Retrohacked Posted July 27, 2022 Share Posted July 27, 2022 PSX:Games affected by fixes:Gouketuji Ichizoku 2, Eggs of Steel, Dragon Ball Z, Final Fantasy VI, Final Fantasy IX, Ape Escape, Aconcagua,Slam Dragon, Rascal, Time Bokan Series - Bokan GoGoGo, Final Fantasy Tactics, Vigilante 8, DoDonPachi, X2 - No Reliefnew features:- added pause from CD slow -> will pause the core if data delivery from e.g. SDcard is slow instead of possibly crashing the game (can be disabled in OSD)- add function for autoincrement savestate slot when saving- add 24bit dithering option for VGA outchanges/fixes:- Mixed: updated sys/framework- Mixed: remove start button from savestate save/load combo- Mixed: Digital pad can now use left Analog Stick as virtual DPad- Mixed: improve timing closure for spuram to savestate readback (second sdram only)- Mixed: added timeout to still pause the core if a game requests CD or SPU but doesn't read the requested data- Mixed: show saving info overlay if OSD is closed- Mixed: removed pause from heartbeat- OSD: option for CD slow overlay: show only slow reads or slow reads and seeks- OSD: autosave when opening OSD is now renamed and default- OSD: show save status in OSD (not saved, saved, saving)- CD: always accept reset cmd, even with second response irq pending- CD: don't ignore pending speed change time when going into seek or read- CD: don't ignore pending seek time when read/play is started while seek is still ongoing- CD: remove periodic driveDelayNext where it's not required- CD: don't fetch sector from HPS again if last fetch was from same sector- CD: allow commands to execute while CD sector fetch from HPS is ongoing (fixes hangs when HPS is busy)- MDEC: fix softreset from CPU write- CPU: fix design flaw that didn't allow to pause CPU for DMA when CPU is constantly doing memory accesses- GPU: clear texture cache when drawmode texture width changes- DMA: increased CPU to DMA working ratio when transmitting data from VRAM to RAM- GPU: fix video out read offset when framebuffer in vram is not 4 pixel aligned- GPU: wait for previous draw calls pixels to be fully written before next readback- GPU: write pixels to 64bit word aggregation timeout can be skipped if pipeline is done(speedup)- GPU: allow output of videodata while core is paused(fixes glitches when unpausing)- GPU: restructure most GPU modules to complete VRAM request even when core is paused- GPU: don't reread fetched vram data after unpausing- GPU: skip drawing line primitives that are fully outside the drawingArea View the full article Link to comment Share on other sites More sharing options...
Recommended Posts