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EmuCR: PCSX2PCSX2 Git (2017/01/08) 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:
* onepad: don't load joyid_map from the ini
Old option from the older GUI can cause issue.
Close #1139
* i10n: remove build file
* vifUnpack: Report the correct number of bytes
It now reports 6904 bytes instead of just less than 4GB.
* gsdx: Don't use atomic for exit variable
All accesses are protected by locks, so there's no need for it to be
atomic.
* gsdx: Don't use separate count variable
It's only ever updated after the queue is updated, so its state will
always lag slightly behind it. It's sufficient to just use empty().
This seems to fix some caching issues that were noticeable on Skylake
CPUs (#998).
* gsdx: Use lock instead of loop to terminate threads
* gsdx: Use separate mutex for waiting
In the previous code, the worker thread would notify the MTGS thread
while the mutex is still locked, which could cause the MTGS thread to
wake up and immediately go back to sleep again since it can't lock the
mutex.
Use a separate mutex for waiting, which avoids the issue.
* build: workaround to detect freetype on my Debian system
I don't know if recent Cmake/Debian work better.
* Merge pull request #1693 from ssakash/framebuff
GSDX: Pass total height of framebuffer on GetOutput()
* GSDX: Pass total height of framebuffer on GetOutput()
Some PSX games seem to store image data of the drawing results in an undeterminate area out of range from the current context buffer. At such cases, calculate the height of both the frame memory rectangles combined.
What happens on "Crash bash" -
* At first draw, scissoring is limited to SCAY0- 0 & SCAY1- 255
* At second draw, scissoring is limited to SCAY0- 255 & SCAY0-511
Previously, we limited the height to the value of one single output texture, so instead of that let's calculate the total height of both the two buffers combined to prevent such issues.

Download: PCSX2 Git (2017/01/08)
Source: Here

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