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Never specify the architecture, so I think it was x64... I recall having problems activating PGXP in certain branch, but such branch worked correctly with PGXP deactivated.Did you build an x86 or x64 binary?
https://ci.appveyor.com/project/iCatButler/pcsxrCould you please paste a ref link for that since I'm not familiar/subscribed to appveyor...
I'm on a Windows build (Win10)
Edit "win32/pcsxr.vcxproj" and change the platform toolset from v140 to v141. That's all.How compile pcsxr? I tried with Visual Studio 2017, but with SDK 8.1 it does not work. I tried to redirect to SDK 10, but I have some problems ... The program then appears without an image, when you open it the main screen is gray.
X-Video Extension version 2.2 screen #0 Adaptor #0: "GLAMOR Textured Video" number of ports: 16 port base: 63 operations supported: PutImage supported visuals: depth 24, visualID 0x21 number of attributes: 5 "XV_BRIGHTNESS" (range -1000 to 1000) client settable attribute client gettable attribute (current value is 0) "XV_CONTRAST" (range -1000 to 1000) client settable attribute client gettable attribute (current value is 0) "XV_SATURATION" (range -1000 to 1000) client settable attribute client gettable attribute (current value is 0) "XV_HUE" (range -1000 to 1000) client settable attribute client gettable attribute (current value is 0) "XV_COLORSPACE" (range 0 to 1) client settable attribute client gettable attribute (current value is 0) maximum XvImage size: 8192 x 8192 Number of image formats: 2 id: 0x32315659 (YV12) guid: 59563132-0000-0010-8000-00aa00389b71 bits per pixel: 12 number of planes: 3 type: YUV (planar) id: 0x30323449 (I420) guid: 49343230-0000-0010-8000-00aa00389b71 bits per pixel: 12 number of planes: 3 type: YUV (planar)
Last official WIP: https://www.ngemu.com/threads/pcsxr-pgxp.186369/page-46#post-2725243It's been ages since I've checked this thread! Still seems to be going quite strong.
However, I can't seem to find any download link to PCSX-R on the PCSX-R website (except one for an archive ). Am I just not paying attention enough, am I looking in the wrong place, or is the link actually not there anymore?
Nowadays very few people know HOW to make the CD plugin work. Is better use CUE, BIN, IMG, etc.Nowadays you even have to find the Cdrom plugin seperately, lol.
Only if you want a more accurate emulation and avoid many problems with memory cards. You can use the simulated PSX BIOS if not.The emu also keeps requiring you to set the plugins/bios folder everytime.
Better remove your previous configuration, that never happens in a clean environment.Oh, it also needs a link cable plugin (otherwise the config is "NOT OK"). It doesn't read any link cable plugins I download, though, so I'm essentially stuck on the plugin screen.
Then use my attached file.Yeah, I think it removed my EPSXE settings but not the PCSXR ones haha.
I don't understand what's the issue... merely download the last GitHub/AppVeyor WIP. If you don't understand how AppVeyor works, read this guide.Okay, got it working. Just downloaded a PCSX-R base and put the PGXP stuff in there, same as how it's always has been.
This is the safest configuration. You can try all possible configurations that would work best in each game.So, Mega Man's face in Mega Man 8 inflates like a balloon whenever he blinks. The issue, I think, is similar to the candles of SotN wobbling about. I heard PGXP would fix it. Which option in particular would solve the issue?
User space installation (without root or sudo):So, what do I do?
git clone https://github.com/iCatButler/pcsxr.git cd pcsxr mkdir build cd build mkdir $HOME/pcsxr-pgxp cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$HOME/pcsxr-pgxp .. make
apt-cache search libpng | grep 'dev' sudo apt-get install libpng16-dev