اخرین تغییرات در PCSX2 9.5
http://re4rainbow.4shared.com/
Quoted from:
http://code.google.com/p/pcsx2-playground/source/list
rev 618: Forgot to add the new BaseblockEx files from the prev commit. -_-
rev 617: Cleanups to iCore.cpp and other Dynarec code. Moved BASEBLOCKEX into its own files/headers.
rev 616: Removed "noreturn" declspec from the iR5900-32.cpp Dispatcher functions, which simply supressed the generation of an unreachable "ret" at the end of the naked functions. GCC doesn't support the directive anyway.
Removed some __MINGW32__ specific code, and added a GCC-friendly #define for declaring __naked functions. (another optimization directive in MSVC which GCC doesn't support and/or ignores)
rev 615: ZeroGS: Applied the eol-style:native svn property to the DX version of ZeroGS.
rev 614: ZeroGS: Fixed up the Win32 builds for OpenGL, and removed some warnings from the DX version. Removed some of the redundant and unused #defines from the project files (__WIN32__, __MSCW32__, etc).
Note: Compiling ZeroGS-OpenGL/Win32 requires the NVIDIA CG Toolkit. Compiling ZeroGS-DX/Win32 requires the DirectX SDK.
rev 613: Added tmkk's PADDSW/PSUBSW opcodes which replace the slower interpreter ones we used so far. Great job on those tmkk!
rev 612: Tweaked the forceinlines a bit, more speed
rev 611: Forceinlining these brings Fatal Frame from 159fps to 183
rev 610: Fatal frame should work now. Also repaired a *slight* mistake I made
rev 609: deleted old mingw/dev++ project files
rev 608: lol i forgot to add the renamed iCOP0 files
rev 607: renamed iCP0 to iCOP0 to be consistent with the other COP files. very minor VU micro work.
rev 606: Major bugfix/oopsie from r595 - I forgot to set the freezeregs flag, so XMM regs were getting corrupted liberally.
Added proper implementations for COP0's branching functions (BC0F, BC0T, etc).
rev 605: updated Playground readme, and added some snapshots taken by bositman which i will add to the main page.
rev 604: More work on the EE cycle counts, much closer to the real ps2 now. Also added a quick method to determine what EE opcode is used by games
rev 603: Full optimization gives a tad more speed
rev 602: This is a branch for experimental dynarec changes, stay away or it may bite you..
rev 601: Noticed a typo in Memory.cpp, from r577 changes.
rev 600: Hackfixes for Fatal Frame 1 (and possibly other games) that workaround some alignment problems on MTGS and a problem with handling unknown VIFcommands.
rev 599: further optimized recQFSRV thanks to some suggestions by Jake.
rev 598: implemented recQFSRV() so it doesn't need to call the interpreter function. also minor emitter changes.
rev 597: Added __fastcall and __forceinline to yet more IPU routines, where appropriate, and implemented more coder-friendly union-based structures for some of the IPU bitfields.
Removed some dead code form VUmicroMemInit -- it was already being handled by memInit. Made a few other minor tweaks of the memory protection code (hoping to fix VM issues, but no luck yet).
rev 596: Simplified/improved the memory protection model, and optimized the EErec's block fetch slightly.
Note: VM builds are still unstable, and most notably crash on almost all FMVs. Still hoping I can find a fix tho.