Editing User talk:Kozarovv

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==psfour2pstwo==
==psfour2pstwo==


====vu0====
====gs====
For JAK emu. Todo: Exec from VIF0 seems to always run program for 0x7FFFFFFF cycles...
void __fastcall Vu0MicroExec()
{
  run_vu0(vu0_functions_ptr, 256LL, 0LL);
                                                // run vu for 256 cycles.
                                                // This kill whole sync idea. We have 256 cycles run already on first run.
                                                // Games like SST/ARR/TM:HEAD-ON are alredy broken before we even started.
  if (is_vu0_running())                        // if still running (no ebit, no mbit)
  {
    v0 = ee_sched_stru;
    v1 = 0LL;
    v2 = *(ee_core_regs_base + 0x378) - *(ee_core_regs_base + 0x370) + 512LL;
                                                // passed cycles + 512
                                                // terrible idea, we are falling behind ee here.
                                                // There is usually no point to run behind ee if we failed to do this at start.
                                                // This break games like Ratchet/Rayman.
    sched_Vu0MicroExec.delta = v2;
    if ( ee_sched_stru )
    {
      while ( 1 )
      {
        v3 = v0;
        if ( v0[2] >= v2 )                      // if delta from scheduler higher than from v0
          break;
        v0 = *v0;
        v1 = v3;
        if ( !*v3 )                            // schedule next run...


====todo====
* --gs-kernel-cl="DarkCloud2"
* --gs-kernel-cl="fantavision"


seems to be like internal threads, not real threads. Emu print with that.
Special case kernel plugins?
<pre>_____________________________________________________________________________
| Emotion Engine:      | Input Output Processor (iop)  | x Extra?         |
|-----------------------|-------------------------------|-------------------|
| e-dbg                | i-fw                          | x-stdlib          |
| e-r59                | i-debug                      | x-emu            |
| e-mem                | i-cdvd                        | x-lpnr            |
| e-dmac                | i-dmac                        | x-cdvd            |
| e-timer              | i-gmif                        | x-isofs          |
| e-sio                | i-intc                        | x-log            |
| e-dramc              | i-mem                        | x-mcd            |
| e-intc                | i-memcard                    | x-replay          |
| e-sif                | i-mtap                        | x-rtc            |
| e-gif                | i-pad                        | x-save            |
| e-vif0                | i-pif                        | x-osd            |
| e-vif1                | i-sched                      | x-snap            |
| e-ipu                | i-sif                        | x-host            |
| e-jit                | i-sio2                        | x-trphy          |
| e-hook                | i-timer                      | x-audio          |
| e-Lua                | i-usb                        | x-pad            |
| e-gs                  | i-spu2                        | x-srvc            |
| e-sched              | i-EndSlice                    | x-dialog          |
|                      | i-r30                        | x-dlc            |
|                      | i-jit                        | x-stream          |
|                      | i-Lua                        | x-mem            |
|                      | i-thread                      | x-core            |
|-----------------------|-------------------------------|-------------------|</pre>


==Shaders==
====possible speed/comp hacks====


===SB header===
* --detect-idle-vif
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
* --detect-idle-ee
|- bgcolor="#cccccc"
* --detect-idle-iop
! Offset !! Size !! Description !! Example
* --detect-idle-intc
|-
* --detect-idle-chcr
| 0x00 || 2 bytes || SB Version || 00 04 (00.04)
|-
| 0x02 || 2 bytes || Compiler Version || F9 F1 (63985)
|-
| 0x04 || 8 bytes || Association Hash || B2 09 E0 A5 00 00 00 00
|-
| 0x0C || 1 byte || Shader Type || 02
|-
| 0x0D || 1 byte || Code Type || 01
|-
| 0x0E || 1 byte || UseShaderResourceTable || 00/01 (true/false)
|-
| 0x0F || 1 byte || Compiler Type || 03
|-
| 0x10 || 4 bytes || Code Size || E8 00 00 00 (232)
|-
| 0x14 || 4 bytes || ? || 00 00 00 00
|-
| 0x18 || 12 bytes? || System Attribute Info - Num Threads || 40 00 01 00  01 00 00 00  00 00 00 00
|-
|}
<pre>
'''Shader Type'''


*(unknown)            0
====GS handling switches====
*kShaderTypeVsShader  1
*kShaderTypeFsShader  2
*kShaderTypeCsShader  3
*kShaderTypeGsShader  4
*kShaderTypeHsShader  5
*kShaderTypeDsShader  6


* --threaded-gs
* --gpugs
'''Reminder''' (different upscaler modes for gpugs 0x325962)


'''Code type'''
====Sound - SPU2 behavior====


*kCodeTypeIl  0
* --spu2-update-deferral
*kCodeTypeIsa  1
* --spu2-reverb
*kCodeTypeScu  2
* --spu2-c0-memin-to-bgm
* --spu2-c1-memin-to-bgm
* --spu2Trace


====other====


'''UseShaderResourceTable'''
* --force-point-sampling


*false  0
=====Disc patch=====
*true  1


(important! 50% ps2_netemu fixes!)


'''Compiler Type'''
MechaSetPatch (sector, offset, size) Data?


MECHA_SET_PATCH : sec=%d offset=%d size=%d
*kCompilerTypeUnspecified 0
<br>MECHA PATCH : sec=%d(%x), ofs=%d(%x) size=%s
*kCompilerTypeOrbisPsslc  1
*kCompilerTypeOrbisEsslc  2
*kCompilerTypeOrbisWave  3
*kCompilerTypeOrbisCuAs  4</pre>


===GNM Header===
====IEEE 754====


{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e
|- bgcolor="#cccccc"
 
! Offset !! Size !! Description !! Example
====vu====
|-
 
| 0x00 || 4 bytes || Magic || 72 64 68 53 Shdr
Looks like VU sync always(?), not like ps2.
|-
 
| 0x04 || 4 bytes || Version || 00 07 00 02 (0007.0002)
== God of war Patch ==
|-
 
| 0x08 || 1 byte || Shader type || 04 (Compute)
So how to define GOW new patched pkg. Do you have the config details yet? As i have changed the status of the game as Playable. Just to update the config file on talk page pls?
|-
[[User:SalmanKhan|SalmanKhan]] ([[User talk:SalmanKhan|talk]]) 20:19, 9 July 2019 (UTC)
| 0x09 || 1 byte || Shader header size in DW || 0D (13)
|-
| 0x0A || 1 byte || Has shader aux data || 00/01 ?
|-
| 0x0B || 1 byte || Target GPU types || 03 (Base|NEO)
|-
| 0x0C || 4 bytes || padding || 00 00 00 00
|-
|}
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