* invert the index of fragment output. Seem to work better on Nvidia (strangely no impact for AMD)
* opengl support pitch too, so remove useless copy to an fbo
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5034 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix the Geomtry shader to output 2 triangles for quad primitive (ie 2R rendering)
- There is an AMD driver bug on geomtry shader input interface (well could be the spec too). Tell me if it still working on nvidia
* Add a workaroung to a previous AMD bug. It is impossible to unattach a shader so destroy the full shader pipeline...
* Be more strict on FBO management. Would optimize it later
* use a texture insted of a render buffer for depth-stencil management.
* add more dumping capabilities (in particular depth buffer)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5033 96395faa-99c1-11dd-bbfe-3dabce05a288
* It works with the HW renderer !!!
* Not sure this fix will work with dual blending but we will see later
* screen is vertically flipped again...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5031 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix vertex shader for HW renderer :) Remains the fragment part...
* add some dumping infrastucture (DUMP_START and DUMP_LENGTH)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5030 96395faa-99c1-11dd-bbfe-3dabce05a288
...
<avih> so, come on, touch spu2x to have recent rev number
Touched... hopefully I touched right. Felt awkward.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5024 96395faa-99c1-11dd-bbfe-3dabce05a288
* add the code to select the attribute (still the default but can be changed now)
* add a hidden option (condvar) to select between the 2 threads algorithm
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5021 96395faa-99c1-11dd-bbfe-3dabce05a288
* use memory instead of tr1 (was the experimental implementation of c++11)
* remove strict aliasing optimization because I saw some bad warnings
* Fix pthread of the previous commit. Use default attribute but it might need some tuning
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5020 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix the new extra thread option in the gui dialog
* implement condition variable on linux. Will need some benchmark.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5017 96395faa-99c1-11dd-bbfe-3dabce05a288
This makes the Arc the Lad fog issue go away.
Review would be nice though :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5011 96395faa-99c1-11dd-bbfe-3dabce05a288
* go back to opengl 4.1 (nvidia driver is buggy with 4.1).
* fix the backbuffer allocation. bad order of parameter
* fix remaining glsl error
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5006 96395faa-99c1-11dd-bbfe-3dabce05a288
* rework a little the shader to be hopefully compatible with nvidia
* request a pure 4.2 context (all gpu 4.1 capable support 4.2 anyway)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5003 96395faa-99c1-11dd-bbfe-3dabce05a288
- 0: no multi-threading
- 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook
- 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads
- 3: small fps increase
- 4+: even smaller.
If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks.
Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288
* rewrite the vertex management with a nice GSVertexBufferState object
* extend GSUniformBufferOGL to use a better object interface
* properly delete texture
* manage buffer with glMap* instead of glBufferSubData
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4990 96395faa-99c1-11dd-bbfe-3dabce05a288
* Enable interlace feature. (note I'm well aware that interlace crashes with SDL)
* remove useless callback debug function
* handle the y axis differently. Move vertex to follow right-hand system (render everything in reverse) then flip the y-axis for the screen rendering
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4987 96395faa-99c1-11dd-bbfe-3dabce05a288
* improve vertex management with a vertex array. Decorrelate vertex from strech rec and others func (later for the HW renderer)
* fix the crash on nvidia when closing the window
* clean some texture management code
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4985 96395faa-99c1-11dd-bbfe-3dabce05a288
* add a callback for GLERROR. Allow to breakpoint on GSDeviceOGL::DebugCallback (gdb is completely lost on amd driver, hope it is better on nvidia)
* Add some empty glsl convert to shutup some useless debugging error
* request an advance opengl context without pre 3.0 feature.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4983 96395faa-99c1-11dd-bbfe-3dabce05a288
* flip y-axis in merge stage
* default to xlib window managment (the dynamic switch between sdl and xlib crashi but SDL will probably dropped later)
* improve management of FBO, draw buffer
* try to fix some issue with glClearBuffer but spec is not clear.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4982 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement the saving of texture (take bmp SW code)
* fix the missing "enable attribute code" and the typo in glsl. It works now !!!
* rework a little texture to pack texture into a temporay buffer when src pitch != dst pitch
* try to replace sdl with pure xlib (not yet enabled by default but it seems to work)
Note there still a minor issue, coordinate are different between DX and OGL (upper-left vs lower-left) so the image is inversed.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4981 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement shader code (subset that seem to be used in SW mode)
* some hack to fix some alignment issue with GSVertexPT1 structure
* Lots of various opengl fixes. Remaining unsupported GL feature are inside SDL.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4974 96395faa-99c1-11dd-bbfe-3dabce05a288
* Properly allocate/delete opengl object
* Request a debug context in SDL, add some code to log opengl error
* Fix context creation. For the moment only request ogl4.1 (AMD does not support yet 4.2 and it needs libglew1.7 too...)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4973 96395faa-99c1-11dd-bbfe-3dabce05a288
* make a rough implementation of most of the opengl device interface. Only a savestate nothing to expect yet.
* depend of libglew 1.6 (normally 1.7 but I manually defined the only missing function)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4971 96395faa-99c1-11dd-bbfe-3dabce05a288
Current goal is to implement the SW render with pure opengl instead of SDL.
I plan to use OpenGL4.2 capability (the latest actually) => need libglew1.7 and a Dx11 capable GPU/drivers.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4970 96395faa-99c1-11dd-bbfe-3dabce05a288
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
* 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
- 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
Skygunner crashing on boot.
James Bond 007: Everything or Nothing doing a huge Vram usage when opening the weapons screen and making the system crawl at it. Couldn't test much with this one and only added the US version for now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4921 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a new option to the hacks section that sends a tabulator key press to PCSX2.
This toggles the turbo mode of the emulator, so users with pads don't have to reach out to the keyboard anymore when they want to switch between normal and turbo gameplay :)
Note:
I choose R3 for now since most games don't use that button. This could be made configurable in the future though.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4916 96395faa-99c1-11dd-bbfe-3dabce05a288
See tools/dynacrchack/DynaCrcHack.c for full instructions.
For development of CRC hacks (and just for the fun of creating such a system), Allows GSdx to load and use CRC hack logic from an external DLL, and reload it, at runtime, whenever this DLL changes (but act normally if this DLL isn't found).
This external DLL is compiled from a single C source file (a sample is provided, containing the current MGS3 CRC hack logic). There's also a system to automatically compile this C file into the DLL whenever the C file is modified, thus creating a system of instant [save C file] -> [GSdx switches to the new logic].
It's actually a pretty cool system, and might have other usages where it's useful, for the sake of tests/development/tweaking, to modify code logic during runtime. The overhead of such system compared to pre-compiled code is very low (e.g., in the case of CRC hacks which are called thousands of times/sec, I couldn't notice any difference in performance).
Compilation of the C file is currently done using TCC (Tiny C Compiler - http://bellard.org/tcc/ - extremely fast, light and powerful). TCC itself needs to be downloaded separately (~250K download, no install required). The system currently supports Windows only.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4914 96395faa-99c1-11dd-bbfe-3dabce05a288
cmake: automatically install desktop/doc/xpm file in package mode as requested by Rafael
debian: align on latest change
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4909 96395faa-99c1-11dd-bbfe-3dabce05a288
- Upgraded some components of qemu-usb with a somewhat newer version from late 2010 (it was a recent version when I did the upgrades).
- Fixed the plugin to work with recent versions of pcsx2.
I will try to integrate the plugin into the build system tomorrow, and fix some more issues.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4899 96395faa-99c1-11dd-bbfe-3dabce05a288
Important: this is not a fix of the cause of the crashes, it just bypasses cases of sure crash. Once that spot is bypassed, things can go wrong elsewhere. Generally, however, things just continue normally. E.g. GT4 (camera changes), Tourist Trophy (camera changes), MGS3 (codec screen when CRC hacks are disabled) and probably more - now don't crash anymore, even at high resolution (but might still get some slowdowns).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4895 96395faa-99c1-11dd-bbfe-3dabce05a288
The list is case insensitive and order insensitive.
E.g. Disable all CRC hacks: CrcHacksExclusions=all
E.g. Disable hacks for these CRCs: CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4894 96395faa-99c1-11dd-bbfe-3dabce05a288
onepad: properly connect the latest button
sdl: do not compile some useless files (which fail to compile on my system btw)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4879 96395faa-99c1-11dd-bbfe-3dabce05a288
onepad: add an option to control forcefeeback level
cmake: add an hidden option (SHARED_SDL) to build SDL as a shared library to allow pre-load
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4873 96395faa-99c1-11dd-bbfe-3dabce05a288
This hopefully avoids the issues appearing after long periods of continuous playing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4871 96395faa-99c1-11dd-bbfe-3dabce05a288
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
- Set default interpolation mode to "Catmull-Rom". It most closely mimics the original sound.
- Bit of documentation and a fix for Async mixing core resets.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4330 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed an ENDX register bug and switched the dealias filter with the frequency response filter.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4322 96395faa-99c1-11dd-bbfe-3dabce05a288
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix linux compilation debug build
* Add a linux option to select the API output of portaudio (ALSA, JACK and OSS)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4224 96395faa-99c1-11dd-bbfe-3dabce05a288
Avih renovated the configuration dialog a bit. It makes lots more sense now, thanks :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4173 96395faa-99c1-11dd-bbfe-3dabce05a288
* resolve a namespace conflict between std::count (due to a 'using namespatce std;' directive) [debug builds only]
* switch all MSW-specific code to be unicode compliant so that unicode-only Utilities lib can be used under Windows. [should work, but needs proper testing]
* fix some properties sheets so that windows-specific DLL dependencies (common controls and UUID stuff provided by Windows) are linked automatically into wx/utils based plugins.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4140 96395faa-99c1-11dd-bbfe-3dabce05a288
Adapted the de-alias and frequency response filters from nenolod's "UPSE", a high quality PSF player.
(http://nenolod.net/projects/upse/)
These 2 filters are present on the real SPU(2) as well and are meant to increase the audio quality
by fixing aliasing and then equalizing the final result.
It currently mostly seems to accentuate the presence and highs.
Thanks a ton for hinting at this and for letting us adapt your code for SPU2-X, nenolod! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4118 96395faa-99c1-11dd-bbfe-3dabce05a288
* increase a little the hack window (better for screenshot, not too big for small screen)
* Use generic clut function in FlushDecodeClut
* Various clean and comment
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4113 96395faa-99c1-11dd-bbfe-3dabce05a288
* PCSX2: Added GSgetTileinfo2 and deprecated=removed GSgetTitleInfo
* GSdx: moved to the new GSgetTitleInfo2
* New PCSX2 with new GSdx will have the new functionality, all other combos remain with old functionality.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4073 96395faa-99c1-11dd-bbfe-3dabce05a288
Here's his changelog:
GSdx, PCSX2: Fixed broken GS info at the title bar
* If the plugin doesn't support the API, PCSX2 will display only the image mode (progressive/interlaced field/frame), NON i18n!
* If the plugin does support the API, PCSX2 will not display the image mode, and instead display the info from the plugin
* GSdx now properly sends title info: resolution, image mode, deinterlace mode (weave - bff, etc)
* To enable the full GSdx title info as it used to work before it got broken: uncomment //#define GSTITLEINFO_API_FORCE_VERBOSE at GS.h of GSdx.
NOTE: When using an older pcsx2.exe with newer GS plugin, the title would contain duplicate image mode info. All other combos work fine.
* PCSX2 still displays the performance info, etc in the title bar.
Thanks a bunch for bringing this information back, Avih! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4070 96395faa-99c1-11dd-bbfe-3dabce05a288
* Create a nice FORCE_TEXDESTROY_THRESH define
* do not call GetMemoryTarget twice in a row. There is already a check in the core function.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4062 96395faa-99c1-11dd-bbfe-3dabce05a288
Fix ADMA not getting read when in spdif bitstream mode (which some games offer for FMVs).
This option would cause them to hang indefinitely.
There's something wrong with the read audio but at least it doesn't die ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4055 96395faa-99c1-11dd-bbfe-3dabce05a288
* For 24 bits texture: there is some spare room in gsmemory so do not bother to avoid overflow in the copy
* Port some swizzle function to sse2. It would avoid some copy in a temporary buffer
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3984 96395faa-99c1-11dd-bbfe-3dabce05a288
* use a size of 4 for the gsvertex array (allow compiler to optimize a % into an and)
* Reuse previous computed vertex for _strip & _fan primitives
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3973 96395faa-99c1-11dd-bbfe-3dabce05a288
* Use addvertex in register (stole from the new register code).
* Use primNext at the end of KickVertex function allow to use current index in draw primitive.
* Create a primPrev
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3971 96395faa-99c1-11dd-bbfe-3dabce05a288
* Copy wavfile back to spu2x directory. Note I shrink the file to only usefull feature to keep it small.
Rationale: Wavfile is not delivered by the soundtouch library (it is an example).
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3948 96395faa-99c1-11dd-bbfe-3dabce05a288