peops_soft_version_1_18.txt

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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.


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29. July, 2006    Version 1.17 for SSSPSX

- Nagisa fixed the problem 100% CPU rate. 

- Nagisa fixed vertical synchronous frequency.


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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 :)
   

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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


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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.


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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.


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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...
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