PCSX2 0.9.5 rev 396 PP rev 471 - 模擬器

Puput avatar
By Puput
at 2008-12-22T12:46

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 471: Plugin loader cleanup.

In case this breaks Linux:
I simplified the code based on the assumption that SysLoadSym will return
NULL on error, and that SysLibError will return a pre-formatted string ready
to print. If the Linux side can work on these "rules", then everything will
be good. :P

rev 470: Fixed GT4 hang at startup.

rev 469: Fixed the broken savestates in the previous revision. -_-

rev 468: Removed some Console spamming left in from the prev revision (I
always forget that stuff >_< )

rev 467: Fixed VUSkip a bit - it is no longer unstable and should also give
better/more consistent skipping then before.

MTGS mode fix: Retooled the MTGS's GIFtag handler so that it's based on
Gsdx's GIFtag handler (may fix MTGS problems in DigitalDevilSaga).

Updated VM build to give an error when trying to load VTLB states.

Various tweaks and code cleanups.

rev 466: Few minor Linux changes. Fix debug build. Delete some unneeded code.
(Linux build segfaults when run.)

rev 465: Hopefully fixed Linux/GCC compiles of vtlb.cpp with this update
(should be no functional changes for Win32 users)

rev 464: Fix everything else in Linux except for vtlb.cpp. Compilation is
still broken, though.

rev 463: minor FPU min/max opcode fix. minor VU Clip opcode fix.

rev 462: improved "Extra VU Overflow Checks" mode. this fixes the garbage in
some tracks on GT4. note: the game is still broken from r448, but you can use
a saved-state to get past the intro where it hangs for now.

rev 461: Fix a bunch of compilation errors in Linux. (It still doesn't
compile, but I wanted to commit these before more changes are made...)

rev 460: Hackish-fixed the crash when you run a game through run->execute in
release builds. Some code is corrupting ebp and not preserving it, so I made
execute() do that instead. Put a nice fixme in there in case anyone is
worried. :p Yes you read the nickname correctly. Yes I did take the time to
fix a problem in pcsx2. No you are not dreaming, I was bored.

rev 459: Merged drk||Raziel's new VTLB codebase into Playground. It's a
faster and more stable replacement for the old TLB build. It lacks the full
suite of recompiler optimizations, so don't get too excited (yet). It'll get
better though. :)

Important Note: VM and VTLB saves are incompatible!

Also in this revision: Part 1 of a major code cleanup to the EE recompiler.
Adding namespaces and better/safer scoping, and the Standard, Special, and
MMI instructions work through a single structured opcode table now. (other
instructions will follow suite when I have the time).

Fixed some sloppiness in the R5900 disassemblers. Those also need more work
yet.

rev 458: Fixing linux build after 457, as requested. :)

rev 457: cleaned and organized some VU files; the big change is that i
separated lower/upper instructions into their own files. still room for more
cleanup/organization that i'll continue to work on. linux builds will need to
remove iVUmicro.c, and add iVUmicro.cpp, iVUmicroLower.cpp, and
iVUmicroUpper.cpp hopefully arcum42 will fix them soon :p

rev 456: Quick fix to r455 before I go to bed.

rev 455: Add a few scripts for convenience.

rev 454: General cleanup. Get rid of some compiler warnings, change or
correct a few messages, and remove a few unused variables.

rev 453: this might fix some vu1 memory overflow problems. not sure if it
fixes Guitar Hero World Tour since i don't have the game, but if it doesn't
then the problem lies elsewhere. also small cleanup of the files modified.

rev 452: Update the Linux gui to be in sync with recent changes. Make some
chars const, to match what they are used for, and get rid of some annoying
warnings.

rev 451: Fix the Linux 32 debug & devbuild versions as well.

rev 450: Fix 32 bit Linux port. All _inlines are now __forceinlines.

rev 449: deleted some unused stuff, and fixed a VU bug that probably caused
garbage in some games. i had originally done some major cleanups, but i made
a bug somewhere in my code, and i couldn't find it, so i had to revert ><

rev 448: Jake found the real problem with Tales of the Abyss. The cdvd seek
command should take considerably longer than a normal block read. Added a
fixed value for now (might include sector differences later), that gets rid
of the vmhack crashes in that game. Slightly adjusted the new cycle counting
to better match the ps2 speed (Still not done yet).

--

All Comments

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Tom avatar
By Tom
at 2008-12-21T23:55
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Rae avatar
By Rae
at 2008-12-21T12:18
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Dora avatar
By Dora
at 2008-12-20T21:02
這片是SNK製作的縱向捲軸射擊遊戲,背景似乎是在二戰,敵軍是德國 主角拉魯夫(看來似乎就是KOF那位)開坦克往德軍總部發進,操縱上有點 特別的是除了跟行進方向一樣的機槍外,砲塔的射擊方向是可以跟行進方 向不同的,不過也因為這樣所以要花時間習慣,而且它是分八方向,不能 順間轉動到你要的位置,比如說從前方轉到後方 ...