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EmuCR: PCSX2PCSX2 Git (2016/05/26) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 Git Changelog:
* Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
GSDX-Windows: Add "Large Framebuffer" option
* GSDX-Windows: Add "Large Framebuffer" option
* gsdx: Allow normal assert to be used
* Merge pull request #1335 from turtleli/freebsd
Support FreeBSD
* cmake: Disable SuperVU for non-Linux OS
Doesn't work on FreeBSD, would be annoying to port.
* iop: Use count_leading_sign_bits for err, counting sign bits
Replaces the inline assembly and generic version with the unified
* ipu: Convert yuv2rgb sse2 inline assembly to intrinsics
It's more portable.
Use _mm_shuffle_epi32 instead of _mm_movehl_ps - I think it avoids
data bypass delays going from integer to float domains on older
processors, and Agner's tables indicate that the instruction has the
same latency and occasionally has higher throughput (depending on cpu).
And switch the _mm_xor_si128 and _mm_unpacklo_epi8 around so the same
constant can be used for both C bias and alpha.
* gsdx:freebsd: Fix compilation
* gsdx:linux: Use clock_gettime instead of ftime
ftime is obsolete and not present in recent POSIX specifications.
* gsdx: Use alignas instead of __aligned
__aligned is defined in FreeBSD headers and will cause compile errors.
* pcsx2: aio: Complete POSIX AIO reader
* pcsx2:freebsd: Fix build
* common:freebsd: Kill some warnings
* common:freebsd: Fix compilation
* utilities: Add FreeBSD thread name implementation
* cmake: Setup FreeBSD
* spu2-x:freebsd: Adjust cmake and ifdefs
For now the SDL backend has been removed, mainly cause it makes the
dialog code too messy.
* onepad:freebsd: Adjust ifdefs
* Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
GSDX: Improve CRTC width detection
* GSDX: Calculate dimensions of rectangle after merge
* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
* GSDX: Rework video mode detection code
* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
* gsdx: Consider horizontal offsets when merging output
Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.

Download: PCSX2 Git (2016/05/26)
Source: Here

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