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Pcsx2 cheat converter tutorial
Pcsx2 cheat converter tutorial











  1. PCSX2 CHEAT CONVERTER TUTORIAL UPDATE
  2. PCSX2 CHEAT CONVERTER TUTORIAL ARCHIVE
  3. PCSX2 CHEAT CONVERTER TUTORIAL PATCH
  4. PCSX2 CHEAT CONVERTER TUTORIAL FULL
  5. PCSX2 CHEAT CONVERTER TUTORIAL CODE

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  • GIF: Separate GIF Reset and GIF DMA Reset The two shouldn't be reset together anyway, the GIF has no control over the DMA.Home Pcsx2 tutorial Free Excel Tutorial Beginners - Using Online Tutorials Fo GameDB: add EETiming to 'Kya: Dark Lineage' GS:SW: Fix crash when scanline count wasn't divisible by thread count GS:SW: Allow up to 32 threads without breaking GameDB: Add eeRoundMode to Teen Titans & Scaler and fixes to other games (#5338) GameDB: add VUKickstartHack to Ghosthunter GUI: Make aspect ratio/frame limiter OSD messages keyed Keyed messages don't pile up so spamming turbo/frame limiter keys will not generate multiple messages now. GS: Support wrapping off-the-end offsets in GSOffset GS: Hash local memory blocks instead of expanded texturesĬommon: Add D3D11 shader cache/compiler classes GS: optimize xxHash usage in palette hashing. GS: sparse targets need to be cleared on fetch.

    PCSX2 CHEAT CONVERTER TUTORIAL CODE

    PAD: Clean up the remains of the old logging code from when this was Onepad. IR5900: Use unsigned math for constant prop of add/sub Signed overflow is 22:54:45 GS/Vulkan: Fix combining DATE/barriers with HDR Disable colclip on BLEND CD as there is no wrapping, will help all renderers, especially on hdr cases. Allow hw blend only to do the math, output will be Cd, no need to run costly barriers, will help Vulkan/Opengl.

    PCSX2 CHEAT CONVERTER TUTORIAL FULL

    PABE will do full sw blend so we need to disable hdr and enable sw colclip instead. GS-hw: Fix interaction with hdr and sw colclip on PABE. Support sw pabe when prims don't overlap on d3d11. Support sw colclip when prims don't overlap on d3d11. Ultra: When there is no accu blend or recursive blend. Full: When there is no accu blend, or recursive. High: When there is no blend mix, accu blend, recursive. GS-hw: Allow to sample the framebuffer when primitives don't overlap on d3d11. Fb will be read when primitives don't overlap, no need for the mask check now. FBMASK already reads the fb so let's allow it to run sw blending since there will be no cost, only if fbmask is already running. GS-hw: Enable sw blend when prims don't overlap on basic blend with fbmask. Using a mix of hw/sw will be slower, so let's just do full sw blend, we already read the fb. GS-hw: Disable accumulation blend when there is fbmask with no overlap. GS-hw: Move blend mix condition to blend switch case.

    PCSX2 CHEAT CONVERTER TUTORIAL UPDATE

    Shouldn't be that slow, right? Also update comments. GS-hw: Move fbmask for texture shuffle on Basic level. d3d11 will require high blending to render properly. GS-hw: Purge TenchuFS, TenchuWoH crc hacks. Full barrier requires full sw blend, disable accumulation mode for it (sw fbmask, date_barrier). GS-hw: Always enable full sw blend on full barrier, disable accumulation mode (hw/sw blend). Revert "Build: Use git tag for file version on windows" This reverts commit 7f2a9f680664d6d3d6659611f88b6dd921c98c87.īuild: Update file copyright to 2022 Also update the copyright year of SysForwardDefs.hīuild: Use git tag for file version on windows GameDB: add 'SkipMPEGHack' to "David Beckham Soccer"īuild: Use git tag for file version on windows, attempt 2 GameDB: add fixes for Simple Series vol.7 and other games

    PCSX2 CHEAT CONVERTER TUTORIAL PATCH

    VU: Adjust path for conditional evil blocks Add patch for Pac-man World Rally GS: Force Blend TFF when scanmsk is used on the frame GS-hw: Disable BLEND CD when full barrier is already enabled. GS: Release host display if GS init fails That way we don't try to create it when it already exists next attempt. GS/Vulkan: Add image format check to features IPU DMA: If no underflow occurs on QWC = 0, end DMA.

    PCSX2 CHEAT CONVERTER TUTORIAL ARCHIVE

    SaveState: Save screenshot in state archive Memor圜ardFile: Add routine to enumerate cards InputManager: Add InputManager implementation VMManager: Introduce new manager functions VMManager takes the place of all the core thread stuff for Qt. GameList: Add game list and scanner functions Also avoid redundant clears when the target is going to be completely drawn when rescaling. GS: fully support target rescaling in TC. GS: fix Majokko A-La-Mode 2 palette rendering. Most helpful for dx11 ofc, for gl/vulkan will help with rendering on lower levels of blending without needing a barrier. Do hw blend for Cd*As, Cd*F, expand the clear color blend method as it is almost the same. GS-hw: Implement alternative hw blending for Cd*As, Cd*F. GS-hw: Remove useless shader line from CLR As/Af case. GS: Only autoflush on draws of same format Move overlap check to State Pad-linux: Update to latest controller database. Revert "GS: fully support target rescaling in TC." This reverts commit 2a2564cf450d43c14b400d75c5e93cb6f45cb9b5. Gamedb: remove EETimingHack from 'Paris-Dakar 2' GS: Adjust auto interlace mode with scanmask(frame) GS-hw: Exclude triangles from no prim overlap fb read on dx11.













    Pcsx2 cheat converter tutorial