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SPU2-X Latency settings

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There's an option for latency in the main window that has a 15ms minimum, and another option under "configure" for the output module, which goes down to 10ms in the case of WASAPI.

They both seem to affect latency, so what purpose does each setting serve? If aiming for the lowest latency, is one of them better to tweak first?

How PNACH files work 2.0

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This is an updated version of the guide explaining how PNACH files work.

PNACH files are used for the following things:
  • Storing game names
  • Storing game comments
  • Storing ZeroGS configurations for a game
  • Storing game patches (widescreen patches for example, or fixes for games) and cheats

When you're using regular cheats the PNACH file is saved in the cheats folder located under My Documents/PCSX2/ by default.
Widescreen patches are stored under a different folder called cheats_ws.

The filenames are always labeled via the CRC of a game. Each game has a unique CRC number which can be found in the Console Log window when you run the game.

Quote:ELF (cdrom0:\SLUS_213.86;1) Game CRC = 0x14FE77F7, EntryPoint = 0x00100008

In the above line is the game Tales of The Abyss, when looking for the CRC of the game it is the one you want after the '0x' part.

Now let's take a look at the structure of a PNACH file. Usually it will look like something like this:

Code:
gametitle=Tales of The Abyss [SLUS 20963] (U) [14FE77F7]
comment=Patch by Ryudo

//Max Gald
patch=1,EE,206D2C10,extended,0098967F

//Max Grade (In-game and Grade Shop)
patch=1,EE,2070F91C,extended,0098967F

<table><caption><span style="font-size: large;">A rundown of what's inside:</span></caption>
<tr>
<td style="text-align: center; border: 1px solid; padding: 3px;">patch</td>
<td style="text-align: center; border: 1px solid; padding: 3px;">1</td>
<td style="text-align: center; border: 1px solid; padding: 3px;">EE</td>
<td style="text-align: center; border: 1px solid; padding: 3px;">206D2C10</td>
<td style="text-align: center; border: 1px solid; padding: 3px;">,extended,</td>
<td style="text-align: center; border: 1px solid; padding: 3px;">0098967F</td>
</tr>
<tr>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">Defining that it's a patch.</td>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">1: Always active.
0: Activates once at the start of a game.

If you want to turn a code completely off, simply comment it out with // in front of the patch=1.</td>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">That it affects the EE memory.</td>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">This is the address of a code. (This is where something gets stored by the game, like money values for example) These codes generally almost always start with either 0, 1, or 2. (There are some exceptions though!)</td>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">The data size/type. In the past, PCSX2 used to make use of byte, short, and word for this. While it can still be used now; it's much easier to just use ,extended, as it works for each data size. The first number of the address is what matters when using ,extended, this determines where it will write to. (More info into that further in the guide).</td>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">This is the 'value' that gets written on the address. In this case it's the max. amount of money you can have in the game Tales of The Abyss. These values are always in HEX format. The DEC format would be 9999999 Gald.</td>
</tr>
</tbody>
</table>

Different kinds of codes
As mentioned previously in the guide, almost all the addresses of a code usually start with either 0, 1, or 2.

0 means it will write to one byte only.
1 means it will write to two bytes.
2 means it will write to four bytes.

A simple example here would be the following fake money code.

Code:
00005000 000000FF =        255 Gold
10005000 0000FFFF =      65535 Gold
20005000 00FFFFFF =   16777215 Gold
20005000 FFFFFFFF = 4294967295 Gold

If you were to go by the above example, it basically means that when you use a code starting with 0 it will only write to the last byte and it will completely ignore the other bytes. So if you want to have more than 255 Gold in the game, you would have to go for the code starting with 1, or 2. Remember to always check what the maximum values are inside each game, because you don't want to end up breaking your game by setting values way too high.

Sometimes you'll also find codes starting with 4. These are so called 'condensed' codes. What this means is that it's a lot of codes condensed into a much shorter code. For example: If you plan to add items to your inventory in a game.. there are usually well over 100 items in any given game, so you'd get 100 lines of code for each item. This can be condensed into one code, because items are usually almost always near each other in the memory region.

On a lot of sites you'll also find the so called 'Master' or 'Enable' codes. These are not necessary for PCSX2 and you don't have to add these to your PNACH file. You can recognize these codes by the fact that they commonly start with 9 or F. But it's generally always there in the code description as well.

There's also codes starting with D or E. These types of codes used to not work with PCSX2, but nowadays they work fine. The D-type codes are usually a 'what if' code and are combined with exactly the same code but as a regular code instead, rather than constantly writing a value to an address.

(Example: If my gun only has 1 bullet remaining, go to the next code and use that code, otherwise do nothing.)

Code:
D0005000 0000001
00005000 000000A

So what does this do exactly? As mentioned earlier, this code looks for whether or not you have 1 bullet remaining. If you reach the point where you only have 1 bullet remaining in your gun, it will go to the next code, which is basically where it will write 'A' (10) to the address. This automatically refills your gun to 10 bullets again, essentially causing you to never run out of ammo, nor will you ever have to reload the gun, because it never reaches 0.

These type of codes (as well as the E-Type) codes are also commonly found in Joker codes. Joker codes are basically codes where you have to press a certain button combination to enable/disable the code.


Now most of the time when you're browsing the Internet for cheat codes, you may find some weird looking codes. Common types of codes you'll find are either AR-MAX codes, or Codebreaker (v1 or v7+) codes.

Here's what an AR-MAX code looks like:

<table>
<tr>
<td style="text-align: center; border: 1px solid; padding: 3px; font-size: 10px;">Tales of the Abyss - Max Gald</td>
</tr>
<tr>
<td style="text-align: center; border: 1px solid; padding: 3px;">3ZMY-2K0X-XFDBU
U10C-2QXA-AEBRN</td>
</tr>
</tbody>
</table>

The code in that format will NOT work on PCSX2. You will first have to convert it using a tool such as Omniconvert.
This is a tool designed to convert any type of code to a 'standard unencrypted' format that PCSX2 requires.

So when you get a standard unencrypted code (or simply put- raw code) you will have this:
Code:
206D2C10 0098967F

Which then in turn can be used in a PNACH file like this:
patch=1,EE,206D2C10,extended,0098967F

You can find various guides on the forums for further info on converting codes, and some users even made handy tools to do it all for you automatically.


Useful Links:
CodeTwink (NTSC, Codebreaker)
CodeJunkies (NTSC, AR-MAX)
CodeJunkies (PAL, AR-MAX)
PCSX2 Cheat Converter - by fuzzymillipede
Multi Converter / Decrypter / Editor - by vsub (Highly recommended for Beginners to PNACH files)

noobie how to start?

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hey
 i just found this program in the debian unstable repos.. and i gave it a try.. i have also the pcsxr
so installed via aptitude  but i dont know how to run the program.. i have a very limited and minimalist fluxbox as my grafic interface
so i dont have app menus.. i run everything from commandlines.. i dont find the command for pcsx2
 noraml pcsx  works for pcsxr but when i type pcsx2 i just get command not found

[Bug Report]* CDVD: Disk Type: No Disc [PAL] - All PCSX2 Version!

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I'm going ahead and say:  * CDVD: Disk Type: No Disc. is a bug, another member is exactly facing the issue I'm currently facing when trying to boot up the disk using the plugin. When fast booting into the disk that is in the physical disk drive, will cause many TLD Misses, full booting will ignore the disk, as if it's blank and nothing's on it.  
One workaround for this issue:
-Running the virtual disk drive (by Mounting the image file) using the cd/dvd plugin, full boot it or fast boot then change to the main physical disk drive will allow PCSX2 to actually detect the disk and will be playable until PCSX2 is re-launched.
vsub encountered this problem too: http://forums.pcsx2.net/Thread-I-m-getti...#pid414880

vsub tried to help me but nothing ever worked expect for that work around.

 CPU Options: EE/IOP are defaults, VUs are defaults (also tested EE/IOP clamping to Full and VUs clamping to Extra+Preserve sign)
Using gsdx32-ssse3 v1.0.0, cdvdgigaherz plugin.

How to get this problem to occur:
1. Insert a disk onto your physical disk drive, then use the cdvdgigaherz plugin to use the disc, see the program log and you will see Disk Type: No Disc. Try to fast boot it and you'll get TLD misses.
2. Mount a image file, then use the cdvdgigaherz plugin to again use the disc, fast booting will cause TLD Misses and full boot will just ignore the disc (Happens to the physical disc drive too), you'll get the same log. (Disk Type = No Disc)

If you need any screenshots, let me know...

World Fantasista

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So I can't seem to run Squaresoft's footy game properly. It does run, and at a very reasonable framerate too, but once the players hit the field, their models suffer from hideous stretches (as if they were having the most horrible case of hiccups ever) that make the game rather hard to enjoy (albeit hilarious in a very twisted way). See for yourselves (sorry for the bad image quality, I took a video and then pictures of it on my phone so I could capture the exact frames at which this happens, since my F8-fu apparently wasn't smooth enough):

http://s29.postimg.org/uckpxa1w7/image.jpg
http://s23.postimg.org/rpu1kjgkr/image.jpg
http://s24.postimg.org/evy753tgl/image.jpg
http://s27.postimg.org/ag8z8o6oj/image.jpg

You can see my current video config here (running Windows 8.1, btw):
http://s12.postimg.org/io1ctqua5/image.png
http://s10.postimg.org/7uvd5n8m1/image.png

And my lappie's specs here:
https://www.msi.com/Notebook/GE60-2PC-Ap...o-overview.

I did try software mode (by pressing F9 in-game), but to no avail.

Any ideas?

Waifu2x - epic anime image upscaling

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Link: http://waifu2x.udp.jp/
Standalone version(Supports CUDA or CPU mode)(Thanks K.F.): https://github.com/lltcggie/waifu2x-caffe/releases

I'm making this thread as a public service. I know that some of you know about waifu2x but I guess not all. Nezarn told me about it. Both Fez and Ryudo didn't know til I told them and now they are in love with it. And it's really epic so yeah.

Basically waifu2x is an upscaler designed for anime images. It runs on CUDA and uses neural networks to do it's job. And man, it does an insanely good job. It both upscales and removes jpeg artifacts(hurray, finally a solution for all the fools who save anime as jpeg) Here are some examples(you may want to open them full size to see the difference):

Source(400x400, light jpeg artifact):
[Image: Sakiweddingpicture.png]

Output:
[Image: sakiweddingout.png]

Source(600x450, heavy jpeg artifact):
[Image: 012.jpg]

Output:
[Image: sakilayout.png]

And now for a more extreme example. This image is super small. As a consequence the result isn't quite as good. But I mean seriously look how small this image is and look what it did with it:

Source(100x140):
[Image: 197d4e.png]

Output(ran through waifu2x twice):
[Image: 6.png]

Compare that result to something more traditional like bicubic:
[Image: bicubic.png]

So yeah you can see that waifu2x is ***** awesome. It requires CUDA and Linux to run it yourself, and plus you'd have to train the neural network. But fortunately there is a web demo located here:
http://waifu2x.udp.jp/

Unfortunately the website can be slow and there is no batch upscaling. I've been considering installing it on my FX rig and putting my GTX 670 in there. But I'd still have to train it. Either way there you go, enjoy this awesome tool! BTW you can also use it for photos. The results aren't as insanely impressive as anime but still damn good.

DS4Windows Disable Lightbar

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Hello there. I'm new here so a big HELLO to you all! I hope everyone is doing good!  Smile

I'm really sorry if this question has been asked and answered many times already. I did a quick search on the internet and found a video showing how to do it. However, the version of DS4Windows the tutorial was for version 1.4.19.20816 DSDCS Release and mine is 1.4.401. I also did a quick search on this forum but my search returned no results so I decided to post here. I hope I've posted in the correct forum.

I was wondering if there is an option to disable the DS4 Lightbar? Is this possible? Will it save enough battery power for it to be worth while doing?

I will be very grateful to anyone who can answer my questions.

Many thanks in advance.

Andrew.  Smile

Memory card issue

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Hello everyone,

I'm having an issue with a memory card I saved from another computer and pasted to another. Among 13 there is my most recent savefile, which is about ~39 hours of playtime.
The problem is that although the console (see picture 1) recognizes the save files on the memory card, the game FF X (picture 2) does not.

Does anyone have an idea of what might be the problem, and more importantly, how I can fix it?


[Image: mhrgqw.png]

[Image: m9vdpl.png]

If this question is in the wrong place, I ask you please move it to the correct place for this question. Thank you

Can't get widescreen .pnach files to work

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I've managed to get Tales of the Abyss running smoothly with various settings and fixes, however I cannot for the life of me get it to run with the pnach widescreen hack. When the game loads up, the console states it's successfully loaded the .pnach file,

http://s12.postimg.org/w6uuufxe5/Untitled.png

And widescreen hacks are enabled under the system dropdown.

http://s12.postimg.org/oobplt619/Untitled2.png

However when the game is loaded, 16:9 simply stretches the screen, instead of giving widescreen.

4:3

http://s10.postimg.org/k4dkakvyx/Untitled3.png

16:9

http://s12.postimg.org/fn6czomvh/Untitled4.png

Is there anything i'm missing here?

Controller issues with GameSir G3s controller

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Gamesir G3s Gamepad Enhanced Version is the pad I'm trying to connect with and I believe it communicates as an Xbox controller.  The test in LilyPad works but when I try and map the buttons, sticks going up and down or triggers they will overwrite each other so I can't map the keys properly.  I have tried deleting all of the bindings many times and it still does not work.  The bindings stay with some buttons and directions but are wiped out by others that shouldn't affect them such as the trigger screwing up the binding of a button.  With how this controller is I'm not sure of the different settings to use as this is all new to me and after hours of looking and trying I can't seem to figure out the combo to get it to work.  I have installed the Dual Shock 3-4 SCP Bluetooth Driver - Version:1.0.0.136 as well as trying to use the ScpServer and MotioninJoy and nothing shows up in the list for drivers in MotioninJoy but found that it has malware in it so I removed it and ran a cleaner.  The controller does show up in the Devices as a GameSir G3s.  All I see in the drop list for selecting the pad 1 and pad 2 is Disabled, Dual Shock and Guitar no matter what I try.  After trying so many different ways so many times I can't tell you all of the combinations so I apologize.  Not sure what I'm doing wrong but I'm sure it's a lot and tried to work on it before bothering anyone so any help would be greatly appreciated.
 
Controller Specs:
1. GameSir G3s is the third generation of GameSir, compatible with Android 4.0/Windows XP and later versions, applicable to Android smart phones and tablets, Windows PC and PS3, broad range of native Android games is supported.
2. Built-in 600mAh polymer lithium battery lasts for 18 hours in normal condition, automatic sleep mode is a power saver.
3. Enjoy new games or the classic ones, with D-input and X-input mode changed in 5 seconds, by pressing Home button
4. GameSir G3s adopts a 32-bit MCU chip, computation capability is up to 48 million times per second, G3s features high sensitivity and accuracy in game controlling.
5. 8-way D-pad rests on 4 separate balls, thus, glides over 4 switches for more tactile feel, for precise positioning of E/S/W/N, ES/EN/WS/WN, making it easier to discern between the eight compass points.
6. Along with Realtek Bluetooth 4.0 solution and 2.4GHz module, GameSir G3s features high sensitivity and accuracy in overall performance
7. Supports vibration feedback, if there is also vibration mode in the game.
8. The body is made of strong materials to provide durability; textured surface makes the grip firm, comfortable and easy on the hands. G3s comes with detachable bracket, it can be used as an individual mobile holder for 3.5~6-inch smart phones.
 
 
Rig:
ThermalTake case
Intel i7-3770K @ 3.50GHz
Crucial Ballistix Sport 16GB DDR3-1600 (PC3-12800) (Two 8GB Memory Modules)
1TB WD Blue 10EARX
EVGA Nvidia GeForce GTX 650ti 2GB
ThermalTake 400w PSU
Gigabyte GA-Z77X-D3H MoBo
Cooler Master Hyper 212 Evo
Two 120mm case fans

.jpg   LilyPad settings.jpg (Size: 144,17 KB / Downloads: 5)

.jpg   LilyPad Controller Test.jpg (Size: 33,85 KB / Downloads: 2)

.jpg   GameSir G3s.jpg (Size: 23,58 KB / Downloads: 2)

.jpg   G3-5.jpg (Size: 52,59 KB / Downloads: 2)

[Bug Report]* CDVD: Disk Type: No Disc [PAL] - CDVD Gigaherz

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I'm going ahead and say:  * CDVD: Disk Type: No Disc. is a bug, another member is exactly facing the issue I'm currently facing when trying to boot up the disk using the plugin. When fast booting into the disk that is in the physical disk drive, will cause many TLD Misses, full booting will ignore the disk, as if it's blank and nothing's on it.  
One workaround for this issue:
-Running the virtual disk drive (by Mounting the image file) using the cd/dvd plugin, full boot it or fast boot then change to the main physical disk drive will allow PCSX2 to actually detect the disk and will be playable until PCSX2 is re-launched.
vsub encountered this problem too: http://forums.pcsx2.net/Thread-I-m-getti...#pid414880

vsub tried to help me but nothing ever worked expect for that work around.

 CPU Options: EE/IOP are defaults, VUs are defaults (also tested EE/IOP clamping to Full and VUs clamping to Extra+Preserve sign)
Using gsdx32-ssse3 v1.0.0, cdvdgigaherz plugin.

How to get this problem to occur:
1. Insert a disk onto your physical disk drive, then use the cdvdgigaherz plugin to use the disc, see the program log and you will see Disk Type: No Disc. Try to fast boot it and you'll get TLD misses.
2. Mount a image file, then use the cdvdgigaherz plugin to again use the disc, fast booting will cause TLD Misses and full boot will just ignore the disc (Happens to the physical disc drive too), you'll get the same log. (Disk Type = No Disc)

If you need any screenshots, let me know...

Exit shortcut

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Hi, I have an arcade machine running linux with many emulator + advmenu, now i want to run ps2 games with pcsx2 but i need configure an exit button combination (like joybutton_1 + joybutton_2), exist any way to do that? I read about PCSX2_keys.ini but the parameter Sys_SuspendResume won't work, I thing because I run over command line.

Cheers

PCSX2 1.3.1 & 1.4.0: Lilypad input problem

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Hello. I am a veteran user of PCSX2, playing it since it came out with 0.97.

The most recent usable version I used is 1.2.1, which, at the moment, works perfectly with the lilypad (however, over time of use, the program crashes every time I play, from around 10 to 30 minutes in playing any game.)

I usually play Tales of Abyss, which can be played with up to 4 players.

Recently, I have been playing the 4 player mode... and failed.

The game will recognize my Direct X Input controllers (Logitech 710 Gamepad Controllers... I have 2), as well as Keyboard inputs on Ports 1A and 2A. However, today, it simply will not recognize Ports 2B and 2C. 1.3.1 always recognized the ports until today. I did not change any setttings on my PC or PCSX2...

However, something stranger is happening underneath the issue. The keyboard was set to X input method... when it always was on Windows Messaging. When I changed from Xinput to Windows Messaging, the controls on 2B and 2C disappeared. Even more stranger, the controls for 2C were placed into 1A's slot!


I suppose this is a rare bug in the Emulator, so I switched to the new version: 1.4.0. I successfully inputted all of the controls one by one.

Guess what? It still did not work. I switched from WM to Xinput... and it did not work again. Then, the strangest thing happened... I switched from Xinput to Windows Messaging, and the controls for 2B and 2C disappeared again, along with the controls for 2C being placed into 1A's slot! I am left dumbfolded on how this could happen! A simple programming error in the software could be the culprit. Otherwise, I have so many versions of PCSX2 installed, it may be a conflicting error. But I never install PCSX2 in the same location! I have PCSX2 0.97 - 1.2.1 in seperate folders on my external drive, 1.3.1 on a different external drive, and 1.4.0 on my internal hard drive (Documents). Unless the registry is screwed up and causing conflicting errors, it must be the software itself!

It also could be operator error, but I'm not sure how I could make the controls switch ports.

Here's my computer specs:

x64 Windows 10
16 GB of RAM
Nividia Geforce 630

Intel Xeon X5470 Vs. X5460?

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I wan't to upgrade my current Xeon E5345 to one that can emulate, mostly without slowdown. The X5470 runs at 3.33 GHz, but costs $45 per CPU, meaning total cost would be $90 dollars. Alternatively, the X5460 costs only $25 dollars. The only difference from the X5470 is that it runs at 3.16 GHz. So my question is, should I pay $90 dollars for 3.3 GHz, or should I opt for the cheaper route, at 3.16 GHz?

Problem with controller

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Ok so I have setup my controller and have the buttons set up and registered. I have a ps4 controller emulated as 360 controller. It works great for ps2 emulator and more. But when I have the keys set up or gamepad 1A and run the game it does not work. So i go back and check my setup and see they are still bound to the same buttons on my controller. I have no idea what to do and have watch every tutorial that I could find

.png   Untitled.png (Size: 152,51 KB / Downloads: 14)

PCSX2 Langs folder was being changed to an EmuCR location?

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Yes.... you read the topic right. I have no idea what's going on here.

First of all, let me clarify - I did not get my PCSX2 from EmuCR. I got it from the buildbot site.


After I had let PCSX2 create a clean ini file, I wanted to make it point to the Langs folder located under My Documents/PCSX2, rather than the root PCSX2 directory.
So I changed the following:

Code:
UseDefaultLangs=enabled

to

UseDefaultLangs=disabled

And changed the folder location line to:
Langs=F:\\Users\\Ryudo\\Documents\\PCSX2\\langs

Upon changing it, it seemed fine, but after I closed PCSX2, the .ini file was updated again automatically and this was added:
Langs=F:\\pcsx2\\EmuCR-Pcsx2-20141005\\sersyudoocumentsCSX2angs

I was able to reproduce this twice. I deleted the old inis to make sure it wasn't fetching the info from there and just let pcsx2 create clean ini files.


Nobbs suggested I tried an older build (a build prior to some changes made to the Langs files), and after testing that version it seemed to stick like normal even after closing PCSX2. The WEIRD PART HOWEVER, is that even the version that was bugged before now seems to work OK, and the weird EmuCR line isn't being readded.

I have no idea where this originated from though, and why it was doing this to clean ini files in the first place. Does anyone else have any idea what may have been causing it?

I'll keep an eye on my settings just in case to see if it gets changed randomly again.

How To Recover Lost Saves File On A PS2 Slim???

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I Was transfering files from my PS2 slim,but when i check the memory card it said it needs to be formatted...
i accidently click X instead of O because i got them mixed...
How do i recover them back???

I found this while i was searching a way but i dont know how to do it?
http://www.easeus.com/format-recovery/ho...-card.html

Oddity in Lillipad?

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I'm running 1.4.0.  My lillipad doesn't lose its configuration per say, but every once in a while I've had to go in and re-map all of my buttons.  Windows 10 64bit, SCP drivers (whatever was the latest version I could find linked on here), PS3 controller via usb.

That said, I just moved over to the other plugin (pop something.. dont remember what right now) and it seems to be working fine.  Anyone else experience any issues like this?

Introduction to Dynamic Recompilation in Emulation

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Hi everyone!

Over 4 weeks late last year I set out to learn and discover how to create a dynamic recompiling emulator, after having completed building a basic interpretive emulator for the Chip8 system. Over this time I have learnt that making a dynamic recompiler is not an easy task - it is much more complicated than your basic interpreter emulator.

As such, I want to share what I have learnt by the way of a guiding document in conjunction with full source code of a dynarec core Chip8 emulator. The document and source code will attempt to teach you about the core ideas behind a dynarec core, such as about the translator, emitter and caches. It also dives into some problems you may encounter for the Chip8 system, such as dealing with jumps (and provides solutions).

This document is targeted at people new to dynamic recompilation in emulation. Even if you are not familiar with the Chip8 system, I still encourage you to read this if you are interested in making a dynarec emulator and are familiar with the interpretive process. If you have not made any emulator and are intersted in this, I suggest starting with making an interpreter for the Chip8 system as it is really easy to learn about.

If you have any questions or (constructive!) criticism, please send an email to me (preferred, listed in the document) or post a message on the forum. I will try to answer where I can.

Document: https://github.com/marco9999/Dynarec_Guide
Emulator: https://github.com/marco9999/Super8_jitcore/tree/edu (Edu branch is simplified over the master branch, recommended for people learning. The guide also follows this branch.)

I also want to mention a special thanks to people from the PCSX2 IRC and forums. I learnt a bit from cottonvibes tutorial made a while back (http://forums.pcsx2.net/Thread-blog-Intr...ompilation) and the IRC people helped me out a little too.

Good luck!
Marco.

R9 390

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