Fixes performance drops and short freezes in adventure mode.
Alas, there is no Crash Tag Team Wrestling, so I replaced it with the
correct title.
Updates Gamefixes Panel entry of VU I bit Hack.
Closes#1785
Removes GT4/Tourist Trophy CRC hacks. The hack had already been moved to
aggressive due to VRAM spike issues, but is no longer necessary at all
due to the in-game brightness/contrast setting issue being moved to
behind the frame buffer conversion hack for Direct3D and being resolved for OpenGL.
Move hacks that disabled shadows to DX level since OpenGL renders
shadows properly with Depth Emulation.
Some other upscaling issues appear with the disabled hack like a small
black border on the bottom of the screen or some ui elements but those
can be fixed with TC X,Y Offset hack.
EE clamping mode to full fix Max Payne from crashing and freezing. Tested on NTSC-U/Pal-M4
VU clamping mode to extra fix some reflection issues in Klonoa 2. Tested on Pal-M5
OPHflaghack fix the "press start" screen from freezing in Evolution Snowboarding. Tested by MrCK1 on NTSC-U
EE round mode to nearest fix some jumping issue in Mana Khemia. Tested by Schtolteheim (PCSX2 forum) on NTSC-U
Gif fifo hack fix some flag corruptions and characters garbages ingame on Fifa Street 2. Tested on Pal-M6
[skip ci]
If wxWidgets is linked to SDL, check what version it's actually linked
against instead of assuming it's linked to SDL1.2 (which isn't true on
Fedora 27).
I guess the intention of the older logic was to get the truncated part
by comparing with the original value, but that went wrong due to using
the pre-normalized value (before the division) for comparison.
Hence let's just do a modulo for rounding the render and blank.
Previously, the DVD variant NTSC/PAL modes used the horizontal blanking
interval calculation algorithm used by digital video modes, which
shouldn't be used and also rounding error check was neglected.
Added the DVD variant modes to the list in analog video mode finder
subroutine. This should impact timing/vertical synchronization in PSX
games significantly.
Previously, the calculation for the size of data to be loaded was done
based on the rendering target buffer size and scaling multiplier, which
was totally wrong. This led to different resolutions having different
load sizes while the size of the real GS memory is common regardless of
the scaling variancies.
Hence use the default rendering target buffer size for the load size
independent of the scaling values. I've also removed a buffer height saturation
code which seemed unreliable.
Note: The accurate version of the code can be enabled using the macro
provided in config.h (which is more intensive on resources), the current
code goes along with the approach of maintaining a decent performance
level along with a formidable accuracy.
Avoid using the IOCTL_DVD_START_SESSION and IOCTL_DVD_END_SESSION ioctls
- it's not necessary to obtain an Authentication Grant ID (AGID) before
requesting the DVD physical format layer descriptor.
Adjust region id for BT2.
Move the sky texture(depth) hack back to Partial level only for the EU
regions. Effect is still not rendered correctly and causes a half
screen bottom issue.
Add R&C3 EU to Automatic Mipmapping.
Previously the limit was 1000, now 10000 in the GUI. It should help in
some rare cases where a higher number is needed without the need of ini
editing and value reset issues caused by the GUI.
The XPad plugin has been superseded by the LilyPad plugin, and is known
to cause control issues.
The USBqemu plugin is an dead plugin with no functionality.
Close#106Close#2293
This adjusts the copy bytes command format from
5aaaaaaa nnnnnnnn
00000000 bbbbbbbb
to
5aaaaaaa nnnnnnnn
bbbbbbbb 00000000
so that it matches the copy bytes command format used by PS2 cheat
devices (GS/CB/XP/AR2).
Switch to using vector for the dump sector table, and also fix a bug
where memory was not allocated when writing to a v2 format block dump,
causing a null pointer dereference.
Also switch to using the v2 block dump format, which generally produces
smaller dump files (the dumps also seem smaller than the ones generated
by cdvdiso, which seems to repeat sectors).
- Adds tooltip for Convert memory card button in the memory card dialog
- Updates several memory card console writes.
- Adds 2018 copyrights to the updated files
Changes the file extension used by PSX memory cards to the common .mcr
instead of using the same (.ps2) extension used by PS2 memory cards.
Updates the extension listed in Create memory card dialog when a PSX or
PS2 memory card is selected.
Replaces the awkward checkbox for a PSX memory card in the bottom left
of the Create Memory Card dialog with a radio button like the other
memory card types.
Rearranged/updated many GUI elements.
Reduce height of window to make it more appealing for laptop users.
Add OpenGL HW/SW options to Renderer Override.
[skip ci]
Instead of faffing around with strings and having to handle a lot of
edge cases when trying to override the renderer, just let
WritePrivateProfileString do all the hard work for us instead.
The workaround was used to prevent macro substitution occuring on paths
containing "linux", but it's no longer necessary since "linux" is not
set as a predefined macro when a "-std=" option is passed to gcc.
Fixes#2268.
Previously if HW hacks were enabled Merge Sprite was active(if checked) on
native resolution even if the GUI option was disabled, which in result
caused glitches in games on native resolution.
This should address that issue.