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EmuCR: PCSX2PCSX2 Git (2016/09/19) 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 dx/gl: fix potential bug in alpha test handling
Depth test must remain disabled if write were masked.
Bug was detected on ICO (sea/sky) but the previous commit removes
the wrong ATE draw call.
* gsdx: move alpha test optimization in base class
One code for all renderers :)
* gsdx hw: remove custom Ty Tasmanian Tiger / Simposons OI hack
Replaced by the generic OI_DoubleHalfClear. If OI_DoubleHalfClear is fast/safe enough, it
will enabled by default in the future.
* gsdx: s/m_eq.xzyf & 4/m_eq.z/
Much better this way
* gsdx CRC: move GTA hack to full level
You can now emulate the radiosity effect with the UserHacks_AutoFlush hack.
* Merge pull request #1535 from PCSX2/clang-tidy-macro-parenthesis
clang-tidy: use parenthesis around macro parameters
* pcsx2:gsdx:spu2x: use parenthesis around macro parameters
For safety reasons.
* recompiler: use a function to replace HWADDR macro
* mtvu: use function instead of macro
* FPU: replace check* macros by functions
v2: remove useless return after function call
* pcsx2: don't obfuscate the template type with macro
* pcsx2|spu2x: remove unused macro
* pcsx2: replace macro in GameDb by function
* Vif: replace makeMergeMask macro with a function
* GSdx: replace IsTopLeftAligned macro with a function
* spu2x: replace EMITC macro with a function
* IPU: replace BUTTERFLY macro with a function
* IPU: replace SATURATE macro with a function
* cdvdgigaherz: Remove ISO file reader (#1569)
It doesn't support dual layer ISO images, and the ini has to be edited
manually so it loads an ISO image ("$" has to be prepended to the ISO
path as well). The PCSX2 internal ISO file reader is probably better in
most/all aspects and I don't think it's worth copying the logic from
PCSX2 into the plugin.
* gsdx ogl: only use geometry shader to convert big enough draw call (#1554)
gsdx ogl: only use geometry shader to convert big enough draw call
The purpose of geometry shader is to reduce bandwidth (72 bytes by sprite)
and CPU load.
Unfortunately it increases CPU load due to extra shader validations.
So geometry shader will only be enabled for draw call with more than
16 sprites (arbitrarily, smallest number before shadow hearts plummet)
v2: don't disable geometry shader in replayer.
It is easier to spot sprite rendering and to manually read vertex info.
* gsdx replayer: improve error message when file is corrupted
* pcsx2:log: add MDEC_LOG trace capability

Download: PCSX2 Git (2016/09/19)
Source: Here



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