ramapcsx2.code
55eea6317b
GSdx:
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HTB123 on our forums came up with a hack that removes the broken main character shadow in hardware rendering
in SMT Nocturne.
This should work for all GSdx recognized versions / regions of the game (tested EU and NTSC-U).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5819 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-21 15:27:05 +00:00
gregory.hainaut
c2aa4ff3fd
gsdx ogl:
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* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-18 14:46:13 +00:00
ramapcsx2.code
f8264bce2c
GSdx:
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Last patch regarding FXAA and external shader loading, I hope :)
Changes are here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=343285#pid343285
I've included bin\shader.fx and the settings file bin\GSdx_FX_Settings.ini.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5817 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-17 10:17:24 +00:00
refraction
8900a72115
GameDB: Kessen 2 patch for EU version SLES 50578
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5816 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-14 23:12:50 +00:00
refraction
c4d88a24ed
GameDB: COP2 patch for Kessen 2 US version - Fixes Graphics. Will patch the EU version when i can get a dev build run on it.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5815 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 23:47:01 +00:00
ramapcsx2.code
4015db8403
GSdx: Newest scanlines shader looks much nicer this way :)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5814 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 18:23:53 +00:00
ramapcsx2.code
bdf5e650a6
GSdx: Quick workaround for DX9 until the shader is adapted.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5813 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 17:48:43 +00:00
ramapcsx2.code
1155dd6e21
GSdx:
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Add another scanline algorithm, made by pseudonym. This one is pretty fancy, using a cosinus function for generating the dark lines.
It only works on unscaled output, so use software rendering or native resolution for hardware.
It's an effect that works best on 240p converted games (like the SNES titles in Mega Man Collection).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5812 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 19:47:49 +00:00
gregory.hainaut
23ae6f0641
the regular copy/past mistake
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5811 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 12:35:15 +00:00
gregory.hainaut
2238095a82
gsdx ogl: do the same as previous commit but for ogl ;)
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* fix the missing auto interlace opt when cycling with hotkey on linux
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5810 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 11:38:50 +00:00
ramapcsx2.code
2ac3c47c42
GSdx:
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Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 23:17:07 +00:00
gregory.hainaut
f5257b2c3c
gsdx ogl: don't rely on GL_ES builtin (3 differents implementations...). Hopefully fix Linux Intel GPU.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5808 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 15:01:13 +00:00
gregory.hainaut
b5cad8bd6a
gsdx ogl linux: use OGL renderer by default otherwise it fallback to unsupported GSDeviceNull which badly crash
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5807 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-10 21:04:04 +00:00
gregory.hainaut
5309dd0e59
zzogl: fix wrong type access
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cmake: don't strip by default the binary in release mode
gsdx: disable the regeneration of ogl shader
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5806 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-10 20:25:03 +00:00
refraction
cf8912eb2c
Dev9ghzdrk: Take the first 3 bytes of the host MAC for the virtual one, should make it unique for people using xlink or multiple people playing the same game.
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Hopefully this works anyway ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5805 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 22:39:23 +00:00
sudonim1@gmail.com
53c76b3780
GSDX: Nonsense workaround for VS2010 crash issue. We suspect that memory is getting corrupted but we've failed to find the code responsible. Many different changes result in code that doesn't crash for no obvious reason, this one at least looks vaguely like sane code though.
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Reverted optimisation flag for VS2010 release target.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5804 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 21:51:42 +00:00
sudonim1@gmail.com
a1f50d4306
GSDX: (FXAA) Treat shader model 4.1 as 4.0 and future shader models as 5 rather than failing to compile.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5803 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 18:32:26 +00:00
refraction
515e268bf5
GSDX: As the Optimization option in VS2010 causes GSDX to crash now, i've disabled it. Whole program optimization is still on and the release will use both (compiled with vs2013). So the SVN can like it or lump it ;p
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5802 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 00:31:46 +00:00
refraction
5aa0a9a94d
GSDX: Modified the FXAA shader loading so Page Up works again. Now loads the shader just in time.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5801 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-07 23:53:30 +00:00
gregory.hainaut
b13c00f42d
i18n:
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* update korean translation
* generate german binary mo file
Translation status:
locales/ar/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/cs_CZ/pcsx2_Main.po - 564/ 2/565 ( 99%) -1
locales/fi_FI/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/hu_HU/pcsx2_Main.po - 525/ 8/565 ( 92%) -40
locales/id_ID/pcsx2_Iconized.po - 49/ 48/74 ( 66%) -25
locales/id_ID/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/ja_JP/pcsx2_Main.po - 563/ 4/565 ( 99%) -2
locales/ms_MY/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/nb_NO/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/pl_PL/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/ru_RU/pcsx2_Main.po - 557/ 8/565 ( 98%) -8
locales/th_TH/pcsx2_Iconized.po - 72/ 3/74 ( 97%) -2
locales/th_TH/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/tr_TR/pcsx2_Main.po - 564/ 2/565 ( 99%) -1
locales/zh_CN/pcsx2_Main.po - 564/ 2/565 ( 99%) -1
locales/zh_TW/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5800 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-07 07:39:00 +00:00
refraction
5e22971db0
GSDX: New shader is quite slow to compile, so lets not compile it unless the user is using it :)
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-switching between sw/hw modes, resuming emulation speed back to normal.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5799 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 22:51:45 +00:00
ramapcsx2.code
a1e387e23e
GSdx: Fix for the DX9 crashing issue, many thanks to Asmodean again! :)
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(Also sets new defaults with only minor processing, mainly FXAA now)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5798 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 18:03:47 +00:00
ramapcsx2.code
67ebf98d6e
Update German translation
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5797 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 08:07:55 +00:00
refraction
76583f5fe5
GSDX: Fix/Hack for NVIDIA stretch issue on drivers > 320.18 with DirectX 11 when using a custom resolution. You can enable it in the HW Hacks section, let me know if there is a game it doesn't fix.
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Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 23:31:26 +00:00
refraction
7b4f431782
Whoops, made a mistake there :P
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5795 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 21:59:58 +00:00
refraction
3fbd01af6b
Installer: VS 2013 Redist detects if it's properly now under 64bit systems. Also fixed some problems causing the web installer not to compile correctly.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5794 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 21:23:46 +00:00
ramapcsx2.code
20ffe92ee8
GSdx:
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- FXAA shader replaced by Asmodeans shader suite 'PCSX2 Fx 2.00 Revised'.
This is an entire enhancement suite with many configurable options like FXAA, texture sharpening
or lighting tweaks. Some of the effects are pretty advanced so kudos to him allowing it to be integrated with GSdx! :)
Note that there's no interface for the tweaks yet. Until those are done, the defaults will be used.
Release thread here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=334766#pid334766
- Disabled an option from the widescreen patches for SH:Shattered Memories.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5793 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 11:24:43 +00:00
gregory.hainaut
9d34c34e6c
i18n: new language croatian
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+ fix a french string (thanks pgert for the info)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5792 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-04 17:38:12 +00:00
gregory.hainaut
349b91ef1b
i18n:
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* update fr_FR/it_IT/es_ES/pt_BR
* refresh others for free ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5791 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-31 17:13:36 +00:00
ramapcsx2.code
27a93ffb6d
Installer: More fixes.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5790 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-31 10:59:17 +00:00
gigaherz
cda2a2011d
Whoops, I also changed these.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5789 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 21:49:07 +00:00
gigaherz
e4db01c939
The zlib project is not using mfc, and vs2013 didn't like that it was MFC and non-unicode, so I removed the MFC flag (from all the projects).
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5788 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 21:48:20 +00:00
refraction
b4886cc00e
Install Script: additional changes.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5787 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 17:50:07 +00:00
refraction
e6138a2149
Install Script: Add Widescreen patches to installer
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5786 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 17:49:19 +00:00
gregory.hainaut
33832b4479
gsdx ogl: Intel driver keep the GL_ES macro undefined...
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5785 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 14:48:26 +00:00
gregory.hainaut
bdea4837c7
... forget to refresh my patch ...
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5784 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 10:15:01 +00:00
gregory.hainaut
4d3de6e911
gsdx linux:
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* allow to control the gl dectection from the gui (+1 for the user-friendliness ;) )
* disable geometry shader by default on Intel driver
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5783 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 09:30:10 +00:00
ramapcsx2.code
86a5933f91
Left this in by accident.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5782 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 09:12:18 +00:00
refraction
e8f31a3e3e
SIO: KrossX new changes for Memcards, seems ok on a test of random 10-15 random games, please report if any errors appear!
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5781 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 21:57:17 +00:00
ramapcsx2.code
bcb8a0e991
Last patch also had a weird encoding, confusing the googlecode diff display at least.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5780 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 09:32:06 +00:00
ramapcsx2.code
d42de0ade2
This patch came out weird.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5779 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 09:26:32 +00:00
ramapcsx2.code
958b814251
Latest stable wide screen patches.
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Many thanks to devina40 and all the community for creating and collecting them!
A lot of work went into these.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5778 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 09:04:12 +00:00
ramapcsx2.code
f4370077f0
GSdx:
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Added a check box and config code for the fxaa shader.
It's not currently hooked up since the shader setup might get replaced in a day or two.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5777 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 21:36:29 +00:00
ramapcsx2.code
be185275c9
Minor additions.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5776 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 21:24:25 +00:00
ramapcsx2.code
d6bb242042
Just revert the last commit until the bug is fixed. Prevents people from messing up their memory cards.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5775 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 10:41:57 +00:00
refraction
6cd7c74d51
SIO: Latest changes from KrossX which solves problems with Metal Gear Solid 3 and Shining Force EXA.
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You might need to make a new memory card for those games if you had a problem.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5774 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-27 22:40:40 +00:00
gregory.hainaut
462c40cf4b
fix zzogl-cg too
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5773 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-23 14:25:51 +00:00
gregory.hainaut
ea804a309f
zzogl: fix compilation issue with mesa10
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5772 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-23 13:35:48 +00:00
refraction
a87bd017c6
COP2/GameDB: COP2 patch for Syphon Filter - Omega Strain USA
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5771 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-22 20:25:25 +00:00
ramapcsx2.code
5a53b682f0
GSdx:
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Added a simple scanlines filter (2nd one activated by F7). No tweaking done yet.
It shows how to get scanlines that aren't affected by input resolution or scaling.
A good next step would be determining the exact number of dark lines to show :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5770 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-22 15:36:47 +00:00