Directory Lister (64-bit)

最新版本 PCSX2 1.4.0

PCSX2 1.4.0

PCSX2 1.4.0
目錄 Lister 64bit 是一個用於從硬盤,CD-ROM,軟盤,USB 存儲器上的用戶選擇目錄生成文件列表的工具。列表可以是 HTML,TXT 或 CSV 格式。這就像老的指揮,但更方便。安裝目錄列表器,並進行 30 天免費試用!

目錄列表器特點:

列表文件夾內容
目錄列表器允許您列出& 打印文件夾的內容,即創建,然後保存,打印或通過電子郵件發送從硬盤上,CD-ROM,DVD-ROM,軟盤,USB 存儲和網絡共享選定的文件夾中的文件列表。列表可以是 HTML,文本,Microsoft Excel,CSV 格式或直接存儲到數據庫中。目錄列表程序是來自各種目錄打印機的最佳應用程序。目錄列表也可以集成到 Windows 資源管理器的上下文菜單中,所以你甚至不需要打開應用程序來生成列表。命令行界面支持從 Windows Task Scheduler 運行的自動化列表.

打印文件夾列表
當您打印文件列表時,可以包括文件名,擴展名,類型,所有者和屬性等標准文件信息以及可執行文件信息( EXE,DLL,OCX)像文件版本,描述,公司。此外,還可以列出音軌,標題,藝術家,專輯,流派,視頻格式,每像素比特率,每秒幀數,音頻格式,每通道比特等多媒體屬性(MP3,AVI,WAV,JPG,GIF,BMP)。您可以打印的另一組列是 Microsoft Office 和 Open Office 文件(DOC,XLS,PPT),因此您可以在不打開這些文件的情況下查看文檔標題,作者,關鍵字等。對於每個文件和文件夾,還可以獲得 CRC32,MD5,SHA-1,SHA-256,SHA-512 和 Whirlpool 哈希碼,以便驗證文件未被修改。

打印文件夾中的文件
大量選項允許你完全自定義輸出的外觀。您可以設置文件和文件夾的排序方式,以便隨時顯示它們。您可以定義列順序,使最重要的列立即可見。國際顯示格式選項允許您根據當地需要調整輸出。列表可以包含指向實際文件和目錄的鏈接,因此您可以將列表放在具有可點擊內容的網頁上。 HTML 顯示樣式完全自定義 - 您可以更改背景顏色,標題,目錄行,奇數和偶數文件行以及周圍框架的單獨樣式。您可以通過對文件名,日期,大小或屬性應用過濾器來限製文件列表。

檢查文件夾大小或查找大文件夾
目錄列表程序 64 位,您還可以找出給定的目錄大小是什麼,按文件夾大小進行排序並檢查哪些文件夾佔用了磁盤上最多的空間。您還可以使用尺寸過濾器選項在 PC 上找到最大的文件.

Windows 10 支持聲明
目錄 Lister 在以下版本的 Windows 10 中受到 KRKsoft 的支持– Windows 10 Pro,Windows 10 Education 和 Windows 10 Enterprise。目錄列表支持 Windows 10 的支持服務的分支機構,包括 - 當前分支機構,當前分支機構以及以下長期服務分支機構 - Windows 10 Enterprise LTSB.

系統要求
目錄列表程序可在 Windows XP,Windows 2003,Windows 2008,Windows Vista,Windows 7,Windows 8 和 Windows 10 操作系統。它適用於 32 位和 64 位 Windows 版本。

注意:30 天試用版.

ScreenShot

軟體資訊
檔案版本 PCSX2 1.4.0

檔案名稱 pcsx2-1.4.0-setup.exe
檔案大小
系統 Windows 7 / Windows 7 64 / Windows 8 / Windows 8 64 / Windows 10 / Windows 10 64
軟體類型 未分類
作者 KRKsoft
官網 https://www.krksoft.com/
更新日期 2016-01-08
更新日誌

What's new in this version:

Debugger:
- The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt

Folder memory cards:
- The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!
- Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.

EE Overclock:
- You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.

Recompiler Improvements and Core Refactors:
- GIF: Better Handling for Finish Interrupt request signal
- MicroVU: General Improvements
- SIF: Limit/Mask transfer size to 1mb-16bytes
- VIF: Better handling of IRQ and MFIFO Timing improvements
- EE Interpreter: Improved TLB miss exception handling

Support for loading Gzip and CSO compressed ISO's:
- PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space!

GSDX

Programmable blending to reproduce GS blending unit output:
- The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.
- Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.
- The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.

Improved CRTC output size handling:
- There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.

Software renderer improvements:
- Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
- Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
- Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd

Accurate destination alpha testing:
- Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.

Improved read of depth / color:
- A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.

SPU2-X

Per channel volume adjustment:
- A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.
- It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.
- You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.

Time Stretcher:

Improvements to tempo adjustments:
- Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
- equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.
- The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.

GUI:


Configurable template on GSFrame titlebar:
- There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.
- So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.

Revamped Core and GSDX plugin dialogs:
- The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader) on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.

PCSX2 1.4.0 相關參考資料
Download PCSX2 1.4.0 for Windows

Download PCSX2 1.4.0 for Windows. Fast downloads of the latest free software! Click now.

https://filehippo.com

Downloads

The official source for the latest stable and nightly builds (aka dev builds) for PCSX2 on all supported platforms.

https://pcsx2.net

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https://www.emulatorgames.net

PCSX2 1.4.0 Linux Binary Emulator - PS2 Download

This emulator works in maximum quality on the Linux platform and is developed by PCSX2 Team. Download PCSX2 1.4.0 Linux Binary to play PS2 ROMs on your device.

https://www.emulatorgames.net

PCSX2 1.4.0 Setup Tutorial Best Configuration Guide & ...

https://www.youtube.com

PCSX2 1.4.0 Standalone Installer

2016年1月8日 — This is the PCSX2 1.4.0 Standalone Installer package for Windows. Attached Files .exe pcsx2-1.4.0-setup.exe (Size: 17,01 MB / Downloads: 28.837).

https://forums.pcsx2.net

PCSX2: Home

PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is ... PCSX2 allows you to play PS2 games on your PC, with many additional features ...

https://pcsx2.net

Ps2 模擬器PCSX2 1.4.0 聖劍傳說4 設定(後來改用1.5了在下面)

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