> 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
Ah yes - we studies pipelines and stuff in Uni, so does it only affect branches then?
What about situations when a register is loaded and then used, are they never trouble for emulators?
How does it manifest itself in Tekken 2?
You learn something old everyday...