Releases: ran-j/PS2Recomp
v0.3
What's Changed
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fix: CRITICAL fix on code gen on generating BEQ translation, I added a small yeld because goto could spin forever and monopolize guest execution
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feat: add scratchpad alias base and improve scratchpad address handling
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feat: added debug logging on GifArbiter for submit and drain operations
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feat: add interrupt and thread management syscall implementations
fix: change some IDs calls to match ps2sdk -
feat: added vif1 logs
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feat: added logs on gs gpu
feat: added performLocalToLocalTransfer to GS emulation path for TRXDIR = 2. (emulates the PS2 GS “copy this rectangle from one place in VRAM to another”) -
feat: added PSMT8 and refactor PSMT4
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feat: some identation on vu1
feat: added some logs on vu1 -
feat: added GuestExecutionScope to temporarily stop owning guest execution, then restore it exactly as it was.
feat: added vsync wizardry
feat: added some regression test -
fix: fix gs logger
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feat: remove extra logs I think they will help no one
feat: move join all threads to prevent the app to get stuck on close, but now it random crash on closing
feat: one more small test on psmt4 to try fix ghosting on re code veronica -
feat: added a small case for exporter from ghidra for metal slug 3
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feat: added ugly code to pass on test
Full Changelog: v0.2...v0.3
Know issue
Some games create larger cpp files, I`m aware about that bug, but I dont have a solution for now, the bug consist in wrong boundries funcctions check, that can occur even on ghidra so this is a bit more complicated to solve.
Special
Now we can boot Resident Evil code veronica (SLUS_201.84).
Its only get to memory card part not more than that for now.
I used ghidra workflow but should work on local analyzer as well.
v0.2
What's Changed
- Fixed recompiler error when the cpp filename is too long by @roby65 in #88
- Integrate ps2xStudio and improve elf_analyzer callback detection by @BlackLineInteractive in #83
- Issue 13: Minimal libpad (SIO2/PAD) stubs, input mapping and tests by @Whoneon in #69
- Normalize Windows drive paths exported by Ghidra by @Whoneon in #92
- Filter Ghidra auto-generated symbols using map start addresses by @Whoneon in #95
- Implement syscall 0x83 (FindAddress) with kernel tests by @Whoneon in #93
- Feature/ghidra export and syscall fixes by @ran-j in #100
New Contributors
- @roby65 made their first contribution in #88
- @BlackLineInteractive made their first contribution in #83
Full Changelog: v0.1...v0.2
v0.1
What's Changed
- Add game name to window title by @DanielSvoboda in #74
- Add IOP, audio, pad, fio changes, VAG handling, and call-stack logger by @aslanhudajev in #76
- Feat: GS, VIF1, VU1 pathways + font rendering stubs + mpeg stubs by @aslanhudajev in #80
- Fix 'max' by @DanielSvoboda in #81
- Feature/runtime review codegen fixes by @ran-j in #87
Full Changelog: v0.0...v0.1