mirror of https://github.com/PCSX2/pcsx2.git
A few more revs for the 1.0 branch.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/1.0@5454 96395faa-99c1-11dd-bbfe-3dabce05a288
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news.txt
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news.txt
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@ -3,9 +3,12 @@ Bug fix release 1.0.1:
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System:
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System:
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Fixed incorrect handling of framerate adjustment percentage settings.
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Fixed incorrect handling of framerate adjustment percentage settings.
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Fixed cases in which GS window settings do not apply until the PCSX2 is restarted.
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Fixed cases in which GS window settings do not apply until the PCSX2 is restarted.
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Hidden disable GS output option as isn't currently stable and is only meant for testing.
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Core:
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Core:
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Fixed crash on startup when virtual memory for SuperVU cannot be allocated.
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Fixed crash on startup when virtual memory for SuperVU cannot be allocated.
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Fixed scratchpad DMA access to VU1 memory.
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SPU2-X:
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SPU2-X:
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Fixed out of bounds array access in ADPCM decoding causing bad audio. (Multiple Crash Bandicoot games.)
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Fixed out of bounds array access in ADPCM decoding causing bad audio. (Multiple Crash Bandicoot games.)
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Disable digital effects when the effects buffer has an illegal address until we know what to do with it. Prevents crash / memory corruption.
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@ -313,6 +313,8 @@ Panels::VideoPanel::VideoPanel( wxWindow* parent ) :
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L"Warning: This option can be enabled on-the-fly but typically cannot be disabled on-the-fly (video will typically be garbage)."
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L"Warning: This option can be enabled on-the-fly but typically cannot be disabled on-the-fly (video will typically be garbage)."
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) );
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) );
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m_check_DisableOutput->Hide(); // Band-aid fix since currently broken
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//GSWindowSettingsPanel* winpan = new GSWindowSettingsPanel( left );
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//GSWindowSettingsPanel* winpan = new GSWindowSettingsPanel( left );
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//winpan->AddFrame(_("Display/Window"));
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//winpan->AddFrame(_("Display/Window"));
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@ -120,7 +120,20 @@ __fi tDMA_TAG* SPRdmaGetAddr(u32 addr, bool write)
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vu1Thread.WaitVU();
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vu1Thread.WaitVU();
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}
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}
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//Access for VU Memory
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//Access for VU Memory
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return (tDMA_TAG*)vtlb_GetPhyPtr(addr & 0x1FFFFFF0);
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if((addr >= 0x1100c000) && (addr < 0x11010000))
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return (tDMA_TAG*)VU1.Mem + (addr & 0x3ff0);
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//Possibly not needed but the manual doesn't say SPR cannot access it.
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if((addr >= 0x11008000) && (addr < 0x1100c000))
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return (tDMA_TAG*)VU1.Micro + (addr & 0x3ff0);
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if ((addr >= 0x11000000) && (addr < 0x11004000))
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return (tDMA_TAG*)VU0.Micro + (addr & 0xff0);
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if ((addr >= 0x11004000) && (addr < 0x11008000))
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return (tDMA_TAG*)VU0.Mem + (addr & 0xff0);
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}
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}
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else
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else
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{
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{
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@ -702,7 +702,10 @@ StereoOut32 V_Core::Mix( const VoiceMixSet& inVoices, const StereoOut32& Input,
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// On the other hand, updating the buffer is cheap and easy, so might as well. ;)
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// On the other hand, updating the buffer is cheap and easy, so might as well. ;)
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Reverb_AdvanceBuffer(); // Updates the reverb work area as well, if needed.
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Reverb_AdvanceBuffer(); // Updates the reverb work area as well, if needed.
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if (!FxEnable) return TD;
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// ToDo:
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// Bad EndA causes memory corruption. Bad for us, unknown on PS2!
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if (!FxEnable || EffectsEndA >= 0x100000) return TD;
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StereoOut32 TW;
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StereoOut32 TW;
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