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PCSX2 Playground rev 618 PG rev 615 ZeroGS 0.9.7.1 rev 891 GSDX 1.14 http://re4rainbow.4shared.com/ Mirror: http://www.mediafire.com/re4rainbow Legend: '//blah-blah-blah//' or '/blah-blah-blah/' is re4rainbow's comment. Just FYI. 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 :p rev 609: deleted old mingw/dev++ project files rev 608: lol i forgot to add the renamed iCOP0 files :D 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. --



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