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.
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.
- 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.
- 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.
- 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.
- GGPO battles saved as gdxsv-style
.pbfiles, 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).
- 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.
- 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.
| 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. |