PCSX2 SVN r2638 - 模擬器
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By Olive
at 2010-02-25T21:16
at 2010-02-25T21:16
Table of Contents
http://www.emucr.com/2010/02/pcsx2-svn-r2638.html
PCSX2 SVN r2638 is released.PCSX2 is a PlayStation 2 (PS2) emulator for the
Microsoft Windows and Linux operating systems. With the most recent versions,
many PS2 games are playable (although speed limitations have made
play-to-completion tests for many games impractical), and several games are
claimed to have full functionality.
PCSX2 SVN Changelog:
r2637
Runaway voices should be faster with this. My previous ideas for optimising
this were based on the principles that there's no way a game could rely on
this feature other than requiring interrupts to fire when the muted voice
hits the interrupt address. Well... Fatal Frame 2 proved me wrong. SPU2
interrupts aren't even enabled. I have no idea what it's doing.
Rougher granularity than this probably doesn't break anything, this is the
finest that should have observable effects.
Not running voices when they're in a special sentinel block may also help
games... but not Fatal Frame 2. It resets the loop register constantly. I
really have no idea what it's playing at and it's driving me crazy.
r2638
I guess I should've tried this from the beginning. Actually, I did, but it
wasn't quite the same code and rama benchmarked it instead of me. Other
optimisations are irrelevant, speed is now within measuring error of r2634, I
feel like an idiot.
--
零 系列作.....可以玩了
--
PCSX2 SVN r2638 is released.PCSX2 is a PlayStation 2 (PS2) emulator for the
Microsoft Windows and Linux operating systems. With the most recent versions,
many PS2 games are playable (although speed limitations have made
play-to-completion tests for many games impractical), and several games are
claimed to have full functionality.
PCSX2 SVN Changelog:
r2637
Runaway voices should be faster with this. My previous ideas for optimising
this were based on the principles that there's no way a game could rely on
this feature other than requiring interrupts to fire when the muted voice
hits the interrupt address. Well... Fatal Frame 2 proved me wrong. SPU2
interrupts aren't even enabled. I have no idea what it's doing.
Rougher granularity than this probably doesn't break anything, this is the
finest that should have observable effects.
Not running voices when they're in a special sentinel block may also help
games... but not Fatal Frame 2. It resets the loop register constantly. I
really have no idea what it's playing at and it's driving me crazy.
r2638
I guess I should've tried this from the beginning. Actually, I did, but it
wasn't quite the same code and rama benchmarked it instead of me. Other
optimisations are irrelevant, speed is now within measuring error of r2634, I
feel like an idiot.
--
零 系列作.....可以玩了
--
Tags:
模擬器
All Comments
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By Frederic
at 2010-03-01T22:29
at 2010-03-01T22:29
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By Carol
at 2010-03-04T00:55
at 2010-03-04T00:55
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By Puput
at 2010-03-05T14:24
at 2010-03-05T14:24
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By Hedwig
at 2010-03-06T17:01
at 2010-03-06T17:01
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