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Here you can find the latest PCSX2 Git revisions and their respective changelogs. The downloads are courtesy of Orphis' build bot, which he provides totally free of charge Smile Thanks Orphis!
You can click on the revision number to check out the git 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++ 2015 redist to run these builds.

Revision Author Age Changelog Download
4669e14knight-ryu1259 minutes,30 seconds ago

Localization: Update ja_JP localization

Got reported that VSync translation is missing.

0e43803arcum4211 hours,42 minutes ago

SaveSlots: Initialise the crc to 0, as well as serialName being an empty string.

73209c5arcum4213 hours,54 minutes ago

Some annoying logs about COP0 are now COP0 Logs.

46989a0lightningterror20 hours,58 minutes ago

GSdx: Forgot to remove OI_TalesOfLegendia from header file.

aa5c0eborbea1 day,41 minutes ago

GSdx: Remove OI_TalesOfLegendia HW hack. (#2747)

The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.

See for more detailed information.

b2155f8tadanokojin1 day,53 minutes ago

pcsx2-git: Update ignored files

Ignore all .vs directories and not just the top-level one
Ignore OpenGl debug logs

fe845aeAlessandroVetere1 day,3 hours ago

GSTextureCache: Initialize palette texture if needed and not done yet.

Also comment on the reason behind palette texture is always created with size 256x1.

0a5b1ebAlessandroVetere1 day,3 hours ago

GSTextureCache: Attach palette if needed (psm.pal > 0) also when reading part of framebuffer as texture.

f605012AlessandroVetere1 day,3 hours ago

GSTextureCache: Refactor and fix palette management (v2).

1) Refactor palette comparison fast path mechanism to avoid using mutable member of Source,
2) Attach palette to texture as soon as needed,
3) Bugfix attach CLUT copy only when pal > 0.

c183368AlessandroVetere1 day,3 hours ago

GSTextureCache: Refactor code to avoid using local shared pointer.

894ce5bAlessandroVetere1 day,3 hours ago

GSTextureCache: Centralize CLUT comparison logic in PaletteKey equality operator.

c368afdAlessandroVetere1 day,3 hours ago

GSTextureCache: Reformat code and adjust comments.

e1dff69AlessandroVetere1 day,3 hours ago

GSTextureCache: Compare also pal value in PaletteKey eq operator.

774373cAlessandroVetere1 day,3 hours ago

GSTextureCache: Add ASSERTs on pal value to ease debugging.

acbe6c2AlessandroVetere1 day,3 hours ago

GSRendererOGL/GSTextureCache: Improve ICO hack by using palette cache for depth sampling, removing only point of creation of palette textures outside TC.

202945alightningterror1 day,6 hours ago

GSdx: Add proper Jak1 game to Automatic mipmapping.

I added Jak X: Combat Racing by mistake thinking it's Jak1.
Don't include Jak X, we don't know the status yet.

bc524d5lightningterror1 day,7 hours ago

Gsdx: Adjust Burnout crc hacks to work on progressive mode.

NTSC only.
I don't know what the "impact screen" crc hack did since the dump didn't
show any difference so that may need to be updated as well.
Note: I only tested the JP version.

bea4e56arcum421 day,15 hours ago

Saveslots: Initialize serialName to a blank string.

80af99blightningterror2 days,1 hour ago

GSdx-ogl: Switch shader numbers main18 and main19.

Allows us to port feedback write (DoMerge function) to D3D11 without
adding dummy shaders for osd.

0704b73lightningterror2 days,17 hours ago

GSdx-TCOGL: Adjust depth format cases in Texture Cache GL.

Get rid of duplicate code in switch cases.


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