Commit Graph

7754 Commits (f1f57d88cec01a4177a461d598920722abbc3715)
 

Author SHA1 Message Date
Anderson Cardoso f1f57d88ce
Atualização Português do Brasil (#3267)
Atualizado para a última versão.
2 years ago
Víctor "IlDucci 2f90651c3f
Spanish (Spain) update - 2024/07/29 (#3266)
- More backported terms from PCSX2: save states and save state slots now share the same names.
- Backports of the Achievement texts.
- Added myself to the CONTRIBUTORS list, as all the Latin American Spanish translators were present and I was not.
2 years ago
Stenzek 33f6cc246e
System: Use default compression level
I'd intended to make this an option.
2 years ago
Stenzek 534a82d091
dep/reshadefx: Fix float printing regression 2 years ago
Stenzek 8c9a885032
GameDB: Add missing hash 2 years ago
Stenzek 410cea0f12
PostProcessing/FX: Use ToChars instead of to_string()
More locale mess.
2 years ago
Stenzek 2d2bc93ada
dep/reshadefx: Avoid snprintf() when writing float constants
Locale-specific, causes breakage on some systems.
2 years ago
Stenzek e0911d7f54
GPU/HW: Fix spec violation with Vulkan fbfetch 2 years ago
Stenzek 998f77c590
GameDB: More WS disables 2 years ago
Stenzek 0321a2cdc4
Common: Purge ByteStream 2 years ago
Stenzek 6ce9e571ed
Misc: Purge remaining ByteStream references 2 years ago
Stenzek a6518ff9dc
System: Rewrite save state I/O
No more ByteStream or virtual calls for every piece of data.
2 years ago
Stenzek dd8bf2c9d9
MemoryCard: Purge use of ByteStream 2 years ago
Stenzek b5009da2bc
GameList: Purge use of ByteStream 2 years ago
Stenzek 7aaaf7c575
GameDatabase: Purge use of ByteStream 2 years ago
Stenzek c83b5fdd05
FileSystem: Add AtomicRenamedFile 2 years ago
Stenzek ab7a3e1934
BinaryReaderWriter: Add class for files as well as spans 2 years ago
KamFretoZ a3f8162488
Qt: Add a new Justifier controller icon (#3264) 2 years ago
Stenzek 6da84bf5d0
GameDB: Disable WS for Rally de Europe 2 years ago
Connor McLaughlin 11c6f89162
gitignore: Add /deps/ 2 years ago
Stenzek b6b0997e70
Build: Favor git repositories over in-tree patches
Too messy.
2 years ago
Stenzek 876f212685
DynamicLibrary: Add patch to versioned filename 2 years ago
Stenzek 40356fc381
FileSystem: Remove unnecessary checks 2 years ago
Stenzek 6fe0c986fa
System: Rewrite EXE override/loading
Relies on POST=7 as a kernel initialization indicator, instead of
patching the BIOS.

Fixes EXE loading with OpenBIOS and PS2 BIOS, and fast boot getting
baked into save states.
2 years ago
Stenzek 7b99fcbbf3
GPU: Fix edge bleeding with Bilinear Integer scaling 2 years ago
Stenzek a3acb0c5db
GPU/HW: Always allow shader blend with fbfetch 2 years ago
Víctor "IlDucci 5026e1b276
Spanish translation update 2024/07/27 (#3263)
- Added the latest strings.
 - Continued the backport of elements from PCSX2.
2 years ago
Anderson Cardoso fcd4e60af1
Atualização Português do Brasil (#3262)
Atualizado para a última versão.
2 years ago
Stenzek c2d24f436c
CDROM: Re-enable error-on-seeking-pause behaviour
See the comments in the diff. This **will** cause lag in Final Fantasy
VII during preload areas, but that has also been confirmed on console.

Duke Nukem - Total Meltdown does this silly Read -> Pause command chain,
except it sets its data/INT1 callback on the read, but never clears it
after the pause. Therefore, if it doesn't receive at least one sector,
the callback never gets cleared, and when the next read happens, it
stores the "current" callback in the "backup" variable, which should be
null, but now has the callback from the dud read.

The result is any INT1 during XA playback running the dud callback,
which says "hey, I'm not expecting any data, so pause, and stops the
background music playback. Making sure at least one sector from that
silly chain is delivered ensures the callback is cleared, and this does
not happen.

Since the pause first mentioned above will now error out until the first
sector is delievered, the game spams pause until it eventually does
succeed after the INT1. This behaviour has also been verified on
hardware, thanks to rama for the xStation logs.
2 years ago
Stenzek f051aa54d9
GameDB: Include London Mission Pack in GTA disc set 2 years ago
Stenzek 440e08cf3e
Qt: Fix crash opening game compatibility report 2 years ago
Hyllian d3dc3ec6d3
Organize crt-royale params in categories. (#3261)
- Organize parameters in categories.
2 years ago
Stenzek 7a3a72ec3d
GPU: Add display rotation option 2 years ago
Stenzek 5656f91bd2
Qt: Fix missing line on first postfx category 2 years ago
Stenzek 3282366ea7
PostProcessing/FX: Preserve option declaration order 2 years ago
Hyllian bf1b023f12
Add a new port of crt-royale.fx (#3260)
- A new port of crt-royale. More faithful to original. It uses the same mask textures.
- The only thing not ported is the original geometry pass. It was replaced by geom curvature code.
- It's configured for 1080p displays. 4k displays need to adjust param mask_triad_size_desired from 3.0 to 4.0.

OBS: It's up to you decide if the two versions should be maintained.
2 years ago
Stenzek e455a5e371
ImGuiFullscreen: Fix incorrect notification width 2 years ago
Anderson Cardoso 1771bfad58
Atualização Português do Brasil (#3259)
Atualizado para a última versão.
2 years ago
Stenzek 0f4af03730
CMake: FreeBSD build fix
cpuinfo is still broken, will fix that another day.
2 years ago
Stenzek 0b5287f199
Bus: Implement RAM_SIZE register
Fixes Rock-Climbing - Mitouhou e no Chousen - Alps Hen (Japan) crashing
on boot. Silly game does a 512 word DMA from CDROM to 0x001FFF04, with the
mapped memory size set to 4MB, expecting the DMA to trigger a bus error,
because if it doesn't, then your kernel memory goes bye bye.

A bunch of other games do set the upper 4MB to be unmapped, but this
change appears to have no effect on them. As expected, they're probably
doing the correct thing.
2 years ago
Stenzek dce1221021
Bus: Log when RAM_SIZE changes 2 years ago
Stenzek 68575d15a4
CDROM: Shift instead of divide in ZigZagInterpolate 2 years ago
Stenzek 5ec9c8a397
CDROM: Fix handling of 8-bit ADPCM and decoder overruns
Fixes pops in menu music in Simple 1500 Series Vol. 92 - The Tozan
RPG - Ginrei no Hasha.

I haven't seen anything that _properly_ uses 8-bit ADPCM yet. The above
game does, but only in the inaudible portion of the start of the track.
2 years ago
Stenzek 861d4a5aa2
FullscreenUI: Reorder graphics settings to match Qt 2 years ago
Stenzek 5e8870ec69
D3D12: Avoid redundant render pass restarts 2 years ago
Stenzek 0407f939fc
CPU: Fix loading recompiler-saved states with interpreter 2 years ago
Anderson Cardoso b7bfbc0cf6
Atualização Português do Brasil (#3258)
Atualizado para a última versão.
2 years ago
Stenzek 7bbc1745e4
GameDB: Accurate blending for High Heat Major League Baseball 2002
Requires 16-bit blend precision for transparency in menu backgrounds in
hardware renderer.
2 years ago
Stenzek 49772f0479
GameDB: Set accurate blending for Addie no Okurimono
Fixes screen flicker in hardware renderers.
2 years ago
Stenzek 2a617c505a
GPU/HW: Support using ROV for accurate blending 2 years ago