23rd February 2012

Here you can find the latest PCSX2 SVN revisions and their respective changelogs. The downloads are courtesy of Orphis' build bot, which he provides totally free of charge :) Thanks Orphis!
You can click on the revision number to check out the google code revision page and the download button to get them (you will be redirected to Orphis' page). The top revision is the latest,which means it includes all changes from all previous ones.
You need to install the Visual C++ 2010 (x86) runtime package to run these builds.

RevisionAuthorAgeChangelogDownload
Revision 5103ramapcsx27 hours agoRemoved the mVU block hack. This hack didn't help speed a lot (generally only
about 2% if at all) but it caused slow downs and bugs in some games.
People enabled it for a performance boost and often got the reverse, so now it's
gone.
Download!
Revision 5102ramapcsx28 hours agoSmall mistake fixed.
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Revision 5101ramapcsx28 hours agoGSdx:
Committing a hack KrossX prepared (thanks) ;)
It can be used to fix bad character sprites in Gust games.
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Revision 5100gabest117 days agoGSdx: Yakuza fix.
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Revision 5099gabest118 days agoGSdx: check sprite edges! (r5098)
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Revision 5098gabest118 days agoGSdx: fix for Vexx, a few vertices were bogus, s/t/q all zero.
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Revision 5097gabest118 days agoGSdx: there was a float-int conversion overflow in vertex trace, texture coord
min/max could have been detected wrong, silent hill origins should look better
now.
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Revision 5096gabest1110 days agoGSdx: this may fix silent hill shadows and mister mosquito intro blur, also
reduced texture cache keep-alive time from 30 to 10 frames and found two memory
leaks, killzone can run a few seconds longer before crashing, I think there is
something in pcsx2 allocating too much memory.
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Revision 5095ramapcsx210 days agoGSdx: Offset_UV can be defined again. (Need it to hack Wild Arms 3 text
placement issues)
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Revision 5094gregory.hainaut11 days agoGSdx-ogl: LINUX only
* Use the new map interface/separate texture coordinate inside shader
* support new format on texture

Note: it is quite instable with various crashes and GL error but at least it
compiles now :p

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Revision 5093gregory.hainaut12 days agolinux compilation fix

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Revision 5092gabest1112 days agoNot transferring unused vif registers to the MTVU thread can save at least half
of the ring buffer space. The whole set is about 400 bytes, including padding,
but I could find references to only 6 regs.
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Revision 5091gregory.hainaut13 days agoGSdx-ogl: LINUX only. sync from trunk (5068:5090)

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Revision 5090gabest1114 days agoGSdx: full boot fixed, thanks for finding, I always use fast boot.
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Revision 5089gabest1114 days agoGSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite
drawing shortcut, hopefully won't break anything.
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Revision 5088gregory.hainaut16 days agogsdx: linux compilation fix. Gcc don't support same name for variable and
template parameter
cmake: compilation fix on debian sid (and potentially ubuntu)
i18n: add some comment for potential language change in the future.

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Revision 5087ramapcsx222 days agoSet the EE round mode to nearest for SMT: Nocturne.
Fixes the problem where players can not use ladders mid-game.
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Revision 5086gregory.hainaut22 days agogsdx-ogl: linux only
* implement some missing shader for DATE, invert coordinate like strech
rectangle
* Use glCopyImageSubDataNV nvidia extension to copy image (you need latest AMD
drivers)

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Revision 5085gabest1124 days agoGSdx: fixing two different bugs of the sw renderer, addressing outside the
texture in region wrap mode (skygunner), and little gaps in shadows and other
random places (dq8, rogue galaxy, okami).
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Revision 5084gabest1125 days agoGSdx: silent hill shattered memories purple street light fix, not block aligned
filled rects were not correctly masked, may also fix games which store texture
data in the alpha channel but use 24-bit target buffers (or just mask it in
every time) and draw a lot of those unaligned rects. (tested many .gs dumps,
very rare combination)
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