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lrps2's Issues

Stretched / Warped polygons in some games

At least some games are exhibiting stretched or warped polygon rendering that isn't present in the standalone version of PCSX2. I've tried both D3D11 and GL hardware renderers. I've also tried both 4:3 and 16:9 aspect ratios. Same results.

Attached is a screenshot example with the game "Star Ocean: Till the End of Time" (USA) as well as my RA log.

retroarch.log

Star Ocean - Till the End of Time  Disc 1 of 2 -210422-142533

Feature request: Allow the core to run "out of the box" without copying files/folders from standalone

It'd be nice if the install process for this core were as simple as "download the core and place the bios." Currently, we still need to manually copy the folder structure from standalone in order for the core to run.

Most of the moving parts were integrated into the core in #47. The remaining work should be fairly straightforward to do and very "first-time contributor"-friendly.

All that's left to do after #47 is merged is to refactor AppUserMode to either create the needed folder structure in system/pcsx2 (the folders can be empty; they just need to exist. Only file that's actually needed is portable.ini) or no longer require those files/folders. Preferably the latter, though we should retain the cheats_ws and cheats directories so that users can supply their own custom patches if they want.

Only caveat is that whatever approach used for this should be portable, so it'd be great if we avoided using wxwidgets for this.

Broken textures when using Full Boot in Burnout 3 (Fixed in standalone)

When playing Burnout 3 using Full Boot, the car windows and undersides are bugged out. Showing purple-ish textures. This issue was documented on the PCSX2 compatibility wiki and has since been fixed in standalone PCSX2 (Link to the wiki entry: https://wiki.pcsx2.net/Burnout_3:_Takedown). According to the entry, the former fix was to use Fast Boot with the game which does work with the libretro core. But this comes at the cost of multi-language support for the game due to the nature of Fast Boot, which is best seen in the PAL version. And since this seems to be a CDVD-related issue, and a PR was made recently related to CDVD issues (see #44), would it be possible to also fix this issue in the libretro core?

Thanks for reading, and for the awesome progress seen in this core.

EDIT: Screenshot of the issue:

6-17-2021_5-55-42_PM-d3kwq2hu

Software Renderer issue

The software renderer actually doesn't work.
After a quick analisys on the code, I found that the rendererSW seems to process the drawing of the first 3 frames, and then it stops. No log messages from the frontend, so it seems an issue related to the core, but I could be wrong on this.
I don't have experiences in rendering techniques, sadly I have no idea how it can be fixed.

Games that hang on "Close Content"

As mentioned in #56, there seem to be a handful of games that still have problems with Close Content. This thread is meant to keep track of these. Hopefully a common link can be determined. So far, the following games have been confirmed to have this issue:

  • Atari Anthology (NTSC-U)
  • Jak II (NTSC-U)

Could not open File: ╨Σ╣♂

Relevant output from retroarch.exe --verbose:

[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz
[INFO] Capabilities:  MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE4.2 AES AVX
[INFO] Built: Aug 11 2020
[INFO] Version: 1.9.0
[INFO] Git: 6388872a54
[INFO] =================================================
[INFO] [CORE]: Loading dynamic libretro core from: "C:\Users\zulc22\AppData\Roaming\RetroArch\cores\pcsx2_libretro.dll"
[INFO] [Overrides]: No core-specific overrides found at C:\Users\zulc22\AppData\Roaming\RetroArch\config\pcsx2 (alpha)\pcsx2 (alpha).cfg.
[INFO] [Overrides]: No content-dir-specific overrides found at C:\Users\zulc22\AppData\Roaming\RetroArch\config\pcsx2 (alpha)\PS2.cfg.
[INFO] [Overrides]: No game-specific overrides found at C:\Users\zulc22\AppData\Roaming\RetroArch\config\pcsx2 (alpha)\PaRappa the Rapper 2 (USA) (En,Ja).cfg.
[INFO] [Environ]: SET_SUPPORT_NO_GAME: yes.
[INFO] [Remaps]: remap directory: C:\Users\zulc22\AppData\Roaming\RetroArch\config\remaps
[INFO] [Overrides]: Redirecting save file to "C:\Users\zulc22\AppData\Roaming\RetroArch\saves\PaRappa the Rapper 2 (USA) (En,Ja).srm".
[INFO] [Overrides]: Redirecting save state to "C:\Users\zulc22\AppData\Roaming\RetroArch\states\PaRappa the Rapper 2 (USA) (En,Ja).state".
[INFO] [Environ]: SET_PIXEL_FORMAT: XRGB8888.
[INFO] [Environ]: GET_LOG_INTERFACE.
[INFO] [Environ]: SYSTEM_DIRECTORY: "D:\Games\ROMs\RetroArch-BIOS".
[INFO] [Environ]: SYSTEM_DIRECTORY: "D:\Games\ROMs\RetroArch-BIOS".
[INFO] [Environ]: SYSTEM_DIRECTORY: "D:\Games\ROMs\RetroArch-BIOS".
[INFO] [Environ]: SYSTEM_DIRECTORY: "D:\Games\ROMs\RetroArch-BIOS".
[INFO] [Environ]: SET_VARIABLES.
[INFO] [Environ]: SET_DISK_CONTROL_EXT_INTERFACE.
[INFO] [CONTENT LOAD]: Content loading skipped. Implementation will load it on its own.
[INFO] [Environ]: SYSTEM_DIRECTORY: "D:\Games\ROMs\RetroArch-BIOS".
[libretro ERROR] Could not open File: ╨Σ╣♂
[ERROR] [CONTENT LOAD]: Failed to load content

Feature request: "Enable Cheats" option

As @20Phoenix mentioned in #49, .pnach files in the cheats folder aren't currently loaded by the core. This behavior is supported by the emulator, but the setting to enable cheats isn't exposed in the core options menu. Adding in an Enable Cheats option would allow users to supply their own custom patches by putting them in the system/cheats folder

Deadlock on "Restart Content"

Steps to reproduce: load any content in the pcsx2 core, go to quick menu, and select Restart Content. I've yet to find any conditions where restarting content functions as intended.

The FMVs in God of War (USA) are completely broken with D3D11

Hey!

So the FMVs in Gof of War are completely broken atm with the core when using D3D11 renderer, they flicker like crazy, and depending on the internal resolution some parts of the screen are completely black. With frameskip ON the flickering disappear but the resolution issue is still there:

/!\ DO NOT WATCH IF YOU'RE SENSITIVE TO QUICK FLASHES /!\

2021-06-26.23-45-04.mp4
  • I didn't show in the video but the flickering also disappear if I enable progressive scan ingame (but again, the resolution issue is still there).
  • In the video I'm switching resolution on-the-fly, but it also happens if I close content and restart the game between each change.
  • No issue with OpenGL renderer.
  • None of the 2 issues happen in the PAL version of the game, so no flickering and no issue with the resolution.
  • It doesn't happen in standalone (even tested on an old 1.4.0 install).

[Regression] Core creates corrupted .nvm files

Hey!

While testing something I decided to start from scratch: I deleted my core options files, my pcsx2/inis/ folder and the .nvm and .mec files from pcsx2/bios/ (leaving only scph70012.bin, a US BIOS). And... I got stuck in an infinite white screen.

Looks like the core creates corrupted .nvm files which prevent content from loading (or just a bit longer if "Fast Boot" is ON) :/ Tested with scph70012.bin (EU) and same thing. However it doesn't happen with every BIOS, no issue with scph70000.bin (JP) for example.

I already bisected, the issue started with 7fa4d6b , any commit before that creates a proper .nvm and the games boot fine.

Steps to reproduce:

  1. Make sure "Fast Boot" is OFF.
  2. Delete everything from pcsx2/bios/ folder.
  3. Put only scph70012.bin in it (MD5: D333558CC14561C1FDC334C75D5F37B7).
  4. Edit pcsx2/inis/PCSX2_ui.ini and edit the BIOS= line to be BIOS=scph70012.bin.
  5. Start a game.

If you do the exact same steps but with the line BIOS=scph70000.bin in step 4, it will boot fine the 1st time, but the bug should still trigger on the next boot.

It's less noticeable with "Fast Boot" ON since it boots, however with the few games I've tried it seems to be ~3 seconds longer to boot.

edit: After commenting the scph70004 and 70012 lines from https://github.com/libretro/pcsx2/blob/main/libretro/language_injector.cpp it works fine again, so it looks like something wrong happens during the .nvm patching for these BIOSes?

Rollback/Runahead Netplay for PCSX2 in Retroarch

PCSX2 version:
1.7.8 onwards

Goal: implement Retroarch's existing runahead/rollback netplay with the newly created PCSX2 Core (implementing it on later versions of PCSX2 also acceptable). Must be capable of running 3D PS2 games smoothly. Aim is to successfully implement rollback netcode for Fate Unlimited Codes and similar PS2 Fighting Games.

Successful prototype will earn bounty assuming work on the project is ongoing, even if some glitches still exist in the implementation.

Successful implementation of rollback netcode not through Retroarch also accepted as long as it satisfies the same requirements.

Core doesn't start if "Renderer" core option is set to "Auto" and if you're using Vulkan as video driver.

Discussed in #11 but the issue was about missing C++ redistributables, so I'm opening a proper issue for this!

As the title says, if you're using Vulkan video driver and have the "Renderer" core option set to "Auto" (which is the default), the core will not boot, this is from the log file:

[INFO] [Environ]: GET_PREFERRED_HW_RENDER, video driver name: vulkan.
[INFO] [Environ]: GET_PREFERRED_HW_RENDER - Context callback set to RETRO_HW_CONTEXT_VULKAN.
[ERROR] [CONTENT LOAD]: Failed to load content

Until it's fixed for people having this issue, here's a workaround if you want to keep Vulkan as global video driver:

  • Change Settings > Drivers > Video to "d3d11" or "gl/glcore".
  • Restart RetroArch.
  • Launch a PS2 game.
  • Change Quick Menu > Options > Renderer to "D3D11" or "OpenGL".
  • Quick Menu > Close Content.
  • Change Settings > Drivers > Video back to "vulkan".
  • Restart RetroArch.

Alternatively:

  • Close RetroArch.
  • Edit retroarch/config/pcsx2 (alpha)/pcsx2 (alpha).opt with a text editor.
  • Change pcsx2_renderer = "Auto" to pcsx2_renderer = "D3D11" or pcsx2_renderer = "OpenGL" and save.

Is it possible to change "Clamping mode"?

PCSX2 version:
PCSX2 1.7.0-20210630225934

Sorry for ignoring the issue template. What value you have this setting on is fairly important for game compatability, but I couldn't find any obvious way to change it inside of the UI. When I tried copying the settings "fpuExtraOverflow=enabled" and "fpuFullMode=enabled" to the local PCSX2_vm.ini (I might be wrong, but cross-referencing PCSX2's own .ini files with diff after changing this setting to "Full" seemed to reveal that it controls these two values), they were both overwritten with "disabled" after running the pcsx2 core again.

In this case I'm trying to get around an issue where Drakengard/Dragon Dragoon characters appear invisible, changing this setting is what fixes that in normal PCSX2. However a showcase video and screenshots from a friend seem to show that not everyone runs into the issue. Not sure what the deal is but I think it might get fixed in any case through those two settings.

Feature Request: Auto Flush

This Hardware Hack allows for fixes to some well known issues such as the shadows in Jak and Daxter and the semi-transparent image issue in Grand Theft Auto: San Andreas. So would it be possible to add this to the libretro core? Thanks for reading.

User Hacks configured in option no longer applied at game startup

I think the PR #66 introduced a problem which user hacks are not applied at game startup.

In fact an user on Reddit complained about Align Sprite not working on Tekken 5, I tried on my Retroarch and effectively the games with Align Sprite wasn't corrected anymore by the hack, but disabling/enabling the hack at runtime worked.

Checking the code:

https://github.com/libretro/pcsx2/blob/bcdd27db2228658945015056bf7c6e0342af8a7b/plugins/GSdx/Renderers/HW/GSRendererHW.cpp#L50-L83

Here now theApp.GetConfigB("UserHacks") is true, it enters the first block of the 'if' and doesn't execute the 'else' where userhacks options are read.

Before was always false. Now, I don't know why this now it's true, and don't want to force to false because I dont' know if it's necessary to have it to true in other parts of PR #66 .

For the moment I made a quick fix that overrides the values of the first block with the user hacks options, in the PR #68

can the frame buffer conversion hack be added so the Harry Potter games can be playable?

PCSX2 version:
(For example, stable build v1.6.0 (or) development builds v1.7.0-dev-xxx)

  • Notes:
    • It's preferred to only report bugs which are present on the latest development builds.
    • The PSX backward compatibility mode is still in its early stage of development. Issue reports are too early at this point.

PCSX2 options:
(For example, Clamping/Rounding, Speedhacks, GameFixes)

  • Note: Generally it's recommended to have settings as default as possible and use the Safest preset. If there's no issue with these settings but there is an issue with some other non-default option, then please state it explicitly.

Plugins used:
(Relevant/Non-default settings of GS/PAD/SPU2/CDVD/USB plugins)

  • Note: In case the issue is a graphical problem with the GSdx plugin, please provide basic information like Renderer/Internal resolution/CRC Hack level/Other relevant options which were used to reproduce the issue. Additionally, providing a GS dump of the issue would also be helpful.

Description of the issue:
(What's the problem? - Screenshots showing the issue if applicable)

How to reproduce the issue:
(Detailed step by step guide on how to replicate the issue)

Last known version to work:
(If the issue isn't present in an older PCSX2 version, it would be helpful to mention the full title of that version. Narrowing it down to the build/commit that first introduced the issue is even better!)

PC specifications:
(For example: CPU: Intel Core 2 Duo E4600 GPU: Gigabyte GTX 750Ti OS: Windows 10 64 Bit)

general: missing RetroArch PCSX2 core option to set language

Hello :)
Some games have an ingame option to select the wanted language (f.e. both Castlevania).
But a lot games check just use the language set in the system-settings (f.e. Burnout 3, God of War, Vampire Night).

So there is one of the following 2 options needed:

  • A simple language option in the core settings
  • A possibility to boot into the system-settings, a no-cd-boot to reach the console menu. There the language can be set and is saved somehow.

Or have I missed a file, any ini, where I could set the system language manually ?

The possibility to choose a language is realy a big loss.
So it would be awesome to get it one day.
Thanks a lot 😄

Select language screen when install a new build of the core

Everytime I install a new build of the core and I run a game (which I have already run before), it enters the bios intialization screen, which asks to select the language .. just like I have a new console :)

Then if I exit from the quick menu, and I run again the game, it starts normally.

I noticed this some time ago, then I thought that was because there was always a new core options to write in the cfg file.. but it happens everytime the build is new.

It's just something wrong in my Retroarch setup, or is it a common issue of the core? Did anyone else noticed this?

Thanks!

immagine

Found wrong playing video examples

Hello :)
I use RA with newest PCSX2 core (updated today: alpha 6435b95) and tried it on Win10 PC and on my XSS.
I've checked the examples as GZ and CHD files.

  • Dynasty Warriors 2 + Silpheed (PAL):
    Videos play wrong IF increasing the resolution above native.
    It's flickering, every 2 frame seems to be broken.

  • Shox (PAL):
    Videos always broken.

Function _ApplySettings in gui-libretro/AppCoreThread.cpp called multiple times

I found that the function _ApplySettings in gui-libretro/AppCoreThread.cpp is called multiple times at the content loading.
I did some tests and this function is called 2 times "normally" if widescreen patch option is disabled, otherwise is called 4 time.

This could be the cause of long boot time of the content when widescreen patches are enabled, because the zip file with the patches is scanned 4 times.

I don't think this is the normal behaviour of pcsx2 code, could be a problem due to the porting. I tested the standalone pcsx2 and the boot with widescreen patches enabled is immediate, and from its log it seems that the archive is scanned only one time.

Not sure, but could be that something (maybe the core thread?) is run twice or more...

Vsyncs in MTGS Queue option

This came up in #33. By default, the MTGS renders a number of frames ahead to improve performance at the cost of increased input lag. The number of frames to queue is controlled by the VsyncQueueSize variable and is adjustable in standalone via the Vsyncs in MTGS Queue GUI setting.

Proper way to go about this would be to backport PCSX2/pcsx2#4244 so that the setting is unaffected by speed hack presets, then implement the core option.

Blending Accuracy Option

One of the options that are used in several games to solve some bugs is the Blending Accuracy that at the moment is not present in the core options and that I suppose will be with the default value. There are some other options that are missing from the graphical configuration that I suppose will be implemented.

Thank you very much for this core.

Core PCSX2 Don't loaded

I downloaded the latest version of Retroarch "Nightly" (I also tried the stable version).
I followed exactly the steps indicated for the installation of the PCSX2 core through the video present at that address:
https://www.youtube.com/watch?v=-EnWeztB8wI

However, I cannot load the PCSX2 core. Any other core I try I load and start a game. But the PCSX2 core simply refuses to be loaded.
I have already uninstalled it and installed it again but nothing changes.

I even changed the name of the pcsx2 bios to the one shown during the video "important-bios-file.bin"

I downloaded the 64-bit version of the retroarch.
My computer has windows 10 Pro.
Intel i5 processor.
16 GB
video card: Gforce GTX 970

Feature request: Texture filtering of display option + Report real resolution of the content to the RA

Okay, two feature requests which are related to each other:

  1. Add "Texture filtering of display" option to the menu (it should probably be renamed to "Scaling to display filter" or something like that)

  2. Allow the core to pass a real resolution of the content to RA.

From what I understand, currently with resolution being set to 1X core outputs everything at 640x480, even if actual resolution is lower, most commonly 512x448. With "Texture filtering of display" enabled, 512x448 gets scaled to 640x480 with bilinear filter, which is pretty blurry. With "Texture filtering of display" option disabled, 512x448 gets scaled to 640x480 with nearest neighbor, which is sharp but causes tons of aliasing.

Sending "proper" resolution would avoid scaling image twice (first by core, then by RA), and would be extremely useful for CRT shaders, particularly for the games like Final Fantasy X which changes resolutions between gameplay (512x416) and CG cut-scenes (640x416).

widescreen support

After some testing of the core, I found that widescreen aspect ratio doesn't work. Even if enabled in the bios settings, and of course the game support it, the aspect ratio is keept to 4:3.

I know for sure there is more important work to do on the core... I open this issue just to keep trace of this problem ;)

Thanks!

EDIT: problem found on Retroarch Win10, I dont'know if this affects other platforms

BAD bios menu issue with newest core

Hello.
Some minutes ago I tried the newest core from today.
The menu point "bios" doesn't show the bios anymore. 😕

Instead there're other menu values, there's something mixed very badly.

I thought the reason is incompatibility with ini settings.
So I've deleted my pcsx2 settings located in system\pcsx2\config.

Now I suddenly get strange dolphin settings in the bios menu. 😲

If going back to an older core from last week everything is fine again.

Feature Request: Texture Offset

This is the last upscaling hack that has yet to be added to the libretro core, which is useful for dealing with issues in games such as Devil May Cry 3 and Persona 3. And since it is very similar to Skipdraw in terms of usage, I don't see an issue with adding the Texture Offsets to the Core Options. So if possible, could we have this option added? Thanks for reading.

Crash when connecting/disconnecting a controller

Hey!

Atm the core crashes whenever you connect or disconnect a controller. It doesn't crash if RetroArch menu is open however. Nothing helpful in logs, and no crash log being created with RetroArch built with Dr. Mingw.

Tested with a DS4 and a 8bitdo controller, it doesn't seem to matter if it's wired or bluetooth, it crashes in both cases. Tested on Windows 10 only, I don't have a Xbox and the core doesn't run on my Linux VM unfortunately.

Not a high priority issue of course, in most cases the controller is already connected when launching a game and as a workaround you can just open the Quick Menu when connecting/disconnecting the controller ;) Could be more problematic if you lose BT connection for example or if controller's battery runs out.

MTVU feature

Hello,

Can we have MTVU features? Currently I can't find it on option. It help when play Gran Turismo 4 using old HW.

PC specifications:
i7 3770
8GB DDR3 1600Mhz CL9
GTX 1650s
Windows 10 Pro x64

240P mode request

Hello folks
Thanks to everyone whose working on this .As mentioned in the title, would be possible to have 240P mode to be able to apply some of the shaders? some of the 2D games (such as king of fighters games) could really benefit from this .

Thanks in advance.

Segmentation fault when trying to launch a game on Ubuntu 20.04.2 LTS

PCSX2 Core version:
pcsx2 (alpha) (639eabe)

Plugins used:
None

Description of the issue:
When trying to launch a game on Retroarch's PCSX2 Core, the application closes.

How to reproduce the issue:
I followed the guide on what is needed to do before launch the core, there a two things missing in the tutorial.

  • A EROM.BIN is required in bios folder
  • I needed to install libaio1 via sudo apt install libaio1

After that I tried to launch a game and then, Retroarch closes just after.

When I executed Retroarch via command line to check the logs via retroarch --menu --verbose >> retroarch.log 2>&1, I got [1] 187391 segmentation fault retroarch --menu --verbose >> retroarch.log 2>&1

Log

[INFO] RetroArch 1.9.5 (Git 6738fa57aa)
[INFO] === Build =======================================
[INFO] CPU Model Name: AMD Ryzen 5 1600 Six-Core Processor            
[INFO] Capacidades:  MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE4.2 AES AVX AVX2
[INFO] Built: Jun 14 2021
[INFO] Version: 1.9.5
[INFO] Git: 6738fa57aa
[INFO] =================================================
[INFO] [Input]: Found input driver: "x".
[INFO] [Environ]: SET_PIXEL_FORMAT: RGB565.
[INFO] Versão da API libretro: 1
[INFO] Compilado contra a API: 1
[INFO] [Audio]: Set audio input rate to: 48000.00 Hz.
[INFO] [Video]: Video @ 960x720
[ERROR] [Wayland]: Failed to connect to Wayland server.
[INFO] [GLX]: GLX_EXT_swap_control_tear supported.
[INFO] [GL]: Found GL context: x
[INFO] [GL]: Detecting screen resolution 1920x1080.
[INFO] [GLX]: Window manager is GNOME Shell.
[INFO] [GLX]: X = 0, Y = 0, W = 960, H = 720.
[INFO] [GLX]: Found swap function: glXSwapIntervalEXT.
[INFO] [GL]: Vendor: NVIDIA Corporation, Renderer: GeForce GTX 1660 SUPER/PCIe/SSE2.
[INFO] [GL]: Version: 4.6.0 NVIDIA 460.80.
[INFO] [GL]: Using resolution 960x720
[INFO] [GL]: Default shader backend found: glsl.
[INFO] [Shader driver]: Using GLSL shader backend.
[INFO] [GLSL]: Checking GLSL shader support ...
[WARN] [GL]: Stock GLSL shaders will be used.
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] [GLSL]: Linking GLSL program.
[INFO] [GLSL]: Found GLSL vertex shader.
[INFO] [GLSL]: Found GLSL fragment shader.
[INFO] [GLSL]: Linking GLSL program.
[INFO] [GL]: Using 4 textures.
[INFO] [GL]: Loaded 1 program(s).
[INFO] [GL]: Using GL_RGB565 for texture uploads.
[INFO] [Joypad]: Found joypad driver: "udev".
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [DBus]: Suspended screensaver via DBus.
[INFO] [Video]: Found display server: x11
[INFO] [PulseAudio]: Requested 24576 bytes buffer, got 18432.
[INFO] [Display]: Found display driver: "gl".
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [SRAM]: SRAM não será salva.
[INFO] [Playlist]: Carregando arquivo de histórico: [/home/rafael/.config/retroarch/content_history.lpl].
[INFO] [Playlist]: Carregando arquivo de histórico: [/home/rafael/.config/retroarch/content_music_history.lpl].
[INFO] [Playlist]: Carregando arquivo de histórico: [/home/rafael/.config/retroarch/content_video_history.lpl].
[INFO] [Playlist]: Carregando arquivo de histórico: [/home/rafael/.config/retroarch/content_image_history.lpl].
[INFO] [Playlist]: Carregando o arquivo de favoritos: [/home/rafael/.config/retroarch/content_favorites.lpl].
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [PulseAudio]: Pausing.
[INFO] [CORE]: Using content: /media/rafael/08589F1E30DB698B/roms/ps2/Capcom Fighting Evolution (USA).iso.
[INFO] [Core]: Content ran for a total of: 00 hours, 00 minutes, 00 seconds.
[INFO] [Core]: Unloading core..
[INFO] [Core]: Unloading core symbols..
[INFO] [XINERAMA]: Xinerama version: 1.1.
[INFO] [XINERAMA]: Xinerama screens: 1.
[INFO] [XINERAMA]: Saved monitor #0.
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[INFO] RetroArch 1.9.5 (Git 6738fa57aa)
[INFO] === Build =======================================
[INFO] CPU Model Name: AMD Ryzen 5 1600 Six-Core Processor            
[INFO] Capacidades:  MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE4.2 AES AVX AVX2
[INFO] Built: Jun 14 2021
[INFO] Version: 1.9.5
[INFO] Git: 6738fa57aa
[INFO] =================================================
[INFO] [Input]: Found input driver: "x".
[INFO] [Core]: Loading dynamic libretro core from: "/home/rafael/.config/retroarch/cores/pcsx2_libretro.so"
[INFO] [Overrides]: Core-specific overrides found at "/home/rafael/.config/retroarch/config/pcsx2 (alpha)/pcsx2 (alpha).cfg".
[INFO] [Overrides]: No content-dir-specific overrides found at "/home/rafael/.config/retroarch/config/pcsx2 (alpha)/ps2.cfg".
[INFO] [Overrides]: No game-specific overrides found at "/home/rafael/.config/retroarch/config/pcsx2 (alpha)/Capcom Fighting Evolution (USA).cfg".
[INFO] [Config]: Appending config "/home/rafael/.config/retroarch/config/pcsx2 (alpha)/pcsx2 (alpha).cfg".
[INFO] [Environ]: SET_SUPPORT_NO_GAME: yes.
[INFO] [Remaps]: Remap directory: "/home/rafael/.config/retroarch/config/remaps".
[INFO] [Overrides]: Redirecionando arquivo dados da memória do jogo em "/home/rafael/.config/retroarch/saves/Capcom Fighting Evolution (USA).srm".
[INFO] [Overrides]: Redirecionando o jogo salvo em "/home/rafael/.config/retroarch/states/Capcom Fighting Evolution (USA).state".
[INFO] [Environ]: SET_PIXEL_FORMAT: XRGB8888.
[INFO] [Environ]: GET_LOG_INTERFACE.
[INFO] [Environ]: GET_MESSAGE_INTERFACE_VERSION.
[INFO] [Environ]: SYSTEM_DIRECTORY: "/media/rafael/08589F1E30DB698B/retroarch/system".
[INFO] [Environ]: GET_SAVE_DIRECTORY.
[INFO] [Environ]: SYSTEM_DIRECTORY: "/media/rafael/08589F1E30DB698B/retroarch/system".
[INFO] [Environ]: GET_CORE_OPTIONS_VERSION.
[INFO] [Environ]: SET_CORE_OPTIONS.
[INFO] [Environ]: SYSTEM_DIRECTORY: "/media/rafael/08589F1E30DB698B/retroarch/system".
[INFO] [Environ]: GET_SAVE_DIRECTORY.
[INFO] [Environ]: SYSTEM_DIRECTORY: "/media/rafael/08589F1E30DB698B/retroarch/system".
[INFO] [Environ]: GET_VARIABLE pcsx2_enable_speedhacks: not implemented.

PC specifications:
image

Feature request: "Bilinear filter"

I am very happy with the recent updates, the option to change deinterlacing was implemented recently and now I can create custom configs to a handful of games! Many thanks!!

In order to complement the deinterlacing option, is it possible to also add the "Bilinear filter" option too ?

I've mentioned some time ago here: https://forums.libretro.com/t/ive-tested-the-pcsx2-alpha-and-omg-kof02um-224p-images/32882/9

The options are simple, the same from the standalone version
0 nearest
1 bilinear (forced)
2 bilinear (ps2)
3 bilinear (excluding sprite)

This will let me use nearest filter for 2D fighting games at native res without bilinear for games like Hyper Street Fighter II.

Many thanks!!

2 additional frames of input lag

There's 2 additional frames of input lag in the libretro core vs stand-alone.

Tested in Gradius V, opengl in stand-alone (with "input record" frame advance feature), glcore in RA, win7 x64.

Disable Rumble

I´m using a Xbox 360 Wired Controller with Retroarch.
After starting a PS2 game with rumble support, rumble is starting and never stops.
There is no option to disable rumble in the PSX2 core.

"upscale_multiplier" from GSdx.ini isn't being updated properly, causing graphical glitches

Hey!

So I compared God of War in both standalone and the core, both with "balanced" preset, D3D11 and resolution 2x, everything else to default. There are pretty bad graphical glitches on Kratos face, I thought maybe it was because the core is a bit behind standalone but nope, in standalone 1.4.0 these glitches aren't there. The glitches happen with OpenGL too.

I've noticed it in other games as well, like Castlevania - Lament of Innocence, someone mentioned this on Suikoden III on Discord I believe.

Maybe we have a "hidden" setting/hack enabled by default that is not in standalone?

Also the FMVs in GoW are completely f***** up (see at the end of my 2nd video) :/ But that might be completely unrelated.

Comparison:

image

image

image

image

image

image

MemoryCard saves per-game

Panic! My memory card is almost full! ;-)

I think the next step to improve this core is to create a different save for each game. So it will not needed anymore to bother about memcard managing.

I'm going to look about it, the idea is that we will have in Retroarch/saves/pcsx2 folder a memory card for each game.
Saves then will take 8Mb of space, a little waste, but nothing compared to the space taken by saves of modern games.

Feature request: "Enable No Interlacing Patches"

As @twinaphex and I have discussed, it'd be nice to implement no interlacing patches into the core. For those unfamiliar, interlacing is a technique where, instead of scanning the entire image each frame (as is done in progressive scan), you alternate each frame between scanning only the odd lines and scanning only the even lines, effectively doubling the framerate with the same bandwidth.

This technique was used pretty extensively during the PS2 era because of the bandwidth limitations of composite input, and it looked great on CRT displays. On a modern display, however, this looks kind of shaky/blurry.

Fortunately, there are patches available for this, but they currently aren't integrated into the core. Unfortunately, I'm very busy with school at the moment and won't have time to implement this myself for the next couple months or so. If someone else wants to do it in the meantime, I see a couple of good approaches here:

  1. Apply no interlacing patches on the fly by doing a memory scan and patching the sceGsSetHalfOffset routine, as is explained here: https://forums.pcsx2.net/Thread-No-interlacing-codes. If this approach is used, the option should include a warning that it won't work for every game
  2. Maintain a database of pre-made no interlacing patches, and integrate them into the core in a similar way to how I integrated the widescreen patches in #47

I'm partial to option (1), personally, because no interlacing patches are generally pretty simple/non-intrusive and this saves a lot of manual effort of maintaining a database. Testing would be needed to verify this, but I suspect the approach of (1) would be unlikely to cause major issues.

If we were to maintain a database as in (2), it may well be easier to make a blacklist of games that don't support the no interlacing codes generated by (1), or (even better) a database with patches for games that use custom interlacing routines and need the default "generate the patch on the fly" behavior of (1) overridden.

Core/frontend crash after content launch in sequence

I digged a little in the code about the problem of the frontend and core which crashes after launching a content multiple times, and as a conseguence leaves the detached Retroarch process in windows task manager.

I found that the code crashes at this point:

(file AppInit.cpp)
immagine

It seems to be related to something about memory management, here are memory stuffs and its a pain to understand what happens. I tried some attempts "trial and error" with the functions provided by GetVmReserve() but no luck.

Usually the problem happens the second/third time that the content is launched

steps to reproduce the problem:

  • start the content
  • close the content from quick menu
  • (repeat until crash)

I found that to avoid to have Retroarch process stucks around windows can be done the following things:

  • keep open Retroarch log
  • or everytime close retroarch between content launches

I hope this can be helpful to someone to fix this problem

Hooking up no interlacing patches

Hi there @SeventySixx ,

could you help me hook up this database?

Basically, I will create the .yaml file and supply all the data, the only thing you would have to do is -

  • Create a core option (Enable no interlacing patches). If it is enabled, this internal database file will be used, and it will apply the patches if it can find the game in its database, similar to the widescreen patches.
  • It needs to be embedded into the core similar to GameIndex.yaml. We will call it NoInterlaceIndex.yaml. In Cmake, it will have to convert the yaml file to a .h file (using xxd or whatever the process was that was used for the other files as well).
  • It should NOT overwrite the widescreen patches, it should be able to be applied on top.

Wasteful operations/logging going on per-frame

I saw this at runtime when turning on debug logging and I'm getting concerned that there is some wasteful operations/logging going on -

[INFO] [Environ]: GET_VARIABLE pcsx2_upscale_multiplier:
6

It keeps spamming this per-frame. I'm sure that is not intentional, right? It really should not check the core options except when core options are updated. Nearly every other core follows this, I'm not sure how it is done in PCSX2 but this might warrant some investigation.

I was testing the D3D11 renderer.

Core info file has typo: supported file type should “cso” not “ciso”

Description of the issue:
Core info file has typo. File type should be “cso” not “ciso”. This prevents compressed ROMs from being scanned.

How to reproduce the issue:
Manually editing the info file fixes the issue but it is overwritten with the next update.

Last known version to work:
(If the issue isn't present in an older PCSX2 version, it would be helpful to mention the full title of that version. Narrowing it down to the build/commit that first introduced the issue is even better!)

PC specifications:
(For example: CPU: Intel Core 2 Duo E4600 GPU: Gigabyte GTX 750Ti OS: Windows 10 64 Bit)

The core creates a few empty log files outside of the system/pcsx2/logs/ folder

Hey!

Not a big deal clearly as it should be completely harmless but still unwanted behavior: the core creates a few empty log files outside of the system\pcsx2\logs\ folder, in RetroArch\logs\ I got dev9null.log and USBnull.log, and in my main RetroArch\ folder I got a logspadLog.txt file (which is obviously missing a backslash between "logs" and "padLog.txt" :p).

Linux - [ERROR] Error(s): libpng12.so.0: cannot open shared object file: No such file or directory

PCSX2 version:
alpha - 639eabe

Description of the issue:
PCSX2 requires libpng12.so.0, which isn't available anymore in the repositories of some Linux distributions.

How to reproduce the issue:
Do not have libpng12.so.0 installed, and the distribution not having it anymore in its repositories.

PC specifications:
CPU: Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz
RAM: 8 GB
OS: Ubuntu 20.04.2 LTS

Notes:
From reports I saw, the issue isn't exclusive to Ubuntu.
And for Ubuntu, it's possible to use a workaround to get it, but it requires using an alternative PPA:

sudo add-apt-repository ppa:linuxuprising/libpng12
sudo apt update
sudo apt install libpng12-0

But it could not work in other distributions, and if the PPA or libpng12-0 from it is no longer accessible, the workaround will stop working.

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