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[PSX2] PCSX2 0.9.9 SVN5350

[0] @ środa, 1 Sierpnia 2012 00:48CET

[PSX2] PCSX2 0.9.9 SVN5350

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 0.9.9 Developer version SVN5350 2012-08-01 00:48:00

  • Re-added prafull to the beta testers list, he got lost somehow.

PCSX2 0.9.9 Developer version SVN5347 2012-07-24 03:48:38

  • 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.

PCSX2 0.9.9 Developer version SVN5346 2012-07-24 02:20:07

  • 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.

PCSX2 0.9.9 Developer version SVN5345 2012-07-23 22:55:06

  • 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.)

PCSX2 0.9.9 Developer version SVN5344 2012-07-23 20:24:09

  • 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.

PCSX2 0.9.9 Developer version SVN5343 2012-07-23 16:39:56

  • 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.

PCSX2 0.9.9 Developer version SVN5342 2012-07-21 03:45:40

PCSX2 0.9.9 Developer version SVN5341 2012-07-19 20:40:42

  • 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.

PCSX2 0.9.9 Developer version SVN5339 2012-07-11 19:48:37

  • 1.0.0 & trunk: add new language th_TH

PCSX2 0.9.9 Developer version SVN5337 2012-07-08 07:25:25

  • 1.0.0 & trunk:i18n update sv_SE

PCSX2 0.9.9 Developer version SVN5336 2012-07-07 20:46:03

PCSX2 0.9.9 Developer version SVN5335 2012-07-07 08:44:50

  • trunk/branch: i18n: update zh_TW and de_DE

PCSX2 0.9.9 Developer version SVN5331 2012-07-03 10:30:26

PCSX2 0.9.9 Developer version SVN5330 2012-06-27 16:06:25

  • GSdx: Removed the CRC hack for Drakengard 2 as per issue 1303.
    Thanks for reporting.
    (Also replaced broken Chinese characters in comments.)

PCSX2 0.9.9 Developer version SVN5329 2012-06-27 00:57:44

  • 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.

PCSX2 0.9.9 Developer version SVN5328 2012-06-26 11:57:44

  • 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.

PCSX2 0.9.9 Developer version SVN5326 2012-06-25 20:55:31

PCSX2 0.9.9 Developer version SVN5325 2012-06-25 12:15:39

  • 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.

PCSX2 0.9.9 Developer version SVN5323 2012-06-21 19:39:26

  • 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

PCSX2 0.9.9 Developer version SVN5322 2012-06-21 17:31:53

PCSX2 0.9.9 Developer version SVN5321 2012-06-20 20:45:24

PCSX2 0.9.9 Developer version SVN5320 2012-06-20 18:51:30

  • 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.

PCSX2 0.9.9 Developer version SVN5319 2012-06-20 18:00:08

PCSX2 0.9.9 Developer version SVN5318 2012-06-20 13:23:35

PCSX2 0.9.9 Developer version SVN5317 2012-06-20 12:28:13

  • 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.

PCSX2 0.9.9 Developer version SVN5316 2012-06-20 12:21:44

  • 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.

PCSX2 0.9.9 Developer version SVN5315 2012-06-19 16:10:24

  • 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.

PCSX2 0.9.9 Developer version SVN5314 2012-06-19 03:09:59

PCSX2 0.9.9 Developer version SVN5313 2012-06-19 01:57:13

  • 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))

PCSX2 0.9.9 Developer version SVN5312 2012-06-19 01:12:01

PCSX2 0.9.9 Developer version SVN5311 2012-06-19 01:02:52

  • 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.

PCSX2 0.9.9 Developer version SVN5310 2012-06-19 00:35:42

  • 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).

PCSX2 0.9.9 Developer version SVN5309 2012-06-19 00:12:35

  • 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.

PCSX2 0.9.9 Developer version SVN5308 2012-06-18 22:13:22

PCSX2 0.9.9 Developer version SVN5307 2012-06-18 21:38:41

PCSX2 0.9.9 Developer version SVN5306 2012-06-18 21:16:25

PCSX2 0.9.9 Developer version SVN5305 2012-06-18 18:26:49

PCSX2 0.9.9 Developer version SVN5304 2012-06-17 18:39:18

PCSX2 0.9.9 Developer version SVN5303 2012-06-17 18:26:42

  • 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.

PCSX2 0.9.9 Developer version SVN5302 2012-06-17 17:54:09

PCSX2 0.9.9 Developer version SVN5301 2012-06-17 17:49:50

  • 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.
wstecz01/08/2012 00:48
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