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[23] (無題)

投稿者: Anon 投稿日:2019年 6月 5日(水)09時16分48秒 p579803DF.dip0.t-ipconnect.de  通報   返信・引用

There is an issue when emulating the PlayStation mouse: Since XEBRA doesn't capture the cursor, the mouse movement is limited by the desktop; when you reach the end of the desktop with the cursor the PlayStation mouse doesn't move further either.




[22] PK201 Request/BUG

投稿者: REI 投稿日:2019年 6月 1日(土)03時16分40秒 ntgnma117130.gnma.nt.ngn.ppp.infoweb.ne.jp  通報   返信・引用

PK201で赤外線通信(IR Signal)をUPnP(TCP/IP)通信できるようにしてほしい。
PK201メニュー
File Run View Net Help

PK201.DLLを使用しないポーリング通信を行う場合、
XEBRAがフリーズする。
XEBRA-Ver190322
PK201-Ver160120

一応放置でもいいバグ
・どこでもいっしょにて確認
時計表示から戻った時にLCD右半分が同期エラー(?)を起こす。
※画像参照



[21] Re: Xebra Debugging

投稿者: Matt 投稿日:2019年 5月28日(火)01時27分31秒 134.129.70.115.static.exetel.com.au  通報   返信・引用 > No.20[元記事へ]

> [MY TEST RESULTS]
> The important thing is short distance.
> It is faster to wait until the target position is encountered rather than moving the header.

Thanks! That's very useful diagnostic information!! Can you share some example code from XEBRA however so we can better understand how it's implemented?

EG: Here an example for 'CdlSetLoc' from our code.

case CdlSetloc: // 0x02
{
    setloc_cdlba = MSF2LBA(cdloc);
    cd_loc_flg = 1;

    INT_Handler(ACKNOWLEDGE, 1);

    break;
}

How does this look in XEBRA, or better yet, how does a more complex function like 'CdlReadN' look in XEBRA??

If you don't want to share code in public, please email me directly from our website ^_^

http://cybdyn-systems.com.au/



[20] Re: Xebra Debugging

投稿者: Hell 投稿日:2019年 5月28日(火)00時28分5秒 KD106158157210.ppp-bb.dion.ne.jp  通報   返信・引用 > No.19[元記事へ]

[MY TEST RESULTS]
The important thing is short distance.
It is faster to wait until the target position is encountered rather than moving the header.



[19] Re: Xebra Debugging

投稿者: Matt 投稿日:2019年 5月27日(月)23時45分22秒 134.129.70.115.static.exetel.com.au  通報   返信・引用 > No.18[元記事へ]

> In some games, it is necessary to reproduce the seek time with high accuracy.
> Naturally the seek time depends on the relationship between the current position and the target position.
> In a read command without a seek command, it is necessary to add a seek time.
> While not reading, it is necessary to reproduce that the return value of LocL and LocP changes slightly.

Ah! This would most likely be the issue. We will implement it and see if it helps. I will let you know :)

Can I ask you, could you show an example please of how you implemented the seek timings so we can add it with high accuracy?




[18] Re: Xebra Debugging

投稿者: Hell 投稿日:2019年 5月27日(月)23時20分51秒 KD106158157210.ppp-bb.dion.ne.jp  通報   返信・引用   編集済 > No.16[元記事へ]

In some games, it is necessary to reproduce the seek time with high accuracy.
Naturally the seek time depends on the relationship between the current position and the target position.
In a read command without a seek command, it is necessary to add a seek time.
While not reading, it is necessary to reproduce that the return value of LocL and LocP changes slightly.



[17] Re: Xebra Debugging

投稿者: Hell 投稿日:2019年 5月27日(月)22時50分28秒 KD106158157210.ppp-bb.dion.ne.jp  通報   返信・引用 > No.16[元記事へ]

> Is there a dependency from when the PSX sends a CMD to the CD-ROM and do we have to use some sort of algorithm to calculate the delay for an INT from the CD-ROM??

I don't know.
But if I'm a game developer, I'll do some other work while I'm waiting.
So I think that there might be a dependency.
The delay algorithm is unknown and XEBRA uses the average value measured on the real machine.
The value has already been released.
http://drhell.web.fc2.com/ps1/index.html

const long CdDelayAcknowledge[] = {
    0x00006666, 0x00007753, 0x00007B45, 0x0000C8F4, /* CdlSync......CdlNop........CdlSetloc...CdlPlay..... */
    0x0002F2E2, 0x0001E8BF, 0x0000A72A, 0x0000D5E1, /* CdlForward...CdlBackward...CdlReadN....CdlStandby.. */
    0x0000A9EF, 0x00006C00, 0x000139A7, 0x00008D12, /* CdlStop......CdlPause......CdlReset....CdlMute..... */
    0x00008000, 0x000098C1, 0x0000A07A, 0x00009CE3, /* CdlDemute....CdlSetfilter..CdlSetmode..CdlGetparam. */
    0x0000A947, 0x00009431, 0x000181CA, 0x00009F81, /* CdlGetlocL...CdlGetlocP....CdlReadT....CdlGetTN.... */
    0x000098B3, 0x00007C1B, 0x0000F259, 0x00006666, /* CdlGetTD.....CdlSeekL......CdlSeekP....CdlSetclock. */
    0x00006666, 0x00009FA0, 0x00007904, 0x00014005, /* CdlGetclock..CdlTest.......CdlId.......CdlReadS.... */
    0x000064F7, 0x00006666, 0x00011E4C, 0x00006666  /* CdlInit......(1D)..........CdlReadTOC..(1F)........ */
};
const long CdDelayComplete[] = {
    0x00000000, 0x00000000, 0x00000000, 0x00000000,
    0x00000000, 0x00000000, 0x00000000, 0x0310C06E,
    0x00C2CFDA, 0x0037EF82, 0x0038DC83, 0x00000000,
    0x00000000, 0x00000000, 0x00000000, 0x00000000,
    0x00000000, 0x00000000, 0x03707521, 0x00000000,
    0x00000000, 0x004DAE77, 0x0099D30A, 0x00000000,
    0x00000000, 0x00000000, 0x00004CCA, 0x00000000,
    0x00000000, 0x00000000, 0x01DE103C, 0x00000000
};



[16] Re: Xebra Debugging

投稿者: Matt 投稿日:2019年 5月27日(月)22時03分15秒 134.129.70.115.static.exetel.com.au  通報   返信・引用 > No.15[元記事へ]

> Your product seems to use the actual CPU as it is.
> Thus, the following is probably irrelevant.
> The most important thing in this game is "software interruption" (writing status & cause register).
> ...
It doesn't apply to us because we're not touching the CPU. Maybe I should ask, when you emulated the PSX CD-ROM, did you add some sort of delay for INT generation?

IE: The interrupts need a response code such as:
NoIntr 0
DataReady 1
Complete 2
Acknowledge 3
DataEnd 4
DiskError 5

Is there a dependency from when the PSX sends a CMD to the CD-ROM and do we have to use some sort of algorithm to calculate the delay for an INT from the CD-ROM??



[15] Re: Xebra Debugging

投稿者: Hell 投稿日:2019年 5月27日(月)21時41分3秒 KD106158157210.ppp-bb.dion.ne.jp  通報   返信・引用 > No.14[元記事へ]

Your product seems to use the actual CPU as it is.
Thus, the following is probably irrelevant.
The most important thing in this game is "software interruption" (writing status & cause register).
I don't remember having a hard time dealing with CD control in this game.
It may have already been treated in another game.

FORMAT OF DEBUG LOG FILE

The first dword is tag.

bit31-24: Hardware ID
bit23-16: Event ID
bit15-8: Sub Number
bit1-0: Warnig Level

[Warnig Level]
0: opcode
1: normal
2: level2
3: level3

[Event ID]
#define PS1_LOG_EV_LB               0x11
#define PS1_LOG_EV_LH               0x12
#define PS1_LOG_EV_LW               0x14
#define PS1_LOG_EV_SB               0x21
#define PS1_LOG_EV_SH               0x22
#define PS1_LOG_EV_SW               0x24
#define PS1_LOG_EV_DMA              0x30
#define PS1_LOG_EV_TIMER            0x40
#define PS1_LOG_EV_ADDITION         0xAD
#define PS1_LOG_EV_COMMAND          0xC0
#define PS1_LOG_EV_CAUTION          0xCA
#define PS1_LOG_EV_REBUILD          0xCD
#define PS1_LOG_EV_MODIFY           0xCE
#define PS1_LOG_EV_CACHEFLUSH       0xCF
#define PS1_LOG_EV_REG              0xD6
#define PS1_LOG_EV_GPR              0xD7
#define PS1_LOG_EV_PC               0xD8
#define PS1_LOG_EV_CLK              0xD9
#define PS1_LOG_EV_DATA             0xDA
#define PS1_LOG_EV_UNKNOWN          0xDB
#define PS1_LOG_EV_INTERRUPTION     0xE0
#define PS1_LOG_EV_SYSCALL          0xE8
#define PS1_LOG_EV_BREAK            0xE9
#define PS1_LOG_EV_EXCEPTION        0xEC
#define PS1_LOG_EV_JUMP             0xFB
#define PS1_LOG_EV_CALL             0xFC
#define PS1_LOG_EV_RET              0xFD
#define PS1_LOG_EV_RFE              0xFE

[Hardware ID]
#define PS1_LOG_HW_CORE             0x00
#define PS1_LOG_HW_CPU              0x10
#define PS1_LOG_HW_COP0             0x11
#define PS1_LOG_HW_GTE              0x12
#define PS1_LOG_HW_PERIPHERALS      0x20
#define PS1_LOG_HW_ICACHE           0x21
#define PS1_LOG_HW_DCACHE           0x22
#define PS1_LOG_HW_INTC             0x23
#define PS1_LOG_HW_DMAC             0x24
#define PS1_LOG_HW_TMR              0x25
#define PS1_LOG_HW_IOP              0x26
#define PS1_LOG_HW_MAINMEMORY       0x30
#define PS1_LOG_HW_OSROM            0x40
#define PS1_LOG_HW_MDEC             0x50
#define PS1_LOG_HW_PIO              0x60
#define PS1_LOG_HW_PIOIMAGE         0x61
#define PS1_LOG_HW_SIO              0x70
#define PS1_LOG_HW_GPU              0x80
#define PS1_LOG_HW_VIDEOOUTPUT      0x81
#define PS1_LOG_HW_FRAMEBUFFER      0x82
#define PS1_LOG_HW_SPU              0x90
#define PS1_LOG_HW_SOUNDOUTPUT      0x91
#define PS1_LOG_HW_SOUNDBUFFER      0x92
#define PS1_LOG_HW_CD               0xA0
#define PS1_LOG_HW_CDROMDRIVE       0xA1
#define PS1_LOG_HW_CDROMBUFFER      0xA2
#define PS1_LOG_HW_CDROMDECODER     0xA3
#define PS1_LOG_HW_COMA             0xB0
#define PS1_LOG_HW_CONTROLLER       0xB1
#define PS1_LOG_HW_MEMORYCARD       0xB2
#define PS1_LOG_HW_OUTERCARD        0xB3
#define PS1_LOG_HW_DEBUGOUTPUT      0xFF

The second dword depends on the first dword.

ファイル1(3gp:313.73046875KB)


[14] Re: Xebra Debugging

投稿者: Matt 投稿日:2019年 5月27日(月)20時18分18秒 134.129.70.115.static.exetel.com.au  通報   返信・引用 > No.13[元記事へ]

> The debug dialog is an interface to filter, display and save debug information sent from the core program of XEBRA. However, sending debug information slows down the execution speed, so the release version disables sending on the core program side, and the dialog does not work practically. The debug dialog itself is a small resource and does not slow down execution. Therefore, it has not been removed in the release version.

Can I get a copy of XEBRA with debugging enabled please? If not, can you send me the source code to how you perform the CD-ROM command handling and timing?? We've been trying to fix "Jackie Chan: Stuntmaster [NTSC-U/C]" for a few years now, but it seems to always freeze in the first level. We suspect it's a VBLANK timing issue to do with CdlReadN. Maybe the data must be sent 1 frame before the VBLANK occurs. Have you seen or had this issue before???


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