



 | Pcsx2Wx r2674 [812] | [powerzx], 2010-03-06 04:53:30 |

[Source: http://code.google.com/p/pcsx2/source/list]
 Changelog:
Fixes startup prompts.
Removed legacy savestate code (should have done it in my prev commits, but forgot). Made the PCSX2 startup a bit smarter and less assumptive about the UserDocs folder.
Changing a Freeze to Thaw: Running VIFcodes saved XMM regs but never restored them. ;)
Major Savestate fix: Added version info, which never got added (oops) after I redid the savestate system for 0.9.7. Breaks all old savestates, but should be the last backward compat breakage for quite a while.
Also
* Tons of small UI bugfixes and cosmetic improvements, mostly to startup, first-time running, and resetting options.
* Added a third startup option for specifying a custom "default location" for PCSX2 files, in addition to user docs and CWD.
Devs:
* Implemented some more += operators for adding wxWidgets objects to sizers (pxStretchSpacer mainly).
* Preliminary re-implementation of memory cards panels -- still non-functional, so it's disabled.
Color vu0 console logs differently than vu1.
Nothing much. Just breaking all old savestates.
(Had to be done, many recent code changes require new state handling, and it was too broken)
microVU: Finished most of the caching/memory model rewrite (whats left is mostly just tweaking/cleanup...), mVU should be back to stable status now afaik.
With this rewrite, God of War 1/2 games don't constantly recompile and play a lot more smoother on mVU than they did before; this was one of my goals with the rewrite as i always hated how crappy GoW ran with mVU.
Also a nice big noticeable change, pcsx2's memory footprint was reduced by around ~170 mb! microVU was taking up a lot of memory because it made GoW games run better to have a huge rec-cache with the old model, but now thats not needed anymore.
Change header to match the function declaration. (and fix Linux)
GSDXGSDumpGUI :
Big optimization, reorganization of the code to be more coherent.
Now the Bitmap of "No Image" is created once. Fixed crash on opening the bitmap. Now the program change the GSDX window icon, with its own.
GSDumpGUI : Added CRC detection for dumps. Added some renderer override functionality for fast testing. (F2 to shuffle)
GSDumpGUI : Added the "clear log on start" and the "select the last line of the log whenever new data arrive".
mVU: work-in-progress cache and memory model rewrite. currently not 100% stable, this is mainly a backup before i do more big changes...
SPU2-X: Improved fix for wave recoding crashes; using thread-safe mutex locks. :)
Vif - Partially removed some hack. Comment if this breaks anything.
GSdx:
- The earlier FFX fix killed fmv in Xenosaga 2. Hacked up a bit more now! :p
- Few more CRC (Note: I will look at GoW 2 once I have time and dumps, not before!)
SPU2-X : The safe_delete on the WaveDump wasn't "safe" enough and was causing the error on end of wav dump. Test it and tell me if it works fine now. (F12 is the key for start-end)
Gsdx : Added scaler x5 and x6 (the maximum available, no other values are possible as the limit for texture/render target is 4096x4096 (probably some new card/API support more, but we need compatibility) and with x6 we are at 3840x3072). It is VERY gpu intensive, use it with extreme care, it may give heavy slowdown. :P
Fixed the capture video functionality of GSDX. Let's hope I'll make bositman happy with this. :D It was a series of very old bug.
1) After the passage to the WX system the CoInitialize was not anymore called on the GS thread causing the Filter enumeration on DirectShow to fail.
2) After the "MFC Free" commit of Gabest, if you selected the Uncompressed
functionality a nullpointer exception trigger (as there is no filter for that)
3) Strangely there was no code path to connect the source with the mux when Uncompressed was selected (without an encoder in the middle). I added it. Test it and report problem. I already know there is a problem with the closing of the sound recording, but that's a PCSX2 problem, not a GSDX one. |

COMMENTS

| api3d 07.03.2010, 21:34 | w soul calibur 3 połowa ekranu jest ciemniejsza,a połowa taka jak ma być. | | raziel112 08.03.2010, 15:34 | mam pytanie: gdzie mogę znaleźć build`y innego autorstwa ? (prócz strony orleans`a, który zamieszcza mało pewne wydania)
oczywiście nie podważam zdolności kompilacji kodu, które niewątpliwie posiada powerzx :) | | powerzx 10.03.2010, 23:02 | @raziel112 po co Ci inne buildy? Chcesz porownac je miedzy soba? Nowa wersje pcsx2 zamieszcze na stronie, gdy bedzie "stabilna". | | raziel112 11.03.2010, 16:16 | właściwie to chodziło mi o konkretną wersje pluginu SPU-X2 co by jak najszybciej przetestować Silent Hill: Origins z działającym dźwiękiem:D (sprawa już nieaktualna bo sam sobie skompilowałem pcsx`a z tym pluginem) | |
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