Fixes booting issues in the following games:
Jak X, Namco 50th anniversary, Spongebob the Movie, Spongebob Battle for Bikini Bottom,
The Incredibles, The Incredibles rize of the underminer, Soukou kihei armodyne, Garfield Saving Arlene, Tales of Fandom Vol. 2.
The games will no longer require a patch to boot.
Add forum and license links.
Remove Developers and Contributors names, replaced with:
"Big thanks to everyone who contributed to the project throughout the years."
Avoid some function overloads that can accept char*, wxChar* and
wxString as a parameter. wxString can be constructed with either of
those parameters, so the function overloads may actually result in
ambiguity errors. Keep the wxString parameter versions and remove the
rest.
Fixes some compile errors on FreeBSD.
The pack command converts from RGB32 to RGB16/INDX4, not RAW8 to
RGB16/INDX4.
Also, the VQ conversion (still unimplemented) only occurs when the
output format is 0, so fix that as well.
This fixes timing issues in Dynasty Warriors 3 Xtreme Legends
(fake save corruption), Jak II (random speedup issues) and Shadow of
Rome (FMV audio issues).
Also update the comments since a lot of them refer to past revisions of
the code.
* cdvd: Fix off-by-one end of file checks
* cdvd: Fix loading for games that attempt to read non-existent sectors
Some games will hang when attempting to read non-existent sectors.
Just do nothing when it occurs instead of erroring out.
* cdvdgigaherz: Fix loading for games that attempt to read non-existent sectors
Some games will hang when attempting to read non-existent sectors.
Just do nothing when it occurs instead of erroring out.
* cdvd: Don't write non-existent sectors to blockdump
Setting the toggle variable is now at the vsync point. FMV toggle should still work as usual, but the F9 toggle should have to wait the full period of around 32 frames. This seems short enough while also depends on how fast those frames can rendered, avoiding having to set a timer in ms.
* Refactor build.sh. Restructure finding plugins. Remove legacy code. Add --clean-plugins option. Document --no-trans option.
Don't do setcap if dev9ghzdrk isn't being built. List dependencies if they are missing. Remove code related to zerospu2, and misc plugins we aren't building. Minor message changes.
2 pass fallback cases for the untitled scenario was mentioned in the TODO comment to be completed, added one of them. (Still doesn't seem reliable enough, but honestly when do we Also modified blank space indentation at a part to tab space to satisfy lightning boi.
Previously the blockdumps will be automatically stored in the root directory of PCSX2, added an INI option in "PCSX2_ui.ini" named "CurrentBlockdump" to modify the directory to whatever is preferred by the user. (Some people were requesting for this)
A GUI could also be added if anyone wants, but considering the popularity of this I'm not sure as blockdumps will only be used my less percentile of users and mostly by testers and developers for debugging.
in vs 2019, the system xhash used by unordered_map uses Target in its template definition. pcsx2 #defines this in the r5900 and r3000 headers which leak cause a cryptic compilation error. A quick fix here is just to undef it in gamebase.h. A better fix would be to encapsulate the definition or use something more c++ to avoid the pre-processor. Add a comment to explain the _Target_ undef.
tap.h did not have string defined. I guess this was included transitively somewhere with an earlier set of system headers.
Biostools, the file is opened in text mode which causes the bios to be partially read. I'm not sure that's vs2019 specific but it's wrong in any case. Maybe the default mode parameter changed at some point. Maybe wxFile would be a better choice here rather than WxFFile because wxFile always open s in binary mode.
Attention! Older savestates will be incompatible so please use a
previous older dev build (such as dev 3043) to save your progress on
memory cards instead!
Squashed commit:
[7955b42e3] recording: Throw errors on fread/fwrite errors.
[5a2160f9e] recording: Remove function implementation from header files
[f2937ab5f] recording: Fixed UndoCount metadata bug and will gracefully fail if savestate is missing
[d7f4d43e5] recording: Refactored code-style to be consistent
[0f77fbb71] recording: Refactor to use switch statements
[28d7945f6] recording: Resolve CMake warnings and use tagged github links for cross-linking to LilyPad
[7c01c6cb4] recording: corrected disparity between comment and code
[17a8bd8d6] recording: Remove all usages of #define
[3830f5a82] recording: Refactor enums and general cleanup
[569ef7d67] recording: Completely disable new console log sources when recording is disabled
Regressions were discovered after merging with master due to way the save state data was saved within the movie file.
This change uses the same functions used in the GUI to create savestates to create a compressed save-state file. Eventually this could be re-incorporated back into the recording file and could be backwards compatible.
Adds a separate author line for pnach entries. This will allow to separate comments with other info such as pnach purposes.
GameDB could be updated with the new changes for a more slick and clean look.
VuClipFlag hack is only used for SuperVU1 Recompiler, let's avoid enabling it when it's not used.
Previously a console message would be provided stating that "(GameDB) Enabled Gamefix: VuClipFlagHack" even when the user is using the Interpreter (or) MicroVU Recompiler. The following patch prevents such confusions.
Old presets touched parts such as VU clamping for what seems to be no good reason at all, and applied some rather dodgy combinations of EE cyclerate and cycle skipping. Also added MTVU to presets 3-6.
Pnach had a limit that, while increased at some point to 2048, is still not enough for everyone. This uses a vector to avoid that limit, as there is no reason to keep it and people loading pnach with over 2048 patches most likely know what they are doing.
Inipatch group member was also unused in the whole codebase so I did some cleanup and removed it.
gui: Move the Off option to the top instead of bottom for FMV Aspect Ratio Override.
It's not ideal for it to be at the bottom.
Adjust the logic how the button works, there was an issue if both aspect ratios
were the same the aspect ratio chosen was selected to Fill.
Also adjust the code so the button better responds to realtime toggling.
If disabling the button realtime during a fmv then the normal aspect ratio
should be chosen.
There's still an issue left where if the fmv button is changed first and then
the aspect ratio button the button would would not work. Switching it off
seems to reset and make it work again.
Change "Switch to 4:3 aspect ratio when an FMV plays" to
"FMV Aspect Ratio Override" drop down menu.
The option temporarily changes the Aspect Ratio to either
16:9 or 4:3 depending on the option that is selected,
and depending on the Window Aspect ratio that is selected.
Original commit:
8d471e1f16
Co author: lightningterror.
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.
Also remove unused GSTextureFX.cpp file.
Currently, none of the EE kernel is viewable from the debugger, which poses issues when debugging code that makes use of syscalls. This PR should allow the memory region 0x80000000 - 0x800FFFFF to have readable disassembly.