Advertisement
Guest User

XEBRA.txt translated

a guest
Aug 25th, 2018
1,740
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.94 KB | None | 0 0
  1. -------------------------------------------------------------------- ------------------------
  2. Update contents
  3. -------------------------------------------------------------------- ------------------------
  4.  
  5. At the timing when the last object rendered in OpenGL rendering is not a texture
  6. When stopping OpenGL rendering (and using OpenGL only)
  7. There was a bug that the image was not displayed, so I fixed it.
  8.  
  9. -------------------------------------------------------------------- ------------------------
  10. Draft for when to revise the document someday
  11. -------------------------------------------------------------------- ------------------------
  12.  
  13. About high image quality
  14.  
  15. A certain GPU plugin can be diverted as a rendering engine.
  16. Rename it to VIDEO.DLL and place it in the folder and turn on Video Output setting.
  17. Be aware of conflicts with embedded OpenGL and restart if there is a possibility of conflict.
  18.  
  19. ■ Setting items in SIM.EXE
  20.  
  21. [I Cahce Rate]
  22.  
  23. Number of clocks required per instruction execution (specified by × 16)
  24.  
  25. The R3000 is 1.0 clock per instruction is the best case to the last
  26. The reality is pretty stalled.
  27. Some programs are designed for 1.0, others are set with 2.0 or higher
  28. , The default is 1.5 (× 16 = 0 × 18).
  29.  
  30. [I Cache Size]
  31.  
  32. To simulate the mismatch phenomenon between the instruction cache and main memory
  33. Buffer size
  34.  
  35. [Image Rate]
  36.  
  37. Time required for the GPU's Image-related instruction
  38. Specify how many times the best case will be specified by × 16
  39.  
  40. [Paint Rate]
  41.  
  42. Time required for drawing instruction of GPU such as Polygon
  43. Specify how many times the best case will be specified by × 16
  44.  
  45. [Seek Mode]
  46.  
  47. Operating mode of SeekL
  48. 0: Actually read and copy position data from there
  49. 1: Create position data by calculation without reading
  50.  
  51. [Seek Rate]
  52.  
  53. How to calculate the time required for short distance seek of CD
  54. 0: × (1 + random)
  55. 1: × (offset + 1), at least 1/75 sec
  56. 2, 3, ...: X offset + α, α = 1/300 sec × n
  57.  
  58. [Transfer Rate]
  59.  
  60. Number of clocks required per DMA word transfer (specified by × 16)
  61.  
  62. [Stall Rate]
  63.  
  64. Number of clocks that the CPU stalls per DMA word transfer (specified by × 16)
  65.  
  66. Even with DMA, the main memory that is the access destination is shared,
  67. The device side (also between devices) and the CPU side compete with each other and stall each other.
  68. Device side adjustment is Transfer Rate CPU side adjustment is Stall Rate
  69.  
  70. So-called remodeling code
  71.  
  72. Windows can easily realize process memory editor
  73. Android does not go well,
  74. ROM image of caetla without legal problems
  75. Because there seems to be few people available,
  76. We implemented the so-called modified code function.
  77. Save it as XEBRA.PAR in the same folder as XEBRA.EXE.
  78. In the case of a disk image, it has the same base name as the image
  79. The extension should be par.
  80.  
  81. ■ Controller settings
  82.  
  83. - The timing at which the setting change is reflected is when the "OK" button is pressed,
  84. When the "OK" button is pushed, the dialog closes, so controllers 1 and 2 are simultaneously pressed
  85. It can not be set.
  86. If you misrepresent setting if returning behind, click "x" button to close the dialog
  87. Switching controllers 1 and 2 cancels setting change.
  88.  
  89. · PC pads are mostly cases where direction buttons are not simple ON / OFF,
  90. Though it is necessary to decide the threshold as to whether it is regarded as ON if it is over any value,
  91. Since the range of values ​​is not unified, it is necessary to examine the range of values ​​at the time of execution.
  92. Always check the load is too big, so when starting up and displaying the dialog
  93. I am planning to look it up.
  94. So, after this timing you can insert a pad or change the pad mode
  95. It is not recognized even when switching.
  96. Before starting XEBRA, use the "Device and printer" on the control panel etc.
  97. Whether the axis is valid or which axis is the X, Y, Z, R, U, V axis
  98. You had better check it. Incidentally, the R axis is often referred to as Z axis rotation.
  99.  
  100. · The order of setting items is
  101.  
  102.    [L2] [Connection port] [R2]
  103.    [L1] [controller type] [R1]
  104.  
  105.    [↑] [SELECT] [START] [△]
  106. [←] [→] [L3] [ANALOG] [R3] [□] [○]
  107.    [↓] [×]
  108.  
  109. [Left horizontal axis] [Left vertical axis] [Right horizontal axis] [Right vertical axis]
  110. [Left Horizontal Base] [Left Vertical Base] [Right Horizontal Base] [Right Vertical Base]
  111. [Left horizontal Rate] [Left vertical Rate] [Right horizontal Rate] [Right vertical Rate]
  112.  
  113. .
  114. The axis of the pad of the PC is not necessarily the left horizontal in the X axis
  115. Also, since the range of values ​​of axes is not unified,
  116. (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)
  117. (b) Coefficient of calculation formula for converting PC axis value to PS axis value
  118. Must be determined.
  119.  
  120. The formula is
  121. [Value of PS axis] = ([axis value of PC] * [Rate] / 65536) + [Base]
  122. And if the value range of PC axis is A to B
  123. [Rate] = (256 * 65536 - 1) / (B - A)
  124. [Base] = - ([Rate] * A / 65536)
  125. , If it is set to A, it is converted to 0, and when it is B, it is converted to 255.
  126. For Version 16/5/12 or later, if [Rate] is 0, set [Base] [Rate] to
  127. It is adapted to calculate automatically by the above equation.
  128.  
  129.  
  130. ■ Execution mode
  131.  
  132. Mode 1
  133. Binary conversion of code as a function unit and execution
  134. Always perform delay processing and interrupt monitoring
  135. The instruction cache is pseudo-reproduced, using I Cache Rate
  136.  
  137. Mode 2
  138. Binary conversion of code as a function unit and execution
  139. Delay processing · Interrupt monitoring appropriately ends so slightly fast
  140. The instruction cache is pseudo-reproduced, using I Cache Rate
  141.  
  142. Mode 3
  143. Execute while interpreting one code one by one
  144. Always perform delay processing and interrupt monitoring
  145. Instruction cache is not reproduced at all and I Cache Rate is used
  146.  
  147. Mode 4
  148. Execute while interpreting one code one by one
  149. Always perform delay processing and interrupt monitoring
  150. I Cache Rate is not used because the instruction cache is completely reproduced
  151.  
  152. Mode 5
  153. Execute while interpreting one code one by one
  154. Always perform delay processing and interrupt monitoring
  155. Reproduce instruction cache, but use I Cache Rate
  156.  
  157. In terms of reproducing the inconsistency between cache and main memory
  158. For theoretical accuracy, Mode 4, 5 is the highest.
  159. If it moves in Mode 4 and does not move with 5, or conversely does not move in 4 and moves in 5,
  160. It is definitely a matter of timing adjustment.
  161. Experience shows that there are more problems between CPU and device than problems between devices.
  162. Therefore it seems easier to adjust for Mode 5 than for Mode 4.
  163.  
  164. Notes on execution images
  165.  
  166. Even if the memory is changed in PlayStation, it is not immediately reflected in the instruction cache.
  167. A game that actively uses this cache characteristic
  168. In the first place in Mode 3 it runs away.
  169.  
  170. In Mode 1 and 2, this cache characteristic can be reproduced in a pseudo manner,
  171. Data for reproduction varies depending on the environment at the time of execution
  172. It is not included in the executable image file.
  173. So I evacuated the cache characteristic at the timing of being used correctly
  174. You can not recover normally from a bad executable image file.
  175.  
  176. There are no problems with Mode 4 and 5, but in Mode 1 and 2
  177. Bad executable image file between
  178. It does not mean that you can return to normal in Mode 4 and 5.
  179. It seems that the bad probability between the two is considerably low
  180. If you absolutely want to avoid it, you will always have to continue running in Mode 4, 5.
  181.  
  182.  
  183.  
  184. The execution image also includes a memory card image.
  185. Otherwise, if you create an execution image at the timing of writing,
  186. It will destroy the memory card when returning it.
  187. So if you want to keep the current card, you can use File / Save / Memory Card ...
  188. After evacuating the card, return the execution image,
  189. Run / Stop Card -> File / Open / Memory Card ... -> Run / Start Card
  190. Must be implemented.
  191. If you do not do the Stop Card / Start Card, it means that the card has been changed
  192. Since it is not recognized by the memory card manager of PlayStation OS,
  193. Data copied to the main memory in advance is used,
  194. It is because it may destroy the memory card.
  195.  
  196.  
  197. About pad history
  198.  
  199. There seems to be few people who noticed, but the function for so-called TAS.
  200. However, like fighting game replay,
  201. Because it is just a record of pad input information
  202. If you change simulation setting, disk, and execution mode in the middle
  203. The meaning of TAS disappears.
  204.  
  205.  
  206. As a flow of use
  207. (01) Change simulation settings and designate disks in advance.
  208. (02) Write the pad history by File / History / Write Pad.
  209. (03) Start execution with Run / Power.
  210. (04) Interrupt execution by Run / Pause immediately before the scene with difficult timing.
  211. (05) Saves the execution image at (4) by File / Save / Running Image.
  212. (06) Save the pad history up to the point (4) with File / History / Save Pad.
  213. (07) Resume execution with Run / Power.
  214. (08) If it did not work, stop execution with Run / Pause.
  215. (09) Restore the execution image at (4) by File / Open / Running Image.
  216. (10) Restore the pad history up to the point (4) with File / History / Load Pad.
  217. (11) Restart execution with Run / Power.
  218.  
  219.  
  220. From Version 15/12/03
  221. With writing of the pad history started
  222. When saving / restoring the execution image by the function key,
  223. At the same time, we changed the pad history to save and restore,
  224. It does not have to be interrupted every time.
  225.  
  226.  
  227.  
  228. ■ Saving and restoring execution image by function key
  229.  
  230. Execution image file name by function key is
  231. If the product ID of the game is xxxx_xxxxx
  232.  
  233. With F1 / F7 key, XEBRA.RUN
  234. For the F2 / F8 key, xxxx_xxxxx.RI0
  235. For F3 / F9 key, xxxx_xxxxx.RI1
  236.  
  237. .
  238.  
  239. I would like to make it all product ID,
  240. The product ID must read the disk to some extent
  241. (As a guide, until the switch from the S mark to the PS logo) will not appear,
  242. Since there are games in which the product ID does not appear in the first place
  243. File name with F1 / F7 key is XEBRA.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement