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SubjectRe: Playstation Emu Reply to this message
Posted bysmf
Posted on12/17/03 06:21 AM



The only complicated bit about the psx cpu is the "tekken2 bug", which requires you to emulate the instruction pipeline.

Not only do you need to delay branches ( i.e. always execute the next instruction after a branch ) you also have to delay loads that occur in that instruction. It only matters if the instruction at the branch destination uses that register, pcsx does a complicated analaysis and generates code depending on that. For the MAME interpreter I just incorporated it into the branch delay code. I don't think any of the other open source emulators ever had it working properly.

smf




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Entire Thread
Subject  Posted byPosted On
*Playstation Emu  finaldave12/16/03 09:16 AM
.*this way last opcode costs more than the first  Terry Bogard12/17/03 07:40 PM
..*Re: this way last opcode costs more than the first  Bart T.12/17/03 09:46 PM
.*Re: Playstation Emu  galibert12/16/03 09:37 PM
..*Re: Playstation Emu  finaldave12/18/03 04:59 AM
...*Re: Playstation Emu  tratax12/30/03 07:11 PM
..*Re: Playstation Emu  finaldave12/17/03 05:05 AM
....Re: Playstation Emu  smf12/17/03 06:21 AM
....*Re: Playstation Emu  finaldave12/17/03 06:21 PM
.....*Re: Playstation Emu  Riff12/17/03 07:57 PM
......*Re: Playstation Emu  smf12/18/03 05:24 AM
.......*Re: Playstation Emu  tratax12/30/03 07:07 PM
........*Re: Playstation Emu  smf01/02/04 05:56 AM
........*Re: Playstation Emu  R. Belmont12/31/03 01:19 AM
.........*Re: Playstation Emu  tratax01/01/04 06:06 PM
.......*Re: Playstation Emu  ElSemi12/18/03 01:24 PM
........*Re: Playstation Emu  Riff12/18/03 04:56 PM
.*Re: Playstation Emu  Bart T.12/16/03 01:02 PM