Commit Graph

6627 Commits

Author SHA1 Message Date
Admiral H. Curtiss f32f42678c FolderMemoryCard: Filter only system data by default.
This reduces memory card initialization time.
Without this, it always indexes all files when the emulator boots, which
can take a few seconds if you have lots of files.
With this, the only file indexed is the PS2 "your system configuration"
file.

This has the side-effect of not being able to see save files in the PS2
BIOS unless you insert a game disc matching the files you want to see. I
don't think this is a big problem, but there should probably be a "don't
filter" option somewhere in case you want to manage files in the BIOS.
2015-07-12 14:37:55 +02:00
Admiral H. Curtiss b4b55289d6 FolderMemoryCard: Remember filter so it can be reapplied when memory cards are changed while game is running. 2015-07-12 14:37:55 +02:00
Admiral H. Curtiss 02ae12c555 GameIndex.dbf: Add a the initial set of Memory Card Filters.
This informs PCSX2 which games want to access more than just their own save files so it can load them into the virtual folder memory card.
This includes:
- Multi-disc games which obviously need to access saves from the other disc(s).
- Games that allow importing data from prequels.
- Games that unlock bonuses if they find data from other games in the series, by the same developer, etc.

This is almost certainly not all games that would want to access other saves, but it should cover a lot them.
2015-07-12 14:37:54 +02:00
Admiral H. Curtiss bcb71ae368 GameIndex.dbf: Fixed a few names, added a few missing games and multi-discs, added a few missing regions. 2015-07-12 14:37:53 +02:00
Admiral H. Curtiss 98012f82aa MemoryCard: Add support to override the memory card filter string via GameIndex.dbf. 2015-07-12 14:37:53 +02:00
Admiral H. Curtiss 2ee1cb81dd FolderMemoryCard: Allow multiple save names in the save file filtering.
Split multiple save names to be filtered with a "/", ie the filter "A/B" matches both save folders that contain "A" and save folders that contain "B".
2015-07-12 14:37:52 +02:00
Admiral H. Curtiss 880be6f602 FolderMemoryCard: Only load data relevant to game. Please read commit description!
Essentially, I'm telling the memory card to re-index itself with a
filter based on the game's disc serial every time a new executable boots
in the emulator.

This currently works for a lot of games, but fails in edge cases where
the game disc's serial does not match the game serial that is written to
the memory card as part of the save file's directory name. This affects
mostly (only?) games that have multiple discs. We could circumvent this
by adding a "save game serial" or something into the GameDatabase which
tells us what we should filter by for those cases.

Apart from this edge case, this appears to work surprisingly well. Try
it and see if you can find other issues!
2015-07-12 14:37:51 +02:00
Admiral H. Curtiss 139e28988d FolderMemoryCard: Store nonstandard file and folder metadata. Fixes issues with Star Ocean 3 battle trophies, and probably some other games. 2015-07-12 14:37:50 +02:00
Admiral H. Curtiss f15c07653c MemoryCard: Add support for folder memcards in GUI and make both implementation function side-by-side. 2015-07-12 14:37:49 +02:00
Admiral H. Curtiss 1d46800888 MemoryCard: Full initial implementation of the FolderMemoryCard.
FileMemoryCard: Log reads and writes so I know what kind of commands I have to deal with.

FolderMemoryCard: Create basic class/method outline based on FileMemoryCard.

FolderMemoryCard: Add a FolderMemoryCardAggregator so I don't have to write every method in a way that has to handle more than one memory ca

Also shuffle around the location of code because C++ cares about stuff
needing to be defined before they're usable.

FolderMemoryCard: Implement Open().

FolderMemoryCard: Implement GetSizeInfo().

FolderMemoryCard: Implement some basic structure of Read()

FolderMemoryCard: Implement parts of Read() and Save().

Shouldn't it be Write() or Load()? Anyway, this doesn't work yet, but it
gets part of the formatting procedure done which is at least something!

FolderMemoryCard: Add method to calculate ECC.

FolderMemoryCard: Start implementing the FAT.

MemoryCard: More logging.

FolderMemoryCard: Formatting works now!

Formatted memory card isn't actually recognized as formatted yet because I don't store folder metadata yet, but we're getting there!

FolderMemoryCard: Recognize when it's trying to access a data cluster.

FolderMemoryCard: Add directory/file entry support.

On further inspection this might not a be a good way to handle erasing.

FolderMemoryCard: Method to get a file entry and file path from a file's data cluster.

FolderMemoryCard: wxDirName is garbage, let's just use wxFileName for the folder too...

FolderMemoryCard: Fix Erase method.

FolderMemoryCard: Start implementing file writes.

This is still quite broken but we're getting somewhere here!

FolderMemoryCard: Load the data from the host file system into the memory card on emulation start.

Also store superblock to host file system on end.

FolderMemoryCard: Fix a few warnings.

FolderMemoryCard: Implement file reads.

FolderMemoryCard: Proper ECC reads.

FolderMemoryCard: Reads to unmapped locations should return all 0xFF.

FolderMemoryCard: Some sort of working WriteToFile.

(Note: Doesn't always work depending on what order data gets written...)

FolderMemoryCard: Forgot a 'b' for reading files in binary mode. Whoops.

FolderMemoryCard: Load timestamps from the host filesystem.

FolderMemoryCard: r+b needs the file to exist so create if it doesn't.

FolderMemoryCard: Failsafe to allow non-sequential writes.

FolderMemoryCard: Use a cache for writes. Does not flush to host FS yet!

FolderMemoryCard: Flush the data written to the cache to the host file system on exit.

FolderMemoryCard: Since we have a cache now, remove code related to formatting, it's no longer needed.

FolderMemoryCard: More binary file mode mistakes...

FolderMemoryCard: Make it actually possible to disable/eject cards.

FileMemoryCard: Revert changes made for logging data.

FolderMemoryCard: Remove excessive logging.

MemoryCard: Note that the superblock struct is no longer unused.

FolderMemoryCard: A disabled card shouldn't try writing data on exit.

FolderMemoryCard: Log when flushing data.

FolderMemoryCard: Replace plain constants with const variables.

Should make it easier in the future to change the memory card size, if
needed.

FolderMemoryCard: Sort of handle the case when the total size of files in the memory card folder exceed the size of the card.

Not elegant but prevents ugly errors. The file that caused the card to
"overflow" will be seen as corrupted data by the PS2 browser.

FolderMemoryCard: Some sanity checks.

FolderMemoryCard: superBlock member really should have that m_ too to be consistent.

MemoryCard: Switch back to FileMemoryCard for merging.

FolderMemoryCard: Implement GetCRC() via a timestamp of the last memory card write.

Reasoning:
Regarding auto-ejecting on save load, I see that the current
implementation checks that by comparing memory card CRC and reinserting
if it mismatches. Since it's actually just about seeing if the memory
card state of the savestate and the current state match, my GetCRC() now
returns a millisecond timestamp of the last time the card was written
to. This should work out to the intended result, though I had to use
wxGetLocalTimeMillis() instead of wxGetUTCTimeMillis() since the latter
isn't available for some reason.

Fix GCC warnings and error.

MemoryCard: Switch implementations via a #define.

FolderMemoryCard: Add a NextFrame() method that should be called once per frame. Flushes written data to the host file system after a certain amout of frames have passed without any writes (currently 60).

MemoryCard: Add the NextFrame() method to the plugin API.

Counters: If the FolderMemoryCard is selected, inform it every frame in VSyncEnd() that a frame has passed.

VSyncEnd: Probably better to inform the memory card before the frame limiting.

Fix error when using wxWidgets >= 3.0.

FolderMemoryCard: Extract into its own .h/.cpp files.

FolderMemoryCard: Change cache to a map to reduce memory usage.

FolderMemoryCard: More gracefully handle lack of space when adding files.
2015-07-12 14:37:49 +02:00
refractionpcsx2 875be67a7e Merge pull request #619 from pgert/master
Improvement of the HD-fix for Drakan 2 PAL.
2015-07-12 00:22:08 +01:00
Gregory Hainaut c660ea858b gsdx: move some CRC hacks to full level 2015-07-11 15:14:11 +02:00
Gregory Hainaut 5f8d3b9e4b gsdx-tc: remains in the memory
avoid a crash with kungfu panda
2015-07-11 14:35:35 +02:00
Gregory Hainaut a4bad8fdbc gsdx-ogl: avoid a bad conflict between accurate option 2015-07-11 14:35:35 +02:00
Gregory Hainaut 15b934eb2a gsdx-ogl: remove useless colclip message 2015-07-11 14:35:35 +02:00
Gregory Hainaut 91fbe6f108 gsdx-ogl: add some code to fix black netting on some renderings
Code is not yet enabled because it requires extensive test

The idea is to replace point by a 1 pixels sprite with the help of
a geometry shader. In 4x, point will be replaced by a 4x4 sprite.
2015-07-11 14:35:35 +02:00
Gregory Hainaut 5e7ce63ed1 glsl: add a geometry shader to upscale GS_POINT
The purpose is to avoid upscaling issue on POINT rendering (black netting on some FMVs)
2015-07-11 14:35:34 +02:00
Gregory Hainaut 2ccf108534 gsdx-ogl: add back a selector for the Geometry Shader 2015-07-11 14:35:34 +02:00
Gregory Hainaut b46f159ff2 Merge pull request #631 from turtleli/wxwidgets3_3rd_party_prep_v3
wxWidgets 3.0: Windows: Prepare 3rdparty files for switchover
2015-07-11 09:52:01 +02:00
Gregory Hainaut 67807908ca Merge pull request #641 from ssakash/patch-32
3rd party: update to latest version of Wglext.h and deprecate other glew files.
2015-07-11 09:49:14 +02:00
Gregory Hainaut 7f7f6c3b51 Merge pull request #640 from turtleli/gs-frame-title-fixes
GS frame title fixes
2015-07-11 09:47:27 +02:00
Gregory Hainaut 5ed45b6806 Merge pull request #644 from PCSX2/improve-texshuffle-detection
Improve texshuffle detection
2015-07-11 09:34:33 +02:00
Gregory Hainaut ec61ad3667 gsdx-tc: Add some code for the future
Partially invalidate RT when there is a write in the middle of it (actually 2 pages below)

Code is not yet enabled because
1/ I want to stabilize latest update
2/ not sure of the impact of the code
3/ maybe it need a more generic version
2015-07-10 22:35:26 +02:00
Gregory Hainaut 5888913052 gsdx-debug: don't print any "notify" message
Too verbose
2015-07-10 22:35:26 +02:00
Gregory Hainaut 6f9a89dcf2 gsdx-debug: print memory usage of all textures pools
It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut babb5480ce pcsx2: init some variables
Avoid gcc warning
2015-07-10 22:35:26 +02:00
ramapcsx2 a749367300 small tweak to cdvd read console logs. a little alignment > much more readable. 2015-07-10 21:08:55 +02:00
Gregory Hainaut 350db223d3 gsdx: only propagate texture shuffle detection if tex shuffle is detected 2015-07-10 14:06:39 +02:00
Gregory Hainaut 22f11958e9 gsdx: better detection of texture shuffle
Some effects were missed on Wallace & Gromit
2015-07-09 23:05:07 +02:00
Gregory Hainaut ad86bb5faa gsdx-tc: clear 32 bits state after vsync
Avoid issue on game that uses only 16 bits RT
2015-07-09 23:03:55 +02:00
Akash 08d0946b78 3rd party: update to latest version of Wglext.h and deprecate other glew files. 2015-07-09 21:36:09 +05:30
Jonathan Li bff1b2a3bf GSdx: Show plugin info in title bar when paused
When GSdx is paused by opening the config panel, GSdx does not pass any
info back to PCSX2. Pass the plugin name and renderer even when paused.
2015-07-09 16:11:26 +01:00
Jonathan Li badfcb6e3f Fix uninitialised variable use in GS title bar
When the GS plugin is suspended and resumed, PCSX2 will set GS frame
title using an uninitialised array, making it prone to crashing in
those situations. Initialise the array.
2015-07-09 16:11:04 +01:00
Gregory Hainaut 4fcf460447 gsdx: fix DoC black screen video
The game also set both depth and rt buffer at the same location
but disable the depth test (ZTE is 0)
2015-07-09 16:20:43 +02:00
bositman 3debd3ae12 Merge pull request #637 from ssakash/patch-30
Fix a Function name typo for the Superman Returns CRC patch
2015-07-07 19:18:52 +03:00
Akash a02a9aac8f Fix a Function name typo. 2015-07-07 21:26:04 +05:30
Gregory Hainaut 345efed473 Merge pull request #633 from ssakash/patch-22
Update the variable name and region of the CRC hack used for Superman
2015-07-07 15:27:08 +02:00
Gregory Hainaut 1d10383924 Merge pull request #632 from turtleli/wx3-windows-fixes
Fix plugin open error handling for wx3.0 on Windows
2015-07-07 15:25:27 +02:00
Akash f39aa181cc Update the variable name to suit the game's original name and change to accurate region of the game. 2015-07-06 00:59:35 +05:30
Gregory Hainaut 986754bde7 glsl: don't declare gl_FragDepth
Fix compilation issue on Mesa driver

(hope it doesn't break Catalyst)
2015-07-05 18:12:36 +02:00
Gregory Hainaut edc9d23566 gsdx: fix a crash with UserHacks_ColorDepthClearOverlap 2015-07-05 14:13:24 +02:00
Gregory Hainaut e1144d7a18 gsdx:hack: add a CRC for SuperMan
Extracted from the GS dump
2015-07-05 14:11:35 +02:00
Gregory Hainaut 95e1cd9ea8 gsdx-tc: don't considerer frame as a 32 bits RT
Frame is always 32 bits but game can reuse it later as a 16 bits RT.

Fix half screen issue with Ricky Ponting Cricket

Unfortunately it triggers texture shuffle wrongly. I hope there is no
regression.
2015-07-04 11:00:32 +02:00
Gregory Hainaut 8640b44e02 gsdx-hack: implement a hack for SuperMan (need CRC to enable it)
Fix depth issue.

First issue: RT and Depth are located at the same address.
=> solution, just lookup the depth (done for any games)

Second issue: Instead to draw a X,Y rectangle, they draw a 32 pix, 4096 pix
rectangle with a FBW of 1.
=> solution, don't bother just write the depth directly

Please someone add some CRC to enable the code
2015-07-04 10:59:21 +02:00
Gregory Hainaut 0a07762f6b gsdx-tc: only track 32 bits fmt if the texture is not a palette fmt
Fix a regression on ricky ponting cricket (texture shuffle was triggered without any valid reason)
2015-07-03 23:04:48 +02:00
Gregory Hainaut b9bc5b5c60 gsdx: add UserHacks_ColorDepthClearOverlap to test some new code
debug only
2015-07-03 22:13:35 +02:00
Gregory Hainaut 621d1d93db gsdx-linux: drop the logz option
logz will only enabled if GL_ARB_clip_control is not found.

Note: logz will likely break depth support. Be sure to use a recent driver
2015-07-03 21:29:49 +02:00
Gregory Hainaut 82ed6eac13 gsdx-linux: remove alpha hack from the GUI
Normally you don't need it anymore on OpenGL :)

You can still use this option from the ini file for debug purpose
2015-07-03 21:24:17 +02:00
Gregory Hainaut abec4bd760 gsdx-ogl: don't enable aout when using accurate fbmask 2015-07-03 21:21:56 +02:00
Gregory Hainaut d71b2c1ded gsdx: update accurate fbmask tooltip 2015-07-03 21:21:08 +02:00