Editing Emulation
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[[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++) | |||
= | === Manual starting SELF method === | ||
#Insert PSX/PSone disc (region/pressed doesn't matter) | |||
#Start MultiMAN (e.g. 2.07.01++) | |||
::*Since 02.07.05 the PSX and PS2 discs are properly detected. PSX discs will show in XMB Game Column and you can launch the PS1 game from there. It uses ps1_emu.self default (you can choose Load or Load (Net), latter uses ps1_netemu). | |||
#Switch to filemanager mode | |||
#Browse to /dev_flash/ps1emu | |||
#Select either one of the ps1 emulation SELF files | |||
Note: Some games run better with ps1_emu.self (e.g. Motal Kombat) while others run better with ps1_netemu.self (e.g. Resident Evil 3). If it doesn't work, try another ps1 emulation SELF file. | |||
Downside: memory card options are unavailable unless you created a Virtual Memorycard ''before'' starting MultiMAN (XMB::Category Game:: Memory Card Utility (PS/PS2) > Create a PS1 memory card. Set it to Slot 1 (Press Triangle while selecting the Memory Card, then Assign it). Note: naming it "Internal Memory Card" sometimes works better than other names. MultiMAN 02.07.07 seems to solve the savegame issues. | |||
==== Changes in MultiMAN 2.07.00/01 for ps1_emu handling ==== | |||
These options where needed to make above work: | |||
* | * Added: LV2 access rights to use LV1 Storage Manager (syscall 864) | ||
* | * Added: LV1 patch for user access to sys_storage functions (syscalls 600 to 623) | ||
== ps2emu == | |||
<div style="float:right">[[File:Ps2_block_diagram.png|200px|thumb|left|block diagram of a real PS2]]</div> | |||
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 | |||
=== LPAR / AUTH ID's === | |||
{| 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 || | |||
|- | |||
|} | |||
{ | === Difference Emulator Usage === | ||
{| 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++) |