-------------------------------------------------------------------------- May, 2008 Version 1.18 - Pete added Nagisa's frame limit timings (done by Nagisa for SSSPSX). And the simpler SSSPSX frame limitation mode has been added as a gpu config option. Advantage: SSSPSX will not show a 100% cpu load in this mode, but it's slightly less accurate. - Pete added MxC's changes to the display filters (from the 'm9' filter edition of the plugin). Please note that the HQ2X/HQ3X filters need a cpu with MMX extensions. Ah, and most of the filters are now available for Linux as well (the 'stretched HQ3x / Scale3x' Linux modes seem to be a bit unstable, though). - Pete added "GPUsetframelimit" function, so the main emu can control the frame limitation. - Pete added a new way to create the save state picture. This will fix crashes on Windows Vista when doing save states. - Pete added a "special game fix" (called "Fake 'gpu busy' states") on request of the ePSXe team (calb and Galtor). This will prevent lockups in some games. The main emu can activate this fix automatically by a new "GPUsetfix" interface function. - Pete added a "visual rumble" function to the Windows version of the soft plugin on request of calb from the ePSXe team. The main emu can call it to shake the display whenever the PSX pad vibration kicks in. -------------------------------------------------------------------------- 29. July, 2006 Version 1.17 for SSSPSX - Nagisa fixed the problem 100% CPU rate. - Nagisa fixed vertical synchronous frequency. -------------------------------------------------------------------------- 12. June, 2005 Version 1.17 - MxC added HQ2X, HQ3X and Scale3X display filters to the Windows version. The other changes were done by Pete: - smf of the MAME team found a new capability of the PSX gpu: sprite Y mirroring. I've added this to the P.E.Op.S. gpu, big thanx to smf for sharing this info (and for coding a small psx demo showing this feature) - softm informed me on my messageboard that one of the transparency modes seems to be wrong in some games (Diablo, Legend of Mana, Castlevania). I've repaired that, now it will look fine. - Sometimes small (wrong) texture distortions happened in the soft gpu. That's caused by internal precision issues, when the plugin is drawing quads using two triangles (needed to get the PSX g-shading right). I've made a special game fix (0x200), now users can decide if they want a correct g-shading (fix activated) or textures without distortions (fix deactivated). - The frame limit value is now a floating point number, so you can set (for example) "50.1" as limit. Dunno why, but many users requested this... anyway, my advice: use the "auto-detect limit" option whenever it's possible :) -------------------------------------------------------------------------- 13. March, 2004 Version 1.16 - Stefan Sperling improved the Linux fullscreen switching a little, to get around refresh frequency issues in some special cases. - Pete fixed certain Skullmonkey issues (sprite coord y wrap is now working fine) - Pete added a new game fix ("0x100 - Repeated flat tex triangles"), activate it if you want to play Dark Forces without gfx problems. - Pete added arcade psx gpu compatibility OK, this feature will need some more explanations, so let me drop this silly "Pete did this and that" changelog text, to take a closer look what "arcade psx gpu" actually means :) Most psx emu fans will know that there are not only the psx consoles, but also psx-based arcade cabinets for certain games. Such cabinets often have 'enhanced' psx gpus inside, which are supporting more internal vram (2 MByte instead of the 1 MByte used in the standard psx gpu), mainly used to store more texture informations. The ZiNc (formerly known as "impact") emu can run such psx arcade games, using special Glide/OGL/D3D renderer plugins done by Lewpy and me. As you can see, only hw/accel plugins were available, due to the fact that we were too lazy to add all the needed extra functions in the Peops soft plugin ;) Well, in the last months smf did a fine job adding psx arcade games into MAME (using his own psx gpu soft renderer functions for display), and he even found a way to run the old Tekken arcade games without glitches. He kindly gave this infos to Lewpy and me, and while we were adding this stuff into our hw/accel ZiNc plugins, I also decided to finally upgrade the Peops soft plugin, to get a ZiNc soft renderer as well. Yeah, and now it is done, for both Windows and Linux. It's still one plugin file, if you want to use it with ZiNc, simply copy it into its main emu directory. If you only want to use the soft renderer in future, you can rename the plugin to "renderer.znc" (Windows) or "librendererznc.so" (Linux). Otherwise you can also use the ZiNc "--renderer=..." command line switch to tell the main emu to temporary use the soft renderer for the next game. How to configure it? The hw/accel ZiNc renderers use .cfg text files containing all needed options (just like the Peops soft Linux version), so there is no special config window in ZiNc. For the MSWindows version of the Peops soft plugin I've decided to support both: .cfg text files and the config settings stored in the Windows registry by the standard plugin config window. So, if you start ZiNc with a command line option like "--use-renderer-cfg-file=xxx.cfg", the settings of this file will be used (see the "gpuPeopsSoftX.cfg" file included in the full sources release for details). If you don't specify a .cfg file with ZiNc, the Peops soft plugin will use the Windows registry settings instead. Of course that means that you first have to start a psx emu like epsxe or pcsx, to configure the soft plugin at least once. Mmm, what else? Ah, yes... the Peops soft gpu is capable to run Tekken without glitches, but you will need a newer version of ZiNc, the current release will not work correctly. Also certain display issues (for example big polygons with one character in SFEX2) are most likely caused by the main emu, and cannot get fixed by the gpu plugin, so don't blame me :) Anyway, have fun, Pete -------------------------------------------------------------------------- 01. August, 2003 Version 1.15 - Yokota updated his MinGW patches. They are now "less ugly", to quote him :) - Pete fixed an issue with frame limitation if the "old skipping" method was used - thanx to Ronald Andersson for reporting it. - Pete added the new "Pad" display characters in the gpu in-game menu (used with ePSXe 1.6.0) - Pete fixed the Skullmonkeys background layers, they are now perfectly visible - thanx to calb for the save state. -------------------------------------------------------------------------- 09. Juny, 2003 Version 1.14 - Avery Lee, the author of VirtualDub, detected a bug within the AVI recording funcs and kindly fixed the issue. It's now possible to load avi files created by the P.E.Op.S. soft gpu into VirtualDub without problems. - Yokota created a patch to compile the plugin with MinGW. You can find it in the "makes" directory, please also check out the included readme file for details. - linuzappz rewrote the Linux config/about dialogs, using Glade. The new dialogs are listing the available fullscreen modes, if XF86VM support is enabled. -------------------------------------------------------------------------- 07. January, 2003 Version 1.12 - linuzappz improved the linux ports further: he fixed the non-streched 2x modes for DGA2, added some more error messages, if the DGA2 init fails, and optimized all the Linux stretching funcs, for a little speed up. - All other changes were done by me (Pete), but before I explain them, I want to thank linuzappz for his never- ending support. He added improvements in nearly every release, I don't know how he finds the time beside his other emulation related projects :) - Ok, first a small bugfix: the main menu of Legend of Legaia is now displayed again (I screwed that somewhen in version 1.10 or 1.11). - Important for all ChronoCross players: I have removed the internal status screen hack, and made a special game fix for it. That means that if you want to play CC with epsxe 1.5.2, you have to activate the new "odd/even bit" game fix, otherwise the game will lock up if you want to see the CC status screen. That also means that in the next epsxe version that fix will not needed anymore, due to an improved epsxe vsync handling :) - Another feature for the upcoming epsxe version has been added: a cursor interface func. What's that for? well, the next epsxe version will show it ;) - The 'improved frame skipping' handling has been improved further. Some issues has been fixed, and some more security code has been added. For the users who still like the old (V1.10 and below) skipping method better (which only skipped every second frame), I've added another special game fix, called "use old frameskipping". - For the lovers of an 'enhanced display': I've added the Scale2x stretching method. That one makes 2D images sharper, without adding interpolations like the 2xSai/SuperEgale filters. The Scale2x stretching is GPL, copyrighted by Andrea Mazzoleni , you can find more informations on: http://scale2x.sourceforge.net. The Scale2x stretching is again available in all MS-Windows screen modes, as well as in the Linux X and DGA2 ports. - The nicest new feature (imho) is dithering...
zorros2022