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
@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.
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
We get the feeling there might be some programmers who follow us here (maybe; don't quote us), so for those joining us from 1.6, we'd like to point out that between releases, PCSX2 was given a brand-new debugger by team member and PS2 homebrew expert @Fobes . And for those wanting to dig down even deeper than that, fobes has an ongoing series of articles dedicated to breaking down the PS2's behavior into bite-sized, easy-to-understand pieces. https://fobes.dev/#pcsx2#emulation#homebrew
Howdy, everyone! The PCSX2 team has maintained a presence on Twitter for over a decade now, so today we finally decided to reach out to our userbase on Mastodon as well. Follow us for regular updates and sneak peeks. #pcsx2#playstation2#emulation