[PSX2] Dev PCSX2 SVNv1.5.0-dev-1940-g9865270

[2] @ Poniedziałek, 20 Marca 2017 18:25CET

[PSX2] Dev PCSX2 SVNv1.5.0-dev-1940-g9865270

Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa.

Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.

→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

PCSX2 Developer version SVNv1.5.0-dev-2119-g58102a3 2017-06-18 11:57:59

PCSX2 Developer version SVNv1.5.0-dev-2118-gb75868c 2017-05-09 12:52:03

  • PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.

PCSX2 Developer version SVNv1.5.0-dev-2117-g4a56240 2017-06-13 02:11:45

  • gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU – the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.

PCSX2 Developer version SVNv1.5.0-dev-2116-g8b245c1 2017-06-08 21:16:41

PCSX2 Developer version SVNv1.5.0-dev-2115-gf8787ca 2017-06-05 02:12:41

  • gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.

PCSX2 Developer version SVNv1.5.0-dev-2114-g23fa065 2017-05-19 19:57:17

  • GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)

PCSX2 Developer version SVNv1.5.0-dev-2113-ga04d9fa 2017-05-19 19:48:03

  • GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future – I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.

PCSX2 Developer version SVNv1.5.0-dev-2112-g266c114 2017-06-02 17:59:03

PCSX2 Developer version SVNv1.5.0-dev-2111-g11ed4de 2017-05-24 21:12:30

  • gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.

PCSX2 Developer version SVNv1.5.0-dev-2110-g742b0ed 2017-05-27 13:21:09

  • gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.

PCSX2 Developer version SVNv1.5.0-dev-2109-ga6ed698 2017-05-24 21:08:05

  • unix: Remove LZMA_SUPPORTED define

PCSX2 Developer version SVNv1.5.0-dev-2108-g3912f33 2017-05-24 19:27:51

  • windows: Link GSdx to liblzma (xz)

PCSX2 Developer version SVNv1.5.0-dev-2107-g97d9963 2017-05-24 19:18:52

  • gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...

PCSX2 Developer version SVNv1.5.0-dev-2106-gb170bdd 2017-05-24 21:16:37

  • 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.

PCSX2 Developer version SVNv1.5.0-dev-2105-ga26afbe 2017-05-24 19:11:14

  • 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.

PCSX2 Developer version SVNv1.5.0-dev-2104-g49840bb 2017-05-20 19:17:43

  • GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.

PCSX2 Developer version SVNv1.5.0-dev-2103-ge8f35f0 2017-05-23 03:02:04

PCSX2 Developer version SVNv1.5.0-dev-2102-g802f102 2017-04-30 21:00:23

  • gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments

PCSX2 Developer version SVNv1.5.0-dev-2101-g53b2fdf 2017-05-08 09:37:13

  • linux: requires liblzma (xz) to build GSdx
→ [PSX2] Dev PCSX2 SVNv1.5.0-dev-2120-g07c69eb

PCSX2 Developer version SVNv1.5.0-dev-2120-g07c69eb 2017-06-23 21:50:14

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Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
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Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.