* feat: added ffmepg as dependency * feat: wip decoder video * feat: some perf and cleanup * feat: added generic MPEG stream notification * feat: CMakeLists.txt in ps2xStudio to configure SDL2 build options for static linking. fix: fix ffmpeg setup for linux fix: now MPEG decoder now identify that movie has ended and can play again anytime feat: better audio stub to not block games * feat: fix expansion test * feat: foo * a * feat: finally added a helper to to prevent thread starvation * feat: added basic vu0 code execution * feat: added yield Guest Execution After Wake to prevent deadlock * feat: added options on cmake for logs feat: better input for keyboard pad * feat: small corrections like top and itop vu branches etc * feat: changes * feat: working feature * feat: fatal frame iop * feat: test fix feat: z buffer fix * fix: gix GsPutIMR IMR * feat: added rl imgui * feat: added helper to get snapshot * feat: added debug panel consuming snapshots * feat: added pad snapshot feat: added RCP debug events * feat: final cleanup from old code * feat: added EE timer counter feat: applyed sound driver for Lotr feat: better check for sound driver compat layout feat: enquee and cosumed DMa cause feat: added Pad execCMd feat: update GS vsync signal flag feat: custom IOPs for LotR * feat: small cleanups * fix: fix wrong import
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