Talk:PS2 Emulation: Difference between revisions
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| 0x3B || {{no}} || {{no}} || {{no}} || 0x43FAC || || | | 0x3B || {{no}} || {{no}} || {{no}} || 0x43FAC || || | ||
|}{{clear}} | |}{{clear}} | ||
====Function 0x0D==== | ====Function 0x0D==== | ||
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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. | 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. | ||
I did some work on it, and it seems to modify read speed. Higher values should give faster read speed. Eventually higher values will give more frequent event checks, but read speed modifier seems to be more probable now when we know default values. To get faster read speed we should use (1, x > 0x400) for CD, and (1, x > 0x1000) for DVD. At this point Shadowman 2 is good test candidate again, just with some really high value. All configs from GX emu looks like they slowing down reads, because values for DVD are below 0x1000, Shadowman2 without config doesn't change anything because this config use default value... Burnout 3 is interesting here, only config that seems to use 0 (yolo read speed) option. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:24, 3 July 2023 (CEST) <br> | |||
void MECHA_on_state_3(__int64* mecha) | |||
{ | |||
ReadSectorSize = *(mecha + 0x70); | |||
if ( !ReadSectorSize ) | |||
panic(1u); | |||
do | |||
current_tb = get_current_timebase() | |||
while ( !current_tb ); | |||
readed_sectors_count = readed_size_in_bytes / ReadSectorSize; | |||
readed_sectors_count_mul_by_79800000 = 79800000LL * readed_sectors_count | |||
tb_for_seek_and_read = *(mecha + 0x18); | |||
skip = current_tb - tb_for_seek_and_read >= readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1) | |||
if ( cmd_0x0C_0 != 1 || val_from_cmd_0x0C_1 == 0 || skip ) | |||
{ | |||
if ( *(mecha + 0xD4) <= BytesToRead && !*(mecha + 0xE4) ) | |||
{ | |||
*(mecha + 0xD4) = readed_size_in_bytes; | |||
*mecha_state = 4; // Reading done here. Going to next step. | |||
return; | |||
} | |||
panic(1u); | |||
} | |||
set_scheduler( | |||
5uLL, // 5 - CDVD event | |||
tb_for_seek_and_read + readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1, // When | |||
&syscall8_200, // Event Handler. | |||
0LL); // unk | |||
} | |||
* Netemu does crash when the first param is set to 0x2.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 21:03, 7 July 2023 (CEST) | |||
** No idea why, function that check config compare to 2 and panic if greater than. So '''2''' is accepted at least there. This config is used in 4 places. All of them use next part of config only if this one is '''1'''. 3 places check explicitly for '''1''', one place check for '''0'''. Setting '''2''' is weird from code point of view because it's almost like 0, but allow code to do one check in read function, and to be honest this doesn't look like intentional behavior because similar check is performed earlier in previous N command state, and there is handled properly including setting 1F402006 to error code instead of panic. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:31, 7 July 2023 (CEST) | |||
===ps2_netemu command 0x12=== | ===ps2_netemu command 0x12=== | ||
====type 1==== | ====type 1==== | ||
Playground discussion, unsure about clrlslwi r11, r0, 16,3 result | Playground discussion, unsure about clrlslwi r11, r0, 16,3 result | ||
Line 324: | Line 338: | ||
seg017:00000000001984C0 bgt cr6, next_value | seg017:00000000001984C0 bgt cr6, next_value | ||
</pre> | </pre> | ||
<br> | |||
Leaving old info for now as it have good explanation of code itself. Command patch vu0_jit_data memory directly. For example above patch will write 0x188 to 0x1C018994 address. vu0 jit mem hold info about microprograms, like how many cycles will run, where program start/end, where is ebit, etc. For now is unknown which info is patched, but shift by 3 suggest it will be vu0 address related info. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:23, 14 June 2023 (CEST) | |||
====type 2==== | ====type 2==== | ||
Line 452: | Line 468: | ||
|} | |} | ||
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 21:03, 1 October 2022 (UTC) | --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 21:03, 1 October 2022 (UTC) | ||
Example of recompiled code with enabled cache emulation: https://pastebin.com/sDwc1MLX | |||
* Every operation with r15 and following r7/r8 loads, compares, and cr operations will be skipped by emitter with 0x21 --> 0 | |||
* r15 is loaded with current address (page?), to get full value shift it left by 6 eg. 0x808710 << 6 = 0x2021C400 (shift left by 6 = multiplying by 0x40) | |||
* For small part of code posted on pastebin, cache check is performed 33 times * 8 opcodes = 264 opcodes from 801 are cache checks! A lot of work, a lot of code mostly for nothing. | |||
* Conclusion. Use 0x21 --> 0 whenever you can. iCache emulation is pointless for 99% of games. | |||
* Small oftopic. Every opcode that write to r13 increase emulated cycles. Every opcode writing to r14 modify current r5900 pc. Every branch to 0x3800 mean that event test will be performed. | |||
* Problematic games (have issues with 0x21 enabled): Shadow Hearts 3, Jak & Daxter, VP2, Hot Shots series, Kingdom Hearts. Any game that load additional code overlays and do that custom way, for example Shadow Hearts 3 load code from bin files hidden in cpx files. All those games doesn't really need iCache emulation to work, but emulator seems to have issue with code invalidation. Only small amount of games used this method of loading, so it still should be fine for 99% of games. | |||
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:32, 22 May 2023 (CEST) | |||
* Radiata does not crash. English patch for FFXII IZJS does crash though (0x21 fixes stuttering in turbo mode).--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:33, 22 May 2023 (CEST) | |||
** Whoops, my bad. Fixed. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:44, 23 May 2023 (CEST) | |||
*** Actually, the icache invalidation issues could explain why the infamous Maori VP2 overlay anti-protection patch is not working on the netemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 22:14, 15 June 2023 (CEST) | |||
**** His patch is basically self modifying code, so its possible. You can try cmd 0x01 with 0x0E subcommand hook at 0x01feb1c0. This invalidate whole mem every time offset is hit, ensuring that new code that is written from patcher is not in conflict with cache. Also remember that 0x42 is applied only on syscall 7, so if game modify 0x1feb1c0 - 0x1feb2e0 region, it will wipe patcher. And games often memzero whole data memory right after start. This issue don't exist on pcsx2 because it will reapply it on next vsync, while on netemu only 0x09/0x0A patches are reapplied. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 15:37, 16 June 2023 (CEST) | |||
===ps2_netemu command 0x22=== | ===ps2_netemu command 0x22=== | ||
Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it. | Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it. | ||
===ps2_netemu command | |||
===ps2_netemu command 0x28=== | |||
This command is heavily stripped version of command from gxemu. On netemu only option that seems to change anything is 0. From what i gathered in emu, when set to 0 SEEK ncmd will to be ignored and instant command ack is set. When 0 is used cdvd.SeekToSector is not updated from NCMD params. For emulated vm this mean next read command will perform seek to sector from position where last read end. Not sure if i'm understanding that correctly, it seems to be very hacky solution. | |||
After some more work, its either skip seek, or make seek instant. Still a hack, but may give some loading boosts here and there (and break a lot of stuff too). | |||
===ps2_netemu command 0x2A=== | ===ps2_netemu command 0x2A=== | ||
Line 516: | Line 515: | ||
Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:05, 7 March 2022 (UTC) | Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:05, 7 March 2022 (UTC) | ||
=== | ===ps2_gxemu command 0x19=== | ||
Command disable reads/writes to selected IOP HW registers. Disabled regs are: | |||
* 0x10000000 - 0x10003FFF (DEV9/SPEED/ATA/SMAP) | |||
* 0x1F801460 - 0x1F80147F (Unknown) | |||
* | |||
* | |||
Command is auto applied to titles listed here (duplicates are really there in emu too): | |||
Hash ID Name | |||
0x0CD1298155 SLES_540.13 World Snooker Championship 2007 | |||
0x12C93199A5 SLES_518.40 NHL Hitz Pro | |||
0x15C93199AD SLES_549.13 Pro Evolution Soccer 2008 | |||
0x24D92589A5 SLUS_211.86 NBA Ballers - Phenom | |||
0x2CD12D8125 SLUS_212.35 MLB 2K6 | |||
0x34C9359935 SLUS_211.38 X-Men Legends II - Rise of Apocalypse | |||
0x34C93599E5 SLUS_211.28 Blitz - The League | |||
0x34C93599E5 SLUS_211.28 Blitz - The League | |||
0x449961C9E5 SLES_542.10 NBA 2K7 | |||
0x4C9169C1CD SLES_542.46 FIFA '07 | |||
0x4C9169C1D5 SLES_542.45 NHL '07 | |||
0x4C9169C1DD SLES_542.44 FIFA '07 | |||
0x4C9169C1E5 SLES_542.43 FIFA '07 | |||
0x4C9169C1F5 SLES_542.41 FIFA '07 | |||
0x4C9169C1FD SLES_542.40 FIFA '07 | |||
0x4CB14DE12D SLUS_213.74 Marvel - Ultimate Alliance | |||
0x54A955F915 SLUS_212.74 Outrun 2006 - Coast 2 Coas | |||
0x5CA15DF165 SLUS_213.01 World Series of Poker | |||
0x5CA15DF1FD SLUS_212.86 WWE SmackDown! vs RAW 2006 | |||
0x5CA15DF1FD SLUS_212.86 WWE SmackDown! vs RAW 2006 | |||
0x649965C94D SLUS_214.63 Tom Clancy's Ghost Recon 2 | |||
0x649965C955 SLUS_214.60 NBA Live '07 | |||
0x649965C95D SLUS_214.61 NASCAR '07 | |||
0x649965C965 SLUS_214.58 NHL '07 | |||
0x649965C96D SLUS_214.59 NCAA Football '07 | |||
0x6BB149E15D SLES_531.04 Tom Clancy's Rainbow Six - Lockdown | |||
0x6C916DC165 SLUS_214.91 World Series of Poker - Tournament of Champions | |||
0x6C916DC1A5 SLUS_214.83 Tiger Woods PGA Tour '07 | |||
0x6C916DC1AD SLUS_214.82 NFL Street 3 | |||
0x6C916DC1B5 SLUS_214.81 NCAA March Madness '07 | |||
0x6C916DC1D5 SLUS_214.77 Madden NFL '07 [Hall of Fame Edition] | |||
0x6C916DC1DD SLUS_214.76 Madden NFL '07 | |||
0x748975D9DD SLUS_213.83 Fight Night - Round 3 | |||
0x7C817DD125 SLUS_214.33 FIFA Soccer '07 | |||
0x7C817DD165 SLUS_214.25 NHL 2K7 | |||
0x7C817DD16D SLUS_214.24 NBA 2K7 | |||
0x7C817DD175 SLUS_214.27 WWE SmackDown! vs RAW 2007 | |||
0x7C817DD1CD SLUS_214.12 World Championship Poker featuring Howard Lederer - All-In | |||
0x84798529BD SLUS_205.65 Champions of Norrath | |||
0x8559A109AD uuunnnnnkkk | |||
0x8579852915 SLUS_215.68 Arena Football - Road to Glory | |||
0x8579852965 SLUS_215.82 MVP '07 - NCAA Baseball | |||
0x8D51A90145 SLES_545.11 UEFA Champions League | |||
0x8D51A901B5 SLES_545.13 UEFA Champions League | |||
0x8D51A901BD SLES_545.12 UEFA Champions League | |||
0x8D718D21BD SLUS_216.20 NCAA Football '08 | |||
0x9C619D31E5 SLUS_205.41 NBA Ballers | |||
0x9D41B911AD SLES_544.48 World Series of Poker - Tournament of Champions | |||
0x9D619D31C5 SLUS_215.61 Major League Baseball 2K7 | |||
0x9F29357805 SCUS_975.44 NBA '07 featuring The Life Vol.2 | |||
0x9F293578E5 SCUS_975.56 MLB '07 - The Show | |||
0xB549B51915 SLUS_216.38 Madden NFL '0 | |||
0xB549B51925 SLUS_216.32 NHL 2K8 | |||
0xB549B5195D SLUS_216.47 NHL '08 | |||
0xB549B519A5 SLUS_216.48 FIFA Soccer '08 | |||
0xB549B519AD SLUS_216.49 NBA Live '08 | |||
0xBC61793025 SCES_532.85 Ratchet - Gladiator | |||
0xBD41BD1105 SLUS_216.69 NBA 2K8 | |||
0xC439C569F5 SLUS_208.20 Tom Clancy's Ghost Recon - Jungle Storm | |||
0xC7716D20D5 SCUS_974.01 Hot Shots Golf FORE! | |||
0xC7716D20D5 SCUS_974.01 Hot Shots Golf FORE! | |||
0xCA11E941F5 SLES_516.97 SSX 3 | |||
0xCF7965285D SCUS_973.53 Ratchet and Clank - Up Your Arsenal | |||
0xCF7965285D SCUS_973.53 Ratchet and Clank - Up Your Arsenal | |||
0xD20911582D SCES_515.93 Hardware Online Arena [Beta, Promo & Full Release] | |||
0xD7617D308D SCUS_973.28 Gran Turismo 4 | |||
0xE339C1695D SLES_525.45 Star Wars Battlefront | |||
0xE794CCB06D PCPX_980.42 Minna no Tennis | |||
0xEA3129608D SCES_515.78 Network Access Disc [Original, v4.02 & v4.03] | |||
0xEC11ED4115 SLUS_209.73 Champions - Return to Arms | |||
0xEF594508D5 SCUS_975.00 MLB '06 - The Show | |||
0xF409F559AD SLUS_208.89 MLB Slugfest - Loaded | |||
0xF7415D10E5 SCUS_974.65 Ratchet - Deadlocked | |||
0xF7415D10E5 SCUS_974.65 Ratchet - Deadlocked | |||
As a result config disable HDD/NET capabilities. | |||
==XMB messages related with PS2 Emulation== | ==XMB messages related with PS2 Emulation== | ||
Line 632: | Line 689: | ||
* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc | * Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc | ||
* When enabling [http:// | * 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 [http:// | * 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 [http:// | * 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 [http:// | * 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: [http:// | 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 [http:// | 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 [http:// | 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. | ||
Line 847: | Line 904: | ||
ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs. | ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs. | ||
Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products. | Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products. | ||
So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is. | So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is. | ||
I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic. | I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic. | ||
<br>There is also check for 0xE794CCB06D PCPX_980.42 Minna no Tennis entry, emu also refuse to boot it, and throw the same error as with SwapMagic/SCED discs. | |||
==CDVD Commands== | ==CDVD Commands== | ||
Line 1,030: | Line 1,088: | ||
Every "mechacon_auth" command return zeroed result with different size. Only exception here is 0x81 which return 1. | Every "mechacon_auth" command return zeroed result with different size. Only exception here is 0x81 which return 1. | ||
</pre> | </pre> | ||
==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== | ==EE I/O Handlers list== | ||
Line 1,549: | Line 1,678: | ||
|- | |- | ||
|} | |} | ||
1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. | 1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. Addresses not described below are handled as a unk rw. Which mean they return 0 on read, and do nothing on write. | ||
* 1000F820 return "DrJock TV Quiz P" | * 1000F800 do nothing (blr). Have own handler, which suggest it was used for something earlier. [r/w] | ||
* 1000F830 return "hD bags few lynx" | * 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. | 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== | ==Random notes about SPE in ps2_netemu== | ||
Line 1,652: | Line 1,785: | ||
*8 - SPRfrom dma is handled on PPE only it seems | *8 - SPRfrom dma is handled on PPE only it seems | ||
*9 - SPRto dma is handled on PPE only it seems | *9 - SPRto dma is handled on PPE only it seems | ||
Additionally EEDMA handle VU1 code writes/reads. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.<br> | Additionally EEDMA handle VU1 code writes/reads, VU1 code is stored at 0x1A000 of LS in big endian. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.<br> | ||
So is more like "Close to GS" DMA handler. | So is more like "Close to GS" DMA handler. | ||
Line 1,658: | Line 1,791: | ||
===VU1 emulation on SPE=== | ===VU1 emulation on SPE=== | ||
VU1 SPE program starts at 0x4000 of LS. Start function is responsible for loading all 128 spe registers with values from memory starting from 0x4230 of LS for r0, ends at 0x4A20 for r127 (r127 is trashed literally in next opcode after that...). This should result in all 0 value regs, excluding r0 which will be set to float(1.0, 0, 0, 0) like ps2 vf00. After that function notify PPE side that its done, and jump to 0x8000, here fun begins. SPE program now clear LS memory from 0x0000 to 0x7FF0, this include VU1 data mem that is located at first 0x4000 bytes. What's more important function that we started at 0x4000 will be deleted. Yup, self modifying code on SPU (good luck for eventual emulator that will try to run ps2_netemu). | |||
<br> | |||
When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter. | When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter. | ||
Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way. | Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way. | ||
In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C | In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C | ||
<br><br> | |||
SPU registers always follow this layout when VU1 is running: | |||
*r0 - r31 = vf00 - vf31 | |||
*r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway) | |||
*r48 = ACC (accessible from VU0 as vi19) | |||
Additionally ppu can access those regs with addresses 0x3000xyy0. | |||
Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex. | |||
*0x30004100 = vf16 | |||
*0x30004200 = vi00 | |||
*0x30004350 = I register (vi21) | |||
etc. | |||
Is worth to note that ppu is not accessing spu regs directly, instead 0x3000x000 is mapped to 0x3F000 of vu1 local store. On real PS2 hardware regs are accessible only when VU1 is stopped so program just dump regs to that location on every vu1 stop (ebit/tbit/force break). | |||
This mapping is added specially for VU0 which can access VU1 registers by use of memory address, when vu0 recompiled program run ppu always load 0x30000000 to r1 to compute address if needed. | |||
===IPU SPE6=== | ===IPU SPE6=== | ||
Line 1,714: | Line 1,864: | ||
== Emu Patches == | == Emu Patches == | ||
===Remove PCRTC Blur for Netemu=== | |||
Adds new config 0x4F (no param) which disables PCRTC blur offset which many games use. Patch additionally changes debug menu entry XOR CSR to NO BLUR setting. XOR CSR from file CONFIG is unaffected and still work as expected. I decided to add this entry in menu because it's nice way to compare how good this setting is when game use blur offset. While games which need XOR CSR have very obvious screen corruptions so there is no need for "live" view for it. New config obviously not work on HEN, but CONFIG files which include 0x4F work fine on HEN, command is just skipped, this keeps configs compatible with all current hacks. Big thanks to mrjaredbeta for testing all of this! | |||
Under the hood code compares DISPLAY1 and DISPLAY2 registers and when DX and DY difference is not greater than 6 it mirrors DISPLAY1 to DISPLAY2. Many checks are added to prevent false detection: PMODE need to have enabled 2 circuits, any of DISPLAY registers can't be all 0's, etc. Detection also works for different DW/DH, for games like Soul Calibur 3. Results really vary per game, many games stays unaffected because they modify OFFSET by GIF 0x18/0x19 commands. Good example of game that is nicely improved is Kingdom Hearts 2. | |||
<br><br>Patch is for Evilnat 4.90 ps2_netemu.elf file. | |||
<br>https://www.mediafire.com/file/s83lt9zkwlyhpc2/No_Blur.ppf/file | |||
<br><br>MD5 before patch is applied: | |||
70D22D79A5BB876B8EA2D0FE55D046C7 | |||
MD5 after patch is applied: | |||
0B632F05371215AA6BE2C976924737AE | |||
Preview: | |||
https://ibb.co/9sSjmCm (default netemu) | |||
https://ibb.co/G7t11Nq (No Blur enabled) | |||
===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=== | ===Skip demo disc check=== | ||
Line 1,783: | Line 1,970: | ||
B452CCB51348127DAF8A931B621E5E39 | B452CCB51348127DAF8A931B621E5E39 | ||
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file | DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file | ||
==Inject LIBSD into netemu Bios== | |||
This patch improves compatibility with homebrew. Many homebrews still need hex edits and supplying X modules on disc. But this patch takes care of LIBSD at least. For example, Multiloader 1.41 with midi player mod now works out of the box. | |||
Offsets for unpacked elf file. | |||
0x893470: string TBIN --> LIBSD | |||
0x8DC200: Paste LIBSD file here (Ctrl-B in HxD to overwrite old data). | |||
TBIN file which is replaced is not used in PS2 mode, we can safely patch it. Same can be done for other emulators, just need correcting offsets. | |||
== SPE programs dumper == | == SPE programs dumper == | ||
Line 1,792: | Line 1,986: | ||
== Random ps2_netemu notes == | == Random ps2_netemu notes == | ||
* 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. | * 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. | ||
* GUI seems to be tied to GIF/GS emulation. That research was inspired by Dolphin progress report, and it seems to be correct. Fe/be (frontend/backend) spus are involved here. Which explain some UI slowdowns on GIF intensive games. | |||
* Emulator is full of unused functions. Everything that is compiled inline its also there as separate unreachable function. | |||
* DEV9 registers are not implemented. Reads return 0, writes are void. In simple words Net and PS2 HDD emulation is impossible. Fun fact is that emu perform meaningless check for HDD supported titles. | |||
* USB registers are IMPLEMENTED and seems to be fully functional on ppe and spe side. We are missing something else here, not sure what. | |||
===Registers=== | ===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. | 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. | 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 = | r0 = 0x200000000, used when recompiler load something directly from EE memory. | ||
r14 = . | r13 = Cycles. When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result. | ||
r16 = | r14 = r5900_current_pc | ||
r17 = | r15 = r5900 pc >> 6, used for cache checks. r15 is also used as temp register when fallback to interpreter, etc. | ||
r18 = | r16 = r5900_v0_reg_lower64 | ||
r19 = | r17 = r5900_v1_reg_lower64 | ||
r20 = | r18 = r5900_a0_reg_lower64 | ||
r21 = | r19 = r5900_a1_reg_lower64 | ||
r31 = | r20 = r5900_a2_reg_lower64 | ||
r21 = r5900_a3_reg_lower64 | |||
r31 = r5900_ra_reg_lower64 | |||
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. | 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. | ||
128 bit Altivec registers v20 - v23 are used to keep masks which is most likely used to extract/select/insert COP1 regs for next operations. Additionally v0, and v2 are used for other constants. | |||
v0 = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100 | |||
v2 = 0x80000000, 0x80000000, 0x80000000, 0x80000000 | |||
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000 | |||
v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000 | |||
v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000 | |||
v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF | |||
128 bit Altivec registers v24 - v31 are used as COP1 (fpu) regs. | |||
v24 = f00, f01, f02, f03 | |||
v25 = f04, f05, f06, f07 | |||
v26 = f08, f09, f10, f11 | |||
v27 = f12, f13, f14, f15 | |||
v28 = f16, f17, f18, f19 | |||
v29 = f20, f21, f22, f23 | |||
v30 = f24, f25, f26, f27 | |||
v31 = f28, f29, f30, f31 | |||
Register that handle ACC is taken from different pool (same pool as all vfXX regs when in COP2 mode) with param 32 as reg nr (not real reg, probably part of one of vXX regs). | |||
Most likely those regs are flushed to memory when COP2 opcode is running, for sure they are flushed when VU0 microprogram is running. | |||
=== EE Timers Count Read === | |||
Emulator have bizarre behavior for EE Tx Count read (0x10000000, 10000800, etc). In specific situation (related to pending edge triggered irq) instead of Count value emulator returns Mode value. This doesn't look like programming error and can be some kind of ps2 undocumented behavior implementation. | |||
=== DataStorage vector hook === | |||
What normally should work as DataStorage exception handler is hacked into very ugly dispatcher for EE related handlers. This code is used for example to read/write IPU registers. At the time when vector is reached: | |||
* Emulator preserves few registers on custom stack at 0x800000. Registers seems to be little random, but they are not. This code is launched from recompiled mips code. | |||
* srr0 is backed up to r3 register (address where exception occurred + 4, rfid opcode jump to address from that reg) and since now it is also used as argument for next steps. | |||
* srr0 is given new value of 0x2EFCC which is custom "dispatcher", link register changes to 0x28F8C8 which is return from that custom piece of... code. | |||
* rfid is hit, let's go to our newly hooked srr0 with 0x2EFCC address. | |||
* Time to use address preserved in r3. This address going thru few checks, it needs to be in 0x10000000- 0x12FFFFFF range (EE JIT Code). | |||
* From this address emulator get single word, that word is used to figure out what mips code wanted to do. This isn't simple offset but some kind of custom identifier. | |||
* When matching identifier is found, task is performed. Some tasks just jump to function and do what is needed, some continue that hackfest and instead are injected into recompiled code as branches to functions that will perform what game want them to do. | |||
* blr is hit, remember that link register is patched earlier to 0x28F8C8 | |||
* This function restores previously backed up regs and set link register to value returned by hook. That's all. | |||
=== Free sapce in config parser === | |||
Since CELL B.E. is big endian machine is only natural to Sony to use little endian for CONFIG files and byte reverse every single word for them. :) What's more important for us, CELL have special opcodes for situation like that one, lwbrx and stwbrx (load/store word byte reversed indexed). But compiler decided that it will be better to do old fashioned 8 opcodes load/swap by shifts and masks and 'or'. This leaves us a lot of space when implementing new configs, making things nice and clean without need to jump outside of function, etc. This code: | |||
seg020:000000000012EECC lwzx r0, r9, r31 | |||
seg020:000000000012EED0 srwi r11, r0, 24 | |||
seg020:000000000012EED4 rlwinm r9, r0, 8,8,15 | |||
seg020:000000000012EED8 slwi r3, r0, 24 | |||
seg020:000000000012EEDC rlwinm r0, r0, 24,16,23 | |||
seg020:000000000012EEE0 or r3, r3, r9 | |||
seg020:000000000012EEE4 or r0, r0, r11 | |||
seg020:000000000012EEE8 or r3, r3, r0 | |||
seg020:000000000012EEEC clrldi r3, r3, 32 | |||
Can be replaced by simple: | |||
seg020:000000000012EECC lwbrx r3, r9, r31 | |||
seg020:000000000012EED0 clrldi r3, r3, 32 | |||
== RSX workload on the netemu == | == RSX workload on the netemu == | ||
Line 1,816: | Line 2,066: | ||
* 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. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 04:56, 20 March 2022 (UTC) | * 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. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 04:56, 20 March 2022 (UTC) | ||
** Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 15:24, 29 May 2022 (UTC) | ** Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 15:24, 29 May 2022 (UTC) | ||
*** Little bit late, but it seems that GS is almost fully "software" emulated (PPE + BE SPE). It was mistake to not touch ps2_softemu earlier, because that's what helped me to find out that all shaders in netemu are not strictly emulation related. While softemu have Cg shaders for hardware render. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 14:48, 29 June 2023 (CEST) | |||
== Netemu load/store with r0 register == | == Netemu load/store with r0 register == | ||
Line 1,822: | Line 2,073: | ||
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. | 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) wasn't aware. From IBM manual: | 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) | ld RT, Disp(RA) | ||
Line 1,836: | Line 2,087: | ||
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. | 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. | 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", | 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. | |||
std r4, | |||
ld r0, -0x6BF0(r0) # load to r0 from address 0xFFFFFFFFFFFF9410, 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, | ld r4, 0x3008(r0) # load to r4 from address 0x3008, no matter what r0 actually is at the moment. | ||
== Communication with Graphics Synthesizer in ps2_gxemu == | |||
Communication from emu level is done with rw to special addresses of what seems to be RSX ports. | |||
Emu includes thin translation layer that intercept rw operations to GS privilaged registers. | |||
Emulator to write or read GS register first need to write register number that we want to access. To do that we use one of two exposed 32 bit ports, separate for reads and writes. | |||
To write GS register first write 64 bit data to write buffer. Separate for lower 32 bit (0xA000304C) and upper (0xA0003048) part of GS write. GS regs are 64 bit while RSX operate on 32 ports. | |||
Finally write translated register number to 0xA0003040. This write starts transfer to GS. To ensure everything went ok emulator performs 32 bit read from 0xA0003000 and check if bit 1 is active. | |||
This operation is performed in loop up to 1000 times until bit 1 is not 0, if that is not the case in mentioned 1000 loops panic is called. | |||
To read GS register first write translated register number to 0xA0003050, then wait for bit 1 of 0xA0003000 to be active. Emulator wait up to 1000 read loops if GS didn't answered in that time emu panic. | |||
Now when bit 1 is not 0, data can be read from 0xA0003058 for upper 32 bits and 0xA000305C for lower 32 bits. | |||
Emulator translate almost all reads to CSR. Only SIGLBLID is readable beside CSR. This is real PS2 GS behavior. Although there is unused runtime that allow read any register. Behavior in that case is unknown. | |||
0x00 = PMODE | |||
0x01 = SMODE1 | |||
0x02 = SMODE2 | |||
0x03 = SRFSH | |||
0x04 = SYNCH1 | |||
0x05 = SYNCH2 | |||
0x06 = SYNCV | |||
0x07 = DISPFB1 | |||
0x08 = DISPLAY1 | |||
0x09 = DISPFB2 | |||
0x0A = DISPLAY2 | |||
0x0B = EXTBUF | |||
0x0C = EXTDATA | |||
0x0D = EXTWRITE | |||
0x0E = BDCOLOR | |||
0x40 = CSR | |||
0x41 = IMR | |||
0x44 = BUSDIR | |||
0x48 = SIGLBLID | |||
== ps2_gxemu external bios/rom loading. == | == ps2_gxemu external bios/rom loading. == | ||
Line 1,920: | Line 2,177: | ||
ori a,a, 0xXXXX | ori a,a, 0xXXXX | ||
lvx d,a, 0x0 | lvx d,a, 0x0 | ||
Accurate add/sub is really over-complicated, I think is possible to shrink it to prevents slow downs and cache resets when overused. For example instead of creating "constants", we can really use constants from unused memory. On every single accurate add/sub emulator run this code: | |||
0x18726C li r9, -1 # --- start of "constants" creation --- | |||
0x187270 clrlwi r9, r9, 1 # r9 = 0x7FFFFFFF | |||
0x187274 stw r9, 0x20(r31) | |||
0x187278 li r9, 0xFF | |||
0x18727C stw r9, 0x24(r31) | |||
0x187280 li r9, 31 | |||
0x187284 stw r9, 0x28(r31) | |||
0x187288 li r9, 23 | |||
0x18728C stw r9, 0x2C(r31) | |||
0x187290 li r9, 0x20 # ' ' | |||
0x187294 lvxl v16, r9, r31 # Load from 0x20(r31) | |||
0x187294 # [0x7FFFFFFF, 255, 31, 23] | |||
0x187298 li r9, 0x97 | |||
0x18729C stw r9, 0x20(r31) | |||
0x1872A0 clrlslwi r9, r9, 31,23 # 4B800000 ? | |||
0x1872A4 stw r9, 0x24(r31) | |||
0x1872A8 li r9, 25 | |||
0x1872AC stw r9, 0x28(r31) | |||
0x1872B0 li r9, -1 | |||
0x1872B4 clrrwi r9, r9, 8 # r9 = 0xFFFFFF00 | |||
0x1872B8 stw r9, 0x2C(r31) | |||
0x1872BC li r9, 0x20 # ' ' | |||
0x1872C0 lvxl v15, r9, r31 # Load from 0x20(r31) | |||
0x1872C0 # [0x97, 0x4B800000, 25, 0xFFFFFF00] | |||
0x1872C0 # End of "constants" creation. | |||
All that to load vector v15 with [0x97, 0x4B800000, 25, 0xFFFFFF00], and v16 with [0x7FFFFFFF, 255, 31, 23]. This is really painful when you need to do that on every accurate add/sub, 22 opcodes, even more cycles. But what if we patch emulator to have those values for example at 0x7000 - 0x701F offset? Then loading constants will be: | |||
0x18726C li r9, 0x7000 | |||
0x187270 lvxl v16, r9, r0 | |||
0x187274 addi r9, r9, 0x10 | |||
0x187278 lvxl v16, r9, r0 | |||
From 22 opcodes we end up with 4. 18 opcodes less on every accurate add/sub. Additionally we can skip preserving/restoring of LR, CTR, and maybe XER. That give another saving of 12 opcodes. Additional 2 opcodes could be saved by not using r6 as temp for save/restore values. We can reuse r9 instead, so there is no need to preserve/restore old r6. All that shrink add/sub from 216 opcodes to 184. For FPU add/sub even more could be done, but for VU/COP2 its most likely only possible optimisation. Still worth it, should bring noticeable difference in framerate on intensive games that need it. | |||
== Ugly fix for HDD whitelisted games loaded through Cobra == | == Ugly fix for HDD whitelisted games loaded through Cobra == | ||
Line 1,925: | Line 2,218: | ||
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. | 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. | ||
<pre> | <pre> | ||
Original: | Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D | ||
Patched: 60 00 00 00 | Patched: 60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D</pre> | ||
== | == 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.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:37, 12 February 2023 (CET) | |||
== 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''' | |||
** Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably. | |||
***Game wait in 81FC0 loop or some custom one? Never leave it? --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:01, 11 April 2023 (CEST) | |||
****In the 81FC0 loop. It does leave for a split second indeed, but it is impossible to read the offset. The game is working right in gxemu, I have always wondered if the built-in CDVD emulation may be bugged somehow, introducing new glitches versus gxemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 19:39, 11 April 2023 (CEST) | |||
** | |||
Assuming the game programming is right, the underlying issues are data transfer related, probably. | |||
== Games with GS emulation issues == | |||
Neither performance, nor mipmap and SCANMSK related. | |||
* '''Prince of Persia: Warrior Within''' | |||
** Weapons' trails are rainbow (fixed by Auto-flush in PCSX2). | |||
* '''Lord of the Rings: The Return of the King''' | |||
** Top-left corner issue when the mist/fog is rendered. | |||
* '''Dance Summit 2001: Bust-a-Move''' | |||
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling. | |||
* '''Snowblind Engine 2003+ games''' | |||
** Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background). | |||
== Stuntman/Driv3r research == | |||
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. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 20:03, 4 January 2023 (UTC) | |||
== Patches for SCCS region games == | == Patches for SCCS region games == | ||
Line 2,018: | Line 2,354: | ||
* 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. :) --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:39, 23 November 2022 (UTC) | * 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. :) --[[User:Kozarovv|Kozarovv]] ([[User talk: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. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 18:01, 28 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. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 18:01, 28 November 2022 (UTC) | ||
*** "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.". Just for the record, ps4 don't blacklist them. It's issue with cdvdkey (known for PS3 users as "game hash". ;) ). Emulator fail to respond correctly to one of CDVD register reads. Issue is already patched with my ugly hacks (TC:LA-a-like code swap). Your patches are still required on ps4 after fixing other issues. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 17:39, 20 June 2023 (CEST) | |||
== 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 --[[User:Kozarovv|Kozarovv]] ([[User talk: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. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:12, 16 January 2023 (UTC) | |||
== Floating point arithmetic inaccuracies == | |||
While the software emulators are doing a great job with their accurate paths, there are still issues with some games, unfortunately. | |||
* Stuntman/Driv3r | |||
Completely broken AI, game is unplayable. | |||
* Gran Turismo series | |||
An infamous licence demonstration bug - cars deviate from the racing line. It may affect the AI in the race too. Since the GT's AI is retarded, the subject is difficult to confirm. | |||
* Tokyo Xtreme Racer Zero | |||
It is unconfirmed, but the cars path from PS2 imported replays are played back wrongly in the PCSX2. | |||
* PRIDE FC: Fighting Championships | |||
It seems that y × 1 ≠ y sometimes. Fixed by patching the game code. | |||
== Manipulating r5900 cyclerate == | |||
Cycles are count in function located at 0x17C9D0 (latest netemu). Emitter with addi to r13 register is what we are looking for. Since pcsx2 use different "unit", lets just call cycles here a... unit. | |||
_________________________________________________ | |||
| Opcode type | Netemu/Gxemu | PCSX2 | | |||
|----------------|------------------|-------------| | |||
| Default opcode | 1 unit | 9 units | | |||
| Load/Store | 2 units | 14 units | | |||
| Multiply | 4 units | 16 units | | |||
| Divide | 37 units | 112 units | | |||
| COP 0 | 1 unit | 7 units | | |||
| COP 1 | 1 unit(some 2) | 7 units | | |||
| COP 2 | 1 unit | 7 units | | |||
| NOP | 0 units(!!!) | 7? units | | |||
--------------------------------------------------- | |||
Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one. | |||
* MMI = 14 units | |||
* MMI Mult = 24 units | |||
* MMI Div = 176 units | |||
* FPU Mul = 32 units | |||
At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah... | |||
It turns out that emu is not counting nop cycles. Weird shenigans mentioned above check if opcode number is 1, which belongs to ee NOP in internal emu table. | |||
When opcode is NOP then emulator is not adding even single cycle. This explains a lot of issues with dma and why EE always seemed too fast for DMA and other components. | |||
This code takes 2 cycles (units) per loop in emu: | |||
loop_here: | |||
addiu v0, -1 | |||
nop | |||
nop | |||
nop | |||
nop | |||
nop | |||
bnez v0, loop_here | |||
I still need to fully confirm that nop isn't handled in some special way elsewhere but looks like it's not. | |||
Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8. | |||
What has been tested do far is shifting by 1 or 2 to the left (underclock by multiplying passed cycles). Sadly without any possitive result to framerate, shift by 2 was even slower. | |||
== Emulator status flags == | |||
We can't really modify this flag from outside on retail emu, but we can always patch function that do init. | |||
===Netemu=== | |||
Localised at 0x934158 of emu memory. | |||
1 = init done? | |||
2 = unk thr sys | |||
4 = unk thr sys | |||
8 = unk | |||
10 = run watchpoint opcode (debug halt) 0x11DD80 | |||
20 = set mecha 0x245828A to 2, and run sc8 (0x200) | |||
40 = some setting for spe0_class0_int_handler | |||
80 = enable cmd 0xF/0x26/0x27 for whole memory range | |||
200 = set when emulated hardware init is done | |||
400 = enable 0x934160 debug flag (watchpoint on ee and on iop) | |||
800 = skip parsing config file | |||
1000 = do cmd 0x1F with 0x3E8(1000) param | |||
4000 = enable cmd 0x11 for whole VU0 mem (per range setting is inaccessible from config!) | |||
20000 = skip SCED discs error (more, todo) | |||
40000 = do cmd 0x14 | |||
80000 = memory card related (0x12A6D8) also run sc_7(2) in thr hdd | |||
200000 = do cmd 0x05 | |||
400000 = enable config cmd 0x10 for whole memory range | |||
800000 = do cmd 0x12 with 0x2DFF000 flags | |||
4000000 = mecha related (todo 0x135664) | |||
8000000 = run loop that wait for 0xB52BB8 to be non zero | |||
10000000 = watchpoint (if thread flag is set) | |||
20000000 = timing setting for media validity check | |||
80000000 = show health warning message | |||
Need work | |||
===Gxemu=== | |||
Localised at 0x3ED0 of emu memory. | |||
1 = init done? | |||
2 = load external bios.rom | |||
4 = run sub_56784 and sub_56A6C | |||
8 = unk | |||
10 = run watchpoint opcode (debug halt) 0x3F02C | |||
20 = set mecha 0x177AA4F to 2, and run sc8 (0x200) ___todo | |||
40 = some setting for spe0_class0_int_handler | |||
80 = enable gx cmd 0xC/0x22/0x23 for whole memory range | |||
200 = check byte 0x6E6302 and do something if 2. Seems to disable media validity test. Set after EE hw init. | |||
400 = set 0x3D60 to 1 | |||
800 = skip parsing internal config list | |||
1000 = do gx cmd 0x1C with param 0x3E8 (1000) | |||
4000 = enable cmd 0x0F for whole VU0 mem (per range setting is inaccessible from config!) | |||
10000 = used as a param for sub_40054, unknown. Not available in netemu | |||
20000 = skip auto setting gx cmd 0x19 for games from hashlist, and later in different sub. Also skip setting SCED error. | |||
40000 = do gx cmd 0x12 | |||
80000 = skip running unk syscall | |||
100000 = do gx cmd 0x19 (command unavailable in netemu? Looks different) | |||
200000 = do gx cmd 0x04 | |||
400000 = enable gx cmd 0x0E for whole memory range | |||
800000 = run sub sub_F1D78, seems to be much more complicated version of what netemu do here. | |||
1000000 = set 0x3D63 to 1 | |||
Need even more work... | |||
== Memory Map == | |||
=== Netemu === | |||
Tables at main page taken directly from emulator memory seems to be wrong. I double checked this and values are really there, but ea just don't match to what emulator code do (lpars are most likely correct there). So here it is memory map with addresses that emulator use when want to reach any of mentioned regions. | |||
{| class="wikitable" style="font-size:small;" | |||
|- | |||
! Name !! Start !! End !! Flags !! Notes | |||
|- | |||
| work | |||
|| 0 | |||
|| 0x3200000 | |||
|| 3 | |||
|| separated into work 0x0-0x300000, ro_work 0x300000-0x800000, and rw_work 0x800000-0x32000000. | |||
|- | |||
| menu_heap | |||
|| 0xE000000 | |||
|| 0xE400000 | |||
|| 3 | |||
|| | |||
|- | |||
| negmem | |||
|| 0xFFFFFFFFFFFF0000 | |||
|| 0 | |||
|| 0x10000001 | |||
|| | |||
|- | |||
| ? | |||
|| 0x30000000 | |||
|| 0x30008000 | |||
|| 0x30000000 | |||
|| vu0 | |||
|- | |||
| spu_iop | |||
|| 0x40000000 | |||
|| 0x40060000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| spu_spu2 | |||
|| 0x40080000 | |||
|| 0x400E0000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| spu_vu1 | |||
|| 0x40100000 | |||
|| 0x40160000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| spu_eedma | |||
|| 0x40180000 | |||
|| 0x401E0000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| fe | |||
|| 0x40200000 | |||
|| 0x40260000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| be | |||
|| 0x40280000 | |||
|| 0x402E0000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| spu_ipu | |||
|| 0x40300000 | |||
|| 0x40360000 | |||
|| 0xE0000001 | |||
|| | |||
|- | |||
| be | |||
|| 0x40380000 | |||
|| 0x403E0000 | |||
|| 0xE0000001 | |||
|| not working spu be on spe7 | |||
|- | |||
| SPC_SLB | |||
|| 0x50061000 | |||
|| 0x50062000 | |||
|| 0xF0000000 | |||
|| for spu_iop | |||
|- | |||
| | |||
|| 0x50063000 | |||
|| 0x50066000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x50062000 | |||
|| 0x50063000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x500E1000 | |||
|| 0x500E2000 | |||
|| 0xF0000000 | |||
|| for spu_spu2 | |||
|- | |||
| | |||
|| 0x500E3000 | |||
|| 0x500E6000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x500E2000 | |||
|| 0x500E3000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x50161000 | |||
|| 0x50162000 | |||
|| 0xF0000000 | |||
|| for spu_vu1 | |||
|- | |||
| | |||
|| 0x50163000 | |||
|| 0x50166000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x50162000 | |||
|| 0x50163000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x501E1000 | |||
|| 0x501E2000 | |||
|| 0xF0000000 | |||
|| for spu_eedma | |||
|- | |||
| | |||
|| 0x501E3000 | |||
|| 0x501E6000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x501E2000 | |||
|| 0x501E3000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x50261000 | |||
|| 0x50262000 | |||
|| 0xF0000000 | |||
|| for fe | |||
|- | |||
| | |||
|| 0x50263000 | |||
|| 0x50266000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x50262000 | |||
|| 0x50263000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x502E1000 | |||
|| 0x502E2000 | |||
|| 0xF0000000 | |||
|| for be | |||
|- | |||
| | |||
|| 0x502E3000 | |||
|| 0x502E6000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x502E2000 | |||
|| 0x502E3000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x50361000 | |||
|| 0x50362000 | |||
|| 0xF0000000 | |||
|| for spu_ipu | |||
|- | |||
| | |||
|| 0x50363000 | |||
|| 0x50366000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x50362000 | |||
|| 0x50363000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| SPC_SLB | |||
|| 0x503E1000 | |||
|| 0x503E2000 | |||
|| 0xF0000000 | |||
|| for unused be on spe7 | |||
|- | |||
| | |||
|| 0x503E3000 | |||
|| 0x503E6000 | |||
|| 0xF0000000 | |||
|| | |||
3000 = SPC_MFC_CNTL | |||
4000 = SPC_PUINT_MB | |||
5000 = SPC_CSR1 | |||
|- | |||
| SPC_CSR | |||
|| 0x503E2000 | |||
|| 0x503E3000 | |||
|| 0xF0000000 | |||
|| | |||
|- | |||
| GSIF | |||
|| 0xA0020000 | |||
|| 0xA0028000 | |||
|| 0x80000000 | |||
|| rsx | |||
|- | |||
| NL | |||
|| 0xA0009000 | |||
|| 0xA000A000 | |||
|| 0x80000000 | |||
|| rsx | |||
|- | |||
| rsx_driver_info | |||
|| 0xA0004000 | |||
|| 0xA0007000 | |||
|| 0x80000000 | |||
|| rsx | |||
|- | |||
| rsx_dma_ctrl | |||
|| 0xA0030000 | |||
|| 0xA0050000 | |||
|| 0x80000000 | |||
|| rsx | |||
|- | |||
| ? | |||
|| 0xA0008000 | |||
|| 0xA0009000 | |||
|| 0x80000000 | |||
|| rsx | |||
|- | |||
| ohci_mmio | |||
|| 0x60000000 | |||
|| 0x60001000 | |||
|| 0x60000000 | |||
|| | |||
|- | |||
| ehci_mmio | |||
|| 0x60200000 | |||
|| 0x60201000 | |||
|| 0x60000000 | |||
|| | |||
|- | |||
| ohci_mmio | |||
|| 0x60100000 | |||
|| 0x60101000 | |||
|| 0x60000000 | |||
|| | |||
|- | |||
| ehci_mmio | |||
|| 0x60300000 | |||
|| 0x60301000 | |||
|| 0x60000000 | |||
|| | |||
|- | |||
| base | |||
|| 0x80000000 | |||
|| 0x80100000 | |||
|| 0x70000003 | |||
|| usb | |||
|- | |||
| rawdata | |||
|| 0x80800000 | |||
|| 0x80900000 | |||
|| 0x70000003 | |||
|| usb | |||
|- | |||
| iopdata | |||
|| 0x81000000 | |||
|| 0x81100000 | |||
|| 0x70000003 | |||
|| usb | |||
|- | |||
| base | |||
|| 0x82000000 | |||
|| 0x82100000 | |||
|| 0x70000003 | |||
|| ehci? usb | |||
|- | |||
| ehci_vars | |||
|| 0x82800000 | |||
|| 0x82900000 | |||
|| 0x70000003 | |||
|| usb | |||
|- | |||
| bchs_pmalloc | |||
|| 0x83000000 | |||
|| 0x83100000 | |||
|| 0x70000003 | |||
|| usb | |||
|- | |||
| ? | |||
|| 0x83800000 | |||
|| 0x83900000 | |||
|| 0x70000003 | |||
|| | |||
|- | |||
| SB_CDVD | |||
|| 0x84000000 | |||
|| 0x84100000 | |||
|| 0x70000003 | |||
|| | |||
|- | |||
| SB_HDD | |||
|| 0x84800000 | |||
|| 0x84900000 | |||
|| 0x70000003 | |||
|| | |||
|- | |||
| ? | |||
|| 0x85000000 | |||
|| 0x85100000 | |||
|| 0x70000003 | |||
|| | |||
|- | |||
| SB_SIO2 | |||
|| 0x85800000 | |||
|| 0x85900000 | |||
|| 0x70000003 | |||
|| only first 0x4000? | |||
|- | |||
| vrc_area | |||
|| 0x90000000 | |||
|| 0x91000000 | |||
|| 0xC00000003 | |||
|| vu1 recompiler area | |||
|- | |||
| ee_cached | |||
|| 0x200000000 | |||
|| 0x202000000 | |||
|| 0x100000003 | |||
|| | |||
|- | |||
| ? | |||
|| 0x211004000 | |||
|| 0x211008000 | |||
|| 0x300000000 | |||
|| vu1 memory direct rw | |||
|- | |||
| ee_rom | |||
|| 0x21FC00000 | |||
|| 0x220000000 | |||
|| 0x300000000 | |||
|| | |||
|- | |||
| ee_uncached | |||
|| 0x220000000 | |||
|| 0x222000000 | |||
|| 0x100000003 | |||
|| | |||
|- | |||
| ee_uncacc | |||
|| 0x230000000 | |||
|| 0x232000000 | |||
|| 0x100000003 | |||
|| | |||
|- | |||
| ee_spr_lo | |||
|| 0x260000000 | |||
|| 0x260002000 | |||
|| 0x700000000 | |||
|| weird, that map directly to 0x60000000 ps2 address | |||
|- | |||
| ee_spr_hi | |||
|| 0x270000000 | |||
|| 0x270006000 | |||
|| 0x800000000 | |||
|| ee scratchpad | |||
|- | |||
| ee_kmem0 | |||
|| 0x280000000 | |||
|| 0x282000000 | |||
|| 0x100000003 | |||
|| | |||
|- | |||
| ? | |||
|| 0x291004000 | |||
|| 0x291008000 | |||
|| 0x300000000 | |||
|| vu1 data rw in kernel mode | |||
|- | |||
| ? | |||
|| 0x29FC00000 | |||
|| 0x2A0000000 | |||
|| 0x300000000 | |||
|| ee_rom in kernel mode | |||
|- | |||
| ? | |||
|| 0x2A0000000 | |||
|| 0x2A2000000 | |||
|| 0x100000003 | |||
|| ee_uncached in kernel mode | |||
|- | |||
| ? | |||
|| 0x2B1004000 | |||
|| 0x2B1008000 | |||
|| 0x300000000 | |||
|| vu1 data in kernel mode. Uncached, i doubt that is even accessible in ps2. | |||
|- | |||
| ? | |||
|| 0x2BFC00000 | |||
|| 0x2C0000000 | |||
|| 0x300000000 | |||
|| ee_rom in uncached kernel mode | |||
|- | |||
| ee_dbg | |||
|| 0x2FFFF8000 | |||
|| 0x300000000 | |||
|| 0x900000000 | |||
|| | |||
|- | |||
| iop_mem | |||
|| 0x400000000 | |||
|| 0x400200000 | |||
|| 0x400000003 | |||
|| | |||
|- | |||
| iop_rom | |||
|| 0x4BFC00000 | |||
|| 0x4C0000000 | |||
|| 0x500000001 | |||
|| kernel mode | |||
|- | |||
| iop_kmmio0 | |||
|| 0x4BF800000 | |||
|| 0x4BF810000 | |||
|| 0x500000001 | |||
|| including iop_spad at first 0x1000 | |||
|- | |||
| ? | |||
|| 0x4AFC00000 | |||
|| 0x4B0000000 | |||
|| 0x500000001 | |||
|| iop_rom, uncached? | |||
|- | |||
| iop_kmmio1 | |||
|| 0x4AF800000 | |||
|| 0x4AF810000 | |||
|| 0x500000001 | |||
|| including iop_spad at first 0x1000 | |||
|- | |||
| spu2_ram | |||
|| 0x600000000 | |||
|| 0x600400000 | |||
|| 0x600000003 | |||
|| starting from 0x200000 spu2_ram2 | |||
|- | |||
| ? | |||
|| 0x800000000 | |||
|| 0x800010000 | |||
|| 0x1000000001 | |||
|| | |||
|- | |||
| ? | |||
|| 0xC0000000 | |||
|| 0xCF800000 | |||
|| 0x1600000003 | |||
|| | |||
|- | |||
| sgs_xdr | |||
|| 0xB4000000 | |||
|| 0xB5700000 | |||
|| 0x1900000003 | |||
|| | |||
|- | |||
| ? | |||
|| 0x40000000000 | |||
|| 0x40000010000 | |||
|| 0x1400000001 | |||
|| | |||
|- | |||
| ee_jit_code | |||
|| 0x10000000 | |||
|| 0x13000000 | |||
|| 0xD00000003 | |||
|| | |||
|- | |||
| vu0_jit_code | |||
|| 0x18000000 | |||
|| 0x18400000 | |||
|| 0xD00000003 | |||
|| | |||
|- | |||
| vu0_jit_data | |||
|| 0x1C000000 | |||
|| 0x1C400000 | |||
|| 0xD00000003 | |||
|| | |||
|- | |||
| eeram_jit_lut | |||
|| 0x20000000 | |||
|| 0x22000000 | |||
|| 0xE00000003 | |||
|| | |||
|- | |||
| eerom_jit_lut | |||
|| 0x2FC00000 | |||
|| 0x30000000 | |||
|| 0xE00000003 | |||
|| | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70000000 | |||
|| 0xAAA70040000 | |||
|| 0x4200000000001 | |||
|| Thread KRN0:1 (aka BOOT00) | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70040000 | |||
|| 0xAAA70080000 | |||
|| 0x4200010000001 | |||
|| Thread KRN1:1 (aka BOOT01) | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70080000 | |||
|| 0xAAA700C0000 | |||
|| 0x42000B0000001 | |||
|| VU0 stack (used in EEonBE when VU0 is running) | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA700C0000 | |||
|| 0xAAA70100000 | |||
|| 0x4200030000001 | |||
|| Thread SYS | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70100000 | |||
|| 0xAAA70140000 | |||
|| 0x4200040000001 | |||
|| Thread VRC | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70140000 | |||
|| 0xAAA70180000 | |||
|| 0x4200050000001 | |||
|| Thread MECHA | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70180000 | |||
|| 0xAAA701C0000 | |||
|| 0x4200060000001 | |||
|| Thread HDD | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA701C0000 | |||
|| 0xAAA70200000 | |||
|| 0x4200070000001 | |||
|| Thread UI | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70200000 | |||
|| 0xAAA70280000 | |||
|| 0x4200090000001 | |||
|| Thread BL2LNK and BL2MAIN | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA70280000 | |||
|| 0xAAA702C0000 | |||
|| 0x42000A0000001 | |||
|| Thread USB | |||
|- | |||
| ustack (micro stack) | |||
|| 0xAAA702C0000 | |||
|| 0xAAA70300000 | |||
|| 0x42000B0000001 | |||
|| Thread EEonBE | |||
|- | |||
|} | |||
== Negmem == | |||
Netemu use memory part called internally negmem. Memory is mapped to 0xFFFFFFFFFFFF0000, but emulator take advantage only of memory from 0xFFFFFFFFFFFF8000 to 0xFFFFFFFFFFFFFFFF. Why? Because that range is loadable with single opcode. How? By "r0" loads/stores (https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Netemu_load.2Fstore_with_r0_register). With that clever way emulator can access high addresses by setting negative offset for r0 register. This range is used for PS2 registers, DMAC status, next event delta, INTC, and many more. That way emu is able to load value from cached ps2 register in single opcode! Very clever idea! | |||
Negmem memory map. | |||
// Accurate Mul/Div | |||
0xFFFFFFFFFFFF8094 = Storage for accurate mul/div | |||
0xFFFFFFFFFFFF8098 = Storage for accurate mul/div | |||
0xFFFFFFFFFFFF809C = Storage for accurate mul/div | |||
// Cycles | |||
0xFFFFFFFFFFFF8110 = r5900_cycles | |||
// Accurate Add/Sub | |||
0xFFFFFFFFFFFF8138 = Storage for accurate add/sub fs, also for result | |||
0xFFFFFFFFFFFF8140 = Storage for accurate add/sub ft | |||
// Cache checks | |||
0xFFFFFFFFFFFF8180 | |||
\ | |||
|- 512 entries. 23 bits for PFN + 2 upper bits for Valid, and LFR flags. | |||
|- Checks are performed for 2 entries at 1 time. | |||
/ | |||
0xFFFFFFFFFFFF897C | |||
// r5900 GPRs | |||
0xFFFFFFFFFFFF8980 = r5900_zero_upper64bits | |||
0xFFFFFFFFFFFF8988 = r5900_zero_lower64bits | |||
0xFFFFFFFFFFFF8990 = r5900_at_reg_upper64 | |||
0xFFFFFFFFFFFF8998 = r5900_at_reg_lower64 | |||
0xFFFFFFFFFFFF89a0 = r5900_v0_reg_upper64 | |||
0xFFFFFFFFFFFF89a8 = r5900_v0_reg_lower64 | |||
0xFFFFFFFFFFFF89b0 = r5900_v1_reg_upper64 | |||
0xFFFFFFFFFFFF89b8 = r5900_v1_reg_lower64 | |||
0xFFFFFFFFFFFF89c0 = r5900_a0_reg_upper64 | |||
0xFFFFFFFFFFFF89c8 = r5900_a0_reg_lower64 | |||
0xFFFFFFFFFFFF89d0 = r5900_a1_reg_upper64 | |||
0xFFFFFFFFFFFF89d8 = r5900_a1_reg_lower64 | |||
0xFFFFFFFFFFFF89e0 = r5900_a2_reg_upper64 | |||
0xFFFFFFFFFFFF89e8 = r5900_a2_reg_lower64 | |||
0xFFFFFFFFFFFF89f0 = r5900_a3_reg_upper64 | |||
0xFFFFFFFFFFFF89f8 = r5900_a3_reg_lower64 | |||
0xFFFFFFFFFFFF8a00 = r5900_t0_reg_upper64 | |||
0xFFFFFFFFFFFF8a08 = r5900_t0_reg_lower64 | |||
0xFFFFFFFFFFFF8a10 = r5900_t1_reg_upper64 | |||
0xFFFFFFFFFFFF8a18 = r5900_t1_reg_lower64 | |||
0xFFFFFFFFFFFF8a20 = r5900_t2_reg_upper64 | |||
0xFFFFFFFFFFFF8a28 = r5900_t2_reg_lower64 | |||
0xFFFFFFFFFFFF8a30 = r5900_t3_reg_upper64 | |||
0xFFFFFFFFFFFF8a38 = r5900_t3_reg_lower64 | |||
0xFFFFFFFFFFFF8a40 = r5900_t4_reg_upper64 | |||
0xFFFFFFFFFFFF8a48 = r5900_t4_reg_lower64 | |||
0xFFFFFFFFFFFF8a50 = r5900_t5_reg_upper64 | |||
0xFFFFFFFFFFFF8a58 = r5900_t5_reg_lower64 | |||
0xFFFFFFFFFFFF8a60 = r5900_t6_reg_upper64 | |||
0xFFFFFFFFFFFF8a68 = r5900_t6_reg_lower64 | |||
0xFFFFFFFFFFFF8a70 = r5900_t7_reg_upper64 | |||
0xFFFFFFFFFFFF8a78 = r5900_t7_reg_lower64 | |||
0xFFFFFFFFFFFF8a80 = r5900_s0_reg_upper64 | |||
0xFFFFFFFFFFFF8a88 = r5900_s0_reg_lower64 | |||
0xFFFFFFFFFFFF8a90 = r5900_s1_reg_upper64 | |||
0xFFFFFFFFFFFF8a98 = r5900_s1_reg_lower64 | |||
0xFFFFFFFFFFFF8aa0 = r5900_s2_reg_upper64 | |||
0xFFFFFFFFFFFF8aa8 = r5900_s2_reg_lower64 | |||
0xFFFFFFFFFFFF8ab0 = r5900_s3_reg_upper64 | |||
0xFFFFFFFFFFFF8ab8 = r5900_s3_reg_lower64 | |||
0xFFFFFFFFFFFF8ac0 = r5900_s4_reg_upper64 | |||
0xFFFFFFFFFFFF8ac8 = r5900_s4_reg_lower64 | |||
0xFFFFFFFFFFFF8ad0 = r5900_s5_reg_upper64 | |||
0xFFFFFFFFFFFF8ad8 = r5900_s5_reg_lower64 | |||
0xFFFFFFFFFFFF8ae0 = r5900_s6_reg_upper64 | |||
0xFFFFFFFFFFFF8ae8 = r5900_s6_reg_lower64 | |||
0xFFFFFFFFFFFF8af0 = r5900_s7_reg_upper64 | |||
0xFFFFFFFFFFFF8af8 = r5900_s7_reg_lower64 | |||
0xFFFFFFFFFFFF8b00 = r5900_t8_reg_upper64 | |||
0xFFFFFFFFFFFF8b08 = r5900_t8_reg_lower64 | |||
0xFFFFFFFFFFFF8b10 = r5900_t9_reg_upper64 | |||
0xFFFFFFFFFFFF8b18 = r5900_t9_reg_lower64 | |||
0xFFFFFFFFFFFF8b20 = r5900_k0_reg_upper64 | |||
0xFFFFFFFFFFFF8b28 = r5900_k0_reg_lower64 | |||
0xFFFFFFFFFFFF8b30 = r5900_k1_reg_upper64 | |||
0xFFFFFFFFFFFF8b38 = r5900_k1_reg_lower64 | |||
0xFFFFFFFFFFFF8b40 = r5900_gp_reg_upper64 | |||
0xFFFFFFFFFFFF8b48 = r5900_gp_reg_lower64 | |||
0xFFFFFFFFFFFF8b50 = r5900_sp_reg_upper64 | |||
0xFFFFFFFFFFFF8b58 = r5900_sp_reg_lower64 | |||
0xFFFFFFFFFFFF8b60 = r5900_fp_reg_upper64 | |||
0xFFFFFFFFFFFF8b68 = r5900_fp_reg_lower64 | |||
0xFFFFFFFFFFFF8b70 = r5900_ra_reg_upper64 | |||
0xFFFFFFFFFFFF8b78 = r5900_ra_reg_lower64 | |||
// r5900 COP0 Registers | |||
0xFFFFFFFFFFFF8b80 = COP0_Index_REG | |||
0xFFFFFFFFFFFF8b84 = COP0_Random_REG (unused) | |||
0xFFFFFFFFFFFF8b88 = COP0_EntryLo0_REG | |||
0xFFFFFFFFFFFF8b8c = COP0_EntryLo1_REG | |||
0xFFFFFFFFFFFF8b90 = COP0_Context_REG | |||
0xFFFFFFFFFFFF8b94 = COP0_PageMask_REG | |||
0xFFFFFFFFFFFF8b98 = COP0_Wired_REG | |||
0xFFFFFFFFFFFF8b9c = COP0_7_REG | |||
0xFFFFFFFFFFFF8ba0 = COP0_BadVAddr_REG | |||
0xFFFFFFFFFFFF8ba4 = COP0_9_REG | |||
0xFFFFFFFFFFFF8ba8 = COP0_EntryHi_REG | |||
0xFFFFFFFFFFFF8bac = COP0_Compare_REG | |||
0xFFFFFFFFFFFF8bb0 = COP0_Status_REG | |||
0xFFFFFFFFFFFF8bb4 = COP0_Cause_REG | |||
0xFFFFFFFFFFFF8bb8 = COP0_EPC_REG | |||
0xFFFFFFFFFFFF8bbc = COP0_15_REG | |||
0xFFFFFFFFFFFF8bc0 = COP0_PRid_REG | |||
0xFFFFFFFFFFFF8bc4 = COP0_17_REG | |||
0xFFFFFFFFFFFF8bc8 = COP0_18_REG | |||
0xFFFFFFFFFFFF8bcc = COP0_19_REG | |||
0xFFFFFFFFFFFF8bd0 = COP0_20_REG | |||
0xFFFFFFFFFFFF8bd4 = COP0_21_REG | |||
0xFFFFFFFFFFFF8bd8 = COP0_22_REG | |||
0xFFFFFFFFFFFF8bdc = COP0_BadPaddr_REG | |||
0xFFFFFFFFFFFF8be0 = COP0_24_REG | |||
0xFFFFFFFFFFFF8be4 = COP0_Perf_REG | |||
0xFFFFFFFFFFFF8be8 = COP0_26_REG | |||
0xFFFFFFFFFFFF8bec = COP0_27_REG | |||
0xFFFFFFFFFFFF8bf0 = COP0_TagLo_REG | |||
0xFFFFFFFFFFFF8bf4 = COP0_TagHi_REG | |||
0xFFFFFFFFFFFF8bf8 = COP0_ErrorEPC_REG | |||
0xFFFFFFFFFFFF8bfc = COP0_31_REG | |||
// r5900 TLB | |||
0xFFFFFFFFFFFF9110 = r5900_tlb | |||
\ | |||
|- 48 entries | |||
/ | |||
0xFFFFFFFFFFFF9400 = r5900_tlb_last | |||
// IPU | |||
0xFFFFFFFFFFFF9770 = IPU_cycles_unk | |||
0xFFFFFFFFFFFF9774 = IPU_FFFF9774 | |||
0xFFFFFFFFFFFF9778 = IPU_CTRL | |||
0xFFFFFFFFFFFF9780 = IPU_BP | |||
0xFFFFFFFFFFFF9788 = IPU_TOP | |||
0xFFFFFFFFFFFF9790 = IPU_FFFF9790 | |||
// Unk | |||
0xFFFFFFFFFFFF97B0 = 0x20000000000 | |||
// Dump regs for debug | |||
0xFFFFFFFFFFFF97C8 = Regs for dump | |||
\ | |||
|- Used in sub_11A640, to dump regs, then notify debugger. | |||
/ | |||
0xFFFFFFFFFFFF98E0 = Last reg for dump | |||
// Backup Regs | |||
0xFFFFFFFFFFFF9920 | |||
\ | |||
|- Another region do backup registers. | |||
|- Used mostly when cmd 0x01 is running, but not only then. | |||
/ | |||
0xFFFFFFFFFFFF99A0 | |||
// uintc (micro intc) | |||
0xFFFFFFFFFFFFF000 = next event test delta (doubleword) | |||
0xFFFFFFFFFFFFF08x = INTC_STAT bits | |||
0xFFFFFFFFFFFFF09x = INTC_MASK bits | |||
0xFFFFFFFFFFFFF0Ax = D_STAT.CIS bits | |||
0xFFFFFFFFFFFFF0Bx = D_STAT.CIM bits | |||
0xFFFFFFFFFFFFF0Dx = D_PCR.CPC bits | |||
0xFFFFFFFFFFFFF0E0 = D_PCR full | |||
0xFFFFFFFFFFFFF0E4 = INTC_STAT full | |||
0xFFFFFFFFFFFFF0E8 = INTC_MASK full | |||
0xFFFFFFFFFFFFF0EC = D_STAT full | |||
0xFFFFFFFFFFFFF0F0 = D_STAT upper 16 bits | |||
== Shaders available in emulators == | |||
V for Vertex, F for Fragment, P for Pixel | |||
===Netemu=== | |||
FontShader V | |||
FontShader F | |||
ImageShader V | |||
ImageShader F | |||
GaussShader0 V | |||
GaussShader0 F | |||
GaussShader1 V | |||
GaussShader1 F | |||
ScanShader V | |||
ScanShader F | |||
additionally 2 unnamed fragment shaders, 1 vertex shader, | |||
and one "hidden" unaligned vertex shader (at 0x950270). | |||
===Softemu=== | |||
GS Base Vertex program V | |||
GS Base Fragment program P | |||
Page Translate Out Vertex V | |||
Page Translate In Vertex V | |||
Page Translate Out Fragment F | |||
Page Translate Out Fragment_0 F | |||
Page Translate Out PSMCT16 Fragment F | |||
Page Translate Out PSMCT24 Fragment F | |||
Page Translate Out PSMZ16 Fragment F | |||
Page Translate In Fragment F | |||
Page Translate In Fragment_0 F | |||
Page Translate In PSMCT16 Fragment F | |||
Page Translate In PSMZ24 Fragment F | |||
Page Translate In PSMZ16 Fragment F | |||
Block PSMCT4 Translate Frag F | |||
Block PSMCT8 Translate Frag F | |||
Block PSMCT16 Translate Frag F | |||
Block PSMCT24 Translate Frag F | |||
Block PSMCT32 Translate Frag F | |||
Block PSMZ24 Translate Frag F | |||
Texture Block Translate Vertex V | |||
Notice that GS Base Fragment program is really not fragment shader, but pixel shader. | |||
===Gxemu=== | |||
CG_fp_dilate F | |||
CG_fp_shrink F | |||
CG_fp_adjweave F | |||
CG_fp_motionadj F | |||
CG_fp_undither F | |||
CG_fp_deinterlace F x | |||
CG_fp_weave F | |||
CG_fp_edgeinterp F | |||
CG_fp_smooth F | |||
CG_fp_sharpen F x | |||
CG_fp_upscale_smart F x | |||
CG_fp_upscale F x | |||
CG_fp_smart F x | |||
CG_fp_mofix F x | |||
CG_fp_orientation F x | |||
CG_fp_gradient F x | |||
CG_vpshader V x | |||
CG_interlace F | |||
CG_fpshader16 F | |||
CG_fpshader F x | |||
Plus 2 unnamed shaders, one F, one V.<br> | |||
Shaders with "x" are also available in PS1 emulators, and i sucessfully replaced some of them in ps1 emu on rpcs3 for testing purpose. | |||
===Emu=== | |||
Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage. | |||
== Custom command ideas == | |||
* '''Disable GS downloads.'''<br> | |||
It is definitely a performance improvement for many titles. In theory, easy to implement (force 0x3 TRXDIR value for every 0x1 write instead). The point is, per-game patches are superior and more robust.<br> | |||
* '''Disable PCRTC blur.'''<br> | |||
PCRTC merge circuits are mostly used for pathetic blurry anti-aliasing. Looks awful on modern TV screens (ToCA 3 is unreadable completely). Blending settings are controlled through the PMODE privileged register. Partially implemented here: [[Talk:PS2_Emulation#Remove_PCRTC_Blur_for_Netemu|Link]] | |||
===Discussion=== | |||
GS download config is partially done, need little bit more than TRXDIR patch. But this is something we can patch per-game too. Games do very obvious things to reverse VIF1 FIFO, and also BUSDIR write. From there you can disable whole function that need it. Config will be better of course, but HEN users... Anti Blur is kinda easy to do. Writes to DISPLAY1 can write also to 2 and write to 2 also to 1. So they always match, and config implementation will be rather easy. Most games just offset DX/DY, and never touch those regs again. For games that mess with it, more serious approach is needed. But again HEN users are out of luck if we create command for that. It doesn't help that this can be done by EE patches too. What need to be done is removing offset between DISPLAY1 and DISPLAY2. | |||
*Example for TOCA3 SLUS which use hard coded offset: | |||
004C55F0 00000000 | |||
004C55F4 00000000 | |||
I'm not saying no, but for now i'm kinda lacking of motivation if not so small HEN user base will be out of luck. But more ideas can help with motivation. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:00, 8 August 2023 (CEST) | |||
== IOP Handling in ps2_emu? (CECHA/CECHB) == | |||
So, I was reading about how the emulation works here, but I'm not sure how the hardware-based emulation works in the IOP part. | |||
The chart clearly shows that IOP is being 100% emulated via software (Cell) on ps2_gxemu and ps2_netemu, but what about ps2_emu? Is it being emulated using hardware like the EE and GS? Or is it software? I couldn't find any physical chip leading to believe the hardware IOP is there (although the PS2 Bridge has a very similar number model), but I'm aware that some games which have IOP issues on ps2_gxemu and ps2_netemu are not affected in ps2_emu. Also some games that could go online were working fine on ps2_emu, but not so in ps2_gxemu and ps2_netemu. | |||
Is the IOP really fully emulated via software in CECHA/CECHB consoles? | |||
* It's emulated. While other emus use new IOP emulator that is fully running on SPE, ps2_emu use IOP emulator running mostly on PPE core. Emulated IOP ram is mapped to 0x100000000 address of emulator memory, and it's accessible by whole emu. Interpreter is quite simple but handle all needed stuff. IOP hardware registers are mapped in emulator memory and read/write handlers are all PPE functions (that includes DEV9, USB, etc.). IOP Timers run on one of SPE cores, which is interesting solution. SPU2 is running on separate SPE core too. IOP side of SIF communication is done thru "SIF" named SPE program, this program is communicating directly with CXD9208GP hardware. This includes 0x1D0000XX, SIF DMAs, etc. That part is generally not part of IOP per se, I'm just mentioning it for clarity. About compatibility. IOP emus in other PS2 emulators on PS3 were rewritten from scratch, i guess that's why they are less accurate. Plus, fact that with real EE Sony was able to drive most timings inside emu by EE vblk/hblk, which simplifies emulated communication. There is not much to do with accurate IOP when your emulated EE timings are off. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 20:19, 24 September 2024 (CEST) | |||
* Thank you very much. all of that is pretty informative and fully answers my questions. The last one I have, does this means then that the software emulation that ps2_emu is doing to the IOP part is more accurate than the one DECKARD does on Slims PS2 right? I tried games like Beyond Good & Evil and it seems to run well without the sounds issues that game has on slims models. | |||
** Yeah, looks like it is. Possibly that wasn't the case back in the release days. PS2 emu has been updated many times since launch in 2006, who knows why... You may want to check this compatibility list: https://en.everybodywiki.com/List_of_PlayStation_2_games_compatible_with_PlayStation_3 It's not that accurate because for example Persona 4 entry is partially bullshit because issue with the bar in the lower left-hand corner just can't exist on real EE. But generally, it will give you some info what doesn't worked back then. Entries like Battle Stadium D.O.N, Naruto Shippuden: Ultimate Ninja 5, Orphen: Scion of Sorcery, Wild Arms 5 or Ibara are really interesting, but I'm not sure if they are correct. Back then people recognized PS3 model by HDD size, You can imagine that it's not most accurate way to do that. :D --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 08:32, 25 September 2024 (CEST) | |||
***Of course, the HDD size is not the reliable way to identify models, especially when you can just swap the HDD haha. Thanks, you gave me a lot of interesting info, checking the compatibility list I saw a lot of interesting cases, perhaps if one day I'm bored enough I will try the examples of games you gave me, and also try some others. Would be fun if ps2_gxemu could be run on CECHA/B models, I'm aware its not possible, at least not right now (I also tried by swapping them in dev_blind with no success, just a black screen crash, but since it's looking for different hardware on the motherboard this was kind of the expected behavior). | |||
In the end, I guess that games like Ratchet & Clank or Tekken Tag Tournament which runs really slow on ps2_gxemu is because Cell can't keep up with the EE emulation. |
Latest revision as of 02:31, 26 September 2024
Game CONFIG commands (notepad and worklog)[edit source]
All info here related with commands needs to be moved to frontpage at some point
ps2_netemu command 0x1[edit source]
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[edit source]
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 0x0D[edit source]
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[edit source]
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[edit source]
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[edit source]
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[edit source]
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[edit source]
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.
I did some work on it, and it seems to modify read speed. Higher values should give faster read speed. Eventually higher values will give more frequent event checks, but read speed modifier seems to be more probable now when we know default values. To get faster read speed we should use (1, x > 0x400) for CD, and (1, x > 0x1000) for DVD. At this point Shadowman 2 is good test candidate again, just with some really high value. All configs from GX emu looks like they slowing down reads, because values for DVD are below 0x1000, Shadowman2 without config doesn't change anything because this config use default value... Burnout 3 is interesting here, only config that seems to use 0 (yolo read speed) option. --Kozarovv (talk) 22:24, 3 July 2023 (CEST)
void MECHA_on_state_3(__int64* mecha) { ReadSectorSize = *(mecha + 0x70); if ( !ReadSectorSize ) panic(1u); do current_tb = get_current_timebase() while ( !current_tb ); readed_sectors_count = readed_size_in_bytes / ReadSectorSize; readed_sectors_count_mul_by_79800000 = 79800000LL * readed_sectors_count tb_for_seek_and_read = *(mecha + 0x18); skip = current_tb - tb_for_seek_and_read >= readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1) if ( cmd_0x0C_0 != 1 || val_from_cmd_0x0C_1 == 0 || skip ) { if ( *(mecha + 0xD4) <= BytesToRead && !*(mecha + 0xE4) ) { *(mecha + 0xD4) = readed_size_in_bytes; *mecha_state = 4; // Reading done here. Going to next step. return; } panic(1u); } set_scheduler( 5uLL, // 5 - CDVD event tb_for_seek_and_read + readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1, // When &syscall8_200, // Event Handler. 0LL); // unk }
- Netemu does crash when the first param is set to 0x2.--Agrippa (talk) 21:03, 7 July 2023 (CEST)
- No idea why, function that check config compare to 2 and panic if greater than. So 2 is accepted at least there. This config is used in 4 places. All of them use next part of config only if this one is 1. 3 places check explicitly for 1, one place check for 0. Setting 2 is weird from code point of view because it's almost like 0, but allow code to do one check in read function, and to be honest this doesn't look like intentional behavior because similar check is performed earlier in previous N command state, and there is handled properly including setting 1F402006 to error code instead of panic. --Kozarovv (talk) 22:31, 7 July 2023 (CEST)
ps2_netemu command 0x12[edit source]
type 1[edit source]
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
Leaving old info for now as it have good explanation of code itself. Command patch vu0_jit_data memory directly. For example above patch will write 0x188 to 0x1C018994 address. vu0 jit mem hold info about microprograms, like how many cycles will run, where program start/end, where is ebit, etc. For now is unknown which info is patched, but shift by 3 suggest it will be vu0 address related info. --Kozarovv (talk) 12:23, 14 June 2023 (CEST)
type 2[edit source]
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[edit source]
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[edit source]
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[edit source]
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[edit source]
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)
Example of recompiled code with enabled cache emulation: https://pastebin.com/sDwc1MLX
- Every operation with r15 and following r7/r8 loads, compares, and cr operations will be skipped by emitter with 0x21 --> 0
- r15 is loaded with current address (page?), to get full value shift it left by 6 eg. 0x808710 << 6 = 0x2021C400 (shift left by 6 = multiplying by 0x40)
- For small part of code posted on pastebin, cache check is performed 33 times * 8 opcodes = 264 opcodes from 801 are cache checks! A lot of work, a lot of code mostly for nothing.
- Conclusion. Use 0x21 --> 0 whenever you can. iCache emulation is pointless for 99% of games.
- Small oftopic. Every opcode that write to r13 increase emulated cycles. Every opcode writing to r14 modify current r5900 pc. Every branch to 0x3800 mean that event test will be performed.
- Problematic games (have issues with 0x21 enabled): Shadow Hearts 3, Jak & Daxter, VP2, Hot Shots series, Kingdom Hearts. Any game that load additional code overlays and do that custom way, for example Shadow Hearts 3 load code from bin files hidden in cpx files. All those games doesn't really need iCache emulation to work, but emulator seems to have issue with code invalidation. Only small amount of games used this method of loading, so it still should be fine for 99% of games.
--Kozarovv (talk) 07:32, 22 May 2023 (CEST)
- Radiata does not crash. English patch for FFXII IZJS does crash though (0x21 fixes stuttering in turbo mode).--Agrippa (talk) 20:33, 22 May 2023 (CEST)
- Whoops, my bad. Fixed. :P --Kozarovv (talk) 09:44, 23 May 2023 (CEST)
- Actually, the icache invalidation issues could explain why the infamous Maori VP2 overlay anti-protection patch is not working on the netemu.--Agrippa (talk) 22:14, 15 June 2023 (CEST)
- His patch is basically self modifying code, so its possible. You can try cmd 0x01 with 0x0E subcommand hook at 0x01feb1c0. This invalidate whole mem every time offset is hit, ensuring that new code that is written from patcher is not in conflict with cache. Also remember that 0x42 is applied only on syscall 7, so if game modify 0x1feb1c0 - 0x1feb2e0 region, it will wipe patcher. And games often memzero whole data memory right after start. This issue don't exist on pcsx2 because it will reapply it on next vsync, while on netemu only 0x09/0x0A patches are reapplied. --Kozarovv (talk) 15:37, 16 June 2023 (CEST)
- Actually, the icache invalidation issues could explain why the infamous Maori VP2 overlay anti-protection patch is not working on the netemu.--Agrippa (talk) 22:14, 15 June 2023 (CEST)
- Whoops, my bad. Fixed. :P --Kozarovv (talk) 09:44, 23 May 2023 (CEST)
ps2_netemu command 0x22[edit source]
Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it.
ps2_netemu command 0x28[edit source]
This command is heavily stripped version of command from gxemu. On netemu only option that seems to change anything is 0. From what i gathered in emu, when set to 0 SEEK ncmd will to be ignored and instant command ack is set. When 0 is used cdvd.SeekToSector is not updated from NCMD params. For emulated vm this mean next read command will perform seek to sector from position where last read end. Not sure if i'm understanding that correctly, it seems to be very hacky solution.
After some more work, its either skip seek, or make seek instant. Still a hack, but may give some loading boosts here and there (and break a lot of stuff too).
ps2_netemu command 0x2A[edit source]
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[edit source]
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_gxemu command 0x19[edit source]
Command disable reads/writes to selected IOP HW registers. Disabled regs are:
- 0x10000000 - 0x10003FFF (DEV9/SPEED/ATA/SMAP)
- 0x1F801460 - 0x1F80147F (Unknown)
Command is auto applied to titles listed here (duplicates are really there in emu too):
Hash ID Name 0x0CD1298155 SLES_540.13 World Snooker Championship 2007 0x12C93199A5 SLES_518.40 NHL Hitz Pro 0x15C93199AD SLES_549.13 Pro Evolution Soccer 2008 0x24D92589A5 SLUS_211.86 NBA Ballers - Phenom 0x2CD12D8125 SLUS_212.35 MLB 2K6 0x34C9359935 SLUS_211.38 X-Men Legends II - Rise of Apocalypse 0x34C93599E5 SLUS_211.28 Blitz - The League 0x34C93599E5 SLUS_211.28 Blitz - The League 0x449961C9E5 SLES_542.10 NBA 2K7 0x4C9169C1CD SLES_542.46 FIFA '07 0x4C9169C1D5 SLES_542.45 NHL '07 0x4C9169C1DD SLES_542.44 FIFA '07 0x4C9169C1E5 SLES_542.43 FIFA '07 0x4C9169C1F5 SLES_542.41 FIFA '07 0x4C9169C1FD SLES_542.40 FIFA '07 0x4CB14DE12D SLUS_213.74 Marvel - Ultimate Alliance 0x54A955F915 SLUS_212.74 Outrun 2006 - Coast 2 Coas 0x5CA15DF165 SLUS_213.01 World Series of Poker 0x5CA15DF1FD SLUS_212.86 WWE SmackDown! vs RAW 2006 0x5CA15DF1FD SLUS_212.86 WWE SmackDown! vs RAW 2006 0x649965C94D SLUS_214.63 Tom Clancy's Ghost Recon 2 0x649965C955 SLUS_214.60 NBA Live '07 0x649965C95D SLUS_214.61 NASCAR '07 0x649965C965 SLUS_214.58 NHL '07 0x649965C96D SLUS_214.59 NCAA Football '07 0x6BB149E15D SLES_531.04 Tom Clancy's Rainbow Six - Lockdown 0x6C916DC165 SLUS_214.91 World Series of Poker - Tournament of Champions 0x6C916DC1A5 SLUS_214.83 Tiger Woods PGA Tour '07 0x6C916DC1AD SLUS_214.82 NFL Street 3 0x6C916DC1B5 SLUS_214.81 NCAA March Madness '07 0x6C916DC1D5 SLUS_214.77 Madden NFL '07 [Hall of Fame Edition] 0x6C916DC1DD SLUS_214.76 Madden NFL '07 0x748975D9DD SLUS_213.83 Fight Night - Round 3 0x7C817DD125 SLUS_214.33 FIFA Soccer '07 0x7C817DD165 SLUS_214.25 NHL 2K7 0x7C817DD16D SLUS_214.24 NBA 2K7 0x7C817DD175 SLUS_214.27 WWE SmackDown! vs RAW 2007 0x7C817DD1CD SLUS_214.12 World Championship Poker featuring Howard Lederer - All-In 0x84798529BD SLUS_205.65 Champions of Norrath 0x8559A109AD uuunnnnnkkk 0x8579852915 SLUS_215.68 Arena Football - Road to Glory 0x8579852965 SLUS_215.82 MVP '07 - NCAA Baseball 0x8D51A90145 SLES_545.11 UEFA Champions League 0x8D51A901B5 SLES_545.13 UEFA Champions League 0x8D51A901BD SLES_545.12 UEFA Champions League 0x8D718D21BD SLUS_216.20 NCAA Football '08 0x9C619D31E5 SLUS_205.41 NBA Ballers 0x9D41B911AD SLES_544.48 World Series of Poker - Tournament of Champions 0x9D619D31C5 SLUS_215.61 Major League Baseball 2K7 0x9F29357805 SCUS_975.44 NBA '07 featuring The Life Vol.2 0x9F293578E5 SCUS_975.56 MLB '07 - The Show 0xB549B51915 SLUS_216.38 Madden NFL '0 0xB549B51925 SLUS_216.32 NHL 2K8 0xB549B5195D SLUS_216.47 NHL '08 0xB549B519A5 SLUS_216.48 FIFA Soccer '08 0xB549B519AD SLUS_216.49 NBA Live '08 0xBC61793025 SCES_532.85 Ratchet - Gladiator 0xBD41BD1105 SLUS_216.69 NBA 2K8 0xC439C569F5 SLUS_208.20 Tom Clancy's Ghost Recon - Jungle Storm 0xC7716D20D5 SCUS_974.01 Hot Shots Golf FORE! 0xC7716D20D5 SCUS_974.01 Hot Shots Golf FORE! 0xCA11E941F5 SLES_516.97 SSX 3 0xCF7965285D SCUS_973.53 Ratchet and Clank - Up Your Arsenal 0xCF7965285D SCUS_973.53 Ratchet and Clank - Up Your Arsenal 0xD20911582D SCES_515.93 Hardware Online Arena [Beta, Promo & Full Release] 0xD7617D308D SCUS_973.28 Gran Turismo 4 0xE339C1695D SLES_525.45 Star Wars Battlefront 0xE794CCB06D PCPX_980.42 Minna no Tennis 0xEA3129608D SCES_515.78 Network Access Disc [Original, v4.02 & v4.03] 0xEC11ED4115 SLUS_209.73 Champions - Return to Arms 0xEF594508D5 SCUS_975.00 MLB '06 - The Show 0xF409F559AD SLUS_208.89 MLB Slugfest - Loaded 0xF7415D10E5 SCUS_974.65 Ratchet - Deadlocked 0xF7415D10E5 SCUS_974.65 Ratchet - Deadlocked
As a result config disable HDD/NET capabilities.
[edit source]
<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[edit source]
This is kept here for historical purposes, but needs to be rewritten or deleted
Getting Playstation 2 Software Emulator working[edit source]
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[edit source]
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[edit source]
[Getting Playstation 2 Software Emulator working]
Service Mode in relation to PS2 emulation tests[edit source]
- 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[edit source]
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[edit source]
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)[edit source]
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[edit source]
- 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)[edit source]
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[edit source]
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[edit source]
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)[edit source]
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
[edit source]
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[edit source]
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.
There is also check for 0xE794CCB06D PCPX_980.42 Minna no Tennis entry, emu also refuse to boot it, and throw the same error as with SwapMagic/SCED discs.
CDVD Commands[edit source]
Netemu[edit source]
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[edit source]
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[edit source]
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[edit source]
Netemu[edit source]
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[edit source]
IOP SPE[edit source]
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[edit source]
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, VU1 code is stored at 0x1A000 of LS in big endian. 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[edit source]
VU1 SPE program starts at 0x4000 of LS. Start function is responsible for loading all 128 spe registers with values from memory starting from 0x4230 of LS for r0, ends at 0x4A20 for r127 (r127 is trashed literally in next opcode after that...). This should result in all 0 value regs, excluding r0 which will be set to float(1.0, 0, 0, 0) like ps2 vf00. After that function notify PPE side that its done, and jump to 0x8000, here fun begins. SPE program now clear LS memory from 0x0000 to 0x7FF0, this include VU1 data mem that is located at first 0x4000 bytes. What's more important function that we started at 0x4000 will be deleted. Yup, self modifying code on SPU (good luck for eventual emulator that will try to run ps2_netemu).
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
SPU registers always follow this layout when VU1 is running:
- r0 - r31 = vf00 - vf31
- r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway)
- r48 = ACC (accessible from VU0 as vi19)
Additionally ppu can access those regs with addresses 0x3000xyy0. Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex.
- 0x30004100 = vf16
- 0x30004200 = vi00
- 0x30004350 = I register (vi21)
etc.
Is worth to note that ppu is not accessing spu regs directly, instead 0x3000x000 is mapped to 0x3F000 of vu1 local store. On real PS2 hardware regs are accessible only when VU1 is stopped so program just dump regs to that location on every vu1 stop (ebit/tbit/force break). This mapping is added specially for VU0 which can access VU1 registers by use of memory address, when vu0 recompiled program run ppu always load 0x30000000 to r1 to compute address if needed.
IPU SPE6[edit source]
IDEC start code detection[edit source]
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[edit source]
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.
SPE4 and SPE5[edit source]
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[edit source]
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[edit source]
ps2_netemu supported video modes[edit source]
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[edit source]
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[edit source]
Remove PCRTC Blur for Netemu[edit source]
Adds new config 0x4F (no param) which disables PCRTC blur offset which many games use. Patch additionally changes debug menu entry XOR CSR to NO BLUR setting. XOR CSR from file CONFIG is unaffected and still work as expected. I decided to add this entry in menu because it's nice way to compare how good this setting is when game use blur offset. While games which need XOR CSR have very obvious screen corruptions so there is no need for "live" view for it. New config obviously not work on HEN, but CONFIG files which include 0x4F work fine on HEN, command is just skipped, this keeps configs compatible with all current hacks. Big thanks to mrjaredbeta for testing all of this!
Under the hood code compares DISPLAY1 and DISPLAY2 registers and when DX and DY difference is not greater than 6 it mirrors DISPLAY1 to DISPLAY2. Many checks are added to prevent false detection: PMODE need to have enabled 2 circuits, any of DISPLAY registers can't be all 0's, etc. Detection also works for different DW/DH, for games like Soul Calibur 3. Results really vary per game, many games stays unaffected because they modify OFFSET by GIF 0x18/0x19 commands. Good example of game that is nicely improved is Kingdom Hearts 2.
Patch is for Evilnat 4.90 ps2_netemu.elf file.
https://www.mediafire.com/file/s83lt9zkwlyhpc2/No_Blur.ppf/file
MD5 before patch is applied:
70D22D79A5BB876B8EA2D0FE55D046C7
MD5 after patch is applied:
0B632F05371215AA6BE2C976924737AE
Preview:
https://ibb.co/9sSjmCm (default netemu) https://ibb.co/G7t11Nq (No Blur enabled)
Display current PC/RA values for r5900[edit source]
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[edit source]
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[edit source]
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
Inject LIBSD into netemu Bios[edit source]
This patch improves compatibility with homebrew. Many homebrews still need hex edits and supplying X modules on disc. But this patch takes care of LIBSD at least. For example, Multiloader 1.41 with midi player mod now works out of the box.
Offsets for unpacked elf file. 0x893470: string TBIN --> LIBSD 0x8DC200: Paste LIBSD file here (Ctrl-B in HxD to overwrite old data).
TBIN file which is replaced is not used in PS2 mode, we can safely patch it. Same can be done for other emulators, just need correcting offsets.
SPE programs dumper[edit source]
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[edit source]
- 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.
- GUI seems to be tied to GIF/GS emulation. That research was inspired by Dolphin progress report, and it seems to be correct. Fe/be (frontend/backend) spus are involved here. Which explain some UI slowdowns on GIF intensive games.
- Emulator is full of unused functions. Everything that is compiled inline its also there as separate unreachable function.
- DEV9 registers are not implemented. Reads return 0, writes are void. In simple words Net and PS2 HDD emulation is impossible. Fun fact is that emu perform meaningless check for HDD supported titles.
- USB registers are IMPLEMENTED and seems to be fully functional on ppe and spe side. We are missing something else here, not sure what.
Registers[edit source]
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.
r0 = 0x200000000, used when recompiler load something directly from EE memory. r13 = Cycles. When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result. r14 = r5900_current_pc r15 = r5900 pc >> 6, used for cache checks. r15 is also used as temp register when fallback to interpreter, etc. r16 = r5900_v0_reg_lower64 r17 = r5900_v1_reg_lower64 r18 = r5900_a0_reg_lower64 r19 = r5900_a1_reg_lower64 r20 = r5900_a2_reg_lower64 r21 = r5900_a3_reg_lower64 r31 = r5900_ra_reg_lower64 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. 128 bit Altivec registers v20 - v23 are used to keep masks which is most likely used to extract/select/insert COP1 regs for next operations. Additionally v0, and v2 are used for other constants. v0 = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100 v2 = 0x80000000, 0x80000000, 0x80000000, 0x80000000 v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000 v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000 v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000 v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF 128 bit Altivec registers v24 - v31 are used as COP1 (fpu) regs. v24 = f00, f01, f02, f03 v25 = f04, f05, f06, f07 v26 = f08, f09, f10, f11 v27 = f12, f13, f14, f15 v28 = f16, f17, f18, f19 v29 = f20, f21, f22, f23 v30 = f24, f25, f26, f27 v31 = f28, f29, f30, f31 Register that handle ACC is taken from different pool (same pool as all vfXX regs when in COP2 mode) with param 32 as reg nr (not real reg, probably part of one of vXX regs). Most likely those regs are flushed to memory when COP2 opcode is running, for sure they are flushed when VU0 microprogram is running.
EE Timers Count Read[edit source]
Emulator have bizarre behavior for EE Tx Count read (0x10000000, 10000800, etc). In specific situation (related to pending edge triggered irq) instead of Count value emulator returns Mode value. This doesn't look like programming error and can be some kind of ps2 undocumented behavior implementation.
DataStorage vector hook[edit source]
What normally should work as DataStorage exception handler is hacked into very ugly dispatcher for EE related handlers. This code is used for example to read/write IPU registers. At the time when vector is reached:
- Emulator preserves few registers on custom stack at 0x800000. Registers seems to be little random, but they are not. This code is launched from recompiled mips code.
- srr0 is backed up to r3 register (address where exception occurred + 4, rfid opcode jump to address from that reg) and since now it is also used as argument for next steps.
- srr0 is given new value of 0x2EFCC which is custom "dispatcher", link register changes to 0x28F8C8 which is return from that custom piece of... code.
- rfid is hit, let's go to our newly hooked srr0 with 0x2EFCC address.
- Time to use address preserved in r3. This address going thru few checks, it needs to be in 0x10000000- 0x12FFFFFF range (EE JIT Code).
- From this address emulator get single word, that word is used to figure out what mips code wanted to do. This isn't simple offset but some kind of custom identifier.
- When matching identifier is found, task is performed. Some tasks just jump to function and do what is needed, some continue that hackfest and instead are injected into recompiled code as branches to functions that will perform what game want them to do.
- blr is hit, remember that link register is patched earlier to 0x28F8C8
- This function restores previously backed up regs and set link register to value returned by hook. That's all.
Free sapce in config parser[edit source]
Since CELL B.E. is big endian machine is only natural to Sony to use little endian for CONFIG files and byte reverse every single word for them. :) What's more important for us, CELL have special opcodes for situation like that one, lwbrx and stwbrx (load/store word byte reversed indexed). But compiler decided that it will be better to do old fashioned 8 opcodes load/swap by shifts and masks and 'or'. This leaves us a lot of space when implementing new configs, making things nice and clean without need to jump outside of function, etc. This code:
seg020:000000000012EECC lwzx r0, r9, r31 seg020:000000000012EED0 srwi r11, r0, 24 seg020:000000000012EED4 rlwinm r9, r0, 8,8,15 seg020:000000000012EED8 slwi r3, r0, 24 seg020:000000000012EEDC rlwinm r0, r0, 24,16,23 seg020:000000000012EEE0 or r3, r3, r9 seg020:000000000012EEE4 or r0, r0, r11 seg020:000000000012EEE8 or r3, r3, r0 seg020:000000000012EEEC clrldi r3, r3, 32
Can be replaced by simple:
seg020:000000000012EECC lwbrx r3, r9, r31 seg020:000000000012EED0 clrldi r3, r3, 32
RSX workload on the netemu[edit source]
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)
- Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--Agrippa (talk) 15:24, 29 May 2022 (UTC)
- Little bit late, but it seems that GS is almost fully "software" emulated (PPE + BE SPE). It was mistake to not touch ps2_softemu earlier, because that's what helped me to find out that all shaders in netemu are not strictly emulation related. While softemu have Cg shaders for hardware render. --Kozarovv (talk) 14:48, 29 June 2023 (CEST)
- Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--Agrippa (talk) 15:24, 29 May 2022 (UTC)
Netemu load/store with r0 register[edit source]
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.
Communication with Graphics Synthesizer in ps2_gxemu[edit source]
Communication from emu level is done with rw to special addresses of what seems to be RSX ports. Emu includes thin translation layer that intercept rw operations to GS privilaged registers. Emulator to write or read GS register first need to write register number that we want to access. To do that we use one of two exposed 32 bit ports, separate for reads and writes.
To write GS register first write 64 bit data to write buffer. Separate for lower 32 bit (0xA000304C) and upper (0xA0003048) part of GS write. GS regs are 64 bit while RSX operate on 32 ports. Finally write translated register number to 0xA0003040. This write starts transfer to GS. To ensure everything went ok emulator performs 32 bit read from 0xA0003000 and check if bit 1 is active. This operation is performed in loop up to 1000 times until bit 1 is not 0, if that is not the case in mentioned 1000 loops panic is called.
To read GS register first write translated register number to 0xA0003050, then wait for bit 1 of 0xA0003000 to be active. Emulator wait up to 1000 read loops if GS didn't answered in that time emu panic. Now when bit 1 is not 0, data can be read from 0xA0003058 for upper 32 bits and 0xA000305C for lower 32 bits. Emulator translate almost all reads to CSR. Only SIGLBLID is readable beside CSR. This is real PS2 GS behavior. Although there is unused runtime that allow read any register. Behavior in that case is unknown.
0x00 = PMODE 0x01 = SMODE1 0x02 = SMODE2 0x03 = SRFSH 0x04 = SYNCH1 0x05 = SYNCH2 0x06 = SYNCV 0x07 = DISPFB1 0x08 = DISPLAY1 0x09 = DISPFB2 0x0A = DISPLAY2 0x0B = EXTBUF 0x0C = EXTDATA 0x0D = EXTWRITE 0x0E = BDCOLOR 0x40 = CSR 0x41 = IMR 0x44 = BUSDIR 0x48 = SIGLBLID
ps2_gxemu external bios/rom loading.[edit source]
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[edit source]
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[edit source]
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[edit source]
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
Accurate add/sub is really over-complicated, I think is possible to shrink it to prevents slow downs and cache resets when overused. For example instead of creating "constants", we can really use constants from unused memory. On every single accurate add/sub emulator run this code:
0x18726C li r9, -1 # --- start of "constants" creation --- 0x187270 clrlwi r9, r9, 1 # r9 = 0x7FFFFFFF 0x187274 stw r9, 0x20(r31) 0x187278 li r9, 0xFF 0x18727C stw r9, 0x24(r31) 0x187280 li r9, 31 0x187284 stw r9, 0x28(r31) 0x187288 li r9, 23 0x18728C stw r9, 0x2C(r31) 0x187290 li r9, 0x20 # ' ' 0x187294 lvxl v16, r9, r31 # Load from 0x20(r31) 0x187294 # [0x7FFFFFFF, 255, 31, 23] 0x187298 li r9, 0x97 0x18729C stw r9, 0x20(r31) 0x1872A0 clrlslwi r9, r9, 31,23 # 4B800000 ? 0x1872A4 stw r9, 0x24(r31) 0x1872A8 li r9, 25 0x1872AC stw r9, 0x28(r31) 0x1872B0 li r9, -1 0x1872B4 clrrwi r9, r9, 8 # r9 = 0xFFFFFF00 0x1872B8 stw r9, 0x2C(r31) 0x1872BC li r9, 0x20 # ' ' 0x1872C0 lvxl v15, r9, r31 # Load from 0x20(r31) 0x1872C0 # [0x97, 0x4B800000, 25, 0xFFFFFF00] 0x1872C0 # End of "constants" creation.
All that to load vector v15 with [0x97, 0x4B800000, 25, 0xFFFFFF00], and v16 with [0x7FFFFFFF, 255, 31, 23]. This is really painful when you need to do that on every accurate add/sub, 22 opcodes, even more cycles. But what if we patch emulator to have those values for example at 0x7000 - 0x701F offset? Then loading constants will be:
0x18726C li r9, 0x7000 0x187270 lvxl v16, r9, r0 0x187274 addi r9, r9, 0x10 0x187278 lvxl v16, r9, r0
From 22 opcodes we end up with 4. 18 opcodes less on every accurate add/sub. Additionally we can skip preserving/restoring of LR, CTR, and maybe XER. That give another saving of 12 opcodes. Additional 2 opcodes could be saved by not using r6 as temp for save/restore values. We can reuse r9 instead, so there is no need to preserve/restore old r6. All that shrink add/sub from 216 opcodes to 184. For FPU add/sub even more could be done, but for VU/COP2 its most likely only possible optimisation. Still worth it, should bring noticeable difference in framerate on intensive games that need it.
Ugly fix for HDD whitelisted games loaded through Cobra[edit source]
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[edit source]
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 EE threading/interrupt issues[edit source]
- 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.
Games with GS emulation issues[edit source]
Neither performance, nor mipmap and SCANMSK related.
- Prince of Persia: Warrior Within
- Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
- Lord of the Rings: The Return of the King
- Top-left corner issue when the mist/fog is rendered.
- Dance Summit 2001: Bust-a-Move
- Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
- Snowblind Engine 2003+ games
- Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background).
Stuntman/Driv3r research[edit source]
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[edit source]
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)
- "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.". Just for the record, ps4 don't blacklist them. It's issue with cdvdkey (known for PS3 users as "game hash". ;) ). Emulator fail to respond correctly to one of CDVD register reads. Issue is already patched with my ugly hacks (TC:LA-a-like code swap). Your patches are still required on ps4 after fixing other issues. --Kozarovv (talk) 17:39, 20 June 2023 (CEST)
- 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[edit source]
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)
Floating point arithmetic inaccuracies[edit source]
While the software emulators are doing a great job with their accurate paths, there are still issues with some games, unfortunately.
- Stuntman/Driv3r
Completely broken AI, game is unplayable.
- Gran Turismo series
An infamous licence demonstration bug - cars deviate from the racing line. It may affect the AI in the race too. Since the GT's AI is retarded, the subject is difficult to confirm.
- Tokyo Xtreme Racer Zero
It is unconfirmed, but the cars path from PS2 imported replays are played back wrongly in the PCSX2.
- PRIDE FC: Fighting Championships
It seems that y × 1 ≠ y sometimes. Fixed by patching the game code.
Manipulating r5900 cyclerate[edit source]
Cycles are count in function located at 0x17C9D0 (latest netemu). Emitter with addi to r13 register is what we are looking for. Since pcsx2 use different "unit", lets just call cycles here a... unit.
_________________________________________________ | Opcode type | Netemu/Gxemu | PCSX2 | |----------------|------------------|-------------| | Default opcode | 1 unit | 9 units | | Load/Store | 2 units | 14 units | | Multiply | 4 units | 16 units | | Divide | 37 units | 112 units | | COP 0 | 1 unit | 7 units | | COP 1 | 1 unit(some 2) | 7 units | | COP 2 | 1 unit | 7 units | | NOP | 0 units(!!!) | 7? units | --------------------------------------------------- Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one. * MMI = 14 units * MMI Mult = 24 units * MMI Div = 176 units * FPU Mul = 32 units At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah... It turns out that emu is not counting nop cycles. Weird shenigans mentioned above check if opcode number is 1, which belongs to ee NOP in internal emu table. When opcode is NOP then emulator is not adding even single cycle. This explains a lot of issues with dma and why EE always seemed too fast for DMA and other components. This code takes 2 cycles (units) per loop in emu: loop_here: addiu v0, -1 nop nop nop nop nop bnez v0, loop_here
I still need to fully confirm that nop isn't handled in some special way elsewhere but looks like it's not. Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8. What has been tested do far is shifting by 1 or 2 to the left (underclock by multiplying passed cycles). Sadly without any possitive result to framerate, shift by 2 was even slower.
Emulator status flags[edit source]
We can't really modify this flag from outside on retail emu, but we can always patch function that do init.
Netemu[edit source]
Localised at 0x934158 of emu memory.
1 = init done? 2 = unk thr sys 4 = unk thr sys 8 = unk 10 = run watchpoint opcode (debug halt) 0x11DD80 20 = set mecha 0x245828A to 2, and run sc8 (0x200) 40 = some setting for spe0_class0_int_handler 80 = enable cmd 0xF/0x26/0x27 for whole memory range 200 = set when emulated hardware init is done 400 = enable 0x934160 debug flag (watchpoint on ee and on iop) 800 = skip parsing config file 1000 = do cmd 0x1F with 0x3E8(1000) param 4000 = enable cmd 0x11 for whole VU0 mem (per range setting is inaccessible from config!) 20000 = skip SCED discs error (more, todo) 40000 = do cmd 0x14 80000 = memory card related (0x12A6D8) also run sc_7(2) in thr hdd 200000 = do cmd 0x05 400000 = enable config cmd 0x10 for whole memory range 800000 = do cmd 0x12 with 0x2DFF000 flags 4000000 = mecha related (todo 0x135664) 8000000 = run loop that wait for 0xB52BB8 to be non zero 10000000 = watchpoint (if thread flag is set) 20000000 = timing setting for media validity check 80000000 = show health warning message Need work
Gxemu[edit source]
Localised at 0x3ED0 of emu memory.
1 = init done? 2 = load external bios.rom 4 = run sub_56784 and sub_56A6C 8 = unk 10 = run watchpoint opcode (debug halt) 0x3F02C 20 = set mecha 0x177AA4F to 2, and run sc8 (0x200) ___todo 40 = some setting for spe0_class0_int_handler 80 = enable gx cmd 0xC/0x22/0x23 for whole memory range 200 = check byte 0x6E6302 and do something if 2. Seems to disable media validity test. Set after EE hw init. 400 = set 0x3D60 to 1 800 = skip parsing internal config list 1000 = do gx cmd 0x1C with param 0x3E8 (1000) 4000 = enable cmd 0x0F for whole VU0 mem (per range setting is inaccessible from config!) 10000 = used as a param for sub_40054, unknown. Not available in netemu 20000 = skip auto setting gx cmd 0x19 for games from hashlist, and later in different sub. Also skip setting SCED error. 40000 = do gx cmd 0x12 80000 = skip running unk syscall 100000 = do gx cmd 0x19 (command unavailable in netemu? Looks different) 200000 = do gx cmd 0x04 400000 = enable gx cmd 0x0E for whole memory range 800000 = run sub sub_F1D78, seems to be much more complicated version of what netemu do here. 1000000 = set 0x3D63 to 1 Need even more work...
Memory Map[edit source]
Netemu[edit source]
Tables at main page taken directly from emulator memory seems to be wrong. I double checked this and values are really there, but ea just don't match to what emulator code do (lpars are most likely correct there). So here it is memory map with addresses that emulator use when want to reach any of mentioned regions.
Name | Start | End | Flags | Notes |
---|---|---|---|---|
work | 0 | 0x3200000 | 3 | separated into work 0x0-0x300000, ro_work 0x300000-0x800000, and rw_work 0x800000-0x32000000. |
menu_heap | 0xE000000 | 0xE400000 | 3 | |
negmem | 0xFFFFFFFFFFFF0000 | 0 | 0x10000001 | |
? | 0x30000000 | 0x30008000 | 0x30000000 | vu0 |
spu_iop | 0x40000000 | 0x40060000 | 0xE0000001 | |
spu_spu2 | 0x40080000 | 0x400E0000 | 0xE0000001 | |
spu_vu1 | 0x40100000 | 0x40160000 | 0xE0000001 | |
spu_eedma | 0x40180000 | 0x401E0000 | 0xE0000001 | |
fe | 0x40200000 | 0x40260000 | 0xE0000001 | |
be | 0x40280000 | 0x402E0000 | 0xE0000001 | |
spu_ipu | 0x40300000 | 0x40360000 | 0xE0000001 | |
be | 0x40380000 | 0x403E0000 | 0xE0000001 | not working spu be on spe7 |
SPC_SLB | 0x50061000 | 0x50062000 | 0xF0000000 | for spu_iop |
0x50063000 | 0x50066000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x50062000 | 0x50063000 | 0xF0000000 | |
SPC_SLB | 0x500E1000 | 0x500E2000 | 0xF0000000 | for spu_spu2 |
0x500E3000 | 0x500E6000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x500E2000 | 0x500E3000 | 0xF0000000 | |
SPC_SLB | 0x50161000 | 0x50162000 | 0xF0000000 | for spu_vu1 |
0x50163000 | 0x50166000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x50162000 | 0x50163000 | 0xF0000000 | |
SPC_SLB | 0x501E1000 | 0x501E2000 | 0xF0000000 | for spu_eedma |
0x501E3000 | 0x501E6000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x501E2000 | 0x501E3000 | 0xF0000000 | |
SPC_SLB | 0x50261000 | 0x50262000 | 0xF0000000 | for fe |
0x50263000 | 0x50266000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x50262000 | 0x50263000 | 0xF0000000 | |
SPC_SLB | 0x502E1000 | 0x502E2000 | 0xF0000000 | for be |
0x502E3000 | 0x502E6000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x502E2000 | 0x502E3000 | 0xF0000000 | |
SPC_SLB | 0x50361000 | 0x50362000 | 0xF0000000 | for spu_ipu |
0x50363000 | 0x50366000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x50362000 | 0x50363000 | 0xF0000000 | |
SPC_SLB | 0x503E1000 | 0x503E2000 | 0xF0000000 | for unused be on spe7 |
0x503E3000 | 0x503E6000 | 0xF0000000 |
3000 = SPC_MFC_CNTL 4000 = SPC_PUINT_MB 5000 = SPC_CSR1 | |
SPC_CSR | 0x503E2000 | 0x503E3000 | 0xF0000000 | |
GSIF | 0xA0020000 | 0xA0028000 | 0x80000000 | rsx |
NL | 0xA0009000 | 0xA000A000 | 0x80000000 | rsx |
rsx_driver_info | 0xA0004000 | 0xA0007000 | 0x80000000 | rsx |
rsx_dma_ctrl | 0xA0030000 | 0xA0050000 | 0x80000000 | rsx |
? | 0xA0008000 | 0xA0009000 | 0x80000000 | rsx |
ohci_mmio | 0x60000000 | 0x60001000 | 0x60000000 | |
ehci_mmio | 0x60200000 | 0x60201000 | 0x60000000 | |
ohci_mmio | 0x60100000 | 0x60101000 | 0x60000000 | |
ehci_mmio | 0x60300000 | 0x60301000 | 0x60000000 | |
base | 0x80000000 | 0x80100000 | 0x70000003 | usb |
rawdata | 0x80800000 | 0x80900000 | 0x70000003 | usb |
iopdata | 0x81000000 | 0x81100000 | 0x70000003 | usb |
base | 0x82000000 | 0x82100000 | 0x70000003 | ehci? usb |
ehci_vars | 0x82800000 | 0x82900000 | 0x70000003 | usb |
bchs_pmalloc | 0x83000000 | 0x83100000 | 0x70000003 | usb |
? | 0x83800000 | 0x83900000 | 0x70000003 | |
SB_CDVD | 0x84000000 | 0x84100000 | 0x70000003 | |
SB_HDD | 0x84800000 | 0x84900000 | 0x70000003 | |
? | 0x85000000 | 0x85100000 | 0x70000003 | |
SB_SIO2 | 0x85800000 | 0x85900000 | 0x70000003 | only first 0x4000? |
vrc_area | 0x90000000 | 0x91000000 | 0xC00000003 | vu1 recompiler area |
ee_cached | 0x200000000 | 0x202000000 | 0x100000003 | |
? | 0x211004000 | 0x211008000 | 0x300000000 | vu1 memory direct rw |
ee_rom | 0x21FC00000 | 0x220000000 | 0x300000000 | |
ee_uncached | 0x220000000 | 0x222000000 | 0x100000003 | |
ee_uncacc | 0x230000000 | 0x232000000 | 0x100000003 | |
ee_spr_lo | 0x260000000 | 0x260002000 | 0x700000000 | weird, that map directly to 0x60000000 ps2 address |
ee_spr_hi | 0x270000000 | 0x270006000 | 0x800000000 | ee scratchpad |
ee_kmem0 | 0x280000000 | 0x282000000 | 0x100000003 | |
? | 0x291004000 | 0x291008000 | 0x300000000 | vu1 data rw in kernel mode |
? | 0x29FC00000 | 0x2A0000000 | 0x300000000 | ee_rom in kernel mode |
? | 0x2A0000000 | 0x2A2000000 | 0x100000003 | ee_uncached in kernel mode |
? | 0x2B1004000 | 0x2B1008000 | 0x300000000 | vu1 data in kernel mode. Uncached, i doubt that is even accessible in ps2. |
? | 0x2BFC00000 | 0x2C0000000 | 0x300000000 | ee_rom in uncached kernel mode |
ee_dbg | 0x2FFFF8000 | 0x300000000 | 0x900000000 | |
iop_mem | 0x400000000 | 0x400200000 | 0x400000003 | |
iop_rom | 0x4BFC00000 | 0x4C0000000 | 0x500000001 | kernel mode |
iop_kmmio0 | 0x4BF800000 | 0x4BF810000 | 0x500000001 | including iop_spad at first 0x1000 |
? | 0x4AFC00000 | 0x4B0000000 | 0x500000001 | iop_rom, uncached? |
iop_kmmio1 | 0x4AF800000 | 0x4AF810000 | 0x500000001 | including iop_spad at first 0x1000 |
spu2_ram | 0x600000000 | 0x600400000 | 0x600000003 | starting from 0x200000 spu2_ram2 |
? | 0x800000000 | 0x800010000 | 0x1000000001 | |
? | 0xC0000000 | 0xCF800000 | 0x1600000003 | |
sgs_xdr | 0xB4000000 | 0xB5700000 | 0x1900000003 | |
? | 0x40000000000 | 0x40000010000 | 0x1400000001 | |
ee_jit_code | 0x10000000 | 0x13000000 | 0xD00000003 | |
vu0_jit_code | 0x18000000 | 0x18400000 | 0xD00000003 | |
vu0_jit_data | 0x1C000000 | 0x1C400000 | 0xD00000003 | |
eeram_jit_lut | 0x20000000 | 0x22000000 | 0xE00000003 | |
eerom_jit_lut | 0x2FC00000 | 0x30000000 | 0xE00000003 | |
ustack (micro stack) | 0xAAA70000000 | 0xAAA70040000 | 0x4200000000001 | Thread KRN0:1 (aka BOOT00) |
ustack (micro stack) | 0xAAA70040000 | 0xAAA70080000 | 0x4200010000001 | Thread KRN1:1 (aka BOOT01) |
ustack (micro stack) | 0xAAA70080000 | 0xAAA700C0000 | 0x42000B0000001 | VU0 stack (used in EEonBE when VU0 is running) |
ustack (micro stack) | 0xAAA700C0000 | 0xAAA70100000 | 0x4200030000001 | Thread SYS |
ustack (micro stack) | 0xAAA70100000 | 0xAAA70140000 | 0x4200040000001 | Thread VRC |
ustack (micro stack) | 0xAAA70140000 | 0xAAA70180000 | 0x4200050000001 | Thread MECHA |
ustack (micro stack) | 0xAAA70180000 | 0xAAA701C0000 | 0x4200060000001 | Thread HDD |
ustack (micro stack) | 0xAAA701C0000 | 0xAAA70200000 | 0x4200070000001 | Thread UI |
ustack (micro stack) | 0xAAA70200000 | 0xAAA70280000 | 0x4200090000001 | Thread BL2LNK and BL2MAIN |
ustack (micro stack) | 0xAAA70280000 | 0xAAA702C0000 | 0x42000A0000001 | Thread USB |
ustack (micro stack) | 0xAAA702C0000 | 0xAAA70300000 | 0x42000B0000001 | Thread EEonBE |
Negmem[edit source]
Netemu use memory part called internally negmem. Memory is mapped to 0xFFFFFFFFFFFF0000, but emulator take advantage only of memory from 0xFFFFFFFFFFFF8000 to 0xFFFFFFFFFFFFFFFF. Why? Because that range is loadable with single opcode. How? By "r0" loads/stores (https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Netemu_load.2Fstore_with_r0_register). With that clever way emulator can access high addresses by setting negative offset for r0 register. This range is used for PS2 registers, DMAC status, next event delta, INTC, and many more. That way emu is able to load value from cached ps2 register in single opcode! Very clever idea!
Negmem memory map.
// Accurate Mul/Div 0xFFFFFFFFFFFF8094 = Storage for accurate mul/div 0xFFFFFFFFFFFF8098 = Storage for accurate mul/div 0xFFFFFFFFFFFF809C = Storage for accurate mul/div // Cycles 0xFFFFFFFFFFFF8110 = r5900_cycles // Accurate Add/Sub 0xFFFFFFFFFFFF8138 = Storage for accurate add/sub fs, also for result 0xFFFFFFFFFFFF8140 = Storage for accurate add/sub ft // Cache checks 0xFFFFFFFFFFFF8180 \ |- 512 entries. 23 bits for PFN + 2 upper bits for Valid, and LFR flags. |- Checks are performed for 2 entries at 1 time. / 0xFFFFFFFFFFFF897C // r5900 GPRs 0xFFFFFFFFFFFF8980 = r5900_zero_upper64bits 0xFFFFFFFFFFFF8988 = r5900_zero_lower64bits 0xFFFFFFFFFFFF8990 = r5900_at_reg_upper64 0xFFFFFFFFFFFF8998 = r5900_at_reg_lower64 0xFFFFFFFFFFFF89a0 = r5900_v0_reg_upper64 0xFFFFFFFFFFFF89a8 = r5900_v0_reg_lower64 0xFFFFFFFFFFFF89b0 = r5900_v1_reg_upper64 0xFFFFFFFFFFFF89b8 = r5900_v1_reg_lower64 0xFFFFFFFFFFFF89c0 = r5900_a0_reg_upper64 0xFFFFFFFFFFFF89c8 = r5900_a0_reg_lower64 0xFFFFFFFFFFFF89d0 = r5900_a1_reg_upper64 0xFFFFFFFFFFFF89d8 = r5900_a1_reg_lower64 0xFFFFFFFFFFFF89e0 = r5900_a2_reg_upper64 0xFFFFFFFFFFFF89e8 = r5900_a2_reg_lower64 0xFFFFFFFFFFFF89f0 = r5900_a3_reg_upper64 0xFFFFFFFFFFFF89f8 = r5900_a3_reg_lower64 0xFFFFFFFFFFFF8a00 = r5900_t0_reg_upper64 0xFFFFFFFFFFFF8a08 = r5900_t0_reg_lower64 0xFFFFFFFFFFFF8a10 = r5900_t1_reg_upper64 0xFFFFFFFFFFFF8a18 = r5900_t1_reg_lower64 0xFFFFFFFFFFFF8a20 = r5900_t2_reg_upper64 0xFFFFFFFFFFFF8a28 = r5900_t2_reg_lower64 0xFFFFFFFFFFFF8a30 = r5900_t3_reg_upper64 0xFFFFFFFFFFFF8a38 = r5900_t3_reg_lower64 0xFFFFFFFFFFFF8a40 = r5900_t4_reg_upper64 0xFFFFFFFFFFFF8a48 = r5900_t4_reg_lower64 0xFFFFFFFFFFFF8a50 = r5900_t5_reg_upper64 0xFFFFFFFFFFFF8a58 = r5900_t5_reg_lower64 0xFFFFFFFFFFFF8a60 = r5900_t6_reg_upper64 0xFFFFFFFFFFFF8a68 = r5900_t6_reg_lower64 0xFFFFFFFFFFFF8a70 = r5900_t7_reg_upper64 0xFFFFFFFFFFFF8a78 = r5900_t7_reg_lower64 0xFFFFFFFFFFFF8a80 = r5900_s0_reg_upper64 0xFFFFFFFFFFFF8a88 = r5900_s0_reg_lower64 0xFFFFFFFFFFFF8a90 = r5900_s1_reg_upper64 0xFFFFFFFFFFFF8a98 = r5900_s1_reg_lower64 0xFFFFFFFFFFFF8aa0 = r5900_s2_reg_upper64 0xFFFFFFFFFFFF8aa8 = r5900_s2_reg_lower64 0xFFFFFFFFFFFF8ab0 = r5900_s3_reg_upper64 0xFFFFFFFFFFFF8ab8 = r5900_s3_reg_lower64 0xFFFFFFFFFFFF8ac0 = r5900_s4_reg_upper64 0xFFFFFFFFFFFF8ac8 = r5900_s4_reg_lower64 0xFFFFFFFFFFFF8ad0 = r5900_s5_reg_upper64 0xFFFFFFFFFFFF8ad8 = r5900_s5_reg_lower64 0xFFFFFFFFFFFF8ae0 = r5900_s6_reg_upper64 0xFFFFFFFFFFFF8ae8 = r5900_s6_reg_lower64 0xFFFFFFFFFFFF8af0 = r5900_s7_reg_upper64 0xFFFFFFFFFFFF8af8 = r5900_s7_reg_lower64 0xFFFFFFFFFFFF8b00 = r5900_t8_reg_upper64 0xFFFFFFFFFFFF8b08 = r5900_t8_reg_lower64 0xFFFFFFFFFFFF8b10 = r5900_t9_reg_upper64 0xFFFFFFFFFFFF8b18 = r5900_t9_reg_lower64 0xFFFFFFFFFFFF8b20 = r5900_k0_reg_upper64 0xFFFFFFFFFFFF8b28 = r5900_k0_reg_lower64 0xFFFFFFFFFFFF8b30 = r5900_k1_reg_upper64 0xFFFFFFFFFFFF8b38 = r5900_k1_reg_lower64 0xFFFFFFFFFFFF8b40 = r5900_gp_reg_upper64 0xFFFFFFFFFFFF8b48 = r5900_gp_reg_lower64 0xFFFFFFFFFFFF8b50 = r5900_sp_reg_upper64 0xFFFFFFFFFFFF8b58 = r5900_sp_reg_lower64 0xFFFFFFFFFFFF8b60 = r5900_fp_reg_upper64 0xFFFFFFFFFFFF8b68 = r5900_fp_reg_lower64 0xFFFFFFFFFFFF8b70 = r5900_ra_reg_upper64 0xFFFFFFFFFFFF8b78 = r5900_ra_reg_lower64 // r5900 COP0 Registers 0xFFFFFFFFFFFF8b80 = COP0_Index_REG 0xFFFFFFFFFFFF8b84 = COP0_Random_REG (unused) 0xFFFFFFFFFFFF8b88 = COP0_EntryLo0_REG 0xFFFFFFFFFFFF8b8c = COP0_EntryLo1_REG 0xFFFFFFFFFFFF8b90 = COP0_Context_REG 0xFFFFFFFFFFFF8b94 = COP0_PageMask_REG 0xFFFFFFFFFFFF8b98 = COP0_Wired_REG 0xFFFFFFFFFFFF8b9c = COP0_7_REG 0xFFFFFFFFFFFF8ba0 = COP0_BadVAddr_REG 0xFFFFFFFFFFFF8ba4 = COP0_9_REG 0xFFFFFFFFFFFF8ba8 = COP0_EntryHi_REG 0xFFFFFFFFFFFF8bac = COP0_Compare_REG 0xFFFFFFFFFFFF8bb0 = COP0_Status_REG 0xFFFFFFFFFFFF8bb4 = COP0_Cause_REG 0xFFFFFFFFFFFF8bb8 = COP0_EPC_REG 0xFFFFFFFFFFFF8bbc = COP0_15_REG 0xFFFFFFFFFFFF8bc0 = COP0_PRid_REG 0xFFFFFFFFFFFF8bc4 = COP0_17_REG 0xFFFFFFFFFFFF8bc8 = COP0_18_REG 0xFFFFFFFFFFFF8bcc = COP0_19_REG 0xFFFFFFFFFFFF8bd0 = COP0_20_REG 0xFFFFFFFFFFFF8bd4 = COP0_21_REG 0xFFFFFFFFFFFF8bd8 = COP0_22_REG 0xFFFFFFFFFFFF8bdc = COP0_BadPaddr_REG 0xFFFFFFFFFFFF8be0 = COP0_24_REG 0xFFFFFFFFFFFF8be4 = COP0_Perf_REG 0xFFFFFFFFFFFF8be8 = COP0_26_REG 0xFFFFFFFFFFFF8bec = COP0_27_REG 0xFFFFFFFFFFFF8bf0 = COP0_TagLo_REG 0xFFFFFFFFFFFF8bf4 = COP0_TagHi_REG 0xFFFFFFFFFFFF8bf8 = COP0_ErrorEPC_REG 0xFFFFFFFFFFFF8bfc = COP0_31_REG // r5900 TLB 0xFFFFFFFFFFFF9110 = r5900_tlb \ |- 48 entries / 0xFFFFFFFFFFFF9400 = r5900_tlb_last // IPU 0xFFFFFFFFFFFF9770 = IPU_cycles_unk 0xFFFFFFFFFFFF9774 = IPU_FFFF9774 0xFFFFFFFFFFFF9778 = IPU_CTRL 0xFFFFFFFFFFFF9780 = IPU_BP 0xFFFFFFFFFFFF9788 = IPU_TOP 0xFFFFFFFFFFFF9790 = IPU_FFFF9790 // Unk 0xFFFFFFFFFFFF97B0 = 0x20000000000 // Dump regs for debug 0xFFFFFFFFFFFF97C8 = Regs for dump \ |- Used in sub_11A640, to dump regs, then notify debugger. / 0xFFFFFFFFFFFF98E0 = Last reg for dump // Backup Regs 0xFFFFFFFFFFFF9920 \ |- Another region do backup registers. |- Used mostly when cmd 0x01 is running, but not only then. / 0xFFFFFFFFFFFF99A0 // uintc (micro intc) 0xFFFFFFFFFFFFF000 = next event test delta (doubleword) 0xFFFFFFFFFFFFF08x = INTC_STAT bits 0xFFFFFFFFFFFFF09x = INTC_MASK bits 0xFFFFFFFFFFFFF0Ax = D_STAT.CIS bits 0xFFFFFFFFFFFFF0Bx = D_STAT.CIM bits 0xFFFFFFFFFFFFF0Dx = D_PCR.CPC bits 0xFFFFFFFFFFFFF0E0 = D_PCR full 0xFFFFFFFFFFFFF0E4 = INTC_STAT full 0xFFFFFFFFFFFFF0E8 = INTC_MASK full 0xFFFFFFFFFFFFF0EC = D_STAT full 0xFFFFFFFFFFFFF0F0 = D_STAT upper 16 bits
Shaders available in emulators[edit source]
V for Vertex, F for Fragment, P for Pixel
Netemu[edit source]
FontShader V FontShader F ImageShader V ImageShader F GaussShader0 V GaussShader0 F GaussShader1 V GaussShader1 F ScanShader V ScanShader F
additionally 2 unnamed fragment shaders, 1 vertex shader, and one "hidden" unaligned vertex shader (at 0x950270).
Softemu[edit source]
GS Base Vertex program V GS Base Fragment program P Page Translate Out Vertex V Page Translate In Vertex V Page Translate Out Fragment F Page Translate Out Fragment_0 F Page Translate Out PSMCT16 Fragment F Page Translate Out PSMCT24 Fragment F Page Translate Out PSMZ16 Fragment F Page Translate In Fragment F Page Translate In Fragment_0 F Page Translate In PSMCT16 Fragment F Page Translate In PSMZ24 Fragment F Page Translate In PSMZ16 Fragment F Block PSMCT4 Translate Frag F Block PSMCT8 Translate Frag F Block PSMCT16 Translate Frag F Block PSMCT24 Translate Frag F Block PSMCT32 Translate Frag F Block PSMZ24 Translate Frag F Texture Block Translate Vertex V
Notice that GS Base Fragment program is really not fragment shader, but pixel shader.
Gxemu[edit source]
CG_fp_dilate F CG_fp_shrink F CG_fp_adjweave F CG_fp_motionadj F CG_fp_undither F CG_fp_deinterlace F x CG_fp_weave F CG_fp_edgeinterp F CG_fp_smooth F CG_fp_sharpen F x CG_fp_upscale_smart F x CG_fp_upscale F x CG_fp_smart F x CG_fp_mofix F x CG_fp_orientation F x CG_fp_gradient F x CG_vpshader V x CG_interlace F CG_fpshader16 F CG_fpshader F x
Plus 2 unnamed shaders, one F, one V.
Shaders with "x" are also available in PS1 emulators, and i sucessfully replaced some of them in ps1 emu on rpcs3 for testing purpose.
Emu[edit source]
Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage.
Custom command ideas[edit source]
- Disable GS downloads.
It is definitely a performance improvement for many titles. In theory, easy to implement (force 0x3 TRXDIR value for every 0x1 write instead). The point is, per-game patches are superior and more robust.
- Disable PCRTC blur.
PCRTC merge circuits are mostly used for pathetic blurry anti-aliasing. Looks awful on modern TV screens (ToCA 3 is unreadable completely). Blending settings are controlled through the PMODE privileged register. Partially implemented here: Link
Discussion[edit source]
GS download config is partially done, need little bit more than TRXDIR patch. But this is something we can patch per-game too. Games do very obvious things to reverse VIF1 FIFO, and also BUSDIR write. From there you can disable whole function that need it. Config will be better of course, but HEN users... Anti Blur is kinda easy to do. Writes to DISPLAY1 can write also to 2 and write to 2 also to 1. So they always match, and config implementation will be rather easy. Most games just offset DX/DY, and never touch those regs again. For games that mess with it, more serious approach is needed. But again HEN users are out of luck if we create command for that. It doesn't help that this can be done by EE patches too. What need to be done is removing offset between DISPLAY1 and DISPLAY2.
- Example for TOCA3 SLUS which use hard coded offset:
004C55F0 00000000 004C55F4 00000000
I'm not saying no, but for now i'm kinda lacking of motivation if not so small HEN user base will be out of luck. But more ideas can help with motivation. :P --Kozarovv (talk) 22:00, 8 August 2023 (CEST)
IOP Handling in ps2_emu? (CECHA/CECHB)[edit source]
So, I was reading about how the emulation works here, but I'm not sure how the hardware-based emulation works in the IOP part.
The chart clearly shows that IOP is being 100% emulated via software (Cell) on ps2_gxemu and ps2_netemu, but what about ps2_emu? Is it being emulated using hardware like the EE and GS? Or is it software? I couldn't find any physical chip leading to believe the hardware IOP is there (although the PS2 Bridge has a very similar number model), but I'm aware that some games which have IOP issues on ps2_gxemu and ps2_netemu are not affected in ps2_emu. Also some games that could go online were working fine on ps2_emu, but not so in ps2_gxemu and ps2_netemu.
Is the IOP really fully emulated via software in CECHA/CECHB consoles?
- It's emulated. While other emus use new IOP emulator that is fully running on SPE, ps2_emu use IOP emulator running mostly on PPE core. Emulated IOP ram is mapped to 0x100000000 address of emulator memory, and it's accessible by whole emu. Interpreter is quite simple but handle all needed stuff. IOP hardware registers are mapped in emulator memory and read/write handlers are all PPE functions (that includes DEV9, USB, etc.). IOP Timers run on one of SPE cores, which is interesting solution. SPU2 is running on separate SPE core too. IOP side of SIF communication is done thru "SIF" named SPE program, this program is communicating directly with CXD9208GP hardware. This includes 0x1D0000XX, SIF DMAs, etc. That part is generally not part of IOP per se, I'm just mentioning it for clarity. About compatibility. IOP emus in other PS2 emulators on PS3 were rewritten from scratch, i guess that's why they are less accurate. Plus, fact that with real EE Sony was able to drive most timings inside emu by EE vblk/hblk, which simplifies emulated communication. There is not much to do with accurate IOP when your emulated EE timings are off. --Kozarovv (talk) 20:19, 24 September 2024 (CEST)
- Thank you very much. all of that is pretty informative and fully answers my questions. The last one I have, does this means then that the software emulation that ps2_emu is doing to the IOP part is more accurate than the one DECKARD does on Slims PS2 right? I tried games like Beyond Good & Evil and it seems to run well without the sounds issues that game has on slims models.
- Yeah, looks like it is. Possibly that wasn't the case back in the release days. PS2 emu has been updated many times since launch in 2006, who knows why... You may want to check this compatibility list: https://en.everybodywiki.com/List_of_PlayStation_2_games_compatible_with_PlayStation_3 It's not that accurate because for example Persona 4 entry is partially bullshit because issue with the bar in the lower left-hand corner just can't exist on real EE. But generally, it will give you some info what doesn't worked back then. Entries like Battle Stadium D.O.N, Naruto Shippuden: Ultimate Ninja 5, Orphen: Scion of Sorcery, Wild Arms 5 or Ibara are really interesting, but I'm not sure if they are correct. Back then people recognized PS3 model by HDD size, You can imagine that it's not most accurate way to do that. :D --Kozarovv (talk) 08:32, 25 September 2024 (CEST)
- Of course, the HDD size is not the reliable way to identify models, especially when you can just swap the HDD haha. Thanks, you gave me a lot of interesting info, checking the compatibility list I saw a lot of interesting cases, perhaps if one day I'm bored enough I will try the examples of games you gave me, and also try some others. Would be fun if ps2_gxemu could be run on CECHA/B models, I'm aware its not possible, at least not right now (I also tried by swapping them in dev_blind with no success, just a black screen crash, but since it's looking for different hardware on the motherboard this was kind of the expected behavior).
- Yeah, looks like it is. Possibly that wasn't the case back in the release days. PS2 emu has been updated many times since launch in 2006, who knows why... You may want to check this compatibility list: https://en.everybodywiki.com/List_of_PlayStation_2_games_compatible_with_PlayStation_3 It's not that accurate because for example Persona 4 entry is partially bullshit because issue with the bar in the lower left-hand corner just can't exist on real EE. But generally, it will give you some info what doesn't worked back then. Entries like Battle Stadium D.O.N, Naruto Shippuden: Ultimate Ninja 5, Orphen: Scion of Sorcery, Wild Arms 5 or Ibara are really interesting, but I'm not sure if they are correct. Back then people recognized PS3 model by HDD size, You can imagine that it's not most accurate way to do that. :D --Kozarovv (talk) 08:32, 25 September 2024 (CEST)
In the end, I guess that games like Ratchet & Clank or Tekken Tag Tournament which runs really slow on ps2_gxemu is because Cell can't keep up with the EE emulation.