Migrate from Hugo to Docusaurus, refresh the design of the site (#183)

This commit is contained in:
Tyler Wilding
2022-12-12 21:51:37 -05:00
committed by GitHub
parent 692f8784ca
commit 0994786395
940 changed files with 54339 additions and 13667 deletions

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@@ -1,11 +1,14 @@
import glob
invalid_images = glob.glob('content/*.png', recursive=True)
invalid_images += glob.glob('themes/*.png', recursive=True)
invalid_images = glob.glob('blog/**/*.png', recursive=True)
invalid_images += glob.glob('docs/**/*.png', recursive=True)
invalid_images += glob.glob('static/**/*.png', recursive=True)
if len(invalid_images) != 0:
print("Found PNG files, please convert these to .webp:")
for img in invalid_images:
print(img)
exit(1)
print("Found no PNGs, good to go")
exit(0)

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@@ -3,7 +3,7 @@ name: Build Website
on:
push:
branches:
- '*'
- "*"
pull_request:
branches:
- main
@@ -17,11 +17,11 @@ jobs:
- name: Checkout Repository
uses: actions/checkout@v3
- name: Generate Website
- name: Check for PNGs
run: python ./.github/scripts/check-for-pngs.py
hugo-build:
name: Hugo Build
docusaurus-build:
name: Docusaurus Build
runs-on: ubuntu-latest
needs: check-for-pngs
timeout-minutes: 5
@@ -29,8 +29,17 @@ jobs:
- name: Checkout Repository
uses: actions/checkout@v3
- name: Get Package Dependencies
run: sudo snap install hugo --channel=extended
- name: Setup Node
uses: actions/setup-node@v3
with:
node-version: 16
cache: "yarn"
- name: Generate Website
run: hugo
- name: Install Depdencies
run: yarn install --frozen-lockfile
- name: Check Formatting
run: yarn prettier --check .
- name: Build Site
run: yarn build

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@@ -3,7 +3,7 @@ name: Cypress Tests
on:
push:
branches:
- '*'
- "*"
pull_request:
branches:
- main
@@ -24,20 +24,22 @@ jobs:
- name: Checkout
uses: actions/checkout@v3
- name: "UI Tests - Chrome"
uses: cypress-io/github-action@v2
with:
start: npm run hugo
working-directory: tests
wait-on: "http://localhost:1313"
wait-on-timeout: 120
browser: chrome
record: true
env:
CYPRESS_RECORD_KEY: ${{ secrets.CYPRESS_RECORD_KEY }}
# Recommended: pass the GitHub token lets this action correctly
# determine the unique run id necessary to re-run the checks
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# TODO - temporarily bypassed
# - name: "UI Tests - Chrome"
# uses: cypress-io/github-action@v2
# with:
# start: npm run hugo
# working-directory: tests
# wait-on: "http://localhost:1313"
# wait-on-timeout: 120
# browser: chrome
# record: true
# env:
# CYPRESS_RECORD_KEY: ${{ secrets.CYPRESS_RECORD_KEY }}
# # Recommended: pass the GitHub token lets this action correctly
# # determine the unique run id necessary to re-run the checks
# GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
ui-chrome-tests-fork:
if: ${{ github.event.pull_request.head.repo.full_name != 'PCSX2/pcsx2-net-www' || github.actor == 'dependabot[bot]'}}
@@ -50,19 +52,21 @@ jobs:
- name: Checkout
uses: actions/checkout@v3
- name: "UI Tests - Chrome"
uses: cypress-io/github-action@v2
with:
start: npm run hugo
working-directory: tests
wait-on: "http://localhost:1313"
wait-on-timeout: 120
browser: chrome
record: false
env:
# Recommended: pass the GitHub token lets this action correctly
# determine the unique run id necessary to re-run the checks
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# TODO - temporarily bypassed
# - name: "UI Tests - Chrome"
# uses: cypress-io/github-action@v2
# with:
# start: npm run hugo
# working-directory: tests
# wait-on: "http://localhost:1313"
# wait-on-timeout: 120
# browser: chrome
# record: false
# env:
# # Recommended: pass the GitHub token lets this action correctly
# # determine the unique run id necessary to re-run the checks
# GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
ui-firefox-tests:
if: ${{ github.event.pull_request.head.repo.full_name == 'PCSX2/pcsx2-net-www' && github.actor != 'dependabot[bot]' }}
@@ -76,20 +80,22 @@ jobs:
- name: Checkout
uses: actions/checkout@v3
- name: "UI Tests - Firefox"
uses: cypress-io/github-action@v2
with:
start: npm run hugo
working-directory: tests
wait-on: "http://localhost:1313"
wait-on-timeout: 120
browser: firefox
record: true
env:
CYPRESS_RECORD_KEY: ${{ secrets.CYPRESS_RECORD_KEY }}
# Recommended: pass the GitHub token lets this action correctly
# determine the unique run id necessary to re-run the checks
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# TODO - temporarily bypassed
# - name: "UI Tests - Firefox"
# uses: cypress-io/github-action@v2
# with:
# start: npm run hugo
# working-directory: tests
# wait-on: "http://localhost:1313"
# wait-on-timeout: 120
# browser: firefox
# record: true
# env:
# CYPRESS_RECORD_KEY: ${{ secrets.CYPRESS_RECORD_KEY }}
# # Recommended: pass the GitHub token lets this action correctly
# # determine the unique run id necessary to re-run the checks
# GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
ui-firefox-tests-fork:
if: ${{ github.event.pull_request.head.repo.full_name != 'PCSX2/pcsx2-net-www' || github.actor == 'dependabot[bot]' }}
@@ -103,17 +109,19 @@ jobs:
- name: Checkout
uses: actions/checkout@v3
- name: "UI Tests - Firefox"
uses: cypress-io/github-action@v2
with:
start: npm run hugo
working-directory: tests
wait-on: "http://localhost:1313"
wait-on-timeout: 120
browser: firefox
record: false
env:
CYPRESS_RECORD_KEY: ${{ secrets.CYPRESS_RECORD_KEY }}
# Recommended: pass the GitHub token lets this action correctly
# determine the unique run id necessary to re-run the checks
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# TODO - temporarily bypassed
# - name: "UI Tests - Firefox"
# uses: cypress-io/github-action@v2
# with:
# start: npm run hugo
# working-directory: tests
# wait-on: "http://localhost:1313"
# wait-on-timeout: 120
# browser: firefox
# record: false
# env:
# CYPRESS_RECORD_KEY: ${{ secrets.CYPRESS_RECORD_KEY }}
# # Recommended: pass the GitHub token lets this action correctly
# # determine the unique run id necessary to re-run the checks
# GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

28
.gitignore vendored
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@@ -1,8 +1,24 @@
.hugo_build.lock
resources/
public/
node_modules/
data*.json
!static/compat/*.json
# Dependencies
/node_modules
# Production
/build
# Generated files
.docusaurus
.cache-loader
# Misc
.DS_Store
.env.local
.env.development.local
.env.test.local
.env.production.local
npm-debug.log*
yarn-debug.log*
yarn-error.log*
# Testing
tests/cypress/screenshots
tests/cypress/videos

1
.prettierrc.yaml Normal file
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@@ -0,0 +1 @@
endOfLine: "auto"

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@@ -1,7 +1,3 @@
{
"recommendations": [
"streetsidesoftware.code-spell-checker",
"yzhang.markdown-all-in-one",
"budparr.language-hugo-vscode"
]
"recommendations": ["yzhang.markdown-all-in-one"]
}

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@@ -7,8 +7,5 @@
},
"editor.wordBasedSuggestions": false,
"editor.snippetSuggestions": "top"
},
"cSpell.files": [
"**/*.md"
],
}
}

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@@ -1,44 +1,76 @@
{
"Image": {
"scope": "markdown,md",
"prefix": ["img"],
"body": ["{{< img cols=\"${1:colWidth}\" src=\"./img/${2:fileName}\">}}"],
"description": "Lazy loaded image which can have a specified size"
},
"Image Compare": {
"scope": "markdown,md",
"prefix": ["img-cmp"],
"body": ["{{< img-cmp before=\"./img/${1:beforePath}\" after=\"./img/${2:afterPath}\">}}"],
"description": "Compare two (and hopefully identical) images side-by-side"
},
"Image Compare Slider": {
"scope": "markdown,md",
"prefix": ["img-cmp-slider"],
"body": ["{{< img-cmp-slider before=\"./img/${1:beforePath}\" after=\"./img/${2:afterPath}\">}}"],
"description": "Compare two stacked (and hopefully identical) images with a slider"
"TextGradient": {
"scope": "markdown,md",
"prefix": ["textgradient"],
"body": [
"<TextGradient startColor=\"${1:color}\" endColor=\"${2:color}\">${3:text}</TextGradient>"
],
"description": "Plain text with a gradient background"
},
"PR Link": {
"scope": "markdown,md",
"prefix": ["github-link-pr"],
"body": ["{{< progress/github-link prNums=\"${1:pullReqNumbers - CommaSep}\" title=\"${2:title}\" authors=\"${3:authors - Comma Sep}\" >}}"],
"description": "Progress Report Github Link to PR(s)"
"scope": "markdown,md",
"prefix": ["pcsx2-link-pr"],
"body": [
"<PCSX2PRLink authors=\"${1:authors}\" prNums=\"${2:pullReqNumbers - CommaSep}\">",
" ${3:title}",
"</PCSX2PRLink>"
],
"description": "Github Link to PR(s)"
},
"Commit Link": {
"scope": "markdown,md",
"prefix": ["github-link-commit"],
"body": ["{{< progress/github-link shas=\"${1:commitShas - CommaSep}\" title=\"${2:title}\" authors=\"${3:authors - Comma Sep}\" >}}"],
"description": "Progress Report Github Link to Commit(s)"
"scope": "markdown,md",
"prefix": ["pcsx2-link-commit"],
"body": [
"<PCSX2PRLink authors=\"${1:authors}\" shas=\"${2:commitShas - CommaSep}\">",
" ${3:title}",
"</PCSX2PRLink>"
],
"description": "Github Link to Commits(s)"
},
"PR and Commit Link": {
"scope": "markdown,md",
"prefix": ["github-link-pr-commit"],
"body": ["{{< progress/github-link shas=\"${1:commitShas - CommaSep}\" prNums=\"${2:pullReqNumbers - CommaSep}\" title=\"${3:title}\" authors=\"${4:authors - Comma Sep}\" >}}"],
"description": "Progress Report Github Link to Commit(s) and PR(s)"
"scope": "markdown,md",
"prefix": ["pcsx2-link-pr-commit"],
"body": [
"<PCSX2PRLink authors=\"${1:authors}\" prNums=\"${2:pullReqNumbers - CommaSep}\" shas=\"${3:commitShas - CommaSep}\">",
" ${4:title}",
"</PCSX2PRLink>"
],
"description": "Github Link to PR(s) and Commit(s)"
},
"Chart": {
"scope": "markdown,md",
"prefix": ["chart"],
"body": ["{{< progress/chart data=\"./charts/${1:dataFile}\" >}}"],
"description": "Create a Chart.JS...Chart!"
"Image": {
"scope": "markdown,md",
"prefix": ["img"],
"body": ["<Image src={require(\"./img/${1:path}.webp\").default} />"],
"description": "Display an Image"
},
"Image Compare": {
"scope": "markdown,md",
"prefix": ["img-cmp"],
"body": [
"<ImageCompare",
" left={require(\"./img/${1:leftPath}.webp\").default}",
" right={require(\"./img/${2:rightPath}.webp\").default}",
"/>"
],
"description": "Compare two images side-by-side"
},
"Compare Slider": {
"scope": "markdown,md",
"prefix": ["cmp-slider"],
"body": [
"<SliderCompare",
" before={require(\"./img/${1:beforePath}.webp\").default}",
" after={require(\"./img/${2:afterPath}.webp\").default}",
"/>"
],
"description": "Compare two images side-by-side"
},
"BarChart": {
"scope": "markdown,md",
"prefix": ["chart-bar"],
"body": [
"<BarChart chartDataUrl={require(\"./charts/${1:dataFile}\").default} />"
],
"description": "Create a BarChart!"
}
}

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@@ -1,8 +1,6 @@
# PCSX2 Website
The main PCSX2 website is a statically generated website, leveraging the hugo framework.
This repository has the main hugo theme, as well as the articles and content associated with it.
The main PCSX2 website is a statically generated website, leveraging [Docusaurus](https://docusaurus.io/docs).
- [Setup](#setup)
- [Windows](#windows)
@@ -10,9 +8,7 @@ This repository has the main hugo theme, as well as the articles and content ass
- [Developing](#developing)
- [Making a new Article](#making-a-new-article)
- [Caveats if Migrating a Legacy Article](#caveats-if-migrating-a-legacy-article)
- [Shortcode Documentation](#shortcode-documentation)
- [Folder Layout](#folder-layout)
- [Updating Dependencies](#updating-dependencies)
- [Builtin Component Documentation](#builtin-component-documentation)
## Setup
@@ -23,21 +19,19 @@ Setup Scoop as per instructions at https://scoop.sh/.
Open Powershell and install the following.
```bash
scoop install git
scoop bucket add extras
scoop install hugo-extended python task
scoop install git nodejs
npm install --global yarn
```
Navigate to your local git repository for the site and use the below to start the server.
To start the server you will need to be in your Github repository that contains config.yaml.
To start the server you will need to be in your Github repository that contains the `package.json`.
```bash
cd C:\Users\user\Documents\GitHub\pcsx2-net-www
hugo server -D
yarn start
```
Browse to http://localhost:1313/
Browse to http://localhost:8080/
### Linux
@@ -45,69 +39,33 @@ TODO - but very similar just using your package manager of choice
## Developing
The hugo documentation is your friend - https://gohugo.io/documentation/
- The docusaurus documentation is very useful and has plenty of examples https://docusaurus.io/docs
- Docusaurus uses React and JSX, seek out related resources for those if editing the frontend code
### Making a new Article
Run the following to setup the boilerplate for a new article:
```bash
task new-article
yarn new-article
```
The article will go into `/content/blog/<title>` and will be marked as a draft, it will not published to the final website until it is no longer marked as such!
The article will go into `/blog/<year>/<title>`
You should add an image to serve as a preview (if appropriate) by prefixing the filename with `feature-`.
You should add an image to serve as a preview (if appropriate) by using the `image:` frontmatter field, for example:
```yaml
---
title: ...
---
image: ./img/my-cool-thumbnail.webp
---
```
#### Caveats if Migrating a Legacy Article
- When running the command above, you should provide an alias that matches the relative URL from the old website. This will prevent legacy links from becoming dead. See existing articles that have been migrated for an example.
- When running the command above, you should provide an alias that matches the relative URL from the old website. This will prevent legacy links from becoming dead. See existing articles that have been migrated for an example.
### Shortcode Documentation
[See the following article](/docs/shortcodes.md)
### Folder Layout
A brief overview on where to find things depending on what you want to modify:
```
pcsx2-net-www/
├─ article-backup/ - Temporary dir that has all the old content and posts to be migrated
├─ content/ - New content that is hosted and served
│ ├─ blog/ - Specifically the folder where posts and their relevant content goes
├─ themes/
│ ├─ pcsx2/ - Everything about the website that isn't article content, look, feel and functionality
│ │ ├─ assets/
│ │ │ ├─ sass/ - We use SASS to preprocess our styling, it all lives here
│ │ ├─ layouts/
│ │ │ ├─ _default/ - Overrides on Hugo default templates
│ │ │ ├─ page/ - HTML pages, used to make more complicated / less templated pages
│ │ │ ├─ partials/ - Like shortcodes, but for templates instead of article content
│ │ │ ├─ shortcodes/ - Reusable macros that can be used in article content
│ │ │ ├─ index.html - Home page
│ │ ├─ static/ - JS/CSS files, as well as our vendored dependencies
├─ config.yaml - Hugo configuration file
```
### Updating Dependencies
Dependency metadata is stored in the top-level `deps-info.json`
> You should stash or commit any unstaged changes first!
After updating that file accordingly, run the following:
```bash
task vendor-deps
```
This will:
1. Re-vendor all referenced dependencies
2. Go through all `.html` files in the hugo theme, and up replace the referenced versions
Deleting a dependency is more involved and is likely a manual effort.
Inspect and commit the changes.
### Builtin Component Documentation
[See the following article](/usage_docs/components.md)

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@@ -1,21 +1,8 @@
version: '3'
version: "3"
# TODO - replace all this with npm scripts
tasks:
serve:
cmds:
- hugo server -D
new-article:
cmds:
- python ./scripts/make-new-article.py
vendor-deps:
cmds:
- python ./scripts/vendor-deps.py
convert-compat:
cmds:
- python ./scripts/coerce-compat-data.py
convert-pngs:
cmds:
- python ./scripts/convert-pngs.py
spell:
cmds:
- npx cspell content/**/*.md

3
babel.config.js Normal file
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@@ -0,0 +1,3 @@
module.exports = {
presets: [require.resolve("@docusaurus/core/lib/babel/preset")],
};

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@@ -1,23 +1,21 @@
---
title: "Biohazard 4!"
date: 2005-12-19T00:00:00
summary: "Time to brighten up the front page of this site with some sexy news"
authors:
- ckemu
date: 2005-12-19 00:00:00
description: Time to brighten up the front page of this site with some sexy news
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/185-biohazard-4"
- "/185-biohazard-4.html"
- "/185-biohazard-4.htm"
title: Biohazard 4!
---
Time to brighten up the front page of this site with some sexy news.
😊
<!-- truncate -->
**Parotaku** one of our long serving betatesters has been having 'fun'
testing *Biohazard 4 (Resident Evil 4)* under the WIP PCSX2 0.9 beta.
testing _Biohazard 4 (Resident Evil 4)_ under the WIP PCSX2 0.9 beta.
Whilst there are still many issues with this game, such as a lack of
memory card detection, it is fully playable, and looking utterly
gorgeous at high res.
@@ -25,7 +23,7 @@ gorgeous at high res.
<!-- TODO legacy video find it -->
!! The video was recorded through **GSdx** which automatically speeds up
video, so you are *NOT* watching actual emulated speeds! The real FPS is
video, so you are _NOT_ watching actual emulated speeds! The real FPS is
shown under the video link! Given that this video is being shared
through Bit Torrent, we ask if you could seed (share) this file for as
long as possible!

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@@ -0,0 +1,17 @@
---
authors:
- ckemu
date: 2005-08-26 00:00:00
description: Thanks to current WIP, the somewhat famous Gran Turismo 4 goes ingame
draft: false
tags:
- devblog
title: Gran Turismo 4 - Ingame
---
Thanks to current **WIP** , the somewhat famous _Gran Turismo 4_ goes
ingame! Expect plenty more to come
<!-- truncate -->
<Image cols={6} src={require("./img/gt.jpg").default} />

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@@ -1,20 +1,18 @@
---
title: "Happy Birthday!"
date: 2005-12-30T00:00:00
summary: "Happy Birthday to Saqib!"
authors:
- ckemu
date: 2005-12-30 00:00:00
description: Happy Birthday to Saqib!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/183-happy-birthday"
- "/183-happy-birthday.html"
- "/183-happy-birthday.htm"
title: Happy Birthday!
---
**Happy Birthday to Saqib!**
<!-- truncate -->
He turns 22 on December 31st, so I hope he has a fantastic day and
doesn't feel too depressed at getting older!
@@ -23,4 +21,4 @@ and turn into a regular 20-something, I decided a present for our
beloved developer is needed! Now don't say I never get you anything,
click on your pressie to get a nice treat
{{< img cols="6" src="./img/gift.jpg">}}
<Image cols={6} src={require("./img/gift.jpg").default} />

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@@ -1,19 +1,18 @@
---
title: "Merry Christmas!"
date: 2005-12-24T00:00:00
summary: "Merry Christmas to everyone, from the PCSX2 team!"
authors:
- ckemu
date: 2005-12-24 00:00:00
description: Merry Christmas to everyone, from the PCSX2 team!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/184-merry-christmas-2005"
- "/184-merry-christmas-2005.html"
- "/184-merry-christmas-2005.htm"
title: Merry Christmas!
---
Merry Christmas to everyone, from the PCSX2 team!
<!-- truncate -->
Hope everyone has a fantastic time, and a great New Years! Make sure you
get plenty of presents, and party hard

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@@ -1,29 +1,29 @@
---
title: "PCSX2 - Site Re-Launch"
date: 2005-08-22T00:00:00
summary: "**PCSX2** has been running for over three years now, and it was high time this project got a new site design!"
authors:
- ckemu
date: 2005-08-22 00:00:00
description:
"**PCSX2** has been running for over three years now, and it was high
time this project got a new site design!"
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/192-pcsx2-site-re-launch"
- "/192-pcsx2-site-re-launch.html"
- "/192-pcsx2-site-re-launch.htm"
title: PCSX2 - Site Re-Launch
---
**PCSX2** has been running for over three years now, and it was high
time this project got a new site design! Well here it is! We hope you
like
<!-- truncate -->
The site now has a much improved **compatibility** section, which is
continuously updated. Currently it shows what you can expect from the
future 0.9 release. So far only 250 games have been entered, out of the
500 or so we do test! Check back regularly!
**Downloads** have been made clearer, and the site now has a fresh
**screenshots** section, where the *best* shots will be posted. Many
**screenshots** section, where the _best_ shots will be posted. Many
other things have been added, so please browse around and explore!
The site was designed by **CKemu** and coded by **Falcon4ever** . We
@@ -35,4 +35,4 @@ The site isn't technically complete yet. Whilst all parts function,
there is much more to do, but both myself and **Falcon4ever** are
pressed for time, so we shall work on it whilst the site is public!
{{< img cols="6" src="./img/relaunch.jpg">}}
<Image cols={6} src={require("./img/relaunch.jpg").default} />

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@@ -1,23 +1,21 @@
---
title: "Sad News"
date: 2005-09-21T00:00:00
summary: "Linuzappz the lead coder for the PCSX2 project has 'officially' quit"
authors:
- ckemu
date: 2005-09-21 00:00:00
description: Linuzappz the lead coder for the PCSX2 project has 'officially' quit
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/187-sad-news"
- "/187-sad-news.html"
- "/187-sad-news.htm"
title: Sad News
---
**Linuzappz** the lead coder for the *PCSX2* project has 'officially'
**Linuzappz** the lead coder for the _PCSX2_ project has 'officially'
quit. This is due to several reasons, from slowly losing interest in the
project, to simply not having enough time to work on it.
I won't pull punches here, this *is* a major blow to this project as he
<!-- truncate -->
I won't pull punches here, this _is_ a major blow to this project as he
is responsible for so much code, plugins and has an extensive knowledge
of the **PlayStation 2** . Whilst he will pop in 'rarely' to lend a
hand, or some advice he won't be working on it further

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@@ -1,22 +1,22 @@
---
title: "Video Playback!"
date: 2005-09-16T00:00:00
summary: "Saqib fixed a large portion of IPU (Image Processing Unit) support in PCSX2"
authors:
- ckemu
date: 2005-09-16 00:00:00
description:
Saqib fixed a large portion of IPU (Image Processing Unit) support in
PCSX2
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/188-video-playback"
- "/188-video-playback.html"
- "/188-video-playback.htm"
title: Video Playback!
---
**Saqib** fixed a large portion of **IPU** (Image Processing Unit)
support in PCSX2, whilst this work is highly WIP and only just happened,
it is giving impressive results.
<!-- truncate -->
Videos (FMV's, cutscenes etc) had previously required patches to skip
past them, otherwise the emulator would hang, now many games are playing
videos (all be it very broken looking in many cases!), examples of games

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@@ -1,22 +1,22 @@
---
title: "Video Special!"
date: 2005-09-05T00:00:00
summary: "Having broken the 100,000!! unique visitor count, and nearing the 500,000 page clicks mark we decided to thank all the people who have visited this site"
authors:
- ckemu
date: 2005-09-05 00:00:00
description:
Having broken the 100,000!! unique visitor count, and nearing the 500,000
page clicks mark we decided to thank all the people who have visited this site
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/189-video-special"
- "/189-video-special.html"
- "/189-video-special.htm"
title: Video Special!
---
Having broken the **100,000** !! unique visitor count, and nearing the
**500,000** page clicks mark we decided to thank all the people who have
visited this site, and support the project with a few videos from the
current *WIP* 0.9 version.
current _WIP_ 0.9 version.
<!-- truncate -->
<!-- TODO - legacy find videos -->
@@ -35,11 +35,11 @@ Virtua Fighter 4 - Evolution - Some fun ingame action!
2 Minutes 35 Seconds | 27.6MB | Real Ingame Speed - 10-15 FPS.
All the videos where recorded through **GSdx**
and are automatically sped up, so you are *NOT* watching actual emulated
and are automatically sped up, so you are _NOT_ watching actual emulated
speeds! The real FPS is shown under each video link! Given that these
videos are being shared through Bit Torrent, we ask if you could seed
(share) these files for as long as possible!
Thank you for visiting, and enjoy the videos!
{{< img cols="6" src="./img/vidspec.jpg">}}
<Image cols={6} src={require("./img/vidspec.jpg").default} />

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@@ -1,23 +1,23 @@
---
title: "100,000 Visitors - Present For You!"
date: 2006-06-13T00:00:00
summary: "With 100,000 unique visitors having visited this site in it's short time online (13 days) both myself and Falcon4ever are happy it's gone so smoothly"
authors:
- ckemu
date: 2006-06-13 00:00:00
description:
With 100,000 unique visitors having visited this site in it's short time
online (13 days) both myself and Falcon4ever are happy it's gone so smoothly
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/170-100-000-visitors-present-for-you"
- "/170-100-000-visitors-present-for-you.html"
- "/170-100-000-visitors-present-for-you.htm"
title: 100,000 Visitors - Present For You!
---
With **100,000** unique visitors having visited this site in it's short
time online (13 days), both myself and *Falcon4ever* are happy it's
time online (13 days), both myself and _Falcon4ever_ are happy it's
gone so smoothly.
So a video of *Makai Kingdom* in action has been recorded for you lot to
<!-- truncate -->
So a video of _Makai Kingdom_ in action has been recorded for you lot to
download and enjoy, including audio (speech, music, sound effects).
So you are thinking **woopiee** a video, wow, that's shocking..., well hold that thought, what if I told you
@@ -26,7 +26,7 @@ e.g. what you see is practically what it's emulated at!
What?!! near full speed emulation?!! impossible I hear you cry, well I
did tell you that **zerofrog** was re-writing the eeREC and vuREC
😉 There's a lot to do, as in all honesty *many*
😉 There's a lot to do, as in all honesty _many_
games got broken with bugs during the transition from the old rec, to
the new, but he's still not blinking, and he is avoiding sleep, so
hopefully more news eventually!

View File

@@ -1,15 +1,12 @@
---
title: "A Little Fix Here, Alittle Fix There...Vvvroom!"
date: 2006-10-07T00:00:00
summary: "Refraction has been 'abit' busy!"
authors:
- ckemu
date: 2006-10-07 00:00:00
description: Refraction has been 'abit' busy!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/159-a-little-fix-here-alittle-fix-there-vvvroom"
- "/159-a-little-fix-here-alittle-fix-there-vvvroom.html"
- "/159-a-little-fix-here-alittle-fix-there-vvvroom.htm"
title: A Little Fix Here, Alittle Fix There...Vvvroom!
---
**Refraction** has been 'abit' busy!
@@ -17,7 +14,9 @@ aliases:
nights fixing **VIF Unpacks** , which decompress then send texture and
vector data to the VUs.
Such fixes have a wide impact on games, some *initial* results below:
<!-- truncate -->
Such fixes have a wide impact on games, some _initial_ results below:
Clocktower 3 - SPS (Spikey Polygon Syndrome) fixed!
Grandia III - Random crash fixed!
Sega Rally 2006 - SPS fixed!

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@@ -1,25 +1,25 @@
---
title: "Final Fantasy X And Beyond!"
date: 2006-01-09T00:00:00
summary: "ZeroFrog has once again been working on PCSX2, and has managed to fix the once present 'holes' in the terrain models of Final Fantasy X"
authors:
- ckemu
date: 2006-01-09 00:00:00
description:
ZeroFrog has once again been working on PCSX2, and has managed to fix
the once present 'holes' in the terrain models of Final Fantasy X
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/179-final-fantasy-x-and-beyond"
- "/179-final-fantasy-x-and-beyond.html"
- "/179-final-fantasy-x-and-beyond.htm"
title: Final Fantasy X And Beyond!
---
**ZeroFrog** has once again been working on PCSX2, and has managed to
fix the once present 'holes' in the terrain models of *Final Fantasy
X* , making the game look excellent. This fix also has a wide range of
fix the once present 'holes' in the terrain models of _Final Fantasy
X_ , making the game look excellent. This fix also has a wide range of
effects on other games, so don't worry folks there will be news soon
which doesn't involve a *Final Fantasy* !
which doesn't involve a _Final Fantasy_ !
😛
<!-- truncate -->
Whilst the game certainly now looks beautiful, it's still not playable
from start to finish, due to various 'looping' issues and video
playback, speed is of course an issue with such a complex emulation
@@ -39,4 +39,4 @@ Walk Through Kilika, menus and a battle!
Check out the forums for **59+** screenshots
[here](http://forums.ngemu.com/pcsx2-official-forum/67757-ffx-looking-near-perfect.html)
{{< img cols="6" src="./img/FFX_thumb.jpg">}}
<Image cols={6} src={require("./img/FFX_thumb.jpg").default} />

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@@ -0,0 +1,28 @@
---
authors:
- ckemu
date: 2006-01-08 00:00:00
description:
Final Fantasy XII Demo that was released with Dragon Quest VIII in North
America goes ingame
draft: false
tags:
- devblog
title: Finally Not A Fantasy!
---
_Final Fantasy XII Demo_ that was released with _Dragon Quest VIII_ in
North America goes **ingame**!
<!-- truncate -->
Thanks to some recent work by _Refraction_ and a new contributor
_ZeroFrog_ , we can now walk around the first demo area of this game.
Given this is **VERY** early work in progress (W.I.P), there are some
major bugs to be ironed out, like various graphical issues!
However to celebrate this breakthrough, there is a video and several
screens, and be sure to check out the official forums for some
up-and-coming new shots, progress and general discussion!
<!-- TODO - legayc video, find -->

View File

@@ -1,33 +1,33 @@
---
title: "Finally!"
date: 2006-09-06T00:00:00
summary: "Current WIP on the PCSX2 0.9.2 beta has led to the PAL (SCES 5049x) version of Final Fantasy X being Playable"
authors:
- ckemu
date: 2006-09-06 00:00:00
description:
Current WIP on the PCSX2 0.9.2 beta has led to the PAL (SCES 5049x) version
of Final Fantasy X being Playable
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/161-finally"
- "/161-finally.html"
- "/161-finally.htm"
title: Finally!
---
Current WIP on the PCSX2 0.9.2 beta has led to the PAL (SCES 5049x)
version of Final Fantasy X being **Playable** . Thanks to a variety of
fixes made by various members of the team, including;
- MTGS / DC mode stability - Great for Dual Core / CPU users!
- IPU fixes, including fully working sound in videos
- Pause and sync issues, no more random hangs, looping etc
- SPU2 fixes, including ADMA, and timing related issues.
<!-- truncate -->
- MTGS / DC mode stability - Great for Dual Core / CPU users!
- IPU fixes, including fully working sound in videos
- Pause and sync issues, no more random hangs, looping etc
- SPU2 fixes, including ADMA, and timing related issues.
With MTGS (Multi Threaded GS) / DC (Dual Core) features gaining improved
stability, the game can be played at 'enjoyable' speeds, ranging from
a base speed of 29 FPS in the most intense areas, right up to the peak
speeds of over 140 FPS.[1]
This means that the US, Japanese and *finally* the European versions of
This means that the US, Japanese and _finally_ the European versions of
Final Fantasy X are fully playable!
Enjoy the shots posted on the PCSX2 official forums!

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@@ -1,24 +1,24 @@
---
title: "Fix Fusion"
date: 2006-07-12T00:00:00
summary: "Work has never stopped since the release of PCSX2 0.9.1, in fact it rarely does"
authors:
- ckemu
date: 2006-07-12 00:00:00
description:
Work has never stopped since the release of PCSX2 0.9.1, in fact it rarely
does
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/166-fix-fusion"
- "/166-fix-fusion.html"
- "/166-fix-fusion.htm"
title: Fix Fusion
---
Work has never stopped since the release of **PCSX2 0.9.1** , in fact it
rarely does
😊
<!-- truncate -->
Refraction has made significant fixes to counters making games much more
stable. For instance, *Final Fantasy X-2* is now stable enough to be
stable. For instance, _Final Fantasy X-2_ is now stable enough to be
classed as "playable". Disgaea will play story scenes without
freezing, and Resident Evil 4 is much more stable during gameplay!

View File

@@ -1,22 +1,22 @@
---
title: "Good News For 0.9.2!"
date: 2006-08-15T00:00:00
summary: "We have recently had saqib and gigaherz working very hard on some parts of pcsx2 and its plugins"
authors:
- refraction
date: 2006-08-15 00:00:00
description:
We have recently had saqib and gigaherz working very hard on some parts
of pcsx2 and its plugins
draft: false
tags:
- devblog
mainAuthor: refraction
aliases:
- "/163-good-news-for-0-9-2"
- "/163-good-news-for-0-9-2.html"
- "/163-good-news-for-0-9-2.htm"
title: Good News For 0.9.2!
---
We have recently had **saqib** and **gigaherz** working very hard on
some... parts of pcsx2 and its plugins, the result? it should be rather
enjoyable for you when we release 0.9.2!
<!-- truncate -->
I'm not going to tell you what it is, I'm sure you die hard fans will
all guess from this sound clip

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@@ -1,18 +1,16 @@
---
title: "Guide Updates"
date: 2006-01-06T00:00:00
summary: "After some bugging by Falcon4ever, I sat down and fixed all 200 errors that were preventing the configuration guide from being XHTML compatible"
authors:
- bositman
date: 2006-01-06 00:00:00
description:
After some bugging by Falcon4ever, I sat down and fixed all 200 errors
that were preventing the configuration guide from being XHTML compatible
draft: false
tags:
- devblog
mainAuthor: bositman
aliases:
- "/182-guide-updates"
- "/182-guide-updates.html"
- "/182-guide-updates.htm"
title: Guide Updates
---
Yes i know this wasn't what people were expecting of an update from the
PCSX2 site,but small news is better than no news
😛
@@ -24,8 +22,8 @@ button at the bottom of the page. So if anyone had problems with it with
the browser they were using,there is a good chance that its fixed
now.Note that all the translations have been made using the old html
file so unfortunately they are not XHTML compatible.
Here's the link of the english updated version: [PCSX2 Configuration
Guide](/config-guide/official-english-pcsx2-configuration-guide.html)
<!-- truncate -->
Also we have 2 new translations:

View File

@@ -1,22 +1,23 @@
---
title: "Hot Shots Contest!"
date: 2006-06-04T00:00:00
summary: "A lot is going on at the moment, behind the scenes - quietly in dark dank corners of the world, zerofrog barely ever blinking is re-writing the eeREC and vuREC"
authors:
- ckemu
date: 2006-06-04 00:00:00
description:
A lot is going on at the moment, behind the scenes - quietly in dark
dank corners of the world, zerofrog barely ever blinking is re-writing the eeREC
and vuREC
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/171-hot-shots-contest"
- "/171-hot-shots-contest.html"
- "/171-hot-shots-contest.htm"
title: Hot Shots Contest!
---
A lot is going on at the moment, behind the scenes - quietly in dark
dank corners of the world, zerofrog barely ever blinking is re-writing
the eeREC and vuREC...
<!-- truncate -->
Whilst this incredibly laborious process continues, we have something
for you to all enjoy!:
@@ -32,36 +33,36 @@ immortalized on the PCSX2 website, but not only that, the overall winner
will get a **Universal PS2 Controller Adapter** Provided by the
fantastic guys over at **SpelKontroll**
- Converts any PS/PS2 game controller for use on Xbox, Gamecube or PC
USB.
- Supports vibration feedback (XBox/GC/PC USB).
- Works with steering wheels, joysticks.
- Is compatible with PS/PS2 dance mat which can be converted to use on
XBOX or GC consoles.
- Converts any PS/PS2 game controller for use on Xbox, Gamecube or PC
USB.
- Supports vibration feedback (XBox/GC/PC USB).
- Works with steering wheels, joysticks.
- Is compatible with PS/PS2 dance mat which can be converted to use on
XBOX or GC consoles.
**How to Enter**
You must be a member of either [EmuTalk](http://www.emutalk.net) or
[Emuforums](http://forums.ngemu.com/) (Both are free to register at),
and post your entries in the official threads for this contest:
- [NGemu Official
Thread](http://forums.ngemu.com/pcsx2-official-forum/73014-hot-shots-contest-entries.html)
- [EmuTalk Official
Thread](http://www.emutalk.net/showthread.php?t=35566)
- [NGemu Official
Thread](http://forums.ngemu.com/pcsx2-official-forum/73014-hot-shots-contest-entries.html)
- [EmuTalk Official
Thread](http://www.emutalk.net/showthread.php?t=35566)
**Rules and additional information**
- A maximum of **two** entries per person.
- All entries must be posted before the end of this month **30 June
2006** . No late entries will be considered.
- Fake, or other bogus images will automatically disqualify you from
the contest
- Images can be taken from any available GS plugin, no image smaller
than 640x480. Please make sure only GS window is captured, we **DO
NOT** want to see your desktop! Fullscreen would be a good option!
- Winners Prize is **NOT** refundable/exchangeable.
- No email entries will be accepted, all images **must** be attached
in a reply to the official thread.
- A maximum of **two** entries per person.
- All entries must be posted before the end of this month **30 June
2006** . No late entries will be considered.
- Fake, or other bogus images will automatically disqualify you from
the contest
- Images can be taken from any available GS plugin, no image smaller
than 640x480. Please make sure only GS window is captured, we **DO
NOT** want to see your desktop! Fullscreen would be a good option!
- Winners Prize is **NOT** refundable/exchangeable.
- No email entries will be accepted, all images **must** be attached
in a reply to the official thread.
Judging will take place during the first week of July, where by **10**
images will be chosen, and posted on the forums, for everyone to vote

View File

@@ -1,33 +1,33 @@
---
title: "Interview Refraction"
date: 2006-06-18T00:00:00
summary: "Keith from the emulation64 invited one of our developers, Refraction, for a spotlight interview"
authors:
- falcon4ever
date: 2006-06-18 00:00:00
description:
Keith from the emulation64 invited one of our developers, Refraction,
for a spotlight interview
draft: false
tags:
- devblog
mainAuthor: Falcon4ever
aliases:
- "/169-interview-refraction"
- "/169-interview-refraction.html"
- "/169-interview-refraction.htm"
title: Interview Refraction
---
Since the release of 0.9 the developers have worked hard to improve
PCSX2. Looking at the progress zerofrog is making, the future looks very
promising.
<!-- truncate -->
But there is more! **Keith** from the **[emulation64
network](http://www.emulation64.com)** invited one of our developers,
**Refraction** , for a spotlight interview.
***Q :** Could you give us some information regarding the current state
**\*Q :** Could you give us some information regarding the current state
of your projects?
**A :** Well PCSX2 is going well, we have started to focus a bit more on
speed as quite a few games are now working in comparison to older
versions, but we are still bug finding, slowly trying to get in the bits
we have missed and rewriting parts that are completely bugged
😛*
😛\*
Check out the full interview:
:: [Interview with

View File

@@ -1,15 +1,14 @@
---
title: "Introducing Devblogs"
date: 2006-07-23T00:00:00
summary: "Today marks the start of a new section called Blog, this is an area for the development team to write technical articles and day-to-day happenings"
authors:
- ckemu
date: 2006-07-23 00:00:00
description:
Today marks the start of a new section called Blog, this is an area for
the development team to write technical articles and day-to-day happenings
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/developer-blog/233-introducing-devblogs"
- "/developer-blog/233-introducing-devblogs.html"
- "/developer-blog/233-introducing-devblogs.htm"
title: Introducing Devblogs
---
Today marks the start of a new section called **Blog** , this is an area
@@ -18,6 +17,8 @@ happenings. This is something we hope you find an interesting read, and
a general resource for technical information with an insight into the
PCSX2 team.
<!-- truncate -->
You will find entries about on a variety of subjects, including
technical articles, site development, humorous aspects of working on a
project such as this and the 'technical challenges' that are met every

View File

@@ -1,22 +1,20 @@
---
title: "Kosmos Escapes - Zerogs 0.95!"
date: 2006-08-05T00:00:00
summary: "ZeroGS KOSMOS 0.95 written by Zerofrog is out!"
authors:
- ckemu
date: 2006-08-05 00:00:00
description: ZeroGS KOSMOS 0.95 written by Zerofrog is out!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/164-kosmos-escapes-zerogs-0-95"
- "/164-kosmos-escapes-zerogs-0-95.html"
- "/164-kosmos-escapes-zerogs-0-95.htm"
title: Kosmos Escapes - Zerogs 0.95!
---
**ZeroGS KOSMOS 0.95** written by **Zerofrog** is out! This is *the*
**ZeroGS KOSMOS 0.95** written by **Zerofrog** is out! This is _the_
plugin of choice for people using graphics cards supporting Pixel Shader
2.0 or 3.0.
<!-- truncate -->
ZeroGS KOSMOS has greatly improved over its previous release, now it is
**significantly faster** , an example would be 'Final Fantasy XII',
which is now 3x faster ingame!

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@@ -1,28 +1,26 @@
---
title: "Kosmos - Zerogs Just Evolved."
date: 2006-07-28T00:00:00
summary: "Yes you read that correctly, and no it's not April 1st!"
authors:
- ckemu
date: 2006-07-28 00:00:00
description: Yes you read that correctly, and no it's not April 1st!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/165-kosmos-zerogs-just-evolved"
- "/165-kosmos-zerogs-just-evolved.html"
- "/165-kosmos-zerogs-just-evolved.htm"
title: Kosmos - Zerogs Just Evolved.
---
Final Fantasy X: 35-128 FPS
Grandia 3: 37-60 FPS
...Yes you read that correctly, and no it's not April 1st!
<!-- truncate -->
**WAIT** !!..Okay so you knew there would be a catch
😛
**MTGS** (Multi Threaded GS) has recently become much more stable thanks
to *zerofrog* and his recent improvements to **ZeroGS** (a GS plugin for
to _zerofrog_ and his recent improvements to **ZeroGS** (a GS plugin for
PCSX2). MTGS allows for people with **Dual Core** CPU's to run PCSX2 at
significantly improved speeds by putting the graphics side of PCSX2 onto
a separate core.
@@ -36,7 +34,7 @@ wireframe mode, video recording, bilinear filtering and pre-defined
resolutions to choose from.
So whats the catch? Well ZeroGS requires **Pixel Shader 2.0** , so you
*need* a graphics card capable of this shader model (I recommend the
_need_ a graphics card capable of this shader model (I recommend the
GeForce 6600GT for budget users).
The other catch is somewhat obvious, you will need a Dual Core CPU to
@@ -50,19 +48,19 @@ Enough of the text, lets move onto my favorite section - eyecandy!
The shots where taken on the following spec machine:
- Opteron 165 1.8Ghz @ 2.5Ghz (9x280)
- 1Gb DDR550 Dual Channel @ DDR560
- Gainward BLISS 7900 GTX 512Mb
- SoundBlaster Audigy 4
- Opteron 165 1.8Ghz @ 2.5Ghz (9x280)
- 1Gb DDR550 Dual Channel @ DDR560
- Gainward BLISS 7900 GTX 512Mb
- SoundBlaster Audigy 4
Note FPS is **reduced** by ~50% in these shots because they where taken
with Bilinear Filtering, and 4xAA enabled:
{{< img cols="4" src="./img/KOSMOS_1.jpg">}}
{{< img cols="4" src="./img/KOSMOS_2.jpg">}}
{{< img cols="4" src="./img/KOSMOS_3.jpg">}}
{{< img cols="4" src="./img/KOSMOS_4.jpg">}}
{{< img cols="4" src="./img/KOSMOS_5.jpg">}}
{{< img cols="4" src="./img/KOSMOS_6.jpg">}}
{{< img cols="4" src="./img/KOSMOS_7.jpg">}}
{{< img cols="4" src="./img/KOSMOS_8.jpg">}}
<Image cols={4} src={require("./img/KOSMOS_1_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_2_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_3_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_4_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_5_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_6_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_7_T.jpg").default} />
<Image cols={4} src={require("./img/KOSMOS_8_T.jpg").default} />

View File

@@ -1,27 +1,28 @@
---
title: "Level Up! - Erm Speed Up!"
date: 2006-06-26T00:00:00
summary: "In a previous news post we 'hinted' at work being done by **zerofrog** with regards to a new *eeREC*"
authors:
- ckemu
date: 2006-06-26 00:00:00
description:
In a previous news post we 'hinted' at work being done by **zerofrog**
with regards to a new *eeREC*
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/168-level-up-erm-speed-up"
- "/168-level-up-erm-speed-up.html"
- "/168-level-up-erm-speed-up.htm"
title: Level Up! - Erm Speed Up!
---
In a previous news post we 'hinted' at work being done by **zerofrog**
with regards to a new *eeREC* (Emotion Engine Recompiler) and *vuREC*
with regards to a new _eeREC_ (Emotion Engine Recompiler) and _vuREC_
(Vector Unit Recompiler (VU0 and VU1)).
<!-- truncate -->
The goal of this complete rewrite is to increase speed, whilst at the
same time improve, or at least maintain current compatibility.
This rewrite has been going on for sometime now, and is starting to
truly show fascinating results, many games now run up to 4x faster, an
example of this would be *Sonic Riders* - previous betas ran at 3.x to
example of this would be _Sonic Riders_ - previous betas ran at 3.x to
12.x FPS whilst racing, it now runs at 12.x to 35.x FPS
Testing and bug chasing continues, meanwhile a
@@ -33,4 +34,5 @@ get significantly faster speeds than myself
:: [Screenshots
thread](http://forums.ngemu.com/pcsx2-official-forum/73799-level-up-erm-speed-up.html)
- Check it out, plenty more to come!

View File

@@ -1,19 +1,18 @@
---
title: "Merry Christmas!"
date: 2006-12-25T00:00:00
summary: "Merry Christmas folks!"
authors:
- ckemu
date: 2006-12-25 00:00:00
description: Merry Christmas folks!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/153-merry-christmas-2006"
- "/153-merry-christmas-2006.html"
- "/153-merry-christmas-2006.htm"
title: Merry Christmas!
---
Merry Christmas folks!
<!-- truncate -->
Hope you all have a fantastic day, and get what you want (car,
girlfriend / boyfriend, computer, 1000 games, mint rare copy of Final
Fantasy 7, the one where Aeris lives...etc, well atleast

View File

@@ -1,15 +1,14 @@
---
title: "New Configuration Guide And Translations"
date: 2006-12-20T00:00:00
summary: "For those who haven't noticed,the PCSX2 Configuration Guide has been updated for v0.9.2 and is now integrated in this site itself"
authors:
- bositman
date: 2006-12-20 00:00:00
description:
For those who haven't noticed,the PCSX2 Configuration Guide has been
updated for v0.9.2 and is now integrated in this site itself
draft: false
tags:
- devblog
mainAuthor: bositman
aliases:
- "/154-new-configuration-guide-and-translations"
- "/154-new-configuration-guide-and-translations.html"
- "/154-new-configuration-guide-and-translations.htm"
title: New Configuration Guide And Translations
---
Hey everyone,long time since I've posted some news on the PCSX2 site.
@@ -17,6 +16,8 @@ For those who haven't noticed,the PCSX2 Configuration Guide has been
updated for v0.9.2 and is now integrated in this site itself! You can
view it simply by clicking on the "Guide" link at the main menu.
<!-- truncate -->
With the help of my buddy Falcon4ever, the guide has been converted to
mybb code and we now have a new system for translations! The translators
will be send a txt file which no longer has any code inside, making it

View File

@@ -1,15 +1,15 @@
---
title: "Nightmare On Floating Point Street"
date: 2006-07-24T00:00:00
summary: "It is very hard to emulate the floating-point calculations of the R5900 FPU and the Vector Units on an x86 CPU because the Playstation 2 does not follow the IEEE standard"
authors:
- zerofrog
date: 2006-07-24 00:00:00
description:
It is very hard to emulate the floating-point calculations of the R5900
FPU and the Vector Units on an x86 CPU because the Playstation 2 does not follow
the IEEE standard
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/developer-blog/232-nightmare-on-floating-point-street"
- "/developer-blog/232-nightmare-on-floating-point-street.html"
- "/developer-blog/232-nightmare-on-floating-point-street.htm"
title: Nightmare On Floating Point Street
---
It is very hard to emulate the floating-point calculations of the R5900
@@ -19,6 +19,8 @@ and an x86 processor can give you 3 different results all differing by a
couple of bits! Operations like square root and division are even more
imprecise.
<!-- truncate -->
Originally, we thought that a couple of bits shouldn't matter, that game
developers would be crazy to rely on such precise calculation. Floating
points are mostly used for world transformations or interpolation
@@ -68,11 +70,11 @@ Pcsx2 will read the rounding mode and overflow settings from the patch
files. This is so that all games can be accommodated with the
best/fastest settings.
**Moral of the blog** When comparing two floating point numbers *a* and
*b* , never use *a* == *b* . Instead use something along the lines of
**Moral of the blog** When comparing two floating point numbers _a_ and
_b_ , never use _a_ == _b_ . Instead use something along the lines of
```
fabs(a-b) < epsilon
```
> where *epsilon* is some very small number.
> where _epsilon_ is some very small number.

View File

@@ -1,21 +1,19 @@
---
title: "PCSX2 0.9.1 - Release"
date: 2006-07-03T00:00:00
summary: "PCSX2 0.9.1 is now available to download"
authors:
- ckemu
date: 2006-07-03 00:00:00
description: PCSX2 0.9.1 is now available to download
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/167-pcsx2-0-9-1-release"
- "/167-pcsx2-0-9-1-release.html"
- "/167-pcsx2-0-9-1-release.htm"
title: PCSX2 0.9.1 - Release
---
**PCSX2 0.9.1** is now available to download
This release brings a *significant* speed increase to the majority of
<!-- truncate -->
This release brings a _significant_ speed increase to the majority of
games, this is due to a complete rewrite of the EE and VU recompilers.
Various other improvements have increased compatibility with games, you
will be able to check your game against the included compatibility list,
@@ -23,7 +21,7 @@ which lists nearly **1000** titles (Please note at time of release list
is not guaranteed 100% accurate).
Whilst the new recompilers are a major improvement, the recompilers are
not 100% accurate at present, this *may* result in a number of broken
not 100% accurate at present, this _may_ result in a number of broken
games.
A further release will be created in the future enhancing upon the
@@ -41,7 +39,7 @@ contest deadline until the **15th July 2006** , you may enter shots from
PCSX2 0.9.1 (recommended) or 0.9, those of you who have already entered
are allowed to update your posts with new submissions if you wish.
Hopefully people are more imaginative, and post less *Final Fantasy*
Hopefully people are more imaginative, and post less _Final Fantasy_
shots
😉

View File

@@ -0,0 +1,36 @@
---
authors:
- ckemu
date: 2006-11-18 00:00:00
description: PCSX2 0.9.2 R2 is now available
draft: false
tags:
- devblog
title: PCSX2 0.9.2 - The Revenge!
---
**PCSX2 0.9.2 R2** is now available
<!-- truncate -->
This fixes an assortment of issues found briefly after 0.9.2's original
launch. It is **strongly** advised that people get this build of 0.9.2
over the initial release.
- Compatibility regression with **Vampire Night** resolved.
- **Final Fantasy X** now works for _most_ regions.
- Fixes Crash when using _config>patches_
- Frame Limiting is now more accurate.
- Improved zeroGS, **Disgaea 2** menus are now solid.
- P.E.Op.S SPU2 updated to include threaded mode (useful for video
recording).
- Screen Saver / Power Saving now disabled when running PCSX2.
Just to cure our collective headaches "warnings about default.xml"
being blank, or "patches not found", are merely information, they do
**not** in any way effect PCSX2's compatibility or performance.
:: [Official Screenshots
Thread](http://forums.ngemu.com/pcsx2-official-forum/80878-post-your-pcsx2-0-9-2-screenshots-here.html)
- Post your shots from PCSX2 0.9.2 here!

View File

@@ -1,23 +1,21 @@
---
title: "PCSX2 0.9"
date: 2006-04-03T00:00:00
summary: "Yes folks PCSX2 0.9 is here, by no means gracefully, but it is here!"
authors:
- ckemu
date: 2006-04-03 00:00:00
description: Yes folks PCSX2 0.9 is here, by no means gracefully, but it is here!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/173-pcsx2-0-9"
- "/173-pcsx2-0-9.html"
- "/173-pcsx2-0-9.htm"
title: PCSX2 0.9
---
Yes folks **PCSX2 0.9** is here, by no means gracefully, but it is
here!
<!-- truncate -->
You can now enjoy **PCSX2 0.9** a faster and more compatible PS2
emulator, it's been a year since *0.8.1* was released so you will see
emulator, it's been a year since _0.8.1_ was released so you will see
many dramatic changes!
Many games are now going ingame, and some are even playable (check out
@@ -39,4 +37,3 @@ time!
to all linux users!**
**NOTE: PLEASE READ THE HELP FILE BEFORE RUNNING PCSX2!**

View File

@@ -1,15 +1,15 @@
---
title: "PCSX2 64Bit Recompilation"
date: 2006-10-29T00:00:00
summary: "Many 64 bit architectures have been proposed; however, the x86-64 (aka AMD64) architecture has picked up a lot of speed since its initial proposal a couple of years ago"
authors:
- zerofrog
date: 2006-10-29 00:00:00
description:
Many 64 bit architectures have been proposed; however, the x86-64 (aka
AMD64) architecture has picked up a lot of speed since its initial proposal a couple
of years ago
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/developer-blog/228-pcsx2-64bit-recompilation"
- "/developer-blog/228-pcsx2-64bit-recompilation.html"
- "/developer-blog/228-pcsx2-64bit-recompilation.htm"
title: PCSX2 64Bit Recompilation
---
Many 64 bit architectures have been proposed; however, the x86-64 (aka
@@ -27,6 +27,8 @@ release is looking very stable and after doing some research, we have
decided to add support for x86-64 recompilation, both for 64bit versions
of Linux and Windows (yes, Linux support is returning).
<!-- truncate -->
Before going into technical details, I want to cover the current Pcsx2
recompilation model.
@@ -42,14 +44,14 @@ look like:
```cpp
switch(code>>26) {
case 0x02: // J - jump to
pc = (code & 0x03ffffff)*4; // change the program counter
break;
case 0x23: // LW - load word, sign extend
gpr[Rt] = (long long)*(long*)(memory+gpr[Rs]+(short)code);
break;
...
}
case 0x02: // J - jump to
pc = (code & 0x03ffffff)*4; // change the program counter
break;
case 0x23: // LW - load word, sign extend
gpr[Rt] = (long long)*(long*)(memory+gpr[Rs]+(short)code);
break;
...
}
```
Recompilers, on the other hand, try to cut as many corners as possible.

View File

@@ -1,22 +1,20 @@
---
title: "PCSX2 - New Site, New Features!"
date: 2006-06-01T00:00:00
summary: "We're back!!"
authors:
- ckemu
date: 2006-06-01 00:00:00
description: We're back!!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/172-pcsx2-new-site-new-features"
- "/172-pcsx2-new-site-new-features.html"
- "/172-pcsx2-new-site-new-features.htm"
title: PCSX2 - New Site, New Features!
---
We're back!! Over the past three weeks you may of noticed that this
site was nothing more than some panties with a BBL sign (didn't
saqib's body look hawt) or a daft reference to PCSX3!
<!-- truncate -->
Well the old site was horribly broken and had a variety of flaws, so
myself and the hardworking **Falcon4ever** ripped the site down to give
you this new one! Voila! We hope you like.
@@ -24,13 +22,13 @@ you this new one! Voila! We hope you like.
A variety of new features and improvements have been impl4mented, I
shall just list a few:
- Compat list is paginated - reducing load, makes browsing faster to!
- Compat list is searchable!
- Greatly reduced load times
- No framesets - We all hated them, now they're no more!
- No Popups - No security warnings, flashier to behold, and neater.
- Clearer navigation, with multi tier menus, plain text navigation for
easy translation!
- Compat list is paginated - reducing load, makes browsing faster to!
- Compat list is searchable!
- Greatly reduced load times
- No framesets - We all hated them, now they're no more!
- No Popups - No security warnings, flashier to behold, and neater.
- Clearer navigation, with multi tier menus, plain text navigation for
easy translation!
One **key** feature is the return of the Donate button
😉
@@ -39,7 +37,7 @@ The site has full **Firefox** support, however there are some 'minor'
flaws with IE at present (just making IE6 actually comply was fun
enough!), which will be sorted very soon.
Be sure you check out *Downloads>Videos* for two new videos, and check
Be sure you check out _Downloads>Videos_ for two new videos, and check
there regularly for new footage!
We now also have a working screenshots system on the sites Backend, we

View File

@@ -1,18 +1,16 @@
---
title: "PCSX2 Productions Present"
date: 2006-12-08T00:00:00
summary: "We have thus decided to produce a rather 'unique' video demonstrating some of the many games **PCSX2 0.9.2** can emulate"
authors:
- ckemu
date: 2006-12-08 00:00:00
description:
We have thus decided to produce a rather 'unique' video demonstrating
some of the many games **PCSX2 0.9.2** can emulate
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/155-pcsx2-productions-present"
- "/155-pcsx2-productions-present.html"
- "/155-pcsx2-productions-present.htm"
title: PCSX2 Productions Present
---
**PCSX2 0.9.2** is out, with thousands of users busily trying
PlayStation 2 emulation out, the
[screenshots](http://forums.ngemu.com/pcsx2-official-forum/80878-post-your-pcsx2-0-9-2-screenshots-here.html)
@@ -20,8 +18,9 @@ thread has been a growing mecca of fantastic screenshots, we have thus
decided to produce a rather 'unique' video demonstrating some of the
many games **PCSX2 0.9.2** can emulate.
<!-- truncate -->
PCSX2's forum users produce many *excellent* shots, because of this we
PCSX2's forum users produce many _excellent_ shots, because of this we
plan to take a selection of shots from the [screenshots
thread](http://forums.ngemu.com/pcsx2-official-forum/80878-post-your-pcsx2-0-9-2-screenshots-here.html)
on a 'regular' basis and place them on this site under the screenshots

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@@ -0,0 +1,26 @@
---
authors:
- saqib
date: 2006-03-26 00:00:00
description: PCSX2 won the Grand Prize! - Best software out of 48-50 entries!
draft: false
tags:
- devblog
title: PCSX2 Rocked The Expo At Fast-Nu
---
Update to the "Software Expo at FAST-NU" news posted previously. PCSX2
won the **Grand Prize** ! - **Best** software out of 48-50 entries! It
had an audience of **200** in just two days!
<!-- truncate -->
**Congratulations** to _all_ the Beta-Testers, developers and of course
the public who support us! You guys made this possible! So thank you
everyone!
This one goes out to Linuzappz, [RO]man and GoldFinger ! ( Time to
make a return
😉 )
<Image cols={6} src={require("./img/shield.jpg").default} />

View File

@@ -1,25 +1,27 @@
---
title: "Saqib Time"
date: 2006-11-10T00:00:00
summary: "One of the greatest questions mankind has ever asked is; \"How long does Saqib take to give testers a beta?\". It's a common question raised by many testers over the years."
authors:
- ckemu
date: 2006-11-10 00:00:00
description:
One of the greatest questions mankind has ever asked is; "How long does
Saqib take to give testers a beta?". It's a common question raised by many testers
over the years.
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/developer-blog/227-saqib-time"
- "/developer-blog/227-saqib-time.html"
- "/developer-blog/227-saqib-time.htm"
title: Saqib Time
---
One of the greatest questions mankind has ever asked is; "How long does
Saqib take to give testers a beta?". It's a common question raised by
many testers over the years.
<!-- truncate -->
One could argue that such questions are not to be answered by mankind,
for such knowledge would surely destroy us, well I for one believe that
mankind must know, for it could be the key to unlocking one of the
greatest advances in Quantum Theory, since *zerofrog* learned how to
greatest advances in Quantum Theory, since _zerofrog_ learned how to
collapse entire galaxies with his zeroGS KOSMOS.
To calculate the real world time it will take for saqib to deliver a
@@ -77,12 +79,11 @@ R=Real World Time (Minutes)
S=Saqib Time (Minutes)
K=10080, L=1440, F=6, P=2, C=10, N=2, S=1.
<span style="font-size: large;">
**R=(L\*K\*F\*Log(1.7^S))/((Sin(PI\*P/3)+1)\*N^C)** </span>
`R=(L*K*F*Log(1.7^S))/((Sin(PI*P/3)+1)*N^C)`
R=10503.43726 minutes.
So a single minute in *Saqib Time* is equal to 7.29 Days in our time,
So a single minute in _Saqib Time_ is equal to 7.29 Days in our time,
this work is theoretical at the moment and needs a great deal of
refinement, however one can see via this simple equation that we'll be
long dead by the time PCSX2 has Saqib's code.

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@@ -1,33 +1,35 @@
---
title: "Site Improvements Part 1"
date: 2006-09-29T00:00:00
summary: "Since the launch of the new site last year, several improvements have been made to the site. Some of you may have noticed that the site is looking a bit different since yesterday"
authors:
- falcon4ever
date: 2006-09-29 00:00:00
description:
Since the launch of the new site last year, several improvements have
been made to the site. Some of you may have noticed that the site is looking a bit
different since yesterday
draft: false
tags:
- devblog
mainAuthor: Falcon4ever
aliases:
- "/developer-blog/229-site-improvements-part-1"
- "/developer-blog/229-site-improvements-part-1.html"
- "/developer-blog/229-site-improvements-part-1.htm"
title: Site Improvements Part 1
---
Since the launch of the new site last year, several improvements have
been made to the site. Some of you may have noticed that the site is
looking a bit different since yesterday.
<!-- truncate -->
The site now contains several navigation panels to look up old news.
Another (maybe) less noticeable improvement has been made to the page
caching engine. Over the past year, PCSX2.net has been using a custom
written cache engine. Whilst this had been functioning well enough for
sometime now, it still had a few nasty bugs which where hard to trace,
leading to glitches such as *Page 1 of 0* .
leading to glitches such as _Page 1 of 0_ .
Also due to a demand for a cleaner (and easier to maintain) code, we
have been looking into several template engines. Thus the engine used to
cache pages has be switched.
For the current version of the portal, we're using the *Smarty* template
For the current version of the portal, we're using the _Smarty_ template
engine. More information on how smarty works will follow in a later blog
article.
@@ -47,7 +49,6 @@ on how this looks, here are a few shots:
![](./img/site-impr1s.jpg)
![](./img/site-impr2s.jpg)
**\[Compat page - using the search!\]** and **\[Contact page\]**
![](./img/site-impr3s.jpg)

View File

@@ -0,0 +1,23 @@
---
authors:
- falcon4ever
date: 2006-11-11 00:00:00
description:
It's been a while since the last site improvements, however this time
we have some nice and maybe unique features on our site
draft: false
tags:
- devblog
title: Site Improvements Part 2
---
It's been a while since the last site improvements, however this time we
have some nice and maybe unique features on our site.
<!-- truncate -->
Our compatibility page has been upgraded. The new feature is the AJAX
powered toggle boxes which allow you to see games with a particular
status.
The status will be remembered when switching between pages.

View File

@@ -1,22 +1,20 @@
---
title: "Software Expo + Misc"
date: 2006-03-07T00:00:00
summary: "PCSX2 Beta v0.9 is going to be on display at FAST-NU Lahore, Pakistan"
authors:
- ckemu
date: 2006-03-07 00:00:00
description: PCSX2 Beta v0.9 is going to be on display at FAST-NU Lahore, Pakistan
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/175-software-expo-misc"
- "/175-software-expo-misc.html"
- "/175-software-expo-misc.htm"
title: Software Expo + Misc
---
**PCSX2** Beta v0.9 is going to be on display at FAST-NU Lahore,
Pakistan by *Saqib Akhtar* (One of the main developers) on the **24th**
Pakistan by _Saqib Akhtar_ (One of the main developers) on the **24th**
and **25th** of March, 2006.
<!-- truncate -->
[PSEmu.pl](http://www.psemu.pl/) run by the respected and fine admin
**winter_mute** , will be providing the official **Polish** language
forums for the PCSX2 project!

View File

@@ -1,26 +1,26 @@
---
title: "Sound, Everywhere!"
date: 2006-09-29T00:00:00
summary: "In the Good News for 0.9.2! post, made on 16th August, Refraction hinted at progress being made with the audio side of PCSX2"
authors:
- ckemu
date: 2006-09-29 00:00:00
description:
In the Good News for 0.9.2! post, made on 16th August, Refraction hinted
at progress being made with the audio side of PCSX2
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/160-sound-everywhere"
- "/160-sound-everywhere.html"
- "/160-sound-everywhere.htm"
title: Sound, Everywhere!
---
In the **Good News for 0.9.2!** post, made on 16th August, Refraction
hinted at progress being made with the audio side of PCSX2, as many of
you will of guessed - the clip posted was from **Final Fantasy X** ,
more importantly from an FMV, which in all previous versions of PCSX2
had no audio (99% of the time).
<!-- truncate -->
To elaborate on this further; **GiGaHeRz** and **Saqib** have fixed
large portions of *ADMA* support, allowing for *all* videos to have
large portions of _ADMA_ support, allowing for _all_ videos to have
audio and many games now have full background music!
A little work has been done by **Saqib** today which allows for audio

View File

@@ -1,22 +1,22 @@
---
title: "Ssspsx Pad V1.7 Released!"
date: 2006-09-03T00:00:00
summary: "Nagisa let us know in #pcsx2 that he released a new version of his great ps1/ps2 pad plugin"
authors:
- refraction
date: 2006-09-03 00:00:00
description:
"Nagisa let us know in #pcsx2 that he released a new version of his great
ps1/ps2 pad plugin"
draft: false
tags:
- devblog
mainAuthor: refraction
aliases:
- "/162-ssspsx-pad-v1-7-released"
- "/162-ssspsx-pad-v1-7-released.html"
- "/162-ssspsx-pad-v1-7-released.htm"
title: Ssspsx Pad V1.7 Released!
---
Nagisa let us know in #pcsx2 that he released a new version of his
great ps1/ps2 pad plugin, this time adding a x64 build as well!
Here's the changelog:
<!-- truncate -->
v1.7:
-Changed to DirectInput9.
-Fixed PADreadPort1/PADreadPort2 API.

View File

@@ -1,39 +1,37 @@
---
title: "The 81Fc0 Is Over!"
date: 2006-11-18T00:00:00
summary: "PCSX2 0.9.2 is here!"
authors:
- ckemu
date: 2006-11-18 00:00:00
description: PCSX2 0.9.2 is here!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/157-the-81fc0-is-over"
- "/157-the-81fc0-is-over.html"
- "/157-the-81fc0-is-over.htm"
title: The 81Fc0 Is Over!
---
**PCSX2 0.9.2** is here!
<!-- truncate -->
This release brings several important changes to **PCSX2** , enhancing
compatibility and adding several new aspects to the emulator.
- ADMA has been added to PCSX2, most (if not all) game videos will
playback audio, many games now have their music and speech effects.
Unlike some, we think games need sound.
- Counter fixes stopping games hitting *long pause* syndrome, or
crashing.
- Enhanced MTGS / DC stability, great for those with Dual Core CPUs.
- IPU improvements, more game videos will now run.
- VIF fixes, allowing for many games to run or look better.
- VUrec fixes, improving ingame graphics when under VU recompilation
- ADMA has been added to PCSX2, most (if not all) game videos will
playback audio, many games now have their music and speech effects.
Unlike some, we think games need sound.
- Counter fixes stopping games hitting _long pause_ syndrome, or
crashing.
- Enhanced MTGS / DC stability, great for those with Dual Core CPUs.
- IPU improvements, more game videos will now run.
- VIF fixes, allowing for many games to run or look better.
- VUrec fixes, improving ingame graphics when under VU recompilation
Also included with this release is the new **Patch Browser** and **Patch
Finder** , the patch browser, allows you to search memory with the tools
and functions you would be used to with a cheat searcher.
The Patch Browser will allow you to enable and disable parts of the
patch during gameplay, e.g. enabling *Infinite Lives* etc!
patch during gameplay, e.g. enabling _Infinite Lives_ etc!
**HOWEVER!!** - These features are not completed yet, enumerator's and
other features are not present, and the patch browser lacks
@@ -50,11 +48,12 @@ people want to play **Final Fantasy X** on PCSX2, as you maybe aware the
game is now fully playable, however we would like to make two **very
important** notes:
- PEOPS CDVD plugin must be used!
- MTGS can cause some crashes, they are rare, but if the game crashes,
switch to single core mode for awhile!
- PEOPS CDVD plugin must be used!
- MTGS can cause some crashes, they are rare, but if the game crashes,
switch to single core mode for awhile!
Enjoy this release!
:: [Official Screenshots
Thread](http://forums.ngemu.com/pcsx2-official-forum/80878-post-your-pcsx2-0-9-2-screenshots-here.html)
- Post your shots from PCSX2 0.9.2 here!

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@@ -1,22 +1,22 @@
---
title: "Touche Toupee!"
date: 2006-11-06T00:00:00
summary: "To celebrate the upcoming **PCSX2 0.9.2** release we have recorded a 7 minute 38 second long video of Tekken 4's arcade mode being completed with Nina"
authors:
- ckemu
date: 2006-11-06 00:00:00
description:
To celebrate the upcoming **PCSX2 0.9.2** release we have recorded a
7 minute 38 second long video of Tekken 4's arcade mode being completed with Nina
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/158-touche-toupee"
- "/158-touche-toupee.html"
- "/158-touche-toupee.htm"
title: Touche Toupee!
---
To celebrate the upcoming **PCSX2 0.9.2** release we have recorded a 7
minute 38 second long video of Tekken 4's arcade mode being completed
with Nina!
<!-- truncate -->
**PCSX2 0.9.2** will add increased compatibility, improved graphics for
many games, improved MTGS stability and an abundance of features that
you'll get to see in the future.
@@ -25,5 +25,4 @@ For now bask in some Tekken 4 action and note the fighting wigs (ahar
now you get the title) are no longer present - as zeroGS has also had
it's fair share of improvements!
{{< img cols="6" src="./img/tek4.jpg">}}
<Image cols={6} src={require("./img/tek4_t.jpg").default} />

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@@ -1,15 +1,12 @@
---
title: "Virtual Memory"
date: 2006-07-30T00:00:00
summary: "The Playstation 2 uses co-processor 0 to implement virtual paging"
authors:
- zerofrog
date: 2006-07-30 00:00:00
description: The Playstation 2 uses co-processor 0 to implement virtual paging
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/developer-blog/231-virtual-memory"
- "/developer-blog/231-virtual-memory.html"
- "/developer-blog/231-virtual-memory.htm"
title: Virtual Memory
---
The Playstation 2 uses co-processor 0 to implement virtual paging. Even
@@ -18,10 +15,12 @@ mapping can change depending on which processor you use to read the
memory from. A simple version of how the default mapping looks from the
Emotion Engine side is:
The 32Mb of main memory occupying 0000\_0000 - 01ff\_ffff
Hardware registers occupying 1000\_0000 - 1000\_ffff
VU/BIOS/SPU2 addresses in 1100\_0000-1fff\_ffff
Special kernel modes etc in 8000\_0000-bfff\_ffff
<!-- truncate -->
The 32Mb of main memory occupying 0000_0000 - 01ff_ffff
Hardware registers occupying 1000_0000 - 1000_ffff
VU/BIOS/SPU2 addresses in 1100_0000-1fff_ffff
Special kernel modes etc in 8000_0000-bfff_ffff
A scratch pad in some other address
...And of course can't forget the hidden addresses (thanks SONY)
@@ -72,7 +71,7 @@ is switch the mapping of the physical page as many times as needed! To
achieve this, Pcsx2 hacks into the root exception handler and intercepts
every exception the program generates. Whenever an illegal virtual page
is accessed (ie, no physical page mapped to it), Pcsx2 gets a
EXCEPTION\_ACCESS\_VIOLATION then it remaps the correct physical page to
EXCEPTION_ACCESS_VIOLATION then it remaps the correct physical page to
that empty virtual page and returns. Although I haven't calculated
precisely, I'm pretty sure that switching physical pages around is
pretty expensive, computationally speaking. So all this works fine under

View File

@@ -1,23 +1,24 @@
---
title: "2 New Plugins For Download"
date: 2007-07-22T00:00:00
summary: "Okay, they aren't new, they have been on NGemu a while, but they have been getting some good support from the community and i felt they needed adding to the official site"
authors:
- refraction
date: 2007-07-22 00:00:00
description:
Okay, they aren't new, they have been on NGemu a while, but they have
been getting some good support from the community and i felt they needed adding
to the official site
draft: false
tags:
- devblog
mainAuthor: refraction
aliases:
- "/143-2-new-plugins-for-download"
- "/143-2-new-plugins-for-download.html"
- "/143-2-new-plugins-for-download.htm"
title: 2 New Plugins For Download
---
Okay, they aren't new, they have been on NGemu a while, but they have
been getting some good support from the community and i felt they needed
adding to the official site!!
<!-- truncate -->
Due to the hard work of **Rebel_X** and **ChickenLiver** from the PCSX2
forums, we are proud to present **LilyPad** and **TwinPad** plugins,
which both allow keyboard users to have full use of the analog sticks!
I'm sure you will enjoy them as much as the forum users have.

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@@ -1,27 +1,27 @@
---
title: "And The Sources Follow"
date: 2007-04-01T00:00:00
summary: "It took only a couple of hours to convince us that it is impossible to make a Linux release without also releasing the source"
authors:
- zerofrog
date: 2007-04-01 00:00:00
description:
It took only a couple of hours to convince us that it is impossible to
make a Linux release without also releasing the source
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/149-and-the-sources-follow"
- "/149-and-the-sources-follow.html"
- "/149-and-the-sources-follow.htm"
title: And The Sources Follow
---
It took only a couple of hours to convince us that it is impossible to
make a Linux release without also releasing the source. For those people
that had problems with the binaries, they can now go to [our
downloads](/download/viewcategory/31-pcsx2-v0-9-3.html) and compile
that had problems with the binaries, they can now go to our
downloads and compile
their own executables! Hopefully this will resolve all the random
crashes and exceptions. Note that the [**Cg
Toolkit**](http://developer.nvidia.com/object/cg_toolkit.html)
is required for successful compilation. To compile everything type
<!-- truncate -->
> sh build.sh all
at the root SVN directory. Look at the INSTALL file in the root

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@@ -1,24 +1,22 @@
---
title: "Bios Dumper V2.0"
date: 2007-06-30T00:00:00
summary: "Florin has just released BIOS Dumper v2.0"
authors:
- ckemu
date: 2007-06-30 00:00:00
description: Florin has just released BIOS Dumper v2.0
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/145-bios-dumper-v2-0"
- "/145-bios-dumper-v2-0.html"
- "/145-bios-dumper-v2-0.htm"
title: Bios Dumper V2.0
---
**Florin** has just released **BIOS Dumper v2.0**
<!-- truncate -->
This program will dump the PS2 BIOS, DVD Player ROM, NVM etc from your
PlayStation 2 via a 'host' enabled connection.
PCSX2 0.9.4 will be using the new format BIOS (*.p2b) created by **BIOS
PCSX2 0.9.4 will be using the new format BIOS (\*.p2b) created by **BIOS
Dumper v2.0** , as it dumps a more "complete" copy of the BIOS. It is
**highly** recommended that you redump your BIOS to get a more complete
dump and thus enable PCSX2 to more accurately emulate the PlayStation 2

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@@ -1,28 +1,30 @@
---
title: "Bositman Wooooooooo"
date: 2007-08-14T00:00:00
summary: "In our spare time, some of us do little things to amuse ourselves and others, generally involving the betatesters, the devs, or generally people who come in the IRC channel"
authors:
- bositman
date: 2007-08-14 00:00:00
description:
In our spare time, some of us do little things to amuse ourselves and
others, generally involving the betatesters, the devs, or generally people who come
in the IRC channel
draft: false
tags:
- devblog
mainAuthor: bositman
aliases:
- "/developer-blog/221-bositman-wooooooooo"
- "/developer-blog/221-bositman-wooooooooo.html"
- "/developer-blog/221-bositman-wooooooooo.htm"
title: Bositman Wooooooooo
---
In our spare time, some of us do little things to amuse ourselves and
others, generally involving the betatesters, the devs, or generally
people who come in the IRC channel.
<!-- truncate -->
You may have previously seen CKemu's "Betatester Magazine" issues or his
comic strips involving testers and developers. Well my "party piece" is
making little songs, with the help of some of our IRC chatters of
course!
Bositman is well known throughout the community, so we (being myself and
GB\_Away) decided a while ago to make a little song in his honor, it was
GB_Away) decided a while ago to make a little song in his honor, it was
catchy and fun to make but i wasn't totally happy with the sound.
Recently i decided to remaster the song and redo the guitar, so for your
listening pleasure i have placed it online for all to be amused!

View File

@@ -1,21 +1,23 @@
---
title: "Dynasty Warriors And Fullmetal Alchemist Videos On 0.9.4!"
date: 2007-08-11T00:00:00
summary: "Since its summer time and nothing much goes on these days (yes the devs and testers also have lives!) I thought I'd entertain you with some videos I recorded, showing off some of the new fixes in 0.9.4"
authors:
- bositman
date: 2007-08-11 00:00:00
description:
Since its summer time and nothing much goes on these days (yes the devs
and testers also have lives!) I thought I'd entertain you with some videos I recorded,
showing off some of the new fixes in 0.9.4
draft: false
tags:
- devblog
mainAuthor: bositman
aliases:
- "/142-dynasty-warriors-and-fullmetal-alchemist-videos-on-0-9-4"
- "/142-dynasty-warriors-and-fullmetal-alchemist-videos-on-0-9-4.html"
- "/142-dynasty-warriors-and-fullmetal-alchemist-videos-on-0-9-4.htm"
title: Dynasty Warriors And Fullmetal Alchemist Videos On 0.9.4!
---
Since its summer time and nothing much goes on these days (yes the devs
and testers also have lives!) I thought I'd entertain you with some
videos I recorded, showing off some of the new fixes in 0.9.4.
<!-- truncate -->
First and foremost, you'll notice perfect sound in both Dynasty
Warriors 4 Xtreme Legends and Fullmetal Alchemist 2 videos! Also,
Fullmetal Alchemist 2 did not even boot in 0.9.3 but with the SPU2 fixes
@@ -27,4 +29,3 @@ pretty near that thanks to the new ZeroGS!
About progress I'll just say there are some new plugins in development
which have only seen null versions of until now, zeroGS 16:9 support and
the new bios format getting implemented (still not complete)

View File

@@ -1,22 +1,21 @@
---
title: "Erm What Just Happened"
date: 2007-06-06T00:00:00
summary: "Testing can be a comical affair!"
authors:
- ckemu
date: 2007-06-06 00:00:00
description: Testing can be a comical affair!
draft: false
tags:
- devblog
mainAuthor: CKemu
aliases:
- "/developer-blog/222-erm-what-just-happened"
- "/developer-blog/222-erm-what-just-happened.html"
- "/developer-blog/222-erm-what-just-happened.htm"
title: Erm What Just Happened
---
Testing can be a comical affair!
<!-- truncate -->
For instance **Katamari Damacy** , the poor little pint sized prince
kept on falling through the universe, even better is the King would keep
apologizing for a *Royal Warp* and return the prince to a new location,
apologizing for a _Royal Warp_ and return the prince to a new location,
only for it to happen again.
**Metal Gear Solid 3** suffers(ed) from a similar problem, Snake would
@@ -30,7 +29,7 @@ from things going backwards, every ship gets placed the wrong way
around, and the AI along with you have to turn around before they can
race!
**Tekken Tag** has *Squishy Head Syndrome* , you kick a character in the
**Tekken Tag** has _Squishy Head Syndrome_ , you kick a character in the
face and your head goes perfectly flat, suddenly "anything but the
face!!" takes on an entire new meaning!
@@ -38,7 +37,7 @@ Over the course of testing for PCSX2 the team has encountered thousands
upon thousands of bugs, but despite popular belief that all bugs are
graphical, many of these bugs are much more bizarre. In fact the PCSX2
project may have released many a fine video demonstrating progress, we
could have released an epic film trilogy of *bloopers* by now.
could have released an epic film trilogy of _bloopers_ by now.
Now admittedly finding a bug requires the tester to try hundreds of
program combinations (plugins, recompilers settings, debug options etc),
@@ -46,7 +45,7 @@ make long debug logs and attempt to find the bug in the debugger or
trace the origin of the bug if it's a regression, but sometimes just
watching the bug makes it all worthwhile!
I fondly remember the *linuz.naked\_bug();* , where characters in
I fondly remember the _linuz.naked_bug();_ , where characters in
**Street Fighter EX3** would be missing clothes - specifically the women
missing skirts. Or how about every character in **Final Fantasy X**
being Tidus, yes folks **EVERY** character, from enemies, to people
@@ -65,16 +64,15 @@ darkened room, covered in coffee that they've just spat out because Lara
Crofts boobs have just exploded, or Gran Turismo cars have just
developed anti gravity drives!
So as a rare treat, and somewhat a prelude to current **Work in
Progress** , here's a game with some of it's bugs intact!
So as a rare treat, and somewhat a prelude to current **Work in Progress**, here's a game with some of it's bugs intact!
**Katamari Damacy** - Status at time of writing: <span
style="color: royalblue;"> **Ingame** </span>
List of testing **notes** :
**Katamari Damacy** - Status at time of writing: **Ingame**
- Floor Bug, seems the textures they use to do floor detail are
layered? (zBuffer)
- Object clipping bugs (walls etc).
- Katamari Mask? (the circle around the katamari, perhaps used to cull
objects under the outer layer of what you have collected?).
- Stuck on pillar, can't go anywhere bug! (Level 3).
List of testing **notes**:
- Floor Bug, seems the textures they use to do floor detail are
layered? (zBuffer)
- Object clipping bugs (walls etc).
- Katamari Mask? (the circle around the katamari, perhaps used to cull
objects under the outer layer of what you have collected?).
- Stuck on pillar, can't go anywhere bug! (Level 3).

View File

@@ -1,15 +1,12 @@
---
title: "Gamepad Support For Linux!"
date: 2007-12-12T00:00:00
summary: "It's about time Linux users had a proper pad plugin!"
authors:
- zerofrog
date: 2007-12-12 00:00:00
description: It's about time Linux users had a proper pad plugin!
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/133-gamepad-support-for-linux"
- "/133-gamepad-support-for-linux.html"
- "/133-gamepad-support-for-linux.htm"
title: Gamepad Support For Linux!
---
It's about time Linux users had a proper pad plugin! ZeroPAD now
@@ -19,3 +16,5 @@ play pcsx2 with a gamepad, please update the sourceforge svn or download
the zeropad plugin sources below. If you are downloading, just unzip
into your previous zeropad folder and 'make install'. For people
having problems, post your questions in the forums.
<!-- truncate -->

View File

@@ -1,15 +1,14 @@
---
title: "Graphics Synthesizer Gpus And Dual Cores"
date: 2007-08-07T00:00:00
summary: "It was apparent early on the project that the GS plugin was going to be a big bottleneck during 3D scenes"
authors:
- zerofrog
date: 2007-08-07 00:00:00
description:
It was apparent early on the project that the GS plugin was going to
be a big bottleneck during 3D scenes
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/developer-blog/230-graphics-synthesizer-gpus-and-dual-cores"
- "/developer-blog/230-graphics-synthesizer-gpus-and-dual-cores.html"
- "/developer-blog/230-graphics-synthesizer-gpus-and-dual-cores.htm"
title: Graphics Synthesizer Gpus And Dual Cores
---
It was apparent early on the project that the GS plugin was going to be
@@ -26,6 +25,8 @@ first out buffers). The CPU just writes to the FIFO and the GPU just
reads from it, this makes all the difference in terms of keeping the GPU
active while the CPU isn't and vise versa.
<!-- truncate -->
The biggest challenge when designing games and hardcore applications
that need to use the GPU to its full potential is to make sure that
graphics driver stalls are minimal **at all costs** . What kills games
@@ -92,8 +93,8 @@ are struggling with the added complication of concurrent execution.
**Moral of the blog** - GPUs have become so powerful that people are
staring to do tasks like stereo vision and general purpose computation
with them. Learn how to use them. I recommend ***ShaderX3: Advanced
Rendering with DirectX and OpenGL*** by Wolfgang Engel and ***GPU Gems
with them. Learn how to use them. I recommend **_ShaderX3: Advanced
Rendering with DirectX and OpenGL_** by Wolfgang Engel and **_GPU Gems
2: Programming Techniques for High-Performance Graphics and
General-Purpose Computation*** by Matt Pharr, Randima Fernando, and the
General-Purpose Computation_** by Matt Pharr, Randima Fernando, and the
20+ researchers that contributed to it.

View File

@@ -1,22 +1,23 @@
---
title: "Gsdx9 Lives!"
date: 2007-11-09T00:00:00
summary: "Gabest popped on to the forums yesterday to release a new version of his plugin"
authors:
- refraction
date: 2007-11-09 00:00:00
description:
Gabest popped on to the forums yesterday to release a new version of
his plugin
draft: false
tags:
- devblog
mainAuthor: refraction
aliases:
- "/137-gsdx9-lives"
- "/137-gsdx9-lives.html"
- "/137-gsdx9-lives.htm"
title: Gsdx9 Lives!
---
Gabest popped on to the forums yesterday to release a new version of his
plugin, notable changes being:
*This version fixes a few things like shaking/interlacing
_This version fixes a few things like shaking/interlacing
MTGS crash fix
Software rendering reaching about 10-20% higher framerate*
Software rendering reaching about 10-20% higher framerate_
<!-- truncate -->
Do note this version requires Pixel Shader 2 and SSE2. Unfortunately the
Pixel Shader thing can no longer be helped due to microsoft removing

View File

@@ -1,15 +1,15 @@
---
title: "Live Public Betas!"
date: 2007-12-01T00:00:00
summary: "I hope everybody out there is enjoying 0.9.4 and trying our new online functionality, but for those of you who just managed to get some clean underwear on after the excitement, we have some more news for you, so underwear draw on standby."
authors:
- refraction
date: 2007-12-01 00:00:00
description:
I hope everybody out there is enjoying 0.9.4 and trying our new online
functionality, but for those of you who just managed to get some clean underwear
on after the excitement, we have some more news for you, so underwear draw on standby.
draft: false
tags:
- devblog
mainAuthor: refraction
aliases:
- "/134-live-public-betas"
- "/134-live-public-betas.html"
- "/134-live-public-betas.htm"
title: Live Public Betas!
---
I hope everybody out there is enjoying 0.9.4 and trying our new online
@@ -17,10 +17,12 @@ functionality, but for those of you who just managed to get some clean
underwear on after the excitement, we have some more news for you, so
underwear draw on standby.
<!-- truncate -->
From today we will be doing occasional public beta releases! Meaning
whatever is on the SVN, you will not have to wait for a year for us to
release it. But i will make one note *prepares bold, large text for the
few idiots who manage to miss it*
release it. But i will make one note _prepares bold, large text for the
few idiots who manage to miss it_
**WE WILL NOT BE SUPPORTING BETA BUILDS ON THE FORUM!**

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@@ -1,19 +1,18 @@
---
title: "Merry Christmas And Spu2Ghz Release"
date: 2007-12-25T00:00:00
summary: "This is gigaherz here, writing my first ever news post."
authors:
- gigaherz
date: 2007-12-25 00:00:00
description: This is gigaherz here, writing my first ever news post.
draft: false
tags:
- devblog
mainAuthor: gigaherz
aliases:
- "/132-merry-christmas-and-spu2ghz-release"
- "/132-merry-christmas-and-spu2ghz-release.html"
- "/132-merry-christmas-and-spu2ghz-release.htm"
title: Merry Christmas And Spu2Ghz Release
---
This is gigaherz here, writing my first ever news post.
<!-- truncate -->
After more than 4 years working on it in my spare time, and while it
still doesn't work as well as peops spu2 or zerospu2, the plugin has
finally come to be acceptable enough for public testing.

View File

@@ -0,0 +1,37 @@
---
authors:
- falcon4ever
date: 2007-12-08 00:00:00
description: Ever wondered from which country and city we get the most visits?
draft: false
tags:
- devblog
title: Next Destination PCSX2 Net
---
Ever wondered from which country and city we get the most visits?
<!-- truncate -->
**Country top 5:**
1. United States - - (706,921)
2. Japan -
(524,869)
3. Brazil -
(504,787)
4. Germany -
- (392,980)
5. France -
(331,084)
**City top 5:**
1. Madrid, Spain -
(104,796)
2. Sao Paulo, Brazil- (79,615)
3. Tokyo, Japan - (78,990)
4. Santiago, Chile - (75,821)
5. Moscow, Russia - (75,006)

View File

@@ -0,0 +1,67 @@
---
authors:
- refraction
date: 2007-11-11 00:00:00
description: Well ladies and gents, here it is, the brand spanking new PCSX2 0.9.4
draft: false
tags:
- progress-report
title: PCSX2 0.9.4 Has Arrived
---
Well ladies and gents, here it is, the brand spanking new PCSX2 0.9.4.
We have lots of new stuff for you people to try out, some of the major
features included in this release are:
<!-- truncate -->
- ZeroSPU2 - new SPU2 plugin from zerofrog. It is the most stable SPU2
plugin. Also has a time-scaling feature which slows down sound when the
frame rate is too low (instead of hearing popping sounds). The
time-scaling feature works best under Windows, but is also implemented
in Linux. This new plugin also fixes the voices on the Japanese release
of **Final Fantasy X**
- VU recompilers - games like **Kingdom Hearts II** , **Metal Gear Solid
III** , and **Katamari Damacy** are now playable.
- ZeroGS 0.97 - **ZeroGS DirectX has gone open source!** You can
download it from sourceforge. A lot of bug fixes in this release and the
added support of AA modes up to x16! One new feature is the ability to
tweak ZeroGS options, which were internal up to these release.
- Path3 GS fixes - Fixes corrupting textures on many games.
- Memory Card Fixes - Now you can save your games in games like
**Resident Evil 4** and others which refused to see memorycards!
- Dual Layer DVD reading support for games like **Xenosaga** .
- Network Play! Enjoy playing your favorite online game with PS2
Players. ( **[WinPCap](http://www.winpcap.org/install/default.htm)
Required** ), You can read up on how to do it by following this link
[here](http://forums.pcsx2.net/Thread-How-To-Play-Online-Guide)
- Windows x64 and Linux x86-64 support - The recompilers are not
optimized yet, so don't expect major speed improvements. However, pcsx2
can now natively run on these platforms as well as the x86 platforms.
**For Windows, we recommend you stick to the 32bit build rather than the
64bit one.**
- Real Time Clock - Silly as it may seem, this actually makes **Metal
Gear Solid 3** and **Katamari Damacy** work, plus your ps2 says the
actual time!
If you get a d3dx9_36.dll not found error, you need to update your
directx from
[here](http://www.microsoft.com/en-us/download/details.aspx?id=35) .
Enjoy!
**EDIT: There was a slight bug in the ZeroGS plugin. We've updated the
binary and setup files. If you have a graphics that supports pixel
shader 3.0, and zerogs reports it as 2.0, then grab the new files.**
**EDIT2: There was another bug on TLB builds and x64 builds that made
the emulator ~10-20% slower. It has been fixed now. If you are not on
windows xp using the VM build, please get the new setup (or update
sourceforge rev 196). Thanks!**

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@@ -1,28 +1,28 @@
---
title: "PCSX2 Magazine Appearance"
date: 2007-07-01T00:00:00
summary: "Recently PCSX2 has made its second appearance in the Italian magazine - The Games Machine"
authors:
- refraction
date: 2007-07-01 00:00:00
description:
Recently PCSX2 has made its second appearance in the Italian magazine
- The Games Machine
draft: false
tags:
- devblog
mainAuthor: refraction
aliases:
- "/144-pcsx2-magazine-appearance"
- "/144-pcsx2-magazine-appearance.html"
- "/144-pcsx2-magazine-appearance.htm"
title: PCSX2 Magazine Appearance
---
Recently **PCSX2** has made its second appearance in the Italian
magazine - *The Games Machine* . It's great to see PCSX2 getting
magazine - _The Games Machine_ . It's great to see PCSX2 getting
mention in publications, and we thought we'd share the article with
you!
<!-- truncate -->
If you can read Italian, you can click on the thumbnail to the left and
read it yourself, for those of you who can't read Italian, a rough
translation is below (Made by a friend of the PCSX2 team!):
*"Some time ago we talked about PS2 emulation and we mentioned that
\*"Some time ago we talked about PS2 emulation and we mentioned that
PCSX2 had made a lot of progress, but that it was still impossible to
"play".
@@ -53,6 +53,6 @@ of PC's but buying a very powerful pc, the framerate problem is going
to end in the coming months.
At the end PCSX2 is a very good product and it'll have for sure an
evolution thanks to the hardware evolution."*
evolution thanks to the hardware evolution."\*
{{< img cols="6" src="./img/pcsx2tgmt.jpg">}}
<Image cols={6} src={require("./img/pcsx2tgmt.jpg").default} />

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@@ -1,15 +1,14 @@
---
title: "PCSX2 Optimization"
date: 2007-01-30T00:00:00
summary: "Many people have visited the forums giving ideas on how and where PCSX2 should be optimized"
authors:
- zerofrog
date: 2007-01-30 00:00:00
description:
Many people have visited the forums giving ideas on how and where PCSX2
should be optimized
draft: false
tags:
- devblog
mainAuthor: ZeroFrog
aliases:
- "/developer-blog/225-pcsx2-optimization"
- "/developer-blog/225-pcsx2-optimization.html"
- "/developer-blog/225-pcsx2-optimization.htm"
title: PCSX2 Optimization
---
Many people have visited the forums giving ideas on how and where Pcsx2
@@ -23,6 +22,8 @@ workload of the various components of Pcsx2 as it is computing away. And
most important, we will cover plugin design so that system resources are
distributed nicely.
<!-- truncate -->
First a note to the people that have played around with optimization or
will play around with it. Be careful when measuring performance with
frames per second! If anyone told me their optimization gained 5 fps for
@@ -48,7 +49,7 @@ most often called the recompilers. Note that there are three hearts that
Pcsx2 can be compiled with depending on your CPU: the interpreter
(actually always present), x86, and x86-64. Starting with 0.9.3, Pcsx2
has been retrofitted to compile the interpreter on any little-endian CPU
architecture by compiling with the PCSX2\_NORECBUILD define. There is
architecture by compiling with the PCSX2_NORECBUILD define. There is
also the memory management scheme that factors into dynamic translation
since memory accesses can be optimized away instead of calling one huge
MemoryRead(address, value) that redirects execution to the various

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