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==PS2 Config Commands splitting==
==PS2 Config Commands splitting==
I think is about time to split the [[PS2 Emulation#Config Commands]] (currently a page section) into a dedicated page named [[PS2 Config Commands]] that could be included in [[Template:Reverse engineering]] (next to [[PS2 Emulation]]). The [[Template:Boxcomm]] used currently was a temporal visual fix to avoid a massive TOC in [[PS2 Emulation]] but in the dedicated page we will not need it (there is another named [[Template:Boxtip1]] [[Template:Boxtip2]] [[Template:Boxtip3]] more handy to include some "noob friendly" descriptions), every command will be a page section (and we will be able to read the complete list of comand names in the TOC, edit them individually, and see the changelog in the "recent changes" page indiividually too). The new page doesnt needs to be composed as a single list of commands '''only''' (page sections), we can create many other sections as example to prepare some kind of intro/tutorial of related stuf (even the tools used to dissasembly, or the tricks used to debug in PC emulators), or use other alternative names for the page name like "The PS2 Config Workshop", comment below with your suggestions. This splitting also implyes we need to move the speculative/unconfirmed info from the old talk page to the new talk page --[[User:Sandungas|Sandungas]] ([[User talk:Sandungas|talk]]) 08:34, 25 September 2022 (UTC)
I think is about time to split the [[PS2 Emulation#Config Commands]] (currently a page section) into a dedicated page named [[PS2 Config Commands]] that could be included in [[Template:Reverse engineering]] (next to [[PS2 Emulation]]). The [[Template:Boxcomm]] used currently was a temporal visual fix to avoid a massive TOC in [[PS2 Emulation]] but in the dedicated page we will not need it (there is another named [[Template:Boxtip1]] [[Template:Boxtip2]] [[Template:Boxtip3]] more handy to include some "noob friendly" descriptions), every command will be a page section (and we will be able to read the complete list of comand names in the TOC, edit them individually, and see the changelog in the "recent changes" page indiividually too). The new page doesnt needs to be composed as a single list of commands '''only''' (page sections), we can create many other sections as example to prepare some kind of intro/tutorial of related stuf (even the tools used to dissasembly, or the tricks used to debug in PC emulators), or use other alternative names for the page name like "The PS2 Config Workshop", comment below with your suggestions. This splitting also implyes we need to move the speculative/unconfirmed info from the old talk page to the new talk page --[[User:Sandungas|Sandungas]] ([[User talk:Sandungas|talk]]) 08:34, 25 September 2022 (UTC)
== PS2 Classics Emulator Compatibility List ==
I'm posting here as [[Talk:PS2 Classics Emulator Compatibility List]] is not open for new topics.
Anyhow, [[PS2 Classics Emulator Compatibility List]]'s categories of ((ps2classic)) and ((playable)) say **It works exactly like when you play it on a real PS2 Console**, but this is absolutely not true. There are bugs in several official netemu games, bugs that are even noted on the compatibility list. Furthermore, the netemu doesn't even support mipmaps, which means any games using mipmaps by definition cannot work exactly as on a real PS2. Currently, 11.67% of PS2 games are marked as ((minorissues)), but with more serious scrutiny this figure should be higher.
Here is how I would rewrite the senior two categories:
<big>((ps2classic))</big>
Released for the PS3 in the PlayStation Store, the compatibility is certified by Sony.
'''Generally, it works exactly like when you play it on a real PS2 Console.'''
<big>((playable))</big>
Works perfect without any noticeable error.
'''It works exactly like when you play it on a real PS2 Console,''' the compatibility is at least as good as ((ps2classic))
* Hi, this has been brought up several times in the past by other people. It does not make logical sense to have such strict conditions on compatibility. For example, Silent Hill 2 *without* config would most definitely qualify for ((minorissues)) due to continual character flickering, graphical errors, math inaccuracies, etc. The config fixes all of these issues. Switching it to ((minorissues)) due to one door's graphical glitch in a room in the middle of the game would just not make sense. Additionally, GTA:SA's custom config only adds the pressure sensitive buttons. It does not change anything else, so the glitches you are stating would be version agnostic and not directly relating to the custom config. For GTA III, an additional config command was taken from the ps2_gxemu config to fix some text flashing as the US PS2 Classic already has an issue related to this, so this may cause the game to work a little differently for sure. Which version of GTA III did you test with the custom config? --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:19, 29 September 2024 (CEST)
** Hello. In my testing, the San Fierro fog issue and tree transparency issue did not appear with the stock config; this could of course entirely be the renderer being picky with the time of day. Additionally, based on YouTube footage uploaded by SuperMegaGta, the San Andreas graphical bugs (sans the polygon gaps) do not appear on the PSN version, which makes it possible that the PSN ISO was modified by Sony/Rockstar to accommodate the netemu (the hash is certainly different from my own BIN.ENC's). There is an additional graphical bug in my testing that does not appear on the PSN version: colour banding. I experienced heavy colour banding, which was especially noticeable on helicopter searchlights and the night sky. As for GTA III, I used the NTSC v1.40 ISO. - [[User:Editor 1|Editor 1]] 14:03, 29 September 2024 (GMT) '''EDIT:''' I have now installed the PSN version and tested it, and I encountered the San Fierro fog issue during the morning. I did not encounter the tree transparency issue. I have confirmed that the colour banding issue I mentioned before affects the PSN version as well; does the netemu support dithering? San Andreas originally ran in a low colour depth on PS2 and required dithering to smooth the gradients out.
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