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#862 (permalink) | |
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Registered User
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Location: Manila,Philippines
Posts: 54
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Quote:
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GeForce61000SM-Motherboard AMD Athlon 64X2 Core Processor 4000+ 2.11 Ghz 1 G DDR2 of RAM 7300 GT 256Ram http://forums.ngemu.com/pcsx2-offici...e-0-9-4-a.html Use the Guide above to get PCSX2 to run properly. Has all you need to know to run PCSX2. |
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#863 (permalink) |
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VBA-M Team
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Location: Australia
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Hey, keep on topic you lot, if your going to only post something like pwned, or ouch,
unless you are going to include anything ontopic in the post, don't post at all. There, now you both got pwned. Now, what was the current direction of the topic?
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#864 (permalink) |
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I'm a gopher
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Location: Chicago
Posts: 286
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Last relevant post was about the ps2's non-standard fpu.
Are the fpu differences just a matter of bit width? I know the ps2's fpu does some funky clamping for values that cause overflow/underflow, but it seems kinda strange that some games (Metal Gear) would be so sensitive to the inaccuracies that gameplay would be impacted. Is there publicly available documentation on the specifics of the ps2's fpu? Finally, something in the emulator that I understand
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#865 (permalink) |
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Registered User
![]() Join Date: Mar 2008
Location: Manila,Philippines
Posts: 54
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Sorry About That...the topic was about the minor grapic about front mission 4 in the wanzer setup.. im using pcsx2 0.9.5 svn 343
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GeForce61000SM-Motherboard AMD Athlon 64X2 Core Processor 4000+ 2.11 Ghz 1 G DDR2 of RAM 7300 GT 256Ram http://forums.ngemu.com/pcsx2-offici...e-0-9-4-a.html Use the Guide above to get PCSX2 to run properly. Has all you need to know to run PCSX2. |
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#866 (permalink) | |
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VBA-M Team
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Take epsxe 1.6 for example, a couple lines of code wrong in the core, and FF9/Chrono Cross barely run on it for most people. as for the FPU, being a floating point, the bit width would be required to change at key points,.. possibly for each bit of random data, and it can be very difficult to emulate a floating point in software. I don't know jack about the PS2, but i did learn enough about floating points, vector units and fixed precision to know that im glad its Refraction doing this and not me.
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#867 (permalink) | |
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PCSX2 Coder
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Location: Plymouth, UK
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doing this on a chip which does account for positive/negative infinities, controls NaN's and has multiple rounding modes, its quite difficult! ;p
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#868 (permalink) |
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Mod Master
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well the higher the detail in game (MGS3), the more dependent the game becomes on the balance of those values, wierd as they may be. thats why FFX is relatively easier to emulate imo.
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#869 (permalink) | |
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PCSX2 Coder
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Again KH2 is another example. Im sure most of you remember it being a spikey mess, that was due to Square (again) exploiting the delays of the vector units to do calculations then do another calculation using the old values before the results of the previous calculation come back. Its horrid, but its something we have to live with.
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#870 (permalink) | |
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NGemu's Kawaii Imoutochan
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i didn't know the game devs would do something that tricky :O i'm suprised you guys were able to fix something like that. great job
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#871 (permalink) |
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Mod Master
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hmmm..well does this exploitation make the game easier for them to make?
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#872 (permalink) | |
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VBA-M Team
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Quote:
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#873 (permalink) |
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PCSX2 Coder
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yeh ive got docs on it with the responses to certain values. it doesnt make things much easier though.
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#875 (permalink) |
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PCSX2 Coder
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not really, the problem isnt lack of understanding, its the lack of simularities between the handling on x86 and the VU's architecture (MIPS too). We "could" account for this, but it would kill the speed of the emulator in doing so.
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#878 (permalink) | |
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PCSX2 Coder
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its funny you should mention CUDA. the float unit on graphics cards (modern unified ones) is exactly that of the VU, strangely. I know i know, "why dont you put the VU's on the graphics card?" well, to name a few reasons. 1. It would mean the team would have to actually learn how CUDA works which means bye bye to any ATi users (which would be roughly 40-50%) 2. We would have to find a way to successfully implement it without hindering compatability, whilst learning how CUDA works. 3. the GS emulation is causing enough strain on the GPU as it is without VU emulation bogging it down too! so there you have my top 3 reasons why we dont take advantage of this situation
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#879 (permalink) |
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The Pest
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Location: Earth
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Yikes refraction, this is madness. I can see why everyone else gave up on a PS2 emulator...honestly, I know very little about coding, but from what I do know, I looked at PCSX2's and kinda blanked out for a few minutes and closed it.
I really wish OTHER teams were making PS2 emulators, just cause like, if there was, if one team made a breakthrough, they could help the other team, and then in turn if THAT team had a breakthrough, they'd share it, and it'd really help ease the workload, I'd guess.(Of course, thinking emulator teams would co-operate like that is abit idealistic:P)
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PC configuration Q6600 @ 3.4GHZ Stable,GeForce 8800 GT 512 MB GDDR3(Super-clocked) ,4GB PC8000(1000MHZ) RAM @ 950MHZ(5-5-5-15)(Waiting to tweak them eventually),Windows XP SP2 Professional(Vista 64 bit, Dual Boot),750GB 7200 RPM, 32 MB Cache Hard-drive(SATAII),24'' LCD( I know, sorry CRT'ers) HD 1080pi, DVI connected, 1920 x 1200 @ 60HZ),P35-DS3L Revision 2.0 @ 1.49V http://tinyurl.com/2zzzsr Use the Guide above to get PCSX2 to run properly. Has all you need to know to run PCSX2. Having trouble with a game? Check here: http://tinyurl.com/2cuzhx |
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#880 (permalink) |
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PCSX2 Coder
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Location: Plymouth, UK
Posts: 9,801
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yeh, fortunately for me i joined late on, so i missed the hardest part
but it isnt easy by all means. the team and pSXAuthor have been helping each other out time to time, as hes got industry experience in coding ps2's and we have ps2 emu coding experience, it kinda helps each other out, plus if theres any ps2 emu id like to see appear, it would be pSX
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