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PS2PSXe - PS2上的PS模拟器

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发表于 2011-9-3 01:12  ·  四川 | 显示全部楼层
我觉得等这个软件完整版除了以后 各位还是准备好一台CRT的电视机或者显示器

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发表于 2011-9-5 13:29  ·  黑龙江 | 显示全部楼层
本帖最后由 萨里温 于 2011-9-5 13:43 编辑

最近作者的一些回复:
原文:
08-29-2011,9:14 上午
That's what I was trying to do, although the effect wasn't great. Everything worked almost fine when emulating at 100% or nearly 100% speed. I'll check if it still compiles and works (at all) and will post the hardware spu powered emu along with the other two versions.

PS. I was sending everything through IOP though. That required additional buffer to queue SPU stuff before sending it to IOP once in a while (otherwise the speed was suffering terribly). But you're right. I forgot I could access the hardware registers directly, getting interrupts is also not a problem... Unfortunately they're not exact same, though I have a good grasp of the changes (couldn't find SPU2 docs, so I was comparing to SPU2 plugin for pcsx2 - not really the best way, but it worked to some extent... also checked already available libs). Anyway, it might simplify things a little bit.

PS2. As for sony creating their emu... They had all the documentation and human resources they needed.
08-30-2011,02:36 AM
It's a doc that anyone interested in PSX have certainly read at least once . As for the thread. There is no way to switch SPU2 into SPU (at least not one that I know of) without switching entire IOP into PSX compat mode... But then it's of no use to me, as all the ps2 devices seem to be no longer accessible (or the hardware registers are mapped elsewhere). It has one advantage though. Most of the hardware doesn't have to be emulated then, including most cpu hungry CPU emulation . But then again, the purpose of this emu is to use all of the PS2 capabilities (usb/hdd/lan, improved graphics), otherwise it is pointless (there is already a built in one that, even though it has some problems and doesn't do as well as the real PSX, works great). Thus the cpu is being emulated on EE (recompiled code), just as in any other emu, while the IOP serves its role .

PS.
The emulator used in BBNAV to launch mini PSX games does the same thing. It seems it emulates everything on EE. This made me believe, that there is really no way to maintain PS2 capabilities in PSX mode (otherwise sony would do that in their emulator, but instead they've chosen to do a software emu) - as a side note: the simple titles that were using their emu already do work great on mine at a huge speed way over 100 fps . I'm quite interested, how their emu (the software one, that is running in ps2 mode) would do with a little bit more complicated games like tekken, driver and such.

Anyway, whether accessing from EE or IOP, I still need to use intermediate buffers for commands to scale it properly for too fast game eg. when emulating one psx frame takes the time of half ps2 frame, then the voices will still be enabled and disabled at wrong places, because it will do everything in half the time it originally should and ps2 will stall for the rest of the time. Sure, the difference won't be that big, it will still be quite accurate (to 1/50 or 1/60 second), so most users wouldn't probably notice it anyway. Yet to make it really proper, you would have to save every command along with the psx cpu cycle it occured on. Once the buffer reaches some length (spread in ms or cycles or at the end of every frame), it should be scaled based on the real time that have passed. But that would introduce a latency between the time sound was to appear and when it will be actually audible... This might probably be even worse than letting the other thing happen (though that would be max 20ms, so not such a big deal). I'm not sure now which one would be better. Will have to decide on one of them before trying it again (right now I'm using ~50-100ms realtime buffer for commands in the hardware SPU - depending on the speed and the latency is sometime pretty annoying... the latency is even bigger in software spu emulation).

@all
Polishing off the launcher/configurator. It's very simple, text based (simple menu consisting of text), built on top of the MCA, so it looks quite nice anyway. I simply don't want to waste too much time on it, as it is meant to be temporary solution.
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08-30-2011,12:13 PM
There is not that much of progress. I've fixed some gpu stuff, tweaked counters a little bit, added sound... But during recent two years I barely worked on the project. It's only last two weeks or something like that... All of the sudden I felt like doing some coding. Thank god the code is quite clear most of the time (except for some gpu stuff). After such a long time I feel like I'm reading someone else's code

I don't think it should be called a beta, because there is still a whole tone of issues I know about. But does it really matter? It's an improvement anyway.
翻译文:
08-29-2011,9:14 上午
这就是我一直努力要做,虽然效果不是很大。一切几乎正常工作时模仿 100%或接近 100%的速度。我查,是否它仍然编译和工程 (所有) 并将发布硬件 spu 供电动车组连同其他两个版本。

这句我虽然发送通过 IOP 的一切。这需要额外的缓冲区队列 SPU 东西之前将其发送到 IOP 偶尔 (否则速度伤痛折磨)。但你是对的。我忘了我可以访问硬件寄存器,直接获取中断也不是一个问题...不幸的是他们不精确相同,虽然我必须把握好 (找 SPU2 文档,所以我比较 pcsx2 的 SPU2 插件-不是最好的方式,但它在某种程度上 … … 工作还检查现有的库) 的更改。不管怎么说,它可能会有点简化的事情。

PS2。至于索尼创建他们动车组...他们有的所有文档和他们所需的人力资源。
08-30-2011,2:36 上午
是任何 psx 更感兴趣的人都读过肯定至少一次的 doc.至于该线程。是没有出路到交换机 SPU2 SPU (至少不是我所知道的) 到不用到 psx 更兼容模式切换整个 IOP...但是,就对我来说,没有用,似乎不再是可访问的 ps2 的所有设备 (或其它硬件寄存器映射)。不过它有一个优点。大多数硬件没有要模拟的磁带然后,包括大多数 cpu 饿了 CPU 仿真.不过,此动车组的目的是使用所有的 PS2 能力 (usb/hdd/lan、 改进的图形),否则就没有意义 (已经有的尽管它有一些问题并不像真正的 psx 更,很正常的一个内置的)。因此,cpu 是正在模拟 EE (重新编译代码),就像在任何其他动车组,虽然 IOP 服务及其作用.

邮编:
在 BBNAV 中用来发射迷你 psx 更游戏模拟器做同样的事。看来它模拟 EE 上的所有内容。这使我相信,真是没有办法维持 PS2 能力 psx 更模式 (否则索尼就这样在仿真程序中,但它们选择了改做软件动车组)-请注意: 简单标题使用他们动车组已经做好的工作大煤矿在巨大的速度超过 100 帧/秒.我很感兴趣,他们动车组 (软件之一,在 ps2 模式中运行) 像铁拳妮娜、 驱动程序和这种有点复杂游戏会怎么做。

不管怎么说,无论从 EE 或 IOP 访问,我仍要规模正常速度太快的游戏如使用中间缓冲区的命令。当模拟一个 psx 更帧花时半 ps2 框架,然后声音仍将启用和禁用在错误的地方,因为它将尽一切一半的时间它原本应该和 ps2 将止步不前,剩下的时间。肯定的是,差别不大,仍然是颇为准确 (至 1/50 或者 1/60 秒),所以大多数用户可能不会无论如何注意它。尚未真正适当地说,你将不得不节省 cpu 周期它发生于 psx 更随每个命令。一旦缓冲区达到一些长度 (蔓延在 ms 或周期或每一帧的末尾),它应该被缩放基于实时已过。但这将引入之间的延迟时间的声音出现,何时会实际上发声...也许,这可能是比让发生 (尽管这将是最大为 20 毫秒,所以不如此大) 的另一件更糟。我不确定现在哪一个会更好。将不得不决定对其中之一前再尝试一次 (右我现在使用 ~ 50-100 毫秒实时缓冲区的命令取决于速度和延迟 SPU-硬件中是某个时候烦 … … 延迟是软件 spu 仿真中更大)。

所有 @
抛光关闭配置器发射装置。它是非常简单的基于文本 (包括文本的简单菜单) 上, 生成的 MCA,它反正看起来很好。我只是不想浪费太多时间,如意思是临时的解决方案。
08-30-2011,12:13 下午
没有这么大的进步。我已经固定一些 gpu 的东西,稍微调整了计数器,添加声音...但最近两年我几乎没有工作在项目上。它是只有最后两个星期或东西 … …突然,我觉得自己像做一些编码。感谢上帝的代码是时间的很清楚 (除了一些 gpu 的东西) 的大多数。等了很久后,我觉得像我读别人的代码

我不认为它应该被叫做测试版,因为仍有整个音我知道有关的问题。但真正的要紧吗?反正是一项进步。

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发表于 2011-9-5 13:33  ·  辽宁 | 显示全部楼层
萨里温 发表于 2011-9-5 13:29
最近作者的一些回复:
08-29-2011,9:14 上午
这就是我一直努力要做,虽然效果不是很大。一切几乎正常工作 ...

机翻的还是同时附原文比较好些

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发表于 2011-9-5 14:10  ·  河南 | 显示全部楼层
强烈期待啊 这个消息太好了

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发表于 2011-9-6 13:18  ·  湖北 | 显示全部楼层
说完成了是误传?

审判者

我が心 明镜止水~

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发表于 2011-9-8 07:24  ·  陕西 | 显示全部楼层
希望能给PS3也开发一份啊。

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发表于 2011-9-8 15:34  ·  浙江 | 显示全部楼层
那个软件PS2PSXe - PS2上的PS模拟器在哪下载

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发表于 2011-9-8 18:40  ·  浙江 | 显示全部楼层
好心的人给我一个连接,感谢。感谢

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发表于 2011-9-8 20:56  ·  河南 | 显示全部楼层
还要等等呢~

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发表于 2011-9-8 21:52  ·  浙江 | 显示全部楼层
哦,谢谢啊,我太急了,没有搞明白,现在懂了,感谢
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