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Where can i download a stable build that is in zip and not a standalone installer

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I know I was able to downloaded a standalone installer a few years ago
 and now i cant seem to find the option. is it not supported? if so why?

About Harry Potter and the chamber of secrets.

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ive noticed that the philosophers stone is properly working on the latest 1.5.0 dev build i was just wondering if chamber of secrets will be playable soon?

capsule monster coliseum black screen

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I am having trouble running Yu-Gi-Oh! Capsule Monster Coliseum.

when i quick boot all i see is a black screen nothing else

if I full boot after ps 2 logo its a black screen with nothing else

i've tried changing plugins, different game versions and multiplee other things but nothing works

heres the log

Quote:PCSX2 1.4.0-20160105132032- compiled on Jan  5 2016
Savestate version: 0x9a0b0000

Host Machine Init:
Operating System =  Microsoft Windows 10 Home (build 14393), 64-bit
Physical RAM     =  32655 MB
CPU name         =  Intel® Core™ i7-4700MQ CPU @ 2.40GHz
Vendor/Model     =  GenuineIntel (stepping 03)
CPU speed        =  2.393 ghz (8 logical threads)
x86PType         =  Standard OEM
x86Flags         =  bfebfbff 7fdafbbf
x86EFlags        =  2c100000

x86 Features Detected:
SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX.. AVX2.. FMA

Reserving memory for recompilers...

Loading plugins...
Binding   GS: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\gsdx32-sse2.dll 
Windows 10.0.14393
Binding  PAD: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\lilypad.dll 
Binding SPU2: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\spu2-x.dll 
Binding CDVD: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\cdvdGigaherz.dll 
Binding  USB: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\USBnull.dll 
Binding   FW: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\FWnull.dll 
Binding DEV9: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\DEV9null.dll 
Plugins loaded successfully.

(GameDB) 9693 games on record (loaded in 155ms)
HLE Notice: ELF does not have a path.


Initializing plugins...
Init GS
Windows 10.0.14393
Init PAD
Init SPU2
Init CDVD
Init USB
Init FW
Init DEV9
Plugins initialized successfully.

Opening plugins...
Opening GS
Opening PAD
Opening SPU2
Opening CDVD
isoFile open ok: D:\ps2 roms\Yu-Gi-Oh! Capsule Monster Coliseum.iso
Image type  = DVD
 * CDVD Disk Open: DVD, Single layer or unknown:
 * * Track 1: Data (Mode 1) (1015376 sectors)
Opening USB
Opening FW
Opening DEV9
Current Renderer: OpenGL (Hardware mode)
3.x GL context successfully created
OpenGL information. GPU: GeForce GTX 770M/PCIe/SSE2. Vendor: NVIDIA Corporation. Driver: NVIDIA 376.54
INFO: GL_EXT_texture_filter_anisotropic is available
INFO: GL_ARB_gpu_shader5 is available
INFO: GL_ARB_draw_buffers_blend is available
INFO: GL_ARB_separate_shader_objects is available
INFO: GL_ARB_shader_image_load_store is available
INFO: GL_ARB_copy_image is available
INFO: GL_ARB_buffer_storage is available
INFO: GL_ARB_clear_texture is available
INFO: GL_ARB_clip_control is available
INFO: GL_ARB_direct_state_access is available
INFO: GL_ARB_texture_barrier is available

McdSlot 0 [File]: C:\Users\keloy\Documents\PCSX2\memcards\my memory card part 2.ps2
McdSlot 1 [File]: C:\Users\keloy\Documents\PCSX2\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
Bios Found: USA     v02.20(10/02/2006)  Console
BIOS rom1 module not found, skipping...
BIOS rom2 module not found, skipping...
BIOS erom module not found, skipping...
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
# Initialize memory (rev:3.70, ctm:392Mhz, cpuclk:294Mhz detected)

PlayStation 2 ======== Hard reset boot
 ROMGEN=2006-0210, IOP info (CPUID=1f, CACH_CONFIG=14000200, 2MB, IOP mode)
 <20060210-142424,ROMconf,PS20220WC20060210.bin:11824>
# Total accessable memory size: 32 MB (B:2:8:0) (370:2:7c30)
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Initialize Start.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize User Memory ...
# Initialize Scratch Pad ...
# Initialize Done.

EE DECI2 Manager version 0.06 Apr  7 2005 21:09:14
  CPUID=2e20, BoardID=0, ROMGEN=2006-0210, 32M

(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_209.40;1
(SYSTEM.CNF) Software version = 1.00
(SYSTEM.CNF) Disc region type = NTSC
found 0 symbols
ELF (cdrom0:\SLUS_209.40;1) Game CRC = 0x63F6B523, EntryPoint = 0x002790B8
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_209.40;1
(SYSTEM.CNF) Software version = 1.00
(SYSTEM.CNF) Disc region type = NTSC


IOP Realtime Kernel Ver.0.9.1

    Copyright 1999 © Sony Computer Entertainment Inc. 

Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 ©SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15) 
iop heap service (99/11/03)
loadelf: fname cdrom0:¥SLUS_209.40;1 secname all
loadelf version 3.30
Input ELF format filename = cdrom0:¥SLUS_209.40;1
0 00100000 0036e800 .......................................................
Loaded, cdrom0:¥SLUS_209.40;1
start address 0x2790b8
gp address 00000000
# Restart Without Memory Clear.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
Get Reboot Request From EE
ROM directory not found

PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init


IOP Realtime Kernel Ver. 2.2

    Copyright 1999-2002 © Sony Computer Entertainment Inc. 

Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 ©SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15) 
iop heap service (99/11/03)
loadmodule: fname cdrom0:¥IRX¥CDVDSTM.IRX;1 args 0 arg 
loadmodule: id 25, ret 2
loadmodule: fname cdrom0:¥IRX¥LIBSD.IRX;1 args 0 arg 
loadmodule: id 26, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0
loadmodule: fname cdrom0:¥IRX¥IGFILEIO.IRX;1 args 0 arg 
open fail name ¥IRX¥IGFILEIO.IRX;1
loadmodule: id -203, ret 0

NOTICE: igPsx2VisualContext IG_GFX_VC_RD_ARRAY_SIZE=3
NOTICE: igPsx2VisualContext IG_GFX_VC_TEXTURE_ARRAY_SIZE=320
NOTICE: igPsx2VisualContext IG_GFX_VC_CLUT_ARRAY_SIZE=680
NOTICE: igPsx2VisualContext IG_GFX_VC_LIGHT_ARRAY_SIZE=84
NOTICE: igPsx2VisualContext IG_GFX_VC_RENDERLIST_ARRAY_SIZE=852
Alchemy display 640x448 NTSC (color 32, depth 16)
GS csr.id = 85, csr.rev = 27
Base texture address = 0x2bc0
watchdog started
Two read circuit enabled
loadmodule: fname cdrom0:¥IRX¥SIO2MAN.IRX;1 args 0 arg 
loadmodule: id 27, ret 0
loadmodule: fname cdrom0:¥IRX¥PADMAN.IRX;1 args 0 arg 
loadmodule: id 28, ret 0
NOTICE: igPsx2VisualContext IG_GFX_VC_RD_ARRAY_SIZE=3
NOTICE: igPsx2VisualContext IG_GFX_VC_TEXTURE_ARRAY_SIZE=320
NOTICE: igPsx2VisualContext IG_GFX_VC_CLUT_ARRAY_SIZE=680
NOTICE: igPsx2VisualContext IG_GFX_VC_LIGHT_ARRAY_SIZE=84
NOTICE: igPsx2VisualContext IG_GFX_VC_RENDERLIST_ARRAY_SIZE=852
loadmodule: fname cdrom0:¥IRX¥MCMAN.IRX;1 args 0 arg 
loadmodule: id 29, ret 2
loadmodule: fname cdrom0:¥IRX¥MCSERV.IRX;1 args 0 arg 
loadmodule: id 30, ret 2
loadmodule: fname cdrom0:¥IRX¥LIBSD.IRX;1 args 0 arg 
loadmodule: id 31, ret 1
loadmodule: fname cdrom0:¥IRX¥SDRDRV.IRX;1 args 0 arg 
SDR driver version 4.0.1 © SCEI
 Exit rsd_main 
loadmodule: id 32, ret 0
loadmodule: fname cdrom0:¥IRX¥MODMIDI.IRX;1 args 0 arg 
loadmodule: id 33, ret 0
loadmodule: fname cdrom0:¥IRX¥MODSEIN.IRX args 0 arg 
loadmodule: id 34, ret 0
loadmodule: fname cdrom0:¥IRX¥MODHSYN.IRX;1 args 0 arg 
loadmodule: id 35, ret 0
loadmodule: fname cdrom0:¥IRX¥SNDCTLTX.IRX;1 args 0 arg 
loadmodule: id 36, ret 0

its the same log every time.

Virtua Tennis 2 game running slow

Save imported from PS2 not recognized by game

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Hello o/

The game in question is Kingdom Hearts 2.
I was playing it on my softmoded PS2 until i got to the 1st space level thing, at which point i found out that it's impossible to play the game from a HDD, so i decided to try and play it through PCSX2. I was hoping to transfer my save files by copying them as psu files to a USB drive and then importing them through myMc, and i managed that much, as the save files are visible in the browser when i start in no disc mode. The issue is that when i launch the game, it does not see the save game on my memory card, just a bunch of (no save) slots.
I'm using the same ISO file on both my PS2 and in PCSX2, so that shouldn't be the issue.

EDIT 1: I also tried making a fresh memory card, same result.

Error (0xc000007b)

Tales of the Abyss Widescreen Patch not working on 1.4.0

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Enabling widescreen hack doesn't work. Placing Pnatch in cheats ws folder does not work. I do have widescreen 16:9 enabled.

Kingdom Hearts 2 FM+ and various SMT games work just fine. Tales of the Abyss is the only one that doesn't work. I'm using an undub iso.

.pnach   14FE77F7.pnach (Size: 382 bytes / Downloads: 1)

Virtua Tennis 2 game running slow (solved)


Pad input not working?

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Mint 18.1 x64 using OnePAD 0 1.3.0, configuring the buttons/sticks/pad works fine on the configuration screen however once a game is loaded there's no response to anything I press.

Using a PCSX2 git build pulled from PPA.

pnach not opening

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i am trying to open the pnach file, i click open with and absolutely nothing happens. is there anyway i can fix this?

The Getaway FPS issue

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im currently running a non k skylake i7 6700 at 4ghz with a GTX 1070 and 16GB of DDR4 in dual channel im using the latest 1.5.0 dev build trying to play the getaway the game for me has framerate issues on both pal and ntsc version im tested using the safe faster preset and the balanced preset i dont really feel like using the speedhacks because it works fine when i set the EE cycle rate to the left no problems but i shouldnt really need to with my system specs the only logical thing i can think off is an overclocked i7 4790k generally makes the game run smooth also im running this of my very own ps2 Disc.

Hot Pursuit 2 Races not starting

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Ok so I just recently started ps2 emulating so treat me as a complete newbie to this.

Yesterday I started Hot Pursuit 2 and had to mess with it for a while before it started working, mostly graphical stuff. And it played just fine. Went to bed, woke up, and tried playing it again, and it just wont start races. Its like my x button doesn't work for any command that will open up the car selection screen. Ultimate racer and Championship menus won't open either. I never changed anything and I tried re-downloading the iso to see if that was the problem. 

I'm not going to further try to fix it myself, because I'll probably just mess something bigger up. I've already checked the official PCSX2 page on it and didn't see any serious bugs regarding this. Again, im new, so im sure i just did something wrong, but this seems like a really strange problem. 

Thanks in advance Smile

graphics glitches

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[Image: l1OkDBL.png]

So here is the problem I am getting when trying to play Baldur's Gate Dark Alliance. I have tried both an ISO and straight from the disc.
I am able to control the game, but it will freeze after the Black Isle Studios into plays.

specs:
gpu: 980ti
cpu: i7 4970k
ram: 16gb 1600mhz
psu: 1000w

If I left anything out, let me know!

[Blog] Q & A - picking our noes

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<div style="text-align: center;" ><span style="font-weight: bold;" >Quality Assurance</span></div>
<br>
<div style="text-align: left;" >Quality &amp; assurance is a full time job and it is a complex topic. Quality always comes with a trade-off of time vs cost. By definition, open source projects make a false start here. Spending $100,000 on a formal analysis tool isn't possible. Neither is dedicating the only dev to full-time testing. Fortunately, some tools are free (even open source) such as Valgrind or Clang-Tidy and some services are free to use, such as Coverity. We currently don't have a high number of committers, but we have lots of dedicated testers and users.&nbsp;Big thanks to all of them, because without them nothing would have been possible. So quality is possible. Maybe we can't reach the 100% perfect quality state but we can reach a decent level.</div>
<br>
<div style="text-align: left;" >The project took various actions in order to improve the quality and robustness of PCSX2. Some actions started a long time ago, most of them are still on-going, some are still planned. You won't find any ground-breaking methodology here. Nevertheless, I wanted to do a summary of what is going on.</div>
<br>
<div style="text-align: center;" ><span style="font-weight: bold;" >Continuous Integration</span></div>
<br>
<div style="text-align: left;" >The first step of QA is called Continuous Integration. The goal is to ensure correctness of the project at every commit done. That's easy to say but quite hard to do.</div>
<br>
<div style="text-align: left;" >* Most of you know about the PCSX2 buildbot. It provides compiled snapshots regularly. It allows testers and users to play with the latest features. It also gives them the opportunity to report regressions much sooner in the development. Therefore, we can fix them better. Regressions are the highest priority bug reports for me.</div>
<br>
<div style="text-align: left;" >* The migration to Github allowed us to add additional bots to ensure compilation works fine with various compilers. PCSX2's buildbot is limited to a single version of the Microsoft compiler. Appveyor &amp; Travis allow us to test multiple versions of Visual Studio (VS2013 &amp; VS2015) but also clang/gcc. We even have a 64 bits compilation test validation.</div>
<br>
<div style="text-align: left;" >* The buildbot is limited to Windows, therefore a daily PPA build was added too.</div>
<br>
<div style="text-align: center;" ><span style="font-weight: bold;" >Compiler</span></div>
<br>
The 2nd step of QA is compiler support. The compiler is the first tool of any developer. Of course, compilation errors are bad, but compilers can also report constructs that are prone to errors. These are called compiler warnings. Often there are false positives, the code is correct and behaves as expected but the compiler still reports it as dangerous. You could say "It's not a big deal.", but when you have thousands of false positives, you don't see the bad warnings anymore. So the goal is to have 0 warnings for all compilers. Note that some warnings were disabled because they report too many false positives. But they are a conscious exception and additional work has been done to re-enable them when possible.<br>
<br>
* GCC warning counts are rather low (less than 20) but not 0 yet. And we even enabled most of the extra warnings.<br>
* Clang reports lots of warnings because I asked clang to report some old code that I marked as deprecated. Otherwise we'd be around 50. I'm sure we can do better here too.<br>
<br>
Global status is rather good but not yet perfect. GCC used to have 500+ warnings with less warnings enabled. Clang used to be unable to compile the code. The road was quite long but we started to see the light Smile
    
        <div style="text-align: center;" ><span style="font-weight: bold;" >&nbsp;Formal/Lint Tool</span></div>
<div style="text-align: left;" >
Compilers are nice at reporting various problems but it isn't their main job. So dedicated tools were created with the single objective of finding all your bugs. In reality it is closer to "some bugs" but less bugs is always nice and good for e-reputation of a project. I decided to integrate those tools with the Linux build.sh script. This way, you can easily run them. If you want a report, I will gladly send it to you.<br>
<br>
I) Cppcheck <br>
<br>
Cppcheck is an open-source lint tool to check code quality. For the 1.2/1.4 release we tried to fix the big errors. So far it reports 838 warnings. The number is quite high but warnings are very minor (micro-optimization and style). It would require some analysis/fixes to improve the situation. I guess some minor style warning could be filtered.<br>
<br>
II) Coverity<br>
<br>
Coverity is an expensive lint tool to ensure code robustness. It is very nice of Synopsys to allow open source projects to use it for free. Coverity is based on a compiler back-end so it tries harder than Cppcheck to find issues. Coverity found a couple of nasty ones but also various false positives. We're currently around 70 issue reports. I'm not sure we will be able to fix all the reports but we can target a goal of nearly 0 Coverity issues.<br>
<br>
III) Clang-tidy<br>
<br>
Clang-tidy is an open-source lint tool based on the Clang/LLVM compiler. It is based on rule checks from the Clang / C++ core guidelines and C++ ISO certification. The tool reports a massive number of warnings, currently 49000+ !!!<br>
<br>
I can hear you yelling "This is insane, PCSX2 code must suck so bad". But when you look at the report, the huge number comes from C/C++ constructs that are sane but not safe. There is a strong bias on robustness/pure C++, rather than performance/C. For example, every time you access an array, you must check the array boundary. For sure, this is robust but it is also slow. I'm not sure we want this kind of robustness in performance critical code. That being said, all cold paths (i.e. code that doesn't impact performance) would be better with safer code. Another recommendation is to use Boost classes. Boost is a nice beast but it is a mammoth. The full include on my system is 155MB ! I think we will wait until the interesting bits are included in the C++ library. A lot of warnings remain to be fixed but we are now far from the 49K number.<br>
<br>
<br>
For the record, here is the current summary report on the latest master. You can google the rule name to find what the exact issue is.<br>
<code> cert (665)
                        cert-dcl50-cpp => 85
                        cert-err52-cpp => 3
                        cert-err58-cpp => 360
                        cert-err60-cpp => 148
                        cert-err61-cpp => 69

        clang (496)
                        clang-diagnostic-deprecated-declarations => 475
                        clang-diagnostic-missing-braces => 2
                        clang-diagnostic-shift-negative-value => 3
                        clang-diagnostic-sign-compare => 4
                        clang-diagnostic-unused-const-variable => 10
                        clang-diagnostic-unused-variable => 2

        cppcoreguidelines (33701)
                        cppcoreguidelines-pro-bounds-array-to-pointer-decay => 2883
                        cppcoreguidelines-pro-bounds-constant-array-index => 7697
                        cppcoreguidelines-pro-bounds-pointer-arithmetic => 3763
                        cppcoreguidelines-pro-type-const-cast => 66
                        cppcoreguidelines-pro-type-cstyle-cast => 3478
                        cppcoreguidelines-pro-type-reinterpret-cast => 42
                        cppcoreguidelines-pro-type-static-cast-downcast => 83
                        cppcoreguidelines-pro-type-union-access => 12405
                        cppcoreguidelines-pro-type-vararg => 3284

        misc (905)
                        misc-macro-parentheses => 157
                        misc-throw-by-value-catch-by-reference => 18
                        misc-unused-alias-decls => 1
                        misc-unused-parameters => 729

        modernize (2527)
                        modernize-loop-convert => 146
                        modernize-make-unique => 20
                        modernize-pass-by-value => 6
                        modernize-redundant-void-arg => 35
                        modernize-use-auto => 127
                        modernize-use-default => 107
                        modernize-use-nullptr => 1824
                        modernize-use-override => 262

        readability (10996)
                        readability-braces-around-statements => 6739
                        readability-else-after-return => 124
                        readability-function-size => 1
                        readability-implicit-bool-cast => 3760
                        readability-inconsistent-declaration-parameter-name => 326
                        readability-named-parameter => 36
                        readability-simplify-boolean-expr => 10
                        </code>
                        <br>
<br>
To conclude this section, lint tools are quite powerful. They can find bugs that will take days of tests. But they're also dull as they reports tons of false positives. Therefore it is required to filter the results. It is clearly not feasible nor desirable to reach a 0 warnings target. However we can target a better and saner status.<br>
</div>
<br>
<div style="text-align: center;" ><span style="font-weight: bold;" >Dynamic Tools</span></div>
<br><br>
Formal tools can't find all classes of bugs. Luckily for me, Linux comes with 2 additional tools to ensure correct behavior at run time.<br>
<br>
I) Valgrind<br>
<br>
Valgrind is a virtual machine or a X86 CPU emulator. So yes, we are running an emulator inside an emulator Wink The interesting stuff with virtual machines is that they can see all memory accesses. It comes with a cost, it is damn slow. Another drawback is that Valgrind doesn't support all SIMD instruction such as AVX. Running the tool allows you to detect memory leaks (ouch), memory overflows (ouch, ouch), code execution that depends on uninitialized values (ouch, ouch, ouch). Quite a nice tool; You even find bugs in 3rd party libraries/drivers...<br>
<br>
II) Address sanitizer<br>
<br>
Valgrind is very powerful but too slow. The address sanitizer is a much faster alternative but less powerful. The code will be instrumented during the compilation. So every time you do a memory access, a small check is done. The main goal is to ensure the correctness of the memory access, a big source of crashes and security flaws of all programs. It greatly helps us to find wrong stack management on the recompiler.<br>
<br>
Dynamic tools can greatly help to detect very bad stuff. Unlike formal tools that give you a status in 2 minutes, you need to actually run the program and play some games. So it is time consuming.<br>
<br>
<div style="text-align: center;" ><span style="font-weight: bold;" >Code Formatting</span></div>
<br>
Last but not least, code formatting. The project is a mix of various plugins of various developers with various coding styles. It became even worse recently. We spend too much time in external contributions, reviewing the formatting rather than the real patch improvement.<br>
<br>
As we said, desperate times call for desperate measures. So I decided that we will automatically format the code with the help of the clang-format tool. The tool isn't perfect unlike us, Humans Wink But it will give us a much nicer consistency.<br>
<br>
Contributing will be easier as you don't need to learn the current coding style of the current file. I hope to provide a git hook on Linux to automatically format the code before the commit. Reviewing will be faster as the syntax will be automatically checked by the build bot. This way we could concentrate on the meat. So far a couple of plugins were converted to the new syntax. The remaining code will be converted step by step in order to avoid conflicts with current Pull Requests.
<br>
<div style="text-align: center;" ><span style="font-weight: bold;" >Conclusion</span></div>
To conclude this blog post, we have plenty of tools and methods to improve the projects quality. We've worked on it for a long time and slowly it's getting better and better. In the end, QA is like ageing wine, it's a slow process that requires time.

cheats not working

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hi, im trying to use cheats for grandia 3 and it won't work. i used omni convert to convert the codes, then pcsx2ce to open the pnach and convert again. i posted my pnach incase that will help.

.pnach   5B657DAD.pnach (Size: 298 bytes / Downloads: 0)

Account Warnings

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Hello there, a few years ago, I posted in a thread which was a subject to which was related to the game I had a problem with but commented with a completely irrelevant subject matter. is there nay way I can get this warning removed from my profile as it was an honest mistake and I have made no further mistakes since posting in the forums?

SCP Server troubles

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I've recently downloaded and installed SCP server to use my PS3 controller on my PC during the last For Honor open beta. When I had originally installed it everything was fine, button all worked correctly and no strange popups.
Now not more then 5 days after installing the program the button are acting strangely. For example, in game some of the inputs (that previously worked fine) have all been overwritten or reversed (IE L2 is now R2, etc). Most infuriating of all though is anytime L3 is pressed a 'virtual keyboard' (although not the standard windows keyboard) appears. Also the inputs of the controller are able to control what happens outside of games, for example I am able to use the PS3 remote to look through folders, something it had not done when i had first installed.
I hope you can help, thank you.

PCSX2 really low FPS when booting into BIOS

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Code:
PCSX2 1.4.0-20160105132032- compiled on Jan  5 2016
Savestate version: 0x9a0b0000

Host Machine Init:
Operating System =  Microsoft Windows 10 Pro (build 14393), 64-bit
Physical RAM     =  16241 MB
CPU name         =  Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
Vendor/Model     =  GenuineIntel (stepping 03)
CPU speed        =  3.998 ghz (8 logical threads)
x86PType         =  Standard OEM
x86Flags         =  bfebfbff 7ffafbbf
x86EFlags        =  2c100000

x86 Features Detected:
SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX.. AVX2.. FMA

Reserving memory for recompilers...

Loading plugins...
Binding   GS: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\gsdx32-avx.dll
Windows 10.0.14393
Binding  PAD: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\lilypad.dll
Binding SPU2: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\spu2-x.dll
Binding CDVD: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\cdvdGigaherz.dll
Binding  USB: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\USBnull.dll
Binding   FW: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\FWnull.dll
Binding DEV9: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\CLR_DEV9.dll
(GameDB) 9693 games on record (loaded in 113ms)
Plugins loaded successfully.

HLE Notice: ELF does not have a path.


Initializing plugins...
Init GS
Windows 10.0.14393
Init PAD
Init SPU2
Init CDVD
Init USB
Init FW
Init DEV9
Plugins initialized successfully.

Opening plugins...
Opening GS
Opening PAD
Opening SPU2
Opening CDVD
Opening USB
Opening FW
Opening DEV9
Current Renderer: Direct3D11 (Hardware mode)
McdSlot 0 [File]: C:\Users\xxthe\Documents\PCSX2\memcards\Mcd001.ps2
McdSlot 1 [File]: C:\Users\xxthe\Documents\PCSX2\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
Bios Found: Europe  v02.00(14/06/2004)  Console
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
# Initialize memory (rev:3.70, ctm:392Mhz, cpuclk:294Mhz detected)

PlayStation 2 ======== Hard reset boot
ROMGEN=2004-0614, IOP info (CPUID=1f, CACH_CONFIG=0, 2MB, IOP mode)
<20040614-100914,ROMconf,PS20200EC20040614.bin:11696>
# Total accessable memory size: 32 MB (B:2:8:0) (370:2:7c30)
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Initialize Start.
(UpdateVSyncRate) Mode Changed to PAL.
(UpdateVSyncRate) FPS Limit Changed : 50.00 fps
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize User Memory ...
# Initialize Scratch Pad ...
# Initialize Done.

EE DECI2 Manager version 0.06 Feb  6 2003 08:38:48
 CPUID=2e20, BoardID=0, ROMGEN=2004-0614, 32M



IOP Realtime Kernel Ver.0.9.1

   Copyright 1999 (C) Sony Computer Entertainment Inc.

Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
loadelf: fname rom0:OSDSYS secname all
loadelf version 3.30
Input ELF format filename = rom0:OSDSYS
0 00100000 000586dc ......
Loaded, rom0:OSDSYS
start address 0x100008
gp address 00000000
# Restart Without Memory Clear.
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
(UpdateVSyncRate) Mode Changed to PAL.
(UpdateVSyncRate) FPS Limit Changed : 50.00 fps
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
# Restart Without Memory Clear.
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
(UpdateVSyncRate) Mode Changed to PAL.
(UpdateVSyncRate) FPS Limit Changed : 50.00 fps
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
Get Reboot Request From EE

PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init
rmreset start
rmreset end
clearspu: completed
Pad Driver for OSD (2000/12/05 18:05) 392, 128


IOP Realtime Kernel Ver.0.9.1

   Copyright 1999 (C) Sony Computer Entertainment Inc.

Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
read/write allocate memory 4000
open name rom0:OSDVER flag 1 data 4a978
open fd = 2
open name rom0:ROMVER flag 1 data 4a978
open fd = 2
open name rom0:XDEV9 flag 1 data 4a978
open fd = 2
loadmodule: fname rom0:XDEV9 args 0 arg
dev9: CXD9611 detected.
open name rom0:FONTM flag 1 data 4a978
open fd = 2
open name rom0:FNTIMAGE flag 1 data 4a978
open fd = 2
open name rom0:SNDIMAGE flag 1 data 4a978
open fd = 2
open name rom0:TEXIMAGE flag 1 data 4a978
open fd = 2
open name rom0:ICOIMAGE flag 1 data 4a978
open fd = 2
open name rom0:TZLIST flag 1 data 4a978
open fd = 2
_spu_rev_offsetaddr 1f9021
### addr = 1034255  size = 28640
_spu_rev_offsetaddr 1d9021
### addr = 968719  size = 28640
open name rom0:ROMVER flag 1 data 4a978
open fd = 2
CLR_DEV9:SMAP Information: 4 : BD byteswapping enabled
CLR_DEV9:SMAP Error: 4 : SMAP_R_EMAC3_TxMODE1_L 32bit write 380F0000
CLR_DEV9:SMAP Error: 4 : Adapter Detection Hack - Resetting RX/TX
dev9: Speed chip: ES2
dev9: CXD9611(ssbus buffer) driver start
loadmodule: id 32, ret 0
loadmodule: fname rom0:XDEV9SERV args 0 arg
loadmodule: id 33, ret 0
get val add 3c0 type 2 ret 1ff000
get val add 1ff000 type 2 ret 300
open name rom0:PS1ID flag 1 data 4a978
open fd = 2
open name rom0:PS1VERE flag 1 data 4a978
open fd = 2
open name rom1:DVDIDE flag 1 data 4a978
open fd = 2
open name rom1:DVDVERE flag 1 data 4a978
open fd = 2
That's the log above...
PC Specs:
Intel Core i7 4790K 4GHz - 4.4GHz OCed
GTX 1080 Gaming G1 8GB VRAM
16GB DDR3 2400MHz Corsair Vengence

I have tried resetting all the settings but it does no good when I boot into BIOS [Europe v2.00] PCSX2 displays that it's running on 0.95FPS which is REALLY low. I have checked with video plugin to see if it's using the right GPU, which it is.

Help anyone?

Star Ocean 3 keyboard settings not working?

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I apologize if this isn't the correct location to post this.

It seems to be a isolated issue with this particular game, my settings work perfectly when i'm playing Final Fantasy 12 but when I come to the main menu on Star Ocean my controls are useless.

I've reconfigured just about everything, started it as Admin,tried every possible setting I could,I even started the second disc image and the same problem occurred. The game seems to work great(music and intro video) other then my controls not responding.

I've also went over every guide on the internet I could find and previous post on here but none of it seems to do anything. 

I'm at a complete loss at what to do, any and all help is Greatly Appreciated! 

-Just out of curiosity is there some button to enable keyboard ingame? 
Maybe i'm just overlooking the most simplest thing  Blush

Drakengard cheats not working

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Hi, I've been playing through the first drakengard (USA version) just fine with pcsx2 1.4
In the last few days i've been interested in trying a few cheats for the game, today I tried to apply a number of them but none seems to be working.

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