The netcode mainly consists of a shim between sio.cpp and three PAD* functions which intercepts pad inputs and vibration data, replacing them with the appropriate values from the network. From what I can tell, it wasn't properly forked from pcsx2, and thus we had to reintegrate it manually. Would you be able to say a sentence or two about pcsx2-online, and summarize the differences from pcsx2-online and from pcsx2 separately? PCSX2 Online is a fork of pcsx2 last updated (besides readme changes) in 2012. I'm not familiar with pcsx2-online though. Quote:That's pretty cool, to say the least.
Overall though, sounds pretty cool! keep up the good work Of course, if it's a wrapper/launcher then it doesn't really need integration.
ONLINE PS2 EMULATOR CODE
I think that if it can be integrated relatively cleanly (as a plugin maybe? as a pcsx2 wrapper/launcher? or some combination of source code modifications and plugin/wrapper? not sure) and if you want to, then I'd think it'd be cool. In general, is this something you think you'd want to integrate with mainline pcsx2 at some stage? But it probably can't be offered for public consumption. Nevertheless, it sounds like a working temporary solution, which is nice. I'm guessing many or most would think the same. This is not something I'd want my system to be affected by. Quote:sync clock is a huge hack that sets the system clock on boot to Nov 5, 2017, 11:35:32 AM. Would you be able to say a sentence or two about pcsx2-online, and summarize the differences from pcsx2-online and from pcsx2 separately? Quote:A couple of friends and I got the PCSX2 Online codebase working with recent PCSX2. (also, what forum rule you think it's against?) No worries, this is a great place to post it. (11-30-2017, 12:18 PM)SmileTheory Wrote: Not sure if this is the right forum, as builds seem to be against the rules in general discussion, so. You'll need a preexisting copy of pcsx2 1.5.0's folder structure and its plugins, this is an executable only.