mirror of https://github.com/PCSX2/pcsx2.git
154 lines
8.1 KiB
Plaintext
154 lines
8.1 KiB
Plaintext
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#
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# CHANGELOG
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#
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# [+] Added Feature
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# [*] Modified Feature
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# [-] Removed Feature
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# [!] Other
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#
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# Dates are in D/M/Y format
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26/05/2008 - v0.1.9
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[+] Added Timestretching feature. Added part of the SoundTouch library files.
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[+] Added Winamp DSP plugin support.
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[+] Added Limiter toggle key (defaults to [Numpad -]
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[*] Completely replaced the sound buffering system in the output modules with a centralized one.
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[*] Fixed a few bugs in the savestates: Now the savestats can be used (and seem to work).
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[*] Some changes to the mixer.
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[-] Removed FMod output. Didn't give any improvement over DSound or XAudio2 and added lad.
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[*] Updated config dialog to reflect some of the previous changes.
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[!] Updated the copyright notices in each file.
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26/05/2008 - v0.1.8
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[*] Improved the mixer (gives better volumes in many games)
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[*] Coded a working volume fading emulation
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[*] Somewhat better AC3 code, which still doesn't work yet anyway.
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[*] Improved DPL2 dematrixing.
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[*] Many other changes I don't really remember.
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[!] It might be a good idea to reset the settings (delete the .ini).
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09/01/2008 - v0.1.7
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[-] SPU2replay disabled until I add options for it.
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[+] Improved the limiter handling to reduce lag (in dsound stereo and 5.1 only).
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[+] Initial AC3 decoding - does NOT work yet!
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[+] Experimental 24/32bit audio input. This allows the CDDA player in the bios to work!
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[+] Added a button on the config to configure the output modules.
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NOTE: None of the modules have a config dialog yet.
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[*] Simplified redundant code in the mixer.
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[*] New experimental register handling method. Might slightly improve the processing speed.
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09/01/2008 - SPU2replay alpha 1
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[+] Added SPU2replay feature.
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How does it work:
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1. Play a game using the plugin (it doesn't matter what output mode or audio settings you use).
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The plugin will dump ALL the write events in the game, until the emulator is closed.
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This is a alpha version and doesn't come with option to start or stop the dumping, it always dumps.
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2. In a cmd window, navigate to the pcsx2 folder and run:
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rundll32 plugins\spu2ghz.dll,SPU2replay replay_dump.s2r
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Alternatively, you can set .s2r files to open with "rundll32 plugins\spu2ghz.dll,SPU2replay %1"
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3. Wait for it to finish.
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This alpha version doesn't have a dialog for it yet, so there is no way to stop the replay until it finishes.
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NOTE: The replay feature saves the events as they happened in the specific session it was run,
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it's recommended to avoid playing a replay file with a different version of the plugin,
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in case something changed.
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02/01/2008 - v0.1.6
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[*] Converted all the output modules into C++ classes, this way it's easier to manage them.
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[*] Cleaned up some parts of the code.
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[*] Modified the DPLII decoding code to try to improve the quality.
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[+] Added an option to change the LFE lowpass crossover frequency.
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[+] Added "delayed" Irq calls so they are only called once in each T.
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[*] Restored the older decoding function, and partially rewrote it.
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The newer decoder function was breaking some games.
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01/01/2008 - WIP2
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[+] Updated the 5.1 module to include experimental ProLogic II decoding (it should give better surround).
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[*] Changed the buffer sizing so that the configured buffer size applies to whole samples.
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This means now settings 1024 as the buffer size will make it 2048 on stereo output, and 6144 on 5.1 output.
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31/12/2007 - WIP
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[+] Added a highly experimental Dolby ProLogic decoding (upmixes stereo output into 5.1) output module.
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30/12/2007 - v0.1.5
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[*] Changed the way the ATTR register is handled. Should fix a lot of games, but it's experimental.
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[*] Changed the thread priority of the output modules to TIME_CRITICAL, so that they have the highest possible priority.
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[*] Updated to latest and final version of FMod 3.
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[*] Changed some parts of register-based (PIO) memory writes to speed up audio streaming writes in RotTK games.
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[+] Added DirectSound output module. It seems to work better than all the other modules so I set it as the new default.
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[+] Added setting of IRQ reason flags. I didn't even know that register existed!
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[+] Added a new ADPCM decoder based on the old one, but with full-block decoding to try to make it a bit faster.
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[-] If running with an older emulator build, the CoreReset feature is executed immediately, without a delay.
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This fixes booting problems in bios and many games that were broken since this feature was introduced.
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30/12/2007 - v0.1.4
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[-] completely removed the remains of the "async mixer" mode. It was meaningless without threading, and didn't work.
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[*] Fixed the waveOut output module.
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[*] Fixed a bug where the ASIO output system was using the defaulf ASIO device sample rate,
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regardless of the config value.
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[*] Changed the min. buffer size allowed in the config dialog to 512 isntead of 2400.
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NOTE 1: Sizes too small can increase the CPU usage and might cause audio problems.
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NOTE 2: FMOD and waveOut have this limit increased to 2048.
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[*] Changed some code handling voice looping. I don't know if it will fix or break anything.
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[+] Added partial support for log levels to the register logging system, to remove the basic
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channel attributes from the log files (makes logs more readable and less bloated).
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[+] Added experimental XAudio2 output module. Seems to sound well.
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[+] Added a hidden option to change the AutoDMA sample rate for each core.
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Useful only in some games where the FMVs hang.
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[+] Added a check to the Effects processor to avoid crashes when the effects start address is
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after the effects end address.
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[+] Added /delayload:fmod.dll switch to the linker, so the fmod dll is only needed while
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using the fmod output module.
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28/12/2007 - v0.1.3
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[*] Fixed the sync in pre-svn265 pcsx2 builds. Might help with some games.
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27/12/2007 - v0.1.2
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[*] Fixed the speed limit dialog setting (it wasn't being handled correctly).
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[*] Changed the way I handle AutoDMA transfers:
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For some reason the data for core 1 was being replaced with 0s,
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so I added a separate temporary buffer to store the data chunks.
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This fixes many FMVs with stuttering audio.
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[-] Commented out some lines that were changing the ATTR register.
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I don't know if this will break anything, but none of the games I tried worked worse.
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[-] Removed a BAD hack that was breaking thigns instead of fixing.
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26/12/2007 - v0.1.1
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[*] Increased the volume shift for the AutoDMA'd audio by 2 (makes the FMVs louder).
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[+] Experimental implementation of "core reset" handling.
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[+] Added a setting to the config dialog to enable/disable the limiter.
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[+] Added a setting to the config dialog to enable/disable all console prints at once.
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[+] Uncommented the AutoDMA transfer message prints as they can now be toggled from the config dialog.
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[+] Added "Public Release" build option that automatically creates the release package.
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25/12/2007 - v0.1.0
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[!] First Public release
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[!] Too many changes to remember.
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I promise to list the changes for every release from now on.
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30/04/2007
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[+] New feature: Added configuration option "Speed_Limit_Mode" to change the speed limiting algorithm.
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Values:
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0. No limiter
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1. Soft limiter -- less cpu-intensive, but can cause problems
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2. Hard limiter -- more cpu-intensive while limiting, but should give better (constant) speeds
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NOTE: Only implemented in the FMOD output module.
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29/04/2007
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[-] Hack: Removed a hack where I was ignoring any KeyOn with ADSR values set to 0.
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[-] Hack: Removed a hack in the ADMA detection code. This could break some games.
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[*] Bugfix: ENDX wasn't being set/cleared correctly. Thanks pSXAuthor for telling me the way it actually works.
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[*] Bugfix: Fixed a bug in the adpcm streaming where I was overwriting the active (playing) block with new data.
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This caused clicks in the audio, and desyncs.
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[!] Any other changes I forgot.
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before 29/04/2007
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[!] I wiped the two old changes in the changelog, dated back from 2003.
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I will try to update this a bit more.
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There have been way too many changes in the last 4 years to remember everything.
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