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EmuCR: PCSX2PCSX2 Git (2016/10/04) 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:
* pcsx2: update credit box
Put turtleli in dev section
Add FlatOut in special thanks section
Thanks you very much for your hard work.
* gsdx ogl: brain hang in the middle of the line
Only impact if bilinear is forced
* gsdx ogl: depth regression from 866173a481d2387f01c9a13bad98c5e2c1f92baf
Only mask depth if the min value is too big
Issue #1602
* gsdx hw: remove code to detect an effect
It was a tentative to emulate GTA radiosity but the new hack is more generic
* Merge pull request #1593 from PCSX2/greg/gsdx-hw-ate
gsdx hw ate
* gsdx:dx: make filtering right
WMS/WMT 2 is the region clamping mode.
Hw unit can't emulate it right so it can give you bad filtering (Fix #1025)
Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
* gsdx hw: improve no_ds detection
Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
* gsdx hw: move try alpha test at the beginning
Will allow to use alpha test optimization to better optimize depth lookup
Require to do clut handling before
* gsdx tc: remove old plain TEXA hack
It must work fine without it now.
From the google code comments:
It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)
v2: update Dx code to use the good format
* gsdx: avoid useless spamming of INVALID PSM in release build
* Vif Unpack: initialise UnpkNoOfIterations before use.
* Vif: Fix MSCNT for MK: Shaolin Monks.
-Tested Baldurs Gate, Twisted Metal, Warship Gunner 2 and Downhill Domination, all seem to be fine still.
* Gif: Fix MFIFO logic so it doesn't get caught in a loop (Tekken Tag)
* gsdx ogl: fix GT4 regression (wrong texture on timing)
* gsdx hw: of course the full Jak series will kill me
* gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
* ci:appveyor: Don't use branch name to name directory
Fixes issues with using a / in the branch name, which causes the rename
command to fail because the parent directory isn't present.
* gsdx hw: reduce conplexity around TryAlphaTest
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
* gsdx ate: separate the code that depends on TEST.AFAIL
Easier to read and allow a switch optimization
Add a shortcut for the common ATST_ALWAYS case
* gsdx tc: always clear a new depth buffer
Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)
Hopefully it won't impact too much the speed.
* gsdx hw: enable palette read back on Jak2

Download: PCSX2 Git (2016/10/04)
Source: Here

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