Editing Talk:PS2 Emulation

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  scetool --template orig_ps2_netemu.self --sce-type=SELF --compress-data=TRUE --encrypt ps2_netemu.elf ps2_netemu.self
  scetool --template orig_ps2_netemu.self --sce-type=SELF --compress-data=TRUE --encrypt ps2_netemu.elf ps2_netemu.self
Remember to delete netemu from flash, then copy new one. Overwriting can fail as there is not enough space on dev_flash. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:35, 12 March 2022 (UTC)
Remember to delete netemu from flash, then copy new one. Overwriting can fail as there is not enough space on dev_flash. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:35, 12 March 2022 (UTC)
===ps2_netemu command 0x0A===
You may think this simple command don't keep any secrets. Wrong! :) Command have 2 special cases which can be triggered by setting address to 0x1XXXXXXX or 0x2XXXXXXX. Sadly $ony wouldn't be $ony if they don't mess up something. :/
* Special case 1 - Write jr ra, li v0, xxxx for selected memory range. u32 start_address, u32 original_op, u16 counter, u16 value for li, v0 xxxx
* Special case 2 - NOP memory at selected range. Params: start address, end address, unused (can be anything, but is required to align config).
Problem: Original opcode validity check is performed before testing config for special cases. Thus making case 2 almost inaccessible.<br>
Solution: We can patch that one line of code by the same 0x0A config. So if we want to nop region from 0x100000 to 0x100080, first we need to patch 0x100000 to 0x100000 opcode. So check will pass, "simple" as that.


===ps2_netemu command 0x0B===
===ps2_netemu command 0x0B===
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  b        end_134844
  b        end_134844
Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:05, 7 March 2022 (UTC)
Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:05, 7 March 2022 (UTC)
===ps2_netemu command 0x4D===
Leaving this here just in case. Fixed comments version.
0xD7F8 RGBAQ_01_and_11:
0xD7F8
0xD800 move      r80, r3              ; move new values to r80
0xD820 ilhu      r19, 0x7FFF
0xD824 lqr      r20, Q_val_cfg_plus4
0xD82C iohl      r19, 0xFFFF
0xD834 and      r17, r80, r19        ; r17 = Q & 0x7FFFFFFF
0xD840 ceqi      r15, r17, 0          ; if r17 == 0, r15 = 0xFFFFFFF, else 0
0xD844 lqr      r10, ST_Q
0xD84C cwd      r9, 0x30+var_30+8(sp) ; Prepare correct write
0xD850 rotqbyi  r16, r20, 4          ; load cmd value from config to r16
0xD858 and      r12, r15, r16        ; r15 & value_from_cfg
0xD860 or        r5, r80, r12          ; r80(Q) | r12(value from cfg or 0)
0xD868 shufb    r7, r5, r10, r9      ; select ST bits + new Q
0xD870 stqr      r7, ST_Q              ; store result as Q value in STQ


===ps2_gxemu command 0x19===
===ps2_gxemu command 0x19===
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* '''Dance Summit 2001: Bust-a-Move'''
* '''Dance Summit 2001: Bust-a-Move'''
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
* '''Snowblind Engine 2003+ games'''
** Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background).


== Stuntman/Driv3r research ==
== Stuntman/Driv3r research ==
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===Emu===
===Emu===
Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage.
Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage.
== Custom command ideas ==
* '''Disable GS downloads.'''<br>
It is definitely a performance improvement for many titles. In theory, easy to implement (force 0x3 TRXDIR value for every 0x1 write instead). The point is, per-game patches are superior and more robust.<br>
* '''Disable PCRTC blur.'''<br>
PCRTC merge circuits are mostly used for pathetic blurry anti-aliasing. Looks awful on modern TV screens (ToCA 3 is unreadable completely). Blending settings are controlled through the PMODE privileged register.
===Discussion===
GS download config is partially done, need little bit more than TRXDIR patch. But this is something we can patch per-game too. Games do very obvious things to reverse VIF1 FIFO, and also BUSDIR write. From there you can disable whole function that need it. Config will be better of course, but HEN users... Anti Blur is kinda easy to do. Writes to DISPLAY1 can write also to 2 and write to 2 also to 1. So they always match, and config implementation will be rather easy. Most games just offset DX/DY, and never touch those regs again. For games that mess with it, more serious approach is needed. But again HEN users are out of luck if we create command for that. It doesn't help that this can be done by EE patches too. What need to be done is removing offset between DISPLAY1 and DISPLAY2.
*Example for TOCA3 SLUS which use hard coded offset:
004C55F0 00000000
004C55F4 00000000
I'm not saying no, but for now i'm kinda lacking of motivation if not so small HEN user base will be out of luck. But more ideas can help with motivation. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:00, 8 August 2023 (CEST)
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