Talk:PS2 Emulation: Difference between revisions
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==Regs== | ==Regs== | ||
VF regs you (Scalerize) described are VU0/COP2 only. Right after vf regs you can find vi regs (210+). Vi regs are only 32regs x 32 bit (vi00 to vi15, and 16 control/special regs) Edit: mapped by 0x10 tho. You can find similar array of regs for VU1 on 1040000000 or 1050000000. I don't know exactly where. This is virtual mapping and i don't own ps4 to test it really. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 16:54, 2 January 2023 (UTC) | VF regs you (Scalerize) described are VU0/COP2 only. Right after vf regs you can find vi regs (210+). Vi regs are only 32regs x 32 bit (vi00 to vi15, and 16 control/special regs) Edit: mapped by 0x10 tho. You can find similar array of regs for VU1 on 1040000000 or 1050000000. I don't know exactly where. This is virtual mapping and i don't own ps4 to test it really. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 16:54, 2 January 2023 (UTC) | ||
<pre>Will work on this stuff when i get the time! thank you so much! -- Scalerize</pre> | |||
=Misc info= | =Misc info= |
Revision as of 18:04, 4 January 2023
TODO: Please remove unneeded uppercase letters not at the start of sentences.
- This Is Not Elon Musk Here :P - Roxanne
Regs
VF regs you (Scalerize) described are VU0/COP2 only. Right after vf regs you can find vi regs (210+). Vi regs are only 32regs x 32 bit (vi00 to vi15, and 16 control/special regs) Edit: mapped by 0x10 tho. You can find similar array of regs for VU1 on 1040000000 or 1050000000. I don't know exactly where. This is virtual mapping and i don't own ps4 to test it really. --Kozarovv (talk) 16:54, 2 January 2023 (UTC)
Will work on this stuff when i get the time! thank you so much! -- Scalerize
Misc info
Some data that eventually need to be posted on main emulation page. All data posted here is obtained from jak tpl (so called v1) emulator. All data is confirmed in code itself, no guessing (unless said otherwise). Time to start releasing that old work to public.
- Settings ignored by emulator (there is more than that): https://pastebin.com/Hm9bfnF6
- Settings which use bool (0/1, emu accept true/false on/off too) as value: https://pastebin.com/iaLLAXHn
- Settings which use double float as value: https://pastebin.com/cZvxCb6K (unk max values are likely DBL_MAX )
- Default VU1 settings used by Jak TPL emu: https://pastebin.com/tDsTNWFH
- Default VU0 settings used by Jak TPL emu: https://pastebin.com/iSEngpJh
- Default VU settings used by Jak TPL emu: https://pastebin.com/NL8Vae1b
- Default IOP settings used by Jak TPL emu: https://pastebin.com/9K4dk6vb
- Default FPU settings used by Jak TPL emu: https://pastebin.com/YrF7fBT5
- Default EE settings used by Jak TPL emu: https://pastebin.com/SBXimZhc (awesome formatting pastebin, good job)
- Default COP2 settings used by Jak TPL emu: https://pastebin.com/aG0LDryy
Misc misc info
- Both settings do the same thing:
--external-hdd-fix --cdvd-determinism
--ee-kernel-hle --ee-injection-kernel
- Setting take unused value:
--ee-cache-breaks-block No matter which value is used, 1 is set.
Few popular misunderstandings
- vu-xgkick-delay take integer between 0-31 (confirmed on both emu and compiler side), and not float (0.5 is invalid, will be truncated to 0 probably)
- Cop2 rounding in pcsx2 is governed by "EE/FPU" rounding setting, not by VU or VU0.
- Cop2 clamping is hardcodded in pcsx2 as far as i know, if no then is likely also governed by EE/FPU setting not VU/VU0
- xx-no-clamping setting is not really no clamping known from pcsx2. This is special mode which can be used regardless of other clamp commands. To compare pcsx2 have similar mode only for FPU (Full), to fully mimic that mode we still need fpu-to-double enabled.