Talk:PS2 Emulation: Difference between revisions
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* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc | * Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc | ||
* When enabling [ | * When enabling [https://web.archive.org/web/*/http://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 [ | * When enabling [https://web.archive.org/web/*/http://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 [ | * Using [https://web.archive.org/web/*/http://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 [ | * With Factory Service Mode enabled (there are no Xmb options to combinetest with [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] or [https://web.archive.org/web/*/http://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: [ | In short: [https://web.archive.org/web/*/http://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 [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives you more options e.g. using [https://web.archive.org/web/*/http://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. | 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 ==== | ==== 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 [ | 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 [https://web.archive.org/web/*/http://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) ==== | ==== 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 [ | 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 [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives blackscreen lockup, not reacting on PS button, or powerbutton, requiring removing powercord. | ||
Revision as of 06:12, 17 April 2023
Game CONFIG commands (notepad and worklog)
All info here related with commands needs to be moved to frontpage at some point
ps2_netemu command 0x1
There are some additional internal patches using CONFIG cmd id 0x01, using subs not available in 0x3B list
condition: 0xBBB5F800, 0x3B949C00, 0x42133A90 setting: 0x18E1F0, sub_4670C (4.70) 0x348EC8, sub_44338 (4.70)
Function Mapping
ps2_netemu.self contains a table (with entry_length=8 and entry_number=variable) where are listed the function offsets used by config command 0x01
This table is used to assign a funct_id to a funct_offset. The funct_id is given by the position of the entry in the table, so the first entry in the table is funct_id=0x00, second entry is funct_id=0x01 and so on
The purpose of this table is to be able use the same funct_id values in the external CONFIG files for netemu, this way even if the func_offset changes in between versions (internally inside the ps2_netemu.self file structure) the funct_id will be the same. The other ps2 emulator types doesnt have this table (doesnt needs it because doesnt uses external CONFIG files)
- funct_offset_table location by ps2_netemu versions:
- Table v1 (the table contains the same data)
- Firmware:370-374 offset:0x897ED8 length:0x1C8
- Table v2 (the table contains the same data)
- Firmware:400-401 offset:0x8970E8 length:0x1C8
- Table v3 (the table contains the same data)
- Firmware:410-411 offset:0x8971E8 length:0x1C8
- Firmware:420-425 offset:0x8972F8 length:0x1C8
- Table v4
- Firmwares 4.30 up to 4.76 was not tested (if someone wants to add this info do it here)
- Table vX (latest)
- Firmware:478-488 offset:0x8063f8 length:0x1E0
- Table v1 (the table contains the same data)
Example from ps2_netemu.self 4.88
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 008063F0 00 00 00 00 00 04 2F 70 ....../p 00806400 00 00 00 00 00 04 30 34 00 00 00 00 00 04 47 C0 ......04......GÀ 00806410 00 00 00 00 00 04 46 E0 00 00 00 00 00 04 33 84 ......Fà......3„ 00806420 00 00 00 00 00 04 74 5C 00 00 00 00 00 04 6D 20 ......t\......m 00806430 00 00 00 00 00 04 7C 1C 00 00 00 00 00 04 31 00 ......|.......1. 00806440 00 00 00 00 00 04 31 D8 00 00 00 00 00 04 34 48 ......1Ø......4H 00806450 00 00 00 00 00 04 35 20 00 00 00 00 00 04 45 E8 ......5 ......Eè 00806460 00 00 00 00 00 04 45 0C 00 00 00 00 00 04 44 30 ......E.......D0 00806470 00 00 00 00 00 04 42 54 00 00 00 00 00 04 41 70 ......BT......Ap 00806480 00 00 00 00 00 04 40 8C 00 00 00 00 00 04 60 FC ......@Œ......`ü 00806490 00 00 00 00 00 04 35 E4 00 00 00 00 00 04 7F C4 ......5ä.......Ä 008064A0 00 00 00 00 00 04 5A 1C 00 00 00 00 00 04 55 90 ......Z.......U. 008064B0 00 00 00 00 00 04 6A DC 00 00 00 00 00 04 5F A8 ......jÜ......_¨ 008064C0 00 00 00 00 00 04 7A 88 00 00 00 00 00 04 5C 6C ......zˆ......\l 008064D0 00 00 00 00 00 04 54 C0 00 00 00 00 00 04 53 F0 ......TÀ......Sð 008064E0 00 00 00 00 00 04 53 20 00 00 00 00 00 04 52 50 ......S ......RP 008064F0 00 00 00 00 00 04 51 80 00 00 00 00 00 04 50 B0 ......Q€......P° 00806500 00 00 00 00 00 04 4F E0 00 00 00 00 00 04 4F 10 ......Oà......O. 00806510 00 00 00 00 00 04 4E 40 00 00 00 00 00 04 4D 70 [email protected] 00806520 00 00 00 00 00 04 4C A0 00 00 00 00 00 04 4B D0 ......L ......KÐ 00806530 00 00 00 00 00 04 4B 00 00 00 00 00 00 04 4A 30 ......K.......J0 00806540 00 00 00 00 00 04 49 60 00 00 00 00 00 04 48 90 ......I`......H. 00806550 00 00 00 00 00 04 66 2C 00 00 00 00 00 04 71 14 ......f,......q. 00806560 00 00 00 00 00 04 6F 9C 00 00 00 00 00 04 6E 24 ......oœ......n$ 00806570 00 00 00 00 00 04 59 2C 00 00 00 00 00 04 58 48 ......Y,......XH 00806580 00 00 00 00 00 04 57 64 00 00 00 00 00 04 56 80 ......Wd......V€ 00806590 00 00 00 00 00 04 75 60 00 00 00 00 00 00 00 00 ......u`........ 008065A0 00 00 00 00 00 04 62 18 00 00 00 00 00 04 36 B4 ......b.......6´ 008065B0 00 00 00 00 00 04 7D 28 00 00 00 00 00 04 72 98 ......}(......r˜ 008065C0 00 00 00 00 00 04 76 74 00 00 00 00 00 04 6B D4 ......vt......kÔ 008065D0 00 00 00 00 00 04 3F AC ......?¬
netemu 0x01 | gxemu 0x00 | softemu 0x00 | ||||
---|---|---|---|---|---|---|
3.70~4.91 | 3.70~3.74 | 4.00~4.01 | 4.10~4.25 | 4.78~4.88 | 4.78~4.82 | 3.72~4.01 |
funct_id | funct_offset | funct_offset | funct_offset | funct_offset | funct_offset | funct_offset |
0x00 | 0x46720 | 0x42E00 | 0x42EB8 | 0x42F70 | 0x36B40 | 0x2FEF0 |
0x01 | 0x42DB0 | 0x42EC4 | 0x42F7C | 0x43034 | 0x35FB0 | 0x31E38 |
0x02 | 0x44394 | 0x4456C | 0x44560 | 0x447C0 | 0x34068 | 0x30220 |
0x03 | 0x442B4 | 0x4448C | 0x44480 | 0x446E0 | 0x34144 | 0x302FC |
0x04 | 0x43100 | 0x43214 | 0x432CC | 0x43384 | 0x33F98 ? | 0x30150 |
0x05 | 0x46A90 | 0x46DB4 | 0x47184 | 0x4745C | 0x36CF8 | 0x31D08 |
0x06 | 0x46D64 | 0x46AE0 | 0x46934 | 0x46D20 | 0x34224 | 0x303DC |
0x07 | 0x47134 | 0x47154 | 0x47524 | 0x47C1C | 0x37850 | |
0x08 | 0x42E7C | 0x42F90 | 0x43048 | 0x43100 | 0x33DFC | 0x2FFB4 |
0x09 | 0x42F54 | 0x43068 | 0x43120 | 0x431D8 | 0x36C04 | 0x31C14 |
0x0A | 0x431C4 | 0x432D8 | 0x43390 | 0x43448 | 0x36EF0 | 0x31FCC |
0x0B | 0x4329C | 0x433B0 | 0x43468 | 0x43520 | 0x34354 | |
0x0C | 0x441BC | 0x44394 | 0x44388 | 0x445E8 | 0x34424 | 0x30518 |
0x0D | 0x440E0 | 0x442B8 | 0x442AC | 0x4450C | 0x34520 | |
0x0E | 0x44004 | 0x441DC | 0x441D0 | 0x44430 | 0x345FC | 0x306F0 |
0x0F | 0x43E28 | 0x44000 | 0x43FF4 | 0x44254 | 0x365F0 | 0x31124 |
0x10 | 0x43D44 | 0x43F1C | 0x43F10 | 0x44170 | 0x36510 | 0x31044 |
0x11 | 0x43C64 | 0x43E3C | 0x43E30 | 0x4408C | 0x36430 | 0x30F64 |
0x12 | 0x45CD4 | 0x45EAC | 0x46EA0 | 0x460FC | 0x34DD0 | 0x311F8 |
0x13 | 0x469C0 | 0x43474 | 0x46864 | 0x435E4 | 0x366C4 | 0x30C28 |
0x14 | 0x4777C | 0x4779C | 0x478CC | 0x47FC4 | 0x34EDC | 0x31304 |
0x15 | 0x455F0 | 0x457C8 | 0x457BC | 0x45A1C | 0x3795C | 0x327B4 |
0x16 | 0x45164 | 0x4533C | 0x45330 | 0x45590 | 0x3521C | 0x31580 |
0x17 | 0x468C8 | 0x469DC | 0x4676C | 0x46ADC | 0x347D0 | 0x308C4 |
0x18 | 0x45B80 | 0x45D58 | 0x45D48 | 0x45FA8 | 0x35300 | 0x31664 |
0x19 | 0x4706C | 0x46FC0 | 0x4745C | 0x47A88 | 0x36E28 | 0x31F04 |
0x1A | 0x45844 | 0x45A1C | 0x45A0C | 0x45C6C | 0x37614 | 0x325B4 |
netemu 0x01 | gxemu 0x00 | softemu 0x00 | ||||
---|---|---|---|---|---|---|
3.70~4.91 | 3.70~3.74 | 4.00~4.01 | 4.10~4.25 | 4.78~4.88 | 4.78~4.82 | 3.72~4.01 |
funct_id | funct_offset | funct_offset | funct_offset | funct_offset | funct_offset | funct_offset |
0x1B | 0x45094 | 0x4526C | 0x45260 | 0x454C0 | 0x35434 | 0x31798 |
0x1C | 0x44FC4 | 0x4519C | 0x45190 | 0x453F0 | 0x354F8 | 0x30A88 |
0x1D | 0x44EF4 | 0x450CC | 0x450C0 | 0x45320 | 0x355BC | |
0x1E | 0x44E24 | 0x44FFC | 0x44FF0 | 0x45250 | 0x35680 | |
0x1F | 0x44D54 | 0x44F2C | 0x44F20 | 0x45180 | 0x35744 | |
0x20 | 0x44C84 | 0x44E5C | 0x44E50 | 0x450B0 | 0x35808 | |
0x21 | 0x44BB4 | 0x44D8C | 0x44D80 | 0x44FE0 | 0x358CC | |
0x22 | 0x44AE4 | 0x44CBC | 0x44CB0 | 0x44F10 | 0x35990 | |
0x23 | 0x44A14 | 0x44BEC | 0x44BE0 | 0x44E40 | 0x35A54 | |
0x24 | 0x44944 | 0x44B1C | 0x44B10 | 0x44D70 | 0x35B18 | |
0x25 | 0x44874 | 0x44A4C | 0x44A40 | 0x44CA0 | 0x35BDC | |
0x26 | 0x447A4 | 0x4497C | 0x44970 | 0x44BD0 | 0x35CA0 | |
0x27 | 0x446D4 | 0x448AC | 0x448A0 | 0x44B00 | 0x35D64 | |
0x28 | 0x44604 | 0x447DC | 0x447D0 | 0x44A30 | 0x35E28 | |
0x29 | 0x44534 | 0x4470C | 0x44700 | 0x44960 | 0x35EEC | |
0x2A | 0x44464 | 0x4463C | 0x44630 | 0x44890 | 0x35158 | |
0x2B | 0x467E4 | 0x463DC | 0x46688 | 0x4662C | 0x34994 | |
0x2C | 0x465D0 | 0x464B4 | 0x46D28 | 0x47114 | 0x36FC8 | |
0x2D | 0x47384 | 0x473A4 | 0x46BB0 | 0x46F9C | 0x3607C | |
0x2E | 0x47234 | 0x47254 | 0x46A38 | 0x46E24 | ||
0x2F | 0x45500 | 0x456D8 | 0x456CC | 0x4592C | 0x34A70 | |
0x30 | 0x4541C | 0x455F4 | 0x455E8 | 0x45848 | 0x34B48 | |
0x31 | 0x45338 | 0x45510 | 0x45504 | 0x45764 | 0x34C20 | |
0x32 | 0x45254 | 0x4542C | 0x45420 | 0x45680 | 0x34CF8 | |
0x33 | 0x46E74 | 0x46EB8 | 0x47288 | 0x47560 | 0x37714 | |
0x34 | 0x00000 | 0x00000 | 0x00000 | 0x00000 | ||
0x35 | 0x45DF0 | 0x45FC8 | 0x46274 | 0x46218 | ||
0x36 | 0x4336C | 0x43544 | 0x43538 | 0x436B4 | ||
0x37 | 0x474E0 | 0x47500 | 0x47630 | 0x47D28 | ||
0x38 | 0x46BA0 | 0x46BF0 | 0x46FC0 | 0x47298 | ||
0x39 | No | No | No | 0x47674 | ||
0x3A | No | No | No | 0x46BD4 | ||
0x3B | No | No | No | 0x43FAC |
Function 0x05/0x06
Well, my suspicion was true about a netemu command (for once in a blue moon). Function 0x05 fixes Tenchu: Wrath of Heaven's freezing issues by hooking it in the same function as the previous 0x0A patches (function is called dma2Exec in Tenchu Kurenai). I am hoping this can fix the Ecole games (finally...), Magic Pengel, Drakan, probably lots of others. Cool!
- Initial testing with function 0x06 seems to fix Spartan: Total Warrior's freezing issues.--Mrjaredbeta (talk) 17:24, 9 October 2022 (UTC)
Function 0x0D
What is the purpose of this function? Could it be used as a potential fix for the various DMA issues (similar to the EE timing hack in PCSX2)? I may be wrong, but I think the majority of netemu's emulation problems are caused by DMA issues, which are unfortunately hard to fix.
- This hack allow to run all spe cores while doing nothing on ppe side. Is like giving spe more time (100 msec). This can be used to fix some timing issues here or there. But if you know game offset that you want to use it, you probably can already fix it in different way. Also this probably won't affect "emulation cycles", so is not like pcsx2 EE timing hack. About pcsx2 EE timing hack.. This is really stupid hack if you ask me. Hack make all events listed [here] to take 8 cycles. No matter that really it was 1, or 2000 cycles, it will make all of that 8 cycles. Idea of that hack is not bad itself, but it is terrible implementation that make a lot of things random. I think that ps2 emu on ps4 do this much better, as you can select only one event, and set cycles for it. While on pcsx2 if you want DMAC_FROM_IPU to take 8 cycles, you also make ALL OTHER events to take 8 cycles. I don't know how lucky that hack is to not break other stuff. --Kozarovv (talk) 07:47, 12 March 2022 (UTC)
Function 0x12
The 0x4FC500 EE memory offset is not hardcoded, isn't it? Since this hook fixes other Traveller's Tales games, like Wrath of Cortex, the memory offset should be taken from the opcode itself (if I remember correctly, it is "load word from global pointer").--Agrippa (talk) 11:48, 2 October 2022 (UTC)
- Fun(?)fact, it is hardcoded.
oris r0, r0, 0x204F ori r0, r0, 0xC500.
But i think i know what happen. hook land here (on finding nemo):
lw $s0, dword_4FC500 bnez $s0, loc_187568
Notice that config beside 0x4FC500, set $s0 to zero. And here is another fun fact. At least on Nemo this is only place that read from that address. Making patch to 4FC500 meaningless, and not really needed. Assuming that other game doesn't use that exact address, this config is just additionally corrupting some random thing at 0x4FC500. I think that is probably the case also for other Nemo games. To be honest that config can be replaced to just nop that branch there and should do exactly the same thing. ¯\_(ツ)_/¯ --Kozarovv (talk) 12:23, 2 October 2022 (UTC)
- Hmm, or not exactly the same thing as it also check that COP0 and DMAC stuff. Anyway, i think that patch to EE address do nothing there.
Function 0x35
Ninkyouden: Toseinin Ichidaiki (SLPM-66274) is using command 0x1 with function 0x35 at 0x13ED94...it seems like its executed at the VSync function of the game. This hook is also not in gxemu judging from the table above. No immediate change with or without the command that I can tell. Any idea on what this is doing?
- Function check some bits in GIF, but i don't know what exactly (offset 0x300/0x310 in fe SPU). When bits are 0 command end. When bits are not 0, PPU side of PS3 sleeps 256 cycles, and then check again fe SPU. That loop won't ends unless bits are 0. Just small tip about hooks that are close to VSync. This is not always related to VSync per se. Of course can be, but don't really need to. I mean, if you want to run hook in predictable place, and with similar time steps. VSync is where you hook game code then. --Kozarovv (talk) 05:31, 22 August 2022 (UTC)
- Yes, I first thought it would be VSync related, but I figured it could be something executed at every VSync like you said. Thanks for checking in on this hook. I am thinking of testing games like Tenchu: Wrath of Heaven and Street Fighter EX3 with this hook to see if anything changes (at least Tenchu's issue is directly related to GIF, SFEX3 not too sure). --Mrjaredbeta (talk) 00:54, 23 August 2022 (UTC)
ps2_netemu command 0x5
The external config format used by ps2_netemu.self doesnt supports command ID 0x5. But this same command with a different ID (0x4) was used by this game configs embedded inside ps2_gxemu.self: Grand Theft Auto: Liberty City Stories (SLES-54135, SLES-54136, SLUS-21423), Grand Theft Auto: Vice City Stories (SLES-54622, SLES-54623, SLUS-21590), Hunter: The Reckoning Wayward (SLES-51823), Onimusha: Dawn of Dreams (SLPM-66275), Shinseiki Evangelion: Ayanami Ikusei Keikaku with Asuka Hokan Keikaku (SLPM-65340), Tekken Tag Tournament (SLUS-20001). The reason why this command is not supported in the external config files is because the related emulator code is enabled permanently in ps2_netemu.self for all games
This command patches EEDMA SPE program during emulator init (0x1F77C in latest netemu) to set different handling for DIRECT/DIRECTHL VIF1 commands. Weird solution, wasn't better to just change pointers in spe program instead of patching that on init?
- Is there any way to patch the emulator to prevent that command to apply? I wonder if it is affecting the behaviour of some games.--Agrippa (talk) 20:00, 11 March 2022 (UTC)
- Yeah, you can patch it on decrypted emu.
Find
91 48 00 00 90 09 00 1C 90 09 00 10 90 09 00 14 90 09 00 18 90 0b 00 1C 90 0b 00 10 90 0b 00 14 90 0b 00 18
Replace
91 48 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
And find
E9 42 8C 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
replace
4E 80 00 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
Now you need to encrypt it with scetool, using original emu as a template.
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. --Kozarovv (talk) 07:35, 12 March 2022 (UTC)
ps2_netemu command 0x0B
SRS:Street Racing Syndicate - sector to patch: 3021/1392496 (1.03) or 1402736 (2.00), offset correction: no, PCSX2 log:
CDRead: Reading Sector 0003021 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83
WRC: Rally Evolved - sector to patch: 3235/1792256 (1.01), offset correction: no, PCSX2 log:
CDRead: Reading Sector 0003235 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83
Notice the CDRead command instead of DvdRead.
- Not sure this is the case here. But PCSX2 have bug in fastboot, where it always fallback to CDRead for few first reads. To confirm you can launch game with fastboot disabled, pcsx2 now should read those sectors with proper mode. At the second hand.. Maybe that's what happen on PS3? Probably no, as far as i know netemu bios perform something similar to fullboot. But maybe, sony can break unbreakable, and this actually seems to be reasonable explanation. --Kozarovv (talk) 05:18, 22 August 2022 (UTC)
Emulator does panic itself, when two separate 0x0B commands are used.--Agrippa (talk) 20:25, 15 November 2022 (UTC)
ps2_netemu command 0x0C
These pairs of parameters: 0x0001 and 0x0400; 0x0001 and 0x0800; 0x0001 and 0x0180 fix few missing sound effects in the Klonoa 2. The side effect is slightly longer loading times in general. This game is known for its various audio buffer issues related to the CDVD speed.
- I actually suspected this can be some delay for reads, but default value is (1, 0x1000) so doesn't really fit for delay. Since Shadowman 2 use it, and have known CD issue. Testing Shadowman2 without config can be interesting, if i'm right there will be a lot of broken textures right after you take control of main character. With broken Shadowman2 it will be easy to know that lower values are "better" or higher values are "better". That should help to understand what's going on. Assuming that SM2 really break without config... --Kozarovv (talk) 19:10, 3 March 2022 (UTC)
- Tested Shadowman with and without config. No texture corruption either way, but it seems like the config helps with frame rate issues maybe caused by streaming in contents from the disc? Either that or placebo. --Mrjaredbeta (talk) 02:39, 4 March 2022 (UTC)
It seems like this command can further improve FMVs that still have stuttering issues with command 0x21 enabled. The Fear's opening FMVs are heavily improved with command 0x21 set at 1, but there is still some video slowdown and audio stuttering and popping remaining. With the addition of command 0x0C set to 0x1 and 0x400, the slowdown and stutter is completely fixed. I have only tested 0x400 as a value so far.
The ingame FMVs with the graphic overlay are still stuttering heavily, though, and I am still unsure why. It seems like the shorter FMVs run fine, and the longer they are they more they have slowdown/stutter. This only applies to the "ingame" FMVs and not the opening ones.
ps2_netemu command 0x12
First 8 bytes of that command are special flags. Not quite sure about bytes 5-8 yet, because at some point they are used to "andc" with first 4 bytes.
Some examples for first 4 bytes: 0x100000 = Different code path for VU0 opcodes that do ADD/SUB with multiply (MSUB, MADDA, etc.). 0x200000 = Run some additional code in VU0 load/store opcodes (ILW, LQI, ISWR, etc.) 0x400000 = Skip emu syscall 3 (3) 0x800000 = Skip emu syscall 3 (4) 0x4000000 = This flag ensure that type 2 config from cmd 0x12 will run. Otherwise it seems to be skipped. 0x8000000 = Run some additional code for VU0 DIV opcode 0x30000000 = Different code path for VU0 MUL opcodes, include opcodes like MSUB for mul part. So 0x30100000 work for mul, and sub part. 0x10000000 and 0x20000000 also work for that purpose, emu just check for any active bits after applying 0x30000000 mask. Keep in mind that you still need to use at least 8 bytes for cmd 0x12, just use 00 for bytes 5,6,7,8. Syscall 3 - Enable additional code related to VU0/COP2 *param = 3 Patch 0x186C10 to NOP *param = 4 Patch 0x186C40 to NOP *param = anything else LV1 panic
- Do the VU0 accuracy flags need any subcommands? Official 0x12 configs for the State of Emergency/Driving Emotion/The Getaway use 0x00021000 0x00000000 flag.--Agrippa (talk) 15:43, 9 March 2022 (UTC)
- Flags are first 2 x 4 bytes of cmd 0x12. Config need at least 8 bytes, or it is ignored. There is no need for any subcommand. I suggest to not mess with second 4 bytes for now, and just use 00 00 00 00 as i'm not sure what is real usage of that yet (seems to be "disabler" mask for first 4 bytes, so they are use only one time). For now most aggressive config that use flags is Marvel Nemesis. After excluding 0x4000000 which trigger type 2 subcmd, config looks like this 00FFF000 00000000. --Kozarovv (talk) 05:42, 10 March 2022 (UTC)
type 1
Playground discussion, unsure about clrlslwi r11, r0, 16,3 result
Syphon Filter The Omega Strain 298 00 00 00 00 29C 00 00 00 00 2A0 01 00>02 00< Type1, Count 2 2A4 31 00 99 18 2A8 32 00 B6 18 type 1: (Syphon Filter The Omega Strain ) *0x48 | ptr to 1st value *0x2A4 (0x15F) *0x50 | count of type values (0x18990031 >> 0xC) & 0xFFFF0 = 0x18990 (0x18B60032 >> 0xC) & 0xFFFF0 = 0x18B60 store value in [0x18990 + ??? ] seg017:0000000000198498 next_value: # CODE XREF: read_id0x12_type_1+120�j seg017:0000000000198498 lwz r0, 0(r10) # -> 0x18990031 seg017:000000000019849C addi r8, r8, 1 # counter seg017:00000000001984A0 ld r29, 0(r31) seg017:00000000001984A4 addi r10, r10, 4 # ptr to next value seg017:00000000001984A8 rlwinm r28, r0, 20,12,27 # r28 = (r0 >> 12) & 0xFFFF0 = (0x18990031 >> 12) & 0xFFFF0 = 0x18990 seg017:00000000001984AC clrlslwi r11, r0, 16,3 # r11 = 0x0031 << 3 = 0x188 seg017:00000000001984B0 add r26, r28, r29 # r26 = 0x18990 + ?? seg017:00000000001984B4 stw r11, 4(r26) # store 0x62000? or 0x188? in r26 seg017:00000000001984B8 lwz r5, 0x50(r31) # count seg017:00000000001984BC cmplw cr6, r5, r8 seg017:00000000001984C0 bgt cr6, next_value
type 2
Fix for interlocking/synchronization EE with VU0 in micro mode. Usually used with games that are m bit sensitive, or loop endlessly on VU0 due to lack of sync with EE core.
Primal 298 00 00 00 04 29C 00 00 00 00 2A0 02 00>03 00< Type 2, Count 3 2A4 5F 01 00 00 2A8 8D BD 6F 2C 2AC 67 03 00 00 2B0 02 00>03 00< Type 2, Count 3 2B4 6B 01 00 00 2B8 31 35 70 E9 2BC 72 03 00 00 2C0 03 00>02 00< Type 3, Count 2 2C4 60 9B 39 10 2C8 18 9C 39 10 2CC type 2: *0x20C | counter *0x210 | 1st value: 0x15F -> only gets compared, if passed check 2nd value *0x214 | 2nd value: 0x2C6FBD8D -> only gets compared, if passed use *0x218 + *0x21C *0x218 | 1 ( = count - 2) *0x21C | ptr to 3rd value *0x2AC (0x367) First value is VU0 microprogram start address, multiply by 8 to get correct offset in VU0 micro mem. That one is confirmed, and you can check CMSAR0 register status in pcsx2 when EE hit address from type 3 command to make sure. Now some guessing. Second value is probably hash of microprogram (from start address to e bit end). Third value can be run cycles before program is force stopped, for example to wait on m bit for EE side to catch, or to stop endless loop that normally should already end if VU0 didn't run ahead of EE. Fourth and next values if available can be run cycles for next program runs. A lot of guessing here. But looking at games that use it, there is high possibility that is correct. This command is always used with type 3, or 4. This is probably not required, but without notifying EE side type 2 is useless.
type 3
Example Primal *0x11B4| counter *0x11B8| -1 -> 0x399B60? *0x11BC| 0 -> 0x399B60? *0x11C0| ptr to *0x2C4 values *0x11C4| count (2) r11 = r0 & 0xFFFFFFF = 0x10399B60 & 0xFFFFFFF = 0x399B60 0x10399C18 & 0xFFFFFFF = 0x399C18 r3 = r31 >> 28 = 0x10399B60 >> 0x1C = 1 a check if 1,2
type 4
cmpwi cr7, r0, 4 bne cr7, panic_dword_1967BC srwi r9, r6, 1 # r9 = r6 >> 1 = count >> 1 addi r11, r4, 4 stw r9, 0x1238(r31) save count>>1 std r11, 0x1240(r31) save ptr to table values start
One correct entry is 2x 32 bit. First 32 bits are EE Opcode in little endian, second 32 bits are the same as first 4 bits of type 3 (interlocking). This type of config work in conjunction with type 2 config, and was required because R&C series use EE memory overlays. So type 3 config can't be used here as EE offset change per game level.
Here is alternative config for Rayman 3 (SLUS_206.01), this time using type 4 instead of 3. Just to confirm above is true. Untested, because i have no ability to do that.
12 00 00 00 0C 00 00 00 00 00 00 04 00 00 00 00 02 00 04 00 00 00 00 00 AE B3 4E 5D 20 02 00 00 46 02 00 00 04 00 04 00 00 30 D3 48 01 00 00 00 00 30 C8 48 01 00 00 00
ps2_netemu command 0x17
This command is used only in Bully which is only known game by R* Vancouver, there is a chance that is only game which need it. But just in case, what game do is MTC0 $zero, Count
And read that at some point. Since we are in recompiler, count is updated only on events. This can create situation where game retrieve 0 value from count reg. Which according to pcsx2 source is wrong ([| referred as TIMR]). To be honest I'm not 100% sure that is issue here. Only other problem i can imagine is potential divide by 0 in emu itself. Anyway, if game do MTC0 zero, Count (00 48 80 40), or any weird operations with Count. This config should be tested.
ps2_netemu command 0x21
Well, i don't know where to start.. This command with param 0 or 1 at some point prevent writes to TagLo register. Not with MTC0 tho, but during different opcode that is handled separately. I got this unresolved yet, but it seems that is CACHE opcode. That potentially mean ps2_netemu support some parts of instruction cache. But this need to be tested on real hardware. Good candidate here is WRC4. When command 0x21 with 0 or 1 is added to standard config, game should fail to load at all (unless game getting lucky like described in emu bugs section).
- I assume the cache handling would be the cause for games panicking/shutting down when 0x21 is set at 0? I cannot remember correctly if WRC panics (Agrippa would know better), but games like Shadow Hearts 2/3 will shut down after loading a save when instructions are being loaded in the EE memory from outside the main executable. My mind is blanking on other games besides those two, but surely a handful of games I have tested have had shutdowns caused by this command.--Mrjaredbeta (talk) 20:13, 1 October 2022 (UTC)
- Yes, since that command disable cache handling only partially. There could be some unexpected issues. Problem is that 0x21 do little bit more, and little bit weird. Not gonna lie, cache is new territory for me since i never worked with any emu that support it. PCSX2 support good chunk of cache, but only in interpreter mode, and usually i just patched games to not rely on cache. This is what i got for now.
- If my memory serves me right:
- Since it’s worth mentioning, 0x21 set to 0 also fixes the camera angle issue in Radiata Stories after one or two battle sequences.--Mrjaredbeta (talk) 15:02, 2 October 2022 (UTC)
- I think the issue is not related to the camera at all. It looks similar to the VP2 case I posted earlier - the models fail to load on the post battle screen (shadows are drawn, though). Moreover, various models do disappear for a second in the battle mode too, if I remember correctly. Just a guess, as both games share the same engine.--Agrippa (talk) 18:22, 4 October 2022 (UTC)
- Yes, since that command disable cache handling only partially. There could be some unexpected issues. Problem is that 0x21 do little bit more, and little bit weird. Not gonna lie, cache is new territory for me since i never worked with any emu that support it. PCSX2 support good chunk of cache, but only in interpreter mode, and usually i just patched games to not rely on cache. This is what i got for now.
I messed little bit with this code today, and 0x21_1, plus 0x03 at the same time seems to be most aggressive combo to remove instruction cache emulation. Not sure about compatibility, but this two configs together skip most cache code in emulator. --Kozarovv (talk) 10:21, 21 October 2022 (UTC)
- Quick test with this, random game (ATV Offroad Fury 4). It seems like 0x21_0 still gave a better improvement to menu FMV playback/stutter than 0x21_1 and 0x03. I didn't notice any change in performance with 0x21_1 in this scenario. Caching is still enabled with IHIN/IXIN with 0x21_0?--Mrjaredbeta (talk) 00:15, 22 October 2022 (UTC)
- Whoops, sorry i meant 0x21_0 and 0x03. 0x21_1 actually create a lot of additional recompiled code. 0x21_0 is so fast because it skips lookup for cached addresses also outside of general cache opcodes (that how it looks like, i need to do little bit more work here). IHIN/IXIN (hit/index invalidation) can be totally disabled only with 0x03. 0x21 (0/1) still generate a lot of code for IHIN/IXIN when 0x03 is not used, even more that without 0x21. --Kozarovv (talk) 06:53, 22 October 2022 (UTC)
- Okay, that makes sense. It is difficult to tell if adding 0x03 with 0x21_0 made any difference with this game as FMV is fixed with just 0x21_0, but it may be beneficial to test games that still have FMV playback issues with 0x21_0 enabled (slight desync still with Shadow Hearts).--Mrjaredbeta (talk) 15:05, 22 October 2022 (UTC)
- Whoops, sorry i meant 0x21_0 and 0x03. 0x21_1 actually create a lot of additional recompiled code. 0x21_0 is so fast because it skips lookup for cached addresses also outside of general cache opcodes (that how it looks like, i need to do little bit more work here). IHIN/IXIN (hit/index invalidation) can be totally disabled only with 0x03. 0x21 (0/1) still generate a lot of code for IHIN/IXIN when 0x03 is not used, even more that without 0x21. --Kozarovv (talk) 06:53, 22 October 2022 (UTC)
Emotion Engine Cache support
Apparently, emulator support some parts of cache. More precisely instruction cache. Implementation seems to be simple and not 100% accurate, and there is no data cache support (obviously - speed). Still impressive there is something at all in recompiler.
Supported opcodes:
Opcode | Info |
---|---|
r5900 CACHE BXLBT | Unsupported, store 0 on COP0 TagLo and TagHi |
r5900 CACHE DXLDT | Unsupported, store 0 on COP0 TagLo |
r5900 CACHE DXLTG | Unsupported, store 0 on COP0 TagLo |
r5900 CACHE IXLDT | Unsupported, store 0 on COP0 TagLo |
r5900 CACHE IXLTG | Supported, cmd 0x21 (0,1) skip function and store 0 on COP0 TagLo |
r5900 CACHE DXWBIN | Not supported at all, empty function. |
r5900 CACHE DXIN | Not supported at all, empty function. |
r5900 CACHE DHWBIN | Not supported at all, empty function. |
r5900 CACHE DHIN | Not supported at all, empty function. |
r5900 CACHE DHWOIN | Not supported at all, empty function. |
r5900 CACHE IHIN | Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op. |
r5900 CACHE IXIN | Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op. |
r5900 CACHE misc | Do something, but function is little bit complicated to tell for now that it is something that make sense. |
--Kozarovv (talk) 21:03, 1 October 2022 (UTC)
ps2_netemu command 0x22
Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it.
ps2_netemu command 0x29
Something related with read time, maybe seek time. First value is meant to be lower than second value, but this is not requirement. Code that use it seems to delay some read/seek operation by multiply of first, or second value depending which sector is currently read (or maybe which part of disc actually). Here is code from one of fuctions that use values from that command, keep in mind that "mecha" is just fancy name for cdvd in that emu.
if ((75 * cdvd.CrtSecond + 4500 * cdvd.CrtMinute + cdvd.CrtFrame - 150) >= *(mecha.unk_0x60)) a = *(cmd_0x29_val_2); else a = *(cmd_0x29_val_1); b = 4835703278458516699; // read https://munroesj52.github.io/vec__int64__ppc_8h.html (search on page for that number). c = (79800000 * a * b) >> 64; // 0x4C1A6C0 (79800000) is value that lv1 repo key be.clock return. d = c >> 18; // This and 2 above are generally used as a division by multiply. e = get_timebase_reg(); if ( e == 0 ) { do e = get_timebase_reg(); while ( e == 0 ); } f = e - *(mecha.unk_0x24); if ( f >= d ) { MECHA_update_status(mecha); result = unlock_sc06(0x8000LL); } else { do e = get_timebase_reg(); while ( e == 0 ); *(mecha.unk_20) = d - f + e; *mecha.unk_00 = 5; result = unlock_sc06(0x8000LL); }
ps2_netemu command 0x2A
Any idea what this command is doing? It seems to be directly related to IPU. I thought it only fixed black screen issues on certain games, but it also fixes Mystery Mayhem’s glitching/freezing/stuttering FMVs.
- This config skip check of another value, which finally make one of functions to never run. This affect "SYS" thread, and value that is checked seems to be related to EE/COP2 recompilers (pure guess by addresses that write there...). Nothing related directly to IPU, that's for sure. But this is part of emu that i have basically untouched, so i can't tell what its really skipped here. Function that is skipped trigger other functions which read cached mips code. So maybe something related to recompiler flushing, or constant propagation. Hard to tell at this point. For sure this is something i want to look more into, but not yet. --Kozarovv (talk) 05:56, 8 July 2022 (UTC)
- Gotcha. So, I guess it is indirectly affecting the IPU? Or at least something EE/COP2 touches after IPU stuff. The current games that this command fixes are: All Star Baseball 2004 (GX config), Scooby-Doo! Mystery Mayhem (fixes repeating audio and FMV slowdown), Pro Evolution Soccer 6 (PAL v2.00 and NTSC-J only, unneeded in other versions, fixes black screen after opening FMV), and SCORE International Baja 1000 (fixes black screen after career mode FMV). These are all the currently known uses of the command. --Mrjaredbeta (talk) 02:15, 10 July 2022 (UTC)
ps2_netemu command 0x2E
Without this command applied there is a black screen and no sound after the PS2LOGO, but the game (Growlanser Generations) is working in the background. Pressing the "PS" button fixes it. After applying this command (0x172 parameter) everything works correctly.
- this (like most "mecha" commands) is messing with timing.
lwz r0, 0x2C(r31) # cmd_0x2E cmpwi cr7, r0, 0 beq cr7, cdvd_error_1349B4 # skip cdvd error if cmd not 0. nop loc_134988: mftb r9 cmpwi cr7, r9, 0 beq cr7, loc_134988 # Loop until timebase is not 0 clrldi r0, r0, 32 add r0, r0, r9 li r9, 5 std r0, 0x20(r31) # cmd_0x2E + timebase stw r9, 0(r31) 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.. --Kozarovv (talk) 07:05, 7 March 2022 (UTC)
ps2_netemu command 0x3D
Looks like we misunderstood this command earlier, and probably we don't even need it. There seems to be no emu code that make use of it beside printing config revision. This need confirmation on real hardware. In case that missing 0x3D will fail, it will be good to test at least that is really version enforcer, because i can't find part of code that is eventually responsible for that.
- Some time ago I tested the config with version 0x3D89 which contained commands supported from the version 0x40DC onwards. The console hung up right after LV2 reset.--Agrippa (talk) 10:16, 24 April 2022 (UTC)
- Any chance you can test this again? Config parser don't have any check for revision, when it hit 0x3D is just storing value on address that seems to be related only to UI/Menu stuff. While i can imagine some check for overall config version (still I searched and it seems to be none), i can't imagine some additional per command revision check. Which is what your test suggest here. Emulator have only one config parser, one config buffer, and one check for command number (0x51 and above still don't trigger panic yet, just ignore command). I also tried to find version numbers of 15686, 16604, 16808, 16916, 17041, 17179, 17277, 17495 in code (as hex of course), and only 17495 is found in function that is not really related to any check (described here at the end: Talk:PS2_Emulation#Netemu_2 ). Kozarovv (talk) 15:06, 24 April 2022 (UTC)--
ps2_netemu command 0x4D
Ok, i don't get that config. Here is what happen in assembly:
0xD820 ilhu r19, 0x7FFF 0xD824 lqr r20, Q_cfg_0x4D ; 0x3F800000 in wild arms 0xD82C iohl r19, 0xFFFF 0xD834 and r17, r80, r19 ; r17 = Q & 0x7FFFFFFF mask 0xD840 ceqi r15, r17, 0 ; r15 = r17 (shortcut to move 0 or value if exist to r15) 0xD844 lqr r10, ST_Q 0xD84C cwd r9, 0x30+var_30+8(sp) 0xD850 rotqbyi r16, r20, 4 ; load mask from config to r16 0xD858 and r12, r15, r16 ; tempQ & 0x3F800000 (r15 and with mask from cfg 0x3F800000) 0xD860 or r5, r80, r12 ; or r80(Q) with r12(Q masked with 0x3F800000) 0xD868 shufb r7, r5, r10, r9 ; Prepare correct write for Q (r5 stored to r10 + 8) 0xD870 stqr r7, ST_Q ; write result as Q value in STQ
I removed irrelevant code that setup RGBA for readability, its not affecting Q. So my point is that all that masked Q is finally ored with r80. So with whole untouched Q value. Doen't that make all those operations irrelevant, or i made some mistake here?
This config can be quite important because it should help to fix issues like Galerians Ash without dirty static patches. More games affected: [| List]
- I tested the 0x3F800000 and 0x71500000 values with Galerians Ash and it did not work at all.--Agrippa (talk) 14:15, 8 March 2022 (UTC)
- This command affects Star Wars: Battlefront II's jedi dash fullscreen blur effect. Without the command, the effect is not emulated properly or just skipped over. With it set to 0x3F800000, the screen is blurred properly on all four sides. With it set to 0x40000000, it seems like only the top 1/4 of the screen is used. With 0x3F000000, the blur effect is duplicated four times equally throughout, like a 2 x 2 matrix of blurs. With 0x3F800000, the effect is most correctly emulated to original hardware. --Mrjaredbeta (talk) 02:02, 15 January 2023 (UTC)
- Actually, using 0x41000000 (4 in float) seems to properly size the fullscreen effect to fit the entire screen, so this is the value I used in the config. It is most reminiscent of PS2 hardware. I am interested to see if this could affect something like Xenosaga’s black and white filter cutscenes. --Mrjaredbeta (talk) 16:39, 16 January 2023 (UTC)
- Effect is rendered correctly in PCSX2? In both hardware, and software mode? I mean that SW Battlefront effect. --Kozarovv (talk) 17:07, 16 January 2023 (UTC)
- Just checked. The effect in both hardware and software are rendered the same way as netemu with command 0x4D set to 0x3F800000. I "tested the limits" by performing Count Dooku's midair R1 attack at the highest point in Mos Eisley's Assault game mode as the screen is gradually blurred from this. The screenshot is of software mode, but hardware is essentially the same: https://imgur.com/9k3uBFS The discoloration *is* correct and is not an emulation glitch. However, on actual PS2 hardware, the discoloration completely obscures the view instead of there being a viewable window in the center as the effect is rendered on the entire screen. The effect is essentially cut off from the center of the screen (character is not blurred) on PCSX2/netemu at 0x3F800000, while the entire screen is blurred on PS2. --Mrjaredbeta (talk) 00:40, 17 January 2023 (UTC)
- Effect is rendered correctly in PCSX2? In both hardware, and software mode? I mean that SW Battlefront effect. --Kozarovv (talk) 17:07, 16 January 2023 (UTC)
- Actually, using 0x41000000 (4 in float) seems to properly size the fullscreen effect to fit the entire screen, so this is the value I used in the config. It is most reminiscent of PS2 hardware. I am interested to see if this could affect something like Xenosaga’s black and white filter cutscenes. --Mrjaredbeta (talk) 16:39, 16 January 2023 (UTC)
<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>
<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>
<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>
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: p3dwik-ps2compatfiles.rar
Possible compatibility Lists:
boot_ps2
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB)
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB)
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)
boot_ps2 4.xx eboots.zip (153 KB)
installing 3.55 pkg and replacing the eboot and editing the sfo should work.
Enable Playstation 2 on non BC's
[Getting Playstation 2 Software Emulator working]
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) // Euss
- Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc
- When enabling 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 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 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 LV2Patcher or 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: boot_ps2.pkg and Factory Service Mode seem to enable simulare (it tries to boot it) while boot_ps2.pkg gives you more options e.g. using 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 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 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
- http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
- http://us.playstation.com/support/compatiblestatus/index.htm
These have no listed issues:
- Half-Life
- Hulk
- Medal of Honor: Frontline
These have minor issues listed (but should still play):
- Silent Hill 3
- Second Sight
tests on CECHC04 (partial BC)
on 3.41 or on 3.55 in normal XMB mode (no disc icon in XMB): boot_ps2.pkg gives 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 "The system was not turned off properly" as if it had experienced poweroff and from there booted back to XMB. It then returns to the XMB, but first gives an error screen, mentioning 0x80028F17 occured (PS2 mode error 0x80028F17 "An error occurred during the start operation (80028F17)," PlayStation 2 disc Boot Error, also related to PS1 PSN games.)
on 3.41 or on 3.55 in normal XMB mode (disc icon in XMB): boot_ps2.pkg gives resetting of date/time/displayoutput (no output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation). The game is playable on secondary screen, and exit to XMB with holding PS button goes without 0x80028F17 errors, but does give the "The system was not turned off properly" error.
no disc icon:
- Medal of Honor: Rising Sun
- Half-Life
disc icon:
- Hulk
- Second Sight
- Silent Hill 3
Renaming ps2_netemu to ps2_emu
Tested renaming ps2_netemu.self to ps2_emu.self on CECHB01/rogero 4.21 with dev_blind mounting via multiMAN but boots to black screen, no disc activity, but controller shuts off and is synced. No PS button menu or anything.
boot_ps2.pkg boots, no disc activities, then throws up an error depending if the file is resigned for 4.21 or not. (tried both a resigned and the existing version)
PS2 on non BC HW - Tests
Title | DiscID | Disc Icon | ps2_softemu | Remarks | |||
---|---|---|---|---|---|---|---|
Normal | FSM | 2.50 | 2.60 | 2.70 | |||
Action Replay MAX | SCED54409 | No | |||||
Battlefield 2 Modern Combat | SLES53729 | No | |||||
Constantine | SLES52872 | No | |||||
Demo Disc 3-073-543-11 | PBPX95514 | No | |||||
EyeToy Play | SCES51513 | No | |||||
EyeToy Play 2 | SCES52748 | No | |||||
EyeToy Play 3 | SLES53315 | No | |||||
Freedom Fighters | SLES51467 | No | |||||
Ghost in the Shell Standalone Complex | SLES53020 | No | |||||
GoldenEye Rogue Agent | SLES52974 | No | |||||
Guerrilla Strike | SLES53344 | No | |||||
Gunfighter 2 Revenge of Jessy James | SLES51289 | No | |||||
Half Life | SLES50504 | No | |||||
HDLoader | - | No | |||||
International Golf Pro | SLES52349 | No | |||||
Jet Ion GP | SLES50544 | No | |||||
killer7 | SLES53366 | No | |||||
Kya Dark Lineage | SLES51473 | No | |||||
London Racer Destruction Madness | SLES53654 | No | |||||
London Racer Police Madness | SLES53536 | No | |||||
Manhunt | SLES52023 | No | |||||
Max Play - 10 Classic Retro Games | - | No | |||||
Medal of Honor European Assault | SLES53332 | No | |||||
Medal of Honor Frontline | SLES50684 | No | |||||
Medal of Honor Rising Sun | SLES51873 | No | |||||
Medal of Honor Vanguard | SLES54683 | No | |||||
Men in Black II Alien Escape | SLES50789 | No | |||||
Network Access Disc | SCES51578 | No | |||||
OPM #66 | SCED54409 | No | |||||
OPM #67 | SCED54410 | No | |||||
OPM #68 | SCED54412 | No | |||||
OPM #69 | SCED54413 | No | |||||
OPM #70 | SCED54415 | No | |||||
OPM #72 | SCED54417 | No | |||||
OPM #73 | SCED54418 | No | |||||
OPM #74 | SCED55113 | No | |||||
OPM #75 | SCED55114 | No | |||||
OPM #77 | SCED55117 | No | |||||
OPM #79 | SCED55119 | No | |||||
Perfect Ace Pro Tournament Tennis | SLES51735 | No | |||||
Prisoner of War | SLES50397 | No | |||||
Ratchet & Clank 3 | SCES52456 | No | |||||
Red Baron | SLES53434 | No | |||||
SAS Anti-terror Force | SLES53435 | No | |||||
Second Sight | SLES52670 | No | |||||
Seek and Destroy | SLES51603 | No | |||||
Silent Hill 3 | SLES51434 | Yes | No | ||||
Socom US Navy SEALs | SCES50928 | No | |||||
Socom II US Navy SEALs | SCES51904 | No | |||||
Socom 3 US Navy SEALs | SCES53300 | No | |||||
Socom US Navy SEALs Combined Assault | SCES54477 | No | |||||
Swap Magic 3 plus (PAL version 3.6) CD | SCED54409 | No | - | No | |||
Swap Magic 3 plus (PAL version 3.6) DVD | SCED54409 | Yes | No | ||||
Tenchu Wrath of Heaven | SLES50679 | No | |||||
Terminator 3 Rise of the Machines | SLES52152 | No | |||||
The Great Escape | SLES51315 | No | |||||
The Hulk | SLES51508 | Yes | No | ||||
The Matrix Path of Neo | SLES53799 | No | |||||
The Plan | SLES53965 | No | |||||
Time Crisis 3 | SCES51844 | No | |||||
Tom Clancy's Ghost Recon | SLES51181 | No | |||||
Tom Clancy's Rainbow Six 3 | SLES52288 | No | |||||
Tom Clancy's Splinter Cell | SLES51466 | No | |||||
Tom Clancy's Splinter Cell Chaos Theory | SLES53007 | No | |||||
Tom Clancy's Splinter Cell Pandora Tomorrow | SLES52149 | No | |||||
Trapt | SLES53824 | No |
Tests on NON-BC CECHP01/NTSC-U (Firmware 2.60/boot_ps2.pkg)
Amplitude - Intro prompts are completely glitched, unresponsive to controller input.
Backyard Football 2007 - Graphical glitches during menu and gameplay. Frame rate is okay.
Boogie - Intro FMV runs very slow, fails to recognize input after the title screen.
MLB 08: The Show - Intro videos run smoothly. Menus load with no issue. Gameplay is extremely slow with graphical glitches. Network configuration utility is completely garbled.
-- Moose
Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
Apparently PS2EMU (CECH A/B) have some hidden menu that is able to print IOP configs from bios (XPARAM.ELF), i didn't found way to get there, my only idea is replacing other menu with that one in jump case at 0x5D980 (emu around 4.78). Case 21, and 22 is what seems to be hidden menu. More info about printed data: https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self
Crazy Taxi check
Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED. 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. 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.
CDVD Commands
Netemu
4.75 and up. Supported CDVD N Commands: opd_ptr num name 0x934AB0 0x00: N_CD_NOP 0x934AB8 0x01: N_CD_RESET 0x934AC0 0x02: N_CD_STANDBY 0x934AC8 0x03: N_CD_STOP 0x934AD0 0x04: N_CD_PAUSE 0x934AD8 0x05: N_CD_SEEK 0x934AE0 0x06: N_CD_READ 0x934AE8 0x07: N_CD_READ_CDDA 0x934AF0 0x08: N_DVD_READ 0x934AF8 0x09: N_CD_GET_TOC 0x934B00 0x0A: N_CMD_A panic 0x934B08 0x0B: N_CMD_B panic 0x934B10 0x0C: N_CD_READ_KEY 0x934B18 0x0D: N_CMD_D panic any command above 0x0D panic Supported CDVD S Commands: opd_ptr num name 0x934B20 0x00: SCMD_Return_0 0x934B28 0x01: SCMD_GetDiscType panic 0x934B30 0x02: SCMD_CdReadSubQ panic 0x934B38 0x03: SCMD_Mecacon_command (support 0x00, 0x01 ,0x30, 0x45 sub cmds) 0x934B40 0x04: SCMD_0x04 panic 0x934B48 0x05: SCMD_CdTrayReqState 0x934B50 0x06: SCMD_CdTrayCtrl 0x934B58 0x07: SCMD_0x07 panic 0x934B60 0x08: SCMD_CdReadRTC 0x934B68 0x09: SCMD_sceCdWriteRTC 0x934B70 0x0A: SCMD_sceCdReadNVM panic 0x934B78 0x0B: SCMD_sceCdWriteNVM panic 0x934B80 0x0C: SCMD_0x0C panic 0x934B88 0x0D: SCMD_0x0D panic 0x934B90 0x0E: SCMD_0x0E panic 0x934B98 0x0F: SCMD_sceCdPowerOff 0x934BA0 0x10: SCMD_0x10 panic 0x934BA8 0x11: SCMD_0x11 panic 0x934BB0 0x12: SCMD_sceCdReadILinkId return zeroed iLinkId 0x934BB8 0x13: SCMD_sceCdWriteILinkID panic 0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut panic 0x934BC8 0x15: SCMD_sceCdForbidDVDP 0x934BD0 0x16: SCMD_AutoAdjustCtrl 0x934BD8 0x17: SCMD_CdReadModelNumber Return SCPH-50000 (SCMD 0x03(0x00) return Mechacon version 3.9 which is wrong for that model..) 0x934BE0 0x18: SCMD_CdWriteModelNumber panic 0x934BE8 0x19: SCMD_0x19 panic 0x934BF0 0x1A: SCMD_sceCdBootCertify 0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy 0x934C00 0x1C: SCMD_sceCdBlueLEDCtl 0x934C08 0x1D: SCMD_cdvdman_call116 0x934C10 0x1E: SCMD_sceRemote2Read 0x934C18 0x1F: SCMD_sceRemote2_7 0x934C20 0x20: SCMD_Return_0 0x934C28 0x21: SCMD_Return_0 0x934C30 0x22: SCMD_Return_0 0x934C38 0x23: SCMD_Return_0 0x934C40 0x24: SCMD_Return_0 0x934C48 0x25: SCMD_Return_0 0x934C50 0x26: SCMD_Return_0 0x934C58 0x27: SCMD_Return_0 0x934C60 0x28: SCMD_Return_0 0x934C68 0x29: SCMD_sceCdNoticeGameStart panic 0x934C70 0x2A: SCMD_Return_0 0x934C78 0x2B: SCMD_Return_0 0x934C80 0x2C: SCMD_Return_0 0x934C88 0x2D: SCMD_Return_0 0x934C90 0x2E: SCMD_Return_0 0x934C98 0x2F: SCMD_Return_0 0x934CA0 0x30: SCMD_Return_0 0x934CA8 0x31: SCMD_Return_0 0x934CB0 0x32: SCMD_Return_0 0x934CB8 0x33: SCMD_Return_0 0x934CC0 0x34: SCMD_Return_0 0x934CC8 0x35: SCMD_Return_0 0x934CD0 0x36: SCMD_Return_0 0x934CD8 0x37: SCMD_Return_0 0x934CE0 0x38: SCMD_Return_0 0x934CE8 0x39: SCMD_Return_0 0x934CF0 0x3A: SCMD_Return_0 0x934CF8 0x3B: SCMD_Return_0 0x934D00 0x3C: SCMD_Return_0 0x934D08 0x3D: SCMD_Return_0 0x934D10 0x3E: SCMD_Return_0 0x934D18 0x3F: SCMD_Return_0 0x934D20 0x40: SCMD_CdOpenConfig 0x934D28 0x41: SCMD_CdReadConfig 0x934D30 0x42: SCMD_CdWriteConfig 0x934D38 0x43: SCMD_CdCloseConfig 0x934D40 0x44: SCMD_Return_0 0x934D48 0x45: SCMD_Return_0 0x934D50 0x46: SCMD_Return_0 0x934D58 0x47: SCMD_Return_0 0x934D60 0x48: SCMD_Return_0 0x934D68 0x49: SCMD_Return_0 0x934D70 0x4A: SCMD_Return_0 0x934D78 0x4B: SCMD_Return_0 0x934D80 0x4C: SCMD_Return_0 0x934D88 0x4D: SCMD_Return_0 0x934D90 0x4E: SCMD_Return_0 0x934D98 0x4F: SCMD_Return_0 0x934DA0 0x50: SCMD_Return_0 0x934DA8 0x51: SCMD_Return_0 0x934DB0 0x52: SCMD_Return_0 0x934DB8 0x53: SCMD_Return_0 0x934DC0 0x54: SCMD_Return_0 0x934DC8 0x55: SCMD_Return_0 0x934DD0 0x56: SCMD_Return_0 0x934DD8 0x57: SCMD_Return_0 0x934DE0 0x58: SCMD_Return_0 0x934DE8 0x59: SCMD_Return_0 0x934DF0 0x5A: SCMD_Return_0 0x934DF8 0x5B: SCMD_Return_0 0x934E00 0x5C: SCMD_Return_0 0x934E08 0x5D: SCMD_Return_0 0x934E10 0x5E: SCMD_Return_0 0x934E18 0x5F: SCMD_Return_0 0x934E20 0x60: SCMD_Return_0 0x934E28 0x61: SCMD_Return_0 0x934E30 0x62: SCMD_Return_0 0x934E38 0x63: SCMD_Return_0 0x934E40 0x64: SCMD_Return_0 0x934E48 0x65: SCMD_Return_0 0x934E50 0x66: SCMD_Return_0 0x934E58 0x67: SCMD_Return_0 0x934E60 0x68: SCMD_Return_0 0x934E68 0x69: SCMD_Return_0 0x934E70 0x6A: SCMD_Return_0 0x934E78 0x6B: SCMD_Return_0 0x934E80 0x6C: SCMD_Return_0 0x934E88 0x6D: SCMD_Return_0 0x934E90 0x6E: SCMD_Return_0 0x934E98 0x6F: SCMD_Return_0 0x934EA0 0x70: SCMD_Return_0 0x934EA8 0x71: SCMD_Return_0 0x934EB0 0x72: SCMD_Return_0 0x934EB8 0x73: SCMD_Return_0 0x934EC0 0x74: SCMD_Return_0 0x934EC8 0x75: SCMD_Return_0 0x934ED0 0x76: SCMD_Return_0 0x934ED8 0x77: SCMD_Return_0 0x934EE0 0x78: SCMD_Return_0 0x934EE8 0x79: SCMD_Return_0 0x934EF0 0x7A: SCMD_Return_0 0x934EF8 0x7B: SCMD_Return_0 0x934F00 0x7C: SCMD_Return_0 0x934F08 0x7D: SCMD_Return_0 0x934F10 0x7E: SCMD_Return_0 0x934F18 0x7F: SCMD_Return_0 0x934F20 0x80: SCMD__mechacon_auth_0x80 0x934F28 0x81: SCMD__mechacon_auth_0x81 0x934F30 0x82: SCMD__mechacon_auth_0x82 0x934F38 0x83: SCMD__mechacon_auth_0x83 0x934F40 0x84: SCMD__mechacon_auth_0x84 0x934F48 0x85: SCMD__mechacon_auth_0x85 0x934F50 0x86: SCMD__mechacon_auth_0x86 0x934F58 0x87: SCMD__mechacon_auth_0x87 0x934F60 0x88: SCMD__mechacon_auth_0x88 0x934F68 0x89: SCMD_Return_0 0x934F70 0x8A: SCMD_Return_0 0x934F78 0x8B: SCMD_Return_0 0x934F80 0x8C: SCMD_Return_0 0x934F88 0x8D: SCMD_Return_0 0x934F90 0x8E: SCMD_Return_0 0x934F98 0x8F: SCMD__mechacon_auth_0x8F Notes: N commands handling differ a lot from pcsx2, doing that correctly is important for emulation. Read model number return SCPH-50000 while returned mechacon version is (not existing?) 3.9. This model should return Dragon mechacon rev, so 5.0 and up. Returned ConsoleID is 00 00 00 00 00 00 00 00 00, this can be issue in corner case where game additionally check for non zero result. Returned iLinkID is 00 00 00 00 00 00 00 00 00, this break Time Crisis 2,3, and one of Armored Core games on pcsx2, surprisingly netemu run them fine. Every "mechacon_auth" command return zeroed result with different size. Only exception here is 0x81 which return 1.
r5900 regs memory map
Registers are updated only when recompiler flush them to memory, if there is pending operation on the same register in next instruction, recompiler have no need to update reg before that. So it flush result there.
Netemu
Address in memory | r5900 register FFFFFFFFFFFF8980 | 5900_zero_upper64bits FFFFFFFFFFFF8988 | 5900_zero_lower64bits FFFFFFFFFFFF8990 | 5900_at_reg_upper64 FFFFFFFFFFFF8998 | 5900_at_reg_lower64 FFFFFFFFFFFF89A0 | 5900_v0_reg_upper64 FFFFFFFFFFFF89A8 | 5900_v0_reg_lower64 FFFFFFFFFFFF89B0 | 5900_v1_reg_upper64 FFFFFFFFFFFF89B8 | 5900_v1_reg_lower64 FFFFFFFFFFFF89C0 | 5900_a0_reg_upper64 FFFFFFFFFFFF89C8 | 5900_a0_reg_lower64 FFFFFFFFFFFF89D0 | 5900_a1_reg_upper64 FFFFFFFFFFFF89D8 | 5900_a1_reg_lower64 FFFFFFFFFFFF89E0 | 5900_a2_reg_upper64 FFFFFFFFFFFF89E8 | 5900_a2_reg_lower64 FFFFFFFFFFFF89F0 | 5900_a3_reg_upper64 FFFFFFFFFFFF89F8 | 5900_a3_reg_lower64 FFFFFFFFFFFF8A00 | 5900_t0_reg_upper64 FFFFFFFFFFFF8A08 | 5900_t0_reg_lower64 FFFFFFFFFFFF8A10 | 5900_t1_reg_upper64 FFFFFFFFFFFF8A18 | 5900_t1_reg_lower64 FFFFFFFFFFFF8A20 | 5900_t2_reg_upper64 FFFFFFFFFFFF8A28 | 5900_t2_reg_lower64 FFFFFFFFFFFF8A30 | 5900_t3_reg_upper64 FFFFFFFFFFFF8A38 | 5900_t3_reg_lower64 FFFFFFFFFFFF8A40 | 5900_t4_reg_upper64 FFFFFFFFFFFF8A48 | 5900_t4_reg_lower64 FFFFFFFFFFFF8A50 | 5900_t5_reg_upper64 FFFFFFFFFFFF8A58 | 5900_t5_reg_lower64 FFFFFFFFFFFF8A60 | 5900_t6_reg_upper64 FFFFFFFFFFFF8A68 | 5900_t6_reg_lower64 FFFFFFFFFFFF8A70 | 5900_t7_reg_upper64 FFFFFFFFFFFF8A78 | 5900_t7_reg_lower64 FFFFFFFFFFFF8A80 | 5900_s0_reg_upper64 FFFFFFFFFFFF8A88 | 5900_s0_reg_lower64 FFFFFFFFFFFF8A90 | 5900_s1_reg_upper64 FFFFFFFFFFFF8A98 | 5900_s1_reg_lower64 FFFFFFFFFFFF8AA0 | 5900_s2_reg_upper64 FFFFFFFFFFFF8AA8 | 5900_s2_reg_lower64 FFFFFFFFFFFF8AB0 | 5900_s3_reg_upper64 FFFFFFFFFFFF8AB8 | 5900_s3_reg_lower64 FFFFFFFFFFFF8AC0 | 5900_s4_reg_upper64 FFFFFFFFFFFF8AC8 | 5900_s4_reg_lower64 FFFFFFFFFFFF8AD0 | 5900_s5_reg_upper64 FFFFFFFFFFFF8AD8 | 5900_s5_reg_lower64 FFFFFFFFFFFF8AE0 | 5900_s6_reg_upper64 FFFFFFFFFFFF8AE8 | 5900_s6_reg_lower64 FFFFFFFFFFFF8AF0 | 5900_s7_reg_upper64 FFFFFFFFFFFF8AF8 | 5900_s7_reg_lower64 FFFFFFFFFFFF8B00 | 5900_t8_reg_upper64 FFFFFFFFFFFF8B08 | 5900_t8_reg_lower64 FFFFFFFFFFFF8B10 | 5900_t9_reg_upper64 FFFFFFFFFFFF8B18 | 5900_t9_reg_lower64 FFFFFFFFFFFF8B20 | 5900_k0_reg_upper64 FFFFFFFFFFFF8B28 | 5900_k0_reg_lower64 FFFFFFFFFFFF8B30 | 5900_k1_reg_upper64 FFFFFFFFFFFF8B38 | 5900_k1_reg_lower64 FFFFFFFFFFFF8B40 | 5900_gp_reg_upper64 FFFFFFFFFFFF8B48 | 5900_gp_reg_lower64 FFFFFFFFFFFF8B50 | 5900_sp_reg_upper64 FFFFFFFFFFFF8B58 | 5900_sp_reg_lower64 FFFFFFFFFFFF8B60 | 5900_fp_reg_upper64 FFFFFFFFFFFF8B68 | 5900_fp_reg_lower64 FFFFFFFFFFFF8B70 | 5900_ra_reg_upper64 FFFFFFFFFFFF8B78 | 5900_ra_reg_lower64 FFFFFFFFFFFF9100 | 5900_pc_reg_lower64
Below FFFFFFFFFFFF8B78 you can find COP0, and finally VFxx, and VIxx regs. Todo..
EE I/O Handlers list
Netemu
4.75 and up. Mode (1 = read / 2 = write)
mode | size | PS2_HW_REG | handler_opd |
---|---|---|---|
1 | 4 | T0_COUNT | stru_723218 |
2 | 4 | T0_COUNT | stru_723290 |
1 | 4 | T0_MODE | stru_723308 |
2 | 4 | T0_MODE | stru_7233E0 |
1 | 4 | T0_COMP | stru_7231A0 |
2 | 4 | T0_COMP | stru_723248 |
1 | 4 | T0_HOLD | stru_723110 |
2 | 4 | T0_HOLD | stru_723128 |
1 | 4 | T1_COUNT | stru_7232F0 |
2 | 4 | T1_COUNT | stru_7233B0 |
1 | 4 | T1_MODE | stru_723278 |
2 | 4 | T1_MODE | stru_723260 |
1 | 4 | T1_COMP | stru_723140 |
2 | 4 | T1_COMP | stru_723380 |
1 | 4 | T1_HOLD | stru_7231E8 |
2 | 4 | T1_HOLD | stru_723200 |
1 | 4 | T2_COUNT | stru_7232D8 |
2 | 4 | T2_COUNT | stru_723398 |
1 | 4 | T2_MODE | stru_723338 |
2 | 4 | T2_MODE | stru_723410 |
1 | 4 | T2_COMP | stru_7231D0 |
2 | 4 | T2_COMP | stru_723368 |
1 | 4 | T3_COUNT | stru_7232C0 |
2 | 4 | T3_COUNT | stru_7233C8 |
1 | 4 | T3_MODE | stru_723320 |
2 | 4 | T3_MODE | stru_7233F8 |
1 | 4 | T3_COMP | stru_7231B8 |
2 | 4 | T3_COMP | stru_723350 |
1 | 8 | IPU_CMD | stru_721910 |
2 | 8 | IPU_CMD | stru_7218F8 |
1 | 4 | IPU_CTRL | stru_721970 |
2 | 4 | IPU_CTRL | stru_721958 |
1 | 4 | IPU_BP | stru_721940 |
1 | 8 | IPU_TOP | stru_721928 |
2 | 4 | GIF_CTRL | stru_7220C0 |
2 | 4 | GIF_MODE | stru_7220A8 |
1 | 4 | GIF_STAT | stru_722000 |
1 | 4 | GIF_TAG0 | stru_721EB0 |
1 | 4 | GIF_TAG1 | stru_721FE8 |
1 | 4 | GIF_TAG2 | stru_721FD0 |
1 | 4 | GIF_TAG3 | stru_721FB8 |
1 | 4 | GIF_CNT | stru_721EC8 |
1 | 4 | GIF_P3CNT | stru_721EE0 |
1 | 4 | GIF_P3TAG | stru_721EF8 |
1 | 4 | VIF0_STAT | stru_721820 |
2 | 4 | VIF0_FBRST | stru_721868 |
1 | 4 | VIF0_ERR | stru_7217A8 |
2 | 4 | VIF0_ERR | stru_721598 |
1 | 4 | VIF0_MARK | stru_721790 |
2 | 4 | VIF0_MARK | stru_7215B0 |
1 | 4 | VIF0_CYCLE | stru_721778 |
1 | 4 | VIF0_MODE | stru_721760 |
1 | 4 | VIF0_NUM | stru_721748 |
1 | 4 | VIF0_MASK | stru_721730 |
1 | 4 | VIF0_CODE | stru_721718 |
1 | 4 | VIF0_ITOPS | stru_721700 |
1 | 4 | VIF0_ITOP | stru_7216E8 |
1 | 4 | VIF0_R0 | stru_7216D0 |
1 | 4 | VIF0_R1 | stru_7216B8 |
1 | 4 | VIF0_R2 | stru_7216A0 |
1 | 4 | VIF0_R3 | stru_721688 |
1 | 4 | VIF0_C0 | stru_721670 |
1 | 4 | VIF0_C1 | stru_721658 |
1 | 4 | VIF0_C2 | stru_721640 |
1 | 4 | VIF0_C3 | stru_721628 |
1 | 4 | VIF1_STAT | stru_722960 |
2 | 4 | VIF1_STAT | stru_722618 |
2 | 4 | VIF1_FBRST | stru_722A98 |
1 | 4 | VIF1_ERR | stru_722948 |
2 | 4 | VIF1_ERR | stru_722630 |
1 | 4 | VIF1_MARK | stru_722930 |
2 | 4 | VIF1_MARK | stru_722648 |
1 | 4 | VIF1_CYCLE | stru_722918 |
1 | 4 | VIF1_MODE | stru_722900 |
1 | 4 | VIF1_NUM | stru_7228E8 |
1 | 4 | VIF1_MASK | stru_7228D0 |
1 | 4 | VIF1_CODE | stru_7228B8 |
1 | 4 | VIF1_ITOPS | stru_7228A0 |
1 | 4 | VIF1_BASE | stru_722888 |
1 | 4 | VIF1_OFST | stru_722870 |
1 | 4 | VIF1_TOPS | stru_722858 |
1 | 4 | VIF1_ITOP | stru_722840 |
1 | 4 | VIF1_TOP | stru_722828 |
1 | 4 | VIF1_R0 | stru_722810 |
1 | 4 | VIF1_R1 | stru_7227F8 |
1 | 4 | VIF1_R2 | stru_7227E0 |
1 | 4 | VIF1_R3 | stru_7227C8 |
1 | 4 | VIF1_C0 | stru_7227B0 |
1 | 4 | VIF1_C1 | stru_722798 |
1 | 4 | VIF1_C2 | stru_722780 |
1 | 4 | VIF1_C3 | stru_722768 |
2 | 0x10 | VIF0_FIFO | stru_721850 |
1 | 0x10 | VIF1_FIFO | stru_722678 |
2 | 0x10 | VIF1_FIFO | stru_722AB0 |
2 | 0x10 | GIF_FIFO | stru_722B40 |
1 | 0x10 | IPU_Out_FIFO | stru_7238A8 |
2 | 0x10 | IPU_In_FIFO | stru_723890 |
1 | 4 | D0_CHCR | stru_721610 |
2 | 4 | D0_CHCR | stru_721880 |
1 | 4 | D0_MADR | stru_721508 |
2 | 4 | D0_MADR | stru_721520 |
1 | 4 | D0_QWC | stru_721808 |
2 | 4 | D0_QWC | stru_721538 |
1 | 4 | D0_TADR | stru_7217F0 |
2 | 4 | D0_TADR | stru_721550 |
1 | 4 | D0_ASR0 | stru_7217D8 |
2 | 4 | D0_ASR0 | stru_721568 |
1 | 4 | D0_ASR1 | stru_7217C0 |
2 | 4 | D0_ASR1 | stru_721580 |
1 | 4 | D1_CHCR | stru_722690 |
2 | 4 | D1_CHCR | stru_722A68 |
1 | 4 | D1_MADR | stru_722A50 |
2 | 4 | D1_MADR | stru_722750 |
1 | 4 | D1_QWC | stru_722A38 |
2 | 4 | D1_QWC | stru_722738 |
1 | 4 | D1_TADR | stru_722A20 |
2 | 4 | D1_TADR | stru_722720 |
1 | 4 | D1_ASR0 | stru_722A08 |
2 | 4 | D1_ASR0 | stru_722708 |
1 | 4 | D1_ASR1 | stru_7229F0 |
2 | 4 | D1_ASR1 | stru_7226F0 |
1 | 4 | D2_CHCR | stru_722B28 |
2 | 4 | D2_CHCR | stru_722B58 |
1 | 4 | D2_MADR | stru_7229D8 |
2 | 4 | D2_MADR | stru_722AE0 |
1 | 4 | D2_QWC | stru_7229C0 |
2 | 4 | D2_QWC | stru_722AC8 |
1 | 4 | D2_TADR | stru_7229A8 |
2 | 4 | D2_TADR | stru_722AF8 |
1 | 4 | D2_ASR0 | stru_722990 |
2 | 4 | D2_ASR0 | stru_7226D8 |
1 | 4 | D2_ASR1 | stru_722978 |
2 | 4 | D2_ASR1 | stru_7226C0 |
1 | 4 | D3_CHCR | stru_723740 |
2 | 4 | D3_CHCR | stru_723800 |
1 | 4 | D3_MADR | stru_7237D0 |
2 | 4 | D3_MADR | stru_723878 |
1 | 4 | D3_QWC | stru_7237B8 |
2 | 4 | D3_QWC | stru_723860 |
1 | 4 | D4_CHCR | stru_7237A0 |
2 | 4 | D4_CHCR | stru_7237E8 |
1 | 4 | D4_MADR | stru_723788 |
2 | 4 | D4_MADR | stru_723848 |
1 | 4 | D4_QWC | stru_723770 |
2 | 4 | D4_QWC | stru_723830 |
1 | 4 | D4_TADR | stru_723758 |
2 | 4 | D4_TADR | stru_723818 |
1 | 4 | D5_CHCR | stru_722498 |
2 | 4 | D5_CHCR | stru_7224C8 |
1 | 4 | D5_MADR | stru_722408 |
2 | 4 | D5_MADR | stru_722390 |
1 | 4 | D5_QWC | stru_722468 |
2 | 4 | D5_QWC | stru_7223F0 |
1 | 4 | D6_CHCR | stru_722480 |
2 | 4 | D6_CHCR | stru_7224B0 |
1 | 4 | D6_MADR | stru_722450 |
2 | 4 | D6_MADR | stru_7223D8 |
1 | 4 | D6_QWC | stru_722420 |
2 | 4 | D6_QWC | stru_7223A8 |
1 | 4 | unk_1000C430 | stru_722438 |
2 | 4 | unk_1000C430 | stru_7223C0 |
1 | 4 | D7_CHCR | stru_7235C0 |
2 | 4 | D7_CHCR | stru_723530 |
1 | 4 | D7_MADR | stru_7235A8 |
2 | 4 | D7_MADR | stru_723500 |
1 | 4 | D7_QWC | stru_723590 |
2 | 4 | D7_QWC | stru_723518 |
1 | 4 | D8_CHCR | stru_7222D0 |
2 | 4 | D8_CHCR | stru_7222E8 |
1 | 4 | D8_MADR | stru_7222B8 |
2 | 4 | D8_MADR | stru_722168 |
1 | 4 | D8_QWC | stru_7222A0 |
2 | 4 | D8_QWC | stru_722180 |
1 | 4 | D8_SADR | stru_722288 |
2 | 4 | D8_SADR | stru_722198 |
1 | 4 | D9_CHCR | stru_722270 |
2 | 4 | D9_CHCR | stru_722318 |
1 | 4 | D9_MADR | stru_722258 |
2 | 4 | D9_MADR | stru_7221F8 |
1 | 4 | D9_QWC | stru_722240 |
2 | 4 | D9_QWC | stru_7221B0 |
1 | 4 | D9_TADR | stru_722228 |
2 | 4 | D9_TADR | stru_7221E0 |
1 | 4 | D9_SADR | stru_722210 |
2 | 4 | D9_SADR | stru_7221C8 |
1 | 4 | D_CTRL | stru_721C28 |
2 | 4 | D_CTRL | stru_721C70 |
1 | 4 | D_STAT | stru_724130 |
2 | 4 | D_STAT | stru_7241A8 |
1 | 4 | D_PCR | stru_724100 |
2 | 4 | D_PCR | stru_7240E8 |
1 | 4 | D_SQWC | stru_722138 |
2 | 4 | D_SQWC | stru_722150 |
1 | 4 | D_RBSR | stru_721BF8 |
2 | 4 | D_RBSR | stru_721B68 |
1 | 4 | D_RBOR | stru_721B80 |
2 | 4 | D_RBOR | stru_721B98 |
1 | 4 | D_STADR | stru_721C40 |
2 | 4 | D_STADR | stru_721BB0 |
1 | 4 | INTC_STAT | stru_724148 |
2 | 4 | INTC_STAT | stru_7241C0 |
1 | 4 | INTC_MASK | stru_724118 |
2 | 4 | INTC_MASK | stru_724160 |
2 | 4 | KPUTCHAR | stru_723B30 |
1 | 4 | MSCOM | stru_723578 |
2 | 4 | MSCOM | stru_723548 |
1 | 4 | SMCOM | stru_723560 |
1 | 4 | MSFLAG | stru_723620 |
2 | 4 | MSFLAG | stru_723680 |
1 | 4 | SMFLAG | stru_723608 |
2 | 4 | SMFLAG | stru_723668 |
1 | 4 | SIF_CR | stru_7235F0 |
2 | 4 | SIF_CR | stru_723650 |
1 | 4 | unk_1000F260 | stru_7235D8 |
2 | 4 | unk_1000F260 | stru_723638 |
1 | 4 | unk_1000F280 | stru_723428 |
2 | 4 | unk_1000F280 | stru_723440 |
1 | 4 | unk_1000F290 | stru_723458 |
1 | 4 | unk_1000F2A0 | stru_723470 |
2 | 4 | unk_1000F2A0 | stru_723488 |
1 | 4 | unk_1000F2B0 | stru_7234A0 |
2 | 4 | unk_1000F2B0 | stru_7234B8 |
1 | 4 | unk_1000F2C0 | stru_7234D0 |
2 | 4 | unk_1000F2C0 | stru_7234E8 |
1 | 4 | D_ENABLER | stru_721C10 |
2 | 4 | D_ENABLEW | stru_721C58 |
1 | 8 | unk_1000F800 | stru_7250C0 |
2 | 8 | unk_1000F800 | stru_7250D8 |
1 | 8 | unk_1000F810 | stru_725150 |
1 | 0x10 | unk_1000F820 | stru_7250F0 |
1 | 0x10 | unk_1000F830 | stru_725108 |
1 | 4 | unk_1000F860 | stru_725120 |
1 | 4 | unk_1000F880 | stru_725138 |
1 | 4 | unk_1000F8B0 | stru_725168 |
2 | 8 | PMODE | stru_721E20 |
2 | 8 | SMODE1 | stru_722060 |
2 | 8 | SMODE2 | stru_721F88 |
2 | 8 | SRFSH | stru_721E38 |
2 | 8 | SYNCH1 | stru_721F70 |
2 | 8 | SYNCH2 | stru_721F58 |
2 | 8 | SYNCV | stru_721F40 |
2 | 8 | DISPFB1 | stru_7220F0 |
2 | 8 | DISPLAY1 | stru_722018 |
2 | 8 | DISPFB2 | stru_7220D8 |
2 | 8 | DISPLAY2 | stru_722078 |
2 | 8 | EXTBUF | stru_721E50 |
2 | 8 | EXTDATA | stru_721E68 |
2 | 8 | EXTWRITE | stru_721E80 |
2 | 8 | BGCOLOR | stru_721E98 |
1 | 8 | GS_CSR | stru_722090 |
2 | 8 | GS_CSR | stru_722120 |
2 | 8 | GS_IMR | stru_722108 |
2 | 8 | BUSDIR | stru_721FA0 |
1 | 8 | SIGLBLID | stru_722030 |
2 | 8 | SIGLBLID | stru_722048 |
1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. Addresses not described below are handled as a unk rw. Which mean they return 0 on read, and do nothing on write.
- 1000F800 do nothing (blr). Have own handler, which suggest it was used for something earlier. [r/w]
- 1000F810 get current ppc time base using mftb opcode, if tb == 0 then loop until its not. Could be useful, tb is used also in scheduler. [r only]
- 1000F820 return "DrJock TV Quiz P" [r only]
- 1000F830 return "hD bags few lynx" [r only]
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.
- 1000F860 seems to return halfword of current pad state (0xFFFF if there is no button input currently). [r only]
- 1000F880 return hardcoded value of 0x4457, which match emu revision i'm working on. Can be just coincidence. [r only]
- 1000F8B0 return unk value. Seems to be related to fe spe. [r only]
Random notes about SPE in ps2_netemu
IOP SPE
This SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).
opcode | address --------------+-------- r3000_ADDI 0x317C0 r3000_ADDIU 0x31800 r3000_SLTI 0x31840 r3000_SLTIU 0x31880 r3000_ANDI 0x318C0 r3000_ORI 0x31900 r3000_XORI 0x31940 r3000_LUI 0x31980 r3000_ADD 0x319C0 r3000_ADDU 0x31A00 r3000_SUB 0x31A40 r3000_SUBU 0x31A80 r3000_SLT 0x31AC0 r3000_SLTU 0x31B00 r3000_AND 0x31B40 r3000_OR 0x31B80 r3000_XOR 0x31BC0 r3000_NOR 0x31C00 r3000_SLL 0x31C40 r3000_unk1 0x31C80 Primary opcode field (Bit 26..31) = 0x3E (debug stuff, not existing on real r3000) r3000_unk2 0x31CC0 Primary opcode field (Bit 26..31) = 0x3F (debug stuff, not existing on real r3000) r3000_SRL 0x31D00 r3000_SRA 0x31D40 r3000_SLLV 0x31D80 r3000_SRLV 0x31DC0 r3000_SRAV 0x31E00 r3000_MULT 0x31E40 r3000_MULTU 0x31F00 r3000_DIV 0x31F80 r3000_MFHI 0x32080 r3000_MFLO 0x320C0 r3000_MTHI 0x32100 r3000_MTLO 0x32140 r3000_J 0x32180 r3000_JAL 0x32200 r3000_JR 0x32280 r3000_JALR 0x322C0 r3000_BEQ 0x32300 r3000_BNE 0x32340 r3000_BLEZ 0x32380 r3000_BGTZ 0x323C0 r3000_BcondZ 0x32400 r3000_SYSCALL 0x32480 r3000_BREAK 0x324C0 r3000_COP_bad 0x32500 r3000_COP0 0x32540 r3000_bad_op 0x32740 r3000_LB 0x32840 r3000_LH 0x32940 r3000_LW 0x32A40 r3000_LBU 0x32B80 r3000_LHU 0x32C80 r3000_LWL 0x32D80 r3000_LWR 0x32E80 r3000_SB 0x32F80 r3000_SH 0x33080 r3000_SW 0x33180 r3000_SWL 0x33300 r3000_SWR 0x33400 Addresses above ARE NOT the ones in emulator memory, this is local storage address in IOP SPE program! Opcodes LWCx 0-3, and SWCx 0-3 are not supported at all. Same goes for general COP 1-3 opcodes, but those cause COPx unusable r3000 exception. While LWC/SWC are triggering bad opcode exception. Not sure if LWC0/SWC0 should be allowed. COP0 is working in PS2 mode, so those probably shouldn't cause exception. At the second hand i don't know single IOP module that use that instruction.
This is unconfirmed by any code reversing for now, but IOP emulator print messages like:
Cache write (IOPADDR/LSADDR/SIZE) Cache read (IOPADDR/LSADDR/SIZE) ERROR: Double ICACHE fault
Which suggest that instruction cache is emulated for IOP. Making this (ps2/gx/net) emu only PS2 emulator that support cache emulation for IOP. For now even most ps1 emulators lack of that feature, and none of known PS2 emulators do that (including Pcsx2/Play!/Dobiestation). With this we can safely assume that also load delay slots are handled correctly here. Unrelated, but is hard to believe that someone implemented icache, but not load delay slots. Which again make it only known emu set that support this afaik.
EEDMA on SPE3
That one is one of most misleading names in whole emulator..
DMA channels are handled in:
- 0 - VIF0 on PPU only
- 1 - VIF1 dma, and VIF1 hw reads/writes including fifo write are handled in SPE3 (EEDMA)
- 2 - GIF dma handled in SPE3 (EEDMA) incl. fifo write, but most HW reads is not handled here
- 3 - IPUfrom dma, and whole ipu HW r/w is handled by SPE6
- 4 - IPUto dma, and whole ipu HW r/w is handled by SPE6
- 5 - SIF0 dma is handled in PPE, and SPE 0 (IOP)
- 6 - SIF1 dma is handled in PPE, and SPE 0 (IOP)
- 7 - SIF2 dma is handled in PPE, and SPE 0 (IOP)
- 8 - SPRfrom 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. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.
So is more like "Close to GS" DMA handler.
"EEDMA" is also responsible for handling VIF1 commands, including UNPACKs. In SPE memory structure responsible for that is starting at 0x1910 (0x00), and last entry (0x7F command) is at 0x9810. This make 100 bytes per "slot" for command information, like pointers to registers, masks for unpacks, pointers to function responsible for commands handling, etc. (more info about VIF cmds: https://psi-rockin.github.io/ps2tek/#vifcommands)
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. 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
IPU SPE6
IDEC start code detection
IDEC perform compare to 0 while starting to search code, but not check that required bits are even available in stream. Buffer is not refilled when there is more than 0 bits available (function proceed even if there is only 1 bit available). Next compare whole word to 0, which is wrong thing to do. Specially that whole word can be not even available at this point. More over there is no check that at least 8 "0" bits are in stream that way. So start code detection is totally broken. Surprisingly this seems to be handled properly for BDEC.. This probably break Onimusha DoD, and many other random games.
IPU skip mpeg hack
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.
SPE4 and SPE5
And SPE7, because someone there forgot it doesn't work in retail. :P First thing is that emulator do a lot of setup for SPE7, including creating virtual address to access it (0x40380000 - 0x403BFFFF). Only thing that seems to be missing is actually starting that SPE.
SPE4 (FE) have a lot of PS2 GIF related code, GS downloads function in PPE check something there (BUSY? BUSDIR? DL ready? bit), and if that bit is not 1 loop for 1000000 x 4 cycles and check again. That spe is also place where GIF_TAG# can be read, so last processed tag on GIF unit. That was greatest hint to be honest, there is no reason to send it there if is not processed there. This is also where 0x49 and 0x4D config commands go. And surprisingly they are not really related. But fact is they go thru same parser on SPE side. 11, and 12 from those commands are subcommand on SPE side. 11 take no args that's why 0x49 send 11,0,0. 12 take 1 arg, and that's why 0x4D send 12, param, 0.
SPE5 (BE), well i didn't reversed that one too much. But it seems to have relation with "FE", and with RSX. This is only speculation but it seems that FE and BE are FrontEnd and BackEnd for GIF/GS emulation tandem. My first idea was BlendingEngine, but that doesn't seems to be the case. Well those 2 need more work.
SCANMSK on ps2_netemu
Apparently SCANMSK is not really ignored, GIF process it, update, etc. So is rather not implemented in later parts of code (GS emulation), or this is some other bug. I guess this GIF code is shared with ps2_gxemu, so maybe it is really missing processing on software GS emulation in later stages.
0xD34C hbrr loc_D38C, Update_7E98 0xD350 lr r4, r80 0xD354 lqr r9, SCANMSK_REG 0xD358 il r3, 0x22 ; GIF_REG_NR 0xD35C shlqbyi r5, r80, 4 0xD360 cwd r6, 0x30+var_30+0xC(sp) 0xD364 andi r5, r5, 3 ; New SCANMSK write 0xD368 rotqbyi r8, r9, 0xC 0xD36C ceq r7, r8, r5 0xD370 brnz r7, return_D390 ; branch if old SCANMSK == new 0xD374 lqr r11, SCANMSK_REG 0xD378 lqd lr, 0x30+link_reg(sp) 0xD37C ai sp, sp, 0x30 0xD380 lqd r80, var_10(sp) 0xD384 shufb r10, r5, r11, r6 0xD388 stqr r10, SCANMSK_REG 0xD38C br UpdateGS_7E98
PS2 masterlist with ps2 emu hashes
ps2_netemu supported video modes
Both HDTV modes (0x51 1080i and 0x52 720p) crash the emulator. 0x53 576p mode does not, but the image is squished and displaced (looks like the DW is 2560, instead of 1440 and I cannot find any reliable documentation about this mode). Tested by forcing the values in the sceGsResetGraph function.
- None of released games support 576p, so they probably didn't bothered. Afaik that mode is not really used for anything in PS2, like some leftover after testing, or something. I remember that older PS2 don't support it at all, so maybe it was planned as new feature? Also does forcing 480p work? I remember that 480p patching from Managunz gave similar result to what you described for 0x53 mode. But maybe its just broken feature in Managunz itself, i never tested manual patch. --Kozarovv (talk) 06:15, 29 March 2022 (UTC)
- Only the 2.20 BOOT ROM versions and PSX DVR BIOSes support that mode. But in the netemu, I think this mode is not compatible with the real PS2 one. It looks like a regular PAL (0x03) mode to me with a progressive support (SMODE2 INT field set to zero sends correctly a full 576 frame, instead of 288 lines with a PAL 0x03). Judging by the GS DISPLAY registers of OPL's 576p setting, the parameters of this mode should be more similar to the 480p mode than 576i on the real hardware.
You are right, it is actually the same case with the forced 480p through sceGsResetGraph. If you force this mode and leave the NTSC output buffer sizes, you get a horizontally magnified image (because the MAGH bit is switched in the register and the requested DW is bigger (2560) than expected (1440)). It could be related to the PCRTC/DVE emulation (maybe conversion of VCK units to pixels, I do not know how it does look like on the PS2). At least the parameters of 480p mode seems to follow the correct specifications, in contrary to the 576p.
Anyway, forcing the 480p mode in the netemu is not needed at all (apart from the issue mentioned earlier). Even using the interlaced modes, it does output a progressive frame with the full height front buffer games. With the half height front buffer games, the deinterlacing quality is pretty good in my opinion, as long as the 50/60 fps is maintained.--Agrippa (talk) 18:03, 30 March 2022 (UTC)
- Only the 2.20 BOOT ROM versions and PSX DVR BIOSes support that mode. But in the netemu, I think this mode is not compatible with the real PS2 one. It looks like a regular PAL (0x03) mode to me with a progressive support (SMODE2 INT field set to zero sends correctly a full 576 frame, instead of 288 lines with a PAL 0x03). Judging by the GS DISPLAY registers of OPL's 576p setting, the parameters of this mode should be more similar to the 480p mode than 576i on the real hardware.
Widescreen support
If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:
- Upscaler turned off: widescreen flag set by BIOS,
- Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
- Upscaler turned on - Full screen setting: widescreen flag set by BIOS.
Assuming the PS3 is connected with the HDMI cable and all HD resolutions are ticked in settings. Probably the widescreen support with the upscaler turned off is dependent on the connection and the PS3 resolution settings.
Emu Patches
Display current PC/RA values for r5900
Require ps2_netemu with 3141card patches to display temperatures (every current cfw have it). Mod update values in crazy interval, this is intended. Because mod is used mostly to figure out when game stuck on specific loop. But this can be easily modified to allow less frequent updates. Please note that PC and RA update only when recompiler registers are flushed to memory, luckily for us this happen on every r5900 branch test.
search for (2 times): 3F 40 02 41 63 5A E3 0C 89 3A 00 00 2F 89 00 00 39 29 FF FF 41 9E 00 7C 99 3A 00 00 88 DA 00 01 88 FA 00 02 replace to (2 times): 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 80 C0 91 00 80 E0 8B 7C search for: 43 45 4C 4C 3A 20 25 30 32 64 20 C2 B0 43 26 23 78 61 3B 52 53 58 3A 20 20 20 25 30 32 64 20 C2 B0 43 00 replace to: 50 43 3A 20 25 30 38 58 26 23 78 61 3B 52 41 3A 20 25 30 38 58 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Skip demo disc check
Sony is blocking every game which id from SYSTEM.CNF starts with S, and 4th character is D (SLED, SCED, etc.). When demo is detected sys_stat is set to error code, and emulator return to XMB. Patches here remove that restriction. Apparently ps2_emu don't have that check, probably because there was no need for it (compatibility reasons i guess).
ps2_netemu:
search for 41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30 replace to 60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30 in 4.75+ emu: 0x13356C beq cr7, demo_check ---> nop
ps2_gxemu
search for 41 9E 04 50 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32 replace to 60 00 00 00 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32 in 4.75+ emu: 0x8EEA0 beq cr7, demo_check ---> nop
Extend config table by 50% in ps2_gxemu
Patch increase config slots count from 0x314(788) to 0x49E (1182), so exactly 50% more than before. Patch is dedicated for advanced users, and there is no profit of using it if we don't plan to add any new configs. We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.
8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC64 will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address. Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.
Now:
hash 00 00 00 FF FF FF FF FF pointer 00 00 00 00 FF FF FF FF cmd count FF FF FF FF align 00 00 00 00 (previously we thought that is terminator)
Compacted:
hash 00 00 00 FF FF FF FF FF pointer FF FF FF FF cmd count FF FF FF FF
We have reduced size from 0x18 to 0x10 for single title without losing any data, free 1576 bytes to use :) . After that i wrote small dumper that allowed me to edit table in easy way to recreate new table with empty slots. Hardest part behind us, now just patches to respect new table elements size, and we are done.
4.88.2 Evilnat ps2_gxemu.elf offsets:
0x6F938: 38 00 03 14 --> 38 00 04 9E (increase loop count) 0x6F950: 39 29 00 18 --> 39 29 00 10 (decrease step incrementer) 0x6F968: 79 59 2E A4 79 5A 1F 24 7C 1A C8 50 --> 79 59 26 E4 60 00 00 00 7B 20 00 20 (change way of config data offset calculation) 0x6F978: EB EB 00 08 --> 83 EB 00 08 (load config data pointer as zero extended word, instead of doubleword) 0x6F998: 80 0B 00 10 --> 80 0B 00 0C (change load offset for config count) 0x6F9DC: 7D 3A C8 50 --> 7B 29 00 20 (change way of config data offset calculation for config with 2 or more cmds) 0x6F9F8: 80 09 00 10 --> 80 09 00 0C (change load offset for config count)
For now we can add some configs to table, and use rest of new zeroed space to store configs itself. Alternatively we can use whole new space for extended table, and use language strings for configs itself. But that make things "per region" which i don't like. All that without removing or editing any existing config.
Patch need to be applied directly to decrypted elf file, using ppf-o-matic (select all files to see emus in browser), or other tool.
gxemu.elf MD5 before patch
38D891A6A67F9275D1B6D18E04BDCAA7
gxemu.elf MD5 after patch
B452CCB51348127DAF8A931B621E5E39
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file
SPE programs dumper
Script for IDA to dump SPE programs from PS2 emulators, don't work with ps2_emu. Script is basing on SPE program names to find correct offsets. Due to that is will miss any SPE program which name is not listed inside script. Tested with ps2_gxemu/ps2_softemu/ps2_netemu.
Random ps2_netemu notes
- Some members of pcsx2 team think that emulator is heavily based on early pcsx2. After some reversing this seems to be far away from true. But COP2 and VU0 (and only that for now) really are familiar here and there. To the point where i was able to use pcsx2 code to find names/usage of some variables (mVUbranch for example). But VU0/COP2 is for now only part that have obvious pcsx2 similarities. For example VU1 is different story, and don't even share code with VU0 part of emulator as far as i see.
- Emulator not only patch SPU programs on init, but also patch own PPU code. Which is hard to understand when you can just make changes in source code... eg. 0x1F128 - 0x1F134 in latest emu.
Registers
It seems that emulator try to keep lower 64 bits of some r5900 registers in specific ppc registers. At least at the time when recompiler is running, also when 0x01 command run. This helps little bit with understanding some hooks (0x01 commands). Reason is probably optimization, and cached regs are written only when they need to. At least that how it looks like from analyzing recompiled code.
r13 = unknown (cycles?), always preserved. // When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result. r14 = .MIPS_PC_REG r16 = r5900_v0_reg_lower64_cached r17 = r5900_v1_reg_lower64_cached r18 = r5900_a0_reg_lower64_cached r19 = r5900_a1_reg_lower64_cached r20 = r5900_a2_reg_lower64_cached r21 = r5900_a3_reg_lower64_cached r31 = r5900_ra_reg_lower64_cached Additionally, Onimusha hooks expect r25 to be r5900 s0, and r28 to be r5900 s3. But i didn't found other parts of recompiler that expect the same. So, for now only values above are confirmed.
RSX workload on the netemu
Looks like there is a way to overclock the RSX core by 50 or 100 MHz through LV1 patches. Will the netemu benefit from it?
- Yes, i don't see why not. Assuming that is static patch to elf file, not some cobra style on the fly patch. But don't expect some magic from that. I don't know too much about RSX and not really much about GS. But PS2 emulation is usually limited by CPU power, specially in native resolution. But for example games that need 0x44 cmd, maybe they will work with smoothing now. Maybe some minor slowdowns will be fixed. I still don't know which parts of GS are emulated on RSX, for example softemu used something similar to pcsx2 software render. So there you will get almost nothing from RSX OC. But netemu is different. --Kozarovv (talk) 04:56, 20 March 2022 (UTC)
Netemu load/store with r0 register
Emulator access weird addresses which are interpreted as eg. 0xFFFFFFFFFFFF9480, or load/store like std r14, -0x6B80(r0) which translate to std r14, -FFFF9480(r0), and its sign extended by CPU to 64 bit. Also easier example (without using negative addressing because this is additional emu quirk..). ld r2, 0x3008(r0). This opcode will load double word from 0x3008 address no matter what we currently have in r0, because RA is 0 which is badly interpreted as r0 base.
This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:
ld RT, Disp(RA) RT Specifies target general-purpose register where result of operation is stored. Disp Specifies a 16-bit signed number that is a multiple of 4. The assembler divides this number by 4 when generating the instruction. RA Specifies source general-purpose register for EA calculation.
But according to the same manual:
If GPR RA is not 0, the EA is the sum of the contents of GPR RA and Disp. If GPR RA is 0, then the EA is Disp.
Tl;dr is that if RA is 0 (which disassemblers show as r0), then Disp is real load/store address. This is used many times in emu itself to access negative addresses (0xFFFFFFFFxxxxxxxx), and is used in all netemu cmd 0x01 hooks. While this is more PPC itself than emu stuff, i feel is important to mention this here. Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.
std r4, 0x3008(r0) # store r4 on 0x3008, no matter what r0 actually is at the moment. ld r0, -0x6BF0(r0) # load to r0 from address 0xFFFFFFFFFFFF9410, no matter what r0 actually is at the moment. ld r4, 0x3008(r0) # load to r4 from address 0x3008, no matter what r0 actually is at the moment.
ps2_gxemu external bios/rom loading.
Emulator can load external bios file. File need to be 4 bytes aligned, and 4MB or less size. File name need to be rom.bin (lower case), and probably need to have patched out RDRAM module to success RD check. At least that check is patched in current ps2_gxemu.self rom, maybe is not really needed.
To load bios we need to set emulator status flag bit 2 to true. I'm not sure that is already set, because i don't have memory dump, only elf file. In case is not, we can probably just ignore that check by patch. Emulator read file using lv1_read_remote_file with type 1, and path "rom.bin". So it seems to be relative to emulator self file (dev_flash/ps2emu)? All code is there and is valid, so external bios loading is fully implemented. Only two things required to do that is second bit of status flag set to true, and rom.bin file in correct path.
Note: This code don't exist in ps2_netemu.
Shin Sangoku Musou config
This config does something with sceGsSyncPath by storing 0x4 to INTC_STAT before jumping to it (from one of the main function, so only a specific jump to sceGsSyncPath). I am thinking it fixes this: WhECT9RGZ0k (YouTube link)
What could be happening internally for something like this to be fixed? Interrupt delay to avoid an infinite loop or something? The freeze looks similar to something like the Ecole games (Melty Blood) where the game can move slightly after the freeze, or even break out of it entirely (rare).
- It does write an interrupt request for the start of the VBlank. Looks like the game does sync with the refresh rate and the game logic (at least the specific function you have mentioned) does break itself when the timing is not right.--Agrippa (talk) 14:59, 10 August 2022 (UTC)
- Writing to INTC_STAT remove vblank start bit in this case (acknowledge that interrupt happened). But yeah, generally this is timing issue. Probably similar issue to what pcsx2 have: [| here.] But affect different games due to other differences in emulator. --Kozarovv (talk) 19:38, 10 August 2022 (UTC)
Universal DNAS anti-wipe patch
Tested with 2.8.0 and 3.0.0 DNAS libraries. EESYNC wipes the memory from 0x00084000 to 0x00100000. Patch is needed for 0x42 command to work with DNAS games when the overlay is installed in this memory region.
Original: 18 00 A2 AF 95 00 00 0C 1C 00 A0 AF Patched: 18 00 A2 AF 01 00 02 24 1C 00 A0 AF
Accurate ADD/SUB
Emulator need accurate math for PS2 floating points operations because PS2 FPU/VU are special (partially also PS3 SPEs, but that's story for different wiki page).
PS3 VMX unit in PPU have special compatibility mode with SPU, activated by lv1_set_vmx_graphics_mode(1) hvcall. This is supposed to make floating points operations results as close to SPU as possible. This set default rounding mode to round to zero, denormals are treated as zero, and there are no infinities or NaNs. So practically same mode as PS2 use.
Every PS2 EE emulator on PS3 use this mode as otherwise many of that need to be done by software which is inconvenient, and tank performance. There are some suggestions that Sony requested this mode from IBM specifically for PS2 emulators. At this point floats should be handled like on PS2 right? Nope.
PS2 FPU/VU is even more "special" than that, and it seems that Sony missed, or IBM wasn't able to implement that. What is so special? Since PS2 guarantee to round to zero, there is no need for 3 guard bits (more precisely guard/round/sticky bits).
Testing shows that PS2 use only 1 of those bits in way known from other platforms. This makes every FPU/VU ADD/SUB/MUL/DIV operation possibly inaccurate on hardware other than PS2.
There is no way to reproduce that on hardware that is not created with that in mind. No matter it is PS3 VMX, or x86/ARM SSE/AVX. This behavior is not reproductible on currently used hardware without software approach.
But this still doesn't sound that bad, how much developers can rely on bit precise floating point results? 80 from 788 ps2_gxemu configs is using accurate math command, and that's only small chunk of what is really needed. Not to mention direct patches like Persona 4, etc, and tons of custom configs.
Here is function used when accurate ADD/SUB math is requested: https://pastebin.com/sX6vfxin This code run for EVERY SINGLE add/sub separately when opcode is in command range.
Recompiled code for eg. fpu add d,c,b looks like this:
vaddfp d,c,b
While recompiled code for accurate fpu add d,c,b looks like this (simplified):
lis a,0xXXXX ori a,a, 0xXXXX stvx b,a, 0x0 add a,0x10 stvx c,a, 0x0 bla https://pastebin.com/sX6vfxin lis a,0xXXXX ori a,a, 0xXXXX lvx d,a, 0x0
Ugly fix for HDD whitelisted games loaded through Cobra
The HDD whitelisted games are crashing when loaded through the Cobra (they do work as a 2P package, but the HDD install prompt does not appear of course). I do not know whether the backwards compatible models are affected. The serial ID is compared in the game_ext_plugin module and currently the webMAN MOD does rename the executable inside the ISO to avoid the check. Here is a patch meant to be done on the fly in the payload when mounting the game. Only the SOCOM games have been tested - the HDD install prompt appears and regardless of what you choose, the game will boot successfully.
Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D Patched: 60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D
Unknown VIF issue - bad cmd
Emulator seems to do something wrong when bad (unknown) command is sent to VIF. Since all examples are related to VIF1 lets assume that maybe only that part is broken.
- Buffy send command 0x12 - At the time when command is sent VIF1_ERR.ME1 bit is not set. Correct behavior will be stall VIF, seems to be broken because stall take too long.
- Jak TPL accidentally send bad data (vectors floats) as cmd - At the time when command is sent VIF1_ERR.ME1 bit is set. Correct behavior will be ignore bad cmd, and handle it as nop, no stall.
- Formula One 05 bad cmd when entering pitstop - Unknown reason, fixed in pcsx2 at some unknown point. Can be dma issue, but worth to check if netemu is affected in any way (https://github.com/PCSX2/pcsx2/issues/2918)
- General note. PS2 VIF seems to be broken by design. Manual have following warnings:
- Due to a failure in determining DMAtag Mismatch error, setting ME0 bit to 0 may generate an error even though a correct packet has been transmitted. Set the ME0 bit to 1 when using it.
- In V3_16 format, set the ME1 bit to 1.
- The ER0 bit cannot be used appropriately due to a failure in determining DMAtag Mismatch error. Mask the DMAtag Mismatch error detection feature by setting VIF0_ERR.ME0 to 1.
Code which handle bad cmd:
0x14D00 ila r4, 0x2000 0x14D04 shufb r2, r104, r104, r89 0x14D08 ila sp, sub_147C0 0x14D0C a r2, r2, r77 0x14D10 shufb r2, r103, r102, r2 0x14D14 stqa r2, VIF1_CODE 0x14D18 lqa r2, VIF1_ERR 0x14D1C lqa r3, VIF1_STAT 0x14D20 andi r2, r2, 4 ; VIF1_ERR.ME1 0x14D24 ceqi r2, r2, 0 ; set if bad cmd is unmasked 0x14D28 selb r3, r3, r2, r4 ; Set VIF_STAT.ER1 if bad cmd bit mask is not active 0x14D2C andi r4, r2, 0x10 0x14D30 selb r2, sp, r39, r2 ; sub_147C0[sp] or (sub_12840 or sub_17700)[r39] depending on ME1 bit // Probably issue starts here. 0x14D34 lnop 0x14D38 or r87, r87, r4 ; Unk flags, stored at 0x290 0x14D3C stqa r3, VIF1_STAT 0x14D40 nop 0x14D44 bi r2
- Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--Mrjaredbeta (talk) 03:37, 12 February 2023 (CET)
Games with suspected DMA issues
List of games with DMA issues that are currently unfixed:
- Reveal Fantasia (SLPS-25094)
- DMA timing issue due to GIF transfers of (mostly) text data, arising from GRBAT_set functions which set data to transfer(?).
- Recently fixed in PCSX2 with Instant DMA.
- Currently fixed with added loop on EE so GIF DMA is not overwritten too fast.
- Street Fighter EX3 (SLPS-20003, SLUS-20130, SLES-50072)
- DMA timing issue due to GIF transfer of 2D HUD data. Freezes at the start or close to the start of the HUD showing. SLPS-20003 freezes a lot less consistently, most likely timing differences due to unoptimized assembly code.
- Current fix skips 2D HUD rendering and in turn fixes freezing issues.
- Melty Blood games, Arcana Heart games
- PCSX2 has similar issue with possible freeze during Actress Again logo intro, but netemu behaves a bit differently. It is most likely fixed with Instant DMA on PCSX2 (needs confirmation).
- Actress Again intro freezes later than PCSX2. Actress Again intro freezes at random points, and some stages/character select/character intros also freeze.
- Currently fixed with delay loop to sceDmaSend (the "kozarovv" hook).
- Scandal (SCPS-15001)
- Glitched textures.
- Recently fixed in PCSX2 with Instant DMA, also fixed with EE Timing Hack.
- Confirmed to be GIF DMA issue, caused by lack of EE data cache emulation.
- Currently fixed with delay loop to sceDmaSend (the "kozarovv" hook).
All games have been tested with command 0x01 GIF/VIF1 hooks to no avail.
- Discussion
I decided to port RF config to Street Fighter 3 EX (SLUS), this way we should be able to check if that's really timing issue. Config work same way as before 00 20 19 24 is loop count (cur. 0x2000, max 0x7FFF) --Kozarovv (talk) 18:25, 2 January 2023 (UTC)
0a 00 00 00 07 00 00 00 50 44 16 00 20 ff bd 27 f0 ff 03 08 54 44 16 00 80 00 b5 ff 20 ff bd 27 c0 ff 0f 00 00 00 00 00 00 20 19 24 c4 ff 0f 00 00 00 00 00 ff ff 19 14 c8 ff 0f 00 00 00 00 00 ff ff 39 27 cc ff 0f 00 00 00 00 00 16 91 05 08 d0 ff 0f 00 00 00 00 00 80 00 b5 ff
- I will have to test more, but 0x2000 slows down the gameplay a bit but seems to fix the freezes. Around 0x1800 or lower seems to still freeze, albeit less quicker. I was at least able to play through the first two stages at 0x2000 with some slowdown and did not get any freezes. The original "fix" was 0x10 command on the mul.s in that function, which slowed down the gameplay and completely fixed the freeze, so this may also be doing something similar to that, or this could be the best fix we can get as it can be dynamic changed to faster/slower for testing. --Mrjaredbeta (talk) 03:16, 4 January 2023 (UTC)
Games with EE threading/interrupt issues
- Harry Potter and the Chamber of Secrets
- Seems to randomly hang on the last stage of loading (ra=0x19bf70). WaitSema calls spotted during the hang.
- Gran Turismo 4
Assuming the game programming is right, the underlying issues are data transfer related, probably.
Stuntman/Driv3r research
Well, I decided to take another look at this game a few days ago after a weird dream I had. I am glad I did, since I have discovered some new things. This is with 0x0E accuracy adjustments.
Stuntman US 0x100000-0x1c5e68 - no change 0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf vadd.xyzw vf01, vf01, vf02 0x1c7128 - improvement in Update__5WheelR3CarR4MAm4R4MAv3T3 vadd.xyzw vf01, vf01, vf02 0x1c727c - imrpovement in Update__5WheelR3CarR4MAm4R4MAv3T3 vadd.xyzw vf01, vf01, vf02 - both of the above with the others make most accurate path - vm insts 0x1c6e78-0x1c6ecc basically negate this additional accuracy? 0x1c769c-0x211f04 - nothing 0x211f08 - improvement in _dyForwardDynamics__FP10DYdynamicsf vadd.xyzw vf02, vf02, vf01 0x211f94 - improvement in dyStepRunge1__FP10DYdynamicsf vadd.xyzw vf04, vf04, vf01 0x2140b0-0x215118 - no change 0x215118 - obUpdateTransMatrix__FP8OBobject - negates additional accuracy of Update__5WheelR3CarR4MAm4R4MAv3T3? 0x215260-0x1ffffff - no change
This does not seem to make any stages completable, but it at least helps the AI car in 1-4 get past the indoor section and not get caught up on the turn/area after. Instead, it now hits the orange crate left of the path it is supposed to go. It could potentially have worse effects on other stages as well... Maybe these offsets/functions in particular can help PCSX2 research.
- Try with EU version, you should be able to complete that mission with accu config. I remember that on pcsx2 with hacked vadd almost full EU game is playable. At some point i also hacked dyStepRunge little bit. dyStepRunge1 is less accurate, dyStepRunge5 is most accurate. Game decide which function should be used. But you can patch it to branch always to dyStepRunge5 etc. --Kozarovv (talk) 20:03, 4 January 2023 (UTC)
Patches for SCCS region games
Most Chinese region games (SCCS) require the ROM2 modules to be present. However, even if they are required by the game in order to boot, they are not needed at all and are fully playable without ROM2 the vast majority of the time. I have compiled patches for all SCCS games that allow each one to at least boot on PS3 and PCSX2 (older versions, or newer ones without the correct BIOS) by simply skipping over the infinite loops the games get caught in: https://www.mediafire.com/file/skdka574f23b96g/SCCS_patches.zip/file
Mostly untested on PS3, but all have been tested on an older PCSX2 version. PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator. In the end, only two games ended up having text bugs due to the character data not being loaded from ROM2:
Serial Number | Game | Bootable (without patch) | ROM2 required |
---|---|---|---|
SCCS-40001 | Ape Escape 2 | No | Yes (missing text) |
SCCS-40002 | Devil May Cry 2 (Disc 1) | No | No |
SCCS-40003 | Devil May Cry 2 (Disc 2) | No | No |
SCCS-40004 | XIGO: Zuihou de Touzi | No | No |
SCCS-40005 | Ico | No | No |
SCCS-40006 | Zhen Sanguo Wushuang 2 | No | No |
SCCS-40007 | Arc the Lad: Seirei no Tasogare | No | No |
SCCS-40009 | Dragon Ball Z 2 | Yes | No |
SCCS-40010 | Super Puzzle Bobble 2 | No | No |
SCCS-40011 | Armored Core 2: Another Age | No | No |
SCCS-40014 | World Soccer Winning Eleven 7 International | No | No |
SCCS-40015 | Viorate no Atelier: Gramnad no Renkinjutsushi 2 | No | Yes (text bugs) |
SCCS-40016 | Ape Escape: Pumped & Primed | Yes | No |
SCCS-40017 | EyeToy: Play | No | EyeToy game |
SCCS-40018 | Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! | No | EyeToy game |
SCCS-40019 | Formula One 04 | No | No (English) |
SCCS-40022 | World Soccer Winning Eleven 8: Asia Championship | No | No |
SCCS-60002 | Gran Turismo 4 | No | No |
- I believe that real PS2 also need those patches. For OPL, but not only. ROM2 with CH fonts is not existing outside of 3 ps2 models. All of them released only in China, and one of them is still not even dumped (devkit). This ROM2 is even missing in Hong Kong region PS2. Btw. When i implemented ROM2 support in pcsx2, i tested patching game first. Unluckily for netemu, and fortunately for pcsx2. First and only game i tried to patch was Ape Escape 2. :) --Kozarovv (talk) 12:39, 23 November 2022 (UTC)
- Yup, lucky for me I tested Dynasty Warriors 3 first, then Ape Escape 2 was the second if I recall. I was worried but pleasantly surprised by the rest of the results. I assume ROM2 has data for simplified Chinese characters while Hong Kong/Taiwan uses traditional characters, and that’s probably why there is no ROM2 in the HK/TW region. I am not sure why they even included ROM2 in the first place if barely any games utilize it, but oh well. --Mrjaredbeta (talk) 18:01, 28 November 2022 (UTC)
Removing stuff from ps2 emu page
I'm thinking about removing some data from PS2 Emulation page. Mostly stuff that is strictly PS2 thing.
- PS2 Memory and Hardware Mapped Registers Layout
- Video Modes
- Config related info
Video Modes listed there are not even supported by emulators without GS, and likely to fail even on PS3 with GS. This is really info for PS2 wiki in my opinion. PS2 Memory and Hardware Mapped Registers Layout also fit more in PS2 wiki. This is more like general PS2 dev knowledge than emulation related stuff. Eventually keep them as a links to ps2tek or ps2 devwiki, or something. Let me know if you think this is/isn't good idea. For example PS1 page don't list stuff like this, same goes for PSP page. In case of Config stuff. This is crucial part of this page, but i feel that harm general readability. Due to complicated nature of PS2 config descriptions are getting bigger, and bigger. Honestly this is still missing a lot of info because many times we are limiting ourself to not make descriptions too extensive. All that to not flood page too much. Maybe it's time to move most of that to new dedicated page? We can leave some basic info, like that small table, plus some BOLD link to "advanced page". This should allow to wikify and move some non-config stuff from talk page. This are only ideas, i expect not everyone will be happy about all of them. Lets talk. :P --Kozarovv (talk) 08:21, 16 January 2023 (UTC)
- I think these are all good ideas. I occasionally use the PS2 register info for help sometimes, but I could easily use PSI’s page for that (https://psi-rockin.github.io/ps2tek/). I agree that it doesn’t really belong on the page. I agree that emulation page is getting extensive, so maybe it would be good to move the config info to a new page. I am not opposed and are all for it. --Mrjaredbeta (talk) 15:12, 16 January 2023 (UTC)
VU0 Issues in True Crime: NYC
Seems PCSX2 shares/shared a similar issue relating to camera/controls and AI movements: https://github.com/PCSX2/pcsx2/issues/7584
I am not sure what was changed between these revisions (maybe even something else outside of the report), but just leaving this here for reference.
- Please test that config (NTSC-US), this disable so called auto align of camera. Lets see if there is any change in behavior.
3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00 f0 a8 16 00 3c 00 02 ae 3c 00 00 ae 00 00 00 00
Regardless of that code working or not, here is config to enable player coordinates debugging:
3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00 8c 08 4a 00 43 00 60 50 00 00 00 00 00 00 00 00
I assumed that is camera issue, but it will be good to see if player coordinates don't get some crazy values (comparing to pcsx2). This config is also useful to see if patching EE work at all for this game. Because game load another elf at start so 0x0A can be broken here. Configs can be combined if needed. --Kozarovv (talk) 19:13, 18 January 2023 (UTC)
- So, I did some testing. Firstly, the 0x0A patches worked without issue. I did previously test the debug menu months (years?) ago, but did not extensively look into what was actually going on…so I did yesterday. It seems like the dir coordinates get problematic when X value is in between -0.70 and 0.70. Any X dir value less than 0.70 and greater than -0.70 have extremely erratic behavior. It also should be stated that X and Z values match at 0.70. AI characters also seem to behave wrongly with the same directional values. Maybe some bad math accuracy…but I did already use all math accuracy functions to no avail. So, not an issue with camera, not an issue with analog controller values, but an issue with specific dir math calculation. Maybe it’s branching when not supposed to? I did find some memory addresses that handle the math, but I am not at home now to share. --Mrjaredbeta (talk) 15:10, 19 January 2023 (UTC)
- Game do a lot of crazy shit. Whole function seems to be hand written assembly, including VU0 program that is running in the middle of that. For example that VU0 program do divide (7 cycles), waitq (wait for div result), and finally multiply by result of that q. All that in ebit delay slot. Ok, manual don't forbid that, but have some mercy for emulators.. Function on EE side is also weird as hell. 3 consecutive stores to the same address (overwrite without use). 15 lines of floating point operations to figure out if value is 0 or 1, to finally use π as a replacement for 1. I kinda replicated behavior from ps3 on pcsx2, but this involve that messy assembly part, and i have no idea which part is going wrong. I think that now i need to compare that to TC:LA, same engine maybe they made only some minor changes to break this in TC:NY. --Kozarovv (talk) 17:18, 19 January 2023 (UTC)
0a 00 00 00 01 00 00 00 7c ad 3c 00 01 00 62 30 21 10 60 00 00 00 00 00
- Unfortunately, the config did not fix the issue. I tried force branching over all of the smaller branches in the function, but it still did not help. However, I did try branching over the entirety of the math (bc1f to b higher in function), and the character was able to run forward from any position, so I think we are close. Seems to be related to this function, at least for movement. I will do some more experimenting with it later today. --Mrjaredbeta (talk) 14:21, 20 January 2023 (UTC)
- I am able to replicate similar behavior to netemu in function at 0x403ba8 (jumped to from 0x3cac88). Messing with branching and instructions here can mess up dir values in certain ranges, but others work perfectly fine. --Mrjaredbeta (talk) 00:25, 21 January 2023 (UTC)