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EmuCR: PCSX2PCSX2 Git (2014/03/31) 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 #15 from nrusef/jpn_translate
i18n: Japanese translation improvement
Note: mo not yet regenerated
* po format correction
* Japanese translation fix
* Fix out of tree build.
Tell git to look in the source dir for the repository.
* Fix segfault in non-dev build by adding extra check for NULL.
* cmake: sed /PROJECT_SOURCE_DIR/CMAKE_SOURCE_DIR/
The former depends on the project command. Whereas the latter is the true absolute path
of the project
* cmake: fatal error when path contains some parenthesis
* gsdx-ogl: restore gles build
Add the --gles build option to the linux main script
Ifdef all gl code not supported on gles3 (note some will be reenabled for gles3.1)
Note: it probably doesn't run anymore. My Nvidia driver doesn't support
yet egl/gles so I can't test it. Feel free to contribute.
* gsdx ogl: automatic setup of geometry shader
* disable it for gallium Mesa driver
* Re-enable it for Nvidia driver
* cmake: handle gracefully wxwidget 3.0-dev
1/ print a nice message
2/ replace 3.0 to 2.8 so it could still compile on system that both version
are installed but wrongly configured
* fix visual studio compilation
* It doesn't seem to be needed with vs, but those numbers are technically long longs.
* pcsx2 debugger: be more friendly with linux
* Fix a couple of gcc warning and replace deprecated function
* Fix the redraw of the memory zone
* Avoid a crash if we breakpoint before running
* Use %s on linux because %S isn't supported
* Properly check .result in recMemCheck. Add some code to print hit
breakpoint.
* breakpoint window isn't properly resized so used a static size as a
temporary workaround
* ignore vim tmp file
* cmake version:
Use same version as window based on git
drop subversion code
use lld on onepad
* gsdx-ogl: improve debugging capabilities
allow to print memory transfer usage
Check gl call in dev build
* gsdx-ogl: automatic dectection of buffer_storage
* gsdx ogl: add buffer_storage for vertex upload
A bit slower. Maybe because SubData does the copy in the driver thread. My memcpy is done on
the main thread. I'm not sure it would worth an extra thread to copy vertex data to the GPU
Note: testers are welcome. You need to edit the ini file.
"ogl_vertex_storage=1" <= enable the extension "ogl_vertex_storage=0" <= disable the extension Again you need the support of GL_arb_buffer_storage (i.e. not catalyst) * gsdx-ogl: texture management Improve arb_buffer_storage implementation Try harder to align the texture buffer Strangely arb_buffer_storage is 3 times slower on my PC (nvidia) Tester are welcome! Open the ini file "ogl_texture_storage = 1" <= enable the extension "ogl_texture_storage = 0" <= disable the extension Note: you need an opengl 4.4 driver or one that support arb_buffer_storage (i.e. not catalyst) * gsdx ogl: remove multithread hack This hack was used because GSReadFifo was called from the EE thread. Previous commit move the call to the GSThread. Hopefully avoid flushing the full GPU contex would improve openGL performance (at least avoid some hiccups ;) ) Note: newer GSdx ogl won't be compatible with older PCSX2 * pcsx2: call GSReadFIFO from GS thread (was EE) * local: refresh all language * Mark "enable widescreen hack" as fuzzy in most translation * update zh_TW/es_ES * locale: remove garbage files * Merge pull request #7 from Kingcom/master Fix VS2010 build * Fix VS2010 build * Merge pull request #5 from Kingcom/master More debugger enhancements and fixes * Display memory view page when setting its position * Focus disassembly when a breakpoint triggered * Load symbols from file * Detect and skip padding nops at the end of functions * Fix breakpoint window on Linux * Add list to show, edit and delete breakpoints * Memory breakpoints * Use CPU cycles to determine if we should skip a breakpoint after resuming * Change register value * Always enable debugger in devbuilds, but keep function scanning restricted to the enable state * A hackish attempt at step into * Only capture F10, not all system keys * Better valid ranges * Add debugger config to ini, and put it to use * Address mask for breakpoints, always clear whole instruction cache (until there's a better solution) * Step over ERET * Allow re-opening the debugger after closing it * Enable debugger in release builds. Let's see if it negatively affects anythi * Help button/window in debugger (Windows only) * Update README.md Download: PCSX2 Git (2014/03/31)
Source: Here

4 Comments:

  1. a big changes to this rev, some know why change to git and what about this way to names of revesions

    ReplyDelete
  2. Im old in emulation themes but i really dont know which is the difference among svn and git.

    ReplyDelete
  3. Git is better in many ways. I'll list a few:
    1. Storage efficiency. SVN creates a folder for each branch making the project use a lot of storage if it has many branches;
    2. More transparent contributions. With SVN you could only send patches to developers if you aren't a developer yourself (don't have right to commit); such patches are not transparent (very few users would get to see them).
    3. Github pull request system which provides much versatility.

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