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PCSX2 for zdxsv

A fork of PCSX2 for playing Mobile Suit Gundam: Gundam vs. Zeta Gundam (PS2) online on zdxsv.

  • Players: see ZDXSV.md for setup (Japanese: ZDXSV.ja.md).
  • Upstream base: PCSX2 fd9d310c. Main branch: zdxsv-master.
  • License, BIOS requirement, and everything not listed here: same as upstream PCSX2.

What this fork adds

One line per feature; details in the documents below, how to turn each on in docs/zdxsv/features.md, tests in tests/zdxsv/README.md. Everything is on only for the one game build it was made for; any other disc runs as in stock PCSX2.

Online play

  • Network defaults that point at the zdxsv server.
  • Platform info: the lobby can tell an emulator from a real PS2.
  • Fast login through the zdxsv login API (DNAS skipped), and fast boot: from game start to the lobby ID selection with no input.
  • Settings page Settings → zdxsv (global or per game).
  • Crash reports to the zdxsv developers, on by default, with a setting to turn them off.
  • Sync-safe settings forced while the game runs, and a sync fingerprint that cuts a battle between differing builds.

Input latency

  • Low-latency present: the finished frame is presented before the frame limiter sleeps.
  • Single draw list (Z game): a frame's draw list drawn in that frame, one frame less input to picture.

Rollback netcode (GGPO)

  • GGPO library in 3rdparty/ggpo.
  • Delta save states: the whole machine saved and loaded every frame.
  • Faster rerun frames.
  • Lobby battles over GGPO (on by default): ping test, relay servers, match report, connectivity and HTTPS latency tests, network status OSD.
  • Battle start and MS select load barriers.
  • GGPO network thread: packets read, relayed and pings answered as they arrive.
  • Pause, speed changes, frame advance and state loads refused during a net battle.

Replays

  • GGPO battles saved as gdxsv-style .pb files, optionally uploaded to a replay server.
  • Playback from a file, a URL or a battle code, with seek, point of view, control bar, key display, round jump, takeover and four-screen view.
  • Live spectating of lobby battles.
  • Replay window (Tools → zdxsv Replays).

ARM64 (Apple M)

  • EE and IOP recompilers with the x86 recompilers' timing.
  • VU1 trace recompiler.
  • EE FPU and VU math as on x86_64, so ARM64 and x86_64 peers stay in sync.

Releases and tools

  • Auto-updater and release workflow for this fork.
  • Scripts for local builds and for running several instances side by side.
  • macOS deps scripts that build on Xcode 26.6.
  • Options for tests, traces and game investigation, including VU1 and EE FPU/COP2 op tests.

Documentation

Document Content
ZDXSV.md Player setup. Shipped in the release zip.
ZDXSV.ja.md Player setup in Japanese, same content. Shipped in the release zip.
docs/zdxsv/features.md Structure: where zdxsv code meets the emulator, the network paths. Every feature, one line each.
docs/zdxsv/options.md Every option and setting: name, default, use; the game check.
docs/zdxsv/lobby.md Network defaults, lobby messages, ping test, relay servers, how a lobby battle starts.
docs/zdxsv/rollback.md GGPO library, delta save states, the GGPO session, sync-safe settings and fingerprint, sync checks.
docs/zdxsv/replay.md Replay files, upload, playback and its controls, live spectating.
docs/zdxsv/tools.md Releases, CI, local build and run scripts, PINE commands.
docs/zdxsv/crash-reports.md Crash reports: the switch, what is sent, behavior per platform, symbols.
docs/zdxsv/arm64.md ARM64 builds: CPU cores, math as x86, comparing with an x86_64 build.
pcsx2/Zdxsv/README.md Glossary and source file map.
tests/zdxsv/README.md Rig test scripts: setup, settings, the test of each feature.
AGENTS.md Rules for work in this fork.

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