Also adjusted the bios bug handling, there were reports of our new handling breaking a game called Triggerheart Excelica Enhanced, hopefully this should make it work again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5586 96395faa-99c1-11dd-bbfe-3dabce05a288
-Dreamworks Over The Hedge actually requires this to load. Interpreter kind of had it right, but didn't stop the VU on these flags, causing the graphics to look bad and hang on the start button, works fine now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5583 96395faa-99c1-11dd-bbfe-3dabce05a288
* port KrossX patch from r5556 to openGL
* add a basic gui entry, would love an additional description
* also add the pointsampler hack but don't activate it yet
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5570 96395faa-99c1-11dd-bbfe-3dabce05a288
VIF/Path3 Masking: Put a timing break in on Path2 transfers, this gives it chance to stop being busy incase it is closely followed by a path3 mask, which caused it to go out of time. Fixes Sensible Soccer.
VIF: Fixed up a couple of typo's, which may or may not have done anything, one which was not setting an offset if it stalled on 1/4 of a quadword, which could have been disasterous if done by the wrong game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5564 96395faa-99c1-11dd-bbfe-3dabce05a288
1. Multiple cheats files (at the "cheats' folder) can be loaded, as long as they begin with the CRC and end in '.pnach' (e.g ABCD1234.Persona4(EU).god-mode.pnach)
2. Multiple cheats are also loaded from the Widescreen hacks folder ('cheats_ws'). File names rules are the same as for normal cheats.
TODO: Add config and GUI for widescreen hacks. Right now the cheat files from cheat_ws folder are loaded if cheats are enabled. We need a separate config for that.
Thanks to dlanor from the forum for his filenames wildcards patch: http://forums.pcsx2.net/Thread-PCSX2-Patch-Finder-Removed-completely-or-just-hidden?pid=263592#pid263592
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5562 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes in this commit:
-Evil Dead - Fistful of Boomstick - Now goes ingame and works right (needs software mode on gsdx to fix lighting)
-Tony Hawk's Project 8 - Graphics are no correct. Like earlier TH games, you need Negative rounding to fix it all.
-Mark of Kri - The game now has collision detection! Apparently before you'd get stuck on objects, now you can walk freely.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5561 96395faa-99c1-11dd-bbfe-3dabce05a288
If it slows things down too much (initial testing is showing minimal slowdowns), then we can always disable it again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5560 96395faa-99c1-11dd-bbfe-3dabce05a288
Should fix the VS2012 project files for when only VS2012 (and not VS2010) is installed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5557 96395faa-99c1-11dd-bbfe-3dabce05a288
I'm expecting something to break, it's my code, it's bound to. But i have tested some 40 games without problems, so my hopes are high!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5551 96395faa-99c1-11dd-bbfe-3dabce05a288
Everblue: Slightly messy fix, not as nice as id hope, but it seems to work, we need to remember VU programs written to the VU so we can check if an unpack is modifying it. This retains the behaviour of the Snowblind engines whilst fixing everblue.
Hitman 2: Our vif0/1VUFinish() routing which works in conjunction with the delays wasn't paying attention to if the VIF was stalled or not and reran it before the game wanted it to, now fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5544 96395faa-99c1-11dd-bbfe-3dabce05a288
* Don't try to allocate a "null" array when shader log is empty
* glsl: hopefully implicit cast error on Nvidia driver
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5542 96395faa-99c1-11dd-bbfe-3dabce05a288
As a bonus, the Tony Hawk Project 8 game (possibly the others using the same engine too) now have perfect graphics in VU Interpreter :) (software mode still required to get rid of lighting garbage however. Skipdraw 2 "kinda" works, but not overly well)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5541 96395faa-99c1-11dd-bbfe-3dabce05a288
If the first branch is a branch instruction, then ignore the second.
If the first branch is a jump instruction, execute 1 instruction from the first jump, then execute the second branch. (This is the only confirmed thing i can find from people testing this)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5539 96395faa-99c1-11dd-bbfe-3dabce05a288