PS2 Compatibility: Difference between revisions
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| SPU5 || PS2-SPU2 || C++ || about 50% load average | | SPU5 || PS2-SPU2 || C++ || about 50% load average | ||
|- | |- | ||
| SPU6 || - || - || | | SPU6 || - || - || Isolation | ||
|- | |- | ||
| SPU7 || - || - || Unavailable: Factory disabled SPU | | SPU7 || - || - || Unavailable: Factory disabled SPU |
Revision as of 20:37, 2 August 2011
PS2-Compatibility
Early PS3 FAT CECHA/COK-001 and CECHB/COK-001 : Full compatibility with GS+EE and Rambus memory. Later CECHC/COK-002 had instead of GS+EE a single GS and lacked the Rambus memory.
PS2 Hardware
PS2 EE/GS and PS2 GS
Sony CXD2953AGB (PS2 EE/GS)
Used on PS3 FAT CECHA/COK-001 and CECHB/COK-001
http://www.ps3devwiki.com/index.php?title=File:SCEI_CXD2953AGB.JPG
Sony CXD9833GB (PS2 EE/GS)
8-753-227-14 / IC7004
http://www.ps3devwiki.com/index.php?title=File:CXD9833GB.png
BGA 536 (32x32 minus 22*22 center square minus 4 cornerpads) pitch : 0.76mm
Sony CXD2972GB (PS2 GS)
Used on PS3 FAT CECHC/COK-002
http://www.ps3devwiki.com/index.php?title=File:CXD2972GB.JPG
PS2 Rambus 32MB memory
The earlier models with hardware PS2 compatibility also contained an extra 32MB of RDRAM using two 16MB Samsung chips.
Type | Size | Speed | Voltage | Packaging | Manufacturer | Serial Number | Description |
---|---|---|---|---|---|---|---|
RDRAM | 16MB | 800MHz | 2.50 +/- 0.13V | 54-pin | Samsung | K4R271669F | 32MB total (2 chips) PS2 HW BC |
RDRAM | 16MB | 800MHz | 2.50 +/- 0.13V | 54-pin | Samsung | K4R271669H | 32MB total (2 chips) PS2 HW BC |
Samsung K4R271669F / K4R271669H (PS2 Rambus 800MHz 16MB 2.5V FBGA54 - 2x)
Used on PS3 FAT CECHA/COK-001 and CECHB/COK-001
Datasheet: ds_k4r271669h_rev10.pdf
http://www.ps3devwiki.com/index.php?title=File:K4R271669F.png
PS2 bridgechip
Sony CXD9208GP2 (PS2 ?)
6-710-433-01 / IC7301
Used on PS3 FAT CECHA/COK-001 and CECHB/COK-001
Unknown bridge chip from EE+GS to the CXM4024R (see MultiAV) and the RSX
http://www.ps3devwiki.com/index.php?title=File:SCEI_CXD9208GP.JPG
PS2 Software
Mountpoints:
- dev_ps2disc
- dev_ps2disc1
Name | Auth ID | Self (/dev_flash/ps2emu) |
Notes |
---|---|---|---|
PS2_LPAR | 0x1020000003000001 | ps2_emu.self | |
*SCE_CELLOS_SYSTEM_MGR_PS2 | 0x107000001D000001 | ||
PS2_GX_LPAR | 0x1020000003000001 | ps2_gxemu.self | |
*SCE_CELLOS_SYSTEM_MGR_PS2_GX | 0x107000001D000001 | ||
PS2_SW_LPAR | 0x1020000003000001 | ps2_softemu.self | |
*SCE_CELLOS_SYSTEM_MGR_PS2_SW | 0x107000001D000001 |
PS2_GX | ||||
---|---|---|---|---|
Core | Job | Source | Notes | |
SPU0 | IOP | SPU ASM | ||
SPU1 | DMA | SPU ASM | ||
SPU2 | VU1 | SPU ASM | ||
SPU3 | IPU | SPU ASM | ||
SPU4 | GFIF | SPU ASM | ||
SPU5 | PS2-SPU2 | C++ | about 50% load average | |
SPU6 | - | - | Isolation | |
SPU7 | - | - | Unavailable: Factory disabled SPU | |
PPU:0 | PS2-Devices | C++ and PPU ASM | ||
PPU:1 | Emotion Engine | C++ and PPU ASM | ||
PS2-GS | Graphic Synthesizer | Hardware PS2-GS | Present in CECHC/COK-002 | |
PS2 (GS+EE) | ||||
Core | Job | Source | Notes | |
SPU0 | IOP | SPU ASM | ||
- | DMA | Hardware PS2-EE | ||
- | VU1 | Hardware PS2-EE | ||
- | IPU | Hardware PS2-EE | ||
- | GFIF | Hardware PS2-EE | ||
SPU5 | PS2-SPU2 | C++ | about 50% load average | |
SPU6 | - | - | unused (or LV1) | |
SPU7 | - | - | Unavailable: Factory disabled SPU | |
PPU:0 | PS2-Devices | C++ and PPU ASM | ||
PPU:1 | - | - | unused? | |
PS2-EE | Emotion Engine | Hardware PS2-EE | Present in CECHA/COK-001 and CECHB/COK-001 | |
PS2-GS | Graphic Synthesizer | Hardware PS2-GS | Present in CECHA/COK-001 and CECHB/COK-001 | |
PS2 Software | ||||
problematic, see Mathieulh quoted below
The main issue here is that it's mostly not doable to emulate the GS efficiently with the rest of the hardware because the RSX is just not meant for this task and cannot emulate the GS on its own while all the available SPUs and the PPU are already mostly fully used to emulate the rest of the playstation 2 hardware, this explains why sony never could finish the ps2_softemu and that it reached a stalling step. I honestly have no idea on how it would be possible to get over the ps3 hardware limitations to perform a full ps2 emulation without any of the ps2 hardware present on the console, one thing for sure is that the emulator would have to be entirely rewritten and optimized like no other ps3 software has been. |