Editing Talk:PS2 Emulation
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0x18E1F0, sub_4670C (4.70) | 0x18E1F0, sub_4670C (4.70) | ||
0x348EC8, sub_44338 (4.70) | 0x348EC8, sub_44338 (4.70) | ||
in id0x01, function id 0x18 | |||
condition: [ 0x20183F04 (+200000000 base) ] == 0x0C060F2C | |||
setting: | |||
stores 0 in address 0x20183F04, 0x20183F34, 0x20183F3C - with 200000000 base | |||
0x183F0C, sub_46334 (4.70) | |||
0x183F3C, sub_45DA4 (4.70) | |||
0x183D74, sub_47B50 (4.70) | |||
====Function Mapping==== | ====Function Mapping==== | ||
Line 203: | Line 211: | ||
|}{{clear}} | |}{{clear}} | ||
=== | ===ps2_netemu command 0x4=== | ||
Patch SPE 3 program (eedma) by searching for ila r4, xxxxx, starting at 0x178A0 and replacing them with (0x42000004 | ((value << 7) & 0x1FFFF80)<br> | |||
0x42000004 is ila r4 opcode. Due to opcode encoding example result of that patch with value 0x08 will be 0x42000404 (ila r4, 0x08). | |||
There is little bit more than that, but main purpose is just to patch SPE program behavior. | |||
* What are the valid values? The official config from The Suffering uses a 0x8 value, yet the flashing does still happen. Increasing it to 0x20 seems to fix the flashing.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 14:42, 22 February 2022 (UTC) | |||
** 0x00 - 0x3FFFF. Well you can use higher values, but it will be truncated by mask to something below 0x40000 anyway. Default is 0x12345 if i understand correctly. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 16:29, 22 February 2022 (UTC) | |||
* | |||
===ps2_netemu command 0x5=== | ===ps2_netemu command 0x5=== | ||
This command seems to be disabled in netemu, but is used in gxemu with ID 0x4 | |||
*There are several games that uses it in his config data hardcoded inside ps2_gxemu.self such: | |||
* | **SLES-51823 | 1 | cmd: 0x4 Hunter: The Reckoning Wayward | ||
** | **SLES-54135 | 1 | cmd: 0x4 Grand Theft Auto: Liberty City Stories | ||
**SLES-54136 | 1 | cmd: 0x4 Grand Theft Auto: Liberty City Stories | |||
**SLES-54622 | 1 | cmd: 0x4 Grand Theft Auto: Vice City Stories | |||
**SLES-54623 | 1 | cmd: 0x4 Grand Theft Auto: Vice City Stories | |||
**SLPM-65340 | 1 | cmd: 0x4 Shinseiki Evangelion: Ayanami Ikusei Keikaku with Asuka Hokan Keikaku | |||
**SLPM-66275 | 1 | cmd: 0x4 Onimusha : Dawn of Dreams | |||
**SLUS-20001 | 1 | cmd: 0x4 Tekken Tag Tournament | |||
**SLUS-21423 | 1 | cmd: 0x4 Grand Theft Auto: Liberty City Stories | |||
**SLUS-21590 | 1 | cmd: 0x4 Grand Theft Auto: Vice City Stories | |||
===ps2_netemu command 0x06=== | |||
Default VIF1_OFST processing (without cmd) | |||
0x14F40 VIF1_OFST_14F40: | |||
0x14F40 shufb sp, r104, r104, r89 | |||
0x14F44 hbra loc_14F74, loc_147C0 | |||
0x14F48 a sp, sp, r77 | |||
0x14F4C shufb sp, r103, r102, sp | |||
0x14F50 stqa sp, VIF1_CODE | |||
0x14F54 stqa sp, VIF1_OFST | |||
0x14F58 lqa sp, VIF1_BASE | |||
0x14F5C stqa sp, VIF1_TOPS | |||
0x14F60 stqa sp, xmmword_12240 | |||
0x14F64 lqa sp, VIF1_STAT | |||
0x14F68 andi sp, sp, -0x81 | |||
0x14F6C stqa sp, VIF1_STAT | |||
0x14F70 nop | |||
0x14F74 bra loc_147C0 | |||
Alternative VIF1_OFST handling (CMD 0x06 applied) | |||
0x14F80 VIF1_OFST_CMD0x06_14F80: | |||
0x14F80 ila sp, VIF1_OFST_CMD0x06_14F80 | |||
0x14F84 shufb r2, r104, r104, r89 | |||
0x14F88 ila r9, 4 | |||
0x14F8C hbra loc_14FE4, loc_147C0 | |||
0x14F90 a r2, r2, r77 | |||
0x14F94 shufb r2, r103, r102, r2 | |||
0x14F98 stqa r2, VIF1_CODE | |||
0x14F9C stqa r2, VIF1_OFST | |||
0x14FA0 lqa r5, xmmword_510 | |||
0x14FA4 lqa r4, xmmword_123B0 | |||
0x14FA8 lqa r3, xmmword_530 | |||
0x14FAC lnop | |||
0x14FB0 lqa r2, VIF1_BASE | |||
0x14FB4 andi r5, r5, 0xF | |||
0x14FB8 ceq r3, r3, r4 | |||
0x14FBC brnz r5, loc_14C00 | |||
0x14FC0 ila r9, 8 | |||
0x14FC4 rotqbyi r3, r3, 0xC | |||
0x14FC8 brz r3, loc_14C00 | |||
0x14FCC stqa r2, VIF1_TOPS | |||
0x14FD0 stqa r2, xmmword_12240 | |||
0x14FD4 lqa sp, VIF1_STAT | |||
0x14FD8 andi sp, sp, 0xFFFFFF73 | |||
0x14FDC stqa sp, VIF1_STAT | |||
0x14FE0 nop | |||
0x14FE4 bra loc_147C0 | |||
===ps2_netemu command 0x0B=== | ===ps2_netemu command 0x0B=== | ||
There is a lot of misunderstanding about that command. | |||
Offset seems to be dependent on read mode, is not about what media we use. This is dependent how game read data, more precisely how game read that one sector we want to patch. | |||
PCSX2 "CDVD reads" logs can help here: | |||
'''CDRead requested block size (CD disc):''' | |||
* | *2048 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader) | ||
* | *2328 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader) | ||
* | *2340 = Offset + 0x0C (skip only 12 bytes of sync data) | ||
'''DVDRead requested block size (DVD Disc):''' | |||
*2064 = Offset match, but only until the 349th sector. Otherwise is offset - 0x0C because that read mode see data as ID DATA (4) + ID DATA EDC (2) + Reserved bytes (6) + 2048 data + EDC (4). Why there is some weirdness that about first sectors, no idea. Maybe it is something common for DVD discs that i'm not aware off. | |||
"Offset + XX" for CD assume that you use Isobuster RAW mode. "Offset - XX" for DVD assume that you use Isobuster NON RAW mode (ISO can't store all data, so is missing ID/Resv bytes too.<br> | |||
Keep in mind there is a bug in pcsx2 where fastboot "force" 2048 CD read on DVD disc for executable. That one will match 2064 read for us. | |||
I | * You are very right. I was not aware about different read modes you can specify in the sceCdRead command. That makes sense and that explains that Freekstyle issue. Regarding the whole offset misunderstanding, I know it could be confusing sometimes when you open the mounted file system through the HxD for example (only data bytes are seen). It is important to load the image file in the hex editor directly (or use the "Load image file" in HxD), or check the RAW box in the Isobuster's sector viewer.<br> When it comes to the DVD discs, I know the offset correction is somehow related to the DVD RAW 2064 bytes per sector mode. But I am not sure if it is not applied until the 349th sector precisely - it is what I noticed by looking into the Psychonauts and Street Racing Syndicate configs. The latter has got the patch data applied to the 349th sector without the 0xC correction at all. It is the farthest example I have found.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 14:47, 20 February 2022 (UTC) | ||
* The next 0x0B sector DVD patch in ascending order is in the Ace Combat Zero: The Belkan War config (402nd sector). It does use the +0xC correction. So it is somewhere between 349th and 402nd sector the correction starts to be applied.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 14:00, 22 February 2022 (UTC) | |||
* | |||
===ps2_netemu command 0x12=== | ===ps2_netemu command 0x12=== | ||
Line 338: | Line 336: | ||
seg017:00000000001984C0 bgt cr6, next_value | seg017:00000000001984C0 bgt cr6, next_value | ||
</pre> | </pre> | ||
====type 2==== | ====type 2==== | ||
Fix | Fix on Interpretation? | ||
<pre> | <pre> | ||
Line 369: | Line 365: | ||
*0x21C | ptr to 3rd value *0x2AC (0x367) | *0x21C | ptr to 3rd value *0x2AC (0x367) | ||
</pre> | </pre> | ||
Line 404: | Line 392: | ||
stw r9, 0x1238(r31) save count>>1 | stw r9, 0x1238(r31) save count>>1 | ||
std r11, 0x1240(r31) save ptr to table values start | std r11, 0x1240(r31) save ptr to table values start | ||
---big handler, different register settings?--- | |||
===ps2_netemu command 0x1A - 0x1B=== | |||
0x1A and 0x1B set offset 0x350, and 0x360 to 1 in SPE 6 (IPU) LS. | |||
0x1A make code store 0 on D3_QWC, and D3_CHCR: | |||
LOAD:00032184 il r115, 0 | |||
LOAD:00032188 lqa r2, CMD_0x1A | |||
LOAD:0003218C brz r2, loc_320F4 | |||
LOAD:00032190 stqa r115, D3_QWC | |||
LOAD:00032194 stqa r115, D3_CHCR | |||
LOAD:00032198 bra loc_320F4 | |||
0x1B make code perform check of D3_QWC, and if that one is not 0 write value from r115 into D3_CHCR. | |||
LOAD:000321C8 lqa r125, CMD_0x1B | |||
LOAD:000321CC brz r125, loc_321DC | |||
LOAD:000321D0 lqa r125, D3_QWC | |||
LOAD:000321D4 brz r125, loc_321DC | |||
LOAD:000321D8 stqa r115, D3_CHCR //r115 should be 0 here. | |||
== | ==XMB messages related with PS2 Emulation== | ||
{{Boxcode|title=explore_category_sysconf.rco\Text\English.xml|code=<syntaxhighlight lang="xml"> | |||
<Text name="msg_ps_ps2_upconvert">PS/PS2 - Upscaler</Text> | |||
<Text name="msg_ps_upconvert">PS - Upscaler</Text> | |||
<Text name="msg_ps_ps2_smoothing">PS/PS2 - Smoothing</Text> | |||
<Text name="msg_ps_smoothing">PS - Smoothing</Text> | |||
<Text name="msg_ps_ps2_smoothing_explanation">Reduces the roughness of the displayed image.</Text> | |||
</syntaxhighlight>}} | |||
< | |||
{{Boxcode|title=game_ext_plugin.rco\Text\English.xml|code=<syntaxhighlight lang="xml"> | |||
{| | <Text name="msg_error_cannot_play_ps2disc_scee">This title is not currently compatible with the PS3™ system. Please visit faq.eu.playstation.com/bc for a list of PlayStation®2 format software titles that are compatible, and to update the System Software that will enable your PS3™ system to play additional PlayStation®2 format software titles.</Text> | ||
<Text name="msg_error_cannot_play_ps2disc_scea">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.us.playstation.com/Support/CompatibleStatus to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text> | |||
<Text name="msg_error_cannot_play_ps2disc_scej">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.jp.playstation.com/ps3/status/ to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text> | |||
<Text name="msg_error_cannot_play_ps2disc_scek">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.playstation.co.kr/info/bc to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text> | |||
<Text name="msg_error_cannot_play_ps2disc_sceasia">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://asia.playstation.com/status to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text> | |||
<Text name="msg_cannot_run_ps2_fromat_corretly_stop">A problem has occurred. This PlayStation®2 format software was forced to quit.</Text> | |||
</syntaxhighlight>}} | |||
{{Boxcode|title=explore_plugin_full.rco\Text\English.xml|code=<syntaxhighlight lang="xml"> | |||
<Text name="msg_setting_file_ps2">Settings File (PlayStation®2)</Text> | |||
<Text name="msg_your_bb_navigator">Your PlayStation®BB Navigator</Text> | |||
<Text name="msg_system_driver_ps1">System Driver</Text> | |||
<Text name="msg_system_driver_ps2">System Driver (PlayStation®2)</Text> | |||
<Text name="msg_error_cannot_play_ps2_format">This model of the PS3™ system is not compatible with PlayStation®2 format software.</Text> | |||
</syntaxhighlight>}} | |||
== | ==Obsolete experiments== | ||
This is kept here for historical purposes, but needs to be rewritten or deleted | |||
=== | ===Getting Playstation 2 Software Emulator working=== | ||
Method (on Firmware 3.55, without! Cobra-USB Dongle or Downgrade) for all consoles (fat & slim). | |||
1. Replace following files on your consoles /dev_flash/ | |||
with the ones included in this archive | |||
p3dwik-ps2compatfiles.rar | |||
* | 2. Get into Factory Service Mode (FSM Tool/Dongle) | ||
3. Insert your Original PS2 Game Disc | |||
4. It will run. | |||
Note: Backups wont work. You're getting the compatibility of the 2.60 software emulator with all of its bugs. | |||
Download: [http://www.sendspace.com/file/bm9z9v p3dwik-ps2compatfiles.rar]<br> | |||
Possible compatibility Lists: | |||
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530 | |||
* [[Talk:Emulation#PS2.2FPStwo]] | |||
=== | ====boot_ps2==== | ||
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br /> | |||
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB) <br /> | |||
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB) <br /> | |||
any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR. | |||
(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance) | |||
[http://rghost.net/42586725 boot_ps2 4.xx eboots.zip (153 KB)] <br /> installing 3.55 pkg and replacing the eboot and editing the sfo should work. | |||
=== Enable Playstation 2 on non BC's=== | |||
[[http://www.ps3devwiki.com/index.php?title=Emulation#Getting_Playstation_2_Software_Emulator_working Getting Playstation 2 Software Emulator working]] | |||
[[Image:Vsh_ps2_change1.png|left|thumb|400px|XMB Game Settings non BC/BC,patched]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | |||
=== | ==== Service Mode in relation to PS2 emulation tests ==== | ||
* Service mode resets display settings (on default it uses HDMI with composite on MultiAV connector) - this means that users of Component cables can get garbled screen / no display output (in tests below, the primairy screen) unless using composite wiring/screen (in tests below, the secondairy screen). | |||
* Service Mode also resets user presets like disc autoboot, so it needs to be disabled again if needed. | |||
* Any made Virtual Memory Cards previously will be removed and you will have no access to them, nor be able to create one. | |||
* When PS3 is switching to PS2, connection with Sixaxis / Dualshock 3 will be lost (even when using USB wired connection). In some cases easily resyncable by using PS button, but in other cases the leds stay off and the controller cannot be used (until ps2 mode is exited or console rebooted) | |||
* As a workaround for above wireless controller issue, you can use an USB2PS2 converter and connect an old PS2 / Dualshock2 controller. | |||
* | |||
==== tests on 2000 series PS3 Slim ==== | |||
Testplatform: | |||
SKU: 2000 series slim (minver 2.70) | |||
Firmware: 3.55 'Rogero 3.4' mmap114+peek/poke but no SS-patches | |||
Memorycards: MC:PS1 in slot1, MC:PS2 in slot2. | |||
Mainscreen: Component+Composite 576i+P/720i+P//1080i | |||
Sec.screen: Composite 576i | |||
48 titles tested (PAL disc on PAL SKU) // [[User:Euss|Euss]] | |||
* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc | |||
[http:// | * When enabling [http://www.ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/private/jp8zhvuocjz95cfrjm0uzg) : no changes in XMB:Game (still only PS upscaler/smoothing, no PS2 mention at all) | ||
* When enabling [http://www.ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/4355919) : gives XMB:Game PS2 smoothing/upscaling options, it also make an inserted disk to be seen as PS2 format. Still same problem of ¨incompatible title¨ and loss of BT/settings. Also after returning to XMB, it no longer sees the disc as PS2 format but as incompatible data (which suggests the lv2 patch is undone, as lv2 is reloaded when returning from the ps2 lpar) | |||
* Using [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] without factory service mode : no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title). | |||
[[ | * With Factory Service Mode enabled (there are no Xmb options to combinetest with [http://www.ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] or [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg]): gives ´PS2 disc´ detected at disc icon, but starting gives: resetting of date/time/displayoutput (effectively disabling my mainscreen), then all connection to any bound bluetooth device is lost, even when connected via USB (needs multiple PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title). | ||
In short: [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] and Factory Service Mode seem to enable simulare (it tries to boot it) while [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives you more options e.g. using [http://www.ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher]. | |||
Perhaps hardswapping out all the dev_flash ps2 emu files for the same software only emulator would circumvent the 'incompatible title' message. | |||
==== Second test: FW 2.70/3.15 ==== | |||
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives title not supported error message like "This title is not currently compatible with the PS3 system". | |||
==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ==== | |||
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [http://www.ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives blackscreen lockup, not reacting on PS button, or powerbutton, requiring removing powercord. | |||
===== considering titles to test ===== | |||
* http://en.wikipedia.org/wiki/List_of_PlayStation_3_backward_compatible_PlayStation_2_and_PlayStation_games | |||
===== considering titles to test ===== | |||
* http://en.wikipedia.org/wiki/List_of_PlayStation_3_backward_compatible_PlayStation_2_and_PlayStation_games | |||
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530 | * http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530 | ||
* http://us.playstation.com/support/compatiblestatus/index.htm | * http://us.playstation.com/support/compatiblestatus/index.htm | ||
Line 904: | Line 717: | ||
ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs. | ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs. | ||
Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products. | Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products. | ||
So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is. | So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is. | ||
I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic | I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic. | ||
==CDVD Commands== | ==CDVD Commands== | ||
Line 1,089: | Line 901: | ||
</pre> | </pre> | ||
==EE I/O Handlers list== | |||
==EE I/O Handlers list== | |||
===Netemu=== | ===Netemu=== | ||
4.75 and up. Mode (1 = read / 2 = write) | 4.75 and up. Mode (1 = read / 2 = write) | ||
Line 1,678: | Line 1,419: | ||
|- | |- | ||
|} | |} | ||
1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. | 1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. | ||
* 1000F820 return "DrJock TV Quiz P" | |||
* 1000F830 return "hD bags few lynx" | |||
* 1000F820 return "DrJock TV Quiz P" | |||
* 1000F830 return "hD bags few lynx" | |||
That make string "DrJock TV Quiz PhD bags few lynx" - This is perfect summary of Sony work. Since correct pangram should use "MrJock". So even here they made mistake. | That make string "DrJock TV Quiz PhD bags few lynx" - This is perfect summary of Sony work. Since correct pangram should use "MrJock". So even here they made mistake. | ||
* | * 1F00F880 return hardcoded value of 0x4457, which match emu revision i'm working on. Can be just coincidence. | ||
==Random notes about SPE in ps2_netemu== | ==Random notes about SPE in ps2_netemu notes== | ||
===EEDMA on SPE3=== | ===EEDMA on SPE3=== | ||
Line 1,785: | Line 1,440: | ||
*8 - SPRfrom dma is handled on PPE only it seems | *8 - SPRfrom dma is handled on PPE only it seems | ||
*9 - SPRto dma is handled on PPE only it seems | *9 - SPRto dma is handled on PPE only it seems | ||
Additionally EEDMA handle VU1 code writes/reads | Additionally EEDMA handle VU1 code writes/reads. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.<br> | ||
So is more like "Close to GS" DMA handler. | So is more like "Close to GS" DMA handler. | ||
Line 1,791: | Line 1,446: | ||
===VU1 emulation on SPE=== | ===VU1 emulation on SPE=== | ||
When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter. | When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter. | ||
Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way. | Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way. | ||
In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C | In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C | ||
===IPU skip mpeg hack=== | |||
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available. | There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available. | ||
Looking at cmd 0x1A there is small chance that is mentioned hack, but i can't confirm yet. | |||
==PS2 masterlist with ps2 emu hashes== | ==PS2 masterlist with ps2 emu hashes== | ||
*See: [[PS2_Emulation/PS2_Games_Masterlist]] | *See: [[PS2_Emulation/PS2_Games_Masterlist]] | ||