- 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
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
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: 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
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
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
* 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
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
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
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
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
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
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
- 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
- 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
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
* 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
- Changed defaults and ranges for the soundtouch timestretch parameters. This reduces added latency from timestretching.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3939 96395faa-99c1-11dd-bbfe-3dabce05a288
Another round of configuration dialog renovations.
Fixes the leftover "Skipdraw" text when hacks are disabled.
Group the options a bit nicer. Group hardware Anti Aliasing with hacks.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3693 96395faa-99c1-11dd-bbfe-3dabce05a288
Added Haunting Ground to the list of games that get their post processing automatically removed.
The game still shows a badly blended fog but is otherwise nicely playable now.
Hacks are from an unknown coder. Thanks for figuring it out! ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3642 96395faa-99c1-11dd-bbfe-3dabce05a288
Move the dx11 check to GSInit, didn't like it only getting called on renderer changes in the middle of emulation.
PCSX2:
Report the savestate version as hex if loading an incompatible state. Looks better than -19793434481 :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3579 96395faa-99c1-11dd-bbfe-3dabce05a288
Apply hackfix for Wild Arms 4. Thanks Lana and 89CamaroIROCZ :)
We're still missing the PAL and JAP CRCs though. Issue 185 collects them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3557 96395faa-99c1-11dd-bbfe-3dabce05a288
* Implemented support for legacy GS plugins (considered anything prior to the Reordering merge).
* Added a lot of 'const' qualifiers to the GSgifTransfer functions in both GSdx and zzogl.
DevNote: GS plugins shouldn't be modifying the data provided to them from PCSX2 -- zzogl wasn't, GSdx was. I had to do a little bit of juggling to remove the mem modifications from GSdx's TEX0/TEX2 handlers. With luck, nothing's broken. ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3536 96395faa-99c1-11dd-bbfe-3dabce05a288
DevNote for zzOgl coders: Implementation of this callback can just double up on m_path[0]. I used a separate instance at m_path[3] mostly because it was easier than trying to fight around the existing PATH1 nloop hack, which is still needed for backward compat with existing and earlier versions of PCSX2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3454 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix BIOS graphical errors by re-introducing part of the PATH1 hacks, which is still needed until further notice.
* Likely fix for DX10+ cards crashing on Configure... (still can't test directly because MSI sucks, sorry folks)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3370 96395faa-99c1-11dd-bbfe-3dabce05a288
Added in the GSDX Build (VS2010 side) the proper link to the DirectX libraries
Updated the GSDXGui project to VS2010.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3120 96395faa-99c1-11dd-bbfe-3dabce05a288
GSDx: Reset device on save state load.
GSDx: Made GSRenderer::ResetDevice() actually do the main function in its name and implemented InvalidateTextureCache(). If anything breaks, it's because of this change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3067 96395faa-99c1-11dd-bbfe-3dabce05a288
32-bit depth buffers for D3D9 users if available. Lots of code shuffling for reasons I don't even remember. Stuff. Pretty much just the 32-bit depth buffers. That's good though, you don't have to envy D3D10 users half as much now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3002 96395faa-99c1-11dd-bbfe-3dabce05a288
* Added DX11 support. DX11 enabled cards now give a +~40% speedup
* New SSE-X instructions we invented for PCSX2. Give a +200% speedup even on old CPUs.
* Full 64bit support. If you have 64 bit windows, be prepared for a 300% speed up.
* Implemented new DMAC, so far we have ~15 games that show improvements.
* Added support for USB-enabled vibrators. Feel the full pleasure of gaming, now also with PCSX2!
* SPU2-X now decodes Dolby Digital 7.1!
* Please test to find any bugs in the 24-thread code, it's a bit complex so some tiny bugs might have crept in.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3000 96395faa-99c1-11dd-bbfe-3dabce05a288
This is now a multi purpose hack, which could potentially fix / break a lot of games.
It mostly affects FMV and PATH3 masking issues, but also stops games from booting, or makes them boot.
Use with caution :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2965 96395faa-99c1-11dd-bbfe-3dabce05a288
Changes: Fixed all compile errors in VS 2010. Added support for new w32pthreads.v4. Fixed all MSB8012 warnings. Fixed LNK419 warnings with /DELAYLOAD. Fixed issues when compiling Devel before Release. Added GSdx Devel target. Minor cleanups.
Thanks a bunch, blood :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2930 96395faa-99c1-11dd-bbfe-3dabce05a288
Some more wxCore fixes.
Fixed also inter-project dependency warnings.
Also some other fixed to get devel/release compiling.
Oh and apparently my VCproject folder got messed up and detached itself from svn, so it wasn't commiting with the rest...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2849 96395faa-99c1-11dd-bbfe-3dabce05a288
The *null projects don't build, and neither do ZZOgl or ZeroSPU2.
Pcsx2 project has some issues with Resources' custom build steps not being run.
Only Debug target tested.
Needs work before it's usable.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2843 96395faa-99c1-11dd-bbfe-3dabce05a288
- Disabling all post processing removal hacks for Shadow of the Colossus. Can't see what they fix(ed).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2815 96395faa-99c1-11dd-bbfe-3dabce05a288
GSdx: Removed OpenGL "support". Nobody showed any interest in getting this working.
GSdx: Removed PS1 GPU support. pcsx2 does not use this and it is unmaintained, likely broken, and frequently confuses intellisense.
GSDumpGUI: Use the correct export for the library name, was using the PS1 version.
If any of the above code is needed in the future, we have this wonderful technology called version control.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2754 96395faa-99c1-11dd-bbfe-3dabce05a288
- Moved the offset hack to CreateSource(), it can work a bit more selectively there.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2714 96395faa-99c1-11dd-bbfe-3dabce05a288
GSDx: Removed discards from partial colclamp support as it wasn't doing much good and definitely won't be necessary with the next stage of support. No significant functional change probably.
As before, please do a full rebuild of gsdx. I hate it as much as you but don't know how to make VS smarter about this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2712 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes shadows in Ico and Shadow of the Colossus and hopefully fixes more effects in other games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2702 96395faa-99c1-11dd-bbfe-3dabce05a288
Also, screw you, Stroustrup! You don't make me cast short to int, so don't make me cast int to an enum! PS: arithmetic operators, you stingy bastard.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2697 96395faa-99c1-11dd-bbfe-3dabce05a288
- Hopefully hacked up the "wall of fog" problem in GoW2. Used an adapted patch from ZeroGravity.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2687 96395faa-99c1-11dd-bbfe-3dabce05a288
- The earlier FFX fix killed fmv in Xenosaga 2. Hacked up a bit more now! :p
- Few more CRC (Note: I will look at GoW 2 once I have time and dumps, not before!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2660 96395faa-99c1-11dd-bbfe-3dabce05a288
It was a series of very old bug.
1) After the passage to the WX system the CoInitialize was not anymore called on the GS thread causing the Filter enumeration on DirectShow to fail.
2) After the "MFC Free" commit of Gabest, if you selected the Uncompressed functionality a nullpointer exception trigger (as there is no filter for that)
3) Strangely there was no code path to connect the source with the mux when Uncompressed was selected (without an encoder in the middle). I added it.
Test it and report problem. I already know there is a problem with the closing of the sound recording, but that's a PCSX2 problem, not a GSDX one.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2657 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed a little problem with the last commit. (I was pointing out of the string instead of the end. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2656 96395faa-99c1-11dd-bbfe-3dabce05a288
Now the snapshots and gs dumps are correctly created in the snaps folder (or the one choose by the user). (GSDX was missing a check to understand if the directory passed by pcsx2 was or not slashed at the end. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2655 96395faa-99c1-11dd-bbfe-3dabce05a288
- Scene menu and pause screen transitions in FFX, FFX-2 and Grandia3 get invalidated (fixed) again.
No idea why Gabest ever turned that fix off. Coded by Feal87.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2648 96395faa-99c1-11dd-bbfe-3dabce05a288
- Feal87 found and fixed a problem with shadows in Silent Hill Origins. Might help other games as well.
- Bit better fix for GoW's "wall of fog" problem. Patch originally from ZeroGravity.
Thanks guys :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2647 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed the resource issue I had, so the new options are now also available in the old config dialog.
- Added some code that hides the hack options completely when they're disabled. By Bositman :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2619 96395faa-99c1-11dd-bbfe-3dabce05a288
- Hide the hacks from users, unless "allowHacks" is written to the GSdx.ini first.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2609 96395faa-99c1-11dd-bbfe-3dabce05a288
- Found out that the blur detection filter was busted for some time now.
It worked by chance, due to the pixel crop hack.
Disabled that hack now and made PCSX2's GS frame handle that functionality instead.
This is a somewhat nicer method, although users of 4:3 and 16:9 aspect ratios might get flickering pixels on the borders again.
I'll see if I can think of something for those cases, should there be demand for it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2608 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added multi sample anti aliasing options to the gui. Remember those aren't tested much, and we have reports of memory leaking with it enabled. Those could be outdated by now though.
- Removed the "enable output merger blur effect option", since I can't imagine anyone wanting to enable it anyway. :p
- Cropped one more pixel on the final output image, should fix some issues with msaa enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2607 96395faa-99c1-11dd-bbfe-3dabce05a288
- Finally made some user hacks available in the configuration dialog.
There are no warnings yet, and I don't like the placement either, but that'll have to wait.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2606 96395faa-99c1-11dd-bbfe-3dabce05a288