Automated Pcsx2 builds

These builds are provided by Orphis and are totally free of charge.
New versions on the Git repository are checked every 10 minutes and the builds take a few minutes to complete, please be patient if the newest build doesn't appear here.
If multiple commits are done at the same time, you'll only get the latest one.

Code is hosted on GitHub.
See Pcsx2 website for more information.

The Windows build has been made with Visual C++ 2015. You need to install the Visual C++ 2015 (x86) runtime package to run it.
Legacy builds from the SVN repository can be found here

Showing only 20 latest changes. See full list of builds

Revision Author Date Windows 32bit Commit log
v1.5.0-dev-1952-geb8ede3 Jonathan Li 2017-03-23 23:26:11 Download lilypad: Use l length modifier for wide character string w is Windows specific. Fixes a gcc and clang warning.
v1.5.0-dev-1951-gf1eff35 Jonathan Li 2017-03-23 02:33:35 No build gsdx:windows: Fix console output when replaying dumps
v1.5.0-dev-1950-gcf4194f Jonathan Li 2017-03-22 19:15:07 Download pcsx2: Remove unused Windows files There's actually more (old cheats and patch browser?), but I don't know whether they'd be useful so I'll leave those alone for now.
v1.5.0-dev-1949-gf174d71 Jonathan Li 2017-03-21 21:29:09 Download gsdx: Fix vsnprintf usage in format function -1 is only returned when there is an encoding error, and the va_list argument is indeterminate after being passed to vsnprintf. Use the return value to determine the buffer length, and call va_end and then va_start before vsnprintf is called again.
v1.5.0-dev-1948-gae2e846 Jonathan Li 2017-03-21 20:15:09 No build gsdx: Remove ancient codeblocks file
v1.5.0-dev-1947-g4fff0e9 Jonathan Li 2017-03-21 20:14:49 No build 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)
v1.5.0-dev-1946-g67d9436 Jonathan Li 2017-03-21 20:11:37 No build gsdx: Remove unused and incomplete GSDeviceSW
v1.5.0-dev-1945-g178f31f Jonathan Li 2017-03-21 20:10:10 No build pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.
v1.5.0-dev-1944-ge344578 Jonathan Li 2017-03-21 20:06:34 No build pcsx2: Remove unused MenuId_Sys_Restart and related code
v1.5.0-dev-1943-g1837d43 Jonathan Li 2017-03-17 02:08:13 Download gui: Remove unused/incomplete panels/dialogs Also rearrange the CMakeLists.txt slightly so things are easier to find and to remove a duplicate entry.
v1.5.0-dev-1942-gfb174b4 Jonathan Li 2017-03-17 01:48:34 No build pcsx2: Remove unused/incomplete stuck/wait for thread dialogs
v1.5.0-dev-1941-g448ca97 Jonathan Li 2017-03-15 01:19:13 No build gsdx: Avoid "using namespace std" in spsc queue
v1.5.0-dev-1940-g9865270 Gregory Hainaut 2017-03-18 09:58:01 Download gsdx: split GSVector.h into smaller files
v1.5.0-dev-1939-gf3a89f5 FlatOutPS2 2017-03-10 14:47:24 Download LilyPad: General fixes and UI improvements Some general fixes and UI improvements. Adds Reset Configuration to Input/Force Feedback configuration screens that resets the configuration for the selected control(s). Adds Restore Defaults button to the General tab that deletes all LilyPad Settings and bindings and resets to the default settings. Adds double-click functionality to the PAD list on the General tab, which will now send the user straight to the corresponding PAD tab.
v1.5.0-dev-1938-g84a8fda FlatOutPS2 2017-03-10 14:45:39 No build LilyPad: Fix F4 button (PCSX2 FrameLimiter toggle) getting blocked Fixes issue where losing focus after pressing alt-tab would end up blocking the F4 button (which is used for turning the PCSX2 FrameLimiter on and off). Fixes: https://github.com/PCSX2/pcsx2/issues/1797
v1.5.0-dev-1937-gbd45bab FlatOutPS2 2017-02-09 22:37:59 No build LilyPad: Display a warning when all controls are inactive Displays a console warning if no controls/controllers are active and the emulation cannot be controlled.
v1.5.0-dev-1936-g2ea078b FlatOutPS2 2017-02-09 20:37:49 No build LilyPad: Add Quick Setup Adds quick setup that allows for quickly setting up all the default pad buttons without having to click on each one separately. Hides special inputs(inputs that aren't available on a PS(2) controller) by default.
v1.5.0-dev-1935-g3075ec2 FlatOutPS2 2017-02-01 12:23:14 No build LilyPad: Improve analog/pressure sensitive detection Improves detection of analog or pressure sensitive support, which previously made some games unable to detect the correct mode.
v1.5.0-dev-1934-ga3efc77 Gregory Hainaut 2017-03-12 17:26:20 Download gsdx ogl: use an HLE shader to avoid upscaling line in ICO ICO uses a depth of field effect for the fog. Depth is extracted into the alpha channel of a texture. And then used as blending factor. You need a 1:1 texture/pixel mapping otherwise you will line at boundaries. In order to extract the DoF, ICO moves the depth buffer around the GS memory. Memory moves are implemented in the not-scaled world. It means that we can't have the above 1:1 ratio. And we don't know anymore that data are coming from the current depth buffer. The solution: I reused an HLE channel shader to read the depth buffer directly. This way I have the guarantee that pixel/depth are aligned. Close #1816
v1.5.0-dev-1933-g1a768ca Gregory Hainaut 2017-03-12 23:22:45 Download gsdx sw: sync thread if current target pages are already used by input texture Otherwise you have a write before read typical race condition. It works most of the time because textures are stored in temporary buffers (aka texture cache). So the race condition requires texture invalidation in the mix. I hope the perf impact will be small enough. Fix #1691 Blood Will Tell: gray scale effect description Frame is renderer in 0x700 Sync 0x700 (RT will be used as input) Foreach page of frame // The missing Sync was this one. You can't copy new data to 0x2800 // until you finish the rendering that use 0x2800 as input texture // (AKA end of this foreach loop) Sync 0x2800 (not the first iteration, texture will be used as a RT) Copy page from 0x700+offset to 0x2800 Sync 0x2800 (RT will be used as input) Render Effect line1 from 0x2800 to 0x700