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
PCSX2 Developer's Guide
Excerpts from the Developer's Blog
- 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
- What's clamping? And why do we need it?: Aug '09