The Return Of The Commandline
After its absence for many moons, the Commandline functionality will finally be restored to PCSX2. Third-party frontend and config-manager authors rejoice! ... and hopefully stop hating my guts, too.
After its absence for many moons, the Commandline functionality will finally be restored to PCSX2. Third-party frontend and config-manager authors rejoice! ... and hopefully stop hating my guts, too.
The SPU2 is the Sound Processing Unit for the Playstation 2, and works a lot like the sound card in your own PC; albeit still quite unique in its approach to mixing sounds/voices and the programmable interface it provides for that. But the SPU2 is more than just sound. It's one of the more reliable timing mechanisms on the PS2 and games tend to use it as such. Without at least basic SPU2 emulation, no games will boot at all. This isn't too surprising if you understand how console hardware typically works, but what might be surprising is realizing how many games won't boot even with what appears to be fairly competent SPU2 emulation.
Hey people. While we're still working on the new PCSX2 version, we've also been constantly adding to the all important plugins. Every now and then we release a beta plugin pack, so you can test them out and benefit from the new features a bit earlier 馃槉
This blog post is an introduction to dynamic recompilers (dynarecs), and hopes to provide some insight on how they work and why pcsx2 uses them to speed up emulation. It is probably easier to read on our forums, because some of the code didn't wrap nicely on our main blog page.... ( Click here to view blog post in forum )
It has been a long time since the last news concerning PCSX2, so I thought I'd bring you up to date 馃槉 Development of the new 0.9.7 version of the emulator with the all new GUI is going strong and soon all the old GUI functionality will be implemented. After that it's bug hunting time and then a beta release!
One problem that has plagued PCSX2 since as long as most anyone can remember is it's general inflexibility and instability when flipping between windowed and fullscreen modes. This was something we really sought to address as we re-write the user interface in 0.9.7.
It's that time of the year again, so i had some time to work on pcsx2/mac, now with nice sound as well. 馃槈 This update is about solving the missing textures problem that has been plaguing pcsx2/mac for ages.
Wondering about who's watching as we make and break bleeding edge alpha/beta versions of PCSX2? I do! Here's a map representing the visits to our SVN repository at Googlecode, for the past 2 weeks.
One thing is for sure: The new 0.9.7 betas will use a lot more threads than the current 0.9.6 releases. Now this doesn't necessarily mean the emulator will take advantage of quad core CPUs better than 0.9.6, least not in a gameplay sense. As I explained in my previous blog, threading is as much a function of improving responsiveness and recoverability as it is about sharing a workload across multi-core cpus, and so far most of the threading implemented into 0.9.7 is the scalable/responsive sort.
It's the year 2009, and it's almost over at that; and as anyone reading this blog well knows, multithreaded applications are the here-and-now and future of desktop computing. It's the only way we can take advantage of multicore CPUs. But multithreaded programming offers more than just improved multicore performance. Using threaded programming is actually very important to developing software that behaves nicely . By that I mean software that refreshes its window contents quickly, responds to your mouse clicks, and lets you cancel stuff.