Editing Emulation
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
[[Category:Software]] | |||
For backwards- and crossproduct compatibility, several files in dev_flash are available/used. | |||
= | == ps1emu == | ||
Note: not available in early Tool/DECR and Debug/DEX firmwares. | |||
files: | |||
ps1_emu.self (1.02++) | |||
ps1_netemu.self (1.70++) | |||
ps1_newemu.self (2.10++) | |||
ps1_rom.bin (2.10++) | |||
= | == ps2emu == | ||
Note: not available in early Tool/DECR and Debug/DEX firmwares. | |||
files: | |||
ps2_emu.self (1.02++) | |||
ps2_gxemu.self (1.50++) | |||
ps2_softemu.self (1.90++) | |||
Mountpoints: | |||
* dev_ps2disc | |||
* | * dev_ps2disc1 | ||
* | |||
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;" | |||
|- bgcolor="#cccccc" | |||
! Name !! Auth ID !! Self<br />(/dev_flash/ps2emu) !! Notes | |||
* | |- | ||
| PS2_LPAR || 0x1020000003000001 || rowspan="2" | ps2_emu.self || | |||
|- | |||
| *SCE_CELLOS_SYSTEM_MGR_PS2 || 0x107000001D000001 || | |||
* | |- | ||
| PS2_GX_LPAR || 0x1020000003000001 || rowspan="2" | ps2_gxemu.self || | |||
|- | |||
* | | *SCE_CELLOS_SYSTEM_MGR_PS2_GX || 0x107000001D000001 || | ||
|- | |||
| PS2_SW_LPAR || 0x1020000003000001 || rowspan="2" | ps2_softemu.self || | |||
|- | |||
| *SCE_CELLOS_SYSTEM_MGR_PS2_SW || 0x107000001D000001 || | |||
|- | |||
|} | |||
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;" | |||
|- bgcolor="#cccccc" | |||
! colspan="4" | PS2_GX | |||
|- | |||
! Core !! Job !! Source !! Notes | |||
|- | |||
| SPU0 || IOP || SPU ASM || | |||
|- | |||
| SPU1 || DMA || SPU ASM || | |||
|- | |||
| SPU2 || Isolation || C++ Raw SPU || Used for MagicGate Encryption and others (?) | |||
|- | |||
| SPU3 || IPU || SPU ASM || | |||
|- | |||
| SPU4 || GFIF || SPU ASM || | |||
|- | |||
| SPU5 || PS2-SPU2 || C++ || about 50% load average | |||
|- | |||
| SPU6 || VU1 || SPU ASM || | |||
|- | |||
| SPU7 || - || - || Unavailable: Factory disabled SPU | |||
|- | |||
| PPU:0 || PS2-Devices || C++ and PPU ASM || | |||
|- | |||
| PPU:1 || Emotion Engine || C++ and PPU ASM || | |||
|- | |||
| PS2-GS || Graphic Synthesizer || Hardware PS2-GS || Present in CECHC/COK-002 | |||
|- | |||
! colspan="4" | PS2 (GS+EE) | |||
|- | |||
! Core !! Job !! Source !! Notes | |||
|- | |||
| SPU0 || IOP || SPU ASM || | |||
|- | |||
| SPU2 || Isolation || C++ Raw SPU || Used for MagicGate Encryption and others (?) | |||
|- | |||
| - || DMA || Hardware PS2-EE || | |||
|- | |||
| - || VU1 || Hardware PS2-EE || | |||
|- | |||
| - || IPU || Hardware PS2-EE || | |||
|- | |||
| - || GFIF || Hardware PS2-EE || | |||
|- | |||
| SPU5 || PS2-SPU2 || C++ || about 50% load average | |||
|- | |||
| SPU7 || - || - || Unavailable: Factory disabled SPU | |||
|- | |||
| PPU:0 || PS2-Devices || C++ and PPU ASM || | |||
|- | |||
| PPU:1 || - || - || unused? | |||
|- | |||
| PS2-EE || Emotion Engine || Hardware PS2-EE || Present in CECHA/COK-001 and CECHB/COK-001 | |||
|- | |||
| PS2-GS || Graphic Synthesizer || Hardware PS2-GS || Present in CECHA/COK-001 and CECHB/COK-001 | |||
|- | |||
! colspan="4" | PS2 Software | |||
|- | |||
| colspan="5" | problematic, see Mathieulh quoted below | |||
<pre> | |||
The main issue here is that it's mostly not doable to emulate the GS efficiently with the rest | |||
of the hardware because the RSX is just not meant for this task and cannot emulate the GS on | |||
its own while all the available SPUs and the PPU are already mostly fully used to emulate the | |||
rest of the playstation 2 hardware, this explains why sony never could finish the ps2_softemu | |||
and that it reached a stalling step. | |||
I honestly have no idea on how it would be possible to get over the ps3 hardware limitations to | |||
perform a full ps2 emulation without any of the ps2 hardware present on the console, one thing | |||
for sure is that the emulator would have to be entirely rewritten and optimized like no other | |||
ps3 software has been. | |||
</pre> | |||
|- | |||
|} | |||
== pspemu == | |||
Used for PSPMini's | |||
files: | |||
psp_emulator.self (3.15++) | |||
psp_translator.self (3.15++) | |||
\flash0 (3.15++) | |||
\release (3.15++) | |||