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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;D0EARX44eSp7ImA9WhNWGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247</id><updated>2012-12-19T17:47:24.031+01:00</updated><category term="ps2" /><category term="wip" /><category term="pcsx2" /><category term="psp" /><category term="cspspemu" /><category term="Consoles" /><title>EmuReleases.com</title><subtitle type="html">Download compiled binaries from lastest emulator releases and wip version from git/svn.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://www.emureleases.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://www.emureleases.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Carlos Ballesteros Velasco</name><uri>https://plus.google.com/110306377842500904264</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh5.googleusercontent.com/-ZKJ2-KTw9b0/AAAAAAAAAAI/AAAAAAAAIWE/c9T9OjrwTL4/s512-c/photo.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>107</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/Emureleasescom" /><feedburner:info uri="emureleasescom" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;DEYBSH06fyp7ImA9WhVaGU8.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-4780737501343624578</id><published>2012-06-17T03:32:00.000+02:00</published><updated>2012-06-17T11:42:39.317+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T11:42:39.317+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5295</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5295 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;portaudio (SPU2-X): Last merge from portaudio svn I forgot to include this change (or tell rama to include it), which breaks debug builds of SPU2-X.&lt;br /&gt;&lt;br /&gt;Also, "omfg a commit by gigaherz!"&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSdx: Add GUI for disabling all CRC hacks (for testing purposes only, disabled by default). The new checkbox is at the "HW Hacks" section, and is only relevant when the global "Enable HW Hacks" box is checked.&lt;br /&gt;&lt;br /&gt;GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.&lt;br /&gt;&lt;br /&gt;GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.&lt;br /&gt;GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.&lt;br /&gt;&lt;br /&gt;GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs.  Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).&lt;br /&gt;&lt;br /&gt;zzogl: use the EXT version of fbo (fix the build on windows) &lt;br /&gt;gsdx:&lt;br /&gt;* add some parenthesis to shup up very verbose gcc warning&lt;br /&gt;* adapt ogl to latest sudonim change&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl glsl4:&lt;br /&gt;* properly delete program and vertex array. Avoid a crash on plugin reload&lt;br /&gt;* reset shader state. Avoid to reuse invalid data on plugin reload&lt;br /&gt;gsdx:&lt;br /&gt;* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works&lt;br /&gt;* implement logz for test purpose (don't seem to help)&lt;br /&gt;gsdx replay:&lt;br /&gt;* use default xdg location&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;br /&gt;&lt;br /&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/6qs78oax2"&gt;SVN : Pcsx2 : r5295&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/EN4G_U3TvyM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/4780737501343624578/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5295.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4780737501343624578?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4780737501343624578?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/EN4G_U3TvyM/svn-pcsx2-r5295.html" title="SVN : Pcsx2 : r5295" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5295.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0ECRXcycSp7ImA9WhVaGU8.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-3110125610435001978</id><published>2012-06-14T01:53:00.000+02:00</published><updated>2012-06-17T12:41:04.999+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T12:41:04.999+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5294</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5294 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSdx: Add GUI for disabling all CRC hacks (for testing purposes only, disabled by default). The new checkbox is at the "HW Hacks" section, and is only relevant when the global "Enable HW Hacks" box is checked.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.&lt;br /&gt;&lt;br /&gt;GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.&lt;br /&gt;GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.&lt;br /&gt;&lt;br /&gt;GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs.  Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).&lt;br /&gt;&lt;br /&gt;zzogl: use the EXT version of fbo (fix the build on windows) &lt;br /&gt;gsdx:&lt;br /&gt;* add some parenthesis to shup up very verbose gcc warning&lt;br /&gt;* adapt ogl to latest sudonim change&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl glsl4:&lt;br /&gt;* properly delete program and vertex array. Avoid a crash on plugin reload&lt;br /&gt;* reset shader state. Avoid to reuse invalid data on plugin reload&lt;br /&gt;gsdx:&lt;br /&gt;* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works&lt;br /&gt;* implement logz for test purpose (don't seem to help)&lt;br /&gt;gsdx replay:&lt;br /&gt;* use default xdg location&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;br /&gt;&lt;br /&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/jbvo72m7q"&gt;SVN : Pcsx2 : r5294&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/amfRocXTA2s" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/3110125610435001978/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5294.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/3110125610435001978?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/3110125610435001978?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/amfRocXTA2s/svn-pcsx2-r5294.html" title="SVN : Pcsx2 : r5294" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5294.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkcGR345eip7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-757748695670904317</id><published>2012-06-13T20:14:00.000+02:00</published><updated>2012-06-17T12:47:06.022+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T12:47:06.022+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5293</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5293 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.&lt;br /&gt;GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.&lt;br /&gt;&lt;br /&gt;GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs.  Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).&lt;br /&gt;&lt;br /&gt;zzogl: use the EXT version of fbo (fix the build on windows) &lt;br /&gt;gsdx:&lt;br /&gt;* add some parenthesis to shup up very verbose gcc warning&lt;br /&gt;* adapt ogl to latest sudonim change&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl glsl4:&lt;br /&gt;* properly delete program and vertex array. Avoid a crash on plugin reload&lt;br /&gt;* reset shader state. Avoid to reuse invalid data on plugin reload&lt;br /&gt;gsdx:&lt;br /&gt;* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works&lt;br /&gt;* implement logz for test purpose (don't seem to help)&lt;br /&gt;gsdx replay:&lt;br /&gt;* use default xdg location&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;br /&gt;&lt;br /&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/5qq3b7zmk"&gt;SVN : Pcsx2 : r5293&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/G_QQ_y3UbRU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/757748695670904317/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5293.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/757748695670904317?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/757748695670904317?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/G_QQ_y3UbRU/svn-pcsx2-r5293.html" title="SVN : Pcsx2 : r5293" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5293.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkQAR38_cCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-2611605036611078695</id><published>2012-06-13T19:44:00.000+02:00</published><updated>2012-06-17T12:52:26.148+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T12:52:26.148+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5292</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5292 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.&lt;br /&gt;GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs.  Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).&lt;br /&gt;&lt;br /&gt;zzogl: use the EXT version of fbo (fix the build on windows) &lt;br /&gt;gsdx:&lt;br /&gt;* add some parenthesis to shup up very verbose gcc warning&lt;br /&gt;* adapt ogl to latest sudonim change&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl glsl4:&lt;br /&gt;* properly delete program and vertex array. Avoid a crash on plugin reload&lt;br /&gt;* reset shader state. Avoid to reuse invalid data on plugin reload&lt;br /&gt;gsdx:&lt;br /&gt;* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works&lt;br /&gt;* implement logz for test purpose (don't seem to help)&lt;br /&gt;gsdx replay:&lt;br /&gt;* use default xdg location&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;br /&gt;&lt;br /&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/rmxfszply"&gt;SVN : Pcsx2 : r5292&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/BBiSTH1K7XY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/2611605036611078695/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5292.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/2611605036611078695?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/2611605036611078695?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/BBiSTH1K7XY/svn-pcsx2-r5292.html" title="SVN : Pcsx2 : r5292" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5292.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkEDQX89eCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-4297041169729509552</id><published>2012-06-13T17:36:00.000+02:00</published><updated>2012-06-17T12:57:50.160+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T12:57:50.160+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5291</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5291 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs.  Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;zzogl: use the EXT version of fbo (fix the build on windows) &lt;br /&gt;gsdx:&lt;br /&gt;* add some parenthesis to shup up very verbose gcc warning&lt;br /&gt;* adapt ogl to latest sudonim change&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl glsl4:&lt;br /&gt;* properly delete program and vertex array. Avoid a crash on plugin reload&lt;br /&gt;* reset shader state. Avoid to reuse invalid data on plugin reload&lt;br /&gt;gsdx:&lt;br /&gt;* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works&lt;br /&gt;* implement logz for test purpose (don't seem to help)&lt;br /&gt;gsdx replay:&lt;br /&gt;* use default xdg location&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;br /&gt;&lt;br /&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/pukruyw0c"&gt;SVN : Pcsx2 : r5291&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/doJ5ta_YCng" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/4297041169729509552/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5291.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4297041169729509552?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4297041169729509552?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/doJ5ta_YCng/svn-pcsx2-r5291.html" title="SVN : Pcsx2 : r5291" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5291.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0UARH89fCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-6169725108780944054</id><published>2012-06-12T20:14:00.000+02:00</published><updated>2012-06-17T13:07:25.164+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:07:25.164+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5289</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5289 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;zzogl glsl4:&lt;br /&gt;* properly delete program and vertex array. Avoid a crash on plugin reload&lt;br /&gt;* reset shader state. Avoid to reuse invalid data on plugin reload&lt;br /&gt;gsdx:&lt;br /&gt;* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works&lt;br /&gt;* implement logz for test purpose (don't seem to help)&lt;br /&gt;gsdx replay:&lt;br /&gt;* use default xdg location&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;br /&gt;&lt;br /&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/ob5bizxbq"&gt;SVN : Pcsx2 : r5289&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/tKh-fUWR9dY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/6169725108780944054/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5289.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/6169725108780944054?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/6169725108780944054?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/tKh-fUWR9dY/svn-pcsx2-r5289.html" title="SVN : Pcsx2 : r5289" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5289.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0IMR3gyeip7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-5872482854268162078</id><published>2012-06-11T12:57:00.000+02:00</published><updated>2012-06-17T13:13:06.692+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:13:06.692+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5288</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5288 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback.  Compat should be back to normal?&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;br /&gt;&lt;br /&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/c00czgrgg"&gt;SVN : Pcsx2 : r5288&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/TQnE8tLNo9U" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/5872482854268162078/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5288.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/5872482854268162078?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/5872482854268162078?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/TQnE8tLNo9U/svn-pcsx2-r5288.html" title="SVN : Pcsx2 : r5288" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5288.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C04HQHo7eyp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-8058001065704890657</id><published>2012-06-11T05:27:00.000+02:00</published><updated>2012-06-17T13:18:51.403+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:18:51.403+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5287</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5287 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option.  Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Err, and another file, I should be asleep.&lt;br /&gt;&lt;br /&gt;GSDX: Forgot a file.&lt;br /&gt;&lt;br /&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/ziievgszg"&gt;SVN : Pcsx2 : r5287&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/XUHGfMDLZEY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/8058001065704890657/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5287.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8058001065704890657?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8058001065704890657?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/XUHGfMDLZEY/svn-pcsx2-r5287.html" title="SVN : Pcsx2 : r5287" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5287.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEEEQnk-fip7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-536801991289005059</id><published>2012-06-11T04:56:00.000+02:00</published><updated>2012-06-17T13:30:03.756+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:30:03.756+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5285</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5285 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Forgot a file.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;br /&gt;&lt;br /&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/kkrtr1mzn"&gt;SVN : Pcsx2 : r5285&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/bJKVaabmgUs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/536801991289005059/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5285.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/536801991289005059?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/536801991289005059?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/bJKVaabmgUs/svn-pcsx2-r5285.html" title="SVN : Pcsx2 : r5285" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5285.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CE8NSX47eyp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-4483317123645425783</id><published>2012-06-11T04:31:00.000+02:00</published><updated>2012-06-17T13:34:58.003+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:34:58.003+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5284</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5284 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;br /&gt;&lt;br /&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/udaexvcpq"&gt;SVN : Pcsx2 : r5284&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/be9xxb06S5A" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/4483317123645425783/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5284.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4483317123645425783?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4483317123645425783?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/be9xxb06S5A/svn-pcsx2-r5284.html" title="SVN : Pcsx2 : r5284" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5284.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUUGR3Y5fCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-8230255606391263753</id><published>2012-06-11T02:00:00.000+02:00</published><updated>2012-06-17T13:40:26.824+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:40:26.824+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5283</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5283 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;br /&gt;&lt;br /&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/zfhm2u14j"&gt;SVN : Pcsx2 : r5283&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/iUCFBErjaXE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/8230255606391263753/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5283.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8230255606391263753?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8230255606391263753?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/iUCFBErjaXE/svn-pcsx2-r5283.html" title="SVN : Pcsx2 : r5283" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5283.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUIAQngyfCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-7527682431994467052</id><published>2012-06-10T18:04:00.000+02:00</published><updated>2012-06-17T13:45:43.694+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:45:43.694+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5281</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5281 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong.  Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;br /&gt;&lt;br /&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/wicnrc1ir"&gt;SVN : Pcsx2 : r5281&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/L8DamBG38sE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/7527682431994467052/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5281.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/7527682431994467052?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/7527682431994467052?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/L8DamBG38sE/svn-pcsx2-r5281.html" title="SVN : Pcsx2 : r5281" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5281.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CU8BQ3g8fyp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-4119268071389685385</id><published>2012-06-09T10:03:00.000+02:00</published><updated>2012-06-17T13:50:52.677+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:50:52.677+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5280</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5280 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead.  The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason).  Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0.  Should be very safe against small errors.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.&lt;br /&gt;Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/addh53jwh"&gt;SVN : Pcsx2 : r5280&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/2CS5HbGV1MM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/4119268071389685385/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5280.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4119268071389685385?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/4119268071389685385?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/2CS5HbGV1MM/svn-pcsx2-r5280.html" title="SVN : Pcsx2 : r5280" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5280.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkYBRH85fSp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-8120445364959441098</id><published>2012-06-08T23:36:00.000+02:00</published><updated>2012-06-17T13:55:55.125+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T13:55:55.125+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5279</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5279 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups.  I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.&lt;br /&gt;&lt;br /&gt;Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.&lt;br /&gt;&lt;br /&gt;Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.&lt;br /&gt;Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").&lt;br /&gt;&lt;br /&gt;zzogl replayer:&lt;br /&gt;* I miss some ending bit. &lt;br /&gt;* Use a full int for GSvsync&lt;br /&gt;* fix a small memory link&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/z8lcgcy56"&gt;SVN : Pcsx2 : r5279&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/nL02QezC0Ak" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/8120445364959441098/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5279.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8120445364959441098?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8120445364959441098?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/nL02QezC0Ak/svn-pcsx2-r5279.html" title="SVN : Pcsx2 : r5279" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5279.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkMCQH48fip7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-6585003473047108275</id><published>2012-06-08T20:14:00.000+02:00</published><updated>2012-06-17T14:01:01.076+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T14:01:01.076+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5278</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5278 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;zzogl:&lt;br /&gt;* add a script to run cg compiler on glsl file:&lt;br /&gt;  + handy to check the syntax&lt;br /&gt;  + output the asm of the shader&lt;br /&gt;  - unfortunately don't support latest glsl construct but better than nothing&lt;br /&gt;* really delete resources before context destruction&lt;br /&gt;* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.&lt;br /&gt;Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").&lt;br /&gt;&lt;br /&gt;zzogl replayer:&lt;br /&gt;* I miss some ending bit. &lt;br /&gt;* Use a full int for GSvsync&lt;br /&gt;* fix a small memory link&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;gsdx: remove sdl and ogl from the win32 dialogs&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/mjffoni0r"&gt;SVN : Pcsx2 : r5278&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/yzvZE8NMDrA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/6585003473047108275/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5278.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/6585003473047108275?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/6585003473047108275?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/yzvZE8NMDrA/svn-pcsx2-r5278.html" title="SVN : Pcsx2 : r5278" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5278.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8ERXw9cCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-5176745605475847123</id><published>2012-06-07T23:41:00.000+02:00</published><updated>2012-06-17T14:06:44.268+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T14:06:44.268+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5277</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5277 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;Revert original fix for Realta Nua as Pseudonym found the proper fix.  This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;br /&gt;&lt;br /&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.&lt;br /&gt;Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").&lt;br /&gt;&lt;br /&gt;zzogl replayer:&lt;br /&gt;* I miss some ending bit. &lt;br /&gt;* Use a full int for GSvsync&lt;br /&gt;* fix a small memory link&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;gsdx: remove sdl and ogl from the win32 dialogs&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* new language fi_FI&lt;br /&gt;* update cs_CZ&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/s6ff1llcc"&gt;SVN : Pcsx2 : r5277&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/Q5UO4sS9B4A" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/5176745605475847123/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5277.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/5176745605475847123?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/5176745605475847123?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/Q5UO4sS9B4A/svn-pcsx2-r5277.html" title="SVN : Pcsx2 : r5277" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5277.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0YFSH8ycCp7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-1774838091090083436</id><published>2012-06-07T17:22:00.000+02:00</published><updated>2012-06-17T14:11:59.198+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T14:11:59.198+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5276</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5276 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;br /&gt;&lt;br /&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.&lt;br /&gt;Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").&lt;br /&gt;&lt;br /&gt;zzogl replayer:&lt;br /&gt;* I miss some ending bit. &lt;br /&gt;* Use a full int for GSvsync&lt;br /&gt;* fix a small memory link&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;gsdx: remove sdl and ogl from the win32 dialogs&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* new language fi_FI&lt;br /&gt;* update cs_CZ&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Path3 Regression Fix: Turns out part of the optimization in r5245 didn't work so well with SSX3, plus it didn't create much benefit.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/dgjfn9hsb"&gt;SVN : Pcsx2 : r5276&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/laG65kg3oYE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/1774838091090083436/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5276.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/1774838091090083436?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/1774838091090083436?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/laG65kg3oYE/svn-pcsx2-r5276.html" title="SVN : Pcsx2 : r5276" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5276.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0MCRXg6eip7ImA9WhVaGU4.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-9183870129670922101</id><published>2012-06-07T13:53:00.000+02:00</published><updated>2012-06-17T14:17:44.612+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-17T14:17:44.612+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5275</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5275 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;Game database: 2 games have the ee timing hack enabled now, one game disabled.&lt;br /&gt;&lt;br /&gt;GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked.  Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism.  tl;dr: fixes realta nua and probably other stuff.&lt;br /&gt;&lt;br /&gt;Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.&lt;br /&gt;&lt;br /&gt;NSIS Un/Installer: updates (for both full/web installers):&lt;br /&gt;- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.&lt;br /&gt;- GSdx DLLs rename (+"32"), added avx.&lt;br /&gt;- Version to 1.0.0.&lt;br /&gt;- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).&lt;br /&gt;- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).&lt;br /&gt;&lt;br /&gt;TODO/ToTest:&lt;br /&gt;- Test upgrade from 0.98, 0.97.&lt;br /&gt;- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.&lt;br /&gt;- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).&lt;br /&gt;- Add an option to run pcsx2 when the installer completes?&lt;br /&gt;- readme/faq have "0.9.8" in filename, but the installer refers to &lt;version&gt;, check if/when it's used.&lt;br /&gt;- Cheats folder created at program files. consider at mydocs?&lt;br /&gt;- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?&lt;br /&gt;- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).&lt;br /&gt;- Change the installer logo to the one used everywhere else?&lt;br /&gt;- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).&lt;br /&gt;- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.&lt;br /&gt;Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").&lt;br /&gt;&lt;br /&gt;zzogl replayer:&lt;br /&gt;* I miss some ending bit. &lt;br /&gt;* Use a full int for GSvsync&lt;br /&gt;* fix a small memory link&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;gsdx: remove sdl and ogl from the win32 dialogs&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* new language fi_FI&lt;br /&gt;* update cs_CZ&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Path3 Regression Fix: Turns out part of the optimization in r5245 didn't work so well with SSX3, plus it didn't create much benefit.&lt;br /&gt;&lt;br /&gt;zzogl: gl resources must be deleted before the destruction of the GL context&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/yt3508v2u"&gt;SVN : Pcsx2 : r5275&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/tEPzPr_DoAg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/9183870129670922101/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5275.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/9183870129670922101?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/9183870129670922101?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/tEPzPr_DoAg/svn-pcsx2-r5275.html" title="SVN : Pcsx2 : r5275" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5275.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D08CRHc7eSp7ImA9WhVbGE8.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-2096628962497388024</id><published>2012-06-03T13:29:00.000+02:00</published><updated>2012-06-04T18:04:25.901+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-04T18:04:25.901+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5267</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5267 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;i18n: &lt;br /&gt;* new language fi_FI&lt;br /&gt;* update cs_CZ&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;Path3 Regression Fix: Turns out part of the optimization in r5245 didn't work so well with SSX3, plus it didn't create much benefit.&lt;br /&gt;&lt;br /&gt;zzogl: gl resources must be deleted before the destruction of the GL context&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;debian: don't ship null plugins&lt;br /&gt;build.sh: fix shell bug &amp; update the help&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.&lt;br /&gt;&lt;br /&gt;SPU-2X Project too for VS2010&lt;br /&gt;&lt;br /&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;br /&gt;&lt;br /&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/6njy3ubyf"&gt;SVN : Pcsx2 : r5267&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/BIgUnH-qEvE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/2096628962497388024/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5267.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/2096628962497388024?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/2096628962497388024?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/BIgUnH-qEvE/svn-pcsx2-r5267.html" title="SVN : Pcsx2 : r5267" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5267.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEYMRH07fCp7ImA9WhVbGE8.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-41332160349686866</id><published>2012-06-02T23:52:00.000+02:00</published><updated>2012-06-04T18:09:45.304+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-04T18:09:45.304+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5265</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5265 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;Path3 Regression Fix: Turns out part of the optimization in r5245 didn't work so well with SSX3, plus it didn't create much benefit.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;zzogl: gl resources must be deleted before the destruction of the GL context&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;debian: don't ship null plugins&lt;br /&gt;build.sh: fix shell bug &amp; update the help&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.&lt;br /&gt;&lt;br /&gt;SPU-2X Project too for VS2010&lt;br /&gt;&lt;br /&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;br /&gt;&lt;br /&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/b43910icf"&gt;SVN : Pcsx2 : r5265&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/c_lPy1zU0B8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/41332160349686866/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5265.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/41332160349686866?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/41332160349686866?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/c_lPy1zU0B8/svn-pcsx2-r5265.html" title="SVN : Pcsx2 : r5265" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5265.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkYNQ3o7eSp7ImA9WhVbFks.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-8224060711807563850</id><published>2012-06-02T11:33:00.000+02:00</published><updated>2012-06-02T21:09:52.401+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-02T21:09:52.401+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5264</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5264 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;zzogl: gl resources must be deleted before the destruction of the GL context&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;debian: don't ship null plugins&lt;br /&gt;build.sh: fix shell bug &amp; update the help&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.&lt;br /&gt;&lt;br /&gt;SPU-2X Project too for VS2010&lt;br /&gt;&lt;br /&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;br /&gt;&lt;br /&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p&lt;br /&gt;&lt;br /&gt;Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/5jx3pd533"&gt;SVN : Pcsx2 : r5264&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/BOldduzodvQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/8224060711807563850/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5264.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8224060711807563850?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/8224060711807563850?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/BOldduzodvQ/svn-pcsx2-r5264.html" title="SVN : Pcsx2 : r5264" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5264.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkIFR385fip7ImA9WhVbFks.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-5928660683390604559</id><published>2012-06-02T10:01:00.000+02:00</published><updated>2012-06-02T21:15:16.126+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-02T21:15:16.126+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5263</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5263 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;debian: don't ship null plugins&lt;br /&gt;build.sh: fix shell bug &amp; update the help&lt;br /&gt;&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.&lt;br /&gt;&lt;br /&gt;SPU-2X Project too for VS2010&lt;br /&gt;&lt;br /&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;br /&gt;&lt;br /&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p&lt;br /&gt;&lt;br /&gt;Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too.&lt;br /&gt;&lt;br /&gt;Path 3 games speed up. Stopping VIF looping when waiting for Path 3 to finish (can sometimes loop over 1000 times)&lt;br /&gt;&lt;br /&gt;Examples of speed ups:&lt;br /&gt;&lt;br /&gt;Outrun 2006&lt;br /&gt;&lt;br /&gt;before 43.4 - 45.7&lt;br /&gt;after  44.7 - 47.33&lt;br /&gt;&lt;br /&gt;Grand Theft Auto: San Andreas&lt;br /&gt;before 63 - 66.9&lt;br /&gt;after  66 - 69.5&lt;br /&gt;&lt;br /&gt;Need for Speed Most Wanted&lt;br /&gt;&lt;br /&gt;before 33.0 - 33.3&lt;br /&gt;after  33.22 - 33.57&lt;br /&gt;&lt;br /&gt;Burnout 2&lt;br /&gt;&lt;br /&gt;before 46.5 - 48.3&lt;br /&gt;after  53.2 - 55.5&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/v02fi5icv"&gt;SVN : Pcsx2 : r5263&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/9YEwBBtwhTQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/5928660683390604559/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5263.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/5928660683390604559?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/5928660683390604559?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/9YEwBBtwhTQ/svn-pcsx2-r5263.html" title="SVN : Pcsx2 : r5263" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5263.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8EQH05fSp7ImA9WhVbFks.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-7096415759947317976</id><published>2012-06-02T00:23:00.000+02:00</published><updated>2012-06-02T21:20:01.325+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-02T21:20:01.325+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5260</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5260 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;SPU-2X Project too for VS2010&lt;br /&gt;&lt;br /&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;br /&gt;&lt;br /&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p&lt;br /&gt;&lt;br /&gt;Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too.&lt;br /&gt;&lt;br /&gt;Path 3 games speed up. Stopping VIF looping when waiting for Path 3 to finish (can sometimes loop over 1000 times)&lt;br /&gt;&lt;br /&gt;Examples of speed ups:&lt;br /&gt;&lt;br /&gt;Outrun 2006&lt;br /&gt;&lt;br /&gt;before 43.4 - 45.7&lt;br /&gt;after  44.7 - 47.33&lt;br /&gt;&lt;br /&gt;Grand Theft Auto: San Andreas&lt;br /&gt;before 63 - 66.9&lt;br /&gt;after  66 - 69.5&lt;br /&gt;&lt;br /&gt;Need for Speed Most Wanted&lt;br /&gt;&lt;br /&gt;before 33.0 - 33.3&lt;br /&gt;after  33.22 - 33.57&lt;br /&gt;&lt;br /&gt;Burnout 2&lt;br /&gt;&lt;br /&gt;before 46.5 - 48.3&lt;br /&gt;after  53.2 - 55.5&lt;br /&gt;&lt;br /&gt;Path3: Stopped Path3 looping when MskPath3 is enabled, reduces the amount the recompiler has to exit, yeilding a small speed boost (but it is really small!)&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/3v9esijws"&gt;SVN : Pcsx2 : r5260&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/-210vYOpBv4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/7096415759947317976/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5260.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/7096415759947317976?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/7096415759947317976?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/-210vYOpBv4/svn-pcsx2-r5260.html" title="SVN : Pcsx2 : r5260" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5260.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0YMR306cSp7ImA9WhVbFks.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-2657694384955832001</id><published>2012-06-01T20:24:00.000+02:00</published><updated>2012-06-02T21:26:26.319+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-02T21:26:26.319+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5259</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5259 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;SPU-2X Project too for VS2010&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;br /&gt;&lt;br /&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p&lt;br /&gt;&lt;br /&gt;Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too.&lt;br /&gt;&lt;br /&gt;Path 3 games speed up. Stopping VIF looping when waiting for Path 3 to finish (can sometimes loop over 1000 times)&lt;br /&gt;&lt;br /&gt;Examples of speed ups:&lt;br /&gt;&lt;br /&gt;Outrun 2006&lt;br /&gt;&lt;br /&gt;before 43.4 - 45.7&lt;br /&gt;after  44.7 - 47.33&lt;br /&gt;&lt;br /&gt;Grand Theft Auto: San Andreas&lt;br /&gt;before 63 - 66.9&lt;br /&gt;after  66 - 69.5&lt;br /&gt;&lt;br /&gt;Need for Speed Most Wanted&lt;br /&gt;&lt;br /&gt;before 33.0 - 33.3&lt;br /&gt;after  33.22 - 33.57&lt;br /&gt;&lt;br /&gt;Burnout 2&lt;br /&gt;&lt;br /&gt;before 46.5 - 48.3&lt;br /&gt;after  53.2 - 55.5&lt;br /&gt;&lt;br /&gt;Path3: Stopped Path3 looping when MskPath3 is enabled, reduces the amount the recompiler has to exit, yeilding a small speed boost (but it is really small!)&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Few CRCs from comments at r5214&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/usi1220kt"&gt;SVN : Pcsx2 : r5259&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/vV55DM5az14" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/2657694384955832001/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5259.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/2657694384955832001?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/2657694384955832001?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/vV55DM5az14/svn-pcsx2-r5259.html" title="SVN : Pcsx2 : r5259" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5259.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0MMRn08eCp7ImA9WhVbFks.&quot;"><id>tag:blogger.com,1999:blog-301817764188927247.post-6232844704639945118</id><published>2012-06-01T20:18:00.000+02:00</published><updated>2012-06-02T21:31:27.370+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-06-02T21:31:27.370+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ps2" /><category scheme="http://www.blogger.com/atom/ns#" term="Consoles" /><category scheme="http://www.blogger.com/atom/ns#" term="pcsx2" /><title>SVN : Pcsx2 : r5258</title><content type="html">&lt;div class="release_entry"&gt;&lt;div class="post_entry_header"&gt;&lt;img src="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s150/pcsx2_logo.png" border="0" width="150" height="75" style="float:left;" /&gt;Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div class="release_entry_body"&gt;&lt;div class="release_entry_body_changelog_title1"&gt;r5258 Changelog:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body1"&gt;Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P&lt;/pre&gt;&lt;div class="release_entry_body_changelog_title2"&gt;On previous commits:&lt;/div&gt;&lt;pre class="release_entry_body_changelog_body2"&gt;zzogl glsl: used the fog parameter correctly...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Remove duplicates (none left for now).&lt;br /&gt;&lt;br /&gt;The following dup CRCs of were removed (leaving one):&lt;br /&gt;0x7D4EA48F - Haunting Ground EU (now only Genji).&lt;br /&gt;0x1A85E924 - DMC3 CH (now only GOW1)&lt;br /&gt;0x7ACF7E03 - Spyro New beginning (now only ICO)&lt;br /&gt;&lt;br /&gt;The following CRCs were removed without any negative effect:&lt;br /&gt;0x2F123FD8 - GOW2 RU (same as US).&lt;br /&gt;0x23A97857 - Star Ocean 3 JPUNDUB (same as US).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;i18n: &lt;br /&gt;* update es_ES/ko_KR&lt;br /&gt;* fuzz id_ID/pcsx2_Iconized.po which is wrongly translated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;zzogl:&lt;br /&gt;* Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related  black screen issue)&lt;br /&gt;* some memory improvements were not merged from zzogl-dev branch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p&lt;br /&gt;&lt;br /&gt;Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too.&lt;br /&gt;&lt;br /&gt;Path 3 games speed up. Stopping VIF looping when waiting for Path 3 to finish (can sometimes loop over 1000 times)&lt;br /&gt;&lt;br /&gt;Examples of speed ups:&lt;br /&gt;&lt;br /&gt;Outrun 2006&lt;br /&gt;&lt;br /&gt;before 43.4 - 45.7&lt;br /&gt;after  44.7 - 47.33&lt;br /&gt;&lt;br /&gt;Grand Theft Auto: San Andreas&lt;br /&gt;before 63 - 66.9&lt;br /&gt;after  66 - 69.5&lt;br /&gt;&lt;br /&gt;Need for Speed Most Wanted&lt;br /&gt;&lt;br /&gt;before 33.0 - 33.3&lt;br /&gt;after  33.22 - 33.57&lt;br /&gt;&lt;br /&gt;Burnout 2&lt;br /&gt;&lt;br /&gt;before 46.5 - 48.3&lt;br /&gt;after  53.2 - 55.5&lt;br /&gt;&lt;br /&gt;Path3: Stopped Path3 looping when MskPath3 is enabled, reduces the amount the recompiler has to exit, yeilding a small speed boost (but it is really small!)&lt;br /&gt;&lt;br /&gt;GSdx: CRC hacks: Few CRCs from comments at r5214&lt;br /&gt;&lt;br /&gt;GSdx: Correct a small resource issue for merging.&lt;/pre&gt;&lt;div class="release_entry_body_download"&gt;Download: &lt;a href="http://depositfiles.com/files/r27e6n455"&gt;SVN : Pcsx2 : r5258&lt;/a&gt;&lt;/div&gt;&lt;div class="release_entry_body_source"&gt;Source: &lt;a href="http://code.google.com/p/pcsx2/"&gt;This&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Emureleasescom/~4/25rhPhJYs7c" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.emureleases.com/feeds/6232844704639945118/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.emureleases.com/2012/06/svn-pcsx2-r5258.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/6232844704639945118?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/301817764188927247/posts/default/6232844704639945118?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Emureleasescom/~3/25rhPhJYs7c/svn-pcsx2-r5258.html" title="SVN : Pcsx2 : r5258" /><author><name>soywiz</name><uri>http://www.blogger.com/profile/13199011019333753182</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://lh6.googleusercontent.com/-6xVRI0jPEfo/T6l-g1fpxYI/AAAAAAAAElg/tb710ZyQ2yg/s72-c/pcsx2_logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.emureleases.com/2012/06/svn-pcsx2-r5258.html</feedburner:origLink></entry></feed>
