Re: [新聞] PCSX2 Playground rev 672 & Plugins

看板Emulator (模擬器)作者 (八房龍の助)時間17年前 (2009/02/01 18:02), 編輯推噓0(000)
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PCSX2 Playground rev 672 PG rev 665 ZeroSPU2 0.4.6 rev 896 GSDX 1.14 http://re4rainbow.4shared.com/ Mirror: http://www.mediafire.com/re4rainbow Legend: '//blah-blah-blah//' or '/blah-blah-blah/' is re4rainbow's comment. Just FYI. Quoted from: http://code.google.com/p/pcsx2-playground/source/list rev 628 - 672 - see http://code.google.com/p/pcsx2-playground/source/list *KH2 fix (gray screen & slowness - as gamefix option); *ZeroSPU2 update; *Memcards fix (SEE http://forums.pcsx2.net/thread-3283.html FIRST IF U DON'T WANT TO FUCK UP UR MEMCARDS); ***I'll copy and paste info from these revisions in next update (a week from now - sry, I have to deal with a shitstorm first). U can always grab PG betas from pcsx2pg forum*** rev 627: Quick fix for the broken frame/vuskip by Nneeve. Doesn't restore it completely, but it'll do for now :) rev 626: Today is a great day for ps2 emulation, Tri-Ace games now work with Playground! :D That means that Star Ocean 3, Valkyrie Profile 2, and Radiata Stories all get in-game and might even be playable from start-to-finish (more testing needs to be done to find out if they're fully playable). For those that don't know, Tri-Ace games use an encryption algorithm that requires bit-accurate results to boot successfully; so they're some of the pickiest games to emulate. Credit goes to Nneeve who coded special add/sub routines for VU opcodes that make the PS2's VUs more accurate. Since these routines are SLOW, Rama and I decided to make this a gamefix. Rama also isolated the code so it only runs the slow-routines in the functions that need them to boot the Tri-Ace games (without this, the games would run 40% slower :p). The gamefix is called "VU Add / Sub Hack", so turn it on and have fun playing/testing tri-ace games on pcsx2-playground! :p Note: After Krakatos does some more testing, he'll add a public beta for this revision on our forums (sometime within 24hours probably). rev 625: Fix an include in the OpenGL version of ZeroGS. rev 624: These variables shouldn't be static. rev 623: Playing a bit of catchup. rev 622: Changed default EE FPU roundmode to "chop" and made the 2 instructions that needed "nearest" rounding change the mode at runtime. Note that the default mode is now the only one that is correct. Games will break with any other mode. The choice is still there though for any games that don't work with "chop". Please report these so I can fix them as well. rev 621: Renamed all Psx* files to Iop*. Someday we'll rename all the psx* functions and vars to iop*, but that's a much larger project. rev 620: Cleaned up and streamlined the namespaces quite a bit, split some code into separate modules, and cleaned up the Common.h header file by removing all the unnecessary not-so-common pieces parts. rev 619: fixed an error in a recUpdateFlags() optimization that i've had for along timeand for some reason never noticed :( thats to Person on #pcsx2 for pointing it out. -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 59.126.238.100 ※ 編輯: choan 來自: 59.126.238.100 (02/01 18:02)
文章代碼(AID): #19XNCeYf (Emulator)
文章代碼(AID): #19XNCeYf (Emulator)