An anonymous reader writes with an excerpt from geek.net on the, a GPLed emulator for the PS2: 'PCSX2 is a free PS2 emulator for the PC that has been in and managed to reach version 1.0 last week. As an emulator it's an impressive piece of work, boasting, which is some 1,697 titles. It can offer up graphics beyond what the original hardware was capable of, achieving resolutions up to 4096 x 4096 with anti-aliasing and texture filtering. You can save games, record video as you play, use a range of controllers, and even adjust game speed if you so wish. Of course, you'll need a fast machine to run PS2 games at a decent speed, but the spec is still reasonable. It's recommended you have at least a Core 2 Duo running at 3.2GHz, or a Core i5 at 2.66GHz+.
As for graphics cards, a GeForce 9600GT or Radeon HD 4750 is desirable.' (official binaries and source). Unfortunately it doesn't seem to be packaged for any GNU/Linux distros (Debian has packages of the which, naturally, emulated the Playstation). PCSX2 is only really usable with the GSDX GPU plugin, which as the name implies, uses DirectX.
Get World Soccer Winning Eleven 9, Sports, Soccer game for PS2 console from. And Dutch Eredivisie Leagues, as well as a number of other individual clubs.
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Although it can run under Linux in software rendering mode. On Linux and Mac, you're stuck with either poor graphics emulation (bad emulation quality, breakage, glitches, poor performance) with the GL plugin, or good but non-accelerated graphics emulation with GSDX. It's also a 32-bit only app and they don't even support building it in 64-bit distros (even though it'd only take a few buildsystem fixes to actually make it build in 32-bit mode fine, much like Wine).
This is why distros don't ship it. And this right there is a prime example why the whole free software movement will never truly catch on to mainstream adoption in the desktop and why proprietary is still king there. Anytime there is a shortcoming or problem with the program, the first response is almost always defensive and/or demeaning to the user.
That this actually was modded up compounds the point even further. How dare those users criticize anything about my baby. They're getting it for free; what gives them the right!? They can just fi.
I never said any of that. Have you ever seen that happen in an even moderately large free software project either?
Everything full stop until this one persons problem is solved? You're being unfair, because unless it's a very small project, no one, free or proprietary (unless it's in a service contract) is going to do that. In terms of proprietary vs.
Free, however, the overall attitude regarding users is generally much different. Being able to contact the company and get support is a very important. I think in 2012 pointing out they don't support building in a 64bit environment is a fair complaint. But there's a difference between 'It's also a 32-bit only app and they don't even support building it in 64-bit distros (even though it'd only take a few buildsystem fixes to actually make it build in 32-bit mode fine, much like Wine)' and 'It's a 32-bit only app and and building it in 64-bit distros is not currently supported.
However it will only take a few buildsystem fixes to actually make it build in 32-bit mode fine, much like Wine' You know, the source is available, and if the OP is correct in stating that fixing it is easy (and knows how to do it), he could and should fix it. I've always admired peoples' commitment to creating emulators for gaming platforms. Years down the track they're often the only platform left to play, unless of course the game publisher decides to 're-release' an old title with an inbuilt emulator for a nominal fee. As time goes on and as subsequent generations of consoles become more complicated in both their hardware and embedded operating systems, emulating them will become increasingly difficult.
I don't know how long it can last. Hopefully console manufacturers will shy away from overcomplicated designs as they have been quite costly for them in the current generation of consoles, but this is probably wishful thinking. Perfectly legal for me to dump the 4gb hard disk image in my actual xbox and run it on an emulator for interoperability purposes Legal? Especially as the platform becomes less common. This is why Amiga and Mac emulators sucked for so long - you needed to track down the original machine to dump the ROMs (or grab them illegally, of course), and if you were willing to do that then you may as well use the real machine. The situation improved for Macs when Apple made MacOS 7.5 a free download and when someone noticed that they provided a ROM update for an old machine that you could grab the ROM image from, s. There's one upside to newer console generations though: as consoles get more complicated, developers stick to APIs and don't do as much register-level fiddling or depending on things like hardware timing.
That means that it's easier to perform higher-level emulation of newer consoles (as opposed to the cycle-accurate emulation often required to get good results for older 8-bit and 16-bit machines) and still have things work. Newer consoles are also more similar to a PC, which simplifies emulation. For example, the Dolphin GC/Wii emulator managed to get pretty accurate graphics emulation in less time than PCSX2 because the GC/Wii's GPU is a lot saner and has a model that is relatively easy to map to OpenGL/DX, unlike the PS2's GPU and vector units which are horribly painful to emulate. The 360's and PS3's and WiiU's GPUs are pretty much bog-standard PC GPUs (which does mean they will be more complex to implement full emulation for, but at least it will map more easily onto standard graphics APIs). The higher-level software frameworks also make it easier to use high-level emulation for chunks of the system - e.g.
Dolphin doesn't emulate the Starlet ARM CPU of the Wii, but instead performs high-level emulation of its APIs. Therefore, it gets away without emulating the USB, SD, WiFi, flash, and other hardware, which greatly simplifies the implementation and makes it more user-friendly. It'll be challenging, but it's not an entirely dark future. For example, the Dolphin GC/Wii emulator managed to get pretty accurate graphics emulation in less time than PCSX2 because the GC/Wii's GPU is a lot saner and has a model that is relatively easy to map to OpenGL/DX, unlike the PS2's GPU and vector units which are horribly painful to emulate. Dolphin still can't emulate Legend of Zelda: The Wind Waker perfectly: the heat and smoke effects are badly broken (this is especially noticeable in Dragon Roost Cavern).
It must be doing something weird with the hardw. Let's say you target OpenGL.
For vaguely recent things, you probably want to target OpenGL 3.0. But you can get better performance if you use some extensions. Some are nVidia extensions and some are AMD extensions, so you need different code paths for them. Your target GPU will probably have 256M-3GB of VRAM, which gives you a massive range in the amount of vertex and texture data you can use before you start hitting performance problems. Your GPUs, even within the same family, vary in numb. Hopefully console manufacturers will shy away from overcomplicated designs as they have been quite costly for them in the current generation of consoles, but this is probably wishful thinking. Well, it was said a while back that industrygamers.com as they did on the PS3.
I don't remember how much it was supposed to have been that Sony spent developing the PS3 but it was something absolutely horrendous, and I suspect that whatever the benefits of its much hyped custom chips were, it probably didn't offset what they cost to develop or the benefit they provided. Even the cost of subsidising the early PS3s to get market share apparently cost Sony several billion (an. I don't remember how much it was supposed to have been that Sony spent developing the PS3 but it was something absolutely horrendous, and I suspect that whatever the benefits of its much hyped custom chips were, it probably didn't offset what they cost to develop or the benefit they provided. Even the cost of subsidising the early PS3s to get market share apparently cost Sony several billion (and they were still expensive).
The Cell chips were a bad idea. Shiny, fancy, but most of the horsepower sits idle since the SPUs are nearly impossible to fully utilize (small cache per SPU, large number of them). Throw in one or two quad-cores with hyper-threading, a high-end GPU and some memory and call it a day. As time goes on and as subsequent generations of consoles become more complicated in both their hardware and embedded operating systems, emulating them will become increasingly difficult. I don't know how long it can last.
Another point too is computers just aren't getting faster like they used to. I mean what kind of hardware would it take to emulate a PS3 or XBox 360? And when their successors come out, how long will we have to wait for computers to surpass those enough for emulation to be practical speedwise? You're saying that the PS3 and XBox are more powerful than my i7 PC? No, you misunderstand. I'm saying emulating them would take a ton of computer power. To emulate the Super Nintendo, you need an x86 PC that's is multiple orders of magnitude more power than the little 16-bit 65c816 Ricoh 5A22 3.58 MHz processor the thing has.
Now scale that up to PS3 and XBox 360 standards. Now imagine the next generation after that. At some point due to just computers not scaling up in speed like they used to and consoles reaching parity, it stands to reason that emulation will be ext. At the risk of oversimplification, a virtual machine like Virtualbox or VMWare just isolates the guest OS in memory. Most execution can be passed to the native underlying hardware so its really quick.
X86 isn't the easiest architecture to virtualize as all instructions can't just be passed through but Intel and AMD have made some big strides so virtualization is pretty good but still not as good as something like IBM's System/370 that was built from the ground up to be virtualizable. I'm pretty sure there are PC versions of Winning Eleven (or rather Pro Evolution Soccer as it's called outside of Japan). No need for emulators. I imagine that in a lot of cases, there are features that console versions have that are cut from PC versions, such as the ability to use more than one gamepad with one machine and one screen.
In certain console game genres, a mode supporting two players on one machine is to be expected, but the PC version assumes LAN or online play and thus requires a separate PC and copy of the game per player cracked.com. No, screen-peeking is not always a blocker, especially in e.g. Fighting gam.
Why would I want to use an emulator on the classic windows game box I have in the living room, when I have the genuine article in there already? Because no console lasts forever. My original Atari console croaked. Ditto my Commodore 64 (not a console but it's not good for much else but NES-style gaming). I did manage to buy used models but they didn't last long either.
These units lasted 30 years but I bet the moving parts in a CD console won't last as long. It's nice to have Emulators so you. Actually, I cooked the memory card because the dvd's laser assembly is weak. I do use winhiip to dump the discs I buy. (These days ps2 games are like, 5$. Why pirate?) Same story with the console my friend gave to his kid. Laser unit is completely dead in that one.
Open loader let's it still work, and the fact the kid doesn't need original discs is only a plus. I will switch to an emulator when the console does finally die. (I use ulaunchelf to dump my memory card saves periodically just as a precaution too. Also, the PS2 supports HD component video, and.CAN. drive a widescreen TV.
It just isn't HDMI, and uses analog component. Really new TVs might not support it due to paranoia from media companies wanting to plug their 'analog holes'. But I hooked up a ps2 to a new TV just a few months ago for a friend's dad, who is a diehard console gamer.
He is one of the people I shelled out money to get a network adaptor for so I could hook him up with an internal disk drive. His old game display was an eye-cancer and myo. If game houses are still releasing titles for a console that by this time next year will be 2 genrations old, I wonder about their thought processes. Their thinking is 'Massive PS2 install base', not even taking into account the early CECHA/B/E model PS3's with backwards compatibility. I think in some ways the PS2 has become the 'kids playrrom' system.
Dad has a PS3/360 attached to the big screen in the living room/man cave for his manly brown shooters and Sports games, while the young kids have a PS2 in.