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[PSX2] PCSX2 0.9.9 SVN5063

[0] @ !!! Wtorek, 10 Stycznia 2012 10:05 CET [10-01-2012 10:04 CET]

[PSX2] PCSX2 0.9.9 SVN5063

PCSX2 jest jedynym emulatorem SONY PLAYSTATION II, który z powodzeniem pozwala pograć w gry, które oferuje oryginalna konsola. Poniższe publikowane wersje są zapisem prac na kodem tego emulatora i wszystkie one mają status deweloperski, co znaczy, że należy liczyć się z problemami - czasami mniejszymi, czasami większymi.

Ostatnia oficjalna wersja nosi numer 0.9.8 i można ją ściągnąć np. stąd lub ze strony domowej projektu.

Pliki pochodzą z oficjalnego BOTa projektu z serwisu ORPHIS.

PCSX2 0.9.7 Developer version SVN5063 2012-01-08 21:02:42

PCSX2 0.9.7 Developer version SVN5062 2012-01-08 17:10:00

PCSX2 0.9.7 Developer version SVN5051 2012-01-06 09:55:23

  • Gsdx:
    Let users set software parameters (extra threads and line AA) regardless of currently configured renderer.
    Makes testing far easier.

PCSX2 0.9.7 Developer version SVN5049 2012-01-06 01:20:01

  • 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.

PCSX2 0.9.7 Developer version SVN5048 2012-01-06 00:28:27

PCSX2 0.9.7 Developer version SVN5047 2012-01-06 00:17:52

  • GSdx: fixing the broken things...

PCSX2 0.9.7 Developer version SVN5046 2012-01-05 04:40:47

  • 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.

PCSX2 0.9.7 Developer version SVN5045 2012-01-05 02:40:24

PCSX2 0.9.7 Developer version SVN5037 2011-12-31 18:50:17

PCSX2 0.9.7 Developer version SVN5036 2011-12-31 15:41:07

  • 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.

PCSX2 0.9.7 Developer version SVN5032 2011-12-29 17:08:17

  • 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.

PCSX2 0.9.7 Developer version SVN5029 2011-12-28 22:59:16

PCSX2 0.9.7 Developer version SVN5028 2011-12-28 20:21:32

PCSX2 0.9.7 Developer version SVN5027 2011-12-28 14:41:07

PCSX2 0.9.7 Developer version SVN5026 2011-12-28 14:10:20

PCSX2 0.9.7 Developer version SVN5025 2011-12-27 23:03:31

PCSX2 0.9.7 Developer version SVN5024 2011-12-27 21:03:53

  • <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.

PCSX2 0.9.7 Developer version SVN5023 2011-12-27 17:42:18

  • 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!

PCSX2 0.9.7 Developer version SVN5021 2011-12-27 13:14:30

  • 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

PCSX2 0.9.7 Developer version SVN5020 2011-12-27 12:22:13

  • 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
wstecz10/01/2012 10:05
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