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++) CRC32: D5FF6273 / CRC16: 111D (file is same as in 3.72 and all versions in between) | |||
* 1.70: | |||
**Added the ability to play original PlayStation format games downloaded from the PlayStation Store. | |||
**Added rumble functionality for USB accessories which support it when playing PS2 games. | |||
**Saved data from PlayStation format software now usable on both PSP and PS3 systems. | |||
**Backwards compatibility for PS1 and PS2 games was improved. | |||
* | * 2.10: | ||
** | **Users can now play PlayStation game discs on a PSP with remote play (this feature was not announced). | ||
**Backwards compatibility for PS1 and PS2 games was improved (Update was also unannounced but evident in Sony's backwards compatibility search site). | |||
** | |||
Note: since 2.10++ all 3 ps1 emulators, ps1_emu.self, ps1_netemu.self, ps1_newemu.self uses the since then added ps1_rom.bin biosfile. | |||
=== Resolution === | |||
* | ==== PSX Native resolution ==== | ||
Games are always 4:3 with any resolution between 640x480 NTSC / 640x512 PAL (the bios initialisation screen) and lower: | |||
* | * Horizontal: 256 (rare e.g. Dragon Warrior VII), 320, 368 (occasionally 384 e.g. SF Zero 3 but not X-Men vs SF which was shrunk to 368), 512 or 640 | ||
* Vertical: 240 (NTSC), 256 (PAL), 480 (NTSC), 512 (PAL) | |||
Tekken 3 uses a strange pixel area of 368x480. Regardless of the screen area, the aspect ratio is still 4:3 for all PlayStation games. | |||
Very common resolutions : 320x240 for NTSC and 320x256 for PAL. | |||
==== PS2 Native Resolution ==== | |||
Video output resolution: variable from 256x224 to 1280x1024 pixels | |||
==== PS/PS2 Upscaling & smoothing ==== | |||
Options added to XMB since 1.80++ Both options can be set individually. | |||
PS/PS2 upscaling: | |||
* Off - Disable upscaled output. | |||
* Normal - Upscale and display at a size that matches the screen size (keep 4:3 aspect ratio) | |||
* Full - Upscale and display at full screen by changing proportions and stretching the image (to widescreen) | |||
PS/PS2 smoothing: | |||
* Off - Disable smoothing | |||
* On - Use smoothing to reduce the roughness of the displayed image (note: when titles that support progression scan have this option turned on, they revert back to 480p with no alterations) | |||
* | |||
* | |||
Samples: http://uk.ps3.ign.com/articles/793/793775p1.html | |||
{ | === 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|Simplified block diagram of a PS2<br />[http://www.philvaz.com/games/PS2.htm source]]]</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 || | |||
|- | |||
|} | |||
==== boot_ps2 ==== | |||
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br /> | |||
[http://www.multiupload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB)] <br /> | |||
[http://www.multiupload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB)] <br /> | |||
=== 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++) |