runtime package to run it.
Legacy builds from the SVN repository can be found here

Showing only 20 latest changes. See full list of builds

Revision Author Date Windows 32bit Commit log
v1.5.0-dev-1366-ge511265 Jonathan Li 2016-09-29 00:21:26 Download gsdumpgui: Make it work even if it's not named GsDumpGUI.exe Fixes #1592. [skip ci]
v1.5.0-dev-1365-g8d4fadb Gregory Hainaut 2016-09-28 20:00:56 Download Revert "gsdx state: TEX0 write behavior might depends on the context" This reverts commit b34243fa7bf7e7ce9643840e5ea75b0988ee0b1b. Unfortunately we have a regression on GT4. I'm doomed
v1.5.0-dev-1364-g90ad9cf Gregory Hainaut 2016-09-28 19:35:46 Download gsdx hw mipmap: tune the rounding + remove previous hack GS really uses an invalid texture located at 0. Improve the rounding for R&C. The idea is to avoid the corner case were only the corner of the triangle touch the 7/16 edge.
v1.5.0-dev-1363-gadb8be3 Gregory Hainaut 2016-09-28 09:55:04 No build gsdx: add/update comment Need to investigate why the number of vertex is different in upscaled resolution
v1.5.0-dev-1362-g7490373 Gregory Hainaut 2016-09-28 09:52:26 No build gsdx: report an error if PSM is invalid
v1.5.0-dev-1361-gfea31f7 Gregory Hainaut 2016-09-28 09:45:22 No build gsdx: don't use virtual when it is useless
v1.5.0-dev-1360-g97172f5 Gregory Hainaut 2016-09-27 18:59:06 No build gsdx debug: count draw call in a different way * Always do +1 before the draw call * Prefix texture name with i (as input) to keep them before the FB Goal is to ensure that all renderers share the same draw call value.
v1.5.0-dev-1359-gfd58ee6 Robert Neumann 2016-09-28 16:18:59 Download psxmode: disabled a PGIF ringbuffer memset, added comments
v1.5.0-dev-1358-gc272359 Gregory Hainaut 2016-09-27 12:06:17 Download Merge: e0961d8 b34243f Merge pull request #1550 from PCSX2/gsdx-dual-context-clut gsdx state: TEX0 write behavior might depends on the context
v1.5.0-dev-1357-gb34243f Gregory Hainaut 2016-09-04 12:21:12 No build gsdx state: TEX0 write behavior might depends on the context Game: harley davidson * write tex0 ctx0 * write tex0 ctx1 * draw ctx 0 Previous GSdx behavior will load the clut every write of TEX0. In the above case the draw will take the wrong clut. To be honest, it could be a wrong emulation on the EE core emulation. The hardware likely got a single clut (1KB cache is quite expensive) So clut loading must be skipped if the context is wrong. Next draw will use the ctx1 clut so I apply TEX0 when the context is switched Please test harley davidson :) v2: detect context switch from UpdateContext function V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue) V4: move bad psm correction code (rebase put it in the wrong place)
v1.5.0-dev-1356-ge0961d8 Gregory Hainaut 2016-09-26 20:34:38 Download gsdx HW: use after free crash Free bt 3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526 4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990 5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022 Use bt 0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204 1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579 2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509 Hypothesis the m_map array of list contains an invalid pointer It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset. So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit. This commit avoids a potential bad transition between MIPMAP (which overwrite the "offset") and the base layer (which wrongly keep an old "offset") Conclusion, pray for my soul as it is very hard to reproduce
v1.5.0-dev-1355-g04d82d8 Gregory Hainaut 2016-09-26 19:42:07 Download gsdx: size doesn't count but 0.625 might change your life :p
v1.5.0-dev-1354-gbe9995b Gregory Hainaut 2016-09-26 09:27:03 Download gsdx mipmap: improve robustness to avoid potential crash
v1.5.0-dev-1353-gebb2a8a Gregory Hainaut 2016-09-25 13:50:29 No build gsdx debug: Add DISABLE_WIP_ASSERTION To easily disable assertion on codes that only require investigation
v1.5.0-dev-1352-gca4f265 Gregory Hainaut 2016-09-25 13:43:53 No build gsdx debug: dump mipmap register could be useful now :)
v1.5.0-dev-1351-g0139402 Robert Neumann 2016-09-25 19:55:44 Download psxmode: color for mdec please! ;p
v1.5.0-dev-1350-gfdf5e7a ramapcsx2 2016-09-25 12:51:29 Download Merge: ef9a144 5e460c5 Merge pull request #1583 from PCSX2/ramapcsx2-psx-mode PCSX2 rudimentary supports PlayStation 1 games now. Many thanks to user Wisi on the assemblergames.com forums. He researched and wrote the essential missing piece; The PGIF device! Note: To use this in any form, SPU2-X needs to be fixed. ZeroSPU2 can be used to boot games for now, but without sound.
v1.5.0-dev-1340-g5e460c5 Robert 2016-09-23 10:31:32 No build psxmode: add all the rest on core side. psx mode works now. - include a small game exe detection so pcsx2 doesn't believe it's running the bios - cdrom.cpp has a hack to account for pcsx2's wrong iop dma timing when mixing mdec and cdrom dmas. This should be properly fixed for the benefit of all ps2 / psx software! - dmasif2 is disabled since pgpu already handles it
v1.5.0-dev-1339-gef9a144 Gregory Hainaut 2016-09-25 11:54:00 Download gsdx hw: extra trick for the mipmap Ratchet & Clank (the third) uses an address of 0 for invalid mipmap. It would be very awkward to put the middle layer of texture in start of memory. So let's use this information to correct the lod. It make the game more robust on the lod rounding
v1.5.0-dev-1339-g277b8f3 Robert 2016-09-23 10:33:03 No build psxmode:EE: Plug SBUS PGIF register v2: improve code integration v3: fix conflict between sif2/pgif code