b0af54d33e
The purpose of the code is to support alpha channel of RT uses as an index for a palette texure. I'm afraid that code will likely break pure palette texture. Only used if paltex is enabled It fixes missing shadow in Star Ocean 3 (issue #374) in Native resolution with filter = 0 (no filtering) or = 2 (normal fitering) Rendering explanation: The game emulates a stencil buffer with the alpha channel The alpha channel of the RT can contains a palette texture index (format 4HH) The idea is to have a gradient of value in the palette (16/32/48/...). This way you can implement a +16/-16 and even wrap the alpha value every time you hit the pixel. Bilinear filtering breaks the rendering because it interpolates between counts so you doesn't have the exact count Upscaling breaks the rendering because the RT is reused as an input texture. It means that we need to scale it down which again create some interpolations. |
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3rdparty | ||
bin | ||
cmake | ||
common | ||
debian-packager | ||
fps2bios | ||
linux_various | ||
locales | ||
nsis | ||
pcsx2 | ||
plugins | ||
tools | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
COPYING.GPLv2 | ||
COPYING.GPLv3 | ||
COPYING.LGPLv2.1 | ||
COPYING.LGPLv3 | ||
README.md | ||
build.cmd | ||
build.sh | ||
clean_msvc.cmd | ||
old_plugins_2013.sln | ||
pcsx2_suite_2010.sln | ||
pcsx2_suite_2012.sln | ||
pcsx2_suite_2013.sln | ||
rebuild.sh |
README.md
PCSX2 is an open source Playstation 2 emulator. Its purpose is to mimic the the PS2 hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory.
Project Details
The PCSX2 project has been running for more than ten years. Once able to run only a few public domain demos, recent versions enable many games to work at full speed, including popular titles such as Final Fantasy X or Devil May Cry 3. Visit the PCSX2 homepage to check the latest compatibility status of games (with more than 2000 titles tested), or ask your doubts in the Official forums.
The latest officially released version is 1.2.1 (SVN r5875). Installers and binaries for both Windows and Linux are available from our homepage.
System Requirements
Minimum
- Windows/Linux OS
- CPU: Any that supports SSE2 (Pentium 4 and up, Athlon64 and up)
- GPU: Any that supports Pixel Shader model 2.0, except Nvidia FX series (broken SM2.0, too slow anyway)
- 512MB RAM (note Vista needs at least 2GB to run reliably)
Recommended
- Windows Vista / Windows 7 (32bit or 64bit) with the latest DirectX
- CPU: Intel Core 2 Duo @ 3.2ghz or better
- GPU: 8800gt or better (for Direct3D10 support)
- RAM: 1GB on Linux/Windows XP, 2GB or more on Vista
Note: Because of copyright issues, and the complexity of trying to work around it, you need a BIOS dump extracted from a legitimately owned Playstation 2 console to use the emulator.
Note: PCSX2 mainly takes advantage of 2 CPU cores. As of r4865 PCSX2 can now take advantage of a 3rd core using the MTVU speedhack. This can be a significant speedup on CPUs with 3+ cores, however on GS limited games (or on dual core CPUs) it may be a slowdown.