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SubjectRe: Playstation Emu Reply to this message
Posted byfinaldave
Posted on12/17/03 11:21 PM

> 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

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...

Entire Thread
Subject  Posted byPosted On
*Playstation Emu  finaldave12/16/03 02:16 PM
.*this way last opcode costs more than the first  Terry Bogard12/18/03 00:40 AM
..*Re: this way last opcode costs more than the first  Bart T.12/18/03 02:46 AM
.*Re: Playstation Emu  galibert12/17/03 02:37 AM
..*Re: Playstation Emu  finaldave12/18/03 09:59 AM
...*Re: Playstation Emu  tratax12/31/03 00:11 AM
..*Re: Playstation Emu  finaldave12/17/03 10:05 AM
...*Re: Playstation Emu  smf12/17/03 11:21 AM
.....Re: Playstation Emu  finaldave12/17/03 11:21 PM
.....*Re: Playstation Emu  Riff12/18/03 00:57 AM
......*Re: Playstation Emu  smf12/18/03 10:24 AM
.......*Re: Playstation Emu  tratax12/31/03 00:07 AM
........*Re: Playstation Emu  smf01/02/04 10:56 AM
........*Re: Playstation Emu  R. Belmont12/31/03 06:19 AM
.........*Re: Playstation Emu  tratax01/01/04 11:06 PM
.......*Re: Playstation Emu  ElSemi12/18/03 06:24 PM
........*Re: Playstation Emu  Riff12/18/03 09:56 PM
.*Re: Playstation Emu  Bart T.12/16/03 06:02 PM