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Drakengard pnach codes
Drakengard pnach codes













drakengard pnach codes
  1. #DRAKENGARD PNACH CODES PRO#
  2. #DRAKENGARD PNACH CODES WINDOWS#

* Enable the previous tlb miss fix on the interpreter * Fix some issue with the new debugger on linux Pcsx2: fix window compilation + a couple of extra ) Added some warnings for DMA stall control which isn't implemented, hopefully somebody will find a game that does it so we can add/test it :) Standardize the IPU and SIF dma's to use the standard chain handling in hw.c, fixed up some DMA resuming stuff in the forementioned units, VIF, GIF and SPR.

#DRAKENGARD PNACH CODES PRO#

Implemented GIF_MODE Masking fixed the All Star Pro Wrestling series slowness/hanging. (Kingcom): other functions in other units use it, and get linker errors like this (Kingcom): it seems inline breaks gcc, as it can't extern a function declared with inline Apparently it tries to use an invalid DMA mode, so we shall assume they meant "chain" 14:41:44 Removing them.ĭMA: Fix for FFXII in r5915.

drakengard pnach codes

These logs never helped solve issues and they tend to spam in some games.

drakengard pnach codes

Path3 Masking: Lower the Intermediate mode threshold for smaller packets, fixes some small texture glitches on Path3 masking games such as Wallace & Gromit (seriously, i don't remember changing this!) Note2: PSX games don't work yet 10:11:28ĭon't know how/why these changed in the DMA commit, but reverting to what it should be. Note: Missing Visual Studio 2012 / 2010 project files and Linux makefile additions. Because the PSX rules!Īll work done by Refraction, I'm just the commit guy for this. Initial work on getting further with PSX mode.

#DRAKENGARD PNACH CODES WINDOWS#

Rename Gte.c into Gte.cpp need to be done on windows too Took a bit of trickery since I don't have 2012 installed but I hope it works. Linux: fix compilation issue with recent Mesa (gentoo) GSdx-ogl: GL4.1 program shader is optional















Drakengard pnach codes