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-2120-g07c69eb Jonathan Li 2017-06-23 21:50:14 Download ci: Fix 32-bit Travis CI builds [skip appveyor]
v1.5.0-dev-2119-g58102a3 Akash 2017-06-18 11:57:59 Download PCSX2-WX: Add "Always ask when booting" option When enabled, this option opens the file explorer to directly select the ISO at each boot instances instead of relying on the Recent ISO list.
v1.5.0-dev-2118-gb75868c Akash 2017-05-09 12:52:03 No build PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.
v1.5.0-dev-2117-g4a56240 Jonathan Li 2017-06-13 02:11:45 Download gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU - the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.
v1.5.0-dev-2116-g8b245c1 Jakob5566 2017-06-08 21:16:41 Download Add Danish translation
v1.5.0-dev-2115-gf8787ca Jonathan Li 2017-06-05 02:12:41 Download gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.
v1.5.0-dev-2114-g23fa065 Akash 2017-05-19 19:57:17 Download GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)
v1.5.0-dev-2113-ga04d9fa Akash 2017-05-19 19:48:03 No build GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future - I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.
v1.5.0-dev-2112-g266c114 Akash 2017-06-02 17:59:03 Download GSdx-OGL: Extend ICO workaround to PAL videomode
v1.5.0-dev-2111-g11ed4de Jonathan Li 2017-05-24 21:12:30 No build gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.
v1.5.0-dev-2110-g742b0ed Jonathan Li 2017-05-27 13:21:09 No build gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.
v1.5.0-dev-2109-ga6ed698 Jonathan Li 2017-05-24 21:08:05 No build unix: Remove LZMA_SUPPORTED define
v1.5.0-dev-2108-g3912f33 Jonathan Li 2017-05-24 19:27:51 No build windows: Link GSdx to liblzma (xz)
v1.5.0-dev-2107-g97d9963 Jonathan Li 2017-05-24 19:18:52 No build gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...
v1.5.0-dev-2106-gb170bdd Jonathan Li 2017-05-24 21:16:37 No build 3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.
v1.5.0-dev-2105-ga26afbe Jonathan Li 2017-05-24 19:11:14 No build 3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.
v1.5.0-dev-2104-g49840bb Akash 2017-05-20 19:17:43 Download GSdx: Implement SYNCV register bitfields Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values? The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.
v1.5.0-dev-2103-ge8f35f0 Jonathan Li 2017-05-23 03:02:04 Download onepad: Remove use of "using namespace std" "using namespace std" was causing ambiguity issues and compile errors on FreeBSD. Remove it.
v1.5.0-dev-2102-g802f102 Gregory Hainaut 2017-04-30 21:00:23 Download gsdx: dump gsdump in xz format directly Reduce disk space. Easy to share. It would be nice to port the code to Windows. libzma code was taken from Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio Thanks to Turtleli for all review comments
v1.5.0-dev-2101-g53b2fdf Gregory Hainaut 2017-05-08 09:37:13 No build linux: requires liblzma (xz) to build GSdx