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.
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.
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).
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;
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:
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!
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.
The Playstation 2 uses co-processor 0 to implement virtual paging. Even without COP0, the Playstation 2 memory map is pretty complex and the 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:
Final Fantasy X: 35-128 FPS Grandia 3: 37-60 FPS
...Yes you read that correctly, and no it's not April 1st!
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. Multiplying two numbers on the FPU, VU, 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.
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. This is something we hope you find an interesting read, and a general resource for technical information with an insight into the PCSX2 team.