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http://re4rainbow.4shared.com/ mirror site: http://tinyurl.com/42f8gb/ Legend: '//blah-blah-blah//' or '/blah-blah-blah/' is re4rainbow's comment. Just FYI.

rev 384: fixed a typo which could have potentially slowed down the emu. Thanks g oes to cottonvibes for that one! //adding her vu-skip to SVN wouldn't hurt u guy s// rev 383: tiny bug rev 382: allow also changing "inis" path. rev 381: Added some source-level configurability to the paths... hope didn't bre ak anything ;) rev 380: updated some more licenses. rev 379: Sorry I had DAZ enabled in my local copy and it slipped in. rev 378: Massive update of the GPL license headers. I don't know if I missed som ething, but I hope not. rev 377: Fixed remaining Woody Woodpecker crashes. Oh and the MGS3 crash ;) /X3s ync hack + 'Dr0' + New VU-SKIP first release; cottonvibes - you rock!:P/ rev 376: Fix for Donald Duck crash, some changes by gabest adding more SSE4 func tionality rev 375: couple of WIP FPU changes. rev 374: Fix for God of War 1 & 2, its not perfect, some FPU errors still, but a massive improvement. Fixed the overbright bug in some games (hopefully), remov ed the annoying messages that flood the console. Note: green screen on GoW is a GSDX problem, use software mode or ZeroGS rev 373: Normal RSQRT fixed by gabest, the mans on fire :p /D+ version added/ rev 372: Fix for GT4 darkness rev 371: Fixed dark cloud 2 missing text, some vurec changes by Gabest. Reverte d one change from using the normal memcpy all the time as it uses SSE, we dont a ccount for this. rev 370: fixed some of the bugs i made, some changes by gabest in here too :) rev 369: Just a few changes to make RSQRT more accurate (Tales of Legendia), avo ided some bugz in DIV/SQRT/RSQRT, n made others :p rev 368: Fixed some problems with MAC/Status Flag settings on VU. Fix list Sega Tennis - SPS Dark Cloud 2 - SPS Crazy Taxi - SPS Metal Gear Solid 3 - Falling Through Floor/Stuck In Trees Tekken Tag - Stretchy Crowd Possibly more, testing as much as we can :p

rev367: !ZeroGS update!: GUI changes by bositman rev 366: !ZeroSPU2 update!: Reverted something which caused sound glitches, stil l not 100% sure its how it should be, will look in to it. rev 365: disabled denormals are zero on the VU's for now (thats the one that spe eds it up :( ) will probably add it as a hack option, tho it shouldnt be, the ps 2 takes denormals as zero :/ rev 364: Re-enabled "Denormals are Zero" for the recs. Seems to cause huge spee d boosts. for example Persona 3 went from 50fps on my rig to 103fps. reported th e suikoden games are now quicker. Also enthusia doesnt have invisible wall probl ems. Could help with many misc FPU problems. rev 363: More codebreaker code support from pontifice. He said the few code type s remaining don't make sense in pcsx2. rev 362: Improved vu skipping and frame skipping. frame skip changes by myself t o make it less jerky (more useable), vuskip changes by rama to cut down black sc reen problems. Frame skip still needs some tweaking, will work on it later. /co de has been changed a little - I'll add new source code for custom vu-skip later . I'm too tired to do it now./ rev 361: He forgot to change a few var types before diff'ing. /am I blind or GSDX started to work with ANY KIND OF VU-SKIP!? Please report <co mments> if u see the same thing as I do:P Be sure to use it with latest GSDX. YE P, 750 one:P> Note: did u know that custom vu-skip might allow u to play at higher details wit hout fps drops - for example I can play Rengou vs ZAFT II Plus at 1600x1200 d3d internal res at steady 60 fps, while w/o custom vu-skip max res for my 7900gs to keep 60fps all the time is 1024x1024 - yep u know what I mean, don't u?:P U won 't be able to achieve such results on normal vu-skip 'cause it will be skippy an d blocky as hell./ rev 360: Applied a patch from Pontifice with an improvement on the patch engine which adds supprot for using codebreaker "raw" codes directly in the pnach. [23:43] <Pontifice> its backward compatible, to use new codes you must use somet hing like patch=1,EE,400A0000,extended,00DE0002 [23:44] <Pontifice> where 400A0000 00DE002 would be the original RAW codebreaker code /updated custom VU-SKIP for GSDX list/ rev 359: Deleted old txts /screw setya5785. Let him do as he wants. I'm just cur ious how would his next update look like. Yep, that's 100% re4rainbow's quote fr om http://re4rainbow.4shared.com/ k, Thx./ rev 358: Cleanup in docs: Removed old and unused docs while adding the new ones Reduced compiling errors: Used #pragma warning(disable:4996) to ignore the stric mp deprecated warning A couple of small fixes in Memcard viewer (thx gigaherz and refraction) rev 357: !ZeroSPU2, SPU2Null <lol> update!: Fixed the broken fixes,sorry :P //li l' rant by re4rainbow: Dear setya5785 from Gamexeon Forum <http://www.gamexeon.com/forum/emulator/>! If u want to quote my changelog.txt file in ur PCSX2 SVN topic on Gamexeon Forum and releases on mediafire either post/attach it unchanged <...at least write Or iginally Posted by http://re4rainbow.4shared.com/ or something like this> or rem

ove every single one of my quotes from first post in ur topic <don't be a lazy a sshole - removing only first line is not enough lol>. Here's quite a nice exampl e - quote from ur post/changelog.txt file: /+fixed a bug which rama reported in 'The unofficial pcsx2 beta discussion' thre ad on PCSX2 official forum; vs2008 was used to compile this one. Damn, at last i t's fixed. Note: to the ***** who sends my files to another site and quotes chan gelog.txt file in description - at least delete my comments from it. Thank u./ Arigato, re4rainbow./ - maybe with so many marks of his nick he will eventually remove a little more from his file lol// rev 356: !PEOPS SPU2 update!: fixed slight overlap on "Greetings to" text rev 355: !PCSX2, PEOPS SPU2, ZeroSPU2, SPU2Null <lol> update!: Very small misc c hanges,mainly in plugin about boxes and 2 pcsx2 console messages <ZeroGS too, bu t this one is lil' harder to compile, might be uploaded later> rev 354: SIF now uses normal memcpy's as it seems to take up less cpu time. rev 353: removed MMX freezing on IPU as its no longer used rev 352: added some code for easy profiling of changes on the EE. can be enabled by uncommenting the #define EEPROFILING in r5900.h rev 351: FFX video fix, reminents of stuff which shouldnt be there ;p /official beta/ rev 350: !ZeroSPU2 update!: fix for zerospu2 savestates rev 349: IPU fixes. Corrected bitstream data positioning and removed redundant c ode. /official beta/ rev 348: none rev 347: slight change to the interrupt status on cdvd rev 346: Path 3 transfers now only use interleave mode if Path 3 Masking is used . This stops Tekken Tag from randomly crashing (hopefully) rev 345: small adjustment to h/vsync things. fpu clamping fix for NFS Carbon whi ch was crashing, managed to do it without breaking katamari, bet smth broke tho lol rev 344: cleaned up some of the defines in common.h for v/hsync. uncommented som e code which shouldnt have been commented for vsyncs, was causing supersonic spe eds on boot and probably throwing all that hard work out :p rev 343: reverted something i missed when reverting some path3 mask changes, so the people using speed hacks leave me alone to chase REAL bugs. /official beta/ rev 342: small error in unpacks, not sure how major it was. /official beta/ rev 341: Quick! Look behind you! a 3 headed monkey! /lold/ rev 340: DMC didnt like the persona changes, so did a rethink ;p rev 339: Fixed SIF bugs introduced in Persona, also reverted the VIF change that caused problems with the graphics. Fixed savestate loading in MTGS thanks to Rama1.

Tweaked the MCD manager so it doesnt infinate loop in places, also no longer aut o populates the list if the memcard is corrupt, which caused it to crash. rev 338: changed how a few IOP counter things work, reverted one of my VIF chang es and fixed another possible Unpack situation i hadnt accounted for. Oh and the best news, SIF timing now exists, you know what that means? yes, Okam i no longer needs a patch /+fixed a bug which rama reported in 'The unofficial p csx2 beta discussion' thread on PCSX2 official forum; vs2008 was used to compile this one. Damn, at last it's fixed. Note: to the ***** who sends my files to an other site and quotes changelog.txt file in description - at least delete my co mments from it. Thank u./ rev 337: "fixed" the vs2008 project file based on rama's suggestions (I don't kn wo if they trul fix the problems but whatever...). rev 336: stopped public release builds from forcing the recompilers regardless o f setting. rev 335: just a small bug, probably not used very often. rev 334: !ZeroSPU2 update!: stopped it logging sound constantly when you have lo gging on in debug. Was driving me bonkers! :P rev 333: Fixed a bug causing games that use Counter Gates to lock up/not load. ( Beatmania, possibly DDR games too) Adjusted some more spu2 related stuff, removed some old code which shouldnt have been there! experimental changes to GS interrupt stuff, shouldnt break anything. got rid of some pointless code on vif1 unpacks. came across a wierd situation with TTE on DMA's, trying soemthing, seems stable on my games:p rev 332: !ZeroSPU2 update!: removed a statement which did nothing but made the s ound more choppy at high speeds, thanks to rama and his hacking for finding that :p rev 331: !ZeroSPU2 update!: Improved DMA timing, should help with wild arms 5, D MC, Mojib Ribbon etc, the picky ones, you know :p rev 330: Fixed a PREVH, had the wrong shuffle codes. (king kong corrupt text) Disabled QFSRV, most videos are 10-30% faster interpreted! itll do till it gets fixed properly. /official beta/ rev 329: some more counter changes, mojib ribbon seems to like them (at least he re) should help those picky games which constantly reset the hsync counter (dmc/ wild arms 5) /official beta/ rev 328: sorry bosit :( ill remove them counter printouts :( rev 327: i cleaned a comment out like a spaz, and it broke vsync completely xD / official beta/ /custom vu-skip works now with EE/IOP speedhack on - see readme f or more deatails. U SHOULD CHECK IT/ rev 326: fix for memcard saving since new interface, never remembered the new se lections. rev 325: Rewrote my Hsync/Vsync code, improves sync on streamed videos and realt ime FMV's, also reduces graphical anomolies (flickering on Wild Arms 5). Tweaked my SPU2 async changes, Also added an option to the speed hacks for tight er timing, which stops the jumping/freezing in FFXII videos.

rev 324: im committing this fix, needs to be done, but wild arms 5 is strange, different pc's show different results rev 323: !ZeroSPU2 update!: Some means of DMA timing in there now, some games we re triggering too fast now async gives cycles more often. rev 322: Worked out my timing issue. needs new zerospu2 with dma timing changes (next revision) rev 321: was a bit too generous with the cycles, WA5 didnt like it. rev 320: Improved SPU2 timing sync a bit without hindering speed (like before) m akes the FFXII videos stutter less again, DMC (U and J) not loading seems relate d, but that seems ok in this rev rev 319: !ZeroSPU2 update!: changed version number to accomodate the change, whi ch is reported to help some skipping voices/sounds /PCSX2 0.9.5 rev 319 custom V U-SKIP for GSDX/ rev 318: !ZeroSPU2 update!: small detail missed, not sure how important it is, b ut id guess it helps towards the sync/jumping of sound rev 317: Fixes sector reading problems on when using cd reads (growlanser games + simple series games) /official beta/ rev 316: Fix for Shox + Whiplash regressions rev 315: Couple more unpack fixes. Sensible Soccer looks perfect when interpreti ng V3-8, but SSE is broken. Looks less spikey than it did now anyway! /official beta/ rev 314: rev 313: small fix (dark summit) rev 312: Fixed a couple of other bugs and an old bug where the destination wasnt being incremented properly on split transfers. rev 311: Fixed a small bug i made when data was left over. didnt increment dest rev 310: jiggled some stuff about and took out some dupe code in vif unpacks, sa ves approx 25,000 cycles per frame in 3d. also along the lines ffxii videos got smoother too so, good day for reffy! fixed a couple of little bugs too. rev 309: Added the fantastic new patch browser and memorycard browser as written by ihateregisterin. Good job man. Oh and disabled one of my debug messages, se ems it really slows the bios xD rev 308: some test counter changes with some debug notes rev 307: missed part of the hack, rama's fault ^_^ rev 306: A few speedup hacks now selectable via Config->Speed Up Hacks (original eh :P) Thanks to Rama1 for those. rev 305: couple of changes to make doubly sure counters start right etc and aler t me (sorry if it floods on some games), accurate cycle counting to next interru pt too.

rev 304: changed the pad thing back in winmain. anal people (aka emwearz) decide d hed have a problem when using lilypad /lol/ rev 303: fixed a small silly bug rev 302: fix for the other versions of DMC1 :p /official beta/ rev 301: Silly bug which broke tokyo road race /fixed/ /official beta/ rev 300: Mojo Ribbon fix rev 299: DMC1 fix, didnt work before on some games, now it does, wierd! rev 298: removed the forced "default" inline use, now using any suitable, provid es a tiny boost in speed. rev 297: fix for GH USA, was crashing. Moved sif freezing to where its needed o n SIF1, its not required when called for the IOP (which SIF1 does most) rev 296: fixed a couple of freeze issues i had still rev 295: giga missed one xD fixed a potential crash or two myself /btw rev 294 w as up-to-date for ~20 minutes:P/ rev 294: fixed a couple of crusty rec bugs thanks to Rama1 rev 293: I know this wasn't really a "bug" as it wasn't executing anything at al l, but now that I saw it, I don't see why should I leave it as it was... rev 292: fixed linux compilation problems rev 291: revised some of my changes a bit (after some profiling) performance see ms to vary game for game, the killer is cos we are using memcpy_fast, freezing t hem MMX registers so often murders it on some games. /Second release - stable on e. Seems like it was prob on my side. Clearing and redownloading svn files helpe d. Sry guys:P I'll delete unstable/broken builds./ rev 290: slight reorder on zero's request /disgaea is still broken in vm; also s ince 289 it doesn't want to compile under vs 2005 - still unstable - use debug v ersion when game in VM one looks or works like shit; or revert back to 285/ rev 289: it is NOT obsolete /something is screwed with this one, added debug ver sion/ rev 288: other additions (had to do an svn update, was outdated :( ) rev 287: Moved a couple of things around, fixed a couple of bugs i made, removed some unneeded/duplicate checks rev 286: unbroke some stuff and add a forced check for regs rev 285: Created VS2008 project files from all the 32bit project files included in the default pcsx2 solution. Also included a small optimization change to avoid meaningless calls to WaitForS ingleObject. As far as I can see it's completely thread-safe (one end only write s and the other end only reads), but I'm not completely sure if it will give any reasonable speed improvement. Anyway it's there. rev 284: okay thats me done now

rev 283: dont do drugs kids. oh and i forgot some for vu0, corrected stuff i di d in normal calls when it shoulda been rec code. rev 282: yes, i am mentally dwarfed rev 281: whoops forgot to revert something during my testing. btw last commit had some pad calls removeed too as they were obsolete, 1 being l eft in as it was calls for escape, gs shortcuts etc rev 280: Small fix for GT4 crashes (only works with zerogs) Small change to reduce timer checks (prolly does nothing) put the reg freezing where its actually needed, instead of guessing. (centralize s it a bit) rev 279: idiotic mistake by myself causing tenchu to loop rev 278: Little tidbits (unimportant) and a fix for vif mark stalls on tags (neo pets) rev 277: Reverted SPR change for MFIFO timing, Tekken 4 hated it :( /official be ta/ rev 276: General MFIFO tidy up, removed pointless code (that should never be rea ched/used) fixed a couple of bugs while i was in there. One caused a garbled blo ck in the top left of psychonauts videos. rev 275: Couple of counter gate fixes to stop normal updates of them. Fixed a v if stall issue, jiggled some mfifo stuff about to improve how it works slightly and reduce the amount of silly condition checks needed /official beta/ rev 274: fixed some weird ffx bug, reverted VUSkip back to the original working version rev 270-273: updates to fps2bios project, not pcsx2 related - no normal releases . rev 269: better fix for FF7: DoC, the start PC was outside VU memory range, now wrapping it around the memory size. http://re4rainbow.4shared.com/ mirror site: http://tinyurl.com/42f8gb/

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