PS2 Compatibility: Difference between revisions

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Line 121: Line 121:
| SPU5 || PS2-SPU2 || C++ || about 50% load average
| SPU5 || PS2-SPU2 || C++ || about 50% load average
|-
|-
| SPU6 || - || - || unused (or LV1)
| SPU6 || - || - || Isolation
|-
|-
| SPU7 || - || - || Unavailable: Factory disabled SPU
| SPU7 || - || - || Unavailable: Factory disabled SPU

Revision as of 20:39, 2 August 2011

PS2-Compatibility

Early PS3 FAT CECHA/COK-001 and CECHB/COK-001 : Full compatibility with GS+EE and Rambus memory. Later CECHC/COK-002 had instead of GS+EE a single GS and lacked the Rambus memory.


PS2 Hardware

PS2 EE/GS and PS2 GS

IC7004, (PS2 EE/GS)
Productcode: Sony CXD9833GB
PartNo.: 8-753-227-14
BALL-GRID-ARRAY overview CPU view
facing BGA A1 marker:northeast/topright

IC7004, (PS2 EE/GS)
Productcode: Sony CXD9833GB
PartNo.: 8-753-227-14
BALL-GRID-ARRAY overview PCB view
facing BGA A1 marker:northwest/topleft

Sony CXD2953AGB (PS2 EE/GS)

Used on PS3 FAT CECHA/COK-001 and CECHB/COK-001
http://www.ps3devwiki.com/index.php?title=File:SCEI_CXD2953AGB.JPG

Sony CXD9833GB (PS2 EE/GS)

8-753-227-14 / IC7004
http://www.ps3devwiki.com/index.php?title=File:CXD9833GB.png

BGA 536 (32x32 minus 22*22 center square minus 4 cornerpads)
pitch : 0.76mm

Sony CXD2972GB (PS2 GS)

Used on PS3 FAT CECHC/COK-002
http://www.ps3devwiki.com/index.php?title=File:CXD2972GB.JPG

PS2 Rambus 32MB memory

54-ball FBGA
Samsung K4R271669F / K4R271669H
Rambus

The earlier models with hardware PS2 compatibility also contained an extra 32MB of RDRAM using two 16MB Samsung chips.

Type Size Speed Voltage Packaging Manufacturer Serial Number Description
RDRAM 16MB 800MHz 2.50 +/- 0.13V 54-pin Samsung K4R271669F 32MB total (2 chips) PS2 HW BC
RDRAM 16MB 800MHz 2.50 +/- 0.13V 54-pin Samsung K4R271669H 32MB total (2 chips) PS2 HW BC

Samsung K4R271669F / K4R271669H (PS2 Rambus 800MHz 16MB 2.5V FBGA54 - 2x)

Used on PS3 FAT CECHA/COK-001 and CECHB/COK-001
Datasheet: ds_k4r271669h_rev10.pdf
http://www.ps3devwiki.com/index.php?title=File:K4R271669F.png

PS2 bridgechip

Sony CXD9208GP2 (PS2 ?)

6-710-433-01 / IC7301
Used on PS3 FAT CECHA/COK-001 and CECHB/COK-001
Unknown bridge chip from EE+GS to the CXM4024R (see MultiAV) and the RSX
http://www.ps3devwiki.com/index.php?title=File:SCEI_CXD9208GP.JPG

PS2 Software

Mountpoints:

  • dev_ps2disc
  • dev_ps2disc1
Name Auth ID Self
(/dev_flash/ps2emu)
Notes
PS2_LPAR 0x1020000003000001 ps2_emu.self
*SCE_CELLOS_SYSTEM_MGR_PS2 0x107000001D000001
PS2_GX_LPAR 0x1020000003000001 ps2_gxemu.self
*SCE_CELLOS_SYSTEM_MGR_PS2_GX 0x107000001D000001
PS2_SW_LPAR 0x1020000003000001 ps2_softemu.self
*SCE_CELLOS_SYSTEM_MGR_PS2_SW 0x107000001D000001
PS2_GX
Core Job Source Notes
SPU0 IOP SPU ASM
SPU1 DMA SPU ASM
SPU2 VU1 SPU ASM
SPU3 IPU SPU ASM
SPU4 GFIF SPU ASM
SPU5 PS2-SPU2 C++ about 50% load average
SPU6 - - Isolation
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
PS2 (GS+EE)
Core Job Source Notes
SPU0 IOP SPU ASM
- DMA Hardware PS2-EE
- VU1 Hardware PS2-EE
- IPU Hardware PS2-EE
- GFIF Hardware PS2-EE
SPU5 PS2-SPU2 C++ about 50% load average
SPU6 - - Isolation
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
PS2 Software
problematic, see Mathieulh quoted below
 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.