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February 18th, 2009, 22:41 Posted By: wraggster
OK, here is the unofficial version of LaunchELF. (Note: It's based off Mirakichi's source to LaunchELF v3.41)
Changes: Unofficial LaunchELF releases by EP + dlanor
LaunchELF v4.39 (2009.02.17)
-Updated gsKit and existing source files to SVN rev 1470.
-Upgraded USBHDFSD to SVN rev 1534 by radad.
-Updated ps2ftpd and existing source files to SVN rev 587.
-Changed "DEVICE_UNITS" from 4 to 10 for the newer USB driver.
-Altered an old workaround to allow multiple USB devices to show up properly within FTP clients.
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February 18th, 2009, 21:53 Posted By: wraggster
News via emurussia
New WIP version of Sony Playstation 2 emulator for Windows has been released.
Changes:
- disabled FtZ on EE and enabled DaZ on VUs as default choices;
- small hackfixes for katamary damacy and FFX;
- small Vif fixes;
- Pcsx2 now correctly sends CRC info to the GS plugin when using Run->Execute to boot games through the BIOS;
- usual game dependent speedups;
- usual codes cleanups;
- disabled all the broken memcard dialogue options;
- updated the Copyright;
- updated plugins.
News source: http://forums.pcsx2.net
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February 17th, 2009, 22:47 Posted By: Shrygue
via Eurogamer
Namco Bandai plans to release a brand new Naruto PS2 game here in May.
Ultimate Ninja 4 will be the first instalment based on the Naruto Shippuden anime. It is set two-and-a-half years after the ninja left his friends to pursue his craft.
That's exciting for fans of the series, because all sorts will have changed for his return, which soon sees him uncovering a threat from a mysterious organisation called Akatsuki. Dun dun dun.
The main Master mode combines RPG and action, and tells the story of Naruto's return to Hidden Leaf Village. There's a Free Battle mode boasting the usual one-on-one fights to accompany the main campaign, and more characters than ever to pick from.
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February 15th, 2009, 16:01 Posted By: wraggster
New update from the PCSX2 blog:
Zerofrog documented the concepts of Virtual Memory a few years back. So now I figure it's VTLB's turn, since it's the new exclusive memory model used in current SVNs and any future releases.
So what is VTLB? VTLB stands for Virtual Translation Look-aside Buffer, which for most of us is a lot of common everyday words that, when put together like that, don't mean much at all.
Firstly, the memory model names VM and VTLB refer to the systems in place inside PCSX2 for emulating the Playstation2's memory, and don't actually refer to what's being emulated. In fact, neither VM or VTLB builds emulate the PS2's own TLB memory model, which can be misleading since VTLB contains the letters "TLB." The VM build was incapable of emulating the PS2's TLB without significant speed penalties and complications. VTLB on the other hand has the potential to emulate the PS2 TLB, but we haven't added functionality for it since it also depends on some other not-yet-complete areas of emulation (namely MIPS TLBMiss exceptions). As Zerofrog explained in an earlier blog, very few games utilize the TLB features of the PS2 anyway, so it's pretty much at the bottom of our wishlist at this time.
Conceptually, VTLB is surprisingly simple. It works by building a look-up of the PS2's physical memory on a per-page basis, and then defining actions or "handlers" for some pages, and defining other pages as "direct access" (fast mode). A page of memory is 4096 bytes long, so the PS2's 32Meg physical address space translates into 8192 total pages of memory, which ends up being a pretty small and efficient size as far as lookup tables are concerned. By comparison the current EErec uses a lookup table with 8 million entries!
So when a PS2 instruction performs a memory operation (usually referred to as a memOp), the VTLB grabs the lookup address. If the address has the "special handler" bit set, it routes to that handler. If the handler bit is not set, the address is treated like a normal pointer to physical memory. As an optimization, VTLB uses the sign bit of the 32 bit address for the purpose of differentiating handled memory pages from direct memory pages.
The pseudo-code looks like this, as performed for a write memOp:
Code:
uint page = ps2_addr/4096;
uptr pc_addr = vtlb_lookup[page];
if( pc_addr & 0x80000000 ) // sign bit check
*pc_addr = data;
else
{
handler[page]( ps2_addr, data );
}
By default, Pcsx2 utilizes the VTLB's handlers for several areas of Ps2 memory that hold hardware registers. Hardware registers are memory addresses that control the whats, whens, and hows of the Ps2 -- write to a specific memory address and the PS2 starts a DMA transfer, or changes the video mode, or plays a new audio sample. These writes have to be intercepted and handled by the emulator. The VTLB allows us to do that very efficiently.
The reason why VTLB is able to emulate the PS2's own TLB is thanks to the handlers, which can remap memory anywhere at any time, with any set of permissions. If a game decided to remap some pages of memory to a different virtual address, those pages would have the "handler bit" set TRUE, and then the handler for those pages would be instructed to remap the memOp to the appropriate physical address.
Thus, the flow would be as such:
Ps2_Virtual_Address -> VTLB_Lookup -> Handler -> Ps2_Physical_Address
The benefits of this model are three-fold: efficiency, extensibility, and ease of debugging. If a game doesn't use the Ps2's TLB, then the VTLB will simply use direct memOps (fast!). If a game does happen to use the TLB, then VTLB can remap the memory as needed, allowing that game to emulate correctly also without having to needlessly burden other games with the overhead of virtual memory remapping logic. And to top it all off, handler mappings can be traced and dumped quickly and easily at any stage of emulation.
http://www.pcsx2.net/blog.php
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February 14th, 2009, 02:09 Posted By: wraggster
News via http://emu-russia.net/en/
New WIP version of Sony Playstation 2 emulator for Windows has been released. This is the first version released by united team of PCSX2 and PCSX2 Playground authors. Changes:
- fixed a memory corruption bug that has been there for quite a while now, should drastically reduce random crashes;
- fixed the COP0 condition for the Recompiler and Interpreter;
- fixed COP0's recompiled branch instructions;
- fixed a DMA bug (Fatal Frame should now work for good);
- fixed a bug in the Elfloader;
- usual code cleanups and optimizations;
- changed the Magna Carta gamefix to something more plausible;
- some VU optimizations should reduce the number of games that do not work well with Denormals are Zero selected;
- removed VSync INTC timing hack;
- added NTFS compression to the memcards folder. Note this does NOT slow down the emulation;
- renamed pcsx2pg.ini to pcsx2.ini;
- made "framelimit" mode default, instead of "normal" mode;
- made pcsx2 to default to MTGS mode "on" instead of "off";
- renamed everything to reflect the project merge, fixed up the logo and icon, renamed the files etc.
News source: http://forums.pcsx2.net
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February 10th, 2009, 20:03 Posted By: wraggster
Radad has released a new version of Radshell for the PS2:
RadShell
A command line client for the PS2.
Standard stuff:
- loading irx
- running elf
- execute scripts
- basic file management - delete, copy, etc
New features:
Improved 'stat' output
Fixed an issue with 'del' return values
Added the 'sleep' command
Added the 'store' command
Added environment variables
Added NULL output redirection
Initial rsh is dependent on the elf name
Download Here --> http://forums.ps2dev.org/viewtopic.p...r=asc&start=30
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February 6th, 2009, 21:48 Posted By: wraggster
News via emurussia
New beta version of Sony Playstation 2 emulator for Windows has been released. Changes:
- Removed 2 of the gamefixes, which are now simply included in the code in a more stable fashion;
- More frameskip/vuskip fixes;
- Fixed some potential VU micromem clearing problems;
- Some fixes for opcodes, should help a few games, including Naruto Shippuuden Narutimate Accel 2;
- Some cdvd fixes;
- Version numbers included when compiling files;
- Usual code cleanups and reorganizations.
P.S. This is the last beta before the merge. From now on, the beta program is on hiatus till authors sort out any and all merge issues.
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February 6th, 2009, 21:41 Posted By: wraggster
News via emurussia
Pad plugin for Sony Playstation 2 emulators has been updated. Changes:
- Will no longer hide the cursor when testing a force feedback binding and mouse mode is not set to disabled.
- Bug that required the GS window to be unfocused and then focused again for keyboard input to work when only one pad plugin was set to LilyPad fixed.
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February 6th, 2009, 20:52 Posted By: wraggster
From the PCSX2 site:
This has been considered for a long time and after the two teams met,we have come to a merge The new talented coders have already done great work on the emulator and will now be joined by the old PCSX2 team for an even better coding team!
This means that:
1)The PCSX2 - Playground project will be renamed and will from now on be the official PCSX2 project
2)The whole PCSX2 - Playground team will be added to the existing official PCSX2 team
3)The next PCSX2 release will replace the 0.9.4 version and the 0.9.5 beta which we provide will be replaced by new betas after the new release.This means that the current PCSX2-Playground build will not be provided as a download (since it will actually be an older version of the released PCSX2)
4)Our forum structure will be re-organized to match these changes after a new release has been made
On other news,we now host the PCSX2 Mac port made by Zendr0n in our forums here.Head there for the latest compiled build and try it on your Mac!
Many plugin updates,as usual grab them from our downloads section!
http://www.pcsx2.net/
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February 6th, 2009, 16:59 Posted By: wraggster

They say there are some things you just can't make up. The accompanying photos, received today from an anonymous tipster who works at one of Sony's distribution centers, are definitely some of them.
What you see are "PS2 consoles" returned to retailers -- such as Best Buy and Walmart -- then subsequently sent to Sony for credit. We're not sure what's more silly: that someone would try to pass off a wooden replica PS2 for return, or that someone would actually take the time to make a wooden PS2 with such detail. The question of "Who would accept these for return?" must also be raised.
We'll take a moment to answer "Yes," "Yes" and "Maybe" to the following questions in advance: "Are those ladies dumbbells inside a PS2?," "Is that PS2 stuffed with towels?" and "Is that some sort of Chinese PS2 knockoff?" We hope that helps ease the pain.
http://www.joystiq.com/2009/02/05/re...took-for-real/
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February 3rd, 2009, 21:59 Posted By: wraggster
Krakatos has posted a new version of the PS2 Emulator for Windows:
Heres whats new:
Pcsx2 PLayground beta 681
Main changes are, God of War and Kingdom Hearts 2 are now playable. Kingdom hearts 2 requires the appropriate gamefix, same as God of War
Changelog
- God of War and Kingdom Hearts 2 now work if you use the appropriate gamefix
- New gamefix to be selected for tri-ace games. Be sure to enable both!
- Bugfix for emu crash after deleting the ini file.
- speed optimizations (as always, game dependant)
- fixes for some random and semi-random crashes
- implemented COP 2's branching instructions
- code cleanups
Enjoy
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February 2nd, 2009, 22:33 Posted By: wraggster
This news originally came out as a rumor, but the PlayStation 2 port of Wipeout Pulse is almost palpable. Sony Computer Entertainment Europe has yet to announce it, but the USK (Germany’s ESRB equivalent) knows a thing or two about it. Recently, they rated it confirming that a Wipeout Pulse port is in development and perhaps on deck for a release soon.
Wipeout Pulse was originally released as a PSP game with online play as one of the main highlights. Downloadable expansion packs for Wipeout Pulse were also sold over the PlayStation Store. Since the PlayStation 2 version hasn’t been given a formal unveiling we don’t know if either of these features will carry over on the PS2.
If Sony is going to continue porting PSP games to the PlayStation 2 they mind as well shoot for some of the creative ones like Patapon. More people should have a chance to play Patapon.
http://www.siliconera.com/2009/02/02...-pulse-on-ps2/
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January 31st, 2009, 18:04 Posted By: wraggster
news via emurussia
Updated plug-Pad for Sony Playstation 2 emulators. Changes:
- Creating a new force feedback binding while testing an old one will no longer cause a crash.
- Pressing a button after clicking on one of the bind axis buttons will no longer result in a crash.
- Disabled pads now have their tabs hidden.
- Sensitivity for DirectInput relative axes was set so low they were unuseable. Fixed.
- Replaced "Start in analog mode" with "use analog mode whenever possible". New option will auto switch pads from digital to analog after a mode change whenever the pad's mode is not locked.
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January 30th, 2009, 22:32 Posted By: wraggster
Krakatos has posted a new version of the PS2 Emulator for Windows:
Heres whats new:
Once again, another beta release
Pcsx2 Playground beta 658
Biggest piece of news is, we have completely and permanently dropped support for the vm version, which has been removed from the build targets. From now on, vltb only people, be sure to report eventual bugs.
Also, check out the speed optmizations.
Changelog since 636
- Removed vm version once and for all, from now only vtlb will be developed
- A lot of speedups. Game dependent, this is especially true for 2d or low 3d intensive games
- Fixed games like drakan, soul calibur 3, tekken 4. These games had problems in the previous builds
- Temporary fix for many games that died with vtlbmiss error. Please try those again and let us know if they work now
- More fixes to savestates
- More fixes for vuskip
- The usual code cleanups
Enjoy!
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January 28th, 2009, 19:35 Posted By: wraggster
Fans of 2D fighters and the Guilty Gear franchise, prepare for enjoyment. Aksys has revealed Guilty Gear XX Accent Core Plus, which is set to grace the PS2, PSP, and Wii with its 2D splendor in Spring 2009. As big fans of 2D fighters, we were more than happy to receive the press release and pass the info along to you all. So, what should you expect?
Well, there will be punching. There's also going to be some kicking. And, by all means, do not freak out when you see a character or two jump. Jokes aside, it's another Guilty Gear game. You pretty much know what you're getting into by now.
http://www.joystiq.com/2009/01/27/gu...2-psp-and-wii/
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January 27th, 2009, 19:51 Posted By: wraggster
If the Raiho shadow wasn’t enough of a clue Gamefly just spoiled Atlus’ surprise. They have a listing for Devil Summoner 2: Raidou Kuzunoha versus King Abaddon in their database (thanks Denpa no Sekai!!). According to Gamefly’s schedule the PlayStation 2 game will ship in May which sounds reasonable given the seven month localization gap between Shin Megami Tensei: Devil Summoner - Raidou Kuzunoha vs. the Soulless Army.
Oh and Raiho, the Jack Frost mascot dressed in Raidou’s clothes, makes an appearance in the game too. Fingers crossed Atlus gives these out as a pre-order bonus like they did in Japan.
http://www.siliconera.com/2009/01/26...mmoner-sequel/
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January 26th, 2009, 21:41 Posted By: wraggster
Krakatos has posted a new version of the PS2 Emulator for Windows:
Heres whats new:
Ok, here we go again.
Pcsx2 beta release 636. Vtlb only.
The big news is, memcards should be perfect now. However there may be problems, you MUST read this topic BEFORE trying this beta
http://forums.pcsx2.net/thread-3283.html
Changelog:
- Memcards should be fixed once and for all, be sure to test! Be sure to read the thread mentioned above first
- Temporary vuskip fix. Not perfect, may work well or not depending from game
- savestates should be more reliable
- some speed optimizations and code cleanups
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January 26th, 2009, 14:17 Posted By: kranoldweinreich
Release of ps2vice-1.22.
Vice emulates the C64, the C64DTV, the C128, the VIC20, almost all PET models, the PLUS4 and the CBM-II (aka C610).
New features:
- Upgrade to vice-1.22.
- Use the analog joysticks on your PS2 controller pads as joysticks.
- Mass storage device support.
- Autostarting P00 files supported.
- True drive emulation somehow working.
- Config files (change default settings without recompiling.
- Ask for confirmation when quick loading/saving snapshots (optional).
- New keyboard for C64 (from PSPVice).
Sorry for the strange targz extension, this forum doesn't support tar.gz or even tar.bz2 attachments.
Georg
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January 24th, 2009, 16:29 Posted By: wraggster
Krakatos has posted a new versionn of the PS2 Emulator for Windows, heres whats new:
OK, time to do it once again. Once again, Vtlb only
Pcsx2 Playground beta release 626
Well, the big news is, Tri-ace games now go in-game, if the appropriate gamefix is selected. Don't expect them to be perfect, they are NOT. But they go in-game! Huge improvement. You may have to skip movies with Start, but hey they go in-game.
Be sure to delete the ini, as always!
Changelog
- Tri-ace games now go in-game with the appropriate Gamefix selected. We're talking of Star Ocean 3, Valkyrie Profile 2, Radiata Stories
- More Fatal Frame 1 fixes
- More speed optimizations, varies strongly from game to game, some show no increase at all
- More code cleanups and optimizations
- Rogue galaxy no longer need the gamefix to work
- Changed default roundmodes, you will probably have to change advanced roundmodes a lot less in order for games to work
Known Issues:
Still no vuskip....
Enjoy
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January 22nd, 2009, 21:59 Posted By: wraggster
Launchelf has again been updated, heres whats new:
LaunchELF v4.38 (2009.01.22)
-Fixed a bug affecting two of the timeout functions changed in v4.37
-Modified CDVD tray checking for browsing to cdfs:
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