Editing PS2 Emulation
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| CTC2 opcode write whole value to R register, while only 23 bits are writable. Rest is hardcoded to 0x3F800000. || Can cause many weird issues like broken physics, broken graphics. PCSX2 was also affected [[https://github.com/PCSX2/pcsx2/pull/6611 more]]. || The one game that is known to be affected, and is already patched, is Musashi: Samurai Legend. | | CTC2 opcode write whole value to R register, while only 23 bits are writable. Rest is hardcoded to 0x3F800000. || Can cause many weird issues like broken physics, broken graphics. PCSX2 was also affected [[https://github.com/PCSX2/pcsx2/pull/6611 more]]. || The one game that is known to be affected, and is already patched, is Musashi: Samurai Legend. | ||
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| Missing floating point result overflow/underflow detection (U/O flags not set) || Since this affect all units (FPU/VU), many issues can occur. But in reality it seems to not affect any games. While this is easier to implement than on x86 system (full floats range, compared to ieee754), there is no way to do that by hardware way. Because SPU add/sub don't set those flags on single precision operations, and vmx have them disabled in spu compatibility mode. || Superman Returns. | | Missing floating point result overflow/underflow detection (U/O flags not set) || Since this affect all units (FPU/VU), many issues can occur. But in reality it seems to not affect any games. While this is easier to implement than on x86 system (full floats range, compared to ieee754), there is no way to do that by hardware way. Because SPU add/sub don't set those flags on single precision operations, and vmx have them disabled in spu compatibility mode. || Superman Returns. |