The PCSX2 team today has decided to join many other excellent free and open-source software projects in creating a Liberapay as a companion to our existing GitHub Sponsors. This helps to keep the lights on and gives our team room to polish and innovate on PCSX2 so our shared goal of preservation can continue well into the future. If you use a FOSS application or library, we highly recommend checking Liberapay to see if they're on there as well! https://liberapay.com/PCSX2#foss#emulation#liberapay
@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.
@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
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
After what we know was a pretty long wait, the PCSX2 Flathub package is back in sync with the AppImage one. We've been coordinating with the hard-working maintainers at Flathub to get this fixed, and we're sorry to anyone it inconvenienced. If you're one of those users who's been waiting, you're back on the bleeding edge. #pcsx2#flathub
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