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Ramapcsx2 psx mode #1583

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merged 10 commits into from Sep 25, 2016

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@gregory38
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gregory38 commented Sep 23, 2016

Rama initial PR with various improvements

  • added Turtleli feedback. Except that I kept the C ring buffer to avoid invasive change.
  • added my feeback
  • reformat with clang the new files
  • shuffle/squash/split/rebase all commits to keep the history nice

A quick test to ensure no-regression will be nice. Replace #1571

Edit: maybe I miss a couple of review.

Show outdated Hide outdated pcsx2/ps2/Iop/IopHwWrite.cpp Outdated
@@ -625,4 +629,4 @@
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>
</Project>

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willkuer Sep 23, 2016

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Did you strip the last newline of the file? I though you wanted to keep them?

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willkuer Sep 23, 2016

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Did you strip the last newline of the file? I though you wanted to keep them?

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gregory38 Sep 23, 2016

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Actually I try my best to not commit them. But My text editor often updates the end of file. I don't know what is the policy here.

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gregory38 Sep 23, 2016

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Actually I try my best to not commit them. But My text editor often updates the end of file. I don't know what is the policy here.

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turtleli Sep 23, 2016

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Well, I think Visual Studio removes the newline if the project file is updated via the UI. Editing the files via the UI can really suck though (it can cause the files to bloat excessively, especially if you're changing compile settings). I think the newlines might be there cause I partially edited the files with vim when I did #1462 and that adds a newline to the end of file if it's absent.

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turtleli Sep 23, 2016

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Well, I think Visual Studio removes the newline if the project file is updated via the UI. Editing the files via the UI can really suck though (it can cause the files to bloat excessively, especially if you're changing compile settings). I think the newlines might be there cause I partially edited the files with vim when I did #1462 and that adds a newline to the end of file if it's absent.

extern void testInt(void);
extern void HPCoS_print(u32 mem, u32 data);
extern void anyIopLS(u32 addr, u32 data, int Wr);
extern void dma6_OTClear(void);

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willkuer Sep 23, 2016

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No newline in the end of file

@willkuer

willkuer Sep 23, 2016

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No newline in the end of file

{
u32 *data = (u32 *)dat;
DevCon.Warning("WARNING PGIF WRITE BY PS1DRV ! - NOT KNOWN TO EVER BE DONE!");
Console.WriteLn("PGIF QW write 0x%08X = 0x%08X %08X %08X %08X ", addr, *(u32 *)(data + 0), *(u32 *)(data + 1), *(u32 *)(data + 2), *(u32 *)(data + 3));

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willkuer Sep 23, 2016

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Do you typically access the Console? Don't you forward everything to DevCon? Also does it make sense to mix these?

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willkuer Sep 23, 2016

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Do you typically access the Console? Don't you forward everything to DevCon? Also does it make sense to mix these?

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@gregory38

gregory38 Sep 23, 2016

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Console is always on. DevCon is a console only enabled in dev build.

@gregory38

gregory38 Sep 23, 2016

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Console is always on. DevCon is a console only enabled in dev build.

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@ramapcsx2

ramapcsx2 Sep 24, 2016

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If you find the logging in PGPU excessive, you can comment it out for now.
We will need it later when we get to fixing games ;)

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ramapcsx2 Sep 24, 2016

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If you find the logging in PGPU excessive, you can comment it out for now.
We will need it later when we get to fixing games ;)

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FlatOutPS2 Sep 23, 2016

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I just tried to boot a few PSX games with this and it doesn't boot anymore, it goes to a black screen and the PSX mode logo doesn't ever show up.

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FlatOutPS2 commented Sep 23, 2016

I just tried to boot a few PSX games with this and it doesn't boot anymore, it goes to a black screen and the PSX mode logo doesn't ever show up.

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gregory38 Sep 23, 2016

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Oh cool. I guess I win the right to do a diff between the 2 branches.

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gregory38 commented Sep 23, 2016

Oh cool. I guess I win the right to do a diff between the 2 branches.

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gregory38 Sep 23, 2016

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We have some conflict between old code and new code. I think it is the main issue. I need to find which box contains my psx disk to test locally. If I'm lucky it is good now.

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gregory38 commented Sep 23, 2016

We have some conflict between old code and new code. I think it is the main issue. I need to find which box contains my psx disk to test locally. If I'm lucky it is good now.

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FlatOutPS2 Sep 23, 2016

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It's working again. 👍

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FlatOutPS2 commented Sep 23, 2016

It's working again. 👍

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gregory38 Sep 24, 2016

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Ok. I rebased on master. Didn't changed end of file. Use dev console to be consistent.

If everybody is happy, we could merge it.

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gregory38 commented Sep 24, 2016

Ok. I rebased on master. Didn't changed end of file. Use dev console to be consistent.

If everybody is happy, we could merge it.

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ramapcsx2 Sep 24, 2016

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Let me do a quick test. Should be done in 2.

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ramapcsx2 commented Sep 24, 2016

Let me do a quick test. Should be done in 2.

Robert added some commits Sep 23, 2016

psxmode:IOP: plug in hardware read / write handlers for PGIF and MDEC
v2:
* Update sioRead8() to read a single byte  and add a comment on it
* Better code integration IOP REG

v3:
* only log the bad 16 bit access
psxmode: add all the rest on core side. psx mode works now.
- include a small game exe detection so pcsx2 doesn't believe it's running the bios
- cdrom.cpp has a hack to account for pcsx2's wrong iop dma timing when mixing mdec and cdrom dmas. This should be properly fixed for the benefit of all ps2 / psx software!
- dmasif2 is disabled since pgpu already handles it
psxmode:EE: Plug SBUS PGIF register
v2: improve code integration
v3: fix conflict between sif2/pgif code
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gregory38 Sep 24, 2016

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@ramapcsx2 I pushed the request fix. IRC is down on my side (so reliable)...

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gregory38 commented Sep 24, 2016

@ramapcsx2 I pushed the request fix. IRC is down on my side (so reliable)...

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ramapcsx2 Sep 24, 2016

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Test done and everything looks to be alright. Any other opinions? :p

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ramapcsx2 commented Sep 24, 2016

Test done and everything looks to be alright. Any other opinions? :p

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FlatOutPS2 Sep 25, 2016

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Tested release and debug builds and noticed no new issues or regressions.

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FlatOutPS2 commented Sep 25, 2016

Tested release and debug builds and noticed no new issues or regressions.

@ramapcsx2 ramapcsx2 merged commit fdf5e7a into master Sep 25, 2016

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Sarania Sep 25, 2016

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@ramapcsx2 With the latest buildbot build it doesn't work at all for me anymore even using ZeroSPU2. Did something change?

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Sarania commented Sep 25, 2016

@ramapcsx2 With the latest buildbot build it doesn't work at all for me anymore even using ZeroSPU2. Did something change?

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jcdenton2k Sep 25, 2016

I'd like to know the purpose behind adding in PSOne support to a PS2 emulator? Aren't there already PSOne emulators available?

Dividing the focus of the devs towards PSOne side might delay implementation and accuracy/performance improvements on the PS2 side.

I've read the previous comments about certain early PS2 games that were released on CDs instead of DVDs and that this was initially added to improve compatibility with them, but then this is branching out into a far larger project than initially anticipated.

jcdenton2k commented Sep 25, 2016

I'd like to know the purpose behind adding in PSOne support to a PS2 emulator? Aren't there already PSOne emulators available?

Dividing the focus of the devs towards PSOne side might delay implementation and accuracy/performance improvements on the PS2 side.

I've read the previous comments about certain early PS2 games that were released on CDs instead of DVDs and that this was initially added to improve compatibility with them, but then this is branching out into a far larger project than initially anticipated.

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refractionpcsx2 Sep 25, 2016

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I'd like to know the purpose behind adding in PSOne support to a PS2 emulator? Aren't there already PSOne emulators available?

The PS2 natively supports PS1 emulation, we are actually completing some more of the PS2 emulation by getting this working, we are not hindering anything in PS2 emulation, we might even fix something (unlikely, but you never know)

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refractionpcsx2 commented Sep 25, 2016

I'd like to know the purpose behind adding in PSOne support to a PS2 emulator? Aren't there already PSOne emulators available?

The PS2 natively supports PS1 emulation, we are actually completing some more of the PS2 emulation by getting this working, we are not hindering anything in PS2 emulation, we might even fix something (unlikely, but you never know)

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jcdenton2k Sep 25, 2016

Thanks for the explanation. Having PS1 emulation built into PCSX2 will be nice for users :)

jcdenton2k commented Sep 25, 2016

Thanks for the explanation. Having PS1 emulation built into PCSX2 will be nice for users :)

@gregory38 gregory38 deleted the ramapcsx2-psx-mode branch Sep 27, 2016

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shentino Oct 3, 2016

Yeah I think PCSX2 emulating the PS2 emulating the PS1 might do better than PCSXR :P

shentino commented Oct 3, 2016

Yeah I think PCSX2 emulating the PS2 emulating the PS1 might do better than PCSXR :P

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refractionpcsx2 Oct 3, 2016

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I doubt it :p

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refractionpcsx2 commented Oct 3, 2016

I doubt it :p

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