Posts by PCSX2@mastodon.social
(DIR) Post #AjGoFdpvUdiHzL2vTs by PCSX2@mastodon.social
2024-06-24T19:34:10Z
1 likes, 0 repeats
https://github.com/sponsors/PCSX2 If you like what we do, you can sponsor us on Github via a one-time or monthly contribution. Sponsors just like you make this project possible and receive a public badge on their Github profile. You can follow this link to learn more!
(DIR) Post #Ajw3vn24tjK6YhHAA4 by PCSX2@mastodon.social
2024-07-14T20:29:49Z
1 likes, 1 repeats
20 days ago, a member of the project petitioned us to create a Mastodon account. Cautiously optimistic, we started this account as a cozier, more active alternative to our Twitter account – which is generally reserved for infrequent announcements. Today, we crossed 500 followers. We're thrilled to see how warm the reception has been from the fediverse community, and we'll be sticking around well into the future to keep you folks apprised on everything PCSX2. #pcsx2 #emulation #retrogaming
(DIR) Post #AjwGMFILdlFPByGeNk by PCSX2@mastodon.social
2024-07-13T02:40:14Z
1 likes, 0 repeats
PCSX2 2.0 is now LIVE! If you're using the nightly version, you may not notice much of a difference. But if you're still on the stable 1.6.0 release, we're about to blow your mind. Read all about the changes we've made in four years here: https://pcsx2.net/blog/2024/pcsx2-2-release #pcsx2 #emulation
(DIR) Post #AjwGsDeBIoNjLdj4aG by PCSX2@mastodon.social
2024-07-13T03:14:07Z
0 likes, 0 repeats
@Blobsta One of our testers here adores Burnout 3 and resonates with this on a deep, emotional level. Play on, David.
(DIR) Post #Ak2WLsSTJLF4a2bngO by PCSX2@mastodon.social
2024-07-18T01:21:36Z
1 likes, 0 repeats
@gh0sti You bet! There was a feature freeze after the last stable release until just today, so that represents a backlog of PRs that were all queued up to be merged.
(DIR) Post #Ak2WPzamjEPNrfSXXk by PCSX2@mastodon.social
2024-07-18T01:29:47Z
1 likes, 0 repeats
@gh0sti That it does. In 1.7, we were up to 1.7.5980 before we rolled over to stable.
(DIR) Post #Ao0DpoFPri8DONyauG by PCSX2@mastodon.social
2024-11-13T14:05:21Z
1 likes, 0 repeats
I never thought I'd be writing about this before 2030, but a first-time contributor has come out of nowhere to begin initial work on adding softfloats support (software-emulated floating point numbers) into PCSX2's interpreter. Because the PS2 doesn't use IEEE 754, games like Stuntman aren't properly emulated – in that case, due to minor but catastrophic differences in AI pathing. This still needs testing, and so we encourage anyone interested to check it out: https://github.com/PCSX2/pcsx2/pull/12001 #pcsx2
(DIR) Post #Aqdtumsg7EPqVWDagC by PCSX2@mastodon.social
2025-01-31T13:30:38Z
1 likes, 0 repeats
A few of the project members are looking at Qt 6.9 as a way to finally get #Wayland working with PCSX2 on #Linux. We're going to keep testing, but we haven't found any problems so far. Qt 6.9's final release is on 18 March. We hope to see Wayland support in the coming months. #emulation #retrogaming
(DIR) Post #AqeKgiYE7AwVmqAS7k by PCSX2@mastodon.social
2025-01-31T18:29:26Z
1 likes, 0 repeats
@nicd Yeah, Stuntman has problems with floats since the PS2 actually doesn't stick to the IEEE 754 standard for theirs (thus you need to emulate the PS2's janky floating point operations in software to fix this issue). There's ongoing work for a softfloats implementation, but it's not certain right now when or if it will be completed. https://github.com/PCSX2/pcsx2/pull/12001
(DIR) Post #Aqh0DB6Pytys2bg372 by PCSX2@mastodon.social
2025-02-02T01:23:59Z
1 likes, 0 repeats
@Pandora We use the .xz format for compression on PCSX2. No FOSS developer should have to go through what Larhzu did, and we hope he springs back from this.
(DIR) Post #AulMfUzJpkNRfAuV6G by PCSX2@mastodon.social
2025-06-03T16:23:22Z
0 likes, 1 repeats
Hey, everyone. We'd like to make a follow-up announcement: we've decided to delay PCSX2 2.4 until tentatively June 13th. The testers threatened to hold a mutiny if they couldn't play Deltarune on release day. (In reality, we just want it to be as polished as possible since it'll be at least six months until the next major release. We're really grateful for your patience.) #emulation #RetroGaming
(DIR) Post #AzFgFSI2BzFzKjgscq by PCSX2@mastodon.social
2025-10-16T01:45:44Z
1 likes, 0 repeats
For everyone who wants to know how stairs work, PCSX2 developers @Fobes and @me were interviewed by #FOSS educator @gardiner_bryant to give you the behind-the-scenes look into the world of PS2 emulation. You can read it here: https://gardinerbryant.com/keeping-the-playstation-2-alive-inside-the-world-of-the-pcsx2-emulator/ #emulation #retrogaming
(DIR) Post #B0fAvSuwJs7yhk7K7s by PCSX2@mastodon.social
2025-11-26T08:31:44Z
0 likes, 0 repeats
@libreleah hey!Patching the BIOS in a non volatile manner is AFAIK not possible, esp since some revisions use non rewritable mask roms.Also virtually all ps2 games already hot patch the bios to fix bugs, so your "don't hot patch" might be dead in the water to begin with (and also why a fully open source bios means it needs to be 1:1 with the original binary).For the mechacon: you'd probably need to reimplement the FW, MITM with a failed region read would lead it to lock if it's ur usecase
(DIR) Post #B0fAvVxX0gz28eLw5A by PCSX2@mastodon.social
2025-11-27T00:32:29Z
0 likes, 0 repeats
@libreleah Not that we know of. The mechacon firmware has been dumped thanks to mechapwn/mechadump and should be readily available. The overall authentication dance, crypto drm (magicgate) etc was reversed since a bit and I documented the general idea at fosdem a while back.
(DIR) Post #B0mW7m3qQagohEiEHA by PCSX2@mastodon.social
2025-11-30T19:55:15Z
2 likes, 0 repeats
Because #GNOME and #KDE now have concrete plans to drop #X11, we want you to know that PCSX2 supports #Wayland natively and should support X11 for the foreseeable future. All regular contributors/testers who use Linux (except one) use Wayland, however. So should an X11-specific problem somehow crop up, expect greater latency from introduction to resolution – we'd be very unlikely to find it ourselves and will instead be relying on user reports. We'll let you know if, when, and why this changes.