ramapcsx2
a2dd83b419
Make the CDVD speedhack safer by excluding full seek delays.
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Tales of the Abyss should work with the hack now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4980 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-05 07:58:11 +00:00
gabest11
df42f468be
GSdx: recent changes caused some errors in line drawing (SoTC loading screen)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4979 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 18:35:16 +00:00
gabest11
9f470962e5
GSdx: less gaps between triangles, it was more noticeable with psx games, having a lower resolution.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4978 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 15:31:02 +00:00
gabest11
786f43a707
GSdx: more fixes to z-interpolation, THPS4 looks alright now.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4977 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 09:49:55 +00:00
gabest11
0d7c58065a
GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4976 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-03 21:04:46 +00:00
gabest11
f1537f53a2
GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4975 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-01 17:08:10 +00:00
gabest11
9d54677055
GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4972 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-25 23:48:59 +00:00
gregory.hainaut
6cf12e5721
i18n: refresh sv_SE and it_IT.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4968 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-16 19:19:16 +00:00
gabest11
4f6f53c188
GSdx: Just remembered triangles were occasionally converted to sprites, need to set t.w there as well.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4967 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-14 03:34:24 +00:00
gabest11
ee9c9ac8f3
GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
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(HW mode z-test expects a float input, so this trick cannot be done there.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4966 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-14 03:08:13 +00:00
arcum42
c3536a1eb4
GSnull: More cleanup on the logging code. And lets actually put return characters in the log. :)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4965 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-12 04:09:46 +00:00
gabest11
f47ef5e644
GSdx: as usual, going back to msvc, suddenly wild errors appear.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4964 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-08 13:22:54 +00:00
gabest11
0cf87a943b
GSdx: GSRendererHW.h and GCC are good friends now.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4963 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-08 13:12:54 +00:00
ramapcsx2
54688f1f98
Reverted r4942 as some games need this to work..
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Fixes Metal Saga menus and should fix Fahrenheit, too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4962 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-07 16:08:30 +00:00
ramapcsx2
278e4af235
Ateste worked on the Time Crisis fix some more and figured out the (hopefully) right flags in the (hopefully) right places.
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Thanks for helping out! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4961 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-07 12:33:12 +00:00
cottonvibes
f423a9c41d
microVU:
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- Rewrote and simplified the TriAce gamefix
VU interpreter:
- Implemented a TriAce gamefix for vu0 interpreter
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4960 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-07 10:20:56 +00:00
ramapcsx2
c234e1f6dd
Forum user ateste was so kind and found/fixed a savestate issue with Lilypad :)
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The problem would cause lost controls or "Controller disconnected" messages in a few games.
This fix is temporary and only works with Lilypad, until we take care of the core issue.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4959 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-07 09:29:36 +00:00
sudonim1@gmail.com
66db797478
Added CRCs to the DoA2 patches because pirate game copies are often based on DoA2. If your game identifies as DoA2 and it isn't, you're going to hell.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4958 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-06 22:20:50 +00:00
sudonim1@gmail.com
7c6c2cfd98
Game patch: Dead or Alive 2 (J) [SLPS-25002) playable with the R5900 recompiler. Does not make other versions playable, there seems to be a separate issue with them.
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A proper fix for this is not happening nor is it even desirable because of the performance impact it would have, the game seems to unintentionally rely on the RPC arguments remaining in cache until sceSifCallRpc. A slightly better patch is possible, this one eats some extra EE cycles and might theoretically make the game emulate at less than full speed (but probably won't in practice).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4957 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-06 21:43:26 +00:00
gabest11
67b12b3f92
GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4956 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 21:15:44 +00:00
gabest11
b158f98fc7
GSdx: Bogus MSB bits of TEX0.CSA should be ignored as it looks. Only corrected where the palette is read (this fixes "Idol Janshi Suchie-Pai IV"), writes to the CLUT may be handled the same way, but so far no game has been found broken because of this.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4955 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 17:41:22 +00:00
refraction
14a7816e28
IPU bug fix by Shalma, well spotted ;p
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4954 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-01 18:44:34 +00:00
ramapcsx2
3233952582
GSdx: CRC for FF12 Fr.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4953 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-01 10:15:52 +00:00
ramapcsx2
425f6779f1
Following shalma's recommendation, CDVD Status reads now also return the CDVD_STATUS_SPIN flag.
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Apparently this is a common game breaker in PSX titles and it carried over to the PS2.
This fixes Time Crisis 2 loading and the frozen input in a horror game I have a dump of.
Please report any other titles you find fixed / broken! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4952 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-31 16:12:38 +00:00
gregory.hainaut
c9b1e3c1aa
cmake:
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* new dev option CMAKE_BUILD_PO: control regeneration of po file. By default true in release build
* Add a hack for multiarch version of wxwidget
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4951 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-31 10:25:24 +00:00
arcum42
d398e19b4d
GSnull: Rework the logging code a bit. (The logging actually prints to the screen now, for one thing.)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4950 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-30 01:39:43 +00:00
arcum42
5306b13472
More work on the compiler warnings. Removed the warning flags that are now set by default.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4949 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-30 00:32:22 +00:00
gregory.hainaut
93fe62f77e
cmake: allow to easily set global compilation flags
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4948 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-29 11:39:06 +00:00
arcum42
251382aefe
Change a few compiler options in Linux to remove a few warnings during compilation.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4947 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-29 07:57:06 +00:00
ramapcsx2
b9d442d4f7
GSdx: CRC for Suikoden Tactics JP.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4946 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-27 17:19:55 +00:00
sudonim1@gmail.com
553635f00d
SPU2-X: silly logic error in IRQA testing for DMA, fixes Atelier Iris, maybe others.
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Thanks to rama for testing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4945 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-27 15:34:14 +00:00
gabest11
60939bd9dd
GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4944 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-24 21:34:38 +00:00
gabest11
c5e99a05ca
GSdx: Corrected the line data terminator for psx games (fixes wild arms 2).
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4943 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-24 07:58:43 +00:00
refraction
702f71d5f1
VIF: Removed the vu cycle counting craziness mentioned in r4941 comments. It was intended to pretend if the VU "ran" for longer than the VIF did, but it didn't really change a lot :P
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Savestate version bump again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4942 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-18 18:16:27 +00:00
ramapcsx2
d3f286e120
Fixed pretty bad bug of us counting cycles only for one VIF when the system has 2.
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Also added a couple important global variables to be savestated (breaks old state compat).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4941 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-15 10:45:31 +00:00
cottonvibes
5488e082f5
microVU:
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- Implemented an opcode profiler which prints statistics on how often VU opcodes are used (enabled with the mVUprofileProg macro)
- Get status flag conversion function to use EAX/ECX/EDX regs when being called from EE-rec (VU0 macro mode); this should play nicer with the EE-recs regalloc system.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4940 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-15 08:26:59 +00:00
ramapcsx2
2b3d5d0fa1
Lilypad: Fix wrong GUI description. Thanks bosit :p
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4939 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-14 10:17:19 +00:00
refraction
45c573068e
Removed Ace Combat hack as r4937 seems to have solved the problem.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4938 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-13 15:00:22 +00:00
sudonim1@gmail.com
ecdc649694
mVU: Typo in CTC2 macro mode instruction for the status register case.
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(Untested, unknown what if anything it fixes, possibly ace combat series but probably not.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4937 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-13 01:07:42 +00:00
sudonim1@gmail.com
be1662074a
Partial revert of r4935. REC_FUNC_DEL is functionally distinct from REC_FUNC. Fixed REC_FUNC_DEL definition.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4936 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-12 23:49:50 +00:00
refraction
c04eaf0f73
COP2: Fix/hack for Ace Combat 4 sky, you will need to tick the VU Flag Hack Speedhack to enable it (not sure what else to put it on without adding another hack). This is more likely to do with odd COP2/VU0 sharing pipe behaviour, but ill leave that for cotton :P
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Also altered some of the interpreter calls so the defines in config.h can be used again (example the #define ARITHMETICIMM)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4935 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-12 22:54:21 +00:00
refraction
81d3961352
EERec: Small changes so Constant Propagation can be turned off (for testing purposes)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4934 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-12 20:12:40 +00:00
avihal
6d215a86ca
BUGFIX: GS window sometimes stayed hidden after pause/config.
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This fixes at least the following bug: Run a game -> ESC (GS Windows hides) -> config Video plugin and click OK -> Emulation resumes but GS window is hidden. (Solution was to click pause and then resume again, now it re-shows as it should).
Let me know if it breaks other related scenarios or if there are other similar scenarios that got fixed (or that still need fixing). E.g. pausing/configuration while at full screen, etc.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4933 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-11 22:27:30 +00:00
sudonim1@gmail.com
2e276316c6
(Patch from firnis) R5900int: As per MIPS documentation, do not modify the destination register if an overflow exception occurs.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4932 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-11 13:03:24 +00:00
ramapcsx2
ae5ee1376c
Lilypad:
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Putting the tabulator keypress hack from r4916 on L3 instead of R3.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4929 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-09 16:20:13 +00:00
avihal
7f0f19ee02
Yakuza 1 CRC hack (seem to work better than previous one).
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4928 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-09 07:43:10 +00:00
gigaherz
e08e540eb8
GSDX: Whoops sorry I mixed two conflicting ideas into one.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4927 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 16:53:40 +00:00
gigaherz
4d12e1954f
GSDX: I didn't even like that code when I changed it. Now I know why. And it looks much better this way.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4926 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 16:52:58 +00:00
gigaherz
119e9e7114
GSDX:
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- Use float instead of int for the video framerate.
- Use 59.94 instead of 60 for the ntsc framerate.
This replaces a previous hackfix with a better one, but it's still not ideal.
The ideal solution for the video encoding side would be to use an actual fraction (60000/1001) and pass this fraction to the encoder.
The ideal solution for the gsdx side would be to deduce the real framerate from the timing parameters.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4925 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 13:05:15 +00:00
gregory.hainaut
3e162556b7
i18n: upload sv_SE/es_ES/pl_PL/cs_CZ translation files
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4923 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-05 18:17:08 +00:00