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i'd say it'd still be a problem and require a very good team of devs to get good compatibility.

the advantage is the devs will have all of sony's information available to them; but the disadvantage is that they'd have to create an emulator on a platform who's full power is only realized when making use of all the SPE's.. which most-likely won't be fully utilized in emulation.

probably what they would have to do is recompile the ps2's VU micro-programs into SPE programs with the PPE processor, then DMA transfer the programs to the SPE's which will run the code as if they're a VU processor instead of an SPE.
a recompiler project like that sounds pretty fun actually xD

another problem is the limited memory the ps3 has available. i believe it has only 256mb of ram, which means you have to be very careful with how you use the memory.

also another annoyance is the endianness of the consoles.
the ps2 being little endian, and the ps3 being big endian.
so most data will need to be byteswapped before it can be processed by the instructions...

i believe the ps3 is also IEEE-754 compliant for the most part in that it supports infinities and nan values for floats. so there will still be issues with games that rely on the larger range of the ps2's floats which don't support NaNs/infinities.

probably the way sony should go about a ps2 emulator is to have many game specific hacks that are auto-loaded based on the game's serial code.
the hacks will fix problems and run games on the fastest settings that work; and since sony will have the money to hire full time testers, the testers can be the ones to configure the different settings games need to run well and fast.
sony shouldn't care about making an accurate emulator, they only care about making something to run as much games as possible at full speed. which is why the game specific hack idea is probably the way to go.
Good points there but you forgot few things..

1. The CPU its powerfull enough if its used in the right way specially using the SPE´s and they will for sure as that´s what Sony always wanted

2. There´s a big difference between having the required info and not having them as every dev will get the full information from Sony and that will help them to make things a lot better.

3. There´s a big difference between hobby coders and full-time devs workers because you spend a minimum of 8 hours daily working and trying to get things done and even if you´re not mature at all with the time you get some nice experience... specially if others from the team help you aswell.

4. I may be wrong but PS2 hardware is still available on the PS3(don´t know about the slim)

5. Just as you mentioned in your answer to "minime_samilin" post the PCSX2 code its pretty much useless to them and i pretty much doubt they are going to look at the code to get any ideas while having everything they need because PCSX2 its being done with "Some" info so to say and lots of code that could´ve been done better and you know that.

Bonus points:

6. Remember Bleem DC???? while PS1 emulation was struggling to get good speeds on PC a small dev team with probably not enough info about the PS1 got full speed in games on the DC without problems and they knew the limits of the console and still they did it. so i don´t see any reason why it couldn´t be doable with a console such as the PS3

7. I Pretty much doubt that God of War Collection was completely Re-Worked at all and i smell some emulation behind it(I may be wrong).

Taking those points in mind a PS2 emulator is doable at any point if they wish to.. i may be wrong but i bet Sony have one in early stages now because they want to bring PS2 games to the PS store.
 
@ruantec;1792531 [B said:
4.[/B] I may be wrong but PS2 hardware is still available on the PS3(don´t know about the slim)
the inbuilt ps2 hardware was scrapped after the initial 60Gb models to cut costs, since then the ps1 has been [poorly] emulated with software, on 40-80-120Gb models.
 
the inbuilt ps2 hardware was scrapped after the initial 60Gb models to cut costs, since then the ps1 has been [poorly] emulated with software, on 40-80-120Gb models.
....and if that's the best they can come up with for a ps1 emu, i'd hate to see sony's ps2 emu if ever released, better then nothing though, as pcsx2 still lags on cpu's without sse3.
 
....and if that's the best they can come up with for a ps1 emu, i'd hate to see sony's ps2 emu if ever released, better then nothing though, as pcsx2 still lags on cpu's without sse3.
I somehow think sony's team of dedicated, professional, and PAYED(most important part) would probably fair better concerning emus on their own hardware.

Also, quoting yourself is useless unless you are trying to restate a point. >_>
 
I somehow think sony's team of dedicated, professional, and PAYED(most important part) would probably fair better concerning emus on their own hardware.

Also, quoting yourself is useless unless you are trying to restate a point. >_>
i was just too lazy to re-type out what i was referring to, and have you compared ps3's ps1 emu to epsxe on a decent video card with petesogl 2.9? there is no comparison, [no full screen, 2xsal, x-y resolution increases or decent filtering, etc] my games now look better than they ever did, or ever will on ps1 or ps3, also the sony ps1 emu does not support negcon controllers - a must for older racing games.

the ps3 makes my games look more ancient than they are, epsxe brings them into the millennium.
 
right, that explains why i'm stuck on sse2 then even though my core duo supports sse3, i thought something was a bit off in my quick testing, but that's for another thread entitled: "Something Something Something Extensions 3" .

I somehow think sony's team of dedicated, professional, and PAYED(most important part) would probably fair better concerning emus on their own hardware.
>_>
my previous statement also goes for d3d renderer 1.11 [gpuImpactD3D.dll] with pcsx 1.5 which has ceased development for years, [excluding reloaded] so why can't sony include ps1 emu updates with their oversized ps3 ones?

A: they have the money, but not the drive or talent of the epsxe/pete bernert team, who go beyond emulating by adding extra features.
 
On the Isolated SPUs
Today I verified my theories about running the isolated SPUs as crypto engines. I believe that defeats the last technical argument against the PS3 being hacked.

In OtherOS, all 7 SPUs are idle. You can command an SPU(which I'll leave as an exercise to the reader) to load metldr, from that load the loader of your choice, and from that decrypt what you choose, everything from pkgs to selfs. Including those from future versions.

The PPU is higher on the control chain then the SPUs. Even if checks were to be added to, for example, verify the hypervisor before decrypting the kernel, with clever memory mappings you can hide your modified hypervisor.

Ah, but you still didn't get the Cell root key. And I/we never will. But it doesn't matter. For example, we don't have either the iPhone or PSP "root key". But I don't think anyone doubts the hackedness of those systems.

I wonder if any systems out there are actually secure?
On the PlayStation 3
 
tried downloading gamesaves? apparently some gamesaves are protected, so i read on this forum, so a quick check of my ps3's bought/hired/demo games showed 1 in 10 are [nfs:undercover saves won't copy to usb - why are they blocking backing up your own work?] so basically, if you can copy the saves to a usb stick, then you'll find saves online with google search:

"gametitle" savegame ps3
 
Well, the early PS3 library never had trophies. It wasn't until sometime after Metal Gear Solid 4 that they invented the trophy system.

As for me, there's a difference between become an expert (hence, the trophy system), and just wanting to finish the game and move on.
 
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