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EmuCR: PCSX2PCSX2 Git (2016/09/26) 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:
* gsdx mipmap: improve robustness to avoid potential crash
* gsdx debug: Add DISABLE_WIP_ASSERTION
To easily disable assertion on codes that only require investigation
* gsdx debug: dump mipmap register could be useful now :)
* psxmode: color for mdec please! ;p
* 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.
* 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
* psxmode:EE: Plug SBUS PGIF register
v2: improve code integration
v3: fix conflict between sif2/pgif code
* psxmode:IOP: Init mdec and pgif
* psxmode:IOP: plug in hardware read / write handlers for PGIF and MDEC
v2:
* Update sioRead8() to read a single byte and add a comment on it
* Better code integration IOP REG
v3:
* only log the bad 16 bit access
* psxmode: changes to sio that allow psx pads to work
* build: cmake/MSVC add mdec.cpp/h files
* psxmode: prepare mdec
* psxmode:MDEC: use dedicated MDEC_LOG
* build: cmake/MSVC add the 2 new files
* psxmode: add PGPU.cpp/h code by user wise on the assemblergames.com forums.
* 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
* gsdx: factorize the TEX0 generation for mipmap
* gsdx hack: move tales of legendia hack to full move
Also remove the OI hack which is handled by the generic double half clear
* gsdx hack: move Resident Evil 4 to full level
The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.

Download: PCSX2 Git (2016/09/26)
Source: Here

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