Re-enabled capturing via F12 key. It was missing the callback entirely.
The videos I capture here turn out all blueish though. No idea why :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1635 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed a bug from r1630 (it was breaking SO3 and probably some other games)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1632 96395faa-99c1-11dd-bbfe-3dabce05a288
The game still looks ugly, I'm not sure if its problems are gsdx or pcsx2. zeroGS just renders a black screen which it no help xD
Note: I still need to optimize this fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1630 96395faa-99c1-11dd-bbfe-3dabce05a288
DirectInput devices corresponding XInput devices should be listed as "[Detached]" when XInput is enabled. No idea if this works, as it requires an XBox 360 controller to fully test.
FF Axes now sorted, rather than being displayed in the order MS returns them.
Small motor DirectInput binding now correctly displays "Square" effect type in list when first created.
Attempt to more accurately model "soft" vs "hard" presses. Don't have a game where this matters, so no idea if it works.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1607 96395faa-99c1-11dd-bbfe-3dabce05a288
Its still there in debug/devel builds, so we can easily tell if a game is hanging on VU1.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1606 96395faa-99c1-11dd-bbfe-3dabce05a288
- Normal Clamp Mode clamps a few more stuff (Fixes Ice Age 3 falling through floor bug)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1599 96395faa-99c1-11dd-bbfe-3dabce05a288
The way it works now is:
- Base mode: 0=normal (cdvd plugin), 1=load elf, 2=use iso loader, 3=emulate no disc
- Bios flag: 65536+base = mode startup through bios boot process. Default is to skip bios.
So for example to load X.iso using the internal iso loader, and executing through the bios, you would now do: pcsx2.exe -bootmode 65538 X.iso
This needs implementing in linux side, and maybe changing it so it's nicer user-wise (for example, reading the number as HEX would make it 10002 instead of 65538).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1593 96395faa-99c1-11dd-bbfe-3dabce05a288
microVU: minor fixes.
The ps2's VUs (and FPU) pretty much always do sqrt(abs(x)) whenever doing sqrt's.
SSE's sqrt will give you a NaN if x is negative instead, so force abs(x) before doing sqrt (unless the value is known to be positive).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1592 96395faa-99c1-11dd-bbfe-3dabce05a288
Saw that SSE4.1 has ptest, and I wanted to try it out xD
untested though cuz I don't have an SSE4.1 cpu :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1585 96395faa-99c1-11dd-bbfe-3dabce05a288
- Trippled the number of cached textures, many games constantly recreated them
- Don't clear some shaders at each drawcall (in dx10) , which is a nice speedup (but could potentially be bad, please check..)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1584 96395faa-99c1-11dd-bbfe-3dabce05a288
Instead of just having live/dead programs, we now have young/old/dead programs.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1578 96395faa-99c1-11dd-bbfe-3dabce05a288