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Here you can find the latest PCSX2 Git revisions and their respective changelogs. The downloads are courtesy of Orphis' build bot, which he provides totally free of charge Smile Thanks Orphis!
You can click on the revision number to check out the git revision page and the download button to get them (you will be redirected to Orphis' page). The top revision is the latest,which means it includes all changes from all previous ones.
You need to install the Visual C++ 2015 redist to run these builds.

Revision Author Age Changelog Download
c272359gregory388 hours,46 minutes ago

Merge pull request #1550 from PCSX2/gsdx-dual-context-clut

gsdx state: TEX0 write behavior might depends on the context

b34243fgregory3810 hours,48 minutes ago

gsdx state: TEX0 write behavior might depends on the context

Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw ctx 0

Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.

To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.

Next draw will use the ctx1 clut so I apply TEX0 when the context is switched

Please test harley davidson Smile

v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)

e0961d8gregory381 day,18 minutes ago

gsdx HW: use after free crash

Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache:SurprisedourceMap::RemoveAt(GSTextureCache:Surprisedource*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022

Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&Wink ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW:Very Happyraw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509

Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache:SurprisedourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.

This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset"Wink and the base layer (which wrongly keep an old "offset"Wink

Conclusion, pray for my soul as it is very hard to reproduce

04d82d8gregory381 day,1 hour ago

gsdx: size doesn't count but 0.625 might change your life :p

be9995bgregory381 day,11 hours ago

gsdx mipmap: improve robustness to avoid potential crash

ebb2a8agregory382 days,51 minutes ago


To easily disable assertion on codes that only require investigation

ca4f265gregory382 days,51 minutes ago

gsdx debug: dump mipmap register could be useful now Smile

0139402ramapcsx22 days,57 minutes ago

psxmode: color for mdec please! ;p

fdf5e7aramapcsx22 days,8 hours ago

Merge pull request #1583 from PCSX2/ramapcsx2-psx-mode

PCSX2 rudimentary supports PlayStation 1 games now. Many thanks to user Wisi on the forums. He researched and wrote the essential missing piece; The PGIF device!
Note: To use this in any form, SPU2-X needs to be fixed. ZeroSPU2 can be used to boot games for now, but without sound.

ef9a144gregory382 days,8 hours ago

gsdx hw: extra trick for the mipmap

Ratchet & Clank (the third) uses an address of 0 for invalid mipmap.

It would be very awkward to put the middle layer of texture in start of
memory. So let's use this information to correct the lod.

It make the game more robust on the lod rounding

78b2848gregory382 days,9 hours ago

gsdx: factorize the TEX0 generation for mipmap

ccd9ce1gregory382 days,10 hours ago

gsdx hack: move tales of legendia hack to full move

Also remove the OI hack which is handled by the generic double half clear

e229dc1gregory382 days,10 hours ago

gsdx hack: move Resident Evil 4 to full level

The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.

307c4a2gregory382 days,10 hours ago

Merge pull request #1579 from PCSX2/gsdx-generic-double-half-clear

Gsdx generic double half clear

ad8a84agregory382 days,10 hours ago

gsdx hw: reduce hack of Spyro series

Based on the comment, it ought to be fixed with previous commit.

7f871b0gregory382 days,10 hours ago

gsdx hw: remove various CRC hack that ought to be fixed with previous commit

* SpidermanWoS
* TyTasmanianTiger
* TyTasmanianTiger2
* DigimonRumbleArena2
* XmenOriginsWolverine
* CallofDutyFinalFronts
* GoW2 (only in openGL)

1e34308gregory382 days,10 hours ago

gsdx hw: group the double half clear with gs mem clear hack

It avoid redundant check of the GS context

You can disable the extra clear with UserHacks_DisableGsMemClear = 1

6c6ed5fgregory382 days,10 hours ago

gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written (#1588)

* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written

It will work for both Jak and Ratchet&Clank and without CRC

5e460c5ramapcsx23 days,41 minutes ago

psxmode: add all the rest on core side. psx mode works now.

- include a small game exe detection so pcsx2 doesn't believe it's running the bios
- cdrom.cpp has a hack to account for pcsx2's wrong iop dma timing when mixing mdec and cdrom dmas. This should be properly fixed for the benefit of all ps2 / psx software!
- dmasif2 is disabled since pgpu already handles it

277b8f3ramapcsx23 days,41 minutes ago

psxmode:EE: Plug SBUS PGIF register

v2: improve code integration
v3: fix conflict between sif2/pgif code


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