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PCSX2 - The Playstation 2 Emulator

Home Page: https://pcsx2.net

License: Other

HTML 2.14% Shell 0.02% CMake 0.87% C++ 89.18% C 3.68% Perl 0.12% GLSL 1.12% Batchfile 0.03% HLSL 0.68% TeX 0.26% Python 0.25% Assembly 0.02% Objective-C++ 1.02% Metal 0.59% CSS 0.01% JavaScript 0.03%
emulation emulator cpp ps2 pcsx2

pcsx2's Introduction

PCSX2

Windows Build Status Linux Build Status MacOS Build Status Codacy Badge Discord Server

PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.

Project Details

PCSX2 has been in development for more than 20 years. Past versions could only run a few public domain game demos, but newer versions can run most games at full speed, including popular titles such as Final Fantasy X and Devil May Cry 3. Visit the PCSX2 compatibility list to check the latest compatibility status of games (with more than 2500 titles tested).

Installers and binaries for both stable and nightly builds are available from our website.

System Requirements

PCSX2 supports Windows, Linux, and Mac platforms. Our setup documentation page contains additional details on software and hardware requirements.

Please note that a BIOS dump from a legitimately-owned PS2 console is required to use the emulator. For more information, visit this page.

Contributing / Building

PCSX2 supports translation into other languages using Crowdin.

See the Contributing Guidelines or visit the GitHub Wiki for more info on how to contribute.

pcsx2's People

Contributors

admiralcurtiss avatar arcum42 avatar avih avatar cookieplmonster avatar f0bes avatar flatoutps2 avatar govanify avatar gregory38 avatar iminelink avatar jordanthetoaster avatar kamfretoz avatar kingcom avatar krossx avatar lightningterror avatar micove avatar mrck1 avatar mrlinkwii avatar pcsx2bot avatar ramapcsx2 avatar reddevilus avatar refractionpcsx2 avatar ssakash avatar stenzek avatar sudonim1 avatar tadanokojin avatar tellowkrinkle avatar thelastrar avatar turtleli avatar xtvaser avatar ziemas avatar

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pcsx2's Issues

Are PCSX2's interpreters platform independent?

Might want to read the following before the main body:
I would normally ask this on the forums, but I am banned from 9 different IP addresses, and I am tired of wasting time circumventing to be banned continously. So if it's okay, I'll kindly consider this a small "issue" question here and I will be fine with the closing of this issue once resolved to some acceptable degree.

Obviously PCSX2's dynamic binary translators are fixed for Intel processors, but I was wondering how platform independent the interpreters are. Say, couldn't I dissect the interpreter files and hook them to an Android GUI library and run them on an ARM processor as an Android DEX? Or would I need to rewrite some stuff for that (stuff the interpreter may depend on that's x86)?

From my experience, all interpreters are mostly platform independent in the sense that they take no advantage of targeting CPU assembly directly. PCSX2 has an interpreter for both the Emotion Engine core and the graphics processor, correct? That means the interpreters are "easy to go" for other architectures.

I just want to know, since common sense and experience tells me that getting the interpreters to run on varying CPUs should be very, very easy compared to the dynamic binary translators.

atomic vs volatile => std::atomic (C++11)

Need c++ expert here ;)

gcc complains (80 warnings....) because GetReadPos/GetWritePos are declared as "return volatile". They are surely useless because they call the function AtomicRead which isn't declared as "return volatile". So there is no reason to do it on Get*Pos function. Everybody agree here?

MTVU.h:87:27: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
  volatile s32 GetWritePos();

Now, I don't understand why we used volatile in threaded code (common/src/Utilities/ThreadTools.cpp). It might work with volatile but it feel that volatile feature was hijacked. C++11 gives us real atomic, wouldn't it be better to use them?

https://sites.google.com/site/kjellhedstrom2/stay-away-from-volatile-in-threaded-code

Broken Building MVSC 2013

Advertencia 1 warning MSB8027: Two or more files with the name of Config.cpp will produce outputs to the same location. This can lead to an incorrect build result. The files involved are ..\Linux\Config.cpp, Config.cpp. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppBuild.targets 935 5 SPU2-X
Error 2 error C2065: 'll' : identificador no declarado C:\pcsx2\plugins\spu2-x\src\PS2E-spu2.cpp 100 1 SPU2-X
Error 3 error C2665: 'sprintf_s' : ninguna de las 2 sobrecargas pudo convertir todos los tipos de argumento C:\pcsx2\plugins\spu2-x\src\PS2E-spu2.cpp 101 1 SPU2-X
Error 4 error C2065: 'll' : identificador no declarado C:\pcsx2\plugins\spu2-x\src\Windows\AboutBox.cpp 35 1 SPU2-X
Error 5 error C2065: 'll' : identificador no declarado C:\pcsx2\pcsx2\gui\MemoryCardFile.cpp 489 1 pcsx2
Error 6 error C2065: 'll' : identificador no declarado C:\pcsx2\pcsx2\System.cpp 199 1 pcsx2
Error 7 error C2065: 'll' : identificador no declarado C:\pcsx2\pcsx2\System.cpp 205 1 pcsx2
Error 8 error C2065: 'll' : identificador no declarado C:\pcsx2\pcsx2\PluginManager.cpp 1009 1 pcsx2
Error 9 error C2065: 'll' : identificador no declarado C:\pcsx2\pcsx2\gui\MainFrame.cpp 366 1 pcsx2
Advertencia 10 warning C4316: 'GSLocalMemory' : puede que el objeto asignado en el montón no esté alineado 32 C:\pcsx2\plugins\GSdx\GS.cpp 1204 1 GSdx
Advertencia 11 warning C4316: 'GSLocalMemory' : puede que el objeto asignado en el montón no esté alineado 32 C:\pcsx2\plugins\GSdx\GS.cpp 1361 1 GSdx
Advertencia 12 warning C4244: '=' : conversión de 'float' a 'DWORD'; posible pérdida de datos C:\pcsx2\plugins\GSdx\GSTextureFX9.cpp 223 1 GSdx
Advertencia 13 warning C4056: desbordamiento en la aritmética de constante de punto flotante C:\pcsx2\plugins\GSdx\GSTextureFX9.cpp 223 1 GSdx
Error 14 error C2065: 'll' : identificador no declarado C:\pcsx2\plugins\GSdx\GSUtil.cpp 45 1 GSdx
15 IntelliSense: el identificador "ll" no está definido c:\pcsx2\plugins\spu2-x\src\PS2E-spu2.cpp 100 4 SPU2-X

Windows/GSDX video plugin: Every game crashes upon boot.

Hi, I checked out the most recent source code (as of this writing, it's f11877e), and any game I try to play immediately crashes PCSX2 if I'm using the GSDX plugin. I don't have the CG SDK (and don't really feel compelled to install it, as I prefer GSDX), so I cannot test the ZZOgl or ZZOgl-cg plugins. However, the games in question do boot with the older ZeroGS plugin that is included with the source code.

Here's my build environment:
Windows 7 x64, SP1
Intel i7 3930K 3.8Ghz CPU
16GB DDR3
NVidia GTX 670 2GB, driver 337.50
Visual Studio 2013, Update 2
PCSX2 1.3.0-20140520090300 (git)
"Japanese" PS2 Bios v02.30 (20/02/2008), but I dumped it from a late model US PS2 Slim I have, quite some time ago.

I did not change any of the projects' build options except for setting the configuration to Release AVX. However, it doesn't seem to matter if I use Release, Release SSE2, etc., as any time I use GSDX, it just crashes.

Here's a stack trace of the crash, from the main thread:

>   pcsx2.exe!wxEventLoop::ProcessMessage(tagMSG * msg) Line 78 C++
    pcsx2.exe!wxEventLoop::Dispatch() Line 294  C++
    pcsx2.exe!wxEventLoopManual::Run() Line 115 C++
    pcsx2.exe!wxAppBase::MainLoop() Line 312    C++
    pcsx2.exe!wxEntryReal(int & argc, wchar_t * * argv) Line 464    C++
    pcsx2.exe!wxEntry(HINSTANCE__ * hInstance, HINSTANCE__ * __formal, char * __formal, int nCmdShow) Line 387  C++
    pcsx2.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 49 C++

Games I tried:
FFX International NTSC/J
Final Fantasy 12 NTSC/US
Gran Turismo 3 NTSC/US
.hack//GU Volume 1 NTSC/US
Radiata Stories NTSC/US

Plugins I used, with default settings for all of them:
GS: GSDX
PAD: Padnull
SPU2: ZeroSPU2
CDVD: CDVDnull
FW: FWnull
DEV9: DEV9null

I used mostly null plugins to rule out possibilities of it being sound or input related, but changing anything aside from the GS plugin doesn't seem to affect the crash.

I've not yet tried the stable NVidia driver (335..23 from March), but I've not experienced crashes with other DirectX and OpenGL apps with this beta driver, so I'm unsure if it's related or not.

If I can provide any other info, let me know, and I'll try to the best of my abilities to accommodate. Meanwhile, I'll attempt to do a git bisect to see if I can find exactly what broke it (the last time I used PCSX2 was in 2012, so I need to grab the last official release and start there, methinks).

Onimusha 1 & 2 : objects and characters show through walls

  1. Did the game ever work correctly : NO

  2. What steps will reproduce the problem?

  1. Simply playing the game
  1. What exactly happens when you experience this issue (listing any console errors or screen output you receive)? You see objects and people through walls always

  2. What version of PCSX2 are you using? On what operating system? 1.2.0 windows x64

Use cmake on windows?

I don't know if you knew it but cmake can be used with visual studio. It probably needs tons of work to use it on windows. However it could reduce the hundred ;) visual studio files and avoid some duplicated work.

debate is open :)

Controller Issue

On game DragonBall Z Sparking Meteor my xbox 360 controller doesn't work however for other games it works fine on Dragonball only the keyboard works PCSX2 ver1.2.1

Extended portability support?

As it stands PCSX2 is heavily-targeted to x86, which immediately locks off all capabilities to other architectures if the dynarec is recompiling to x86 assembly code on the fly.

I wanted to try and work on a port, but it's so x86-confined that I can't fathom any non-psychotic way of enabling multi-architecture support (ARM, ARM64, Power Architecture, MIPS, etc.). Was there any initial plans to have PCSX2 multi-architecture supported?

From what I can see it's a very deep web of x86 restrictions, making it extremely painful to port without having to rewrite almost everything for the dynarecs of EE, VUs, etc.

I opened this issue to genuinely ask if PCSX2 devs ever plan on easing multi-platform support by refactoring some of the dynarec code to enable more ease of access and enable a better UI of the code with separation of concerns so others can make PCSX2 have a chance outside of x86 alone. There are at least two other viable markets that would love to see a full port of this program (ARM, ARM64, notably for Android-like devices, Blackberry, iOS, etc.).

As it stands the current factoring of the dynarecs is insanely difficult to separate concerns, requiring entire rewrites rather than a higher degree of code re-modification that can be done to easier get support on other platforms.

(GSDX) Timesplitters 1 (broken in both DX and GL)

In OpenGL 2D is broken, you can't navigate through the options and the hud is invisible
in Direct3D11 lights bleed though the walls and is totally unplayable like that.

t2-gl
t2-dx

PCSX2 1.3.0.5927
Radeon 5770HD / Phenom 955 X4 3.5ghz

  • Broken GUI issue on Opengl (hardware mode) seems to be fixed on the latest development builds ( was already fixed on D3D backends )
  • light bleed bugs are still present at all the hardware renderers. here I'll give a even more simpler comparison of the bug. (Tried pretty much all the settings and didn't get anywhere )

Resident Evil Outbreak File 2 (Japenese version) Freeze glitch while playing online

  1. Did the game ever work correctly (i.e. not have this problem) on the
    Official PCSX2 build or an earlier version of PCSX2 playground?
    (If so, please specify the latest pcsx2-playground or Official revision
    that last worked.)

For me and others it had always freeze glitches

  1. What steps will reproduce the problem?

1.Totally random freezings

  1. What exactly happens when you experience this issue (listing any console
    errors or screen output you receive)?

Sometimes the game freezes while playing online.I cant do anything but i still can hear the sound

  1. What version of PCSX2 are you using? On what operating system? Plugins?

PCSX2 1.2.1

Windows XP

Plugins: http://kepfeltoltes.hu/140215/4_www.kepfeltoltes.hu_.jpg

  1. Please provide any additional information below.

All users get these freeze glitches while playing online.It happens random times.I get freeze glitches usually 3 times per day.Sometimes i can finish 3 scenarios online without getting freeze glitch,but sometimes i get freezed more times on the same scenario

It's important that emulator users had these freeze glitches on the official servers too not just in the fanmade server ( http://obsrv.org/ )

  1. Attachments. IMPORTANT! We have a limited storage quota on
    GoogleCode, so please keep attachments to UNDER 200k! Do not upload
    blockdumps! Do not upload MP3 dumps or screenshots in BMP format. Try to
    use 3rd party image hosts for screenshots when possible.

Emulog when the freeze glitch happens: http://www.mediafire.com/view/6n5q4ynxn27bcc0/emuLog.txt

Packetlog when the freeze glitch happens: http://www.mediafire.com/view/tdb6435o8bzbtof/packet.log

Should we create a separate repository for rarely-used plugins?

We have lots of plugins. Some are surely barely used if never. Some are maybe deprecated. The idea will be to move them in a separate repository, maybe pull-able from submodule.

The goal is
1/ reduce the number of not yet copyrighted file (148 files so far).
2/ reduce compilation time

Request: x64 version

Wouldn't the lack of x64 version be a problem when operating systems will drop support for 32bit ? Also will it be possible to transfer save files to x64 version when and if PCSX2 will get it ?

Travis CI ?

It would help in testing if pull-requests build correctly.

Automatically adjust refresh rate

All my games are PAL and majority of which run at 50FPS although some games
are PAL-60 that run at 60FPS, My TV/Monitor supports PAL 1080p50 / 1080i50.

PCSX2 needs an option to automatically adjust the refresh rate to match the games output.

It is super slow can you please help

PCSX2 v1.2.1
Games I have found that are affected:
Kingdom Hearts 1 USA
Kingdom Hearts RE:Chain of Memories USA
Kingdom Hearts 2
Kingdom Hearts 1 Final Mix
Kingdom Hearts 2 Final Mix+

My Computer specs:
OS Name: Microsoft Windows 7 Home Premium
Version: 6.1.7601 Service Pack 1 Build 7601
Other OS Description: N/A
OS Manufacturer: Microsoft Corporation
System Name: RIYSU-ASUS
System Manufacturer: AsusTek Computer Inc.
System Model: U56E
System Type: x64-based PC
Graphics: Intel Graphics
Processor: Intel Core i5-2450M CPU @ 2.50 GHz, 2501 Mhz, 2 Cores, 4 Logical Processors
BIOS Version/Date: American Megatrends Inc. U56E.214, 12/21/2011
SMBIOS Version: 2.6
Windows Directory: C:\Windows
System Directory: C:\Windows\system32
Boot Device: \Device\HarddiskVolume2
Locale: United States
Hardware Abstraction Layer: Version = "6.1.7601.17514"
User Name: RIYSU-ASUS\Riysu
Time Zone: Pacific Daylight Time
Installed Physical Memory (RAM): 6.00 GB
Total Physical Memory: 5.91 GB
Available Physical Memory: 3.26 GB
Total Virtual Memory: 5.91 GB
Available Virtual Memory: 7.93 GB
Page File Space: 5.91 GB
Page File: C:\pagefile.sys

My Plugins:
GS: ZeroGS 0.97.1 [zerogs-r875]
PAD: LilyPad svn (r5822) 0.11.0 [lilypad-r5875]
SPU2: SPU2-X r5830 2.0.0 [spu2-x-r5875]
CDVD: Linuz Iso CDVD 0.9.0 [cdvdiso-r5875]
USB: USBnull Driver r5822 0.7.0 [USBnull]
FW: FWnull Driver r5822 0.7.0 [FWnull]
DEV9: DEV9null Driver r822 0.5.0 [DEV9null]

Bios: USA 0v02.00(14/06/2044) Console

Config:
Emulator Settings:
GS:
Disable Framelimiting [Enabled]
Base Framerate Adjust: 100%
Slow Motion Adjust: 50%
Turbo Adjust: 200%
NTSC Framerate: 59.94 FPS
PAL Framerate: 50.00 FPS
Use Synchronized MTGS [disabled]
Frame Skipping: Disabled [default]
2 Frames to Draw
2 Frames to Skip
EE/IOP:
EmotionEngine: Recompiler
Enable EE Cashe (slower) [disabled]
IPO: Recompiler
Round Mode: Nearest
Clamping Mode: None
VUs:
VU0: microVU Recompiler
VU1: microVU Recompiler
Round Mode: Nearest
Clamping Mode: None
GS Window:
Aspect Ratio: Standard (4:3)
Custom Window Size: 640 x 480
Zoom: 100.00
Disable window resize border [disabled]
Always hide mouse cursor [disabled]
Hide window when paused [enabled]
Default to fullscreen mode on open [disabled]
Double-click toggles fullscreen mode [disabled]
Wait for Vsync on refresh [disabled]
Dynamically toggle Vsync depending on frame rate (read tooltip!) [disabled]
Speedhacks:
EE Cyclerate [Not Recommended]: 2
VU Cycle Stealing [Not Recommended]: 3
Enable INTC Spin Detection [Recommended] [enabled]
Enable Wait Loop Detection [Recommended] [enabled]
Enable fast CDVD 9[Not Recommended] [disabled]
mVU Flag Hack [Recommended] [enabled]
MTVU (Multi-Threaded microVU1) [Recommended if 3+ cores] [enabled]
Game Fixes: Not used/OFF
ZeroGS Config: Not Edited or looked at
SPU-X Config:
Interpolation: 0 - Nearest (fastest/bad quality)
Module: 1 - XAudio 2 (Recommended)
Disable Effects Processing (speedup!) [enabled]
Use the de-alias filter (overemphasizes the highs) [disabled]
Volume: 100%
Latency: 100 ms (avg)
Enable Debug Options [disabled]
Synchronizing Mode: TimeStretch (Recommended)
Audio Expansion Mode: Stereo (none, default)
Use a Winamp DSP plugin [disabled]
LilyPad Config:
Keyboard API: Windows messaging (Recommended)
Mouse API: Disable
Start without mouse focus [enabled]
Always hide cursor [disabled]
DirectInput [enabled]
XInput (Xbox 360 controllers only) [enabled]
DualShock 3 native mode (Requires libsub) [disabled]
Monitor when in background [enabled]
Allow binding multiple PS2 controls to one PC control [enabled]
Port 1 Multitap [disabled]
Port 2 Multitap [disabled]
Pad 1 Dualshock 2: 18 Bindings
Pad 2 Dualshock 2: 0 Bindings
Use analog mode if possible - PS1 only [disabled]
Disable screensaver [enabled]
Local volume control [enabled]
Enable logging [disabled]
Send escape on window close [disabled]
Exit emulator on window close [disabled]
Safe fullscreen exit on escape [enabled]
Save state # in title [disabled]
Guitar Hero 2 Hack [disabled]
L3 Toggles Turbo [disabled]

Steps for bringing the newest build to OSX

Hey guys, this is just some exploratory thinking I'm doing but:

Seeing as PCSX2 supports both Linux and Windows and is (as far as I can see) based mostly on cross-platform libs. This leads to the suspicion that a proper port to OSX wouldn't be a herculanean task. The (free) OSX 10.9 supports OpenGL 4.1 and the drivers are "ok" (not great). Given the fact that 10.9 is free and the OpenGL implementation is far less buggy than earlier incarnations, I see no reason to support anything earlier.

Instead of plowing through the codebase, I'd like to ask the devs: what do you see as the major hurdles that someone porting PCSX2 would encounter?

EDIT: I'm aware of earlier versions of PCSX2 being made available for OSX and I've noticed some vestigial bits in the CMake files et al.

GSDX failed to build

Used recent git version. I think this is mesa related.
Trying mesa-10.0.4 and 10.1.3 on Gentoo

Scanning dependencies of target GSdx-0.1.16
make[2]: Leaving directory /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build' make -f plugins/GSdx/CMakeFiles/GSdx-0.1.16.dir/build.make plugins/GSdx/CMakeFiles/GSdx-0.1.16.dir/build make[2]: Entering directory/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build'
/usr/bin/cmake -E cmake_progress_report /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build/CMakeFiles 1
[ 83%] Building CXX object plugins/GSdx/CMakeFiles/GSdx-0.1.16.dir/GLLoader.cpp.o
cd /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build/plugins/GSdx && /usr/bin/x86_64-pc-linux-gnu-g++ -DGAMEINDEX_DIR_COMPILATION=/usr/share/games/pcsx2 -DGSdx_0_1_16_EXPORTS -DNDEBUG -DPLUGIN_DIR_COMPILATION=/usr/games/lib32/pcsx2 -DXDG_STD -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -D_LINUX -D__WXGTK__ -O3 -march=native -pipe -fomit-frame-pointer -m32 -msse -msse2 -march=i686 -pthread -Wno-attributes -Wstrict-aliasing -Wno-missing-field-initializers -Wno-unused-function -D_FORTIFY_SOURCE=2 -Wformat -Wformat-security -Wno-invalid-offsetof -pthread -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/freetype2 -I/usr/include/gtk-2.0 -I/usr/lib32/gtk-2.0/include -I/usr/include/cairo -I/usr/include/pango-1.0 -I/usr/include/atk-1.0 -I/usr/include/glib-2.0 -I/usr/lib32/glib-2.0/include -I/opt/nvidia-cg-toolkit/include -I/usr/include/SDL -isystem /usr/lib32/wx/include/gtk2-unicode-release-2.8 -isystem /usr/include/wx-2.8 -I/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/common/include -I/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/common/include/Utilities -I/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/common/include/x86emitter -I/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build/common/include -I/usr/include/i386-linux-gnu -I/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/. -fno-operator-names -mpreferred-stack-boundary=2 -mfpmath=sse -std=c++0x -fno-strict-aliasing -Wno-unknown-pragmas -Wno-parentheses -O2 -W -o CMakeFiles/GSdx-0.1.16.dir/GLLoader.cpp.o -c /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/GLLoader.cpp
:0:0: warning: "_FORTIFY_SOURCE" redefined [enabled by default]
/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/GLLoader.cpp:1:0: note: this is the location of the previous definition
/*
^
In file included from /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/stdafx.h:204:0,
from /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/GLLoader.cpp:22:
/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/GLLoader.h:102:10: error: ‘PFNGLBLENDCOLORPROC’ does not name a type
extern PFNGLBLENDCOLORPROC gl_BlendColor;
^
/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999/plugins/GSdx/GLLoader.cpp:28:1: error: ‘PFNGLBLENDCOLORPROC’ does not name a type
PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
^
make[2]: *** [plugins/GSdx/CMakeFiles/GSdx-0.1.16.dir/GLLoader.cpp.o] Error 1
make[2]: Leaving directory /var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build' make[1]: *** [plugins/GSdx/CMakeFiles/GSdx-0.1.16.dir/all] Error 2 make[1]: Leaving directory/var/tmp/portage/games-emulation/pcsx2-9999/work/pcsx2-9999_build'
make: *** [all] Error 2

a bit wrong japanese translation

Hello. I'm Japanese.
I found wrong translation in "pcsx2_Main.po" of ja-JP.

For example,

: pcsx2/gui/Panels/VideoPanel.cpp:35

"ベーンチマークをする時に便利です。ゲーム実行中は「F4」で切り替えられます。"

"ベーンチマーク" is incorrect. It means "Beenchmark".
Correct translation is "ベンチマーク". It means "Benchmark".

I found many other problem. but, to report here is appropriate?

Feature Request: xBR shader and xBRZ filter for GSDX in both PS2 and PSX mode.

Could you please implement xBR shader or xBRZ filter or both in GSDX plugin. It would be very beneficial for both PS2 and PSX 2D and sprite-based games.
xBR and xBRZ are pixel art scaling algorithms ,they give best results in 2D/sprite based games with low resolution textures and games with pre-rendered backgrounds which dont upscale well with higher internal resolutions but they also give good results in 3D games. xBR/xBRZ are already used with good results in emulators like Retroarch , Higan, Desmume and PPSSPP.
Here is explanation:http://code.google.com/p/2dimagefilter/wiki/ImageScaling#xBR
http://www.vogons.org/viewtopic.php?t=34125
Here is newest xBR source code including hybrid variants: https://github.com/libretro/common-shaders
Source code for xBRZ is in source code of HqMAME : https://sourceforge.net/projects/hqmame/ ,http://sourceforge.net/projects/hqmame/files/xBRZ.zip/download, Spline36: http://code.google.com/p/remote-joy-lite-fix/source/browse/trunk/RemoteJoyLite_pc/spline36.psh
https://github.com/xbmc/xbmc/tree/master/xbmc/cores/VideoRenderers/VideoShaders
Here is comparison for 3D graphics:http://blog.metaclassofnil.com/?p=306
Here is official tutorial about xBR: http://www.libretro.com/forums/viewtopic.php?f=6&t=134
http://forum.zdoom.org/viewtopic.php?f=19&t=37373&sid=57269f5e32514a88a5d5252839c9ff6a&start=45
Some 2D graphics of old version of xBR: http://imgur.com/a/ZZiiH
I also found interesting algorithm Libdepixelize: http://bazaar.launchpad.net/~vinipsmaker/libdepixelize/trunk/revision/184
http://vinipsmaker.wordpress.com/tag/libdepixelize/
https://sourceforge.net/projects/inkscape/
There is also ''Ours'' but I cant find source code for it anywhere: http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/
But Libdepixelize and Ours both use Kopf-Lischinski algorithm so they should have similiar effects.
http://www.mediafire.com/download/22o6ahnchkbzhef/Shaders.rar
http://www.mediafire.com/download/86bo6bl66cnwv2j/chromaNEDI.rar
https://github.com/jpsdr/NNEDI3
http://forum.doom9.org/showthread.php?t=170727

Destroy all Humans

There is graphical artifacts covering the entire screen in Hardware mode, both DX/GL, software is fine.

destroy all humans

Move (important) old issues to GitHub?

We need to decide what to do with the old issues.

Options:

  • Ignore old issues, make people open new issues here.
  • Do nothing, keep track of old issues in the old issue tracker, use new issues from here.
  • Manually copy important issues to this issue tracker, abandon low-priority issues.

Gcode Issue Tracker: http://code.google.com/p/pcsx2/issues/list

Comments welcome.

Sims 2 Castaway PAL/NTSC - SLES-54903 - Not properly rendered parts in GSdx HW Mode

-PCSX2 version: 1.3.0.5889 (svn) Feb 9 2014, 1.2.1 2014-2-2 (stable)

-PCSX2 options: Default except there were no speed hacks used.

-Plugins used: GSdx, SPU2-X, Lilypad, Gigaherz CDVD, rest null plugins

-Plugin settings: Tested GSdx DX9/11 and Open GL hardware and software renderers. The issue is fixed with a DX9/11 and Open GL software renderer of GSdx

-Description: Some parts of the "samples" and all command fonts (for example "pick up an item on the ground as and character option") aren't rendered properly.

-How to replicate: Use Sims 2 Castaway (PAL or NTSC doesn't matter) and run the game in HW Mode

-Last known version to work: Unknown, probably never worked

-PC specifications: CPU: AMD Athlon X4 750K @ 4.20Ghz, GPU: ASUS Radeon R9 270X 2 GB, OS: Windows 8.1 SP1, SSD : Samsung 840 EVO 250GB

-Other comments: -

Image 1
Image 2
Image 3
Image 4

Also in the game' .iso there are 2 files that may be causing this problem -
SAMPLES.ARC and FONTS.ARC these are of course assumptions and something else could be the source of the problem but these files stood out because the problem are the samples of in-game items and the action text fonts.

Redundant plugins?

Are there any plugins that aren't maintained anymore, but there's another one that's better, and then they are safe to remove? Also, which plugins are preferred to work on?

Speed/Framelimiter issues with Valkyrie Profile 2

I have two computers I use for PCSX2.

My Laptop: cpu i5 graphic NVIDIA 740M ram 8gb - win7 x64
My PC: AMD Phenom graphic: ati 6670 ram 8gb - win7 x64

The game runs slowly in many scenes, around 40fps in both computers. Sometimes after playing a little (30 min or more) randomly the speed increases to around 75fps. After this, the fps limiter does not work anymore and it is too fast in fights. The only solution I have found is to close pcsx2 and open it again.

I have tested this using a PCSX2 build from commit c6d8b52.

Thank you

Broken Final Fantasy X-2 or there may be other games

Final Fantasy X-2 - International Last Mission [NTSC-J] [SLPM-65478] and Final Fantasy X-2 [NTSC-J] [SLPS-25250] crash after entering battle
vs2010/vs2012/vs2013 same
Older svn no problem
pcsx2 set the default
gsdx set to do not open hw hack have reported this error
The following error:
Problem signature:
Problem Event Name: APPCRASH
Application Name: pcsx2.exe
Application Version: 0.0.0.0
Application Timestamp: 53465bc2
Fault Module Name: GSdx32-AVX.dll
Fault Module Version: 1.0.1.9
Fault Module Timestamp: 53465b69
Exception code: c0000005
Exception: Offset 000427fb
OS version: 6.1.7601.2.1.0.256.1
Locale ID: 2052
Additional Information 1: 0a9e
Additional information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional information 4: 0a9e372d3b4ad19135b953a78882e789
windbg debugging information:
http://www.mediafire.com/view/kh47uaqk2s2vp4r/2014-4-10_17-10-57.jpg
pcsx2 log for Final Fantasy X-2 - International Last Mission [NTSC-J] [SLPM-65478]:
http://www.mediafire.com/view/uneg73e5to3w99w/emuLog1.txt
pcsx2 log for Final Fantasy X-2 [NTSC-J] [SLPS-25250]:
http://www.mediafire.com/view/7c76k8io2mpfol5/emuLog2.txt

Feature Request: Framelimiter for GSDX for use in PSX emulators.

GSDX can be used in PSX emulators but without framelimiter it's way to fast in many cases. Could you please create some kind of framelimiting hack or option in GSDX for use in emulators like EPSXE and especially PCSX-Reloaded. Also dedicated hotkey to toggle this framelimiter would be helpful.

GUN broken graphics

The game GUN (SLUS_211.39;1) has broken graphics (as you can see below there are stripes on screen + missing ground textures...using some Skipdraw values (for example 12) gets rid of the stripes but the missing textures are still there:

gsdx_20140506224258

Skipdraw=12

gsdx_20140506224508

Also see here: https://www.youtube.com/watch?v=DazA-5t6ykA

Forever Kingdom low frame rate.

I have tried speed hack on different settings and still nothing. even when every other part of the emulator is running 300+ fps once it hits gameplay the frame rate drops to 15fps. any help would be great.

justice league

when using the normal plugin setting only half the screen will show during hardware setting but if you use software the full screen will show , using both dx9 and dx 11 ,,, trouble with software setting is it's to slow, tryied playing aroumd w the setting but now success

Shadow Man 2 - Broken textures

The textures in Shadowman 2 are not rendering correctly at all, this happens in all backends.. DX11/GL in both Hardware and Software.

shadowman2

Broken build vs2010/vs2012/vs2013 with latest commit 86895cbf457fdd77fa0c5848fb68a40a165c37e0

33> .. \ .. \ gui \ Debugger \ CtrlDisassemblyView.cpp warning C4819 The file contains a character can not be represented in the current code page (936) in. Please save the file as Unicode format to prevent data loss
33> .. \ .. \ gui \ Debugger \ CtrlDisassemblyView.cpp (410) error C2001 constant newline
33> .. \ .. \ gui \ Debugger \ CtrlDisassemblyView.cpp (412) error C2146 syntax error missing ') '(in front of the identifier' dc ''s)
33> .. \ .. \ gui \ Debugger \ CtrlDisassemblyView.cpp (412) error C2661 'wxDCBase DrawText' no overloaded function takes one parameter

CtrlDisassemblyView.cpp UTF-8 without bom caused this error
svn version of the document with bom

pcsx2 Microsoft Visual C++ Runtime Library Runtime Error! vs2012/vs2013

Runtime Error!

Program: D:\Winlinux\Minsys\temp\pcsx2\pcsx2buildok_vs11\pcsx2.exe

R6025

  • pure virtual function call

vs2013 guess the wrong

vs2012 reported this error

vs2010 not reported it wrong

pcsx2 vs2010 normal operation

vs2013:

Problem signature
Problem Event Name APPCRASH
Application Name pcsx2.exe
Application Version 0.0.0.0
Application Timestamp 5337c977
Fault Module Name MSVCR120.dll
Fault Module Version 12.0.21005.1
Fault Module Timestamp 524f7ce6
Exception code 40000015
Exception Offset 000a7676
OS version 6.1.7601.2.1.0.256.1
Locale ID 2052
Additional Information 1 54a9
Additional information 2 54a9a83af1de23e5058986e9c38aa032
Additional Information 3 c529
Additional information 4 c52909fd13687361fe16c0ae38071b30

vs2012
Problem signature
Problem Event Name APPCRASH
Application Name pcsx2.exe
Application Version 0.0.0.0
Application Timestamp 5337cd1e
Fault Module Name MSVCR110.dll
Fault Module Version 11.0.51106.1
Fault Module Timestamp 5098858e
Exception code 40000015
Exception Offset 000a327c
OS version 6.1.7601.2.1.0.256.1
Locale ID 2052
Additional Information 1 c42e
Additional information 2 c42e41962e8517a6a16784bd5cdca811
Additional Information 3 15a7
Additional information 4 15a7f243f9d574ae4fa7cc212379db12

This issue occurs in the open "display console"

Well, again the system
Please ignore this issue

PCSX2Bonus integration?

I was just wondering if maybe you have considered incorporating PCSX2Bonus into the official build of PCSX2. Similar to PPSSPP to make game organization and navigation more user friendly?

Code quality

Is there any enforcement of a style guide for this project?

  • Parts of code are all over the place.
  • There are tons of random extern and static members and functions that belong to no class.
  • You redefine BOOL for apparently no reason (?), as well as TRUE and FALSE (?).
  • C code is littered among supposedly C++ files, and from what I've seen the C standard library is used more often than the C++ counterpart.
    • Tons of C strings all over the place as opposed to std::string
    • Where C strings aren't used, wxStrings are, which will make it very, very difficult should you ever decide to move away from Wx.
    • Basically no use of C++11
  • Main directory is cluttered with MSVC solution files and build scripts (also, do you really still need to support VS 2010?).
  • You have no CONTRIBUTING.md (!!).
  • Incorrect alignment all over the place

daily build versioning

I noticed some users in the forums didn't like the fact that git release numbers (hashes) aren't sortable so it's not easy to know which revision you're using. For my personal projects I use a different technique.

VERSION=$(shell date -d`git log -1 --date=short --pretty=format:%cd` +%Y%m%d)
BUILD=$(shell git rev-list --since="`date --date='today 00:00'`" --count master)

So basically the version is based on the current date and the build number is based on the number of commits since the start of the day. That should make it unique and count upwards.

Dragon Ball Z Budokai 3 USA Version GPU issues

The PC that i'm using is:

Intel Pentium G630 @ 3.0 Ghz
Palit Nvidia GT630 2 GB
4 GB Ram
Windows x64

PCSX2 1.2.1

The game runs fine in the menu but once u get to choose a character the game slows down and its same in game.
On native resolution the game runs fine but on X2 or higher the GPU usage jumps sky high, like 80-100%.

In DX11 mode the screen shakes in menus only, native resolution is fine but on X2 the emulator uses 80% GPU and on X3 it uses 100% making it unplaybale.

On DX9 the screen in menus doesn't shake but the game is unplayable cause of the usage of GPU 100% on Native and higher resolutions.

http://puu.sh/9Hf4v/e346f86a2f.jpg

pcsx2 Microsoft Visual C++ Runtime Library Runtime Error!

So I was about to play silent hill shatered memories and keep getting an error of microsoft visual C++ runtime library. I've tried running and reeinstalling one at a time the pcsx2 versions 9/1.0/1.2/1.3, reinstalling the Visual C++ 2008 Visual C++ 2010 and Visual C++ 2013 as suggested in a couple forums and still keep getting the same damn problem each and every time. I'm running the OS Windows 8.1 and this is the log of the pcsx2 of the version 1.3:

PCSX2 1.3.0.r5927 - compiled on Mar 23 2014
Savestate version: 0x9a0a0000

Host Machine Init:
Operating System = Microsoft (build 9200), 64-bit
Physical RAM = 16342 MB
CPU name = Intel® Core™ i7-3630QM CPU @ 2.40GHz
Vendor/Model = GenuineIntel (stepping 09)
CPU speed = 2.393 ghz (8 logical threads)
x86PType = Standard OEM
x86Flags = bfebfbff 7fbae3bf
x86EFlags = 28100000

x86 Features Detected:
MMX.. SSE.. SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX

Reserving memory for recompilers...

Loading plugins...
Binding GS: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\GSdx32-SSSE3-r5932.dll
Windows 6.2.9200
Binding PAD: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\LilyPad-r5822.dll
Binding SPU2: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\SPU2-X-r5893.dll
Binding CDVD: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\cdvdGigaherz-r5822.dll
Binding USB: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\USBnull-r5822.dll
Binding FW: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\FWnull-r5822.dll
Binding DEV9: C:\Users\Micael\Desktop\pcsx2-5932-windows-x86\plugins\DEV9null.dll
Plugins loaded successfully.

(GameDB) 9653 games on record (loaded in 150ms)
HLE Notice: ELF does not have a path.

Initializing plugins...
Init GS
Windows 6.2.9200
Init PAD
Init SPU2
Init CDVD
Init USB
Init FW
Init DEV9
Plugins initialized successfully.

Opening plugins...
Opening GS
Opening PAD
Opening SPU2

  • SPU2-X: Enumerating PortAudio devices:
    *** Device 0: 'Primary Sound Driver' (Windows DirectSound)
    *** Device 1: 'Speakers (Realtek High Definition Audio)' (Windows DirectSound)
    *** Device 2: 'Speakers (Realtek High Definition Audio)' (Windows WASAPI)
    *** Device 3: 'Speakers (Realtek HD Audio output)' (Windows WDM-KS)
    AMD Radeon HD 7870M (8.17.10.1230)
    Opening CDVD
    isoFile open ok: E:\Silent Hill Shattered Memories [USA].ISO
    Image type = DVD
  • CDVD Disk Open: DVD, Single layer or unknown:
  • * Track 1: Data (Mode 1) (708352 sectors)
    Opening USB
    Opening FW
    Opening DEV9

I get the error window here and then if I wait a bit I get another window as a message from Pcsx2 saying "a threat MTGS isn't responding while waiting for GS plugin to open" and this appears on the log:

Closing plugins...
Closing DEV9
Closing FW
Closing USB
Closing CDVD
Closing SPU2
(pxActionEvent) The MTGS thread has become unresponsive while waiting for the GS plugin to open.(thread:EE Core)
Closing PAD
Closing GS


Any ideas?

Buildbot not updating

The download link on the SVN page is broken. Ok, it isn't broken; but the buildbot hasn't produced a build since March.

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