Once again, it has been updated. Two updates in one day! The last update was r478, this one, squarepusher2 makes it r486!
at PSX-SCENE, released a compiled package of the latest revision. This make the emu run faster and he has improved the ingame menu (more options).
Originally posted by another user
- No more seperate sound class to go through – AudioInterface for PS3 now implements audio_check, audio_init, audio_constructor, audio_destructor and on in its member functions (static functions).
- Main emulation loop improvements – audio function is now a straight call to audio_check instead of first going through the audio interface class (audio.check) – put the ‘case EMULATING:’ block inside a do-while loop – not only is this faster (because we don’t have to go through the whole switch again to see if GameStatus == EMULATING is true – but it will also allow us to do frame advance from within the ingame menu.
- Implemented frame advance in ingame menu – press either the CROSS button or press and hold R2 at your leisure to frame advance.
- Shaders can now be switched from the ingame menu – press left or right on D-pad or analog stick to switch between shaders, and load the shader by pressing the CROSS button.
- Bugfix – when a shader was loaded – only the fragment program was loaded – and the vertex program from the previous shader would remain active. Now both vertex and fragment programs get updated with the ones from the shader being loaded.
- Aspect ratio revamp of code – the following aspect ratios are now possible – 4:3, 5:4, 7:5, 8:7, 12:7, 16:9, 16:10, 16:15, 1:1, 2:1, 3:2, and Custom (Resized) aspect ratio mode. - Custom resize aspect ratio mode is the previously existing resized mode – you can also switch to this resized mode in case you have selected another aspect ratio from the ingame menu by going to ‘Screen Resize’ and then exiting again.
- You can change the aspect ratio now from the ingame menu.
- Changed audiosample rate from 48050 to 48030 – the closest we can bring this to 48000 without audio crackles – the more we will ensure video will be blocking – giving us better video performance.
- Set audio samplerate from 48030 to 48020 – still no audio crackles
- Cleaned up PSGL video driver – cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight
into vid_psgl.cpp – where they are needed) – moved the static variables from vid_psgl.h to vid_psgl.cpp
- Removed broken shader 2xSaL-HD.cg
- Added Jararaca’s experimental retro shader
- Cleaned up PSGL video driver code
- Added some more aspect ratios from actual arcade games
- Added dot.cg shader
- Bilinear filtering can be turned on/off from the ingame menu
- Added rotation options to ingame menu.
- Changed audio samplerate from 48020 to 48010.
- Commented out VidSScaleImage in all of the rendering functions – is no longer needed
- Auto-aspect ratio modes – select this aspect ratio to automatically determine the --correct aspect ratio for the
game you’re loading and then automatically use it. There are two automatic aspect ratio modes – ‘Auto’ and ‘Auto FBA’ – ‘Auto’ does some calculations to arrive at the correct aspect ratio while ‘Auto FBA’ uses FBA’s built-in aspect ratio settings for each game.
- Cleaned up PSGL video driver
- Some video optimizations to do with three nested for loops
- CPS3 – Palette change was only being done when loading/saving a state – putting this inside the Draw Frame function was unnecessary when cps3_palette_change was only set to 1 once in cps3Scan – so moved the color palette changing to cps3Scan and out of the main frame function. Tested on both 360 and PS3 – nothing is affected
by this.
- Speed improvements to burn.cpp and burnint.h – static functions which are
only used once in one function inserted straight in – in particular, biggest
improvement came from turning DrvClearOpposites into a macro. Button input is now
blisteringly fast – tested on both PS3 and 360.