VIF fixes, allowing for many games to run or look better. VUrec fixes, improving ingame graphics when under VU recompilation Also included with this release is the new Patch Browser and Patch Finder, the patch browser, allows you to search memory with the tools and functions you would be used to with a cheat searcher.
The Patch Browser will allow you to enable and disable parts of the patch during gameplay, eg; enabling Infinite Lives etc! We're going to save ourselves some hassle next! MTGS can cause some crashes, they are rare, but if the game crashes, switch to single core mode for awhile!
Click to expand This fixes an assortment of issues found briefly after 0. It is strongly advised that people get this build of 0. Compatibility regression with Vampire Night resolved. Final Fantasy X now works for most regions.
Improved zeroGS, Disgaea 2 menus are now solid. Do not beg or bug anyone to make you a patch or you will get warned! Me Without You Download Free. Lvls - Does not alter any S. Author: spike Patch. There was a small problem with the potch cheat, but it should now be correctly 99, rather than 34, There may be a similar error with the Final Fantasy one, but I probably won't bother fixing that until I get around to playing it properly.
You can probably work it out yourself, if you can be bothered. For all tekken fans Now you can fix any Background Stage to permanently keep playing on it. For example play all your matches on the 'Final Frontier Space Station ' Stage, which is my favorite You can also modify the pnach and use the codes given in the patch and below, so choose any stage of your choice.
The damn patch took me over 2 hours. The last 86 locations were nearly impossible to short list. But finally got the location right. The last 86 entries were nearly impossible to short list. Will properly clamp for 16bit and 24bit formats. Add support for depthmasking to EmulateZbuffer, previous old code had support but wasn't ported properly with the new code a few years back. VS Constant buffer is now properly setup.
Switch over the null plugins dialog code to use wxWidgets instead of gtk on Linux. Revert "pcsx2: Change order of "Video GS " submenu. It confused a lot of people that were used to the previous position.
Maybe was a good idea, but bad result. Remove superVU. The workaround should be unnecessary now that the indx4 is properly aligned. Update issue template with newer release versions. Update readme, list windows 7 and 8 as no longer supported. Bump up the minimum cmake version slightly, and make older versions happy with the regex in FindHarfbuzz.
DwmSetPresentParameters is unused and is also not implemented from Windows 8. Performance fix for Primal and Ghosthunter. Both games use shared code with pretty dumb wait loops in the microcode, those are absolutely unnecessary and significantly kill performance on the emulator.
Opengl debug macro already provides draw number so it is esentially useless. Only update the backup when freezing or defrosting, not when updating the ui. Refactor saveslot code. Since we use it on d3d too it will better fit the naming. Free blending and it's faster than standard hdr algo when Blending Accuracy is disabled. It is more accurate. Test case: Superman Shadows of Apokolips, fixes shadows when blending is enabled.
D3D11 lacks other types of blending. Fixes an issue where external shader broke rendering when enabled if config wasn't loaded properly. Allow reading of 8bit timers and other hardware pages Fixes Robin Hood. As GSdx needs to handle NaNs in a few places, precise floating point behaviour should be used instead. Uses the new policies of the newer versions if you are on them, taking care of CMP Currently disabled on clang due to compilation issues.
SLES Same patch works for both versions. Close Remove mentions of ps1 emulators, adjust the image slightly and change the colors to match api logo colors. Direct3D11 green, OpenGL blue. There is little to no benefit in keeping it, especially when nobody was maintaining the code. If we ever want to reintroduce it we can do so from older branches like 1.
Plus if we want to integrate plugins into pcsx2 itself this is a required step. PS1 games can ofc still be played within pcsx2. Copy, Clear Log, Select All. Gamedb: Add memory card filters to several games. Europe Championship, World Football Climax. Same with the Japanese equivalents. The above pairing in reverse allows importation of custom teams exported in 's VS mode. Again, same with the Japanese equivalents. Leave it as an ini option only.
People should never use custom resolution as it causes many issues and many features aren't supported with it. On linux option was removed a long time ago. Installer: - Remove detection code for versions prior to 1. Move debugger function list reset to when the debugger breaks in to the code. Stops a long freeze when first launching a game. It actually broke hotkeys, we noticed a bit too late.
The assert gets triggered on Linux and so debug build can't be used properly. Would be nice to investigate why in the first place but until then revert the entire commit.
We have checks for texture limits anyway so it shouldn't be an issue. No longer needed, fixed with DI execution PR. Tested by Prafull. VS complains about errors so isolate the code in each file for TAS with macros. The change should've been pushed in Fixes regression with fog rendering.
The game uses the extended PS2 float range to do some culling calculations, so I have brung them down to be usable by x86, no other way to really fix this game. Update First time wizard to reflect recent documentation changes. Update cmake to reflect recent documentation changes.
NSIS installer needs to be updated to reflect the recent changes. Pro Baseball - Added a patch to fix game hanging when going ingame. It will allow D3D11 to render Texture shuffle effects.
Keep the crc hacks on aggressive instead of removing them as they might still be useful. Previous behaviour: Anisotropic filtering was continuing to run even with Nearest filtering. On opengl it doesn't run on nearest filtering. The gui for both renderers also greys out aniso when nearest is selected.
Anisotropic filtering being able to run on palette texture. This caused to break the rendering on palette textures for games that use it. PR behavior: The PR corrects both of these behaviors, Aniso won't run on palette textures as well as nearest filtering. Test cases for observing the issues were used: Star Ocean 3, Fifa Street. It removed texture shuffle effects. Half screen issue can be properly emulated with "Half-screen fix" option set to Force Enabled.
Automatic, Force Disabled, Force Enabled. Automatic - automatically determinate if a game needs the half screen fix. Force Disabled - fully disables the half bottom fix. It will help Xenosaga games. Force Enabled - fully enables the half bottom fix. Automatic, same as before, automatically enable based on height delta.
Force Disabled, fully disables the half bottom detection. Force Enabled: Fully enables the half bottom detection. Locales: Polish localization fix. GameDB: Add patch for Nascar Feature was never implemented, option served no purpose to remain there. Issue The games will no longer require a patch to boot. About, first time wizard, import settings, assertion dialog. Add forum and license links. Remove Developers and Contributors names, replaced with: "Big thanks to everyone who contributed to the project throughout the years.
Separate and group hack types in to Rendering and Upscaling hacks. This should help users identify better what some hacks do and make it a little bit easier to use. Rename Accurate Blending label to Blending Accuracy. Remove 10x and 12x upscaling options, we don't want to hit the maximum texture size limit and cause issues so better play it safe and allow only up until 8x upscaling.
Reword the tooltip to make it a bit more fitting with it's current behavior. Add all games in the list that have some sort of aggressive state. Update anisotropic filtering, autoflush sw, sparse texture, gl blending tooltips.
GameDB: Ecco the dolphin - Defender of the Future patch This commit add a patch for the game : Ecco the Dolphin - Defender of the Future This resolve a race condition causing the game to hang on the main loading screen. Fixes respawn issues as well as SPS. The demo discs may not actually need the gamefixes so they aren't included. Wasn't able to verify if the gamefixes are required for SC3. GameDB: Patches update.
Fix for bouncing vehicles. Xenosaga handles the half bottom as an vertex offset instead of a buffer offset which does the effect twice. Half bottom won't trigger a cache miss that skip the draw because it is still the normal buffer but with a vertices offset. Game is properly rendered on all renderers, any upscaling issues can be resolved with Half Pixel Offset Normal.
Tested by kozarovv - A missing Gif Fifo fix for Puzzle Quest - Challenge of the Warlords to correct flickering black and white sprites. Tested by atomic83github - A patch for namCollection - Namco 50th Anniversary which fixes a game hanging at the intro. Tested by atomic83github - A patch for True Crime streets of LA which fixes a game hanging before going ingame. Tested by PSI. It's an abandoned project pretty much, if someone needs to go back and take a look at it we have 1. This is only a temporary solution, a real solution would be to fix the fmv issue instead.
This matches Codebreaker behaviour. Match opengl behavior. Previous skip value 6 wasn't enough and caused some visual issues on the ntsc version. Use value of 8 instead.
Issue reported by ozzie on discord. Effect is properly rendered with depth emulation, so far only Burnout Revenge triggered the crc hack from my testing. Triggering the draw is done when the player car crashes. This will default to SDLOut. Keep the wxString parameter versions and remove the rest.
Fixes some compile errors on FreeBSD. That can't be used in functions with objects that have destructors, so move it into a separate function. Prevents compile errors on non-release Windows builds if other things in the internal callback function change. GameDB: Fahrenheit asylum crashing fixes. Found with the help of the dev-9 plugin and the PS4 emu.
This is a game bug trigger by a timing issue. The game have an internal crash reporting system which rely on a debug server connected to the console. When the game do an error, it expects the debug server to be connected to send the crash dump. But that never happen on PCSX2 as the debug server is not present. Thus, the game will enter in an infinite loop at the asylum level.
This only happen when certain conditions are meet in the game. This patch makes the game to exit the loop by cancelling the debug reporting.
On top of that the game have no frame pacing system in place which causes a massive slowdown in loading screens. I would use cheat engine, google it, and use 'increased value' search, decreased, etc. User Info: MoxHypKa. Well, missions are stored filewise inside the ISO.
For next mission, continue search once again. This will reduce the area to look for mission CP value to Kb. Can't suggest more.
Guess, you're pretty good at hacking, if you're doing this. More topics from this board Why I can't scout Darril? Side Quest 1 Answer How does the shield work? Build 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password?
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