* refactor: from guest threads to EE scheduler * feat: bad wip mpeg fix for code veronica * feat: cheap copy from host feat: small perf o vsync tick * feat: added EE clock Hz fix: fix MPEG out of sync with new EE refactor * fix: fix lotr tests * fix: fix cri dtx loading fix: fix wrong mmi instruction translation fix: fix thread info params feat: added EE timers decoder and consumer feat: split SFI and IOP memory to prevent collision and overrides * feat: revert wrong changes * refactor: change GS architecture * feat: IOP emulator refactor: codegen to catch callbacks on mips code feat: added a lot of entries or IOP emulator * feat: analyzer resolve the complete constant-producing sequence with five-instruction backward scan stopped at LUI and therefore * feat: remove recompiled version of GetRomName refactor: split IOP emulator logic feat: added more HLE IOP modules feat: added ps2_path * eat: enhance ELF parser with improved callable entry detection and control flow analysis * feat: update memory hint handling and enhance entry point discovery logic * feat: add SET_GPR_ZE32 macro for zero-extending loads with unsigned semantics * refactor: Refactor PS2 IOP Host Adapter and Memory Management feat: Added PS2Vfs for virtual file system operations, including file opening, reading, writing, and path resolution. feat: Improve VIF1 data processing to handle GIF image packets more efficiently. * feat: added a lot of tests * fix: fix texture caching feat: wip multi version on dbcman * feat: remove LLE IOPs
Runtime Library
The runtime library provides the execution environment for recompiled code, including:
- Memory management (32MB main RAM, scratchpad, etc.)
- Register context (128-bit GPRs, VU0 registers, etc.)
- Function table for dynamic linking
- Basic PS2 system call stubs
How to use:
Take your decompiled code and place the cpp files on ps2xRuntime/src/runner and header files on ps2xRuntime/include and compile/be happy.
Vita Build Notes
The Vita runtime uses Quenom/raylib-5.5-vita for vita build. I recommend build runtime only.
Expected environment:
VITASDKpoints to your VitaSDK root.Quenom/raylib-5.5-vitahas already been built and installed into$VITASDK/arm-vita-eabi.- SDL2 with the PVR backend required by that raylib fork is also installed into the same VitaSDK prefix.
PS2X_DEFAULT_BOOT_ELFis mandatory, you need to define where your game is like "ux0:data/RANJ00001/game/SLUS_201.84".
The CMake for ps2xRuntime consumes those preinstalled headers and libraries from VitaSDK. It does not fetch or install the Vita raylib fork for you.
Adding Custom Function Implementations
You can add custom implementations for PS2 system calls or game functions by:
- Creating function implementations that match the signature:
void function_name(uint8_t* rdram, R5900Context* ctx, PS2Runtime *runtime);
- Registering them with the runtime:
runtime.registerFunction(address, function_name);
Advanced Features
Memory Translation The runtime handles PS2's memory addressing, including:
- KSEG0/KSEG1 direct mapping
- TLB lookups for user memory
- Special memory areas (scratchpad, I/O registers)
Vector Unit Support
PS2-specific 128-bit MMI instructions and VU0 macro mode instructions are supported via SSE/AVX intrinsics.
Instruction Patching
You can patch specific instructions in the recompiled code to fix game issues or implement custom behavior.
Limitations
- Graphics and sound output require external implementations
- Some PS2-specific hardware features may not be fully supported
- Performance may vary based on the complexity of the game