- The Xenosaga fix was wrong, this is better.
- Disabled the pitch conversion code, it's too broken to be used :/
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2058 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a somewhat more accurate upscale option via GSdx.ini. Not tested much! :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2055 96395faa-99c1-11dd-bbfe-3dabce05a288
Fix Xenosaga 2 and 3 fog effect, not sure it's handled correctly but at least it's handled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2050 96395faa-99c1-11dd-bbfe-3dabce05a288
New default values for soundtouch, fix the sound quality somewhat.
Also got rid of a small configuration dialog glitch.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2021 96395faa-99c1-11dd-bbfe-3dabce05a288
Ideally this should be reverted one time, it really made a difference in fps for some DX calls heavy games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2019 96395faa-99c1-11dd-bbfe-3dabce05a288
* Plugged up some various thread sync issues with the sector cache (caused problems mainly on startup.init and during disc change detection)
* Added a thread sleep to the ReadThread when the dvd tray is empty or open (speedup).
* Replaced a thread sleep with an Event when waiting on pending events (speedup).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2007 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed: More savestate slowness, and less savestate memory hogging.
SPU2-X: Fixed crash bug on using savestates while suspended.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1994 96395faa-99c1-11dd-bbfe-3dabce05a288
* Switched the SysCoreThread to a static (fully persistent) thread.
* Added some listeners for when the CoreThread status changes
* fixed some slowness in savestates, and the emu will now stall until savestates complete, if you try to exit too quick (avoids savestate corruption)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1993 96395faa-99c1-11dd-bbfe-3dabce05a288
* Re-enabled function-level linking in the shared properties sheets (applies to debug and devel builds, and is ignored in release builds). Can't remember why it got disabled in the first place, but whatever errors it was causing seem to be gone now.
* Removed the wxWidgets 2.9/3.0 copy of wxScopedPtr (wx/scopedptr.h), since we have a new superior implementation of our own.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1949 96395faa-99c1-11dd-bbfe-3dabce05a288
* Potential Bugfix: Core1's DMA IRQ trigger was being ignored in some instances; might fix some hangs.
* Major code cleanups, using C++ structure member methods and functions.
* Improved gui / plugin api / core emulation code separation -- hoping to switch to wxWidgets eventually.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1930 96395faa-99c1-11dd-bbfe-3dabce05a288
Currently anything below deadzone is mapped to 0. deadzone and above are mapped as if the control's true zero is 0 and 1/sensitivity is fully down (As opposed to deadzone being zero). May change in the future.
Modified precompiled header to fix no-CRT build.
List of bindings noew automatically jumps to new bindings.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1914 96395faa-99c1-11dd-bbfe-3dabce05a288
Just changed the config dialog a bit to prevent performance seeking users from disabling timestretching (and then posting threads about bad sound :p ).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1909 96395faa-99c1-11dd-bbfe-3dabce05a288
New method of ensuring thread safety. Device update code should always run in GS thread, even if the emulator really doesn't want to let me (Basically ancient versions of Pcsx2...Or any 3rd party emulators with their own version of MTGS). Updates on PADpoll, PADkeyEvent, or PADupdate, if one is called in the right thread. Updates in thread's WndProc otherwise. Overkill, perhaps, but I prefer to keep things compatible.
Removed "Update in GS thread" option.
Windows Messaging/Raw Input keyboard event queuing should work a little better.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1896 96395faa-99c1-11dd-bbfe-3dabce05a288