PCSX2 SVN r5347 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5343
GSDX: Removed the collapsing of ge/g and le/l alpha tests in the shader code and
the supporting code in the C++. This was presumably intended to reduce the
number of shaders needed but a) this was never actually implemented, b) a single
developer will generally not mix the functionally equivalent (with a different
AREF) greater/less than with greater/less than or equal to in GS techniques, c)
it really wouldn't make much of a difference to performance anyway and d) it
would make an experimental change I'm working with more complicated and slower.
No change in functionality expected.
r5344
GSDX: Quick ugly fix (major work on this function might be done soon) for a bug
with colclamp I noticed. Unknown impact, might make some effects work.
r5345
GSDX: don't unnecessarily create and use a render target for the DATE setup
stage, D3D10+ supports not having a render target set. (D3D9 doesn't, so that's
untouched.)
r5346
GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
Now, a note about the actual issue. Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils. If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test. This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update. I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know).
Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%). I'll be getting a new graphics card and looking into that.
And before some idiot says it, the answer is no. OpenGL does not help.
r5347
GUI: Closing the GS window didn't update the structure telling plugins about the window. Decided that just hiding the window has less race potential.
Download: PCSX2 SVN r5347
Source: Here
2012-07-24
Thank you, Nichole so much for disabled Anonymous! Now, less problem and less trolls. Thank you, EmuCR! :)
ReplyDeletedid u ban that light gun dude
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ReplyDeleteEmuCr should ban Animal Bear(aka AnimalTroll) as well.
ReplyDeleteEmuCr should ban Animal Bear(aka AnimalTroll) as well.
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Gentlemen, please! Let's me civil here. We shouldn't let the banning of those anonymous miscreants have been for nothing, right? Stop with this nonsense so we can turn our attention to more productive discussions.
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I agree.
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Also could you convert it to Java
That would be great
Awhile ago I sent an open source of pcsx2 with working p2p netplay that syncs well.I'm guessing that this developer doesn't care for netplay for pcsx2 at all.Just wanted to see if his team wanted to improve it for more games to work with it or add this feature to their source.
ReplyDeleteLatest PCSX2 SVN here, always: http://pcsx2.net/download/development/svn.html
ReplyDeleteHope PCSX2 Hit Ver. 2.00
ReplyDeleteKeep Moving Forward!