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==psfour2pstwo==
==psfour2pstwo==


====vu0====
====gs====
For JAK emu. Todo: Exec from VIF0 seems to always run program for 0x7FFFFFFF cycles...
void __fastcall Vu0MicroExec()
{
  run_vu0(vu0_functions_ptr, 256LL, 0LL);
                                                // run vu for 256 cycles.
                                                // This kill whole sync idea. We have 256 cycles run already on first run.
                                                // Games like SST/ARR/TM:HEAD-ON are alredy broken before we even started.
  if (is_vu0_running())                        // if still running (no ebit, no mbit)
  {
    v0 = ee_sched_stru;
    v1 = 0LL;
    v2 = *(ee_core_regs_base + 0x378) - *(ee_core_regs_base + 0x370) + 512LL;
                                                // passed cycles + 512
                                                // terrible idea, we are falling behind ee here.
                                                // There is usually no point to run behind ee if we failed to do this at start.
                                                // This break games like Ratchet/Rayman.
    sched_Vu0MicroExec.delta = v2;
    if ( ee_sched_stru )
    {
      while ( 1 )
      {
        v3 = v0;
        if ( v0[2] >= v2 )                      // if delta from scheduler higher than from v0
          break;
        v0 = *v0;
        v1 = v3;
        if ( !*v3 )                            // schedule next run...


====todo====
* --gs-kernel-cl="DarkCloud2"
* --gs-kernel-cl="fantavision"


seems to be like internal threads, not real threads. Emu print with that.
Special case kernel plugins?
<pre>_____________________________________________________________________________
| Emotion Engine:      | Input Output Processor (iop)  | x Extra?         |
|-----------------------|-------------------------------|-------------------|
| e-dbg                | i-fw                          | x-stdlib          |
| e-r59                | i-debug                      | x-emu            |
| e-mem                | i-cdvd                        | x-lpnr            |
| e-dmac                | i-dmac                        | x-cdvd            |
| e-timer              | i-gmif                        | x-isofs          |
| e-sio                | i-intc                        | x-log            |
| e-dramc              | i-mem                        | x-mcd            |
| e-intc                | i-memcard                    | x-replay          |
| e-sif                | i-mtap                        | x-rtc            |
| e-gif                | i-pad                        | x-save            |
| e-vif0                | i-pif                        | x-osd            |
| e-vif1                | i-sched                      | x-snap            |
| e-ipu                | i-sif                        | x-host            |
| e-jit                | i-sio2                        | x-trphy          |
| e-hook                | i-timer                      | x-audio          |
| e-Lua                | i-usb                        | x-pad            |
| e-gs                  | i-spu2                        | x-srvc            |
| e-sched              | i-EndSlice                    | x-dialog          |
|                      | i-r30                        | x-dlc            |
|                      | i-jit                        | x-stream          |
|                      | i-Lua                        | x-mem            |
|                      | i-thread                      | x-core            |
|-----------------------|-------------------------------|-------------------|</pre>


==Shaders==
====possible speed/comp hacks====


===SB header===
* --detect-idle-vif
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
* --detect-idle-ee
|- bgcolor="#cccccc"
* --detect-idle-iop
! Offset !! Size !! Description !! Example
* --detect-idle-intc
|-
* --detect-idle-chcr
| 0x00 || 2 bytes || SB Version || 00 04 (00.04)
|-
| 0x02 || 2 bytes || Compiler Version || F9 F1 (63985)
|-
| 0x04 || 8 bytes || Association Hash || B2 09 E0 A5 00 00 00 00
|-
| 0x0C || 1 byte || Shader Type || 02
|-
| 0x0D || 1 byte || Code Type || 01
|-
| 0x0E || 1 byte || UseShaderResourceTable || 00/01 (true/false)
|-
| 0x0F || 1 byte || Compiler Type || 03
|-
| 0x10 || 4 bytes || Code Size || E8 00 00 00 (232)
|-
| 0x14 || 4 bytes || ? || 00 00 00 00
|-
| 0x18 || 12 bytes? || System Attribute Info - Num Threads || 40 00 01 00  01 00 00 00  00 00 00 00
|-
|}
<pre>
'''Shader Type'''


*(unknown)            0
====GS handling switches====
*kShaderTypeVsShader  1
*kShaderTypeFsShader  2
*kShaderTypeCsShader  3
*kShaderTypeGsShader  4
*kShaderTypeHsShader  5
*kShaderTypeDsShader  6


* --threaded-gs
* --gpugs
'''Reminder''' (different upscaler modes for gpugs 0x325962)


'''Code type'''
====Sound - SPU2 behavior====


*kCodeTypeIl  0
* --spu2-update-deferral
*kCodeTypeIsa  1
* --spu2-reverb
*kCodeTypeScu  2
* --spu2-c0-memin-to-bgm
* --spu2-c1-memin-to-bgm
* --spu2Trace


====other====


'''UseShaderResourceTable'''
* --force-point-sampling
* Project Snowblind US mipmap offset 0019506C  bc1f    loc_19508C


*false  0
=====Disc patch=====
*true  1


(important! 50% ps2_netemu fixes!)


'''Compiler Type'''
MechaSetPatch (sector, offset, size) Data?


MECHA_SET_PATCH : sec=%d offset=%d size=%d
*kCompilerTypeUnspecified 0
<br>MECHA PATCH : sec=%d(%x), ofs=%d(%x) size=%s
*kCompilerTypeOrbisPsslc  1
*kCompilerTypeOrbisEsslc  2
*kCompilerTypeOrbisWave  3
*kCompilerTypeOrbisCuAs  4</pre>


===GNM Header===
====IEEE 754====


{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e
|- bgcolor="#cccccc"
 
! Offset !! Size !! Description !! Example
====vu====
|-
 
| 0x00 || 4 bytes || Magic || 72 64 68 53 Shdr
Looks like VU sync always(?), not like ps2.
|-
 
| 0x04 || 4 bytes || Version || 00 07 00 02 (0007.0002)
== God of war Patch ==
|-
 
| 0x08 || 1 byte || Shader type || 04 (Compute)
So how to define GOW new patched pkg. Do you have the config details yet? As i have changed the status of the game as Playable. Just to update the config file on talk page pls?
|-
[[User:SalmanKhan|SalmanKhan]] ([[User talk:SalmanKhan|talk]]) 20:19, 9 July 2019 (UTC)
| 0x09 || 1 byte || Shader header size in DW || 0D (13)
 
|-
[[User:SalmanKhan|SalmanKhan]] You can ask pkg author to share config files he used, or extract/dump them by yourself from ps4 (using game dump payload). Then you can post config files on psdevwiki. So anyone can create pkg using game he own.
| 0x0A || 1 byte || Has shader aux data || 00/01 ? 
Files inside pkg that store configs are:
|-
* config-emu-ps4.txt
| 0x0B || 1 byte || Target GPU types || 03 (Base|NEO)
* XXXX-YYYYY_cli.conf
|-
* XXXX-YYYYY_config.lua
| 0x0C || 4 bytes || padding || 00 00 00 00
* XXXX-YYYYY_features.lua
|-
 
|}
If you need any help with posting extracted config files, feel free to contact me here. I will help you. I'm answering when i can.
Posting links to full games, or any copyrighted materials is prohibited on psdevwiki. [[User:-- kozarovv]]
 
: {{u|--kozarovv}} brother, the pkg author known from his twitter handle @Vitt0x_lar_yt  is not available. Atleast they must have courtesy to share the config files. Hence im unable to get the details to prove GOW is now playable. Can you get the files from the pkg pleasse? [[User:SalmanKhan|SalmanKhan]] ([[User talk:SalmanKhan|talk]]) 20:02, 13 July 2019 (UTC)
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