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Releases: ran-j/PS2Recomp

v0.4

05 Apr 02:24
93e221f

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v0.4 Pre-release
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What's Changed

  • sceGsSetDefDBuff and sceGsSwapDBuff implementation based on the DC version by @roby65 in #106

  • feat: remove memory and pad from stub section

  • feat: add support for resume entry targets in CodeGenerator (this allow jumps in address outside function)
    feat: refactor entry point discovery one more try to reduce big generated file

  • feat: optmizations for release build

  • feat: remove unused file

  • feat: added some test cases for code gen

  • feat: added log macro and remove win specific code

  • feat: refactor runtime folder structure
    feat: added reset sound driver RPC state and compatibility layout
    feat: rename and added new test
    feat: update RPC calls to use defined constants
    feat: added more PSMC(16, 32)
    feat: change cd read to try find the asset ignoring case sensitive
    fix: fix some render problems
    feat: add logs on pad
    feat: added more RPC handles

  • feat: added game override for code veronica

  • feat: apply vita patch

  • feat: flags to disable build

  • feat: fix merges
    feat: break a lot of tests

  • feat: better throw error on empty cd path
    feat: remove recompiler unusde function
    feat: apply missing patch

  • feat: gamedp is now part of lib
    feat: missing file

  • feat: small cleanup

  • feat: missing vita changes

  • feat: fix more merge

  • feat: fix tests

  • feat: last missing feature

  • feat: added missing import

  • feat: rename test local functions

  • feat: init syscall on ps2 list

  • feat: added DMA helpers

  • feat: faster builds
    feat: more implement for darkcloud

  • feat: back missing file

  • feat: added missing includes

  • feat: remove test

  • feat: missing include

  • feat: read register funtion

  • feat: build fix

  • feat: force exit on detach thread

Full Changelog: v0.3...v0.4

Note the runtime is way more generic, but since we dont emulate IOP modules YOU need to handle then on RPC or your game will be stuck.

Code veronica graphical fixes and we can boot dark cloud 2 with some graphic glitchs.

Screen Shot 03-31-26 at 03 13 PM Screen Shot 04-03-26 at 02 48 AM Screen Shot 03-27-26 at 06 12 PM

v0.3

18 Mar 23:27
cad1ca0

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v0.3 Pre-release
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What's Changed

  • fix: CRITICAL fix on code gen on generating BEQ translation, I added a small yeld because goto could spin forever and monopolize guest execution

  • feat: add scratchpad alias base and improve scratchpad address handling

  • feat: added debug logging on GifArbiter for submit and drain operations

  • feat: add interrupt and thread management syscall implementations
    fix: change some IDs calls to match ps2sdk

  • feat: added vif1 logs

  • feat: added logs on gs gpu
    feat: added performLocalToLocalTransfer to GS emulation path for TRXDIR = 2. (emulates the PS2 GS “copy this rectangle from one place in VRAM to another”)

  • feat: added PSMT8 and refactor PSMT4

  • feat: some identation on vu1
    feat: added some logs on vu1

  • feat: added GuestExecutionScope to temporarily stop owning guest execution, then restore it exactly as it was.
    feat: added vsync wizardry
    feat: added some regression test

  • fix: fix gs logger

  • feat: remove extra logs I think they will help no one
    feat: move join all threads to prevent the app to get stuck on close, but now it random crash on closing
    feat: one more small test on psmt4 to try fix ghosting on re code veronica

  • feat: added a small case for exporter from ghidra for metal slug 3

  • feat: added ugly code to pass on test

Full Changelog: v0.2...v0.3

Know issue

Some games create larger cpp files, I`m aware about that bug, but I dont have a solution for now, the bug consist in wrong boundries funcctions check, that can occur even on ghidra so this is a bit more complicated to solve.

Special

Now we can boot Resident Evil code veronica (SLUS_201.84).
Its only get to memory card part not more than that for now.

Screen Shot 03-13-26 at 10 52 AM

I used ghidra workflow but should work on local analyzer as well.

v0.2

09 Mar 03:43
7ca6a86

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v0.2 Pre-release
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What's Changed

  • Fixed recompiler error when the cpp filename is too long by @roby65 in #88
  • Integrate ps2xStudio and improve elf_analyzer callback detection by @BlackLineInteractive in #83
  • Issue 13: Minimal libpad (SIO2/PAD) stubs, input mapping and tests by @Whoneon in #69
  • Normalize Windows drive paths exported by Ghidra by @Whoneon in #92
  • Filter Ghidra auto-generated symbols using map start addresses by @Whoneon in #95
  • Implement syscall 0x83 (FindAddress) with kernel tests by @Whoneon in #93
  • Feature/ghidra export and syscall fixes by @ran-j in #100

New Contributors

Full Changelog: v0.1...v0.2

v0.1

27 Feb 06:46
669114f

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v0.1 Pre-release
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What's Changed

Full Changelog: v0.0...v0.1

V0

22 Feb 05:22
8584c06

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V0 Pre-release
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We have a recompiler with a lot of instructions and workflow for strip and debug symbol games. We also have a runtime with simple GS, DMA and many more.