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- Update contents
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- At the timing when the last object rendered in OpenGL rendering is not a texture
- When stopping OpenGL rendering (and using OpenGL only)
- There was a bug that the image was not displayed, so I fixed it.
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- Draft for when to revise the document someday
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- About high image quality
- A certain GPU plugin can be diverted as a rendering engine.
- Rename it to VIDEO.DLL and place it in the folder and turn on Video Output setting.
- Be aware of conflicts with embedded OpenGL and restart if there is a possibility of conflict.
- ■ Setting items in SIM.EXE
- [I Cahce Rate]
- Number of clocks required per instruction execution (specified by × 16)
- The R3000 is 1.0 clock per instruction is the best case to the last
- The reality is pretty stalled.
- Some programs are designed for 1.0, others are set with 2.0 or higher
- , The default is 1.5 (× 16 = 0 × 18).
- [I Cache Size]
- To simulate the mismatch phenomenon between the instruction cache and main memory
- Buffer size
- [Image Rate]
- Time required for the GPU's Image-related instruction
- Specify how many times the best case will be specified by × 16
- [Paint Rate]
- Time required for drawing instruction of GPU such as Polygon
- Specify how many times the best case will be specified by × 16
- [Seek Mode]
- Operating mode of SeekL
- 0: Actually read and copy position data from there
- 1: Create position data by calculation without reading
- [Seek Rate]
- How to calculate the time required for short distance seek of CD
- 0: × (1 + random)
- 1: × (offset + 1), at least 1/75 sec
- 2, 3, ...: X offset + α, α = 1/300 sec × n
- [Transfer Rate]
- Number of clocks required per DMA word transfer (specified by × 16)
- [Stall Rate]
- Number of clocks that the CPU stalls per DMA word transfer (specified by × 16)
- Even with DMA, the main memory that is the access destination is shared,
- The device side (also between devices) and the CPU side compete with each other and stall each other.
- Device side adjustment is Transfer Rate CPU side adjustment is Stall Rate
- So-called remodeling code
- Windows can easily realize process memory editor
- Android does not go well,
- ROM image of caetla without legal problems
- Because there seems to be few people available,
- We implemented the so-called modified code function.
- Save it as XEBRA.PAR in the same folder as XEBRA.EXE.
- In the case of a disk image, it has the same base name as the image
- The extension should be par.
- ■ Controller settings
- - The timing at which the setting change is reflected is when the "OK" button is pressed,
- When the "OK" button is pushed, the dialog closes, so controllers 1 and 2 are simultaneously pressed
- It can not be set.
- If you misrepresent setting if returning behind, click "x" button to close the dialog
- Switching controllers 1 and 2 cancels setting change.
- · PC pads are mostly cases where direction buttons are not simple ON / OFF,
- Though it is necessary to decide the threshold as to whether it is regarded as ON if it is over any value,
- Since the range of values is not unified, it is necessary to examine the range of values at the time of execution.
- Always check the load is too big, so when starting up and displaying the dialog
- I am planning to look it up.
- So, after this timing you can insert a pad or change the pad mode
- It is not recognized even when switching.
- Before starting XEBRA, use the "Device and printer" on the control panel etc.
- Whether the axis is valid or which axis is the X, Y, Z, R, U, V axis
- You had better check it. Incidentally, the R axis is often referred to as Z axis rotation.
- · The order of setting items is
- [L2] [Connection port] [R2]
- [L1] [controller type] [R1]
- [↑] [SELECT] [START] [△]
- [←] [→] [L3] [ANALOG] [R3] [□] [○]
- [↓] [×]
- [Left horizontal axis] [Left vertical axis] [Right horizontal axis] [Right vertical axis]
- [Left Horizontal Base] [Left Vertical Base] [Right Horizontal Base] [Right Vertical Base]
- [Left horizontal Rate] [Left vertical Rate] [Right horizontal Rate] [Right vertical Rate]
- .
- The axis of the pad of the PC is not necessarily the left horizontal in the X axis
- Also, since the range of values of axes is not unified,
- (a) Correspondence between the axis of the PC (X, Y, Z, R, U, V) and the PS axis (left horizontal, left vertical, right horizontal, right vertical)
- (b) Coefficient of calculation formula for converting PC axis value to PS axis value
- Must be determined.
- The formula is
- [Value of PS axis] = ([axis value of PC] * [Rate] / 65536) + [Base]
- And if the value range of PC axis is A to B
- [Rate] = (256 * 65536 - 1) / (B - A)
- [Base] = - ([Rate] * A / 65536)
- , If it is set to A, it is converted to 0, and when it is B, it is converted to 255.
- For Version 16/5/12 or later, if [Rate] is 0, set [Base] [Rate] to
- It is adapted to calculate automatically by the above equation.
- ■ Execution mode
- Mode 1
- Binary conversion of code as a function unit and execution
- Always perform delay processing and interrupt monitoring
- The instruction cache is pseudo-reproduced, using I Cache Rate
- Mode 2
- Binary conversion of code as a function unit and execution
- Delay processing · Interrupt monitoring appropriately ends so slightly fast
- The instruction cache is pseudo-reproduced, using I Cache Rate
- Mode 3
- Execute while interpreting one code one by one
- Always perform delay processing and interrupt monitoring
- Instruction cache is not reproduced at all and I Cache Rate is used
- Mode 4
- Execute while interpreting one code one by one
- Always perform delay processing and interrupt monitoring
- I Cache Rate is not used because the instruction cache is completely reproduced
- Mode 5
- Execute while interpreting one code one by one
- Always perform delay processing and interrupt monitoring
- Reproduce instruction cache, but use I Cache Rate
- In terms of reproducing the inconsistency between cache and main memory
- For theoretical accuracy, Mode 4, 5 is the highest.
- If it moves in Mode 4 and does not move with 5, or conversely does not move in 4 and moves in 5,
- It is definitely a matter of timing adjustment.
- Experience shows that there are more problems between CPU and device than problems between devices.
- Therefore it seems easier to adjust for Mode 5 than for Mode 4.
- Notes on execution images
- Even if the memory is changed in PlayStation, it is not immediately reflected in the instruction cache.
- A game that actively uses this cache characteristic
- In the first place in Mode 3 it runs away.
- In Mode 1 and 2, this cache characteristic can be reproduced in a pseudo manner,
- Data for reproduction varies depending on the environment at the time of execution
- It is not included in the executable image file.
- So I evacuated the cache characteristic at the timing of being used correctly
- You can not recover normally from a bad executable image file.
- There are no problems with Mode 4 and 5, but in Mode 1 and 2
- Bad executable image file between
- It does not mean that you can return to normal in Mode 4 and 5.
- It seems that the bad probability between the two is considerably low
- If you absolutely want to avoid it, you will always have to continue running in Mode 4, 5.
- The execution image also includes a memory card image.
- Otherwise, if you create an execution image at the timing of writing,
- It will destroy the memory card when returning it.
- So if you want to keep the current card, you can use File / Save / Memory Card ...
- After evacuating the card, return the execution image,
- Run / Stop Card -> File / Open / Memory Card ... -> Run / Start Card
- Must be implemented.
- If you do not do the Stop Card / Start Card, it means that the card has been changed
- Since it is not recognized by the memory card manager of PlayStation OS,
- Data copied to the main memory in advance is used,
- It is because it may destroy the memory card.
- About pad history
- There seems to be few people who noticed, but the function for so-called TAS.
- However, like fighting game replay,
- Because it is just a record of pad input information
- If you change simulation setting, disk, and execution mode in the middle
- The meaning of TAS disappears.
- As a flow of use
- (01) Change simulation settings and designate disks in advance.
- (02) Write the pad history by File / History / Write Pad.
- (03) Start execution with Run / Power.
- (04) Interrupt execution by Run / Pause immediately before the scene with difficult timing.
- (05) Saves the execution image at (4) by File / Save / Running Image.
- (06) Save the pad history up to the point (4) with File / History / Save Pad.
- (07) Resume execution with Run / Power.
- (08) If it did not work, stop execution with Run / Pause.
- (09) Restore the execution image at (4) by File / Open / Running Image.
- (10) Restore the pad history up to the point (4) with File / History / Load Pad.
- (11) Restart execution with Run / Power.
- From Version 15/12/03
- With writing of the pad history started
- When saving / restoring the execution image by the function key,
- At the same time, we changed the pad history to save and restore,
- It does not have to be interrupted every time.
- ■ Saving and restoring execution image by function key
- Execution image file name by function key is
- If the product ID of the game is xxxx_xxxxx
- With F1 / F7 key, XEBRA.RUN
- For the F2 / F8 key, xxxx_xxxxx.RI0
- For F3 / F9 key, xxxx_xxxxx.RI1
- .
- I would like to make it all product ID,
- The product ID must read the disk to some extent
- (As a guide, until the switch from the S mark to the PS logo) will not appear,
- Since there are games in which the product ID does not appear in the first place
- File name with F1 / F7 key is XEBRA.
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