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ARMSX3 0.9.8.1

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@jpolo1224 jpolo1224 released this 13 Sep 17:45
· 4 commits to master since this release

ARMSX3 0.9.8.1

What's new:

Fixed: crash on opening the app, refreshing, or picking a game. Most setups never hit this. It took one particular kind of disc image in a scanned folder to trigger, and the great majority of libraries never reached the affected code at all, which is why 0.9.8 was fine for nearly everyone. Also fixed a disc showing up under another game's name. Thanks to @kurohouou for reporting and testing!

Savestates: delete them all
The save manager can only offer you a Delete button for a savestate it managed to list, which is no help when the problem is a folder full of files it cannot parse. You can now delete all existing save states, and per-state deletion is also available now as well. The trash can icon in Load / Manage Saves now removes every savestate on the device, whether the manager can read it or not. It deliberately isn't limited to what the list shows, (since that is the entire point of it), so it takes all existing saves states. It asks first.

New: Blending
Renderer settings, and the in-game pause menu under Graphics. Three choices:

Auto, what the emulator already does, and the right answer for almost everyone. The GPU's own blending unit does the work, and the shader path is used only for the handful of blend modes that unit cannot express.

Shader, that path on every blended draw. The most accurate, and the most work per draw.

Hardware, never uses it. This is how builds before 0.9.8 rendered: the least work, at the cost of getting those few blend modes wrong.

It applies without leaving the game, so it can be compared in place. Expect a short burst of shader compilation after switching. If a game got slower for you in 0.9.8 and you want to know whether blending is why, this is the switch that answers it.

Mods:

Per-game mod folders with a toggle for each mod. There is a Mods row in the game library now, listing the games you have, and a Mods tab in any game's own per-game settings.

Mods are layered over the game as it starts rather than copied into it. Your game files are never written to, so a mod cannot damage an install, there is nothing to back up, and turning one off puts everything back exactly as it was. It is also why disc images can be modded at all: there is nowhere to copy files inside an .iso, but there is somewhere to layer them. Importing. A .zip, a folder, a singular game file (that will replace the existing one, the app will prompt which identical file to replace), a built .cpk or a .pkg mod file. A package is unpacked into the mod store rather than installed, so a mod that ships as one stays something you can switch off instead of being written permanently into the game. A single loose file works too, which is how a lot of small mods are distributed. Because a bare file never says where it belongs, the emulator looks inside the game for a file of the same name and offers you what it found. Call of Duty keeps a patch.ff per language, so you get both and pick, that beats only being able to type a path, where a typo produces a mod that turns on and silently does nothing. A mod built for another game or game version is called out when you import it. PKG mods carry the title they were made for, so bringing a mod for the digital release into the disc release says so up front rather than failing later with something unhelpful. Removing a mod deletes that mod's files and nothing else. Before you enable one, back up your save data. Nothing here writes to your game, but a mod changes what the game loads, and a save written against modded content can break in ways that switching the mod off will not undo, and is beyond my control. Tested mods working in COD WAW (mod menu mod) and in Minecraft (Minecraft Elite Mod). This feature is new, so I'm sure there's a bug I missed. Anyone willing to spend the extensive time it takes to setup game modding on RPCS3, please let me know of any issues. And before you do, ensure all of your modding prerequisites are setup properly, such as the intended game version (such as Minecraft Elite for example requiring the PSN version as well as a specific update version), correctly built cpk, and so on.

Fixes to controller remapping on players 3 to 7.

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