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Is There A Way To Disable Save Slots

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I can save to a slot with F1 but is there a way to disable that and rely on the game's save function? It ruins any sort of challenge when I know I can just save during a battle and then reload a save from 2 seconds prior. Sure, I can always re-enable it but still. It's easy enough to find trainers for PC games yet I usually don't do it so I can control myself.

Can you edit existing widescreen paches for 21:9 ? (and a windows 7 question)

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Hi i have registered here to ask this since i didn't see an answer for this, currently all i have seen on youtube for gaming 21:9 with PCSX2 are some roundabout ways. But can't you just edit a 16:9 wide patch and make it 21:9 ? And if its hard to do so.

My windows 7 question is related to the recent support drop, most of what i could find on the subject is that just X-Audio was dropped and currently PCSX2 should still work fine on windows 7 via direct audio or using the old X-Audio Plugin with newer releases, is that true ? Or is it a more complex change ? I want to hold on a for a while later to my windows 7 install and was curious about this.


PS: when i saw the security question of "What console does PCSX2 emulate?" i was really tempted to write Xbox/Dreamcast Tongue .

The Lord of the Rings: The Third Age Pal SLES_528.04

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Hi, I wanted to report this problem of the bands that occur both in the levels and in the fights, is it possible to fix them?
Add a file log.

.png   2020-09-28 (1).png (Size: 3,96 MB / Downloads: 2)

.zip   emuLog.zip (Size: 2,81 KB / Downloads: 2)

Re-enabling GSdx custom resolutions

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How can someone re-enable the function to set custom resolutions to GSdx? 
(I've tried to google it for around 40 minutes but I couldn't find anything) 

Please help me. Please!

Low FPS on explosions and other details

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Hello guys!

So, i have and high-end PC (Ryzen 7 3700x , GTX 1060 6GB and 16 GB ram) but when playing Battlefield 2 Modern Combat or Urban Chaos Riot Response, my FPS in-game is about  40 but slow motion! How can i fix it?

(In the menu, FPS stays on 60 and inside the game too, only when an explosion or fire effect comes that frame drops).

Thx

Zotrim Review weight loss plan really work

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Zotrim Herbal Review the vast majority of the best and most significant quick weight reduction tips include figuring out how to appropriately control your caloric admission by eating the correct nourishments. Starving yourself so as to get in shape rapidly is unfortunate, regardless. Neither do you need to spend endless hours practicing and attempting to consume fat so as to get in shape rapidly. Sound and quick weight reduction tips and diet plans will tell you the best way to eat appropriately so as to keep up your wellbeing and shed pounds all simultaneously. Click here official website: http://healthverbs.com/zotrim-herbal-wei...s-reviews/

.jpg   zotrim-1.jpg (Size: 119,54 KB / Downloads: 2)

"The configured GS plugin file was not found"

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Hey all, running pcsx2 on a 2017 MacBook Air. When I open, I get up a popup window with "The configured GS plugin file was not found". When I go to the folder, I do indeed have the file. If I follow the popup to the config window and try to config the plugin, the app crashes. I can still run the game I'm trying to play, but performance is pretty jank and I'm wondering if this might help. If it's relevant, I'm still on Mojave but can update to Catalina if that would fix my woes. Thanks in advance! Here's the emulog:

[code]

PCSX2 1.7.0-20200727191109 - compiled on Jul 27 2020
Savestate version: 0x9a0e0000

Host Machine Init:
Operating System =  Darwin 18.7.0 x86_64
Physical RAM    =  8192 MB
CPU name        =  Intel® Core™ i5-5350U CPU @ 1.80GHz
Vendor/Model    =  GenuineIntel (stepping 04)
CPU speed        =  1.799 ghz (4 logical threads)
x86PType        =  Standard OEM
x86Flags        =  bfebfbff 7ffafbff
x86EFlags        =  2c100000

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

Installing POSIX SIGSEGV handler...
Reserving memory for recompilers...
(GameDB) Database Not Found! [/private/var/folders/j7/j5hmpllj4p3fsymj3n4v77tr0000gn/T/AppTranslocation/EC1439A1-5D06-4888-8708-3B77C0E9C49F/d/PCSX2.app/Contents/MacOS/GameIndex.dbf]

Loading plugins from /private/var/folders/j7/j5hmpllj4p3fsymj3n4v77tr0000gn/T/AppTranslocation/EC1439A1-5D06-4888-8708-3B77C0E9C49F/d/PCSX2.app/Contents/MacOS/plugins...
(p) (L) The configured GS plugin file was not found(LoadCorePlugins)

/private/var/folders/j7/j5hmpllj4p3fsymj3n4v77tr0000gn/T/AppTranslocation/0D1AA5FC-40F1-4996-B0B4-F2897DFA4691/d/PCSX2.app/Contents/MacOS/plugins/libGSdx.dylib
Bound  GS: libGSdx.dylib [GSdx (clang 8.0.0 SSE4.1/AVX) 1.2.0]

[code]

Black Screen with audio

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When booting any game, the screen has no video, only audio.

CPU: Intel® Core™ i7-7700HQ CPU @ 2.80GHz (8 CPUs), ~2.8GHz
GPU: NVIDIA GeForce GTX 1050 TI
16 GB RAM
Windows 10
PCSX2 ver. 1.6.0

This happens when using hardware or software, and when using Direct3D 11 or OpenGL. The weird part is that if I switch the video plugin to use my integrated graphics rather than my GPU, the games show up fine. I also attempted using the older version of the GSdx plugin with Direct3D 9 support, and Direct3D 9 worked (though there were a number of graphical issues, more likely related to the Direct3D 9 being a dated version). And to make things even weirder, when I streamed the application over discord, discord actually picked up the video, despite my screen being black.

Full screen at specified resolution

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Is there any way for PCSX2 to run on a specified resolution?
For now I always have to switch between resolution in desktop because PCSX2 always selects desktop resolution. 
I made a custom resolution 1280x896px 59.946hz and set aspect ratio to fit window screen. All nice and all but I was wondering if there's any way to make PCSX2 always run full screen at that resolution while I keep my desktop resolution at native.

SMT Nocturne - Particle effects disappearing

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Any idea why these particle effects disappear as i approach them and how to fix it? the white glow on the lifts in this area occasionally disappear too.


.jpg   486856.jpg (Size: 1,24 MB / Downloads: 11)

it works fine in software mode

PCSX2 error 0xc000007b on Windows 10 64bit.

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Like the title says despite all the efforts i.e. reinstalling all visual redistributable again it still gives me the error. Please forgive me if I have posted this on wrong forum I am new here. Please help me I am using v1.6.0.

PCSX2 Random Frame Drops

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So I've been trying to get pcsx2 to play metal gear 2 and 3 and devil may cry 3 for the most part. But it's been running like it's in slow motion and the speed drops in the opening sequences for mgs2 and 3.
It's been bugging me and I've been tinkering around with the settings for a while but I can't seem to get it right.

Can anyone help me?

Ratchet & Clank low fps

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I'm playing Ratchet 2 and i get low fps . when "emotion engine" go on 100% i get 30 fps or less but the emulator is not using all my cpu (around 30% cpu and 20% gpu)
is there any solution to get full fps using more of my cpu power?

my pc:

cpu: i5 9300H 
gpu: gtx 1650

thank you

Okami lines on the ground

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In okami when you enter a mission area a line glitch occurs on the ground, In some areas It's hard to notice, In others it's easy to notice.

I'm using direct3d 11 Hw & Sw and crc hack level set to Full
Areas affected: Ponc'tan, Moon cave, Wawku shrine, Yoshpet, Tsuta Ruins, Gale shrine And a few others

It's partially fixed by (disable depth emulation) but it also causes more graphical glitches

I'm using pcsx2 (v1.7.0-dev-208-g4629c8363)

.png   hardware.png (Size: 1,53 MB / Downloads: 13)

.png   software.png (Size: 666,19 KB / Downloads: 10)

.png   hardware2.png (Size: 1,61 MB / Downloads: 10)

.png   software2.png (Size: 677,19 KB / Downloads: 7)

Yu gi oh duelists of the roses Font glitch

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I'm using pcsx2 (v1.7.0-dev-208-g4629c8363) With direct3d hw and sw
In the game the font has lines under it or around it, it's fixed in software mode and can be reduced by setting texture filtering to (Forced)
but changing texture filtering doesn't solve the issue. 

picture 1 is hardware with ps2 texture filtering.
2 is software
3 is hardware with forced texture filtering

.png   hardware.png (Size: 1,39 MB / Downloads: 9)

.png   software.png (Size: 483,5 KB / Downloads: 6)

.png   forcedtexturefiltering.png (Size: 1,43 MB / Downloads: 6)

Q3 2020 Progress Report

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<p><img style="display: block; margin-left: auto; margin-right: auto;" src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/q3-2020-report.png" alt="progress rep q3 2020" width="563" height="104" /></p>
<p style="text-align: center;">On the previous report the highlight was GSdx improvements mostly. This one on the other hand is Core changes, and A LOT of core changes. Enjoy!</p>
<p style="text-align: center;">Written by&nbsp;<a href="https://forums.pcsx2.net/User-lightningterror" target="_blank" rel="noopener">lightningterror</a></p>
<hr id="system-readmore" />
<h1>GSdx Improvements&nbsp; &nbsp;</h1>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span><strong> <a href="https://github.com/PCSX2/pcsx2/pull/3507">#3507</a> (Direct3D10/11 HW) SetupIA, allow sprite conversion to be done on the CPU when applicable.&nbsp;Port from OpenGL. By <a href="https://github.com/lightningterror">lightningterror</a>.</strong></p>
<ul>
<li>Helps sprite rendering in&nbsp;Lets Make a J-League Pro Soccer Club (see image comparison below).&nbsp;</li>
</ul>
<p>&nbsp;</p>
<div style="display: inline-block; width: 320px; text-align: center;">Before</div>
<div style="display: inline-block; width: 320px; text-align: center;">After</div>
<p><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Lets-Make-a-J-League-Pro-Soccer-Club-before.png" target="_blank" rel="noopener"> <img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Lets-Make-a-J-League-Pro-Soccer-Club-before-resize.png" alt="Lets-Make-a-J-League-Pro-Soccer-Club before" width="320" height="224" border="0" /></a>&nbsp; <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Lets-Make-a-J-League-Pro-Soccer-Club-after.png" target="_blank" rel="noopener"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Lets-Make-a-J-League-Pro-Soccer-Club-after-resize.png" alt="Lets-Make-a-J-League-Pro-Soccer-Club after" width="320" height="224" border="0" /></a></p>
<p><span style="color: #00ccff;">[Misc Enhancements]</span><strong>&nbsp;Other GSdx changes:</strong></p>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3508">#3508</a> (Direct3D10/11) Modernize swapchain and device creation. By <a href="https://github.com/tadanokojin">kojin</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3516">#3516</a> (Direct3D10/11) Remove legacy d3dcompiler code. By <a href="https://github.com/tadanokojin">kojin</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3534">#3534</a> (HW) Improve dithering.&nbsp;Gets rid of line artifacts down the screen due to 16bit colour limitations. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3575">#3575</a> (OpenGL HW) Fix/improve line scaling. Port from Direct3D 10/11. By <a href="https://github.com/KrossX">KrossX</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3739">#3739</a> (OpenGL HW) Swap DATE_GL42 with DATE_GL45 on sw blending draw.&nbsp;It will allow to run sw blending with DATE draw (DATE Accuracy Full) which was previously DATE_GL42 by default. By <a href="https://github.com/lightningterror">lightningterror</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3562">#3562</a> (OpenGL) Remove GLX in favor of EGL. By&nbsp;<a href="https://github.com/JibbityJobbity">JibbityJobbity</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3705">#3705</a> (OpenCL) OpenCL renderer which was barely maintained and rarely used for debug purposes only has been completely removed in our quest for cleaning up the codebase. By <a href="https://github.com/lightningterror">lightningterror</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3706">#3706</a>,&nbsp;<a href="https://github.com/PCSX2/pcsx2/commit/0c67dc99f7adf1f4bac88c67ac895fe84ac9c750">0c67dc9</a> (HW) Add dithering option to HW renderers. By&nbsp;<a href="https://github.com/RedDevilus">RedDevilus</a>&nbsp;and&nbsp;<a href="https://github.com/lightningterror">lightningterror</a>.
<ul>
<li>Dropdown menu for 3 options: Off (No Effect/ Been always like this), Scaled (Strongest effect/obvious), Unscaled (Weakest effect/less obvious)</li>
<li>Change Default dithering mode from Scaled to Unscaled</li>
</ul>
</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3723">#3723</a>&nbsp;Purge Direct3D11 Software renderer option.&nbsp; By <a href="https://github.com/tadanokojin">kojin</a>.</li>
</ul>
<p style="padding-left: 60px;">F9 has been modified on Windows to have the following functionality:</p>
<p style="padding-left: 90px;">If the renderer config is set to HW, it will toggle between the respective HW renderer (OGL/DX) and SW</p>
<p style="padding-left: 90px;">If the renderer config is set to SW, it will toggle between SW and the renderer returned by GetBestRenderer()</p>
<div style="display: inline-block; width: 362px; text-align: center;">Before</div>
<div style="display: inline-block; width: 357px; text-align: center;">After</div>
<p><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/renderer-before.png" alt="renderer-before" width="362" height="113" border="0" /> <img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/renderer-after.png" alt="renderer-after" width="392" height="113" /></p>
<p style="padding-left: 30px;">In a nutshell it merges the software renderers. There's no need to have multiple ones, and it makes it easier for the end users.</p>
<p>&nbsp;</p>
<ul>
<li>(HW) Hacks &amp; unused code cleanup. By <a href="https://github.com/lightningterror">lightningterror</a>.
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3702">#3702</a> Remove DynamicCRCHack feature.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3564">#3564</a>&nbsp;Remove unused Uber_ATST shader code.</li>
<li>List of removed crc hacks:&nbsp;
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/commit/b00c603e0bcbe3dc60b8a72ece2e3ddc3a0288c7">b00c603</a> SMT: Digital Devil Saga 1 &amp; 2, SMT: Nocturne.</li>
<li><a href="https://github.com/PCSX2/pcsx2/commit/13ff9ab7dbc22cf41e0edf3f8cedbdf19047efc3">13ff9ab</a>&nbsp;Time Splitters 2.</li>
<li><a href="https://github.com/PCSX2/pcsx2/commit/366e7b9dbd447aee61fba1f9441e0d1256ee8aa2">366e7b9</a>&nbsp;Grandia3.</li>
<li><a href="https://github.com/PCSX2/pcsx2/commit/baabbc3c9fe57eadc8bc3f6539965dc169277999">baabbc3</a>&nbsp;Genji.</li>
</ul>
</li>
</ul>
</li>
</ul>
<hr />
<h1>Lilypad Improvements</h1>
<p><span style="color: #00ccff;">[Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3323">#3323</a>&nbsp;Remove PSX/PS1 emulator compatibility.&nbsp;By <a href="https://github.com/lightningterror">lightningterror</a>.</strong></p>
<p>Removes the capability of running Lilypad on ps1 emulators that support a plugin interface like ePSXe. PS1 games will still be played normally without any issue when using PCSX2.</p>
<hr />
<h1>SPU2-X Improvements</h1>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3532">#3532</a>&nbsp;Correction of timings reset and audio sample rate for ps1 mode. By&nbsp;<a href="https://github.com/kenshen112">kenshen112(weirdbeardgame)</a>.</strong></p>
<hr />
<h1>Core Improvements</h1>
<p><span style="color: #00ccff;">[Enhancement]&nbsp;</span><strong>64bit Recompiler support. By&nbsp;<a href="https://github.com/tellowkrinkle">tellowkrinkle</a> and&nbsp;<a href="https://github.com/beaumanvienna">beaumanvienna</a>.</strong></p>
<p>It's been a long awaited goal for us and we are very happy with the progress of the 64bit work that's been put in recently. That said there are still a couple of issues left to take care of before we start providing fully working builds to the public on Orphis buildbot. Those that want to take the risks and still give the 64bit builds a go then they can fetch appveyor artifacts or build the source code themselves and give it a go Smile<br />Performance should be -/+ 5% for anyone expecting huge performance gains. For the technical details see the following PRs below.</p>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3524">#3524</a> Moves all VTLB pointer manipulation into dedicated classes for the purpose, which should allow the algorithm to be changed much more easily in the future.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3523">#3523</a> Allocate memory in an x86-64-compatible way.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3512">#3512</a> Fix codegen on x86-64.&nbsp;Makes x86emitter emit the x86-64 machine code you would expect it to.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3608">#3608</a> 64-bit recompilers.&nbsp;Makes recompilers compatible with x86-64.</li>
</ul>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3537">#3537</a>&nbsp;EE/IOP: Timer Interrupt Handling. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a> and <a href="https://github.com/psi-rockin">PSI-Rockin</a>, backport from Dobiestation.</strong></p>
<ul>
<li>Don't interrupt if compare/overflow flag is already set.</li>
<li>Removed GameDB patches for Harry Potter Prisoner of Azkaban and Chamber of Secrets as they are no longer required.</li>
</ul>
<p>PSI-Rockin made an excellent post explaining the functionality/technical details. You can read more about it <a href="https://www.patreon.com/posts/39218662">here</a>.</p>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3539">#3539</a> VIF: VIF MSCAL instructions wait on VU T-Bit stop. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>.</strong></p>
<p>Fixes the following games from crashing, and removes gamedb patches for them since they now work properly:</p>
<ul>
<li>The Sims</li>
<li>Spiderman 3</li>
<li>Sharks Tale</li>
<li>Maybe some bits of Over the Hedge</li>
<li>Pitfall (both demo and full game)</li>
<li>Gumball 3000</li>
<li>Enter the Matrix</li>
<li>Evolution Snowboarding</li>
</ul>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3555">#3555</a>&nbsp;IPU: Perform an interrupt on IPU_CTRL Reset. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>, backport from Dobiestation.</strong></p>
<p>Doing this reset performs a forced command end, meaning the IPU will run through the procedure of ending any command running and telling the core that it is done, even if there is no command currently active.</p>
<p>Fixes Fightbox and Sakura Taisen 3.</p>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3593">#3593</a>&nbsp;VU: Make VU run closer in sync with EE, implement Mbit. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>&nbsp;and <a href="https://github.com/kozarovv">kozarovv</a>.</strong></p>
<p>Implement basic cycle counting for COP2 operations, implement COP2 detection while not interlocking, implement Mbit, drastically change cycles required to run for every microprogram. Improved handling of edge cases for scenarios where COP2 updates flags.</p>
<p>As explained <a href="https://www.patreon.com/posts/shadow-of-fixing-33354075" rel="nofollow">here</a>&nbsp;in PSI's blog post, hardware tests proved that VU run at the same speed as EE mips core. This is important as the EE can read values from VU0 while a VU program is running using COP2 commands such as CFC2 (Copy From COP2/VU0), so it is important to run VU0 at the same speed as the EE, this was particularly important for games using M-Bit synchronization (Mike Tyson, My Street etc) and games which start a VU program and then copy a value to VU0 to be used by the new program, an example of this happening was 24: The Game.</p>
<p>Depending on if the game is expecting the value written to be used or written after the register is used, the VU needs to run either ahead or behind and it varies per game, so in this case it's essential that we rely on a new gamefix that we implemented called&nbsp;VU0KickstartHack.</p>
<p>Fixed games list:</p>
<ul>
<li>(VIF) Hitman games - Resolve potential crashes with TLB misses or FIFO errors</li>
<li>24: The Game, Primal, Ghosthunter - No longer need patches to run at full speed</li>
<li>Air Rescue Ranger - Ground no longer has SPS</li>
<li>Amplitude - FreQ avatars no longer have SPS</li>
<li>Gift, Woody Woodpecker, Kaan - Now runs at the proper speed</li>
<li>Lotus Challenge - Cars are no longer bouncy</li>
<li>My Street - Missing characters are now visible. (Note: they still exhibit a small amount of SPS in microVU0, the VU0 Interpreter does not have this issue.)</li>
<li>Mike Tysons Heavyweight Box - Characters are no longer asserting their dominance by t-posing. See-through characters are also fixed.</li>
<li>Next Generation Tennis 2003 - No longer needs a patch to fix SPS</li>
<li>Nichibeikan Pro Yakyuu: Final League / World Fantasista - Random glitches are gone</li>
<li>Phase Paradox - Lighting and camera in cutscenes are fixed</li>
<li>Rayman 2 Revolution - Resolved character collision issues with the ground</li>
<li>Sega Superstars Tennis - SPS on hands/feet is now gone</li>
<li>Tiger Woods PGA Tour 2002 - Fixed player stance</li>
<li>Wakeboarding Unleashed demo no longer crashes at the loading screen (also requires XGKick hack)</li>
<li>Totally Spies Totally Party! - SPS reduced - (Note: requires EE Cyclerate + 3 to completely fix.)</li>
<li>Twisted Metal Head-On - Black doors have now proper colors</li>
<li>Wakeboarding Unleashed - No longer hangs getting to the menu on release builds</li>
<li>World Series Baseball 2k3 - No longer hangs on the loading screen (game still has&nbsp;other issues)</li>
</ul>
<p>&nbsp;</p>
<div style="display: inline-block; width: 320px; text-align: center;">Before</div>
<div style="display: inline-block; width: 320px; text-align: center;">After</div>
<p><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Mike-Tysons-Heavyweight-Box-before.png" target="_blank" rel="noopener"> <img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Mike-Tysons-Heavyweight-Box-before-resize.png" alt="Mike-Tysons-Heavyweight-Box before" width="320" height="224" border="0" /></a>&nbsp; <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Mike-Tysons-Heavyweight-Box-after.png" target="_blank" rel="noopener"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/Mike-Tysons-Heavyweight-Box-after-resize.png" alt="Mike-Tysons-Heavyweight-Box after" width="320" height="224" border="0" /></a></p>
<p><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/MyStreet-Before.png" target="_blank" rel="noopener"> <img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/MyStreet-Before-resize.png" alt="MyStreet before" width="320" height="224" border="0" /></a>&nbsp; <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/MyStreet-After.png" target="_blank" rel="noopener"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/MyStreet-After-resize.png" alt="MyStreet after" width="320" height="224" border="0" /></a></p>
<p><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/SegaTennis-Before.png" target="_blank" rel="noopener"> <img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/SegaTennis-Before-resize.png" alt="SegaTennis before" width="320" height="224" border="0" /></a>&nbsp; <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/SegaTennis-After.png" target="_blank" rel="noopener"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/SegaTennis-After-resize.png" alt="SegaTennis after" width="320" height="224" border="0" /></a></p>
<p><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/TotallySpies-Before.png" target="_blank" rel="noopener"> <img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/TotallySpies-Before-resize.png" alt="TotallySpies before" width="320" height="224" border="0" /></a>&nbsp; <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/TotallySpies-After.png" target="_blank" rel="noopener"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q3-2020/TotallySpies-After-resize.png" alt="TotallySpies after" width="320" height="224" border="0" /></a></p>
<p>&nbsp;</p>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3660">#3660</a>&nbsp;microVU: Fix m-bit state and range merging. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>.</strong></p>
<p>Fix state saving when m-bit is reached.<br />Fix range merging to encompass whole ranges of programs.</p>
<ul>
<li>Fixes shadows in The Shadow of Zorro</li>
<li>Fixed slight SPS in Totally Spies Totally Party! Still needs Cyclerate +3 however</li>
</ul>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3675">#3675</a> GS/Counters: Fix CSR Swap and VBlank Interrupt timing. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>,&nbsp; backport from Dobiestation.</strong></p>
<ul>
<li>Fixes the Titantron's on the WWE games (Except Shut Your Mouth).</li>
<li>Fixes the frame order for the following games, so they look less blurry and don't need the interlacing mode swapped:
<ul>
<li>Soul Calibur 2</li>
<li>World Rally Championship</li>
<li>Mike Tysons Heavyweight Boxing</li>
<li>Urban Reign</li>
<li>Mortal Kombat Shaolin Monks</li>
</ul>
</li>
</ul>
<p>Based on data gathered from PS2 console tests.</p>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3683">#3683</a> VIF: Set decoding status on VIF stall. By <a href="https://github.com/refractionpcsx2">refractionpcsx2</a>.</strong></p>
<p>Removes an old VIF hack.</p>
<p>Fix GIF resets.</p>
<p>Fixes the memcard screen on Onimusha Blade Warriors, no longer invisible.</p>
<p>Reduces frequency of VIF spamming the console in Ratchet &amp; Clank when completing the game.</p>
<p><span style="color: #00ccff;">[Accuracy Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3439">#3439</a> Add support for loading rom2. By&nbsp;<a href="https://github.com/kozarovv">kozarovv</a>.</strong></p>
<p>Fixes/adds Chinese bios support. This also fixes a number of Chinese region games with the added feature.</p>
<p>So far we have 3 games confirmed working:</p>
<ul>
<li>Ape Escape 2 (SCCS 40001)</li>
<li>XIGO: Zuihou de Touzi XIGO (SCCS 40004)</li>
<li>Gran Turismo 4 (SCCS 60002)</li>
</ul>
<p>Other games on could be fixed as well, someone just needs to test/verify them. The full list can be seen on the pull request itself.</p>
<p><span style="color: #00ccff;">[Enhancement]</span>&nbsp;<strong><a href="https://github.com/PCSX2/pcsx2/pull/3591">#3591</a>,&nbsp;<a href="https://github.com/PCSX2/pcsx2/pull/3724">#3724</a> New WIP Feature: Socket IPC implementation. By&nbsp;<a href="https://github.com/GovanifY">GovanifY</a>.</strong></p>
<p>An IPC protocol was added to PCSX2. This feature gives you a header-only C++ library with bindings in C, Python, Rust, Lua and C# which allows you to communicate with the emulator and the underlying game it emulates. Ever wanted a game to trigger a save state? That's how you'd do it! Want to make advanced TAS tools? AI based players with a fancy GUI to visualize all your neuronal networks? This should do the trick!</p>
<p>Note that all the main planned IPC features are not yet merged/developed, so all of this isn't possible yet but should be soon™.</p>
<p>For more information you can check the PR's themselves for details.</p>
<p><span style="color: #00ccff;">[Enhancement]</span> <strong>The following Plugins have been merged in to the core:</strong></p>
<p>You heard it right folks, PCSX2 will require 2 less plugins now to fiddle with.&nbsp;</p>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3518">#3518</a> CDVD. By <a href="https://github.com/MonJamp">MonJamp</a>&nbsp;and&nbsp;<a href="https://github.com/GovanifY">GovanifY</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3716">#3716</a>&nbsp;FW (FireWire). By&nbsp;<a href="https://github.com/GovanifY">GovanifY</a>.</li>
</ul>
<hr />
<h1>GameDB Improvements</h1>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3418">#3418</a> Add Xenosaga save point crash patch. By&nbsp;<a href="https://github.com/RedPanda4552">RedPanda4552</a>.</li>
</ul>
<ul>
<li>&nbsp;Other GameDB additions or deletions have been done throughout the Q3 cycle as well.</li>
</ul>
<hr />
<h1>Misc Improvements</h1>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3424">#3424</a>&nbsp;More preliminary work on MACOS support. By&nbsp;<a href="https://github.com/tellowkrinkle">tellowkrinkle</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3667">#3667</a> Change the console logger's theme on the fly. By&nbsp;<a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3446">#3446</a>,&nbsp;<a href="https://github.com/PCSX2/pcsx2/pull/3540">#3540</a> Update old Dark Theme for the PCSX2 Console to Modern Dark theme. By&nbsp;<a href="https://github.com/RedDevilus">RedDevilus</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3597">#3597</a> PCSX2 GUI Menu changes. By <a href="https://github.com/arcum42">arcum42</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3457">#3457</a> Revision of tooltips/descriptions and other fixes for PCSX2 (Lilypad + others).&nbsp;By&nbsp;<a href="https://github.com/RedDevilus">RedDevilus</a>.</li>
</ul>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3687">#3687</a>,&nbsp;<a href="https://github.com/PCSX2/pcsx2/pull/3709">#3709</a>, <a href="https://github.com/PCSX2/pcsx2/pull/3719">#3719</a>&nbsp;(CI) Move/migrate the project to use Github Actions instead of Appveyor and Travis. By <a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>&nbsp;and <a href="https://github.com/turtleli">turtleli</a>.</li>
</ul>
<ul>
<li>Cleanup:
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3652">#3652</a> Remove unused cheats and browser source files.&nbsp;By <a href="https://github.com/lightningterror">lightningterror</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3525">#3525</a> More gtk removals and Onepad dialog tweaks. By <a href="https://github.com/arcum42">arcum42</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3611">#3611</a>, <a href="https://github.com/PCSX2/pcsx2/pull/3614">#3614</a>, <a href="https://github.com/PCSX2/pcsx2/pull/3623">#3623</a> Remove zzogl, gsdx legacy, zerogs and zerospu2 legacy plugins from master branch. By <a href="https://github.com/lightningterror">lightningterror</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3688">#3688</a>&nbsp;(Tools) Moved GSDumpGUI in it's own repository&nbsp;<a href="https://github.com/PCSX2/GSDumpGUI">here</a>.&nbsp;Initial release has been published as well so developers can download and use it without the hassle of compiling.&nbsp;By&nbsp;<a href="https://github.com/lightningterror">lightningterror</a>.</li>
</ul>
</li>
</ul>
<hr />
<h1>TAS (Tool Assisted Speedrun) Utility Improvements</h1>
<ul>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3669">#3669</a> Resolve issues around playing and creating input recordings under certain scenarios. By <a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>&nbsp;and&nbsp;<a href="https://github.com/sonicfind">sonicfind</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3293">#3293</a> Resolve TAS Recording Issues for Linux / OnePad users. By&nbsp;<a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3690">#3690</a> Resolve TAS Recording issues which lead to recordings prematurely stopping.&nbsp;By <a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>&nbsp;and&nbsp;<a href="https://github.com/sonicfind">sonicfind</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3299">#3299</a>&nbsp;Resolve TAS Recording related hang when PAD plugin is open/closed while a game is paused.&nbsp;By <a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>.</li>
<li><a href="https://github.com/PCSX2/pcsx2/pull/3480">#3480</a> Corrections to TAS recording file's header data.&nbsp;By <a href="https://github.com/xTVaser">xTVaser&nbsp;(Tyler Wilding)</a>.</li>
</ul>
<p>&nbsp;</p>
<hr />
<p style="text-align: center;">And that's all from us, see you next time in our Q4 Report!</p>

PS2 driving games with support Analog Sticks.

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Does anyone know any PS2 driving games that supoort analog sticks i.e driving using analog sticks instead of pressing X button to accelerate. The reason I am asking this is because I don't have controller, so I can bind my keyboard arrow keys to analog sticks.

Higher screen resolution hampers game framerate

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Hi everyone,

I have an issue with PCSX2, which I hoped would be fixed with new releases like 1.6.0, but they haven't, so that's why I'm here.

My issue is, I have a laptop with a 4K screen, and having the extra pixels really matters to me. However I'm pretty much forced to run my screen at 1080p whenever I want to play a PS2 game, because changing the screen resolution to 3200×1800 can affect framerate so much that it basically becomes slow motion. Mind you, it's not the GPU plugin's internal resolution, that one is set to 3x Native, and it runs at 60-ish fps almost all the time with a 1080p screen resolution. When the game is windowed at 3200×1800, it runs well, but as soon as I go fullscreen, it gets down to 50-55 fps for some games, but can drop to 20-30 fps for others. I suppose it's some sort of bug with the upscaling in PCSX2 (I've tried Right-click pcsx2.exe > properties >compatibility tab > high dpi settings and setting "override high dpi scaling" to System", but same thing happens, so itd doesn't seem to be a Windows thing). Until it gets fixed, any workarounds are welcome. Smile

Issues with Steam Link & controllers

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0
0
Some time ago, I was able to run games on PCSX2 and stream them to my TV with my Link and everything seemed to work okay.

However, if I try to now/lately (within the last few months maybe), it seems like it's unable to see the controller. Going into lilypad just shows the Xinputs with a bunch of question marks, pokopom doesn't help either. I've been able to hook the games into Steam to get them launched, full screen and all that, also not opening the pcsx2 console so the (fullscreen) game gets focus.

I've had the same Steam Link settings and all, but maybe something changed on their end too, always a possibility. I've tried doing this with an Xbox One and Xbox 360 controller (through the Link) to no avail. They do both work when directly on the PC though. The pad plugins are set to recognize Xinput and Steam Link/big picture is also set to send Xinput; the controllers work fine with other games/applications when run through the Link. Like I mentioned, I was able to get it to work before, but it just seems not to now.

I might also ask: assuming no faults, should this work? I know it has before, but like is it supported/known to work? I've been banging my head against Google searches trying to get it to work. Certainly not a dealbreaker/PCSX2's problem necessarily but it's a bummer it doesn't!

[Bug report] Megaman x8 fmv subtitles blinking

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The subtitles in megaman x8 fmv's keep blinking. tried everything but no workaround, i'm using pcsx2 1.7.0 g491b6e12f avx2 
direct3d11 hw and sw and opengl. turned off the speedhacks and still no change
https://www.youtube.com/watch?v=0_lTXKDmev4

Set video to 720p 60 so you can see

Code:
PCSX2 1.7.0-20200930114420 - compiled on Sep 30 2020
Savestate version: 0x9a0e0000

Host Machine Init:
    Operating System =  Microsoft Windows 10 Pro (build 19041), 64-bit
    Physical RAM     =  65459 MB
    CPU name         =  Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz
    Vendor/Model     =  GenuineIntel (stepping 03)
    CPU speed        =  3.407 ghz (8 logical threads)
    x86PType         =  Standard OEM
    x86Flags         =  bfebfbff 7ffafbff
    x86EFlags        =  2c100000

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

Reserving memory for recompilers...

Loading plugins from D:\Emulation\PS2\plugins...
    Bound   GS: GSdx32-AVX2.dll [GSdx 20200930114420 (MSVC 19.26 AVX2/AVX2) 1.2.0]
    Bound  PAD: LilyPad.dll [LilyPad (20200930114420) 0.12.1]
    Bound SPU2: Spu2-X.dll [SPU2-X 20200930114420 2.0.0]
    Bound  USB: USBnull.dll [USBnull Driver 20200930114420 0.7.0]
(GameDB) 9869 games on record (loaded in 127ms)
    Bound DEV9: DEV9null.dll [DEV9null Driver 20200930114420 0.5.0]
Plugins loaded successfully.

HLE Notice: ELF does not have a path.

Initializing plugins...
    Init GS
    Init PAD
    Init SPU2
    Init USB
    Init DEV9
Plugins initialized successfully.

Patches: No CRC found, using 00000000 instead.
Opening plugins...
    Opening GS
    Opening PAD
    Opening SPU2
48000 SampleRate:
Current Renderer: Direct3D 11
    Opening USB
    Opening DEV9
GSdx Lookup CRC:00000000
McdSlot 0 [File]: D:\Emulation\PS2\memcards\Mcd001.ps2
McdSlot 1 [File]: D:\Emulation\PS2\memcards\Mcd002.ps2
Plugins opened successfully.
isoFile open ok: D:\Emulation\PS2GAMES\DVD\Mega Man X8 (USA).iso
    Image type  = DVD
* CDVD Disk Open: DVD, Single layer or unknown:
* * Track 1: Data (Mode 1) (1195312 sectors)
EE/iR5900-32 Recompiler Reset
    Bios Found: HK      v02.30(20/02/2008)  Console
    BIOS rom1 module not found, skipping...
    BIOS rom2 module not found, skipping...
    BIOS erom module not found, skipping...
# Initialize memory (rev:4.00, ctm:196Mhz, cpuclk:147Mhz detected)

PlayStation 2 ======== Hard reset boot
ROMGEN=2008-0220, IOP info (CPUID=1f, CACH_CONFIG=14000200, 2MB, IOP mode)
<20080220-175343,ROMconf,PS20230WC20080220.bin:11824>
# Total accessable memory size: 32 MB (B:2:8:0) (400:2:7c30)
# 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 Sep  5 2006 12:57:08
  CPUID=2e20, BoardID=0, ROMGEN=2008-0220, 32M

Patches: No CRC found, using 00000000 instead.
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_209.60;1
(SYSTEM.CNF) Software version = 1.01
(SYSTEM.CNF) Disc region type = NTSC
found 0 symbols
ELF (cdrom0:\SLUS_209.60;1) Game CRC = 0x196DF4E5, EntryPoint = 0x00100008
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_209.60;1
(SYSTEM.CNF) Software version = 1.01
(SYSTEM.CNF) Disc region type = NTSC

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 cdrom0:¥SLUS_209.60;1 secname all
loadelf version 3.30
Input ELF format filename = cdrom0:¥SLUS_209.60;1
0 00100000 00510100 ..................................................................................
Loaded, cdrom0:¥SLUS_209.60;1
start address 0x100008
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.
Elf entry point @ 0x00100008 about to get recompiled. Load patches first.
GSdx Lookup CRC:196DF4E5
Welcome to CodeWarrior
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 (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)
loadmodule: fname cdrom0:¥MODULES¥CDVDSTM.IRX;1 args 0 arg
loadmodule: id 25, ret 2
loadmodule: fname cdrom0:¥MODULES¥SIO2MAN.IRX;1 args 0 arg
loadmodule: id 26, ret 0
loadmodule: fname cdrom0:¥MODULES¥PADMAN.IRX;1 args 0 arg
loadmodule: id 27, ret 0
loadmodule: fname cdrom0:¥MODULES¥LIBSD.IRX;1 args 0 arg
loadmodule: id 28, ret 0
loadmodule: fname cdrom0:¥MODULES¥MODHSYN.IRX;1 args 0 arg
loadmodule: id 29, ret 0
loadmodule: fname cdrom0:¥MODULES¥MODMIDI.IRX;1 args 0 arg
loadmodule: id 30, ret 0
loadmodule: fname cdrom0:¥MODULES¥MODMSIN.IRX;1 args 0 arg
loadmodule: id 31, ret 0
loadmodule: fname cdrom0:¥MODULES¥SDRDRV.IRX;1 args 0 arg
SDR driver version 4.0.1 (C) SCEI
Exit rsd_main
loadmodule: id 32, ret 2
loadmodule: fname cdrom0:¥MODULES¥SIO2MAN.IRX;1 args 0 arg
loadmodule: id 33, ret 1
loadmodule: fname cdrom0:¥MODULES¥SIO2D.IRX;1 args 0 arg
loadmodule: id 34, ret 0
loadmodule: fname cdrom0:¥MODULES¥DBCMAN.IRX;1 args 0 arg
loadmodule: id 35, ret 0
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.93 fps
CAPCOM RD3 Memory Card System Ver.1.11-1
loadmodule: fname cdrom0:¥MODULES¥MCMAN.IRX;1 args 0 arg
loadmodule: id 36, ret 2
loadmodule: fname cdrom0:¥MODULES¥MCSERV.IRX;1 args 0 arg
loadmodule: id 37, ret 2
loadmodule: fname cdrom0:¥MODULES¥SNDDRV.IRX;1 args 46 arg 0xFFFFFFFF
snddrv:
snddrv: *-*-* Capcom Sound Driver for PS2(CD/DVD)     by T,Masuda *-*-*  ver 2.98 .
snddrv: date: Aug  3 2004 12:08:17
loadmodule: id 38, ret 0
loadmodule: fname cdrom0:¥MODULES¥CRI_ADXI.IRX;1 args 0 arg
CRI ADX Driver Ver.9.18b(Apr  1 2004 15:18:31)
CRI ADX Driver : Main Thread Priority = 39
CRI ADX Driver : PSM Thread Priority  = 39
CRI ADX Driver : DTX Thread Priority  = 48
CRI ADX Driver : SPU CORE Number = 0
CRI ADX Driver : sceSdInit(SD_INIT_COLD) call.
loadmodule: id 39, ret 2
DVCI: "DATA¥DATA.BIN" found.
DVCI: "DATA¥SOUND.AFS" found.
DVCI: "DATA¥DEMO¥VOICE.AFS" found.
DVCI: Total 3 files.
PS2RNA: sceSifAllocIopHeap(266304) ret=0x000e9100
PS2RNA: sceSifAllocIopHeap(2256) ret=0x0012a200
PS2RNA: sceSifAllocIopHeap(16448) ret=0x0012ab00
Closing plugins...
    Closing DEV9
    Closing USB
    Closing SPU2
* SPU2-X: Waiting for DSound thread to finish... Done.
    Closing PAD
    Closing GS
Plugins closed successfully.
Shutting down plugins...
Plugins shutdown successfully.
(GameDB) Unloading...
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