PCSX2 0.9.5 rev 390 PP rev 185 - 模擬器

Charlotte avatar
By Charlotte
at 2008-10-10T19:12

Table of Contents

http://re4rainbow.4shared.com/ mirror site:
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 185: this should fix Dark Cloud 2. please comment if it does/doesn't work
:p

rev 184: Magna Carta fix is now a toggable gamefix, since it broke Crash
Bandicoot.

rev 183: fixed some potential EErec problems.

rev 182: formated and cleaned up counters.c a little bit.

rev 181: added some code to make the magna carta fix configurable by the
macro SUPERVU_VIBRANCHDELAY2. when SUPERVU_VIBRANCHDELAY2 is defined, it uses
the old way (the method that breaks Magna Carta) this is just for easier
debugging.

rev 180: small mistake, my bad :p //wiki update//

rev 179: The intro sounded a bit like we rewrote all of the emulator. Until
we actually do, its now a bit more honest :) Also added a 4th FaQ. //wiki
update//

rev 178: Just a reminder that counters don't work 100% yet.

rev 177: Created wiki page through web user interface.

rev 176: Magna Carta now works. Please report if you have any new bugs with
this.

rev 175: the document i was reading had incorrect information for the ORI
opcode (said it should be a sign-extended immediate, but its really supposed
to be zero-extended) took me hours to figure out the problem ><
anyways, I fixed the opcodes correctly...

rev 174: :O //don't ask...//

rev 173: some EE rec and interpreter opcode fixes. theres still some possible
problems with the rec opcodes, not sure how i'm going to fix it yet. anyways,
should be alot better than it was before.

rev 172: very-minor spelling mistake change :O

rev 171: minor fpu changes

rev 170: some fpu interpreter changes...

rev 169: made the code i commented-out in r167 work correctly. games that had
problems when the "disable underflow" speedhack was left Un-Checked, should
now be fixed.

rev 168: nasty error... i was clamping incorrect reg-vectors in
recUpdateFlags(), so this could have caused problems...

rev 167: commented out some code for now. now, i know why leaving "disable
underflow speedhack" unchecked sometimes breaks games.

i'll have to fix it later, but for now the speedhack is always on (this is
more compatible)

rev 166: according to psxAuthor, branches wrap around when the result is less
than zero; so i'm trying this. should fix some possible graphic
problems/errors caused by incorrect VU branch addresses...

rev 165: forgot to change this...

rev 164: fixed possible allocation problems...

rev 163: fixed some possible allocation problems... Fixes rockstar games that
were broken in the last revisions..

rev 162: very minor change...

rev 161: reverted something i commented-out along time ago.

rev 160: re-recoded the VU div opcode lol. now its more efficient, faster,
and 1/6 the size :D

rev 159: fix for last revision.

rev 158: some cleanup... this file is a mess...

rev 157: optimized some retarded code...

rev 156: Corrected a bug in a memory write function. Thanks to drk||Razi for
spotting this one.

rev 155: should fix x64 build compilation problems...

Note:
seems iR5900-64.c is pretty much a copy of iR5900-32.c just with a few x64
specific changes... so any code-change made to iR5900-32.c will have to be
mirrored to iR5900-64.c... sigh pretty annoying...

rev 154: minor change: lets x64 build use FPU interpreter if the processor
doesn't
support SSE...

rev 153: major code clean-up for FPUs, removed alot of old/useless code, and
organized stuff better. trying to clean-up pcsx2 a bit..

*note: FPU reg caching is always on now; which means you need a SSE processor
to run the FPU recs, if not it will just run the interpreter code instead
(not really a bad thing, the int-code isn't much slower)

rev 152: minor fix for linux. btw, we have a new member on the team,
drkIIRaziel :D he's one of the author's of nullDC (a dreamcast emu) so this
is good news :p

rev 151: One more inline hint and (hopefully) fixed Linux (again :p)

rev 150: messed around with some DMA functions, might fix DMA errors. GIFdma
should also be faster, since now it only freezes MMX and XMM regs when it
needs to. also did some very minor code cleanups.

p.s. GIFdma() is a mess, it needs to get cleaned-up in the future.

rev 149: more inlining hints, more speed :)

rev 148: forgot those

rev 147: SSE opcodes now all inlined. Changed all new inlining hints to
_inline.

rev 146: Modified opcodes headers and files so all functions use
__forceinline now. This brings a nice, free speedboost of about 5% in all
games :)

rev 145: Changed pDsp so it *should* compile fine under Linux. (Can't test
this :p )

rev 144: better x64 fix //this also affects regular version//

rev 143: -Odd bug on PsxHw.c
-Added "FreezeXMMRegs" before recompiling psx code in places that had that
missing. (Fixes x64 builds a bit)

rev 142: Converted 64bit VS2k5 project files to VS2k8 and put the same
optimizations as in the 32bit version.

rev 141: reverted last revisions to prevent possible syncing problems/crashes.

rev 140: The last update was too aggressive, some games didn't save states
anymore. This does nearly the same, but saves work again.

rev 139: Commented out gsWaitGS() code, which stops and syncs the gs when
loading/saving savestates and also when some Vif counter is (supposedly) too
big.

This helps regain audio after loading a savestate with ZeroSPU2 and a few
games run faster (Dragonquest 8, Dawn of Mana, Final Fantasy 12).

rev 138: speedhacks now have "compatibility" and "speed" profiles to help
avoid confusion.

compatibility mode: most games will work with this setting. speed mode: fast
settings, will break games.

note:
some games will still require manually tweaking the hacks. GT4 for example
needs "Extra VU Overflow Checks" (greyed checkbox) but the majority of games
should work with "compatibility" mode. there are also some odd games that
will work better with "speed" mode, Rogue Galaxy for example.

anyways, hopefully these profiles will help avoid confusion.

rev 137: took me a while, but i managed to do some nice recupdateflag()
optimizations :D

rev 136: minor change:
some "vu overflow checks" were only being called when "disable extra vu flags"
was disabled. the 2 speedhacks should be independent of each other.

rev 135: minor change: small optimization and fixed a typo.

rev 134: Corrected the UpdateVSyncRate functions to properly set a NTSC
framerate of 59.94fps. When framelimiting is enabled on NTSC games, the SPU2
plugin now does not need to stretch constantly.

rev 133: very minor changes

rev 132: minor FPU changes

rev 131: Rule Of Rose now works with the FPU recs :D

rev 130: changed the way the slowdvd gamefix works. the slowdvd hack makes
dvd reads at 1x instead of 4x speed. this is untested, i think it should help
TOA just like the old method.


--

All Comments

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