Refactored the ProLogicII code into a separate file and changed it to floating point math for easier debugging.
Added a basic ProLogic decoder that doesn't try to do surround separation into L/R.
The setting does not have a GUI option yet, since the PLII decoder is experimental and doesn't give too good results.
To change it, set DplDecodingLevel to one of: 0=none, 1=ProLogic, 2=ProLogicII. The default is 0.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4859 96395faa-99c1-11dd-bbfe-3dabce05a288
Causes internal buffer size allocations to be as small as possible within portaudio and the OS, so it can have bad effects if the number turns out to be too small.
Would be nice if someone with a "real" audio card (Audigy, X-fi or similar) tested WASAPI Exclusive Mode, KS or ASIO with this change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4851 96395faa-99c1-11dd-bbfe-3dabce05a288
On 4840 I added dynamic tuning (which may have slight negative effect on stability) to adapt to different iterations/sec of different systems, but I didn't like this system too much. On 4840 I also made a small change which, I now understand, factors out the differences between systems in this regard, essentially making dynamic tuning not required anymore. So now dynamic tuning is disabled.
If you enable the SPU2X messages (and the overrun messages), you would see log messages similar to this:
buffers: 44 ms ( 89%), tempo: 1.000000, comp: 1.000, iters: 764, (N-IPS:750 -> avg:50, minokc:50, div:100)
If the iters value (764 at this example) on your system when running at 100% speed (50/60fps) is higher than 1000 or lower than 500, then please comment here and post few of the log lines.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4843 96395faa-99c1-11dd-bbfe-3dabce05a288
I'm not fully happy with it, as it's a bit complicated for my taste, so feedback about how it performs will be appreciated.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4840 96395faa-99c1-11dd-bbfe-3dabce05a288
The problem as I understood is is incomplete COLCLAMP support.
Thanks to sudo for the hack :)
(Unfortunately we couldn't find out more about why these FMV also *all* flicker.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4837 96395faa-99c1-11dd-bbfe-3dabce05a288
1. Much better behavior at extreme low/high FPS (less skips/lower latency).
2. As a result, I was able to reduce internal latency by 50% (50ms config now equals 100ms before).
Recommended latency config for stretcher: 100ms.
For rhythm games, if your FPS is very stable, I recommend 50ms.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4834 96395faa-99c1-11dd-bbfe-3dabce05a288
Summary of changes...
Fixed menus and HUD for Spyro: A New Beginning and Spyro: the Eternal Night.
Fixed missing dialogs and reduced the VRam usage a bit for Tales of Legendia ("8-bit textures" help a bit more with Vram/speed). Should be playable now in hardware mode. Thanks to rama for figuring it could be hackfixed this way and the initial patch :)
Half-screen fixes for Ty the Tasmanian Tiger 2, X-men Origins: Wolverine, Call of Duty: World at War - Final Fronts.
Modified the Star Wars: Force Unleashed hackfix a bit, shouldn't have the see-thru objects anymore.
Also modified the Metal Gear Solid 3 and Gran Turismo 4 hackfixes as they needed different skip values for each region (PAL/NTSC). Thanx to avih for the region code... and the free C/C++ lessons :P
The hackfix for Sly 3 was still showing stripes for 3-D and two-player modes, fixed for NTSC version now and hopefully works for PAL one too.
Couple GameDB updates after the gif rewrite.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4833 96395faa-99c1-11dd-bbfe-3dabce05a288
(they were crashing with the new Gif rewrite... shouldn't anymore)
Although Jake had added the new "GSgifTransfer" callback to these plugins in the past, he forgot to modify the .def files so pcsx2 can actually use them :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4832 96395faa-99c1-11dd-bbfe-3dabce05a288
Pcsx2 now has a gifUnit class which acts like the ps2's gif and executes a single gif transfer at a time (and performs path arbitration according to priority and path3 slicing).
This new code is generally a speedup for most games. Particularly VU heavy games like GoW.
This revision breaks old saved state compatibility so don't update if you wish to keep playing with your old saved states.
Leave comments if this revision fixes or breaks anything...
Message to GS Plugin authors:
This new code now uses only 1 gif callback to transfer data to the gs plugin (GSgifTransfer).
pcsx2 also is garaunteed to send full GS primitives to the plugin. So you don't have to account for partial-transfers anymore.
Thanks goes out to shadowlady who tested around 500 games for me :D
Note 1: The old gif code is still in this revision, and can be enabled by the USE_OLD_GIF macro. The old code will be deleted soon.
Note 2: This revision also enables assertion dialogs in devel builds, and changed a lot of assume cases into assertions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4821 96395faa-99c1-11dd-bbfe-3dabce05a288
Should prevent erratic tempo variations near 100% speeds (compared to the previous implementation), and generally allow much lower latencies while keeping the audio stable (on all audio systems).
E.g. my tests show that at 70ms latency it can properly handle sharp speed variance of 50%-100%. If your game generally doesn't get slower than 70% speed, 50ms latency would probably be fine.
Note that on extreme scenarios (e.g. extreme sharp drops in speed) it doesn't try to keep the audio continues at all costs. If your game exhibits such behavior (audible clicks, etc), increasing the latency a bit at the config would help.
Comments on actual performance/quality on different systems would be greatly appreciated.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4820 96395faa-99c1-11dd-bbfe-3dabce05a288
Adding an option for the de-alias filter implemented in r4118,
currently overemphasizes the highs so it's disabled by default
but I like it for some games :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4809 96395faa-99c1-11dd-bbfe-3dabce05a288
* use the standard 3 step flow: cmake, make, make install
* Remove L10N_PORTABLE option, superseeded by PACKAGE_MODE
* Extend PACKAGE_MODE to select the install directory (FHS or local bin)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4805 96395faa-99c1-11dd-bbfe-3dabce05a288
it kinda works better if you make the hackfix use the function...
GSdx: Dragon Ball Z Budokai Tenkaichi 2's hackfix works with NTSC version now too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4792 96395faa-99c1-11dd-bbfe-3dabce05a288
zzogl-pg: disable opengl3 context creation for the moment (crash with geforce7)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4789 96395faa-99c1-11dd-bbfe-3dabce05a288
Adjusted the SW Battlefront hackfix for the PAL versions (NTSC-U and PAL versions have the same CRC but use slighty different buffer/texture addresses...)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4787 96395faa-99c1-11dd-bbfe-3dabce05a288
GSdx: remove some linux dialog options which were already controlled by PCSX2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4780 96395faa-99c1-11dd-bbfe-3dabce05a288
The Lord of the Rings: the Third Age (Removing fat stripes on screen).
Digimon Rumble Arena 2 (Half screen issue).
Star Wars - The Force Unleashed (Hiding HUD and 3d issues. Not perfect and NTSC-U only, not sure if it works with PAL).
Star Wars Battlefront 1/2 (Huge VRAM usage issue. NTSC-U only, not sure if it works with others).
Black Hawk Down - Team Sabre (Half screen issue and removes the night vision filter which was broken and using a lot of VRAM).
Minimal changes to other CRC hackfixes and GameDB.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4766 96395faa-99c1-11dd-bbfe-3dabce05a288
With this, reverb maybe sounds somewhat like the PS2 for the first time ever!?
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4764 96395faa-99c1-11dd-bbfe-3dabce05a288
Test FFX tone when it's your turn to act, FFX underwater music?, xenosaga movie skipping sound effect, god knows what else.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4754 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix forcefeedback. It works now, albeit it slow down the emulation...
* Add an option hack for ds3 usb drivers
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4750 96395faa-99c1-11dd-bbfe-3dabce05a288
* test the reading of the configuration file (will be safer with the previous configuration format).
* bump the version
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4748 96395faa-99c1-11dd-bbfe-3dabce05a288
zzogl-pg win: Patch by Kosmos in the forums, corrects a typo that was causing window size to appear as height x height instead of width x height in windows OS (was breaking fullscreen at it too). Thanks :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4734 96395faa-99c1-11dd-bbfe-3dabce05a288
* Gsopen2 support for GS plugins => Support of the PCSX2 GS window configuration panel. Support of all PCSX2 shortcut.
* new shortcut: shift-f12 to stole the input. ZZogl shortcut must be prefixed with ctrl
* onepad: Support/fix/improve of configuration gui, multiple key, mouse/wiimote for analog joystick, dualshock3/sixaxis (basic), dual pad and experimental forcefeedback
Note: it is advices to delete OnePAD.ini
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4731 96395faa-99c1-11dd-bbfe-3dabce05a288
We need testing to determine how these actually behave and want to do some game testing to find other partially implemented registers before that.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4727 96395faa-99c1-11dd-bbfe-3dabce05a288
SPU2-X: Found a crash on writing to the low word of the effects end address during testing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4717 96395faa-99c1-11dd-bbfe-3dabce05a288
GameDB: Onimusha 4: Dawn of Dreams playable again with a patch. Minor other updates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4706 96395faa-99c1-11dd-bbfe-3dabce05a288
Rama asked me to note that it still doesn't sound right yet. I will try to figure out the reason later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4688 96395faa-99c1-11dd-bbfe-3dabce05a288
Before trying this revision, make sure your speakers/headphones are not too loud.
I have been looking at it for a long while, and I decided it couldn't be just "somewhat similar" to a Schroeder Reverberator.
The SPU2 designers would have actually used a working design for a reverberator, so chances are they implemented Schroeder's.
I haven't had the chance to test this code in spu2-x, but the results in the "Impulse Response Analyzer" tool I coded specifically for this, are positive.
Some tweaks might be needed, because I'm not sure if Neill got the IIR part right or not.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4678 96395faa-99c1-11dd-bbfe-3dabce05a288
Some work on the fake reverb. Renamed it to "Custom Reverb" and the original to "SPU2 Reverb".
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4665 96395faa-99c1-11dd-bbfe-3dabce05a288
- Replaced the reverb boost control with a selector for normal reverb or a new mode we call "fake reverb".
- This new mode (coded by gigaherz) is intended as an alternative for the only partially working "normal reverb".
- The new mode will have to be tuned yet to sound good.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4662 96395faa-99c1-11dd-bbfe-3dabce05a288
Details:
- It seems that due to legacy reasons, Lilypad is setting the current state at the GS window title, as a hack which is enabled by default (at Lilypad's main GUI tab). However, it's buggy because it only changes the display when (shift/)F2 is pressed, while the current slot actually also changes when loading/saving state via the PCSX2 main menu, so it can get out of sync (possibly with unpleasant results, especially when saving). Now it's disabled by default at Lilypad, and if enabled, displayed as "State(Lilypad)".
- PCSX2 itself now properly handles the current State slot at the GS title window.
Note: ZeroGS still changes its title independently (not via the "standard" PCSX2 mechanism) so Lilypad's title hack might still be useful for it. However, it's still buggy and can get still out of sync.
TODO: Remove this option completely from Lilypad because it's buggy? ZeroGS can still use it, but I think it can cause more harm than good. What do you think?
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4656 96395faa-99c1-11dd-bbfe-3dabce05a288
Fallback to the old render target read for games that do block level reads (Gust titles).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4643 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed Busin 0: Wizardry and Chaos Legion in hardware rendering, possibly others (that read back the output) as well.
The fix could use a review though, as I'm not sure it's safe :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4639 96395faa-99c1-11dd-bbfe-3dabce05a288
New define "NO_CRC_HACKS", for testing how games work without hacks easily.
Gets enabled together with the no cache define but can be toggled individually as well.
Also I've been told to mention that these changes are not directly benefiting the end user.
Gamers: This doesn't fix your DragonBall, okay? :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4636 96395faa-99c1-11dd-bbfe-3dabce05a288
- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)
Thanks for the help, sudonim :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4635 96395faa-99c1-11dd-bbfe-3dabce05a288
Small change to the Metal Gear Solid 3 hackfix. Portraits in codec conversations show now without much of a performance hit, lemme know if this one breaks anything in the game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4631 96395faa-99c1-11dd-bbfe-3dabce05a288
Configurable output volume, ini only for now.
Can be set with "FinalVolume", from 0 to 100.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4619 96395faa-99c1-11dd-bbfe-3dabce05a288
Also added Valkyria Profile 2 Italy to the gamedb and GSdx crc list. By Leucos.
Thanks guys :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4618 96395faa-99c1-11dd-bbfe-3dabce05a288
[0]: it needs gold linker, tuning parameter large-function-growth to 5000 and gcc-4.6.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4617 96395faa-99c1-11dd-bbfe-3dabce05a288
i18n: allow to translate a part of system default for the language selection.
Rational: In case system default is incorrect, we will still get an english part (with the unknow-language translation)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4603 96395faa-99c1-11dd-bbfe-3dabce05a288
1/ Allow a resize of the render zone.
2/ Do not update title in fullscreen which create some flashes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4591 96395faa-99c1-11dd-bbfe-3dabce05a288
gsdx: add a missing include (fix gcc-4.6). Force an init of sdl to allow in-emulation configuration
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4587 96395faa-99c1-11dd-bbfe-3dabce05a288
Also a few changes for Tekken 5, "City at sunset" stage, hopefully there's nothing else wrong with this game anymore.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4585 96395faa-99c1-11dd-bbfe-3dabce05a288
Also removed the effect in the burning temple stage which had thin lines over it when using high res.
GameDB: More updates ~_~
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4562 96395faa-99c1-11dd-bbfe-3dabce05a288
* Add a map to handle the configuration
* Connect the window size option to the gui option
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4539 96395faa-99c1-11dd-bbfe-3dabce05a288
Tweaks to async mixing, making the buffer stay closer to 50% filled and also making it more effective on sharp FPS drops.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4500 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed assumption that all paths received from pcsx2 end in the path separator.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4484 96395faa-99c1-11dd-bbfe-3dabce05a288
- Toggling mipmapping prints a message to console now. Easier to test this way :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4451 96395faa-99c1-11dd-bbfe-3dabce05a288
Fix the timestretch "Reset Defaults" Button to actually work (Winodws. Linux already works, I think.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4436 96395faa-99c1-11dd-bbfe-3dabce05a288