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basically, some games use the spu irq to constantly keep new sound data in the buffer, so every time it gets to a certain point, it fills it up, and this is what teh spu irq does, so if the spu cant emulate it nicely enough, the spu sends a bunch of spu irq's to keep the data flowing into the buffer. I'm not 100% sure of this, but i think this is how it works.
 

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Hmmm.
That's a good explanation(I think), but what does the SIO IRQ do?

Actually maybe I can answer that. Someone will come correct me if I'm wrong.
Sometimes ePSXe doesn't put a data interupt in the right place which can result in a game freezing or a memory card not being detected. The SIO IRQ simply is a way of requesting an interupt so that you can bypass these problems.
Well its something like that anyway. I probably left something out though.
 

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oh, woops, thought it said spu ;) well, the sio has to do with the pads and memcards i believe, and basically, epsxe somehow does those interrupts incorrectly, so i believe that that switch causes the interrupt mask bit for the sio(?, maybe a memcard or controller irq) to always be set, so the interrupts will always go through instead of being blocked by the mask bit. Once again, this is just what I believe, not exactly sure though.
 

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To put it simply... You know those games that don't run right when it's turned off? Well, it makes those work when you turn it on.
 

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Originally posted by Hadji
To put it simply... You know those games that don't run right when it's turned off? Well, it makes those work when you turn it on.
Well, sort of, but the way you put it makes it sound like it fixes every single game. Which it definitely does not.
 

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No, I said just the ones that don't when it's turned off. Not specific enough, but certainly not every game, as many run fine with it off, no?
 
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