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#2 (permalink) |
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Ataru Moroboshi Fan =)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2001
Location: Portugal, Oporto
Posts: 5,759
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Yeah! Some one anwser RZetlin question cause I also need to now!
:mg:
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![]() -------------------------------- Computer Specs ---------------------------------- Intel Pentium IV Prescott 3.0 HT → 4x 512MB DDR-DIMM → ASUS GF 6800 GT Sound Blaster X-Fi → 2x Maxtor 80 GB (RAID 0) Hitachi 19'' Monitor → Cambridge Soundworks Desktop Theater -------------------------------------------------------------------------------------------- |
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#4 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: May 2001
Posts: 513
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Though I'm sure that I could be very very wrong, I'd always assumed that it was an interrupt request (hence the IRQ) in the PSX hardware that had something to do with the low level execution of a given game/piece of software. My reasoning is that clearly it has something to do with Input/Output (I/O) and that by causing the SIO IRQ to be registered, the PSX goes out into its memory (or to the CD Drive, I guess) and checks to see if any new instructions are waiting to be executed.
Just think, by pressing F4 a game can restart after appearing to "freeze." Though only the emulator developers can answer with any certainty, I'd bet that it causes whatever's being processed to be overlooked and have the emulator go out and process the next bit of its instructions. After all, this is similar to how a computer's IRQ system works. I'd also bet that it makes whatever instruction it reads after you press F4 exclusive, hence why it won't accept joystick movement until after you toggle F4 again. Of course, as I'd said, I could be completely wrong
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