PCSX2 Documentation
This page is an attempt to clearly document the workings of the PCSX2 code, to make life easier for those who wish to join the project. I beg any PCSX2 developers to please populate this guide as much as possible.
Introduction for Developers
The first thing you will need to do is download and compile the PCSX2 source code...
...and before you get scared away, this is an introduction to the overall program flow and organization.
Excerpts from the Developer's Blog
Make yourself a hot cup of tea, and let's look into the history of PCSX2 development.
- Virtual Memory: July '06
- Nightmare on Floating-Point Street: August '06
- 64-bit Recompilation: October '06
- PCSX2 Optimization: January '07
- Graphics Synthesizer, GPUs and Dual Cores: August '07
- So maybe it's about time we explained VTLB: February '09
- Events o' Plenty: June '09
- Recompilers: All 'dems buzzwords?: June '09
- Measuring the Benefits of wxWidgets: July '09
- C++ exceptions can be an optimization: Aug '09
PCSX2 Developer's Guide
Alright, excited yet? Read these before you get cracking.
- Code Formatting Guidelines
- Commenting Etiquette
- Contributing To-Do List
- Git Survival Guide
- How to Create Useful and Valid Issues
- WxWidgets Coding Strategies
PCSX2 Code Documentation
Now we get down to business. Here's a road map to the complex PCSX2 project.
Useful Reading
A list of helpful guides on C++, PS2 hardware, microprocessors, etc.